Files
tactical-shooter/scripts/combat/weapon_data.gd
T
shawn 969741aa31 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
2026-07-02 18:09:16 -04:00

69 lines
2.3 KiB
GDScript

## WeaponData — A resource defining a weapon's static properties.
##
## Used as the data contract between weapon_definitions.gd, weapon_server.gd,
## and weapon_manager.gd. Each weapon type is pre-configured and accessible
## via the class-level constants (RIFLE, PISTOL, SHOTGUN, SMG).
##
## Usage:
## var wd = preload("res://scripts/combat/weapon_data.gd")
## var data = wd.make("rifle", "Assault Rifle", 30.0, 10.0, 30, ...)
extends Resource
class_name WeaponData
# ---------------------------------------------------------------------------
# Properties
# ---------------------------------------------------------------------------
## 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
# ---------------------------------------------------------------------------
# Factory
# ---------------------------------------------------------------------------
## 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
w.damage = _damage
w.fire_rate = _fire_rate
w.mag_size = _mag_size
w.reload_time = _reload_time
w.is_automatic = _is_automatic
w.spread_degrees = _spread_degrees
w.range = _range
w.pellets_per_shot = _pellets
return w