Add goals
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273
generator-unlock-goals/goals_debug_ui.gd
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273
generator-unlock-goals/goals_debug_ui.gd
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extends PanelContainer
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class GoalRequirement extends RefCounted:
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var currency: GameState.CurrencyType
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var amount: BigNumber
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func _init(req_currency: GameState.CurrencyType, req_amount: BigNumber) -> void:
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currency = req_currency
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amount = req_amount
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class GoalDefinition extends RefCounted:
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var id: StringName
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var target_generator_id: StringName
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var requirements: Array[GoalRequirement]
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func _init(goal_id: StringName, target_id: StringName, goal_requirements: Array[GoalRequirement]) -> void:
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id = goal_id
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target_generator_id = target_id
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requirements = goal_requirements
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class GoalRow extends RefCounted:
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var goal: GoalDefinition
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var status_label: Label
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var requirements_label: Label
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var button: Button
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func _init(goal_definition: GoalDefinition, status: Label, requirements: Label, unlock_button: Button) -> void:
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goal = goal_definition
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status_label = status
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requirements_label = requirements
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button = unlock_button
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const GOALS_FILE_PATH: String = "res://generator-unlock-goals/generator_unlock_goals.json"
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@onready var _summary_label: Label = $MarginContainer/VBoxContainer/SummaryLabel
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@onready var _goals_list: VBoxContainer = $MarginContainer/VBoxContainer/ScrollContainer/GoalsList
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var _goals: Array[GoalDefinition] = []
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var _rows_by_goal_id: Dictionary = {}
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var _completed_goal_ids: Dictionary = {}
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func _ready() -> void:
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_load_goals()
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_build_goal_rows()
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GameState.currency_changed.connect(_on_currency_changed)
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GameState.generator_state_changed.connect(_on_generator_state_changed)
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_refresh_ui()
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_refresh_ui.call_deferred()
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func _on_currency_changed(_currency_type: GameState.CurrencyType, _new_amount: BigNumber) -> void:
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_refresh_ui()
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func _on_generator_state_changed(_generator_id: StringName, _state: Dictionary) -> void:
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_refresh_ui()
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func _load_goals() -> void:
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_goals.clear()
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if not FileAccess.file_exists(GOALS_FILE_PATH):
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push_warning("Goals debug UI: goals file not found at %s" % GOALS_FILE_PATH)
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return
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var file: FileAccess = FileAccess.open(GOALS_FILE_PATH, FileAccess.READ)
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if file == null:
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push_warning("Goals debug UI: could not open goals file at %s" % GOALS_FILE_PATH)
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return
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var parsed: Variant = JSON.parse_string(file.get_as_text())
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if not (parsed is Dictionary):
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push_warning("Goals debug UI: goals root must be a Dictionary")
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return
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var goals_raw: Variant = parsed.get("goals", [])
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if not (goals_raw is Array):
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push_warning("Goals debug UI: goals must be an Array")
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return
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var seen_goal_ids: Dictionary = {}
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for raw_goal in goals_raw:
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var goal: GoalDefinition = _parse_goal(raw_goal)
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if goal == null:
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continue
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var goal_key: String = String(goal.id)
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if seen_goal_ids.has(goal_key):
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push_warning("Goals debug UI: duplicate goal id '%s' skipped" % goal_key)
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continue
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seen_goal_ids[goal_key] = true
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_goals.append(goal)
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func _parse_goal(raw_goal: Variant) -> GoalDefinition:
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if not (raw_goal is Dictionary):
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return null
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var goal_dict: Dictionary = raw_goal
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var goal_id: String = String(goal_dict.get("id", "")).strip_edges()
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var target_id: String = String(goal_dict.get("target_generator_id", "")).strip_edges()
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if goal_id.is_empty() or target_id.is_empty():
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return null
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var raw_requirements: Variant = goal_dict.get("requirements", [])
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if not (raw_requirements is Array):
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return null
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var requirements: Array[GoalRequirement] = []
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for raw_requirement in raw_requirements:
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var requirement: GoalRequirement = _parse_requirement(raw_requirement)
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if requirement != null:
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requirements.append(requirement)
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if requirements.is_empty():
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return null
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return GoalDefinition.new(StringName(goal_id), StringName(target_id), requirements)
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func _parse_requirement(raw_requirement: Variant) -> GoalRequirement:
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if not (raw_requirement is Dictionary):
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return null
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var requirement_dict: Dictionary = raw_requirement
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var currency_value: int = _parse_currency(requirement_dict.get("currency", ""))
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if currency_value < 0:
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return null
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var raw_amount: Variant = requirement_dict.get("amount", {})
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if not (raw_amount is Dictionary):
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return null
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var amount: BigNumber = BigNumber.deserialize(raw_amount)
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if amount.mantissa < 0.0:
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return null
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return GoalRequirement.new(currency_value, amount)
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func _parse_currency(raw_currency: Variant) -> int:
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if raw_currency is int:
