Forgejo #17, part 4 of #12. #16 lets an order queue waiting for ore, so something has to be able to fulfil one. Until transporters exist (#19) this is the only route, which is why it lands before them rather than after: otherwise a player with a queued order and no Transport Hub is stuck forever. A "Load ore" button at the mothership moves a batch from the bank into the fleet's hold, and opening a building hands it whatever the fleet is carrying. Delivery at the mothership is now EDGE triggered on arrival rather than running every frame the fleet is parked there. Continuous delivery made withdrawing impossible - ore loaded into the hold was banked again on the very next frame, so the button would have looked broken. A batch rather than the whole bank, because the hold is the part that can be lost and emptying the bank in one tap would also strand research, which still spends from it. Both new logistics tests now clear existing asteroids: disabling AsteroidField only stops new chunks spawning, and a drifting rock destroying a parked ship changed the fleet size the tests assert on. That was a real intermittent failure, seen once in a full run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
479 lines
18 KiB
GDScript
479 lines
18 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 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 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_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 load_ore_button: IconButton = get_node("../UI/SkillMenu/LoadOreButton")
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@onready var load_ore_label: Label = get_node("../UI/SkillMenu/LoadOreLabel")
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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_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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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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func _ready() -> void:
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build_button.pressed.connect(_on_build_pressed)
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build_close_button.pressed.connect(func(): build_menu.visible = false)
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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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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_action_pressed)
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craft_interceptor_button.pressed.connect(_on_craft_interceptor)
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load_ore_button.pressed.connect(_on_load_ore)
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craft_close_button.pressed.connect(func(): craft_menu.visible = false)
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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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action_button.visible = false
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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
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func _unhandled_input(event: InputEvent) -> void:
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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 and skill_tree.handle_touch(event):
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get_viewport().set_input_as_handled()
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return
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if not formation_menu.visible:
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return
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if event is InputEventScreenTouch and formation_editor.handle_touch(event):
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get_viewport().set_input_as_handled()
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elif event is InputEventScreenDrag and formation_editor.handle_drag(event):
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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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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 world_map.visible or build_menu.visible or craft_menu.visible \
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or formation_menu.visible or skill_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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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
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if pending_time < prompt_debounce_time or pending_building == current_building:
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return
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current_building = pending_building
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action_button.visible = current_building != null
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if current_building != null:
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action_button.icon = _action_icon_for(current_building.building_type)
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action_button.queue_redraw()
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func _action_icon_for(type: String) -> int:
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match type:
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GameState.BUILDING_SHIP_CRAFTER:
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return IconButton.Icon.SHIP
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GameState.BUILDING_MOTHERSHIP:
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return IconButton.Icon.MOTHERSHIP
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_:
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return IconButton.Icon.COMMAND_CENTER
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func _check_fleet_wipe() -> void:
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if not fleet.ships.is_empty():
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return
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# Whole fleet destroyed: rebuild a single vessel at the mothership, or
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# at the world origin when none has been built yet.
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var spawn_pos: Variant = GameState.get_mothership_position()
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fleet.spawn_ships(1, spawn_pos if spawn_pos != null else Vector2.ZERO)
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func _on_action_pressed() -> void:
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if current_building == null:
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return
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if current_building.building_type == GameState.BUILDING_MOTHERSHIP:
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skill_menu.visible = true
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_refresh_load_ore()
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_refresh_skill_menu()
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elif current_building.building_type == GameState.BUILDING_SHIP_CRAFTER:
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craft_menu.visible = true
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_refresh_craft_status()
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elif current_building.building_type == GameState.BUILDING_COMMAND_CENTER:
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formation_menu.visible = true
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formation_editor.queue_redraw()
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func _on_build_pressed() -> void:
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build_menu.visible = true
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info_popup.visible = false
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pending_build_type = ""
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_refresh_build_status()
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func _planet_under_fleet() -> Node2D:
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# An extractor mines a specific planet, so one has to be within reach.
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return planet_field.get_planet_fleet_is_on()
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func _refresh_build_status() -> void:
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# Every option is always listed, greyed when it cannot be used - showing
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# them only sometimes would leave the player wondering whether the game
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# has them at all. Greyed buttons still emit `pressed`, so each one can
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# explain itself in the info popup.
