spaceship/controllers/BuildController.gd
Loïc Wisniewski 3fcc26c8bc Implement #160, #161, #162, #163, #164 and #165
#162 - a single tap bought a research node outright. One physical tap arrives
TWICE: Godot emulates a mouse button from every touch AND a touch from every
mouse button, both project settings are on, and the menu's dispatcher routes
InputEventScreenTouch and InputEventMouseButton alike to the tree. The second
arrival found the node already selected and took itself for the confirming
tap. Measured, not reasoned about - one tap produced two picks and two
confirms.

What is ignored is specifically the TWIN: same frame, same place, arriving
through the other input kind. Deduping on frame and position alone also
swallowed two genuine taps in one frame, which the test caught.

#164 - the build menu predicted a caption's height from the COLUMN WIDTH:
wide column, assume one line. Right for most names and wrong for the long
ones, so "Spacial Workshop" wrapped onto the price beneath it. Captions are
now measured against the font that draws them, and prices sized from
PriceTag.wanted_height(), which existed for exactly this and was not being
asked. Prices are set before anything is measured, because the old order laid
out first and priced afterwards.

The ship lab: its buy button is gone and a second tap on an option buys it,
the same rule as the research tree; the explanation drops into the room that
freed; research points move up into the resource table, where everything else
being spent already is; the second row of options is placed from the first
row's measured bottom rather than a constant; and the vessel strip is spaced
from the panel's own width, so the eighth vessel is no longer half off the
right edge.

#160 - the quest panel was drawn BEFORE the sticks and the pivot pair, so
they sat on top of it. Moved after them, under the narration banner. Its title
rule ran straight through the close button; the header band is now as tall as
that button.

#161 - the prologue widens the formation into a freight convoy by writing over
GameState.formation, and nothing put it back. The player flew the convoy's
600-unit spread for the rest of the game - a shape nobody chose, which reads
as the fleet having drifted apart.

#163 - a quest to station a vessel at the outpost, after the one that asks for
the outpost. Building one and crewing it are different acts, and an empty
outpost holds nothing.

#165 - the gas bomb's blast and a vessel arriving fast both damage a
structure. The blast used to stop politely at anything the player owned, which
made a bomb dropped on a besieged mothership a free way to sweep the attackers
off it.

Collisions are caught on ENTRY, not on the 0.7s strike tick: a vessel is only
moving fast for the instant it arrives, and a ship sent in at 900 did no
damage at all until this moved. Docking is free - the fleet sits on its own
mothership constantly to bank ore - and garrison vessels are exempt outright,
because they launch from their outpost and re-dock with it at speed. The suite
caught that one: the ram rule was destroying the garrison as it launched.

Suite 153/153. Four tests changed because what they pinned moved: the lab's
buy button, the intro's formation, the research tree's tap delivery, and the
build menu's own preview.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 02:27:44 +02:00

1980 lines
83 KiB
GDScript

extends Node2D
const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
# Space-side building UI. Owns:
# - the build menu (place a mothership, ship crafter or command centre)
# - the shared ACTION button, which adapts to whatever the fleet is
# standing on (craft ships, configure formation, or land). One action
# fires directly; multiple actions unfold horizontally.
# - rebuilding a wiped-out fleet at the mothership
#
# Buildings themselves live in GameState (they must outlive the trip to a
# planet's surface); this only drives the UI and spends resources.
@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 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 landing_controller: Node2D = get_node("../LandingController")
@onready var build_menu: Control = get_node("../UI/BuildMenu")
@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
@onready var build_status: Label = get_node("../UI/BuildMenu/StatusLabel")
@onready var lab_menu: Control = get_node("../UI/LabMenu")
@onready var lab_vessel_buttons: Array = [
get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
get_node("../UI/LabMenu/VesselE"), get_node("../UI/LabMenu/VesselF"),
get_node("../UI/LabMenu/VesselG"), get_node("../UI/LabMenu/VesselH"),
]
@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
@onready var lab_vessel_labels: Array = [
get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
get_node("../UI/LabMenu/VesselELabel"), get_node("../UI/LabMenu/VesselFLabel"),
get_node("../UI/LabMenu/VesselGLabel"), get_node("../UI/LabMenu/VesselHLabel"),
]
@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
# What the buy button's `enabled` used to carry. The button is gone (#164) but
# the question it answered - is this option actually purchasable right now -
# still gates the confirming tap.
var lab_can_buy: bool = false
@onready var lab_close_button: IconButton = get_node("../UI/LabMenu/CloseButton")
@onready var lab_upgrade_buttons: Array = [
get_node("../UI/LabMenu/Upgrade0"), get_node("../UI/LabMenu/Upgrade1"),
get_node("../UI/LabMenu/Upgrade2"), get_node("../UI/LabMenu/Upgrade3"),
]
@onready var lab_upgrade_labels: Array = [
get_node("../UI/LabMenu/Upgrade0Label"), get_node("../UI/LabMenu/Upgrade1Label"),
get_node("../UI/LabMenu/Upgrade2Label"), get_node("../UI/LabMenu/Upgrade3Label"),
]
@onready var craft_shield_button: IconButton = get_node("../UI/CraftMenu/ShieldButton")
@onready var queue_slots: Array = [
get_node("../UI/CraftMenu/QueueSlot0"), get_node("../UI/CraftMenu/QueueSlot1"),
get_node("../UI/CraftMenu/QueueSlot2"), get_node("../UI/CraftMenu/QueueSlot3"),
]
@onready var queue_detail: Label = get_node("../UI/CraftMenu/QueueDetail")
@onready var hangar_button: IconButton = get_node("../UI/HangarButton")
@onready var hangar_menu: Control = get_node("../UI/HangarMenu")
@onready var hangar_status: Label = get_node("../UI/HangarMenu/StatusLabel")
@onready var hangar_available_title: Label = get_node("../UI/HangarMenu/AvailableTitle")
@onready var hangar_fleet_title: Label = get_node("../UI/HangarMenu/FleetTitle")
@onready var hangar_close_button: IconButton = get_node("../UI/HangarMenu/CloseButton")
@onready var hangar_available_slots: Array = [
get_node("../UI/HangarMenu/AvailableInterceptor"),
get_node("../UI/HangarMenu/AvailableShield"),
get_node("../UI/HangarMenu/AvailableGasBomber"),
get_node("../UI/HangarMenu/AvailableCarrier"),
get_node("../UI/HangarMenu/AvailableLaser"),
get_node("../UI/HangarMenu/AvailableDistorder"),
]
@onready var hangar_available_labels: Array = [
get_node("../UI/HangarMenu/AvailableInterceptorLabel"),
get_node("../UI/HangarMenu/AvailableShieldLabel"),
get_node("../UI/HangarMenu/AvailableGasBomberLabel"),
get_node("../UI/HangarMenu/AvailableCarrierLabel"),
get_node("../UI/HangarMenu/AvailableLaserLabel"),
get_node("../UI/HangarMenu/AvailableDistorderLabel"),
]
@onready var hangar_fleet_slots: Array = [
get_node("../UI/HangarMenu/FleetInterceptor"),
get_node("../UI/HangarMenu/FleetShield"),
get_node("../UI/HangarMenu/FleetGasBomber"),
get_node("../UI/HangarMenu/FleetCarrier"),
get_node("../UI/HangarMenu/FleetLaser"),
get_node("../UI/HangarMenu/FleetDistorder"),
]
@onready var hangar_fleet_labels: Array = [
get_node("../UI/HangarMenu/FleetInterceptorLabel"),
get_node("../UI/HangarMenu/FleetShieldLabel"),
get_node("../UI/HangarMenu/FleetGasBomberLabel"),
get_node("../UI/HangarMenu/FleetCarrierLabel"),
get_node("../UI/HangarMenu/FleetLaserLabel"),
get_node("../UI/HangarMenu/FleetDistorderLabel"),
]
var build_menu_entries: Array = []
# Which vessel the lab screen is showing, and which visible upgrade card is
# selected. Each vessel gets its own small set of direct cards; the detail and
# Buy controls below them only describe the one the player tapped.
var lab_vessel: String = GameState.VESSEL_INTERCEPTOR
var lab_choice: int = 0
var lab_building_id: int = 0
@onready var planet_field: Node2D = get_node("../PlanetField")
@onready var info_popup: Control = get_node("../UI/BuildMenu/InfoPopup")
@onready var info_title: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/TitleLabel")
@onready var info_message: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/MessageLabel")
