spaceship/ui/ResourceReadout.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00

130 lines
4.9 KiB
GDScript

class_name ResourceReadout
extends Control
# Generalizes ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
# hardcoded node plus one script per resource, times two scenes - into one
# row per GameState.resource_types() entry, built at _ready(). A new
# resource added to ResourceDefinitions.ORDER/DEFINITIONS gets a HUD row
# with no scene edit and no new script, the same way ResourceBar and
# ResourceTransferList already pick up a new resource automatically.
#
# Layout mirrors what it replaces: a BANKED column (left) and a FLEET HOLD
# column (right), one row per resource, each row a resource glyph plus a
# digit readout. Banked rows are always visible, even at zero (matching
# ResourceCounter/GasCounter today); fleet rows hide at zero, since that
# hold isn't the player's yet (see CargoCounter's own note on why).
const FLEET_GLOW: Color = Color(1.0, 0.78, 0.25)
const FLEET_CORE: Color = Color(0.22, 0.12, 0.0)
const ROW_HEIGHT: float = 58.0
const COLUMN_GAP: float = 328.0
const GLYPH_GAP: float = 8.0
@export var digit_height: float = 38.0
# The bright rocky/gas surfaces need a darker banked glow than deep space
# for the same contrast reason PlanetSurface.tscn's old ResourceCounter
# node overrode its colour - set true on the surface-scene instance only.
@export var bright_background: bool = false
var _banked_numbers: Dictionary = {}
var _fleet_numbers: Dictionary = {}
# #56: the fleet hold now has a finite total capacity. Rather than a new
# node, this reuses the existing "FLEET HOLD" caption Label that both Main
# and PlanetSurface already place as a sibling - get_node_or_null so a
# scene that happens to embed ResourceReadout without that sibling (none
# does today) degrades to just not showing a limit, instead of erroring.
@onready var _fleet_caption: Label = get_node_or_null("../FleetCaption")
var _fleet_caption_base_text: String = ""
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
if _fleet_caption != null:
_fleet_caption_base_text = _fleet_caption.text
var y: float = 0.0
for resource_type in GameState.resource_types():
var banked_color: Color = GameState.resource_color(resource_type)
if bright_background:
banked_color = banked_color.darkened(0.4)
_add_glyph(resource_type, Vector2(0.0, y))
var banked: NeonNumber = _add_number(Vector2(digit_height + GLYPH_GAP, y),
banked_color, banked_color.darkened(0.8))
_banked_numbers[resource_type] = banked
_add_glyph(resource_type, Vector2(COLUMN_GAP, y))
var fleet: NeonNumber = _add_number(Vector2(COLUMN_GAP + digit_height + GLYPH_GAP, y),
FLEET_GLOW, FLEET_CORE)
_fleet_numbers[resource_type] = fleet
y += ROW_HEIGHT
# Stop understating our own extent. The rows are drawn by child nodes,
# which happily paint outside this Control's rect, so the scene-authored
# height stayed at its original guess no matter how many rows appeared.
size.y = rows_height()
# How tall the rows are, derived from the live resource list rather than from
# whatever _ready() happened to have built. That matters: _ready() runs in
# scene-tree order, so a sibling laying itself out relative to this readout
# (BuildController._seat_hud_columns) can legitimately ask BEFORE this node
# has built anything, and a cached height would answer zero.
func rows_height() -> float:
return float(GameState.resource_types().size()) * ROW_HEIGHT
# Bottom edge of the rows in this Control's parent space - the line anything
# stacked below the readout has to clear.
func content_bottom() -> float:
return position.y + rows_height()
func _add_glyph(resource_type: String, at: Vector2) -> void:
var glyph: ResourceGlyph = ResourceGlyph.new()
glyph.resource_type = resource_type
glyph.position = at
glyph.size = Vector2(digit_height, digit_height)
add_child(glyph)
func _add_number(at: Vector2, glow: Color, core: Color) -> NeonNumber:
var number: NeonNumber = NeonNumber.new()
number.show_icon = false
number.position = at
number.size = Vector2(0.0, digit_height)
number.glow_color = glow
number.core_color = core
number.digit_height = digit_height
add_child(number)
return number
func banked_number(resource_type: String) -> NeonNumber:
return _banked_numbers.get(resource_type)
func fleet_number(resource_type: String) -> NeonNumber:
return _fleet_numbers.get(resource_type)
func _process(_delta: float) -> void:
if _fleet_caption != null:
var capacity: int = GameState.fleet_cargo_total_capacity()
_fleet_caption.text = "%s %d/%d" % [_fleet_caption_base_text, GameState.fleet_cargo_used(), capacity] \
if capacity >= 0 else _fleet_caption_base_text
for resource_type in GameState.resource_types():
var banked: NeonNumber = _banked_numbers.get(resource_type)
if banked != null:
banked.set_amount(GameState.banked_resource(resource_type))
var fleet: NeonNumber = _fleet_numbers.get(resource_type)
if fleet == null:
continue
var held: int = GameState.fleet_resource(resource_type)
fleet.visible = held > 0
if fleet.visible:
fleet.set_amount(held)