Files
TheTree_mock/scenes/main/world_preview.gd
T

2324 lines
99 KiB
GDScript

class_name WorldPreview
extends Control
signal facility_selected(instance_id: StringName)
signal staff_assignment_dropped(data: Dictionary, facility_id: StringName)
signal staff_assignment_clicked(staff_id: StringName, facility_id: StringName)
signal construction_selected(job_id: StringName)
signal legacy_stair_selected(stair_id: StringName)
signal cell_clicked(cell: Vector3i)
signal hovered_cell_changed(cell: Variant)
signal build_preview_changed(report: Dictionary)
signal excavation_preview_changed(report: Dictionary)
enum LayerMode {
FRONT,
BACK,
}
const OperationFeedbackScript := preload("res://scripts/ui/operation_feedback.gd")
const RoomPresentation := preload("res://scripts/ui/room_presentation.gd")
const People := preload("res://scripts/ui/pixel_people.gd")
const PixelArt := preload("res://scripts/ui/pixel_tower_art.gd")
const InactiveLayerRooms := preload("res://scripts/ui/inactive_layer_rooms.gd")
const LAYER_LENS_SHADER := preload("res://assets/shaders/layer_lens.gdshader")
const LAYER_TRANSITION_SECONDS := 0.55
const MAP_PADDING := Vector2(76.0, 70.0)
const INVALID_PREVIEW := {&"can_build": false, &"error_codes": [], &"reasons": [], &"cells": []}
const INVALID_EXCAVATION_PREVIEW := {
&"ok": false,
&"cells": [],
&"cost": {},
&"build_minutes": 0,
&"errors": [&"MISSING_DEPENDENCY"],
}
var layer_mode := LayerMode.FRONT:
set(value):
var previous := layer_mode
layer_mode = clampi(value, LayerMode.FRONT, LayerMode.BACK) as LayerMode
if previous != layer_mode and is_node_ready():
_start_layer_transition()
if _hovered_cell != null:
_hovered_cell = Vector3i(_hovered_cell.x, _hovered_cell.y, layer_mode)
queue_redraw()
_update_build_preview()
_update_excavation_preview()
var selected_entity_id: StringName = &"":
set(value):
selected_entity_id = value
queue_redraw()
var build_definition: Variant = null
var build_rotation := 0
var excavation_mode := false
var demolition_mode := false
var visual_theme: VisualThemeProfile = null
var zoom_level := 1.0
var pan_offset := Vector2.ZERO
var show_grid := false
var pan_mode := false
var modal_input_blocked := false:
set(value):
modal_input_blocked = value
if modal_input_blocked:
_end_pan_drag()
var _drawing := false
var _draw_cache: Dictionary = {}
var _inactive_layer_art: Node2D
var _layer_lens: ColorRect
var _layer_transition_elapsed := LAYER_TRANSITION_SECONDS
var _animation_time := 0.0
var _animation_frame := -1
var _actor_tracks: Dictionary = {}
var _elevator_tracks: Dictionary = {}
var _boarded_actor_ids: Dictionary = {}
var _carried_patients: Dictionary = {}
var _treated_patients: Dictionary = {}
var _resting_staff: Dictionary = {}
var _room_presentations: Dictionary = {}
var _queue_positions: Dictionary = {}
var _queue_hidden: Dictionary = {}
var _landing_badges: Array[Dictionary] = []
var _transport_report: Dictionary = {}
var _life_observation: Dictionary = {}
var _life_overlay: Node2D
var _life_observation_serial := 0
var _dragging := false
var _drag_button := MOUSE_BUTTON_NONE
var _runtime: Variant = null
var _hovered_cell: Variant = null
var _preview_topology_key: Array = []
var _connection_cache_key: Array = []
var _connection_cache_report: Dictionary = {}
var _last_preview_report: Dictionary = INVALID_PREVIEW.duplicate(true)
var _last_excavation_preview_report: Dictionary = INVALID_EXCAVATION_PREVIEW.duplicate(true)
func _ready() -> void:
clip_contents = true
texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
focus_mode = Control.FOCUS_CLICK
mouse_filter = Control.MOUSE_FILTER_STOP
resized.connect(queue_redraw)
mouse_exited.connect(_on_mouse_exited)
if _runtime == null:
_runtime = get_node_or_null("/root/SimulationRuntime")
_connect_runtime()
_inactive_layer_art = InactiveLayerRooms.new()
_inactive_layer_art.name = "InactiveLayerRooms"
add_child(_inactive_layer_art)
_life_overlay = Node2D.new()
_life_overlay.name = "LifeOverlay"
_life_overlay.draw.connect(_draw_life_overlay)
add_child(_life_overlay)
_layer_lens = ColorRect.new()
_layer_lens.name = "LayerLens"
_layer_lens.mouse_filter = Control.MOUSE_FILTER_IGNORE
_layer_lens.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
var lens_material := ShaderMaterial.new()
lens_material.shader = LAYER_LENS_SHADER
_layer_lens.material = lens_material
_layer_lens.visible = false
add_child(_layer_lens)
queue_redraw()
func set_runtime(value: Variant) -> void:
_connection_cache_key.clear()
_connection_cache_report.clear()
_disconnect_runtime()
_runtime = value
_actor_tracks.clear()
_elevator_tracks.clear()
_boarded_actor_ids.clear()
_connect_runtime()
queue_redraw()
_update_build_preview()
_update_excavation_preview()
func set_visual_theme(profile: VisualThemeProfile) -> void:
visual_theme = profile
queue_redraw()
func set_build_definition(definition: Variant, rotation := 0) -> void:
if definition != null:
demolition_mode = false
if definition != null and excavation_mode:
set_excavation_mode(false)
build_definition = definition
build_rotation = _normalized_rotation(rotation)
_update_build_preview()
queue_redraw()
func clear_build_definition() -> void:
build_definition = null
build_rotation = 0
_last_preview_report = INVALID_PREVIEW.duplicate(true)
build_preview_changed.emit(_last_preview_report.duplicate(true))
queue_redraw()
func set_build_rotation(value: int) -> void:
build_rotation = _normalized_rotation(value)
_update_build_preview()
queue_redraw()
func set_excavation_mode(enabled: bool) -> void:
if enabled:
demolition_mode = false
if excavation_mode == enabled:
_update_excavation_preview()
return
excavation_mode = enabled
if excavation_mode and build_definition != null:
build_definition = null
build_rotation = 0
_last_preview_report = INVALID_PREVIEW.duplicate(true)
build_preview_changed.emit(_last_preview_report.duplicate(true))
_update_excavation_preview()
queue_redraw()
func get_excavation_preview_report(cell: Variant = null) -> Dictionary:
var target: Variant = _hovered_cell if cell == null else cell
if not target is Vector3i:
return INVALID_EXCAVATION_PREVIEW.duplicate(true)
var excavation: Variant = _service(&"excavation_service")
if excavation != null and excavation.has_method(&"validate_excavation"):
var report: Variant = excavation.call(
&"validate_excavation",
Vector3i(target.x, target.y, layer_mode)
)
if report is Dictionary:
return report.duplicate(true)
return INVALID_EXCAVATION_PREVIEW.duplicate(true)
func get_hovered_cell() -> Variant:
return _hovered_cell
func clear_hovered_cell() -> void:
_set_hovered_cell(null)
func get_build_preview_report(cell: Variant = null) -> Dictionary:
var target: Variant = _hovered_cell if cell == null else cell
if build_definition == null or not target is Vector3i:
return INVALID_PREVIEW.duplicate(true)
if _runtime != null and _runtime.has_method(&"preview_build_facility"):
var result: Dictionary = _runtime.call(&"preview_build_facility", build_definition.id, Vector3i(target.x, target.y, layer_mode), build_rotation)
result[&"connection"] = _build_connection_report(
_cells_from_serialized(result.get(&"cells", [])),
Vector3i(target.x, target.y, layer_mode))
return result
var construction: Variant = _service(&"construction_service")
if construction != null and construction.has_method(&"validate_placement"):
var report: Variant = construction.call(
&"validate_placement",
build_definition,
Vector3i(target.x, target.y, layer_mode),
build_rotation
)
if report != null and report.has_method(&"to_dictionary"):
var result: Dictionary = report.call(&"to_dictionary")
result[&"connection"] = _build_connection_report(
_cells_from_serialized(result.get(&"cells", [])),
Vector3i(target.x, target.y, layer_mode))
return result
return {
&"can_build": _fallback_cells_are_available(Vector3i(target.x, target.y, layer_mode)),
&"error_codes": [],
&"reasons": [],
&"cells": _serialize_cells(_fallback_build_cells(Vector3i(target.x, target.y, layer_mode))),
}
func get_map_rect() -> Rect2:
if _drawing and _draw_cache.has(&"rect"):
return _draw_cache[&"rect"]
var bounds := _world_bounds()
if bounds.is_empty():
return Rect2()
var dimensions := _cell_dimensions()
var map_size := Vector2(
int(bounds[&"max_x"]) - int(bounds[&"min_x"]) + 1,
int(bounds[&"max_y"]) - int(bounds[&"min_y"]) + 1
) * dimensions
var result_value = Rect2(((size - map_size) * 0.5 + pan_offset).floor(), map_size)
if _drawing:
_draw_cache[&"rect"] = result_value
return result_value
func _cell_dimensions() -> Vector2:
if _drawing and _draw_cache.has(&"dimensions"):
return _draw_cache[&"dimensions"]
var bounds := _world_bounds()
if bounds.is_empty():
return Vector2(32, 48)
var columns := maxi(int(bounds[&"max_x"]) - int(bounds[&"min_x"]) + 1, 1)
var rows := maxi(int(bounds[&"max_y"]) - int(bounds[&"min_y"]) + 1, 1)
var available := (size - MAP_PADDING * 2.0).max(Vector2.ONE)
var fit := minf(available.x / (columns * 16.0), available.y / (rows * 24.0))
# Native 16px units use integer magnification. Large worlds can be viewed
# at overview scale, then enlarged with the same invertible camera mapping.
var pixel := maxf(floorf(fit), 1.0) if fit >= 1.0 else maxf(fit, 0.25)
var result_value = (Vector2(16, 24) * pixel * zoom_level).round().max(Vector2(4, 6))
if _drawing:
_draw_cache[&"dimensions"] = result_value
return result_value
func set_zoom(value: float, anchor := Vector2(-1, -1)) -> void:
var before := get_map_rect()
var at := size * 0.5 if anchor.x < 0 else anchor
var relative := (at - before.position) / before.size if before.has_area() else Vector2(0.5, 0.5)
zoom_level = clampf(value, 0.5, 4.0)
var after := get_map_rect()
pan_offset += at - (after.position + relative * after.size)
_clamp_pan()
_set_hovered_cell(canvas_to_cell(at))
queue_redraw()
func reset_view() -> void:
zoom_level = 1.0
pan_offset = Vector2.ZERO
_actor_tracks.clear()
queue_redraw()
func focus_operating_area() -> void:
# Explicit framing, never continuous tracking: the player's pan stays put.
zoom_level = 1.0
pan_offset = Vector2.ZERO
var area := Rect2()
var construction: Variant = _service(&"construction_service")
if construction != null:
for item: Dictionary in construction.get_facilities():
if int(item.get(&"layer", 0)) != layer_mode:
continue
var cells := _cells_from_serialized(item.get(&"occupied_cells", []))
if cells.is_empty():
continue
var rect := _cell_bounds_rect(cells)
area = area.merge(rect) if area.has_area() else rect
if area.has_area():
var relative := (area.get_center()-get_map_rect().position) / get_map_rect().size
zoom_level = clampf(minf(size.x*0.68/area.size.x, size.y*0.65/area.size.y), 0.5, 2.0)
var rect := get_map_rect()
pan_offset += size*Vector2(0.5, 0.58) - (rect.position+rect.size*relative)
else:
zoom_level = 2.0
pan_offset += size*Vector2(0.5, 0.65) - cell_to_canvas(Vector3i(0, 1, layer_mode))
_clamp_pan()
clear_hovered_cell()
queue_redraw()
func set_pan_mode(enabled: bool) -> void:
pan_mode = enabled
_end_pan_drag()
clear_hovered_cell()
func _end_pan_drag() -> void:
_dragging = false
_drag_button = MOUSE_BUTTON_NONE
mouse_default_cursor_shape = Control.CURSOR_DRAG if pan_mode else Control.CURSOR_ARROW
func _notification(what: int) -> void:
if what == NOTIFICATION_APPLICATION_FOCUS_OUT:
_end_pan_drag()
func _clamp_pan() -> void:
var extent := get_map_rect().size * 0.5 + size * 0.3
pan_offset = pan_offset.clamp(-extent, extent)
func _start_layer_transition() -> void:
if _layer_lens == null: return
_layer_transition_elapsed = 0.0
var center := size * 0.5
if _hovered_cell != null:
center = cell_to_canvas(_hovered_cell)
var lens_material := _layer_lens.material as ShaderMaterial
lens_material.set_shader_parameter("center", center / size.max(Vector2.ONE))
lens_material.set_shader_parameter("extent", size)
lens_material.set_shader_parameter("progress", 0.0)
_layer_lens.visible = true
func _process(delta: float) -> void:
# UI transitions complete even in active pause; actor time remains frozen.
if _layer_lens != null and _layer_lens.visible:
_layer_transition_elapsed = minf(_layer_transition_elapsed + maxf(delta, 0.0), LAYER_TRANSITION_SECONDS)
var lens_material := _layer_lens.material as ShaderMaterial
lens_material.set_shader_parameter("extent", size)
lens_material.set_shader_parameter("progress", _layer_transition_elapsed / LAYER_TRANSITION_SECONDS)
_layer_lens.visible = _layer_transition_elapsed < LAYER_TRANSITION_SECONDS
if build_definition != null and _hovered_cell is Vector3i and _current_preview_topology() != _preview_topology_key:
_update_build_preview()
queue_redraw()
var clock := get_node_or_null("/root/GameClock")
if clock != null and bool(clock.get("paused")):
return
var speed := float(clock.get("speed")) if clock != null else 1.0
_animation_time += delta * maxf(speed, 0.0)
var frame := int(_animation_time * 12.0)
if frame != _animation_frame:
_animation_frame = frame
queue_redraw()
func _unhandled_key_input(event: InputEvent) -> void:
if not event is InputEventKey or not event.pressed or event.echo:
return
if event.keycode == KEY_HOME:
reset_view()
get_viewport().set_input_as_handled()
elif event.keycode == KEY_G:
show_grid = not show_grid
queue_redraw()
get_viewport().set_input_as_handled()
func cell_to_canvas(cell: Vector3i) -> Vector2:
var bounds := _world_bounds()
if bounds.is_empty():
return Vector2.ZERO
return get_map_rect().position + Vector2(
float(cell.x - int(bounds[&"min_x"])) + 0.5,
float(int(bounds[&"max_y"]) - cell.y) + 0.5
) * _cell_dimensions()
func canvas_to_cell(canvas_position: Vector2) -> Variant:
var bounds := _world_bounds()
var map_rect := get_map_rect()
if bounds.is_empty() or not map_rect.has_area() or not map_rect.has_point(canvas_position):
return null
var local_position := (canvas_position - map_rect.position) / _cell_dimensions()
var cell := Vector3i(int(bounds[&"min_x"]) + floori(local_position.x), int(bounds[&"max_y"]) - floori(local_position.y), layer_mode)
var world: Variant = _service(&"world_service")
if world != null and world.has_method(&"is_in_bounds") and not bool(world.call(&"is_in_bounds", cell)):
return null
return cell
func get_cell_rect(cell: Vector3i) -> Rect2:
if _world_bounds().is_empty():
return Rect2()
var dimensions := _cell_dimensions()
return Rect2(cell_to_canvas(cell) - dimensions * 0.5, dimensions)
func facility_at_canvas(canvas_position: Vector2) -> StringName:
var cell: Variant = canvas_to_cell(canvas_position)
if not cell is Vector3i:
return &""
var world: Variant = _service(&"world_service")
if world == null or not world.has_method(&"get_occupant"):
return &""
var occupant_id := StringName(world.call(&"get_occupant", cell))
if occupant_id.is_empty():
return &""
var kind := &""
if world.has_method(&"get_occupant_kind"):
kind = StringName(world.call(&"get_occupant_kind", cell))
return occupant_id if kind == &"facility" else &""
func _gui_input(event: InputEvent) -> void:
if modal_input_blocked:
accept_event()
return
if event is InputEventMouseButton:
if not event.pressed and event.button_index == _drag_button:
_end_pan_drag()
accept_event()
return
if event.button_index == MOUSE_BUTTON_MIDDLE or (pan_mode and event.button_index == MOUSE_BUTTON_LEFT):
if event.pressed:
_dragging = true
_drag_button = event.button_index
mouse_default_cursor_shape = Control.CURSOR_DRAG
accept_event()
return
if event.pressed and event.button_index in [MOUSE_BUTTON_WHEEL_UP, MOUSE_BUTTON_WHEEL_DOWN]:
if pan_mode and not event.ctrl_pressed:
var direction := 1.0 if event.button_index == MOUSE_BUTTON_WHEEL_UP else -1.0
pan_offset.y += direction * _cell_dimensions().y * maxf(event.factor, 0.0)
_clamp_pan()
queue_redraw()
else:
set_zoom(zoom_level + (0.5 if event.button_index == MOUSE_BUTTON_WHEEL_UP else -0.5), event.position)
accept_event()
return
if event is InputEventMouseMotion and _dragging:
var mask := MOUSE_BUTTON_MASK_LEFT if _drag_button == MOUSE_BUTTON_LEFT else MOUSE_BUTTON_MASK_MIDDLE
if not event.button_mask & mask:
_end_pan_drag()
return
pan_offset += event.relative
_clamp_pan()
queue_redraw()
accept_event()
return
if event is InputEventMouseMotion:
if not pan_mode:
_set_hovered_cell(canvas_to_cell(event.position))
return
if not event is InputEventMouseButton or not event.pressed or event.button_index != MOUSE_BUTTON_LEFT:
return
var cell: Variant = canvas_to_cell(event.position)
if not cell is Vector3i:
return
if build_definition != null or excavation_mode or demolition_mode:
cell_clicked.emit(cell)
accept_event()
return
var stair_id := legacy_stair_at_canvas(event.position)
if not stair_id.is_empty():
selected_entity_id = stair_id
legacy_stair_selected.emit(stair_id)
accept_event()
return
var world: Variant = _service(&"world_service")
if world != null and world.has_method(&"get_occupant"):
var occupant_id := StringName(world.call(&"get_occupant", cell))
var kind := &""
if world.has_method(&"get_occupant_kind"):
kind = StringName(world.call(&"get_occupant_kind", cell))
if not occupant_id.is_empty() and kind == &"facility":
selected_entity_id = occupant_id
facility_selected.emit(occupant_id)
accept_event()
return
if not occupant_id.is_empty() and kind == &"construction":
selected_entity_id = occupant_id
construction_selected.emit(occupant_id)
accept_event()
return
cell_clicked.emit(cell)
accept_event()
func _draw() -> void:
_drawing = true
_draw_cache.clear()
_draw_contents()
_drawing = false
_draw_cache.clear()
func _draw_contents() -> void:
_life_observation = {}
if _life_overlay != null:
_life_overlay.queue_redraw()
if _inactive_layer_art != null:
_inactive_layer_art.visible = false
_draw_background()
var bounds := _world_bounds()
if bounds.is_empty():
_draw_center_message("世界データを待っています")
return
var map_rect := get_map_rect()
if map_rect.size == Vector2.ZERO:
return
_life_observation = _build_life_observation()
_life_observation_serial += 1
_life_observation[&"observation_serial"] = _life_observation_serial
_life_observation[&"overlay_consumed_serial"] = -1
_room_presentations = _life_observation[&"rooms"]
_carried_patients = _life_observation[&"carried_patients"]
_treated_patients = _life_observation[&"treated_patients"]
_resting_staff = _life_observation[&"resting_staff"]
_queue_positions = _life_observation[&"queue_positions"]
_queue_hidden = _life_observation[&"queue_hidden"]
_landing_badges.assign(_life_observation[&"landing_badges"])
_transport_report = _life_observation[&"elevators"]
_boarded_actor_ids = _life_observation[&"boarded"]
_actor_tracks = _life_observation[&"actor_tracks"]
_elevator_tracks = _life_observation[&"elevator_tracks"]
_draw_world_cells(bounds, map_rect)
_draw_world_entity_icons()
_draw_legacy_stairs()
_draw_other_layer()
_draw_construction_labels()
_draw_facility_labels()
_draw_excavation_jobs()
_draw_build_preview()
_draw_excavation_preview()
_draw_hover()
_draw_map_caption(map_rect)
## The report describes the last submitted draw, not an independently sampled world.
## Callers cannot mutate either the frame or its interpolation tracks.
func get_life_observation_report() -> Dictionary:
return _life_observation.duplicate(true)
## Pure with respect to Runtime and this Control: helpers mutate only fresh local
## dictionaries (including copies of visual tracks). No whole Runtime snapshot
## is copied per frame; whole typed snapshots belong to sparse diagnostics.
func _build_life_observation() -> Dictionary:
var model := _observe_rooms()
model.merge(_observe_queues())
model[&"layer"] = layer_mode
model[&"zoom"] = zoom_level
model[&"pan"] = pan_offset
model[&"viewport"] = size
model[&"animation_time"] = _animation_time
model[&"actor_tracks"] = _actor_tracks.duplicate(true)
model[&"elevator_tracks"] = _elevator_tracks.duplicate(true)
model[&"boarded"] = {}
var clock := get_node_or_null("/root/GameClock")
model[&"paused"] = clock != null and bool(clock.get("paused"))
model[&"cabins"] = _observe_elevators(model)
model[&"actor_drawings"] = _observe_actors(model)
var guests: Array[Dictionary] = []
var staff: Array[Dictionary] = []
var tasks: Array[Dictionary] = []
var guest_service: Variant = _service(&"guest_service")
if guest_service != null and guest_service.has_method(&"get_guests"):
for guest: GuestRuntime in guest_service.get_guests():
guests.append({&"id": guest.guest_id, &"state": GuestRuntime.State.keys()[guest.state],
&"cell": guest.current_cell, &"target": guest.target_facility_id,
&"service": guest.current_service_id, &"queue": guest.queue_request_id})
var staff_service: Variant = _service(&"staff_service")
if staff_service != null:
for member: StaffRuntime in staff_service.get_staff_members():
staff.append({&"id": member.staff_id, &"state": StaffRuntime.State.keys()[member.state],
&"cell": member.current_cell, &"task": member.current_task_id,
&"facility": member.assigned_facility_id, &"role": member.role_id,
&"carried_inventory_id": member.carried_inventory_id})
for task: StaffTask in staff_service.get_tasks():
tasks.append({&"id": task.task_id, &"state": StaffTask.State.keys()[task.state],
&"type": task.task_type, &"staff": task.assigned_staff_id,
&"target": task.target_entity_id, &"rescue_facility": task.rescue_facility_id})
model[&"guests"] = guests
model[&"staff"] = staff
model[&"tasks"] = tasks
_fit_life_actors(model)
var bridge: Variant = _service(&"supply_logistics")
var goods: Dictionary = bridge.get_report() if bridge != null else {&"requests": [], &"deliveries": []}
model[&"goods"] = goods
var badges: Array[Dictionary] = []
var facilities: Variant = _service(&"facility_service")
var world: Variant = _service(&"world_service")
if facilities != null and world != null:
for instance: FacilityInstance in facilities.get_instances():
if instance.origin.z != layer_mode:
continue
var cells: Array[Vector3i] = world.get_entity_cells(instance.instance_id)
if cells.is_empty():
continue
var rect := _cell_bounds_rect(cells)
var data: Dictionary = model[&"rooms"][instance.instance_id]
data[&"rect"] = rect
data[&"definition_id"] = instance.definition_id
var count := RoomPresentation.slots(rect, _cell_dimensions().x / 16.0, instance.definition_id).size()
badges.append({&"facility": instance.instance_id, &"kind": &"business",
&"at": rect.position + Vector2(2, 2),
&"text": RoomPresentation.business_label(data) + " " + RoomPresentation.label(data, count)})
var requests: Array[Dictionary] = []
for request: Dictionary in goods.get(&"requests", []):
if request[&"source_facility_id"] == instance.instance_id or request[&"destination_facility_id"] == instance.instance_id:
requests.append(request)
if not requests.is_empty():
badges.append({&"facility": instance.instance_id, &"kind": &"supply",
&"at": rect.position + Vector2(2, 16), &"requests": requests,
&"text": RoomPresentation.supply_label(requests)})
model[&"badges"] = badges
_resolve_observation_labels(model)
var obstacles: Array[Rect2] = []
for cabin: Dictionary in model[&"cabins"]:
obstacles.append(cabin[&"rect"])
obstacles.append(cabin[&"badge_rect"])
for collection: Array in [badges, model[&"landing_badges"], model.get(&"actor_aggregations", [])]:
for badge: Dictionary in collection:
obstacles.append(_readable_badge_rect(badge[&"at"], badge[&"text"]))
model[&"traffic_obstacles"] = obstacles
var traffic: Array[Dictionary] = []
var path: Variant = _service(&"path_service")
var bounds := _world_bounds()
if path != null and not bounds.is_empty():
for y in range(int(bounds[&"min_y"]), int(bounds[&"max_y"]) + 1):
for x in range(int(bounds[&"min_x"]), int(bounds[&"max_x"]) + 1):
var cell := Vector3i(x, y, layer_mode)
var row: Dictionary = path.get_cell_traffic(cell)
if not row.is_empty():
var cell_rect := get_cell_rect(cell)
var rect := cell_rect.grow(-2.0)
var world_pixel := _cell_dimensions().x / 16.0
var thickness := clampf(rect.size.y * 0.16, 2.0, 5.0)
var band := Rect2(Vector2(rect.position.x + rect.size.x * 0.12,
cell_rect.end.y - 2 * world_pixel - thickness * 0.5),
Vector2(rect.size.x * 0.76, thickness))
traffic.append({&"cell": cell, &"traffic": row, &"rect": rect, &"band_rect": band,
&"segment_rects": _traffic_segments(band, rect, obstacles)})
