road-rage-tank/player/guns/mortar.gd
2026-04-15 13:03:13 -04:00

39 lines
1.4 KiB
GDScript

class_name Mortar
extends Gun
func calculate_projectile_velocity(source: Vector3, target: Vector3, max_height: float) -> Vector3:
assert(is_equal_approx(source.y, target.y), "Source and target must be at the same height.")
assert(max_height > 0.0, "Max height must be positive.")
# Flatten to the horizontal plane and get range + direction
var horizontal_offset := Vector3(target.x - source.x, 0.0, target.z - source.z)
var R := horizontal_offset.length()
assert(R > 0.0, "Source and target must not be the same point.")
var direction := horizontal_offset / R
var g := MortarProjectile.GRAVITY
# Angle whose tangent is 4H/R — peaks exactly at max_height
var angle := atan(4.0 * max_height / R)
# Speed derived from v = sqrt(2gH + gR²/8H)
var speed := sqrt(2.0 * g * max_height + (g * R * R) / (8.0 * max_height))
var horizontal_speed := speed * cos(angle)
var vertical_speed := speed * sin(angle)
return direction * horizontal_speed + Vector3.UP * vertical_speed
func fire(_aim_angle: float) -> void:
var pos: Vector3 = Player.instance.get_node("%Reticle").global_position
pos.y = global_position.y
var vel := calculate_projectile_velocity(global_position, pos, 10.)
var proj := preload("res://player/projectile/mortar_projectile.tscn").instantiate()
proj.velocity = vel
proj.global_position = global_position
get_tree().current_scene.add_child(proj)
fire_clock = 60. / fire_rate
%MortarFire.play()