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() 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 = 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.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(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": Localisation.tr_number(_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() mouse_exited.emit() func _on_province_selected(index : int) -> void: _selected_index = index func _on_close_button_pressed() -> void: GameSingleton.set_selected_province(0)