Eight tickets. The last one is the interesting one. #166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into sentences and dropping the literary register ("hulls" -> "ships", "That is our hands back" -> "That frees us for other work"). Same meaning, same voice. #167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the twenty have it, and they are the search for the World Ship. A quest handed out with its goal ALREADY met is now credited in silence unless it is one of those - no brief, no answer, both signals still fired and the index still moved, so it appears ticked in the objectives panel. The chain used to stop the game to set a task the player had already done, then stop it again to congratulate them on it. #168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still arriving, show it all; already whole, move on) was already the rule for a click since #149, but a key press reached the banner and did nothing - and this game is played with WASD and a mouse. Touch, click and key now go through one door. Modifiers alone and auto-repeat echoes are not presses. #169 - A LOADING SCREEN. A press raises a cover, and the load happens after it has been on screen for a frame, so the wait is something the player is watching. Deliberately still a blocking load: load_threaded_request() comes back FAILED for these scenes, reporting text-parse errors that load() does not produce, because the global class names and preloads they reach each other through are not resolvable off the loading thread. A progress bar is not worth a menu that sometimes refuses to start the game, and the web build ships with thread support off anyway. Further presses while loading are ignored - on the web a button fires on PRESS, so an impatient double tap costs nothing to make and used to build the world twice. #170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before the scene had finished arriving, so the game opened STOPPED (#128) over a convoy nobody had seen yet. It flies for three seconds first. #171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks whether a touch COULD arrive, and in a browser that is yes on any laptop whose panel reports touch support - so the web build put thumb sticks over a screen being played with a mouse, and switched mouse aiming off on the machine it exists for. The reading is now the last input actually used, it lives in GameState so the sticks and the guns cannot disagree, and it is two-way: nothing can strand a tablet, because the gesture that needs the controls is the gesture that brings them back. A touch suppresses mouse evidence for a second, so the click Godot manufactures out of a tap is not mistaken for a mouse. #172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet firing at something threw a sheet of parallel bolts past either side of it and only the middle hull could hit - worse the wider the formation. Guns now take a POINT and each hull works out its own heading to it, so the fleet's fire converges. The mouse already had a place and was flattening it into a bearing; a pushed stick names the point at the guns' reach along it, so touch loses nothing. The assist (#89) still bends a shot onto an enemy, now per hull and around that hull's own heading. The aim guide stops at the point and marks it. #173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet can not store any resources" is not a web bug. It is the third time the Godot editor's .tres writer has quietly dropped a property it thought was default-valued: InterceptorVesselDefinition losing `capabilities` leaves cargo_capacity at 20 and takes away the "cargo" claim that fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can be mined or carried. That is the symptom, word for word. test_definitions_intact caught it in the suite. What it could not do is catch it in a BUILD - an export is taken from the working tree at whatever moment the editor last touched it, which is exactly when the damage is done and exactly where nobody is running tests. The checks move to core/CatalogCheck.gd and now run at startup in every build as well as in the test, from the same function. On the web push_error lands in the on-page log web_shell.html mirrors, which is the only error a phone can read. The tree is intact today, so a fresh export should restore the hold. The point of the change is that the next time it is not, the build says so. Full suite green at 154/154. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
201 lines
7.3 KiB
GDScript
201 lines
7.3 KiB
GDScript
extends Control
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# Forgejo #140: "quests overlap the new wave button. create a quest button
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# next to the map one."
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#
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# The standing tracker #132 put on the HUD sat in the right-hand column, on
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# top of the wave button - and there is no free strip of that screen to move
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# it to, because everything down that edge is already something. So the
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# objective stops living on the HUD and lives behind a button, like the map:
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# a mark next to the map's own, and a panel when you press it.
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#
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# Owned the way WorldMap owns its open button rather than wired through
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# BuildController: the button does one thing and it is this panel's.
