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-rw-r--r--game/src/Autoload/Events.gd9
-rw-r--r--game/src/GameSession/GameSession.gd5
-rw-r--r--game/src/GameSession/GameSessionMenu.gd1
-rw-r--r--game/src/GameSession/GameSpeedPanel.gd29
-rw-r--r--game/src/GameSession/MapControlPanel.gd6
-rw-r--r--game/src/GameSession/MapView.gd21
-rw-r--r--game/src/GameSession/ProvinceOverviewPanel.gd82
-rw-r--r--game/src/GameSession/ProvinceOverviewPanel.tscn14
8 files changed, 118 insertions, 49 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd
index dbd3f9f..0ee2eff 100644
--- a/game/src/Autoload/Events.gd
+++ b/game/src/Autoload/Events.gd
@@ -11,11 +11,12 @@ const _province_shape_file : String = "res://common/map/provinces.png"
# REQUIREMENTS
# * FS-333, FS-334, FS-335, FS-341
func _ready():
- if MapSingleton.load_province_identifier_file(_province_identifier_file) != OK:
+ if GameSingleton.load_province_identifier_file(_province_identifier_file) != OK:
push_error("Failed to load province identifiers")
- if MapSingleton.load_water_province_file(_water_province_file) != OK:
+ if GameSingleton.load_water_province_file(_water_province_file) != OK:
push_error("Failed to load water provinces")
- if MapSingleton.load_region_file(_region_file) != OK:
+ if GameSingleton.load_region_file(_region_file) != OK:
push_error("Failed to load regions")
- if MapSingleton.load_province_shape_file(_province_shape_file) != OK:
+ if GameSingleton.load_province_shape_file(_province_shape_file) != OK:
push_error("Failed to load province shapes")
+ GameSingleton.finished_loading_data()
diff --git a/game/src/GameSession/GameSession.gd b/game/src/GameSession/GameSession.gd
index fe83a8a..2761815 100644
--- a/game/src/GameSession/GameSession.gd
+++ b/game/src/GameSession/GameSession.gd
@@ -5,7 +5,10 @@ extends Control
func _ready():
Events.Options.load_settings_from_file()
+func _process(delta : float):
+ GameSingleton.try_tick()
+
# REQUIREMENTS:
# * SS-42
-func _on_game_session_menu_button_pressed():
+func _on_game_session_menu_button_pressed() -> void:
_game_session_menu.visible = !_game_session_menu.visible
diff --git a/game/src/GameSession/GameSessionMenu.gd b/game/src/GameSession/GameSessionMenu.gd
index 8a76c0f..7d785ca 100644
--- a/game/src/GameSession/GameSessionMenu.gd
+++ b/game/src/GameSession/GameSessionMenu.gd
@@ -8,6 +8,7 @@ signal options_button_pressed
# * SS-47
# * UIFUN-69
func _on_main_menu_confirmed() -> void:
+ # TODO - reset map when going back to main menu
get_tree().change_scene_to_packed(_main_menu_scene)
# REQUIREMENTS:
diff --git a/game/src/GameSession/GameSpeedPanel.gd b/game/src/GameSession/GameSpeedPanel.gd