# Typed Control, not PriceTag, and deliberately. PriceTag reads the GameState
# autoload, and an `extends SceneTree` test script that so much as names a
# class like that fails to compile - GameState is not an identifier in that
# context - which then poisons the scene's copy of the same script. The nodes
# are duck-typed everywhere for that reason; see tests/test_menu_price_unification.gd.
@onready var info_cost: Control = get_node("../UI/BuildMenu/InfoPopup/Panel/CostNumber")
@onready var info_build_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/BuildButton")
@onready var info_close_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/CloseButton")
@onready var craft_menu: Control = get_node("../UI/CraftMenu")
@onready var craft_interceptor_button: IconButton = get_node("../UI/CraftMenu/InterceptorButton")
@onready var craft_close_button: IconButton = get_node("../UI/CraftMenu/CloseButton")
@onready var craft_status: Label = get_node("../UI/CraftMenu/StatusLabel")
@onready var craft_interceptor_label: Label = get_node("../UI/CraftMenu/InterceptorLabel")
@onready var craft_shield_label: Label = get_node("../UI/CraftMenu/ShieldLabel")
@onready var craft_gas_bomber_button: IconButton = get_node("../UI/CraftMenu/GasBomberButton")
@onready var craft_gas_bomber_label: Label = get_node("../UI/CraftMenu/GasBomberLabel")
@onready var craft_carrier_button: IconButton = get_node("../UI/CraftMenu/CarrierButton")
@onready var craft_carrier_label: Label = get_node("../UI/CraftMenu/CarrierLabel")
@onready var craft_laser_button: IconButton = get_node("../UI/CraftMenu/LaserButton")
@onready var craft_laser_label: Label = get_node("../UI/CraftMenu/LaserLabel")
@onready var craft_distorder_button: IconButton = get_node("../UI/CraftMenu/DistorderButton")
@onready var craft_distorder_label: Label = get_node("../UI/CraftMenu/DistorderLabel")
@onready var craft_vessel_buttons: Array = [
craft_interceptor_button, craft_shield_button, craft_gas_bomber_button, craft_carrier_button,
craft_laser_button, craft_distorder_button,
]
@onready var craft_vessel_labels: Array = [
craft_interceptor_label, craft_shield_label, craft_gas_bomber_label, craft_carrier_label,
craft_laser_label, craft_distorder_label,
]
# --- the transfer panel (#24) ---------------------------------------------
# Ore used to be moved from inside whichever panel happened to be open: "load
# ore" lived in the research screen, "store ore here" in the ship crafter.
# Both are now one top-level shortcut beside Build at resource-bearing
# locations and work in both directions, so moving cargo is never buried
# under an unrelated action foldout.
@onready var transfer_button: IconButton = get_node("../UI/TransferButton")
@onready var transfer_menu: Control = get_node("../UI/TransferMenu")
@onready var transfer_status: Label = get_node("../UI/TransferMenu/StatusLabel")
@onready var transfer_close_button: IconButton = get_node("../UI/TransferMenu/CloseButton")
@onready var transfer_list: ResourceTransferList = get_node("../UI/TransferMenu/ResourceList")
# Every building menu carries the same header (#24). Held as a list because
# the only thing any of them needs is to be told which building it is
# reporting on when its panel opens.
@onready var resource_bars: Array = [
get_node("../UI/CraftMenu/Bar"), get_node("../UI/SkillMenu/Bar"),
get_node("../UI/LabMenu/Bar"),
]
# #103: the outpost's own panel. garrison_building_id is remembered for the
# same reason craft_building_id is - _process() clears current_building while
# a menu is open, so by the next frame the panel would not know which outpost
# it belongs to and every button in it would bail out at its `== 0` guard.
@onready var garrison_menu: Control = get_node("../UI/GarrisonMenu")
@onready var garrison_panel: Control = get_node("../UI/GarrisonMenu/Panel")
@onready var garrison_status: Label = get_node("../UI/GarrisonMenu/StatusLabel")
@onready var garrison_close_button: IconButton = get_node("../UI/GarrisonMenu/CloseButton")
var garrison_building_id: int = 0
# #106: the standing-order board. No building id is remembered because the
# plan is global - there is one plan for the whole game, and a second
# planning centre is another place to read it rather than a competing one.
@onready var planning_menu: Control = get_node("../UI/PlanningMenu")
@onready var planning_panel: Control = get_node("../UI/PlanningMenu/Panel")
@onready var planning_status: Label = get_node("../UI/PlanningMenu/StatusLabel")
@onready var planning_close_button: IconButton = get_node("../UI/PlanningMenu/CloseButton")
@onready var skill_menu: Control = get_node("../UI/SkillMenu")
@onready var skill_tree: Control = get_node("../UI/SkillMenu/Tree")
@onready var skill_detail: Label = get_node("../UI/SkillMenu/DetailLabel")
@onready var skill_cost: Control = get_node("../UI/SkillMenu/CostNumber")
@onready var skill_status: Label = get_node("../UI/SkillMenu/StatusLabel")
@onready var skill_close_button: IconButton = get_node("../UI/SkillMenu/CloseButton")
@onready var formation_menu: Control = get_node("../UI/FormationMenu")
@onready var formation_editor: Control = get_node("../UI/FormationMenu/Editor")
@onready var formation_close_button: IconButton = get_node("../UI/FormationMenu/CloseButton")
@onready var formation_reset_button: IconButton = get_node("../UI/FormationMenu/ResetButton")
# Which structure the popup is currently offering to build, or "" when it is
# only explaining something that cannot be built right now.
var pending_build_type: String = ""
# Which crafter the craft menu is showing (see _on_action_pressed).
var craft_building_id: int = 0
# The craft panel refreshes every frame while it is open (so a delivery
# arriving visibly works the queue down). That overwrote any message the
# moment after it was set, which made a working button look dead - the store
# button in particular. Messages therefore have to outlive a refresh.
var craft_message: String = ""
var craft_message_until: int = 0
# Which building the transfer panel is moving ore in and out of. Remembered
# for the same reason craft_building_id is: _process() clears
# current_building while any menu is open, so by the next frame the panel
# would not know which building it belongs to.
var transfer_building_id: int = 0
var transfer_extractor_index: int = -1
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
# Gap between the last resource row and the first row of HUD buttons.
const HUD_COLUMN_MARGIN: float = 18.0
# Vertical gap between one row of HUD buttons and the next.
const HUD_ROW_GAP: float = 16.0
# Seats the top-anchored HUD button columns below the resource readout instead
# of at the fixed y the scene authored.
#
# ResourceReadout builds one row per resource type AT RUNTIME, so how far down
# it reaches is not knowable when the scene is laid out - the scene's guess
# was 154, and four resources actually reach 270, straight over the build
# button sitting at a hardcoded 160. Every resource type added since made it
# worse. Deriving the column top from the readout's real bottom makes the
# overlap impossible rather than merely fixed for today's resource count.
#
# This TRANSLATES the block rather than re-flowing it, so the rows keep their
# spacing relative to one another - BuildingActionButton and HangarButton
# deliberately share a row, being mutually exclusive, and a flow layout would
# pull them apart.
func _seat_hud_columns() -> void:
var readout: ResourceReadout = get_node_or_null("../UI/ResourceReadout")
if readout == null:
return
# Both columns, not just the left one: the readout spans the full width
# (the fleet hold column sits at x 356), so the second column of buttons
# collides with it exactly as the first does.
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
# Only ever pushed down, never pulled up: with few enough resources the
# authored layout already clears the readout, and there is no reason to
# drag the HUD away from where the scene deliberately put it.
if shift <= 0.0:
return
for button in buttons:
if button != null:
button.position.y += shift
func _ready() -> void:
_seat_hud_columns()
_layout_hangar()
_build_craft_price_strips()
_build_lab_price_tags()
_layout_craft_menu()
build_button.pressed.connect(_on_build_pressed)
build_close_button.pressed.connect(_close_build_menu)
garrison_close_button.pressed.connect(_close_garrison_menu)
garrison_panel.changed.connect(_refresh_garrison)
planning_close_button.pressed.connect(_close_planning_menu)
planning_panel.changed.connect(_refresh_planning)
_configure_build_menu_entries()
lab_close_button.pressed.connect(func(): lab_menu.visible = false)
for i in range(lab_vessel_buttons.size()):
lab_vessel_buttons[i].pressed.connect(_on_lab_vessel.bind(i))
for i in range(lab_upgrade_buttons.size()):
lab_upgrade_buttons[i].pressed.connect(_on_lab_upgrade.bind(i))
info_close_button.pressed.connect(_close_info)
info_build_button.pressed.connect(_confirm_build)
action_button.pressed.connect(_on_context_action_pressed)
building_action_button.pressed.connect(_on_action_pressed)
for i in range(mini(craft_vessel_buttons.size(), VESSEL_DEFINITIONS.fleet().size())):
var definition: Resource = VESSEL_DEFINITIONS.fleet()[i]
craft_vessel_buttons[i].pressed.connect(_on_craft_vessel.bind(definition.definition_id))
craft_close_button.pressed.connect(func(): craft_menu.visible = false)
transfer_button.pressed.connect(_on_transfer_pressed)
hangar_button.pressed.connect(_on_hangar_pressed)
hangar_close_button.pressed.connect(func(): hangar_menu.visible = false)
for i in range(hangar_available_slots.size()):
hangar_available_slots[i].pressed.connect(_on_hangar_crew_type.bind(i))
hangar_fleet_slots[i].pressed.connect(_on_hangar_store_type.bind(i))
for i in range(queue_slots.size()):
queue_slots[i].pressed.connect(_on_queue_slot.bind(i))
transfer_close_button.pressed.connect(func(): transfer_menu.visible = false)
transfer_list.transfer_requested.connect(_on_resource_transfer)
formation_close_button.pressed.connect(func(): formation_menu.visible = false)
formation_reset_button.pressed.connect(_on_reset_formation)
formation_editor.formation_changed.connect(_on_formation_changed)
skill_close_button.pressed.connect(func(): skill_menu.visible = false)
skill_tree.node_picked.connect(_on_skill_node_picked)
skill_tree.node_confirmed.connect(_on_skill_node_confirmed)
