Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
128 lines
4.8 KiB
GDScript
128 lines
4.8 KiB
GDScript
class_name ResourceBar
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extends Control
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# Compact resource table shared by crafting, research and the ship lab.
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# Rows are resources; columns are locations. Adding another material to
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# The resource-definition catalog automatically gives each material a row.
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var building_id: int = 0
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# Header band and font sizes were all set for a 84px-tall box, which made the
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# table read as a dense strip of small numbers. The hosting menus now give it
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# 136px, so the rows have somewhere to breathe and the text can be legible at
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# arm's length on a phone.
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const HEADER_HEIGHT: float = 30.0
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# Vertical gap between rows. Previously rows were flush against each other and
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# the only separation was colour.
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const ROW_GAP: float = 4.0
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const HEADER_FONT_SIZE: int = 20
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const NAME_FONT_SIZE: int = 23
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const VALUE_FONT_SIZE: int = 24
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const RULE_COLOR: Color = Color(0.25, 0.55, 0.7)
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const FLEET_COLOR: Color = Color(1.0, 0.78, 0.25)
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const LOCAL_COLOR: Color = Color(0.45, 0.9, 0.55)
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var _header_labels: Array[Label] = []
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var _rows: Dictionary = {}
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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for heading in ["", "BANKED", "FLEET", "LOCAL"]:
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var label := _make_label(heading, HEADER_FONT_SIZE, Color(0.62, 0.78, 0.86))
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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add_child(label)
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_header_labels.append(label)
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for resource_type in GameState.resource_types():
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var glyph := ResourceGlyph.new()
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glyph.resource_type = resource_type
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add_child(glyph)
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var name_label := _make_label(GameState.resource_name(resource_type).to_upper(),
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NAME_FONT_SIZE, GameState.resource_color(resource_type))
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add_child(name_label)
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var bank_label := _make_value_label(GameState.resource_color(resource_type))
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var fleet_label := _make_value_label(FLEET_COLOR)
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var local_label := _make_value_label(LOCAL_COLOR)
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for label in [bank_label, fleet_label, local_label]:
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add_child(label)
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_rows[resource_type] = {
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"glyph": glyph, "name": name_label, "bank": bank_label,
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"fleet": fleet_label, "local": local_label,
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}
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resized.connect(_layout)
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_layout()
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queue_redraw()
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func _make_label(text_value: String, font_size: int, colour: Color) -> Label:
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var label := Label.new()
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label.text = text_value
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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, 0.01, 0.035, 0.95))
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label.add_theme_constant_override("outline_size", 2)
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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return label
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func _make_value_label(colour: Color) -> Label:
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var label := _make_label("0", VALUE_FONT_SIZE, colour)
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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return label
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func _layout() -> void:
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if _header_labels.is_empty():
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return
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var resource_width: float = size.x * 0.25
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var value_width: float = (size.x - resource_width) / 3.0
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var columns: Array = [0.0, resource_width, resource_width + value_width,
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resource_width + value_width * 2.0]
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var widths: Array = [resource_width, value_width, value_width, value_width]
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for i in range(_header_labels.size()):
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_header_labels[i].position = Vector2(columns[i], 0.0)
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_header_labels[i].size = Vector2(widths[i], HEADER_HEIGHT)
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var rows: float = maxf(1.0, float(_rows.size()))
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# The gap is taken OUT of the available height rather than added on top of
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# each row, so the table still ends exactly where its box does however many
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# resources the catalog grows to.
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var row_height: float = (size.y - HEADER_HEIGHT - ROW_GAP) / rows
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var row_index: int = 0
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for resource_type in GameState.resource_types():
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var row: Dictionary = _rows[resource_type]
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var y: float = HEADER_HEIGHT + float(row_index) * row_height
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var content_height: float = row_height - ROW_GAP
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row.glyph.position = Vector2(2.0, y + ROW_GAP * 0.5)
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row.glyph.size = Vector2(content_height, content_height)
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row.name.position = Vector2(content_height + 10.0, y)
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row.name.size = Vector2(resource_width - content_height - 10.0, row_height)
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for i in range(3):
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var label: Label = row[["bank", "fleet", "local"][i]]
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label.position = Vector2(columns[i + 1], y)
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label.size = Vector2(widths[i + 1], row_height)
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row_index += 1
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queue_redraw()
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func _process(_delta: float) -> void:
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for resource_type in GameState.resource_types():
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var row: Dictionary = _rows.get(resource_type, {})
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if row.is_empty():
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continue
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row.bank.text = str(GameState.banked_resource(resource_type))
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row.fleet.text = str(GameState.fleet_resource(resource_type))
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row.local.text = str(GameState.building_resource(building_id, resource_type)) \
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if building_id != 0 else "—"
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static func natural_height() -> float:
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return 84.0
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func _draw() -> void:
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NeonDraw.draw_glowing_line(self, Vector2(0.0, size.y), Vector2(size.x, size.y),
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RULE_COLOR, 0.55, 1.0)
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