class_name WeaponFireHelper extends Node ## Compute bullet properties for a standard shot. ## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset func compute_standard_props(weapon_data: WeaponShot, projectile_index: int, spawn_position: Vector2, current_time: float) -> Dictionary: var total_projectiles: int = weapon_data.projectiles var center_index: float = (total_projectiles - 1) / 2.0 var index_from_center: float = projectile_index - center_index # Horizontal offset (symmetrical: left=-ve, right=+ve) var bullet_horizontal_offset: float = index_from_center * weapon_data.horizontal_offset # Timing: center-first, pairs outward var time_offset: float = abs(index_from_center) * weapon_data.stagger_offset # Angle (only when projectiles >= 3, division-by-zero guard) # Moved before vertical offset to support compensation var bullet_angle: float = 0.0 if total_projectiles >= 3: bullet_angle = (index_from_center / center_index) * (weapon_data.spread_angle / 2.0) # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower # (higher Y values, further from the player) than the center projectile, which sits # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. # When compensate_spawn_geometry is enabled and spread_angle > 0, compute vertical # offsets to align the geometric spread with velocity vectors. var vertical_offset: float if weapon_data.compensate_spawn_geometry and weapon_data.spread_angle > 0 and total_projectiles >= 3: var velocity_angle_rad: float = abs(bullet_angle) * PI / 180.0 if index_from_center == 0: # Center bullet in compensated mode: use full projectile_vertical_spacing # so the V-shape stays visually smooth (center = 35, outer ≈ 75) # instead of a broken gap (center = 8.75, outer ≈ 75). vertical_offset = weapon_data.projectile_vertical_spacing elif velocity_angle_rad > 0.1: # Guard against division by zero for very small angles vertical_offset = abs(bullet_horizontal_offset) / tan(velocity_angle_rad) else: # Very small angle: fall back to full spacing vertical_offset = weapon_data.projectile_vertical_spacing else: vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) # Fire time var fire_time: float = current_time + time_offset # Animation offset (if staggered animation is enabled) var animation_offset: float = index_from_center * weapon_data.stagger_offset return { "position": position, "angle": bullet_angle, "fire_time": fire_time, "time_offset": time_offset, "index_from_center": index_from_center, "animation_offset": animation_offset, } ## Compute bullet properties for a grouped shot, with optional mirroring. ## Returns a Dictionary with: position, angle, fire_time, time_offset, index_from_center, animation_offset func compute_grouped_props(group: WeaponProjectileGroup, weapon_data: WeaponShot, bullet_index: int, spawn_position: Vector2, current_time: float, mirror: bool = false) -> Dictionary: var center_index: float = (group.bullet_count - 1) / 2.0 var index_from_center: float = bullet_index - center_index # Horizontal offset: group offset + within-group spread var bullet_horizontal_offset: float = group.horizontal_offset + index_from_center * group.horizontal_spacing if mirror: bullet_horizontal_offset = -bullet_horizontal_offset # Base angle: group angle (negated when mirrored) + within-group spread var bullet_angle: float = group.angle_offset if mirror: bullet_angle = -group.angle_offset # Symmetrical spread (guard against < 3 bullets) var spread_contribution: float = 0.0 if group.bullet_count >= 3: spread_contribution = (index_from_center / center_index) * (group.spread_angle / 2.0) if mirror: bullet_angle -= spread_contribution else: bullet_angle += spread_contribution # Vertical spacing creates the ^ (inverted-V) geometry: outer projectiles fire lower # (higher Y values, further from the player) than the center projectile, which sits # higher on screen (lower Y values). This creates a ^ pattern relative to the origin. # When compensate_spawn_geometry is enabled and group.spread_angle > 0, compute # vertical offsets to preserve the within-group V-shape independently of # angle_offset, which handles global tilt. # # angle_offset tilts the entire group — mixing it into the compensation formula # breaks the V-shape because the formula assumes velocity vectors converge at the # origin, but with angle_offset > 0 they fan out from an offset line instead. # Solution: calculate compensation using only within-group parameters. var vertical_offset: float if weapon_data.compensate_spawn_geometry and group.spread_angle > 0 and group.bullet_count >= 3 and index_from_center != 0: var within_group_angle: float = abs(spread_contribution) # exclude angle_offset var within_group_angle_rad: float = within_group_angle * PI / 180.0 var within_group_horizontal: float = abs(index_from_center * group.horizontal_spacing) # exclude group.horizontal_offset if within_group_angle_rad > 0.1: # Guard against division by zero for very small angles vertical_offset = within_group_horizontal / tan(within_group_angle_rad) else: vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 else: vertical_offset = (abs(index_from_center) * weapon_data.projectile_vertical_spacing) / 2.0 var position: Vector2 = spawn_position + Vector2(bullet_horizontal_offset, +vertical_offset) # Timing: group delay + within-group stagger var time_offset: float = group.group_delay + abs(index_from_center) * group.stagger_offset # Fire time var fire_time: float = current_time + time_offset # Animation offset (if staggered animation is enabled) var animation_offset: float = index_from_center * weapon_data.stagger_offset return { "position": position, "angle": bullet_angle, "fire_time": fire_time, "time_offset": time_offset, "index_from_center": index_from_center, "animation_offset": animation_offset, }