extends PanelContainer class GoalDefinition extends RefCounted: var goal: GoalData func _init(goal_data: GoalData) -> void: goal = goal_data const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd") const GOAL_REQUIREMENT_SCRIPT: Script = preload("res://core/goals/goal_requirement_data.gd") class GoalRow extends RefCounted: var goal: GoalDefinition var status_label: Label var requirements_label: Label var button: Button func _init(goal_definition: GoalDefinition, status: Label, requirements: Label, unlock_button: Button) -> void: goal = goal_definition status_label = status requirements_label = requirements button = unlock_button @onready var _summary_label: Label = $MarginContainer/VBoxContainer/SummaryLabel @onready var _goals_list: VBoxContainer = $MarginContainer/VBoxContainer/ScrollContainer/GoalsList @onready var game_state: LevelGameState = find_parent("LevelGameState") var _loaded_goals: Array[GoalDefinition] = [] var _rows_by_goal_id: Dictionary = {} func _ready() -> void: 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() func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void: _refresh_ui() func _on_goal_completed(goal_id: StringName) -> void: _refresh_ui() 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() 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(): continue var goal_key: String = String(goal.id) if seen_goal_ids.has(goal_key): continue seen_goal_ids[goal_key] = true _loaded_goals.append(GoalDefinition.new(goal)) func _build_goal_rows() -> void: _rows_by_goal_id.clear() for child in _goals_list.get_children(): child.queue_free() for goal in _loaded_goals: if goal.goal == null: continue var row_container: HBoxContainer = HBoxContainer.new() row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL row_container.add_theme_constant_override("separation", 12) var title_label: Label = Label.new() title_label.custom_minimum_size = Vector2(220.0, 0.0) title_label.text = String(goal.goal.id) var status_label: Label = Label.new() status_label.custom_minimum_size = Vector2(95.0, 0.0) var requirements_label: Label = Label.new() requirements_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL var unlock_button: Button = Button.new() unlock_button.custom_minimum_size = Vector2(90.0, 0.0) unlock_button.text = "Unlock" 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) _goals_list.add_child(row_container) _rows_by_goal_id[String(goal.goal.id)] = GoalRow.new(goal, status_label, requirements_label, unlock_button) func _refresh_ui() -> void: if _loaded_goals.is_empty(): _summary_label.text = "No valid goals loaded" return var ready_to_unlock: int = 0 var unlocked: int = 0 for goal in _loaded_goals: if goal.goal == null: continue var row: GoalRow = _rows_by_goal_id.get(String(goal.goal.id)) if row == null: continue _refresh_goal_row(row) if _is_goal_completed(goal): unlocked += 1 elif _is_goal_met(goal): ready_to_unlock += 1 _summary_label.text = "Goals: %d | Ready: %d | Unlocked: %d" % [_loaded_goals.size(), ready_to_unlock, unlocked] func _refresh_goal_row(row: GoalRow) -> void: var goal: GoalDefinition = row.goal var already_unlocked: bool = _is_goal_completed(goal) var met: bool = _is_goal_met(goal) var can_click: bool = met and not already_unlocked row.requirements_label.text = _get_requirements_text(goal) row.button.disabled = not can_click if already_unlocked: row.button.text = "Done" else: row.button.text = "Unlock" if already_unlocked: row.status_label.text = "Unlocked" return if met: row.status_label.text = "Ready" return row.status_label.text = "Locked" func _is_goal_met(goal: GoalDefinition) -> bool: if goal == null: return false if goal.goal == null: return false if game_state == null: return false return bool(game_state.is_goal_met(goal.goal)) func _is_goal_completed(goal: GoalDefinition) -> bool: if goal.goal == null or goal.goal.id.is_empty(): return false if game_state == null: return false return game_state.is_goal_completed(goal.goal.id) func _on_unlock_pressed(goal_id: StringName) -> void: var row: GoalRow = _rows_by_goal_id.get(String(goal_id)) if row == null: return var goal: GoalDefinition = row.goal if _is_goal_completed(goal): return if not _is_goal_met(goal): return if game_state == null: return if goal.goal.unlock_behavior == GoalData.UnlockBehavior.MANUAL: game_state._complete_goal_manually(goal.goal.id) print("[GoalsDebugUI] Unlocked goal '%s'" % String(goal.goal.id)) _refresh_ui() func _get_requirements_text(goal: GoalDefinition) -> String: if goal == null: return "" if goal.goal == null: return "" if goal.goal.get_script() != GOAL_DATA_SCRIPT: return "" if game_state == null: return "" var parts: Array[String] = [] for requirement_resource in goal.goal.get_requirements(): if requirement_resource == null: continue if requirement_resource.get_script() != GOAL_REQUIREMENT_SCRIPT: continue var currency: Currency = requirement_resource.get_currency() if currency == null: continue var requirement_currency_id: StringName = game_state.get_currency_id(currency) var total_amount: BigNumber = game_state.get_total_currency_acquired_by_id(requirement_currency_id) var required_amount: BigNumber = requirement_resource.get_amount() parts.append( "%s %s / %s" % [ _currency_label(requirement_currency_id), total_amount.to_string_suffix(2), required_amount.to_string_suffix(2) ] ) if parts.is_empty(): return "No requirements" return " | ".join(parts) 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)