Gameplay and UI - Research tree at the mothership gates which structures can be built and grants permanent fleet-capacity upgrades (GameState.SKILL_TREE, SkillTreeView). Node depth is derived from prerequisites, so the layout cannot drift out of step with the dependencies. - Building info popup before committing to a build, with per-building cost and description. - Ship crafter redrawn as a space factory with an assembly animation; mothership redrawn as a radial flagship; command centre as a plotting hub. - Keyboard and mouse support (WASD, Q/E pivot, wheel zoom) for the web build. - UI and font scaled up for phone use, via a custom Theme resource - gui/theme/default_font_size does not reach the default theme. - Asteroids no longer spawn on top of the fleet's start position. - Fleet formation origin derived from the layout's own offsets rather than the centroid, fixing the lurch when a lopsided formation started moving. - Fleet.stop() brakes from the ship's TRUE motion (velocity + fleet_velocity). Ship zeroes its velocity when seated in its slot even while the anchor drags that slot forward, so braking from velocity alone stopped the fleet dead instead of coasting - and whether it did depended on the frame rate. Animation architecture (issue #10) - Buildings, projectiles and explosion VFX no longer animate by redrawing. Static geometry is rasterised once in _draw(); moving parts are NeonPiece children animated through node properties, which reuse the cached geometry. Every NeonDraw call expands into four antialiased polylines, so redrawing to move something re-tessellated all of it. Test suite (issue #8): 1075s -> ~55s - Runs from a copy on Termux's own filesystem. The project lives on Android's FUSE bridge, read through proot, where load("res://Main.tscn") alone cost 8.5s per test against ~2s natively - and nearly every test loads it. - Runs 6 tests at a time, in a single proot-distro login, with output buffered per test and printed only on failure. - --fixed-fps 60 pins delta instead of measuring the wall clock, so a test's result no longer depends on how busy the machine is. Without it, parallelism made two tests fail on 2 of 3 runs. - A test passes only if it both exits 0 and prints ": PASS". - 38 tests, green on three consecutive runs. Bundles Carrois Gothic SC (Apache 2.0) with its licence text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
446 lines
17 KiB
GDScript
446 lines
17 KiB
GDScript
extends Node2D
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# Space-side building UI. Owns:
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# - the build menu (place a mothership, ship crafter or command centre)
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# - the shared ACTION button, which adapts to whatever the fleet is
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# standing on (craft ships at a crafter, configure formation at a
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# command centre). The enter-atmosphere prompt uses the same slot, and
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# PlanetAtmosphereController suppresses itself while a building prompt
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# is showing so the two can never fight over it.
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# - rebuilding a wiped-out fleet at the mothership
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#
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# Buildings themselves live in GameState (they must outlive the trip to a
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# planet's surface); this only drives the UI and spends resources.
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@export var prompt_debounce_time: float = 0.15
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@onready var fleet: Node2D = get_node("../Fleet")
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@onready var building_field: Node2D = get_node("../BuildingField")
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@onready var world_map: Control = get_node("../UI/WorldMap")
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@onready var build_button: IconButton = get_node("../UI/BuildButton")
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@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
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@onready var build_menu: Control = get_node("../UI/BuildMenu")
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@onready var build_mothership_button: IconButton = get_node("../UI/BuildMenu/MothershipButton")
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@onready var build_crafter_button: IconButton = get_node("../UI/BuildMenu/CrafterButton")
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@onready var build_command_button: IconButton = get_node("../UI/BuildMenu/CommandButton")
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@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
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@onready var build_status: Label = get_node("../UI/BuildMenu/StatusLabel")
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@onready var build_extractor_button: IconButton = get_node("../UI/BuildMenu/ExtractorButton")
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@onready var planet_field: Node2D = get_node("../PlanetField")
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@onready var info_popup: Control = get_node("../UI/BuildMenu/InfoPopup")
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@onready var info_title: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/TitleLabel")
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@onready var info_message: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/MessageLabel")
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@onready var info_cost: NeonNumber = get_node("../UI/BuildMenu/InfoPopup/Panel/CostNumber")
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@onready var info_build_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/BuildButton")
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@onready var info_close_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/CloseButton")
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@onready var craft_menu: Control = get_node("../UI/CraftMenu")
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@onready var craft_interceptor_button: IconButton = get_node("../UI/CraftMenu/InterceptorButton")
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@onready var craft_close_button: IconButton = get_node("../UI/CraftMenu/CloseButton")
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@onready var craft_status: Label = get_node("../UI/CraftMenu/StatusLabel")
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@onready var skill_menu: Control = get_node("../UI/SkillMenu")
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@onready var skill_tree: Control = get_node("../UI/SkillMenu/Tree")
