spaceship/BuildController.gd
Loïc Wisniewski f5a16a7b95 Share one backdrop between game and editor, and fix three input/economy bugs
The setup editor and the landed surface drew different backgrounds for the
same planet. Each scene carried its own hand-written ShaderMaterial, and only
the game side ever swapped in a profile's shader, so a gas giant authored in
the editor showed recoloured craters while the game showed cloud bands. Both
now instance one SurfaceBackground.tscn and configure it through one method,
and every profile names its own shader - the old "null means keep whatever
the scene already had" convention was the drift, since each scene "already
had" something different. The shared material is resource_local_to_scene, or
two live surfaces would repaint each other.

The gas giant's bands broke into disjoint segments once per cell: the second
turbulence octave doubled only the INTEGER half of a lattice coordinate,
which is a different point in every cell rather than the same point at twice
the frequency. Measured, the old form steps 0.153 at a cell boundary against
0.0002 now. A second discontinuity went with it - the camera cell index
arrives pre-wrapped, so hashing it raw rearranged the whole sky every 32
cells; hashes are now wrapped per octave and the field is exactly periodic.
Bands also gained low-frequency octaves and per-row differential drift.

WorldMap swallowed every touch in _input(), which runs before the GUI system,
so CloseButton never saw one: the map could be opened and not closed. Android
and desktop hid it behind Godot's emulated mouse event, which this never
swallowed; a phone browser gives no such second chance. Its test had been
closing the map by calling the method the button was failing to reach.

Construction now draws on the fleet hold as well as the bank. With an empty
starting bank and ore bankable only at a mothership, charging construction to
the bank alone made the first mothership cost ore that could not yet exist.

Also: a conquered planet no longer re-spawns its garrison (guarded on having
capture points, since a setup with none registers as vacuously conquered);
planets keep the map they drew, with the candidate list sorted rather than
left in filesystem order and assignments pruned rather than cleared on
rescan; and the map editor lists setups at a tappable size and can delete
one, as an explicit armed mode rather than a tap away from destroying work.

Full suite 106/106.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 11:16:38 +02:00

1336 lines
55 KiB
GDScript

extends Node2D
const BUILDING_DEFINITIONS = preload("res://BuildingDefinitions.gd")
const VESSEL_DEFINITIONS = preload("res://VesselDefinitions.gd")
# Space-side building UI. Owns:
# - the build menu (place a mothership, ship crafter or command centre)
# - the shared ACTION button, which adapts to whatever the fleet is
# standing on (craft ships, configure formation, or land). One action
# fires directly; multiple actions unfold horizontally.
# - rebuilding a wiped-out fleet at the mothership
#
# Buildings themselves live in GameState (they must outlive the trip to a
# planet's surface); this only drives the UI and spends resources.
@export var prompt_debounce_time: float = 0.15
@onready var fleet: Node2D = get_node("../Fleet")
@onready var building_field: Node2D = get_node("../BuildingField")
@onready var world_map: Control = get_node("../UI/WorldMap")
@onready var build_button: IconButton = get_node("../UI/BuildButton")
@onready var action_button: IconButton = get_node("../UI/BuildActionButton")
@onready var building_action_button: IconButton = get_node("../UI/BuildingActionButton")
@onready var landing_button: IconButton = get_node("../UI/EnterAtmosphereButton")
@onready var landing_controller: Node2D = get_node("../LandingController")
@onready var build_menu: Control = get_node("../UI/BuildMenu")
@onready var build_close_button: IconButton = get_node("../UI/BuildMenu/CloseButton")
@onready var build_status: Label = get_node("../UI/BuildMenu/StatusLabel")
@onready var lab_menu: Control = get_node("../UI/LabMenu")
@onready var lab_vessel_buttons: Array = [
get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
get_node("../UI/LabMenu/VesselE"), get_node("../UI/LabMenu/VesselF"),
get_node("../UI/LabMenu/VesselG"),
]
@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
@onready var lab_vessel_labels: Array = [
get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
get_node("../UI/LabMenu/VesselELabel"), get_node("../UI/LabMenu/VesselFLabel"),
get_node("../UI/LabMenu/VesselGLabel"),
]
@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
@onready var lab_buy_button: IconButton = get_node("../UI/LabMenu/BuyButton")
@onready var lab_close_button: IconButton = get_node("../UI/LabMenu/CloseButton")
@onready var lab_upgrade_buttons: Array = [
get_node("../UI/LabMenu/Upgrade0"), get_node("../UI/LabMenu/Upgrade1"),
get_node("../UI/LabMenu/Upgrade2"), get_node("../UI/LabMenu/Upgrade3"),
