107 lines
5 KiB
GDScript
107 lines
5 KiB
GDScript
extends Node2D
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const SURFACE_PROFILES = preload("res://surface/PlanetSurfaceProfiles.gd")
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const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
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const PLANET_SETUPS = preload("res://surface/PlanetSetups.gd")
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const SETUP_HOST_SCENE: PackedScene = preload("res://surface/PlanetSetupHost.tscn")
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# Bootstraps the surviving fleet, including each vessel type, on this scene's
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# own startup (from GameState, since this is a fresh scene tree - nothing here
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# carries over automatically) and handles the always-available exit prompt that
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# fades back out to Main.tscn, restoring the fleet at wherever it left
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# space from.
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@export var fade_duration: float = 0.4
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@onready var fleet: Node2D = get_node("../Fleet")
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@onready var camera: Camera2D = get_node("../Camera2D")
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@onready var planet_name_label: Label = get_node("../UI/PlanetNameLabel")
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@onready var exit_button: IconButton = get_node("../UI/ExitButton")
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@onready var fade_rect: ColorRect = get_node("../FadeOverlay/FadeRect")
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@onready var background: ColorRect = get_node("../BackgroundLayer/Background")
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@onready var feature_host: Node2D = get_node("../SurfaceFeatures")
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var transitioning: bool = false
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func _ready() -> void:
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var planet_definition: Resource = PLANET_DEFINITIONS.get_definition(GameState.planet_definition_id)
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_compose_surface(SURFACE_PROFILES.get_profile(planet_definition.surface_profile_id))
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# The Distorder's sustained travel boost is a space-navigation tool. A
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# landing always returns the fleet to normal surface speed; the separate
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# aimed dash remains available through its own ability button.
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GameState.set_fleet_speed_multiplier(1.0)
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fleet.spawn_ships(GameState.surviving_ship_count, Vector2.ZERO,
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GameState.surviving_vessel_types)
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camera.position = Vector2.ZERO
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camera.zoom = Vector2(GameState.return_camera_zoom, GameState.return_camera_zoom)
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planet_name_label.text = GameState.planet_name
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exit_button.pressed.connect(_on_exit_pressed)
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fade_rect.color.a = 1.0
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var tween: Tween = create_tween()
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tween.tween_property(fade_rect, "color:a", 0.0, fade_duration)
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func _compose_surface(profile: Resource) -> void:
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# Shared with PlanetSetupEditor, deliberately: the backdrop is one
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# instanced scene configured through one method, so what an author sees
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# while placing markers is what a player sees after landing. See the
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# header of SurfaceBackground.gd.
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background.apply_profile(profile)
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for caption_path in ["../UI/BankCaption", "../UI/FleetCaption", "../UI/CaptureLabel"]:
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var caption: Label = get_node(caption_path)
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caption.add_theme_color_override("font_color", profile.caption_color)
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caption.add_theme_color_override("font_outline_color", profile.caption_outline_color)
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var capture_label: Label = get_node("../UI/CaptureLabel")
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# This controller readies before the UI sibling. Store the policy on the
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# label itself so its first process tick cannot make a scripted encounter's
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# deliberately hidden generic objective readout visible again.
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capture_label.display_enabled = bool(profile.show_capture_status)
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capture_label.visible = bool(profile.show_capture_status)
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if profile.features_scene != null:
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var features: Node = profile.features_scene.instantiate()
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feature_host.add_child(features)
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var setup: Resource = PLANET_SETUPS.setup_for_planet(GameState.planet_id, profile.profile_id)
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if setup != null:
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# Untyped on purpose: a static PlanetSetupHost annotation here would
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# need the global class_name cache to already know about it, which
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# is only true after an editor/import pass has run (see #31/#35's
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# load-order notes) - a plain Node reference plus duck-typed
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# apply_setup() sidesteps that entirely, same as BuildingDefinitions
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# and VesselDefinitions already do for their own resource types.
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var setup_host: Node = SETUP_HOST_SCENE.instantiate()
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feature_host.add_child(setup_host)
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setup_host.apply_setup(setup)
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elif profile.encounter_scene == null:
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# No PlanetSetup exists for this profile at all (#55: "void" has
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# none authored) - register zero required points directly, rather
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# than leaving this planet's conquest state unregistered forever.
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# capture_state()'s fallback for an unregistered planet_id defaults
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# to conquered=false (see test_planet_conquest_gate.gd's own "a
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# fresh planet reported conquered" check), which would otherwise
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# permanently block extractor placement here - register_capture_
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# points() treats a total of 0 as vacuously already conquered.
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GameState.register_capture_points(GameState.planet_id, 0)
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if profile.encounter_scene != null:
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var encounter: Node = profile.encounter_scene.instantiate()
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feature_host.add_child(encounter)
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func _on_exit_pressed() -> void:
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if transitioning:
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return
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transitioning = true
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GameState.surviving_ship_count = fleet.ships.size()
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GameState.surviving_vessel_types = fleet.vessel_types()
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var tween: Tween = create_tween()
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tween.tween_property(fade_rect, "color:a", 1.0, fade_duration)
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tween.tween_callback(_return_to_space)
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func _return_to_space() -> void:
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get_tree().change_scene_to_file("res://world/Main.tscn")
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