EnemyStandoffComponent holds a preferred distance from the nearest player ship instead of ramming (advance beyond it, retreat inside retreat_range_factor of it, drift laterally in the comfortable band between) - never paired with a pursuit component. EnemyRangedWeaponComponent mirrors VesselWeaponComponent for an enemy: fires an EnemyProjectile aimed at the target's CURRENT position rather than led, so a moving ship can dodge it (projectile_speed 260 vs the interceptor's 460 max_speed). Registered in EnemyDefinitions so it's placeable from a planet setup by enemy_id. test_sniper_enemy.gd went through a few iterations to get its own timing right: physics ticks can run ahead of a SceneTree test's own _process() clock under this device's load, so the cooldown-violation check reads the component's own fire_timer directly (a rising value means it refired) instead of comparing projectile counts against a wall-clock wait, and manually repositioned ships need their move_target re-pinned or Ship's own steering silently drives them back to the stale target. Part of the #40 conquest-mechanic breakdown.
17 lines
654 B
Text
17 lines
654 B
Text
[gd_resource type="Resource" script_class="EnemyDefinition" load_steps=4 format=3]
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[ext_resource type="Script" path="res://EnemyDefinition.gd" id="1"]
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[ext_resource type="PackedScene" path="res://EnemyStandoffComponent.tscn" id="2"]
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[ext_resource type="PackedScene" path="res://EnemyRangedWeaponComponent.tscn" id="3"]
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[resource]
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script = ExtResource("1")
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enemy_id = "sniper"
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display_name = "Sniper"
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max_hp = 4
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speed = 90.0
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acceleration = 180.0
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rotation_speed = 5.0
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hull_points = PackedVector2Array(0, -28, 7, -6, 7, 22, -7, 22, -7, -6)
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glow_color = Color(0.42, 0.72, 1.0, 1)
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component_scenes = Array[PackedScene]([ExtResource("2"), ExtResource("3")])
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