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build_crafter_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_SHIP_CRAFTER)
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build_command_button.enabled = GameState.is_building_unlocked(GameState.BUILDING_COMMAND_CENTER)
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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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# Prices are shown under each option now, so this only needs to say
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# whether the fleet is somewhere an extractor could go.
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if _planet_under_fleet() != null:
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build_status.text = "Over %s - an extractor can be built here" % _planet_under_fleet().planet_name
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else:
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build_status.text = ""
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func _on_place_mothership() -> void:
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_show_building_info(GameState.BUILDING_MOTHERSHIP)
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func _on_place_crafter() -> void:
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_show_building_info(GameState.BUILDING_SHIP_CRAFTER)
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func _on_place_command_center() -> void:
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_show_building_info(GameState.BUILDING_COMMAND_CENTER)
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func _on_place_extractor() -> void:
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# The option stays pressable while greyed, so this is also how a
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# not-over-a-planet extractor explains itself.
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_show_building_info(GameState.BUILDING_EXTRACTOR)
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func cost_of(type: String) -> int:
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match type:
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GameState.BUILDING_MOTHERSHIP:
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return GameState.MOTHERSHIP_COST
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GameState.BUILDING_SHIP_CRAFTER:
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return GameState.SHIP_CRAFTER_COST
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GameState.BUILDING_COMMAND_CENTER:
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return GameState.COMMAND_CENTER_COST
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_:
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return GameState.EXTRACTOR_COST
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func _show_building_info(type: String) -> void:
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var info: Dictionary = BUILDING_INFO[type]
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var cost: int = cost_of(type)
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var lines: Array = [info.body]
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var can_build: bool = true
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# Locked structures still list themselves, greyed, so the player can see
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# what exists and what research would open it up.
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if not GameState.is_building_unlocked(type):
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lines.append("Locked. Research %s at your mothership." % GameState.research_for_building(type))
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can_build = false
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# Anything that would stop this particular placement is spelled out in
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# the same popup, rather than silently failing after the press.
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if can_build and type == GameState.BUILDING_EXTRACTOR:
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var planet: Node2D = _planet_under_fleet()
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if planet == null:
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lines.append("No planet in reach - fly over one.")
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can_build = false
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elif GameState.has_extractor_at(planet.planet_name):
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lines.append("%s already has an extractor." % planet.planet_name)
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can_build = false
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else:
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lines.append("Will mine %s." % planet.planet_name)
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elif can_build and type == GameState.BUILDING_MOTHERSHIP and GameState.has_mothership():
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lines.append("WARNING: only one may exist - this destroys your current one.")
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if can_build and not GameState.can_afford(cost):
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lines.append("Not enough rocks - needs %d, you have %d." % [cost, GameState.rocks])
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can_build = false
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info_title.text = info.title
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info_message.text = "\n\n".join(lines)
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info_cost.amount = cost
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info_build_button.visible = can_build
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pending_build_type = type if can_build else ""
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info_popup.visible = true
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func _close_info() -> void:
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info_popup.visible = false
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pending_build_type = ""
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func _confirm_build() -> void:
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var type: String = pending_build_type
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if type == "":
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return
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pending_build_type = ""
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info_popup.visible = false
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# Everything is re-checked here rather than trusted from when the popup
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# opened: the fleet keeps flying while it is up, so it can drift off the
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# planet an extractor was going to mine.
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if not GameState.is_building_unlocked(type):
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return
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if type == GameState.BUILDING_EXTRACTOR:
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var planet: Node2D = _planet_under_fleet()
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if planet == null or GameState.has_extractor_at(planet.planet_name):
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build_status.text = "No planet in reach any more"
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return
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if not GameState.spend(GameState.EXTRACTOR_COST):
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build_status.text = "Not enough rocks (need %d, have %d)" % [GameState.EXTRACTOR_COST, GameState.rocks]
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return
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GameState.add_extractor(planet.planet_name, planet.position)
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build_menu.visible = false
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return
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if type == GameState.BUILDING_MOTHERSHIP and GameState.has_mothership():
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if not GameState.can_afford(GameState.MOTHERSHIP_COST):
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build_status.text = "Not enough rocks (need %d, have %d)" % [
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GameState.MOTHERSHIP_COST, GameState.rocks
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]
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return
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# Only now is the old one destroyed - never before the new one is
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# known to be affordable, or the player would be left with none.
