@export_category("Stagger")
@export var horizontal_offset: float = 6.5  # Horizontal distance between projectiles
@export var stagger_offset: float = 5  # Time delay per projectile index
@export var firing_angle: float = 0.0  # Angle in degrees (0 = straight up, positive = angled right)
@export var num_groups: int = 1  # Number of symmetrical groups to fire (1 = single direction, 2 = left/right, 3 = left/center/right)


---

func shoot():
    var weapon_data = weapon_component.data  # WeaponShot resource configuration
    var current_time = Time.get_ticks_msec() / 1000.0
    var total_projectiles = weapon_data.projectiles

    if player.travel > weapon_data.spacing:

        # Calculate center index for symmetrical staggering
        var center_index = (total_projectiles - 1) / 2.0

        if total_projectiles > 0:
            for group in range(num_groups):
                # Calculate projectile indices for this group
                # For 1 group: 0..N-1
                # For 2 groups: 0..N/2-1 and N/2..N-1
                # For 3 groups: 0..N/3-1 and N/3..2N/3-1 and 2N/3..N-1
                var group_start: int
                var group_end: int
                
                if num_groups == 1:
                    group_start = 0
                    group_end = total_projectiles
                elif num_groups == 2:
                    group_start = 0
                    group_end = total_projectiles / 2 if total_projectiles % 2 == 0 else (total_projectiles - 1) / 2
                elif num_groups == 3:
                    var third = total_projectiles / 3
                    group_start = 0
                    group_end = third if third > 0 else 1
                else:
                    continue  # Skip if num_groups > 3

                for b in range(group_start, group_end):
                    var bullet_scene = weapon_data.bullet_scene
                    var bullet := bullet_scene.instantiate() as Node
                    get_tree().root.add_child(bullet)

                    # Calculate index relative to group center for staggering
                    var group_center: float = (group_start + group_end - 1) / 2.0
                    var index_from_center: float = b - group_center

                    # Calculate timing offset for staggered firing
                    var time_offset: float = abs(index_from_center) * stagger_offset

                    # Calculate horizontal offset for this bullet (symmetrical within group)
                    var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset

                    # Calculate vertical offset from center point (symmetrical vertical spread within group)
                    var distance_from_center: float = abs(index_from_center)
                    var vertical_offset: float = (distance_from_center * weapon_data.origin * -1) / 2

                    # Calculate final position based on firing angle using polar coordinates
                    var angle_rad: float = weapon_data.firing_angle * 0.0174533  # Convert degrees to radians
                    var spread_angle: float = -firing_angle * 0.0174533  # Spread opposite to firing angle
                    
                    # Calculate position using polar coordinates from player origin
                    var origin_x: float = weapon_data.origin * 0.5  # Distribute origin horizontally
                    var origin_y: float = weapon_data.origin
                    
                    var pos_x: float = player.position.x + origin_x + bullet_horizontal_offset
                    var pos_y: float = player.position.y + origin_y + vertical_offset
                    
                    # Apply angular offset
                    var angle_offset_x: float = -weapon_data.origin * sin(spread_angle)
                    var angle_offset_y: float = -weapon_data.origin * cos(spread_angle)
                    
                    bullet.position = Vector2(pos_x + angle_offset_x, pos_y + angle_offset_y)

                    # Set timing properties on the bullet
                    bullet.time_offset = time_offset
                    bullet.fire_time = current_time + time_offset

            # Subtract projectile spacing from current Player travel for next shot
            player.travel -= weapon_data.spacing
