feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets
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extends BaseProjectileWeapon
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class_name Mortar
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func _init() -> void:
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weapon_name = "Mortar"
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fire_rate = 1.5 # Slow
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max_ammo = 1
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reload_time = 3.0 # Extremely long
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base_damage = 200.0 # Huge damage
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min_damage = 20.0
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falloff_start = 0.0
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max_range = 500.0
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automatic = false
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spread_angle = 0.0
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projectile_speed = 25.0 # Very slow
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projectile_gravity = 15.0 # Heavy drop
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func _build_model() -> void:
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position = Vector3(0.3, -0.4, -0.5)
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var mat_olive = StandardMaterial3D.new()
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mat_olive.albedo_color = Color(0.2, 0.3, 0.1)
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# Thick short tube
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var body = MeshInstance3D.new()
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var b_mesh = CylinderMesh.new()
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b_mesh.top_radius = 0.12
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b_mesh.bottom_radius = 0.12
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b_mesh.height = 0.5
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b_mesh.material = mat_olive
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body.mesh = b_mesh
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body.rotation.x = deg_to_rad(90)
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model_root.add_child(body)
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.stream = load("res://assets/sounds/mortar_fire.wav")
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
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model_root.add_child(reload_sound)
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func _spawn_custom_projectile(origin: Vector3, fire_dir: Vector3) -> void:
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var proj = load("res://weapons/bouncing_projectile.gd").new()
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# Mesh
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var mesh_instance = MeshInstance3D.new()
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var p_mesh = SphereMesh.new()
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p_mesh.radius = 0.1
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p_mesh.height = 0.2
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var mat = StandardMaterial3D.new()
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mat.albedo_color = Color(0.1, 0.1, 0.1) # Black bomb
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p_mesh.material = mat
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mesh_instance.mesh = p_mesh
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proj.add_child(mesh_instance)
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# Logic
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proj.position = origin + fire_dir * 0.2
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proj.logical_source = origin
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proj.velocity = fire_dir * projectile_speed
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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 = projectile_gravity
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proj.owner_player = player
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# Mortar Bouncing logic
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proj.fuse_time = 3.0 # Explodes 3 seconds after launch if it bounces
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proj.impact_detonate_time = 2.0 # If flying > 2s, explode on impact instead
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proj.bounciness = 0.4 # Heavy, loses momentum on bounce
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# Explosive stats
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proj.explosion_radius = 12.0 # Very large AoE
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proj.explosion_knockback = 60.0 # Massive knockback
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proj.falloff_curve = 2.0 # Steep dropoff: "Should be an instant kill in closest 50%"
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# (0-50% = dist<6. 6/12 = 0.5. 1.0 - 0.5^2 = 0.75 multiplier. 200 * 0.75 = 150 damage -> 1 shot kill)
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proj.can_self_damage = true # Can self damage
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get_tree().current_scene.add_child(proj)
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