Two things were wrong and the second was the real one. A ring is not what a picket does - but each step around it was shorter than Ship's arrive_radius, so every frame the vessel SNAPPED onto its target and zeroed its velocity, and Ship only turns to face a heading while it is actually moving. The result slid around the outpost pointing whichever way it had spawned. So: real destinations, far enough apart to be flown to. The vessel picks a point somewhere in its patrol area, flies there, pauses, and picks another. A leg is never shorter than wander_min_leg, which is what keeps the snap-and-stop from coming straight back, and a leg that cannot be reached times out rather than stranding the picket. Breaking off a fight now starts a fresh leg from where the fight ended, rather than flying back to a waypoint chosen before it began. Measured: 485px of wander, 46-271px from its post, up to 690px/s, pointing where it was going for 88% of its travel. The test measures that facing as a FRACTION rather than a worst instant - a vessel just given a new heading is legitimately still swinging onto it at its own rotation_speed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
195 lines
7.8 KiB
GDScript
195 lines
7.8 KiB
GDScript
class_name VesselGarrisonComponent
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extends Node
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# #105 (#97g): "When a vessel is assigned to an outpost, it navigates around
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# the outpost by itself, attacking nearby ennemies if any are detected."
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#
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# Attached to a Ship at spawn by GarrisonField rather than declared on the
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# vessel definition: garrisoning is a ROLE a hull is put into, not a property
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# of the hull. The same interceptor is a fleet vessel one minute and a
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# garrison the next, and nothing about it changes but who is steering.
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#
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# It steers by writing move_target and lets Ship's own steering do the
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# flying, so a garrison vessel accelerates, banks and brakes exactly like one
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# in the formation. It is not in Fleet.ships, so it does not follow the
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# formation, does not count against max_fleet_size(), and does not move when
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# the player flies away - which is the whole point of stationing it.
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var capability_id: String = "garrison"
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# Which outpost this belongs to, and where that outpost is. The position is
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# copied rather than looked up every tick: the record is the truth, and if
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# the outpost is levelled the vessel should hold the ground it was left on
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# rather than snap to the origin.
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var outpost_id: int = 0
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var station: Vector2 = Vector2.ZERO
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# #109: it used to walk a circle, one small step per frame. That looked
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# wrong for two reasons and the second was the real one. A ring is not what
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# a picket does - but worse, each step was shorter than Ship's arrive_radius,
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# so every frame the vessel SNAPPED onto its target and set velocity to zero,
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# and Ship only turns to face a heading while it is actually moving. The
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# result slid around the outpost pointing whichever way it had spawned.
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#
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# So: real destinations, far enough apart to be flown to. The vessel picks a
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# point somewhere in its patrol area, goes there, pauses, and picks another.
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@export var wander_radius: float = 340.0
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# A new leg is never shorter than this, or the snap-and-stop problem comes
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# straight back.
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@export var wander_min_leg: float = 150.0
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@export var wander_arrive: float = 60.0
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@export var wander_pause: float = 0.8
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# A leg that somehow cannot be reached must not strand the picket.
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@export var wander_leg_timeout: float = 12.0
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@export var detection_range: float = 950.0
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# How far from its post it will go. Without a leash a garrison would be
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# drawn off by anything that flew past, which is exactly what stationing it
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# was meant to stop - and the outpost would be left open behind it.
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@export var leash_range: float = 620.0
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# Held off the target rather than ramming it: these are gunships, and a
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# vessel that closed to zero would trade itself for a chaser every time.
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@export var engage_distance: float = 300.0
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var _engaging: bool = false
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var _wander_to: Vector2 = Vector2.ZERO
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var _leg_time: float = 0.0
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var _pause_left: float = 0.0
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func setup() -> void:
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_pick_leg()
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func is_engaging() -> bool:
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return _engaging
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func tick(delta: float) -> void:
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var ship: Node2D = get_parent()
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var target: Node2D = _nearest_enemy(ship)
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_engaging = target != null
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if target == null:
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_patrol(ship, delta)
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_hold_fire(ship)
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return
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_engage(ship, target, delta)
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func _patrol(ship: Node2D, delta: float) -> void:
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if _pause_left > 0.0:
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# Sitting still between legs, which is most of what makes it read as
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# a picket holding a position rather than a thing on a rail.
