Landed together because an outpost you cannot crew is decoration, and a garrison menu with no building to hang it off is nothing at all. #102, the building. Researched at "Forward Bases", two prerequisites deep and cheaper than any mid-game structure - the ticket asks for early, and the answer to waves attacking your buildings should arrive at about the time the waves can hurt them. It is drawn as a watch mast on a tripod with two open berths, deliberately the least machinery of any structure here: it makes nothing and refines nothing, it holds a position. 120hp, more than a crafter, because being shot at is its job. #103, the garrison. Two separate things live on its record, and conflating them was the first thing to get wrong: the ORDER, what the player asked for, and the CREW, who is actually there. This menu edits the order only; #104 fills the crew. Keeping the order as a wish is what lets an outpost ask for a hull nobody has built yet and wait for it, rather than the request evaporating - and it is why the panel shows "here / ordered" instead of one number. "Only ships that attack can be assigned" is expressed as capabilities rather than a list of types, so a new armed vessel is eligible the day it is added and an unarmed one never is by accident. Today that means the interceptor and the laser vessel; a shield, a hauler and an engine block cannot hold a position however much one might want them to. Two berths by default, and Garrison Bays raises it at outposts ALREADY standing - the same shape as freight_yards for hubs, because a bonus that only reached new buildings would mean demolishing and rebuilding to collect it. The panel builds its own rows from the catalog rather than from nodes placed in the scene, so adding an armed vessel later needs no scene surgery. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1411 lines
58 KiB
GDScript
1411 lines
58 KiB
GDScript
extends Node2D
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const BUILDING_DEFINITIONS = preload("res://buildings/BuildingDefinitions.gd")
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const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
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# Space-side building UI. Owns:
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# - the build menu (place a mothership, ship crafter or command centre)
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# - the shared ACTION button, which adapts to whatever the fleet is
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# standing on (craft ships, configure formation, or land). One action
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# fires directly; multiple actions unfold horizontally.
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# - rebuilding a wiped-out fleet at the mothership
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#
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# Buildings themselves live in GameState (they must outlive the trip to a
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# planet's surface); this only drives the UI and spends resources.
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@export var prompt_debounce_time: float = 0.15
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@onready var fleet: Node2D = get_node("../Fleet")
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@onready var building_field: Node2D = get_node("../BuildingField")
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@onready var world_map: Control = get_node("../UI/WorldMap")
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@onready var build_button: IconButton = get_node("../UI/BuildButton")
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@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
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@onready var building_action_button: IconButton = get_node("../UI/BuildingActionButton")
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@onready var landing_button: IconButton = get_node("../UI/EnterAtmosphereButton")
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@onready var landing_controller: Node2D = get_node("../LandingController")
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@onready var build_menu: Control = get_node("../UI/BuildMenu")
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@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
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@onready var build_status: Label = get_node("../UI/BuildMenu/StatusLabel")
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@onready var lab_menu: Control = get_node("../UI/LabMenu")
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@onready var lab_vessel_buttons: Array = [
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get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
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get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
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get_node("../UI/LabMenu/VesselE"), get_node("../UI/LabMenu/VesselF"),
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get_node("../UI/LabMenu/VesselG"),
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]
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@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
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@onready var lab_vessel_labels: Array = [
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get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
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get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
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get_node("../UI/LabMenu/VesselELabel"), get_node("../UI/LabMenu/VesselFLabel"),
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get_node("../UI/LabMenu/VesselGLabel"),
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]
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@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
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@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
