feat: add Rocket Swarm, Mortar, and BouncingProjectile weapon types
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@@ -2,6 +2,7 @@ extends ExplosiveProjectile
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class_name BouncingProjectile
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var fuse_time: float = -1.0 # -1 means no fuse started yet
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var bounce_fuse_delay: float = 3.0 # How long to wait after bouncing
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var impact_detonate_time: float = 2.0
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var bounciness: float = 0.4
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var flight_time: float = 0.0
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@@ -41,7 +42,7 @@ func _physics_process(delta: float) -> void:
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# Start the fuse if it hasn't started
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if fuse_time < 0.0:
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fuse_time = 3.0 # Explode 3 seconds after the first bounce
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fuse_time = bounce_fuse_delay
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# If it hits an entity directly, still bounce, it's a heavy mortar shell!
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else:
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