]
@onready var lab_upgrade_labels: Array = [
get_node("../UI/LabMenu/Upgrade0Label"), get_node("../UI/LabMenu/Upgrade1Label"),
get_node("../UI/LabMenu/Upgrade2Label"), get_node("../UI/LabMenu/Upgrade3Label"),
]
@onready var craft_shield_button: IconButton = get_node("../UI/CraftMenu/ShieldButton")
@onready var queue_slots: Array = [
get_node("../UI/CraftMenu/QueueSlot0"), get_node("../UI/CraftMenu/QueueSlot1"),
get_node("../UI/CraftMenu/QueueSlot2"), get_node("../UI/CraftMenu/QueueSlot3"),
]
@onready var queue_detail: Label = get_node("../UI/CraftMenu/QueueDetail")
@onready var hangar_button: IconButton = get_node("../UI/HangarButton")
@onready var hangar_menu: Control = get_node("../UI/HangarMenu")
@onready var hangar_status: Label = get_node("../UI/HangarMenu/StatusLabel")
@onready var hangar_available_title: Label = get_node("../UI/HangarMenu/AvailableTitle")
@onready var hangar_fleet_title: Label = get_node("../UI/HangarMenu/FleetTitle")
@onready var hangar_close_button: IconButton = get_node("../UI/HangarMenu/CloseButton")
@onready var hangar_available_slots: Array = [
get_node("../UI/HangarMenu/AvailableInterceptor"),
get_node("../UI/HangarMenu/AvailableShield"),
get_node("../UI/HangarMenu/AvailableGasBomber"),
get_node("../UI/HangarMenu/AvailableCarrier"),
get_node("../UI/HangarMenu/AvailableLaser"),
get_node("../UI/HangarMenu/AvailableDistorder"),
]
@onready var hangar_available_labels: Array = [
get_node("../UI/HangarMenu/AvailableInterceptorLabel"),
get_node("../UI/HangarMenu/AvailableShieldLabel"),
get_node("../UI/HangarMenu/AvailableGasBomberLabel"),
get_node("../UI/HangarMenu/AvailableCarrierLabel"),
get_node("../UI/HangarMenu/AvailableLaserLabel"),
get_node("../UI/HangarMenu/AvailableDistorderLabel"),
]
@onready var hangar_fleet_slots: Array = [
get_node("../UI/HangarMenu/FleetInterceptor"),
get_node("../UI/HangarMenu/FleetShield"),
get_node("../UI/HangarMenu/FleetGasBomber"),
get_node("../UI/HangarMenu/FleetCarrier"),
get_node("../UI/HangarMenu/FleetLaser"),
get_node("../UI/HangarMenu/FleetDistorder"),
]
@onready var hangar_fleet_labels: Array = [
get_node("../UI/HangarMenu/FleetInterceptorLabel"),
get_node("../UI/HangarMenu/FleetShieldLabel"),
get_node("../UI/HangarMenu/FleetGasBomberLabel"),
get_node("../UI/HangarMenu/FleetCarrierLabel"),
get_node("../UI/HangarMenu/FleetLaserLabel"),
get_node("../UI/HangarMenu/FleetDistorderLabel"),
]
var build_menu_entries: Array = []
# Which vessel the lab screen is showing, and which visible upgrade card is
# selected. Each vessel gets its own small set of direct cards; the detail and
# Buy controls below them only describe the one the player tapped.
var lab_vessel: String = GameState.VESSEL_INTERCEPTOR
var lab_choice: int = 0
var lab_building_id: int = 0
@onready var planet_field: Node2D = get_node("../PlanetField")
@onready var info_popup: Control = get_node("../UI/BuildMenu/InfoPopup")
@onready var info_title: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/TitleLabel")
@onready var info_message: Label = get_node("../UI/BuildMenu/InfoPopup/Panel/MessageLabel")
@onready var info_cost: NeonNumber = get_node("../UI/BuildMenu/InfoPopup/Panel/CostNumber")
@onready var info_build_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/BuildButton")
@onready var info_close_button: IconButton = get_node("../UI/BuildMenu/InfoPopup/Panel/CloseButton")
@onready var craft_menu: Control = get_node("../UI/CraftMenu")
@onready var craft_interceptor_button: IconButton = get_node("../UI/CraftMenu/InterceptorButton")
@onready var craft_close_button: IconButton = get_node("../UI/CraftMenu/CloseButton")
@onready var craft_status: Label = get_node("../UI/CraftMenu/StatusLabel")
@onready var craft_interceptor_label: Label = get_node("../UI/CraftMenu/InterceptorLabel")
@onready var craft_shield_label: Label = get_node("../UI/CraftMenu/ShieldLabel")
@onready var craft_gas_bomber_button: IconButton = get_node("../UI/CraftMenu/GasBomberButton")
@onready var craft_gas_bomber_label: Label = get_node("../UI/CraftMenu/GasBomberLabel")
@onready var craft_carrier_button: IconButton = get_node("../UI/CraftMenu/CarrierButton")
@onready var craft_carrier_label: Label = get_node("../UI/CraftMenu/CarrierLabel")
@onready var craft_laser_button: IconButton = get_node("../UI/CraftMenu/LaserButton")
@onready var craft_laser_label: Label = get_node("../UI/CraftMenu/LaserLabel")
@onready var craft_distorder_button: IconButton = get_node("../UI/CraftMenu/DistorderButton")
@onready var craft_distorder_label: Label = get_node("../UI/CraftMenu/DistorderLabel")
@onready var craft_vessel_buttons: Array = [
craft_interceptor_button, craft_shield_button, craft_gas_bomber_button, craft_carrier_button,
craft_laser_button, craft_distorder_button,
]
@onready var craft_vessel_labels: Array = [
craft_interceptor_label, craft_shield_label, craft_gas_bomber_label, craft_carrier_label,
craft_laser_label, craft_distorder_label,
]
