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>
54 lines
1.8 KiB
GDScript
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
|