A garrisoned vessel circles its post, engages what comes into range, and goes back to circling. It steers by writing move_target and lets Ship's own steering fly it, so it accelerates, banks and brakes exactly like a vessel in the formation. It is not in Fleet.ships. 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. A garrison that ate a fleet slot would mean stationing a vessel cost the player a place in their own wedge. The leash is the load-bearing part. Enemies are judged from the POST rather than from the vessel, so a garrison that has drifted out to its leash cannot see further still and be walked away from its outpost one enemy at a time, and an engagement is clamped to a circle around the post rather than to a straight line, so it still manoeuvres while pinned. The orbit starts from where the vessel actually is rather than a random bearing. A random one makes the first move_target a point on the far side of the circle, and the vessel flies straight across the middle - through the outpost it is guarding. EnemyTargets.nearest_ship now searches the player_ships GROUP instead of Fleet.ships: an enemy that ignored the guns shooting at it, because they were not in the player's formation, would let a garrison hold a position without ever being fought back. The laser vessel is deliberately not garrisonable. Firing the laser lives in LaserController, a fleet ability driven by the laser button, rather than in VesselLaserComponent - so a garrisoned laser would hold its position and never shoot, and offering a vessel that cannot fight is worse than a short list. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
66 lines
2.4 KiB
GDScript
66 lines
2.4 KiB
GDScript
class_name EnemyTargets
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extends RefCounted
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# #101 (#97c): who a wave enemy is coming for.
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#
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# Before this, every enemy component asked the same question - "which player
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# SHIP is nearest?" - and a structure was scenery they flew straight past.
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# #97 makes waves go after what the player has built, so the question
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# becomes "which player thing is nearest", asked in one place so pursuit,
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# standoff, the lancer's lunge and the ranged weapon cannot drift into
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# disagreeing about it.
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#
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# There is one thumb on the scale. A ship inside SHIP_PRIORITY_RANGE always
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# wins, even if a building is nearer: an enemy that ignored the vessels
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# shooting it in order to reach a depot two hundred pixels closer would read
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# as broken, and would make the fleet unable to defend anything by
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# interposing itself.
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const SHIP_PRIORITY_RANGE: float = 520.0
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# The GROUP, not Fleet.ships. #105 puts vessels at outposts that are not in
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# the fleet at all, and an enemy that ignored the guns actually shooting at
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# it - because they were not in the player's formation - would let a
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# garrison hold a position without ever being fought back.
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static func nearest_ship(node: Node, from: Vector2) -> Node2D:
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var nearest: Node2D = null
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var best: float = INF
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for ship in node.get_tree().get_nodes_in_group("player_ships"):
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if not is_instance_valid(ship) or ship.is_queued_for_deletion():
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continue
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var d: float = from.distance_to((ship as Node2D).global_position)
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if d < best:
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best = d
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nearest = ship
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return nearest
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static func nearest_building(node: Node, from: Vector2) -> Node2D:
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var nearest: Node2D = null
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var best: float = INF
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for building in node.get_tree().get_nodes_in_group("buildings"):
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if not is_instance_valid(building) or building.is_queued_for_deletion():
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continue
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var d: float = from.distance_to(building.global_position)
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if d < best:
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best = d
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nearest = building
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return nearest
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static func nearest_target(node: Node, from: Vector2) -> Node2D:
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var ship: Node2D = nearest_ship(node, from)
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if ship != null and from.distance_to(ship.global_position) <= SHIP_PRIORITY_RANGE:
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return ship
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var building: Node2D = nearest_building(node, from)
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if building == null:
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return ship
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if ship == null:
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return building
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return ship if from.distance_to(ship.global_position) \
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<= from.distance_to(building.global_position) else building
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static func is_building(target: Node) -> bool:
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return target != null and target.is_in_group("buildings")
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