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@ -5,8 +5,10 @@ const PRIMARY_TICK_DMG := 40
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const SPLASH_TICK_DMG := 3
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const TICK_INTERVAL := 0.5
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const SWEEP_RATE := 22.0
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const FADE_IN := 0.3
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const FADE_OUT := 0.5
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@export var segment_size := 16.0
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@export var segment_size := 8.0
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@export var start_offset := 24.0
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@onready var perk_effects = get_node("/root/Game/PerkEffects")
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@ -18,9 +20,9 @@ var mid_segs: Array = []
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var tick_timer := 0.0
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var elapsed := 0.0
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var done := false
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var current_angle := 0.0
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var sweep_to := 0.0
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var sweeping := false
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var current_angle := 0.0
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var sweep_dest_angle := 0.0
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var sweeping := false
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func _ready() -> void:
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target = get_highest_hp_enemy()
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@ -36,13 +38,26 @@ func _process(delta: float) -> void:
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elapsed += delta
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tick_timer += delta
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if sweeping:
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current_angle = lerp_angle(current_angle, sweep_to, 1.0 - exp(-SWEEP_RATE * delta))
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if abs(angle_difference(current_angle, sweep_to)) < 0.005:
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current_angle = sweep_to
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sweeping = false
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if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
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var new_target := get_highest_hp_enemy()
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if new_target != null:
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target = new_target
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sweep_dest_angle = global_position.direction_to(target.global_position).angle()
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sweeping = true
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if is_instance_valid(target) and not target.is_dying:
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var live_angle := global_position.direction_to(target.global_position).angle()
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if sweeping:
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current_angle = lerp_angle(current_angle, sweep_dest_angle, 1.0 - exp(-SWEEP_RATE * delta))
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if abs(angle_difference(current_angle, sweep_dest_angle)) < 0.01:
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sweeping = false
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current_angle = live_angle
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else:
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current_angle = live_angle
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rebuild_segments()
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_update_alpha()
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if tick_timer >= TICK_INTERVAL:
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tick_timer -= TICK_INTERVAL
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do_damage_tick()
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@ -51,18 +66,20 @@ func _process(delta: float) -> void:
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cleanup()
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func rebuild_segments() -> void:
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if not is_instance_valid(target):
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return
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var dir := Vector2.from_angle(current_angle)
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var beam_start := global_position + dir * start_offset
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var dest_dist := global_position.distance_to(target.global_position)
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var beam_dist := dest_dist - start_offset
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var n_mid := int(max(0.0, beam_dist - segment_size) / segment_size)
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var n_mid: int = max(0, ceili(beam_dist / segment_size) - 1)
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var positions: Array = [beam_start]
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var types: Array = ["start"]
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for i in range(n_mid):
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positions.append(beam_start + dir * (segment_size * float(i + 1)))
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types.append("middle")
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positions.append(beam_start + dir * (segment_size * float(n_mid + 1)))
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positions.append(beam_start + dir * beam_dist)
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types.append("end")
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while all_segs.size() < positions.size():
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@ -99,16 +116,11 @@ func rebuild_segments() -> void:
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seg.sprite.frame_progress = ref_progress
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func retarget(new_target: Node2D) -> void:
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target = new_target
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sweep_to = global_position.direction_to(new_target.global_position).angle()
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sweeping = true
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target = new_target
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sweep_dest_angle = global_position.direction_to(target.global_position).angle()
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sweeping = true
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func do_damage_tick() -> void:
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if (not is_instance_valid(target) or target.is_dying) and perk_effects.laser_retarget_enabled:
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var new_target = get_highest_hp_enemy()
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if new_target != null:
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retarget(new_target)
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if is_instance_valid(target) and not target.is_dying:
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target.take_damage(PRIMARY_TICK_DMG)
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@ -122,6 +134,14 @@ func do_damage_tick() -> void:
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body.take_damage(SPLASH_TICK_DMG)
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hit.append(body)
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func _update_alpha() -> void:
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var alpha := clampf(elapsed / FADE_IN, 0.0, 1.0)
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if elapsed > BEAM_DURATION - FADE_OUT:
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alpha = minf(alpha, clampf((BEAM_DURATION - elapsed) / FADE_OUT, 0.0, 1.0))
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for seg in all_segs:
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if is_instance_valid(seg):
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seg.modulate.a = alpha
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func cleanup() -> void:
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for seg in all_segs:
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if is_instance_valid(seg):
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