Every enemy component used to ask the same question - which player SHIP is nearest - so a structure was scenery they flew straight through. A Building is also a plain Node2D, so there was nothing to collide with even if one had tried. EnemyTargets answers the question once, for pursuit, standoff, the lancer's lunge and the ranged weapon together, so they cannot drift into disagreeing about it. It keeps one thumb on the scale: a vessel inside 520px always wins, even against a nearer building, or the fleet could not defend anything by interposing itself and an enemy would fly past the ships shooting it. Buildings get a hitbox - an Area2D in a group, the same shape as a Ship or an asteroid, so EnemyProjectile needed one extra branch rather than a new concept. It applies damage on a tick rather than on area_entered: entry fires once, which is right for a rammer that dies on the first strike, but would let a sniper that drifted inside sit there scratch-free for ever. On a tick, an enemy parked on a structure is besieging it. What one strike costs is data on the enemy definition, for the same reason dies_on_contact is - a lancer arriving at 950px/s is not a sniper drifting into a wall. Also clears the asteroids in test_enemy_projectile_damage. set_process(false) only stops NEW asteroids; the ones already placed keep drifting, and one wandering into the shield vessel parked at (2000, 0) spent its single charge so the projectile fired next killed it. That failed about one parallel suite run in thirty and never in isolation. Clearing them is what the other combat tests already do. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
49 lines
1.7 KiB
GDScript
49 lines
1.7 KiB
GDScript
class_name EnemyRangedWeaponComponent
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extends Node
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# Same shape as VesselWeaponComponent, mirrored for an enemy: fires an
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# EnemyProjectile at the nearest player ship's CURRENT position, not led,
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# so a moving ship can dodge it.
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var capability_id: String = "ranged_weapon"
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@export var fire_range: float = 700.0
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@export var fire_cooldown: float = 2.2
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@export var projectile_speed: float = 260.0
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@export var damage: int = 1
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var fire_timer: float = 0.0
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var projectile_scene: PackedScene = preload("res://enemies/EnemyProjectile.tscn")
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func tick(delta: float) -> void:
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fire_timer -= delta
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if fire_timer > 0.0:
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return
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var enemy: Node2D = get_parent()
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var target: Node2D = _nearest_ship_in_range(enemy)
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if target == null:
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fire_timer = 0.25
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return
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var projectile: Area2D = projectile_scene.instantiate()
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# global_position: the projectile is reparented to root, a different
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# node than the enemy's own (possibly nested) parent, so local
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# position would be wrong the moment an enemy isn't a direct root
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# child - exactly the case #44 introduced (planet-surface hosting).
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projectile.position = enemy.global_position
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projectile.damage = damage
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projectile.speed = projectile_speed
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enemy.get_tree().root.add_child(projectile)
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projectile.launch(target.global_position - enemy.global_position)
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fire_timer = fire_cooldown
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# #101: shoots at whatever EnemyTargets says it is coming for, so a sniper
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# shells a depot rather than sitting in range of one doing nothing.
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func _nearest_ship_in_range(enemy: Node2D) -> Node2D:
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var target: Node2D = EnemyTargets.nearest_target(self, enemy.global_position)
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if target == null:
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return null
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if enemy.global_position.distance_to(target.global_position) > fire_range:
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return null
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return target
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