using Godot; namespace SupaLidlGame.Items.Weapons; public partial class ProjectileSpawner : Ranged { [Export] public PackedScene Projectile { get; set; } [ExportGroup("Projectile Overrides")] [Export] public bool ShouldOverrideProjectileDamage { get; set; } = true; [Export] public bool ShouldOverrideVelocity { get; set; } = true; [Export] public bool ShouldRotate { get; set; } = true; [ExportGroup("Multishot")] [Export] public int ProjectileCount { get; set; } = 1; [Export] public float ProjectileAngleDeviation { get; set; } protected virtual void SpawnProjectile(Scenes.Map map, Vector2 direction, float velocityModifier = 1) { var projectile = map.SpawnEntity(Projectile); projectile.Hitbox.Faction = Character.Faction; projectile.Direction = direction; projectile.GlobalPosition = GlobalPosition; if (ShouldOverrideVelocity) { projectile.Speed = InitialVelocity * velocityModifier; } if (ShouldRotate) { projectile.GlobalRotation = projectile.Direction.Angle(); } if (ShouldOverrideProjectileDamage) { if (projectile.Hitbox is not null) { projectile.Hitbox.Damage = Damage; } } projectile.Hitbox.Inflictor = Character; projectile.Weapon = this; if (projectile is Utils.ITarget target) { if (Character is Characters.NPC npc) { target.CharacterTarget = npc.FindBestTarget(); } } } public override void Attack() { Attack(1); } public override void Attack(float velocityModifier) { Character.Inventory.EmitSignal("UsedItem", this); var map = Utils.World.Instance.CurrentMap; Vector2 target = Character.Target.Normalized(); if (CharacterRecoil > 0) { Character.ApplyImpulse(-target * CharacterRecoil); } // avoid unnecessary math if only spawning 1 projectile if (ProjectileCount == 1) { SpawnProjectile(map, target, velocityModifier); return; } // example: 4 projectiles = // i = 0 -> 1.5 theta // i = 1 -> 0.5 theta // i = 2 -> -0.5 theta // i = 3 -> -1.5 theta // i = x -> -x * 0.5 theta + max dev float theta = Mathf.DegToRad(ProjectileAngleDeviation); // maaax angle deviation = ((projectile count - 1) / 2) thetas float maxAngleDeviations = ((ProjectileCount - 1) / 2); for (int i = 0; i < ProjectileCount; i++) { float curDeviation = -i + maxAngleDeviations; SpawnProjectile(map, target.Rotated(curDeviation * theta), velocityModifier); } } }