From 9ed9ee209ef9accebb9ec0d81ec58b569d680b6a Mon Sep 17 00:00:00 2001 From: Hop311 Date: Wed, 10 May 2023 23:26:00 +0100 Subject: Fix building buttons and terrain texture imports --- .../ProvinceOverviewPanel/ProvinceOverviewPanel.gd | 121 +++++++++++++++++++++ 1 file changed, 121 insertions(+) create mode 100644 game/src/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd (limited to 'game/src/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd') diff --git a/game/src/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd b/game/src/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd new file mode 100644 index 0000000..0d8d8b7 --- /dev/null +++ b/game/src/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.gd @@ -0,0 +1,121 @@ +extends PanelContainer + +@export var _province_name_label : Label +@export var _region_name_label : Label +@export var _life_rating_bar : ProgressBar +@export var _rgo_icon_texture_rect : TextureRect +@export var _rgo_name_label : Label +@export var _buildings_container : Container + +const _missing_suffix : String = "_MISSING" + +var _selected_index : int: + get: return _selected_index + set(v): + _selected_index = v + update_info() +var _province_info : Dictionary + +func _ready(): + GameSingleton.province_selected.connect(_on_province_selected) + 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); + +# 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 = GameSingleton.get_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.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(GameSingleton.get_building_info_level_key(), 0)) + row.level.visible = true + row.name.text = building.get(GameSingleton.get_building_info_building_key(), + GameSingleton.get_building_info_building_key() + _missing_suffix) + row.name.visible = true + + var expansion_state : int = building.get(GameSingleton.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(GameSingleton.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: + _province_name_label.text = _province_info.get(GameSingleton.get_province_info_province_key(), + GameSingleton.get_province_info_province_key() + _missing_suffix) + _region_name_label.text = _province_info.get(GameSingleton.get_province_info_region_key(), + GameSingleton.get_province_info_region_key() + _missing_suffix) + + _life_rating_bar.value = _province_info.get(GameSingleton.get_province_info_life_rating_key(), 0) + _life_rating_bar.tooltip_text = tr("LIFE_RATING_TOOLTIP").format({ "life_rating": _life_rating_bar.value }) + + _rgo_name_label.text = _province_info.get(GameSingleton.get_province_info_rgo_key(), + GameSingleton.get_province_info_rgo_key() + _missing_suffix) + _rgo_icon_texture_rect.texture = GameSingleton.get_good_icon_texture(_rgo_name_label.text) + + var buildings : Array = _province_info.get(GameSingleton.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() + +func _on_province_selected(index : int) -> void: + _selected_index = index + +func _on_close_button_pressed() -> void: + GameSingleton.set_selected_province(0) -- cgit v1.2.3-56-ga3b1