A large, slow capital enemy that periodically launches chasers and artillery on their own intervals and fires a heavily telegraphed line beam capable of killing several player vessels at once. Spawning reuses #52's EnemySpawnerComponent as-is via two preset scenes (EnemySpawnerComponentChaser.tscn: 5s/chaser, EnemySpawnerComponentArtillery.tscn: 18s/max 2/artillery) rather than adding multi-type support to the component - two instances of a single-purpose component is the composition this codebase already uses everywhere ("enemy bomber" in the original request is read here as the existing artillery enemy's slow telegraphed AOE, not a new enemy type - flagged as a judgment call in the ticket). New EnemyBigLaserComponent.gd ("big_laser") fires a standalone EnemyBigLaserBeam on a long cooldown - the beam owns its whole charge/ fire/flash sequence once launched, so the mothership dying mid-charge doesn't cancel an already-telegraphed shot, same design as EnemyArtilleryComponent/ArtilleryShell. The aim direction is locked once in launch() and never re-read - nothing in the charging phase touches the fleet's position again, which is what makes it dodgeable. Damage is a line-segment check (projection + perpendicular distance) against every player_ships member; Ship.take_damage() already handles shield absorption per-ship. MothershipEnemyDefinition.tres: max_hp 60, speed 35 (slow), a ~96-unit hull, pursuit + two spawners + big_laser, no type switch anywhere - every stat from the definition, every behaviour from a component. Tests: new tests/test_enemy_mothership.gd, split into beam mechanics (tested directly, not through the component's own cooldown timing, which would make the geometry assertions timing-fragile) and the composed definition (tested through a real Enemy.tscn instance). Screenshot of the charge telegraph mid-countdown. Full suite: 80/80. Found and fixed a real bug along the way, in EnemySpawnerComponent.gd (#52): its `enemy_scene: PackedScene = preload("res://Enemy.tscn")` member-level preload could get permanently baked in as a broken, empty PackedScene when a definition's component_scenes chain led back to Enemy.tscn while it was still mid-load - confirmed empirically via ResourceLoader.has_cached() being true (a good copy existed) while the preloaded reference's own resource_path was empty. This only surfaces when a SINGLE definition composes two instances of a script carrying such a preload (the mothership's chaser/artillery spawner presets; #52's single-spawner turret never hit it). Fixed by resolving enemy_scene lazily via load() on first use instead of at compile time, and additionally made a fresh spawner count down from a full interval before its first spawn rather than firing on tick one, which also happens to keep two sibling spawners with different intervals from ever landing their first attempt on the same frame. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
78 lines
3.1 KiB
GDScript
78 lines
3.1 KiB
GDScript
class_name EnemySpawnerComponent
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extends Node
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# Continuously spawns another enemy type beside its host, at a fixed
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# interval, capped at max_alive concurrently. The spawned enemies are
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# added as children of the spawner's OWN PARENT - not the spawner itself -
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# so killing the spawner never frees its already-spawned children (they
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# are siblings, not descendants) and so a surface-hosted spawner keeps its
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# spawns under the same host a `../Fleet`-style path assumption would miss
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# (see #44's note on why that hazard exists for anything parented under a
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# planet surface's PlanetSetupHost rather than directly under Main.tscn).
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var capability_id: String = "spawner"
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@export var spawn_interval: float = 4.0
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@export var spawned_enemy_id: String = "chaser"
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@export var max_alive: int = 6
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@export var spawn_radius: float = 90.0
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var spawn_timer: float = 0.0
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var spawned: Array = []
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# Resolved lazily via load() on first use rather than preload()d as a
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# compile-time constant: when a definition's component_scenes chain leads
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# BACK to Enemy.tscn while it is still mid-load (e.g. two different preset
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# scenes of this same script both live on one definition, as the
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# mothership's chaser/artillery spawners are), the preloaded constant can
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# get permanently baked in as a broken, empty PackedScene - confirmed by
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# ResourceLoader.has_cached() being true (a good copy exists) while the
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# preloaded reference's own resource_path was empty. load() at first real
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# use instead always resolves against whatever is actually in the cache
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# by then.
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var enemy_scene: PackedScene = null
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func _ready() -> void:
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# Start counting down from a full interval rather than firing on the
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# very first tick: besides reading more naturally (a freshly-placed
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# spawner doesn't insta-spawn), this keeps two sibling spawners with
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# different intervals (e.g. the mothership's chaser/artillery presets)
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# from both landing their first attempt on the exact same physics
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# frame - which hit a transient PackedScene.instantiate() failure on
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# this engine build when it happened.
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spawn_timer = spawn_interval
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func tick(delta: float) -> void:
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spawned = spawned.filter(func(node): return is_instance_valid(node))
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if spawned.size() >= max_alive:
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return
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spawn_timer -= delta
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if spawn_timer > 0.0:
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return
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spawn_timer = spawn_interval
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var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
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if fleet == null or fleet.ships.is_empty():
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return
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var spawner: Node2D = get_parent()
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var host: Node = spawner.get_parent()
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if host == null:
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return
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var angle: float = randf() * TAU
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var offset: Vector2 = Vector2(cos(angle), sin(angle)) * spawn_radius
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if enemy_scene == null:
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enemy_scene = load("res://Enemy.tscn")
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var new_enemy: Node2D = enemy_scene.instantiate()
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new_enemy.enemy_id = spawned_enemy_id
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# spawner.position is already expressed in `host`'s local space, and
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# new_enemy is about to be added to that same `host` - unlike
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# EnemyRangedWeaponComponent's projectile, which reparents to root and
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# needs global_position, there is no space conversion needed here.
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new_enemy.position = spawner.position + offset
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host.add_child(new_enemy)
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spawned.append(new_enemy)
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