Refactor weapon system: update BladeOfRecursion and QuantumBow classes with improved attack mechanics, damage handling, and drawing logic; enhance WeaponHandler for better weapon management.
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class QuantumBow
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ARROW_SPEED = 700
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LOW_DAMAGE = 10
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HIGH_DAMAGE = 50
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FACING_THRESHOLD = Math::PI / 2.0 # 90° in radians
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def initialize
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@arrows = []
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#@sprite = Gosu::Image.new('assets/images/quantum_bow.png', retro: true)
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@arrow_sprite = Gosu::Image.new('assets/images/arrow.png', retro: true)
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end
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def clamp_angle(intended, player)
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# it takes the direction from the attack function and only allows attacks facing forwards from the player,
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# and if it is not in 90 deg from players direction then it will return the extreme angle possible else the intended angle
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angle_diff = ((intended - player + Math::PI) % (2 * Math::PI)) - Math::PI
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if angle_diff > FACING_THRESHOLD
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return player + FACING_THRESHOLD
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elsif angle_diff < -FACING_THRESHOLD
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return player - FACING_THRESHOLD
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else
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return intended
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end
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end
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def attack(direction)
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player_x, player_y = $bus.get(:player_position)
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return unless $bus.get(:consume, :wood, 3) && $bus.get(:consume, :metal, 1)
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@arrows << { x: player_x, y: player_y, direction: clamp_angle(direction, $bus.get(:player_direction)) }
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end
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def update(dt)
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player_x, player_y = $bus.get(:player_position)
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player_dir = $bus.get(:player_direction)
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@arrows.each do |arrow|
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arrow[:x] += Math.cos(arrow[:direction]) * ARROW_SPEED * dt
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arrow[:y] += Math.sin(arrow[:direction]) * ARROW_SPEED * dt
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rect = [arrow[:x] - 5, arrow[:y] - 2, 10, 4]
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collides = $bus.get_all(:collides?, rect)
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if collides.include?(:enemy)
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# compute if player is facing the arrow
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vec_x = arrow[:x] - player_x
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vec_y = arrow[:y] - player_y
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angle_to_arrow = Math.atan2(vec_y, vec_x)
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angle_diff = ((angle_to_arrow - player_dir + Math::PI) % (2 * Math::PI)) - Math::PI
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angle_diff = angle_diff.abs
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if angle_diff > FACING_THRESHOLD
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$bus.emit(:blast, arrow[:x], arrow[:y], 30, HIGH_DAMAGE, :safe)
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else
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$bus.emit(:attack, arrow[:x], arrow[:y], 30, LOW_DAMAGE)
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end
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arrow[:hit] = true
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elsif collides.include?(:wall)
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arrow[:hit] = true
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end
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end
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@arrows.reject! { |a| a[:hit] }
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end
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def draw
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cam_x, cam_y = $bus.get(:camera_pos) || [0, 0]
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@arrows.each do |arrow|
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angle_deg = arrow[:direction] * 180 / Math::PI
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angle_deg -= 45 + 180
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@arrow_sprite.draw_rot(arrow[:x] - cam_x, arrow[:y] - cam_y, 1, angle_deg, 0.5, 0.5, 2, 2, Gosu::Color::WHITE)
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end
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#player_x, player_y = $bus.get(:player_position)
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#@sprite.draw(player_x - cam_x - 16, player_y - cam_y - 16, 1)
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end
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end
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