e70ce76207
- Fix dead code in server_main.gd (unreachable lag compensation print) - Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail) - Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs - Lazy-init WEAPONS dict (const can't reference preload members) - Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd - Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd - Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd - Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context - Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns - Clean export cache and verify server starts with zero parse errors
111 lines
3.7 KiB
GDScript
111 lines
3.7 KiB
GDScript
## WeaponData — A resource defining a weapon's static properties.
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##
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## Used as the data contract between weapon_definitions.gd, weapon_server.gd,
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## and weapon_manager.gd. Each weapon type is pre-configured and accessible
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## via the class-level constants (RIFLE, PISTOL, SHOTGUN, SMG).
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##
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## Usage:
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## var data: WeaponData = WeaponData.RIFLE
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## print(data.display_name) # "Assault Rifle"
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##
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extends Resource
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# NOTE: no class_name — the client has WeaponData class_name at
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# client/weapons/data/weapon_data.gd with different field names.
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# Server code uses preload() + untyped references to avoid conflicts.
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# ---------------------------------------------------------------------------
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# Properties
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# ---------------------------------------------------------------------------
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## Unique identifier string (e.g., "rifle", "pistol").
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@export var weapon_id: String = ""
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## Human-readable weapon name.
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@export var display_name: String = ""
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## Base damage per projectile/pellet.
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@export var damage: float = 0.0
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## Rate of fire in rounds per second (Hz).
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@export var fire_rate: float = 0.0
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## Magazine capacity (max ammo per reload).
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@export var mag_size: int = 0
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## Reload duration in seconds.
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@export var reload_time: float = 0.0
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## If true, hold to fire continuously. If false, single-shot per press.
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@export var is_automatic: bool = false
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## Base weapon spread in degrees (used for accuracy cone).
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@export var spread_degrees: float = 0.0
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## Effective range in Godot units (metres conceptual).
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@export var range: float = 0.0
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## Number of pellets/projectiles per shot (1 for most weapons, 8 for shotgun).
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@export var pellets_per_shot: int = 1
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# ---------------------------------------------------------------------------
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# Pre-configured weapon instances (class-level static vars)
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# ---------------------------------------------------------------------------
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# NOTE: static var initializers CAN call functions (unlike const).
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# These run when the script is loaded, which avoids the "not a constant
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# expression" error that occurs with const + .new().
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## Assault Rifle — 30 dmg, 10 rps, 30 mag, 2.1s reload, automatic, 0.5° spread, 200m range.
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static var RIFLE: Resource = pref(
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"rifle", "Assault Rifle",
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30.0, 10.0, 30, 2.1, true, 0.5, 200.0, 1
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)
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## Pistol — 25 dmg, 4 rps, 12 mag, 1.5s reload, semi-auto, 0.3° spread, 80m range.
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static var PISTOL: Resource = pref(
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"pistol", "Pistol",
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25.0, 4.0, 12, 1.5, false, 0.3, 80.0, 1
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)
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## Shotgun — 8 dmg × 8 pellets, 1 rps, 8 mag, 3.0s reload, semi-auto, 3° spread, 30m range.
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static var SHOTGUN: Resource = pref(
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"shotgun", "Shotgun",
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8.0, 1.0, 8, 3.0, false, 3.0, 30.0, 8
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)
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## SMG — 18 dmg, 12 rps, 25 mag, 1.8s reload, automatic, 1.5° spread, 100m range.
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static var SMG: Resource = pref(
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"smg", "Submachine Gun",
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18.0, 12.0, 25, 1.8, true, 1.5, 100.0, 1
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)
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# ---------------------------------------------------------------------------
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# Factory helper
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# ---------------------------------------------------------------------------
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## Internal helper that constructs a WeaponData instance from raw values.
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## This avoids repeating the constructor boilerplate for every constant.
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static func pref(
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_weapon_id: String,
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_display_name: String,
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_damage: float,
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_fire_rate: float,
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_mag_size: int,
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_reload_time: float,
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_is_automatic: bool,
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_spread_degrees: float,
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_range: float,
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_pellets: int = 1
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): # -> WeaponData (untyped for headless compat)
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var w = WeaponData.new()
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w.weapon_id = _weapon_id
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w.display_name = _display_name
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w.damage = _damage
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w.fire_rate = _fire_rate
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w.mag_size = _mag_size
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w.reload_time = _reload_time
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w.is_automatic = _is_automatic
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w.spread_degrees = _spread_degrees
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w.range = _range
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w.pellets_per_shot = _pellets
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return w
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