extends Node ## Autoload "ItemDB": item and recipe definitions loaded from data/*.json, plus ## procedurally rendered inventory icons. ## ## Definitions use the same shape as the addon SDK's define_item / ## define_recipe (docs/ADDON_SDK.md), so addon content will later be ## registered through `define_item()` / `define_recipe()` like the base game. signal icons_ready const ItemMeshes = preload("res://scripts/items/item_meshes.gd") const ICON_SIZE := 96 var items: Dictionary = {} # id -> definition Dictionary var recipes: Dictionary = {} # id -> recipe Dictionary (insertion order kept) var icons: Dictionary = {} # id -> Texture2D ## Fishing by water type (data/fish.json): {"modifiers": {...}, "waters": {type: {...}}}. var fishing: Dictionary = {"modifiers": {}, "waters": {}} var _item_mat: StandardMaterial3D func _ready() -> void: _load("res://data/items.json", "items", define_item) _load("res://data/recipes.json", "recipes", define_recipe) _load_fishing("res://data/fish.json") if DisplayServer.get_name() != "headless": _render_icons.call_deferred() func _load(path: String, key: String, define: Callable) -> void: var text := FileAccess.get_file_as_string(path) var data = JSON.parse_string(text) if typeof(data) != TYPE_DICTIONARY or not data.has(key): push_error("ItemDB: could not parse %s" % path) return for d in data[key]: define.call(d) func define_item(d: Dictionary) -> void: for f in ["id", "name", "category", "stack"]: if not d.has(f): push_error("ItemDB: item missing '%s': %s" % [f, d]) return d.stack = int(d.stack) items[d.id] = d func define_recipe(r: Dictionary) -> void: if not items.has(r.get("output", "")): push_error("ItemDB: recipe '%s' outputs unknown item" % r.get("id", "?")) return for id in r.inputs: if not items.has(id): push_error("ItemDB: recipe '%s' uses unknown item '%s'" % [r.id, id]) return r.count = int(r.get("count", 1)) r.station = String(r.get("station", "")) recipes[r.id] = r func _load_fishing(path: String) -> void: var data = JSON.parse_string(FileAccess.get_file_as_string(path)) if typeof(data) != TYPE_DICTIONARY or not data.has("waters"): push_error("ItemDB: could not parse %s" % path) return fishing.modifiers = data.get("modifiers", {}) for water in data.waters: define_water(water, data.waters[water]) ## Registers (or replaces) the fish for one water type. Same shape an addon ## would use to add, say, a "swamp" water with its own catch. func define_water(water: String, d: Dictionary) -> void: var fish: Array = [] for f in d.get("fish", []): if not items.has(f.get("id", "")): push_error("ItemDB: fish '%s' in water '%s' is not an item" % [f.get("id", "?"), water]) continue fish.append({"id": f.id, "weight": float(f.get("weight", 1)), "dawn_dusk": float(f.get("dawn_dusk", f.get("weight", 1)))}) var w: Array = d.get("bite_wait", [5.0, 14.0]) fishing.waters[water] = {"min_depth": float(d.get("min_depth", 0.5)), "bite_wait": [float(w[0]), float(w[1])], "fish": fish} ## The fishing table for a water type ({} = nothing to catch there). func water_fishing(water: String) -> Dictionary: return fishing.waters.get(water, {}) func get_item(id: String) -> Dictionary: return items.get(id, {}) func item_name(id: String) -> String: return items.get(id, {}).get("name", id) func stack_size(id: String) -> int: return int(items.get(id, {}).get("stack", 1)) func mesh_for(id: String) -> ArrayMesh: return ItemMeshes.build(items.get(id, {}).get("mesh", id)) ## Shared material for item meshes (vertex colours, authored as sRGB). func item_material() -> StandardMaterial3D: if _item_mat == null: _item_mat = StandardMaterial3D.new() _item_mat.vertex_color_use_as_albedo = true _item_mat.vertex_color_is_srgb = true _item_mat.roughness = 0.85 return _item_mat func icon(id: String) -> Texture2D: return icons.get(id, null) # --- icon renderer ---------------------------------------------------------- ## Renders every item mesh once in an offscreen viewport and keeps the images. func _render_icons() -> void: var vp := SubViewport.new() vp.size = Vector2i(ICON_SIZE, ICON_SIZE) vp.transparent_bg = true vp.own_world_3d = true vp.msaa_3d = Viewport.MSAA_4X vp.render_target_update_mode = SubViewport.UPDATE_ALWAYS add_child(vp) var env := Environment.new() env.background_mode = Environment.BG_CLEAR_COLOR env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR env.ambient_light_color = Color(0.75, 0.78, 0.85) env.ambient_light_energy = 0.7 env.tonemap_mode = Environment.TONE_MAPPER_FILMIC var we := WorldEnvironment.new() we.environment = env vp.add_child(we) var key := DirectionalLight3D.new() key.light_energy = 1.6 key.rotation = Vector3(deg_to_rad(-50), deg_to_rad(-35), 0) vp.add_child(key) var fill := DirectionalLight3D.new() fill.light_energy = 0.5 fill.light_color = Color(0.7, 0.8, 1.0) fill.rotation = Vector3(deg_to_rad(-20), deg_to_rad(140), 0) vp.add_child(fill) var cam := Camera3D.new() cam.projection = Camera3D.PROJECTION_ORTHOGONAL vp.add_child(cam) var mi := MeshInstance3D.new() mi.material_override = item_material() vp.add_child(mi) for id in items: var mesh := mesh_for(id) mi.mesh = mesh # Tools are long and thin: tilt them diagonally across the icon. var cat: String = items[id].category mi.rotation = Vector3(0, 0, deg_to_rad(-45)) if cat in ["tool", "weapon"] else Vector3(0, deg_to_rad(30), 0) var aabb := mi.transform * mesh.get_aabb() var c := aabb.get_center() var extent := maxf(aabb.size.length(), 0.05) cam.size = extent * 0.95 cam.position = c + Vector3(0, 0.55, 1).normalized() * extent * 2.0 cam.look_at(c, Vector3.UP) cam.near = 0.01 cam.far = extent * 5.0 await RenderingServer.frame_post_draw await RenderingServer.frame_post_draw icons[id] = ImageTexture.create_from_image(vp.get_texture().get_image()) vp.queue_free() icons_ready.emit()