build_menu.visible = false
info_popup.visible = false
craft_menu.visible = false
formation_menu.visible = false
skill_menu.visible = false
lab_menu.visible = false
transfer_menu.visible = false
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
hangar_menu.visible = false
# #128: the prologue's "movement and nothing else" used to be applied by
# _process on the first frame. A dialog now stops the tree, and the
# prologue opens ON one - so that first frame never came and every action
# button was left on screen behind the opening line. Applied here as well,
# where it does not depend on the game running.
if GameState.intro_active:
_hide_all_actions()
_layout_context_buttons()
func _configure_build_menu_entries() -> void:
build_menu_entries.clear()
for definition in BUILDING_DEFINITIONS.all():
if definition.menu_button_name == "":
continue
var button: IconButton = get_node("../UI/BuildMenu/%s" % definition.menu_button_name)
var label: Label = get_node("../UI/BuildMenu/%s" % definition.menu_label_name)
var cost_tag: Control = get_node("../UI/BuildMenu/%s" % definition.menu_cost_name)
button.icon = definition.menu_icon
button.pressed.connect(_show_building_info.bind(String(definition.definition_id)))
label.text = definition.display_name
cost_tag.show_price(GameState.building_costs(String(definition.definition_id)))
build_menu_entries.append([definition.definition_id, button, label, cost_tag, definition])
# True while a modal panel owns the shared context controls. A plain building
# prompt is not modal: landing can coexist with its actions in the same foldout.
func is_showing_building_prompt() -> bool:
return build_menu.visible or craft_menu.visible \
or formation_menu.visible or skill_menu.visible or transfer_menu.visible \
or hangar_menu.visible
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):
# Buttons consume their own touch; reaching this handler means the tap
# landed somewhere else, which dismisses an expanded action list.
_collapse_context_actions()
# The formation editor and the skill tree are driven from here rather than
# via _gui_input, for the same reason as the joystick: a Control that
# consumes touches through the GUI system swallows them before they get
# here, which is what made dragging a formation slot silently do nothing.
if skill_menu.visible:
if event is InputEventScreenTouch:
skill_tree.handle_touch(event)
elif event is InputEventScreenDrag:
skill_tree.handle_drag(event)
elif event is InputEventMouseButton:
# #93: a click is not a touch. The project no longer emulates one
# from the other, so without this branch the whole menu is inert
# under a mouse - nothing selects, nothing scrolls, and there is
# no other way to research anything on a desktop.
skill_tree.handle_mouse_button(event)
elif event is InputEventMouseMotion:
skill_tree.handle_mouse_motion(event)
# Handled either way. A touch that lands on the panel but misses a
# node is still a touch ON THE PANEL - letting it through moved the
# fleet and pinch-zoomed the world behind the menu, because
# GameController sits on the root node and sees whatever this leaves
# unhandled.
get_viewport().set_input_as_handled()
return
if formation_menu.visible:
if event is InputEventScreenTouch:
formation_editor.handle_touch(event)
elif event is InputEventScreenDrag:
formation_editor.handle_drag(event)
elif event is InputEventMouseButton:
# #121: a click is not a touch. Same routing gap as #93's
# research tree - the panel is transparent to GUI input so the
# raw handlers can see the drag, which means nothing turns a
# click into one on the way.
formation_editor.handle_mouse_button(event)
elif event is InputEventMouseMotion:
formation_editor.handle_mouse_motion(event)
get_viewport().set_input_as_handled()
return
if build_menu.visible or craft_menu.visible or world_map.visible or lab_menu.visible \
or transfer_menu.visible or hangar_menu.visible:
# These panels have no raw-input handler of their own, but the world
# behind them must still not react.
get_viewport().set_input_as_handled()
func _process(delta: float) -> void:
_check_fleet_wipe()
# #122: the prologue leaves the player movement and nothing else. Handled
# at the top, before any of the context detection below, so nothing can
# turn a button back on further down.
if GameState.intro_active:
_hide_all_actions()
return
# Build is permanently under the resource counter (see
# _layout_context_buttons) - it is the one action button nothing else
# ever hides, so the prologue taking it away is the only thing that has
# to give it back.
if not build_button.visible:
build_button.visible = true
if build_menu.visible:
# Keep the greyed state live while the menu is open, so flying onto
# a planet lights the option up without reopening it.
_refresh_build_option_states()
if craft_menu.visible:
# Live, so a delivery arriving while the menu is open visibly works
# the queue down instead of looking stuck.
_refresh_craft_status()
if transfer_menu.visible:
# Also live: a hauler banking ore while the panel is open should make
# the "to fleet" side become available without a reopen.
_refresh_transfer()
if world_map.visible or build_menu.visible or craft_menu.visible \
or formation_menu.visible or skill_menu.visible or lab_menu.visible \
or transfer_menu.visible or hangar_menu.visible:
current_building = null
pending_building = null
current_extractor_index = -1
pending_extractor_index = -1
current_landing_planet = null
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
context_actions_expanded = false
return
# Debounced exactly like the enter-atmosphere prompt, so the action
# button can't flicker while the fleet drifts on the interact boundary.
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_landing_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_landing_planet == current_landing_planet):
return
current_building = pending_building
current_extractor_index = pending_extractor_index
current_landing_planet = detected_landing_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 _layout_context_buttons() -> void:
# Build is permanently under the resource counter. The contextual berth
# directly below it is compact until it has more than one real choice.
#
# "Directly below it" is MEASURED from the build button rather than
# written down as a y. This used to hardcode 324, which was the right
# answer only while the build button sat at the 160 the scene authored -
# once _seat_hud_columns() started moving the whole block down to clear
# the resource readout, this ran on the next context change and dropped
# the action row straight back on top of the build button.
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
# Expand sideways so the controls stay in the same visual band instead of
# pushing the player down a vertical stack. Three actions fit across the
# 720px phone layout with the same generous 148px touch targets.
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 action in current_building.available_actions():
var button: IconButton = _button_for_building_action(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:
if current_extractor_index >= 0:
return true
return current_building != null and current_building.available_actions().has("transfer")
# A pause action's icon shows what the button will DO, not what the building
# currently is: two bars while it runs, a play triangle while it is stopped.
# Everything else uses the icon its definition names.
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(action: String) -> IconButton:
if action == "transfer":
return null
if 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 not context_actions_expanded:
return
context_actions_expanded = false
_layout_context_buttons()
func _check_fleet_wipe() -> void:
if not fleet.ships.is_empty():
return
# Whole fleet destroyed: rebuild a single vessel at the mothership, or
# at the world origin when none has been built yet.
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
# Whichever panel opens, its header reports on the building it was opened
# from. Set once here rather than in each branch, so a new building menu
# cannot forget to do it and silently show a blank HERE column.
for bar in resource_bars:
bar.building_id = current_building.building_id
var action: String = current_building.primary_action()
if action == "pause":
# No panel: the button IS the control. Toggling here rather than
# opening something keeps a one-bit setting to a single tap.
var paused: bool = GameState.toggle_building_paused(current_building.building_id)
build_status.text = "%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()
return
if action == "research":
skill_menu.visible = true
skill_tree.reset_scroll()
_refresh_skill_menu()
elif action == "craft":
# Remembered explicitly: _process() clears current_building while any
# menu is open, so by the next frame the panel would no longer know
# which crafter it belongs to. Losing this line makes every button in
# the panel bail out at its `== 0` guard while the panel itself still
# opens - which reads as "the buttons do nothing".
craft_building_id = current_building.building_id
craft_menu.visible = true
_refresh_craft_status()
elif action == "lab":
lab_building_id = current_building.building_id
lab_menu.visible = true
_refresh_lab()
elif action == "formation":
formation_menu.visible = true
formation_editor.queue_redraw()
elif action == "planning":
planning_menu.visible = true
_refresh_planning()
elif action == "garrison":
garrison_building_id = current_building.building_id
garrison_panel.building_id = garrison_building_id
garrison_menu.visible = true
_refresh_garrison()
func _on_build_pressed() -> void:
build_menu.visible = true
info_popup.visible = false
pending_build_type = ""
_refresh_build_status()
func _planet_under_fleet() -> Node2D:
# An extractor mines a specific planet, so one has to be within reach.
return planet_field.get_planet_fleet_is_on()
