Files
gamedev-the-steward/world/activity/ActivitySite.gd
T

77 lines
1.7 KiB
GDScript

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 var debug_label_enabled := true
@onready var interaction_point: Marker3D = $InteractionPoint
var _last_label_text := ""
func _ready() -> void:
if site_id.is_empty():
push_error("ActivitySite at %s has empty site_id" % get_path())
_update_presentation()
return
var existing := get_by_id(site_id)
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")
_update_presentation()
func _process(_delta: float) -> void:
if debug_label_enabled:
_update_presentation()
func _exit_tree() -> void:
_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:
return action_id == candidate_action_id
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
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_all() -> Array:
return _all.duplicate()