spawn behavior

This commit is contained in:
bee
2026-07-09 14:45:53 +02:00
parent e78d11998f
commit db201081f5
5 changed files with 63 additions and 8 deletions
+24 -6
View File
@@ -7,27 +7,41 @@ extends FloatingBody
@export var throttle_response := 1.5 # how fast the engine spools up/down
@export var rudder_strength := 2.5 # turning torque at speed
@export var keel_grip := 3.0 # resistance to sliding sideways
@export var loadout: Dictionary[StringName, WeaponDef] = {}
@export var loadout: Dictionary[StringName, WeaponDef] = {} # WeaponSlot Name -> WeaponDef
@export var weapon_groups: Dictionary[int, Array] = {} # group id -> slot names; group 0 is auto-built (all slots), editor value ignored
var desired_throttle := 0.0 # move_toward target for actual throttle
var steer_input := 0.0
var throttle := 0.0 # current throttle state of ship
var _slots: Array[WeaponSlot] = []
var _slots_by_name: Dictionary[StringName, WeaponSlot] = {}
var fire_intents: Dictionary[int, bool] = {} # written by controllers, like steer_input
func _ready() -> void:
super()
add_to_group(&"boats")
for child in get_children():
if child is WeaponSlot:
_slots.append(child)
_slots_by_name[child.name] = child
var def: WeaponDef = loadout.get(child.name)
if def != null:
child.mount(def)
# Weapon group 0 should always be all weapons, regardless
# TODO: If ever weapon slots would dynamically be added during a scene, change
var all_names: Array = []
for slot in _slots:
all_names.append(slot.name)
weapon_groups[0] = all_names
func _physics_process(delta: float) -> void:
super(delta)
throttle = move_toward(throttle, desired_throttle, throttle_response * delta)
_process_fire()
if submerged_ratio <= 0.0:
return # airborne: no thrust, no rudder, no keel
@@ -51,8 +65,12 @@ func _physics_process(delta: float) -> void:
right = right.normalized()
var lateral_speed := linear_velocity.dot(right)
apply_central_force(-right * lateral_speed * keel_grip * mass * submerged_ratio)
func fire_weapons() -> void:
for slot in _slots:
if slot.weapon != null:
slot.weapon.try_fire()
func _process_fire() -> void:
for group_id in weapon_groups:
if not fire_intents.get(group_id, false):
continue
for slot_name in weapon_groups[group_id]:
var slot: WeaponSlot = _slots_by_name.get(slot_name)
if slot != null and slot.weapon != null:
slot.weapon.try_fire()