1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
|
extends GUINode
# Header
var _province_name_label : Label
var _region_name_label : Label
var _slave_status_icon : TextureRect
var _colony_status_button : Button
var _colony_status_button_texture : GFXIconTexture
var _administrative_percentage_label : Label
var _owner_percentage_label : Label
var _terrain_type_texture : GFXIconTexture
var _life_rating_bar : TextureProgressBar
var _controller_flag_texture : GFXMaskedFlagTexture
# state and province modifiers
# Statistics
var _rgo_icon_texture : GFXIconTexture
var _rgo_produced_label : Label
var _rgo_income_label : Label
# rgo employment progress bar (execpt it isn't a progress bar?)
var _rgo_employment_population_label : Label
var _rgo_employment_percentage_label : Label
var _crime_name_label : Label
var _crime_icon_texture : GFXIconTexture
# crime fighting
var _total_population_label : Label
var _migration_label : Label
var _population_growth_label : Label
var _pop_types_piechart : GFXPieChartTexture
var _pop_ideologies_piechart : GFXPieChartTexture
var _pop_cultures_piechart : GFXPieChartTexture
# supply_limit_label
# cores
const _missing_suffix : String = "_MISSING"
const _province_info_province_key : StringName = &"province"
const _province_info_region_key : StringName = &"region"
const _province_info_controller_key : StringName = &"controller"
const _province_info_life_rating_key : StringName = &"life_rating"
const _province_info_terrain_type_key : StringName = &"terrain_type"
const _province_info_crime_name_key : StringName = &"crime_name"
const _province_info_crime_icon_key : StringName = &"crime_icon"
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_name_key : StringName = &"rgo_name"
const _province_info_rgo_icon_key : StringName = &"rgo_icon"
const _province_info_colony_status_key : StringName = &"colony_status"
const _province_info_slave_status_key : StringName = &"slave_status"
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 _ready():
GameSingleton.province_selected.connect(_on_province_selected)
GameSingleton.state_updated.connect(_update_info)
add_gui_element("province_interface.gui", "province_view")
var close_button : Button = get_button_node(^"./province_view/close_button")
if close_button:
close_button.pressed.connect(_on_close_button_pressed)
# Header
_province_name_label = get_label_node(^"./province_view/province_view_header/province_name")
_region_name_label = get_label_node(^"./province_view/province_view_header/state_name")
_slave_status_icon = get_texture_rect_node(^"./province_view/province_view_header/slave_state_icon")
var slave_status_icon_texture : GFXIconTexture = get_gfx_icon_texture_from_node(^"./province_view/province_view_header/slave_state_icon")
if slave_status_icon_texture:
slave_status_icon_texture.set_icon_index(GameSingleton.get_slave_pop_icon_index())
_colony_status_button = get_button_node(^"./province_view/province_view_header/colony_button")
_colony_status_button_texture = get_gfx_icon_texture_from_node(^"./province_view/province_view_header/colony_button")
var admin_icon_texture : GFXIconTexture = get_gfx_icon_texture_from_node(^"./province_view/province_view_header/admin_icon")
if admin_icon_texture:
admin_icon_texture.set_icon_index(GameSingleton.get_administrative_pop_icon_index())
_administrative_percentage_label = get_label_node(^"./province_view/province_view_header/admin_efficiency")
_owner_percentage_label = get_label_node(^"./province_view/province_view_header/owner_presence")
_terrain_type_texture = get_gfx_icon_texture_from_node(^"./province_view/province_view_header/prov_terrain")
_life_rating_bar = get_progress_bar_node(^"./province_view/province_view_header/liferating")
_controller_flag_texture = get_gfx_masked_flag_texture_from_node(^"./province_view/province_view_header/controller_flag")
# Statistics
_rgo_icon_texture = get_gfx_icon_texture_from_node(^"./province_view/province_statistics/goods_type")
_rgo_produced_label = get_label_node(^"./province_view/province_statistics/produced")
_rgo_income_label = get_label_node(^"./province_view/province_statistics/income")
_rgo_employment_population_label = get_label_node(^"./province_view/province_statistics/rgo_population")
_rgo_employment_percentage_label = get_label_node(^"./province_view/province_statistics/rgo_percent")
_crime_name_label = get_label_node(^"./province_view/province_statistics/crime_name")
_crime_icon_texture = get_gfx_icon_texture_from_node(^"./province_view/province_statistics/crime_icon")
_total_population_label = get_label_node(^"./province_view/province_statistics/total_population")
