Operator hub - Introduce Escape Gallery branding and Glitch: the Dark Machine room views - Add cabinet illustrations, Pac-Man marquee/gameplay artwork, and waiting states - Add device feedback panels with RFID readings, input/output states, and stale status - Add logged operator hardware interventions with request deduplication Room and cabinet authoring - Add a visual custom-PCB connection editor with per-cabinet device inventory - Support device IDs, bindings, wiring notes, input polarity, and validation - Add physical-room label/dimension toggles and editable doorway annotations - Preserve doorway changes through undo, save, and revert - Expand cabinet profiles, room layout, and Glitch scenario resources Scenarios and gameplay - Add per-assignment game configuration and runtime feature validation - Add timed test wins and Frogger individual-home objectives - Add the three-cabinet timed/score/Frogger test scenario - Add Cabinet 1 Pac-Man RFID credits, credit sound, and CREDIT 0/1 display - Require physical Start after an accepted scan and prevent duplicate credits Pi hardware and deployment - Add GPIO feedback sampling and a separate multiplexed RFID helper - Validate reader pin ownership and input/output conflicts - Add SSH cabinet startup and Pi desktop-session service support - Add master packaging, site setup, SSH enrollment, and staged cabinet releases - Verify deployment manifests and support explicit activation/status/log commands Documentation and verification - Consolidate the root README around the current architecture and setup workflow - Add the complete master/Pi/RFID export and deployment walkthrough - Document network isolation, credentials, card identification, and rollback - Add PCB, room-editor, feedback, credit, deployment, and controller tests - Isolate protocol tests from designer-edited cabinet configurations Known limitations - RFID helper compilation and physical Pi commissioning remain unverified - Fleet provisioning does not yet configure RFID-only installations completely - Broader Pac-Man tests retain a ghost-capture assertion failure - Staged exports must be rebuilt and checked before deploying runtime 2.3
40 lines
2.6 KiB
GDScript
40 lines
2.6 KiB
GDScript
extends SceneTree
|
|
## Export designer resources to the controller's deployment catalog.
|
|
func _initialize() -> void:
|
|
call_deferred("run")
|
|
func run() -> void:
|
|
var database: ProjectDatabase = load("res://data/project_database.tres")
|
|
var room: RoomDefinition = load("res://data/rooms/arcade_room.tres")
|
|
var catalog := {"version": 1, "games": {}, "cabinets": {}, "scenarios": {}, "layout": {"boundary": [], "walls": [], "devices": []}}
|
|
for game in database.games:
|
|
catalog.games[str(game.game_id)] = {"name": game.display_name, "requirements": Array(game.required_capabilities), "alternatives": Array(game.control_alternatives)}
|
|
for cabinet in database.cabinets:
|
|
var actions: Array = []
|
|
if cabinet.hardware_config != null:
|
|
for action in cabinet.hardware_config.actions: actions.append(str(action.action_id))
|
|
var placement := room.get_cabinet_placement(cabinet.cabinet_id)
|
|
catalog.cabinets[str(cabinet.cabinet_id)] = {"name": cabinet.display_name, "capabilities": Array(cabinet.capabilities), "actions": actions, "position": [placement.position.x, placement.position.y] if placement else null}
|
|
catalog.cabinets[str(cabinet.cabinet_id)]["devices"] = cabinet.pcb_config.feedback_devices() if cabinet.pcb_config else []
|
|
for scenario in database.scenarios:
|
|
var assignments: Array = []
|
|
for assignment in scenario.assignments:
|
|
if assignment.cabinet == null or assignment.game == null: continue
|
|
var mappings := {}
|
|
for mapping in assignment.event_mappings:
|
|
if not mappings.has(str(mapping.game_event)): mappings[str(mapping.game_event)] = []
|
|
mappings[str(mapping.game_event)].append_array(Array(mapping.hardware_actions))
|
|
assignments.append({"cabinet": str(assignment.cabinet.cabinet_id), "game": str(assignment.game.game_id), "variant": str(assignment.variant), "activate_after_win": str(assignment.activate_after_win), "game_config": assignment.game_config, "mappings": mappings})
|
|
catalog.scenarios[str(scenario.scenario_id)] = {"name": scenario.display_name, "assignments": assignments}
|
|
for point in room.boundary_points: catalog.layout.boundary.append([point.x, point.y])
|
|
for wall in room.walls: catalog.layout.walls.append([[wall.start.x, wall.start.y], [wall.end.x, wall.end.y]])
|
|
for device in room.devices:
|
|
catalog.layout.devices.append({"id": str(device.device_id), "name": device.display_name, "position": [device.position.x, device.position.y]})
|
|
var file := FileAccess.open("res://tools/room_controller/catalog.json", FileAccess.WRITE)
|
|
if file == null:
|
|
push_error("Cannot write controller catalog")
|
|
quit(1)
|
|
return
|
|
file.store_string(JSON.stringify(catalog, "\t"))
|
|
print("Exported controller catalog from editor resources")
|
|
quit()
|