feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets

This commit is contained in:
DottsGit
2026-06-04 18:14:50 -04:00
parent c32f45a8aa
commit e6a2199777
36 changed files with 700 additions and 4 deletions
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extends BaseHitscanWeapon
class_name AWP
var default_fov: float = 75.0
var target_fov: float = 75.0
var ads_fov: float = 20.0 # Extremely high zoom
var is_ads: bool = false
func _init() -> void:
weapon_name = "AWP"
fire_rate = 1.5 # Slow
max_ammo = 3
reload_time = 3.0
base_damage = 150.0 # 1 hit kill
min_damage = 130.0 # Long falloff still kills
falloff_start = 100.0
max_range = 300.0
automatic = false
spread_angle = 0.0
penetration_count = 1
penetration_damage_penalty = 0.5
func _build_model() -> void:
position = Vector3(0.3, -0.3, -0.8)
var mat_green = StandardMaterial3D.new()
mat_green.albedo_color = Color(0.1, 0.4, 0.1)
var mat_black = StandardMaterial3D.new()
mat_black.albedo_color = Color(0.1, 0.1, 0.1)
# Body
var body = MeshInstance3D.new()
var b_mesh = BoxMesh.new()
b_mesh.size = Vector3(0.06, 0.12, 0.6)
b_mesh.material = mat_green
body.mesh = b_mesh
model_root.add_child(body)
# Scope
var scope = MeshInstance3D.new()
var s_mesh = CylinderMesh.new()
s_mesh.top_radius = 0.03
s_mesh.bottom_radius = 0.03
s_mesh.height = 0.25
s_mesh.material = mat_black
scope.mesh = s_mesh
scope.rotation.x = deg_to_rad(90)
scope.position = Vector3(0, 0.09, -0.1)
model_root.add_child(scope)
# Long Barrel
var barrel = MeshInstance3D.new()
var bar_mesh = CylinderMesh.new()
bar_mesh.top_radius = 0.015
bar_mesh.bottom_radius = 0.02
bar_mesh.height = 0.6
bar_mesh.material = mat_black
barrel.mesh = bar_mesh
barrel.rotation.x = deg_to_rad(90)
barrel.position = Vector3(0, 0.04, -0.6)
model_root.add_child(barrel)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.stream = load("res://assets/sounds/awp_fire.wav")
fire_sound.volume_db = 0.0
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing for now
model_root.add_child(reload_sound)
func _process(delta: float) -> void:
super._process(delta)
if camera:
if Input.is_action_just_pressed("fire_alt"):
is_ads = not is_ads
target_fov = ads_fov if is_ads else default_fov
camera.fov = lerpf(camera.fov, target_fov, 15.0 * delta)
# Move model slightly based on ADS
var target_pos = Vector3(0.0, -0.15, -0.6) if is_ads else Vector3(0.3, -0.3, -0.8)
position = position.lerp(target_pos, 15.0 * delta)
func _start_reload() -> void:
super._start_reload()
is_ads = false # Drop out of ADS on reload
target_fov = default_fov
func unequip() -> void:
is_ads = false
if camera:
camera.fov = default_fov
target_fov = default_fov
position = Vector3(0.3, -0.3, -0.8)
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@@ -12,6 +12,9 @@ class_name BaseHitscanWeapon
@export var automatic: bool = true
@export var spread_angle: float = 0.01
@export var penetration_count: int = 0
@export var penetration_damage_penalty: float = 0.5
var current_ammo: int = 30
var reloading: bool = false
var reload_timer: float = 0.0
@@ -125,14 +128,26 @@ func _shoot_hitscan() -> void:
if player:
query.exclude = [player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
var hits_remaining = penetration_count + 1
var current_damage_mult = 1.0
while hits_remaining > 0:
var result = space_state.intersect_ray(query)
if not result:
break # Nothing else in the way
var hit_dist = origin.distance_to(result.position)
var damage = base_damage
var damage = base_damage * current_damage_mult
if hit_dist > falloff_start:
var falloff_factor = clampf((hit_dist - falloff_start) / (max_range - falloff_start), 0.0, 1.0)
damage = lerpf(base_damage, min_damage, falloff_factor)
damage = lerpf(base_damage * current_damage_mult, min_damage * current_damage_mult, falloff_factor)
