Compare commits
19 changed files with 21 additions and 1064 deletions
44
audio/Sfx.gd
44
audio/Sfx.gd
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@ -34,23 +34,17 @@ const ASTEROID_BREAK: String = "asteroid_break"
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const GAS_BLAST: String = "gas_blast"
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const GAS_BLAST: String = "gas_blast"
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const BLACK_HOLE: String = "black_hole"
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const BLACK_HOLE: String = "black_hole"
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# PRELOADED, not paths. play() used to load() on every call, which is a
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# cache hit after the first time but a synchronous disk read and decode the
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# first time - on the frame the sound was asked for. Ten sounds meant ten
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# occasional late starts, one per sound, which is what "sometimes starting a
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# bit late" was. Swapping in a different file is still just replacing the
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# .wav; nothing here knows or cares which it is.
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const SOUNDS: Dictionary = {
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const SOUNDS: Dictionary = {
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SHOT: preload("res://audio/sfx_shot.wav"),
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SHOT: "res://audio/sfx_shot.wav",
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SHIP_DEATH: preload("res://audio/sfx_ship_death.wav"),
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SHIP_DEATH: "res://audio/sfx_ship_death.wav",
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ENEMY_DEATH: preload("res://audio/sfx_ship_death.wav"),
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ENEMY_DEATH: "res://audio/sfx_ship_death.wav",
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BUILDING_DEATH: preload("res://audio/sfx_building_death.wav"),
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BUILDING_DEATH: "res://audio/sfx_building_death.wav",
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DIALOG: preload("res://audio/sfx_dialog.wav"),
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DIALOG: "res://audio/sfx_dialog.wav",
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BOSS_SCREAM: preload("res://audio/sfx_boss_scream.wav"),
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BOSS_SCREAM: "res://audio/sfx_boss_scream.wav",
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PICKUP: preload("res://audio/sfx_pickup.wav"),
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PICKUP: "res://audio/sfx_pickup.wav",
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ASTEROID_BREAK: preload("res://audio/sfx_asteroid_break.wav"),
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ASTEROID_BREAK: "res://audio/sfx_asteroid_break.wav",
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GAS_BLAST: preload("res://audio/sfx_gas_blast.wav"),
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GAS_BLAST: "res://audio/sfx_gas_blast.wav",
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BLACK_HOLE: preload("res://audio/sfx_black_hole.wav"),
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BLACK_HOLE: "res://audio/sfx_black_hole.wav",
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}
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}
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# Per-sound level. A shot is fired constantly and a death happens once, so
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# Per-sound level. A shot is fired constantly and a death happens once, so
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@ -87,22 +81,6 @@ const PITCH_SPREAD: Dictionary = {
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}
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}
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# Builds the voice pool before anything needs it. _pool() is lazy, so without
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# this the first sound in a session paid for twelve AudioStreamPlayer nodes
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# being created on the frame it was asked for - the worst late start of all,
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# and the one that happens every session.
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static func warm(tree: SceneTree) -> void:
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if tree == null:
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return
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# Deferred, like Music.ensure(): this is called from _ready(), where the
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# parent is still setting up children and a direct add_child() is
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# refused outright. The lazy path in play() runs during an ordinary
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# frame and does not need it.
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var build: Callable = func() -> void:
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_pool(tree)
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build.call_deferred()
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static func _pool(tree: SceneTree) -> Node:
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static func _pool(tree: SceneTree) -> Node:
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var existing: Node = tree.root.get_node_or_null(NODE_NAME)
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var existing: Node = tree.root.get_node_or_null(NODE_NAME)
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if existing != null:
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if existing != null:
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@ -125,7 +103,7 @@ static func _pool(tree: SceneTree) -> Node:
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static func play(tree: SceneTree, id: String) -> void:
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static func play(tree: SceneTree, id: String) -> void:
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if tree == null or not SOUNDS.has(id):
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if tree == null or not SOUNDS.has(id):
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return
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return
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var stream: AudioStream = SOUNDS[id] as AudioStream
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var stream: AudioStream = load(String(SOUNDS[id]))
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if stream == null:
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if stream == null:
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return
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return
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var pool: Node = _pool(tree)
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var pool: Node = _pool(tree)
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@ -426,17 +426,8 @@ func _show_building_info(type: String) -> void:
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else:
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else:
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lines.append("Will mine %s from %s." % [
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lines.append("Will mine %s from %s." % [
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GameState.resource_name(planet.resource_type), planet.planet_name])
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GameState.resource_name(planet.resource_type), planet.planet_name])
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elif can_build:
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elif can_build and definition.unique and GameState.has_building_of_type(type):
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if definition.unique and GameState.has_building_of_type(type):
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lines.append("WARNING: only one may exist - this destroys your current one.")
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lines.append("WARNING: only one may exist - this destroys your current one.")
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# A unique structure replaces itself, so the one being demolished is
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# not in the way.
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var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid(),
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type if definition.unique else "")
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if not blocker.is_empty():
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lines.append("Too close to your %s - fly clear and try again." \
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% _building_name(String(blocker.get("type", ""))))
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can_build = false
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if can_build and not GameState.can_afford_resources(costs, fleet.get_centroid()):
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if can_build and not GameState.can_afford_resources(costs, fleet.get_centroid()):
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can_build = false
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can_build = false
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pending_build_type = type if can_build else ""
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pending_build_type = type if can_build else ""
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@ -477,16 +468,6 @@ func _confirm_build() -> void:
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planet.resource_type, planet.planet_id)
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planet.resource_type, planet.planet_id)
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build_menu.close_menu()
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build_menu.close_menu()
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return
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return
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# BEFORE the demolition below, not after: a unique structure replaces
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# itself by removing the old one first, so a blocked placement discovered
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# afterwards would leave the player with neither. The old one is excluded
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# because it is the thing being replaced.
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var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid(),
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type if definition.unique else "")
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if not blocker.is_empty():
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build_menu.set_status("Too close to your %s" \
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% _building_name(String(blocker.get("type", ""))))
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return
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if definition.unique and GameState.has_building_of_type(type):
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if definition.unique and GameState.has_building_of_type(type):
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if not GameState.can_afford_resources(GameState.building_costs(type), fleet.get_centroid()):
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if not GameState.can_afford_resources(GameState.building_costs(type), fleet.get_centroid()):
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build_menu.set_status(_cannot_afford(type))
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build_menu.set_status(_cannot_afford(type))
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@ -496,11 +477,6 @@ func _confirm_build() -> void:
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_try_place(type)
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_try_place(type)
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func _building_name(type: String) -> String:
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var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
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return String(definition.display_name) if definition != null else type.capitalize()
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func _cannot_afford(type: String) -> String:
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func _cannot_afford(type: String) -> String:
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var missing: Array = []
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var missing: Array = []
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for resource_type in GameState.building_costs(type):
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for resource_type in GameState.building_costs(type):
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@ -513,14 +489,6 @@ func _cannot_afford(type: String) -> String:
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func _try_place(type: String) -> void:
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func _try_place(type: String) -> void:
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# Re-checked here and not only in the preview: the fleet keeps moving
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# between opening the menu and confirming, and this is the one place
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# every space structure is actually placed.
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var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid())
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if not blocker.is_empty():
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build_menu.set_status("Too close to your %s" \
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% _building_name(String(blocker.get("type", ""))))
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return
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if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
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if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
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build_menu.set_status(_cannot_afford(type))
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build_menu.set_status(_cannot_afford(type))
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return
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return
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@ -102,14 +102,6 @@ var keyboard_seen: bool = false
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var keyboard_steering: bool = false
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var keyboard_steering: bool = false
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# Seconds between automatic saves. Long enough that writing the file is
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# never felt, short enough that a lost run is an annoyance rather than an
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# evening.
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const AUTOSAVE_INTERVAL: float = 30.0
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var autosave_countdown: float = AUTOSAVE_INTERVAL
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func _ready() -> void:
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func _ready() -> void:
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# Most visuals still animate per rendered frame. The main/surface scenes opt
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# Most visuals still animate per rendered frame. The main/surface scenes opt
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# their roots out of global interpolation, then opt their physics-follow
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# their roots out of global interpolation, then opt their physics-follow
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@ -122,9 +114,6 @@ func _ready() -> void:
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# This script is the root of BOTH the space scene and the planet
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# This script is the root of BOTH the space scene and the planet
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# surface, so one call here covers the whole game.
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# surface, so one call here covers the whole game.
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Music.ensure(get_tree())
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Music.ensure(get_tree())
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# Same moment, same reason: build the sfx voices before the first
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# sound needs them rather than during it.
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Sfx.warm(get_tree())
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if joystick != null:
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if joystick != null:
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joystick.direction_changed.connect(_on_joystick_direction)
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joystick.direction_changed.connect(_on_joystick_direction)
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@ -158,12 +147,6 @@ func _held_pivot_direction() -> float:
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func _notification(what: int) -> void:
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func _notification(what: int) -> void:
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if what == NOTIFICATION_UNPAUSED:
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if what == NOTIFICATION_UNPAUSED:
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_forget_released_keys()
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_forget_released_keys()
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# #225: the phone is where this is played, and Android kills an app in
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# the background without warning - so the run is written on the way out
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# rather than only on a timer.
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elif what == NOTIFICATION_WM_CLOSE_REQUEST \
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or what == NOTIFICATION_APPLICATION_PAUSED:
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autosave()
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func _forget_released_keys() -> void:
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func _forget_released_keys() -> void:
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@ -310,22 +293,7 @@ func _on_joystick_direction(direction: Vector2) -> void:
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fleet.stop()
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fleet.stop()
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# Written on a timer as well as on the way out: a crash or a battery pull
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# gives no notification at all, and losing half an hour is what makes a save
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# system feel absent even when it is there.