# Grid geometry, shared with the layout below. The menu is rebuilt from
# whatever is currently researched (#21) rather than being a fixed
# arrangement with holes punched in it.
#
# Two profiles, because the grid ran out of room. #54 already tightened the
# rows to 223px to fit a fourth, explicitly to avoid a scrollable menu, and a
# ninth structure (#106's planning centre) needs a FIFTH row that will not
# fit at any spacing a button, a label and a cost can share. So past eight
# entries the grid goes to three columns instead, which takes nine into three
# rows - fewer than it uses today, not more. Narrower columns mean narrower
# labels, so those get a taller box to wrap into.
# The build menu's grid.
#
# #136: rows used to be a written-down list of tops, read with
# `tops[mini(row, tops.size() - 1)]`. That clamp silently stacked whatever
# would not fit - the gas burner drawn exactly on top of the transport hub.
#
# #144: and the band the rows live in was written down too, as a pair of
# constants measured against a 1280-tall canvas. The header above it is
# anchored to the TOP of the panel and the grid is anchored to its CENTRE,
# so the gap between them is half the canvas height - which means the
# constants were only ever right at one window shape. At 1080 tall the grid
# started 4px ABOVE the status line and drew straight through it, which is
# what the ticket reported.
#
# So nothing about the geometry is written down against a screen size any
# more. The band is measured from the header that is actually there, the row
# pitch closes up to fit it (never below a row's own height, which is what
# makes overlapping impossible rather than unlikely), and the column count
# rises until the rows fit - a short panel gets a wide grid instead of one
# that runs off the bottom of it.
const MENU_BUTTON_HALF: float = 64.0
const MENU_BUTTON_H: float = 100.0
const MENU_COST_HALF: float = 74.0
# #147: a price is one resource per line, so a row has to leave room for the
# most any structure asks for - three, at the workshop.
const MENU_COST_H: float = 86.0
const MENU_LABEL_OFFSET: float = 106.0
const MENU_LABEL_GAP: float = 4.0
# The widest a column is ever given, however much room there is: past this
# the entries stop reading as a grid and start reading as a scattering.
const MENU_NATURAL_SPACING: float = 280.0
# The narrowest a column may be squeezed to - a button plus a little air.
const MENU_MIN_SPACING: float = MENU_BUTTON_HALF * 2.0 + 12.0
# A caption gets most of its column, not all of it.
const MENU_LABEL_SHARE: float = 0.46
# Below this a caption is assumed to need two lines.
const MENU_ONE_LINE_HALF: float = 120.0
const MENU_LABEL_H_ONE: float = 52.0
const MENU_LABEL_H_TWO: float = 68.0
# Breathing room around a measured caption and a measured price, so glyphs
# never sit flush against the row below them.
const MENU_LABEL_PADDING: float = 10.0
const MENU_COST_PADDING: float = 12.0
const MENU_SIDE_MARGIN: float = 24.0
const MENU_HEADER_GAP: float = 16.0
const MENU_BOTTOM_MARGIN: float = 28.0
const MENU_MAX_COLUMNS: int = 6
# A centre-anchored grid living under a top-anchored header, which is the
# shape both the build menu and the craft menu have (#144, #147). The gap
# between the two depends on the panel's HEIGHT, so it can never be written
# down as a constant - it has to be measured from the header that is
# actually there.
func grid_band(header_bottom: float, panel_height: float) -> Vector2:
var half: float = panel_height * 0.5
if half <= 0.0:
half = 640.0
return Vector2(header_bottom + MENU_HEADER_GAP - half, half - MENU_BOTTOM_MARGIN)
# Where one row of such a grid starts. The pitch closes up to fit the band
# and is floored at the row's own height, so rows can tighten but never land
# on each other.
func grid_row_top(row: int, rows: int, row_height: float, band: Vector2,
natural_pitch: float) -> float:
var pitch: float = natural_pitch
if rows > 1:
pitch = minf(pitch, (band.y - band.x - row_height) / float(rows - 1))
return band.x + maxf(pitch, row_height) * float(row)
# The vertical band the grid may occupy, in the menu's own centre-anchored
# space: (top, bottom).
#
# MEASURED, not written down (#144). The header is anchored to the top of the
# panel and the grid to its centre, so the two only agree at one canvas
# height - and the pair of constants this replaces happened to be the ones
# for 1280. Reading the status line's own bottom edge and the panel's own
# height makes the answer right at every window shape, including the one the
# player is actually running.
func menu_band() -> Vector2:
return grid_band(build_status.offset_bottom, build_menu.size.y)
# How wide one column is given. Never wider than looks like a grid, never
# narrower than a button, and otherwise whatever the panel has room for.
func menu_column_spacing(columns: int) -> float:
var room: float = build_menu.size.x - MENU_SIDE_MARGIN * 2.0
if room <= 0.0:
room = 672.0
return maxf(MENU_MIN_SPACING, minf(MENU_NATURAL_SPACING, room / float(columns)))
func menu_label_half(columns: int) -> float:
return menu_column_spacing(columns) * MENU_LABEL_SHARE
# How tall a caption of `text` really is at this column width, measured
# against the font that will draw it.
#
# This used to be a guess from the column width alone: wide column, assume one
# line; narrow column, assume two. That is right for most names and wrong for
# the long ones - "Spacial Workshop" wrapped to two lines in a column the rule
# called wide enough for one, and the second line came down on top of the
# price underneath it (#164). A name is as tall as it is; asking the font is
# both simpler and correct for names nobody has written yet.
func measured_label_height(label: Label, text: String, columns: int) -> float:
var font: Font = label.get_theme_font("font")
var size: int = label.get_theme_font_size("font_size")
if font == null or size <= 0 or text == "":
return MENU_LABEL_H_ONE
var width: float = menu_label_half(columns) * 2.0
var height: float = font.get_multiline_string_size(text,
HORIZONTAL_ALIGNMENT_CENTER, width, size).y
# A floor of the one-line height keeps single-line captions on the rhythm
# the menu already had, rather than tightening around the glyphs.
return maxf(MENU_LABEL_H_ONE, height + MENU_LABEL_PADDING)
# The tallest caption among the entries currently shown. The grid is a grid -
# every row uses the same offsets - so one long name sets the height for all
# of them, which is what keeps the columns lined up.
func menu_label_height(columns: int) -> float:
var tallest: float = MENU_LABEL_H_ONE
for entry in build_menu_entries:
var label: Label = entry[2]
if label.visible:
tallest = maxf(tallest, measured_label_height(label, label.text, columns))
return tallest
# The tallest price among the entries currently shown, asked of the tags
# themselves rather than assumed. A structure costing three resources stacks
# three lines (see PriceTag), and the fixed height this replaces was sized for
# two - so the third line ran into whatever the grid put underneath (#164).
func menu_cost_height() -> float:
var tallest: float = MENU_COST_H
for entry in build_menu_entries:
var tag: Control = entry[3]
if tag.visible and tag.has_method("wanted_height"):
tallest = maxf(tallest, float(tag.wanted_height()) + MENU_COST_PADDING)
return tallest
func menu_cost_offset(columns: int) -> float:
return MENU_LABEL_OFFSET + menu_label_height(columns) + MENU_LABEL_GAP
# How tall one row is, end to end - the cost strip is the last thing in it.
func menu_row_height(columns: int) -> float:
return menu_cost_offset(columns) + menu_cost_height()
# The fewest columns whose rows fit the band. Two is the shape the menu is
# meant to have; wider is what a full catalog - or a short window - forces.
func menu_columns(count: int) -> int:
var widest: int = maxi(mini(MENU_MAX_COLUMNS,
int(floor((build_menu.size.x - MENU_SIDE_MARGIN * 2.0) / MENU_MIN_SPACING))), 2)
for columns in range(2, widest + 1):
if _rows_fit(int(ceil(float(count) / float(columns))), columns):
return columns
return widest
func menu_rows(count: int) -> int:
var columns: int = menu_columns(count)
return maxi(int(ceil(float(count) / float(columns))), 1)
func _rows_fit(rows: int, columns: int) -> bool:
var height: float = menu_row_height(columns)
var band: Vector2 = menu_band()
if rows <= 1:
return band.y - band.x >= height
return (band.y - band.x - height) / float(rows - 1) >= height
# Where one row starts. Top of the band, with the pitch closed up when it is
# tight - but never below the row height, so two rows cannot land on each
# other however many structures there are, or however short the window (#136,
# #144).
func menu_row_top(row: int, rows: int, columns: int) -> float:
return grid_row_top(row, rows, menu_row_height(columns), menu_band(),
MENU_NATURAL_SPACING)
func _place_entry(node: Control, cx: float, top: float, half: float, height: float) -> void:
node.offset_left = cx - half
node.offset_right = cx + half
node.offset_top = top
node.offset_bottom = top + height
func _layout_build_menu() -> void:
# Structures the player has not researched are hidden outright (#21), and
# what remains is repacked so there are no gaps where they used to be.
# This reverses the earlier decision to always list everything greyed
# out; an option you cannot explain is apparently worse than one you
# cannot see yet.
var shown: Array = []
for entry in build_menu_entries:
var visible: bool = GameState.is_building_unlocked(entry[0])
entry[1].visible = visible
entry[2].visible = visible
entry[3].visible = visible
if visible:
# Priced BEFORE anything is measured. The row's height now comes
# from the price tag's own wanted_height(), and _refresh_build_
# status() sets prices only after calling this - so on the first
# layout every tag was still empty and every row was sized for a
# price that was not there yet. show_price() early-outs when the
# price has not changed, so restating it here costs nothing.
entry[3].show_price(GameState.building_costs(String(entry[0])))
shown.append(entry)
var columns: int = menu_columns(shown.size())
var rows: int = menu_rows(shown.size())
var spacing: float = menu_column_spacing(columns)
var label_half: float = menu_label_half(columns)
var label_h: float = menu_label_height(columns)
var cost_offset: float = menu_cost_offset(columns)
var cost_height: float = menu_cost_height()
for i in range(shown.size()):
var row: int = i / columns
# A short last row is CENTRED rather than left-packed, so it does not
# read as a row with something missing beside it.
var in_row: int = mini(shown.size() - row * columns, columns)
var col: int = i % columns
var cx: float = (float(col) - (float(in_row) - 1.0) * 0.5) * spacing
var top: float = menu_row_top(row, rows, columns)
_place_entry(shown[i][1], cx, top, MENU_BUTTON_HALF, MENU_BUTTON_H)
_place_entry(shown[i][2], cx, top + MENU_LABEL_OFFSET, label_half, label_h)
_place_entry(shown[i][3], cx, top + cost_offset, MENU_COST_HALF, cost_height)
func _refresh_build_status() -> void:
_layout_build_menu()
