1176 lines
47 KiB
GDScript
1176 lines
47 KiB
GDScript
extends Node2D
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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 at a crafter, configure formation at a
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# command centre). The enter-atmosphere prompt uses the same slot, and
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# PlanetAtmosphereController suppresses itself while a building prompt
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# is showing so the two can never fight over it.
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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 build_menu: Control = get_node("../UI/BuildMenu")
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@onready var build_mothership_button: IconButton = get_node("../UI/BuildMenu/MothershipButton")
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@onready var build_crafter_button: IconButton = get_node("../UI/BuildMenu/CrafterButton")
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@onready var build_command_button: IconButton = get_node("../UI/BuildMenu/CommandButton")
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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 build_extractor_button: IconButton = get_node("../UI/BuildMenu/ExtractorButton")
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@onready var build_hub_button: IconButton = get_node("../UI/BuildMenu/TransportHubButton")
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@onready var build_lab_button: IconButton = get_node("../UI/BuildMenu/ShipLabButton")
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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"),
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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_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_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/AvailableTransporter"),
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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/AvailableTransporterLabel"),
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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/FleetTransporter"),
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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/FleetTransporterLabel"),
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]
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@onready var build_menu_entries: Array = [
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[GameState.BUILDING_MOTHERSHIP, build_mothership_button,
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get_node("../UI/BuildMenu/MothershipLabel"), get_node("../UI/BuildMenu/MothershipCost")],
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[GameState.BUILDING_SHIP_CRAFTER, build_crafter_button,
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get_node("../UI/BuildMenu/CrafterLabel"), get_node("../UI/BuildMenu/CrafterCost")],
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[GameState.BUILDING_COMMAND_CENTER, build_command_button,
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get_node("../UI/BuildMenu/CommandLabel"), get_node("../UI/BuildMenu/CommandCost")],
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[GameState.BUILDING_EXTRACTOR, build_extractor_button,
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get_node("../UI/BuildMenu/ExtractorLabel"), get_node("../UI/BuildMenu/ExtractorCost")],
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[GameState.BUILDING_TRANSPORT_HUB, build_hub_button,
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get_node("../UI/BuildMenu/TransportHubLabel"), get_node("../UI/BuildMenu/TransportHubCost")],
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[GameState.BUILDING_SHIP_LAB, build_lab_button,
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get_node("../UI/BuildMenu/ShipLabLabel"), get_node("../UI/BuildMenu/ShipLabCost")],
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]
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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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@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_transporter_button: IconButton = get_node("../UI/CraftMenu/TransporterButton")
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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_transporter_label: Label = get_node("../UI/CraftMenu/TransporterLabel")
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@onready var craft_shield_label: Label = get_node("../UI/CraftMenu/ShieldLabel")
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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 button that works at every building and in both
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# directions, so moving ore is never buried under an unrelated menu.
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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 to_building_label: Label = get_node("../UI/TransferMenu/ToBuildingLabel")
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@onready var to_building_batch_button: IconButton = get_node("../UI/TransferMenu/ToBuildingBatchButton")
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@onready var to_building_batch_label: Label = get_node("../UI/TransferMenu/ToBuildingBatchLabel")
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@onready var to_building_all_button: IconButton = get_node("../UI/TransferMenu/ToBuildingAllButton")
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@onready var to_fleet_label: Label = get_node("../UI/TransferMenu/ToFleetLabel")
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@onready var to_fleet_batch_button: IconButton = get_node("../UI/TransferMenu/ToFleetBatchButton")
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@onready var to_fleet_batch_label: Label = get_node("../UI/TransferMenu/ToFleetBatchLabel")
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@onready var to_fleet_all_button: IconButton = get_node("../UI/TransferMenu/ToFleetAllButton")
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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"), get_node("../UI/TransferMenu/Bar"),
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]
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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_unlock_button: IconButton = get_node("../UI/SkillMenu/UnlockButton")
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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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# What each option is and does, shown before anything is spent. Picking a
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# structure is a real commitment - it costs ore, and a mothership placement
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# can destroy the one you already have - so no option builds straight from
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# the menu; each one explains itself first and waits for a confirmation.
