class_name WeaponSword extends WeaponBase const WEAPON_SWORD_PROJECTILE = preload("res://scenes/weapons/weapon_sword_projectile.tscn") @onready var targeting_range: Area2D = $TargetingRange @onready var targeting_range_shape: CollisionShape2D = $TargetingRange/CollisionShape2D signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase) var _player: Player func _ready() -> void: targeting_range_shape.shape.radius = attack_range projectile_hit.connect(_on_projectile_hit) _player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER) func do_attack() -> void: var target: EnemyBase = find_target_in_radius() if not target: return var projectile = WEAPON_SWORD_PROJECTILE.instantiate() projectile.target = target projectile.on_hit_sig = projectile_hit add_child(projectile) func _do_active() -> void: var radius = targeting_range_shape.shape.radius var count = 15 for i in count: var angle = TAU * float(i) / float(count) var target_pos = Vector2(cos(angle), sin(angle)) * radius var new_target := Marker2D.new() new_target.global_position = global_position + target_pos var projectile = WEAPON_SWORD_PROJECTILE.instantiate() projectile.damage_mult = 3.0 projectile.target = new_target projectile.on_hit_sig = projectile_hit add_child(projectile) func deal_damage(enemy: EnemyBase, damage_mult: float): var weapon_crit = get_calculated("attack_crit_chance") var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers) var damage = get_calculated("attack_damage") var is_crit = randf() >= 1 - weapon_crit + player_crit if is_crit: damage *= _player.player_stats.get_final("crit_multiplier", _player.modifiers) enemy.take_damage(damage * damage_mult, is_crit) func _on_projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase, damage_mult: float): deal_damage(enemy, damage_mult)