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@onready var skill_detail: Label = get_node("../UI/SkillMenu/DetailLabel")
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@onready var skill_cost: NeonNumber = get_node("../UI/SkillMenu/CostNumber")
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@onready var skill_status: Label = get_node("../UI/SkillMenu/StatusLabel")
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@onready var skill_unlock_button: IconButton = get_node("../UI/SkillMenu/UnlockButton")
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@onready var skill_close_button: IconButton = get_node("../UI/SkillMenu/CloseButton")
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@onready var formation_menu: Control = get_node("../UI/FormationMenu")
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@onready var formation_editor: Control = get_node("../UI/FormationMenu/Editor")
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@onready var formation_close_button: IconButton = get_node("../UI/FormationMenu/CloseButton")
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@onready var formation_reset_button: IconButton = get_node("../UI/FormationMenu/ResetButton")
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# What each option is and does, shown before anything is spent. Picking a
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# structure is a real commitment - it costs ore, and a mothership placement
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# can destroy the one you already have - so no option builds straight from
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# the menu; each one explains itself first and waits for a confirmation.
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#
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# The bodies are kept short on purpose: at the UI's font size the popup holds
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# roughly eight lines, and a placement condition or a price warning is
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# appended below them and needs some of those lines.
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const BUILDING_INFO: Dictionary = {
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GameState.BUILDING_MOTHERSHIP: {
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"title": "Mothership",
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"body": "Fleet home port. A wiped-out fleet rebuilds here, and extractor haulers deliver ore here.",
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},
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GameState.BUILDING_SHIP_CRAFTER: {
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"title": "Ship Crafter",
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"body": "Fly the fleet onto it, then use the action button to build extra vessels.",
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},
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GameState.BUILDING_COMMAND_CENTER: {
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"title": "Command Center",
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"body": "Fly the fleet onto it to drag your fleet into a new formation. Rebuilt fleets keep it.",
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},
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GameState.BUILDING_EXTRACTOR: {
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"title": "Extractor",
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"body": "Mines a planet and runs a hauler to your mothership. It keeps earning while you are away.",
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},
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}
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# Which structure the popup is currently offering to build, or "" when it is
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# only explaining something that cannot be built right now.
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var pending_build_type: String = ""
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var current_building: Node2D = null
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var pending_building: Node2D = null
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var pending_time: float = 0.0
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func _ready() -> void:
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build_button.pressed.connect(_on_build_pressed)
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build_close_button.pressed.connect(func(): build_menu.visible = false)
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build_mothership_button.pressed.connect(_on_place_mothership)
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build_crafter_button.pressed.connect(_on_place_crafter)
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build_command_button.pressed.connect(_on_place_command_center)
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build_extractor_button.pressed.connect(_on_place_extractor)
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info_close_button.pressed.connect(_close_info)
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info_build_button.pressed.connect(_confirm_build)
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action_button.pressed.connect(_on_action_pressed)
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craft_interceptor_button.pressed.connect(_on_craft_interceptor)
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craft_close_button.pressed.connect(func(): craft_menu.visible = false)
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formation_close_button.pressed.connect(func(): formation_menu.visible = false)
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formation_reset_button.pressed.connect(_on_reset_formation)
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formation_editor.formation_changed.connect(_on_formation_changed)
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skill_close_button.pressed.connect(func(): skill_menu.visible = false)
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skill_unlock_button.pressed.connect(_on_unlock_pressed)
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skill_tree.node_picked.connect(_on_skill_node_picked)
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build_menu.visible = false
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info_popup.visible = false
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craft_menu.visible = false
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formation_menu.visible = false
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skill_menu.visible = false
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action_button.visible = false
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# True while a building prompt or panel owns the shared action slot, so the
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# enter-atmosphere prompt knows to stay out of the way.
