Files
Papay-Shooter/weapons/projectile.gd

71 lines
2.1 KiB
GDScript

extends Node3D
class_name Projectile
var velocity: Vector3 = Vector3.ZERO
var damage: float = 10.0
var max_range: float = 200.0
var distance_traveled: float = 0.0
var owner_player: CharacterBody3D
var falloff_start: float = 10.0
var min_damage: float = 5.0
var drop_gravity: float = 0.0 # For arc projectiles (nailgun might have slight drop, plasma none)
var impact_type: String = "bullet"
var logical_source = null
var _previous_position: Vector3
func _ready() -> void:
if logical_source != null:
_previous_position = logical_source
else:
_previous_position = global_position
# Automatically destroy after 5 seconds to prevent leaks
var t = get_tree().create_timer(5.0)
t.timeout.connect(destroy)
func _physics_process(delta: float) -> void:
# Apply gravity drop if any
velocity.y -= drop_gravity * delta
var movement = velocity * delta
global_position += movement
distance_traveled += movement.length()
if distance_traveled > max_range:
destroy()
return
_check_collision()
_previous_position = global_position
func _check_collision() -> void:
var space_state = get_world_3d().direct_space_state
var query = PhysicsRayQueryParameters3D.create(_previous_position, global_position)
if owner_player:
query.exclude = [owner_player.get_rid()]
var result = space_state.intersect_ray(query)
if result:
_on_hit(result)
func _on_hit(result: Dictionary) -> void:
var hit_dist = distance_traveled - (_previous_position.distance_to(result.position))
var final_damage = damage
if hit_dist > falloff_start and falloff_start > 0.0:
var falloff_factor = clampf((hit_dist - falloff_start) / (max_range - falloff_start), 0.0, 1.0)
final_damage = lerpf(damage, min_damage, falloff_factor)
if result.collider.has_method("take_damage"):
if owner_player and owner_player.multiplayer.is_server():
result.collider.take_damage(final_damage, result.position, owner_player)
elif result.collider is StaticBody3D or result.collider is CSGShape3D:
var size = 0.4 if impact_type == "plasma" else 0.15
ImpactSpawner.spawn(get_tree(), impact_type, result.position, result.normal, size)
destroy()
func destroy() -> void:
queue_free()