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#
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# The bodies are kept short on purpose: at the UI's font size the popup holds
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# roughly eight lines, and a placement condition or a price warning is
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# appended below them and needs some of those lines.
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const BUILDING_INFO: Dictionary = {
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GameState.BUILDING_MOTHERSHIP: {
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"title": "Mothership",
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"body": "Fleet home port. A wiped-out fleet rebuilds here, and extractor haulers deliver ore here.",
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},
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GameState.BUILDING_SHIP_CRAFTER: {
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"title": "Ship Crafter",
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"body": "Fly the fleet onto it, then use the action button to build extra vessels.",
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},
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GameState.BUILDING_COMMAND_CENTER: {
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"title": "Command Center",
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"body": "Fly the fleet onto it to drag your fleet into a new formation. Rebuilt fleets keep it.",
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},
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GameState.BUILDING_SHIP_LAB: {
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"title": "Ship Lab",
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"body": "Fly the fleet onto it to upgrade each vessel type, and to unlock the shield vessel.",
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},
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GameState.BUILDING_TRANSPORT_HUB: {
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"title": "Transport Hub",
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"body": "Stations transport vessels. They fetch ore from your mothership and deliver it to whichever building is waiting on it.",
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},
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GameState.BUILDING_EXTRACTOR: {
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"title": "Extractor",
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"body": "Mines a planet and runs a hauler to your mothership. It keeps earning while you are away.",
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},
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}
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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 current_building: Node2D = null
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var pending_building: 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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func _ready() -> void:
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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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build_mothership_button.pressed.connect(_on_place_mothership)
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build_crafter_button.pressed.connect(_on_place_crafter)
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build_command_button.pressed.connect(_on_place_command_center)
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build_extractor_button.pressed.connect(_on_place_extractor)
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build_hub_button.pressed.connect(_on_place_transport_hub)
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build_lab_button.pressed.connect(_on_place_ship_lab)
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craft_shield_button.pressed.connect(_on_craft_shield)
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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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craft_interceptor_button.pressed.connect(_on_craft_interceptor)
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craft_transporter_button.pressed.connect(_on_craft_transporter)
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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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to_building_batch_button.pressed.connect(_on_transfer.bind(true, GameState.CARGO_LOAD_BATCH))
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to_building_all_button.pressed.connect(_on_transfer.bind(true, ALL))
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to_fleet_batch_button.pressed.connect(_on_transfer.bind(false, GameState.CARGO_LOAD_BATCH))
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to_fleet_all_button.pressed.connect(_on_transfer.bind(false, ALL))
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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_unlock_button.pressed.connect(_on_unlock_pressed)
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skill_tree.node_picked.connect(_on_skill_node_picked)
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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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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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# True while a building prompt or panel owns the shared action slot, so the
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# enter-atmosphere prompt knows to stay out of the way.
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func is_showing_building_prompt() -> bool:
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return current_building != null or 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 \
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or event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT):
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# Buttons consume their own touch; reaching this handler means the tap
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# landed somewhere else, which dismisses an expanded action list.
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_collapse_context_actions()
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# The formation editor and the skill tree are driven from here rather than
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# via _gui_input, for the same reason as the joystick: a Control that
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# consumes touches through the GUI system swallows them before they get
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# here, which is what made dragging a formation slot silently do nothing.
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if skill_menu.visible:
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if event is InputEventScreenTouch:
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skill_tree.handle_touch(event)
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elif event is InputEventScreenDrag:
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skill_tree.handle_drag(event)
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# Handled either way. A touch that lands on the panel but misses a
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# node is still a touch ON THE PANEL - letting it through moved the
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# fleet and pinch-zoomed the world behind the menu, because
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# GameController sits on the root node and sees whatever this leaves
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# unhandled.
