feat: reducing ms gain from shotguns. Adjusting swarm launcher
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@@ -4,27 +4,39 @@ class_name HomingProjectile
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var weapon_source: Node
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var turn_speed: float = 5.0
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var initial_aim_dir: Vector3 = Vector3.ZERO
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var cruise_speed: float = 60.0
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var ignition_timer: float = 0.5
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var ignited: bool = false
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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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if not ignited:
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ignition_timer -= delta
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if ignition_timer <= 0.0:
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ignited = true
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drop_gravity = 0.0
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if ignited and is_instance_valid(weapon_source):
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var target_dir: Vector3 = initial_aim_dir
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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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if is_painting != null and is_painting:
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var target: Vector3 = weapon_source.get("homing_target_pos")
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if target != null and target != Vector3.ZERO:
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target_dir = (target - global_position).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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if target_dir != Vector3.ZERO:
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var current_dir = velocity.normalized()
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var new_dir = current_dir.lerp(target_dir, turn_speed * delta).normalized()
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# Accelerate to cruise speed
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var current_speed = velocity.length()
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var new_speed = move_toward(current_speed, cruise_speed, 80.0 * delta)
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velocity = new_dir * new_speed
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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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+30
-8
@@ -109,19 +109,34 @@ func _fire() -> void:
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var tween = create_tween()
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tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.1)
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var origin = camera.global_position
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var origin = camera.global_position + camera.global_transform.basis * Vector3(0.4, -0.2, -0.6)
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var base_dir = -camera.global_transform.basis.z
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_current_aim_dir = base_dir
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for i in range(8):
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# Calculate spread
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var right = camera.global_transform.basis.x
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var up = camera.global_transform.basis.y
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var x_spread = randf_range(-1.0, 1.0) * spread_angle
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var y_spread = randf_range(-1.0, 1.0) * spread_angle
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var fraction = float(i) / 7.0 # 0.0 to 1.0 (left to right)
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var fire_dir = (base_dir + right * x_spread + up * y_spread).normalized()
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_spawn_custom_projectile(origin, fire_dir)
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# Offset from left (-0.1) to right (0.1) on the top edge of the launcher
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var local_x = lerpf(-0.1, 0.1, fraction)
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var local_offset = Vector3(local_x, 0.1, 0.0)
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var launcher_center_local = Vector3(0.4, -0.4, -0.6)
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var proj_origin = camera.global_position + camera.global_transform.basis * (launcher_center_local + local_offset)
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# Fire direction: radial fan out
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# They shoot mostly forward, but fan out horizontally, and slightly arch upwards radially
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var angle = lerpf(-PI/3.0, PI/3.0, fraction) # -60 deg to +60 deg fan
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var x_dir = sin(angle) * 0.6
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var y_dir = cos(angle) * 0.8 # Reduced upward angle so it's not mostly straight up
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var fire_dir = (base_dir + right * x_dir + up * y_dir).normalized()
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_spawn_custom_projectile(proj_origin, fire_dir)
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var _current_aim_dir: Vector3 = Vector3.ZERO
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func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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var proj = load("res://weapons/homing_projectile.gd").new()
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@@ -151,14 +166,21 @@ func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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proj.position = origin # Start at origin to spread outward around camera
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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# Initial pop-up speed
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proj.velocity = fire_dir * 5.0
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if player:
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proj.velocity += fire_dir * player.velocity.dot(fire_dir)
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proj.initial_aim_dir = _current_aim_dir
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proj.cruise_speed = 65.0
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proj.ignition_timer = randf_range(0.3, 0.6) # Staggered ignition
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proj.damage = base_damage
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proj.min_damage = min_damage
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proj.falloff_start = falloff_start
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proj.max_range = max_range
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proj.drop_gravity = 0.0
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proj.drop_gravity = 5.0 # Slight arc before ignition
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proj.owner_player = player
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# Explosive stats
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