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+-- Weapon definitions (values scaled from Forts' data to our world units).
+-- Build modes / firing read the global `Weapons` array; mods may FindWeapon().
+
+Weapons =
+{
+ {
+ name = "cannon", -- ballistic artillery (arcs under gravity)
+ muzzle_speed = 38, -- launch speed (units/s); Forts MuzzleSpeed 6000 cm/s
+ reload = 2.0, -- seconds between shots
+ splash_damage = 200, -- Forts StructureSplashDamage 200
+ splash_radius = 3.0, -- Forts 150 cm ~= 3 units
+ knockback = 55, -- Forts KickbackMean 40 (impulse)
+ projectile_radius = 0.18,
+ fire_chance = 0.25, -- Forts cannon is incendiary (~25%)
+ min_fire_angle = -20, -- firing arc (degrees, rel. to mount) — Forts MinFireAngle
+ max_fire_angle = 30, -- Forts MaxFireAngle
+ energy_cost = 120, -- energy per shot (Forts EnergyFireCost)
+ texture = "data/textures/weapon_turret.png",
+ projectile_texture = "data/textures/projectile_laser.png",
+ },
+ {
+ name = "laser", -- line-of-sight beam; ignites what it hits
+ is_beam = true,
+ reload = 3.0, -- seconds between beams (Forts ReloadTime)
+ beam_range = 70, -- max beam length (units)
+ beam_dps = 90, -- HP/s to the struck strut
+ beam_duration = 1.5, -- Forts BeamDuration 1.5
+ fire_chance = 1.0, -- laser ALWAYS ignites (its whole point)
+ min_fire_angle = -20, -- Forts laser MinFireAngle -20
+ max_fire_angle = 45, -- Forts laser MaxFireAngle 45
+ energy_cost = 200, -- beam is energy-hungry
+ texture = "data/textures/weapon_turret.png",
+ },
+}
+
+function IndexOfWeapon(name)
+ for i, w in ipairs(Weapons) do
+ if w.name == name then return i end
+ end
+ return nil
+end
+
+function FindWeapon(name)
+ local i = IndexOfWeapon(name)
+ if i then return Weapons[i] end
+ return nil
+end