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func autosave() -> void:
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if GameState.intro_active:
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# Nothing worth keeping yet, and saving mid-prologue would resume
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# into a run that has not been set up.
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return
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SaveGame.save(GameState)
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autosave_countdown = AUTOSAVE_INTERVAL
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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autosave_countdown -= delta
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if autosave_countdown <= 0.0:
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autosave()
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pivot_cw_tap_cooldown_left = maxf(pivot_cw_tap_cooldown_left - delta, 0.0)
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pivot_cw_tap_cooldown_left = maxf(pivot_cw_tap_cooldown_left - delta, 0.0)
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pivot_ccw_tap_cooldown_left = maxf(pivot_ccw_tap_cooldown_left - delta, 0.0)
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pivot_ccw_tap_cooldown_left = maxf(pivot_ccw_tap_cooldown_left - delta, 0.0)
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_update_pivot(delta)
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_update_pivot(delta)
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@ -2707,28 +2707,6 @@ func has_mothership() -> bool:
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return get_mothership_position() != null
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return get_mothership_position() != null
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# Space structures may not be stacked (#224). The distance is Building's own
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# interact_radius, rather than a new number: that is the circle BuildingField
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# tests the fleet centroid against to decide which structure you are standing
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# on, and it returns the FIRST match - so two structures inside one another
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# make that a question of list order rather than of where you flew.
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const MIN_BUILDING_SEPARATION: float = 150.0
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# The structure a new one at this position would sit on top of, or an empty
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# dictionary when the spot is clear. ignore_type skips a type that is about
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# to be demolished, which is how the unique structures replace themselves -
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# without it a mothership could never be rebuilt where the old one stood.
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func building_blocking(at_position: Vector2, ignore_type: String = "") -> Dictionary:
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for building in buildings:
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if ignore_type != "" and String(building.get("type", "")) == ignore_type:
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continue
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var at: Vector2 = building.get("position", Vector2.ZERO)
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if at.distance_to(at_position) < MIN_BUILDING_SEPARATION:
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return building
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return {}
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func has_building_of_type(type: String) -> bool:
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func has_building_of_type(type: String) -> bool:
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for building in buildings:
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for building in buildings:
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if building.type == type:
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if building.type == type:
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243
core/SaveGame.gd
243
core/SaveGame.gd
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@ -1,243 +0,0 @@
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class_name SaveGame
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extends RefCounted
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# Forgejo #225. Writing the run to disk and reading it back.
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#
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# Saves are JSON rather than a binary resource: a save that can be opened in
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# a text editor can be diagnosed from a bug report, and ResourceSaver would
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# tie the file's shape to GDScript class layout, which is exactly the thing
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# that keeps changing.
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#
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# WHAT IS SAVED is an explicit list (FIELDS), not every var on GameState.
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# A blind dump would carry transient junk - which pointer last touched the
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# screen, whether a dialog is currently holding the camera - and would break
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# silently every time a field was renamed. The cost is that a new piece of
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# progression has to be added to the list; the benefit is that forgetting to
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# is a missing feature rather than a corrupt save.
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const SAVE_PATH: String = "user://savegame.json"
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# Bumped whenever the SHAPE of the saved data changes - a field renamed, a
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# structure reorganised. Adding a brand new field does not need a bump: it
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# simply arrives missing from old saves and keeps whatever GameState starts
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# it at.
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const SAVE_VERSION: int = 1
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# The oldest version this build can still open. Raising it is how a format
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# change too messy to migrate is DECLARED rather than bodged: #225 is
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# explicit that breaking compatibility is the right call when the transition
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# is too complex, and a save that loads subtly WRONG is far worse than one
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# that refuses to load and says so.
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const MIN_SUPPORTED_VERSION: int = 1
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# version N -> N+1, keyed by the version being migrated FROM. A save is
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# walked up one step at a time until it reaches SAVE_VERSION. A gap here is
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# not an oversight - it is the declaration that saves below it are
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# incompatible, and load() refuses them by name rather than guessing.
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const MIGRATIONS: Dictionary = {}
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# The run, field by field. Grouped by what they mean rather than by type, so
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# it is obvious what a new piece of progression sits next to.
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const FIELDS: Array = [
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# The purse and the hold.
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"bank_inventory", "fleet_inventory",
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# What has been built, and what has been taken.
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"buildings", "next_building_id", "extractors", "planet_capture",
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# What has been learned.
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"unlocked", "research_points", "vessel_levels",
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# The fleet itself.
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"fleet_position", "fleet_vessel_types", "surviving_ship_count",
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"surviving_vessel_types", "formation", "stored_vessels",
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"vessel_targets", "vessel_deliveries", "repair_drones",
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"max_fleet_speed_multiplier", "fleet_speed_multiplier", "build_time_scale",
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# The world as the player has seen it.
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"explored_chunks", "scanner_target",
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# The siege.
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"wave_number", "wave_phase", "wave_timer",
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# The campaign.
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"quests_armed", "quest_index", "quest_announced", "quest_messages",
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"visited_planets", "visited_planet_kinds",
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]
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static func has_save(path: String = SAVE_PATH) -> bool:
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return FileAccess.file_exists(path)
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# What the "load your last run?" prompt needs, without committing to loading
|
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||||||
# it. Returns an empty dictionary when there is nothing to offer.
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static func peek(path: String = SAVE_PATH) -> Dictionary:
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if not FileAccess.file_exists(path):
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||||||
return {}
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var raw: Dictionary = _read(path)
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|
||||||
if raw.is_empty():
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return {}
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return {
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||||||
"version": int(raw.get("version", 0)),
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||||||
"saved_at": String(raw.get("saved_at", "")),
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||||||
"loadable": _refusal(int(raw.get("version", 0))) == "",
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|
||||||
"refusal": _refusal(int(raw.get("version", 0))),
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
static func save(state: Node, path: String = SAVE_PATH) -> bool:
|
|
||||||
if state == null:
|
|
||||||
return false
|
|
||||||
var fields: Dictionary = {}
|
|
||||||
for name in FIELDS:
|
|
||||||
fields[name] = _encode(state.get(name))
|
|
||||||
var payload: Dictionary = {
|
|
||||||
"version": SAVE_VERSION,
|
|
||||||
"saved_at": Time.get_datetime_string_from_system(true),
|
|
||||||
"fields": fields,
|
|
||||||
}
|
|
||||||
var file: FileAccess = FileAccess.open(path, FileAccess.WRITE)
|
|
||||||
if file == null:
|
|
||||||
return false
|
|
||||||
file.store_string(JSON.stringify(payload, "\t"))
|
|
||||||
file.close()
|
|
||||||
return true
|
|
||||||
|
|
||||||
|
|
||||||
# Applies a save to GameState. Returns {ok, reason} - reason is empty on
|
|
||||||
# success and player-readable on failure, because "it did not load" with no
|
|
||||||
# explanation is the thing that makes people delete their save folder.
|
|
||||||
static func load_into(state: Node, path: String = SAVE_PATH) -> Dictionary:
|
|
||||||
if state == null:
|
|
||||||
return {"ok": false, "reason": "No game to load into."}
|
|
||||||
if not FileAccess.file_exists(path):
|
|
||||||
return {"ok": false, "reason": "There is no saved run."}
|
|
||||||
var raw: Dictionary = _read(path)
|
|
||||||
if raw.is_empty():
|
|
||||||
return {"ok": false, "reason": "The saved run could not be read - the file is damaged."}
|
|
||||||
var version: int = int(raw.get("version", 0))
|
|
||||||
var refusal: String = _refusal(version)
|
|
||||||
if refusal != "":
|
|
||||||
return {"ok": false, "reason": refusal}
|
|
||||||
var fields: Dictionary = raw.get("fields", {})
|
|
||||||
if not (fields is Dictionary) or fields.is_empty():
|
|
||||||
return {"ok": false, "reason": "The saved run has no contents."}
|
|
||||||
while version < SAVE_VERSION:
|
|
||||||
fields = (MIGRATIONS[version] as Callable).call(fields)
|
|
||||||
version += 1
|
|
||||||
for name in FIELDS:
|
|
||||||
# A field the save predates keeps whatever a new game starts it at,
|
|
||||||
# which is what makes ADDING progression a non-breaking change.
|
|
||||||
if fields.has(name):
|
|
||||||
state.set(name, _decode(fields[name]))
|
|
||||||
return {"ok": true, "reason": ""}
|
|
||||||
|
|
||||||
|
|
||||||
static func clear(path: String = SAVE_PATH) -> void:
|
|
||||||
if FileAccess.file_exists(path):
|
|
||||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
|
|
||||||
|
|
||||||
|
|
||||||
# Why this version cannot be opened, or "" if it can.
|
|
||||||
static func _refusal(version: int) -> String:
|
|
||||||
if version <= 0:
|
|
||||||
return "The saved run does not say what version it is."
