Refactor weapon system: implement WeaponHandler to manage LorentzField and prepare for additional weapons; update shader to incorporate lorentz_field uniform for visual effects.
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require_relative 'lorentz_field'
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#require_relative 'occams_razor'
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#require_relative 'quantum_bow'
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#require_relative 'blade_of_recursion'
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class WeaponHandler
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def initialize
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@weapons = {
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lorentz_field: LorentzField.new,
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#occams_razor: OccamsRazor.new,
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#quantum_bow: QuantumBow.new,
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#blade_of_recursion: BladeOfRecursion.new
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}
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end
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def update(dt)
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@weapons.each_value { |weapon| weapon.update(dt) }
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selected_item = $bus.get(:selected_item)
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return unless @weapons.key?(selected_item)
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weapon = @weapons[selected_item]
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if $bus.get(:count, selected_item) > 0 && Gosu.button_down?(Gosu::KB_SPACE)
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weapon.attack
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end
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end
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def draw
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@weapons.each_value(&:draw)
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end
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end
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