feat: add typed pantry storage site
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@@ -0,0 +1,105 @@
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class_name StorageNode
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extends Node3D
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static var _all: Array = []
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@export var storage_id: StringName = SimulationIds.STORAGE_VILLAGE_PANTRY
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@export var display_name := "Village Pantry"
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@export var accepted_items: Array[StringName] = []
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@export var debug_label_enabled := true
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@onready var interaction_point: Marker3D = $InteractionPoint
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var state: StorageStateRecord
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var _last_label_text := ""
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func _ready() -> void:
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if accepted_items.is_empty():
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accepted_items = [SimulationIds.RESOURCE_FOOD]
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if storage_id.is_empty():
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push_error("StorageNode at %s has empty storage_id" % get_path())
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_update_presentation()
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return
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var existing := get_by_id(storage_id)
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if existing != null:
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push_error(
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(
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"Duplicate StorageNode storage_id '%s' at %s; first registered at %s"
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% [storage_id, get_path(), existing.get_path()]
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)
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)
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_update_presentation()
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return
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_all.append(self)
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add_to_group("storage_nodes")
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_try_register_with_simulation()
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_update_presentation()
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func _process(_delta: float) -> void:
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if debug_label_enabled:
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_update_presentation()
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func _exit_tree() -> void:
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_all.erase(self)
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state = null
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func bind_state(storage_state: StorageStateRecord) -> bool:
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if storage_state == null or storage_state.get_storage_id() != storage_id:
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return false
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state = storage_state
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_update_presentation()
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return true
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func get_interaction_position() -> Vector3:
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return interaction_point.global_position if interaction_point != null else global_position
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func accepts_item(item_id: StringName) -> bool:
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return accepted_items.is_empty() or item_id in accepted_items
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func _try_register_with_simulation() -> void:
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var managers := get_tree().get_nodes_in_group("simulation_manager")
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if managers.size() != 1:
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return
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var manager := managers[0]
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if manager.has_method("register_storage_node"):
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manager.register_storage_node(self)
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func _update_presentation() -> void:
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if not has_node("DebugLabel"):
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return
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var label := $DebugLabel as Label3D
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label.visible = debug_label_enabled
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if not debug_label_enabled:
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return
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var text := "%s\n%s" % [display_name, storage_id]
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if state == null:
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text += "\nUNBOUND"
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else:
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for item_id in accepted_items:
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text += "\n%s: %.1f" % [item_id, state.get_amount(item_id)]
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if text == _last_label_text:
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return
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_last_label_text = text
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label.text = text
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static func get_by_id(search_id: StringName) -> StorageNode:
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for node in _all:
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if node.storage_id == search_id:
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return node
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return null
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static func get_all() -> Array[StorageNode]:
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var nodes: Array[StorageNode] = []
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for node in _all:
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nodes.append(node as StorageNode)
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return nodes
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