feat: implement explosive and homing projectile types for weapon system
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@@ -6,20 +6,25 @@ var turn_speed: float = 5.0
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func _physics_process(delta: float) -> void:
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if is_instance_valid(weapon_source) and weapon_source.get("homing_target_pos") != null:
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var target: Vector3 = weapon_source.homing_target_pos
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if target != Vector3.ZERO:
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# Steer towards target
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var speed = velocity.length()
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var desired_dir = (target - global_position).normalized()
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var current_dir = velocity.normalized()
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var new_dir = current_dir.lerp(desired_dir, turn_speed * delta).normalized()
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velocity = new_dir * speed
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# Also rotate visually to match new direction
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var up_vec = Vector3.UP
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if abs(new_dir.dot(up_vec)) > 0.99:
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up_vec = Vector3.RIGHT
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transform.basis = Basis.looking_at(new_dir, up_vec)
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var is_painting = weapon_source.get("is_targeting")
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if is_painting != null and not is_painting:
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# Not painting target, just fly straight
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pass
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else:
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var target: Vector3 = weapon_source.homing_target_pos
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if target != Vector3.ZERO:
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# Steer towards target
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var speed = velocity.length()
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var desired_dir = (target - global_position).normalized()
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var current_dir = velocity.normalized()
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var new_dir = current_dir.lerp(desired_dir, turn_speed * delta).normalized()
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velocity = new_dir * speed
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# Also rotate visually to match new direction
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var up_vec = Vector3.UP
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if abs(new_dir.dot(up_vec)) > 0.99:
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up_vec = Vector3.RIGHT
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transform.basis = Basis.looking_at(new_dir, up_vec)
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super._physics_process(delta)
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