Added AbstractReloader
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@@ -1,7 +1,7 @@
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extends CharacterBody2D
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const Weapon = preload("res://game/entities/weapon.tscn")
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const Weapon = preload("res://game/entities/weapons/weapon.tscn")
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@export var size : Vector2:
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@@ -1,77 +0,0 @@
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extends Node2D
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@export var damage : int
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@export var firerate : int
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@export var magazine_size : int
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@export var reload_time : int
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@export var bullet_velocity : int
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@export var bullet_acceleration : int
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@export var bullet_per_shot : int
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@export var sector_angle : int
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@export var distance : int
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@export var heat_per_shot : int
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@export var heat_capacity : int
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@export var cooling_down_rate : int
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@export var explosion_size : int
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@onready var _firerate_delay : float = 60.0 / firerate
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@onready var _firerate_delay_tenth : float = _firerate_delay / 10
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@onready var _bullets_in_magazine : int = magazine_size if magazine_size > 0 else -1
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@onready var _reload_time_tenth : float = reload_time / 10.0
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var _firerate_cooldown : float
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var _reload_cooldown : float
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var random := RandomNumberGenerator.new()
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func _init() -> void:
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#TEST
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firerate = 600
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magazine_size = 300
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reload_time = 2
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func _ready() -> void:
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var texture := PlaceholderTexture2D.new()
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texture.size = Vector2(10, 7)
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$Sprite2D.texture = texture
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func _process(delta: float) -> void:
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if _firerate_cooldown > 0:
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_firerate_cooldown -= delta
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if _reload_cooldown > 0:
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_reload_cooldown -= delta
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if _bullets_in_magazine == 0 and _reload_cooldown <= 0:
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_bullets_in_magazine = magazine_size
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func shoot() -> void:
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if not _can_shoot(): return
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var random_firerate_delay := random.randf_range(-_firerate_delay_tenth, _firerate_delay_tenth)
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_firerate_cooldown = _firerate_delay + random_firerate_delay
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if _bullets_in_magazine > 0:
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_bullets_in_magazine -= 1
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if _bullets_in_magazine == 0:
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var random_reload_delay := random.randf_range(-_reload_time_tenth, _reload_time_tenth)
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_reload_cooldown = reload_time + random_reload_delay
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print("shoot")
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func _can_shoot() -> bool:
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if _firerate_cooldown > 0: return false
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if _reload_cooldown > 0: return false
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return true
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@@ -0,0 +1,14 @@
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@abstract
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class_name AbstractReloader
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extends Node
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var random := RandomNumberGenerator.new()
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@abstract
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func can_shoot() -> bool
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@abstract
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func shoot() -> void
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@@ -0,0 +1 @@
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uid://ccpriilfr3kme
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@@ -0,0 +1,25 @@
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extends AbstractReloader
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@export var firerate : int
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@onready var _delay : float = 60.0 / firerate
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@onready var _delay_tenth : float = _delay / 10
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var _cooldown : float
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func _process(delta: float) -> void:
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if _cooldown > 0:
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_cooldown -= delta
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func can_shoot() -> bool:
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return _cooldown <= 0
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func shoot() -> void:
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var random_delay := random.randf_range(-_delay_tenth, _delay_tenth)
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_cooldown = _delay + random_delay
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@@ -0,0 +1 @@
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uid://b255rb32vc6co
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@@ -0,0 +1,33 @@
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extends AbstractReloader
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@export var magazine_size : int
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@export var reload_time : int
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@onready var _bullets_in_magazine : int = magazine_size if magazine_size > 0 else -1
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@onready var _reload_time_tenth : float = reload_time / 10.0
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var _cooldown : float
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func _process(delta: float) -> void:
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if _cooldown > 0:
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_cooldown -= delta
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if _bullets_in_magazine == 0 and _cooldown <= 0:
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_bullets_in_magazine = magazine_size
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func can_shoot() -> bool:
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return _bullets_in_magazine > 0
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func shoot() -> void:
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if _bullets_in_magazine > 0:
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_bullets_in_magazine -= 1
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if _bullets_in_magazine == 0:
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var random_delay := random.randf_range(-_reload_time_tenth, _reload_time_tenth)
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_cooldown = reload_time + random_delay
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@@ -0,0 +1 @@
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uid://d2gfhnlbqxsoq
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@@ -0,0 +1,38 @@
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extends Node2D
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@export var damage : int
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@export var firerate : int
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@export var magazine_size : int
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@export var reload_time : int
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@export var bullet_velocity : int
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@export var bullet_acceleration : int
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@export var bullet_per_shot : int
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@export var sector_angle : int
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@export var distance : int
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@export var heat_per_shot : int
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@export var heat_capacity : int
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@export var cooling_down_rate : int
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@export var explosion_size : int
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func _init() -> void:
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#TEST
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firerate = 600
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magazine_size = 300
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reload_time = 2
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func _ready() -> void:
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var texture := PlaceholderTexture2D.new()
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texture.size = Vector2(10, 7)
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$Sprite2D.texture = texture
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func shoot() -> void:
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if not _can_shoot(): return
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print("shoot")
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func _can_shoot() -> bool:
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return true
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@@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://dwm4iejnbuhxo"]
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[ext_resource type="Script" uid="uid://dpqxs8hlql2o0" path="res://game/entities/weapon.gd" id="1_4oq3a"]
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[ext_resource type="Script" uid="uid://dpqxs8hlql2o0" path="res://game/entities/weapons/weapon.gd" id="1_4oq3a"]
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[node name="Weapon" type="Node2D"]
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script = ExtResource("1_4oq3a")
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