Files
gamedev-the-steward/simulation/definitions/ContentCatalog.gd
T
2026-08-12 21:19:04 +02:00

771 lines
22 KiB
GDScript

class_name ContentCatalog
extends RefCounted
const CORE_PACK_PATH := "res://simulation/definitions/packs/core.tres"
var _valid := false
var _errors: Array[String] = []
var _packs: Array[SimulationContentPack] = []
var _actions: Array[ActionDefinition] = []
var _professions: Array[ProfessionDefinition] = []
var _capability_tags: Array[CapabilityTagDefinition] = []
var _items: Array[ItemDefinition] = []
var _resources: Array[ResourceDefinition] = []
var _storages: Array[StorageDefinition] = []
var _enemies: Array[EnemyDefinition] = []
var _animals: Array[AnimalDefinition] = []
var _packs_by_id: Dictionary = {}
var _actions_by_id: Dictionary = {}
var _professions_by_id: Dictionary = {}
var _capability_tags_by_id: Dictionary = {}
var _items_by_id: Dictionary = {}
var _resources_by_id: Dictionary = {}
var _storages_by_id: Dictionary = {}
var _enemies_by_id: Dictionary = {}
var _animals_by_id: Dictionary = {}
static func create_core(
supported_handler_ids: Array[StringName] = [],
supported_presentation_cue_ids: Array[StringName] = []
) -> ContentCatalog:
var catalog := ContentCatalog.new()
var pack := load(CORE_PACK_PATH) as SimulationContentPack
if pack == null:
catalog._errors = ["Core content pack failed to load from '%s'" % CORE_PACK_PATH]
return catalog
var packs: Array[SimulationContentPack] = [pack]
catalog.rebuild(packs, supported_handler_ids, supported_presentation_cue_ids)
return catalog
func rebuild(
content_packs: Array[SimulationContentPack],
supported_handler_ids: Array[StringName] = [],
supported_presentation_cue_ids: Array[StringName] = []
) -> Array[String]:
_clear_published_content()
var errors: Array[String] = []
var pack_list := content_packs.duplicate()
pack_list.sort_custom(_sort_packs)
var supported_handlers := {}
for handler_id in supported_handler_ids:
if handler_id.is_empty():
errors.append("Supported handler ID is empty")
elif supported_handlers.has(handler_id):
errors.append("Duplicate supported handler '%s'" % handler_id)
else:
supported_handlers[handler_id] = true
var cue_ids := (
supported_presentation_cue_ids
if not supported_presentation_cue_ids.is_empty()
else PresentationCueIds.get_all()
)
var supported_cues := {}
for cue_id in cue_ids:
if cue_id.is_empty():
errors.append("Supported presentation cue ID is empty")
elif supported_cues.has(cue_id):
errors.append("Duplicate supported presentation cue '%s'" % cue_id)
else:
supported_cues[cue_id] = true
var packs_by_id := {}
var actions_by_id := {}
var professions_by_id := {}
var capability_tags_by_id := {}
var items_by_id := {}
var resources_by_id := {}
var storages_by_id := {}
var enemies_by_id := {}
var animals_by_id := {}
var actions: Array[ActionDefinition] = []
var professions: Array[ProfessionDefinition] = []
var capability_tags: Array[CapabilityTagDefinition] = []
var items: Array[ItemDefinition] = []
var resources: Array[ResourceDefinition] = []
var storages: Array[StorageDefinition] = []
var enemies: Array[EnemyDefinition] = []
var animals: Array[AnimalDefinition] = []
for pack in pack_list:
if pack == null:
errors.append("Content pack list contains a null pack")
continue
for error in pack.validate():
errors.append("Pack '%s': %s" % [pack.pack_id, error])
if packs_by_id.has(pack.pack_id):
errors.append("Duplicate pack_id '%s'" % pack.pack_id)
else:
packs_by_id[pack.pack_id] = pack
_collect_actions(pack, actions, actions_by_id, errors)
_collect_professions(pack, professions, professions_by_id, errors)
_collect_capability_tags(pack, capability_tags, capability_tags_by_id, errors)
_collect_items(pack, items, items_by_id, errors)
_collect_resources(pack, resources, resources_by_id, errors)
_collect_storages(pack, storages, storages_by_id, errors)
_collect_enemies(pack, enemies, enemies_by_id, errors)
_collect_animals(pack, animals, animals_by_id, errors)
for pack in pack_list:
if pack == null:
continue
for required_pack_id in pack.required_pack_ids:
if not required_pack_id.is_empty() and not packs_by_id.has(required_pack_id):
errors.append(
(
"Pack '%s' references unknown required pack '%s'"
% [pack.pack_id, required_pack_id]
)
)
for required_handler_id in pack.required_handler_ids:
if (
