#105 shipped with interceptors as the only garrisonable vessel, and the reason was a design fault rather than a decision: firing the laser and the gas bomb lived in the player's fleet controllers, so a stationed laser would have held its position and never shot. The shot is now a thing in the world rather than something a controller draws. LaserBeamEffect and GasBombEffect are self-contained, self-animating and self-freeing, added to the tree root - the same shape EnemyBigLaserBeam and ArtilleryShell already had on the enemy side - and they outlive the vessel that fired them. Above them sits one seam, on VesselCooldownFillComponent: ability_range(), ability_ammo_resource(), ability_ammo_cost() and fire_ability(). A beam and a bomb are now the same shape of thing to whoever pulls the trigger, so the garrison AI never names an ability - the test asserts that literally, by reading the AI's own source. A third armed vessel needs to implement the seam and nothing else. Ammunition is the CALLER's business, deliberately: the fleet spends from its hold, a garrison from its outpost's store, and neither concern belongs in the component. A garrison with an empty magazine holds fire rather than falling back on the fleet's hold. Outpost storage: 50 gas per stationed bomber and 50 energy per stationed laser, off the VESSEL definitions, so an outpost never learns which vessel needs what. It is a capacity, not a stock - hub transporters fill it exactly as they fill a gas burner's buffer, because building_logistics_deficit now takes the larger of the definition's static buffer and the garrison's magazine. Every other resource is capped at zero: an outpost is not a depot, and ore parked at one has nothing to do there and no transporter coming for it. Also restores two properties the Godot editor dropped from GasBurnerBuildingDefinition.tres when it re-saved the file: collected_outputs and capabilities. Without the first, nothing ever collects the burner's energy - test_gas_burner caught it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
147 lines
6 KiB
GDScript
147 lines
6 KiB
GDScript
class_name VesselGarrisonComponent
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extends Node
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# #105 (#97g): "When a vessel is assigned to an outpost, it navigates around
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# the outpost by itself, attacking nearby ennemies if any are detected."
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#
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# Attached to a Ship at spawn by GarrisonField rather than declared on the
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# vessel definition: garrisoning is a ROLE a hull is put into, not a property
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# of the hull. The same interceptor is a fleet vessel one minute and a
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# garrison the next, and nothing about it changes but who is steering.
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#
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# It steers by writing move_target and lets Ship's own steering do the
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# flying, so a garrison vessel accelerates, banks and brakes exactly like one
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# in the formation. It is not in Fleet.ships, so it does not follow the
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# formation, does not count against max_fleet_size(), and does not move when
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# the player flies away - which is the whole point of stationing it.
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var capability_id: String = "garrison"
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# Which outpost this belongs to, and where that outpost is. The position is
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# copied rather than looked up every tick: the record is the truth, and if
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# the outpost is levelled the vessel should hold the ground it was left on
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# rather than snap to the origin.
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var outpost_id: int = 0
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var station: Vector2 = Vector2.ZERO
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@export var orbit_radius: float = 170.0
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@export var orbit_speed: float = 0.85
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@export var detection_range: float = 950.0
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# How far from its post it will go. Without a leash a garrison would be
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# drawn off by anything that flew past, which is exactly what stationing it
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# was meant to stop - and the outpost would be left open behind it.
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@export var leash_range: float = 620.0
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# Held off the target rather than ramming it: these are gunships, and a
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# vessel that closed to zero would trade itself for a chaser every time.
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@export var engage_distance: float = 300.0
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var _angle: float = 0.0
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var _engaging: bool = false
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func setup() -> void:
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# Start the orbit from where the vessel actually IS, not from a random
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# bearing. A random one makes the first move_target a point on the far
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# side of the circle, and the vessel flies straight across the middle to
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# reach it - through the outpost it is supposed to be guarding.
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var ship: Node2D = get_parent()
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var offset: Vector2 = ship.global_position - station
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_angle = offset.angle() if offset.length() > 1.0 else randf() * TAU
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func is_engaging() -> bool:
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return _engaging
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func tick(delta: float) -> void:
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var ship: Node2D = get_parent()
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var target: Node2D = _nearest_enemy(ship)
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_engaging = target != null
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if target == null:
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_patrol(ship, delta)
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_hold_fire(ship)
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return
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_engage(ship, target, delta)
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func _patrol(ship: Node2D, delta: float) -> void:
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_angle += orbit_speed * delta
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ship.move_target = station + Vector2(cos(_angle), sin(_angle)) * orbit_radius
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func _engage(ship: Node2D, target: Node2D, delta: float) -> void:
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# Keep station off the target, but never further from the post than the
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# leash allows - the approach is clamped to a circle around the outpost
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# rather than to a straight line, so it still manoeuvres while pinned.
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var to_target: Vector2 = target.global_position - ship.global_position
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var distance: float = to_target.length()
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var wanted: Vector2 = target.global_position
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if distance > 0.001:
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wanted = target.global_position - to_target.normalized() * engage_distance
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var from_station: Vector2 = wanted - station
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if from_station.length() > leash_range:
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wanted = station + from_station.normalized() * leash_range
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ship.move_target = wanted
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# The orbit angle keeps advancing while engaged, so breaking off does not
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# snap the vessel back to whatever bearing it left on.
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_angle += orbit_speed * delta
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_shoot(ship, target, distance, to_target)
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# Two kinds of armament, one rule: point the gun, or fire the ability. Which
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# one this vessel has is a question about its components, not about its type,
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# so a third armed vessel needs nothing here.
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func _shoot(ship: Node2D, target: Node2D, distance: float, to_target: Vector2) -> void:
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var weapon: Node = _component(ship, "weapon")
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if weapon != null:
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# The gun is a held trigger: it is aimed every tick and stops the
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# moment the direction is cleared.
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weapon.set_fire_direction(to_target if distance <= weapon.fire_range else Vector2.ZERO)
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for component in ship.get_children():
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if not component.has_method("fire_ability") or not component.has_ability():
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continue
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if not component.is_ready() or distance > component.ability_range():
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continue
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# The magazine is the OUTPOST's, not the fleet's hold. A garrison
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# spends what was flown out to it, which is the whole point of the
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# outpost holding a store at all - and if the store is empty the
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# vessel holds its fire rather than firing free shots.
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var resource_type: String = component.ability_ammo_resource()
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var cost: int = component.ability_ammo_cost()
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if not GameState.spend_garrison_ammo(outpost_id, resource_type, cost):
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continue
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if not component.fire_ability(get_tree().root, ship.global_position,
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target.global_position):
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# It refused after being paid - put the ammunition back rather
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# than burning it on a shot that never happened.
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GameState.building_inventory(outpost_id).deposit(resource_type, cost)
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func _component(ship: Node2D, capability: String) -> Node:
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return ship.get_component(capability) if ship.has_method("get_component") else null
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func _hold_fire(ship: Node2D) -> void:
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var weapon: Node = _component(ship, "weapon")
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if weapon != null:
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weapon.set_fire_direction(Vector2.ZERO)
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func _nearest_enemy(ship: Node2D) -> Node2D:
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var nearest: Node2D = null
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var best: float = detection_range
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if not is_instance_valid(enemy) or enemy.is_queued_for_deletion():
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continue
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var at: Vector2 = (enemy as Node2D).global_position
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# Judged from the POST, not from the vessel: otherwise a garrison
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# that had drifted out to its leash would see further still, and
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# could be walked away from its outpost one enemy at a time.
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if station.distance_to(at) > leash_range + engage_distance:
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continue
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var d: float = ship.global_position.distance_to(at)
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if d < best:
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best = d
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nearest = enemy
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return nearest
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