A node that unlocks a structure borrows that structure's own menu icon, so the tree and the build menu cannot disagree about what a shipyard looks like. Doctrines and permanent bonuses, which have no building to point at, carry an explicit one. Drawn as child IconButtons with their frame turned off rather than reimplemented in the tree's _draw: the glyphs already exist there and are not trivial, and a dozen of them copied here would be two places to change every time one is redrawn. They are inert - MOUSE_FILTER_IGNORE means the tree's raw-input handling still sees every press, exactly as it did when there was nothing on top of the nodes - and hidden rather than clipped when scrolled off the panel. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
252 lines
9.6 KiB
GDScript
252 lines
9.6 KiB
GDScript
extends Control
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# The mothership's research tree, drawn in the game's own neon style rather
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# than with Godot UI widgets, for the same reason everything else here is
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# hand-drawn: a themed Button would look nothing like the rest of the game.
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#
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# Nodes are laid out from the normalised `pos` in GameState.SKILL_TREE, so
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# the tree's shape is data next to the upgrades themselves instead of being
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# duplicated here.
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#
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# Input arrives through BuildController._unhandled_input, NOT _gui_input -
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# a Control that consumes touches through the GUI system swallows them
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# before the menu can act on them, which is the bug that made the formation
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# editor's drag silently do nothing. Everything in this menu must stay
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# mouse_filter = IGNORE.
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#
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# #93: a mouse is a first-class way to drive this menu, not something
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# emulation turns into touches. The project used to set
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# emulate_touch_from_mouse, which made every click arrive here as an
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# InputEventScreenTouch for free; with that off, a menu that only reads
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# touch events is simply dead under a mouse - which is what the report was.
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# So the press and the pan are the behaviour, and touch and mouse are two
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# ways in to them.
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signal node_picked(id: String)
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const LOCKED_COLOR: Color = Color(0.36, 0.39, 0.5)
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const READY_COLOR: Color = Color(0.55, 0.6, 1.0)
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const DONE_COLOR: Color = Color(0.45, 0.9, 0.55)
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const SELECTED_RING: Color = Color(1.0, 0.85, 0.4)
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# A locked node needs a dark core as well as a dim glow. NeonDraw tops every
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# shape with a near-white core stroke, which at this size dominates the glow
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# entirely - so a "dim" colour alone still came out the brightest thing on
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# screen, making unreachable nodes look like the highlighted ones.
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const LOCKED_CORE: Color = Color(0.17, 0.19, 0.26)
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const LOCKED_PULSE: float = 0.5
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@export var node_radius: float = 46.0
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@export var row_spacing: float = 250.0
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# One wheel notch: about a third of the default row spacing, so a notch is a
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# clear step without skipping a whole depth of the tree.
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const WHEEL_STEP: float = 90.0
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# #83: a second tap on the node already selected buys it. The separate buy
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# button is gone - it sat at the bottom of the panel, a long way from the node
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# being chosen, and meant every purchase was look-down-tap-look-up. Tapping
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# the thing you want is the shorter sentence.
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#
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# Deliberately "tap the SAME node twice" rather than a timed double-tap: no
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# window to miss on a slow phone, no accidental purchase from a fast
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# double-tap while browsing, and the first tap always does something visible
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# (it selects, and the panel fills in with the cost and what it unlocks) so
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# the second one is never a blind commitment.
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signal node_confirmed(id: String)
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var selected_id: String = ""
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var scroll_y: float = 0.0
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var _dragging: bool = false
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func _content_height() -> float:
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# The canvas deliberately exceeds the viewport. Four depths at this
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# spacing leave clear breathing room around 92px-wide nodes and make each
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# research branch read as a route rising away from Shipyards.
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return maxf(size.y, GameState.max_skill_depth() * row_spacing + node_radius * 3.0)
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func _max_scroll() -> float:
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return maxf(0.0, _content_height() - size.y)
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# #112: one glyph per node, as a child IconButton with its frame turned off.
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# Drawn as nodes rather than into _draw() because the glyphs already exist
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# there and are non-trivial - reimplementing a dozen of them here would be
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# two places to change every time one is redrawn. They are inert:
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# MOUSE_FILTER_IGNORE means the tree's own raw-input handling still sees
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# every press, exactly as it did when there was nothing on top of the nodes.
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var _glyphs: Dictionary = {}
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func _build_glyphs() -> void:
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for node in GameState.SKILL_TREE:
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var icon: int = GameState.skill_node_icon(node)
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if icon < 0:
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continue
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var glyph := IconButton.new()
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glyph.icon = icon
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glyph.show_frame = false
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glyph.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(glyph)
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_glyphs[String(node.id)] = glyph
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func _layout_glyphs() -> void:
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var span: float = node_radius * 1.5
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for node in GameState.SKILL_TREE:
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var glyph: Control = _glyphs.get(String(node.id))
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if glyph == null:
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continue
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var centre: Vector2 = node_screen_pos(node)
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glyph.position = centre - Vector2(span, span) * 0.5
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glyph.size = Vector2(span, span)
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# Off the top or bottom of the panel entirely: hidden rather than
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# clipped, so a glyph never bleeds past the canvas the tree scrolls
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# inside.
