extends Building class_name Turret @export_group("Ammunition") @export var ammo_cap: int = 10 ## The number of shots per "magazine", i.e. reload. @export var fire_cooldown_time: float = 0.2 ## The time between shots, in seconds. @export var reload_time: float = 1.0 ## The time taken to reload, in seconds. @export_group("Bullet Spawning") @export var bullet_scene: PackedScene = preload("res://objects/bullet.tscn") ## The entity to spawn as a bullet. @export var fire_position: Vector3 = Vector3(0,1,0) ## The local position to fire from. @export_group("Ballistics") @export var shot_velocity: float = 100 ## The velocity that bullets are fired at, in m/s. @export var lead_shots: bool = true ## Turn on to make the turret aim ahead of moving targets. @export var compensate_for_gravity: bool = true ## Turn on to make the turret aim above distant targets to arc it's shots. @export var use_artillery_firing_solution: bool = false ## If compensating for gravity, turn this on to make the turret aim high instead of low. enum LoadState {UNLOADED, RELOADING, LOADED} @onready var ammo: int = 0 var loaded: LoadState = LoadState.UNLOADED var cooldown_timer: float = 0.0 var reload_timer: float = 0.0 var current_target: Enemy = null func _on_consumer_item_added(_item: Item) -> void: pass func _process(delta: float) -> void: super(delta) if loaded == LoadState.UNLOADED: if consumer.take_any_item_from_storage(): loaded = LoadState.RELOADING if loaded == LoadState.RELOADING: reload_timer += delta if reload_timer >= reload_time: loaded = LoadState.LOADED ammo = ammo_cap reload_timer = 0.0 if loaded == LoadState.LOADED: cooldown_timer += delta if cooldown_timer >= fire_cooldown_time: cooldown_timer -= fire_cooldown_time if current_target == null: search_for_enemy() if current_target != null: fire_at_target() func check_target_status() -> void: if current_target.is_queued_for_deletion(): current_target = null func search_for_enemy() -> void: var enemies: Array[Node] = get_tree().get_nodes_in_group("Enemies") var closest: float = 9999999999 for enemy: Enemy in enemies: if !enemy.sighted: continue var distance_sqr = global_position.distance_squared_to(enemy.global_position) if distance_sqr <= closest: var params: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.new() params.collision_mask = 0b00101 params.from = to_global(fire_position) params.to = enemy.global_position var result: Dictionary = get_world_3d().direct_space_state.intersect_ray(params) #DebugDraw3D.draw_line_hit(params.from, params.to, result["position"] if result.has("position") else Vector3(), result.has("position"), 0.25, Color.YELLOW, Color.BLACK, 1.0) if result.has("collider"): if !result["collider"] is PhysicsBody3D: continue var body: PhysicsBody3D = result["collider"] if body is Enemy: current_target = body closest = body.global_position.distance_squared_to(global_position) func fire_at_target() -> void: #Engine.time_scale = 0.1 var bullet: RigidBody3D = bullet_scene.instantiate() add_child(bullet) var bullet_pos: Vector3 = to_global(fire_position) bullet.global_position = bullet_pos var target_range: float = bullet_pos.distance_to(current_target.global_position) var shot_time: float = (target_range / shot_velocity) var aim_target: Vector3 = current_target.global_position if lead_shots: aim_target += current_target.linear_velocity * shot_time target_range = bullet_pos.distance_to(aim_target) DebugDraw3D.draw_sphere(aim_target, 0.25, Color.RED, shot_time) var fire_direction: Vector3 if compensate_for_gravity: var elevation: float = find_fire_angle(target_range, aim_target.y - bullet_pos.y, use_artillery_firing_solution) var azimuth: float = Vector3.FORWARD.signed_angle_to(aim_target-global_position, Vector3.UP) print("Shot params: θ=%d φ=%d" % [rad_to_deg(elevation), rad_to_deg(azimuth)]) if elevation < -PI or elevation > PI: print("wtf?? θ=%d" % rad_to_deg(elevation)) return fire_direction = Vector3.FORWARD fire_direction = fire_direction.rotated(Vector3(1,0,0), elevation) fire_direction = fire_direction.rotated(Vector3(0,1,0), azimuth) else: fire_direction = (aim_target - bullet_pos).normalized() DebugDraw3D.draw_arrow_ray(bullet_pos, fire_direction, target_range, Color.RED, 0.5, true, shot_time) bullet.look_at(bullet_pos+fire_direction) bullet.linear_velocity = (-bullet.global_basis.z) * shot_velocity #bullet.apply_impulse((aim_target - bullet.global_position).normalized()*shot_impulse) bullet.angular_velocity = (bullet.global_basis * Vector3(0,0,-10)) current_target = null ammo -= 1 if ammo <= 0: Engine.time_scale = 1.0 loaded = LoadState.UNLOADED func find_fire_angle(distance: float, height: float, high_solution: bool = true) -> float: # theta = arctan( ( (v^2) ± sqrt( v^4 - g*( g*x^2 + 2*y*v^2 ) ) ) / g*x ) const g: float = 9.8 var gx2: float = g * pow(distance, 2) var twoyv2: float = 2 * height * pow(shot_velocity,2) var v2: float = pow(shot_velocity, 2) var v4: float = pow(shot_velocity, 4) var arc_x: float = g * distance var arc_y_offs: float = sqrt(v4 - g * (gx2 + twoyv2)) var arc_y: float = v2 + arc_y_offs * (1 if high_solution else -1) var theta: float = atan2(arc_y, arc_x) return clamp(theta, -PI/2, PI/2)