Refactor gameplay menus into owned scenes

This commit is contained in:
Loïc Wisniewski 2026-08-31 02:18:08 +02:00
commit a17fe88197
50 changed files with 3449 additions and 3619 deletions

View file

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