Files
gamedev-the-steward/world/active_world_adapter.gd
T
2026-07-31 00:19:41 +02:00

175 lines
5.2 KiB
GDScript

class_name ActiveWorldAdapter
extends Node
const LoadedResourceSpatialIndexScript := preload(
"res://world/resource_nodes/LoadedResourceSpatialIndex.gd"
)
@export var pantry_storage: StorageNode
@export var woodpile_storage: StorageNode
@export_range(4.0, 128.0, 1.0) var resource_cell_size := 24.0
var _resource_index := LoadedResourceSpatialIndexScript.new()
func _ready() -> void:
_resource_index.configure(resource_cell_size)
add_to_group("active_world_adapter")
rebuild_resource_index()
func rebuild_resource_index() -> void:
_resource_index.clear()
for node in ResourceNode.get_all():
_resource_index.register_node(node, node.state)
func register_resource_node(node: ResourceNode, state: ResourceStateRecord = null) -> bool:
return _resource_index.register_node(node, state)
func unregister_resource_node(node_id: StringName) -> void:
_resource_index.unregister_node(node_id)
func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
return _resource_index.get_all_candidates(action_id)
func get_resource_candidates_in_radius(
action_id: StringName,
origin: Vector3,
max_distance: float,
min_distance_exclusive: float = -1.0
) -> Array[Dictionary]:
return _resource_index.get_candidates_in_radius(
action_id, origin, max_distance, min_distance_exclusive
)
func get_resource_query_profile(action_id: StringName, origin: Vector3) -> Dictionary:
return _resource_index.get_query_profile(action_id, origin)
func get_resource_nodes_in_radius(origin: Vector3, max_distance: float) -> Array[ResourceNode]:
return _resource_index.get_nodes_in_radius(origin, max_distance)
func get_resource_index_stats() -> Dictionary:
return _resource_index.get_stats()
func get_animal_candidates(action_id: StringName) -> Array[Dictionary]:
var candidates: Array[Dictionary] = []
for node in AnimalNode.get_all():
if not node.supports_action(action_id):
continue
(
candidates
. append(
{
"target_id": String(node.animal_id),
"position": node.get_interaction_position(),
"display_name": node.display_name,
}
)
)
candidates.sort_custom(
func(first: Dictionary, second: Dictionary) -> bool:
return String(first["target_id"]) < String(second["target_id"])
)
return candidates
func get_animal_routine_sites(species_id: StringName, animal_id: StringName) -> Array[Dictionary]:
var candidates: Array[Dictionary] = []
for site in AnimalRoutineSite.get_all():
if not site.supports_animal(animal_id, species_id):
continue
(
candidates
. append(
{
"site_id": String(site.site_id),
"position": site.get_routine_position(),
"display_name": site.display_name,
}
)
)
candidates.sort_custom(
func(first: Dictionary, second: Dictionary) -> bool:
return String(first["site_id"]) < String(second["site_id"])
)
return candidates
func get_animal_nodes_in_radius(origin: Vector3, max_distance: float) -> Array[AnimalNode]:
var nodes: Array[AnimalNode] = []
var maximum_distance_squared := maxf(max_distance, 0.0) * maxf(max_distance, 0.0)
for node in AnimalNode.get_all():
if origin.distance_squared_to(node.get_interaction_position()) <= maximum_distance_squared:
nodes.append(node)
nodes.sort_custom(
func(first: AnimalNode, second: AnimalNode) -> bool:
var first_distance := origin.distance_squared_to(first.get_interaction_position())
var second_distance := origin.distance_squared_to(second.get_interaction_position())
if not is_equal_approx(first_distance, second_distance):
return first_distance < second_distance
return String(first.animal_id) < String(second.animal_id)
)
return nodes
func get_activity_target(action_id: StringName, origin: Vector3 = Vector3.ZERO) -> Dictionary:
var best_candidate: Dictionary = {}
var best_distance := INF
for candidate in get_activity_candidates(action_id):
var position: Vector3 = candidate["position"]
var distance := origin.distance_squared_to(position)
if distance < best_distance:
best_distance = distance
best_candidate = candidate
if not best_candidate.is_empty():
return best_candidate
match action_id:
SimulationIds.ACTION_EAT:
return get_storage_target(SimulationIds.STORAGE_VILLAGE_PANTRY)
SimulationIds.ACTION_DEPOSIT_FOOD, SimulationIds.ACTION_WITHDRAW_FOOD:
return get_storage_target(SimulationIds.STORAGE_VILLAGE_PANTRY)
SimulationIds.ACTION_DEPOSIT_WOOD:
return get_storage_target(SimulationIds.STORAGE_VILLAGE_WOODPILE)
return {}
func get_activity_candidates(action_id: StringName) -> Array[Dictionary]:
var candidates: Array[Dictionary] = []
for candidate in ActivitySite.get_all():
var site := candidate as ActivitySite
if site == null:
continue
if not site.supports_action(action_id):
continue
candidates.append(
{
"target_id": String(site.site_id),
"position": site.get_interaction_position(),
"capacity": site.capacity
}
)
return candidates
func get_storage_target(storage_id: StringName) -> Dictionary:
var storage_node: StorageNode
match storage_id:
SimulationIds.STORAGE_VILLAGE_PANTRY:
storage_node = pantry_storage
SimulationIds.STORAGE_VILLAGE_WOODPILE:
storage_node = woodpile_storage
if storage_node == null:
return {}
return {
"target_id": String(storage_node.storage_id),
"position": storage_node.get_interaction_position()
}