spaceship/enemies/EnemyRangedWeaponComponent.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +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://enemies/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