spaceship/controllers/BuildController.gd
Loïc Wisniewski 265e121cb0 Build the logistics crews, and let them burn energy
#216: transport hubs and spacial workshops no longer conjure their crews.
Transporters and repair drones are ordered at a ship crafter, assigned per
building through a new Station menu, flown out from the mothership hangar,
and spent by the work they do - 20 runs, 12 repairs, counted where the run
ENDS so nothing retires with cargo in the air or a building half repaired.
A spent vessel is gone, so the structure is short again and the player has
to build another. The menu shows what each one has left, worst first.

Craftability needed its own flag: "the crafter can make it" and "it can take
a berth in the fleet" stopped being the same question.

#217: transporters crawl at 120 rather than 150, and a Burn Drive lets them
carry energy and spend it to travel far faster. Fetching it is a leg of its
own, to the nearest store that has any - so a refuelling transporter cannot
be dispatched mid-errand - and the leg flown to COLLECT fuel is not charged
for it. Unresearched, nothing detours and nothing changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-05 19:09:35 +02:00

818 lines
28 KiB
GDScript

extends Node2D
const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
const ALL: int = 1 << 30
const HUD_COLUMN_MARGIN := 18.0
const HUD_ROW_GAP := 16.0
@export var prompt_debounce_time: float = 0.15
@onready var fleet: Node2D = get_node("../Fleet")
@onready var building_field: Node2D = get_node("../BuildingField")
@onready var planet_field: Node2D = get_node("../PlanetField")
@onready var landing_controller: Node2D = get_node("../LandingController")
@onready var world_map: Control = get_node("../UI/WorldMap")
@onready var build_button: IconButton = get_node("../UI/BuildButton")
@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
@onready var building_action_button: IconButton = get_node("../UI/BuildingActionButton")
@onready var landing_button: IconButton = get_node("../UI/EnterAtmosphereButton")
@onready var transfer_button: IconButton = get_node("../UI/TransferButton")
@onready var hangar_button: IconButton = get_node("../UI/HangarButton")
# Menu roots are scene APIs. BuildController deliberately never reaches into
# their child trees; each scene owns its controls, layout and input routing.
@onready var build_menu: Control = get_node("../UI/BuildMenu")
@onready var craft_menu: Control = get_node("../UI/CraftMenu")
@onready var lab_menu: Control = get_node("../UI/LabMenu")
@onready var transfer_menu: Control = get_node("../UI/TransferMenu")
@onready var hangar_menu: Control = get_node("../UI/HangarMenu")
@onready var formation_menu: Control = get_node("../UI/FormationMenu")
@onready var skill_menu: Control = get_node("../UI/SkillMenu")
@onready var planning_menu: Control = get_node("../UI/PlanningMenu")
@onready var garrison_menu: Control = get_node("../UI/GarrisonMenu")
# #216: where a hub or a workshop is told how many craft to keep.
@onready var station_menu: Control = get_node("../UI/StationMenu")
@onready var scanner_menu: Control = get_node("../UI/ScannerMenu")
var pending_build_type: String = ""
var craft_building_id: int = 0
var lab_building_id: int = 0
var lab_vessel: String = GameState.VESSEL_INTERCEPTOR
var lab_choice: int = 0
var lab_can_buy: bool = false
var transfer_building_id: int = 0
var transfer_extractor_index: int = -1
var garrison_building_id: int = 0
var scanner_building_id: int = 0
var current_building: Node2D = null
var pending_building: Node2D = null
var current_extractor_index: int = -1
var pending_extractor_index: int = -1
var current_landing_planet: Node2D = null
var pending_time: float = 0.0
var context_actions_expanded: bool = false
func _ready() -> void:
_seat_hud_columns()
build_button.pressed.connect(_on_build_pressed)
action_button.pressed.connect(_on_context_action_pressed)
building_action_button.pressed.connect(_on_action_pressed)
transfer_button.pressed.connect(_on_transfer_pressed)
hangar_button.pressed.connect(_on_hangar_pressed)