if result.collider.has_method("take_damage"):
result.collider.take_damage(damage, result.position, player)
# Add this hit to exclude so next loop goes through it
query.exclude.append(result.rid)
hits_remaining -= 1
current_damage_mult *= penetration_damage_penalty
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extends ExplosiveProjectile
class_name BouncingProjectile
var fuse_time: float = -1.0 # -1 means no fuse started yet
var impact_detonate_time: float = 2.0
var bounciness: float = 0.4
var flight_time: float = 0.0
func _physics_process(delta: float) -> void:
flight_time += delta
if fuse_time > 0.0:
fuse_time -= delta
if fuse_time <= 0.0:
_explode(global_position)
queue_free()
return
# Apply gravity drop if any
velocity.y -= drop_gravity * delta
var movement = velocity * delta
var space_state = get_world_3d().direct_space_state
var query = PhysicsRayQueryParameters3D.create(_previous_position, global_position + movement)
if owner_player:
query.exclude = [owner_player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
if flight_time > impact_detonate_time:
# Explode on impact if flying long enough
_on_hit(result)
else:
# Bounce
global_position = result.position + result.normal * 0.05
_previous_position = global_position
# Reflect velocity
velocity = velocity.bounce(result.normal) * bounciness
# Start the fuse if it hasn't started
if fuse_time < 0.0:
fuse_time = 3.0 # Explode 3 seconds after the first bounce
# If it hits an entity directly, still bounce, it's a heavy mortar shell!
else:
global_position += movement
distance_traveled += movement.length()
_previous_position = global_position
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extends Projectile
class_name ExplosiveProjectile
var explosion_radius: float = 5.0
var explosion_knockback: float = 20.0
var can_self_damage: bool = false
var falloff_curve: float = 1.0 # 1.0 is linear, 2.0 is quadratic (steep drop)
func _on_hit(result: Dictionary) -> void:
_explode(result.position)
queue_free()
func _explode(pos: Vector3) -> void:
var space_state = get_world_3d().direct_space_state
# We use a sphere shape query to find all physics bodies in radius
var sphere = SphereShape3D.new()
sphere.radius = explosion_radius
var params = PhysicsShapeQueryParameters3D.new()
params.shape = sphere
params.transform = Transform3D(Basis(), pos)
# Find bodies and areas
params.collide_with_bodies = true
var results = space_state.intersect_shape(params)
# We want to only damage each object once (intersect_shape can return multiple shapes of the same object)
var processed_rids = {}
for res in results:
var col = res.collider
if not col or processed_rids.has(res.rid):
continue
processed_rids[res.rid] = true
# Calculate distance
var target_pos = col.global_position
# If it's a character, maybe aim at their center (offset y by 1.0)
if col is CharacterBody3D or col.has_method("take_damage"):
if col.has_node("CollisionShape3D"):
target_pos = col.get_node("CollisionShape3D").global_position
var dist = pos.distance_to(target_pos)
if dist > explosion_radius:
continue
# Normalised distance (0 = epicenter, 1 = edge)
var ndist = dist / explosion_radius
var intensity = clampf(1.0 - pow(ndist, falloff_curve), 0.0, 1.0)
var final_damage = damage * intensity
var final_knockback = explosion_knockback * intensity
# Knockback direction: from explosion pos to target
var dir = (target_pos - pos).normalized()
# Add a tiny bit of upward bias to knockback so it lifts them
dir = (dir + Vector3(0, 0.5, 0)).normalized()
# Apply knockback if it has apply_impulse
if col.has_method("apply_impulse"):
col.apply_impulse(dir * final_knockback)
# Apply damage
if col.has_method("take_damage"):
if col == owner_player and not can_self_damage:
# Skip self damage, but we still applied the knockback!
pass
else:
col.take_damage(final_damage, target_pos, owner_player)
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extends ExplosiveProjectile
class_name HomingProjectile
var weapon_source: Node
var turn_speed: float = 5.0
func _physics_process(delta: float) -> void:
if is_instance_valid(weapon_source) and weapon_source.get("homing_target_pos") != null:
var target: Vector3 = weapon_source.homing_target_pos
if target != Vector3.ZERO:
# Steer towards target
var speed = velocity.length()
var desired_dir = (target - global_position).normalized()
var current_dir = velocity.normalized()
var new_dir = current_dir.lerp(desired_dir, turn_speed * delta).normalized()
velocity = new_dir * speed
# Also rotate visually to match new direction
var up_vec = Vector3.UP
if abs(new_dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
transform.basis = Basis.looking_at(new_dir, up_vec)
super._physics_process(delta)
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extends BaseProjectileWeapon
class_name Mortar
func _init() -> void:
weapon_name = "Mortar"
fire_rate = 1.5 # Slow
max_ammo = 1
reload_time = 3.0 # Extremely long
base_damage = 200.0 # Huge damage
min_damage = 20.0
falloff_start = 0.0
max_range = 500.0
automatic = false
spread_angle = 0.0
projectile_speed = 25.0 # Very slow
projectile_gravity = 15.0 # Heavy drop
func _build_model() -> void:
position = Vector3(0.3, -0.4, -0.5)
var mat_olive = StandardMaterial3D.new()
mat_olive.albedo_color = Color(0.2, 0.3, 0.1)
# Thick short tube
var body = MeshInstance3D.new()
var b_mesh = CylinderMesh.new()
b_mesh.top_radius = 0.12
b_mesh.bottom_radius = 0.12
b_mesh.height = 0.5
b_mesh.material = mat_olive
body.mesh = b_mesh
body.rotation.x = deg_to_rad(90)
model_root.add_child(body)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.stream = load("res://assets/sounds/mortar_fire.wav")
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
model_root.add_child(reload_sound)
func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
var proj = load("res://weapons/bouncing_projectile.gd").new()
# Mesh
var mesh_instance = MeshInstance3D.new()
var p_mesh = SphereMesh.new()
p_mesh.radius = 0.1
p_mesh.height = 0.2
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.1, 0.1, 0.1) # Black bomb
p_mesh.material = mat
mesh_instance.mesh = p_mesh
proj.add_child(mesh_instance)
# Logic
proj.position = origin + fire_dir * 0.2
proj.logical_source = origin
proj.velocity = fire_dir * projectile_speed
proj.damage = base_damage
proj.min_damage = min_damage
proj.falloff_start = falloff_start
proj.max_range = max_range
proj.drop_gravity = projectile_gravity
proj.owner_player = player
# Mortar Bouncing logic
proj.fuse_time = 3.0 # Explodes 3 seconds after launch if it bounces
proj.impact_detonate_time = 2.0 # If flying > 2s, explode on impact instead
proj.bounciness = 0.4 # Heavy, loses momentum on bounce
# Explosive stats
proj.explosion_radius = 12.0 # Very large AoE
proj.explosion_knockback = 60.0 # Massive knockback
proj.falloff_curve = 2.0 # Steep dropoff: "Should be an instant kill in closest 50%"
# (0-50% = dist<6. 6/12 = 0.5. 1.0 - 0.5^2 = 0.75 multiplier. 200 * 0.75 = 150 damage -> 1 shot kill)
proj.can_self_damage = true # Can self damage
get_tree().current_scene.add_child(proj)
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extends BaseProjectileWeapon
class_name RocketLauncher
func _init() -> void:
weapon_name = "Rocket Launcher"
fire_rate = 1.0 # Moderate, but you only have 1 in the chamber anyway
max_ammo = 1
reload_time = 2.5 # Extremely long reload time