|
|
||||||
if version > SAVE_VERSION:
|
|
||||||
return "That run was saved by a NEWER version of the game (save %d, this build reads %d)." \
|
|
||||||
% [version, SAVE_VERSION]
|
|
||||||
if version < MIN_SUPPORTED_VERSION:
|
|
||||||
return "That run was saved by an older version of the game (save %d) and cannot be opened by this one." \
|
|
||||||
% version
|
|
||||||
var at: int = version
|
|
||||||
while at < SAVE_VERSION:
|
|
||||||
if not MIGRATIONS.has(at):
|
|
||||||
return "That run was saved by an older version of the game (save %d) and there is no way to bring it forward." \
|
|
||||||
% version
|
|
||||||
at += 1
|
|
||||||
return ""
|
|
||||||
|
|
||||||
|
|
||||||
static func _read(path: String) -> Dictionary:
|
|
||||||
var file: FileAccess = FileAccess.open(path, FileAccess.READ)
|
|
||||||
if file == null:
|
|
||||||
return {}
|
|
||||||
var text: String = file.get_as_text()
|
|
||||||
file.close()
|
|
||||||
var parsed: Variant = JSON.parse_string(text)
|
|
||||||
return parsed if parsed is Dictionary else {}
|
|
||||||
|
|
||||||
|
|
||||||
# --- the type-tagged codec ---------------------------------------------
|
|
||||||
# JSON has numbers, strings, arrays and string-keyed objects. The run has
|
|
||||||
# Vector2s, chunk coordinates used AS dictionary keys, and Inventory
|
|
||||||
# objects, so each of those is written with a tag saying what to rebuild.
|
|
||||||
|
|
||||||
static func _encode(value: Variant) -> Variant:
|
|
||||||
if value is Vector2:
|
|
||||||
return {"__t": "v2", "x": value.x, "y": value.y}
|
|
||||||
if value is Vector2i:
|
|
||||||
return {"__t": "v2i", "x": value.x, "y": value.y}
|
|
||||||
if value is PackedStringArray:
|
|
||||||
return {"__t": "psa", "v": Array(value)}
|
|
||||||
if value is Inventory:
|
|
||||||
return {"__t": "inv", "a": value.snapshot(),
|
|
||||||
"cap": value.total_capacity,
|
|
||||||
"caps": value.resource_capacities.duplicate()}
|
|
||||||
if value is Array:
|
|
||||||
var out: Array = []
|
|
||||||
for item in value:
|
|
||||||
out.append(_encode(item))
|
|
||||||
return out
|
|
||||||
if value is Dictionary:
|
|
||||||
var out_d: Dictionary = {}
|
|
||||||
for key in value:
|
|
||||||
out_d[_encode_key(key)] = _encode(value[key])
|
|
||||||
return out_d
|
|
||||||
return value
|
|
||||||
|
|
||||||
|
|
||||||
static func _decode(value: Variant) -> Variant:
|
|
||||||
if value is Array:
|
|
||||||
var out: Array = []
|
|
||||||
for item in value:
|
|
||||||
out.append(_decode(item))
|
|
||||||
return out
|
|
||||||
if value is Dictionary:
|
|
||||||
match String(value.get("__t", "")):
|
|
||||||
"v2":
|
|
||||||
return Vector2(float(value.get("x", 0.0)), float(value.get("y", 0.0)))
|
|
||||||
"v2i":
|
|
||||||
return Vector2i(int(value.get("x", 0)), int(value.get("y", 0)))
|
|
||||||
"psa":
|
|
||||||
return PackedStringArray(value.get("v", []))
|
|
||||||
"inv":
|
|
||||||
var inv: Inventory = Inventory.new()
|
|
||||||
inv.total_capacity = int(value.get("cap", -1))
|
|
||||||
for id in Dictionary(value.get("caps", {})):
|
|
||||||
inv.resource_capacities[String(id)] = int(value["caps"][id])
|
|
||||||
for id in Dictionary(value.get("a", {})):
|
|
||||||
inv.set_amount(String(id), int(value["a"][id]))
|
|
||||||
return inv
|
|
||||||
var out_d: Dictionary = {}
|
|
||||||
for key in value:
|
|
||||||
out_d[_decode_key(String(key))] = _decode(value[key])
|
|
||||||
return out_d
|
|
||||||
return value
|
|
||||||
|
|
||||||
|
|
||||||
# Every key carries its type, so a planet id that happens to look like a
|
|
||||||
# chunk coordinate cannot be mistaken for one on the way back in.
|
|
||||||
static func _encode_key(key: Variant) -> String:
|
|
||||||
if key is Vector2i:
|
|
||||||
return "v2i:%d,%d" % [key.x, key.y]
|
|
||||||
if key is int:
|
|
||||||
return "i:%d" % key
|
|
||||||
return "s:%s" % String(key)
|
|
||||||
|
|
||||||
|
|
||||||
static func _decode_key(key: String) -> Variant:
|
|
||||||
if key.begins_with("v2i:"):
|
|
||||||
var parts: PackedStringArray = key.substr(4).split(",")
|
|
||||||
if parts.size() == 2:
|
|
||||||
return Vector2i(int(parts[0]), int(parts[1]))
|
|
||||||
return key
|
|
||||||
if key.begins_with("i:"):
|
|
||||||
return int(key.substr(2))
|
|
||||||
if key.begins_with("s:"):
|
|
||||||
return key.substr(2)
|
|
||||||
return key
|
|
||||||
|
|
@ -26,11 +26,6 @@ var _rings: Array = []
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
# Planet.gd calls configure() BEFORE add_child(), so the disc is usually
|
|
||||||
# already built by the time _ready fires (which the SceneTree defers to
|
|
||||||
# the first frame). Without this guard the ring set was thrown away and
|
|
||||||
# re-tessellated - eighty antialiased polylines per spawn instead of forty.
|
|
||||||
if _rings.is_empty():
|
|
||||||
_build()
|
_build()
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -17,7 +17,6 @@ extends SceneTree
|
||||||
var scene: Node
|
var scene: Node
|
||||||
var game_state: Node
|
var game_state: Node
|
||||||
var controller: Node
|
var controller: Node
|
||||||
var fleet: Node2D
|
|
||||||
var popup: Control
|
var popup: Control
|
||||||
var title: Label
|
var title: Label
|
||||||
var message: Label
|
var message: Label
|
||||||
|
|
@ -56,7 +55,6 @@ func _initialize() -> void:
|
||||||
scene = load("res://world/Main.tscn").instantiate()
|
scene = load("res://world/Main.tscn").instantiate()
|
||||||
root.add_child(scene)
|
root.add_child(scene)
|
||||||
controller = scene.get_node("BuildController")
|
controller = scene.get_node("BuildController")
|
||||||
fleet = scene.get_node("Fleet")
|
|
||||||
popup = scene.get_node("UI/BuildMenu/InfoPopup")
|
popup = scene.get_node("UI/BuildMenu/InfoPopup")
|
||||||
title = popup.get_node("Panel/TitleLabel")
|
title = popup.get_node("Panel/TitleLabel")
|
||||||
message = popup.get_node("Panel/MessageLabel")
|
message = popup.get_node("Panel/MessageLabel")
|
||||||
|
|
@ -85,15 +83,8 @@ func _process(delta: float) -> bool:
|
||||||
if elapsed < 0.2:
|
if elapsed < 0.2:
|
||||||
return false
|
return false
|
||||||
|
|
||||||
for i in range(OPTIONS.size()):
|
for option in OPTIONS:
|
||||||
var option: Dictionary = OPTIONS[i]
|
|
||||||
var type: String = option.type
|
var type: String = option.type
|
||||||
# #224: structures may not be stacked, and this loop BUILDS
|
|
||||||
# each option in turn. Without moving between them the second
|
|
||||||
# one is refused for sitting on the first, which is the rule
|
|
||||||
# working - but this test is about what the popup says, not
|
|
||||||
# about where things may go.
|
|
||||||
fleet.teleport_to(Vector2(float(i + 2) * GameState.MIN_BUILDING_SEPARATION * 2.0, 0.0))
|
|
||||||
var expected_cost: int = controller.cost_of(type)
|
var expected_cost: int = controller.cost_of(type)
|
||||||
var rocks_before: int = game_state.rocks
|
var rocks_before: int = game_state.rocks
|
||||||
var built_before: int = _count(type)
|
var built_before: int = _count(type)
|
||||||
|
|
|
||||||
|
|
@ -1,135 +0,0 @@
|
||||||
extends SceneTree
|
|
||||||
|
|
||||||
# Forgejo #224: a structure may not be built on top of one that is already
|
|
||||||
# there.
|
|
||||||
#
|
|
||||||
# It matters beyond the look of it. BuildingField decides which structure the
|
|
||||||
# fleet is standing on by testing the centroid against interact_radius and
|
|
||||||
# returning the FIRST match, so two structures inside one another make that a
|
|
||||||
# question of list order rather than of where the player flew - you would fly
|
|
||||||
# to your workshop and open the crafter.
|
|
||||||
#
|
|
||||||
# Covers:
|
|
||||||
# A. the spot a structure already occupies is refused
|
|
||||||
# B. clear of it, the same build goes through
|
|
||||||
# C. a unique structure can still be rebuilt where the old one stands,
|
|
||||||
# because the old one is what is being replaced
|
|
||||||
# D. and a REFUSED rebuild does not demolish the existing one first
|
|
||||||
|
|
||||||
var game_state: Node
|
|
||||||
var scene: Node
|
|
||||||
var controller: Node
|
|
||||||
var fleet: Node2D
|
|
||||||
var elapsed: float = 0.0
|
|
||||||
var stage: int = 0
|
|
||||||
|
|
||||||
|
|
||||||
func _initialize() -> void:
|
|
||||||
game_state = root.get_node("GameState")
|
|
||||||
game_state.buildings.clear()
|
|
||||||
game_state.extractors.clear()
|
|
||||||
game_state.reset_progression()
|
|
||||||
game_state.reset_new_game()
|
|
||||||
game_state.intro_active = false
|
|
||||||
game_state.reset_quests()
|
|
||||||
game_state.rocks = 100000
|
|
||||||
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 100000)
|
|
||||||
game_state.bank_inventory.set_amount(GameState.RESOURCE_ENERGY, 100000)
|
|
||||||
scene = load("res://world/Main.tscn").instantiate()
|
|
||||||
root.add_child(scene)
|
|
||||||
current_scene = scene
|
|
||||||
controller = scene.get_node("BuildController")
|
|
||||||
fleet = scene.get_node("Fleet")
|
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> bool:
|
|
||||||
elapsed += delta
|
|
||||||
if elapsed < 0.4:
|
|
||||||
return false
|
|
||||||
|
|
||||||
var sep: float = GameState.MIN_BUILDING_SEPARATION
|
|
||||||
|
|
||||||
# _confirm_build() returns SILENTLY on a locked structure, which would
|
|
||||||
# make every refusal below look like the separation rule working when it
|
|
||||||
# was only the unlock gate. Unlock what this test builds, and assert it.
|
|
||||||
for type in [GameState.BUILDING_COMMAND_CENTER, GameState.BUILDING_MOTHERSHIP,
|
|
||||||
GameState.BUILDING_SHIP_CRAFTER]:
|
|
||||||
var node_id: String = game_state.research_node_for_building(type)
|
|
||||||
if node_id != "" and not game_state.is_unlocked(node_id):
|
|
||||||
game_state.unlocked.append(node_id)
|
|
||||||
if not game_state.is_building_unlocked(type):
|
|
||||||
return _fail("'%s' is still locked, so a refusal would prove nothing" % type)
|
|
||||||
|
|
||||||
# --- A. the occupied spot is refused --------------------------------
|
|
||||||
game_state.buildings.clear()
|
|
||||||
game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO)
|
|
||||||
|
|
||||||
if game_state.building_blocking(Vector2.ZERO).is_empty():
|
|
||||||
return _fail("a structure's own position reads as a clear spot")
|
|
||||||
# Just inside the separation, and just outside it.
|
|
||||||
if game_state.building_blocking(Vector2(sep - 1.0, 0.0)).is_empty():
|
|
||||||
return _fail("a spot %.0f units away is not blocked, but the rule is %.0f" % [sep - 1.0, sep])
|
|
||||||
if not game_state.building_blocking(Vector2(sep + 1.0, 0.0)).is_empty():
|
|
||||||
return _fail("a spot %.0f units away is blocked, but the rule is %.0f" % [sep + 1.0, sep])
|
|
||||||
var blocker: Dictionary = game_state.building_blocking(Vector2.ZERO)
|
|
||||||
if String(blocker.get("type", "")) != GameState.BUILDING_SHIP_CRAFTER:
|
|
||||||
return _fail("the blocking structure is reported as '%s'" % blocker.get("type", ""))
|
|
||||||
print("a spot inside %.0f units of a structure is refused, outside it is clear" % sep)
|
|
||||||
|
|
||||||
# --- B. and the whole build path agrees -----------------------------
|
|
||||||
# On top of the crafter: refused, and nothing is built or spent.
|
|
||||||
fleet.teleport_to(Vector2.ZERO)
|
|
||||||
var before: int = game_state.buildings.size()
|
|
||||||
controller.pending_build_type = GameState.BUILDING_COMMAND_CENTER
|
|
||||||
controller._confirm_build()
|
|
||||||
if game_state.buildings.size() != before:
|
|
||||||
return _fail("a structure was built on top of the crafter")
|
|
||||||
print("the build path refuses it too: %s" % controller.build_menu.status.text)
|
|
||||||
|
|
||||||
# Clear of it: the same build goes through.
|
|
||||||
fleet.teleport_to(Vector2(sep * 3.0, 0.0))
|
|
||||||
controller.pending_build_type = GameState.BUILDING_COMMAND_CENTER
|
|
||||||
controller._confirm_build()
|
|
||||||
if game_state.buildings.size() != before + 1:
|
|
||||||
return _fail("the same build was refused on a clear spot")
|
|
||||||
print("clear of it, the same build goes through")
|
|
||||||
|
|
||||||
# --- C. a unique structure replaces itself in place -----------------
|
|
||||||
game_state.buildings.clear()
|
|
||||||
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
|
|
||||||
fleet.teleport_to(Vector2.ZERO)
|
|
||||||
if not game_state.building_blocking(Vector2.ZERO, GameState.BUILDING_MOTHERSHIP).is_empty():
|
|
||||||
return _fail("a unique structure blocks its own replacement")
|
|
||||||
controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
|
|
||||||
controller._confirm_build()
|
|
||||||
if game_state.buildings.size() != 1:
|
|
||||||
return _fail("rebuilding the mothership in place left %d structures" % game_state.buildings.size())
|
|
||||||
if String(game_state.buildings[0].type) != GameState.BUILDING_MOTHERSHIP:
|
|
||||||
return _fail("the rebuilt structure is not a mothership")
|
|
||||||
print("a unique structure can still be rebuilt where the old one stood")
|
|
||||||
|
|
||||||
# --- D. a refused rebuild demolishes nothing ------------------------
|
|
||||||
# The mothership is unique and is removed before the new one is placed.
|
|
||||||
# Something ELSE in the way has to be caught before that demolition, or
|
|
||||||
# the player is left with neither.
|
|
||||||
game_state.buildings.clear()
|
|
||||||
var keep: int = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
|
|
||||||
game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(sep * 4.0, 0.0))
|
|
||||||
fleet.teleport_to(Vector2(sep * 4.0, 0.0))
|
|
||||||
controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
|
|
||||||
controller._confirm_build()
|
|
||||||
if game_state.find_building(keep).is_empty():
|
|
||||||
return _fail("a refused rebuild demolished the existing mothership - the player is left with neither")
|
|
||||||
if game_state.buildings.size() != 2:
|
|
||||||
return _fail("a refused rebuild changed the structure count to %d" % game_state.buildings.size())
|
|
||||||
print("a refused rebuild leaves the existing structure standing")
|
|
||||||
|
|
||||||
print("TEST_BUILDING_SEPARATION: PASS")
|
|
||||||
quit(0)
|
|
||||||
return true
|
|
||||||
|
|
||||||
|
|
||||||
func _fail(message: String) -> bool:
|
|
||||||
print("TEST_BUILDING_SEPARATION: FAIL (%s)" % message)
|
|
||||||
quit(1)
|
|
||||||
return true
|
|
||||||
|
|
@ -26,11 +26,6 @@ var stage: int = 0
|
||||||
|
|
||||||
func _initialize() -> void:
|
func _initialize() -> void:
|
||||||
game_state = root.get_node("GameState")
|
game_state = root.get_node("GameState")
|
||||||
# #225 put a Continue entry in this stack, shown only when a save
|
|
||||||
# exists - and the autosave writes to the same user:// path every test
|
|
||||||
# that runs Main.tscn for long enough. Clear it, or which entries this
|
|
||||||
# menu has would depend on what ran before it.
|
|
||||||
SaveGame.clear()
|
|
||||||
menu = load("res://ui/MainMenu.tscn").instantiate()
|
menu = load("res://ui/MainMenu.tscn").instantiate()
|
||||||
root.add_child(menu)
|
root.add_child(menu)