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GameState.remove_buildings_of_type(GameState.BUILDING_MOTHERSHIP)
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building_field.rebuild_all()
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_try_place(type, cost_of(type))
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func _try_place(type: String, cost: int) -> void:
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if not GameState.spend(cost):
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build_status.text = "Not enough rocks (need %d, have %d)" % [cost, GameState.rocks]
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return
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building_field.place(type, fleet.get_centroid())
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build_menu.visible = false
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# --- research (the mothership's skill tree) --------------------------------
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func _on_skill_node_picked(id: String) -> void:
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_refresh_skill_menu(id)
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func _refresh_skill_menu(id: String = "") -> void:
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if id == "":
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id = skill_tree.selected_id
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if id == "":
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# Nothing chosen yet: point the player at the tree rather than
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# leaving the panel blank, which reads as broken.
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skill_detail.text = "Select a node to see what it unlocks."
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skill_cost.amount = 0
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skill_status.text = "Fleet capacity %d" % GameState.max_fleet_size()
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skill_unlock_button.visible = false
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return
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var node: Dictionary = GameState.skill_node(id)
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if node.is_empty():
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return
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skill_detail.text = "%s\n%s" % [node.name, node.desc]
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skill_cost.amount = int(node.cost)
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if GameState.is_unlocked(id):
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skill_status.text = "Researched"
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skill_unlock_button.visible = false
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elif not GameState.prerequisite_met(id):
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skill_status.text = "Needs %s first" % GameState.skill_node(node.requires).name
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skill_unlock_button.visible = false
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elif not GameState.can_afford(int(node.cost)):
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skill_status.text = "Not enough rocks - you have %d" % GameState.rocks
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skill_unlock_button.visible = false
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else:
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skill_status.text = ""
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skill_unlock_button.visible = true
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func _on_unlock_pressed() -> void:
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var id: String = skill_tree.selected_id
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if id == "":
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return
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if not GameState.unlock(id):
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# 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 _refresh_craft_status() -> void:
|
|
# "Here" is the ore delivered to THIS crafter, not the bank: since #16 a
|
|
# building builds out of its own stock, and showing the bank would say
|
|
# you can afford something the crafter cannot actually make.
|
|
var queued: int = GameState.pending_orders(craft_building_id)
|
|
var stock: int = GameState.building_stock(craft_building_id)
|
|
var queue_text: String = "" if queued == 0 else " Queued %d" % queued
|
|
craft_status.text = "Interceptor %d ore Here %d%s Fleet %d/%d" % [
|
|
GameState.SHIP_COST, stock, queue_text,
|
|
fleet.ships.size(), GameState.max_fleet_size()
|
|
]
|
|
|
|
|
|
func _on_craft_interceptor() -> void:
|
|
if craft_building_id == 0:
|
|
return
|
|
# Still refused when there is nowhere to put the vessel - queueing an
|
|
# order that can never be delivered would just bank ships_owed forever.
|
|
if fleet.ships.size() + GameState.ships_owed + GameState.pending_orders(craft_building_id) \
|
|
>= GameState.max_fleet_size():
|
|
craft_status.text = "Fleet is full (%d slots)" % GameState.max_fleet_size()
|
|
return
|
|
# No affordability check: an order the crafter cannot pay for yet is
|
|
# QUEUED, and completes by itself once ore is delivered here (#16).
|
|
GameState.queue_order(craft_building_id)
|
|
_refresh_craft_status()
|
|
|
|
|
|
func _refresh_load_ore() -> void:
|
|
load_ore_label.text = "Load ore\nBank %d Hold %d" % [GameState.rocks, GameState.fleet_cargo]
|
|
load_ore_button.enabled = GameState.rocks > 0
|
|
load_ore_button.queue_redraw()
|
|
|
|
|
|
func _on_load_ore() -> void:
|
|
GameState.withdraw_to_fleet()
|
|
_refresh_load_ore()
|
|
|
|
|
|
func _on_formation_changed() -> void:
|
|
fleet.apply_formation()
|
|
|
|
|
|
func _on_reset_formation() -> void:
|
|
GameState.reset_formation()
|
|
fleet.apply_formation()
|
|
formation_editor.queue_redraw()
|