This commit is contained in:
2026-04-10 12:07:01 +02:00
parent f671ab3419
commit 5698d06485
7 changed files with 92 additions and 174 deletions

View File

@@ -1,11 +1,9 @@
extends PanelContainer
class GoalDefinition extends RefCounted:
var target_generator_id: StringName
var goal: GoalData
func _init(target_id: StringName, goal_data: GoalData) -> void:
target_generator_id = target_id
func _init(goal_data: GoalData) -> void:
goal = goal_data
const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd")
@@ -29,18 +27,19 @@ class GoalRow extends RefCounted:
var _loaded_goals: Array[GoalDefinition] = []
var _rows_by_goal_id: Dictionary = {}
var _known_generator_ids: Dictionary = {}
var _warned_unknown_target_ids: Dictionary = {}
var _generators_by_id: Dictionary = {}
func _ready() -> void:
_collect_known_generator_ids()
_load_goals()
_build_goal_rows()
if game_state:
game_state.currency_changed.connect(_on_currency_changed)
game_state.generator_state_changed.connect(_on_generator_state_changed)
game_state.goal_completed.connect(_on_goal_completed)
if not game_state.get_all_goals().is_empty():
_load_goals()
_build_goal_rows()
else:
game_state.ready.connect(_on_level_state_ready)
_refresh_ui()
_refresh_ui.call_deferred()
@@ -50,33 +49,20 @@ func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> v
func _on_goal_completed(goal_id: StringName) -> void:
_refresh_ui()
func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -> void:
var generator_key: String = String(generator_id)
if not generator_key.is_empty():
_known_generator_ids[generator_key] = true
_refresh_generator_lookup(generator_id)
func _on_generator_state_changed(_generator_id: StringName, _state: Dictionary) -> void:
_refresh_ui()
func _on_level_state_ready() -> void:
_load_goals()
_build_goal_rows()
_refresh_ui()
func _load_goals() -> void:
_loaded_goals.clear()
_generators_by_id.clear()
var scene_root: Node = get_tree().current_scene
var search_root: Node = scene_root if scene_root != null else self
var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
for generator_node in generator_nodes:
var generator: CurrencyGenerator = generator_node as CurrencyGenerator
if generator == null:
continue
var generator_id: StringName = generator.get_generator_id()
if generator_id == &"":
continue
_generators_by_id[String(generator_id)] = generator
var seen_goal_ids: Dictionary = {}
var all_goals_raw: Array = game_state.get_all_goals() if game_state else []
var seen_goal_ids: Dictionary = {}
for goal_raw in all_goals_raw:
var goal: GoalData = goal_raw as GoalData
if goal == null or not goal.has_id():
@@ -86,12 +72,8 @@ func _load_goals() -> void:
if seen_goal_ids.has(goal_key):
continue
var target_generator_id: StringName = _find_generator_for_goal(goal)
if target_generator_id.is_empty():
continue
seen_goal_ids[goal_key] = true
_loaded_goals.append(GoalDefinition.new(target_generator_id, goal))
_loaded_goals.append(GoalDefinition.new(goal))
func _build_goal_rows() -> void:
_rows_by_goal_id.clear()
@@ -108,7 +90,7 @@ func _build_goal_rows() -> void:
var title_label: Label = Label.new()
title_label.custom_minimum_size = Vector2(220.0, 0.0)
title_label.text = "%s -> %s" % [String(goal.goal.id), String(goal.target_generator_id)]
title_label.text = String(goal.goal.id)
var status_label: Label = Label.new()
status_label.custom_minimum_size = Vector2(95.0, 0.0)
@@ -122,10 +104,10 @@ func _build_goal_rows() -> void:
unlock_button.disabled = true
unlock_button.pressed.connect(_on_unlock_pressed.bind(goal.goal.id))
row_container.add_child(unlock_button)
row_container.add_child(title_label)
row_container.add_child(status_label)
row_container.add_child(requirements_label)
row_container.add_child(unlock_button)
_goals_list.add_child(row_container)
_rows_by_goal_id[String(goal.goal.id)] = GoalRow.new(goal, status_label, requirements_label, unlock_button)
@@ -156,9 +138,8 @@ func _refresh_ui() -> void:
func _refresh_goal_row(row: GoalRow) -> void:
var goal: GoalDefinition = row.goal
var already_unlocked: bool = _is_goal_completed(goal)
var can_resolve_target: bool = _can_resolve_target(goal.target_generator_id)