index 8dc35d7..c203032 100644
--- a/game/src/GameSession/GameSpeedPanel.gd
+++ b/game/src/GameSession/GameSpeedPanel.gd
@@ -7,27 +7,32 @@ extends PanelContainer
@export var _decrease_speed_button : Button
@export var _increase_speed_button : Button
-var is_game_paused : bool = true
-
# Called when the node enters the scene tree for the first time.
func _ready():
- _update_playpause_button()
+ GameSingleton.state_updated.connect(_update_buttons)
+ _update_buttons()
+
+func _update_buttons():
+ _play_pause_display_button.text = "⏸️" if GameSingleton.is_paused() else "▶"
+
+ _increase_speed_button.disabled = not GameSingleton.can_increase_speed()
+ _decrease_speed_button.disabled = not GameSingleton.can_decrease_speed()
-func _update_playpause_button():
- _play_pause_display_button.text = "⏸️" if is_game_paused else "▶"
- print("Game is paused" if is_game_paused else "Game is advancing")
+ _longform_date_button.text = GameSingleton.get_longform_date()
func _on_decrease_speed_button_pressed():
- print("Decrease speed")
+ GameSingleton.decrease_speed()
+ _update_buttons()
func _on_increase_speed_button_pressed():
- print("Increase speed")
+ GameSingleton.increase_speed()
+ _update_buttons()
func _on_play_pause_display_button_pressed():
- is_game_paused = !is_game_paused
- _update_playpause_button()
+ GameSingleton.toggle_paused()
+ _update_buttons()
func _on_longform_date_label_pressed():
- is_game_paused = !is_game_paused
- _update_playpause_button()
+ GameSingleton.toggle_paused()
+ _update_buttons()
diff --git a/game/src/GameSession/MapControlPanel.gd b/game/src/GameSession/MapControlPanel.gd
index d5810c5..73d7e06 100644
--- a/game/src/GameSession/MapControlPanel.gd
+++ b/game/src/GameSession/MapControlPanel.gd
@@ -27,8 +27,8 @@ func _add_mapmode_button(identifier : String) -> void:
func _ready():
_mapmode_button_group = ButtonGroup.new()
_mapmode_button_group.pressed.connect(_mapmode_pressed)
- for index in MapSingleton.get_mapmode_count():
- _add_mapmode_button(MapSingleton.get_mapmode_identifier(index))
+ for index in GameSingleton.get_mapmode_count():
+ _add_mapmode_button(GameSingleton.get_mapmode_identifier(index))
# REQUIREMENTS:
# * UIFUN-10
@@ -39,7 +39,7 @@ func _on_game_session_menu_button_pressed() -> void:
# * SS-76
# * UIFUN-129, UIFUN-133
func _mapmode_pressed(button : BaseButton) -> void:
- MapSingleton.set_mapmode(button.tooltip_text)
+ GameSingleton.set_mapmode(button.tooltip_text)
mapmode_changed.emit()
func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) -> void:
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index ae49e82..ac060e1 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -1,6 +1,6 @@
extends Node3D
-signal province_selected(identifier : String)
+signal province_selected(index : int)
signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2)
const _action_north : StringName = &"map_north"
@@ -21,7 +21,7 @@ const _shader_param_terrain_tile_factor : StringName = &"terrain_tile_factor"
@export var _camera : Camera3D
@export var _cardinal_move_speed : float = 1.0
-@export var _edge_move_threshold: float = 0.02
+@export var _edge_move_threshold: float = 0.01
@export var _edge_move_speed: float = 2.5
var _drag_anchor : Vector2
var _drag_active : bool = false
@@ -53,7 +53,7 @@ var _viewport_dims : Vector2 = Vector2(1, 1)
# ??? Strange Godot/GDExtension Bug ???
# Upon first opening a clone of this repo with the Godot Editor,
-# if MapSingleton.get_province_index_image is called before MapMesh
+# if GameSingleton.get_province_index_image is called before MapMesh
# is referenced in the script below, then the editor will crash due
# to a failed HashMap lookup. I'm not sure if this is a bug in the
# editor, GDExtension, my own extension, or a combination of them.
@@ -78,7 +78,7 @@ func _ready():
_map_shader_material = map_material
# Province index texture
- _map_province_index_image = MapSingleton.get_province_index_image()
+ _map_province_index_image = GameSingleton.get_province_index_image()
if _map_province_index_image == null:
push_error("Failed to get province index image!")
return
@@ -86,7 +86,7 @@ func _ready():
_map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture)
# Province colour texture
- _map_province_colour_image = MapSingleton.get_province_colour_image()
+ _map_province_colour_image = GameSingleton.get_province_colour_image()
if _map_province_colour_image == null:
push_error("Failed to get province colour image!")
