class_name ActivitySite extends Node3D static var _all: Array = [] @export var site_id: StringName @export var action_id: StringName = SimulationIds.ACTION_REST @export var display_name := "Activity Site" @export_range(1, 12, 1) var capacity := 1 @export_range(0.1, 100.0, 0.1, "or_greater") var interaction_range := 3.0 @export var debug_label_enabled := true @onready var interaction_point: Marker3D = $InteractionPoint var _last_label_text := "" var _active_world_adapter: ActiveWorldAdapter func _ready() -> void: if site_id.is_empty(): push_error("ActivitySite at %s has empty site_id" % get_path()) _update_presentation() return if not is_interaction_range_valid(): push_error("ActivitySite '%s' must have a positive finite interaction_range" % site_id) _update_presentation() return _active_world_adapter = ActiveWorldAdapter.find_for_node(self) var existing: ActivitySite = get_by_id_in_context(site_id, _active_world_adapter) if existing != null: push_error( ( "Duplicate ActivitySite site_id '%s' at %s; first registered at %s" % [site_id, get_path(), existing.get_path()] ) ) _update_presentation() return _all.append(self) add_to_group("activity_sites") set_notify_transform(true) _notify_world_adapter() _update_presentation() set_process(false) func _exit_tree() -> void: _unregister_from_world_adapter() _all.erase(self) func get_interaction_position() -> Vector3: return interaction_point.global_position if interaction_point != null else global_position func supports_action(candidate_action_id: StringName) -> bool: if action_id == candidate_action_id: return true return ( action_id == SimulationIds.ACTION_PATROL and candidate_action_id == SimulationIds.ACTION_DEFEND ) func is_interaction_range_valid() -> bool: return is_finite(interaction_range) and interaction_range > 0.0 func _notification(what: int) -> void: if what == NOTIFICATION_TRANSFORM_CHANGED and is_node_ready(): if is_instance_valid(_active_world_adapter): _active_world_adapter.refresh_world_target_position(self) func _notify_world_adapter() -> void: if not is_inside_tree(): return if ( not is_instance_valid(_active_world_adapter) or not _active_world_adapter.owns_target_node(self) ): _active_world_adapter = ActiveWorldAdapter.find_for_node(self) if _active_world_adapter != null: _active_world_adapter.register_world_target(self) func _bind_active_world_adapter(adapter: ActiveWorldAdapter) -> void: if adapter != null and adapter.owns_target_node(self): _active_world_adapter = adapter func _unregister_from_world_adapter() -> void: if not is_instance_valid(_active_world_adapter): _active_world_adapter = ActiveWorldAdapter.find_for_node(self) if is_instance_valid(_active_world_adapter): _active_world_adapter.unregister_world_target(self) _active_world_adapter = null func _update_presentation() -> void: if not has_node("DebugLabel"): return var label := $DebugLabel as Label3D label.visible = debug_label_enabled if not debug_label_enabled: return var text := "%s\n%s\ncap:%d" % [display_name, action_id, capacity] if text == _last_label_text: return _last_label_text = text label.text = text func set_debug_label_enabled(is_enabled: bool) -> void: debug_label_enabled = is_enabled _update_presentation() static func get_by_id(search_id: StringName): for node in _all: if node.site_id == search_id: return node return null static func get_by_id_in_context( search_id: StringName, adapter: ActiveWorldAdapter ) -> ActivitySite: for node in _all: if node.site_id == search_id and ActiveWorldAdapter.find_for_node(node) == adapter: return node as ActivitySite return null static func get_all() -> Array: return _all.duplicate()