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extends PanelContainer
signal province_deselected
@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:
province_deselected.emit()
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