Files
tactical-shooter/scripts/combat/weapon_definitions.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

50 lines
2.0 KiB
GDScript

## WeaponDefinitions — Central registry of all weapon definitions.
##
## Provides a WEAPONS dictionary keyed by weapon_id for runtime lookup,
## plus a convenience getter. The data itself lives in WeaponData constants,
## so this file serves as a single import point for the full arsenal.
##
## Usage (as autoload singleton or direct preload):
## var data = WeaponDefinitions.get_weapon("rifle")
## # or:
## var all = WeaponDefinitions.WEAPONS
##
extends RefCounted
class_name WeaponDefinitions
# Preload WeaponData script directly (no class_name dependency — the server
# weapon_data.gd intentionally avoids class_name to avoid conflicts with
# client/weapons/data/weapon_data.gd which also registers WeaponData).
const _WD = preload("res://scripts/combat/weapon_data.gd")
# ---------------------------------------------------------------------------
# Weapon Registry — lazily initialised to avoid const + .new() errors
# ---------------------------------------------------------------------------
## Whether the WEAPONS dictionary has been populated.
static var _initialized: bool = false
## All weapons indexed by weapon_id — the single source of truth for the
## game's starter arsenal. Populated on first access via _ensure_init().
static var WEAPONS: Dictionary = {}
static func _ensure_init() -> void:
if _initialized:
return
_initialized = true
WEAPONS = {
"rifle": _WD.make("rifle", "Assault Rifle", 30.0, 10.0, 30, 2.1, true, 0.5, 200.0, 1),
"pistol": _WD.make("pistol", "Pistol", 25.0, 4.0, 12, 1.5, false, 0.3, 80.0, 1),
"shotgun": _WD.make("shotgun","Shotgun", 8.0, 1.0, 8, 3.0, false, 3.0, 30.0, 8),
"smg": _WD.make("smg", "Submachine Gun", 18.0, 12.0, 25, 1.8, true, 1.5, 100.0, 1),
}
# ---------------------------------------------------------------------------
# Lookup
# ---------------------------------------------------------------------------
## Return the WeaponData for the given weapon_id, or null if unknown.
static func get_weapon(id: String):
_ensure_init()
return WEAPONS.get(id, null)