#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>
201 lines
7.9 KiB
GDScript
201 lines
7.9 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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# #164: research points belong up here with everything else the player is
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# spending, rather than buried in a sentence at the bottom of whichever panel
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# happens to mention them. They are NOT a resource - no inventory, no glyph in
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# the catalog, nothing carries them - so they get a written mark and only the
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# banked column, exactly the treatment PriceTag already gives them.
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const POINT_COLOR: Color = Color(0.72, 0.62, 1.0)
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const POINT_NAME: String = "RESEARCH"
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var _header_labels: Array[Label] = []
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var _rows: Dictionary = {}
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# The value columns, in the order they are drawn. LOCAL is dropped from this
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# list where it would only repeat another column - see _local_is_redundant().
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const VALUE_KEYS: Array = ["bank", "fleet", "local"]
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var _local_shown: bool = true
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var _points_row: 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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var point_name := _make_label(POINT_NAME, NAME_FONT_SIZE, POINT_COLOR)
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add_child(point_name)
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var point_value := _make_value_label(POINT_COLOR)
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add_child(point_value)
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_points_row = {"name": point_name, "value": point_value}
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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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# Whether a LOCAL column would say anything a reader could act on. Two ways
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# it would not:
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#
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# #95: at a building that IS the bank - the mothership carries both the "bank"
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# and the "research" capability, so the research menu is always opened from one
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# - building_inventory() redirects to bank_inventory itself, and LOCAL is not
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# merely equal to BANKED but the very same store read twice. Printing the
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# number again teaches nothing and costs a third of the table.
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#
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# #137: and at no building at all, which is how the build menu opens it - it
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# is reached from the fleet's own button rather than from a structure. There
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# is no "here" to report on, and a column of em-dashes is worth less than the
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# width it takes from the two columns that do say something.
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func _local_is_redundant() -> bool:
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if building_id == 0:
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return true
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return GameState.building_inventory(building_id) == GameState.bank_inventory
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func _visible_value_keys() -> Array:
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return VALUE_KEYS if _local_shown else VALUE_KEYS.slice(0, 2)
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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 keys: Array = _visible_value_keys()
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var resource_width: float = size.x * 0.25
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var value_width: float = (size.x - resource_width) / float(keys.size())
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var columns: Array = [0.0]
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var widths: Array = [resource_width]
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for i in range(keys.size()):
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columns.append(resource_width + value_width * float(i))
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widths.append(value_width)
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for i in range(_header_labels.size()):
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var shown: bool = i < columns.size()
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_header_labels[i].visible = shown
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if not shown:
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continue
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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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# One row per resource, plus the research-point line.
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var rows: float = maxf(1.0, float(_rows.size() + 1))
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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(VALUE_KEYS.size()):
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var label: Label = row[VALUE_KEYS[i]]
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label.visible = i < keys.size()
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if not label.visible:
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continue
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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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if not _points_row.is_empty():
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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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# Indented to where the resource NAMES start rather than where their
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# glyphs do, so the column of words stays a column and the missing
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# glyph reads as "not one of these" rather than as a gap.
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_points_row.name.position = Vector2(content_height + 10.0, y)
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_points_row.name.size = Vector2(resource_width - content_height - 10.0, row_height)
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_points_row.value.position = Vector2(columns[1], y)
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_points_row.value.size = Vector2(widths[1], row_height)
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queue_redraw()
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func _process(_delta: float) -> void:
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# building_id is assigned by whichever panel opens, so the column count can
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# change between frames; re-lay out only when it actually flips.
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var local_shown: bool = not _local_is_redundant()
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if local_shown != _local_shown:
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_local_shown = local_shown
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_layout()
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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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if not _points_row.is_empty():
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_points_row.value.text = str(GameState.research_points)
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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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