Store resources in generic inventories
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parent
02643c76c4
commit
1721edd123
24 changed files with 385 additions and 172 deletions
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@ -27,7 +27,7 @@ func _ready() -> void:
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_destination_heading.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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add_child(_destination_heading)
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for resource_type in GameState.RESOURCE_TYPES:
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for resource_type in GameState.resource_types():
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var colour: Color = GameState.resource_color(resource_type)
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var glyph := ResourceGlyph.new()
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glyph.resource_type = resource_type
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@ -140,7 +140,7 @@ func set_destination(id: int, heading: String) -> void:
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func refresh() -> void:
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for resource_type in GameState.RESOURCE_TYPES:
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for resource_type in GameState.resource_types():
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var row: Dictionary = _rows.get(resource_type, {})
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if row.is_empty():
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continue
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@ -169,7 +169,7 @@ func _layout() -> void:
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var row_height: float = (size.y - HEADER_HEIGHT) / maxf(1.0, float(_rows.size()))
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var row_index: int = 0
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for resource_type in GameState.RESOURCE_TYPES:
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for resource_type in GameState.resource_types():
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var row: Dictionary = _rows[resource_type]
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var y: float = HEADER_HEIGHT + float(row_index) * row_height
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var glyph_size: float = minf(66.0, row_height * 0.23)
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