Files
gamedev-the-steward/simulation/definitions/SimulationItems.gd
T

51 lines
1.3 KiB
GDScript

class_name SimulationItems
extends RefCounted
static var _items: Dictionary = {}
static var _cache_valid := false
static func _ensure_cache() -> void:
if _cache_valid:
return
_items = {}
_add_weapon(SimulationIds.ITEM_SWORD, "Sword", 24.0, 2.4, 0.55)
_add_weapon(SimulationIds.ITEM_CLAW, "Claw", 10.0, 1.2, 0.4)
_cache_valid = true
static func _add_weapon(
item_id: StringName, display_name: String, damage: float, reach: float, cooldown: float
) -> void:
var item := ItemDefinition.new()
item.item_id = item_id
item.display_name = display_name
item.category = SimulationIds.ITEM_CATEGORY_WEAPON
item.equip_slot = SimulationIds.EQUIP_SLOT_HAND
item.damage = damage
item.reach = reach
item.attack_cooldown = cooldown
_items[item_id] = item
static func invalidate_cache() -> void:
_cache_valid = false
static func get_item(item_id: StringName) -> ItemDefinition:
_ensure_cache()
return _items.get(item_id) as ItemDefinition
static func get_items() -> Array[ItemDefinition]:
_ensure_cache()
var values: Array[ItemDefinition] = []
for item in _items.values():
values.append(item)
return values
static func get_weapon(item_id: StringName) -> ItemDefinition:
var item := get_item(item_id)
return item if item != null and item.is_weapon() else null