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path: root/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}

remote 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 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 body.is_network_master():
			body.rpc("damage", 50, "explosive", shooter, "using 'rocket'")
			print((5000*(global_transform.origin - body.global_transform.origin).normalized()))
			body.apply_central_impulse((5000*(global_transform.origin - body.global_transform.origin).normalized()))
			body.rpc("apply_central_impulse", (5000*(global_transform.origin - body.global_transform.origin).normalized()))

	$AnimationPlayer.play("explode")

func _on_collision(body):
	explode()