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@onready var lab_buy_button: IconButton = get_node("../UI/LabMenu/BuyButton")
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@onready var lab_close_button: IconButton = get_node("../UI/LabMenu/CloseButton")
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@onready var lab_upgrade_buttons: Array = [
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get_node("../UI/LabMenu/Upgrade0"), get_node("../UI/LabMenu/Upgrade1"),
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get_node("../UI/LabMenu/Upgrade2"), get_node("../UI/LabMenu/Upgrade3"),
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]
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@onready var lab_upgrade_labels: Array = [
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get_node("../UI/LabMenu/Upgrade0Label"), get_node("../UI/LabMenu/Upgrade1Label"),
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get_node("../UI/LabMenu/Upgrade2Label"), get_node("../UI/LabMenu/Upgrade3Label"),
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]
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@onready var craft_shield_button: IconButton = get_node("../UI/CraftMenu/ShieldButton")
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@onready var queue_slots: Array = [
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get_node("../UI/CraftMenu/QueueSlot0"), get_node("../UI/CraftMenu/QueueSlot1"),
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get_node("../UI/CraftMenu/QueueSlot2"), get_node("../UI/CraftMenu/QueueSlot3"),
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]
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@onready var queue_detail: Label = get_node("../UI/CraftMenu/QueueDetail")
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@onready var hangar_button: IconButton = get_node("../UI/HangarButton")
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@onready var hangar_menu: Control = get_node("../UI/HangarMenu")
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@onready var hangar_status: Label = get_node("../UI/HangarMenu/StatusLabel")
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@onready var hangar_available_title: Label = get_node("../UI/HangarMenu/AvailableTitle")
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@onready var hangar_fleet_title: Label = get_node("../UI/HangarMenu/FleetTitle")
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@onready var hangar_close_button: IconButton = get_node("../UI/HangarMenu/CloseButton")
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@onready var hangar_available_slots: Array = [
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get_node("../UI/HangarMenu/AvailableInterceptor"),
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get_node("../UI/HangarMenu/AvailableShield"),
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get_node("../UI/HangarMenu/AvailableGasBomber"),
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get_node("../UI/HangarMenu/AvailableCarrier"),
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get_node("../UI/HangarMenu/AvailableLaser"),
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get_node("../UI/HangarMenu/AvailableDistorder"),
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]
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@onready var hangar_available_labels: Array = [
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get_node("../UI/HangarMenu/AvailableInterceptorLabel"),
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get_node("../UI/HangarMenu/AvailableShieldLabel"),
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get_node("../UI/HangarMenu/AvailableGasBomberLabel"),
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get_node("../UI/HangarMenu/AvailableCarrierLabel"),
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get_node("../UI/HangarMenu/AvailableLaserLabel"),
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get_node("../UI/HangarMenu/AvailableDistorderLabel"),
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]
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@onready var hangar_fleet_slots: Array = [
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get_node("../UI/HangarMenu/FleetInterceptor"),
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get_node("../UI/HangarMenu/FleetShield"),
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get_node("../UI/HangarMenu/FleetGasBomber"),
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get_node("../UI/HangarMenu/FleetCarrier"),
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get_node("../UI/HangarMenu/FleetLaser"),
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get_node("../UI/HangarMenu/FleetDistorder"),
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]
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@onready var hangar_fleet_labels: Array = [
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get_node("../UI/HangarMenu/FleetInterceptorLabel"),
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get_node("../UI/HangarMenu/FleetShieldLabel"),
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get_node("../UI/HangarMenu/FleetGasBomberLabel"),
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get_node("../UI/HangarMenu/FleetCarrierLabel"),
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get_node("../UI/HangarMenu/FleetLaserLabel"),
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get_node("../UI/HangarMenu/FleetDistorderLabel"),
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]
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var build_menu_entries: Array = []
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# Which vessel the lab screen is showing, and which visible upgrade card is
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# selected. Each vessel gets its own small set of direct cards; the detail and
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# Buy controls below them only describe the one the player tapped.
