Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent
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64
scripts/components/HomingMissileMotionComponent.cs
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64
scripts/components/HomingMissileMotionComponent.cs
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class HomingMissileMotionComponent : Node
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{
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[Export] public LaunchComponent Launch { get; set; }
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[Export] public float MaxSpeed { get; set; } = 16f;
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[Export] public float Acceleration { get; set; } = 8f;
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[Export] public float MaxTurnRate { get; set; } = 180f; // degrees per second
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[Export] public float WobbleStrength { get; set; } = 5f; // degrees
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[Export] public float Drag { get; set; } = 0.98f;
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[Export] public float SteeringLerp { get; set; } = 0.05f; // low = sluggish, high = responsive
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[Export] public Area2D DetectionArea { get; set; }
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private Vector2 _steeringDirection = Vector2.Zero;
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private Vector2 _velocity = Vector2.Zero;
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private Node2D _target = null;
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public override void _Ready()
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{
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DetectionArea.BodyEntered += OnBodyEntered;
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_velocity = Launch.GetInitialVelocity();
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}
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public override void _PhysicsProcess(double delta)
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{
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if (Launch == null) return;
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if (Owner is not Node2D owner) return;
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if (_target == null)
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{
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owner.Position += _velocity * (float)delta;
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return;
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}
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var toTarget = (_target.GlobalPosition - owner.GlobalPosition).Normalized();
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_steeringDirection = _steeringDirection.Lerp(toTarget, SteeringLerp);
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var angleToTarget = _velocity.AngleTo(_steeringDirection);
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var maxAngle = Mathf.DegToRad(MaxTurnRate) * (float)delta;
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var clampedAngle = Mathf.Clamp(angleToTarget, -maxAngle, maxAngle);
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var rng = new RandomNumberGenerator();
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var wobble = Mathf.DegToRad(rng.RandfRange(-WobbleStrength, WobbleStrength));
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clampedAngle += wobble;
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_velocity = _velocity.Rotated(clampedAngle);
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_velocity *= Drag;
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var desiredSpeed = Mathf.Min(MaxSpeed, _velocity.Length() + Acceleration * (float)delta);
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_velocity = _velocity.Normalized() * desiredSpeed;
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owner.Position += _velocity * (float)delta;
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owner.Rotation = _velocity.Angle();
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}
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private void OnBodyEntered(Node2D body)
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{
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if (_target != null) return;
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if (body == null) return;
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_target = body;
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}
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}
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