Refactor recent gameplay systems after code review
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57 changed files with 530 additions and 572 deletions
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@ -738,7 +738,7 @@ func _refresh_skill_menu(id: String = "") -> void:
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var node: Dictionary = GameState.skill_node(id)
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if node.is_empty():
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return
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var points_needed: int = int(node.get("research_points", 0))
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var points_needed: int = GameState.skill_research_point_cost(id)
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skill_detail.text = "%s\n%s" % [node.name, node.desc]
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if points_needed > 0:
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skill_detail.text += "\nResearch points: %d/%d" % [GameState.research_points, points_needed]
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@ -1043,7 +1043,7 @@ func _transfer_place_name() -> String:
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var b: Dictionary = GameState.find_building(transfer_building_id)
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if b.is_empty():
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return "this building"
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if b.type == GameState.BUILDING_MOTHERSHIP:
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if GameState.building_has_capability(b, "bank"):
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# Worth naming as the bank rather than as a structure: this is the
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# one building where unloading makes the ore spendable everywhere.
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return "the bank"
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@ -1056,7 +1056,7 @@ func _refresh_transfer() -> void:
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return
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var building: Dictionary = GameState.find_building(transfer_building_id)
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var heading: String = "This building"
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if not building.is_empty() and building.type == GameState.BUILDING_MOTHERSHIP:
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if GameState.building_has_capability(building, "bank"):
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heading = "Mothership bank"
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transfer_list.set_destination(transfer_building_id, heading)
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