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glyph.visible = centre.y > -span and centre.y < size.y + span
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glyph.glow_color = _state_color(node)
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glyph.queue_redraw()
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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_build_glyphs()
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call_deferred("reset_scroll")
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func reset_scroll() -> void:
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# Start at Shipyards, the base of the tree, whenever the menu opens.
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# The player then swipes up to travel along the branches.
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scroll_y = _max_scroll()
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queue_redraw()
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func node_screen_pos(node: Dictionary) -> Vector2:
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# Every dependency depth gets its own widely-spaced horizontal row. The
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# x lane is stable within a branch (set beside SKILL_TREE), so Logistics,
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# Freight and Freight Yards rise vertically instead of zig-zagging across
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# the display. scroll_y exposes the part of this tall canvas in view.
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var margin: float = node_radius * 1.4
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return Vector2(
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lerpf(margin, size.x - margin, float(node.x)),
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_content_height() - margin - float(GameState.skill_depth(node.id)) * row_spacing - scroll_y
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)
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func _state_color(node: Dictionary) -> Color:
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if GameState.is_unlocked(node.id):
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return DONE_COLOR
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if GameState.prerequisite_met(node.id):
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return READY_COLOR
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return LOCKED_COLOR
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# Returns true when the press landed on a node, so the caller knows the
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# touch was consumed.
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func handle_touch(event: InputEventScreenTouch) -> bool:
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return handle_press(event.pressed, event.position)
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func handle_drag(event: InputEventScreenDrag) -> bool:
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return handle_pan(event.relative)
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# A left click is the same gesture as a tap. Other buttons are left alone so
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# they stay available for whatever else wants them.
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func handle_mouse_button(event: InputEventMouseButton) -> bool:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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return handle_pan(Vector2(0.0, WHEEL_STEP))
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
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return handle_pan(Vector2(0.0, -WHEEL_STEP))
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if event.button_index != MOUSE_BUTTON_LEFT:
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return false
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return handle_press(event.pressed, event.position)
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# Only while the button is held. A touch drag cannot arrive without a finger
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# on the glass, but the mouse moves across the menu the whole time it is
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# open, and panning the tree under a hovering pointer would make the menu
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# impossible to read.
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func handle_mouse_motion(event: InputEventMouseMotion) -> bool:
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if not _dragging:
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return false
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return handle_pan(event.relative)
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func handle_press(pressed: bool, at: Vector2) -> bool:
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if not visible:
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return false
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if not pressed:
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_dragging = false
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return true
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_dragging = true
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var local: Vector2 = at - global_position
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for node in GameState.SKILL_TREE:
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if local.distance_to(node_screen_pos(node)) <= node_radius * 1.25:
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var confirming: bool = selected_id == node.id
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selected_id = node.id
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queue_redraw()
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node_picked.emit(node.id)
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if confirming:
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node_confirmed.emit(node.id)
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return true
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return false
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func handle_pan(relative: Vector2) -> bool:
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if not visible:
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return false
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# Dragging a finger upward reveals higher research; dragging downward
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# returns to the root. Clamp hard so the canvas never leaves an empty gap.
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scroll_y = clampf(scroll_y - relative.y, 0.0, _max_scroll())
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queue_redraw()
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return true
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func _draw() -> void:
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_layout_glyphs()
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# Links first, so nodes sit on top of them.
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for node in GameState.SKILL_TREE:
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if node.requires == "":
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continue
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var parent: Dictionary = GameState.skill_node(node.requires)
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if parent.is_empty():
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continue
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var from: Vector2 = node_screen_pos(parent)
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var to: Vector2 = node_screen_pos(node)
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# A link reads as "live" only once the step it leads to is actually
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# reachable, so the eye follows the researched path outwards.
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var lit: bool = GameState.is_unlocked(node.id)
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var reachable: bool = GameState.prerequisite_met(node.id)
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var link_color: Color = DONE_COLOR if lit else (READY_COLOR if reachable else LOCKED_COLOR)
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var trim: Vector2 = (to - from).normalized() * node_radius
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NeonDraw.draw_glowing_line(self, from + trim, to - trim, link_color,
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1.0 if reachable else LOCKED_PULSE, 0.4,
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NeonDraw.DEFAULT_CORE if reachable else LOCKED_CORE)
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for node in GameState.SKILL_TREE:
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var centre: Vector2 = node_screen_pos(node)
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var colour: Color = _state_color(node)
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var reach: bool = GameState.prerequisite_met(node.id)
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var pulse: float = 1.0 if reach else LOCKED_PULSE
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var core_stroke: Color = NeonDraw.DEFAULT_CORE if reach else LOCKED_CORE
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var hexagon: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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hexagon.append(centre + Vector2(cos(a), sin(a)) * node_radius)
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NeonDraw.draw_glowing_polygon(self, hexagon, colour, pulse, core_stroke)
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# Researched nodes get a filled-in core; the rest stay hollow.
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if GameState.is_unlocked(node.id):
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var core: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU + PI / 6.0
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core.append(centre + Vector2(cos(a), sin(a)) * node_radius * 0.42)
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NeonDraw.draw_glowing_polygon(self, core, colour, 1.0)
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if node.id == selected_id:
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var ring: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU
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ring.append(centre + Vector2(cos(a), sin(a)) * node_radius * 1.32)
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NeonDraw.draw_glowing_polygon(self, ring, SELECTED_RING, 0.9)
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