Files
night-shift/src/Features/Interactions/Godot/InteractionWorldController.cs
T

66 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using Game.Features.Interactions.Contracts;
using Godot;
namespace Game.Features.Interactions.Godot;
public partial class InteractionWorldController : Node, IInteractionWorld
{
public const string RegistryGroup = "interaction_world_registry";
private readonly Dictionary<InteractionTargetId, WorldInteractionController> _targets = [];
public override void _EnterTree()
{
AddToGroup(RegistryGroup);
}
public void RegisterSceneTargets()
{
foreach (Node node in GetTree().GetNodesInGroup(WorldInteractionController.InteractionGroup))
{
if (node is WorldInteractionController target)
{
Register(target);
}
}
}
public void Register(WorldInteractionController target)
{
if (_targets.TryGetValue(target.Id, out WorldInteractionController existing))
{
if (ReferenceEquals(existing, target))
{
return;
}
throw new InvalidOperationException($"Duplicate interaction target id: {target.Id}.");
}
_targets.Add(target.Id, target);
target.RegisterWith(this);
}
public void Unregister(InteractionTargetId targetId)
{
_targets.Remove(targetId);
}
public InteractionResult TryInteract(InteractionRequest request)
{
if (!_targets.TryGetValue(request.TargetId, out WorldInteractionController target))
{
return InteractionResult.Fail(InteractionStatus.TargetNotFound, $"Target {request.TargetId} was not found.");
}
if (!target.CanInteract)
{
return InteractionResult.Fail(InteractionStatus.Unavailable, "The target is not currently available.");
}
return target.Execute(request.PlayerId);
}
}