model[&"traffic"] = traffic
return model
## Subtract opaque observation regions, retaining a visible density mark even
## when the ordinary floor band is completely behind a moving cabin.
func _traffic_segments(band: Rect2, cell: Rect2, obstacles: Array[Rect2]) -> Array[Rect2]:
for y: float in [band.position.y, cell.position.y, cell.end.y - band.size.y]:
var pieces: Array[Rect2] = [Rect2(Vector2(band.position.x, y), band.size)]
for obstacle: Rect2 in obstacles:
var remaining: Array[Rect2] = []
for piece: Rect2 in pieces:
var cut := piece.intersection(obstacle)
if not cut.has_area():
remaining.append(piece)
continue
for part: Rect2 in [Rect2(piece.position, Vector2(piece.size.x, cut.position.y-piece.position.y)),
Rect2(Vector2(piece.position.x, cut.end.y), Vector2(piece.size.x, piece.end.y-cut.end.y)),
Rect2(Vector2(piece.position.x, cut.position.y), Vector2(cut.position.x-piece.position.x, cut.size.y)),
Rect2(Vector2(cut.end.x, cut.position.y), Vector2(piece.end.x-cut.end.x, cut.size.y))]:
if part.has_area():
remaining.append(part)
pieces = remaining
if not pieces.is_empty():
return pieces
return []
func _resolve_observation_labels(model: Dictionary) -> void:
var placed: Array[Dictionary] = []
for i: int in model[&"cabins"].size():
var cabin: Dictionary = model[&"cabins"][i]
placed.append({&"id": "cabin/%d/rect" % i, &"rect": cabin[&"rect"]})
placed.append({&"id": "cabin/%d/badge" % i, &"rect": cabin[&"badge_rect"]})
for kind: String in ["business", "supply", "landing", "aggregation"]:
var collection: Array = model[&"badges"] if kind in ["business", "supply"] else model[&"landing_badges"] if kind == "landing" else model.get(&"actor_aggregations", [])
for i: int in collection.size():
var badge: Dictionary = collection[i]
if kind in ["business", "supply"] and badge[&"kind"] != kind:
continue
var anchor: Vector2 = badge[&"at"]
var at := anchor
var displaced_by: Array[String] = []
# Each collision advances to an existing right edge. Positive widths
# guarantee termination; touching edges are allowed.
while true:
var blocker: Dictionary = {}
for previous: Dictionary in placed:
if _readable_badge_rect(at, badge[&"text"]).intersection(previous[&"rect"]).has_area():
blocker = previous
break
if blocker.is_empty():
break
displaced_by.append(blocker[&"id"])
at.x = (blocker[&"rect"] as Rect2).end.x
badge[&"anchor"] = anchor
badge[&"at"] = at
badge[&"displaced_by"] = displaced_by.duplicate(true)
placed.append({&"id": "%s/%d" % [kind, i], &"rect": _readable_badge_rect(at, badge[&"text"])})
func _draw_life_badges(canvas: CanvasItem) -> void:
for badge: Dictionary in _life_observation.get(&"badges", []):
_draw_readable_badge(badge[&"at"], badge[&"text"], canvas)
func _draw_background() -> void:
var night := false
var clock := get_node_or_null("/root/GameClock")
if clock != null:
var hour := int(clock.call("get_hour"))
night = hour >= 18 or hour < 6
var sky := Color("b5cbb5") if not night else Color("273c49")
if layer_mode == LayerMode.BACK:
sky = Color("526d68") if not night else Color("233d40")
draw_rect(Rect2(Vector2.ZERO, size), sky)
# Pixel silhouettes make the world frame distinct from the usable floors.
var horizon := size.y * 0.65
for band in range(3):
var color := [Color("8cae98"), Color("749981"), Color("567e68")][band] as Color
if night:
color = color.darkened(0.48)
for x in range(-24, int(size.x)+64, 48):
var crown_y := horizon + band*46 - posmod(x*17+band*29, 83)
draw_rect(Rect2(x, crown_y, 48, size.y-crown_y), color)
draw_rect(Rect2(x+8, crown_y-12, 32, 12), color)
if night:
for i in range(28):
var at := Vector2(posmod(i*137+31, maxi(int(size.x),1)), posmod(i*47+13,maxi(int(horizon),1)))
draw_rect(Rect2(at,Vector2(2,2)),Color("c6d3b6"))
else:
for i in range(5):
var x := float(posmod(i*263+41, maxi(int(size.x),1)))
var y := 32.0+float(i%3)*27.0
draw_rect(Rect2(x,y,86,12),Color("d5dec4"))
draw_rect(Rect2(x+17,y-7,46,7),Color("d5dec4"))
func _draw_world_cells(bounds: Dictionary, map_rect: Rect2) -> void:
var world: Variant = _service(&"world_service")
if world == null:
return
var p := _cell_dimensions().x / 16.0
var ground := get_cell_rect(Vector3i(0,0,layer_mode)).end.y
var trunk := Rect2(map_rect.position-Vector2(9*p,22*p), map_rect.size+Vector2(18*p,24*p))
draw_rect(trunk, Color("574d39"))
draw_rect(trunk.grow(-2*p), Color("776445"))
for x in range(int(trunk.position.x+4*p),int(trunk.end.x),maxi(int(7*p),1)):
var notch := float(posmod(x*11,17))*p
draw_rect(Rect2(x,trunk.position.y+notch,2*p,trunk.size.y-notch),Color("8a7350"))
# Branches, crown and roots belong to the scenery, never facility slots.
for side in [-1,1]:
var edge := trunk.position.x if side < 0 else trunk.end.x
for branch in range(3):
var y := trunk.position.y+(branch*24+22)*p
var x := edge-(18+branch*4)*p if side<0 else edge
draw_rect(Rect2(x,y,(18+branch*4)*p,5*p),Color("69583d"))
_draw_leaf_cluster(Vector2(x+(2 if side<0 else 14)*p,y-5*p),p,branch)
var root_x := edge-28*p if side<0 else edge-2*p
draw_rect(Rect2(root_x,ground-3*p,30*p,6*p),Color("65583e"))
draw_rect(Rect2(root_x+(10*p if side<0 else 0),ground-7*p,20*p,5*p),Color("776445"))
draw_rect(Rect2(trunk.position.x-12*p,trunk.position.y-14*p,trunk.size.x+24*p,17*p),Color("385d45"))
for i in range(17):
var arch := sin(float(i)/16.0*PI)*17.0
_draw_leaf_cluster(Vector2(trunk.position.x+float(i)*trunk.size.x/16.0,trunk.position.y-4*p-arch*p-float(i%3)*3*p),p,i)
# Unbuilt space stays dark wood; completed rooms cut into it below.
for y in range(int(bounds[&"min_y"]), int(bounds[&"max_y"])+1):
for x in range(int(bounds[&"min_x"]),int(bounds[&"max_x"])+1):
var cell := Vector3i(x,y,layer_mode)
var rect := get_cell_rect(cell)
if not rect.intersects(Rect2(Vector2.ZERO,size)):
continue
var excavated := bool(world.call(&"is_excavated",cell)) if world.has_method(&"is_excavated") else true
if not excavated:
draw_rect(rect,Color("47463e"))
if posmod(x+y,3)==0:
draw_rect(Rect2(rect.position+Vector2(5,11)*p,Vector2(5,2)*p),Color("5a594b"))
elif bool(world.call(&"is_walkable",cell)):
draw_rect(rect.grow(-p), Color("aaa083") if layer_mode==LayerMode.FRONT else Color("829a8d"))
draw_rect(Rect2(rect.position.x,rect.end.y-4*p,rect.size.x,3*p),Color("b69465"))
draw_rect(Rect2(rect.position.x,rect.end.y-p,rect.size.x,p),Color("514839"))
if posmod(x,4)==0:
PixelArt.window(self,rect.position+Vector2(5,4)*p,p)
var kind := StringName(world.call(&"get_occupant_kind",cell))
if kind==&"construction":
draw_rect(rect.grow(-p),Color("8d7951"))
_draw_hatch(rect.grow(-p),Color("e1bd6c"),rect.size.x)
if show_grid or build_definition != null or excavation_mode:
draw_rect(rect,Color("dfd4ad",0.25),false,1.0)
var label_at := Vector2(map_rect.position.x-32*p, get_cell_rect(Vector3i(0,y,layer_mode)).get_center().y)
var floor_name := "%dF" % (y+1) if y>=0 else "B%d" % -y
draw_rect(Rect2(label_at-Vector2(2,8)*p,Vector2(22,12)*p),Color("2f493f"))
draw_string(ThemeDB.fallback_font,label_at+Vector2(0,1)*p,floor_name,HORIZONTAL_ALIGNMENT_CENTER,18*p,clampi(int(7*p),10,18),Color("e4d9b9"))
# A narrow garden frames the entrance without hiding underground floors.
draw_rect(Rect2(map_rect.position.x-35*p,ground,map_rect.size.x+70*p,3*p),Color("58784c"))
var town := visual_theme.pixel_town_tiles if visual_theme != null else null
for side in [-1,1]:
var gx := map_rect.position.x-32*p if side<0 else map_rect.end.x+15*p
PixelArt.tile(self,town,4,Rect2(gx,ground-30*p,16*p,16*p))
PixelArt.tile(self,town,16,Rect2(gx,ground-14*p,16*p,16*p))
PixelArt.tile(self,town,2,Rect2(gx-12*p,ground-8*p,12*p,12*p))
func _draw_leaf_cluster(center: Vector2, p: float, variation: int) -> void:
var c := center.round()
var shift := float(variation%3)*2.0
draw_rect(Rect2(c-Vector2(24,5)*p,Vector2(48,12)*p),Color("385d45"))
draw_rect(Rect2(c-Vector2(20,10)*p,Vector2(40,20)*p),Color("4c7950"))
draw_rect(Rect2(c-Vector2(13+shift,15)*p,Vector2(29,25)*p),Color("4c7950"))
draw_rect(Rect2(c-Vector2(22,5)*p,Vector2(37,10)*p),Color("5e8b57"))
draw_rect(Rect2(c-Vector2(11+shift,13)*p,Vector2(23,7)*p),Color("739957"))
for i in range(9):
var offset := Vector2(posmod(i*11+variation*3,38)-19,posmod(i*7+variation,21)-11)*p
draw_rect(Rect2(c+offset,Vector2(3+i%2,2)*p),Color("95ad69") if i%3==0 else Color("648957"))
func _draw_life_overlay() -> void:
if _life_observation.is_empty():
return
# These are actual child indices and the passes executed by this callback.
_life_observation[&"overlay_child_indices"] = [_inactive_layer_art.get_index(), _life_overlay.get_index(), _layer_lens.get_index()]
_life_observation[&"overlay_passes"] = []
_life_observation[&"overlay_passes"].append(&"traffic")
_draw_congestion_overlay(_life_overlay)
_life_observation[&"overlay_passes"].append(&"cabins")
_draw_elevators(_life_overlay)
_draw_life_badges(_life_overlay)
_life_observation[&"overlay_passes"].append(&"actors")
for cabin: Dictionary in _life_observation.get(&"cabins", []):
for actor: Dictionary in cabin[&"passengers"]:
_draw_observed_actor(actor, _life_overlay)
_draw_actors(_life_overlay)
for badge: Dictionary in _life_observation.get(&"actor_aggregations", []):
_draw_readable_badge(badge[&"at"], badge[&"text"], _life_overlay)
_life_observation[&"overlay_consumed_serial"] = _life_observation[&"observation_serial"]
func _draw_congestion_overlay(canvas: CanvasItem) -> void:
for row: Dictionary in _life_observation.get(&"traffic", []):
var traffic: Dictionary = row[&"traffic"]
var density := int(traffic[&"current_density"])
var blocked := bool(traffic[&"temporary_block"])
if density <= 0 and not blocked:
continue
var ratio := float(density) / maxi(int(traffic[&"base_capacity"]), 1)
var color := Color("e34332") if blocked or ratio > 1.0 else Color("e3a62f") if ratio >= 0.65 else Color("55c96b")
# At overview zoom a whole cell can be covered by opaque badges. Still
# submit its density band, beneath those later draws, and report no visible
# fragments. No traffic cell or raw density row is dropped.
if row[&"segment_rects"].is_empty():
canvas.draw_rect(row[&"band_rect"], Color(color, 0.90))
for segment: Rect2 in row[&"segment_rects"]:
canvas.draw_rect(segment, Color(color, 0.90))
## Visual-only level comes from the existing live FacilityInstance, not the
## construction footprint dictionary. No upgrade or simulation value is written.
func _facility_visual_level(instance_id: StringName) -> int:
var service: Variant = _service(&"facility_service")
if service == null or not service.has_method(&"get_instance"):
return 1
var instance: Variant = service.get_instance(instance_id)
return int(instance.level) if instance != null else 1
func _completed_facilities_for_draw() -> Array:
if _drawing and _draw_cache.has(&"completed_facilities"):
return _draw_cache[&"completed_facilities"]
var construction: Variant = _service(&"construction_service")
var facilities: Array = construction.get_facilities() if construction != null else []
if _drawing:
_draw_cache[&"completed_facilities"] = facilities
return facilities
func _construction_jobs_for_draw() -> Array:
if _drawing and _draw_cache.has(&"construction_jobs"):
return _draw_cache[&"construction_jobs"]
var construction: Variant = _service(&"construction_service")
var jobs: Array = construction.get_jobs() if construction != null else []
if _drawing:
_draw_cache[&"construction_jobs"] = jobs
return jobs
func _other_layer_rooms() -> Array[Dictionary]:
var rooms: Array[Dictionary] = []
for facility: Dictionary in _completed_facilities_for_draw():
if int(facility.get(&"layer", 0)) == layer_mode: continue
var cells := _cells_from_serialized(facility.get(&"occupied_cells", []))
if cells.is_empty(): continue
var rect := _cell_bounds_rect(cells)
if rect.intersects(Rect2(Vector2.ZERO, size)):
rooms.append({&"id": facility[&"instance_id"], &"rect": rect, &"definition_id": facility[&"definition_id"], &"origin_x": cells[0].x,
&"level": _facility_visual_level(StringName(facility[&"instance_id"]))})
for job: ConstructionJob in _construction_jobs_for_draw():
if job.layer == layer_mode or job.state in [ConstructionJob.State.COMPLETED, ConstructionJob.State.CANCELLED]: continue
if job.reserved_cells.is_empty(): continue
var rect := _cell_bounds_rect(job.reserved_cells)
if rect.intersects(Rect2(Vector2.ZERO, size)):
rooms.append({&"id":job.job_id, &"rect":rect, &"definition_id":job.definition_id,
&"origin_x":job.origin.x, &"building":true, &"progress":job.progress})
for stair: Dictionary in get_legacy_stair_records():
var upper: Vector3i = stair[&"to"] if stair[&"to"].y > stair[&"from"].y else stair[&"from"]
if upper.z == layer_mode: continue
var rect := _legacy_stair_rect(upper)
if rect.intersects(Rect2(Vector2.ZERO,size)):
rooms.append({&"id":stair[&"id"], &"rect":rect, &"legacy_stair":true,
&"definition_id":&"service_stairs" if upper.z==LayerMode.BACK else &"guest_stairs", &"origin_x":upper.x})
return rooms
func _draw_other_layer() -> void:
# Opposite-layer footprints are visual context only. Hit testing still uses
# the selected layer's WorldService occupancy, including overlapping rooms.
var rooms := _other_layer_rooms()
if _inactive_layer_art != null:
_inactive_layer_art.visible = layer_mode == LayerMode.FRONT
_inactive_layer_art.set("rooms", rooms)
_inactive_layer_art.set("pixel_scale", _cell_dimensions().x / 16.0)
_inactive_layer_art.set("dungeon", visual_theme.pixel_dungeon_tiles if visual_theme != null else null)
_inactive_layer_art.set("town", visual_theme.pixel_town_tiles if visual_theme != null else null)
_inactive_layer_art.queue_redraw()
for room: Dictionary in rooms:
var rect: Rect2 = room[&"rect"]
if bool(room.get(&"building", false)):
var color := Color(0.95,0.76,0.35,0.45)
draw_rect(rect.grow(-2),color,false,1.0)
_draw_hatch(rect.grow(-3),Color(color,0.24),_cell_dimensions().x)
_draw_readable_badge(rect.position+Vector2(3,3),"%s 工事%d%%" % ["裏" if layer_mode==LayerMode.FRONT else "表",clampi(int(room[&"progress"])/100,0,100)])
continue
if layer_mode == LayerMode.FRONT:
draw_rect(rect.grow(-2), Color(0.6, 0.87, 0.9, 0.45), false, 1.0)
else:
var color := Color(0.94, 0.83, 0.54, 0.55)
draw_rect(rect.grow(-2), color, false, 1.0)
draw_line(rect.position+Vector2(3,3), rect.end-Vector2(3,3), Color(color,0.2), 1.0)
func _draw_world_entity_icons() -> void:
var construction: Variant = _service(&"construction_service")
if construction == null or not construction.has_method(&"get_facilities"):
return
var p := _cell_dimensions().x / 16.0
var dungeon := visual_theme.pixel_dungeon_tiles if visual_theme != null else null
var town := visual_theme.pixel_town_tiles if visual_theme != null else null
for value: Variant in _completed_facilities_for_draw():
if not value is Dictionary or int(value.get(&"layer",0)) != layer_mode:
continue
var facility: Dictionary = value
var cells := _cells_from_serialized(facility.get(&"occupied_cells",[]))
if cells.is_empty():
continue
var rect := _cell_bounds_rect(cells)
if not rect.intersects(Rect2(Vector2.ZERO,size)):
continue
var id := StringName(facility.get(&"definition_id",&""))
PixelArt.room(self,rect,id,p,dungeon,town,layer_mode==LayerMode.BACK,cells[0].x, _room_presentations.get(StringName(facility.get(&"instance_id", &"")), {}), _facility_visual_level(StringName(facility.get(&"instance_id", &""))))
var instance_id := StringName(facility.get(&"instance_id",&""))
# Thin status lamp conveys operational state without repainting a room.
draw_rect(Rect2(rect.end.x-4*p,rect.position.y+2*p,2*p,2*p),_facility_color(instance_id))
if instance_id==selected_entity_id:
draw_rect(rect.grow(-p),Color("f5d582"),false,2*p)
func _readable_badge_rect(at: Vector2, text: String) -> Rect2:
# A conservative em-width box makes geometry independently reproducible.
# Text still uses the existing fallback font and size.
return Rect2(at, Vector2(text.length() * 10 + 6, 14))
func _draw_readable_badge(at: Vector2, text: String, canvas: CanvasItem = null) -> void:
if canvas == null:
canvas = self
var rect := _readable_badge_rect(at, text)
if not rect.intersects(Rect2(Vector2.ZERO, size)):
return
canvas.draw_rect(rect, Color("34413b"))
canvas.draw_string(ThemeDB.fallback_font, at+Vector2(3, 11), text, HORIZONTAL_ALIGNMENT_LEFT, -1, 10, Color("fff2ce"))
func _prepare_room_presentations() -> void:
var model := _observe_rooms()
_room_presentations = model[&"rooms"]
_carried_patients = model[&"carried_patients"]
_treated_patients = model[&"treated_patients"]
_resting_staff = model[&"resting_staff"]
func _observe_rooms() -> Dictionary:
var _room_presentations: Dictionary = {}
var _carried_patients: Dictionary = {}
var _treated_patients: Dictionary = {}
var _resting_staff: Dictionary = {}
var service: Variant = _service(&"facility_service")
if service == null:
return {&"rooms": _room_presentations, &"carried_patients": _carried_patients, &"treated_patients": _treated_patients, &"resting_staff": _resting_staff}
for instance: Variant in service.get_instances():
if instance.origin.z == layer_mode:
_room_presentations[instance.instance_id] = RoomPresentation.describe(instance)
var staff: Variant = _service(&"staff_service")
if staff != null:
if _runtime is Object and _runtime.has_method("get_staff_rest_report"):
for member: StaffRuntime in staff.get_staff_members():
if member.state != StaffRuntime.State.OFF_DUTY: continue
var rest: Dictionary = _runtime.get_staff_rest_report(member.staff_id)
if not rest.get(&"resting", false): continue
_resting_staff[member.staff_id] = rest[&"facility_id"]
var room: Dictionary = _room_presentations.get(rest[&"facility_id"], {})
if not room.is_empty():
room[&"people"].append(member.staff_id)
room[&"count"] += 1
for task: StaffTask in staff.get_tasks():
if task.task_type != &"rescue_transport" or task.is_terminal() or task.assigned_staff_id.is_empty(): continue
if task.state == StaffTask.State.WORKING:
_treated_patients[task.target_entity_id] = task.rescue_facility_id
var data: Dictionary = _room_presentations.get(task.rescue_facility_id, {})
if not data.is_empty():
data[&"people"].append(task.target_entity_id)
data[&"count"] += 1
else:
_carried_patients[task.target_entity_id] = task.assigned_staff_id
return {&"rooms": _room_presentations, &"carried_patients": _carried_patients, &"treated_patients": _treated_patients, &"resting_staff": _resting_staff}
func _prepare_queues() -> void:
var model := _observe_queues()
_queue_positions = model[&"queue_positions"]
_queue_hidden = model[&"queue_hidden"]
_landing_badges.assign(model[&"landing_badges"])
_transport_report = model[&"elevators"]
func _observe_queues() -> Dictionary:
var _queue_positions: Dictionary = {}
var _queue_hidden: Dictionary = {}
var _landing_badges: Array[Dictionary] = []
var _transport_report: Dictionary = {}
var groups: Dictionary = {}
var facilities: Variant = _service(&"facility_service")
var guests: Variant = _service(&"guest_service")
if facilities != null and guests != null:
for instance: Variant in facilities.get_instances():
for request_id: StringName in instance.queue_entries:
var request: Variant = facilities.get_request(request_id)
if request == null:
continue
for guest_id: StringName in request.guest_ids:
var guest: Variant = guests.get_guest(guest_id)
if guest != null and guest.state == GuestRuntime.State.QUEUING:
_add_queue_member(groups, "guest/"+String(guest_id), guest.current_cell)
var transport: Variant = _service(&"elevators")
if transport != null:
_transport_report = transport.get_report()
var trips: Array = _transport_report.get(&"trips", [])
trips.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return int(a[&"enqueued_at"]) < int(b[&"enqueued_at"]) or (a[&"enqueued_at"] == b[&"enqueued_at"] and String(a[&"actor_id"]) < String(b[&"actor_id"])))
for trip: Dictionary in trips:
if trip[&"state"] == PathService.ELEVATOR_REQUEST_QUEUED:
var cell: Variant = trip[&"from"]
if cell is Array:
cell = Vector3i(cell[0], cell[1], cell[2])
_add_queue_member(groups, _elevator_actor_key(String(trip[&"actor_id"])), cell)
var lift_cells: Dictionary = {}
for shaft: Dictionary in _transport_report.get(&"shafts", []):
for stop: Vector3i in _cells_from_serialized(shaft.get(&"stops", [])):
for offset: int in range(maxi(int(shaft.get(&"width", 2)), 1)):
lift_cells[stop + Vector3i(offset, 0, 0)] = true
var reserved: Dictionary = {}
var cells: Array = groups.keys()
cells.sort_custom(func(a: Vector3i, b: Vector3i) -> bool: return a.y < b.y or (a.y == b.y and a.x < b.x))
for cell: Vector3i in cells:
var members: Array = groups[cell]
var lane: Array[Vector3i] = []
if not lift_cells.has(cell):
lane.append(cell)
var world: Variant = _service(&"world_service")
for direction: int in [-1, 1]:
for distance: int in range(1, 9):
var next := cell + Vector3i(direction*distance, 0, 0)
if world == null or not world.is_walkable(next):
break
if lift_cells.has(next):
break
var occupant: StringName = world.get_occupant(next)
var facility: Variant = facilities.get_instance(occupant) if facilities != null else null
if facility != null and facility.definition_id not in [&"guest_corridor", &"service_corridor"]:
break
lane.append(next)
var index := 0
for target: Vector3i in lane:
if index >= members.size():
break
if reserved.has(target):
continue
reserved[target] = true
_queue_positions[members[index]] = cell_to_canvas(target)
index += 1
for hidden: int in range(index, members.size()):
_queue_hidden[members[hidden]] = true
var text := RoomPresentation.queue_label(members.size(), members.size()-index)
_landing_badges.append({&"at": get_cell_rect(cell).position + Vector2(-80 if lift_cells.has(cell) else 0, -16), &"text": text, &"cell": cell, &"members": members.duplicate(), &"visible_count": index, &"overflow": members.size()-index})
return {&"queue_positions": _queue_positions, &"queue_hidden": _queue_hidden, &"landing_badges": _landing_badges, &"elevators": _transport_report, &"shaft_footprint": lift_cells.keys()}
func _add_queue_member(groups: Dictionary, key: String, cell: Vector3i) -> void:
if cell.z != layer_mode:
return
if not groups.has(cell):
groups[cell] = []
if not groups[cell].has(key):
groups[cell].append(key)
func get_legacy_stair_records() -> Array[Dictionary]:
if _drawing and _draw_cache.has(&"legacy_stair_records"):
return _draw_cache[&"legacy_stair_records"]
var result: Array[Dictionary] = []
var service: Variant = _service(&"legacy_stairs")
if service == null or not service.has_method(&"create_snapshot"):
return result
var snapshot: Variant = service.call(&"create_snapshot")
if not snapshot is Dictionary:
return result
for row: Variant in snapshot.get(&"stairs", []):
if row is Dictionary and row.get(&"from") is Vector3i and row.get(&"to") is Vector3i:
var record: Dictionary = row.duplicate(true)
var path: Variant = _service(&"path_service")
var connector: Dictionary = path.call(&"get_connector", StringName(row[&"id"])) if path != null else {}
record[&"access_id"] = connector.get(&"access_id", &"")
result.append(record)
if _drawing:
_draw_cache[&"legacy_stair_records"] = result
return result
func legacy_stair_at_canvas(canvas_position: Vector2) -> StringName:
for stair: Dictionary in get_legacy_stair_records():
var upper: Vector3i = stair[&"to"] if stair[&"to"].y > stair[&"from"].y else stair[&"from"]
if upper.z == layer_mode and _legacy_stair_rect(upper).has_point(canvas_position):
return StringName(stair[&"id"])
return &""
func _legacy_stair_rect(upper: Vector3i) -> Rect2:
var rect := get_cell_rect(upper)