not required_handler_id.is_empty()
and not supported_handlers.has(required_handler_id)
):
errors.append(
(
"Pack '%s' references unknown required handler '%s'"
% [pack.pack_id, required_handler_id]
)
)
_validate_action_references(
actions,
actions_by_id,
professions_by_id,
items_by_id,
capability_tags_by_id,
supported_handlers,
supported_cues,
errors
)
_validate_item_references(items, capability_tags_by_id, supported_cues, errors)
_validate_resource_references(
resources, items_by_id, actions_by_id, capability_tags_by_id, supported_cues, errors
)
_validate_storage_references(
storages, items_by_id, actions_by_id, capability_tags_by_id, supported_cues, errors
)
_validate_enemy_references(enemies, items_by_id, errors)
_validate_animal_references(animals, actions_by_id, errors)
errors.sort()
_errors = errors
if not errors.is_empty():
return get_errors()
actions.sort_custom(_sort_actions)
professions.sort_custom(_sort_professions)
capability_tags.sort_custom(_sort_capability_tags)
items.sort_custom(_sort_items)
resources.sort_custom(_sort_resources)
storages.sort_custom(_sort_storages)
enemies.sort_custom(_sort_enemies)
animals.sort_custom(_sort_animals)
_packs = pack_list
_actions = actions
_professions = professions
_capability_tags = capability_tags
_items = items
_resources = resources
_storages = storages
_enemies = enemies
_animals = animals
_packs_by_id = packs_by_id
_actions_by_id = actions_by_id
_professions_by_id = professions_by_id
_capability_tags_by_id = capability_tags_by_id
_items_by_id = items_by_id
_resources_by_id = resources_by_id
_storages_by_id = storages_by_id
_enemies_by_id = enemies_by_id
_animals_by_id = animals_by_id
_valid = true
return []
func is_valid() -> bool:
return _valid
func get_errors() -> Array[String]:
return _errors.duplicate()
func get_packs() -> Array[SimulationContentPack]:
return _packs.duplicate()
func get_actions() -> Array[ActionDefinition]:
return _actions.duplicate()
func get_professions() -> Array[ProfessionDefinition]:
return _professions.duplicate()
func get_capability_tags() -> Array[CapabilityTagDefinition]:
return _capability_tags.duplicate()
func get_items() -> Array[ItemDefinition]:
return _items.duplicate()
func get_resources() -> Array[ResourceDefinition]:
return _resources.duplicate()
func get_storages() -> Array[StorageDefinition]:
return _storages.duplicate()
func get_enemies() -> Array[EnemyDefinition]:
return _enemies.duplicate()
func get_animals() -> Array[AnimalDefinition]:
return _animals.duplicate()
func get_pack(pack_id: StringName) -> SimulationContentPack:
return _packs_by_id.get(pack_id) as SimulationContentPack
func get_action(action_id: StringName) -> ActionDefinition:
return _actions_by_id.get(action_id) as ActionDefinition
func get_profession(profession_id: StringName) -> ProfessionDefinition:
return _professions_by_id.get(profession_id) as ProfessionDefinition
func get_capability_tag(tag_id: StringName) -> CapabilityTagDefinition:
return _capability_tags_by_id.get(tag_id) as CapabilityTagDefinition
func get_item(item_id: StringName) -> ItemDefinition:
return _items_by_id.get(item_id) as ItemDefinition
func get_resource(resource_id: StringName) -> ResourceDefinition:
return _resources_by_id.get(resource_id) as ResourceDefinition
func get_storage(storage_id: StringName) -> StorageDefinition:
return _storages_by_id.get(storage_id) as StorageDefinition
func get_enemy(enemy_id: StringName) -> EnemyDefinition:
return _enemies_by_id.get(enemy_id) as EnemyDefinition
func get_animal(animal_definition_id: StringName) -> AnimalDefinition:
return _animals_by_id.get(animal_definition_id) as AnimalDefinition
func get_authoring_report() -> Dictionary:
return {
"valid": _valid,
"errors": get_errors(),
"packs": _ids_for(_packs, &"pack_id"),
"actions": _ids_for(_actions, &"action_id"),
"professions": _ids_for(_professions, &"profession_id"),
"capability_tags": _ids_for(_capability_tags, &"tag_id"),
"items": _ids_for(_items, &"item_id"),
"resources": _ids_for(_resources, &"resource_id"),
"storages": _ids_for(_storages, &"storage_id"),
"enemies": _ids_for(_enemies, &"enemy_id"),
"animals": _ids_for(_animals, &"animal_definition_id"),
}
func _clear_published_content() -> void:
_valid = false
_errors.clear()
_packs.clear()
_actions.clear()
_professions.clear()