var met: bool = _is_goal_met(goal)
var can_click: bool = can_resolve_target and met and not already_unlocked
var can_click: bool = met and not already_unlocked
row.requirements_label.text = _get_requirements_text(goal)
row.button.disabled = not can_click
@@ -171,10 +152,6 @@ func _refresh_goal_row(row: GoalRow) -> void:
row.status_label.text = "Unlocked"
return
if not can_resolve_target:
row.status_label.text = "Missing"
return
if met:
row.status_label.text = "Ready"
return
@@ -206,96 +183,18 @@ func _on_unlock_pressed(goal_id: StringName) -> void:
var goal: GoalDefinition = row.goal
if _is_goal_completed(goal):
return
if not _can_resolve_target(goal.target_generator_id):
return
if not _is_goal_met(goal):
return
if game_state == null:
return
var generator: CurrencyGenerator = _get_generator_for_goal(goal)
if generator == null:
return
game_state.set_generator_unlocked(goal.target_generator_id, true)
game_state.set_generator_available(goal.target_generator_id, true)
if goal.goal.unlock_behavior == GoalData.UnlockBehavior.MANUAL:
game_state._complete_goal_manually(goal.goal.id)
print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.goal.id), String(goal.target_generator_id)])
print("[GoalsDebugUI] Unlocked goal '%s'" % String(goal.goal.id))
_refresh_ui()
func _can_resolve_target(target_generator_id: StringName) -> bool:
var target_key: String = String(target_generator_id)
if target_key.is_empty():
return false
if _known_generator_ids.has(target_key) or (game_state and game_state.generator_states.has(target_key)):
return true
if not _warned_unknown_target_ids.has(target_key):
_warned_unknown_target_ids[target_key] = true
push_warning("Goals debug UI target generator not found in scene/state: '%s'" % target_key)
return false
func _collect_known_generator_ids() -> void:
_known_generator_ids.clear()
_generators_by_id.clear()
var scene_root: Node = get_tree().current_scene
var search_root: Node = scene_root if scene_root != null else self
var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
for generator_node in generator_nodes:
var generator: CurrencyGenerator = generator_node as CurrencyGenerator
if generator == null:
continue
var generator_key: String = String(generator.get_generator_id())
if generator_key.is_empty():
continue
_known_generator_ids[generator_key] = true
_generators_by_id[generator_key] = generator
func _refresh_generator_lookup(generator_id: StringName) -> void:
var generator_key: String = String(generator_id)
if generator_key.is_empty():
return
var scene_root: Node = get_tree().current_scene
var search_root: Node = scene_root if scene_root != null else self
var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
for generator_node in generator_nodes:
var generator: CurrencyGenerator = generator_node as CurrencyGenerator
if generator == null:
continue
if generator.get_generator_id() != generator_id:
continue
_generators_by_id[generator_key] = generator
return
func _get_generator_for_goal(goal: GoalDefinition) -> CurrencyGenerator:
if goal == null:
return null
var key: String = String(goal.target_generator_id)
if key.is_empty():
return null
return _generators_by_id.get(key) as CurrencyGenerator
func _find_generator_for_goal(goal: GoalData) -> StringName:
for generator_id in _generators_by_id.keys():
var generator: CurrencyGenerator = _generators_by_id[generator_id]
if generator == null or generator.data == null:
continue
if generator.data.has_unlock_goal():
if String(generator.data.get_unlock_goal_id()) == String(goal.id):
return StringName(generator_id)
return &""
func _get_requirements_text(goal: GoalDefinition) -> String:
if goal == null:
return ""
@@ -336,3 +235,10 @@ func _currency_label(currency_id: StringName) -> String:
if game_state == null:
return "Unknown"
return game_state.get_currency_name(currency_id)
func _exit_tree() -> void:
if game_state:
game_state.currency_changed.disconnect(_on_currency_changed)
game_state.generator_state_changed.disconnect(_on_generator_state_changed)
game_state.goal_completed.disconnect(_on_goal_completed)
game_state.ready.disconnect(_on_level_state_ready)