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

52 lines
1.3 KiB
GDScript

class_name SimulationEnemies
extends RefCounted
static var _enemies: Dictionary = {}
static var _cache_valid := false
static func _ensure_cache() -> void:
if _cache_valid:
return
_enemies = {}
var raider := EnemyDefinition.new()
raider.enemy_id = &"enemy_raider"
raider.display_name = "Raider"
raider.kind = SimulationIds.COMBATANT_KIND_RAIDER
raider.weapon_id = SimulationIds.ITEM_SWORD
raider.health = 60.0
raider.move_speed = 3.5
raider.body_color = Color(0.4, 0.13, 0.1, 1.0)
raider.accent_color = Color(0.55, 0.55, 0.58, 1.0)
_enemies[raider.enemy_id] = raider
var wolf := EnemyDefinition.new()
wolf.enemy_id = &"enemy_wolf"
wolf.display_name = "Wolf"
wolf.kind = SimulationIds.COMBATANT_KIND_WOLF
wolf.weapon_id = SimulationIds.ITEM_CLAW
wolf.health = 40.0
wolf.move_speed = 4.2
wolf.body_color = Color(0.32, 0.32, 0.34, 1.0)
wolf.accent_color = Color(0.95, 0.5, 0.12, 1.0)
wolf.visual_scale = Vector3(0.8, 0.8, 0.8)
_enemies[wolf.enemy_id] = wolf
_cache_valid = true
static func invalidate_cache() -> void:
_cache_valid = false
static func get_enemy(enemy_id: StringName) -> EnemyDefinition:
_ensure_cache()
return _enemies.get(enemy_id) as EnemyDefinition
static func get_all() -> Array[EnemyDefinition]:
_ensure_cache()
var values: Array[EnemyDefinition] = []
for enemy in _enemies.values():
values.append(enemy)
return values