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get_viewport().set_input_as_handled()
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return
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if formation_menu.visible:
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if event is InputEventScreenTouch:
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formation_editor.handle_touch(event)
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elif event is InputEventScreenDrag:
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formation_editor.handle_drag(event)
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get_viewport().set_input_as_handled()
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return
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if build_menu.visible or craft_menu.visible or world_map.visible or lab_menu.visible \
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or transfer_menu.visible or hangar_menu.visible:
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# These panels have no raw-input handler of their own, but the world
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# behind them must still not react.
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get_viewport().set_input_as_handled()
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func _process(delta: float) -> void:
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_check_fleet_wipe()
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if build_menu.visible:
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# Keep the greyed state live while the menu is open, so flying onto
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# a planet lights the option up without reopening it.
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build_extractor_button.enabled = _planet_under_fleet() != null \
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and GameState.is_building_unlocked(GameState.BUILDING_EXTRACTOR)
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build_extractor_button.queue_redraw()
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if craft_menu.visible:
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# Live, so a delivery arriving while the menu is open visibly works
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# the queue down instead of looking stuck.
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_refresh_craft_status()
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if transfer_menu.visible:
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# Also live: a hauler banking ore while the panel is open should make
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# the "to fleet" side become available without a reopen.
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_refresh_transfer()
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if world_map.visible or build_menu.visible or craft_menu.visible \
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or formation_menu.visible or skill_menu.visible or lab_menu.visible \
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or transfer_menu.visible or hangar_menu.visible:
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current_building = null
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pending_building = null
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action_button.visible = false
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building_action_button.visible = false
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transfer_button.visible = false
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hangar_button.visible = false
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context_actions_expanded = false
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return
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# Debounced exactly like the enter-atmosphere prompt, so the action
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# button can't flicker while the fleet drifts on the interact boundary.
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var detected: Node2D = building_field.get_building_fleet_is_on()
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if detected != pending_building:
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pending_building = detected
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pending_time = 0.0
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else:
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|
pending_time += delta
|
|
|
|
if pending_time < prompt_debounce_time or pending_building == current_building:
|
|
return
|
|
|
|
current_building = pending_building
|
|
context_actions_expanded = false
|
|
# The hangar is where finished vessels are delivered (#23), so it belongs
|
|
# at the mothership and nowhere else.
|
|
hangar_button.visible = current_building != null \
|
|
and current_building.building_type == GameState.BUILDING_MOTHERSHIP
|
|
# Every building can hold ore, so the transfer button rides alongside the
|
|
# action button rather than being one of the things the action button
|
|
# turns into - the two are independent choices at the same structure.
|
|
transfer_button.visible = false
|
|
building_action_button.visible = false
|
|
action_button.visible = current_building != null
|
|
if current_building != null:
|
|
var actions: Array = _context_action_buttons()
|
|
building_action_button.icon = _action_icon_for(current_building.building_type)
|
|
building_action_button.queue_redraw()
|
|
action_button.icon = building_action_button.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.