return
@@ -99,7 +99,7 @@ func _ready():
_map_mesh = _map_mesh_instance.mesh
# Set map mesh size and get bounds
- _map_image_size = Vector2(Vector2i(MapSingleton.get_width(), MapSingleton.get_height()))
+ _map_image_size = Vector2(Vector2i(GameSingleton.get_width(), GameSingleton.get_height()))
_map_mesh.aspect_ratio = _map_image_size.x / _map_image_size.y
_map_shader_material.set_shader_parameter(_shader_param_terrain_tile_factor, _map_image_size.y / 64.0)
var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
@@ -120,7 +120,7 @@ func _notification(what : int):
_on_mouse_exited_viewport()
func _update_colour_texture() -> void:
- MapSingleton.update_colour_image()
+ GameSingleton.update_colour_image()
_map_province_colour_texture.update(_map_province_colour_image)
func _world_to_map_coords(pos : Vector3) -> Vector2:
@@ -151,10 +151,9 @@ func _unhandled_input(event : InputEvent):
if _mouse_over_viewport and event.is_action_pressed(_action_click):
# Check if the mouse is outside of bounds
if _map_mesh.is_valid_uv_coord(_mouse_pos_map):
- var selected_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
+ var selected_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
_map_shader_material.set_shader_parameter(_shader_param_selected_index, selected_index)
- var province_identifier := MapSingleton.get_province_identifier_from_uv_coords(_mouse_pos_map)
- province_selected.emit(province_identifier)
+ province_selected.emit(selected_index)
else:
print("Clicked outside the map!")
elif event.is_action_pressed(_action_drag):
@@ -248,7 +247,7 @@ func _update_minimap_viewport() -> void:
func _update_mouse_map_position() -> void:
_mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport)
- var hover_index := MapSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
+ var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)
if _mouse_over_viewport:
_map_shader_material.set_shader_parameter(_shader_param_hover_index, hover_index)
diff --git a/game/src/GameSession/ProvinceOverviewPanel.gd b/game/src/GameSession/ProvinceOverviewPanel.gd
index 4615df9..832f21c 100644
--- a/game/src/GameSession/ProvinceOverviewPanel.gd
+++ b/game/src/GameSession/ProvinceOverviewPanel.gd
@@ -2,32 +2,84 @@ extends Panel
@export var _province_name_label : Label
@export var _region_name_label : Label
+@export var _buildings_container : Container
-var _province_identifier: String = "":
- get: return _province_identifier
+const _missing_suffix : String = "_MISSING"
+
+var _selected_index : int:
+ get: return _selected_index
set(v):
- _province_identifier = v
+ _selected_index = v
update_info()
-
-const _name_suffix : String = "_NAME"
+var _province_info : Dictionary
func _ready():
+ GameSingleton.state_updated.connect(update_info)
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);
+
+func _add_building(building : Dictionary) -> void:
+ const _building_key : StringName = &"building"
+ const _level_key : StringName = &"level"
+ const _expansion_state_key : StringName = &"expansion_state"
+ const _start_key : StringName = &"start"
+ const _end_key : StringName = &"end"
+ const _expansion_progress_key : StringName = &"expansion_progress"
+
+ const _expand_province_building : String = "EXPAND_PROVINCE_BUILDING"
+
+ var level_label := Label.new()
+ level_label.text = str(building.get(_level_key, 0))
+ _buildings_container.add_child(level_label)
+
+ var building_label := Label.new()
+ building_label.text = building.get(_building_key, _building_key + _missing_suffix)
+ _buildings_container.add_child(building_label)
+
+ var expansion_state : int = building.get(_expansion_state_key, CANNOT_EXPAND)
+ if expansion_state == PREPARING or expansion_state == EXPANDING:
+ var progress_bar := ProgressBar.new()
+ progress_bar.max_value = 1
+ progress_bar.value = building.get(_expansion_progress_key, 0)
+ progress_bar.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ _buildings_container.add_child(progress_bar)
+ else:
+ var expand_button := Button.new()
+ expand_button.text = _expand_province_building
+ expand_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ expand_button.disabled = expansion_state != CAN_EXPAND
+ expand_button.pressed.connect(func(): _expand_building(building_label.text))
+ _buildings_container.add_child(expand_button)
+
func update_info() -> void:
- if _province_identifier:
- _province_name_label.text = _province_identifier + _name_suffix
- var region_identifier := MapSingleton.get_region_identifier_from_province_identifier(_province_identifier)
- if region_identifier:
- _region_name_label.text = region_identifier + _name_suffix
- else:
- _region_name_label.text = "NO REGION"
+ const _province_key : StringName = &"province"
+ const _region_key : StringName = &"region"
+ const _life_rating_key : StringName = &"life_rating"
+ const _buildings_key : StringName = &"buildings"
+
+ _province_info = GameSingleton.get_province_info_from_index(_selected_index)
+ if _province_info:
+ _province_name_label.text = _province_info.get(_province_key, _province_key + _missing_suffix)
+ _region_name_label.text = _province_info.get(_region_key, _region_key + _missing_suffix)
+
+ for child in _buildings_container.get_children():
+ _buildings_container.remove_child(child)
+ child.queue_free()
+ var buildings : Array = _province_info.get(_buildings_key, [])
+ for building in buildings:
+ _add_building(building)
+
show()
else:
hide()
-func _on_province_selected(identifier : String) -> void:
- _province_identifier = identifier
+func _on_province_selected(index : int) -> void:
+ _selected_index = index
func _on_close_button_pressed() -> void:
- _province_identifier = ""
+ _selected_index = 0
diff --git a/game/src/GameSession/ProvinceOverviewPanel.tscn b/game/src/GameSession/ProvinceOverviewPanel.tscn
index 7d21edc..dacdc4b 100644
--- a/game/src/GameSession/ProvinceOverviewPanel.tscn
+++ b/game/src/GameSession/ProvinceOverviewPanel.tscn
@@ -2,7 +2,7 @@
[ext_resource type="Script" path="res://src/GameSession/ProvinceOverviewPanel.gd" id="1_3n8k5"]
-[node name="ProvinceOverviewPanel" type="Panel" node_paths=PackedStringArray("_province_name_label", "_region_name_label")]
+[node name="ProvinceOverviewPanel" type="Panel" node_paths=PackedStringArray("_province_name_label", "_region_name_label", "_buildings_container")]
editor_description = "UI-56"
anchors_preset = 2
anchor_top = 1.0
@@ -13,6 +13,7 @@ grow_vertical = 0
script = ExtResource("1_3n8k5")
_province_name_label = NodePath("VBoxContainer/ProvinceName")
_region_name_label = NodePath("VBoxContainer/RegionName")
+_buildings_container = NodePath("VBoxContainer/BuildingsContainer")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
@@ -27,15 +28,22 @@ offset_bottom = -5.0
[node name="ProvinceName" type="Label" parent="VBoxContainer"]
editor_description = "UI-57"
layout_mode = 2
-text = "PROVINCE_NAME"
+text = "province_MISSING"
vertical_alignment = 1
[node name="RegionName" type="Label" parent="VBoxContainer"]
editor_description = "UI-58"
layout_mode = 2
-text = "REGION_NAME"
+text = "region_MISSING"
vertical_alignment = 1
+[node name="HSeparator" type="HSeparator" parent="VBoxContainer"]
+layout_mode = 2
+
+[node name="BuildingsContainer" type="GridContainer" parent="VBoxContainer"]
+layout_mode = 2
+columns = 3
+
[node name="CloseButton" type="Button" parent="."]
custom_minimum_size = Vector2(30, 30)
layout_mode = 1