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Loïc Wisniewski 457ae7023c #109: garrison vessels wander their post instead of walking a ring
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>
2026-08-23 21:38:07 +02:00
android Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
buildings Add the .uid files Godot generated for the new scripts 2026-08-23 19:23:50 +02:00
controllers #108: the prologue - the convoy, the ambush, and the breach 2026-08-23 20:59:12 +02:00
core #108: the prologue - the convoy, the ambush, and the breach 2026-08-23 20:59:12 +02:00
enemies Add the .uid files Godot generated for the new scripts 2026-08-23 19:23:50 +02:00
fonts Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
logistics #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
planets #108: the prologue - the convoy, the ambush, and the breach 2026-08-23 20:59:12 +02:00
PlanetSetups #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
resources #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
shaders #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
shots Remove the one-way ore API superseded by the transfer menu 2026-08-12 13:07:52 +02:00
surface #91: keep the gas source behind the fleet 2026-08-22 23:29:21 +02:00
tests #109: garrison vessels wander their post instead of walking a ring 2026-08-23 21:38:07 +02:00
ui #108: the prologue - the convoy, the ambush, and the breach 2026-08-23 20:59:12 +02:00
vessels #109: garrison vessels wander their post instead of walking a ring 2026-08-23 21:38:07 +02:00
vfx Add the .uid files Godot generated for the new scripts 2026-08-23 19:23:50 +02:00
world #108: the prologue - the convoy, the ambush, and the breach 2026-08-23 20:59:12 +02:00
.gitignore Add a WSL path to the test runner 2026-08-22 14:40:44 +02:00
export_presets.cfg Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00
icon.svg Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
icon.svg.import Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
project.godot #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
ui_theme.tres Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
web_shell.html Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00