# A small target leaves the rest of an existing room available for selection.
return Rect2(rect.position+rect.size*Vector2(0.49,0.24), rect.size*Vector2(0.5,0.7))
func _draw_legacy_stairs() -> void:
for stair: Dictionary in get_legacy_stair_records():
var upper: Vector3i = stair[&"to"] if stair[&"to"].y > stair[&"from"].y else stair[&"from"]
if upper.z != layer_mode:
continue
var rect := _legacy_stair_rect(upper)
if not rect.intersects(Rect2(Vector2.ZERO, size)):
continue
var p := rect.size.x/14.0
draw_rect(rect, Color("3c4e40",0.5))
PixelArt.stairs(self,rect,p,upper.z == LayerMode.BACK,true)
if StringName(stair[&"id"]) == selected_entity_id:
draw_rect(rect,Color("f5d582"),false,maxf(p,1))
func _cell_bounds_rect(cells: Array[Vector3i]) -> Rect2:
if cells.is_empty():
return Rect2()
var result := get_cell_rect(cells[0])
for index: int in range(1, cells.size()):
result = result.merge(get_cell_rect(cells[index]))
return result
func _draw_hatch(rect: Rect2, color: Color, cell_size: float) -> void:
if cell_size < 8.0:
return
var offset := -rect.size.y
while offset < rect.size.x:
var start := Vector2(rect.position.x + maxf(offset, 0.0), rect.end.y - maxf(-offset, 0.0))
var finish := Vector2(rect.position.x + minf(offset + rect.size.y, rect.size.x), rect.end.y - minf(rect.size.y, rect.size.x - offset))
draw_line(start, finish, color, 1.0)
offset += maxf(6.0, cell_size * 0.45)
func _draw_construction_labels() -> void:
var construction: Variant = _service(&"construction_service")
if construction == null or not construction.has_method(&"get_jobs"):
return
var font := ThemeDB.fallback_font
for job: Variant in _construction_jobs_for_draw():
if job == null or int(job.layer) != layer_mode or int(job.state) in [2, 3]:
continue
var rect := get_cell_rect(job.origin)
if rect.size.x < 12.0:
continue
var percent := clampi(int(job.progress) / 100, 0, 100)
draw_string(font, rect.position + Vector2(3, -3), "%d%%" % percent, HORIZONTAL_ALIGNMENT_LEFT, -1, clampi(int(rect.size.x * 0.45), 9, 13), Color("f5d58a"))
func _draw_facility_labels() -> void:
var construction: Variant = _service(&"construction_service")
var registry: Variant = _service(&"definition_registry")
if construction == null or not construction.has_method(&"get_facilities"):
return
for value: Variant in _completed_facilities_for_draw():
if not value is Dictionary or int(value.get(&"layer",0))!=layer_mode:
continue
var facility: Dictionary = value
var cells := _cells_from_serialized(facility.get(&"occupied_cells",[]))
if cells.is_empty():
continue
var rect := _cell_bounds_rect(cells)
var id := StringName(facility.get(&"definition_id",&""))
var hovered := _hovered_cell is Vector3i and cells.has(_hovered_cell)
var selected := StringName(facility.get(&"instance_id",&""))==selected_entity_id
if not hovered and not selected and rect.size.x<100:
continue
if id in [&"guest_corridor",&"service_corridor",&"staff_door",&"guest_stairs",&"service_stairs"] and not hovered and not selected:
continue
var definition: Variant = registry.call(&"get_facility",id) if registry != null else null
var label := String(definition.display_name) if definition != null else String(id)
var font_size := 12
var label_width := minf(ThemeDB.fallback_font.get_string_size(label,HORIZONTAL_ALIGNMENT_LEFT,-1,font_size).x+12,rect.size.x)
var at := Vector2(rect.get_center().x-label_width*0.5,rect.position.y-17)
draw_rect(Rect2(at,Vector2(label_width,16)),Color("304b41",0.95))
draw_string(ThemeDB.fallback_font,at+Vector2(4,12),label,HORIZONTAL_ALIGNMENT_CENTER,label_width-8,font_size,Color("f0e2b9"))
func _draw_elevators(canvas: CanvasItem) -> void:
for row: Dictionary in _life_observation.get(&"cabins", []):
PixelArt.elevator_cabin(canvas, row[&"rect"], row[&"pixel"], layer_mode == LayerMode.BACK, row[&"operational"])
PixelArt.elevator_gate(canvas, row[&"rect"], row[&"pixel"], row[&"doors_open"])
_draw_readable_badge(row[&"badge_at"], row[&"badge"], canvas)
for badge: Dictionary in _life_observation.get(&"landing_badges", []):
_draw_readable_badge(badge[&"at"], badge[&"text"], canvas)
func _observe_elevators(observation: Dictionary) -> Array[Dictionary]:
var cabins: Array[Dictionary] = []
var _boarded_actor_ids: Dictionary = observation[&"boarded"]
var _elevator_tracks: Dictionary = observation[&"elevator_tracks"]
var report_value: Dictionary = observation[&"elevators"]
var alive: Dictionary = {}
var p := _cell_dimensions().x/16.0
for value: Variant in report_value.get(&"shafts", []):
if not value is Dictionary:
continue
var shaft: Dictionary = value
var stops := _cells_from_serialized(shaft.get(&"stops", []))
if stops.is_empty():
continue
var shaft_id := StringName(shaft.get(&"shaft_id", &""))
alive[shaft_id] = true
var passengers: Array = shaft.get(&"boarded", [])
for actor_id: Variant in passengers:
_boarded_actor_ids[_elevator_actor_key(String(actor_id))] = true
var floor_value := float(shaft.get(&"visual_floor", shaft.get(&"current_floor", stops[0].y)))
var visual_floor := _tracked_elevator_floor(shaft_id, floor_value, observation)
if stops[0].z != layer_mode:
continue
var origin := get_cell_rect(stops[0])
var width := maxi(int(shaft.get(&"width", 2)), 1)
var baseline := origin.end.y-float(visual_floor-stops[0].y)*_cell_dimensions().y-3*p
var cabin := Rect2(Vector2(origin.position.x+4*p,baseline-19*p).round(),Vector2(width*_cell_dimensions().x-8*p,19*p))
if not cabin.intersects(Rect2(Vector2.ZERO,size)):
continue
var operational := bool(shaft.get(&"operational", true))
var phase := StringName(shaft.get(&"phase", &"IDLE"))
var doors_open := operational and phase in [&"IDLE", &"BOARDING", &"ALIGHTING"]
var passengers_drawn: Array[Dictionary] = []
var seat_columns := maxi(int((cabin.size.x / p - 4.0) / 8.0), 1)
for index: int in range(passengers.size()):
var actor_key := _elevator_actor_key(String(passengers[index]))
var is_staff := actor_key.begins_with("staff/")
var person: Variant = null
var people: Variant = _service(&"staff_service" if is_staff else &"guest_service")
var getter := &"get_staff" if is_staff else &"get_guest"
if people != null and people.has_method(getter):
person = people.call(getter,StringName(actor_key.get_slice("/",1)))
var carrying := is_staff and person != null and not String(person.carried_inventory_id).is_empty()
var state := int(person.state) if person != null else 0
var x := cabin.position.x + (2.0 + (index % seat_columns + 0.5)*8.0)*p
var feet := cabin.end.y - (2.0 + (int(index / seat_columns) % 2)*9.0)*p
var center := Vector2(x, feet+3*p-_cell_dimensions().y*0.5)
passengers_drawn.append(_actor_drawing(center,actor_key,is_staff,state,false,carrying,&"",true,observation))
cabins.append({&"shaft_id": shaft_id, &"rect": cabin, &"pixel": p,
&"operational": operational, &"doors_open": doors_open,
&"phase": phase, &"passenger_count": passengers.size(),
&"passengers": passengers_drawn,
&"badge_at": Vector2(cabin.position.x, cabin.position.y-14),
&"badge_rect": _readable_badge_rect(Vector2(cabin.position.x, cabin.position.y-14), RoomPresentation.elevator_label(shaft)),
&"badge": RoomPresentation.elevator_label(shaft)})
for shaft_id: Variant in _elevator_tracks.keys():
if not alive.has(shaft_id):
_elevator_tracks.erase(shaft_id)
return cabins
func _elevator_actor_key(actor_id: String) -> String:
if actor_id.begins_with("guest:"):
return "guest/" + actor_id.trim_prefix("guest:")
if actor_id.begins_with("staff:"):
return "staff/" + actor_id.trim_prefix("staff:")
return actor_id
func _tracked_elevator_floor(shaft_id: StringName, current_floor: float, observation: Dictionary = {}) -> float:
var _elevator_tracks: Dictionary = observation.get(&"elevator_tracks", self._elevator_tracks)
if not _elevator_tracks.has(shaft_id):
_elevator_tracks[shaft_id] = {&"floor":current_floor,&"from":current_floor,&"at":_animation_time}
var track: Dictionary = _elevator_tracks[shaft_id]
if not is_equal_approx(float(track[&"floor"]),current_floor):
track[&"from"] = float(track[&"floor"])
track[&"floor"] = current_floor
track[&"at"] = _animation_time
var clock := get_node_or_null("/root/GameClock")
if clock != null and bool(clock.get("paused")):
return current_floor
var t := clampf((_animation_time-float(track[&"at"]))/0.42,0.0,1.0)
return lerpf(float(track[&"from"]),current_floor,t)
func _draw_actors(canvas: CanvasItem = null) -> void:
for row: Dictionary in _life_observation.get(&"actor_drawings", []):
_draw_observed_actor(row, canvas)
_draw_actor_bubble(row, canvas)
func _observe_actors(observation: Dictionary) -> Array[Dictionary]:
var rows: Array[Dictionary] = []
var _actor_tracks: Dictionary = observation[&"actor_tracks"]
var _boarded_actor_ids: Dictionary = observation[&"boarded"]
var _queue_hidden: Dictionary = observation[&"queue_hidden"]
var _queue_positions: Dictionary = observation[&"queue_positions"]
var _carried_patients: Dictionary = observation[&"carried_patients"]
var _treated_patients: Dictionary = observation[&"treated_patients"]
var _resting_staff: Dictionary = observation[&"resting_staff"]
var counts: Dictionary = {}
var alive: Dictionary = {}
var service_slots: Dictionary = {}
var guest_service: Variant = _service(&"guest_service")
if guest_service != null and guest_service.has_method(&"get_guests"):
for guest: Variant in guest_service.call(&"get_guests"):
if guest == null:
continue
var key := "guest/"+String(guest.guest_id)
alive[key] = true
if _boarded_actor_ids.has(key) or _queue_hidden.has(key):
_actor_tracks.erase(key)
continue
var position := _tracked_actor_position(key,guest.current_cell,observation)
if guest.current_cell.z==layer_mode:
var receiving := not String(guest.current_service_id).is_empty()
if _queue_positions.has(key):
position = _queue_positions[key]
elif receiving:
position = _service_use_position(guest,position,service_slots,observation)
if not position.is_finite():
continue
else:
position += _actor_offset(guest.current_cell,counts)
rows.append(_actor_drawing(position,key,false,int(guest.state),receiving,false,_guest_activity(guest),false,observation))
var staff_service: Variant = _service(&"staff_service")
if staff_service != null and staff_service.has_method(&"get_staff_members"):
for staff: Variant in staff_service.call(&"get_staff_members"):
if staff == null:
continue
var key := "staff/"+String(staff.staff_id)
alive[key] = true
if _boarded_actor_ids.has(key) or _queue_hidden.has(key):
_actor_tracks.erase(key)
continue
var position := _tracked_actor_position(key,staff.current_cell,observation)
if staff.current_cell.z==layer_mode:
if _queue_positions.has(key):
rows.append(_actor_drawing(_queue_positions[key],key,true,int(staff.state),false,not String(staff.carried_inventory_id).is_empty(),_staff_work_animation(staff),false,observation))
continue
if _carried_patients.has(staff.staff_id):
var carrier: Variant = staff_service.get_staff(_carried_patients[staff.staff_id])
if carrier != null:
position = _tracked_actor_position("staff/"+String(carrier.staff_id), carrier.current_cell,observation) - Vector2(0, 12*_cell_dimensions().x/16.0)
rows.append(_actor_drawing(position,key,true,int(staff.state),false,false,&"",false,observation))
continue
if _resting_staff.has(staff.staff_id):
position = _resting_staff_position(staff.staff_id, position,observation)
if position.is_finite(): rows.append(_actor_drawing(position,key,true,int(staff.state),false,false,&"",false,observation))
continue
if _treated_patients.has(staff.staff_id):
position = _rescue_treatment_position(staff.staff_id, position,observation)
if position.is_finite(): rows.append(_actor_drawing(position,key,true,int(staff.state),false,false,&"",false,observation))
continue
rows.append(_actor_drawing(_queue_positions.get(key, _staff_work_position(staff, position+_actor_offset(staff.current_cell,counts),observation)),key,true,int(staff.state),false,not String(staff.carried_inventory_id).is_empty(),_staff_work_animation(staff),false,observation))
for key: Variant in _actor_tracks.keys():
if not alive.has(key):
_actor_tracks.erase(key)
return rows
func _staff_work_animation(staff: StaffRuntime) -> StringName:
if staff.role_id != &"cleaner":
return &"work"
# A staffed base is not a cleaning site. Animate only a live job at its
# authoritative destination, including after load and interruption.
var service: Variant = _service(&"staff_service")
var bridge: Variant = _service(&"cleaning_bridge")
var task: StaffTask = service.get_task(staff.current_task_id) if service != null else null
if staff.state == StaffRuntime.State.WORKING and task != null and task.task_type == FacilityCleaningBridge.TASK_TYPE and task.state == StaffTask.State.WORKING and bridge != null and bridge.task_can_work(task, staff):
return &"clean"
return &"idle"
func _staff_work_position(staff: Variant, fallback: Vector2, observation: Dictionary = {}) -> Vector2:
var _room_presentations: Dictionary = observation.get(&"rooms", self._room_presentations)
if staff.state not in [StaffRuntime.State.WORKING, StaffRuntime.State.AVAILABLE]:
return fallback
var service: Variant = _service(&"facility_service")
var facility: Variant = service.get_instance(staff.assigned_facility_id) if service != null else null
if facility == null:
return fallback
var world: Variant = _service(&"world_service")
var cells: Array[Vector3i] = world.get_entity_cells(staff.assigned_facility_id) if world != null else []
if not cells.has(staff.current_cell):
return fallback
var data: Dictionary = _room_presentations.get(staff.assigned_facility_id, {})
var workers: Array = data.get(&"staff", [])
var slot := workers.find(staff.staff_id)
if slot < 0:
return fallback
var rect := _cell_bounds_rect(cells)
var p := _cell_dimensions().x / 16.0
if rect.size.y < 40*p:
return fallback
var columns := maxi(int(rect.size.x / (16*p)), 1)
if slot >= columns:
return fallback
return Vector2(rect.position.x+(slot+0.5)*rect.size.x/columns, rect.position.y+26*p-_cell_dimensions().y*0.5)
func _tracked_actor_position(key: String, cell: Vector3i, observation: Dictionary = {}) -> Vector2:
var _actor_tracks: Dictionary = observation.get(&"actor_tracks", self._actor_tracks)
if not _actor_tracks.has(key):
_actor_tracks[key] = {&"cell":cell,&"from":cell,&"at":_animation_time,&"direction":1.0}
var track: Dictionary = _actor_tracks[key]
var previous: Vector3i = track[&"cell"]
if previous != cell:
track[&"from"] = previous if previous.z==cell.z and absi(previous.x-cell.x)+absi(previous.y-cell.y)==1 else cell
track[&"cell"] = cell
track[&"at"] = _animation_time
if previous.x!=cell.x:
track[&"direction"] = 1.0 if cell.x>previous.x else -1.0
var clock := get_node_or_null("/root/GameClock")
var t := clampf((_animation_time-float(track[&"at"]))/0.42,0.0,1.0)