build_menu.building_selected.connect(_show_building_info)
build_menu.build_confirmed.connect(_confirm_build)
build_menu.closed.connect(_on_build_menu_closed)
craft_menu.craft_requested.connect(_on_craft_vessel)
craft_menu.queue_cancel_requested.connect(_on_queue_slot)
craft_menu.closed.connect(func(): craft_building_id = 0)
lab_menu.vessel_selected.connect(_on_lab_vessel)
lab_menu.upgrade_selected.connect(_on_lab_upgrade)
lab_menu.closed.connect(func(): lab_building_id = 0)
transfer_menu.transfer_requested.connect(_on_resource_transfer)
transfer_menu.closed.connect(_clear_transfer_context)
hangar_menu.crew_requested.connect(_on_hangar_crew_type)
hangar_menu.store_requested.connect(_on_hangar_store_type)
formation_menu.formation_changed.connect(_on_formation_changed)
formation_menu.reset_requested.connect(_on_reset_formation)
skill_menu.research_requested.connect(_on_unlock_requested)
scanner_menu.scan_requested.connect(_on_scan_requested)
scanner_menu.closed.connect(func(): scanner_building_id = 0)
for control in [action_button, building_action_button, landing_button,
transfer_button, hangar_button]:
control.visible = false
if GameState.intro_active:
_hide_all_actions()
_layout_context_buttons()
func _seat_hud_columns() -> void:
var readout: ResourceReadout = get_node_or_null("../UI/ResourceReadout")
if readout == null:
return
var buttons: Array = [build_button, transfer_button, action_button,
landing_button, building_action_button, hangar_button]
var highest: float = INF
for button in buttons:
if button != null:
highest = minf(highest, button.position.y)
if is_inf(highest):
return
var shift: float = readout.content_bottom() + HUD_COLUMN_MARGIN - highest
if shift <= 0.0:
return
for button in buttons:
if button != null:
button.position.y += shift
func _menu_is_open() -> bool:
for menu in [build_menu, craft_menu, lab_menu, transfer_menu, hangar_menu,
formation_menu, skill_menu, planning_menu, garrison_menu, scanner_menu,
station_menu]:
if menu.visible:
return true
return false
func is_showing_building_prompt() -> bool:
return _menu_is_open()
func _unhandled_input(event: InputEvent) -> void:
if context_actions_expanded and (event is InputEventScreenTouch and event.pressed \
or event is InputEventMouseButton and event.pressed \
and event.button_index == MOUSE_BUTTON_LEFT):
_collapse_context_actions()
if skill_menu.handle_unhandled_input(event):
get_viewport().set_input_as_handled()
return
if formation_menu.handle_unhandled_input(event):
get_viewport().set_input_as_handled()
return
if world_map.visible or _menu_is_open():
get_viewport().set_input_as_handled()
func _process(delta: float) -> void:
_check_fleet_wipe()
if GameState.intro_active:
_hide_all_actions()
return
if not build_button.visible:
build_button.visible = true
if build_menu.visible:
build_menu.refresh_option_states(_planet_under_fleet())
if craft_menu.visible:
craft_menu.refresh()
if lab_menu.visible:
_refresh_lab()
if transfer_menu.visible:
transfer_menu.refresh()
if world_map.visible or _menu_is_open():
_clear_detected_context()
return
var detected: Node2D = building_field.get_building_fleet_is_on()
var detected_extractor: int = -1
if detected == null:
var planet: Node2D = _planet_under_fleet()
if planet != null:
detected_extractor = GameState.extractor_index_at(planet.planet_id)
if detected != pending_building or detected_extractor != pending_extractor_index:
pending_building = detected
pending_extractor_index = detected_extractor
pending_time = 0.0
else:
pending_time += delta
var detected_planet: Node2D = landing_controller.current_planet
if pending_time < prompt_debounce_time or (pending_building == current_building \
and pending_extractor_index == current_extractor_index \
and detected_planet == current_landing_planet):
return
current_building = pending_building
current_extractor_index = pending_extractor_index
current_landing_planet = detected_planet
context_actions_expanded = false
hangar_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = _has_transfer_context()
var actions: Array = _context_action_buttons()
action_button.visible = not actions.is_empty()
