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 RocketLauncher
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func _init() -> void:
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weapon_name = "Rocket Launcher"
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fire_rate = 1.0 # Moderate, but you only have 1 in the chamber anyway
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max_ammo = 1
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reload_time = 2.5 # Extremely long reload time
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base_damage = 120.0 # High damage
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min_damage = 120.0
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falloff_start = 0.0
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max_range = 300.0
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automatic = false
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spread_angle = 0.0
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projectile_speed = 35.0 # Moderate speed
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projectile_gravity = 0.0 # Flies straight
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func _build_model() -> void:
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position = Vector3(0.4, -0.4, -0.6)
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var mat_grey = StandardMaterial3D.new()
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mat_grey.albedo_color = Color(0.3, 0.3, 0.3)
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# Main 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 = 0.08
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b_mesh.bottom_radius = 0.08
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b_mesh.height = 0.8
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b_mesh.material = mat_grey
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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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# Back cone
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var cone = MeshInstance3D.new()
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var c_mesh = CylinderMesh.new()
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c_mesh.top_radius = 0.08
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c_mesh.bottom_radius = 0.04
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c_mesh.height = 0.2
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c_mesh.material = mat_grey
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cone.mesh = c_mesh
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cone.rotation.x = deg_to_rad(90)
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cone.position = Vector3(0, 0, 0.5)
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model_root.add_child(cone)
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# Muzzle Flash
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muzzle_flash = OmniLight3D.new()
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muzzle_flash.light_color = Color(1.0, 0.6, 0.2)
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muzzle_flash.light_energy = 0.0
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muzzle_flash.omni_range = 5.0
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muzzle_flash.position = Vector3(0, 0, -0.4)
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model_root.add_child(muzzle_flash)
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.stream = load("res://assets/sounds/rocket_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/explosive_projectile.gd").new()
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# Mesh
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var mesh_instance = MeshInstance3D.new()
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var p_mesh = CylinderMesh.new()
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p_mesh.top_radius = 0.0
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p_mesh.bottom_radius = 0.05
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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(0.8, 0.2, 0.2) # Red rocket
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p_mesh.material = mat
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mesh_instance.mesh = p_mesh
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mesh_instance.rotation.x = deg_to_rad(-90)
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proj.add_child(mesh_instance)
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# Rotation
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var up_vec = Vector3.UP
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if abs(fire_dir.dot(up_vec)) > 0.99:
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up_vec = Vector3.RIGHT
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proj.transform.basis = Basis.looking_at(fire_dir, up_vec)
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# Logic
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proj.position = muzzle_flash.global_position if muzzle_flash else origin
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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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# Explosive stats
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proj.explosion_radius = 8.0 # Moderate AoE
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proj.explosion_knockback = 45.0 # Strong knockback!
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proj.can_self_damage = false # As requested
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get_tree().current_scene.add_child(proj)
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