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var lab_vessel: String = GameState.VESSEL_INTERCEPTOR
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var lab_choice: int = 0
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var lab_building_id: int = 0
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@onready var planet_field: Node2D = get_node("../PlanetField")
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@onready var info_popup: Control = get_node("../UI/BuildMenu/InfoPopup")
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@onready var info_title: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/TitleLabel")
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@onready var info_message: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/MessageLabel")
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@onready var info_cost: NeonNumber = get_node("../UI/BuildMenu/InfoPopup/Panel/CostNumber")
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@onready var info_build_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/BuildButton")
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@onready var info_close_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/CloseButton")
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@onready var craft_menu: Control = get_node("../UI/CraftMenu")
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@onready var craft_interceptor_button: IconButton = get_node("../UI/CraftMenu/InterceptorButton")
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@onready var craft_close_button: IconButton = get_node("../UI/CraftMenu/CloseButton")
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@onready var craft_status: Label = get_node("../UI/CraftMenu/StatusLabel")
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@onready var craft_interceptor_label: Label = get_node("../UI/CraftMenu/InterceptorLabel")
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@onready var craft_shield_label: Label = get_node("../UI/CraftMenu/ShieldLabel")
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@onready var craft_gas_bomber_button: IconButton = get_node("../UI/CraftMenu/GasBomberButton")
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@onready var craft_gas_bomber_label: Label = get_node("../UI/CraftMenu/GasBomberLabel")
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@onready var craft_carrier_button: IconButton = get_node("../UI/CraftMenu/CarrierButton")
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@onready var craft_carrier_label: Label = get_node("../UI/CraftMenu/CarrierLabel")
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@onready var craft_laser_button: IconButton = get_node("../UI/CraftMenu/LaserButton")
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@onready var craft_laser_label: Label = get_node("../UI/CraftMenu/LaserLabel")
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@onready var craft_distorder_button: IconButton = get_node("../UI/CraftMenu/DistorderButton")
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@onready var craft_distorder_label: Label = get_node("../UI/CraftMenu/DistorderLabel")
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@onready var craft_vessel_buttons: Array = [
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craft_interceptor_button, craft_shield_button, craft_gas_bomber_button, craft_carrier_button,
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craft_laser_button, craft_distorder_button,
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]
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@onready var craft_vessel_labels: Array = [
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craft_interceptor_label, craft_shield_label, craft_gas_bomber_label, craft_carrier_label,
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craft_laser_label, craft_distorder_label,
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]
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# --- the transfer panel (#24) ---------------------------------------------
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# Ore used to be moved from inside whichever panel happened to be open: "load
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# ore" lived in the research screen, "store ore here" in the ship crafter.
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# Both are now one top-level shortcut beside Build at resource-bearing
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# locations and work in both directions, so moving cargo is never buried
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# under an unrelated action foldout.
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@onready var transfer_button: IconButton = get_node("../UI/TransferButton")
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@onready var transfer_menu: Control = get_node("../UI/TransferMenu")
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@onready var transfer_status: Label = get_node("../UI/TransferMenu/StatusLabel")
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@onready var transfer_close_button: IconButton = get_node("../UI/TransferMenu/CloseButton")
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@onready var transfer_list: ResourceTransferList = get_node("../UI/TransferMenu/ResourceList")
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# Every building menu carries the same header (#24). Held as a list because
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# the only thing any of them needs is to be told which building it is
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# reporting on when its panel opens.
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@onready var resource_bars: Array = [
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get_node("../UI/CraftMenu/Bar"), get_node("../UI/SkillMenu/Bar"),
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get_node("../UI/LabMenu/Bar"),
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]
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# #103: the outpost's own panel. garrison_building_id is remembered for the
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# same reason craft_building_id is - _process() clears current_building while
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# a menu is open, so by the next frame the panel would not know which outpost
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# it belongs to and every button in it would bail out at its `== 0` guard.
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@onready var garrison_menu: Control = get_node("../UI/GarrisonMenu")
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@onready var garrison_panel: Control = get_node("../UI/GarrisonMenu/Panel")
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@onready var garrison_status: Label = get_node("../UI/GarrisonMenu/StatusLabel")
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@onready var garrison_close_button: IconButton = get_node("../UI/GarrisonMenu/CloseButton")
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var garrison_building_id: int = 0
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@onready var skill_menu: Control = get_node("../UI/SkillMenu")
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@onready var skill_tree: Control = get_node("../UI/SkillMenu/Tree")
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@onready var skill_detail: Label = get_node("../UI/SkillMenu/DetailLabel")
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@onready var skill_cost: NeonNumber = get_node("../UI/SkillMenu/CostNumber")
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@onready var skill_status: Label = get_node("../UI/SkillMenu/StatusLabel")
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@onready var skill_close_button: IconButton = get_node("../UI/SkillMenu/CloseButton")
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@onready var formation_menu: Control = get_node("../UI/FormationMenu")
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@onready var formation_editor: Control = get_node("../UI/FormationMenu/Editor")
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@onready var formation_close_button: IconButton = get_node("../UI/FormationMenu/CloseButton")
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@onready var formation_reset_button: IconButton = get_node("../UI/FormationMenu/ResetButton")
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# Which structure the popup is currently offering to build, or "" when it is
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# only explaining something that cannot be built right now.
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var pending_build_type: String = ""
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# Which crafter the craft menu is showing (see _on_action_pressed).
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var craft_building_id: int = 0
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# The craft panel refreshes every frame while it is open (so a delivery
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# arriving visibly works the queue down). That overwrote any message the
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# moment after it was set, which made a working button look dead - the store
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# button in particular. Messages therefore have to outlive a refresh.
