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path: root/game/src/Game/GameSession/ProvinceOverviewPanel.gd
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-rw-r--r--game/src/Game/GameSession/ProvinceOverviewPanel.gd215
1 files changed, 215 insertions, 0 deletions
diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel.gd
new file mode 100644
index 0000000..1292eb4
--- /dev/null
+++ b/game/src/Game/GameSession/ProvinceOverviewPanel.gd
@@ -0,0 +1,215 @@
+extends Control
+
+var _province_name_label : Label
+var _region_name_label : Label
+var _life_rating_bar : TextureProgressBar
+var _total_population_label : Label
+var _rgo_icon_texture : AtlasTexture
+
+const _missing_suffix : String = "_MISSING"
+
+const _province_info_province_key : StringName = &"province"
+const _province_info_region_key : StringName = &"region"
+const _province_info_life_rating_key : StringName = &"life_rating"
+const _province_info_terrain_type_key : StringName = &"terrain_type"
+const _province_info_total_population_key : StringName = &"total_population"
+const _province_info_pop_types_key : StringName = &"pop_types"
+const _province_info_pop_ideologies_key : StringName = &"pop_ideologies"
+const _province_info_pop_cultures_key : StringName = &"pop_cultures"
+const _province_info_rgo_key : StringName = &"rgo"
+const _province_info_buildings_key : StringName = &"buildings"
+
+const _building_info_building_key : StringName = &"building"
+const _building_info_level_key : StringName = &"level"
+const _building_info_expansion_state_key : StringName = &"expansion_state"
+const _building_info_start_date_key : StringName = &"start_date"
+const _building_info_end_date_key : StringName = &"end_date"
+const _building_info_expansion_progress_key : StringName = &"expansion_progress"
+
+const _piechart_info_size_key : StringName = &"size"
+const _piechart_info_colour_key : StringName = &"colour"
+
+var _selected_index : int:
+ get: return _selected_index
+ set(v):
+ _selected_index = v
+ _update_info()
+var _province_info : Dictionary
+
+func _check_class(object : Object, klass : String, name : String) -> bool:
+ if object.get_class() == klass:
+ return true
+ else:
+ push_error("Invalid ", name, " class: ", object.get_class(), " (expected ", klass, ")")
+ return false
+
+func _try_get_node(path : NodePath, klass : String) -> Node:
+ var node : Node = get_node(path)
+ if node != null:
+ if _check_class(node, klass, path):
+ return node
+ else:
+ push_error("Failed to get node: ", path, " (returned null)")
+ return null
+
+func _ready():
+ GameSingleton.province_selected.connect(_on_province_selected)
+ GameSingleton.state_updated.connect(_update_info)
+
+ add_child(GameSingleton.generate_gui("province_interface.gui", "province_view"))
+
+ var close_button : Button = _try_get_node(^"./province_view/close_button", "Button")
+ if close_button != null:
+ close_button.pressed.connect(_on_close_button_pressed)
+
+ _region_name_label = _try_get_node(^"./province_view/province_view_header/state_name", "Label")
+
+ _province_name_label = _try_get_node(^"./province_view/province_view_header/province_name", "Label")
+
+ _life_rating_bar = _try_get_node(^"./province_view/province_view_header/liferating", "TextureProgressBar")
+
+ var goods_icon : TextureRect = _try_get_node(^"./province_view/province_statistics/goods_type", "TextureRect")
+ if goods_icon != null:
+ var texture := goods_icon.texture
+ if _check_class(texture, "GFXIconTexture", "good_texture"):
+ _rgo_icon_texture = texture
+
+
+ var rgo_population_label : Label = _try_get_node(^"./province_view/province_statistics/rgo_population", "Label")
+ if rgo_population_label != null:
+ rgo_population_label.text = "0"
+
+ #^"./province_view/province_statistics/crime_icon"
+
+ _total_population_label = _try_get_node(^"./province_view/province_statistics/total_population", "Label")
+
+ #^"./province_view/province_statistics/growth"
+ #^"./province_view/province_statistics/workforce_chart"
+ #^"./province_view/province_statistics/ideology_chart"
+ #^"./province_view/province_statistics/culture_chart"
+
+ $province_view/province_view_header/occupation_progress.visible = false
+ $province_view/province_view_header/occupation_icon.visible = false
+ $province_view/province_view_header/occupation_flag.visible = false
+ $province_view/province_colony.visible = false
+ $province_view/province_other.visible = false
+ $province_view/province_buildings/army_size.visible = false
+ $province_view/province_buildings/army_text.visible = false
