spaceship/EnemyRangedWeaponComponent.gd
Loïc Wisniewski fc2b5ca74a Add standoff sniper enemy (#45)
EnemyStandoffComponent holds a preferred distance from the nearest
player ship instead of ramming (advance beyond it, retreat inside
retreat_range_factor of it, drift laterally in the comfortable band
between) - never paired with a pursuit component. EnemyRangedWeaponComponent
mirrors VesselWeaponComponent for an enemy: fires an EnemyProjectile
aimed at the target's CURRENT position rather than led, so a moving
ship can dodge it (projectile_speed 260 vs the interceptor's 460
max_speed). Registered in EnemyDefinitions so it's placeable from a
planet setup by enemy_id.

test_sniper_enemy.gd went through a few iterations to get its own
timing right: physics ticks can run ahead of a SceneTree test's own
_process() clock under this device's load, so the cooldown-violation
check reads the component's own fire_timer directly (a rising value
means it refired) instead of comparing projectile counts against a
wall-clock wait, and manually repositioned ships need their
move_target re-pinned or Ship's own steering silently drives them back
to the stale target.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 21:23:01 +02:00

54 lines
1.8 KiB
GDScript

class_name EnemyRangedWeaponComponent
extends Node
# Same shape as VesselWeaponComponent, mirrored for an enemy: fires an
# EnemyProjectile at the nearest player ship's CURRENT position, not led,
# so a moving ship can dodge it.
var capability_id: String = "ranged_weapon"
@export var fire_range: float = 700.0
@export var fire_cooldown: float = 2.2
@export var projectile_speed: float = 260.0
@export var damage: int = 1
var fire_timer: float = 0.0
var projectile_scene: PackedScene = preload("res://EnemyProjectile.tscn")
func tick(delta: float) -> void:
fire_timer -= delta
if fire_timer > 0.0:
return
var enemy: Node2D = get_parent()
var target: Node2D = _nearest_ship_in_range(enemy)
if target == null:
fire_timer = 0.25
return
var projectile: Area2D = projectile_scene.instantiate()
# global_position: the projectile is reparented to root, a different
# node than the enemy's own (possibly nested) parent, so local
# position would be wrong the moment an enemy isn't a direct root
# child - exactly the case #44 introduced (planet-surface hosting).
projectile.position = enemy.global_position
projectile.damage = damage
projectile.speed = projectile_speed
enemy.get_tree().root.add_child(projectile)
projectile.launch(target.global_position - enemy.global_position)
fire_timer = fire_cooldown
func _nearest_ship_in_range(enemy: Node2D) -> Node2D:
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null:
return null
var nearest: Node2D = null
var best_distance: float = fire_range
for ship in fleet.ships:
if not is_instance_valid(ship):
continue
var distance: float = enemy.global_position.distance_to(ship.global_position)
if distance <= best_distance:
best_distance = distance
nearest = ship
return nearest