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func is_showing_building_prompt() -> bool:
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return current_building != null or build_menu.visible or craft_menu.visible \
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or formation_menu.visible or skill_menu.visible
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func _unhandled_input(event: InputEvent) -> void:
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# The formation editor and the skill tree are driven from here rather than
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# via _gui_input, for the same reason as the joystick: a Control that
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# consumes touches through the GUI system swallows them before they get
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# here, which is what made dragging a formation slot silently do nothing.
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if skill_menu.visible:
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if event is InputEventScreenTouch and skill_tree.handle_touch(event):
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get_viewport().set_input_as_handled()
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return
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if not formation_menu.visible:
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return
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if event is InputEventScreenTouch and formation_editor.handle_touch(event):
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get_viewport().set_input_as_handled()
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elif event is InputEventScreenDrag and formation_editor.handle_drag(event):
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get_viewport().set_input_as_handled()
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func _process(delta: float) -> void:
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_check_fleet_wipe()
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if build_menu.visible:
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# Keep the greyed state live while the menu is open, so flying onto
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# a planet lights the option up without reopening it.
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build_extractor_button.enabled = _planet_under_fleet() != null \
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and GameState.is_building_unlocked(GameState.BUILDING_EXTRACTOR)
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if world_map.visible or build_menu.visible or craft_menu.visible \
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or formation_menu.visible or skill_menu.visible:
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current_building = null
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pending_building = null
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action_button.visible = false
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return
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# Debounced exactly like the enter-atmosphere prompt, so the action
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# button can't flicker while the fleet drifts on the interact boundary.
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var detected: Node2D = building_field.get_building_fleet_is_on()
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if detected != pending_building:
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pending_building = detected
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pending_time = 0.0
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else:
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pending_time += delta
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if pending_time < prompt_debounce_time or pending_building == current_building:
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return
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current_building = pending_building
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action_button.visible = current_building != null
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if current_building != null:
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action_button.icon = _action_icon_for(current_building.building_type)
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action_button.queue_redraw()
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func _action_icon_for(type: String) -> int:
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match type:
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GameState.BUILDING_SHIP_CRAFTER:
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return IconButton.Icon.SHIP
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GameState.BUILDING_MOTHERSHIP:
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return IconButton.Icon.MOTHERSHIP
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_:
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return IconButton.Icon.COMMAND_CENTER
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func _check_fleet_wipe() -> void:
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if not fleet.ships.is_empty():
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return
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# Whole fleet destroyed: rebuild a single vessel at the mothership, or
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# at the world origin when none has been built yet.
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var spawn_pos: Variant = GameState.get_mothership_position()
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fleet.spawn_ships(1, spawn_pos if spawn_pos != null else Vector2.ZERO)
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func _on_action_pressed() -> void:
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if current_building == null:
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return
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if current_building.building_type == GameState.BUILDING_MOTHERSHIP:
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skill_menu.visible = true
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_refresh_skill_menu()
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elif current_building.building_type == GameState.BUILDING_SHIP_CRAFTER:
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craft_menu.visible = true
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_refresh_craft_status()
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elif current_building.building_type == GameState.BUILDING_COMMAND_CENTER:
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formation_menu.visible = true
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formation_editor.queue_redraw()
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func _on_build_pressed() -> void:
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build_menu.visible = true
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info_popup.visible = false
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pending_build_type = ""
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_refresh_build_status()
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func _planet_under_fleet() -> Node2D:
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# An extractor mines a specific planet, so one has to be within reach.
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return planet_field.get_planet_fleet_is_on()
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func _refresh_build_status() -> void:
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# Every option is always listed, greyed when it cannot be used - showing
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# them only sometimes would leave the player wondering whether the game
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# has them at all. Greyed buttons still emit `pressed`, so each one can
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# explain itself in the info popup.