base_damage = 120.0 # High damage
min_damage = 120.0
falloff_start = 0.0
max_range = 300.0
automatic = false
spread_angle = 0.0
projectile_speed = 35.0 # Moderate speed
projectile_gravity = 0.0 # Flies straight
func _build_model() -> void:
position = Vector3(0.4, -0.4, -0.6)
var mat_grey = StandardMaterial3D.new()
mat_grey.albedo_color = Color(0.3, 0.3, 0.3)
# Main Tube
var body = MeshInstance3D.new()
var b_mesh = CylinderMesh.new()
b_mesh.top_radius = 0.08
b_mesh.bottom_radius = 0.08
b_mesh.height = 0.8
b_mesh.material = mat_grey
body.mesh = b_mesh
body.rotation.x = deg_to_rad(90)
model_root.add_child(body)
# Back cone
var cone = MeshInstance3D.new()
var c_mesh = CylinderMesh.new()
c_mesh.top_radius = 0.08
c_mesh.bottom_radius = 0.04
c_mesh.height = 0.2
c_mesh.material = mat_grey
cone.mesh = c_mesh
cone.rotation.x = deg_to_rad(90)
cone.position = Vector3(0, 0, 0.5)
model_root.add_child(cone)
# Muzzle Flash
muzzle_flash = OmniLight3D.new()
muzzle_flash.light_color = Color(1.0, 0.6, 0.2)
muzzle_flash.light_energy = 0.0
muzzle_flash.omni_range = 5.0
muzzle_flash.position = Vector3(0, 0, -0.4)
model_root.add_child(muzzle_flash)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.stream = load("res://assets/sounds/rocket_fire.wav")
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
model_root.add_child(reload_sound)
func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
var proj = load("res://weapons/explosive_projectile.gd").new()
# Mesh
var mesh_instance = MeshInstance3D.new()
var p_mesh = CylinderMesh.new()
p_mesh.top_radius = 0.0
p_mesh.bottom_radius = 0.05
p_mesh.height = 0.2
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.8, 0.2, 0.2) # Red rocket
p_mesh.material = mat
mesh_instance.mesh = p_mesh
mesh_instance.rotation.x = deg_to_rad(-90)
proj.add_child(mesh_instance)
# Rotation
var up_vec = Vector3.UP
if abs(fire_dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
proj.transform.basis = Basis.looking_at(fire_dir, up_vec)
# Logic
proj.position = muzzle_flash.global_position if muzzle_flash else origin
proj.logical_source = origin
proj.velocity = fire_dir * projectile_speed
proj.damage = base_damage
proj.min_damage = min_damage
proj.falloff_start = falloff_start
proj.max_range = max_range
proj.drop_gravity = projectile_gravity
proj.owner_player = player
# Explosive stats
proj.explosion_radius = 8.0 # Moderate AoE
proj.explosion_knockback = 45.0 # Strong knockback!
proj.can_self_damage = false # As requested
get_tree().current_scene.add_child(proj)
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extends BaseProjectileWeapon
class_name RocketSwarm
var is_targeting: bool = false
var homing_target_pos: Vector3 = Vector3.ZERO
var targeting_laser: MeshInstance3D
func _init() -> void:
weapon_name = "Rocket Swarm"
fire_rate = 1.0 # 1 click fires all 8
max_ammo = 4 # 4 swarms
reload_time = 3.0
base_damage = 20.0 # Per mini rocket
min_damage = 20.0
falloff_start = 0.0
max_range = 300.0
automatic = false
spread_angle = 0.15 # Wide spread out of the barrel
projectile_speed = 25.0 # Slower so they have time to home
func _build_model() -> void:
position = Vector3(0.4, -0.4, -0.6)
var mat_box = StandardMaterial3D.new()
mat_box.albedo_color = Color(0.2, 0.4, 0.5)
# Box launcher
var body = MeshInstance3D.new()
var b_mesh = BoxMesh.new()
b_mesh.size = Vector3(0.2, 0.2, 0.4)
b_mesh.material = mat_box
body.mesh = b_mesh
model_root.add_child(body)
# Laser
targeting_laser = MeshInstance3D.new()
var l_mesh = CylinderMesh.new()
l_mesh.top_radius = 0.02 # Make it thicker and more visible
l_mesh.bottom_radius = 0.02
l_mesh.height = 300.0
