Refine context actions and preserve fleet landings

This commit is contained in:
Loïc Wisniewski 2026-08-14 23:15:12 +02:00
commit 663648d949
20 changed files with 197 additions and 103 deletions

View file

@ -6,10 +6,8 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
# Space-side building UI. Owns:
# - the build menu (place a mothership, ship crafter or command centre)
# - the shared ACTION button, which adapts to whatever the fleet is
# standing on (craft ships at a crafter, configure formation at a
# command centre). The enter-atmosphere prompt uses the same slot, and
# PlanetAtmosphereController suppresses itself while a building prompt
# is showing so the two can never fight over it.
# standing on (craft ships, configure formation, or land). One action
# fires directly; multiple actions unfold horizontally.
# - rebuilding a wiped-out fleet at the mothership
#
# Buildings themselves live in GameState (they must outlive the trip to a
@ -23,6 +21,8 @@ const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
@onready var build_button: IconButton = get_node("../UI/BuildButton")
@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
@onready var building_action_button: IconButton = get_node("../UI/BuildingActionButton")
@onready var landing_button: IconButton = get_node("../UI/EnterAtmosphereButton")
@onready var landing_controller: Node2D = get_node("../LandingController")
@onready var build_menu: Control = get_node("../UI/BuildMenu")
@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
@ -113,8 +113,9 @@ var lab_building_id: int = 0
# --- the transfer panel (#24) ---------------------------------------------
# Ore used to be moved from inside whichever panel happened to be open: "load
# ore" lived in the research screen, "store ore here" in the ship crafter.
# Both are now one top-level button that works at every building and in both
# directions, so moving ore is never buried under an unrelated menu.
# Both are now one top-level shortcut beside Build at resource-bearing
# locations and work in both directions, so moving cargo is never buried
# under an unrelated action foldout.
@onready var transfer_button: IconButton = get_node("../UI/TransferButton")
@onready var transfer_menu: Control = get_node("../UI/TransferMenu")
@onready var transfer_status: Label = get_node("../UI/TransferMenu/StatusLabel")
@ -165,6 +166,7 @@ var current_building: Node2D = null
var pending_building: Node2D = null
var current_extractor_index: int = -1
var pending_extractor_index: int = -1
var current_landing_planet: Node2D = null
var pending_time: float = 0.0
var context_actions_expanded: bool = false
@ -218,6 +220,7 @@ func _ready() -> void:
transfer_menu.visible = false
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
hangar_menu.visible = false
@ -239,10 +242,10 @@ func _configure_build_menu_entries() -> void:
build_menu_entries.append([definition.definition_id, button, label, cost_number, definition])
# True while a building prompt or panel owns the shared action slot, so the
# enter-atmosphere prompt knows to stay out of the way.
# True while a modal panel owns the shared context controls. A plain building
# prompt is not modal: landing can coexist with its actions in the same foldout.
func is_showing_building_prompt() -> bool:
return current_building != null or build_menu.visible or craft_menu.visible \
return build_menu.visible or craft_menu.visible \
or formation_menu.visible or skill_menu.visible or transfer_menu.visible \
or hangar_menu.visible
@ -309,8 +312,10 @@ func _process(delta: float) -> void:
pending_building = null
current_extractor_index = -1
pending_extractor_index = -1
current_landing_planet = null
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
context_actions_expanded = false
@ -332,28 +337,27 @@ func _process(delta: float) -> void:
else:
pending_time += delta
var detected_landing_planet: Node2D = landing_controller.current_planet
if pending_time < prompt_debounce_time or (pending_building == current_building \
and pending_extractor_index == current_extractor_index):
and pending_extractor_index == current_extractor_index \
and detected_landing_planet == current_landing_planet):
return
current_building = pending_building
current_extractor_index = pending_extractor_index
current_landing_planet = detected_landing_planet
context_actions_expanded = false
hangar_button.visible = false
# Every building can hold ore, so the transfer button rides alongside the
# action button rather than being one of the things the action button
# turns into - the two are independent choices at the same structure.
transfer_button.visible = false
building_action_button.visible = false
action_button.visible = current_building != null or current_extractor_index >= 0
landing_button.visible = false
transfer_button.visible = _has_transfer_context()
var actions: Array = _context_action_buttons()
action_button.visible = not actions.is_empty()
if current_building != null:
var actions: Array = _context_action_buttons()
building_action_button.icon = int(current_building.definition.action_icon)
building_action_button.queue_redraw()
action_button.icon = building_action_button.icon if actions.size() == 1 else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
elif current_extractor_index >= 0:
action_button.icon = IconButton.Icon.TRANSFER
if not actions.is_empty():
action_button.icon = int(actions[0].icon) if actions.size() == 1 else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
_layout_context_buttons()
@ -381,33 +385,41 @@ func _layout_context_buttons() -> void:
func _context_action_buttons() -> Array:
if current_extractor_index >= 0:
return [transfer_button]
if current_building == null:
return []
var buttons: Array = []
for action in current_building.available_actions():
var button: IconButton = _button_for_building_action(action)
if button != null and button not in buttons:
buttons.append(button)
if current_building != null:
for action in current_building.available_actions():
var button: IconButton = _button_for_building_action(action)
if button != null and button not in buttons:
buttons.append(button)
if current_landing_planet != null:
buttons.append(landing_button)
return buttons
func _has_transfer_context() -> bool:
if current_extractor_index >= 0:
return true
return current_building != null and current_building.available_actions().has("transfer")
func _button_for_building_action(action: String) -> IconButton:
if action == "transfer":
return transfer_button
return null
if action == "hangar":
return hangar_button
return building_action_button
func _on_context_action_pressed() -> void:
if current_building == null and current_extractor_index < 0:
if current_building == null and current_extractor_index < 0 \
and current_landing_planet == null:
return
var actions: Array = _context_action_buttons()
if actions.size() == 1:
if actions[0] == transfer_button:
_on_transfer_pressed()
if actions[0] == landing_button:
landing_controller._on_enter_pressed()
elif actions[0] == hangar_button:
_on_hangar_pressed()
else:
_on_action_pressed()
return