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build_crafter_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_SHIP_CRAFTER)
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build_command_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_COMMAND_CENTER)
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build_extractor_button.enabled = _planet_under_fleet() != null \
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and GameState.is_building_unlocked(GameState.BUILDING_EXTRACTOR)
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# Prices are shown under each option now, so this only needs to say
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# whether the fleet is somewhere an extractor could go.
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if _planet_under_fleet() != null:
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build_status.text = "Over %s - an extractor can be built here" % _planet_under_fleet().planet_name
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else:
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build_status.text = ""
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func _on_place_mothership() -> void:
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_show_building_info(GameState.BUILDING_MOTHERSHIP)
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func _on_place_crafter() -> void:
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_show_building_info(GameState.BUILDING_SHIP_CRAFTER)
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func _on_place_command_center() -> void:
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_show_building_info(GameState.BUILDING_COMMAND_CENTER)
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func _on_place_extractor() -> void:
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# The option stays pressable while greyed, so this is also how a
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# not-over-a-planet extractor explains itself.
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_show_building_info(GameState.BUILDING_EXTRACTOR)
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func cost_of(type: String) -> int:
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match type:
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GameState.BUILDING_MOTHERSHIP:
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return GameState.MOTHERSHIP_COST
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GameState.BUILDING_SHIP_CRAFTER:
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return GameState.SHIP_CRAFTER_COST
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GameState.BUILDING_COMMAND_CENTER:
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return GameState.COMMAND_CENTER_COST
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_:
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return GameState.EXTRACTOR_COST
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func _show_building_info(type: String) -> void:
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var info: Dictionary = BUILDING_INFO[type]
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var cost: int = cost_of(type)
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var lines: Array = [info.body]
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var can_build: bool = true
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# Locked structures still list themselves, greyed, so the player can see
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# what exists and what research would open it up.
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if not GameState.is_building_unlocked(type):
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lines.append("Locked. Research %s at your mothership." % GameState.research_for_building(type))
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can_build = false
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# Anything that would stop this particular placement is spelled out in
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# the same popup, rather than silently failing after the press.
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if can_build and type == GameState.BUILDING_EXTRACTOR:
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var planet: Node2D = _planet_under_fleet()
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if planet == null:
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lines.append("No planet in reach - fly over one.")
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can_build = false
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elif GameState.has_extractor_at(planet.planet_name):
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lines.append("%s already has an extractor." % planet.planet_name)
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can_build = false
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else:
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lines.append("Will mine %s." % planet.planet_name)
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elif can_build and type == GameState.BUILDING_MOTHERSHIP and GameState.has_mothership():
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lines.append("WARNING: only one may exist - this destroys your current one.")
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if can_build and not GameState.can_afford(cost):
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lines.append("Not enough rocks - needs %d, you have %d." % [cost, GameState.rocks])
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can_build = false
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info_title.text = info.title
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info_message.text = "\n\n".join(lines)
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info_cost.amount = cost
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info_build_button.visible = can_build
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pending_build_type = type if can_build else ""
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info_popup.visible = true
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func _close_info() -> void:
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info_popup.visible = false
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pending_build_type = ""
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func _confirm_build() -> void:
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var type: String = pending_build_type
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if type == "":
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return
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pending_build_type = ""
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info_popup.visible = false
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# Everything is re-checked here rather than trusted from when the popup
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# opened: the fleet keeps flying while it is up, so it can drift off the
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# planet an extractor was going to mine.
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if not GameState.is_building_unlocked(type):
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return
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if type == GameState.BUILDING_EXTRACTOR:
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var planet: Node2D = _planet_under_fleet()
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if planet == null or GameState.has_extractor_at(planet.planet_name):
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build_status.text = "No planet in reach any more"
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return
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if not GameState.spend(GameState.EXTRACTOR_COST):
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build_status.text = "Not enough rocks (need %d, have %d)" % [GameState.EXTRACTOR_COST, GameState.rocks]
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return
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GameState.add_extractor(planet.planet_name, planet.position)
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build_menu.visible = false
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return
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if type == GameState.BUILDING_MOTHERSHIP and GameState.has_mothership():
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if not GameState.can_afford(GameState.MOTHERSHIP_COST):
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build_status.text = "Not enough rocks (need %d, have %d)" % [
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GameState.MOTHERSHIP_COST, GameState.rocks
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]
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return
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# Only now is the old one destroyed - never before the new one is
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# known to be affordable, or the player would be left with none.
