The fleet had a second of inertia in it: every vessel's acceleration sat at roughly its own top speed, so flipping the stick while cruising took 0.58s to take effect and let go coasted 222 units, while the formation anchor the ships chase turns instantly. Acceleration is now ~3x top speed, chosen by measuring rather than taste - past 3x the reversal time stops improving because max_speed becomes the limit. Measured after: 0.18s and 23 units. test_fleet_agility guards all three numbers and proves the bounds discriminate by re-running the same measurement at the old value. The laser reaches 1450 instead of 950 and strikes 38 units either side instead of 22. Its drawn width is now derived from the hit width: the two were independent numbers that had drifted, so the beam killed things it visibly missed. LaserController's aim range also stopped hardcoding a second copy of 950. Tapping the laser button without dragging used to do nothing at all - the press was claimed, the aim begun, then thrown away on release. It now fires at the nearest enemy in range; dragging still aims precisely. That lives in the shared aimed-ability controller, so the gas bomb gains it too. Planets sat one per ~29 chunks - some 35,000 units of nothing between them. Now one per ~12, measured over 14,641 chunks. The two thresholds moved by different amounts deliberately: every SPACE-biome planet is a gas giant, so lowering both equally would have tripled the gas-giant share as well. This changes how often you find a planet, not what you find. Extractors produce half as fast to match, so expanding is what grows the economy. The research screen gave its tree 386px of 1280 and the text below it 520. The text is now at the bottom, the tree has 550, and the resource table has room and legible type - and its LOCAL column is no longer hidden behind the close button. Two map-editor bugs turned out to be one cause: a setup's id and its FILENAME are not the same thing, and both save and delete rebuilt the path from the id. ResearchLabSetup.tres holds setup_id "research_lab_1", so deleting it looked for a file that does not exist and silently refused - which read as "the first item in the list cannot be deleted" - while saving it wrote a second file under the derived name and left the original behind, so the pool served the stale twin. A third bug hid behind those: rescan() re-read through Godot's resource cache and handed back pre-save values even when the file on disk was correct. All three present to a player as "my change was not saved". Research labs no longer grant a point of their own; what conquering one is worth comes entirely from its authored map, as asked. The shipped lab map carries 1 so the balance is unchanged - only where it is configured moved. Suite 109/109. Four tests changed because the behaviour they pinned changed: the joystick coast is now derived from cruise_speed^2/(2*acceleration) rather than a constant tuned to one acceleration; the extractor wait derives from EXTRACTOR_RATE; the research-point test asserts the delegation; and the black hole test no longer assumes nobody will ever author a void-profile map. test_planet_setups and test_planet_map_assignment stopped depending on which maps happen to be in the content folder, which was making them fail when maps were added or deleted elsewhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
645 lines
24 KiB
GDScript
645 lines
24 KiB
GDScript
extends Node2D
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# Authoring tool for PlanetSetup resources (#40/#48): place/move/delete
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# capture points and enemy spawns for a chosen surface profile, then save
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# to res://PlanetSetups/<id>.tres so the game picks it up the same way it
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# picks up every other authored setup. Deliberately does not touch
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# GameState - this tool only edits committed resources, never gameplay
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# state.
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#
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# The mutation methods below (new_setup/load_setup/add_*/move_*/remove_*/
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# save_setup) are the editor's whole model and are safe to call directly
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# without any touch input, which is how tests/test_setup_editor.gd drives
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# them; the touch handlers at the bottom are a thin input layer on top.
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# Preloaded by path rather than referenced by global class name, same as
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# every other cross-file lookup added this session (see #42/#44's
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# load-order notes) - a bare class-name reference needs the global
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# class_name cache already warm, which an explicit script path never does.
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const ENEMY_DEFINITIONS = preload("res://EnemyDefinitions.gd")
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# By path, not by its `EnemyMarker` global name: the class_name cache is not
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# guaranteed warm before an import pass has run, the same hazard PlanetSetups
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# and PlanetSurfaceController already work around.
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const ENEMY_MARKER = preload("res://EnemyMarker.gd")
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const PLANET_SETUP_SCRIPT = preload("res://PlanetSetup.gd")
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const PLANET_SETUP_SPAWN_SCRIPT = preload("res://PlanetSetupSpawn.gd")
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const PALETTE_ENTRY_BUTTON_SCRIPT = preload("res://PaletteEntryButton.gd")
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const MIN_ZOOM: float = 0.3
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const MAX_ZOOM: float = 4.0
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const WHEEL_ZOOM_STEP: float = 1.1
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const HIT_RADIUS: float = 50.0
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# #65: how far a single-finger press has to move before it counts as a pan
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# rather than a tap-to-place, once it's confirmed not to be starting on an
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# existing marker.