_migration_label = get_label_node(^"./province_view/province_statistics/migration")
_population_growth_label = get_label_node(^"./province_view/province_statistics/growth")
_pop_types_piechart = get_gfx_pie_chart_texture_from_node(^"./province_view/province_statistics/workforce_chart")
_pop_ideologies_piechart = get_gfx_pie_chart_texture_from_node(^"./province_view/province_statistics/ideology_chart")
_pop_cultures_piechart = get_gfx_pie_chart_texture_from_node(^"./province_view/province_statistics/culture_chart")
#^"./province_view/building"
#^"./province_view/province_core"
#^"./province_view/prov_state_modifier"
#add_gui_element("province_interface.gui", "building", "building0")
#var building0 : Panel = get_panel_node(^"./building0")
#building0.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
#building0.set_position(pop_cultures_piechart_icon.get_position())
# TODO - fix checkbox positions
for path in [
^"./province_view/province_buildings/rallypoint_checkbox",
^"./province_view/province_buildings/rallypoint_merge_checkbox",
^"./province_view/province_buildings/rallypoint_checkbox_naval",
^"./province_view/province_buildings/rallypoint_merge_checkbox_naval"
]:
var rally_checkbox : CheckBox = get_check_box_node(path)
rally_checkbox.set_position(rally_checkbox.get_position() - Vector2(3, 3))
hide_nodes([
^"./province_view/province_view_header/occupation_progress",
^"./province_view/province_view_header/occupation_icon",
^"./province_view/province_view_header/occupation_flag",
^"./province_view/province_colony",
^"./province_view/province_other",
^"./province_view/province_buildings/army_size",
^"./province_view/province_buildings/army_text",
^"./province_view/province_buildings/navy_text",
^"./province_view/national_focus_window",
])
_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
"""
enum { STATE, PROTECTORATE, COLONY }
func _update_info() -> void:
_province_info = GameSingleton.get_province_info_from_index(_selected_index)
if _province_info:
# Header
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 _slave_status_icon:
_slave_status_icon.visible = _province_info.get(_province_info_slave_status_key, false)
var colony_status : int = _province_info.get(_province_info_colony_status_key, 0)
if _colony_status_button:
if colony_status == STATE:
_colony_status_button.hide()
else:
if _colony_status_button_texture:
_colony_status_button_texture.set_icon_index(colony_status)
_colony_status_button.show()
if _administrative_percentage_label:
pass
if _owner_percentage_label:
pass
if _terrain_type_texture:
var terrain_type : String = _province_info.get(_province_info_terrain_type_key, "")
if terrain_type:
const _terrain_type_prefix : String = "GFX_terrainimg_"
if _terrain_type_texture.set_gfx_texture_sprite_name(_terrain_type_prefix + terrain_type) != OK:
push_error("Failed to set terrain type texture: ", terrain_type)
if _life_rating_bar:
_life_rating_bar.value = _province_info.get(_province_info_life_rating_key, 0)
if _controller_flag_texture:
var controller : String = _province_info.get(_province_info_controller_key, "REB")
_controller_flag_texture.set_flag_country_name_and_type(controller, &"")
# Statistics
if _rgo_icon_texture:
_rgo_icon_texture.set_icon_index(_province_info.get(_province_info_rgo_icon_key, -1) + 2)
if _rgo_produced_label:
_rgo_produced_label.text = _province_info.get(_province_info_rgo_name_key, _province_info_rgo_name_key + _missing_suffix)
if _rgo_income_label:
_rgo_income_label.text = GameSingleton.float_to_formatted_string(12.34567)
# TODO - add £ sign
if _rgo_employment_population_label:
_rgo_employment_population_label.text = GameSingleton.int_to_formatted_string(_province_info.get(_province_info_total_population_key, 0) / 10)
if _rgo_employment_percentage_label:
pass
if _crime_name_label:
_crime_name_label.text = _province_info.get(_province_info_crime_name_key, "")
if _crime_icon_texture:
_crime_icon_texture.set_icon_index(_province_info.get(_province_info_crime_icon_key, 0) + 1)
if _total_population_label:
_total_population_label.text = GameSingleton.int_to_formatted_string(_province_info.get(_province_info_total_population_key, 0))
if _migration_label:
pass
if _population_growth_label:
pass
if _pop_types_piechart:
_pop_types_piechart.set_slices(_province_info.get(_province_info_pop_types_key, []))
if _pop_ideologies_piechart:
_pop_ideologies_piechart.set_slices(_province_info.get(_province_info_pop_ideologies_key, []))
if _pop_cultures_piechart:
_pop_cultures_piechart.set_slices(_province_info.get(_province_info_pop_cultures_key, []))
#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)
|