# Pausing displays the authoritative cell, never an ambiguous half-step.
if clock != null and bool(clock.get("paused")):
t = 1.0
return cell_to_canvas(track[&"from"]).lerp(cell_to_canvas(cell),t)
func _service_use_position(guest: Variant, fallback: Vector2, _slots: Dictionary, observation: Dictionary = {}) -> Vector2:
var _room_presentations: Dictionary = observation.get(&"rooms", self._room_presentations)
# Guest paths stop at an access cell. While a service is active, project the
# occupant into that facility's use position; authoritative paths stay intact.
var id := StringName(guest.target_facility_id)
var world: Variant = _service(&"world_service")
if world==null or id.is_empty():
return fallback
var cells := _cells_from_serialized(world.call(&"get_entity_cells",id))
if cells.is_empty() or cells[0].z!=layer_mode:
return fallback
var rect := _cell_bounds_rect(cells)
var data: Dictionary = _room_presentations.get(id, {})
var slot := (data.get(&"people", []) as Array).find(guest.guest_id)
if slot < 0:
return fallback
var p := _cell_dimensions().x/16.0
var anchors := RoomPresentation.slots(rect, p, _guest_activity(guest))
if slot >= anchors.size():
return Vector2(INF, INF)
var at := anchors[slot]
if _guest_activity(guest) in [&"standard_room", &"premium_room"]:
at.y -= 5*p
return at + Vector2(0, 3*p-_cell_dimensions().y*0.5)
func _guest_activity(guest: Variant) -> StringName:
if String(guest.target_facility_id).is_empty():
return &""
var service: Variant = _service(&"facility_service")
var facility: Variant = service.call(&"get_instance",guest.target_facility_id) if service != null else null
return StringName(facility.definition_id) if facility != null else &""
func _draw_pixel_actor(center: Vector2, key: String, staff: bool, state: int, receiving: bool, carrying: bool, activity: StringName = &"", riding := false) -> void:
_draw_observed_actor(_actor_drawing(center, key, staff, state, receiving, carrying, activity, riding))
func _draw_observed_actor(row: Dictionary, canvas: CanvasItem = null) -> void:
if canvas == null:
canvas = self
var at: Vector2 = row[&"at"]
var p: float = row[&"scale"]
canvas.draw_rect(Rect2(at + Vector2(5, 17) * p, Vector2(8, 1) * p), Color("303c40", 0.2))
People.draw(canvas, at, p, row[&"mode"], row[&"frame"], row[&"variant"], row[&"staff"], row[&"flip"])
func _actor_drawing(center: Vector2, key: String, staff: bool, state: int, receiving: bool, carrying: bool, activity: StringName = &"", riding := false, observation: Dictionary = {}) -> Dictionary:
var _actor_tracks: Dictionary = observation.get(&"actor_tracks", self._actor_tracks)
var _queue_positions: Dictionary = observation.get(&"queue_positions", self._queue_positions)
var world_pixel := _cell_dimensions().x / 16.0
var scale := 0.5 if riding else 0.75
var p := maxf(floorf(world_pixel * scale), 1.0) if world_pixel >= 2.0 else world_pixel * scale
var track: Dictionary = _actor_tracks.get(key, {})
var moving: bool = not receiving and not _queue_positions.has(key) and track.get(&"cell", Vector3i.ZERO) != track.get(&"from", Vector3i.ZERO) and _animation_time - float(track.get(&"at", 0.0)) < 0.42
var clock := get_node_or_null("/root/GameClock")
var paused := clock != null and bool(clock.get("paused"))
moving = moving and not paused and not riding
var variant := int(absi(key.hash())) % 15
var frame := int(_animation_time * 12.0) + variant
var mode: StringName = &"idle"
if staff and state == StaffRuntime.State.INCAPACITATED:
mode = &"collapsed"
elif receiving and activity in [&"standard_room", &"premium_room"]:
mode = &"standard_room_sleep" if activity == &"standard_room" else &"sleep"
elif moving:
mode = &"carry_walk" if carrying else &"walk"
elif carrying:
mode = &"carry"
elif staff and state == StaffRuntime.State.WORKING and not riding:
mode = activity if activity in [&"clean", &"idle", &"work"] else &"work"
elif receiving and activity in [&"cafeteria", &"tavern"]:
mode = &"eat"
elif _queue_positions.has(key) or (not staff and state == GuestRuntime.State.QUEUING):
mode = &"wait"
var at := (center + Vector2(-8 * p, _cell_dimensions().y * 0.5 - 3 * world_pixel - 17 * p)).round()
return {&"key": key, &"center": center, &"at": at, &"scale": p, &"mode": mode,
&"frame": frame, &"variant": variant, &"staff": staff, &"state": state,
&"receiving": receiving, &"carrying": carrying, &"activity": activity,
&"riding": riding, &"flip": float(track.get(&"direction", 1.0)) < 0.0}
## Identity cores are tied to the unchanged PixelPeople poses, not sprite boxes.
func _life_core(row: Dictionary) -> Rect2:
var phase := int(row[&"frame"]) % 8
var core := Rect2(6, 1, 6, 12)
if row[&"mode"] in [&"sleep", &"collapsed", &"standard_room_sleep"]:
core = Rect2(2, 11, 13, 5)
if row[&"mode"] == &"standard_room_sleep" and phase in [2, 3, 4]:
core.position.y -= 1
core.size.y += 1
elif row[&"mode"] in [&"walk", &"carry_walk"] and phase in [2, 6]:
core.position.y -= 1
if row[&"flip"]:
core.position.x = 16-core.end.x
return Rect2(row[&"at"]+core.position*row[&"scale"], core.size*row[&"scale"])
func _life_track_region(key: String, cell: Vector3i, model: Dictionary) -> Dictionary:
var track: Dictionary = model[&"actor_tracks"].get(key, {})
var transit: bool = not model[&"paused"] and track.get(&"from", cell) != cell and _animation_time-float(track.get(&"at", 0.0)) < 0.42
var rect := get_cell_rect(cell)
if transit:
rect = rect.merge(get_cell_rect(track[&"from"]))
return {&"bounds": rect, &"transit": transit}
## Keep non-passengers on a real corridor landing when a cabin crosses their pose.
func _life_landing_region(region: Dictionary, cell: Vector3i, model: Dictionary) -> Dictionary:
var blocked := false
for cabin: Dictionary in model[&"cabins"]:
if (region[&"bounds"] as Rect2).intersects(cabin[&"rect"]):
blocked = true
break
if not blocked:
return region
var world: Variant = _service(&"world_service")
var facilities: Variant = _service(&"facility_service")
var footprint: Array = model[&"shaft_footprint"]
var origins: Array = footprint.filter(func(c: Vector3i) -> bool: return c.y == cell.y and c.z == cell.z)
origins.sort_custom(func(a: Vector3i, b: Vector3i) -> bool: return absi(a.x-cell.x) < absi(b.x-cell.x) or (absi(a.x-cell.x) == absi(b.x-cell.x) and a.x < b.x))
var lane: Array[Vector3i] = []
for origin: Vector3i in origins:
for direction: int in [-1, 1]:
for distance: int in range(1, 9):
var target := origin + Vector3i(direction*distance, 0, 0)
if world == null or footprint.has(target) or not world.is_walkable(target):
break
var facility: Variant = facilities.get_instance(world.get_occupant(target)) if facilities != null else null
if facility != null and facility.definition_id not in [&"guest_corridor", &"service_corridor"]:
break
if not lane.has(target):
lane.append(target)
lane.sort_custom(func(a: Vector3i, b: Vector3i) -> bool: return absi(a.x-cell.x) < absi(b.x-cell.x) or (absi(a.x-cell.x) == absi(b.x-cell.x) and a.x < b.x))
if lane.is_empty():
var anchor := get_cell_rect(cell).position+Vector2(-80, -16)
var nearest := INF
for badge: Dictionary in model[&"landing_badges"]:
var landing: Vector3i = badge[&"cell"]
if landing.y == cell.y and landing.z == cell.z and absf(landing.x-cell.x) < nearest:
nearest = absf(landing.x-cell.x)
anchor = badge[&"at"]
return {&"bounds": region[&"bounds"], &"transit": false, &"no_lane": true, &"badge_at": anchor}
var selected: Vector3i = lane[0]
for target: Vector3i in lane:
if not model[&"queue_positions"].values().has(cell_to_canvas(target)):
selected = target
break
return {&"bounds": get_cell_rect(selected), &"transit": false, &"center": cell_to_canvas(selected)}
func _life_actor_region(row: Dictionary, person: Dictionary, model: Dictionary) -> Dictionary:
var key: String = row[&"key"]
var cell: Vector3i = person[&"cell"]
var result := _life_track_region(key, cell, model)
var p := _cell_dimensions().x/16.0
var world: Variant = _service(&"world_service")
var facility_id: StringName = &""
if model[&"queue_positions"].has(key):
result = {&"bounds": Rect2(model[&"queue_positions"][key]-_cell_dimensions()*0.5, _cell_dimensions()), &"transit": false}
elif not row[&"staff"]:
if not String(person[&"service"]).is_empty():
var room: Dictionary = model[&"rooms"].get(person[&"target"], {})
if (room.get(&"people", []) as Array).has(person[&"id"]):
facility_id = person[&"target"]
else:
var id: StringName = person[&"id"]
if model[&"carried_patients"].has(id):
for carrier: Dictionary in model[&"staff"]:
if carrier[&"id"] == model[&"carried_patients"][id]:
result = _life_actor_region({&"key": "staff/"+String(carrier[&"id"]), &"staff": true}, carrier, model)
var rect: Rect2 = result[&"bounds"]
rect = rect.grow(p)
rect.position.y -= 12*p
result[&"bounds"] = rect
if result.has(&"center"):
result[&"center"] -= Vector2(0, 12*p)
elif model[&"resting_staff"].has(id):
facility_id = model[&"resting_staff"][id]
elif model[&"treated_patients"].has(id):
facility_id = model[&"treated_patients"][id]
elif person[&"state"] in ["WORKING", "AVAILABLE"] and world != null:
var cells: Array[Vector3i] = world.get_entity_cells(person[&"facility"])
var room: Dictionary = model[&"rooms"].get(person[&"facility"], {})
var slot := (room.get(&"staff", []) as Array).find(id)
var rect := _cell_bounds_rect(cells)
var columns := maxi(int(rect.size.x/(16*p)), 1)
if cells.has(cell) and slot >= 0 and slot < columns and rect.size.y >= 40*p:
result = {&"bounds": Rect2(rect.position+Vector2(slot*rect.size.x/columns, 0), Vector2(rect.size.x/columns, rect.size.y)), &"transit": false}
if not facility_id.is_empty() and world != null:
var cells: Array[Vector3i] = world.get_entity_cells(facility_id)
if not cells.is_empty():
result = {&"bounds": _cell_bounds_rect(cells), &"transit": false}
if not model[&"queue_positions"].has(key) and not result.has(&"center") and not result.get(&"no_lane", false):
result = _life_landing_region(result, cell, model)
result[&"bounds"] = (result[&"bounds"] as Rect2).grow(-p)
return result
func _life_scaled(row: Dictionary, scale: float) -> Dictionary:
var result := row.duplicate(true)
result[&"scale"] = scale
result[&"at"] = (row[&"center"]+Vector2(-8*scale, _cell_dimensions().y*0.5-3*_cell_dimensions().x/16.0-17*scale)).round()
return result
## Forward/backward packing keeps each member's own interval. No relocation.
func _life_pack(group: Array, scale: float) -> Array:
var trial: Array = []
var right := -INF
for member: Dictionary in group:
var row := _life_scaled(member[&"row"], minf(scale, member[&"row"][&"scale"]))
var core := _life_core(row)
var bounds: Rect2 = member[&"bounds"]
var x := maxf(maxf(core.position.x, bounds.position.x), right)
row[&"at"].x += x-core.position.x
right = x+core.size.x
trial.append(row)
var left := INF
for i: int in range(trial.size()-1, -1, -1):
var row: Dictionary = trial[i]
var core := _life_core(row)
var bounds: Rect2 = group[i][&"bounds"]
var x := minf(core.position.x, minf(bounds.end.x, left)-core.size.x)
row[&"at"].x += x-core.position.x
left = x
if x < bounds.position.x or core.position.y < bounds.position.y or core.end.y > bounds.end.y:
return []
