spaceship/vessels/VesselGarrisonComponent.gd
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

195 lines
7.8 KiB
GDScript

class_name VesselGarrisonComponent
extends Node
# #105 (#97g): "When a vessel is assigned to an outpost, it navigates around
# the outpost by itself, attacking nearby ennemies if any are detected."
#
# Attached to a Ship at spawn by GarrisonField rather than declared on the
# vessel definition: garrisoning is a ROLE a hull is put into, not a property
# of the hull. The same interceptor is a fleet vessel one minute and a
# garrison the next, and nothing about it changes but who is steering.
#
# It steers by writing move_target and lets Ship's own steering do the
# flying, so a garrison vessel accelerates, banks and brakes exactly like one
# in the formation. It is not in Fleet.ships, so it does not follow the
# formation, does not count against max_fleet_size(), and does not move when
# the player flies away - which is the whole point of stationing it.
var capability_id: String = "garrison"
# Which outpost this belongs to, and where that outpost is. The position is
# copied rather than looked up every tick: the record is the truth, and if
# the outpost is levelled the vessel should hold the ground it was left on
# rather than snap to the origin.
var outpost_id: int = 0
var station: Vector2 = Vector2.ZERO
# #109: it used to walk a circle, one small step per frame. That looked
# wrong for two reasons and the second was the real one. A ring is not what
# a picket does - but worse, each step was shorter than Ship's arrive_radius,
# so every frame the vessel SNAPPED onto its target and set velocity to zero,
# 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, goes there, pauses, and picks another.
@export var wander_radius: float = 340.0
# A new leg is never shorter than this, or the snap-and-stop problem comes
# straight back.
@export var wander_min_leg: float = 150.0
@export var wander_arrive: float = 60.0
@export var wander_pause: float = 0.8
# A leg that somehow cannot be reached must not strand the picket.
@export var wander_leg_timeout: float = 12.0
@export var detection_range: float = 950.0
# How far from its post it will go. Without a leash a garrison would be
# drawn off by anything that flew past, which is exactly what stationing it
# was meant to stop - and the outpost would be left open behind it.
@export var leash_range: float = 620.0
# Held off the target rather than ramming it: these are gunships, and a
# vessel that closed to zero would trade itself for a chaser every time.
@export var engage_distance: float = 300.0
var _engaging: bool = false
var _wander_to: Vector2 = Vector2.ZERO
var _leg_time: float = 0.0
var _pause_left: float = 0.0
func setup() -> void:
_pick_leg()
func is_engaging() -> bool:
return _engaging
func tick(delta: float) -> void:
var ship: Node2D = get_parent()
var target: Node2D = _nearest_enemy(ship)
_engaging = target != null
if target == null:
_patrol(ship, delta)
_hold_fire(ship)
return
_engage(ship, target, delta)
func _patrol(ship: Node2D, delta: float) -> void:
if _pause_left > 0.0:
# Sitting still between legs, which is most of what makes it read as
# a picket holding a position rather than a thing on a rail.
_pause_left -= delta
return
_leg_time += delta
if ship.global_position.distance_to(_wander_to) <= wander_arrive \
or _leg_time >= wander_leg_timeout:
_pause_left = randf_range(wander_pause * 0.5, wander_pause * 1.5)
_pick_leg()
return
ship.move_target = _wander_to
func _pick_leg() -> void:
var ship: Node2D = get_parent()
var from: Vector2 = ship.global_position if ship != null else station
# Rejection-sampled rather than solved: a handful of tries always finds a
# point that is both inside the patrol area and far enough to be worth
# flying to, and the alternative is arithmetic nobody will read.
for attempt in range(8):
var angle: float = randf() * TAU
var radius: float = sqrt(randf()) * wander_radius
var candidate: Vector2 = station + Vector2(cos(angle), sin(angle)) * radius
if from.distance_to(candidate) >= wander_min_leg:
_wander_to = candidate
_leg_time = 0.0
return
# Nothing far enough came up - head straight out to the edge instead.
var away: Vector2 = (from - station)
away = away.normalized() if away.length() > 1.0 else Vector2.RIGHT
_wander_to = station - away * wander_radius
_leg_time = 0.0
func patrol_destination() -> Vector2:
return _wander_to
func _engage(ship: Node2D, target: Node2D, delta: float) -> void:
# Keep station off the target, but never further from the post than the
# leash allows - the approach is clamped to a circle around the outpost
# rather than to a straight line, so it still manoeuvres while pinned.
var to_target: Vector2 = target.global_position - ship.global_position
var distance: float = to_target.length()
var wanted: Vector2 = target.global_position
if distance > 0.001:
wanted = target.global_position - to_target.normalized() * engage_distance
var from_station: Vector2 = wanted - station
if from_station.length() > leash_range:
wanted = station + from_station.normalized() * leash_range
ship.move_target = wanted
# Breaking off starts a fresh leg from wherever the fight ended, rather
# than flying back to a waypoint chosen before it began.
_wander_to = wanted
_leg_time = 0.0
_pause_left = 0.0
_shoot(ship, target, distance, to_target)
# Two kinds of armament, one rule: point the gun, or fire the ability. Which
# one this vessel has is a question about its components, not about its type,
# so a third armed vessel needs nothing here.
func _shoot(ship: Node2D, target: Node2D, distance: float, to_target: Vector2) -> void:
var weapon: Node = _component(ship, "weapon")
if weapon != null:
# The gun is a held trigger: it is aimed every tick and stops the
# moment the direction is cleared.
weapon.set_fire_direction(to_target if distance <= weapon.fire_range else Vector2.ZERO)
for component in ship.get_children():
if not component.has_method("fire_ability") or not component.has_ability():
continue
if not component.is_ready() or distance > component.ability_range():
continue
# The magazine is the OUTPOST's, not the fleet's hold. A garrison
# spends what was flown out to it, which is the whole point of the
# outpost holding a store at all - and if the store is empty the
# vessel holds its fire rather than firing free shots.
var resource_type: String = component.ability_ammo_resource()
var cost: int = component.ability_ammo_cost()
if not GameState.spend_garrison_ammo(outpost_id, resource_type, cost):
continue
if not component.fire_ability(get_tree().root, ship.global_position,
target.global_position):
# It refused after being paid - put the ammunition back rather
# than burning it on a shot that never happened.
GameState.building_inventory(outpost_id).deposit(resource_type, cost)
func _component(ship: Node2D, capability: String) -> Node:
return ship.get_component(capability) if ship.has_method("get_component") else null
func _hold_fire(ship: Node2D) -> void:
var weapon: Node = _component(ship, "weapon")
if weapon != null:
weapon.set_fire_direction(Vector2.ZERO)
func _nearest_enemy(ship: Node2D) -> Node2D:
var nearest: Node2D = null
var best: float = detection_range
for enemy in get_tree().get_nodes_in_group("enemies"):
if not is_instance_valid(enemy) or enemy.is_queued_for_deletion():
continue
var at: Vector2 = (enemy as Node2D).global_position
# Judged from the POST, not from the vessel: otherwise a garrison
# that had drifted out to its leash would see further still, and
# could be walked away from its outpost one enemy at a time.
if station.distance_to(at) > leash_range + engage_distance:
continue
var d: float = ship.global_position.distance_to(at)
if d < best:
best = d
nearest = enemy
return nearest