# --- the transfer panel (#24) ---------------------------------------------
# Ore used to be moved from inside whichever panel happened to be open: "load
# ore" lived in the research screen, "store ore here" in the ship crafter.
# Both are now one top-level shortcut beside Build at resource-bearing
# locations and work in both directions, so moving cargo is never buried
# under an unrelated action foldout.
@onready var transfer_button: IconButton = get_node("../UI/TransferButton")
@onready var transfer_menu: Control = get_node("../UI/TransferMenu")
@onready var transfer_status: Label = get_node("../UI/TransferMenu/StatusLabel")
@onready var transfer_close_button: IconButton = get_node("../UI/TransferMenu/CloseButton")
@onready var transfer_list: ResourceTransferList = get_node("../UI/TransferMenu/ResourceList")
# Every building menu carries the same header (#24). Held as a list because
# the only thing any of them needs is to be told which building it is
# reporting on when its panel opens.
@onready var resource_bars: Array = [
get_node("../UI/CraftMenu/Bar"), get_node("../UI/SkillMenu/Bar"),
get_node("../UI/LabMenu/Bar"),
]
@onready var skill_menu: Control = get_node("../UI/SkillMenu")
@onready var skill_tree: Control = get_node("../UI/SkillMenu/Tree")
@onready var skill_detail: Label = get_node("../UI/SkillMenu/DetailLabel")
@onready var skill_cost: NeonNumber = get_node("../UI/SkillMenu/CostNumber")
@onready var skill_status: Label = get_node("../UI/SkillMenu/StatusLabel")
@onready var skill_unlock_button: IconButton = get_node("../UI/SkillMenu/UnlockButton")
@onready var skill_close_button: IconButton = get_node("../UI/SkillMenu/CloseButton")
@onready var formation_menu: Control = get_node("../UI/FormationMenu")
@onready var formation_editor: Control = get_node("../UI/FormationMenu/Editor")
@onready var formation_close_button: IconButton = get_node("../UI/FormationMenu/CloseButton")
@onready var formation_reset_button: IconButton = get_node("../UI/FormationMenu/ResetButton")
# Which structure the popup is currently offering to build, or "" when it is
# only explaining something that cannot be built right now.
var pending_build_type: String = ""
# Which crafter the craft menu is showing (see _on_action_pressed).
var craft_building_id: int = 0
# The craft panel refreshes every frame while it is open (so a delivery
# arriving visibly works the queue down). That overwrote any message the
# moment after it was set, which made a working button look dead - the store
# button in particular. Messages therefore have to outlive a refresh.
var craft_message: String = ""
var craft_message_until: int = 0
# Which building the transfer panel is moving ore in and out of. Remembered
# for the same reason craft_building_id is: _process() clears
# current_building while any menu is open, so by the next frame the panel
# would not know which building it belongs to.
var transfer_building_id: int = 0
var transfer_extractor_index: int = -1
var current_building: Node2D = null
var pending_building: Node2D = null
var current_extractor_index: int = -1
var pending_extractor_index: int = -1
var current_landing_planet: Node2D = null
var pending_time: float = 0.0
var context_actions_expanded: bool = false
# Gap between the last resource row and the first row of HUD buttons.
const HUD_COLUMN_MARGIN: float = 18.0
# Vertical gap between one row of HUD buttons and the next.
const HUD_ROW_GAP: float = 16.0
# Seats the top-anchored HUD button columns below the resource readout instead
# of at the fixed y the scene authored.
#
# ResourceReadout builds one row per resource type AT RUNTIME, so how far down
# it reaches is not knowable when the scene is laid out - the scene's guess
# was 154, and four resources actually reach 270, straight over the build
# button sitting at a hardcoded 160. Every resource type added since made it
# worse. Deriving the column top from the readout's real bottom makes the
# overlap impossible rather than merely fixed for today's resource count.
#
# This TRANSLATES the block rather than re-flowing it, so the rows keep their
# spacing relative to one another - BuildingActionButton and HangarButton
# deliberately share a row, being mutually exclusive, and a flow layout would
# pull them apart.
func _seat_hud_columns() -> void:
var readout: ResourceReadout = get_node_or_null("../UI/ResourceReadout")
if readout == null:
return
# Both columns, not just the left one: the readout spans the full width
# (the fleet hold column sits at x 356), so the second column of buttons
# collides with it exactly as the first does.
var buttons: Array = [
build_button, transfer_button,
action_button, landing_button,
building_action_button, hangar_button,
]
var highest: float = INF
for button in buttons:
if button != null:
highest = minf(highest, button.position.y)
if is_inf(highest):
