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

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.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": _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()

func _on_province_selected(index : int) -> void:
   _selected_index = index

func _on_close_button_pressed() -> void:
   GameSingleton.set_selected_province(0)