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var craft_message: String = ""
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var craft_message_until: int = 0
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# Which building the transfer panel is moving ore in and out of. Remembered
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# for the same reason craft_building_id is: _process() clears
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# current_building while any menu is open, so by the next frame the panel
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# would not know which building it belongs to.
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var transfer_building_id: int = 0
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var transfer_extractor_index: int = -1
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var current_building: Node2D = null
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var pending_building: Node2D = null
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var current_extractor_index: int = -1
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var pending_extractor_index: int = -1
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var current_landing_planet: Node2D = null
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var pending_time: float = 0.0
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var context_actions_expanded: bool = false
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# Gap between the last resource row and the first row of HUD buttons.
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const HUD_COLUMN_MARGIN: float = 18.0
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# Vertical gap between one row of HUD buttons and the next.
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const HUD_ROW_GAP: float = 16.0
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# Seats the top-anchored HUD button columns below the resource readout instead
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# of at the fixed y the scene authored.
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#
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# ResourceReadout builds one row per resource type AT RUNTIME, so how far down
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# it reaches is not knowable when the scene is laid out - the scene's guess
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# was 154, and four resources actually reach 270, straight over the build
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# button sitting at a hardcoded 160. Every resource type added since made it
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# worse. Deriving the column top from the readout's real bottom makes the
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# overlap impossible rather than merely fixed for today's resource count.
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#
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# This TRANSLATES the block rather than re-flowing it, so the rows keep their
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# spacing relative to one another - BuildingActionButton and HangarButton
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# deliberately share a row, being mutually exclusive, and a flow layout would
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# pull them apart.
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func _seat_hud_columns() -> void:
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var readout: ResourceReadout = get_node_or_null("../UI/ResourceReadout")
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if readout == null:
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return
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# Both columns, not just the left one: the readout spans the full width
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# (the fleet hold column sits at x 356), so the second column of buttons
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# collides with it exactly as the first does.
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var buttons: Array = [
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build_button, transfer_button,
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action_button, landing_button,
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building_action_button, hangar_button,
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]
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var highest: float = INF
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for button in buttons:
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if button != null:
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highest = minf(highest, button.position.y)
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if is_inf(highest):
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return
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var shift: float = readout.content_bottom() + HUD_COLUMN_MARGIN - highest
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# Only ever pushed down, never pulled up: with few enough resources the
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# authored layout already clears the readout, and there is no reason to
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# drag the HUD away from where the scene deliberately put it.
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if shift <= 0.0:
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return
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for button in buttons:
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if button != null:
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button.position.y += shift
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func _ready() -> void:
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_seat_hud_columns()
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_layout_hangar()
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build_button.pressed.connect(_on_build_pressed)
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build_close_button.pressed.connect(_close_build_menu)
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garrison_close_button.pressed.connect(_close_garrison_menu)
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garrison_panel.changed.connect(_refresh_garrison)
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_configure_build_menu_entries()
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lab_close_button.pressed.connect(func(): lab_menu.visible = false)
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lab_buy_button.pressed.connect(_on_lab_buy)
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for i in range(lab_vessel_buttons.size()):
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lab_vessel_buttons[i].pressed.connect(_on_lab_vessel.bind(i))
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for i in range(lab_upgrade_buttons.size()):
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lab_upgrade_buttons[i].pressed.connect(_on_lab_upgrade.bind(i))
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info_close_button.pressed.connect(_close_info)
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info_build_button.pressed.connect(_confirm_build)
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action_button.pressed.connect(_on_context_action_pressed)
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building_action_button.pressed.connect(_on_action_pressed)
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for i in range(mini(craft_vessel_buttons.size(), VESSEL_DEFINITIONS.fleet().size())):
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var definition: Resource = VESSEL_DEFINITIONS.fleet()[i]
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craft_vessel_buttons[i].pressed.connect(_on_craft_vessel.bind(definition.definition_id))
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craft_close_button.pressed.connect(func(): craft_menu.visible = false)
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transfer_button.pressed.connect(_on_transfer_pressed)
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hangar_button.pressed.connect(_on_hangar_pressed)
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hangar_close_button.pressed.connect(func(): hangar_menu.visible = false)
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for i in range(hangar_available_slots.size()):
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hangar_available_slots[i].pressed.connect(_on_hangar_crew_type.bind(i))
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hangar_fleet_slots[i].pressed.connect(_on_hangar_store_type.bind(i))
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for i in range(queue_slots.size()):
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queue_slots[i].pressed.connect(_on_queue_slot.bind(i))
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transfer_close_button.pressed.connect(func(): transfer_menu.visible = false)
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transfer_list.transfer_requested.connect(_on_resource_transfer)
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formation_close_button.pressed.connect(func(): formation_menu.visible = false)
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formation_reset_button.pressed.connect(_on_reset_formation)
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formation_editor.formation_changed.connect(_on_formation_changed)
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skill_close_button.pressed.connect(func(): skill_menu.visible = false)
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skill_tree.node_picked.connect(_on_skill_node_picked)
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skill_tree.node_confirmed.connect(_on_skill_node_confirmed)
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build_menu.visible = false
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info_popup.visible = false
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craft_menu.visible = false
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formation_menu.visible = false
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skill_menu.visible = false
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lab_menu.visible = false
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transfer_menu.visible = false
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action_button.visible = false
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building_action_button.visible = false
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landing_button.visible = false
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transfer_button.visible = false
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hangar_button.visible = false
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hangar_menu.visible = false
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_layout_context_buttons()
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func _configure_build_menu_entries() -> void:
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build_menu_entries.clear()
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for definition in BUILDING_DEFINITIONS.all():
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if definition.menu_button_name == "":
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continue
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var button: IconButton = get_node("../UI/BuildMenu/%s" % definition.menu_button_name)
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var label: Label = get_node("../UI/BuildMenu/%s" % definition.menu_label_name)
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var cost_number: NeonNumber = get_node("../UI/BuildMenu/%s" % definition.menu_cost_name)
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button.icon = definition.menu_icon
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button.pressed.connect(_show_building_info.bind(String(definition.definition_id)))
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label.text = definition.display_name
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cost_number.amount = definition.cost
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build_menu_entries.append([definition.definition_id, button, label, cost_number, definition])
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# True while a modal panel owns the shared context controls. A plain building
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# prompt is not modal: landing can coexist with its actions in the same foldout.
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func is_showing_building_prompt() -> bool:
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return build_menu.visible or craft_menu.visible \
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or formation_menu.visible or skill_menu.visible or transfer_menu.visible \
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or hangar_menu.visible
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func _unhandled_input(event: InputEvent) -> void:
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|
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)
|
|
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()
|
|
|
|
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 == "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. Rows of two, and the menu is
|
|
# rebuilt from whatever is currently researched (#21) rather than being a
|
|
# fixed arrangement with holes punched in it.
|
|
const MENU_ROW_TOPS: Array = [-300.0, -77.0, 146.0, 369.0]
|
|
const MENU_COL_X: float = 140.0
|
|
const MENU_BUTTON_HALF: float = 64.0
|
|
const MENU_BUTTON_H: float = 100.0
|
|
const MENU_LABEL_HALF: float = 150.0
|
|
const MENU_LABEL_H: float = 52.0
|
|
const MENU_COST_HALF: float = 60.0
|
|
const MENU_COST_H: float = 44.0
|
|
# Gaps from each row's own top to where the label/cost start, sized to the
|
|
# shrunk MENU_*_H values above (#54: fitting a 4th row meant tightening
|
|
# MENU_ROW_TOPS' spacing to 223px, less than the original 256px a row's
|
|
# button+label+cost needed - shrinking those closed the gap without
|
|
# resorting to a scrollable menu).
|
|
const MENU_LABEL_OFFSET: float = 106.0
|
|
const MENU_COST_OFFSET: float = 162.0
|
|
|
|
|
|
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:
|
|
shown.append(entry)
|
|
|
|
for i in range(shown.size()):
|
|
var row: int = i / 2
|
|
# Centred when it is the only one on its row, rather than hanging in
|
|
# the left column looking like something is missing beside it.
|
|
var alone: bool = (i == shown.size() - 1) and (i % 2 == 0)
|
|
var cx: float = 0.0 if alone else (-MENU_COL_X if i % 2 == 0 else MENU_COL_X)
|
|
var top: float = MENU_ROW_TOPS[mini(row, MENU_ROW_TOPS.size() - 1)]
|
|
_place_entry(shown[i][1], cx, top, MENU_BUTTON_HALF, MENU_BUTTON_H)
|
|
_place_entry(shown[i][2], cx, top + MENU_LABEL_OFFSET, MENU_LABEL_HALF, MENU_LABEL_H)
|
|
_place_entry(shown[i][3], cx, top + MENU_COST_OFFSET, MENU_COST_HALF, MENU_COST_H)
|
|
|
|
|
|
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]
|
|
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()
|
|
|
|
|
|
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]
|
|
|
|
|
|
func cost_of(type: String) -> int:
|
|
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
|
|
return int(definition.cost) if definition != null else 0
|
|
|
|
|
|
func _show_building_info(type: String) -> void:
|
|
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
|
|
if definition == null:
|
|
return
|
|
var cost: int = int(definition.cost)
|
|
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(cost):
|
|
lines.append("Not enough rocks - needs %d, you have %d." % [cost, GameState.available_ore()])
|
|
can_build = false
|
|
|
|
info_title.text = definition.display_name
|
|
info_message.text = "\n\n".join(lines)
|
|
info_cost.amount = cost
|
|
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(definition.cost):
|
|
build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.available_ore()]
|
|
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(definition.cost):
|
|
build_status.text = "Not enough rocks (need %d, have %d)" % [
|
|
definition.cost, GameState.available_ore()
|
|
]
|
|
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, cost_of(type))
|
|
|
|
|
|
func _try_place(type: String, cost: int) -> void:
|
|
if not GameState.spend(cost):
|
|
build_status.text = "Not enough rocks (need %d, have %d)" % [cost, GameState.available_ore()]
|
|
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.amount = 0
|
|
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)
|
|
skill_detail.text = "%s\n%s" % [node.name, node.desc]
|
|
if points_needed > 0:
|
|
skill_detail.text += "\nResearch points: %d/%d" % [GameState.research_points, points_needed]
|
|
skill_cost.amount = int(node.cost)
|
|
|
|
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 GameState.can_afford(int(node.cost)):
|
|
# available_ore(), not the bank alone: research is paid for the same
|
|
# pooled way as everything else, so quoting the bank here would tell
|
|
# the player they cannot afford something they can.
|
|
skill_status.text = "Not enough rocks - you have %d" % GameState.available_ore()
|
|
elif GameState.research_points < points_needed:
|
|
# #63: a distinct reason from the ore one above - conflating them
|
|
# would leave the player trying to fix the wrong shortage.
|
|
skill_status.text = "Not enough research points - you have %d, need %d" \
|
|
% [GameState.research_points, points_needed]
|
|
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)
|
|
|
|
|
|
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]
|
|
craft_vessel_labels[i].text = "%s\n%s" % [definition.display_name,
|
|
_format_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()
|
|
|
|
|
|
func _on_lab_upgrade(index: int) -> void:
|
|
if index < 0 or index >= _lab_options().size():
|
|
return
|
|
lab_choice = index
|
|
lab_status.text = ""
|
|
_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 not visible:
|
|
continue
|
|
var option: Dictionary = options[i]
|
|
var price_text: String = _format_costs(option.costs if bool(option.unlock) \
|
|
else GameState.research_costs(option.id))
|
|
var point_cost: int = GameState.research_point_cost(String(option.id))
|
|
if point_cost > 0:
|
|
price_text += " · %d RP" % point_cost
|
|
if not bool(option.unlock) and GameState.upgrade_maxed(option.id):
|
|
price_text = "MAX"
|
|
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\n%s" % [option.name, level_note, price_text]
|
|
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()
|
|
if options.is_empty():
|
|
lab_detail.text = ""
|
|
lab_buy_button.enabled = false
|
|
lab_buy_button.queue_redraw()
|
|
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_buy_button.enabled = 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))]
|
|
lab_buy_button.queue_redraw()
|
|
|
|
|
|
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
|
|
|
|
|
|
# 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)
|
|
# Squarer than the authored 75x120: a grid cell is wider than it is tall
|
|
# here, so height is what constrains the icon.
|
|
var slot_size: float = minf(cell_height * 0.58, cell_width * 0.42)
|
|
var label_height: float = maxf(cell_height - slot_size - 6.0, 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
|
|
hangar_fleet_title.position.y = available_bottom + 4.0
|
|
var fleet_top: float = available_bottom + 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)
|
|
|
|
|
|
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 + 4.0)
|
|
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
|
|
|
|
|
|
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()
|