Files
gamedev-the-steward/world/resource_nodes/ResourceNode.gd
T

128 lines
3.9 KiB
GDScript

class_name ResourceNode
extends Node3D
signal amount_changed(node_id: StringName, amount_remaining: float)
signal depleted(node_id: StringName)
signal reservation_changed(node_id: StringName, agent_id: int)
static var _all: Array[ResourceNode] = []
@export var node_id: StringName
@export var action_id: StringName = &"gather_food"
@export var resource_id: StringName = &"food"
@export var initial_amount: float = 10.0
@export var yield_per_action: float = 2.0
@export var initial_enabled: bool = true
@export var can_npcs_use: bool = true
@export var can_player_use: bool = true
@export var hide_visual_when_depleted: bool = false
@onready var interaction_point: Marker3D = $InteractionPoint
var state: ResourceStateRecord
func _ready() -> void:
if node_id.is_empty():
push_error("ResourceNode at %s has empty node_id" % get_path())
initial_enabled = false
_update_presentation()
return
var existing := get_by_id(node_id)
if existing != null:
push_error(
"Duplicate ResourceNode node_id '%s' at %s; first registered at %s"
% [node_id, get_path(), existing.get_path()]
)
initial_enabled = false
_update_presentation()
return
_all.append(self)
add_to_group("resource_nodes")
_try_register_with_simulation()
_update_presentation()
func _exit_tree() -> void:
_all.erase(self)
if state != null and state.changed.is_connected(_on_state_changed):
state.changed.disconnect(_on_state_changed)
if state != null and state.depleted.is_connected(_on_state_depleted):
state.depleted.disconnect(_on_state_depleted)
state = null
func bind_state(resource_state: ResourceStateRecord) -> bool:
if resource_state == null or resource_state.get_node_id() != node_id:
return false
if state != null and state.changed.is_connected(_on_state_changed):
state.changed.disconnect(_on_state_changed)
if state != null and state.depleted.is_connected(_on_state_depleted):
state.depleted.disconnect(_on_state_depleted)
state = resource_state
if not state.changed.is_connected(_on_state_changed):
state.changed.connect(_on_state_changed)
if not state.depleted.is_connected(_on_state_depleted):
state.depleted.connect(_on_state_depleted)
_update_presentation()
return true
func _try_register_with_simulation() -> void:
var managers := get_tree().get_nodes_in_group("simulation_manager")
if managers.size() != 1:
return
var manager := managers[0]
if manager.has_method("register_resource_node"):
manager.register_resource_node(self)
func get_amount_remaining() -> float:
return state.get_amount_remaining() if state != null else initial_amount
func get_reserved_by() -> int:
return state.get_reserved_by() if state != null else -1
func is_enabled() -> bool:
return state.is_enabled() if state != null else initial_enabled
func is_depleted() -> bool:
return state.is_depleted() if state != null else initial_amount <= 0.0
func can_extract() -> bool:
return state.can_extract() if state != null else initial_enabled and not is_depleted()
func _on_state_changed(changed_state: ResourceStateRecord) -> void:
if changed_state != state:
return
amount_changed.emit(node_id, state.get_amount_remaining())
reservation_changed.emit(node_id, state.get_reserved_by())
_update_presentation()
func _on_state_depleted(depleted_state: ResourceStateRecord) -> void:
if depleted_state == state:
depleted.emit(node_id)
func _update_presentation() -> void:
if has_node("Visual"):
$Visual.visible = not (hide_visual_when_depleted and is_depleted())
if not has_node("DebugLabel"):
return
var label := $DebugLabel as Label3D
var text := "%s\n%s %.1f" % [
node_id,
resource_id,
get_amount_remaining()
]
if get_reserved_by() >= 0:
text += "\nheld:%d" % get_reserved_by()
if is_depleted():
text += "\nDEPLETED"
if state == null:
text += "\nUNBOUND"
label.text = text
static func get_by_id(search_id: StringName) -> ResourceNode:
for node in _all:
if node.node_id == search_id:
return node
return null
static func get_all() -> Array[ResourceNode]:
return _all.duplicate()