_capability_tags.clear()
_items.clear()
_resources.clear()
_storages.clear()
_enemies.clear()
_animals.clear()
_packs_by_id.clear()
_actions_by_id.clear()
_professions_by_id.clear()
_capability_tags_by_id.clear()
_items_by_id.clear()
_resources_by_id.clear()
_storages_by_id.clear()
_enemies_by_id.clear()
_animals_by_id.clear()
static func _collect_actions(
pack: SimulationContentPack,
definitions: Array[ActionDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.actions:
if definition == null:
continue
if definitions_by_id.has(definition.action_id):
errors.append("Duplicate action_id '%s'" % definition.action_id)
continue
definitions_by_id[definition.action_id] = definition
definitions.append(definition)
static func _collect_professions(
pack: SimulationContentPack,
definitions: Array[ProfessionDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.professions:
if definition == null:
continue
if definitions_by_id.has(definition.profession_id):
errors.append("Duplicate profession_id '%s'" % definition.profession_id)
continue
definitions_by_id[definition.profession_id] = definition
definitions.append(definition)
static func _collect_items(
pack: SimulationContentPack,
definitions: Array[ItemDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.items:
if definition == null:
continue
if definitions_by_id.has(definition.item_id):
errors.append("Duplicate item_id '%s'" % definition.item_id)
continue
definitions_by_id[definition.item_id] = definition
definitions.append(definition)
static func _collect_capability_tags(
pack: SimulationContentPack,
definitions: Array[CapabilityTagDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.capability_tags:
if definition == null:
continue
if definitions_by_id.has(definition.tag_id):
errors.append("Duplicate tag_id '%s'" % definition.tag_id)
continue
definitions_by_id[definition.tag_id] = definition
definitions.append(definition)
static func _collect_resources(
pack: SimulationContentPack,
definitions: Array[ResourceDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.resources:
if definition == null:
continue
if definitions_by_id.has(definition.resource_id):
errors.append("Duplicate resource_id '%s'" % definition.resource_id)
continue
definitions_by_id[definition.resource_id] = definition
definitions.append(definition)
static func _collect_storages(
pack: SimulationContentPack,
definitions: Array[StorageDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.storages:
if definition == null:
continue
if definitions_by_id.has(definition.storage_id):
errors.append("Duplicate storage_id '%s'" % definition.storage_id)
continue
definitions_by_id[definition.storage_id] = definition
definitions.append(definition)
static func _collect_enemies(
pack: SimulationContentPack,
definitions: Array[EnemyDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.enemies:
if definition == null:
continue
if definitions_by_id.has(definition.enemy_id):
errors.append("Duplicate enemy_id '%s'" % definition.enemy_id)
continue
definitions_by_id[definition.enemy_id] = definition
definitions.append(definition)
static func _collect_animals(
pack: SimulationContentPack,
definitions: Array[AnimalDefinition],
definitions_by_id: Dictionary,
errors: Array[String]
) -> void:
for definition in pack.animals:
if definition == null:
continue
if definitions_by_id.has(definition.animal_definition_id):
errors.append("Duplicate animal_definition_id '%s'" % definition.animal_definition_id)
continue
definitions_by_id[definition.animal_definition_id] = definition
definitions.append(definition)
static func _validate_action_references(
actions: Array[ActionDefinition],
actions_by_id: Dictionary,
professions_by_id: Dictionary,
items_by_id: Dictionary,
capability_tags_by_id: Dictionary,
supported_handlers: Dictionary,
supported_cues: Dictionary,
errors: Array[String]
) -> void:
for definition in actions:
_validate_tag_ids(
"Action '%s' actor" % definition.action_id,
definition.actor_capability_tags,
CapabilityTagDefinition.DOMAIN_ACTOR,
capability_tags_by_id,
errors
)
_validate_tag_ids(
"Action '%s' target" % definition.action_id,
definition.target_capability_tags,
CapabilityTagDefinition.DOMAIN_TARGET,
capability_tags_by_id,
errors
)
_validate_presentation_cue(
"Action '%s'" % definition.action_id,
definition.presentation_cue_id,