+ $province_view/province_buildings/navy_text.visible = false
+ $province_view/national_focus_window.visible = false
+
+ _update_info()
+
+func _notification(what : int):
+ match what:
+ NOTIFICATION_TRANSLATION_CHANGED:
+ _update_info()
+"""
+enum { CANNOT_EXPAND, CAN_EXPAND, PREPARING, EXPANDING }
+
+func _expand_building(building_identifier : String) -> void:
+ if GameSingleton.expand_building(_selected_index, building_identifier) != OK:
+ push_error("Failed to expand ", building_identifier, " in province #", _selected_index);
+
+# Each building row contains:
+# level - Level Label
+# name - Name Label
+# button - Expansion Button
+# progress_bar - Expansion ProgressBar
+var _building_rows : Array[Dictionary]
+
+
+# REQUIREMENTS:
+# * UI-183, UI-185, UI-186, UI-765, UI-187, UI-188, UI-189
+# * UI-191, UI-193, UI-194, UI-766, UI-195, UI-196, UI-197
+# * UI-199, UI-201, UI-202, UI-767, UI-203, UI-204, UI-205
+func _add_building_row() -> void:
+ var row : Dictionary = {}
+
+ row.level = Label.new()
+ row.level.text = "X"
+ _buildings_container.add_child(row.level)
+
+ row.name = Label.new()
+ row.name.text = _building_info_building_key + _missing_suffix
+ _buildings_container.add_child(row.name)
+
+ row.button = Button.new()
+ row.button.text = "EXPAND_PROVINCE_BUILDING"
+ row.button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ row.button.mouse_filter = Control.MOUSE_FILTER_PASS
+ row.button.focus_mode = FOCUS_NONE
+ row.button.pressed.connect(func(): _expand_building(row.name.text))
+ _buildings_container.add_child(row.button)
+
+ row.progress_bar = ProgressBar.new()
+ row.progress_bar.max_value = 1
+ row.progress_bar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ row.progress_bar.mouse_filter = Control.MOUSE_FILTER_PASS
+ _buildings_container.add_child(row.progress_bar)
+
+ _building_rows.append(row)
+ _set_building_row(_building_rows.size() - 1, {})
+
+func _set_building_row(index : int, building : Dictionary) -> void:
+ if index < 0 or index > _building_rows.size():
+ push_error("Invalid building row index: ", index, " (max ", _building_rows.size(), ")")
+ return
+ if index == _building_rows.size(): _add_building_row()
+ var row := _building_rows[index]
+ if building.is_empty():
+ row.level.visible = false
+ row.name.visible = false
+ row.progress_bar.visible = false
+ row.button.visible = false
+ return
+ row.level.text = str(building.get(_building_info_level_key, 0))
+ row.level.visible = true
+ row.name.text = building.get(_building_info_building_key,
+ _building_info_building_key + _missing_suffix)
+ row.name.visible = true
+
+ var expansion_state : int = building.get(_building_info_expansion_state_key,
+ CANNOT_EXPAND)
+ var show_progress_bar := expansion_state == PREPARING or expansion_state == EXPANDING
+ row.progress_bar.value = building.get(_building_info_expansion_progress_key, 0)
+ row.progress_bar.visible = show_progress_bar
+ row.button.disabled = expansion_state != CAN_EXPAND
+ row.button.visible = not show_progress_bar
+"""
+func _update_info() -> void:
+ _province_info = GameSingleton.get_province_info_from_index(_selected_index)
+ if _province_info:
+ if _province_name_label:
+ _province_name_label.text = "PROV" + _province_info.get(_province_info_province_key,
+ _province_info_province_key + _missing_suffix)
+ if _region_name_label:
+ _region_name_label.text = _province_info.get(_province_info_region_key,
+ _province_info_region_key + _missing_suffix)
+ if _life_rating_bar:
+ _life_rating_bar.value = _province_info.get(_province_info_life_rating_key, 0) * 0
+
+ if _total_population_label:
+ _total_population_label.text = Localisation.tr_number(_province_info.get(_province_info_total_population_key, 0))
+
+ #_pop_type_chart.set_to_distribution(_province_info.get(_province_info_pop_types_key, {}))
+ #_pop_ideology_chart.set_to_distribution(_province_info.get(_province_info_pop_ideologies_key, {}))
+ #_pop_culture_chart.set_to_distribution(_province_info.get(_province_info_pop_cultures_key, {}))
+
+ if _rgo_icon_texture:
+ _rgo_icon_texture.set_icon_index((_selected_index % 40) + 1)
+
+ #var buildings : Array = _province_info.get(_province_info_buildings_key, [])
+ #for i in max(buildings.size(), _building_rows.size()):
+ # _set_building_row(i, buildings[i] if i < buildings.size() else {})
+
+ show()
+ else:
+ hide()
+ mouse_exited.emit()
+
+func _on_province_selected(index : int) -> void:
+ _selected_index = index
+
+func _on_close_button_pressed() -> void:
+ GameSingleton.set_selected_province(0)