# Researched but not usable right here is still shown, greyed: an
# extractor needs a planet under the fleet, which is a "not now" rather
# than a "not yet".
_refresh_build_option_states()
# Prices are shown under each option now, so this only needs to say
# whether the fleet is somewhere an extractor could go.
var planet: Node2D = _planet_under_fleet()
if planet == null:
build_status.text = ""
elif not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "Over %s - capture it before building an extractor" % planet.planet_name
else:
build_status.text = "Over %s - an extractor can be built here" % planet.planet_name
func _refresh_build_option_states() -> void:
for entry in build_menu_entries:
var definition: Resource = entry[4]
# #138: a price now names several resources, and what the player
# holds of each is on the tag - so it is re-stated here, live, the
# way the craft menu's already was. Re-stating the same price is
# cheap; PriceTag only rebuilds when the price itself changes.
entry[3].show_price(GameState.building_costs(String(definition.definition_id)))
var enabled: bool = GameState.is_building_unlocked(definition.definition_id)
if definition.placement_mode == "planet":
var planet: Node2D = _planet_under_fleet()
enabled = enabled and planet != null and GameState.is_planet_conquered(planet.planet_id)
entry[1].enabled = enabled
entry[1].queue_redraw()
# Everything the player can PRESS, as opposed to steer with. Used by the
# prologue (#122), which takes them all away at once.
func _hide_all_actions() -> void:
current_building = null
pending_building = null
current_extractor_index = -1
pending_extractor_index = -1
current_landing_planet = null
context_actions_expanded = false
for control in [build_button, action_button, building_action_button,
landing_button, transfer_button, hangar_button]:
if control != null:
control.visible = false
func _close_build_menu() -> void:
# The popup is a child panel of this menu; leaving it "open" while its
# parent is hidden is what blocked every button in the game.
info_popup.visible = false
pending_build_type = ""
build_menu.visible = false
# --- the outpost's garrison panel (#103) -----------------------------------
func _close_garrison_menu() -> void:
garrison_menu.visible = false
garrison_building_id = 0
func _refresh_garrison() -> void:
if garrison_building_id == 0:
return
garrison_panel.building_id = garrison_building_id
garrison_panel.refresh()
var ordered: int = GameState.garrison_desired_total(garrison_building_id)
var crewed: int = GameState.garrison_crew(garrison_building_id).size()
if ordered == 0:
garrison_status.text = "No vessels ordered. Only armed vessels can hold a position."
elif crewed >= ordered:
garrison_status.text = "Garrison at full strength"
else:
garrison_status.text = "%d of %d berths crewed - vessels are sent from the mothership as they become available" \
% [crewed, ordered]
# --- the planning centre's standing orders (#106) ---------------------------
func _close_planning_menu() -> void:
planning_menu.visible = false
func _refresh_planning() -> void:
planning_panel.refresh()
var short: PackedStringArray = PackedStringArray()
for vessel_type in GameState.planned_vessel_types():
var missing: int = GameState.vessel_shortfall(String(vessel_type))
if missing > 0:
short.append("%d %s" % [missing, GameState.vessel_name(String(vessel_type))])
if short.is_empty():
planning_status.text = "Every standing order is met or already being built"
else:
planning_status.text = "Short: %s" % ", ".join(short)
# The ORE half of a price, which is all some callers want (the info popup's
# headline, the tests). costs_of() below is the whole of it.
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 _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
# Locked structures still list themselves, greyed, so the player can see
# what exists and what research would open it up.
if not GameState.is_building_unlocked(type):
lines.append("Locked. Research %s at your mothership." % GameState.research_for_building(type))
can_build = false
# Anything that would stop this particular placement is spelled out in
# the same popup, rather than silently failing after the press.
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.")
# The same pooled test the build itself uses. Asking the bank here while
# charging bank-plus-hold below would hide the build button for something
# the player can in fact afford.
if can_build and not GameState.can_afford_resources(costs):
# #137: no sentence about the shortfall. The price tag below carries
# what is held over what is wanted, in red - saying it twice, in two
# different shapes, is what the ticket is about.
can_build = false
info_title.text = definition.display_name
info_message.text = "\n\n".join(lines)
info_cost.show_price(costs)
info_build_button.visible = can_build
pending_build_type = type if can_build else ""
info_popup.visible = true
func _close_info() -> void:
info_popup.visible = false
pending_build_type = ""
func _confirm_build() -> void:
var type: String = pending_build_type
if type == "":
return
pending_build_type = ""
info_popup.visible = false
# Everything is re-checked here rather than trusted from when the popup
# opened: the fleet keeps flying while it is up, so it can drift off the
# planet an extractor was going to mine.
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_status.text = "No planet in reach any more"
return
if not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "%s is not captured yet" % planet.planet_name
return
if String(planet.resource_type) == "":
# #63: a research_lab planet's whole point is that it yields
# nothing to mine - an extractor there would sit on an empty
# resource id with no ResourceDefinition, breaking its own
# glyph/HUD rendering the moment it produced anything.
build_status.text = "%s has nothing to extract" % planet.planet_name
return
if not GameState.spend_resources(GameState.building_costs(type)):
build_status.text = _cannot_afford(type)
return
GameState.add_extractor(planet.planet_name, planet.position, planet.resource_type, planet.planet_id)
build_menu.visible = false
return
if definition.unique and GameState.has_building_of_type(type):
if not GameState.can_afford_resources(GameState.building_costs(type)):
build_status.text = _cannot_afford(type)
return
# Only now is the old one destroyed - never before the new one is
# known to be affordable, or the player would be left with none.
GameState.remove_buildings_of_type(type)
building_field.rebuild_all()
_try_place(type)
# #138: a structure can want more than rocks, so the refusal has to name
# which of them is short rather than always saying "rocks". Built from the
# price itself, so a cost gaining a resource needs nothing here.
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(id)
if have < want:
missing.append("%s (need %d, have %d)" % [GameState.resource_name(id), want, have])
if missing.is_empty():
return ""
return "Not enough %s" % " and ".join(missing)
func _try_place(type: String) -> void:
if not GameState.spend_resources(GameState.building_costs(type)):
build_status.text = _cannot_afford(type)
return
building_field.place(type, fleet.get_centroid())
build_menu.visible = false
# --- research (the mothership's skill tree) --------------------------------
# A second tap on the node already selected buys it (#83). Routed into the
# same handler the buy button used, so the affordability re-check and the
# failure message it does are not duplicated here.
func _on_skill_node_confirmed(_id: String) -> void:
_on_unlock_pressed()
func _on_skill_node_picked(id: String) -> void:
_refresh_skill_menu(id)
func _refresh_skill_menu(id: String = "") -> void:
if id == "":
id = skill_tree.selected_id
if id == "":
# Nothing chosen yet: point the player at the tree rather than
# leaving the panel blank, which reads as broken.
skill_detail.text = "Select a node to see what it unlocks."
skill_cost.show_price({})
skill_status.text = "Fleet capacity %d · Research points %d" \
% [GameState.max_fleet_size(), GameState.research_points]
return
var node: Dictionary = GameState.skill_node(id)
if node.is_empty():
return
var points_needed: int = GameState.skill_research_point_cost(id)
# #134: the explanation and the price no longer share a column. The text
# is the left half of the band and the tag is the right half, so a long
# description can grow without ending up on top of the number - which is
# what it used to do, the two being centred over each other.
#
# Both shortfalls it used to spell out - ore and research points - are
# now entries on the tag, held-over-needed, in red when short. One place,
# and it says WHICH one is missing without a sentence per case.
skill_detail.text = "%s\n%s" % [node.name, node.desc]
skill_cost.show_price(GameState.skill_costs(id), points_needed)
if GameState.is_unlocked(id):
skill_status.text = "Researched"
elif not GameState.prerequisite_met(id):
skill_status.text = "Needs %s first" % GameState.skill_node(node.requires).name
elif not skill_cost.is_affordable():
# Deliberately blank. The red on the tag is the whole message; the
# line here used to repeat it in words and, being centred, repeat it
# on top of the number as well.
skill_status.text = ""
else:
# The button that used to appear here was the only thing saying "this
# is buyable". With it gone the line has to say so itself, or an
# affordable node and an unaffordable one look identical.
skill_status.text = "Tap again to research"
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 _say(message: String) -> void:
craft_message = message
craft_message_until = Time.get_ticks_msec() + 3000
_refresh_craft_status()
func _format_costs(costs: Dictionary) -> String:
var parts: PackedStringArray = 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 = 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)