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const PAN_DEADZONE: float = 24.0
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const ORIGIN_COLOR: Color = Color(1.0, 0.9, 0.4)
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# Duplicated from PaletteEntryButton.RING_COLOR rather than referenced
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# cross-class - a global class_name lookup at parse time needs the class
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# cache already warm (see #42/#44's load-order notes), which a plain
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# local const sidesteps entirely.
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const CAPTURE_MARKER_COLOR: Color = Color(0.55, 0.85, 1.0)
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const PALETTE_STEP: float = 92.0
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@onready var camera: Camera2D = $Camera2D
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@onready var background: ColorRect = $BackgroundLayer/Background
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@onready var item_host: Node2D = $ItemHost
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@onready var back_button: IconButton = $UI/BackButton
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@onready var profile_button: IconButton = $UI/ProfileButton
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@onready var profile_value_label: Label = $UI/ProfileValueLabel
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@onready var reward_button: IconButton = $UI/RewardButton
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@onready var reward_value_label: Label = $UI/RewardValueLabel
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@onready var name_input: LineEdit = $UI/NameInput
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@onready var new_button: IconButton = $UI/NewButton
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@onready var save_button: IconButton = $UI/SaveButton
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@onready var load_button: IconButton = $UI/LoadButton
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@onready var delete_button: IconButton = $UI/DeleteButton
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@onready var status_label: Label = $UI/StatusLabel
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@onready var selected_label: Label = $UI/SelectedLabel
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@onready var palette_row: Control = $UI/PaletteRow
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@onready var load_panel: Control = $UI/LoadPanel
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@onready var load_list: ItemList = $UI/LoadPanel/List
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@onready var load_close_button: IconButton = $UI/LoadPanel/CloseButton
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@onready var load_title_label: Label = $UI/LoadPanel/TitleLabel
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@onready var delete_map_button: IconButton = $UI/LoadPanel/DeleteMapButton
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var current_setup: Resource
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# The file the open setup was loaded from, or "" for one that has never been
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# saved. Saving writes HERE rather than to a path derived from setup_id - see
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# PlanetSetups.path_for_id for why deriving it forks a duplicate.
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var current_setup_path: String = ""
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var selected_palette: String = "capture_point"
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var selected_item: Dictionary = {}
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var _profile_ids: Array = []
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var _profile_cursor: int = 0
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# #64: replaced the old "Load cycles to the next saved setup" behaviour,
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# which gave no way to see what existed or jump straight to one by name -
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# kept only as the id list _load_list_setup_ids indexes into when the
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# panel's own selection fires.
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var _load_list_setup_ids: PackedStringArray = PackedStringArray()
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# While armed, tapping a row in the load panel DELETES that setup instead of
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# loading it. One button and one meaning per tap, rather than a second list
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# or a per-row delete affordance that would be easy to hit by accident on a
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# phone - and the panel says plainly which mode it is in.