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GameState.remove_buildings_of_type(GameState.BUILDING_MOTHERSHIP)
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building_field.rebuild_all()
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_try_place(type, cost_of(type))
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func _try_place(type: String, cost: int) -> void:
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if not GameState.spend(cost):
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build_status.text = "Not enough rocks (need %d, have %d)" % [cost, GameState.rocks]
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return
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building_field.place(type, fleet.get_centroid())
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build_menu.visible = false
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# --- research (the mothership's skill tree) --------------------------------
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func _on_skill_node_picked(id: String) -> void:
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_refresh_skill_menu(id)
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func _refresh_skill_menu(id: String = "") -> void:
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if id == "":
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id = skill_tree.selected_id
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if id == "":
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# Nothing chosen yet: point the player at the tree rather than
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# leaving the panel blank, which reads as broken.
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skill_detail.text = "Select a node to see what it unlocks."
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skill_cost.amount = 0
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skill_status.text = "Fleet capacity %d" % GameState.max_fleet_size()
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skill_unlock_button.visible = false
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return
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var node: Dictionary = GameState.skill_node(id)
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if node.is_empty():
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return
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skill_detail.text = "%s\n%s" % [node.name, node.desc]
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skill_cost.amount = int(node.cost)
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if GameState.is_unlocked(id):
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skill_status.text = "Researched"
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skill_unlock_button.visible = false
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elif not GameState.prerequisite_met(id):
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skill_status.text = "Needs %s first" % GameState.skill_node(node.requires).name
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skill_unlock_button.visible = false
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elif not GameState.can_afford(int(node.cost)):
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skill_status.text = "Not enough rocks - you have %d" % GameState.rocks
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skill_unlock_button.visible = false
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else:
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skill_status.text = ""
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skill_unlock_button.visible = true
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func _on_unlock_pressed() -> void:
|
|
var id: String = skill_tree.selected_id
|
|
if id == "":
|
|
return
|
|
if not GameState.unlock(id):
|
|
# Re-check rather than trust the button: rocks can be spent elsewhere
|
|
# while this menu is open, since haulers keep delivering.
|
|
_refresh_skill_menu(id)
|
|
return
|
|
# A capacity upgrade has to reach the fleet that is already flying, not
|
|
# just ones rebuilt later.
|
|
if int(GameState.skill_node(id).get("fleet_bonus", 0)) > 0:
|
|
fleet.apply_formation()
|
|
skill_tree.queue_redraw()
|
|
_refresh_skill_menu(id)
|
|
|
|
|
|
func _refresh_craft_status() -> void:
|
|
craft_status.text = "Interceptor %d rocks You have %d Fleet %d/%d" % [
|
|
GameState.SHIP_COST, GameState.rocks, fleet.ships.size(), GameState.max_fleet_size()
|
|
]
|
|
|
|
|
|
func _on_craft_interceptor() -> void:
|
|
if fleet.ships.size() >= GameState.max_fleet_size():
|
|
craft_status.text = "Fleet is full (%d slots)" % GameState.max_fleet_size()
|
|
return
|
|
if not GameState.spend(GameState.SHIP_COST):
|
|
craft_status.text = "Not enough rocks (need %d, have %d)" % [GameState.SHIP_COST, GameState.rocks]
|
|
return
|
|
fleet.add_ship()
|
|
_refresh_craft_status()
|
|
|
|
|
|
func _on_formation_changed() -> void:
|
|
fleet.apply_formation()
|
|
|
|
|
|
func _on_reset_formation() -> void:
|
|
GameState.reset_formation()
|
|
fleet.apply_formation()
|
|
formation_editor.queue_redraw()
|