Files
Papay-Shooter/globals/loadout_manager.gd
2026-08-09 01:31:44 -04:00

166 lines
4.2 KiB
GDScript

extends Node
const SAVE_PATH = "user://loadouts.json"
var weapon_db = {
"none": {
"name": "None",
"category": "none",
"script": ""
},
"double_barrel_shotgun": {
"name": "Double Barrel Shotgun",
"category": "primary",
"script": "res://weapons/double_barrel_shotgun.gd"
},
"ak47": {
"name": "AK-47",
"category": "primary",
"script": "res://weapons/ak47.gd"
},
"m4": {
"name": "M4",
"category": "primary",
"script": "res://weapons/m4.gd"
},
"mp7": {
"name": "MP7",
"category": "primary",
"script": "res://weapons/mp7.gd"
},
"dmr": {
"name": "DMR",
"category": "primary",
"script": "res://weapons/dmr.gd"
},
"plasma_gun": {
"name": "Plasma Gun",
"category": "primary",
"script": "res://weapons/plasma_gun.gd"
},
"nail_gun": {
"name": "Nail Gun",
"category": "primary",
"script": "res://weapons/nail_gun.gd"
},
"awp": {
"name": "AWP",
"category": "special",
"script": "res://weapons/awp.gd"
},
"rocket_launcher": {
"name": "Rocket Launcher",
"category": "special",
"script": "res://weapons/rocket_launcher.gd"
},
"rocket_swarm": {
"name": "Rocket Swarm",
"category": "special",
"script": "res://weapons/rocket_swarm.gd"
},
"mortar": {
"name": "Mortar",
"category": "special",
"script": "res://weapons/mortar.gd"
},
"knife": {
"name": "Knife",
"category": "melee",
"script": "res://weapons/knife.gd"
}
}
var active_loadout_index: int = 0
var loadouts: Array = []
var _legacy_skin_indices: Array[int] = []
func _ready() -> void:
_ensure_default_loadouts()
load_loadouts()
func _ensure_default_loadouts() -> void:
loadouts.clear()
for i in range(5):
loadouts.append({
"name": "Loadout " + str(i + 1),
"skin": "default",
"primary_1": "double_barrel_shotgun",
"primary_2": "none",
"special": "none",
"melee": "knife"
})
func get_active_loadout() -> Dictionary:
if active_loadout_index >= 0 and active_loadout_index < loadouts.size():
return loadouts[active_loadout_index]
return loadouts[0]
func get_active_skin_id() -> String:
return str(get_active_loadout().get("skin", "default"))
func set_active_loadout(index: int) -> bool:
if index < 0 or index >= loadouts.size():
return false
active_loadout_index = index
save_loadouts()
return true
## Older saves stored character choice in SkinManager's separate config. Copy
## that choice into every legacy loadout once, then the loadout becomes the
## authoritative place for both equipment and character.
func migrate_legacy_skin(skin_id: String) -> void:
if _legacy_skin_indices.is_empty():
return
var migrated := skin_id if not skin_id.is_empty() else "default"
for index in _legacy_skin_indices:
if index >= 0 and index < loadouts.size():
loadouts[index]["skin"] = migrated
_legacy_skin_indices.clear()
save_loadouts()
func save_loadouts() -> void:
var save_data = {
"active_index": active_loadout_index,
"loadouts": loadouts
}
var json_string = JSON.stringify(save_data)
var file = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if file:
file.store_string(json_string)
file.close()
func load_loadouts() -> void:
_legacy_skin_indices.clear()
if FileAccess.file_exists(SAVE_PATH):
var file = FileAccess.open(SAVE_PATH, FileAccess.READ)
if file:
var json_string = file.get_as_text()
file.close()
var json = JSON.new()
var error = json.parse(json_string)
if error == OK:
var data = json.get_data()
if data is Dictionary:
if data.has("active_index"):
active_loadout_index = data["active_index"]
if data.has("loadouts") and data["loadouts"] is Array:
var saved_loadouts = data["loadouts"]
# Overwrite defaults, up to 5
for i in range(min(5, saved_loadouts.size())):
var sl = saved_loadouts[i]
if sl is Dictionary:
if sl.has("name"): loadouts[i]["name"] = sl["name"]
if sl.has("skin"):
loadouts[i]["skin"] = sl["skin"]
else:
_legacy_skin_indices.append(i)
if sl.has("primary_1"): loadouts[i]["primary_1"] = sl["primary_1"]
if sl.has("primary_2"): loadouts[i]["primary_2"] = sl["primary_2"]
if sl.has("special"): loadouts[i]["special"] = sl["special"]
if sl.has("melee"): loadouts[i]["melee"] = sl["melee"]