Files
tactical-shooter/addons/netfox/servers/data/property-pool.gd
T

71 lines
1.9 KiB
GDScript

extends RefCounted
class_name _PropertyPool
# Stores a set of properties, with each property belonging to a subject
var _properties_by_subject := {} # object to property array
static func of(entries: Array[Array]) -> _PropertyPool:
var pool := _PropertyPool.new()
for entry in entries:
var subject := entry[0] as Object
var property := entry[1] as NodePath
pool.add(subject, property)
return pool
func add(subject: Object, property: NodePath) -> void:
if has(subject, property):
return
if not _properties_by_subject.has(subject):
_properties_by_subject[subject] = [property]
else:
_properties_by_subject[subject].append(property)
func has(subject: Object, property: NodePath) -> bool:
return (_properties_by_subject.get(subject, []) as Array).has(property)
func erase(subject: Object, property: NodePath) -> void:
if not _properties_by_subject.has(subject):
return
var props := _properties_by_subject[subject] as Array
props.erase(property)
if props.is_empty():
_properties_by_subject.erase(subject)
func erase_subject(subject: Object) -> void:
_properties_by_subject.erase(subject)
func clear() -> void:
_properties_by_subject.clear()
func get_properties_of(subject: Object) -> Array[NodePath]:
var properties := [] as Array[NodePath]
properties.assign(_properties_by_subject.get(subject, []))
return properties
func get_subjects() -> Array[Object]:
# Filter out freed objects — Godot 4.7 stricter typed arrays
# reject invalid references and crash the engine.
var valid := []
for s in _properties_by_subject.keys():
if is_instance_valid(s):
valid.append(s)
var subjects := [] as Array[Object]
subjects.assign(valid)
return subjects
func is_empty() -> bool:
return _properties_by_subject.is_empty()
func set_from_paths(root: Node, paths: Array[String]) -> void:
clear()
for path in paths:
var prop := PropertyEntry.parse(root, path)
add(prop.node, prop.property)