EnemyStandoffComponent holds a preferred distance from the nearest player ship instead of ramming (advance beyond it, retreat inside retreat_range_factor of it, drift laterally in the comfortable band between) - never paired with a pursuit component. EnemyRangedWeaponComponent mirrors VesselWeaponComponent for an enemy: fires an EnemyProjectile aimed at the target's CURRENT position rather than led, so a moving ship can dodge it (projectile_speed 260 vs the interceptor's 460 max_speed). Registered in EnemyDefinitions so it's placeable from a planet setup by enemy_id. test_sniper_enemy.gd went through a few iterations to get its own timing right: physics ticks can run ahead of a SceneTree test's own _process() clock under this device's load, so the cooldown-violation check reads the component's own fire_timer directly (a rising value means it refired) instead of comparing projectile counts against a wall-clock wait, and manually repositioned ships need their move_target re-pinned or Ship's own steering silently drives them back to the stale target. Part of the #40 conquest-mechanic breakdown.
6 lines
195 B
Text
6 lines
195 B
Text
[gd_scene load_steps=2 format=3]
|
|
|
|
[ext_resource type="Script" path="res://tests/_sniper_vs_chaser_preview.gd" id="1"]
|
|
|
|
[node name="SniperVsChaserPreview" type="Node2D"]
|
|
script = ExtResource("1")
|