|
||||||
current_scene = menu
|
current_scene = menu
|
||||||
|
|
|
||||||
|
|
@ -1,117 +0,0 @@
|
||||||
extends SceneTree
|
|
||||||
|
|
||||||
# Forgejo #225: the menu offers to resume a run, and only when there is one.
|
|
||||||
#
|
|
||||||
# Covers:
|
|
||||||
# A. with no save on disk there is no Continue entry at all - a first-time
|
|
||||||
# player must not meet a button that does nothing
|
|
||||||
# B. with a save, Continue appears and is offered
|
|
||||||
# C. pressing it loads the run and starts the game, rather than resetting
|
|
||||||
# to a new one the way Play does
|
|
||||||
# D. a save this build cannot open is still SHOWN, disabled, with the
|
|
||||||
# reason - a run that silently vanishes reads as lost, not incompatible
|
|
||||||
|
|
||||||
var game_state: Node
|
|
||||||
var menu: Node
|
|
||||||
var elapsed: float = 0.0
|
|
||||||
var stage: int = 0
|
|
||||||
|
|
||||||
|
|
||||||
func _initialize() -> void:
|
|
||||||
game_state = root.get_node("GameState")
|
|
||||||
SaveGame.clear()
|
|
||||||
|
|
||||||
|
|
||||||
func _rebuild_menu() -> void:
|
|
||||||
if menu != null and is_instance_valid(menu):
|
|
||||||
menu.free()
|
|
||||||
menu = load("res://ui/MainMenu.tscn").instantiate()
|
|
||||||
root.add_child(menu)
|
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> bool:
|
|
||||||
elapsed += delta
|
|
||||||
match stage:
|
|
||||||
0:
|
|
||||||
if elapsed < 0.3:
|
|
||||||
return false
|
|
||||||
# --- A. nothing saved, nothing offered ----------------------
|
|
||||||
_rebuild_menu()
|
|
||||||
elapsed = 0.0
|
|
||||||
stage = 1
|
|
||||||
return false
|
|
||||||
1:
|
|
||||||
if elapsed < 0.3:
|
|
||||||
return false
|
|
||||||
if menu.continue_button.visible:
|
|
||||||
return _fail("a Continue entry is offered with no save on disk")
|
|
||||||
print("no save: no Continue entry")
|
|
||||||
|
|
||||||
# --- B. a saved run is offered ------------------------------
|
|
||||||
game_state.reset_progression()
|
|
||||||
game_state.reset_new_game()
|
|
||||||
game_state.research_points = 31
|
|
||||||
game_state.intro_active = false
|
|
||||||
if not SaveGame.save(game_state):
|
|
||||||
return _fail("could not write a save to offer")
|
|
||||||
_rebuild_menu()
|
|
||||||
elapsed = 0.0
|
|
||||||
stage = 2
|
|
||||||
return false
|
|
||||||
2:
|
|
||||||
if elapsed < 0.3:
|
|
||||||
return false
|
|
||||||
if not menu.continue_button.visible:
|
|
||||||
return _fail("a save exists but no Continue entry is offered")
|
|
||||||
if not menu.continue_button.enabled:
|
|
||||||
return _fail("Continue is offered but disabled: '%s'" % menu.status_label.text)
|
|
||||||
print("a saved run is offered")
|
|
||||||
|
|
||||||
# --- C. and pressing it resumes rather than resets -----------
|
|
||||||
game_state.research_points = 0
|
|
||||||
menu._on_continue_pressed()
|
|
||||||
if game_state.research_points != 31:
|
|
||||||
return _fail("Continue did not restore the run (research %d, expected 31)" \
|
|
||||||
% game_state.research_points)
|
|
||||||
if menu.loading_path == "":
|
|
||||||
return _fail("Continue restored the run but never started the game")
|
|
||||||
print("Continue restored the run and started the game")
|
|
||||||
|
|
||||||
# --- D. an unopenable save is shown, not hidden --------------
|
|
||||||
_corrupt_version()
|
|
||||||
_rebuild_menu()
|
|
||||||
elapsed = 0.0
|
|
||||||
stage = 3
|
|
||||||
return false
|
|
||||||
3:
|
|
||||||
if elapsed < 0.3:
|
|
||||||
return false
|
|
||||||
if not menu.continue_button.visible:
|
|
||||||
return _fail("a save this build cannot open was hidden, so the run looks lost")
|
|
||||||
if menu.continue_button.enabled:
|
|
||||||
return _fail("a save this build cannot open is still offered as loadable")
|
|
||||||
if menu.status_label.text.strip_edges() == "":
|
|
||||||
return _fail("an unopenable save is disabled with no reason given")
|
|
||||||
print("an unopenable save is shown, disabled: %s" % menu.status_label.text)
|
|
||||||
|
|
||||||
SaveGame.clear()
|
|
||||||
print("TEST_MAIN_MENU_CONTINUE: PASS")
|
|
||||||
quit(0)
|
|
||||||
return true
|
|
||||||
return false
|
|
||||||
|
|
||||||
|
|
||||||
func _corrupt_version() -> void:
|
|
||||||
var f: FileAccess = FileAccess.open("user://savegame.json", FileAccess.READ)
|
|
||||||
var data: Dictionary = JSON.parse_string(f.get_as_text())
|
|
||||||
f.close()
|
|
||||||
data["version"] = 999
|
|
||||||
f = FileAccess.open("user://savegame.json", FileAccess.WRITE)
|
|
||||||
f.store_string(JSON.stringify(data))
|
|
||||||
f.close()
|
|
||||||
|
|
||||||
|
|
||||||
func _fail(message: String) -> bool:
|
|
||||||
print("TEST_MAIN_MENU_CONTINUE: FAIL (%s)" % message)
|
|
||||||
quit(1)
|
|
||||||
return true
|
|
||||||
|
|
@ -270,12 +270,6 @@ func _process(delta: float) -> bool:
|
||||||
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
|
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
|
||||||
var before: int = game_state.buildings.size()
|
var before: int = game_state.buildings.size()
|
||||||
|
|
||||||
# #224: structures may not be stacked, and _check_ship_lab left a
|
|
||||||
# lab standing at the origin as a prerequisite for an earlier
|
|
||||||
# case. Fly clear of it - the subject here is which purse the ore
|
|
||||||
# comes out of, not where a mothership may stand.
|
|
||||||
scene.get_node("Fleet").teleport_to(
|
|
||||||
Vector2(GameState.MIN_BUILDING_SEPARATION * 4.0, 0.0))
|
|
||||||
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
|
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
|
||||||
build_controller._confirm_build()
|
build_controller._confirm_build()
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -113,10 +113,6 @@ func _process(delta: float) -> bool:
|
||||||
break
|
break
|
||||||
if game_state.research_point_cost(String(options[controller.lab_choice].id)) <= 0:
|
if game_state.research_point_cost(String(options[controller.lab_choice].id)) <= 0:
|
||||||
return _fail("no lab option costs research data, so this proves nothing")
|
return _fail("no lab option costs research data, so this proves nothing")
|
||||||
# The lab panel is open when the player presses buy - that is what
|
|
||||||
# puts the explainer on top of another dialog, which is the whole
|
|
||||||
# point of case D below.
|
|
||||||
controller.lab_menu.open_menu()
|
|
||||||
controller._on_lab_buy()
|
controller._on_lab_buy()
|
||||||
if not popup.visible:
|
if not popup.visible:
|
||||||
return _fail("the lab refused for want of data with no explanation")
|
return _fail("the lab refused for want of data with no explanation")
|
||||||
|
|
@ -124,30 +120,6 @@ func _process(delta: float) -> bool:
|
||||||
return _fail("the lab still blames the queue: '%s'" % controller.lab_menu.status.text)
|
return _fail("the lab still blames the queue: '%s'" % controller.lab_menu.status.text)
|
||||||
print("ship lab: refused and explained, not blamed on the queue")
|
print("ship lab: refused and explained, not blamed on the queue")
|
||||||
|
|
||||||
# --- D. and the player can get back out of it ----------------
|
|
||||||
# The explainer is the only dialog that opens ON TOP of another
|
|
||||||
# one, and IconButton refuses input to any button sitting behind
|
|
||||||
# an open panel. That used to include this popup's own close
|
|
||||||
# button, so the dialog could not be dismissed at all. Case B
|
|
||||||
# above left the ship lab open underneath, which is the real
|
|
||||||
# situation - assert that rather than arranging it.
|
|
||||||
if not controller.lab_menu.visible:
|
|
||||||
return _fail("the lab is not open underneath, so this proves nothing")
|
|
||||||
var close: Control = popup.get_node("CloseButton")
|
|
||||||
if close._blocked_by_modal():
|
|
||||||
return _fail("the explainer close button is blocked by the lab behind it - the dialog is inescapable")
|
|
||||||
close.pressed.emit()
|
|
||||||
if popup.visible:
|
|
||||||
return _fail("pressing close left the explainer open")
|
|
||||||
# The reverse must still hold: the lab's own buttons stay dead
|
|
||||||
# while a dialog covers them.
|
|
||||||
popup.open_for_shortfall(10, "anything")
|
|
||||||
var lab_close: Control = controller.lab_menu.get_node("CloseButton")
|
|
||||||
if not lab_close._blocked_by_modal():
|
|
||||||
return _fail("the lab buttons are live underneath an open dialog")
|
|
||||||
popup.close_menu()
|
|
||||||
print("close button works over the lab, and the lab stays blocked underneath")
|
|
||||||
|
|
||||||
print("TEST_RESEARCH_POINTS_EXPLAINER: PASS")
|
print("TEST_RESEARCH_POINTS_EXPLAINER: PASS")
|
||||||
quit(0)
|
quit(0)
|
||||||
return true
|
return true
|
||||||
|
|
|
||||||
|
|
@ -1,179 +0,0 @@
|
||||||
extends SceneTree
|
|
||||||
|
|
||||||
# Forgejo #225: the run survives being written to disk and read back.
|
|
||||||
#
|
|
||||||
# The interesting part is not "does it write a file" but whether the things
|
|
||||||
# JSON cannot hold survive: Vector2 positions, chunk coordinates used as
|
|
||||||
# dictionary KEYS, and Inventory objects nested inside the buildings array.
|
|
||||||
# Those are what a naive save silently flattens.
|
|
||||||
#
|
|
||||||
# Covers:
|
|
||||||
# A. a rich run round-trips field for field
|
|
||||||
# B. Vector2i dictionary keys come back as Vector2i, not as strings
|
|
||||||
# C. inventories come back with their contents AND their capacity
|
|
||||||
# D. a save from a newer build is refused, with a reason
|
|
||||||
# E. a damaged file is refused rather than half-applied
|
|
||||||
# F. a field the save predates keeps its new-game value
|
|
||||||
|
|
||||||
# Mirrored rather than read off SaveGame: a bare ClassName.CONST in a
|
|
||||||
# SceneTree script has broken method resolution for a whole file here before.
|
|
||||||
const TEST_PATH: String = "user://test_savegame.json"
|
|
||||||
|
|
||||||
var game_state: Node
|
|
||||||
|
|
||||||
|
|
||||||
func _initialize() -> void:
|
|
||||||
game_state = root.get_node("GameState")
|
|
||||||
|
|
||||||
|
|
||||||
func _process(_delta: float) -> bool:
|
|
||||||
game_state.buildings.clear()
|
|
||||||
game_state.extractors.clear()
|
|
||||||
game_state.reset_progression()
|
|
||||||
game_state.reset_new_game()
|
|
||||||
game_state.reset_quests()
|
|
||||||
|
|
||||||
# --- a run with something in every awkward corner -------------------
|
|
||||||
game_state.research_points = 42
|
|
||||||
game_state.unlocked = ["shipyards", "coordination"]
|
|
||||||
game_state.rocks = 1234
|
|
||||||
game_state.fleet_position = Vector2(987.5, -321.25)
|
|
||||||
game_state.wave_number = 7
|
|
||||||
game_state.quest_index = 5
|
|
||||||
game_state.explored_chunks[Vector2i(3, -4)] = true
|
|
||||||
game_state.explored_chunks[Vector2i(-11, 0)] = true
|
|
||||||
game_state.visited_planets["some-planet-id"] = true
|
|
||||||
var b_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(600.0, -150.0))
|
|
||||||
var record: Dictionary = game_state.find_building(b_id)
|
|
||||||
record.inventory.total_capacity = 88
|
|
||||||
record.inventory.set_amount(GameState.RESOURCE_ORE, 17)
|
|
||||||
game_state.fleet_inventory.set_amount(GameState.RESOURCE_GAS, 9)
|
|
||||||
|
|
||||||
var before: Dictionary = _snapshot()
|
|
||||||
|
|
||||||
if not SaveGame.save(game_state, TEST_PATH):
|
|
||||||
return _fail("the run would not save")
|
|
||||||
if not SaveGame.has_save(TEST_PATH):
|
|
||||||
return _fail("saved, but has_save() cannot see the file")
