Adding inventory stacking and overflow to gather mechanic
Deploy Promiscuity Auth API / deploy (push) Successful in 47s
Deploy Promiscuity Character API / deploy (push) Successful in 44s
Deploy Promiscuity Inventory API / deploy (push) Successful in 58s
Deploy Promiscuity Locations API / deploy (push) Successful in 58s
k8s smoke test / test (push) Successful in 9s

This commit is contained in:
2026-03-19 17:24:10 -05:00
parent 69ff204c5d
commit b8ce13f1d2
6 changed files with 344 additions and 98 deletions
+196 -60
View File
@@ -1,9 +1,10 @@
extends Node3D
const CHARACTER_API_URL := "https://pchar.ranaze.com/api/Characters"
const LOCATION_API_URL := "https://ploc.ranaze.com/api/Locations"
const CHARACTER_API_URL := "https://pchar.ranaze.com/api/Characters"
const LOCATION_API_URL := "https://ploc.ranaze.com/api/Locations"
const INVENTORY_API_URL := "https://pinv.ranaze.com/api/inventory"
@export var tile_size := 16.0
@export var tile_size := 8.0
@export var block_height := 1.0
@export_range(1, 8, 1) var tile_radius := 3
@export var tracked_node_path: NodePath
@@ -151,11 +152,12 @@ func _spawn_tile(coord: Vector2i, location_data: Dictionary) -> void:
tile_body.add_child(tile)
tile.add_child(_create_tile_border())
if show_tile_labels:
tile_root.add_child(_create_tile_label(String(location_data.get("name", ""))))
_update_tile_object(tile_root, location_data)
_tile_nodes[coord] = tile_root
if show_tile_labels:
tile_root.add_child(_create_tile_label(String(location_data.get("name", ""))))
_update_tile_object(tile_root, location_data)
_update_tile_inventory(tile_root, location_data)
_tile_nodes[coord] = tile_root
func _update_tile(coord: Vector2i, location_data: Dictionary) -> void:
@@ -163,47 +165,77 @@ func _update_tile(coord: Vector2i, location_data: Dictionary) -> void:
if tile_root == null:
return
if show_tile_labels:
var label := tile_root.get_node_or_null("LocationNameLabel") as Label3D
if label:
label.text = String(location_data.get("name", ""))
_update_tile_object(tile_root, location_data)
if show_tile_labels:
var label := tile_root.get_node_or_null("LocationNameLabel") as Label3D
if label:
label.text = String(location_data.get("name", ""))
_update_tile_object(tile_root, location_data)
_update_tile_inventory(tile_root, location_data)
func _update_tile_object(tile_root: Node3D, location_data: Dictionary) -> void:
var existing := tile_root.get_node_or_null("LocationObject")
if existing:
existing.queue_free()
var object_data_variant: Variant = location_data.get("locationObject", {})
if typeof(object_data_variant) != TYPE_DICTIONARY:
return
var object_data := object_data_variant as Dictionary
if object_data.is_empty():
return
var object_root := Node3D.new()
object_root.name = "LocationObject"
object_root.position = Vector3(0.0, (block_height * 0.5) + 0.6, 0.0)
tile_root.add_child(object_root)
var object_mesh := MeshInstance3D.new()
object_mesh.name = "ObjectMesh"
object_mesh.mesh = SphereMesh.new()
object_mesh.scale = Vector3(0.6, 0.4, 0.6)
object_mesh.material_override = _create_object_material(String(object_data.get("objectKey", "")))
object_root.add_child(object_mesh)
var object_label := Label3D.new()
object_label.name = "ObjectLabel"
object_label.text = _build_object_label(object_data)
object_label.position = Vector3(0.0, 0.6, 0.0)
object_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
object_label.pixel_size = 0.01
object_label.outline_size = 10
object_root.add_child(object_label)
func _update_tile_object(tile_root: Node3D, location_data: Dictionary) -> void:
var object_data_variant: Variant = location_data.get("locationObject", {})
if typeof(object_data_variant) != TYPE_DICTIONARY:
var existing_missing := tile_root.get_node_or_null("LocationObject")
if existing_missing:
existing_missing.queue_free()
return
var object_data := object_data_variant as Dictionary
if object_data.is_empty():
var existing_empty := tile_root.get_node_or_null("LocationObject")
if existing_empty:
existing_empty.queue_free()
return
var object_root := tile_root.get_node_or_null("LocationObject") as Node3D
if object_root == null:
object_root = Node3D.new()
object_root.name = "LocationObject"
object_root.position = Vector3(0.0, (block_height * 0.5) + 0.6, 0.0)
tile_root.add_child(object_root)
var object_mesh := object_root.get_node_or_null("ObjectMesh") as MeshInstance3D
if object_mesh == null:
object_mesh = MeshInstance3D.new()
object_mesh.name = "ObjectMesh"
object_mesh.mesh = SphereMesh.new()
object_mesh.scale = Vector3(0.6, 0.4, 0.6)
object_root.add_child(object_mesh)
object_mesh.material_override = _create_object_material(String(object_data.get("objectKey", "")))
var object_label := object_root.get_node_or_null("ObjectLabel") as Label3D
if object_label == null:
object_label = Label3D.new()
object_label.name = "ObjectLabel"
object_label.position = Vector3(0.0, 0.6, 0.0)
object_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
object_label.pixel_size = 0.01
object_label.outline_size = 10
object_root.add_child(object_label)
object_label.text = _build_object_label(object_data)
func _update_tile_inventory(tile_root: Node3D, location_data: Dictionary) -> void:
var floor_items: Array = location_data.get("floorItems", [])
var existing_label := tile_root.get_node_or_null("FloorInventoryLabel") as Label3D
if floor_items.is_empty():
if existing_label:
existing_label.queue_free()
return
if existing_label == null:
existing_label = Label3D.new()
existing_label.name = "FloorInventoryLabel"
existing_label.position = Vector3(0.0, (block_height * 0.5) + 1.25, 0.0)
existing_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
existing_label.pixel_size = 0.01
existing_label.outline_size = 10
existing_label.modulate = Color(1.0, 0.95, 0.75, 1.0)
tile_root.add_child(existing_label)
existing_label.text = _build_floor_inventory_label(floor_items)
func _create_tile_border() -> MeshInstance3D:
@@ -273,15 +305,37 @@ func _create_object_material(object_key: String) -> StandardMaterial3D:
return material
func _build_object_label(object_data: Dictionary) -> String:
func _build_object_label(object_data: Dictionary) -> String:
var object_name := String(object_data.get("name", "")).strip_edges()
var state_variant: Variant = object_data.get("state", {})
var remaining_quantity := 0
if typeof(state_variant) == TYPE_DICTIONARY:
remaining_quantity = int((state_variant as Dictionary).get("remainingQuantity", 0))
if object_name.is_empty():
object_name = "Object"
return "%s x%d" % [object_name, remaining_quantity]
if object_name.is_empty():
object_name = "Object"
return "%s x%d" % [object_name, remaining_quantity]
func _build_floor_inventory_label(floor_items: Array) -> String:
var parts: Array[String] = []
for entry in floor_items:
if typeof(entry) != TYPE_DICTIONARY:
continue
var item := entry as Dictionary
parts.append("%s x%d" % [
String(item.get("itemKey", "")).strip_edges(),
int(item.get("quantity", 0))
])
if parts.size() >= 3:
break
if parts.is_empty():
return ""
var label := "Floor: %s" % ", ".join(parts)
if floor_items.size() > parts.size():
label += " ..."