if current_building != null:
building_action_button.icon = _building_action_icon(current_building)
building_action_button.queue_redraw()
if not actions.is_empty():
action_button.icon = int(actions[0].icon) if actions.size() == 1 \
else IconButton.Icon.ACTION_MENU
action_button.queue_redraw()
_layout_context_buttons()
func _clear_detected_context() -> void:
current_building = null
pending_building = null
current_extractor_index = -1
pending_extractor_index = -1
current_landing_planet = null
for control in [action_button, building_action_button, landing_button,
transfer_button, hangar_button]:
control.visible = false
context_actions_expanded = false
func _layout_context_buttons() -> void:
var row_top: float = build_button.position.y + build_button.size.y + HUD_ROW_GAP
var row_height: float = build_button.size.y
action_button.offset_top = row_top
action_button.offset_bottom = row_top + row_height
var buttons: Array = _context_action_buttons()
if not context_actions_expanded:
for button in buttons:
button.visible = false
return
for i in range(buttons.size()):
var button: Control = buttons[i]
button.visible = true
button.offset_left = 188 + i * 164
button.offset_right = button.offset_left + 148
button.offset_top = row_top
button.offset_bottom = row_top + row_height
func _context_action_buttons() -> Array:
var buttons: Array = []
if current_building != null:
for available_action in current_building.available_actions():
var button: IconButton = _button_for_building_action(available_action)
if button != null and button not in buttons:
buttons.append(button)
if current_landing_planet != null:
buttons.append(landing_button)
return buttons
func _has_transfer_context() -> bool:
return current_extractor_index >= 0 or current_building != null \
and current_building.available_actions().has("transfer")
func _building_action_icon(building: Node) -> int:
if building.primary_action() == "pause":
return IconButton.Icon.RESUME if GameState.is_building_paused(building.building_id) \
else IconButton.Icon.PAUSE
return int(building.definition.action_icon)
func _button_for_building_action(available_action: String) -> IconButton:
if available_action == "transfer":
return null
if available_action == "hangar":
return hangar_button
return building_action_button
func _on_context_action_pressed() -> void:
if current_building == null and current_extractor_index < 0 \
and current_landing_planet == null:
return
var actions: Array = _context_action_buttons()
if actions.size() == 1:
if actions[0] == landing_button:
landing_controller._on_enter_pressed()
elif actions[0] == hangar_button:
_on_hangar_pressed()
else:
_on_action_pressed()
return
context_actions_expanded = not context_actions_expanded
_layout_context_buttons()
func _collapse_context_actions() -> void:
if context_actions_expanded:
context_actions_expanded = false
_layout_context_buttons()
func _check_fleet_wipe() -> void:
if fleet.ships.is_empty():
var spawn_pos: Variant = GameState.get_mothership_position()
fleet.spawn_ships(1, spawn_pos if spawn_pos != null else Vector2.ZERO)
func _on_action_pressed() -> void:
if current_building == null:
return
var building_id: int = current_building.building_id
var building_action: String = current_building.primary_action()
if building_action == "pause":
var paused: bool = GameState.toggle_building_paused(building_id)
build_menu.set_status("%s %s" % [current_building.definition.display_name,
"paused" if paused else "running"])
building_action_button.icon = _building_action_icon(current_building)
building_action_button.queue_redraw()
elif building_action == "research":
skill_menu.open_for(building_id)
elif building_action == "craft":
craft_building_id = building_id
craft_menu.open_for(building_id)
elif building_action == "lab":
lab_building_id = building_id
lab_menu.open_for(building_id)
_refresh_lab()
elif building_action == "formation":
formation_menu.open_menu()
elif building_action == "planning":
planning_menu.open_menu()
elif building_action == "garrison":
garrison_building_id = building_id
garrison_menu.open_for(building_id)
elif building_action == "scanner":
scanner_building_id = building_id
scanner_menu.open_menu()
elif building_action == "staff":
station_menu.open_for(building_id)
func _on_scan_requested(definition_id: String) -> void:
var scanner: Dictionary = GameState.find_building(scanner_building_id)
if scanner.is_empty():
scanner_menu.show_failure(definition_id)
return
var result: Dictionary = GameState.scan_for_planet(definition_id,
Vector2(scanner.position))
if result.is_empty():
scanner_menu.show_failure(definition_id)
return
scanner_menu.close_menu()
world_map.open_map()
world_map.focus_world_position(Vector2(result.world_position))
func _on_build_pressed() -> void:
pending_build_type = ""
build_menu.open_menu()
_refresh_build_status()
func _on_build_menu_closed() -> void:
pending_build_type = ""
func _planet_under_fleet() -> Node2D:
return planet_field.get_planet_fleet_is_on()
func cost_of(type: String) -> int:
return int(costs_of(type).get(GameState.RESOURCE_ORE, 0))
func costs_of(type: String) -> Dictionary:
return GameState.building_costs(type)
func _refresh_build_status() -> void:
build_menu.refresh(_planet_under_fleet())
func _refresh_build_option_states() -> void:
build_menu.refresh_option_states(_planet_under_fleet())
func _layout_build_menu() -> void:
build_menu.refresh(_planet_under_fleet())
func menu_columns(count: int) -> int:
return build_menu.menu_columns(count)
func menu_rows(count: int) -> int:
return build_menu.menu_rows(count)
func menu_row_top(row: int, rows: int, columns: int) -> float:
return build_menu.menu_row_top(row, rows, columns)
func menu_column_spacing(columns: int) -> float:
return build_menu.menu_column_spacing(columns)
func _show_building_info(type: String) -> void:
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
if definition == null:
return
var costs: Dictionary = GameState.building_costs(type)
var lines: Array = [definition.description]
var can_build: bool = true
if not GameState.is_building_unlocked(type):
lines.append("Locked. Research %s at your mothership." % GameState.research_for_building(type))
can_build = false
if can_build and definition.placement_mode == "planet":
var planet: Node2D = _planet_under_fleet()
if planet == null:
lines.append("No planet in reach - fly over one.")
can_build = false
elif not GameState.is_planet_conquered(planet.planet_id):
lines.append("%s is not captured yet - take all its capture points." % planet.planet_name)
can_build = false
elif GameState.has_extractor_at(planet.planet_id):
lines.append("%s already has an extractor." % planet.planet_name)
can_build = false
else:
lines.append("Will mine %s from %s." % [
GameState.resource_name(planet.resource_type), planet.planet_name])
elif can_build and definition.unique and GameState.has_building_of_type(type):
lines.append("WARNING: only one may exist - this destroys your current one.")
if can_build and not GameState.can_afford_resources(costs, fleet.get_centroid()):
can_build = false
pending_build_type = type if can_build else ""
build_menu.show_info(definition.display_name, "\n\n".join(lines), costs, can_build)
func _close_info() -> void:
pending_build_type = ""
build_menu.close_info()
func _confirm_build() -> void:
var type: String = pending_build_type
if type == "":
return
pending_build_type = ""
build_menu.close_info()
if not GameState.is_building_unlocked(type):
return
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
if definition == null:
return
if definition.placement_mode == "planet":
var planet: Node2D = _planet_under_fleet()
if planet == null or GameState.has_extractor_at(planet.planet_id):
build_menu.set_status("No planet in reach any more")
return
if not GameState.is_planet_conquered(planet.planet_id):
build_menu.set_status("%s is not captured yet" % planet.planet_name)
return
if String(planet.resource_type) == "":
build_menu.set_status("%s has nothing to extract" % planet.planet_name)
return
if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
build_menu.set_status(_cannot_afford(type))
return
GameState.add_extractor(planet.planet_name, planet.position,
planet.resource_type, planet.planet_id)
build_menu.close_menu()
return
if definition.unique and GameState.has_building_of_type(type):
if not GameState.can_afford_resources(GameState.building_costs(type), fleet.get_centroid()):
build_menu.set_status(_cannot_afford(type))
return
GameState.remove_buildings_of_type(type)
building_field.rebuild_all()
_try_place(type)
func _cannot_afford(type: String) -> String:
var missing: Array = []
for resource_type in GameState.building_costs(type):
var id: String = String(resource_type)
var want: int = int(GameState.building_costs(type)[resource_type])
var have: int = GameState.available_resource_at(id, fleet.get_centroid())
if have < want:
missing.append("%s (need %d, have %d)" % [GameState.resource_name(id), want, have])
return "" if missing.is_empty() else "Not enough %s" % " and ".join(missing)
func _try_place(type: String) -> void:
if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
build_menu.set_status(_cannot_afford(type))
return
building_field.place(type, fleet.get_centroid())
build_menu.close_menu()
func _on_unlock_requested(id: String) -> void:
var research_building: Dictionary = GameState.find_building(skill_menu.building_id)
if research_building.is_empty():
skill_menu.set_status("The research building is no longer available")
return
var payment_position: Variant = research_building.get("position", null)
if not GameState.unlock(id, payment_position):
skill_menu.refresh(id)
return
if int(GameState.skill_node(id).get("fleet_bonus", 0)) > 0:
fleet.apply_formation()
skill_menu.research_completed(id)
func _on_unlock_pressed() -> void:
var id: String = skill_menu.selected_id()
if id != "":
_on_unlock_requested(id)
func _refresh_skill_menu(id: String = "") -> void:
skill_menu.refresh(id)
func _format_costs(costs: Dictionary) -> String:
var parts := PackedStringArray()
for resource_type in GameState.resource_types():
var amount: int = int(costs.get(resource_type, 0))
if amount > 0:
parts.append("%d %s" % [amount,
GameState.resource_name(resource_type).to_lower()])
return " · ".join(parts) if not parts.is_empty() else "free"
func _format_missing_costs(costs: Dictionary) -> String:
var parts := PackedStringArray()
for resource_type in GameState.resource_types():
var amount: int = int(costs.get(resource_type, 0))
if amount > 0:
parts.append("%d more %s" % [amount,
GameState.resource_name(resource_type).to_lower()])
return " · ".join(parts)
func _on_craft_interceptor() -> void:
_on_craft_vessel(GameState.VESSEL_INTERCEPTOR)
func _on_craft_shield() -> void:
_on_craft_vessel(GameState.VESSEL_SHIELD)
func _on_craft_vessel(vessel: String) -> void:
if craft_building_id == 0:
craft_menu.say("No crafter selected - reopen this panel from the building")
return
var definition: Resource = VESSEL_DEFINITIONS.get_definition(vessel)
if definition == null:
return
if not GameState.queue_order(craft_building_id, vessel):
if not GameState.vessel_is_unlocked(vessel):
craft_menu.say("%s must be unlocked at a ship lab first" % definition.display_name)
return
var missing: Dictionary = GameState.outstanding_costs(craft_building_id)
if missing.is_empty():
craft_menu.say("%s ordered - building now" % GameState.vessel_name(vessel))
else:
craft_menu.say("%s queued - deliver %s here" % [GameState.vessel_name(vessel),
_format_missing_costs(missing)])
func _on_queue_slot(index: int) -> void:
var orders: Array = GameState.order_list(craft_building_id)
if index >= orders.size():
return
var vessel: String = GameState.vessel_name(String(orders[index].product))
var refunded: bool = bool(orders[index].started)
if GameState.cancel_order(craft_building_id, index):
craft_menu.say("%s cancelled%s" % [vessel,
" - resources refunded here" if refunded else ""])
func _refresh_craft_status() -> void:
if craft_building_id != 0 and craft_menu.building_id != craft_building_id:
craft_menu.building_id = craft_building_id
craft_menu.resource_bar.building_id = craft_building_id
craft_menu.refresh()
func _lab_options() -> Array:
var options: Array = []
var definition: Resource = VESSEL_DEFINITIONS.get_definition(lab_vessel)
if definition == null:
return options
if not GameState.vessel_is_unlocked(lab_vessel):
options.append({"unlock": true, "id": definition.unlock_id,
"name": definition.unlock_name, "desc": definition.unlock_description,
"costs": GameState.research_costs(definition.unlock_id),
"icon": definition.unlock_icon if definition.unlock_icon >= 0 else definition.icon})
return options
for upgrade in GameState.upgrades_for(lab_vessel):
options.append({"unlock": false, "id": upgrade.id,
"name": upgrade.name, "desc": upgrade.desc})
return options
func _on_lab_vessel(index: int) -> void:
var definitions: Array = VESSEL_DEFINITIONS.all()
if index >= 0 and index < definitions.size():
lab_vessel = definitions[index].definition_id
lab_choice = 0
_refresh_lab()
func _on_lab_upgrade(index: int) -> void:
if index < 0 or index >= _lab_options().size():
return
var confirming: bool = index == lab_choice
lab_choice = index
lab_menu.set_status("")
if confirming and lab_can_buy:
_on_lab_buy()
else:
_refresh_lab()
func _on_lab_buy() -> void:
var options: Array = _lab_options()
if options.is_empty():
return
var selected: Dictionary = options[lab_choice]
var id: String = String(selected.id)
if not GameState.queue_lab_research(lab_building_id, id):
lab_menu.set_status("Research is already queued or complete")
return
lab_menu.set_status("%s queued - deliver %s to this lab" % [
selected.name, _format_costs(GameState.research_costs(id))])
_refresh_lab()
func _refresh_lab() -> void:
lab_menu.set_status("")
lab_menu.hide_research_progress()
var definitions: Array = VESSEL_DEFINITIONS.all()
lab_menu.render_vessels(definitions, lab_vessel)
lab_menu.vessel_heading.text = "%s research · %d RP" % [
GameState.vessel_name(lab_vessel), GameState.research_points]
var options: Array = _lab_options()
lab_choice = clampi(lab_choice, 0, maxi(options.size() - 1, 0))
var rendered: Array = []
for option in options:
var maxed: bool = not bool(option.unlock) and GameState.upgrade_maxed(option.id)
var level_note: String = "" if bool(option.unlock) else " %d/%d" % [
GameState.upgrade_level(option.id), int(GameState.upgrade_def(option.id).max_level)]
rendered.append({"label": "%s%s" % [option.name, level_note],
"costs": option.costs if bool(option.unlock) else GameState.research_costs(option.id),
"points": GameState.research_point_cost(String(option.id)),
"icon": int(option.get("icon", IconButton.Icon.SHIP_LAB)), "maxed": maxed})
var definition: Resource = VESSEL_DEFINITIONS.get_definition(lab_vessel)
lab_menu.render_options(rendered, lab_choice,
definition.glow_color if definition != null else Color(0.25, 0.85, 1.0))
if options.is_empty():
lab_menu.clear_detail()
lab_can_buy = false
return
var selected: Dictionary = options[lab_choice]
var points: int = GameState.research_point_cost(String(selected.id))
lab_menu.show_detail(String(selected.name), String(selected.desc), points)
var queued: Dictionary = GameState.lab_research_order(lab_building_id)
lab_can_buy = queued.is_empty() and (selected.unlock \
or not GameState.upgrade_maxed(selected.id))
if not queued.is_empty():
var queued_points: int = GameState.research_point_cost(String(queued.id))
var progress: float = float(queued.elapsed) \
/ maxf(GameState.lab_research_time(), 0.001)
if not bool(queued.started) and GameState.research_points < queued_points:
lab_menu.show_research_progress(
"Need %d research point%s (have %d)" % [queued_points,
"" if queued_points == 1 else "s", GameState.research_points], progress)
else:
lab_menu.show_research_progress(
"Researching" if bool(queued.started) else "Waiting for resources",
progress)
func _on_transfer_pressed() -> void:
if current_building == null and current_extractor_index < 0:
return
transfer_building_id = current_building.building_id if current_building != null else 0
transfer_extractor_index = current_extractor_index
transfer_menu.open_destination(transfer_building_id, transfer_extractor_index)
func _clear_transfer_context() -> void:
transfer_building_id = 0
transfer_extractor_index = -1
func _on_transfer(to_building: bool, amount: int) -> void:
_on_resource_transfer(GameState.RESOURCE_ORE, to_building, amount)
func _on_gas_transfer(to_building: bool) -> void:
_on_resource_transfer(GameState.RESOURCE_GAS, to_building)
func _on_resource_transfer(resource_type: String, to_building: bool,
amount: int = ALL) -> void:
if transfer_building_id == 0 and transfer_extractor_index < 0:
transfer_menu.show_status("No resource store selected - reopen this panel from its action")
return
var moved: int
if transfer_extractor_index >= 0:
moved = GameState.transfer_resource_to_extractor(transfer_extractor_index,
resource_type, amount) if to_building else \
GameState.transfer_resource_from_extractor(transfer_extractor_index,
resource_type, amount)
else:
moved = GameState.transfer_resource_to_building(transfer_building_id,
resource_type, amount) if to_building else \
GameState.transfer_resource_to_fleet(transfer_building_id,
resource_type, amount)
var resource_name: String = GameState.resource_name(resource_type).to_lower()
if moved <= 0:
transfer_menu.show_status("The fleet is carrying nothing to unload (no %s)" \
% resource_name if to_building else "%s has no %s to load" \
% [_transfer_place_name().capitalize(), resource_name])
elif to_building:
transfer_menu.show_status("Moved %d %s into %s" % [
moved, resource_name, _transfer_place_name()])
else:
transfer_menu.show_status("Loaded %d %s into the fleet" % [moved, resource_name])
transfer_menu.refresh()
func _transfer_place_name() -> String:
return transfer_menu.place_name()
func _refresh_transfer() -> void:
if transfer_menu.building_id != transfer_building_id \
or transfer_menu.extractor_index != transfer_extractor_index:
transfer_menu.building_id = transfer_building_id
transfer_menu.extractor_index = transfer_extractor_index
transfer_menu.refresh()
func _on_hangar_pressed() -> void:
hangar_menu.open_for(fleet)
func _hangar_types() -> Array:
var types: Array = []
for definition in VESSEL_DEFINITIONS.fleet():
types.append(String(definition.definition_id))
return types
func _resolve_hangar_type(selection: Variant) -> String:
if selection is String:
return String(selection)
var index: int = int(selection)
var types: Array = _hangar_types()
return String(types[index]) if index >= 0 and index < types.size() else ""
func _on_hangar_crew_type(selection: Variant) -> void:
var vessel_type: String = _resolve_hangar_type(selection)
if vessel_type == "":
return
if fleet.ships.size() >= GameState.max_fleet_size():
hangar_menu.set_status("Fleet is full (%d/%d) - research capacity at the mothership" \
% [fleet.ships.size(), GameState.max_fleet_size()])
return
var stored_index: int = GameState.stored_vessels.find(vessel_type)
if stored_index < 0:
hangar_menu.set_status("No %s available" % GameState.vessel_name(vessel_type))
return
if not fleet.add_ship(GameState.take_stored_vessel(stored_index)):
hangar_menu.set_status("Could not crew that vessel")
return
hangar_menu.set_status("%s joined the fleet" % GameState.vessel_name(vessel_type))
hangar_menu.refresh(fleet)
func _on_hangar_store_type(selection: Variant) -> void:
var vessel_type: String = _resolve_hangar_type(selection)
if vessel_type == "":
return
var ship_index: int = -1
for i in range(fleet.ships.size()):
if String(fleet.ships[i].vessel_type) == vessel_type:
ship_index = i
break
if ship_index < 0:
hangar_menu.set_status("No %s in the fleet" % GameState.vessel_name(vessel_type))
return
var stored: String = fleet.store_ship(ship_index)
if stored == "":
hangar_menu.set_status("Keep one ship deployed")
return
GameState.stored_vessels.append(stored)
hangar_menu.set_status("%s stored in the hangar" % GameState.vessel_name(stored))
hangar_menu.refresh(fleet)
func _refresh_hangar() -> void:
hangar_menu.refresh(fleet)
func _layout_hangar() -> void:
hangar_menu._layout_sections()
func _refresh_garrison() -> void:
garrison_menu.refresh()
station_menu.refresh()
func _refresh_planning() -> void:
planning_menu.refresh()
func _on_formation_changed() -> void:
fleet.apply_formation()
func _on_reset_formation() -> void:
GameState.reset_formation()
fleet.apply_formation()
formation_menu.redraw()
func _hide_all_actions() -> void:
_clear_detected_context()
build_button.visible = false