A ship crafter shows what can actually be ordered there: a hull whose research is done, and - for the support craft - one with somewhere to be assigned. A transporter with no hub and a drone with no workshop have nowhere to go and would sit in the hangar as spent resources, so the structure that uses one is part of its availability. Hidden rather than greyed, as the build menu already treats an unresearched structure, and gated in queue_order() too so the model refuses what the menu declines to show. The craft buttons bound their handlers to a definition captured at startup. With a list that changes length that is a live bug - a slot would order whatever hull was there when the menu was built - so they bind to the slot and resolve through the current offer. The hub and workshop crew menus now NAME what is left in each vessel: "TRANSPORTER 2 9 / 20 RUNS", worst first, with one wide bar for the vessel closest to spent. The per-vessel bars they replaced drew about seven pixels tall on a phone and carried no figure, so the number the player is deciding on could not be read. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
178 lines
6.1 KiB
GDScript
178 lines
6.1 KiB
GDScript
extends "res://ui/menus/ModalMenu.gd"
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signal craft_requested(vessel_type: String)
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signal queue_cancel_requested(index: int)
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const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
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const MENU_LAYOUT = preload("res://ui/menus/MenuLayout.gd")
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const PRICE_TAG = preload("res://ui/PriceTag.gd")
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const COLUMNS := 3
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const ROW_PITCH := 260.0
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const COLUMN_X := 190.0
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const BUTTON_HALF := 56.0
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const BUTTON_HEIGHT := 100.0
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const LABEL_HALF := 92.0
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const LABEL_HEIGHT := 44.0
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const LABEL_OFFSET := 106.0
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const PRICE_HALF := 92.0
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const PRICE_HEIGHT := 86.0
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const PRICE_OFFSET := 154.0
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@onready var status: Label = $StatusLabel
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@onready var queue_detail: Label = $QueueDetail
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@onready var resource_bar: Control = $Bar
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# #216 added the two support craft at the end, in the order
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# VESSEL_DEFINITIONS.craftable() returns them - fleet hulls first, so none of
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# the rows above moved.
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@onready var vessel_buttons: Array = [$InterceptorButton, $ShieldButton,
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$GasBomberButton, $CarrierButton, $LaserButton, $DistorderButton,
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$TransporterButton, $RepairDroneButton]
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@onready var vessel_labels: Array = [$InterceptorLabel, $ShieldLabel,
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$GasBomberLabel, $CarrierLabel, $LaserLabel, $DistorderLabel,
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$TransporterLabel, $RepairDroneLabel]
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@onready var queue_slots: Array = [$QueueSlot0, $QueueSlot1, $QueueSlot2, $QueueSlot3]
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var building_id: int = 0
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# Which vessel each visible slot is offering, in order. Empty slots are hidden.
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var shown_types: PackedStringArray = PackedStringArray()
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var message: String = ""
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var message_until: int = 0
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var price_tags: Array = []
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func _ready() -> void:
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super._ready()
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_build_price_tags()
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# Bound to the SLOT, not to a definition: which vessel sits in slot i
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# changes as things become available, so a handler that captured one at
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# startup would order the wrong hull the moment the list shortened.
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for i in range(vessel_buttons.size()):
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vessel_buttons[i].pressed.connect(func(): _on_vessel_pressed(i))
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for i in range(queue_slots.size()):
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queue_slots[i].pressed.connect(func(): queue_cancel_requested.emit(i))
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_layout_entries()
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func open_for(next_building_id: int) -> void:
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building_id = next_building_id
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resource_bar.building_id = building_id
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open_menu()
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refresh()
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func close_menu() -> void:
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super.close_menu()
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building_id = 0
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func say(next_message: String) -> void:
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message = next_message
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message_until = Time.get_ticks_msec() + 3000
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refresh()
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func refresh() -> void:
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status.text = ""
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# Only what can actually be ordered here today: a hull whose research is
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# done, and - for the support craft - one with somewhere to be assigned.
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# Hidden rather than greyed, the way the build menu treats a structure
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# that has not been researched; a row nobody can press is clutter that
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# says nothing the absence does not.
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shown_types.clear()
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for definition in VESSEL_DEFINITIONS.craftable():
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if GameState.vessel_can_be_crafted(String(definition.definition_id)):
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shown_types.append(String(definition.definition_id))
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for i in range(vessel_buttons.size()):
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var on_offer: bool = i < shown_types.size()
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vessel_buttons[i].visible = on_offer
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vessel_labels[i].visible = on_offer
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if i < price_tags.size():
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price_tags[i].visible = on_offer
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if not on_offer:
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continue
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var definition: Resource = VESSEL_DEFINITIONS.get_definition(String(shown_types[i]))
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var button: Control = vessel_buttons[i]
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vessel_labels[i].text = String(definition.display_name)
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if i < price_tags.size():
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price_tags[i].set_costs(GameState.product_costs(definition.definition_id))
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button.icon = definition.icon
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button.glow_color = definition.glow_color
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button.enabled = true
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button.queue_redraw()
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_layout_entries()
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refresh_queue()
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if message != "":
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if Time.get_ticks_msec() < message_until:
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status.text = "%s\n%s" % [message, status.text]
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else:
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message = ""
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func refresh_queue() -> void:
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var orders: Array = GameState.order_list(building_id)
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for i in range(queue_slots.size()):
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var slot: Control = queue_slots[i]
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slot.visible = i < orders.size()
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if not slot.visible:
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continue
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var order: Dictionary = orders[i]
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var definition: Resource = VESSEL_DEFINITIONS.get_definition(String(order.product))
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slot.icon = definition.icon
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slot.glow_color = vessel_colour(String(order.product))
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slot.enabled = bool(order.started)
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slot.queue_redraw()
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if orders.is_empty():
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queue_detail.text = "Nothing queued"
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return
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var head: Dictionary = orders[0]
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if bool(head.started):
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queue_detail.text = "Building %s %d%%\nTap to cancel" % [
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GameState.vessel_name(String(head.product)),
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int(round(float(head.progress) * 100.0))]
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else:
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queue_detail.text = "%s waiting for resources\nTap to cancel" \
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% GameState.vessel_name(String(head.product))
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func vessel_colour(vessel_type: String) -> Color:
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var definition: Resource = VESSEL_DEFINITIONS.get_definition(vessel_type)
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return definition.glow_color if definition != null else Color(0.25, 0.85, 1.0)
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func _build_price_tags() -> void:
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for i in range(vessel_buttons.size()):
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var tag: Control = PRICE_TAG.new()
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tag.name = "CraftPrice%d" % i
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tag.set_anchors_preset(Control.PRESET_CENTER)
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add_child(tag)
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price_tags.append(tag)
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func row_height() -> float:
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return PRICE_OFFSET + PRICE_HEIGHT
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func _on_vessel_pressed(slot: int) -> void:
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if slot < 0 or slot >= shown_types.size():
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return
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craft_requested.emit(String(shown_types[slot]))
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func _layout_entries() -> void:
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# Laid out over what is ON OFFER, so a short list is centred and packed
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# rather than leaving holes where a hidden hull used to be.
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var offered: int = maxi(shown_types.size(), 1)
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var rows: int = maxi(int(ceil(float(offered) / float(COLUMNS))), 1)
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var band: Vector2 = MENU_LAYOUT.grid_band(status.offset_bottom, size.y)
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for i in range(vessel_buttons.size()):
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var row: int = i / COLUMNS
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var column: int = i % COLUMNS
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var cx: float = (float(column) - 1.0) * COLUMN_X
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var top: float = MENU_LAYOUT.grid_row_top(row, rows, row_height(), band, ROW_PITCH)
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MENU_LAYOUT.place_entry(vessel_buttons[i], cx, top, BUTTON_HALF, BUTTON_HEIGHT)
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MENU_LAYOUT.place_entry(vessel_labels[i], cx, top + LABEL_OFFSET,
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LABEL_HALF, LABEL_HEIGHT)
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if i < price_tags.size():
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MENU_LAYOUT.place_entry(price_tags[i], cx, top + PRICE_OFFSET,
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PRICE_HALF, PRICE_HEIGHT)
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