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#
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# What it shows is the objective and the road behind it - what is done, and
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# what is being asked for now. NOT what comes next: the chain is meant to
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# open the game up a step at a time (#133), and a list of everything still
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# to come is that discovery given away on the first press.
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const GLOW: Color = Color(0.42, 0.86, 0.95)
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const TEXT: Color = Color(0.82, 0.94, 1.0)
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const DONE: Color = Color(0.55, 1.0, 0.68)
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const MUTED: Color = Color(0.52, 0.66, 0.76)
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const PAD: float = 34.0
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# #160: the rule under the title used to sit at the title's own baseline,
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# which is exactly where the window's close button is - the line ran straight
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# through it. The header band is now as tall as the close button, so the rule
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# clears it and the content starts below both.
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const HEADER_HEIGHT: float = 150.0
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const TITLE_SIZE: int = 40
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const HEADING_SIZE: int = 22
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const QUEST_SIZE: int = 34
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const OBJECTIVE_SIZE: int = 26
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const DONE_SIZE: int = 22
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const BAR_HEIGHT: float = 14.0
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const ROW_HEIGHT: float = 34.0
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@onready var open_button: IconButton = get_node("../QuestButton")
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@onready var close_button: IconButton = get_node("CloseButton")
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var title_label: Label
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var heading_label: Label
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var quest_label: Label
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var objective_label: Label
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var count_label: Label
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var done_heading: Label
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var done_labels: Array[Label] = []
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var progress: Vector2i = Vector2i.ZERO
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var bar_rect: Rect2 = Rect2()
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func _ready() -> void:
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visible = false
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# Transparent to GUI input, like every other panel here - see
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# IconButton._blocked_by_modal for why the buttons check instead.
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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title_label = _make_label(TITLE_SIZE, TEXT)
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heading_label = _make_label(HEADING_SIZE, GLOW)
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quest_label = _make_label(QUEST_SIZE, GLOW)
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objective_label = _make_label(OBJECTIVE_SIZE, TEXT)
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objective_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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count_label = _make_label(HEADING_SIZE, TEXT)
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count_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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done_heading = _make_label(HEADING_SIZE, GLOW)
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if open_button != null:
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open_button.pressed.connect(open)
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if close_button != null:
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close_button.pressed.connect(close)
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resized.connect(_layout)
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if open_button != null and GameState.intro_active:
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# #128: a dialog stops the tree and the prologue opens on one, so the
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# first _process frame never comes. Applied here too.
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open_button.visible = false
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_layout()
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func _make_label(font_size: int, colour: Color) -> Label:
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var label := Label.new()
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label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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label.add_theme_font_size_override("font_size", font_size)
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label.add_theme_color_override("font_color", colour)
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label.add_theme_color_override("font_outline_color", Color(0.01, 0.03, 0.07, 0.95))
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label.add_theme_constant_override("outline_size", 3)
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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add_child(label)
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return label
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func open() -> void:
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_refresh()
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visible = true
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func close() -> void:
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visible = false
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func _layout() -> void:
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if title_label == null:
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return
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var inner: float = maxf(size.x - PAD * 2.0, 0.0)
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var y: float = PAD
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title_label.position = Vector2(PAD, y)
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# Short of the close button, so a long title wraps rather than running
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# underneath it.
