randomgeon/combat/weapons/_scripts/ranged_weapon_component.gd
Dan Baker 70839387ca Implements modifier system for weapons
Adds a modifier system allowing dynamic modification of weapon
stats and behavior. This includes:

- Creating ModifierLibrary to manage available modifiers.
- Adds ModifierManager to handle equipping and unequipping modifiers
- Adds a new RangedWeaponComponent to handle firing projectiles and
  managing modifiers.
- Introduces a DebugUI for in-game modifier management.
- Introduces an "Unlimited Power" modifier that changes the projectile scene.
- Modifies stats components to work with the new modifier system.

This system allows for more flexible and customizable weapon
functionality.
2025-05-08 18:31:19 +01:00

70 lines
2.3 KiB
GDScript

@icon("res://assets/editor/64x64/fc1515.png")
extends Node2D
class_name RangedWeaponComponent
@export var stats: StatsComponent
@export var basic_projectile: PackedScene = preload("res://assets/projectiles/basic_projectile.tscn")
@onready var modifier_manager = $ModifierManager
@onready var projectile_scene: PackedScene = basic_projectile
var can_fire: bool = true
var cooldown: Timer
func _init() -> void:
cooldown = Timer.new()
add_child(cooldown)
cooldown.one_shot = true
func _ready() -> void:
Log.pr("RangedWeaponComponent initialized")
modifier_manager.set_stats(stats)
modifier_manager.connect("modifier_added", _on_modifier_added)
modifier_manager.connect("modifier_removed", _on_modifier_removed)
cooldown.connect("timeout", _on_fire_timer_timeout)
func add_modifier(modifier: Modifier) -> void:
modifier_manager.add_modifier(modifier)
func remove_modifier(modifier_id: String) -> void:
modifier_manager.remove_modifier(modifier_id)
func fire(direction: Vector2, target_position: Vector2) -> void:
if !can_fire:
return
spawn_projectile(global_position, direction, target_position)
can_fire = false
cooldown.start(1 / stats.get_stat("ranged.attack_rate"))
func set_projectile_scene() -> void:
projectile_scene = basic_projectile
modifier_manager.check_and_call("set_projectile_scene", [self])
func spawn_projectile(spawn_position: Vector2, spawn_direction: Vector2, target_position: Vector2) -> void:
Log.pr("Spawning projectile")
modifier_manager.check_and_call("spawn_projectile", [self])
## TODO: Handle multiple shots per fire
var projectile = projectile_scene.instantiate()
projectile.global_position = spawn_position
projectile.target_position = target_position
projectile.speed = 200 # stats.get_stat("projectile_speed")
projectile.damage = 10 # stats.get_stat("damage")
projectile.lifetime = 2 # stats.get_stat("projectile_lifetime")
projectile.source_weapon = self
var size = stats.get_stat("ranged.projectile_size")
projectile.set_projectile_scale(Vector2(size, size))
if get_tree() and get_tree().get_root():
get_tree().get_root().add_child(projectile)
func _on_modifier_added(_modifier: Modifier) -> void:
set_projectile_scene()
func _on_modifier_removed(_modifier: Modifier) -> void:
set_projectile_scene()
func _on_fire_timer_timeout() -> void:
can_fire = true