v0.1.0-windows: initial Windows release build

- WeaponData: restored class_name, converted static vars to make() factory
- WeaponDefinitions: updated to use make() instead of static var refs
- Windows export: tactical-shooter.exe + godot-jolt_windows-x64.dll
- Build artifact: build/tactical-shooter-windows-x86_64-v0.1.0.zip
This commit is contained in:
2026-07-02 18:09:16 -04:00
parent e70ce76207
commit 969741aa31
2 changed files with 23 additions and 65 deletions
+19 -61
View File
@@ -5,13 +5,11 @@
## via the class-level constants (RIFLE, PISTOL, SHOTGUN, SMG).
##
## Usage:
## var data: WeaponData = WeaponData.RIFLE
## print(data.display_name) # "Assault Rifle"
##
## var wd = preload("res://scripts/combat/weapon_data.gd")
## var data = wd.make("rifle", "Assault Rifle", 30.0, 10.0, 30, ...)
extends Resource
# NOTE: no class_name — the client has WeaponData class_name at
# client/weapons/data/weapon_data.gd with different field names.
# Server code uses preload() + untyped references to avoid conflicts.
class_name WeaponData
# ---------------------------------------------------------------------------
# Properties
@@ -19,83 +17,43 @@ extends Resource
## Unique identifier string (e.g., "rifle", "pistol").
@export var weapon_id: String = ""
## Human-readable weapon name.
@export var display_name: String = ""
## Base damage per projectile/pellet.
@export var damage: float = 0.0
## Rate of fire in rounds per second (Hz).
@export var fire_rate: float = 0.0
## Magazine capacity (max ammo per reload).
@export var mag_size: int = 0
## Reload duration in seconds.
@export var reload_time: float = 0.0
## If true, hold to fire continuously. If false, single-shot per press.
@export var is_automatic: bool = false
## Base weapon spread in degrees (used for accuracy cone).
@export var spread_degrees: float = 0.0
## Effective range in Godot units (metres conceptual).
@export var range: float = 0.0
## Number of pellets/projectiles per shot (1 for most weapons, 8 for shotgun).
@export var pellets_per_shot: int = 1
# ---------------------------------------------------------------------------
# Pre-configured weapon instances (class-level static vars)
# ---------------------------------------------------------------------------
# NOTE: static var initializers CAN call functions (unlike const).
# These run when the script is loaded, which avoids the "not a constant
# expression" error that occurs with const + .new().
## Assault Rifle — 30 dmg, 10 rps, 30 mag, 2.1s reload, automatic, 0.5° spread, 200m range.
static var RIFLE: Resource = pref(
"rifle", "Assault Rifle",
30.0, 10.0, 30, 2.1, true, 0.5, 200.0, 1
)
## Pistol — 25 dmg, 4 rps, 12 mag, 1.5s reload, semi-auto, 0.3° spread, 80m range.
static var PISTOL: Resource = pref(
"pistol", "Pistol",
25.0, 4.0, 12, 1.5, false, 0.3, 80.0, 1
)
## Shotgun — 8 dmg × 8 pellets, 1 rps, 8 mag, 3.0s reload, semi-auto, 3° spread, 30m range.
static var SHOTGUN: Resource = pref(
"shotgun", "Shotgun",
8.0, 1.0, 8, 3.0, false, 3.0, 30.0, 8
)
## SMG — 18 dmg, 12 rps, 25 mag, 1.8s reload, automatic, 1.5° spread, 100m range.
static var SMG: Resource = pref(
"smg", "Submachine Gun",
18.0, 12.0, 25, 1.8, true, 1.5, 100.0, 1
)
# ---------------------------------------------------------------------------
# Factory helper
# Factory
# ---------------------------------------------------------------------------
## Internal helper that constructs a WeaponData instance from raw values.
## This avoids repeating the constructor boilerplate for every constant.
static func pref(
_weapon_id: String,
_display_name: String,
_damage: float,
_fire_rate: float,
_mag_size: int,
_reload_time: float,
_is_automatic: bool,
_spread_degrees: float,
_range: float,
_pellets: int = 1
): # -> WeaponData (untyped for headless compat)
## Construct a WeaponData instance from raw stat values.
## Avoids class_name references in return types for headless compatibility.
static func make(
_weapon_id: String,
_display_name: String,
_damage: float,
_fire_rate: float,
_mag_size: int,
_reload_time: float,
_is_automatic: bool,
_spread_degrees: float,
_range: float,
_pellets: int = 1
):
var w = WeaponData.new()
w.weapon_id = _weapon_id
w.display_name = _display_name