scenes
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class_name AIController
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extends Node
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@export var standoff_distance := 30.0 # throttle down inside this
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@export var fire_range := 120.0 # open fire inside this
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@export var full_rudder_angle_deg := 20.0 # bearing error at which rudder saturates
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var _boat: Boat
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var _target: Boat # node reference — shift-safe; never store a position
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func _ready() -> void:
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_boat = get_parent() as Boat
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func _physics_process(_delta: float) -> void:
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if _boat == null:
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return
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if _player_has_boat():
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return # player possessed us — write nothing, resume when they leave
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if not is_instance_valid(_target):
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_target = _pick_target()
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if _target == null:
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_boat.desired_throttle = 0.0
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_boat.steer_input = 0.0
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_boat.aim_point = null # stow turrets, per the aim contract
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_boat.fire_intents[0] = false
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return
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# All geometry computed fresh this tick — origin-shift safe.
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var to_target: Vector3 = _target.global_position - _boat.global_position
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to_target.y = 0.0
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var distance := to_target.length()
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var forward := -_boat.global_basis.z
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forward.y = 0.0
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var bearing_error := forward.signed_angle_to(to_target, Vector3.UP)
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_boat.steer_input = clampf(
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bearing_error / deg_to_rad(full_rudder_angle_deg), -1.0, 1.0)
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_boat.desired_throttle = 1.0 if distance > standoff_distance else 0.2
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_boat.aim_point = _target.global_position
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_boat.fire_intents[0] = distance < fire_range
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func _player_has_boat() -> bool:
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var pc := get_tree().get_first_node_in_group(&"player_controllers") as PlayerController
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return pc != null and pc.current_controlled == _boat
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func _pick_target() -> Boat:
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var best: Boat = null
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var best_d := INF
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for node in get_tree().get_nodes_in_group(&"boats"):
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var other := node as Boat
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if other == null or other == _boat:
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continue
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var d := _boat.global_position.distance_squared_to(other.global_position)
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if d < best_d:
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best_d = d
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best = other
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return best
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