Compose buildings from definitions and capabilities
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1721edd123
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46 changed files with 1091 additions and 878 deletions
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@ -69,7 +69,7 @@ func _process(delta: float) -> bool:
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print("TEST_EXTRACTOR_BUILDING: FAIL (enabled with no planet in reach)")
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quit(1)
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return true
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controller._on_place_extractor()
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var explained: bool = popup.visible and "planet" in popup.get_node("Panel/MessageLabel").text.to_lower()
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var offered: bool = popup.get_node("Panel/BuildButton").visible
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print("no planet: greyed=%s popup_shown=%s confirm_offered=%s" % [
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@ -118,7 +118,7 @@ func _process(delta: float) -> bool:
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return true
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var rocks_before: int = game_state.rocks
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controller._on_place_extractor()
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var planet_field2: Node = main_scene.get_node("PlanetField")
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var planet2: Node2D = planet_field2.populated_chunks[target_chunk][0]
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@ -148,7 +148,7 @@ func _process(delta: float) -> bool:
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# A second one on the same planet must be refused, not charged.
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var rocks_now: int = game_state.rocks
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controller._on_build_pressed()
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controller._on_place_extractor()
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controller._show_building_info(GameState.BUILDING_EXTRACTOR)
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var re_offered: bool = popup.get_node("Panel/BuildButton").visible
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controller._confirm_build() # must do nothing even if pressed
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var still_one: bool = game_state.extractors.size() == 1 and not re_offered
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