Refactor gameplay menus into owned scenes
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50 changed files with 3449 additions and 3619 deletions
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@ -154,13 +154,13 @@ func _process(delta: float) -> bool:
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controller._refresh_skill_menu(second)
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# #134: the refusal is shown on the price rather than written out in a
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# sentence below it - what you hold over what it costs, in red.
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if controller.skill_cost.is_affordable():
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if controller.skill_menu.cost.is_affordable():
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return _fail("a node the player cannot pay for reads as affordable")
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if not controller.skill_cost.is_short(GameState.RESOURCE_ORE):
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if not controller.skill_menu.cost.is_short(GameState.RESOURCE_ORE):
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return _fail("the ore the player does not have is not marked short")
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print("unaffordable node refused, and its price says so: %d/%d ore" \
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% [controller.skill_cost.held(GameState.RESOURCE_ORE),
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controller.skill_cost.priced(GameState.RESOURCE_ORE)])
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% [controller.skill_menu.cost.held(GameState.RESOURCE_ORE),
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controller.skill_menu.cost.priced(GameState.RESOURCE_ORE)])
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print("TEST_RESEARCH_DOUBLE_TAP: PASS")
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quit(0)
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