return label
func _ensure_selected_location_exists(coord: Vector2i) -> void:
@@ -291,7 +345,8 @@ func _ensure_selected_location_exists(coord: Vector2i) -> void:
"id": "",
"name": _selected_location_name(coord),
"biomeKey": "plains",
"locationObject": {}
"locationObject": {},
"floorItems": []
}
@@ -367,13 +422,16 @@ func _load_existing_locations() -> void:
"id": String(location.get("id", "")).strip_edges(),
"name": location_name,
"biomeKey": String(location.get("biomeKey", "plains")).strip_edges(),
"locationObject": _parse_location_object(location.get("locationObject", {}))
"locationObject": _parse_location_object(location.get("locationObject", {})),
"floorItems": []
}
loaded_count += 1
print("LocationLevel loaded %d visible locations for character %s." % [loaded_count, _character_id])
if loaded_count == 0:
push_warning("Visible locations request succeeded but returned 0 locations for character %s." % _character_id)
print("LocationLevel loaded %d visible locations for character %s." % [loaded_count, _character_id])
if loaded_count == 0:
push_warning("Visible locations request succeeded but returned 0 locations for character %s." % _character_id)
await _load_visible_location_inventories()
_locations_loaded = true
_locations_refresh_in_flight = false
@@ -467,9 +525,10 @@ func _interact_with_location_async(location_id: String, object_id: String) -> vo
_interact_in_flight = false
return
var interaction := parsed as Dictionary
_apply_interaction_result(location_id, interaction)
_interact_in_flight = false
var interaction := parsed as Dictionary
_apply_interaction_result(location_id, interaction)
await _refresh_location_inventory(location_id)
_interact_in_flight = false
func _apply_interaction_result(location_id: String, interaction: Dictionary) -> void:
@@ -562,6 +621,83 @@ func _parse_location_object(value: Variant) -> Dictionary:
"name": String(object_data.get("name", "")).strip_edges(),
"state": state
}
func _parse_floor_inventory_items(value: Variant) -> Array:
var items: Array = []
if typeof(value) != TYPE_ARRAY:
return items
for entry in value:
if typeof(entry) != TYPE_DICTIONARY:
continue
var item := entry as Dictionary
items.append({
"itemKey": String(item.get("itemKey", "")).strip_edges(),
"quantity": int(item.get("quantity", 0)),
"slot": item.get("slot", null)
})
return items
func _load_visible_location_inventories() -> void:
for coord_variant in _known_locations.keys():
var coord: Vector2i = coord_variant
var location_data: Dictionary = _known_locations[coord]
var location_id := String(location_data.get("id", "")).strip_edges()
if location_id.is_empty():
continue
var floor_items := await _fetch_location_inventory(location_id)
location_data["floorItems"] = floor_items
_known_locations[coord] = location_data
func _refresh_location_inventory(location_id: String) -> void:
if location_id.is_empty():
return
var floor_items := await _fetch_location_inventory(location_id)
for coord_variant in _known_locations.keys():
var coord: Vector2i = coord_variant
var location_data: Dictionary = _known_locations[coord]
if String(location_data.get("id", "")).strip_edges() != location_id:
continue
location_data["floorItems"] = floor_items
_known_locations[coord] = location_data
_update_tile(coord, location_data)
return
func _fetch_location_inventory(location_id: String) -> Array:
var request := HTTPRequest.new()
add_child(request)
var headers := PackedStringArray()
if not AuthState.access_token.is_empty():
headers.append("Authorization: Bearer %s" % AuthState.access_token)
var err := request.request("%s/by-owner/location/%s" % [INVENTORY_API_URL, location_id], headers, HTTPClient.METHOD_GET)
if err != OK:
request.queue_free()
push_warning("Failed to request floor inventory for location %s: %s" % [location_id, err])
return []
var result: Array = await request.request_completed
request.queue_free()
var result_code: int = result[0]
var response_code: int = result[1]
var response_body: String = result[3].get_string_from_utf8()
if result_code != HTTPRequest.RESULT_SUCCESS or response_code < 200 or response_code >= 300:
push_warning("Failed to load floor inventory for location %s (%s/%s): %s" % [location_id, result_code, response_code, response_body])
return []
var parsed: Variant = JSON.parse_string(response_body)
if typeof(parsed) != TYPE_DICTIONARY:
return []
var payload := parsed as Dictionary
return _parse_floor_inventory_items(payload.get("items", []))
func _get_biome_material(tile: MeshInstance3D, biome_key: String) -> Material: