EnemyArtilleryComponent is a stationary siege piece (slow drift toward the fleet, deliberately no pursuit component) that fires at the fleet centroid on a long cooldown via a standalone ArtilleryShell - telegraph ring (~1.8s, growing radius plus a filling countdown arc) -> slow visible travel -> AOE explosion via Ship.take_damage() on every player_ships node inside, same all-or-nothing shield absorption as every other damage source. The shell is independent of the enemy that fired it (added to the tree root, like EnemyProjectile/Projectile) so the shooter dying mid-flight doesn't cancel an already-telegraphed shot, and the impact point is fixed at fire time - never re-aimed at where the fleet moves to afterward. Part of the #40 conquest-mechanic breakdown.
6 lines
209 B
Text
6 lines
209 B
Text
[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://tests/_artillery_telegraph_gas_preview.gd" id="1"]
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[node name="ArtilleryTelegraphGasPreview" type="Node2D"]
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script = ExtResource("1")
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