# --- the craft menu's own layout (#111) ------------------------------------
#
# Six vessels were authored as one row of 65px buttons with 105px captions
# overlapping each other, which left "Energy Propulser" clipped and the price
# crushed onto a second line under it. Laid out here instead, in two rows of
# three, so a cell is wide enough for the name to breathe - and the price is
# glyphs rather than words (see PriceTag, which every menu now shares).
#
# #147: "prices are far from the button they are about, and when many
# different resources are needed the costs overlap." Both were true, and
# both were the same cause - a cell laid out with more slack than the row
# pitch had room for. The caption box was 62px for a one-line name, which
# pushed the price 70px clear of the button it belonged to; and the price
# was given 184px of width in a 190px column, so a two-resource price ran
# out of its own box and into its neighbour's.
#
# The caption is one line tall now and the price sits directly under it, and
# PriceTag puts each resource on its own line when they will not fit across
# (which in a column this narrow means whenever there is more than one).
# Rows are placed off the measured band rather than a written-down pair of
# tops, for the same reason the build menu's are - see grid_band().
const CRAFT_COLUMNS: int = 3
const CRAFT_ROW_PITCH: float = 260.0
const CRAFT_COL_X: float = 190.0
const CRAFT_BUTTON_HALF: float = 56.0
const CRAFT_BUTTON_H: float = 100.0
const CRAFT_LABEL_HALF: float = 92.0
const CRAFT_LABEL_H: float = 44.0
const CRAFT_LABEL_OFFSET: float = 106.0
const CRAFT_PRICE_HALF: float = 92.0
# Room for the tallest price any vessel has, stacked. Read from the tag
# rather than assumed, so a vessel priced in three things still fits.
const CRAFT_PRICE_H: float = 86.0
const CRAFT_PRICE_OFFSET: float = 154.0
var craft_price_strips: Array = []
# #137: the ship lab's own price tags, built here rather than authored in the
# scene for the same reason the craft menu's are - four identical widgets
# differing only in where they sit.
var lab_price_tags: Array = []
func _build_craft_price_strips() -> void:
var strip_script: Script = load("res://ui/PriceTag.gd")
for i in range(craft_vessel_buttons.size()):
var strip: Control = strip_script.new()
strip.name = "CraftPrice%d" % i
# Centre anchors, matching the buttons and captions authored in the
# scene - _place_entry writes offsets, and an offset means something
# different against a top-left anchor.
strip.anchor_left = 0.5
strip.anchor_right = 0.5
strip.anchor_top = 0.5
strip.anchor_bottom = 0.5
craft_menu.add_child(strip)
craft_price_strips.append(strip)
# One tag per upgrade slot, seated in the gap the caption's second line used
# to occupy. The captions above them shrink to one line to make room, so the
# option block is the same height it was and the row below it does not move.
const LAB_TAG_H: float = 38.0
const LAB_LABEL_H: float = 40.0
# Room around a stacked price, so its last line never sits flush against the
# option underneath.
const LAB_TAG_PADDING: float = 8.0
# Between the bottom of one option's price and the top of the option below.
const LAB_ROW_GAP: float = 18.0
# How tall the lab's price strips need to be: the tallest any of them wants,
# asked of the tags rather than assumed. Every strip gets the same height so
# the two columns stay level with each other.
# Re-seats the option grid around whatever the prices actually need. The two
# rows are authored at fixed offsets in the scene, which is fine while every
# price is one line and wrong the moment one stacks - the second row's buttons
# sat where the first row's price had grown into (#164). Row one keeps its
# authored place; row two is pushed to clear it.
# The vessel strip is authored at fixed offsets, which fits exactly as many
# vessels as there were when it was written. The catalog has grown since - the
# eighth ran off the right edge, its caption clipped in half - so the row is
# spaced from the panel's actual width and centred, the way every other grid
# in this menu already is.
const LAB_VESSEL_HALF: float = 30.0
const LAB_VESSEL_NATURAL_SPACING: float = 90.0
const LAB_VESSEL_MARGIN: float = 24.0
func _layout_lab_vessels() -> void:
var shown: Array = []
for i in range(lab_vessel_buttons.size()):
if lab_vessel_buttons[i].visible:
shown.append(i)
if shown.is_empty():
return
var room: float = lab_menu.size.x - LAB_VESSEL_MARGIN * 2.0
if room <= 0.0:
room = 672.0
var spacing: float = minf(LAB_VESSEL_NATURAL_SPACING, room / float(shown.size()))
for slot in range(shown.size()):
var i: int = shown[slot]
var cx: float = (float(slot) - (float(shown.size()) - 1.0) * 0.5) * spacing
lab_vessel_buttons[i].offset_left = cx - LAB_VESSEL_HALF
lab_vessel_buttons[i].offset_right = cx + LAB_VESSEL_HALF
# The caption is allowed the full column, so two-word names wrap
# inside their own slot instead of over the vessel beside them.
lab_vessel_labels[i].offset_left = cx - spacing * 0.5
lab_vessel_labels[i].offset_right = cx + spacing * 0.5
func _resize_lab_price_tags() -> void:
var height: float = lab_tag_height()
for tag in lab_price_tags:
if tag != null:
tag.offset_bottom = tag.offset_top + height
if lab_price_tags.size() < 3 or lab_upgrade_buttons.size() < 3:
return
var first_row_bottom: float = lab_price_tags[0].offset_bottom
var shift: float = first_row_bottom + LAB_ROW_GAP - lab_upgrade_buttons[2].offset_top
if absf(shift) < 0.5:
return
for i in range(2, lab_upgrade_buttons.size()):
for node in [lab_upgrade_buttons[i], lab_upgrade_labels[i], lab_price_tags[i]]:
if node == null:
continue
node.offset_top += shift
node.offset_bottom += shift
func lab_tag_height() -> float:
var tallest: float = LAB_TAG_H
for tag in lab_price_tags:
if tag != null and tag.has_method("wanted_height"):
tallest = maxf(tallest, float(tag.wanted_height()) + LAB_TAG_PADDING)
return tallest
func _build_lab_price_tags() -> void:
var tag_script: Script = load("res://ui/PriceTag.gd")
for i in range(lab_upgrade_labels.size()):
var label: Control = lab_upgrade_labels[i]
var tag: Control = tag_script.new()
tag.name = "LabPrice%d" % i
tag.anchor_left = label.anchor_left
tag.anchor_right = label.anchor_right
tag.anchor_top = label.anchor_top
tag.anchor_bottom = label.anchor_bottom
tag.offset_left = label.offset_left
tag.offset_right = label.offset_right
# Under the caption, which is cut to a single line here so the two
# together occupy what the two-line caption used to.
label.offset_bottom = label.offset_top + LAB_LABEL_H
tag.offset_top = label.offset_bottom + 2.0
# Tall enough for the tallest price any upgrade carries, not for the
# one the constant was written against. An upgrade costing ore AND a
# research point stacks two lines (see PriceTag), and the second was
# landing on the option below it (#164).
tag.offset_bottom = tag.offset_top + lab_tag_height()
lab_menu.add_child(tag)
lab_price_tags.append(tag)
func craft_row_height() -> float:
return CRAFT_PRICE_OFFSET + CRAFT_PRICE_H
func _layout_craft_menu() -> void:
var rows: int = maxi(int(ceil(float(craft_vessel_buttons.size())
/ float(CRAFT_COLUMNS))), 1)
var band: Vector2 = grid_band(craft_status.offset_bottom, craft_menu.size.y)
for i in range(craft_vessel_buttons.size()):
var row: int = i / CRAFT_COLUMNS
var column: int = i % CRAFT_COLUMNS
var cx: float = (float(column) - 1.0) * CRAFT_COL_X
var top: float = grid_row_top(row, rows, craft_row_height(), band,
CRAFT_ROW_PITCH)
_place_entry(craft_vessel_buttons[i], cx, top, CRAFT_BUTTON_HALF, CRAFT_BUTTON_H)
_place_entry(craft_vessel_labels[i], cx, top + CRAFT_LABEL_OFFSET,
CRAFT_LABEL_HALF, CRAFT_LABEL_H)
if i < craft_price_strips.size():
_place_entry(craft_price_strips[i], cx, top + CRAFT_PRICE_OFFSET,
CRAFT_PRICE_HALF, CRAFT_PRICE_H)
func _refresh_craft_status() -> void:
# Prices live with the buttons they describe. The top of the screen is
# intentionally reserved for the shared resource bar and a short action
# message; repeating fleet, queue and transport counts here buried the UI.
craft_status.text = ""
var definitions: Array = VESSEL_DEFINITIONS.fleet()
for i in range(mini(definitions.size(), craft_vessel_buttons.size())):
var definition: Resource = definitions[i]
var button: IconButton = craft_vessel_buttons[i]
# #111: the name alone. The price is the strip under it, in glyphs.
craft_vessel_labels[i].text = String(definition.display_name)
if i < craft_price_strips.size():
craft_price_strips[i].set_costs(
GameState.product_costs(definition.definition_id))
button.icon = definition.icon
button.glow_color = definition.glow_color
button.enabled = GameState.vessel_is_unlocked(definition.definition_id)
button.queue_redraw()
_refresh_queue()
if craft_message != "":
if Time.get_ticks_msec() < craft_message_until:
craft_status.text = "%s\n%s" % [craft_message, craft_status.text]
else:
craft_message = ""
func _on_craft_interceptor() -> void:
_on_craft_vessel(GameState.VESSEL_INTERCEPTOR)
func _on_craft_vessel(vessel: String) -> void:
if craft_building_id == 0:
_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):
_say("%s must be unlocked at a ship lab first" % definition.display_name)
return
_report_order(vessel)
func _report_order(product: String) -> void:
var missing: Dictionary = GameState.outstanding_costs(craft_building_id)
if not missing.is_empty():
_say("%s queued - deliver %s here" % [GameState.vessel_name(product),
_format_missing_costs(missing)])
else:
_say("%s ordered - building now" % GameState.vessel_name(product))
# --- ship lab (#5) --------------------------------------------------------
func _lab_options() -> Array:
# The shield VESSEL unlock is offered on the shield page as an extra
# entry, because unlocking the type and upgrading it belong in the same
# place - and its upgrades are pointless until it exists.
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 u in GameState.upgrades_for(lab_vessel):
options.append({"unlock": false, "id": u.id, "name": u.name, "desc": u.desc})
return options
func _on_lab_vessel(index: int) -> void:
var definitions: Array = VESSEL_DEFINITIONS.all()
if index < 0 or index >= definitions.size():
return
lab_vessel = definitions[index].definition_id
lab_choice = 0
_refresh_lab()
# #164: the separate buy button is gone, so the option itself is the control.
# Same rule as the research tree (#83): the first tap selects and fills in the
# detail below it, a second tap on the SAME option buys - no timed double-tap
# to miss, and never a blind commitment, because the first tap always shows
# what the second will cost.
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_status.text = ""
if confirming and lab_can_buy:
_on_lab_buy()
return
_refresh_lab()
func _on_lab_buy() -> void:
var options: Array = _lab_options()
if options.is_empty():
return
var choice: Dictionary = options[lab_choice]
var id: String = String(choice.id)
if not GameState.queue_lab_research(lab_building_id, id):
lab_status.text = "Research is already queued or complete"
return
lab_status.text = "%s queued - deliver %s to this lab" % [choice.name,
_format_costs(GameState.research_costs(id))]
_refresh_lab()
func _refresh_lab() -> void:
var definitions: Array = VESSEL_DEFINITIONS.all()
for i in range(mini(lab_vessel_buttons.size(), definitions.size())):
var definition: Resource = definitions[i]
var this_vessel: String = definition.definition_id
lab_vessel_buttons[i].enabled = true
lab_vessel_buttons[i].icon = definition.icon
lab_vessel_buttons[i].glow_color = definition.glow_color
lab_vessel_labels[i].text = definition.display_name
lab_vessel_buttons[i].highlighted = this_vessel == lab_vessel
lab_vessel_buttons[i].queue_redraw()
lab_vessel_label.text = "%s research · %d RP" % [
GameState.vessel_name(lab_vessel), GameState.research_points]
var options: Array = _lab_options()
for i in range(lab_upgrade_buttons.size()):
var visible: bool = i < options.size()
lab_upgrade_buttons[i].visible = visible
lab_upgrade_labels[i].visible = visible
if i < lab_price_tags.size():
lab_price_tags[i].visible = visible
if not visible:
continue
var option: Dictionary = options[i]
# #137: the price is a tag under the option, the way it is under a
# build option and under a vessel in the craft menu. It used to be a
# second line of the caption - "25 ore · 10 gas · 2 RP" - which is
# the same information in a shape no other menu used.
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)]
lab_upgrade_labels[i].text = "%s%s" % [option.name, level_note]
if i < lab_price_tags.size():
var tag: Control = lab_price_tags[i]
tag.visible = not maxed
if maxed:
tag.show_price({})
else:
tag.show_price(option.costs if bool(option.unlock) \
else GameState.research_costs(option.id),
GameState.research_point_cost(String(option.id)))
lab_upgrade_buttons[i].icon = _upgrade_icon(option)
lab_upgrade_buttons[i].glow_color = _vessel_colour(lab_vessel)
lab_upgrade_buttons[i].highlighted = i == lab_choice
lab_upgrade_buttons[i].enabled = true
lab_upgrade_buttons[i].queue_redraw()
_layout_lab_vessels()
# Re-height the strips now that every price on show is set. They are
# created before any price exists, so their built-in size is only a
# starting point.
_resize_lab_price_tags()
if options.is_empty():
lab_detail.text = ""
lab_can_buy = false
return
lab_choice = clampi(lab_choice, 0, options.size() - 1)
var choice: Dictionary = options[lab_choice]
var choice_points: int = GameState.research_point_cost(String(choice.id))
lab_detail.text = "%s\n%s" % [choice.name, choice.desc]
if choice_points > 0:
lab_detail.text += "\nResearch points: %d/%d" % [GameState.research_points, choice_points]
var queued: Dictionary = GameState.lab_research_order(lab_building_id)
lab_can_buy = queued.is_empty() and (choice.unlock or not GameState.upgrade_maxed(choice.id))
if not queued.is_empty():
var queued_points: int = GameState.research_point_cost(String(queued.id))
if not bool(queued.started) and GameState.research_points < queued_points:
# #63: distinct from "Waiting for resources" - flying more ore/gas
# to this lab cannot fix a research-point shortfall, only
# conquering a research lab elsewhere can.
lab_status.text = "Need %d research point%s (have %d)" \
% [queued_points, "" if queued_points == 1 else "s", GameState.research_points]
else:
lab_status.text = "%s %d%%" % ["Researching" if bool(queued.started) else "Waiting for resources", int(100.0 * float(queued.elapsed) / maxf(GameState.lab_research_time(), 0.001))]
func _upgrade_icon(option: Dictionary) -> IconButton.Icon:
return int(option.get("icon", IconButton.Icon.SHIP_LAB))
func _on_craft_shield() -> void:
_on_craft_vessel(GameState.VESSEL_SHIELD)
# --- moving ore, in both directions, at any building (#24) ----------------
# Sentinel for the "All" buttons. The transfer primitives cap what they move
# by what is actually there, so asking for more than could possibly exist is
# how you say "everything" without the UI having to work out how much that
# is first - and the answer cannot go stale between the read and the press.
const ALL: int = 1 << 30
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
for bar in resource_bars:
bar.building_id = transfer_building_id
transfer_menu.visible = true
transfer_status.text = ""
_refresh_transfer()
func _on_transfer(to_building: bool, amount: int) -> void:
_on_resource_transfer(GameState.RESOURCE_ORE, to_building, amount)
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_status.text = "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()
# Nothing moving is the common case at an empty end, and a silent no-op
# is the dead-button problem this panel exists to remove. Say which side
# was empty rather than just refusing.
if moved <= 0:
if to_building:
transfer_status.text = "The fleet is carrying nothing to unload (no %s)" % resource_name
else:
transfer_status.text = "%s has no %s to load" % [_transfer_place_name().capitalize(), resource_name]
elif to_building:
transfer_status.text = "Moved %d %s into %s" % [moved, resource_name, _transfer_place_name()]
else:
transfer_status.text = "Loaded %d %s into the fleet" % [moved, resource_name]
_refresh_transfer()
func _on_gas_transfer(to_building: bool) -> void:
_on_resource_transfer(GameState.RESOURCE_GAS, to_building)
func _transfer_place_name() -> String:
if transfer_extractor_index >= 0:
return "the extractor"
var b: Dictionary = GameState.find_building(transfer_building_id)
if b.is_empty():
return "this building"
if GameState.building_has_capability(b, "bank"):
# Worth naming as the bank rather than as a structure: it is the
# shared pool every building's transporters draw from, not just
# another store. (It is no longer where ore has to be to be SPENT -
# purchases now draw on the fleet hold too.)
return "the bank"
return "this building"
func _refresh_transfer() -> void:
if transfer_extractor_index >= 0:
transfer_list.set_extractor_destination(transfer_extractor_index, "Planet extractor")
return
var building: Dictionary = GameState.find_building(transfer_building_id)
var heading: String = "This building"
if GameState.building_has_capability(building, "bank"):
heading = "Mothership bank"
transfer_list.set_destination(transfer_building_id, heading)
func _refresh_queue() -> void:
# The queue down the right of the craft panel: one slot per pending
# vessel, the first being the one actually under construction. Tapping a
# slot cancels it (#23).
var orders: Array = GameState.order_list(craft_building_id)
for i in range(queue_slots.size()):
var slot: IconButton = queue_slots[i]
slot.visible = i < orders.size()
if not slot.visible:
continue
var order: Dictionary = orders[i]
var definition: Resource = VESSEL_DEFINITIONS.get_definition(String(order.product))
slot.icon = definition.icon
slot.glow_color = _vessel_colour(String(order.product))