var l_mat = StandardMaterial3D.new()
l_mat.albedo_color = Color(1.0, 0.0, 0.0, 1.0)
l_mat.emission_enabled = true
l_mat.emission = Color(2.0, 0.0, 0.0) # Bright red
l_mesh.material = l_mat
targeting_laser.mesh = l_mesh
targeting_laser.rotation.x = deg_to_rad(90)
targeting_laser.position = Vector3(0, 0, -150.0)
targeting_laser.visible = false
model_root.add_child(targeting_laser)
# Audio
fire_sound = AudioStreamPlayer3D.new()
fire_sound.stream = load("res://assets/sounds/swarm_fire.wav")
model_root.add_child(fire_sound)
reload_sound = AudioStreamPlayer3D.new()
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
model_root.add_child(reload_sound)
func _process(delta: float) -> void:
super._process(delta)
if camera:
is_targeting = Input.is_action_pressed("fire_alt")
targeting_laser.visible = is_targeting
if is_targeting:
var space_state = get_world_3d().direct_space_state
var origin = camera.global_position
var target = origin - camera.global_transform.basis.z * 300.0
var query = PhysicsRayQueryParameters3D.create(origin, target)
if player:
query.exclude = [player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
homing_target_pos = result.position
# Shrink laser to hit point
var dist = origin.distance_to(result.position)
(targeting_laser.mesh as CylinderMesh).height = dist
targeting_laser.position.z = -dist / 2.0
else:
homing_target_pos = target
(targeting_laser.mesh as CylinderMesh).height = 300.0
targeting_laser.position.z = -150.0
func unequip() -> void:
is_targeting = false
targeting_laser.visible = false
# Override fire to shoot 8 rockets at once
func _fire() -> void:
if current_ammo <= 0 and not reloading:
_start_reload()
return
if not camera: return
current_ammo -= 1
fire_cooldown = fire_rate
if fire_sound:
fire_sound.play()
if muzzle_flash:
muzzle_flash.light_energy = 2.0
var tween = create_tween()
tween.tween_property(muzzle_flash, "light_energy", 0.0, 0.1)
var origin = camera.global_position
var base_dir = -camera.global_transform.basis.z
for i in range(8):
# Calculate spread
var right = camera.global_transform.basis.x
var up = camera.global_transform.basis.y
var x_spread = randf_range(-1.0, 1.0) * spread_angle
var y_spread = randf_range(-1.0, 1.0) * spread_angle
var fire_dir = (base_dir + right * x_spread + up * y_spread).normalized()
_spawn_custom_projectile(origin, fire_dir)
func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
var proj = load("res://weapons/homing_projectile.gd").new()
# Mesh
var mesh_instance = MeshInstance3D.new()
var p_mesh = CylinderMesh.new()
p_mesh.top_radius = 0.0
p_mesh.bottom_radius = 0.02
p_mesh.height = 0.1
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.8, 0.8, 0.1) # Yellow mini rocket
p_mesh.material = mat
mesh_instance.mesh = p_mesh
mesh_instance.rotation.x = deg_to_rad(-90)
proj.add_child(mesh_instance)
# Rotation
var up_vec = Vector3.UP
if abs(fire_dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
proj.transform.basis = Basis.looking_at(fire_dir, up_vec)
# Logic
proj.weapon_source = self
proj.turn_speed = 12.0 # Faster turn radius so they can aggressively home in
proj.position = origin # Start at origin to spread outward around camera
proj.logical_source = origin
proj.velocity = fire_dir * projectile_speed
proj.damage = base_damage
proj.min_damage = min_damage
proj.falloff_start = falloff_start
proj.max_range = max_range
proj.drop_gravity = 0.0
proj.owner_player = player
# Explosive stats
proj.explosion_radius = 3.0 # Tiny AoE effect
proj.explosion_knockback = 5.0
proj.can_self_damage = false
get_tree().current_scene.add_child(proj)
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