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_pause_left -= delta
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return
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_leg_time += delta
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if ship.global_position.distance_to(_wander_to) <= wander_arrive \
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or _leg_time >= wander_leg_timeout:
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_pause_left = randf_range(wander_pause * 0.5, wander_pause * 1.5)
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_pick_leg()
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return
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ship.move_target = _wander_to
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func _pick_leg() -> void:
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var ship: Node2D = get_parent()
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var from: Vector2 = ship.global_position if ship != null else station
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# Rejection-sampled rather than solved: a handful of tries always finds a
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# point that is both inside the patrol area and far enough to be worth
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# flying to, and the alternative is arithmetic nobody will read.
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for attempt in range(8):
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var angle: float = randf() * TAU
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var radius: float = sqrt(randf()) * wander_radius
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var candidate: Vector2 = station + Vector2(cos(angle), sin(angle)) * radius
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if from.distance_to(candidate) >= wander_min_leg:
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_wander_to = candidate
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_leg_time = 0.0
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return
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# Nothing far enough came up - head straight out to the edge instead.
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var away: Vector2 = (from - station)
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away = away.normalized() if away.length() > 1.0 else Vector2.RIGHT
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_wander_to = station - away * wander_radius
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_leg_time = 0.0
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func patrol_destination() -> Vector2:
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return _wander_to
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func _engage(ship: Node2D, target: Node2D, delta: float) -> void:
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# Keep station off the target, but never further from the post than the
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# leash allows - the approach is clamped to a circle around the outpost
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# rather than to a straight line, so it still manoeuvres while pinned.
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var to_target: Vector2 = target.global_position - ship.global_position
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var distance: float = to_target.length()
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var wanted: Vector2 = target.global_position
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if distance > 0.001:
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wanted = target.global_position - to_target.normalized() * engage_distance
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var from_station: Vector2 = wanted - station
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if from_station.length() > leash_range:
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wanted = station + from_station.normalized() * leash_range
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ship.move_target = wanted
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# Breaking off starts a fresh leg from wherever the fight ended, rather
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# than flying back to a waypoint chosen before it began.
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_wander_to = wanted
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_leg_time = 0.0
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_pause_left = 0.0
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_shoot(ship, target, distance, to_target)
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# Two kinds of armament, one rule: point the gun, or fire the ability. Which
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# one this vessel has is a question about its components, not about its type,
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# so a third armed vessel needs nothing here.
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func _shoot(ship: Node2D, target: Node2D, distance: float, to_target: Vector2) -> void:
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var weapon: Node = _component(ship, "weapon")
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if weapon != null:
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# The gun is a held trigger: it is aimed every tick and stops the
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# moment the direction is cleared.
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weapon.set_fire_direction(to_target if distance <= weapon.fire_range else Vector2.ZERO)
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for component in ship.get_children():
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if not component.has_method("fire_ability") or not component.has_ability():
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continue
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if not component.is_ready() or distance > component.ability_range():
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continue
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# The magazine is the OUTPOST's, not the fleet's hold. A garrison
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# spends what was flown out to it, which is the whole point of the
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# outpost holding a store at all - and if the store is empty the
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# vessel holds its fire rather than firing free shots.
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var resource_type: String = component.ability_ammo_resource()
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var cost: int = component.ability_ammo_cost()
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if not GameState.spend_garrison_ammo(outpost_id, resource_type, cost):
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continue
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if not component.fire_ability(get_tree().root, ship.global_position,
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target.global_position):
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# It refused after being paid - put the ammunition back rather
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# than burning it on a shot that never happened.
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GameState.building_inventory(outpost_id).deposit(resource_type, cost)
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func _component(ship: Node2D, capability: String) -> Node:
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return ship.get_component(capability) if ship.has_method("get_component") else null
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func _hold_fire(ship: Node2D) -> void:
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var weapon: Node = _component(ship, "weapon")
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if weapon != null:
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weapon.set_fire_direction(Vector2.ZERO)
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func _nearest_enemy(ship: Node2D) -> Node2D:
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var nearest: Node2D = null
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var best: float = detection_range
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy) or enemy.is_queued_for_deletion():
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continue
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var at: Vector2 = (enemy as Node2D).global_position
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# Judged from the POST, not from the vessel: otherwise a garrison
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# that had drifted out to its leash would see further still, and
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# could be walked away from its outpost one enemy at a time.
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if station.distance_to(at) > leash_range + engage_distance:
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continue
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var d: float = ship.global_position.distance_to(at)
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if d < best:
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best = d
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nearest = enemy
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return nearest
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