|
|
action_button.offset_top = 324
|
|
action_button.offset_bottom = 472
|
|
var buttons: Array = _context_action_buttons()
|
|
if not context_actions_expanded:
|
|
for button in buttons:
|
|
button.visible = false
|
|
return
|
|
for i in range(buttons.size()):
|
|
var button: Control = buttons[i]
|
|
button.visible = true
|
|
button.offset_top = 488 + i * 164
|
|
button.offset_bottom = button.offset_top + 148
|
|
|
|
|
|
func _context_action_buttons() -> Array:
|
|
if current_building == null:
|
|
return []
|
|
var actions: Array = [transfer_button]
|
|
if current_building.building_type in [GameState.BUILDING_MOTHERSHIP, GameState.BUILDING_SHIP_CRAFTER,
|
|
GameState.BUILDING_SHIP_LAB, GameState.BUILDING_COMMAND_CENTER]:
|
|
actions.push_front(building_action_button)
|
|
if current_building.building_type == GameState.BUILDING_MOTHERSHIP:
|
|
actions.append(hangar_button)
|
|
return actions
|
|
|
|
|
|
func _on_context_action_pressed() -> void:
|
|
if current_building == null:
|
|
return
|
|
var actions: Array = _context_action_buttons()
|
|
if actions.size() == 1:
|
|
if actions[0] == transfer_button:
|
|
_on_transfer_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 _action_icon_for(type: String) -> int:
|
|
match type:
|
|
GameState.BUILDING_SHIP_CRAFTER:
|
|
return IconButton.Icon.SHIP
|
|
GameState.BUILDING_TRANSPORT_HUB:
|
|
return IconButton.Icon.TRANSPORT_HUB
|
|
GameState.BUILDING_SHIP_LAB:
|
|
return IconButton.Icon.SHIP_LAB
|
|
GameState.BUILDING_MOTHERSHIP:
|
|
return IconButton.Icon.MOTHERSHIP
|
|
_:
|
|
return IconButton.Icon.COMMAND_CENTER
|
|
|
|
|
|
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
|
|
|
|
if current_building.building_type == GameState.BUILDING_MOTHERSHIP:
|
|
skill_menu.visible = true
|
|
skill_tree.reset_scroll()
|
|
_refresh_skill_menu()
|
|
elif current_building.building_type == GameState.BUILDING_SHIP_CRAFTER:
|
|
# 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 current_building.building_type == GameState.BUILDING_SHIP_LAB:
|
|
lab_menu.visible = true
|
|
_refresh_lab()
|
|
elif current_building.building_type == GameState.BUILDING_COMMAND_CENTER:
|
|
formation_menu.visible = true
|
|
formation_editor.queue_redraw()
|
|
|
|
|
|
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, -10.0, 280.0]
|
|
const MENU_COL_X: float = 140.0
|
|
const MENU_BUTTON_HALF: float = 64.0
|
|
const MENU_BUTTON_H: float = 128.0
|
|
const MENU_LABEL_HALF: float = 150.0
|
|
const MENU_LABEL_H: float = 66.0
|
|
const MENU_COST_HALF: float = 60.0
|
|
const MENU_COST_H: float = 52.0
|
|
|
|
|
|
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 + 134.0, MENU_LABEL_HALF, MENU_LABEL_H)
|
|
_place_entry(shown[i][3], cx, top + 204.0, 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".
|
|
build_extractor_button.enabled = _planet_under_fleet() != null \
|
|
and GameState.is_building_unlocked(GameState.BUILDING_EXTRACTOR)
|
|
|
|
# Prices are shown under each option now, so this only needs to say
|
|
# whether the fleet is somewhere an extractor could go.
|
|
if _planet_under_fleet() != null:
|
|
build_status.text = "Over %s - an extractor can be built here" % _planet_under_fleet().planet_name
|
|
else:
|
|
build_status.text = ""
|
|
|
|
|
|
func _on_place_mothership() -> void:
|
|
_show_building_info(GameState.BUILDING_MOTHERSHIP)
|
|
|
|
|
|
func _on_place_crafter() -> void:
|
|
_show_building_info(GameState.BUILDING_SHIP_CRAFTER)
|
|
|
|
|
|
func _on_place_command_center() -> void:
|
|
_show_building_info(GameState.BUILDING_COMMAND_CENTER)
|
|
|
|
|
|
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
|
|
|
|
|
|
func _on_place_ship_lab() -> void:
|
|
_show_building_info(GameState.BUILDING_SHIP_LAB)
|
|
|
|
|
|
func _on_place_transport_hub() -> void:
|
|
_show_building_info(GameState.BUILDING_TRANSPORT_HUB)
|
|
|
|
|
|
func _on_place_extractor() -> void:
|
|
# The option stays pressable while greyed, so this is also how a
|
|
# not-over-a-planet extractor explains itself.
|
|
_show_building_info(GameState.BUILDING_EXTRACTOR)
|
|
|
|
|
|
func cost_of(type: String) -> int:
|
|
match type:
|
|
GameState.BUILDING_TRANSPORT_HUB:
|
|
return GameState.TRANSPORT_HUB_COST
|
|
GameState.BUILDING_SHIP_LAB:
|
|
return GameState.SHIP_LAB_COST
|
|
GameState.BUILDING_MOTHERSHIP:
|
|
return GameState.MOTHERSHIP_COST
|
|
GameState.BUILDING_SHIP_CRAFTER:
|
|
return GameState.SHIP_CRAFTER_COST
|
|
GameState.BUILDING_COMMAND_CENTER:
|
|
return GameState.COMMAND_CENTER_COST
|
|
_:
|
|
return GameState.EXTRACTOR_COST
|
|
|
|
|
|
func _show_building_info(type: String) -> void:
|
|
var info: Dictionary = BUILDING_INFO[type]
|
|
var cost: int = cost_of(type)
|
|
var lines: Array = [info.body]
|
|
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 type == GameState.BUILDING_EXTRACTOR:
|
|
var planet: Node2D = _planet_under_fleet()
|
|
if planet == null:
|
|
lines.append("No planet in reach - fly over one.")
|
|
can_build = false
|
|
elif GameState.has_extractor_at(planet.planet_name):
|
|
lines.append("%s already has an extractor." % planet.planet_name)
|
|
can_build = false
|
|
else:
|
|
lines.append("Will mine %s." % planet.planet_name)
|
|
elif can_build and type == GameState.BUILDING_MOTHERSHIP and GameState.has_mothership():
|
|
lines.append("WARNING: only one may exist - this destroys your current one.")
|
|
|
|
if can_build and not GameState.can_afford(cost):
|
|
lines.append("Not enough rocks - needs %d, you have %d." % [cost, GameState.rocks])
|
|
can_build = false
|
|
|
|
info_title.text = info.title
|
|
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
|
|
|
|
if type == GameState.BUILDING_EXTRACTOR:
|
|
var planet: Node2D = _planet_under_fleet()
|
|
if planet == null or GameState.has_extractor_at(planet.planet_name):
|
|
build_status.text = "No planet in reach any more"
|
|
return
|
|
if not GameState.spend(GameState.EXTRACTOR_COST):
|
|
build_status.text = "Not enough rocks (need %d, have %d)" % [GameState.EXTRACTOR_COST, GameState.rocks]
|
|
return
|
|
GameState.add_extractor(planet.planet_name, planet.position)
|
|
build_menu.visible = false
|
|
return
|
|
|
|
if type == GameState.BUILDING_MOTHERSHIP and GameState.has_mothership():
|
|
if not GameState.can_afford(GameState.MOTHERSHIP_COST):
|
|
build_status.text = "Not enough rocks (need %d, have %d)" % [
|
|
GameState.MOTHERSHIP_COST, GameState.rocks
|
|
]
|
|
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(GameState.BUILDING_MOTHERSHIP)
|
|
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.rocks]
|
|
return
|
|
building_field.place(type, fleet.get_centroid())
|
|
build_menu.visible = false
|
|
|
|
|
|
# --- research (the mothership's skill tree) --------------------------------
|
|
|
|
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" % GameState.max_fleet_size()
|
|
skill_unlock_button.visible = false
|
|
return
|
|
|
|
var node: Dictionary = GameState.skill_node(id)
|
|
if node.is_empty():
|
|
return
|
|
skill_detail.text = "%s\n%s" % [node.name, node.desc]
|
|
skill_cost.amount = int(node.cost)
|
|
|
|
if GameState.is_unlocked(id):
|
|
skill_status.text = "Researched"
|
|
skill_unlock_button.visible = false
|
|
elif not GameState.prerequisite_met(id):
|
|
skill_status.text = "Needs %s first" % GameState.skill_node(node.requires).name
|
|
skill_unlock_button.visible = false
|
|
elif not GameState.can_afford(int(node.cost)):
|
|
skill_status.text = "Not enough rocks - you have %d" % GameState.rocks
|
|
skill_unlock_button.visible = false
|
|
else:
|
|
skill_status.text = ""
|
|
skill_unlock_button.visible = true
|
|
|
|
|
|
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 _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_interceptor_label.text = "Interceptor\n%d ore" % GameState.SHIP_COST
|
|
craft_transporter_label.text = "Transporter\n%d ore" % GameState.TRANSPORTER_COST
|
|
craft_shield_label.text = "Shield Vessel\n%d ore" % GameState.SHIELD_COST
|
|
craft_status.text = ""
