Added more weapons

This commit is contained in:
2025-11-07 16:40:56 +03:00
parent 0740570263
commit 32fa3dca57
64 changed files with 459 additions and 37 deletions
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@abstract
extends Resource
class_name AbstractReloader
var _random := RandomNumberGenerator.new()
@abstract
func process(delta: float) -> void
@abstract
func can_shoot() -> bool
@abstract
func shoot() -> void
@abstract
func reload() -> void
@abstract
func get_process_percent() -> int
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uid://ccpriilfr3kme
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extends AbstractReloader
class_name EnergyReloader
@export var heat_per_shot : int:
set(value):
heat_per_shot = value
_calculate_critical_heat()
@export var heat_capacity : int:
set(value):
heat_capacity = value
_calculate_critical_heat()
@export var cooling_down_rate : int:
set(value):
cooling_down_rate = value
_calculate_cool()
var _cool_per_sec : float
var _cool_per_sec_tenth : float
var _heat : float
var _critical_heat : int
func _ready() -> void:
_calculate_critical_heat()
_calculate_cool()
func process(delta: float) -> void:
if _heat > 0:
_heat -= _cool_per_sec * delta
if _heat < 0:
_heat = 0
func can_shoot() -> bool:
return _heat <= _critical_heat
func shoot() -> void:
var random_heat := _random.randf_range(-_cool_per_sec_tenth, _cool_per_sec_tenth)
_heat += heat_per_shot + random_heat
func reload() -> void:
pass
func get_process_percent() -> int:
return 100 - int(_heat * 100 / heat_capacity)
func _calculate_critical_heat() -> void:
_critical_heat = heat_capacity - heat_per_shot
func _calculate_cool() -> void:
_cool_per_sec = cooling_down_rate / 60.0
_cool_per_sec_tenth = _cool_per_sec / 10
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extends AbstractReloader
class_name FirerateReloader
@export var firerate : int:
set(value):
firerate = value
_calculate_delay()
var _delay : float
var _delay_tenth : float
var _cooldown : float
func _ready() -> void:
_calculate_delay()
func process(delta: float) -> void:
if _cooldown > 0:
_cooldown -= delta
func can_shoot() -> bool:
return _cooldown <= 0
func shoot() -> void:
var random_delay := _random.randf_range(-_delay_tenth, _delay_tenth)
_cooldown = _delay + random_delay
func reload() -> void:
pass
func get_process_percent() -> int:
return 100 - int(_cooldown * 100 / _delay)
func _calculate_delay() -> void:
_delay = 60.0 / firerate
_delay_tenth = _delay / 10
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extends AbstractReloader
class_name GatlingReloader
@export var firerate : int:
set(value):
firerate = value
_calculate_delay()
@export var spin_out_time : int:
set(value):
spin_out_time = value
_calculate_delay()
const INITIAL_DELAY = 1.0
var _target_delay : float
var _current_delay : float = INITIAL_DELAY
var _delay_decrement : float
var _cooldown : float
var _last_delta : float
func _ready() -> void:
_calculate_delay()
func process(delta: float) -> void:
if _cooldown > 0:
_cooldown -= delta
if _current_delay < INITIAL_DELAY:
_decrease_delay(_delay_decrement * -delta)
_last_delta = delta
func can_shoot() -> bool:
_decrease_delay(_delay_decrement * 2 * _last_delta)
return _cooldown <= 0
func shoot() -> void:
_cooldown = _current_delay
func reload() -> void:
pass
func get_process_percent() -> int:
return 100 - int(_cooldown * 100 / _current_delay)
func _calculate_delay() -> void:
_target_delay = 60.0 / firerate
_delay_decrement = (INITIAL_DELAY - _target_delay)/spin_out_time
func _decrease_delay(delay_decrement: float) -> void:
_current_delay = _current_delay - delay_decrement
_current_delay = clampf(_current_delay, _target_delay, INITIAL_DELAY)
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extends AbstractReloader
class_name MagazineReloader
@export var magazine_size : int:
set(value):
magazine_size = value
_calculate_bullets_in_magazine()
@export var reload_time : int:
set(value):
reload_time = value
_calculate_reload_time_tenth()
var _bullets_in_magazine : int
var _reload_time_tenth : float
var _countdown : float
func _ready() -> void:
_calculate_bullets_in_magazine()
_calculate_reload_time_tenth()
func process(delta: float) -> void:
if _countdown > 0:
_countdown -= delta
if _countdown <= 0:
_bullets_in_magazine = magazine_size
func can_shoot() -> bool:
return _countdown <= 0
func shoot() -> void:
if _bullets_in_magazine > 0:
_bullets_in_magazine -= 1
if _bullets_in_magazine == 0:
reload()
func reload() -> void:
if _countdown > 0 or _bullets_in_magazine == magazine_size: return
var random_delay := _random.randf_range(-_reload_time_tenth, _reload_time_tenth)
_countdown = reload_time + random_delay
print("reload")
func get_process_percent() -> int:
return 100 - int(_countdown * 100 / reload_time)
func _calculate_bullets_in_magazine() -> void:
_bullets_in_magazine = magazine_size
func _calculate_reload_time_tenth() -> void:
_reload_time_tenth = reload_time / 10.0
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