Avatar loader & customization system: merge onto main + fix regressions, add smoke coverage #53
@@ -22,6 +22,9 @@ var slots: Dictionary = {}
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## Validation errors found during the last validate() call.
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var validation_errors: Array[String] = []
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## Skin tone color override (default: transparent = use asset colors).
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var skin_tone: Color = Color.TRANSPARENT
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func _init() -> void:
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validation_errors = []
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@@ -55,6 +58,17 @@ static func from_json(json_string: String) -> AvatarLoadout:
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else:
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loadout.validation_errors.append("Missing 'slots' in loadout JSON")
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# Parse skin_tone
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if root.has("skin_tone"):
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var st = root["skin_tone"]
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if typeof(st) == TYPE_DICTIONARY:
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loadout.skin_tone = Color(
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st.get("r", 0.0),
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st.get("g", 0.0),
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st.get("b", 0.0),
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st.get("a", 1.0)
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)
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return loadout
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@@ -62,7 +76,7 @@ static func from_json(json_string: String) -> AvatarLoadout:
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func to_json() -> String:
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var data := {
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"base_body": base_body,
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"slots": {}
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"slots": {},
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}
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for slot_id in AvatarSlotRegistry.SLOT_IDS:
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@@ -71,6 +85,15 @@ func to_json() -> String:
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else:
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data.slots[slot_id] = slots.get(slot_id, null)
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# Include skin_tone if set
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if skin_tone != Color.TRANSPARENT:
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data["skin_tone"] = {
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"r": skin_tone.r,
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"g": skin_tone.g,
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"b": skin_tone.b,
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"a": skin_tone.a,
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}
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return JSON.stringify(data, " ")
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@@ -132,6 +155,11 @@ func validate() -> bool:
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return validation_errors.is_empty()
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## Convenience alias for validate().
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func is_valid() -> bool:
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return validate()
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## Check if a specific slot is equipped with a non-null item.
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func is_equipped(slot_id: String) -> bool:
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if not AvatarSlotRegistry.has_slot(slot_id):
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@@ -47,9 +47,32 @@ const ATTACHMENT_SLOTS: PackedStringArray = [
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const MULTI_SLOT_IDS: PackedStringArray = ["accessory"]
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## Metadata for a single slot.
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class SlotDefinition:
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## The slot ID string (e.g. "head", "hair").
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var slot_key: String
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## "body_part" or "attachment".
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var category: String
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## Primary mount bone name(s).
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var mount_bones: PackedStringArray
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## Whether at most one item can occupy this slot.
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var exclusive: bool
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## Whether this slot replaces a base mesh.
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var is_body_part: bool
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func _init(p_slot_key: String, p_category: String, p_mount_bones: PackedStringArray,
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p_exclusive: bool, p_is_body_part: bool) -> void:
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slot_key = p_slot_key
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category = p_category
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mount_bones = p_mount_bones
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exclusive = p_exclusive
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is_body_part = p_is_body_part
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# Slot metadata lookup tables (indexed by SLOT_IDS position).
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# Each entry: { category, mount_bones, exclusive, is_body_part }
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var _slot_data: Dictionary = {}
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var _slot_definitions: Array[SlotDefinition] = []
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func _init() -> void:
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@@ -150,6 +173,18 @@ func _build_registry() -> void:
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},
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}
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# Build SlotDefinition objects.
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for slot_id in SLOT_IDS:
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var data = _slot_data[slot_id]
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var def := SlotDefinition.new(
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slot_id,
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data["category"],
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PackedStringArray(data["mount_bones"]),
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data["exclusive"],
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data["is_body_part"],
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)
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_slot_definitions.append(def)
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# ---------------------------------------------------------------------------
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# Public API
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@@ -165,6 +200,21 @@ static func has_slot(slot_id: String) -> bool:
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return slot_id in SLOT_IDS
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## Returns the SlotDefinition for a slot, or null if unknown.
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static func get_slot(slot_id: String) -> SlotDefinition:
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if not has_slot(slot_id):
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return null
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for def in _slot_definitions:
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if def.slot_key == slot_id:
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return def
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return null
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## Returns all SlotDefinition objects in canonical order.
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static func get_slot_definitions() -> Array[SlotDefinition]:
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return _slot_definitions
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## Returns the category for a slot ("body_part" or "attachment").
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static func get_category(slot_id: String) -> String:
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if not has_slot(slot_id):
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