feat: implement weapon set system (t_p2_weapons)

- WeaponData resource class with configurable weapon properties and
  pre-configured constants for rifle, pistol, shotgun, and SMG
- WeaponDefinitions singleton/static registry with WEAPONS dictionary
- WeaponServer node for server-authoritative weapon logic including
  fire rate cooldowns, ammo tracking, reload state machine, and
  multi-pellet hit-scan raycasting
- Extended WeaponManager with weapon inventory array, weapon switching,
  per-weapon state persistence, fire_animation_triggered signal
This commit is contained in:
2026-07-01 20:16:22 -04:00
parent 3c3251fa7a
commit 2452aba0d7
4 changed files with 654 additions and 5 deletions
+148 -5
View File
@@ -35,6 +35,13 @@ signal ammo_changed(current: int, max: int)
## Emitted when player is killed.
signal player_killed()
## Emitted when the player switches weapons (for animation/UI).
signal weapon_switched(index: int, weapon_id: String)
## Emitted when the current weapon fires (for animation/visual sync).
## Connected by animation players or VFX systems on the weapon model.
signal fire_animation_triggered()
# ---------------------------------------------------------------------------
# Exports — Assault Rifle Config
# ---------------------------------------------------------------------------
@@ -70,6 +77,20 @@ var is_reloading: bool = false
var _last_shot_time: float = 0.0
var _current_spread: float = 0.0
# ---------------------------------------------------------------------------
# Multi-weapon inventory state
# ---------------------------------------------------------------------------
## Array of weapon IDs the player carries (the inventory).
var _weapon_inventory: Array[String] = []
## Index into _weapon_inventory for the currently equipped weapon.
var _current_weapon_index: int = -1
## Per-weapon persistent state saved when switching away, restored on switch-back.
## weapon_id -> { ammo, reserve, is_reloading, last_shot_time, current_spread }
var _weapon_states: Dictionary = {}
## Reference to the parent FPSCharacterController (set in _ready).
var _controller: FPSCharacterController = null
@@ -132,6 +153,9 @@ func try_fire(time: float) -> bool:
# Increase spread
_current_spread = min(_current_spread + spread_per_shot, max_spread)
# Persist state back to per-weapon dict
_save_current_weapon_state()
# Emit fire signal (for visual/hit marker)
# Direction comes from the controller's look direction
if _controller:
@@ -141,6 +165,7 @@ func try_fire(time: float) -> bool:
weapon_fired.emit(origin, direction)
ammo_changed.emit(current_ammo, max_ammo)
fire_animation_triggered.emit()
return true
## Called every frame to recover spread and handle spread animation.
@@ -165,6 +190,7 @@ func start_reload() -> void:
is_reloading = false
ammo_changed.emit(current_ammo, max_ammo)
_save_current_weapon_state()
## Called when a hit is confirmed by the server.
func on_hit_confirmed(hit_pos: Vector3, damage: float, killed: bool) -> void:
@@ -197,9 +223,126 @@ func get_spread_direction(base_direction: Vector3) -> Vector3:
## Reset weapon state (for respawn).
func reset() -> void:
current_ammo = max_ammo
reserve_ammo = start_ammo
is_reloading = false
_current_spread = 0.0
_last_shot_time = 0.0
# Re-initialise all weapon states in inventory
for wid in _weapon_inventory:
_initialize_weapon_state(wid)
# Apply current weapon (or use defaults if no inventory)
if _current_weapon_index >= 0 and _current_weapon_index < _weapon_inventory.size():
_apply_current_weapon()
else:
current_ammo = max_ammo
reserve_ammo = start_ammo
is_reloading = false
_current_spread = 0.0
_last_shot_time = 0.0
ammo_changed.emit(current_ammo, max_ammo)
# ---------------------------------------------------------------------------
# Weapon inventory management
# ---------------------------------------------------------------------------
## Add a weapon to the player's inventory.
## If no weapon is currently equipped, this one is automatically selected.
func add_weapon(weapon_id: String) -> void:
if weapon_id in _weapon_inventory:
return
_weapon_inventory.append(weapon_id)
_initialize_weapon_state(weapon_id)
if _current_weapon_index < 0:
_current_weapon_index = _weapon_inventory.size() - 1
_apply_current_weapon()
## Switch to a weapon by its inventory index.
## Returns true if the switch was performed.
func switch_weapon(index: int) -> bool:
if index < 0 or index >= _weapon_inventory.size():
return false
if index == _current_weapon_index:
return false
_save_current_weapon_state()
_current_weapon_index = index
_apply_current_weapon()
weapon_switched.emit(index, _weapon_inventory[index])
return true
## Return the WeaponData for the currently equipped weapon, or null.
func current_weapon_data() -> WeaponData:
var wid := get_current_weapon_id()
if wid.is_empty():
return null
return WeaponDefinitions.get_weapon(wid)
## Return the current weapon's ID string, or empty string.
func get_current_weapon_id() -> String:
if _current_weapon_index >= 0 and _current_weapon_index < _weapon_inventory.size():
return _weapon_inventory[_current_weapon_index]
return ""
## Return the number of weapons in the inventory.
func get_weapon_count() -> int:
return _weapon_inventory.size()
## Return the list of weapon IDs in the inventory.
func get_inventory() -> Array[String]:
return _weapon_inventory.duplicate()
# ---------------------------------------------------------------------------
# Internal: per-weapon state management
# ---------------------------------------------------------------------------
## Initialise state dict for a weapon with default values.
func _initialize_weapon_state(weapon_id: String) -> void:
var data := WeaponDefinitions.get_weapon(weapon_id)
if data == null:
return
_weapon_states[weapon_id] = {
ammo = data.mag_size,
reserve = data.mag_size * 3,
is_reloading = false,
last_shot_time = 0.0,
current_spread = 0.0,
}
## Save the current weapon's runtime state back into _weapon_states.
func _save_current_weapon_state() -> void:
var wid := get_current_weapon_id()
if wid.is_empty() or not (wid in _weapon_states):
return
_weapon_states[wid] = {
ammo = current_ammo,
reserve = reserve_ammo,
is_reloading = is_reloading,
last_shot_time = _last_shot_time,
current_spread = _current_spread,
}
## Load the weapon at _current_weapon_index and apply its data + state
## to the live export properties and state variables.
func _apply_current_weapon() -> void:
var wid := get_current_weapon_id()
if wid.is_empty():
return
var data := WeaponDefinitions.get_weapon(wid)
if data == null:
return
# Set export defaults from weapon data
max_ammo = data.mag_size
start_ammo = data.mag_size * 4 # 1 in mag + 3 reserve = 4x
fire_rate = 1.0 / max(data.fire_rate, 0.001)
reload_time = data.reload_time
spread_per_shot = data.spread_degrees * 0.1
max_spread = data.spread_degrees * 3.0
spread_recovery = data.spread_degrees * 8.0
# Restore per-weapon state
var st: Dictionary = _weapon_states.get(wid, {})
if st.is_empty():
_initialize_weapon_state(wid)
st = _weapon_states.get(wid, {})
current_ammo = st.get("ammo", data.mag_size)
reserve_ammo = st.get("reserve", data.mag_size * 3)
is_reloading = st.get("is_reloading", false)
_last_shot_time = st.get("last_shot_time", 0.0)
_current_spread = st.get("current_spread", 0.0)