conforms file names to consistant standard
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113
scripts/weapons/weapon.gd
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113
scripts/weapons/weapon.gd
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class_name Weapon
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extends Node3D
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signal energy_spent(energy: int, type: Data.EnergyType)
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signal energy_recharged(energy: int, type: Data.EnergyType)
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signal energy_changed(energy: float)
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signal fired()
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@export var stats: CassetteText
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@export var animator: AnimationPlayer
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@export var audio_player: AudioStreamPlayer3D
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@export var recharge_timer: Timer
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@export var particle_emitter: GPUParticles3D
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var hero: Hero
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var trigger_held: bool = false
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var second_trigger_held: bool = false
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var time_since_firing: float = 0.0
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var time_between_shots: float = 0.0
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var damage: int = 0
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var max_energy: float = 100.0
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var current_energy: float = 100.0
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var energy_cost: float = 1.0
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var recharging: bool = false
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var recharge_speed: float = 0.0
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var recharge_acceleration: float = 3.0
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var recharge_max_speed: float = 30.0
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var duration: int = 0
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#var time_since_trigger: float = 0.0
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func _ready() -> void:
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recharge_timer.wait_time = Data.weapon_recharge_delay
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stats = stats.weapon_features_applied()
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time_between_shots = stats.get_attribute("Fire Delay")
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damage = int(stats.get_attribute("Damage"))
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#energy_cost = stats.get_attribute("Energy")
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max_energy = stats.get_attribute("Energy")
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current_energy = max_energy
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func set_hero(value: Hero) -> void:
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hero = value
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func _process(delta: float) -> void:
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if recharging:
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recharge_speed += recharge_acceleration * delta
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if recharge_speed > recharge_max_speed:
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recharge_speed = recharge_max_speed
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current_energy += recharge_speed * delta
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if current_energy >= max_energy:
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current_energy = max_energy
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recharging = false
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energy_recharged.emit(recharge_speed * delta, stats.energy_type)
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energy_changed.emit(current_energy)
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if time_since_firing < time_between_shots:
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time_since_firing += delta
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if trigger_held and stats.energy_type == Data.EnergyType.CONTINUOUS:
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current_energy -= delta
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energy_spent.emit(delta, stats.energy_type)
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energy_changed.emit(current_energy)
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@warning_ignore("unused_parameter")
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func _physics_process(delta: float) -> void:
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if trigger_held and current_energy >= energy_cost and time_since_firing >= time_between_shots:
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if stats.energy_type == Data.EnergyType.DISCRETE:
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current_energy -= 1
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current_energy = floorf(current_energy)
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energy_spent.emit(1, stats.energy_type)
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energy_changed.emit(current_energy)
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time_since_firing -= time_between_shots
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shoot()
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networked_shoot.rpc()
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func hold_trigger() -> void:
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trigger_held = true
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recharge_timer.stop()
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func release_trigger() -> void:
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if trigger_held:
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recharge_timer.start()
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trigger_held = false
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func hold_second_trigger() -> void:
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second_trigger_held = true
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func release_second_trigger() -> void:
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second_trigger_held = false
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func shoot() -> void:
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#animator.play("shoot")
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audio_player.play()
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recharging = false
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recharge_speed = 0.0
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recharge_timer.stop()
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fired.emit()
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@rpc
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func networked_shoot() -> void:
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animator.play("shoot")
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audio_player.play()
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func _on_timer_timeout() -> void:
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recharging = true
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