return
var shift: float = readout.content_bottom() + HUD_COLUMN_MARGIN - highest
# Only ever pushed down, never pulled up: with few enough resources the
# authored layout already clears the readout, and there is no reason to
# drag the HUD away from where the scene deliberately put it.
if shift <= 0.0:
return
for button in buttons:
if button != null:
button.position.y += shift
func _ready() -> void:
_seat_hud_columns()
_layout_hangar()
build_button.pressed.connect(_on_build_pressed)
build_close_button.pressed.connect(_close_build_menu)
_configure_build_menu_entries()
lab_close_button.pressed.connect(func(): lab_menu.visible = false)
lab_buy_button.pressed.connect(_on_lab_buy)
for i in range(lab_vessel_buttons.size()):
lab_vessel_buttons[i].pressed.connect(_on_lab_vessel.bind(i))
for i in range(lab_upgrade_buttons.size()):
lab_upgrade_buttons[i].pressed.connect(_on_lab_upgrade.bind(i))
info_close_button.pressed.connect(_close_info)
info_build_button.pressed.connect(_confirm_build)
action_button.pressed.connect(_on_context_action_pressed)
building_action_button.pressed.connect(_on_action_pressed)
for i in range(mini(craft_vessel_buttons.size(), VESSEL_DEFINITIONS.fleet().size())):
var definition: Resource = VESSEL_DEFINITIONS.fleet()[i]
craft_vessel_buttons[i].pressed.connect(_on_craft_vessel.bind(definition.definition_id))
craft_close_button.pressed.connect(func(): craft_menu.visible = false)
transfer_button.pressed.connect(_on_transfer_pressed)
hangar_button.pressed.connect(_on_hangar_pressed)
hangar_close_button.pressed.connect(func(): hangar_menu.visible = false)
for i in range(hangar_available_slots.size()):
hangar_available_slots[i].pressed.connect(_on_hangar_crew_type.bind(i))
hangar_fleet_slots[i].pressed.connect(_on_hangar_store_type.bind(i))
for i in range(queue_slots.size()):
queue_slots[i].pressed.connect(_on_queue_slot.bind(i))
transfer_close_button.pressed.connect(func(): transfer_menu.visible = false)
transfer_list.transfer_requested.connect(_on_resource_transfer)
formation_close_button.pressed.connect(func(): formation_menu.visible = false)
formation_reset_button.pressed.connect(_on_reset_formation)
formation_editor.formation_changed.connect(_on_formation_changed)
skill_close_button.pressed.connect(func(): skill_menu.visible = false)
skill_unlock_button.pressed.connect(_on_unlock_pressed)
skill_tree.node_picked.connect(_on_skill_node_picked)
build_menu.visible = false
info_popup.visible = false
craft_menu.visible = false
formation_menu.visible = false
skill_menu.visible = false
lab_menu.visible = false
transfer_menu.visible = false
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
hangar_menu.visible = false
_layout_context_buttons()
func _configure_build_menu_entries() -> void:
build_menu_entries.clear()
for definition in BUILDING_DEFINITIONS.all():
if definition.menu_button_name == "":
continue
var button: IconButton = get_node("../UI/BuildMenu/%s" % definition.menu_button_name)
var label: Label = get_node("../UI/BuildMenu/%s" % definition.menu_label_name)
var cost_number: NeonNumber = get_node("../UI/BuildMenu/%s" % definition.menu_cost_name)
button.icon = definition.menu_icon
button.pressed.connect(_show_building_info.bind(String(definition.definition_id)))
label.text = definition.display_name
cost_number.amount = definition.cost
build_menu_entries.append([definition.definition_id, button, label, cost_number, definition])
# True while a modal panel owns the shared context controls. A plain building
# prompt is not modal: landing can coexist with its actions in the same foldout.
func is_showing_building_prompt() -> bool:
return build_menu.visible or craft_menu.visible \
or formation_menu.visible or skill_menu.visible or transfer_menu.visible \
or hangar_menu.visible
func _unhandled_input(event: InputEvent) -> void:
if context_actions_expanded and (event is InputEventScreenTouch and event.pressed \
or event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT):
# Buttons consume their own touch; reaching this handler means the tap
# landed somewhere else, which dismisses an expanded action list.
_collapse_context_actions()
# The formation editor and the skill tree are driven from here rather than
# via _gui_input, for the same reason as the joystick: a Control that
# consumes touches through the GUI system swallows them before they get
# here, which is what made dragging a formation slot silently do nothing.
if skill_menu.visible:
if event is InputEventScreenTouch:
skill_tree.handle_touch(event)
elif event is InputEventScreenDrag:
skill_tree.handle_drag(event)
# Handled either way. A touch that lands on the panel but misses a
# node is still a touch ON THE PANEL - letting it through moved the
# fleet and pinch-zoomed the world behind the menu, because
# GameController sits on the root node and sees whatever this leaves
# unhandled.
get_viewport().set_input_as_handled()
return
if formation_menu.visible:
if event is InputEventScreenTouch:
formation_editor.handle_touch(event)
elif event is InputEventScreenDrag:
formation_editor.handle_drag(event)
get_viewport().set_input_as_handled()
return
if build_menu.visible or craft_menu.visible or world_map.visible or lab_menu.visible \
or transfer_menu.visible or hangar_menu.visible:
# These panels have no raw-input handler of their own, but the world
# behind them must still not react.
get_viewport().set_input_as_handled()
func _process(delta: float) -> void:
_check_fleet_wipe()
if build_menu.visible:
# Keep the greyed state live while the menu is open, so flying onto
# a planet lights the option up without reopening it.
_refresh_build_option_states()
if craft_menu.visible:
# Live, so a delivery arriving while the menu is open visibly works
# the queue down instead of looking stuck.
_refresh_craft_status()
if transfer_menu.visible:
# Also live: a hauler banking ore while the panel is open should make
# the "to fleet" side become available without a reopen.
_refresh_transfer()
if world_map.visible or build_menu.visible or craft_menu.visible \
or formation_menu.visible or skill_menu.visible or lab_menu.visible \
or transfer_menu.visible or hangar_menu.visible:
current_building = null
pending_building = null
current_extractor_index = -1
pending_extractor_index = -1
current_landing_planet = null
action_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = false
hangar_button.visible = false
context_actions_expanded = false
return
# Debounced exactly like the enter-atmosphere prompt, so the action
# button can't flicker while the fleet drifts on the interact boundary.
var detected: Node2D = building_field.get_building_fleet_is_on()
var detected_extractor: int = -1
if detected == null:
var planet: Node2D = _planet_under_fleet()
if planet != null:
detected_extractor = GameState.extractor_index_at(planet.planet_id)
if detected != pending_building or detected_extractor != pending_extractor_index:
pending_building = detected
pending_extractor_index = detected_extractor
pending_time = 0.0
else:
pending_time += delta
var detected_landing_planet: Node2D = landing_controller.current_planet
if pending_time < prompt_debounce_time or (pending_building == current_building \
and pending_extractor_index == current_extractor_index \
and detected_landing_planet == current_landing_planet):
return
current_building = pending_building
current_extractor_index = pending_extractor_index
current_landing_planet = detected_landing_planet
context_actions_expanded = false
hangar_button.visible = false
building_action_button.visible = false
landing_button.visible = false
transfer_button.visible = _has_transfer_context()
var actions: Array = _context_action_buttons()
action_button.visible = not actions.is_empty()
if current_building != null:
building_action_button.icon = int(current_building.definition.action_icon)
building_action_button.queue_redraw()
if not actions.is_empty():
action_button.icon = int(actions[0].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.
#
# "Directly below it" is MEASURED from the build button rather than
# written down as a y. This used to hardcode 324, which was the right
# answer only while the build button sat at the 160 the scene authored -
# once _seat_hud_columns() started moving the whole block down to clear
# the resource readout, this ran on the next context change and dropped
# the action row straight back on top of the build button.
var row_top: float = build_button.position.y + build_button.size.y + HUD_ROW_GAP
var row_height: float = build_button.size.y
action_button.offset_top = row_top
action_button.offset_bottom = row_top + row_height
var buttons: Array = _context_action_buttons()
if not context_actions_expanded:
for button in buttons:
button.visible = false
return
# Expand sideways so the controls stay in the same visual band instead of
# pushing the player down a vertical stack. Three actions fit across the
# 720px phone layout with the same generous 148px touch targets.
for i in range(buttons.size()):
var button: Control = buttons[i]
button.visible = true
button.offset_left = 188 + i * 164
button.offset_right = button.offset_left + 148
button.offset_top = row_top
button.offset_bottom = row_top + row_height
func _context_action_buttons() -> Array:
var buttons: Array = []
if current_building != null:
for action in current_building.available_actions():
var button: IconButton = _button_for_building_action(action)
if button != null and button not in buttons:
buttons.append(button)
if current_landing_planet != null:
buttons.append(landing_button)
return buttons
func _has_transfer_context() -> bool:
if current_extractor_index >= 0:
return true
return current_building != null and current_building.available_actions().has("transfer")
func _button_for_building_action(action: String) -> IconButton:
if action == "transfer":
return null
if action == "hangar":
return hangar_button
return building_action_button
func _on_context_action_pressed() -> void:
if current_building == null and current_extractor_index < 0 \
and current_landing_planet == null:
return
var actions: Array = _context_action_buttons()
if actions.size() == 1:
if actions[0] == landing_button:
landing_controller._on_enter_pressed()
elif actions[0] == hangar_button:
_on_hangar_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 _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
var action: String = current_building.primary_action()
if action == "research":
skill_menu.visible = true
skill_tree.reset_scroll()
_refresh_skill_menu()
elif action == "craft":
# 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 action == "lab":
lab_building_id = current_building.building_id
lab_menu.visible = true
_refresh_lab()
elif action == "formation":
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, -77.0, 146.0, 369.0]
const MENU_COL_X: float = 140.0
const MENU_BUTTON_HALF: float = 64.0
const MENU_BUTTON_H: float = 100.0
const MENU_LABEL_HALF: float = 150.0
const MENU_LABEL_H: float = 52.0
const MENU_COST_HALF: float = 60.0
const MENU_COST_H: float = 44.0
# Gaps from each row's own top to where the label/cost start, sized to the
# shrunk MENU_*_H values above (#54: fitting a 4th row meant tightening
# MENU_ROW_TOPS' spacing to 223px, less than the original 256px a row's
# button+label+cost needed - shrinking those closed the gap without
# resorting to a scrollable menu).
const MENU_LABEL_OFFSET: float = 106.0
const MENU_COST_OFFSET: float = 162.0
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 + MENU_LABEL_OFFSET, MENU_LABEL_HALF, MENU_LABEL_H)
_place_entry(shown[i][3], cx, top + MENU_COST_OFFSET, 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".