supported_cues,
errors
)
for handler_field in [
["selection policy", definition.selection_policy_id],
["target policy", definition.target_policy_id],
["completion handler", definition.completion_handler_id],
]:
var handler_id: StringName = handler_field[1]
if not handler_id.is_empty() and not supported_handlers.has(handler_id):
errors.append(
(
"Action '%s' references unknown %s '%s'"
% [definition.action_id, handler_field[0], handler_id]
)
)
if (
not definition.preferred_profession_id.is_empty()
and not professions_by_id.has(definition.preferred_profession_id)
):
errors.append(
(
"Action '%s' references unknown profession '%s'"
% [definition.action_id, definition.preferred_profession_id]
)
)
if (
definition.target_type == SimulationIds.TARGET_RESOURCE
and not actions_by_id.has(definition.resource_action_id)
):
errors.append(
(
"Action '%s' references unknown resource action '%s'"
% [definition.action_id, definition.resource_action_id]
)
)
if (
not definition.completion_cost_resource_id.is_empty()
and not items_by_id.has(definition.completion_cost_resource_id)
):
errors.append(
(
"Action '%s' references unknown completion cost item '%s'"
% [definition.action_id, definition.completion_cost_resource_id]
)
)
elif not definition.completion_cost_resource_id.is_empty():
var cost_item := (
items_by_id.get(definition.completion_cost_resource_id) as ItemDefinition
)
if cost_item != null and not cost_item.is_resource():
errors.append(
(
"Action '%s' references non-resource completion cost item '%s'"
% [definition.action_id, definition.completion_cost_resource_id]
)
)
for effect in definition.effects:
if effect == null:
continue
var effect_item_id: StringName = effect.get("item_id")
if not effect_item_id.is_empty() and not items_by_id.has(effect_item_id):
errors.append(
(
"Action '%s' effect references unknown item '%s'"
% [definition.action_id, effect_item_id]
)
)
var scheduled_action_id: StringName = effect.get("scheduled_action_id")
if not scheduled_action_id.is_empty() and not actions_by_id.has(scheduled_action_id):
errors.append(
(
"Action '%s' effect references unknown action '%s'"
% [definition.action_id, scheduled_action_id]
)
)
static func _validate_item_references(
items: Array[ItemDefinition],
capability_tags_by_id: Dictionary,
supported_cues: Dictionary,
errors: Array[String]
) -> void:
for definition in items:
_validate_tag_ids(
"Item '%s'" % definition.item_id,
definition.capability_tag_ids,
CapabilityTagDefinition.DOMAIN_ITEM,
capability_tags_by_id,
errors
)
_validate_presentation_cue(
"Item '%s'" % definition.item_id, definition.presentation_cue_id, supported_cues, errors
)
static func _validate_resource_references(
resources: Array[ResourceDefinition],
items_by_id: Dictionary,
actions_by_id: Dictionary,
capability_tags_by_id: Dictionary,
supported_cues: Dictionary,
errors: Array[String]
) -> void:
for definition in resources:
var item := items_by_id.get(definition.item_id) as ItemDefinition
if item == null:
errors.append(
(
"Resource '%s' references unknown item '%s'"
% [definition.resource_id, definition.item_id]
)
)
elif not item.is_resource():
errors.append(
(
"Resource '%s' references non-resource item '%s'"
% [definition.resource_id, definition.item_id]
)
)
var action := actions_by_id.get(definition.extraction_action_id) as ActionDefinition
if action == null:
errors.append(
(
"Resource '%s' references unknown action '%s'"
% [definition.resource_id, definition.extraction_action_id]
)
)
elif action.target_type != SimulationIds.TARGET_RESOURCE:
errors.append(
(
"Resource '%s' references non-resource-target action '%s'"
% [definition.resource_id, definition.extraction_action_id]
)
)
_validate_tag_ids(
"Resource '%s'" % definition.resource_id,
definition.capability_tag_ids,
CapabilityTagDefinition.DOMAIN_RESOURCE,
capability_tags_by_id,
errors
)
_validate_presentation_cue(
"Resource '%s'" % definition.resource_id,
definition.presentation_cue_id,
supported_cues,
errors
)
static func _validate_storage_references(
storages: Array[StorageDefinition],
items_by_id: Dictionary,
actions_by_id: Dictionary,
capability_tags_by_id: Dictionary,
supported_cues: Dictionary,
errors: Array[String]
) -> void:
for definition in storages:
for item_id in definition.accepted_item_ids:
