Files
modbison/scripts/avatar/avatar_catalog.gd
T
daddy f51c49fcfa PC3 Phase 1.1: game boots clean from a bare clone
Root cause: a stale .godot/global_script_class_cache.cfg was force-committed
to the repo (last regenerated before the avatar system merged), and Godot
does not rebuild the global class registry on a plain headless scene run --
only an editor scan / `--import` does. So every cross-file `class_name`
reference in the avatar module failed to resolve from a fresh clone, and the
AvatarSystem autoload failed to instantiate entirely.

- Untrack .godot/ and sandbox_probe/.godot/ (already in .gitignore; were
  force-added during old WIP checkpoints)
- Reference sibling avatar scripts via preload() constants instead of their
  global class_name, so the module parses independent of scan order. Keeps
  the class_name declarations for editor/tooling use.
- avatar_loadout.gd's static from_json() factory self-references via a
  preload const too (a script can't resolve its own class_name mid-compile
  on a cold cache).
- smoke_test_avatar_system.gd: same preload treatment so it runs from a bare
  `--script` invocation.

Verified from a wiped .godot/: main_menu.tscn and game.tscn boot with zero
script errors; smoke_test_avatar_system 10/10, smoke_test_player 15/15,
smoke_test_main_menu_ui 13/13, smoke_test_test_level PASS.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-05 21:27:57 +00:00

185 lines
5.4 KiB
GDScript

## AvatarCatalog - Asset catalog management.
##
## Manages the mapping of asset IDs to their metadata and resource paths.
## Loads the catalog manifest from disk and provides lookup by ID and slot.
##
## The catalog is loaded from `res://assets/avatars/catalog.json` which follows
## the format specified in avatar.md §7.2.
class_name AvatarCatalog
extends RefCounted
# Preloaded rather than referenced by global class_name -- see avatar_loadout.gd.
const AvatarLoadout := preload("res://scripts/avatar/avatar_loadout.gd")
## Emitted when the catalog is loaded successfully.
signal catalog_loaded
## Emitted when the catalog fails to load.
signal catalog_load_failed(error_message: String)
## Catalog manifest structure:
## { "assets": { "id": { "type", "slot", "path", "version", ... } } }
var _catalog: Dictionary = {}
var _loaded: bool = false
var _catalog_path: String = "res://assets/avatars/catalog.json"
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Load the catalog from disk. Call this before any lookups.
func load_catalog(path: String = _catalog_path) -> Error:
_catalog_path = path
_catalog = {}
var file = FileAccess.open(path, FileAccess.READ)
if file == null:
var err = FileAccess.get_open_error()
catalog_load_failed.emit("Cannot open catalog: %s (error %d)" % [path, err])
return err
var json_text: String = file.get_as_text()
file.close()
var result: Variant = JSON.parse_string(json_text)
if result == null or not result is Dictionary:
catalog_load_failed.emit("Invalid JSON in catalog: %s" % path)
return ERR_PARSE_ERROR
var json: Dictionary = result as Dictionary
if not json.has("assets"):
catalog_load_failed.emit("Catalog missing 'assets' key")
return ERR_INVALID_DATA
_catalog = json["assets"]
_loaded = true
catalog_loaded.emit()
return OK
## Check if the catalog has been loaded.
func is_loaded() -> bool:
return _loaded
## Resolve an asset by its ID.
## Returns a Dictionary with keys: type, slot, path, version, etc.
## Returns null if the asset ID is not found.
func resolve(id: String) -> Dictionary:
if not _loaded:
return {}
return _catalog.get(id, {})
## Check if an asset ID exists in the catalog.
func has_asset(id: String) -> bool:
if not _loaded:
return false
return _catalog.has(id)
## Get all assets that belong to a given slot.
## Returns an array of asset ID strings.
func get_assets_by_slot(slot: String) -> Array[String]:
if not _loaded:
return []
var result: Array[String] = []
for id in _catalog:
var asset: Dictionary = _catalog[id]
if asset.get("slot") == slot:
result.append(id)
return result
## Get all asset IDs in the catalog.
func get_all_ids() -> Array[String]:
if not _loaded:
return []
return _catalog.keys()
## Validate a loadout against the catalog.
## Returns a Dictionary with "valid" (bool) and "errors" (Array[String]).
func validate_loadout(loadout: AvatarLoadout) -> Dictionary:
var errors: Array[String] = []
# Check base_body
if loadout.base_body.is_empty():
errors.append("Loadout missing base_body")
elif not has_asset(loadout.base_body):
errors.append("Unknown base_body asset: %s" % loadout.base_body)
else:
var base: Dictionary = resolve(loadout.base_body)
if base.get("type") != "base_body":
errors.append("base_body asset '%s' is not type 'base_body'" % loadout.base_body)
# Check each slot
for slot_id in loadout.slots:
var slot_value = loadout.slots[slot_id]
if slot_value == null:
continue
if slot_id == "accessory":
# Accessory is an array
if not slot_value is Array:
errors.append("Slot '%s' must be an array" % slot_id)
continue
for item_id in slot_value:
if not has_asset(item_id):
errors.append("Unknown accessory asset: %s" % item_id)
else:
var asset: Dictionary = resolve(item_id)
if asset.get("slot") != slot_id:
errors.append("Accessory '%s' slot '%s' does not match slot '%s'" % [
item_id, asset.get("slot"), slot_id
])
else:
# Exclusive slot - single value
if not slot_value is String:
errors.append("Slot '%s' must be a string or null" % slot_id)
continue
if not has_asset(slot_value):
errors.append("Unknown asset in slot '%s': %s" % [slot_id, slot_value])
else:
var asset: Dictionary = resolve(slot_value)
if asset.get("slot") != slot_id:
errors.append("Asset '%s' slot '%s' does not match slot '%s'" % [
slot_value, asset.get("slot"), slot_id
])
return {
"valid": errors.is_empty(),
"errors": errors
}
## Compute a hash of the loadout for change detection.
## Returns a 32-bit hash value (GDScript has no fixed-width uint type — int
## is 64-bit signed, the value is just constrained to 32 bits of range).
static func compute_loadout_hash(loadout: AvatarLoadout) -> int:
var hasher = HashingContext.new()
hasher.start(HashingContext.HASH_SHA256)
hasher.update(loadout.base_body.to_utf8_buffer())
for slot_id in loadout.slots:
var slot_value = loadout.slots[slot_id]
hasher.update(slot_id.to_utf8_buffer())
if slot_value is Array:
for item in slot_value:
hasher.update(item.to_utf8_buffer())
elif slot_value is String:
hasher.update(slot_value.to_utf8_buffer())
var hash_bytes = hasher.finish()
return hash_bytes[0] | (hash_bytes[1] << 8) | (hash_bytes[2] << 16) | (hash_bytes[3] << 24)
## Get the catalog path.
func get_catalog_path() -> String:
return _catalog_path