|
|
# Nowhere to station one means the order would be refused, so say so
|
|
# rather than letting the button look available and do nothing.
|
|
craft_transporter_button.enabled = GameState.has_transport_hub() \
|
|
and GameState.can_station_transporter()
|
|
craft_transporter_button.queue_redraw()
|
|
|
|
craft_shield_button.enabled = GameState.shield_vessel_unlocked()
|
|
craft_shield_button.queue_redraw()
|
|
|
|
# Fleet capacity no longer gates ORDERING (#23). A finished vessel waits
|
|
# at the mothership until the player crews it, so a full fleet is a
|
|
# reason not to collect one yet - not a reason the crafter cannot build.
|
|
# This is also what stopped the crafter being inert on a fresh save,
|
|
# where the fleet starts at exactly its cap.
|
|
craft_interceptor_button.enabled = true
|
|
craft_interceptor_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:
|
|
if craft_building_id == 0:
|
|
_say("No crafter selected - reopen this panel from the building")
|
|
return
|
|
# No affordability check: an order the crafter cannot pay for yet is
|
|
# QUEUED, and completes by itself once ore is delivered here (#16). But
|
|
# queueing silently looks identical to a dead button, so it says which
|
|
# happened and what the crafter is still short of.
|
|
GameState.queue_order(craft_building_id)
|
|
_report_order(GameState.PRODUCT_SHIP)
|
|
|
|
|
|
func _report_order(product: String) -> void:
|
|
var short: int = GameState.outstanding_cost(craft_building_id)
|
|
if short > 0:
|
|
_say("%s queued - %d more ore must be delivered here" % [
|
|
GameState.VESSEL_NAMES.get(product, product), short
|
|
])
|
|
else:
|
|
_say("%s ordered - building now" % GameState.VESSEL_NAMES.get(product, product))
|
|
|
|
|
|
func _on_craft_transporter() -> void:
|
|
if craft_building_id == 0:
|
|
_say("No crafter selected - reopen this panel from the building")
|
|
return
|
|
if not GameState.queue_order(craft_building_id, GameState.PRODUCT_TRANSPORTER):
|
|
# Two different refusals, and the player needs to know WHICH.
|
|
if not GameState.has_transport_hub():
|
|
_say("Build a Transport Hub first - a transporter needs somewhere to be stationed")
|
|
else:
|
|
_say("All %d berths are taken - build another hub, or research Freight Yards" %
|
|
GameState.transport_capacity())
|
|
return
|
|
_refresh_craft_status()
|
|
|
|
|
|
# --- 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 = []
|
|
if lab_vessel == GameState.VESSEL_SHIELD and not GameState.shield_vessel_unlocked():
|
|
options.append({"unlock": true, "name": "Unlock Shield Vessel",
|
|
"desc": "Lets the ship crafter build shield vessels. Its shield absorbs one lethal hit, then cycles back up.",
|
|
"cost": GameState.UNLOCK_SHIELD_COST})
|
|
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:
|
|
lab_vessel = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
|
|
GameState.VESSEL_TRANSPORTER][index]
|
|
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]
|
|
if choice.unlock:
|
|
if GameState.unlock_shield_vessel():
|
|
lab_status.text = "Shield vessel unlocked - build one at a ship crafter"
|
|
else:
|
|
lab_status.text = "Not enough ore: needs %d, you have %d" % [
|
|
GameState.UNLOCK_SHIELD_COST, GameState.rocks
|
|
]
|
|
lab_choice = 0
|
|
_refresh_lab()
|
|
return
|
|
var id: String = choice.id
|
|
if GameState.upgrade_maxed(id):
|
|
lab_status.text = "%s is already fully researched" % choice.name
|
|
return
|
|
var cost: int = GameState.upgrade_cost(id)
|
|
if not GameState.buy_upgrade(id):
|
|
