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path: root/godot/scenes/ballistics/Rocket.gd
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extends "res://scripts/ballistics/NetworkedProjectile.gd"

onready var world = get_tree().get_root().find_node("GAMEWORLD", true, false)

export var lifetime : float = 2.0
export var strength : int = 80

var life = 0.0
var cannot_explode = false

func _ready():
	$RocketTrail.emitting = true

func get_init_info():
	return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "life" : life, "shooter" : shooter, "shooter_id" : shooter_id}

func _physics_process(delta):
	if life < lifetime:
		add_central_force(global_transform.basis.x*strength)
		life += delta
	else:
		if is_network_master(): rpc("explode")
	

remotesync func explode():
	if cannot_explode:
		return
	cannot_explode = true
	$RocketTrail.emitting = false
	$rocket_mesh.visible = false
	mode = MODE_STATIC
	set_collision_layer_bit(1,0)
	set_collision_mask_bit(1,0)
	
	var expl = preload("res://particles/p_Explosion.tscn").instance()
	world.add_child(expl)
	expl.init(global_transform.origin, Vector3.ZERO)
	
	if is_network_master():
		for body in $BlastArea.get_overlapping_bodies():
			if body.has_method("damage"):
				body.rpc("damage", 20, "explosive", [shooter_id, shooter], "using 'rocket'")
				body.rpc_id(body.get_network_master(), "net_apply_impulse", (500*(body.global_transform.origin - global_transform.origin).normalized()))
	$AnimationPlayer.play("explode")

func _on_collision(_body):
	rpc("explode")

func _on_area_entry(area):
	pass