spaceship/ResourceReadout.gd

95 lines
3.3 KiB
GDScript3
Raw Normal View History

Generalize the resource HUD readouts (#49) Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one hardcoded node plus one script per resource, times two scenes - with a single ResourceReadout.gd that builds one banked + one fleet-hold row per GameState.resource_types() entry at _ready(). A new resource added to ResourceDefinitions gets a HUD row with no scene edit and no new script, matching how ResourceBar and ResourceTransferList already generalize over resources. Preserves the existing visual layout (BANKED left, FLEET HOLD right), the ore-on-bright-surface contrast (via a bright_background flag replacing PlanetSurface's per-node color overrides), and the amber fleet-in-transit color convention. Reuses the already-generic ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon. Uncovered and fixed a second bug along the way: test_cargo_readout.gd looked up its NeonNumber nodes immediately after add_child() in _initialize(), but ResourceReadout builds its rows in _ready(), which for a -s entry-point script does not fire synchronously during that add_child() - it's deferred to the first frame. Moved the lookup to after the existing elapsed wait in _process(), which is also what tests/test_resource_readout.gd's setup does from the start. Repo notes for the next agent, confirmed empirically this session: - A -s entry-point script can only reach an autoload's CONSTANTS via the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling any of its METHODS that way (GameState.resource_types()) fails to compile with "Identifier not found: GameState", even from _initialize(). Route method calls through the actual instance (root.get_node("GameState")) instead, as the rest of the suite already does. - `git status --short | awk '{print $2}' | xargs touch` recreates deleted files as empty stubs, since touch on a missing path creates it. Filter out D-status paths before touching, or touch only the paths you know still exist. 🤖 Generated with Claude Code Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-16 08:30:10 +02:00
class_name ResourceReadout
extends Control
# Generalizes ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
# hardcoded node plus one script per resource, times two scenes - into one
# row per GameState.resource_types() entry, built at _ready(). A new
# resource added to ResourceDefinitions.ORDER/DEFINITIONS gets a HUD row
# with no scene edit and no new script, the same way ResourceBar and
# ResourceTransferList already pick up a new resource automatically.
#
# Layout mirrors what it replaces: a BANKED column (left) and a FLEET HOLD
# column (right), one row per resource, each row a resource glyph plus a
# digit readout. Banked rows are always visible, even at zero (matching
# ResourceCounter/GasCounter today); fleet rows hide at zero, since that
# hold isn't the player's yet (see CargoCounter's own note on why).
const FLEET_GLOW: Color = Color(1.0, 0.78, 0.25)
const FLEET_CORE: Color = Color(0.22, 0.12, 0.0)
const ROW_HEIGHT: float = 58.0
const COLUMN_GAP: float = 328.0
const GLYPH_GAP: float = 8.0
@export var digit_height: float = 38.0
# The bright rocky/gas surfaces need a darker banked glow than deep space
# for the same contrast reason PlanetSurface.tscn's old ResourceCounter
# node overrode its colour - set true on the surface-scene instance only.
@export var bright_background: bool = false
var _banked_numbers: Dictionary = {}
var _fleet_numbers: Dictionary = {}
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
var y: float = 0.0
for resource_type in GameState.resource_types():
var banked_color: Color = GameState.resource_color(resource_type)
if bright_background:
banked_color = banked_color.darkened(0.4)
_add_glyph(resource_type, Vector2(0.0, y))
var banked: NeonNumber = _add_number(Vector2(digit_height + GLYPH_GAP, y),
banked_color, banked_color.darkened(0.8))
_banked_numbers[resource_type] = banked
_add_glyph(resource_type, Vector2(COLUMN_GAP, y))
var fleet: NeonNumber = _add_number(Vector2(COLUMN_GAP + digit_height + GLYPH_GAP, y),
FLEET_GLOW, FLEET_CORE)
_fleet_numbers[resource_type] = fleet
y += ROW_HEIGHT
func _add_glyph(resource_type: String, at: Vector2) -> void:
var glyph: ResourceGlyph = ResourceGlyph.new()
glyph.resource_type = resource_type
glyph.position = at
glyph.size = Vector2(digit_height, digit_height)
add_child(glyph)
func _add_number(at: Vector2, glow: Color, core: Color) -> NeonNumber:
var number: NeonNumber = NeonNumber.new()
number.show_icon = false
number.position = at
number.size = Vector2(0.0, digit_height)
number.glow_color = glow
number.core_color = core
number.digit_height = digit_height
add_child(number)
return number
func banked_number(resource_type: String) -> NeonNumber:
return _banked_numbers.get(resource_type)
func fleet_number(resource_type: String) -> NeonNumber:
return _fleet_numbers.get(resource_type)
func _process(_delta: float) -> void:
for resource_type in GameState.resource_types():
var banked: NeonNumber = _banked_numbers.get(resource_type)
if banked != null:
banked.set_amount(GameState.banked_resource(resource_type))
var fleet: NeonNumber = _fleet_numbers.get(resource_type)
if fleet == null:
continue
var held: int = GameState.fleet_resource(resource_type)
fleet.visible = held > 0
if fleet.visible:
fleet.set_amount(held)