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extends RigidBody
onready var world = get_tree().get_root().find_node("GAMEWORLD", true, false)
var shooter = "WORLD"
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}
func mp_init(init_info):
for variable in init_info.keys():
set(variable, init_info[variable])
remotesync func update_phys_transform(t, lv, av):
transform = t
linear_velocity = lv
angular_velocity = av
func _physics_process(delta):
if life < lifetime:
add_central_force(global_transform.basis.x*strength)
life += delta
else:
explode()
$RocketTrail.emitting = false
func _integrate_forces(state):
if is_network_master():
rpc("update_phys_transform", transform, linear_velocity, angular_velocity)
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)
for body in $BlastArea.get_overlapping_bodies():
if body.has_method("damage") and is_network_master():
body.rpc("damage", 50, "explosive", shooter, "using 'rocket'")
body.apply_central_impulse((1500*(global_transform.origin - body.global_transform.origin).normalized()))
body.rpc("apply_central_impulse", (1500*(global_transform.origin - body.global_transform.origin).normalized()))
$AnimationPlayer.play("explode")
func _on_collision(body):
explode()
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