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path: root/game/src/GameSession/ProvinceOverviewPanel.gd
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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()