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var currency_int: int = raw_currency
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if currency_int == GameState.CurrencyType.gold or currency_int == GameState.CurrencyType.gems:
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return currency_int
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return -1
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var currency_text: String = String(raw_currency).to_lower().strip_edges()
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match currency_text:
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"gold":
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return GameState.CurrencyType.gold
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"gems", "gem":
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return GameState.CurrencyType.gems
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_:
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return -1
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func _build_goal_rows() -> void:
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_rows_by_goal_id.clear()
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for child in _goals_list.get_children():
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child.queue_free()
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for goal in _goals:
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var row_container: HBoxContainer = HBoxContainer.new()
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row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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row_container.add_theme_constant_override("separation", 12)
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var title_label: Label = Label.new()
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title_label.custom_minimum_size = Vector2(220.0, 0.0)
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title_label.text = "%s -> %s" % [String(goal.id), String(goal.target_generator_id)]
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var status_label: Label = Label.new()
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status_label.custom_minimum_size = Vector2(95.0, 0.0)
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var requirements_label: Label = Label.new()
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requirements_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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var unlock_button: Button = Button.new()
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unlock_button.custom_minimum_size = Vector2(90.0, 0.0)
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unlock_button.text = "Unlock"
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unlock_button.disabled = true
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unlock_button.pressed.connect(_on_unlock_pressed.bind(goal.id))
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row_container.add_child(title_label)
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row_container.add_child(status_label)
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row_container.add_child(requirements_label)
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row_container.add_child(unlock_button)
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_goals_list.add_child(row_container)
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_rows_by_goal_id[String(goal.id)] = GoalRow.new(goal, status_label, requirements_label, unlock_button)
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func _refresh_ui() -> void:
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if _goals.is_empty():
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_summary_label.text = "No valid goals loaded"
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return
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var ready_to_unlock: int = 0
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var unlocked: int = 0
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for goal in _goals:
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var row: GoalRow = _rows_by_goal_id.get(String(goal.id))
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if row == null:
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continue
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_refresh_goal_row(row)
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if _is_goal_completed(goal.id):
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unlocked += 1
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elif _is_goal_met(goal):
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ready_to_unlock += 1
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_summary_label.text = "Goals: %d | Ready: %d | Unlocked: %d" % [_goals.size(), ready_to_unlock, unlocked]
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func _refresh_goal_row(row: GoalRow) -> void:
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var goal: GoalDefinition = row.goal
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var already_unlocked: bool = _is_goal_completed(goal.id)
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var met: bool = _is_goal_met(goal)
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var can_unlock: bool = met and not already_unlocked
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row.requirements_label.text = _get_requirements_text(goal)
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row.button.disabled = not can_unlock
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row.button.text = "Done" if already_unlocked else "Unlock"
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if already_unlocked:
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row.status_label.text = "Unlocked"
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return
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if met:
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row.status_label.text = "Ready"
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return
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row.status_label.text = "Locked"
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func _is_goal_met(goal: GoalDefinition) -> bool:
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for requirement in goal.requirements:
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var total_amount: BigNumber = GameState.get_total_currency_acquired(requirement.currency)
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if total_amount.is_less_than(requirement.amount):
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return false
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return true
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func _is_goal_completed(goal_id: StringName) -> bool:
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return _completed_goal_ids.get(String(goal_id), false)
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func _on_unlock_pressed(goal_id: StringName) -> void:
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var row: GoalRow = _rows_by_goal_id.get(String(goal_id))
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if row == null:
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return
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var goal: GoalDefinition = row.goal
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if _is_goal_completed(goal.id):
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return
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if not _is_goal_met(goal):
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return
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_completed_goal_ids[String(goal.id)] = true
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GameState.set_generator_unlocked(goal.target_generator_id, true)
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GameState.set_generator_available(goal.target_generator_id, true)
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print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.id), String(goal.target_generator_id)])
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_refresh_ui()
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func _get_requirements_text(goal: GoalDefinition) -> String:
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var parts: Array[String] = []
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for requirement in goal.requirements:
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var total_amount: BigNumber = GameState.get_total_currency_acquired(requirement.currency)
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parts.append(
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"%s %s / %s" % [
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_currency_label(requirement.currency),
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total_amount.to_string_suffix(2),
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requirement.amount.to_string_suffix(2)
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]
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)
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return " | ".join(parts)
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func _currency_label(currency: GameState.CurrencyType) -> String:
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match currency:
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GameState.CurrencyType.gold:
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return "Gold"
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GameState.CurrencyType.gems:
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return "Gems"
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_:
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return "Unknown"
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