_refresh_build_option_states()
# Prices are shown under each option now, so this only needs to say
# whether the fleet is somewhere an extractor could go.
var planet: Node2D = _planet_under_fleet()
if planet == null:
build_status.text = ""
elif not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "Over %s - capture it before building an extractor" % planet.planet_name
else:
build_status.text = "Over %s - an extractor can be built here" % planet.planet_name
func _refresh_build_option_states() -> void:
for entry in build_menu_entries:
var definition: Resource = entry[4]
var enabled: bool = GameState.is_building_unlocked(definition.definition_id)
if definition.placement_mode == "planet":
var planet: Node2D = _planet_under_fleet()
enabled = enabled and planet != null and GameState.is_planet_conquered(planet.planet_id)
entry[1].enabled = enabled
entry[1].queue_redraw()
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 cost_of(type: String) -> int:
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
return int(definition.cost) if definition != null else 0
func _show_building_info(type: String) -> void:
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
if definition == null:
return
var cost: int = int(definition.cost)
var lines: Array = [definition.description]
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 definition.placement_mode == "planet":
var planet: Node2D = _planet_under_fleet()
if planet == null:
lines.append("No planet in reach - fly over one.")
can_build = false
elif not GameState.is_planet_conquered(planet.planet_id):
lines.append("%s is not captured yet - take all its capture points." % planet.planet_name)
can_build = false
elif GameState.has_extractor_at(planet.planet_id):
lines.append("%s already has an extractor." % planet.planet_name)
can_build = false
else:
lines.append("Will mine %s from %s." % [GameState.resource_name(planet.resource_type), planet.planet_name])
elif can_build and definition.unique and GameState.has_building_of_type(type):
lines.append("WARNING: only one may exist - this destroys your current one.")
# The same pooled test the build itself uses. Asking the bank here while
# charging bank-plus-hold below would hide the build button for something
# the player can in fact afford.
if can_build and not GameState.can_afford_construction(cost):
lines.append("Not enough rocks - needs %d, you have %d." % [cost, GameState.construction_ore()])
can_build = false
info_title.text = definition.display_name
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
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
if definition == null:
return
if definition.placement_mode == "planet":
var planet: Node2D = _planet_under_fleet()
if planet == null or GameState.has_extractor_at(planet.planet_id):
build_status.text = "No planet in reach any more"
return
if not GameState.is_planet_conquered(planet.planet_id):
build_status.text = "%s is not captured yet" % planet.planet_name
return
if String(planet.resource_type) == "":
# #63: a research_lab planet's whole point is that it yields
# nothing to mine - an extractor there would sit on an empty
# resource id with no ResourceDefinition, breaking its own
# glyph/HUD rendering the moment it produced anything.
build_status.text = "%s has nothing to extract" % planet.planet_name
return
if not GameState.spend_construction(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [definition.cost, GameState.construction_ore()]
return
GameState.add_extractor(planet.planet_name, planet.position, planet.resource_type, planet.planet_id)
build_menu.visible = false
return
if definition.unique and GameState.has_building_of_type(type):
if not GameState.can_afford_construction(definition.cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [
definition.cost, GameState.construction_ore()
]
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(type)
building_field.rebuild_all()
_try_place(type, cost_of(type))
func _try_place(type: String, cost: int) -> void:
if not GameState.spend_construction(cost):
build_status.text = "Not enough rocks (need %d, have %d)" % [cost, GameState.construction_ore()]
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 · Research points %d" \
% [GameState.max_fleet_size(), GameState.research_points]
skill_unlock_button.visible = false
return
var node: Dictionary = GameState.skill_node(id)
if node.is_empty():
return
var points_needed: int = GameState.skill_research_point_cost(id)
skill_detail.text = "%s\n%s" % [node.name, node.desc]
if points_needed > 0:
skill_detail.text += "\nResearch points: %d/%d" % [GameState.research_points, points_needed]
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
elif GameState.research_points < points_needed:
# #63: a distinct reason from the ore one above - conflating them
# would leave the player trying to fix the wrong shortage.
skill_status.text = "Not enough research points - you have %d, need %d" \
% [GameState.research_points, points_needed]
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 _format_costs(costs: Dictionary) -> String:
var parts: PackedStringArray = PackedStringArray()
for resource_type in GameState.resource_types():
var amount: int = int(costs.get(resource_type, 0))
if amount > 0:
parts.append("%d %s" % [amount, GameState.resource_name(resource_type).to_lower()])
return " · ".join(parts) if not parts.is_empty() else "free"
func _format_missing_costs(costs: Dictionary) -> String:
var parts: PackedStringArray = PackedStringArray()
for resource_type in GameState.resource_types():
var amount: int = int(costs.get(resource_type, 0))
if amount > 0:
parts.append("%d more %s" % [amount,
GameState.resource_name(resource_type).to_lower()])
return " · ".join(parts)
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_status.text = ""
var definitions: Array = VESSEL_DEFINITIONS.fleet()
for i in range(mini(definitions.size(), craft_vessel_buttons.size())):
var definition: Resource = definitions[i]
var button: IconButton = craft_vessel_buttons[i]
craft_vessel_labels[i].text = "%s\n%s" % [definition.display_name,
_format_costs(GameState.product_costs(definition.definition_id))]
