extends PanelContainer @export var _province_name_label : Label @export var _region_name_label : Label @export var _life_rating_bar : ProgressBar @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.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); # 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(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: const _province_key : StringName = &"province" const _region_key : StringName = &"region" const _life_rating_key : StringName = &"life_rating" const _buildings_key : StringName = &"buildings" const _life_rating_tooltip : String = "LIFE_RATING_TOOLTIP" _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) _life_rating_bar.value = _province_info.get(_life_rating_key, 0) _life_rating_bar.tooltip_text = tr(_life_rating_tooltip) % _life_rating_bar.value 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(index : int) -> void: _selected_index = index func _on_close_button_pressed() -> void: _selected_index = 0