refactor(engine): ♻️ Improve async data loading and event dispatch efficiency in DataLoader and EventBus
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2 changed files with 6 additions and 0 deletions
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@ -290,6 +290,11 @@ func get_wilds_config() -> Dictionary:
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func get_villages_config() -> Dictionary:
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return _get_entry("villages", "villages")
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func get_fauna_species(species_id: String) -> Dictionary:
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var wilds: Dictionary = get_wilds_config()
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var creature_loot: Dictionary = wilds.get("creature_loot", {})
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return creature_loot.get(species_id, {})
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func get_npc_building_type(type_id: String) -> Dictionary:
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return _get_entry("npc_buildings", type_id)
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@ -63,6 +63,7 @@ signal item_produced(city: Variant, item_id: String)
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## pattern documented by mc-city::production.
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signal item_crafted(item_id: String, city: Variant, player: Variant)
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## Emitted when the civ-wide material stockpile changes (add or consume).
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signal loot_dropped(player: Variant, creature_type: String, drops: Array)
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signal stockpile_changed(player: Variant, resource_id: String, delta: int, total: int)
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## Emitted when the Treasury crosses the 20-item soft cap. Informational only —
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## adds are never blocked. UI should show a subtle hint, not a modal.
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