Reworked weapons and projectiles
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class_name Blast
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extends Area2D
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const FALLOFF_FACTOR = 3
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@export var damage : AbstractDamage
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@export var shape : CircleShape2D
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@onready var collision : CollisionShape2D = $CollisionShape2D
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func _ready() -> void:
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if collision and shape:
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collision.shape = shape
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func get_damage_to(body: Node2D) -> AbstractDamage:
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var distance := _get_distance_to(body)
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var damage_dub := damage.duplicate()
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var factor := _get_damage_factor(distance)
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damage_dub.value = round(damage_dub.value * factor)
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return damage_dub
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func _get_distance_to(body: Node2D) -> float:
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if not shape: return INF
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var space_state := get_world_2d().direct_space_state
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var query := PhysicsShapeQueryParameters2D.new()
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var circle_shape := CircleShape2D.new()
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query.shape = circle_shape
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query.transform = Transform2D(0, global_position)
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query.collide_with_areas = false
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query.collide_with_bodies = true
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query.collision_mask = collision_mask
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query.exclude = [self]
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#TODO optimize by binary search
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for radius in range(shape.radius + 1):
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circle_shape.radius = radius
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var results := space_state.intersect_shape(query)
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for result in results:
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if result["collider"] == body:
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return radius
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return INF
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func _get_damage_factor(distance: float) -> float:
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if not shape: return 0.0
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var coef := distance / shape.radius
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if coef > 1:
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return 0.0
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return 1 - coef * coef * coef
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