return trial
## Rebuild vertical components at every fitted scale. Ceilings only decrease;
## once none decreases, the feet/cores and therefore the partition are fixed.
func _life_fitted_groups(members: Array) -> Array:
var groups: Array = []
while true:
for member: Dictionary in members:
member[&"row"].merge(_life_scaled(member[&"row"], member[&"row"][&"scale"]), true)
members.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
var ay := _life_core(a[&"row"]).position.y
var by := _life_core(b[&"row"]).position.y
return ay < by or (ay == by and a[&"row"][&"key"] < b[&"row"][&"key"]))
groups = []
var bottom := -INF
for member: Dictionary in members:
var core := _life_core(member[&"row"])
if groups.is_empty() or core.position.y >= bottom:
groups.append([])
bottom = core.end.y
else:
bottom = maxf(bottom, core.end.y)
groups.back().append(member)
var reduced := false
for group: Array in groups:
group.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a[&"row"][&"center"].x < b[&"row"][&"center"].x or (a[&"row"][&"center"].x == b[&"row"][&"center"].x and a[&"row"][&"key"] < b[&"row"][&"key"]))
var ceiling := 1.0
for member: Dictionary in group:
ceiling = maxf(ceiling, member[&"row"][&"scale"])
if _life_pack(group, ceiling).is_empty() and ceiling > 1:
for member: Dictionary in group:
var scale := minf(member[&"row"][&"scale"], maxf(1, int(ceiling)-1))
member[&"row"].merge(_life_scaled(member[&"row"], scale), true)
reduced = true
if not reduced:
return groups
return groups
func _fit_life_actors(model: Dictionary) -> void:
var people: Dictionary = {}
for person: Dictionary in model[&"guests"]:
people["guest/"+String(person[&"id"])] = person
for person: Dictionary in model[&"staff"]:
people["staff/"+String(person[&"id"])] = person
var members: Array = []
var stranded: Array = []
var all_rows: Array = model[&"actor_drawings"].duplicate()
var passenger_bounds: Dictionary = {}
for cabin: Dictionary in model[&"cabins"]:
for row: Dictionary in cabin[&"passengers"]:
all_rows.append(row)
passenger_bounds[row[&"key"]] = (cabin[&"rect"] as Rect2).grow(-_cell_dimensions().x/16.0)
for row: Dictionary in all_rows:
var person: Dictionary = people[row[&"key"]]
row[&"cell"] = person[&"cell"]
var region := _life_actor_region(row, person, model) if not row[&"riding"] else {&"bounds": passenger_bounds[row[&"key"]], &"transit": false}
if region.has(&"center"):
var jitter := Vector2.ZERO
if not model[&"carried_patients"].has(person[&"id"]):
var track: Dictionary = model[&"actor_tracks"][row[&"key"]]
var t := 1.0 if model[&"paused"] else clampf((_animation_time-float(track[&"at"]))/0.42, 0, 1)
jitter = row[&"center"]-cell_to_canvas(track[&"from"]).lerp(cell_to_canvas(person[&"cell"]), t)
row[&"center"] = region[&"center"]+jitter
row.merge(_life_scaled(row, row[&"scale"]), true)
region[&"row"] = row
if region.get(&"no_lane", false):
stranded.append(region)
elif not region[&"transit"]:
members.append(region)
var groups := _life_fitted_groups(members)
model[&"actor_aggregations"] = []
var hidden: Dictionary = {}
for member: Dictionary in stranded:
var row: Dictionary = member[&"row"]
hidden[row[&"key"]] = true
var aggregate: Dictionary = {}
for existing: Dictionary in model[&"actor_aggregations"]:
if existing[&"at"] == member[&"badge_at"]:
aggregate = existing
break
if aggregate.is_empty():
aggregate = {&"members": [], &"drawn_keys": [], &"at": member[&"badge_at"], &"text": ""}
model[&"actor_aggregations"].append(aggregate)
aggregate[&"members"].append({&"key": row[&"key"], &"id": people[row[&"key"]][&"id"], &"state": row[&"state"], &"cell": row[&"cell"], &"mode": row[&"mode"]})
aggregate[&"text"] = "+%d" % aggregate[&"members"].size()
for group: Array in groups:
group.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: return a[&"row"][&"center"].x < b[&"row"][&"center"].x or (a[&"row"][&"center"].x == b[&"row"][&"center"].x and a[&"row"][&"key"] < b[&"row"][&"key"]))
var base := 1.0
for member: Dictionary in group:
base = maxf(base, member[&"row"][&"scale"])
var fitted := _life_pack(group, base)
var retained: Array = group
if fitted.is_empty():
retained = []
var identities: Array = []
var drawn: Array = []
for member: Dictionary in group:
var row: Dictionary = member[&"row"]
identities.append({&"key": row[&"key"], &"id": people[row[&"key"]][&"id"], &"state": row[&"state"], &"cell": row[&"cell"], &"mode": row[&"mode"]})
var attempt := retained.duplicate()
attempt.append(member)
var packed := _life_pack(attempt, 1)
if not packed.is_empty():
retained = attempt
fitted = packed
drawn.append(row[&"key"])
else:
hidden[row[&"key"]] = true
model[&"actor_aggregations"].append({&"members": identities, &"drawn_keys": drawn, &"at": (group[0][&"bounds"] as Rect2).position, &"text": "+%d" % (group.size()-retained.size())})
for i: int in fitted.size():
retained[i][&"row"].merge(fitted[i], true)
model[&"actor_drawings"] = model[&"actor_drawings"].filter(func(row: Dictionary) -> bool: return not hidden.has(row[&"key"]))
for cabin: Dictionary in model[&"cabins"]:
cabin[&"passengers"] = cabin[&"passengers"].filter(func(row: Dictionary) -> bool: return not hidden.has(row[&"key"]))
## P24 overhead bubble for one already observed and fitted actor row. Presentation
## only: reads authoritative Staff/Guest state and RelationshipState at draw time,
## never writes the life observation report or its rows, so the P23 frame report
## stays exactly what was observed. Riding passengers and aggregated (hidden)
## actors have no row here and therefore never keep a stale symbol.
func _draw_actor_bubble(row: Dictionary, canvas: CanvasItem = null) -> void:
if bool(row.get(&"riding", false)):
return
var key := String(row.get(&"key", ""))
var bubble: StringName = OperationFeedbackScript.BUBBLE_NONE
if key.begins_with("staff/"):
var staff_id := StringName(key.trim_prefix("staff/"))
var staff_service: Variant = _service(&"staff_service")
var staff: Variant = staff_service.get_staff(staff_id) if staff_service != null and staff_service.has_method(&"get_staff") else null
bubble = OperationFeedbackScript.resolve_staff_bubble(staff, _staff_relationship(staff_id))
elif key.begins_with("guest/"):
var guest_id := StringName(key.trim_prefix("guest/"))
var guest_service: Variant = _service(&"guest_service")
var guest: Variant = guest_service.get_guest(guest_id) if guest_service != null and guest_service.has_method(&"get_guest") else null
bubble = OperationFeedbackScript.resolve_guest_bubble(guest, _guest_relationship(guest_id))
if bubble != OperationFeedbackScript.BUBBLE_NONE:
_draw_unit_bubble(row[&"center"], bubble, canvas, row.get(&"at", Vector2.INF), float(row.get(&"scale", 0.0)))
func _draw_unit_bubble(actor_center: Vector2, bubble_type: StringName, canvas: CanvasItem = null, actor_at := Vector2.INF, actor_scale := 0.0) -> void:
if canvas == null:
canvas = self
var world_pixel := _cell_dimensions().x / 16.0
var p := maxf(floorf(world_pixel * 0.75), 1.0) if world_pixel >= 2.0 else world_pixel * 0.75
var bubble_pos := actor_center + Vector2(-9 * p, _cell_dimensions().y * 0.5 - 3 * world_pixel - 32 * p)
if actor_scale > 0.0 and actor_at.is_finite():
# Fitted P23 rows carry their own sprite origin and scale; follow them.
p = actor_scale
bubble_pos = actor_at + Vector2(-1 * p, -15 * p)
var bubble_size := Vector2(18 * p, 13 * p)
var rect := Rect2(bubble_pos.round(), bubble_size.round())
canvas.draw_rect(rect, Color("ffffff", 0.94))
canvas.draw_rect(rect, Color("303c40", 0.85), false, 1.0)
var tri_p1 := Vector2(rect.get_center().x - 2.5 * p, rect.end.y)
var tri_p2 := Vector2(rect.get_center().x + 2.5 * p, rect.end.y)
var tri_p3 := Vector2(rect.get_center().x, rect.end.y + 3.5 * p)
canvas.draw_colored_polygon(PackedVector2Array([tri_p1, tri_p2, tri_p3]), Color("ffffff", 0.94))
canvas.draw_line(tri_p1, tri_p3, Color("303c40", 0.85), 1.0)
canvas.draw_line(tri_p2, tri_p3, Color("303c40", 0.85), 1.0)
var font := ThemeDB.fallback_font
var font_size := clampi(int(9 * p), 9, 14)
match bubble_type:
OperationFeedbackScript.BUBBLE_ZZZ:
canvas.draw_string(font, rect.position + Vector2(2 * p, rect.size.y - 3 * p), "Zzz", HORIZONTAL_ALIGNMENT_CENTER, rect.size.x - 4 * p, font_size, Color("2d68c4"))
OperationFeedbackScript.BUBBLE_ANGER:
canvas.draw_string(font, rect.position + Vector2(2 * p, rect.size.y - 3 * p), "💢", HORIZONTAL_ALIGNMENT_CENTER, rect.size.x - 4 * p, font_size, Color("d63031"))
OperationFeedbackScript.BUBBLE_HEART:
canvas.draw_string(font, rect.position + Vector2(2 * p, rect.size.y - 3 * p), "♥", HORIZONTAL_ALIGNMENT_CENTER, rect.size.x - 4 * p, font_size, Color("e84393"))
func _staff_relationship(staff_id: StringName) -> Variant:
var service: Variant = _service(&"relationship_service")
if service == null or not service.has_method(&"get_relationships"):
return null
for rel_val: Variant in service.call(&"get_relationships"):
if rel_val is RelationshipState:
if rel_val.actor_a_id == staff_id or rel_val.actor_b_id == staff_id:
return rel_val
return null
func _guest_relationship(guest_id: StringName) -> Variant:
var service: Variant = _service(&"relationship_service")
if service == null or not service.has_method(&"get_relationships"):
return null
for rel_val: Variant in service.call(&"get_relationships"):
if rel_val is RelationshipState:
if rel_val.actor_a_id == guest_id or rel_val.actor_b_id == guest_id:
return rel_val
return null
func _draw_excavation_jobs() -> void:
var excavation: Variant = _service(&"excavation_service")
if excavation == null or not excavation.has_method(&"get_jobs"):
return
var font := ThemeDB.fallback_font
for job_value: Variant in excavation.call(&"get_jobs"):
if not job_value is Dictionary:
continue
var job: Dictionary = job_value
var state := StringName(job.get(&"state", &""))
if state == &"COMPLETED":
continue
var position: Variant = job.get(&"position", null)
if not position is Vector2i:
continue
var cell := Vector3i(position.x, position.y, layer_mode)
var rect := get_cell_rect(cell).grow(-1.0)
if rect.size == Vector2.ZERO:
continue
var paused := state == &"PAUSED"
draw_rect(rect, Color("d69a56", 0.26) if paused else Color("4ca5c7", 0.28))
draw_rect(rect, Color("efbd72") if paused else Color("79d3e7"), false, 2.0)
if rect.size.x >= 12.0:
var percent := clampi(int(job.get(&"progress", 0)) / 100, 0, 100)
draw_string(
font,
rect.position + Vector2(3.0, rect.size.y - 3.0),
"掘 %d%%" % percent,
HORIZONTAL_ALIGNMENT_LEFT,
-1,
clampi(int(rect.size.x * 0.38), 8, 12),
Color("e5f8fa")
)
func _draw_build_preview() -> void:
if build_definition == null or not _hovered_cell is Vector3i:
return
var preview_cells := _cells_from_serialized(_last_preview_report.get(&"cells", []))
if preview_cells.is_empty():
preview_cells = _fallback_build_cells(_hovered_cell)
var valid := bool(_last_preview_report.get(&"can_build", false))
var fill := Color("64d48c", 0.34) if valid else Color("e16262", 0.38)
var edge := Color("8ff0ab") if valid else Color("ff8a80")
for cell: Vector3i in preview_cells:
if cell.z != layer_mode:
continue
var rect := get_cell_rect(cell).grow(-1.0)
draw_rect(rect, fill)
draw_rect(rect, edge, false, 2.0)
_draw_build_connection(_last_preview_report.get(&"connection", {}))
func _draw_excavation_preview() -> void:
if not excavation_mode or not _hovered_cell is Vector3i:
return
var preview_cells := _cells_from_serialized(
_last_excavation_preview_report.get(&"cells", [])
)
if preview_cells.is_empty():
preview_cells = [Vector3i(_hovered_cell.x, _hovered_cell.y, layer_mode)]
var valid := bool(_last_excavation_preview_report.get(&"ok", false))
var fill := Color("52bdd0", 0.35) if valid else Color("e16262", 0.38)
var edge := Color("8ce6ee") if valid else Color("ff8a80")
for cell: Vector3i in preview_cells:
if cell.z != layer_mode:
continue
var rect := get_cell_rect(cell).grow(-1.0)
draw_rect(rect, fill)
draw_rect(rect, edge, false, 2.0)
func _draw_hover() -> void:
if not _hovered_cell is Vector3i or build_definition != null or excavation_mode:
return
var rect := get_cell_rect(_hovered_cell).grow(-1.0)
draw_rect(rect, Color("d7ebef", 0.75), false, 1.5)
func _draw_map_caption(_map_rect: Rect2) -> void:
var font := ThemeDB.fallback_font
var caption := "世界樹の宿 / お客様のフロア" if layer_mode==LayerMode.FRONT else "世界樹の宿 / 従業員と物流"
draw_rect(Rect2(14,12,244,26),Color("29483d",0.93))
draw_string(font,Vector2(24,30),caption,HORIZONTAL_ALIGNMENT_LEFT,-1,13,Color("f0e2bd"))