|
|
||||||
|
|
||||||
# Wipe it back to a fresh game, so a load that does nothing cannot pass.
|
|
||||||
game_state.buildings.clear()
|
|
||||||
game_state.extractors.clear()
|
|
||||||
game_state.reset_progression()
|
|
||||||
game_state.reset_new_game()
|
|
||||||
game_state.reset_quests()
|
|
||||||
game_state.explored_chunks.clear()
|
|
||||||
if _snapshot() == before:
|
|
||||||
return _fail("wiping the run changed nothing, so a load would prove nothing")
|
|
||||||
|
|
||||||
var result: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
|
||||||
if not bool(result.get("ok", false)):
|
|
||||||
return _fail("the run would not load back: %s" % result.get("reason", ""))
|
|
||||||
|
|
||||||
# --- A. field for field ---------------------------------------------
|
|
||||||
var after: Dictionary = _snapshot()
|
|
||||||
for key in before:
|
|
||||||
if after.get(key) != before[key]:
|
|
||||||
return _fail("'%s' did not survive the round trip: %s -> %s" \
|
|
||||||
% [key, before[key], after.get(key)])
|
|
||||||
print("a run with %d fields round-tripped intact" % before.size())
|
|
||||||
|
|
||||||
# --- B. chunk coordinates are still coordinates ----------------------
|
|
||||||
if not game_state.explored_chunks.has(Vector2i(3, -4)):
|
|
||||||
return _fail("chunk keys came back as something other than Vector2i: %s" \
|
|
||||||
% str(game_state.explored_chunks.keys()))
|
|
||||||
print("explored chunks came back keyed by Vector2i")
|
|
||||||
|
|
||||||
# --- C. inventories keep contents and capacity -----------------------
|
|
||||||
var loaded: Dictionary = game_state.find_building(b_id)
|
|
||||||
if loaded.is_empty():
|
|
||||||
return _fail("the transport hub did not come back")
|
|
||||||
if int(loaded.inventory.amount(GameState.RESOURCE_ORE)) != 17:
|
|
||||||
return _fail("the hub's ore did not survive: %d" % loaded.inventory.amount(GameState.RESOURCE_ORE))
|
|
||||||
if int(loaded.inventory.total_capacity) != 88:
|
|
||||||
return _fail("the hub's capacity did not survive: %d" % loaded.inventory.total_capacity)
|
|
||||||
if int(game_state.fleet_inventory.amount(GameState.RESOURCE_GAS)) != 9:
|
|
||||||
return _fail("the fleet hold's gas did not survive")
|
|
||||||
print("inventories came back with their contents and their capacity")
|
|
||||||
|
|
||||||
# --- D. a save from a newer build is refused --------------------------
|
|
||||||
_rewrite_version(999)
|
|
||||||
var newer: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
|
||||||
if bool(newer.get("ok", false)):
|
|
||||||
return _fail("a save from a newer build loaded anyway")
|
|
||||||
if not String(newer.get("reason", "")).to_lower().contains("newer"):
|
|
||||||
return _fail("a newer save was refused without saying why: '%s'" % newer.get("reason", ""))
|
|
||||||
print("a newer save is refused: %s" % newer.get("reason", ""))
|
|
||||||
|
|
||||||
# --- E. a damaged file is refused, not half-applied -------------------
|
|
||||||
var f: FileAccess = FileAccess.open(TEST_PATH, FileAccess.WRITE)
|
|
||||||
f.store_string("{ this is not json")
|
|
||||||
f.close()
|
|
||||||
var marker: int = game_state.research_points
|
|
||||||
var damaged: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
|
||||||
if bool(damaged.get("ok", false)):
|
|
||||||
return _fail("a damaged save reported success")
|
|
||||||
if game_state.research_points != marker:
|
|
||||||
return _fail("a damaged save was partly applied before it failed")
|
|
||||||
print("a damaged save is refused: %s" % damaged.get("reason", ""))
|
|
||||||
|
|
||||||
# --- F. a field the save predates keeps its new-game value ------------
|
|
||||||
# Adding progression must not invalidate every existing save, so a
|
|
||||||
# missing field is left alone rather than cleared.
|
|
||||||
SaveGame.save(game_state, TEST_PATH)
|
|
||||||
_drop_field("research_points")
|
|
||||||
game_state.research_points = 77
|
|
||||||
var partial: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
|
|
||||||
if not bool(partial.get("ok", false)):
|
|
||||||
return _fail("a save missing one field was refused entirely: %s" % partial.get("reason", ""))
|
|
||||||
if game_state.research_points != 77:
|
|
||||||
return _fail("a missing field was cleared instead of left alone (%d)" % game_state.research_points)
|
|
||||||
print("a field the save predates keeps its current value")
|
|
||||||
|
|
||||||
SaveGame.clear(TEST_PATH)
|
|
||||||
print("TEST_SAVE_GAME: PASS")
|
|
||||||
quit(0)
|
|
||||||
return true
|
|
||||||
|
|
||||||
|
|
||||||
# The fields this test compares. Deliberately a hand-picked spread rather
|
|
||||||
# than SaveGame.FIELDS: comparing the list against itself would pass even if
|
|
||||||
# the codec dropped everything.
|
|
||||||
func _snapshot() -> Dictionary:
|
|
||||||
return {
|
|
||||||
"research_points": game_state.research_points,
|
|
||||||
"unlocked": game_state.unlocked.duplicate(),
|
|
||||||
"rocks": game_state.rocks,
|
|
||||||
"fleet_position": game_state.fleet_position,
|
|
||||||
"wave_number": game_state.wave_number,
|
|
||||||
"quest_index": game_state.quest_index,
|
|
||||||
"building_count": game_state.buildings.size(),
|
|
||||||
"chunk_count": game_state.explored_chunks.size(),
|
|
||||||
"visited": game_state.visited_planets.size(),
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
func _rewrite_version(to: int) -> void:
|
|
||||||
var file: FileAccess = FileAccess.open(TEST_PATH, FileAccess.READ)
|
|
||||||
var data: Dictionary = JSON.parse_string(file.get_as_text())
|
|
||||||
file.close()
|
|
||||||
data["version"] = to
|
|
||||||
file = FileAccess.open(TEST_PATH, FileAccess.WRITE)
|
|
||||||
file.store_string(JSON.stringify(data))
|
|
||||||
file.close()
|
|
||||||
|
|
||||||
|
|
||||||
func _drop_field(name: String) -> void:
|
|
||||||
var file: FileAccess = FileAccess.open(TEST_PATH, FileAccess.READ)
|
|
||||||
var data: Dictionary = JSON.parse_string(file.get_as_text())
|
|
||||||
file.close()
|
|
||||||
data["fields"].erase(name)
|
|
||||||
file = FileAccess.open(TEST_PATH, FileAccess.WRITE)
|
|
||||||
file.store_string(JSON.stringify(data))
|
|
||||||
file.close()
|
|
||||||
|
|
||||||
|
|
||||||
func _fail(message: String) -> bool:
|
|
||||||
print("TEST_SAVE_GAME: FAIL (%s)" % message)
|
|
||||||
quit(1)
|
|
||||||
return true
|
|
||||||
|
|
@ -22,10 +22,6 @@ extends SceneTree
|
||||||
# once, so a shot must be the quieter of the two
|
# once, so a shot must be the quieter of the two
|
||||||
# F. sound keeps working while a dialog has the game stopped (#128)
|
# F. sound keeps working while a dialog has the game stopped (#128)
|
||||||
|
|
||||||
# 20ms is well clear of what the generator actually produces (1.5ms at
|
|
||||||
# worst, on the black hole) while still catching a real lazy attack.
|
|
||||||
const MAX_LEAD_SILENCE_MS: float = 20.0
|
|
||||||
|
|
||||||
var game_state: Node
|
var game_state: Node
|
||||||
var scene: Node
|
var scene: Node
|
||||||
var fleet: Node2D
|
var fleet: Node2D
|
||||||
|
|
@ -64,76 +60,16 @@ func _sounding() -> int:
|
||||||
return n
|
return n
|
||||||
|
|
||||||
|
|
||||||
# Every sample committed in audio/, not just the ones the catalog names.
|
|
||||||
func _wav_file_names() -> Array:
|
|
||||||
var names: Array = []
|
|
||||||
var dir: DirAccess = DirAccess.open("res://audio")
|
|
||||||
if dir == null:
|
|
||||||
return names
|
|
||||||
for file_name in dir.get_files():
|
|
||||||
# The editor leaves .import siblings; take the real files only.
|
|
||||||
if file_name.ends_with(".wav"):
|
|
||||||
names.append(file_name)
|
|
||||||
names.sort()