# Only the one under construction reads as active; the rest are
# waiting, and greyed says so without needing a caption each.
slot.enabled = bool(order.started)
slot.queue_redraw()
if orders.is_empty():
queue_detail.text = "Nothing queued"
return
var head: Dictionary = orders[0]
if bool(head.started):
queue_detail.text = "Building %s %d%%\nTap to cancel" % [
GameState.vessel_name(String(head.product)),
int(round(float(head.progress) * 100.0)),
]
else:
queue_detail.text = "%s waiting for resources\nTap to cancel" % \
GameState.vessel_name(String(head.product))
func _vessel_colour(product: String) -> Color:
var definition: Resource = VESSEL_DEFINITIONS.get_definition(product)
return definition.glow_color if definition != null else Color(0.25, 0.85, 1.0)
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 not GameState.cancel_order(craft_building_id, index):
return
_say("%s cancelled%s" % [vessel, " - resources refunded here" if refunded else ""])
_refresh_queue()
# --- hangar (#23) ---------------------------------------------------------
func _on_hangar_pressed() -> void:
hangar_status.text = ""
hangar_menu.visible = true
_refresh_hangar()
func _on_hangar_crew_type(index: int) -> void:
var type: String = _hangar_types()[index]
if fleet.ships.size() >= GameState.max_fleet_size():
hangar_status.text = "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(type)
if stored_index < 0:
hangar_status.text = "No %s available" % GameState.vessel_name(type)
return
if not fleet.add_ship(GameState.take_stored_vessel(stored_index)):
hangar_status.text = "Could not crew that vessel"
return
hangar_status.text = "%s joined the fleet" % GameState.vessel_name(type)
_refresh_hangar()
func _on_hangar_store_type(index: int) -> void:
var type: String = _hangar_types()[index]
var ship_index: int = -1
for i in range(fleet.ships.size()):
if String(fleet.ships[i].vessel_type) == type:
ship_index = i
break
if ship_index < 0:
hangar_status.text = "No %s in the fleet" % GameState.vessel_name(type)
return
var stored: String = fleet.store_ship(ship_index)
if stored == "":
hangar_status.text = "Keep one ship deployed"
return
GameState.stored_vessels.append(stored)
hangar_status.text = "%s stored in the hangar" % GameState.vessel_name(stored)
_refresh_hangar()
func _hangar_types() -> Array:
var types: Array = []
for definition in VESSEL_DEFINITIONS.fleet():
types.append(definition.definition_id)
return types
# How many vessel types sit side by side in the hangar. Six in a single row
# gave each one about 100px while its two-line label needs 155, so the names
# ran into each other - "InterceptSheld VessGas Bomber". Three columns give
# each cell room, and the second row costs nothing: the lower half of the
# menu was empty.
const HANGAR_COLUMNS: int = 3
# #120: room for a two-line caption under each icon, and air around the rule
# that separates the two halves.
const HANGAR_LABEL_GAP: float = 2.0
const HANGAR_DIVIDER_GAP: float = 10.0
# Where the rule between "available" and "in the fleet" is drawn. Computed by
# the layout and read by the menu's own _draw, so the line cannot drift away
# from the sections it divides.
var hangar_divider_y: float = 0.0
# Arranges both hangar sections as grids sized from the space actually
# available, rather than from the single row the scene authored. A seventh
# vessel type now wraps instead of squeezing the other six.
func _layout_hangar() -> void:
var count: int = hangar_available_slots.size()
if count == 0:
return
var width: float = hangar_menu.size.x
var columns: int = mini(HANGAR_COLUMNS, count)
var rows: int = int(ceil(float(count) / float(columns)))
# The band between the first section's heading and the status line under
# both of them. Derived, so moving either in the scene moves the grids.
var top: float = hangar_available_title.position.y + hangar_available_title.size.y + 8.0
var bottom: float = hangar_status.position.y - 12.0
var title_height: float = hangar_fleet_title.size.y
var section_height: float = (bottom - top - title_height - 16.0) * 0.5
if section_height <= 0.0:
return
var cell_width: float = width / float(columns)
var cell_height: float = section_height / float(rows)
# #120: the icon gives up height so the caption under it has somewhere to
# go. Vessel names are two and three words long and were wrapping into a
# box barely tall enough for one line, so the second line was clipped and
# a "Gas Bomber" read as "Gas".
var slot_size: float = minf(cell_height * 0.46, cell_width * 0.40)
# #143: TWO gaps, not one - above the caption and below it. With a single
# gap the box ended exactly HANGAR_LABEL_GAP past the bottom of its own
# cell, which is inside the next row's icon. Two pixels of overhang is
# not much on its own, but it is the difference between "the caption
# cannot reach the row below" and "the caption starts in it".
var label_height: float = maxf(
cell_height - slot_size - HANGAR_LABEL_GAP * 2.0, 1.0)
_layout_hangar_section(hangar_available_slots, hangar_available_labels,
top, columns, cell_width, cell_height, slot_size, label_height, width)
# AFTER the first section's last row, not before it. Placing the heading
# by subtracting from the second section's top put it back inside the
# first one, straight over its bottom row.
var available_bottom: float = top + section_height
# #120: a rule between the two halves. They are different questions -
# what is parked here, and what is flying - and with only a heading
# between them the grids read as one long list.
hangar_divider_y = available_bottom + HANGAR_DIVIDER_GAP
hangar_fleet_title.position.y = hangar_divider_y + HANGAR_DIVIDER_GAP
var fleet_top: float = hangar_fleet_title.position.y + title_height + 8.0
_layout_hangar_section(hangar_fleet_slots, hangar_fleet_labels,
fleet_top, columns, cell_width, cell_height, slot_size, label_height, width)
hangar_menu.queue_redraw()
func _layout_hangar_section(slots: Array, labels: Array, top: float, columns: int,
cell_width: float, cell_height: float, slot_size: float,
label_height: float, width: float) -> void:
# A zero here is fatal on the web and silent everywhere else: wasm TRAPS
# on integer % 0 ("remainder by zero") and kills the engine mid-frame,
# while a native build shrugs it off. That difference is why this class
# of bug survives every test and only appears in a browser.
if columns <= 0:
return
for i in range(slots.size()):
var column: int = i % columns
var row: int = i / columns
# Control.position is in PARENT space, whatever the node's anchors
# are - the authored offsets being negative (anchored to the menu's
# centre) does not make position centre-relative too.
var cell_x: float = float(column) * cell_width
var cell_y: float = top + float(row) * cell_height
var slot: Control = slots[i]
slot.position = Vector2(cell_x + (cell_width - slot_size) * 0.5, cell_y)
slot.size = Vector2(slot_size, slot_size)
var label: Label = labels[i]
label.position = Vector2(cell_x, cell_y + slot_size + HANGAR_LABEL_GAP)
label.size = Vector2(cell_width, label_height)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_TOP
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
# #143: a caption is "Gas Bomber\n2 available" - two lines before
# autowrap, three after it in a narrow column - at a font size fixed
# in the scene. A Label does not clip by default, so the third line
# was drawn straight over the icon of the row below it.
#
# Two things, and both are wanted. The size is fitted to the box the
# layout above worked out, so the text has somewhere to go; and the
# box clips, so however the catalog grows - a longer vessel name, a
# fourth line - nothing can ever reach the next row again. The first
# is what keeps it legible, the second is what keeps it correct.
label.add_theme_font_size_override("font_size",
_hangar_caption_size(label_height))
label.clip_text = true
# The largest caption that still fits HANGAR_CAPTION_LINES lines into the
# height the grid could spare, within what is readable at arm's length.
const HANGAR_CAPTION_LINES: float = 3.0
const HANGAR_CAPTION_MIN: int = 13
const HANGAR_CAPTION_MAX: int = 22
# Godot lays a line out taller than its nominal font size; measured against
# the project font rather than guessed, this is the ratio that keeps three
# lines inside the box.
const HANGAR_LINE_RATIO: float = 1.25
func _hangar_caption_size(label_height: float) -> int:
return clampi(int(label_height / (HANGAR_CAPTION_LINES * HANGAR_LINE_RATIO)),
HANGAR_CAPTION_MIN, HANGAR_CAPTION_MAX)
func _refresh_hangar() -> void:
var types: Array = _hangar_types()
for i in range(types.size()):
var type: String = types[i]
var definition: Resource = VESSEL_DEFINITIONS.get_definition(type)
var available: int = GameState.stored_vessels.count(type)
var deployed: int = 0
for ship in fleet.ships:
if is_instance_valid(ship) and String(ship.vessel_type) == type:
deployed += 1
hangar_available_labels[i].text = "%s\n%d available" % [definition.display_name, available]
hangar_fleet_labels[i].text = "%s\n%d in fleet" % [definition.display_name, deployed]
hangar_available_slots[i].icon = definition.icon
hangar_fleet_slots[i].icon = definition.icon
hangar_available_slots[i].glow_color = definition.glow_color
hangar_fleet_slots[i].glow_color = definition.glow_color
hangar_available_slots[i].enabled = available > 0 and fleet.ships.size() < GameState.max_fleet_size()
hangar_fleet_slots[i].enabled = deployed > 0 and fleet.ships.size() > 1
hangar_available_slots[i].queue_redraw()
hangar_fleet_slots[i].queue_redraw()
func _on_formation_changed() -> void:
fleet.apply_formation()
func _on_reset_formation() -> void:
GameState.reset_formation()
fleet.apply_formation()
formation_editor.queue_redraw()