Chasers (EnemyPursuitComponent) and snipers (EnemyStandoffComponent) used to beeline/close in from anywhere on the map the instant they spawned - no matter how far the fleet was, which read as omniscient rather than alert. Both now sit idle until the fleet is within their own detection_range. Artillery's slow drift is gated the same way, but reuses its own existing fire_range rather than a new tunable - outside its firing envelope it has nothing to be drifting toward yet. The enemy mothership deliberately keeps the opposite behaviour: it is meant to read as a persistent, unavoidable stalking threat, not a local sentry, so it gets its own EnemyPursuitComponentMothership.tscn variant with an effectively unlimited detection_range - the same scene-variant pattern EnemySpawnerComponentChaser/Artillery already use for per-definition property overrides on a shared component script.
7 lines
221 B
Text
7 lines
221 B
Text
[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://EnemyPursuitComponent.gd" id="1"]
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[node name="EnemyPursuitComponentMothership" type="Node"]
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script = ExtResource("1")
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detection_range = 1000000.0
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