button.icon = definition.icon
button.glow_color = definition.glow_color
button.enabled = GameState.vessel_is_unlocked(definition.definition_id)
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:
_on_craft_vessel(GameState.VESSEL_INTERCEPTOR)
func _on_craft_vessel(vessel: String) -> void:
if craft_building_id == 0:
_say("No crafter selected - reopen this panel from the building")
return
var definition: Resource = VESSEL_DEFINITIONS.get_definition(vessel)
if definition == null:
return
if not GameState.queue_order(craft_building_id, vessel):
if not GameState.vessel_is_unlocked(vessel):
_say("%s must be unlocked at a ship lab first" % definition.display_name)
return
_report_order(vessel)
func _report_order(product: String) -> void:
var missing: Dictionary = GameState.outstanding_costs(craft_building_id)
if not missing.is_empty():
_say("%s queued - deliver %s here" % [GameState.vessel_name(product),
_format_missing_costs(missing)])
else:
_say("%s ordered - building now" % GameState.vessel_name(product))
# --- 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 = []
var definition: Resource = VESSEL_DEFINITIONS.get_definition(lab_vessel)
if definition == null:
return options
if not GameState.vessel_is_unlocked(lab_vessel):
options.append({"unlock": true, "id": definition.unlock_id,
"name": definition.unlock_name, "desc": definition.unlock_description,
"costs": GameState.research_costs(definition.unlock_id),
"icon": definition.unlock_icon if definition.unlock_icon >= 0 else definition.icon})
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:
var definitions: Array = VESSEL_DEFINITIONS.all()
if index < 0 or index >= definitions.size():
return
lab_vessel = definitions[index].definition_id
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]
var id: String = String(choice.id)
if not GameState.queue_lab_research(lab_building_id, id):
lab_status.text = "Research is already queued or complete"
return
lab_status.text = "%s queued - deliver %s to this lab" % [choice.name,
_format_costs(GameState.research_costs(id))]
_refresh_lab()
func _refresh_lab() -> void:
var definitions: Array = VESSEL_DEFINITIONS.all()
for i in range(mini(lab_vessel_buttons.size(), definitions.size())):
var definition: Resource = definitions[i]
var this_vessel: String = definition.definition_id
lab_vessel_buttons[i].enabled = true
lab_vessel_buttons[i].icon = definition.icon
lab_vessel_buttons[i].glow_color = definition.glow_color
lab_vessel_labels[i].text = definition.display_name
lab_vessel_buttons[i].highlighted = this_vessel == lab_vessel
lab_vessel_buttons[i].queue_redraw()
lab_vessel_label.text = "%s research · %d RP" % [
GameState.vessel_name(lab_vessel), GameState.research_points]
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 = _format_costs(option.costs if bool(option.unlock) \
else GameState.research_costs(option.id))
var point_cost: int = GameState.research_point_cost(String(option.id))
if point_cost > 0:
price_text += " · %d RP" % point_cost
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 = _vessel_colour(lab_vessel)
lab_upgrade_buttons[i].highlighted = i == lab_choice
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]
var choice_points: int = GameState.research_point_cost(String(choice.id))
lab_detail.text = "%s\n%s" % [choice.name, choice.desc]
if choice_points > 0:
lab_detail.text += "\nResearch points: %d/%d" % [GameState.research_points, choice_points]
var queued: Dictionary = GameState.lab_research_order(lab_building_id)
lab_buy_button.enabled = queued.is_empty() and (choice.unlock or not GameState.upgrade_maxed(choice.id))
if not queued.is_empty():
var queued_points: int = GameState.research_point_cost(String(queued.id))
if not bool(queued.started) and GameState.research_points < queued_points:
# #63: distinct from "Waiting for resources" - flying more ore/gas
# to this lab cannot fix a research-point shortfall, only
# conquering a research lab elsewhere can.
lab_status.text = "Need %d research point%s (have %d)" \
% [queued_points, "" if queued_points == 1 else "s", GameState.research_points]
else:
lab_status.text = "%s %d%%" % ["Researching" if bool(queued.started) else "Waiting for resources", int(100.0 * float(queued.elapsed) / maxf(GameState.lab_research_time(), 0.001))]
lab_buy_button.queue_redraw()
func _upgrade_icon(option: Dictionary) -> IconButton.Icon:
return int(option.get("icon", IconButton.Icon.SHIP_LAB))
func _on_craft_shield() -> void:
_on_craft_vessel(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 and current_extractor_index < 0:
return
transfer_building_id = current_building.building_id if current_building != null else 0
transfer_extractor_index = current_extractor_index
for bar in resource_bars:
bar.building_id = transfer_building_id
transfer_menu.visible = true
transfer_status.text = ""
_refresh_transfer()
func _on_transfer(to_building: bool, amount: int) -> void:
_on_resource_transfer(GameState.RESOURCE_ORE, to_building, amount)
func _on_resource_transfer(resource_type: String, to_building: bool, amount: int = ALL) -> void:
if transfer_building_id == 0 and transfer_extractor_index < 0:
transfer_status.text = "No resource store selected - reopen this panel from its action"
return
var moved: int
if transfer_extractor_index >= 0:
moved = GameState.transfer_resource_to_extractor(transfer_extractor_index, resource_type, amount) \
if to_building else GameState.transfer_resource_from_extractor(transfer_extractor_index, resource_type, amount)
else:
moved = GameState.transfer_resource_to_building(transfer_building_id, resource_type, amount) \
if to_building else GameState.transfer_resource_to_fleet(transfer_building_id, resource_type, amount)
var resource_name: String = GameState.resource_name(resource_type).to_lower()
# 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 (no %s)" % resource_name
else:
transfer_status.text = "%s has no %s to load" % [_transfer_place_name().capitalize(), resource_name]
elif to_building:
transfer_status.text = "Moved %d %s into %s" % [moved, resource_name, _transfer_place_name()]
else:
transfer_status.text = "Loaded %d %s into the fleet" % [moved, resource_name]
