Feat/2 weapons foundation #6
@@ -130,6 +130,7 @@ func _shoot_hitscan() -> void:
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var hits_remaining = penetration_count + 1
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var current_damage_mult = 1.0
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var final_target = target
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while hits_remaining > 0:
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var result = space_state.intersect_ray(query)
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@@ -156,3 +157,35 @@ func _shoot_hitscan() -> void:
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hits_remaining -= 1
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current_damage_mult *= penetration_damage_penalty
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final_target = result.position
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# Spawn cosmetic tracer
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var tracer = Node3D.new()
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tracer.set_script(load("res://weapons/hitscan_tracer.gd"))
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var t_mesh_inst = MeshInstance3D.new()
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var t_mesh = CapsuleMesh.new()
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t_mesh.radius = 0.02
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t_mesh.height = 1.0
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var t_mat = StandardMaterial3D.new()
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t_mat.albedo_color = Color(1.0, 0.8, 0.2) # Yellow-orange tracer
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t_mat.emission_enabled = true
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t_mat.emission = Color(2.0, 1.5, 0.5)
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t_mesh.material = t_mat
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t_mesh_inst.mesh = t_mesh
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t_mesh_inst.rotation.x = deg_to_rad(90) # Orient capsule along Z axis
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t_mesh_inst.position = Vector3(0, 0, -0.5) # Shift it half a meter forward so the tail is at the origin
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tracer.add_child(t_mesh_inst)
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tracer.target_position = final_target
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var visual_origin = muzzle_flash.global_position if muzzle_flash else global_position # Spawn from the barrel tip
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if visual_origin.distance_squared_to(final_target) > 0.1:
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get_tree().current_scene.add_child(tracer)
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tracer.global_position = visual_origin
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var up_vec = Vector3.UP
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if abs((final_target - visual_origin).normalized().dot(up_vec)) > 0.99:
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up_vec = Vector3.RIGHT
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tracer.look_at(final_target, up_vec)
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@@ -182,8 +182,10 @@ func _shoot_hitscan() -> void:
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if player:
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query.exclude = [player.get_rid()]
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var final_target = target
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var result = space_state.intersect_ray(query)
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if result:
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final_target = result.position
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var hit_dist = origin.distance_to(result.position)
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var damage = base_dmg
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@@ -193,3 +195,34 @@ func _shoot_hitscan() -> void:
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if result.collider.has_method("take_damage"):
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result.collider.take_damage(damage, result.position, player)
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# Spawn cosmetic tracer
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var tracer = Node3D.new()
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tracer.set_script(load("res://weapons/hitscan_tracer.gd"))
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var t_mesh_inst = MeshInstance3D.new()
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var t_mesh = CapsuleMesh.new()
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t_mesh.radius = 0.02
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t_mesh.height = 1.0
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var t_mat = StandardMaterial3D.new()
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t_mat.albedo_color = Color(1.0, 0.8, 0.2)
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t_mat.emission_enabled = true
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t_mat.emission = Color(2.0, 1.5, 0.5)
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t_mesh.material = t_mat
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t_mesh_inst.mesh = t_mesh
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t_mesh_inst.rotation.x = deg_to_rad(90)
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t_mesh_inst.position = Vector3(0, 0, -0.5)
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tracer.add_child(t_mesh_inst)
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tracer.target_position = final_target
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var visual_origin = muzzle_flash.global_position if muzzle_flash else global_position
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if visual_origin.distance_squared_to(final_target) > 0.1:
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get_tree().current_scene.add_child(tracer)
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tracer.global_position = visual_origin
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var up_vec = Vector3.UP
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if abs((final_target - visual_origin).normalized().dot(up_vec)) > 0.99:
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up_vec = Vector3.RIGHT
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tracer.look_at(final_target, up_vec)
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@@ -0,0 +1,22 @@
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extends Node3D
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class_name HitscanTracer
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var speed: float = 300.0 # Extremely fast
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var target_position: Vector3
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var distance_traveled: float = 0.0
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var max_distance: float = 0.0
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func _ready() -> void:
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max_distance = global_position.distance_to(target_position)
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if max_distance < 0.1:
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queue_free()
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func _physics_process(delta: float) -> void:
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var move_dist = speed * delta
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distance_traveled += move_dist
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if distance_traveled >= max_distance:
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# Reached target
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queue_free()
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else:
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global_position += -global_transform.basis.z * move_dist
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@@ -0,0 +1 @@
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uid://df1jms63ejdnl
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