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var _delete_map_armed: bool = false
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var _palette_buttons: Array = []
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var _origin_marker: NeonPiece
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var touches: Dictionary = {}
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var pinch_active: bool = false
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var pinch_start_distance: float = 0.0
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var pinch_start_zoom: float = 1.0
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var drag_touch_index: int = -1
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var drag_mode: String = ""
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var dragging_item: Dictionary = {}
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var pan_start_screen: Vector2 = Vector2.ZERO
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var pan_start_camera: Vector2 = Vector2.ZERO
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func _ready() -> void:
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_profile_ids = PlanetSurfaceProfiles.PROFILES.keys()
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back_button.pressed.connect(func(): get_tree().change_scene_to_file("res://MainMenu.tscn"))
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profile_button.pressed.connect(_on_profile_pressed)
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reward_button.pressed.connect(_on_reward_pressed)
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new_button.pressed.connect(_on_new_pressed)
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save_button.pressed.connect(_on_save_pressed)
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load_button.pressed.connect(_on_load_pressed)
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delete_button.pressed.connect(_on_delete_pressed)
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name_input.text_changed.connect(_on_name_changed)
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load_close_button.pressed.connect(_on_load_close_pressed)
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delete_map_button.pressed.connect(_on_delete_map_pressed)
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load_list.item_selected.connect(_on_load_list_item_selected)
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_origin_marker = NeonPiece.create(item_host, Vector2.ZERO, ORIGIN_COLOR)
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var cross_size: float = 26.0
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_origin_marker.add_line(Vector2(-cross_size, 0), Vector2(cross_size, 0), 0.6)
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_origin_marker.add_line(Vector2(0, -cross_size), Vector2(0, cross_size), 0.6)
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_origin_marker.queue_redraw()
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_build_palette()
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new_setup("untitled", "Untitled", _profile_ids[0])
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# --- model: setup lifecycle -------------------------------------------------
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func new_setup(setup_id: String, display_name: String, profile_id: String) -> void:
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current_setup = PLANET_SETUP_SCRIPT.new()
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current_setup_path = ""
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current_setup.setup_id = setup_id
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current_setup.display_name = display_name
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current_setup.surface_profile_id = profile_id
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# capture_points/enemy_spawns are left at PlanetSetup's own declared
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# defaults (already empty) rather than reassigned here - assigning a
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# plain `[]` to enemy_spawns from outside PlanetSetup.gd's own file
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# fails at runtime, since the compiler here only sees current_setup as
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# a plain Resource and can't confirm the target is Array[Resource].
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selected_item = {}
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_refresh_selected_label()
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_profile_cursor = maxi(_profile_ids.find(profile_id), 0)
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if name_input != null:
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name_input.text = display_name
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_refresh_background()
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_rebuild_markers()
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_set_status("")
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func load_setup(setup_id: String) -> bool:
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for setup in PlanetSetups.all():
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if setup.setup_id == setup_id:
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# Edit a duplicate so in-progress edits never mutate the live
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# registry entry (which other code may be reading) until an
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# explicit save.
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current_setup = setup.duplicate(true)
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# duplicate() deliberately has no resource_path of its own, so the
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# source file is remembered separately - saving must go back to
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# the file this was opened from.
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current_setup_path = String(setup.resource_path)
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selected_item = {}
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_refresh_selected_label()
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_profile_cursor = maxi(_profile_ids.find(current_setup.surface_profile_id), 0)
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if name_input != null:
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name_input.text = current_setup.display_name
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_refresh_background()
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_rebuild_markers()
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_set_status("Loaded '%s'." % setup_id)
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return true
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return false
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func save_setup() -> Dictionary:
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if current_setup == null:
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return {"ok": false, "message": "No setup to save."}
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if current_setup.setup_id.strip_edges() == "":
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return {"ok": false, "message": "Name the setup before saving."}
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if not OS.has_feature("editor"):
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return {"ok": false, "message": "Setups can only be saved when running from the project."}
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var path: String = current_setup_path if current_setup_path != "" \
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else "res://PlanetSetups/%s.tres" % current_setup.setup_id
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var err: int = ResourceSaver.save(current_setup, path)
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if err != OK:
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return {"ok": false, "message": "Save failed (error %d)." % err}
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current_setup_path = path
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PlanetSetups.rescan()
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return {"ok": true, "message": "Saved '%s'." % current_setup.setup_id}
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func delete_setup(setup_id: String) -> Dictionary:
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# Deliberately mirrors save_setup(): same editor-only guard, same
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# {ok, message} shape, and the same rescan afterwards so the in-memory
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# registry stops offering a file that is no longer there.
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if setup_id.strip_edges() == "":
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return {"ok": false, "message": "No setup to delete."}
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if not OS.has_feature("editor"):
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return {"ok": false, "message": "Setups can only be deleted when running from the project."}
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# Asked of the registry, not assembled from the id - see
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# PlanetSetups.path_for_id. A setup whose filename differs from its id
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# could not be deleted at all before this, which is why the first entry in
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# the list appeared to be undeletable: it is the one with the mismatch.
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var path: String = PlanetSetups.path_for_id(setup_id)
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if not ResourceLoader.exists(path):
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return {"ok": false, "message": "No setup file for '%s'." % setup_id}
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var err: int = DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
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if err != OK:
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return {"ok": false, "message": "Delete failed (error %d)." % err}
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# Godot writes a .uid sidecar next to a saved resource; leaving it behind
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# makes the next import complain about a uid with no file.
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var uid_path: String = ProjectSettings.globalize_path(path + ".uid")
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if FileAccess.file_exists(uid_path):
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DirAccess.remove_absolute(uid_path)
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PlanetSetups.rescan()
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# The deleted setup may be the one on screen. Leaving it loaded would let
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# the next save silently recreate the file the player just removed.
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if current_setup != null and String(current_setup.setup_id) == setup_id:
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new_setup("untitled", "Untitled", _profile_ids[_profile_cursor])
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elif current_setup_path == path:
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# Same file under a different id - the open copy has nowhere to go
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# back to either.
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current_setup_path = ""
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return {"ok": true, "message": "Deleted '%s'." % setup_id}
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# --- model: capture points ---------------------------------------------
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func add_capture_point(at: Vector2) -> int:
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if current_setup == null:
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return -1
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var points: PackedVector2Array = current_setup.capture_points
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points.append(at)
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current_setup.capture_points = points
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_rebuild_markers()
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return points.size() - 1
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func move_capture_point(index: int, at: Vector2) -> void:
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if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
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return
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current_setup.capture_points[index] = at
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_rebuild_markers()
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func remove_capture_point(index: int) -> void:
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if current_setup == null or index < 0 or index >= current_setup.capture_points.size():
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return
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var points: PackedVector2Array = current_setup.capture_points
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points.remove_at(index)
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current_setup.capture_points = points
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_rebuild_markers()
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# --- model: enemy spawns ------------------------------------------------
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func add_enemy(enemy_id: String, at: Vector2) -> int:
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if current_setup == null:
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return -1
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var spawn: Resource = PLANET_SETUP_SPAWN_SCRIPT.new()
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spawn.enemy_id = enemy_id
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spawn.position = at
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current_setup.enemy_spawns.append(spawn)
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_rebuild_markers()
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return current_setup.enemy_spawns.size() - 1
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func move_enemy(index: int, at: Vector2) -> void:
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if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
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return
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current_setup.enemy_spawns[index].position = at
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_rebuild_markers()
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func remove_enemy(index: int) -> void:
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if current_setup == null or index < 0 or index >= current_setup.enemy_spawns.size():
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return
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current_setup.enemy_spawns.remove_at(index)
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_rebuild_markers()
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# --- background/markers --------------------------------------------------
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func _refresh_background() -> void:
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if current_setup == null or background == null:
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return
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# The exact call PlanetSurfaceController makes when landing, on the exact
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# same instanced scene. Setting the colours here by hand is what let the
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# editor and the game drift: this side never swapped in the profile's own
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# SHADER, so a gas giant authored here was drawn as recoloured craters
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# while the game drew cloud bands. See the header of SurfaceBackground.gd.
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var profile: Resource = PlanetSurfaceProfiles.get_profile(current_setup.surface_profile_id)
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background.apply_profile(profile)
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if profile_value_label != null:
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profile_value_label.text = current_setup.surface_profile_id.to_upper()
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_refresh_reward_label()
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func _rebuild_markers() -> void:
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if item_host == null:
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return
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for child in item_host.get_children():
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if child != _origin_marker:
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child.queue_free()
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if current_setup == null:
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return
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for i in range(current_setup.capture_points.size()):
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_add_capture_marker(i, current_setup.capture_points[i])
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for i in range(current_setup.enemy_spawns.size()):
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_add_enemy_marker(i, current_setup.enemy_spawns[i])
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func _add_capture_marker(index: int, at: Vector2) -> void:
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var is_selected: bool = selected_item.get("kind", "") == "capture" and selected_item.get("index", -1) == index
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var color: Color = Color(1.0, 0.95, 0.9) if is_selected else CAPTURE_MARKER_COLOR
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var marker: NeonPiece = NeonPiece.create(item_host, at, color)
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var points: PackedVector2Array = PackedVector2Array()
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for i in range(16):
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var angle: float = float(i) / 16.0 * TAU
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points.append(Vector2(cos(angle), sin(angle)) * 60.0)
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marker.add_polygon(points, 0.6)
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marker.queue_redraw()
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func _add_enemy_marker(index: int, spawn: Resource) -> void:
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var definition: Resource = ENEMY_DEFINITIONS.get_definition(spawn.enemy_id)
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var is_selected: bool = selected_item.get("kind", "") == "enemy" and selected_item.get("index", -1) == index
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var color: Color = Color(1.0, 0.95, 0.9) if is_selected else definition.glow_color
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# Drawn through the same routine the enemy itself uses, rather than from
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# hull_points alone - a marker that does not look like what it places is
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# worse than no picture at all.
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var marker: Node2D = ENEMY_MARKER.new()
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marker.position = spawn.position
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marker.definition = definition
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marker.glow_color = color
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item_host.add_child(marker)
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# --- palette ---------------------------------------------------------------
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func _build_palette() -> void:
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var entries: Array = [{"id": "capture_point", "is_point": true, "definition": null}]
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for definition in ENEMY_DEFINITIONS.all():
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entries.append({"id": definition.enemy_id, "is_point": false, "definition": definition})
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var x: float = 0.0
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for entry in entries:
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var button: Control = PALETTE_ENTRY_BUTTON_SCRIPT.new()
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button.position = Vector2(x, 0)
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button.size = Vector2(84, 84)
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button.is_capture_point = entry.is_point
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button.enemy_definition = entry.definition
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button.selected = entry.id == selected_palette
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button.pressed.connect(_on_palette_pressed.bind(entry.id))
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palette_row.add_child(button)
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_palette_buttons.append(button)
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x += PALETTE_STEP
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func _on_palette_pressed(id: String) -> void:
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selected_palette = id
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_refresh_palette_selection()
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func _refresh_palette_selection() -> void:
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for button in _palette_buttons:
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var entry_id: String = "capture_point" if button.is_capture_point else button.enemy_definition.enemy_id
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button.selected = entry_id == selected_palette
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# --- UI handlers -------------------------------------------------------
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# What conquering this map is worth in research points. 0 keeps the planet
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# type's own flat rate, so a setup that says nothing behaves as it always
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# did; the rest let an author price a hard lab above an easy one.
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const REWARD_OPTIONS: Array[int] = [0, 1, 2, 3, 5, 8]
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func _on_reward_pressed() -> void:
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if current_setup == null:
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return
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var index: int = REWARD_OPTIONS.find(int(current_setup.research_point_reward))
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if REWARD_OPTIONS.is_empty():
|
|
return
|
|
current_setup.research_point_reward = REWARD_OPTIONS[(index + 1) % REWARD_OPTIONS.size()]
|
|
_refresh_reward_label()
|
|
|
|
|
|
func _refresh_reward_label() -> void:
|
|
if reward_value_label == null or current_setup == null:
|
|
return
|
|
var reward: int = int(current_setup.research_point_reward)
|
|
reward_value_label.text = "DEFAULT RP" if reward <= 0 else "%d RESEARCH PT" % reward
|
|
|
|
|
|
func _on_profile_pressed() -> void:
|
|
if _profile_ids.is_empty():
|
|
return
|
|
if _profile_ids.is_empty():
|
|
return
|
|
_profile_cursor = (_profile_cursor + 1) % _profile_ids.size()
|
|
current_setup.surface_profile_id = _profile_ids[_profile_cursor]
|
|
_refresh_background()
|
|
|
|
|
|
func _on_new_pressed() -> void:
|
|
new_setup("untitled", "Untitled", _profile_ids[_profile_cursor])
|
|
|
|
|
|
func _on_save_pressed() -> void:
|
|
var result: Dictionary = save_setup()
|
|
_set_status(result.message)
|
|
|
|
|
|
func _on_load_pressed() -> void:
|
|
if not _refresh_load_list():
|
|
return
|
|
_delete_map_armed = false
|
|
_refresh_load_panel_mode()
|
|
load_panel.visible = true
|
|
|
|
|
|
func _refresh_load_list() -> bool:
|
|
var setups: Array = PlanetSetups.all()
|
|
if setups.is_empty():
|
|
_set_status("No saved setups yet.")
|
|
load_panel.visible = false
|
|
return false
|
|
load_list.clear()
|
|
_load_list_setup_ids = PackedStringArray()
|
|
for setup in setups:
|
|
load_list.add_item("%s (%s)" % [setup.display_name, setup.surface_profile_id])
|
|
_load_list_setup_ids.append(setup.setup_id)
|
|
return true
|
|
|
|
|
|
func _refresh_load_panel_mode() -> void:
|
|
if load_title_label != null:
|
|
load_title_label.text = "Tap a setup to DELETE" if _delete_map_armed else "Load a setup"
|
|
|
|
|
|
func _on_delete_map_pressed() -> void:
|
|
_delete_map_armed = not _delete_map_armed
|
|
_refresh_load_panel_mode()
|
|
|
|
|
|
func _on_load_close_pressed() -> void:
|
|
load_panel.visible = false
|
|
_delete_map_armed = false
|
|
_refresh_load_panel_mode()
|
|
|
|
|
|
func _on_load_list_item_selected(index: int) -> void:
|
|
if index < 0 or index >= _load_list_setup_ids.size():
|
|
return
|
|
var setup_id: String = _load_list_setup_ids[index]
|
|
if _delete_map_armed:
|
|
var outcome: Dictionary = delete_setup(setup_id)
|
|
_set_status(outcome.message)
|
|
# Disarmed either way: a delete that failed should not leave the next
|
|
# tap primed to try again on a different setup.
|
|
_delete_map_armed = false
|
|
if not _refresh_load_list():
|
|
return
|
|
_refresh_load_panel_mode()
|
|
return
|
|
load_setup(setup_id)
|
|
load_panel.visible = false
|
|
|
|
|
|
func _on_delete_pressed() -> void:
|
|
if selected_item.is_empty():
|
|
_set_status("Nothing selected to delete.")
|
|
return
|
|
if selected_item.kind == "capture":
|
|
remove_capture_point(selected_item.index)
|
|
else:
|
|
remove_enemy(selected_item.index)
|
|
selected_item = {}
|
|
_refresh_selected_label()
|
|
|
|
|
|
func _on_name_changed(new_text: String) -> void:
|
|
if current_setup == null:
|
|
return
|
|
current_setup.display_name = new_text
|
|
current_setup.setup_id = _sanitize_id(new_text)
|
|
|
|
|
|
func _sanitize_id(text: String) -> String:
|
|
var lowered: String = text.strip_edges().to_lower()
|
|
var result: String = ""
|
|
for c in lowered:
|
|
result += c if (c.to_lower() != c.to_upper() or c == "_" or (c >= "0" and c <= "9")) else "_"
|
|
return result if result != "" else "untitled"
|
|
|
|
|
|
func _set_status(message: String) -> void:
|
|
if status_label != null:
|
|
status_label.text = message
|
|
|
|
|
|
# #66: names the currently-selected marker so a tap actually confirms what
|
|
# got picked, instead of the player having to infer it from which dot on
|
|
# screen turned white.
|
|
func _refresh_selected_label() -> void:
|
|
if selected_label == null:
|
|
return
|
|
if selected_item.is_empty() or current_setup == null:
|
|
selected_label.text = ""
|
|
return
|
|
var index: int = int(selected_item.index)
|
|
if selected_item.kind == "capture":
|
|
selected_label.text = "Selected: Capture Point #%d" % (index + 1)
|
|
else:
|
|
var spawn: Resource = current_setup.enemy_spawns[index]
|
|
var definition: Resource = ENEMY_DEFINITIONS.get_definition(spawn.enemy_id)
|
|
selected_label.text = "Selected: %s #%d" % [definition.display_name, index + 1]
|
|
|
|
|
|
# --- placement/selection helpers ----------------------------------------
|
|
|
|
func _place_selected(world_pos: Vector2) -> void:
|
|
if selected_palette == "capture_point":
|
|
add_capture_point(world_pos)
|
|
else:
|
|
add_enemy(selected_palette, world_pos)
|
|
|
|
|
|
func _find_marker_near(world_pos: Vector2) -> Dictionary:
|
|
if current_setup == null:
|
|
return {}
|
|
var best: Dictionary = {}
|
|
var best_dist: float = HIT_RADIUS
|
|
for i in range(current_setup.capture_points.size()):
|
|
var d: float = world_pos.distance_to(current_setup.capture_points[i])
|
|
if d <= best_dist:
|
|
best_dist = d
|
|
best = {"kind": "capture", "index": i}
|
|
for i in range(current_setup.enemy_spawns.size()):
|
|
var d: float = world_pos.distance_to(current_setup.enemy_spawns[i].position)
|
|
if d <= best_dist:
|
|
best_dist = d
|
|
best = {"kind": "enemy", "index": i}
|
|
return best
|
|
|
|
|
|
func _move_selected(world_pos: Vector2) -> void:
|
|
if dragging_item.is_empty():
|
|
return
|
|
if dragging_item.kind == "capture":
|
|
move_capture_point(dragging_item.index, world_pos)
|
|
else:
|
|
move_enemy(dragging_item.index, world_pos)
|
|
|
|
|
|
func _screen_to_world(screen_pos: Vector2) -> Vector2:
|
|
var viewport_size: Vector2 = get_viewport_rect().size
|
|
return camera.position + (screen_pos - viewport_size / 2.0) / camera.zoom.x
|
|
|
|
|
|
# --- touch/pan/zoom (mirrors GameController's pinch idiom) ---------------
|
|
|
|
func _unhandled_input(event: InputEvent) -> void:
|
|
if event is InputEventScreenTouch:
|
|
_handle_touch(event)
|
|
elif event is InputEventScreenDrag:
|
|
_handle_drag(event)
|
|
elif event is InputEventMagnifyGesture:
|
|
_set_zoom(camera.zoom.x * event.factor)
|
|
elif event is InputEventMouseButton and event.pressed:
|
|
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
|
|
_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)
|
|
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
|
|
_set_zoom(camera.zoom.x / WHEEL_ZOOM_STEP)
|
|
|
|
|
|
func _handle_touch(event: InputEventScreenTouch) -> void:
|
|
if event.pressed:
|
|
touches[event.index] = event.position
|
|
if touches.size() == 2:
|
|
_start_pinch()
|
|
drag_touch_index = -1
|
|
drag_mode = ""
|
|
return
|
|
if touches.size() == 1:
|
|
var world_pos: Vector2 = _screen_to_world(event.position)
|
|
var hit: Dictionary = _find_marker_near(world_pos)
|
|
drag_touch_index = event.index
|
|
pan_start_screen = event.position
|
|
pan_start_camera = camera.position
|
|
if not hit.is_empty():
|
|
selected_item = hit
|
|
dragging_item = hit
|
|
drag_mode = "item"
|
|
_rebuild_markers()
|
|
_refresh_selected_label()
|
|
else:
|
|
# #65: a press over empty canvas no longer commits to placing
|
|
# an item immediately - it might be the start of a pan. Which
|
|
# one it turns out to be is only known on release (still
|
|
# under PAN_DEADZONE = a tap = place) or once a drag actually
|
|
# crosses that deadzone (= a pan), same tap-vs-drag idiom
|
|
# GasBombController uses for its own AIM_DEADZONE.
|
|
dragging_item = {}
|
|
drag_mode = "pending"
|
|
else:
|
|
if event.index == drag_touch_index:
|
|
if drag_mode == "pending":
|
|
_place_selected(_screen_to_world(event.position))
|
|
drag_touch_index = -1
|
|
drag_mode = ""
|
|
dragging_item = {}
|
|
touches.erase(event.index)
|
|
if touches.size() < 2:
|
|
pinch_active = false
|
|
|
|
|
|
func _handle_drag(event: InputEventScreenDrag) -> void:
|
|
if not touches.has(event.index):
|
|
return
|
|
touches[event.index] = event.position
|
|
|
|
if pinch_active and touches.size() == 2 and pinch_start_distance > 0.0:
|
|
var positions: Array = touches.values()
|
|
var current_distance: float = positions[0].distance_to(positions[1])
|
|
_set_zoom(pinch_start_zoom * (current_distance / maxf(pinch_start_distance, 1.0)))
|
|
return
|
|
|
|
if event.index != drag_touch_index:
|
|
return
|
|
if drag_mode == "pending" and event.position.distance_to(pan_start_screen) >= PAN_DEADZONE:
|
|
drag_mode = "pan"
|
|
match drag_mode:
|
|
"item":
|
|
_move_selected(_screen_to_world(event.position))
|
|
"pan":
|
|
var delta_screen: Vector2 = event.position - pan_start_screen
|
|
camera.position = pan_start_camera - delta_screen / camera.zoom.x
|
|
|
|
|
|
func _start_pinch() -> void:
|
|
pinch_active = true
|
|
var positions: Array = touches.values()
|
|
pinch_start_distance = positions[0].distance_to(positions[1])
|
|
pinch_start_zoom = camera.zoom.x
|
|
|
|
|
|
func _set_zoom(raw_zoom: float) -> void:
|
|
var z: float = clampf(raw_zoom, MIN_ZOOM, MAX_ZOOM)
|
|
camera.zoom = Vector2(z, z)
|