PlacementValidator
Summary
Section titled “Summary”Runs tests for each rule using RuleCheckIndicators to determine if placement in the targeted location is valid if all rules validate successfully
Constants
Section titled “Constants”const ISSUE_MATCHING_PRIORITY = “Info: %d rules share visual priority [%d] %s (allowed)“
Signals
Section titled “Signals”signal finished( results: ValidationResults )
Emitted when the placement validator is done evaluating a set of rules on a scene node
signal setup_failed( issues: Dictionary[PlacementRule, Array] )
Emitted when the setup failed
Properties
Section titled “Properties”active_rules: Array[PlacementRule] = []
Rules that are enforced whenever placing any object into the game world by default Exists so you don’t have to add the same rule to every single object individually
Debug settings to pass into rules. Override in resource inspector if desired.
Full list of rules being used by the placement validator to test object placement
Methods
Section titled “Methods”static func create_with_injection( container: GBCompositionContainer ) -> PlacementValidator
Creates a PlacementValidator with dependency injection from container. Container serves as single source of truth for all dependencies. Parameters: container: GBCompositionContainer - The dependency container Returns: PlacementValidator - Fully configured placement validator with validated dependencies
func _init( p_base_rules: Array[PlacementRule], p_logger: GBLogger ) -> void
func resolve_gb_dependencies( container: GBCompositionContainer ) -> bool
Passes. No injection needed. Returns: bool - True if dependencies were successfully resolved, false otherwise
func get_runtime_issues( ) -> Array[String]
Validates that all required dependencies are properly set. Returns: Array[String] - List of validation issues (empty if valid)
func validate_placement( ) -> ValidationResults
Validates placement rules against the current target state. Returns the validation results including details of each placement rule result.
Returns: ValidationResults - Comprehensive validation results with rule details and success status
func _handle_validation_orchestration( results: ValidationResults ) -> void
Handles orchestration aspects of validation (logging, result processing)
func _setup_rules( p_rules: Array[PlacementRule], p_gts: GridTargetingState ) -> Dictionary
Tries setup on all of the p_rules PlacementRule Uses pure logic class for composition over inheritance Returns a dictionary PlacementRules and the issues found for each rule that had issues [param] p_rules : Array[PlacementRule] - The placement rules to setup [param] p_gts : GridTargetingState - The current grid targeting state
func setup( p_rules: Array[PlacementRule], p_gts: GridTargetingState ) -> Dictionary
Sets the active rules set and rule_check_indicators for validating the current target’s placement position Uses pure logic class for composition over inheritance Returns a dictionary of issues
func get_combined_rules( p_outside_rules: Array, false: p_ignore_base = ) -> Array[PlacementRule]
Gets the rules of the placement validator combined with the rules of the placeable resource Uses pure logic class for composition over inheritance
func _pre_check_tile_rules( p_tile_check_rules: Array[TileCheckRule] )
func tear_down( )
Tear down base & placeable specific rules
func apply_rules( )
Clean up null indicators from all active tile check rules. This prevents null reference errors during validation. Uses pure logic for composition over inheritance Runs execute on each of the active rules
This is code that generally runs after validation is successful and the validated action takes place
Source
Section titled “Source”addons/grid_building/placement/manager/components/placement_validator.gd
This API reference is automatically generated from the plugin source code. For implementation examples and usage guides, see the guides section.