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title_label.size = Vector2(maxf(inner - 140.0, 0.0), float(TITLE_SIZE) * 1.4)
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y = HEADER_HEIGHT + PAD * 0.6
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heading_label.position = Vector2(PAD, y)
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heading_label.size = Vector2(inner, float(HEADING_SIZE) * 1.4)
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y += float(HEADING_SIZE) * 1.8
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quest_label.position = Vector2(PAD, y)
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quest_label.size = Vector2(inner, float(QUEST_SIZE) * 1.3)
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count_label.position = quest_label.position
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count_label.size = quest_label.size
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y += float(QUEST_SIZE) * 1.5
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objective_label.position = Vector2(PAD, y)
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objective_label.size = Vector2(inner, float(OBJECTIVE_SIZE) * 2.6)
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y += float(OBJECTIVE_SIZE) * 2.9
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bar_rect = Rect2(Vector2(PAD, y), Vector2(inner, BAR_HEIGHT))
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y += BAR_HEIGHT * 3.5
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done_heading.position = Vector2(PAD, y)
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done_heading.size = Vector2(inner, float(HEADING_SIZE) * 1.4)
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y += float(HEADING_SIZE) * 1.9
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for label in done_labels:
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label.position = Vector2(PAD + 12.0, y)
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label.size = Vector2(inner - 12.0, ROW_HEIGHT)
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y += ROW_HEIGHT
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queue_redraw()
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func _refresh() -> void:
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var quest: Dictionary = GameState.active_quest()
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title_label.text = "Objectives"
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if quest.is_empty():
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heading_label.text = "NOTHING OUTSTANDING"
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quest_label.text = "The list has run out."
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objective_label.text = "The search goes on, even with nothing left to tick off."
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count_label.text = ""
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progress = Vector2i(1, 1)
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else:
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heading_label.text = "CURRENT OBJECTIVE %d OF %d" \
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% [GameState.quest_index + 1, GameState.quest_count()]
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quest_label.text = String(quest.title)
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objective_label.text = String(quest.objective)
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progress = GameState.quest_progress(quest)
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# A one-of-one goal is a yes/no, and "0 / 1" reads as a broken
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# counter rather than as a task not started.
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count_label.text = "%d / %d" % [progress.x, progress.y] if progress.y > 1 else ""
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# The road behind. Deliberately no list of what is still to come.
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var completed: int = GameState.quest_index
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done_heading.text = "DONE (%d)" % completed
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while done_labels.size() < completed:
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var label: Label = _make_label(DONE_SIZE, DONE)
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done_labels.append(label)
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for i in range(done_labels.size()):
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var shown: bool = i < completed
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done_labels[i].visible = shown
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if shown:
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done_labels[i].text = " ✓ %s" % String(GameState.quest_at(i).title)
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_layout()
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func _process(_delta: float) -> void:
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# #122: the prologue leaves the player movement and nothing else, and
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# this is a button like any other. Owned here rather than by
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# BuildController, the same way the map owns its own.
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if open_button != null:
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var offered: bool = not GameState.intro_active
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if open_button.visible != offered:
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open_button.visible = offered
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if not offered and visible:
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close()
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if visible:
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# Live, so ore arriving while the panel is open works the bar up
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# instead of looking stuck.
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_refresh()
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func _draw() -> void:
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if not visible:
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return
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draw_rect(Rect2(Vector2.ZERO, size), Color(0.01, 0.04, 0.08, 0.93))
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NeonDraw.draw_glowing_path(self, PackedVector2Array([
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Vector2(0.0, 0.0), Vector2(size.x, 0.0), Vector2(size.x, size.y),
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Vector2(0.0, size.y), Vector2(0.0, 0.0),
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]), Color(GLOW, 0.8), 0.8, 0.8)
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# A rule under the title, so the header reads as a header.
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var rule_y: float = HEADER_HEIGHT
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NeonDraw.draw_glowing_line(self, Vector2(PAD, rule_y), Vector2(size.x - PAD, rule_y),
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Color(GLOW, 0.5), 0.6, 0.4)
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if bar_rect.size.x <= 0.0:
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return
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draw_rect(bar_rect, Color(GLOW, 0.16))
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var filled: float = 0.0 if progress.y <= 0 \
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else clampf(float(progress.x) / float(progress.y), 0.0, 1.0)
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if filled <= 0.0:
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return
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draw_rect(Rect2(bar_rect.position, Vector2(bar_rect.size.x * filled, bar_rect.size.y)),
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Color(DONE if filled >= 1.0 else GLOW, 0.85))
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