_refresh_transfer()
func _on_gas_transfer(to_building: bool) -> void:
_on_resource_transfer(GameState.RESOURCE_GAS, to_building)
func _transfer_place_name() -> String:
if transfer_extractor_index >= 0:
return "the extractor"
var b: Dictionary = GameState.find_building(transfer_building_id)
if b.is_empty():
return "this building"
if GameState.building_has_capability(b, "bank"):
# 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:
if transfer_extractor_index >= 0:
transfer_list.set_extractor_destination(transfer_extractor_index, "Planet extractor")
return
var building: Dictionary = GameState.find_building(transfer_building_id)
var heading: String = "This building"
if GameState.building_has_capability(building, "bank"):
heading = "Mothership bank"
transfer_list.set_destination(transfer_building_id, heading)
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]
var definition: Resource = VESSEL_DEFINITIONS.get_definition(String(order.product))
slot.icon = definition.icon
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_name(String(head.product)),
int(round(float(head.progress) * 100.0)),
]
else:
queue_detail.text = "%s waiting for resources\nTap to cancel" % \
GameState.vessel_name(String(head.product))
func _vessel_colour(product: String) -> Color:
var definition: Resource = VESSEL_DEFINITIONS.get_definition(product)
return definition.glow_color if definition != null else 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_name(String(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, " - resources 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_name(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_name(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_name(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_name(stored)
_refresh_hangar()
func _hangar_types() -> Array:
var types: Array = []
for definition in VESSEL_DEFINITIONS.fleet():
types.append(definition.definition_id)
return types
# How many vessel types sit side by side in the hangar. Six in a single row
# gave each one about 100px while its two-line label needs 155, so the names
# ran into each other - "InterceptSheld VessGas Bomber". Three columns give
# each cell room, and the second row costs nothing: the lower half of the
# menu was empty.
const HANGAR_COLUMNS: int = 3
# Arranges both hangar sections as grids sized from the space actually
# available, rather than from the single row the scene authored. A seventh
# vessel type now wraps instead of squeezing the other six.
func _layout_hangar() -> void:
var count: int = hangar_available_slots.size()
if count == 0:
return
var width: float = hangar_menu.size.x
var columns: int = mini(HANGAR_COLUMNS, count)
var rows: int = int(ceil(float(count) / float(columns)))
# The band between the first section's heading and the status line under
# both of them. Derived, so moving either in the scene moves the grids.
var top: float = hangar_available_title.position.y + hangar_available_title.size.y + 8.0
var bottom: float = hangar_status.position.y - 12.0
var title_height: float = hangar_fleet_title.size.y
var section_height: float = (bottom - top - title_height - 16.0) * 0.5
if section_height <= 0.0:
return
var cell_width: float = width / float(columns)
var cell_height: float = section_height / float(rows)
# Squarer than the authored 75x120: a grid cell is wider than it is tall
# here, so height is what constrains the icon.
var slot_size: float = minf(cell_height * 0.58, cell_width * 0.42)
var label_height: float = maxf(cell_height - slot_size - 6.0, 1.0)
_layout_hangar_section(hangar_available_slots, hangar_available_labels,
top, columns, cell_width, cell_height, slot_size, label_height, width)
# AFTER the first section's last row, not before it. Placing the heading
# by subtracting from the second section's top put it back inside the
# first one, straight over its bottom row.
var available_bottom: float = top + section_height
hangar_fleet_title.position.y = available_bottom + 4.0
var fleet_top: float = available_bottom + title_height + 8.0
_layout_hangar_section(hangar_fleet_slots, hangar_fleet_labels,
fleet_top, columns, cell_width, cell_height, slot_size, label_height, width)
func _layout_hangar_section(slots: Array, labels: Array, top: float, columns: int,
cell_width: float, cell_height: float, slot_size: float,
label_height: float, width: float) -> void:
# A zero here is fatal on the web and silent everywhere else: wasm TRAPS
# on integer % 0 ("remainder by zero") and kills the engine mid-frame,
# while a native build shrugs it off. That difference is why this class
# of bug survives every test and only appears in a browser.
if columns <= 0:
return
for i in range(slots.size()):
var column: int = i % columns
var row: int = i / columns
# Control.position is in PARENT space, whatever the node's anchors
# are - the authored offsets being negative (anchored to the menu's
# centre) does not make position centre-relative too.
var cell_x: float = float(column) * cell_width
var cell_y: float = top + float(row) * cell_height
var slot: Control = slots[i]
slot.position = Vector2(cell_x + (cell_width - slot_size) * 0.5, cell_y)
slot.size = Vector2(slot_size, slot_size)
var label: Label = labels[i]
label.position = Vector2(cell_x, cell_y + slot_size + 4.0)
label.size = Vector2(cell_width, label_height)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_TOP
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
func _refresh_hangar() -> void:
var types: Array = _hangar_types()
for i in range(types.size()):
var type: String = types[i]
var definition: Resource = VESSEL_DEFINITIONS.get_definition(type)
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" % [definition.display_name, available]
hangar_fleet_labels[i].text = "%s\n%d in fleet" % [definition.display_name, deployed]
hangar_available_slots[i].icon = definition.icon
hangar_fleet_slots[i].icon = definition.icon
hangar_available_slots[i].glow_color = definition.glow_color
hangar_fleet_slots[i].glow_color = definition.glow_color
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()