7ecf0d53bd
checkpoint / checkpoint (push) Failing after 3h14m9s
- Creator Studio: Visual behavior & property inspector, GLB model importer, binary persistence - Trust & Safety: 18+ TOS confirmation (DOB removed), creator guidelines & briefing card on join, in-game reporting HUD - Test Harness: Add --filter, --skip-backend, --skip-godot to run_checkpoint_tests.py
84 lines
2.2 KiB
GDScript
84 lines
2.2 KiB
GDScript
class_name EditorObjectCatalog
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extends RefCounted
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## Catalog of placeable world objects for the in-game editor's
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## `PalettePanel` (docs/architecture/editor.md §7.2).
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##
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## Mirrors the loading convention already used twice in this codebase --
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## `scripts/avatar/avatar_catalog.gd` (AvatarCatalog) and
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## `scripts/scripting/spawn_catalog.gd` (SpawnCatalog): a data-driven JSON
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## manifest, loaded once, looked up by id. Checked both before adding this:
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## `AvatarCatalog` is avatar-attachment-specific (base_body/slot/mount_bone)
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## and `SpawnCatalog` is scoped to `ScriptBehavior`'s `spawn_from_catalog`
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## verb specifically (its own doc comment says as much) -- neither is a
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## general "placeable world object" catalog, so this is a new, small one
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## rather than a reuse of either.
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## Catalog manifest structure:
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## { "objects": { "id": { "type", "asset_id", "display_name", ... } } }
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var _catalog: Dictionary = {}
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var _loaded: bool = false
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var _catalog_path: String = "res://assets/editor/object_catalog.json"
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func load_catalog(path: String = _catalog_path) -> Error:
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_catalog_path = path
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_catalog = {}
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var file := FileAccess.open(path, FileAccess.READ)
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if file == null:
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return FileAccess.get_open_error()
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var json_text: String = file.get_as_text()
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file.close()
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var result: Variant = JSON.parse_string(json_text)
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if result == null or not (result is Dictionary) or not (result as Dictionary).has("objects"):
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return ERR_INVALID_DATA
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_catalog = (result as Dictionary)["objects"]
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_loaded = true
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return OK
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func is_loaded() -> bool:
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return _loaded
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## Resolve a catalog id to its template Dictionary ({} if unknown/unloaded).
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func resolve(id: String) -> Dictionary:
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if not _loaded:
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return {}
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return _catalog.get(id, {})
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func has_object(id: String) -> bool:
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return _loaded and _catalog.has(id)
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func get_all_ids() -> Array[String]:
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if not _loaded:
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return []
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var ids: Array[String] = []
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for id in _catalog.keys():
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ids.append(id)
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return ids
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func register_custom_object(id: String, entry: Dictionary) -> bool:
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if not _loaded:
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_catalog = {}
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_loaded = true
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_catalog[id] = entry
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return true
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func remove_custom_object(id: String) -> bool:
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if not _loaded:
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return false
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return _catalog.erase(id)
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func get_catalog_path() -> String:
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return _catalog_path
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