|
|
||||||
return names
|
|
||||||
|
|
||||||
|
|
||||||
# Leading samples that are exactly zero, in milliseconds. Negative if the
|
|
||||||
# file could not be parsed, which the caller treats as a failure rather than
|
|
||||||
# quietly passing.
|
|
||||||
func _leading_silence_ms(path: String) -> float:
|
|
||||||
var f: FileAccess = FileAccess.open(path, FileAccess.READ)
|
|
||||||
if f == null:
|
|
||||||
return -1.0
|
|
||||||
if f.get_buffer(4).get_string_from_ascii() != "RIFF":
|
|
||||||
return -1.0
|
|
||||||
f.get_32()
|
|
||||||
if f.get_buffer(4).get_string_from_ascii() != "WAVE":
|
|
||||||
return -1.0
|
|
||||||
var channels: int = 0
|
|
||||||
var rate: int = 0
|
|
||||||
var bits: int = 0
|
|
||||||
while f.get_position() + 8 <= f.get_length():
|
|
||||||
var chunk_id: String = f.get_buffer(4).get_string_from_ascii()
|
|
||||||
var chunk_size: int = f.get_32()
|
|
||||||
var next: int = f.get_position() + chunk_size + (chunk_size & 1)
|
|
||||||
if chunk_id == "fmt ":
|
|
||||||
f.get_16()
|
|
||||||
channels = f.get_16()
|
|
||||||
rate = f.get_32()
|
|
||||||
f.get_32()
|
|
||||||
f.get_16()
|
|
||||||
bits = f.get_16()
|
|
||||||
elif chunk_id == "data":
|
|
||||||
if bits != 16 or channels <= 0 or rate <= 0:
|
|
||||||
return -1.0
|
|
||||||
var silent_frames: int = 0
|
|
||||||
var data_end: int = f.get_position() + chunk_size
|
|
||||||
while f.get_position() + 2 * channels <= data_end:
|
|
||||||
var quiet: bool = true
|
|
||||||
for c in range(channels):
|
|
||||||
if f.get_16() != 0:
|
|
||||||
quiet = false
|
|
||||||
if not quiet:
|
|
||||||
break
|
|
||||||
silent_frames += 1
|
|
||||||
return float(silent_frames) / float(rate) * 1000.0
|
|
||||||
f.seek(next)
|
|
||||||
return -1.0
|
|
||||||
|
|
||||||
|
|
||||||
func _process(delta: float) -> bool:
|
func _process(delta: float) -> bool:
|
||||||
elapsed += delta
|
elapsed += delta
|
||||||
match stage:
|
match stage:
|
||||||
0:
|
0:
|
||||||
# --- A. the catalog is real -----------------------------
|
# --- A. the catalog is real -----------------------------
|
||||||
for id in Sfx.SOUNDS:
|
for id in Sfx.SOUNDS:
|
||||||
# Preloaded, so this asserts the catalog is already resident
|
var path: String = String(Sfx.SOUNDS[id])
|
||||||
# rather than merely loadable - play() must never touch the
|
var stream: AudioStream = load(path)
|
||||||
# disk on the frame a sound is asked for.
|
|
||||||
var stream: AudioStream = Sfx.SOUNDS[id] as AudioStream
|
|
||||||
if stream == null:
|
if stream == null:
|
||||||
return _fail("the \"%s\" sound is not a preloaded stream" % id)
|
return _fail("the \"%s\" sound (%s) does not load" % [id, path])
|
||||||
if stream.get_length() <= 0.02:
|
if stream.get_length() <= 0.02:
|
||||||
return _fail("the \"%s\" sound is %.3fs long - that is silence" \
|
return _fail("the \"%s\" sound is %.3fs long - that is silence" \
|
||||||
% [id, stream.get_length()])
|
% [id, stream.get_length()])
|
||||||
|
|
@ -141,36 +77,6 @@ func _process(delta: float) -> bool:
|
||||||
return _fail("the \"%s\" sound has no level set" % id)
|
return _fail("the \"%s\" sound has no level set" % id)
|
||||||
print("%d sounds, all loading, all with a level" % Sfx.SOUNDS.size())
|
print("%d sounds, all loading, all with a level" % Sfx.SOUNDS.size())
|
||||||
|
|
||||||
# --- F. and none of them opens on silence ---------------
|
|
||||||
# Reported from the game as sounds "sometimes starting a bit
|
|
||||||
# late". Measured, the samples were clean and the cause was
|
|
||||||
# elsewhere - play() used to load() on the frame the sound was
|
|
||||||
# asked for. But make_sfx.py regenerates these, and an envelope
|
|
||||||
# that eased in from zero would put the delay back somewhere
|
|
||||||
# nobody would think to look.
|
|
||||||
#
|
|
||||||
# Reads the source .wav rather than the imported stream: these
|
|
||||||
# import as QOA (compress/mode=2), so AudioStreamWAV.data is
|
|
||||||
# not PCM and cannot be inspected sample by sample. True digital
|
|
||||||
# silence only - the black hole deliberately SWELLS (see its
|
|
||||||
# docstring in make_sfx.py) and a soft attack is a choice.
|
|
||||||
var checked: int = 0
|
|
||||||
var worst_id: String = ""
|
|
||||||
var worst_ms: float = 0.0
|
|
||||||
for file_name in _wav_file_names():
|
|
||||||
var lead: float = _leading_silence_ms("res://audio/" + file_name)
|
|
||||||
if lead < 0.0:
|
|
||||||
return _fail("could not read %s to check its attack" % file_name)
|
|
||||||
checked += 1
|
|
||||||
if lead > worst_ms:
|
|
||||||
worst_ms = lead
|
|
||||||
worst_id = file_name
|
|
||||||
if lead > MAX_LEAD_SILENCE_MS:
|
|
||||||
return _fail("%s opens with %.1fms of dead air" % [file_name, lead])
|
|
||||||
if checked < Sfx.SOUNDS.size() - 1:
|
|
||||||
return _fail("only %d wav files checked for dead air - that proves nothing" % checked)
|
|
||||||
print("%d samples checked, worst attack %s at %.1fms" % [checked, worst_id, worst_ms])
|
|
||||||
|
|
||||||
# --- E. and in proportion -------------------------------
|
# --- E. and in proportion -------------------------------
|
||||||
if float(Sfx.LEVELS[Sfx.SHOT]) >= float(Sfx.LEVELS[Sfx.SHIP_DEATH]):
|
if float(Sfx.LEVELS[Sfx.SHOT]) >= float(Sfx.LEVELS[Sfx.SHIP_DEATH]):
|
||||||
return _fail("a shot is as loud as a death - one happens constantly, the other once")
|
return _fail("a shot is as loud as a death - one happens constantly, the other once")
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
@tool
|
|
||||||
class_name IconButton
|
class_name IconButton
|
||||||
extends Control
|
extends Control
|
||||||
|
|
||||||
|
|
@ -130,7 +129,6 @@ func _blocked_by_modal() -> bool:
|
||||||
# touches through the GUI system swallows them before they ever get
|
# touches through the GUI system swallows them before they ever get
|
||||||
# there. So the panels stay transparent to input and the buttons check
|
# there. So the panels stay transparent to input and the buttons check
|
||||||
# instead.
|
# instead.
|
||||||
var own_modal: Node = _own_modal()
|
|
||||||
for menu in get_tree().get_nodes_in_group("modal_menus"):
|
for menu in get_tree().get_nodes_in_group("modal_menus"):
|
||||||
# is_visible_in_tree(), NOT visible. Hiding a parent leaves the
|
# is_visible_in_tree(), NOT visible. Hiding a parent leaves the
|
||||||
# child's own `visible` flag true, and the build menu's info popup is
|
# child's own `visible` flag true, and the build menu's info popup is
|
||||||
|
|
@ -138,48 +136,12 @@ func _blocked_by_modal() -> bool:
|
||||||
# invisible popup still claiming to be open, and every button in the
|
# invisible popup still claiming to be open, and every button in the
|
||||||
# game was blocked from then on. That is not a state a player can
|
# game was blocked from then on. That is not a state a player can
|
||||||
# get out of.
|
# get out of.
|
||||||
if not menu.is_visible_in_tree():
|
if menu.is_visible_in_tree() and not menu.is_ancestor_of(self):
|
||||||
continue
|
|
||||||
if menu.is_ancestor_of(self):
|
|
||||||
continue
|
|
||||||
# Stacking order matters, and used not to be considered at all. A
|
|
||||||
# panel that this button's own panel is drawn ON TOP OF sits behind
|
|
||||||
# it, not over it, so it must not swallow the input. The research
|
|
||||||
# shortfall popup opens over the skill tree and the ship lab, and
|
|
||||||
# without this every button in it - its close button included - was
|
|
||||||
# dead, leaving the player no way out of the dialog.
|
|
||||||
if own_modal != null and not _covers(menu, own_modal):
|
|
||||||
continue
|
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
|
|
||||||
# The modal panel this button lives inside, or null for a HUD button that
|
|
||||||
# belongs to no panel (those stay blocked by any open panel, as before).
|
|
||||||
func _own_modal() -> Node:
|
|
||||||
var node: Node = get_parent()
|
|
||||||
while node != null:
|
|
||||||
if node.is_in_group("modal_menus"):
|
|
||||||
return node
|
|
||||||
node = node.get_parent()
|
|
||||||
return null
|
|
||||||
|
|
||||||
|
|
||||||
func _covers(other: Node, own: Node) -> bool:
|
|
||||||
# Later siblings draw on top. Different parents means one of them is
|
|
||||||
# nested inside something else - the build menu's info popup is a child
|
|
||||||
# of the build menu - and there the conservative answer is "covered".
|
|
||||||
if other.get_parent() != own.get_parent():
|
|
||||||
return true
|
|
||||||
return other.get_index() > own.get_index()
|
|
||||||
|
|
||||||
|
|
||||||
func _gui_input(event: InputEvent) -> void:
|
func _gui_input(event: InputEvent) -> void:
|
||||||
# @tool runs this in the editor too, where a click on the canvas would
|
|
||||||
# emit `pressed` at whatever it is wired to. The glyph is what we want
|
|
||||||
# visible there, not the behaviour.
|
|
||||||
if Engine.is_editor_hint():
|
|
||||||
return
|
|
||||||
if _blocked_by_modal():
|
if _blocked_by_modal():
|
||||||
return
|
return
|
||||||
if event is InputEventScreenTouch:
|
if event is InputEventScreenTouch:
|
||||||
|
|
|
||||||
|
|
@ -26,8 +26,6 @@ const STATUS_HEIGHT: float = 70.0
|
||||||
|
|
||||||
@onready var play_button: IconButton = $UI/PlayButton
|
@onready var play_button: IconButton = $UI/PlayButton
|
||||||
@onready var play_label: Label = $UI/PlayLabel
|
@onready var play_label: Label = $UI/PlayLabel
|
||||||
@onready var continue_button: IconButton = $UI/ContinueButton
|
|
||||||
@onready var continue_label: Label = $UI/ContinueLabel
|
|
||||||
@onready var editor_button: IconButton = $UI/EditorButton
|
@onready var editor_button: IconButton = $UI/EditorButton
|
||||||
@onready var editor_label: Label = $UI/EditorLabel
|
@onready var editor_label: Label = $UI/EditorLabel
|
||||||
@onready var dev_button: IconButton = $UI/DevModeButton
|
@onready var dev_button: IconButton = $UI/DevModeButton
|
||||||
|
|
@ -58,22 +56,7 @@ func _ready() -> void:
|
||||||
# #148: the theme starts here, at the first screen, and keeps playing
|
# #148: the theme starts here, at the first screen, and keeps playing
|
||||||
# through every scene after it.
|
# through every scene after it.
|
||||||
Music.ensure(get_tree())
|
Music.ensure(get_tree())
|
||||||
# Same moment, same reason: build the sfx voices before the first
|
|
||||||
# sound needs them rather than during it.
|
|
||||||
Sfx.warm(get_tree())
|
|
||||||
play_button.pressed.connect(_on_play_pressed)
|
play_button.pressed.connect(_on_play_pressed)
|
||||||
# Offered only when there is something to offer, so a first-time player
|
|
||||||
# never sees a button that does nothing. #225.
|
|
||||||
continue_button.pressed.connect(_on_continue_pressed)
|
|
||||||
var save: Dictionary = SaveGame.peek()
|
|
||||||
continue_button.visible = not save.is_empty()
|
|
||||||
continue_label.visible = continue_button.visible
|
|
||||||
if not save.is_empty() and not bool(save.get("loadable", false)):
|
|
||||||
# A save that cannot be opened is still shown, greyed, with the
|
|
||||||
# reason under it - silently hiding someone's run makes it look
|
|
||||||
# lost rather than incompatible.
|
|
||||||
continue_button.enabled = false
|
|
||||||
status_label.text = String(save.get("refusal", ""))
|
|
||||||
editor_button.pressed.connect(_on_editor_pressed)
|
editor_button.pressed.connect(_on_editor_pressed)
|
||||||
editor_button.enabled = true
|
editor_button.enabled = true
|
||||||
dev_button.pressed.connect(_on_dev_mode_pressed)
|
dev_button.pressed.connect(_on_dev_mode_pressed)
|
||||||
|
|
@ -101,8 +84,7 @@ func is_developer_build() -> bool:
|
||||||
|
|
||||||
func _layout_stack() -> void:
|
func _layout_stack() -> void:
|
||||||
var rows: Array = []
|
var rows: Array = []
|
||||||
for row in [[continue_button, continue_label], [play_button, play_label],
|
for row in [[play_button, play_label], [editor_button, editor_label],
|
||||||
[editor_button, editor_label],
|
|
||||||
[dev_button, dev_label]]:
|
[dev_button, dev_label]]:
|
||||||
if row[0].visible:
|
if row[0].visible:
|
||||||
rows.append(row)
|
rows.append(row)
|
||||||
|
|
@ -129,20 +111,6 @@ func _layout_stack() -> void:
|
||||||
status_label.offset_bottom = status_top + STATUS_HEIGHT
|
status_label.offset_bottom = status_top + STATUS_HEIGHT
|
||||||
|
|
||||||
|
|
||||||
func _on_continue_pressed() -> void:
|
|
||||||
if loading_path != "":
|
|
||||||
return
|
|
||||||
var result: Dictionary = SaveGame.load_into(GameState)
|
|
||||||
if not bool(result.get("ok", false)):
|
|
||||||
status_label.text = String(result.get("reason", "That run could not be opened."))
|
|
||||||
continue_button.enabled = false
|
|
||||||
return
|
|
||||||
# A resumed run never replays the prologue, whatever it was doing when
|
|
||||||
# it was written.
|
|
||||||
GameState.intro_active = false
|
|
||||||
_start("res://world/Main.tscn")
|
|
||||||
|
|
||||||
|
|
||||||
func _on_play_pressed() -> void:
|
func _on_play_pressed() -> void:
|
||||||
# Checked here as well as in _start: this one has a side effect, and a
|
# Checked here as well as in _start: this one has a side effect, and a
|
||||||
# second press while the first is still loading must not wipe the game
|
# second press while the first is still loading must not wipe the game
|
||||||
|
|
|
||||||
|
|
@ -68,37 +68,6 @@ theme_override_font_sizes/font_size = 32
|
||||||
text = "Play"
|
text = "Play"
|
||||||
horizontal_alignment = 1
|
horizontal_alignment = 1
|
||||||
|
|
||||||
[node name="ContinueButton" type="Control" parent="UI"]
|
|
||||||
layout_mode = 3
|
|
||||||
anchors_preset = 8
|
|
||||||
anchor_left = 0.5
|
|
||||||
anchor_top = 0.5
|
|
||||||
anchor_right = 0.5
|
|
||||||
anchor_bottom = 0.5
|
|
||||||
offset_left = -64.0
|
|
||||||
offset_top = -300.0
|
|
||||||
offset_right = 64.0
|
|
||||||
offset_bottom = -172.0
|
|
||||||
grow_horizontal = 2
|
|
||||||
grow_vertical = 2
|
|
||||||
script = ExtResource("2")
|
|
||||||
icon = 2
|
|
||||||
glow_color = Color(0.45, 0.78, 1, 1)
|
|
||||||
|
|
||||||
[node name="ContinueLabel" type="Label" parent="UI"]
|
|
||||||
anchors_preset = 8
|
|
||||||
anchor_left = 0.5
|
|
||||||
anchor_top = 0.5
|
|
||||||
anchor_right = 0.5
|
|
||||||
anchor_bottom = 0.5
|
|
||||||
offset_left = -160.0
|
|
||||||
offset_top = -160.0
|
|
||||||
offset_right = 160.0
|
|
||||||
offset_bottom = -94.0
|
|
||||||
theme_override_font_sizes/font_size = 32
|
|
||||||
text = "Continue"
|
|
||||||
horizontal_alignment = 1
|
|
||||||
|
|
||||||
[node name="EditorButton" type="Control" parent="UI" unique_id=1570704159]
|
[node name="EditorButton" type="Control" parent="UI" unique_id=1570704159]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
anchors_preset = 8
|
anchors_preset = 8
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
@tool
|
|
||||||
class_name NeonPanel
|
class_name NeonPanel
|
||||||
extends Control
|
extends Control
|
||||||
|
|
||||||
|
|
@ -40,12 +39,6 @@ var design_centre: Vector2 = Vector2.ZERO
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
# _fit_to_screen() below rewrites offset_left/right/top/bottom. Under
|
|
||||||
# @tool that runs against the editor viewport, overwriting the authored
|
|
||||||
# layout and dirtying the scene, so the card previews at its authored
|
|
||||||
# size and is only ever fitted at runtime.
|
|
||||||
if Engine.is_editor_hint():
|
|
||||||
return
|
|
||||||
# Fitting adjusts the four offsets around a fixed centre, which is only
|
# Fitting adjusts the four offsets around a fixed centre, which is only
|
||||||
# meaningful for a card pinned to a point - both anchor pairs collapsed,
|
# meaningful for a card pinned to a point - both anchor pairs collapsed,
|
||||||
# as a centred dialog's are. A panel stretched between different anchors
|
# as a centred dialog's are. A panel stretched between different anchors
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
@tool
|
|
||||||
class_name TouchJoystick
|
class_name TouchJoystick
|
||||||
extends Control
|
extends Control
|
||||||
|
|
||||||
|
|
@ -41,11 +40,6 @@ var knob_pos: Vector2 = Vector2.ZERO
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
# _relayout() writes max_radius, which is @export - under @tool that
|
|
||||||
# would persist a computed value into the scene. The preview uses the
|
|
||||||
# authored radius instead; only a running game refits.
|
|
||||||
if Engine.is_editor_hint():
|
|
||||||
return
|
|
||||||
# Dialogs release every spring-loaded stick through one compositional
|
# Dialogs release every spring-loaded stick through one compositional
|
||||||
# contract, without NarrationBanner knowing scene paths or joystick roles.
|
# contract, without NarrationBanner knowing scene paths or joystick roles.
|
||||||
add_to_group("touch_joysticks")
|
add_to_group("touch_joysticks")
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue