223 lines
5.6 KiB
GDScript
223 lines
5.6 KiB
GDScript
## AvatarSlotRegistry - Static registry of slot definitions.
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##
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## Each slot maps to one or more bones and defines what can be equipped there.
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## This is the single source of truth for slot IDs, categories, mount bones,
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## exclusivity, and body-part vs attachment classification.
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##
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## See docs/architecture/avatar.md §3.2 for the full slot specification.
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class_name AvatarSlotRegistry extends RefCounted
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# ---------------------------------------------------------------------------
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# Slot definitions (mirrors §3.2 of the avatar spec)
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# ---------------------------------------------------------------------------
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## All known slot IDs, in canonical order.
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const SLOT_IDS: PackedStringArray = [
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"head",
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"hair",
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"face",
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"torso",
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"chest",
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"back",
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"left_arm",
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"right_arm",
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"left_hand",
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"right_hand",
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"legs",
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"pants",
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"left_foot",
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"right_foot",
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"accessory",
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]
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## Body-part slots (exclusive, replace base mesh).
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const BODY_PART_SLOTS: PackedStringArray = [
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"head", "torso", "legs", "left_arm", "right_arm",
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]
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## Attachment slots (layered on top of base mesh).
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const ATTACHMENT_SLOTS: PackedStringArray = [
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"hair", "face", "chest", "back",
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"left_hand", "right_hand", "pants",
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"left_foot", "right_foot", "accessory",
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]
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## Slots that are multi-slot (multiple accessories can coexist).
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const MULTI_SLOT_IDS: PackedStringArray = ["accessory"]
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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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func _init() -> void:
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_build_registry()
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func _build_registry() -> void:
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_slot_data = {
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"head": {
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"category": "body_part",
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"mount_bones": ["Head"],
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"exclusive": true,
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"is_body_part": true,
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},
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"hair": {
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"category": "attachment",
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"mount_bones": ["HeadTop"],
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"exclusive": true,
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"is_body_part": false,
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},
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"face": {
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"category": "attachment",
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"mount_bones": ["Jaw"],
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"exclusive": true,
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"is_body_part": false,
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},
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"torso": {
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"category": "body_part",
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"mount_bones": ["Chest"],
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"exclusive": true,
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"is_body_part": true,
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},
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"chest": {
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"category": "attachment",
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"mount_bones": ["Chest"],
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"exclusive": true,
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"is_body_part": false,
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},
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"back": {
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"category": "attachment",
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"mount_bones": ["Chest"],
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"exclusive": true,
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"is_body_part": false,
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},
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"left_arm": {
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"category": "body_part",
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"mount_bones": ["LeftUpperArm"],
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"exclusive": true,
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"is_body_part": true,
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},
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"right_arm": {
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"category": "body_part",
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"mount_bones": ["RightUpperArm"],
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"exclusive": true,
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"is_body_part": true,
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},
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"left_hand": {
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"category": "attachment",
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"mount_bones": ["LeftHand"],
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"exclusive": true,
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"is_body_part": false,
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},
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"right_hand": {
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"category": "attachment",
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"mount_bones": ["RightHand"],
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"exclusive": true,
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"is_body_part": false,
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},
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"legs": {
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"category": "body_part",
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"mount_bones": ["Hips"],
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"exclusive": true,
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"is_body_part": true,
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},
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"pants": {
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"category": "attachment",
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"mount_bones": ["Hips"],
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"exclusive": true,
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"is_body_part": false,
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},
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"left_foot": {
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"category": "attachment",
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"mount_bones": ["LeftFoot"],
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"exclusive": true,
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"is_body_part": false,
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},
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"right_foot": {
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"category": "attachment",
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"mount_bones": ["RightFoot"],
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"exclusive": true,
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"is_body_part": false,
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},
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"accessory": {
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"category": "attachment",
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"mount_bones": ["Root"],
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"exclusive": false,
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"is_body_part": false,
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},
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}
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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## Returns the list of all known slot IDs.
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static func get_slot_ids() -> PackedStringArray:
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return SLOT_IDS
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## Returns true if *slot_id* is a known slot.
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static func has_slot(slot_id: String) -> bool:
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return slot_id in SLOT_IDS
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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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push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
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return ""
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return _slot_data[slot_id]["category"]
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## Returns the primary mount bone(s) for a slot.
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static func get_mount_bones(slot_id: String) -> PackedStringArray:
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if not has_slot(slot_id):
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push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
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return PackedStringArray()
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return PackedStringArray(_slot_data[slot_id]["mount_bones"])
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## Returns whether the slot is exclusive (at most one item).
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static func is_exclusive(slot_id: String) -> bool:
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if not has_slot(slot_id):
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push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
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return true
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return _slot_data[slot_id]["exclusive"]
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## Returns whether the slot is a body-part slot (replaces base mesh).
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static func is_body_part_slot(slot_id: String) -> bool:
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if not has_slot(slot_id):
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push_error("AvatarSlotRegistry: unknown slot '%s'" % slot_id)
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return false
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return _slot_data[slot_id]["is_body_part"]
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## Returns whether the slot is a multi-slot (e.g. accessory).
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static func is_multi_slot(slot_id: String) -> bool:
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return slot_id in MULTI_SLOT_IDS
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## Returns the list of body-part slot IDs.
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static func get_body_part_slots() -> PackedStringArray:
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return BODY_PART_SLOTS
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## Returns the list of attachment slot IDs.
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static func get_attachment_slots() -> PackedStringArray:
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return ATTACHMENT_SLOTS
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## Validates that an asset's declared slot matches the slot it is placed in.
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static func validate_slot_assignment(asset_slot: String, slot_id: String) -> bool:
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return asset_slot == slot_id
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## Returns the canonical order index for a slot (for serialization order).
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static func get_slot_index(slot_id: String) -> int:
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return SLOT_IDS.find(slot_id)
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