lab_status.text = "Not enough ore: needs %d, you have %d" % [cost, GameState.rocks]
|
|
return
|
|
lab_status.text = "%s is now level %d" % [choice.name, GameState.upgrade_level(id)]
|
|
_refresh_lab()
|
|
|
|
|
|
func _refresh_lab() -> void:
|
|
for i in range(lab_vessel_buttons.size()):
|
|
var this_vessel: String = [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD,
|
|
GameState.VESSEL_TRANSPORTER][i]
|
|
lab_vessel_buttons[i].enabled = true
|
|
lab_vessel_buttons[i].glow_color = Color(0.45, 0.9, 0.55) if this_vessel == lab_vessel \
|
|
else _vessel_colour(this_vessel)
|
|
lab_vessel_buttons[i].queue_redraw()
|
|
lab_vessel_label.text = "%s research" % GameState.VESSEL_NAMES.get(lab_vessel, lab_vessel)
|
|
|
|
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 = "%d ore" % (GameState.UNLOCK_SHIELD_COST if bool(option.unlock) else GameState.upgrade_cost(option.id))
|
|
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 = Color(1.0, 0.85, 0.4) if i == lab_choice else _vessel_colour(lab_vessel)
|
|
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]
|
|
lab_detail.text = "%s\n%s" % [choice.name, choice.desc]
|
|
if choice.unlock:
|
|
lab_buy_button.enabled = GameState.can_afford(GameState.UNLOCK_SHIELD_COST)
|
|
else:
|
|
lab_buy_button.enabled = GameState.can_buy_upgrade(choice.id)
|
|
lab_buy_button.queue_redraw()
|
|
|
|
|
|
func _upgrade_icon(option: Dictionary) -> IconButton.Icon:
|
|
if bool(option.unlock):
|
|
return IconButton.Icon.UPGRADE_UNLOCK_SHIELD
|
|
match String(option.id):
|
|
"int_damage": return IconButton.Icon.UPGRADE_DAMAGE
|
|
"int_rate": return IconButton.Icon.UPGRADE_RATE
|
|
"int_range": return IconButton.Icon.UPGRADE_RANGE
|
|
"int_speed", "shd_speed": return IconButton.Icon.UPGRADE_THRUSTERS
|
|
"shd_hits": return IconButton.Icon.UPGRADE_SHIELD_HITS
|
|
"shd_recharge": return IconButton.Icon.UPGRADE_SHIELD_RECHARGE
|
|
"trn_capacity": return IconButton.Icon.UPGRADE_CARGO
|
|
"trn_speed": return IconButton.Icon.UPGRADE_ENGINES
|
|
_: return IconButton.Icon.SHIP_LAB
|
|
|
|
|
|
func _on_craft_shield() -> void:
|
|
if craft_building_id == 0:
|
|
_say("No crafter selected - reopen this panel from the building")
|
|
return
|
|
if not GameState.shield_vessel_unlocked():
|
|
_say("Shield vessels must be unlocked at a ship lab first")
|
|
return
|
|
GameState.queue_order(craft_building_id, GameState.VESSEL_SHIELD)
|
|
_report_order(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:
|
|
return
|
|
transfer_building_id = current_building.building_id
|
|
transfer_menu.visible = true
|
|
transfer_status.text = ""
|
|
_refresh_transfer()
|
|
|
|
|
|
func _on_transfer(to_building: bool, amount: int) -> void:
|
|
if transfer_building_id == 0:
|
|
transfer_status.text = "No building selected - reopen this panel from the building"
|
|
return
|
|
|
|
var moved: int = 0
|
|
if to_building:
|
|
moved = GameState.transfer_to_building(transfer_building_id, amount)
|
|
else:
|
|
moved = GameState.transfer_to_fleet(transfer_building_id, amount)
|
|
|
|
# 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"
|
|
else:
|
|
transfer_status.text = "%s has no ore to load" % _transfer_place_name()
|
|
elif to_building:
|
|
transfer_status.text = "Moved %d ore into %s" % [moved, _transfer_place_name()]
|
|
else:
|
|
transfer_status.text = "Loaded %d ore into the fleet" % moved
|
|
_refresh_transfer()
|
|
|
|
|
|
func _transfer_place_name() -> String:
|
|
var b: Dictionary = GameState.find_building(transfer_building_id)
|
|
if b.is_empty():
|
|
return "this building"
|
|
if b.type == GameState.BUILDING_MOTHERSHIP:
|
|
# Worth naming as the bank rather than as a structure: this is the
|
|
# one building where unloading makes the ore spendable everywhere.
|
|
return "the bank"
|
|
return "this building"
|
|
|
|
|
|
func _refresh_transfer() -> void:
|
|
for bar in resource_bars:
|
|
bar.building_id = transfer_building_id
|
|
|
|
var hold: int = GameState.fleet_cargo
|
|
var here: int = GameState.building_holdings(transfer_building_id)
|
|
var batch: int = GameState.CARGO_LOAD_BATCH
|
|
|
|
to_building_label.text = "Unload into %s" % _transfer_place_name()
|
|
to_fleet_label.text = "Load from %s" % _transfer_place_name()
|
|
# The batch buttons say what they would actually move, not the nominal
|
|
# batch size: offering "25" when the hold has 4 in it is a promise the
|
|
# press cannot keep.
|
|
to_building_batch_label.text = "%d" % mini(batch, hold)
|
|
to_fleet_batch_label.text = "%d" % mini(batch, here)
|
|
|
|
to_building_batch_button.enabled = hold > 0
|
|
to_building_all_button.enabled = hold > 0
|
|
to_fleet_batch_button.enabled = here > 0
|
|
to_fleet_all_button.enabled = here > 0
|
|
for button in [to_building_batch_button, to_building_all_button,
|
|
to_fleet_batch_button, to_fleet_all_button]:
|
|
button.queue_redraw()
|
|
|
|
|
|
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]
|
|
slot.icon = IconButton.Icon.TRANSPORT_HUB if order.product == GameState.PRODUCT_TRANSPORTER \
|
|
else IconButton.Icon.SHIP
|
|
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_NAMES.get(head.product, head.product),
|
|
int(round(float(head.progress) * 100.0)),
|
|
]
|
|
else:
|
|
queue_detail.text = "%s waiting for ore\nTap to cancel" % \
|
|
GameState.VESSEL_NAMES.get(head.product, head.product)
|
|
|
|
|
|
func _vessel_colour(product: String) -> Color:
|
|
match product:
|
|
GameState.VESSEL_SHIELD:
|
|
return Color(0.45, 0.8, 1.0)
|
|
GameState.PRODUCT_TRANSPORTER:
|
|
return Color(0.95, 0.55, 0.85)
|
|
_:
|
|
return 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_NAMES.get(orders[index].product, 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, " - ore 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_NAMES.get(type, 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_NAMES.get(type, 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_NAMES.get(type, 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_NAMES.get(stored, stored)
|
|
_refresh_hangar()
|
|
|
|
|
|
func _hangar_types() -> Array:
|
|
return [GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_SHIELD, GameState.VESSEL_TRANSPORTER]
|
|
|
|
|
|
func _refresh_hangar() -> void:
|
|
var types: Array = _hangar_types()
|
|
for i in range(types.size()):
|
|
var type: String = types[i]
|
|
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" % [GameState.VESSEL_NAMES.get(type, type), available]
|
|
hangar_fleet_labels[i].text = "%s\n%d in fleet" % [GameState.VESSEL_NAMES.get(type, type), deployed]
|
|
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()
|