extends Node2D const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd") @export var definition_id: String = "mothership" @export var building_id: int = 0 @export var interact_radius: float = 150.0 var definition: Resource var visual: Node2D var building_type: String: get: return definition_id set(value): definition_id = value # #99: drawn only once the structure has actually been hit. A full bar over # every building would be permanent clutter saying nothing, and the fleet # would be flying over a field of meters in peacetime. # #215 made it bigger and brighter. It stays a DAMAGE-ONLY bar: the reason # above still holds, and a field of full meters in peacetime is clutter, not # visibility. What was actually hard to see was the bar when it was there - # 74x7 of muted colour against a lit structure, at the zoom the game is # usually played at. const HEALTH_BAR_WIDTH: float = 104.0 const HEALTH_BAR_HEIGHT: float = 14.0 const HEALTH_BAR_OFFSET: float = -88.0 # The dark plate the bar sits on, drawn past its edges so the meter reads # against the structure's own glow instead of competing with it. const HEALTH_BAR_PAD: float = 3.0 const HEALTH_FULL_COLOR: Color = Color(0.5, 1.0, 0.55) const HEALTH_HURT_COLOR: Color = Color(1.0, 0.28, 0.2) const HEALTH_PLATE_COLOR: Color = Color(0.02, 0.02, 0.06, 0.92) const HEALTH_FRAME_COLOR: Color = Color(0.85, 0.96, 1.0, 0.95) const HEALTH_FRAME_WIDTH: float = 2.0 var _drawn_health: float = 1.0 func _ready() -> void: add_to_group("buildings") z_index = -1 definition = BUILDING_DEFINITIONS.get_definition(definition_id) if definition == null or definition.visual_scene == null: return visual = definition.visual_scene.instantiate() get_node("VisualHost").add_child(visual) func health_fraction() -> float: return GameState.building_health_fraction(building_id) if building_id != 0 else 1.0 func is_damaged() -> bool: return health_fraction() < 0.999 func _process(_delta: float) -> void: # Redraw only when the number moves. A building that is not being shot at # costs nothing, which is the same bargain Ship.gd's constant glow makes. var health: float = health_fraction() if is_equal_approx(health, _drawn_health): return _drawn_health = health queue_redraw() func _draw() -> void: if not is_damaged(): return # Above the structure rather than across it: the visual scenes all draw # around their own origin, and a bar laid over one would be read as part # of the building. var health: float = health_fraction() var left: float = -HEALTH_BAR_WIDTH * 0.5 var top: float = HEALTH_BAR_OFFSET var fill_color: Color = HEALTH_HURT_COLOR.lerp(HEALTH_FULL_COLOR, health) draw_rect(Rect2(left - HEALTH_BAR_PAD, top - HEALTH_BAR_PAD, HEALTH_BAR_WIDTH + HEALTH_BAR_PAD * 2.0, HEALTH_BAR_HEIGHT + HEALTH_BAR_PAD * 2.0), HEALTH_PLATE_COLOR) # The empty part is not left blank: a dim wash of the fill colour shows # how much has GONE, which is the thing being reported. draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT), Color(fill_color.r, fill_color.g, fill_color.b, 0.16)) draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH * health, HEALTH_BAR_HEIGHT), fill_color) # A bright square cap on the fill's leading edge, so the level itself has # an edge to catch rather than only the colour changing. if health > 0.001: draw_rect(Rect2(left + HEALTH_BAR_WIDTH * health - HEALTH_FRAME_WIDTH, top, HEALTH_FRAME_WIDTH, HEALTH_BAR_HEIGHT), HEALTH_FRAME_COLOR) draw_rect(Rect2(left, top, HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT), HEALTH_FRAME_COLOR, false, HEALTH_FRAME_WIDTH) func available_actions() -> PackedStringArray: if visual == null: return PackedStringArray() var provider: Node = visual.get_node_or_null("ActionProvider") return provider.actions if provider != null else PackedStringArray() func primary_action() -> String: for action in available_actions(): if action != "transfer" and action != "hangar": return action return "" func get_display_name() -> String: return String(definition.display_name) if definition != null else definition_id.capitalize()