spaceship/surface/CaptureLabel.gd
2026-09-03 10:33:05 +02:00

49 lines
1.8 KiB
GDScript

extends Label
# Polls GameState directly, same convention as ResourceReadout, so it stays
# correct without anyone having to push updates into it. Hidden
# entirely when the current planet has no capture points (e.g. no setup
# resolved for it) rather than showing "0/0".
# A direct script preload, not the bare "PlanetDefinitions" global class_name
# - the same load-order hazard PlanetSurfaceController's setup_host comment
# already documents: the global identifier is only guaranteed registered
# after an editor/import pass, a direct preload never depends on that.
const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
var _was_conquered: bool = false
var display_enabled: bool = true
func _process(_delta: float) -> void:
if not display_enabled:
visible = false
return
var planet_id: String = GameState.planet_id
var total: int = GameState.total_capture_points(planet_id)
if total <= 0:
visible = false
return
visible = true
var conquered: bool = GameState.is_planet_conquered(planet_id)
if conquered:
# #76: a research_lab's whole reward is invisible otherwise - the
# research point balance lives in a HUD number the player has no
# reason to be watching at the exact moment it changes. Naming the
# reward right on the same flash that already announces conquest
# is the same "explain it where it happens" idiom BuildController
# uses for a refused build.
text = "CONQUERED - +1 RESEARCH POINT" \
if GameState.planet_definition_id == PLANET_DEFINITIONS.RESEARCH_LAB_ID else "CONQUERED"
if not _was_conquered:
_flash()
else:
text = "CAPTURED %d/%d" % [GameState.captured_point_count(planet_id), total]
_was_conquered = conquered
func _flash() -> void:
modulate.a = 0.0
var tween: Tween = create_tween()
tween.tween_property(self, "modulate:a", 1.0, 1.2)