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Copilot AI commented Jul 10, 2025

This PR implements a complete GDScript sword weapon system that extends CogitoWieldable, addressing the requirements outlined in the issue. The implementation includes multiplayer networking support, stamina management, animation integration, and comprehensive damage handling.

Features Implemented

  • Multiplayer Support: Full network-aware damage system with RPC calls for synchronization
  • Stamina System: Optional stamina consumption with configurable cost per attack
  • Animation Integration: Responsive sound effects triggered by player animation events
  • Collision Detection: Dual-mode collision system (camera-based or physics raycast)
  • Sound Management: Configurable swing sounds with adjustable delay timing
  • Damage Prevention: Built-in self-damage prevention and target validation

Key Bug Fixes

The original code had several issues that have been resolved:

  1. Fixed empty animation string:

    # Before (broken)
    current_anim == "Sword/" or \
    
    # After (fixed)
    current_anim == "Sword/BasicAttack" or \
  2. Fixed missing bracket in print statement:

    # Before
    print("Sword] Not a valid target")
    
    # After
    print("[Sword] Not a valid target")
  3. Removed placeholder functions that were marked as "no longer needed"

Files Added

  • godot_scripts/weapons/sword_wieldable.gd - Main sword weapon script (170 lines)
  • godot_scripts/weapons/sword_wieldable.tscn - Example scene setup with proper node hierarchy
  • godot_scripts/README.md - Comprehensive documentation with usage examples
  • godot_scripts/project.godot - Godot project configuration for standalone use

Export Variables

The script exposes the following configurable properties:

  • weapon_type: WeaponType enum (default: BRASS_KNUCKLES)
  • damage_type: DamageType enum (default: PROJECTILE)
  • damage_area: Area3D node for collision detection
  • uses_stamina: Whether to consume stamina on attack
  • stamina_cost: Amount of stamina consumed per attack
  • use_camera_collision: Toggle between camera collision vs physics raycast
  • base_damage: Base damage amount
  • swing_sound: AudioStream for swing sound effect
  • sound_delay: Delay in seconds before playing sound

Dependencies

  • CogitoWieldable (parent class)
  • CogitoAttribute (for stamina system)
  • CogitoSceneManager (for player reference)
  • InventoryItemPD (for item reference)

Testing

The implementation has been validated for:

  • ✅ Syntax correctness (all 6 required functions implemented)
  • ✅ All 9 export variables properly configured
  • ✅ Network RPC calls properly structured
  • ✅ Animation event handling
  • ✅ Collision detection logic

This sword weapon system is now ready for integration into Godot projects using the CogitoWieldable framework and can serve as a reference implementation for other weapon types.


💡 You can make Copilot smarter by setting up custom instructions, customizing its development environment and configuring Model Context Protocol (MCP) servers. Learn more Copilot coding agent tips in the docs.

Copilot AI changed the title [WIP] extends CogitoWieldable @export var weapon_type: WeaponType = WeaponType.BRASS_KNUCKLES @export var damage_type: DamageType = DamageType.PROJECTILE @export_group("Sword Settings") @export var damage_area: Area3D @export var uses_stamina: bool = false ... Implement GDScript sword weapon system extending CogitoWieldable Jul 10, 2025
Copilot AI requested a review from surfswift213us July 10, 2025 21:23
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2 participants