var item := items_by_id.get(item_id) as ItemDefinition
if item == null:
errors.append(
"Storage '%s' references unknown item '%s'" % [definition.storage_id, item_id]
)
elif not item.is_resource():
errors.append(
"Storage '%s' accepts non-resource item '%s'" % [definition.storage_id, item_id]
)
_validate_tag_ids(
"Storage '%s' accepted item" % definition.storage_id,
definition.accepted_item_tag_ids,
CapabilityTagDefinition.DOMAIN_ITEM,
capability_tags_by_id,
errors
)
_validate_tag_ids(
"Storage '%s'" % definition.storage_id,
definition.capability_tag_ids,
CapabilityTagDefinition.DOMAIN_STORAGE,
capability_tags_by_id,
errors
)
for action_id in [definition.deposit_action_id, definition.withdrawal_action_id]:
if not action_id.is_empty() and not actions_by_id.has(action_id):
errors.append(
(
"Storage '%s' references unknown action '%s'"
% [definition.storage_id, action_id]
)
)
_validate_presentation_cue(
"Storage '%s'" % definition.storage_id,
definition.presentation_cue_id,
supported_cues,
errors
)
static func _validate_tag_ids(
owner: String,
tag_ids: Array[StringName],
expected_domain: StringName,
capability_tags_by_id: Dictionary,
errors: Array[String]
) -> void:
for tag_id in tag_ids:
var tag := capability_tags_by_id.get(tag_id) as CapabilityTagDefinition
if tag == null:
errors.append("%s references unknown tag '%s'" % [owner, tag_id])
elif tag.domain != expected_domain:
errors.append(
(
"%s references '%s' tag '%s' where '%s' is required"
% [owner, tag.domain, tag_id, expected_domain]
)
)
static func _validate_presentation_cue(
owner: String, cue_id: StringName, supported_cues: Dictionary, errors: Array[String]
) -> void:
if not cue_id.is_empty() and not supported_cues.has(cue_id):
errors.append("%s references unknown presentation cue '%s'" % [owner, cue_id])
static func _validate_enemy_references(
enemies: Array[EnemyDefinition], items_by_id: Dictionary, errors: Array[String]
) -> void:
for definition in enemies:
var weapon := items_by_id.get(definition.weapon_id) as ItemDefinition
if weapon == null:
errors.append(
(
"Enemy '%s' references unknown weapon '%s'"
% [definition.enemy_id, definition.weapon_id]
)
)
elif not weapon.is_weapon():
errors.append(
(
"Enemy '%s' references non-weapon item '%s'"
% [definition.enemy_id, definition.weapon_id]
)
)
static func _validate_animal_references(
animals: Array[AnimalDefinition], actions_by_id: Dictionary, errors: Array[String]
) -> void:
for definition in animals:
for action_id in definition.supported_action_ids:
if not actions_by_id.has(action_id):
errors.append(
(
"Animal '%s' references unknown action '%s'"
% [definition.animal_definition_id, action_id]
)
)
static func _sort_packs(first: SimulationContentPack, second: SimulationContentPack) -> bool:
if first == null:
return second != null
if second == null:
return false
return String(first.pack_id) < String(second.pack_id)
static func _sort_actions(first: ActionDefinition, second: ActionDefinition) -> bool:
return String(first.action_id) < String(second.action_id)
static func _sort_professions(first: ProfessionDefinition, second: ProfessionDefinition) -> bool:
return String(first.profession_id) < String(second.profession_id)
static func _sort_capability_tags(
first: CapabilityTagDefinition, second: CapabilityTagDefinition
) -> bool:
return String(first.tag_id) < String(second.tag_id)
static func _sort_items(first: ItemDefinition, second: ItemDefinition) -> bool:
return String(first.item_id) < String(second.item_id)
static func _sort_resources(first: ResourceDefinition, second: ResourceDefinition) -> bool:
return String(first.resource_id) < String(second.resource_id)
static func _sort_storages(first: StorageDefinition, second: StorageDefinition) -> bool:
return String(first.storage_id) < String(second.storage_id)
static func _sort_enemies(first: EnemyDefinition, second: EnemyDefinition) -> bool:
return String(first.enemy_id) < String(second.enemy_id)
static func _sort_animals(first: AnimalDefinition, second: AnimalDefinition) -> bool:
return String(first.animal_definition_id) < String(second.animal_definition_id)
static func _ids_for(definitions: Array, id_property: StringName) -> Array[StringName]:
var ids: Array[StringName] = []
for definition in definitions:
ids.append(StringName(definition.get(id_property)))
return ids