spaceship/EnemyArtilleryComponent.gd
Loïc Wisniewski def224667d Add artillery enemy with telegraphed AOE (#46)
EnemyArtilleryComponent is a stationary siege piece (slow drift toward
the fleet, deliberately no pursuit component) that fires at the fleet
centroid on a long cooldown via a standalone ArtilleryShell -
telegraph ring (~1.8s, growing radius plus a filling countdown arc) ->
slow visible travel -> AOE explosion via Ship.take_damage() on every
player_ships node inside, same all-or-nothing shield absorption as
every other damage source. The shell is independent of the enemy that
fired it (added to the tree root, like EnemyProjectile/Projectile) so
the shooter dying mid-flight doesn't cancel an already-telegraphed
shot, and the impact point is fixed at fire time - never re-aimed at
where the fleet moves to afterward.

Part of the #40 conquest-mechanic breakdown.
2026-08-15 21:23:43 +02:00

61 lines
2.1 KiB
GDScript

class_name EnemyArtilleryComponent
extends Node
# Stationary siege piece: drifts slowly toward the fleet (deliberately no
# pursuit component - closing distance is incidental, not its purpose) and
# fires a slow, heavily telegraphed AOE shell on a long cooldown via a
# standalone ArtilleryShell, so an already-launched shot survives this
# enemy dying mid-flight, same as EnemyProjectile/Projectile already do.
var capability_id: String = "artillery"
@export var fire_cooldown: float = 6.0
@export var fire_range: float = 900.0
@export var telegraph_time: float = 1.8
@export var shell_speed: float = 180.0
@export var aoe_radius: float = 220.0
@export var damage: int = 3
@export var drift_speed: float = 20.0
@export var color: Color = Color(1.0, 0.5, 0.2)
var cooldown_left: float = 0.0
var shell_scene: PackedScene = preload("res://ArtilleryShell.tscn")
func tick(delta: float) -> void:
var enemy: Node2D = get_parent()
_drift(enemy, delta)
cooldown_left -= delta
if cooldown_left > 0.0:
return
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return
var centroid: Vector2 = fleet.get_centroid()
if enemy.global_position.distance_to(centroid) > fire_range:
return
var shell: Node2D = shell_scene.instantiate()
shell.telegraph_time = telegraph_time
shell.shell_speed = shell_speed
shell.aoe_radius = aoe_radius
shell.damage = damage
shell.color = color
enemy.get_tree().root.add_child(shell)
shell.launch(enemy.global_position, centroid)
cooldown_left = fire_cooldown
func _drift(enemy: Node2D, delta: float) -> void:
# Local position throughout, same convention as EnemyPursuitComponent/
# EnemyStandoffComponent: valid as long as the enemy's container and
# Fleet share a common origin, which every scene in this project does.
var fleet: Node2D = get_tree().get_first_node_in_group("player_fleet")
if fleet == null or fleet.ships.is_empty():
return
var to_fleet: Vector2 = fleet.get_centroid() - enemy.position
if to_fleet.length() < 1.0:
return
enemy.position += to_fleet.normalized() * drift_speed * delta