spawn behavior
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+24
-6
@@ -7,27 +7,41 @@ extends FloatingBody
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@export var throttle_response := 1.5 # how fast the engine spools up/down
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@export var rudder_strength := 2.5 # turning torque at speed
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@export var keel_grip := 3.0 # resistance to sliding sideways
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@export var loadout: Dictionary[StringName, WeaponDef] = {}
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@export var loadout: Dictionary[StringName, WeaponDef] = {} # WeaponSlot Name -> WeaponDef
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@export var weapon_groups: Dictionary[int, Array] = {} # group id -> slot names; group 0 is auto-built (all slots), editor value ignored
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var desired_throttle := 0.0 # move_toward target for actual throttle
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var steer_input := 0.0
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var throttle := 0.0 # current throttle state of ship
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var _slots: Array[WeaponSlot] = []
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var _slots_by_name: Dictionary[StringName, WeaponSlot] = {}
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var fire_intents: Dictionary[int, bool] = {} # written by controllers, like steer_input
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func _ready() -> void:
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super()
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add_to_group(&"boats")
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for child in get_children():
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if child is WeaponSlot:
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_slots.append(child)
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_slots_by_name[child.name] = child
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var def: WeaponDef = loadout.get(child.name)
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if def != null:
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child.mount(def)
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# Weapon group 0 should always be all weapons, regardless
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# TODO: If ever weapon slots would dynamically be added during a scene, change
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var all_names: Array = []
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for slot in _slots:
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all_names.append(slot.name)
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weapon_groups[0] = all_names
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func _physics_process(delta: float) -> void:
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super(delta)
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throttle = move_toward(throttle, desired_throttle, throttle_response * delta)
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_process_fire()
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if submerged_ratio <= 0.0:
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return # airborne: no thrust, no rudder, no keel
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@@ -51,8 +65,12 @@ func _physics_process(delta: float) -> void:
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right = right.normalized()
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var lateral_speed := linear_velocity.dot(right)
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apply_central_force(-right * lateral_speed * keel_grip * mass * submerged_ratio)
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func fire_weapons() -> void:
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for slot in _slots:
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if slot.weapon != null:
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slot.weapon.try_fire()
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func _process_fire() -> void:
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for group_id in weapon_groups:
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if not fire_intents.get(group_id, false):
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continue
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for slot_name in weapon_groups[group_id]:
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var slot: WeaponSlot = _slots_by_name.get(slot_name)
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if slot != null and slot.weapon != null:
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slot.weapon.try_fire()
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