var status := "表示 %d%% · %s · G マス目%s" % [int(zoom_level*100), "裏層:半透明" if layer_mode == LayerMode.FRONT else "表層:輪郭", " ON" if show_grid else ""]
var status_width := font.get_string_size(status,HORIZONTAL_ALIGNMENT_LEFT,-1,12).x + 20.0
draw_rect(Rect2(size.x-status_width-14,12,status_width,26),Color("29483d",0.93))
draw_string(font,Vector2(size.x-status_width-4,30),status,HORIZONTAL_ALIGNMENT_LEFT,-1,12,Color("f0e2bd"))
func _draw_center_message(message: String) -> void:
var font := ThemeDB.fallback_font
draw_string(font, Vector2(0, size.y * 0.5), message, HORIZONTAL_ALIGNMENT_CENTER, size.x, 16, Color("8ca4af"))
func _actor_offset(cell: Vector3i, counts: Dictionary) -> Vector2:
var count := int(counts.get(cell,0))
counts[cell] = count+1
var p := _cell_dimensions().x/16.0
var slots := [0.0,4.0,-4.0,2.0,-2.0,6.0,-6.0]
return Vector2(float(slots[count%slots.size()])*p,-float(count%2)*p)
func _facility_color(instance_id: StringName) -> Color:
var facility_service: Variant = _service(&"facility_service")
if facility_service == null or not facility_service.has_method(&"get_instance"):
return Color("6f8b67") if layer_mode == LayerMode.FRONT else Color("427582")
var instance: Variant = facility_service.call(&"get_instance", instance_id)
if instance == null:
return Color("6f8b67") if layer_mode == LayerMode.FRONT else Color("427582")
match int(_room_presentations.get(instance_id, {}).get(&"state", instance.state)):
FacilityInstance.State.BROKEN:
return Color("a24b45")
FacilityInstance.State.NO_ACCESS, FacilityInstance.State.NO_POWER, FacilityInstance.State.NO_STAFF:
return Color("a77d3f")
FacilityInstance.State.CLOSED:
return Color("6b6258")
FacilityInstance.State.DEGRADED:
return Color("89914d")
_:
return Color("6f9a55") if layer_mode == LayerMode.FRONT else Color("67518e")
func _fallback_build_cells(origin: Vector3i) -> Array[Vector3i]:
var result: Array[Vector3i] = []
if build_definition == null:
return result
var footprint: Variant = build_definition.get(&"footprint") if build_definition is Object else null
if build_definition is Dictionary:
footprint = build_definition.get(&"footprint", Vector2i.ONE)
if not footprint is Vector2i:
footprint = Vector2i.ONE
var dimensions: Vector2i = footprint
if build_rotation in [90, 270]:
dimensions = Vector2i(footprint.y, footprint.x)
for y_offset in range(dimensions.y):
for x_offset in range(dimensions.x):
result.append(origin + Vector3i(x_offset, y_offset, 0))
return result
func _fallback_cells_are_available(origin: Vector3i) -> bool:
var world: Variant = _service(&"world_service")
if world == null:
return false
for cell: Vector3i in _fallback_build_cells(origin):
if world.has_method(&"is_in_bounds") and not bool(world.call(&"is_in_bounds", cell)):
return false
if world.has_method(&"get_occupant") and not StringName(world.call(&"get_occupant", cell)).is_empty():
return false
return true
func _set_hovered_cell(value: Variant) -> void:
if value == _hovered_cell:
return
_hovered_cell = value
hovered_cell_changed.emit(_hovered_cell)
_update_build_preview()
_update_excavation_preview()
queue_redraw()
func _update_build_preview() -> void:
_preview_topology_key = _current_preview_topology()
_last_preview_report = get_build_preview_report()
build_preview_changed.emit(_last_preview_report.duplicate(true))
func _update_excavation_preview() -> void:
_last_excavation_preview_report = (
get_excavation_preview_report()
if excavation_mode else INVALID_EXCAVATION_PREVIEW.duplicate(true)
)
excavation_preview_changed.emit(_last_excavation_preview_report.duplicate(true))
func _on_mouse_exited() -> void:
_set_hovered_cell(null)
func _on_snapshot_published(_snapshot: Dictionary = {}, _digest: String = "") -> void:
_connection_cache_key.clear()
_connection_cache_report.clear()
queue_redraw()
_update_build_preview()
_update_excavation_preview()
func _connect_runtime() -> void:
if _runtime == null or not _runtime is Object or not _runtime.has_signal(&"snapshot_published"):
return
var notification: StringName = &"state_updated" if _runtime.has_signal(&"state_updated") else &"snapshot_published"
var callback := Callable(self, "_on_snapshot_published")
if not _runtime.is_connected(notification, callback):
_runtime.connect(notification, callback)
func _disconnect_runtime() -> void:
if _runtime == null or not _runtime is Object or not _runtime.has_signal(&"snapshot_published"):
return
var notification: StringName = &"state_updated" if _runtime.has_signal(&"state_updated") else &"snapshot_published"
var callback := Callable(self, "_on_snapshot_published")
if _runtime.is_connected(notification, callback):
_runtime.disconnect(notification, callback)
func _service(property_name: StringName) -> Variant:
if _runtime == null or not _runtime is Object:
return null
if _drawing and _draw_cache.has(property_name):
return _draw_cache[property_name]
for property: Dictionary in _runtime.get_property_list():
if StringName(property.get(&"name", &"")) == property_name:
var value = _runtime.get(property_name)
if _drawing:
_draw_cache[property_name] = value
return value
return null
func _world_bounds() -> Dictionary:
if _drawing and _draw_cache.has(&"bounds"):
return _draw_cache[&"bounds"]
var world: Variant = _service(&"world_service")
if world == null or not world.has_method(&"get_bounds"):
return {}
var result: Variant = world.call(&"get_bounds")
if not result is Dictionary:
return {}
for key: StringName in [&"min_x", &"max_x", &"min_y", &"max_y"]:
if not result.has(key) and not result.has(String(key)):
return {}
var result_value = {
&"min_x": int(result.get(&"min_x", result.get("min_x", 0))),
&"max_x": int(result.get(&"max_x", result.get("max_x", -1))),
&"min_y": int(result.get(&"min_y", result.get("min_y", 0))),
&"max_y": int(result.get(&"max_y", result.get("max_y", -1))),
}
if _drawing:
_draw_cache[&"bounds"] = result_value
return result_value
func _cells_from_serialized(value: Variant) -> Array[Vector3i]:
var result: Array[Vector3i] = []
if not value is Array:
return result
for raw_cell: Variant in value:
if raw_cell is Vector3i:
result.append(raw_cell)
elif raw_cell is Array and raw_cell.size() == 3:
result.append(Vector3i(int(raw_cell[0]), int(raw_cell[1]), int(raw_cell[2])))
return result
func _serialize_cells(cells: Array[Vector3i]) -> Array[Array]:
var result: Array[Array] = []
for cell: Vector3i in cells:
result.append([cell.x, cell.y, cell.z])
return result
func _normalized_rotation(value: int) -> int:
return posmod(value, 360) / 90 * 90
func _rescue_treatment_position(patient_id: StringName, fallback: Vector2, observation: Dictionary = {}) -> Vector2:
var _room_presentations: Dictionary = observation.get(&"rooms", self._room_presentations)
var _treated_patients: Dictionary = observation.get(&"treated_patients", self._treated_patients)
var facility_id: StringName = _treated_patients[patient_id]
var world: Variant = _service(&"world_service")
var cells: Array[Vector3i] = world.get_entity_cells(facility_id) if world != null else []
if cells.is_empty(): return fallback
var data: Dictionary = _room_presentations.get(facility_id, {})
var slot := (data.get(&"people", []) as Array).find(patient_id)
var p := _cell_dimensions().x/16.0
var anchors := RoomPresentation.slots(_cell_bounds_rect(cells), p, &"infirmary")
if slot < 0 or slot >= anchors.size(): return Vector2(INF,INF)
return anchors[slot]+Vector2(0,-2*p-_cell_dimensions().y*0.5)
func _resting_staff_position(staff_id: StringName, fallback: Vector2, observation: Dictionary = {}) -> Vector2:
var _room_presentations: Dictionary = observation.get(&"rooms", self._room_presentations)
var _resting_staff: Dictionary = observation.get(&"resting_staff", self._resting_staff)
var facility_id: StringName = _resting_staff[staff_id]
var world: Variant = _service(&"world_service")
var cells: Array[Vector3i] = world.get_entity_cells(facility_id) if world != null else []
if cells.is_empty(): return fallback
var data: Dictionary = _room_presentations.get(facility_id, {})
var slot := (data.get(&"people", []) as Array).find(staff_id)
var anchors := RoomPresentation.slots(_cell_bounds_rect(cells), _cell_dimensions().x/16.0, &"staff_waiting_room")
if slot < 0 or slot >= anchors.size(): return Vector2(INF,INF)
return anchors[slot]+Vector2(0,-_cell_dimensions().y*0.5)
func _can_drop_data(_position: Vector2, data: Variant) -> bool:
if modal_input_blocked:
return false
return data is Dictionary and data.get(&"kind", &"") == &"staff_assignment" and data.get(&"staff_id", &"") is StringName
func _drop_data(position: Vector2, data: Variant) -> void:
if _can_drop_data(position, data):
staff_assignment_dropped.emit(data, facility_at_canvas(position))
func _current_preview_topology() -> Array:
var world: Variant = _service(&"world_service")
var path: Variant = _service(&"path_service")
return [world.revision if world != null else -1,
path.graph_revision if path != null else -1,
path.traffic_revision if path != null else -1]
## Read-only connection preview. Shares ordinary facility access candidates and
## accessible graph edges, but does not issue live path queries or change routing.
## The displayed path proves connectivity; it is not a cheapest-route promise.
func _build_connection_report(cells: Array[Vector3i], origin: Vector3i) -> Dictionary:
var path: Variant = _service(&"path_service")
if path == null or _runtime == null or cells.is_empty():
return {&"status": &"UNAVAILABLE", &"reachable": false, &"path": []}
var entrance: Variant = _runtime.call(&"_operations_entrance_cell")
var key: Array = [origin, cells, _current_preview_topology(), entrance]
if key == _connection_cache_key:
return _connection_cache_report.duplicate(true)
var result := {&"status": &"UNAVAILABLE", &"reachable": false,
&"entrance": entrance, &"origin": origin, &"path": [], &"access_points": []}
if entrance is Vector3i:
var future := FacilityInstance.new()
future.origin = origin
future.occupied_cells.assign(cells)
var candidates: Array = _runtime.call(&"_facility_access_candidates", future)
result[&"access_points"] = candidates
var targets: Dictionary = {}
for cell: Vector3i in candidates: targets[cell] = true
var queue: Array[Vector3i] = [entrance]
var parents: Dictionary = {}
parents[entrance] = entrance
var cursor := 0
var target: Variant = null
while cursor < queue.size():
var current := queue[cursor]
cursor += 1
if targets.has(current):
target = current
break
for edge: Dictionary in path.get_neighbors(current):
var next: Vector3i = edge[&"to"]
if parents.has(next) or path.get_edge_report(current, next).is_empty():
continue
parents[next] = current
queue.append(next)
var route: Array[Vector3i] = []
if target is Vector3i:
var current: Vector3i = target
while current != entrance:
route.push_front(current)
current = parents[current]
route.push_front(entrance)
result[&"reachable"] = not route.is_empty()
result[&"status"] = &"CONNECTED" if result[&"reachable"] else &"DISCONNECTED"
result[&"path"] = route
_connection_cache_key = key.duplicate(true)
_connection_cache_report = result.duplicate(true)
return result
func _draw_build_connection(report: Dictionary) -> void:
if report.is_empty() or not _hovered_cell is Vector3i: return
var status: StringName = report.get(&"status", &"UNAVAILABLE")
var color := Color("8ff0ab") if status == &"CONNECTED" else Color("ffd080")
var target := cell_to_canvas(_hovered_cell)
var route: Array = report.get(&"path", [])
if status == &"CONNECTED":
for i in range(1, route.size()):
var from: Vector3i = route[i-1]
var to: Vector3i = route[i]
if from.z == layer_mode and to.z == layer_mode:
draw_line(cell_to_canvas(from), cell_to_canvas(to), color, 2.0)
if not route.is_empty() and (route.back() as Vector3i).z == layer_mode:
draw_line(cell_to_canvas(route.back()), target, color, 2.0)
elif report.get(&"entrance") is Vector3i:
# Dashed straight guide is a warning, never a traversable-path claim.
draw_dashed_line(cell_to_canvas(report[&"entrance"]), target, color, 2.0, 8.0)
draw_line(target-Vector2(6,6),target+Vector2(6,6),color,2.0)
draw_line(target+Vector2(-6,6),target+Vector2(6,-6),color,2.0)
var message := "入口への経路接続済" if status == &"CONNECTED" else "入口への経路未接続" if status == &"DISCONNECTED" else "入口・経路を確認できません"
draw_string(ThemeDB.fallback_font, target+Vector2(8,-12), message,
HORIZONTAL_ALIGNMENT_LEFT, -1, 13, color)
func set_demolition_mode(enabled: bool) -> void:
demolition_mode = enabled
if enabled:
clear_build_definition()
set_excavation_mode(false)
queue_redraw()