Refactor gameplay menus into owned scenes
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46196a1adb
commit
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50 changed files with 3449 additions and 3619 deletions
144
ui/menus/CraftMenu.gd
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144
ui/menus/CraftMenu.gd
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extends "res://ui/menus/ModalMenu.gd"
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signal craft_requested(vessel_type: String)
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signal queue_cancel_requested(index: int)
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const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
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const MENU_LAYOUT = preload("res://ui/menus/MenuLayout.gd")
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const PRICE_TAG = preload("res://ui/PriceTag.gd")
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const COLUMNS := 3
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const ROW_PITCH := 260.0
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const COLUMN_X := 190.0
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const BUTTON_HALF := 56.0
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const BUTTON_HEIGHT := 100.0
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const LABEL_HALF := 92.0
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const LABEL_HEIGHT := 44.0
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const LABEL_OFFSET := 106.0
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const PRICE_HALF := 92.0
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const PRICE_HEIGHT := 86.0
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const PRICE_OFFSET := 154.0
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@onready var status: Label = $StatusLabel
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@onready var queue_detail: Label = $QueueDetail
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@onready var resource_bar: Control = $Bar
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@onready var vessel_buttons: Array = [$InterceptorButton, $ShieldButton,
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$GasBomberButton, $CarrierButton, $LaserButton, $DistorderButton]
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@onready var vessel_labels: Array = [$InterceptorLabel, $ShieldLabel,
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$GasBomberLabel, $CarrierLabel, $LaserLabel, $DistorderLabel]
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@onready var queue_slots: Array = [$QueueSlot0, $QueueSlot1, $QueueSlot2, $QueueSlot3]
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var building_id: int = 0
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var message: String = ""
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var message_until: int = 0
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var price_tags: Array = []
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func _ready() -> void:
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super._ready()
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_build_price_tags()
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for i in range(mini(vessel_buttons.size(), VESSEL_DEFINITIONS.fleet().size())):
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var definition: Resource = VESSEL_DEFINITIONS.fleet()[i]
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vessel_buttons[i].pressed.connect(
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func(): craft_requested.emit(String(definition.definition_id)))
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for i in range(queue_slots.size()):
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queue_slots[i].pressed.connect(func(): queue_cancel_requested.emit(i))
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_layout_entries()
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func open_for(next_building_id: int) -> void:
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building_id = next_building_id
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resource_bar.building_id = building_id
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open_menu()
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refresh()
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func close_menu() -> void:
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super.close_menu()
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building_id = 0
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func say(next_message: String) -> void:
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message = next_message
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message_until = Time.get_ticks_msec() + 3000
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refresh()
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func refresh() -> void:
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status.text = ""
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var definitions: Array = VESSEL_DEFINITIONS.fleet()
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for i in range(mini(definitions.size(), vessel_buttons.size())):
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var definition: Resource = definitions[i]
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var button: Control = vessel_buttons[i]
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vessel_labels[i].text = String(definition.display_name)
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if i < price_tags.size():
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price_tags[i].set_costs(GameState.product_costs(definition.definition_id))
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button.icon = definition.icon
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button.glow_color = definition.glow_color
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button.enabled = GameState.vessel_is_unlocked(definition.definition_id)
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button.queue_redraw()
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refresh_queue()
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if message != "":
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if Time.get_ticks_msec() < message_until:
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status.text = "%s\n%s" % [message, status.text]
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else:
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message = ""
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func refresh_queue() -> void:
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var orders: Array = GameState.order_list(building_id)
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for i in range(queue_slots.size()):
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var slot: Control = queue_slots[i]
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slot.visible = i < orders.size()
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if not slot.visible:
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continue
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var order: Dictionary = orders[i]
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var definition: Resource = VESSEL_DEFINITIONS.get_definition(String(order.product))
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slot.icon = definition.icon
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slot.glow_color = vessel_colour(String(order.product))
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slot.enabled = bool(order.started)
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slot.queue_redraw()
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if orders.is_empty():
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queue_detail.text = "Nothing queued"
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return
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var head: Dictionary = orders[0]
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if bool(head.started):
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queue_detail.text = "Building %s %d%%\nTap to cancel" % [
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GameState.vessel_name(String(head.product)),
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int(round(float(head.progress) * 100.0))]
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else:
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queue_detail.text = "%s waiting for resources\nTap to cancel" \
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% GameState.vessel_name(String(head.product))
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func vessel_colour(vessel_type: String) -> Color:
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var definition: Resource = VESSEL_DEFINITIONS.get_definition(vessel_type)
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return definition.glow_color if definition != null else Color(0.25, 0.85, 1.0)
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func _build_price_tags() -> void:
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for i in range(vessel_buttons.size()):
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var tag: Control = PRICE_TAG.new()
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tag.name = "CraftPrice%d" % i
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tag.set_anchors_preset(Control.PRESET_CENTER)
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add_child(tag)
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price_tags.append(tag)
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func row_height() -> float:
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return PRICE_OFFSET + PRICE_HEIGHT
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func _layout_entries() -> void:
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var rows: int = maxi(int(ceil(float(vessel_buttons.size()) / float(COLUMNS))), 1)
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var band: Vector2 = MENU_LAYOUT.grid_band(status.offset_bottom, size.y)
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for i in range(vessel_buttons.size()):
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var row: int = i / COLUMNS
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var column: int = i % COLUMNS
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var cx: float = (float(column) - 1.0) * COLUMN_X
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var top: float = MENU_LAYOUT.grid_row_top(row, rows, row_height(), band, ROW_PITCH)
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MENU_LAYOUT.place_entry(vessel_buttons[i], cx, top, BUTTON_HALF, BUTTON_HEIGHT)
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MENU_LAYOUT.place_entry(vessel_labels[i], cx, top + LABEL_OFFSET,
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LABEL_HALF, LABEL_HEIGHT)
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if i < price_tags.size():
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MENU_LAYOUT.place_entry(price_tags[i], cx, top + PRICE_OFFSET,
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PRICE_HALF, PRICE_HEIGHT)
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