✨ Building regisery instead of single building
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63
Scripts/System/BuildingRegistry.cs
Normal file
63
Scripts/System/BuildingRegistry.cs
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using System.Collections.Generic;
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using Godot;
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namespace AceFieldNewHorizon.Scripts.System;
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public partial class BuildingRegistry : Node
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{
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private Dictionary<string, PackedScene> _registry = new();
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[Export] public string JsonPath { get; set; } = "res://Data/Buildings.json";
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public override void _Ready()
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{
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LoadFromJson(JsonPath);
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}
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public void LoadFromJson(string path)
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{
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var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
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if (file == null)
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{
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GD.PrintErr($"[BuildingRegistry] Failed to open {path}");
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return;
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}
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var text = file.GetAsText();
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file.Close();
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var json = new Json();
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var error = json.Parse(text);
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if (error != Error.Ok)
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{
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GD.PrintErr($"[BuildingRegistry] Failed to parse JSON: {json.GetErrorMessage()}");
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return;
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}
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var dict = (Godot.Collections.Dictionary)json.Data;
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foreach (string key in dict.Keys)
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{
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var scenePath = dict[key].AsString();
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var scene = GD.Load<PackedScene>(scenePath);
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if (scene != null)
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{
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_registry[key] = scene;
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GD.Print($"[BuildingRegistry] Loaded building '{key}' from {scenePath}");
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}
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else
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{
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GD.PrintErr($"[BuildingRegistry] Failed to load scene for '{key}' at {scenePath}");
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}
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}
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GD.Print($"[BuildingRegistry] Loaded {_registry.Count} buildings");
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}
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public PackedScene GetScene(string id)
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{
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_registry.TryGetValue(id, out var scene);
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return scene;
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}
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}
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