extends PanelContainer class GoalDefinition extends RefCounted: var target_generator_id: StringName var goal: Resource func _init(target_id: StringName, goal_data: Resource) -> void: target_generator_id = target_id 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") const GENERATOR_UNLOCK_GOAL_DATA_SCRIPT: Script = preload("res://core/generator-unlock-goals/generator_unlock_goal_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 @export var goals: Array[GeneratorUnlockGoalData] = [] @onready var _summary_label: Label = $MarginContainer/VBoxContainer/SummaryLabel @onready var _goals_list: VBoxContainer = $MarginContainer/VBoxContainer/ScrollContainer/GoalsList var _loaded_goals: Array[GoalDefinition] = [] var _rows_by_goal_id: Dictionary = {} var _known_generator_ids: Dictionary = {} var _warned_unknown_target_ids: Dictionary = {} func _ready() -> void: _collect_known_generator_ids() _load_goals() _build_goal_rows() GameState.currency_changed.connect(_on_currency_changed) GameState.generator_state_changed.connect(_on_generator_state_changed) _refresh_ui() _refresh_ui.call_deferred() func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> 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_ui() func _load_goals() -> void: _loaded_goals.clear() var seen_goal_ids: Dictionary = {} for goal_resource in goals: if goal_resource == null: continue if goal_resource.get_script() != GENERATOR_UNLOCK_GOAL_DATA_SCRIPT: continue var goal_data: Resource = goal_resource if goal_data == null: continue var target_generator_id: String = String(goal_data.get("target_generator_id")).strip_edges() if target_generator_id.is_empty(): continue var resolved_goal: Resource = goal_data.call("get_goal_data") if resolved_goal == null: continue if not bool(resolved_goal.call("is_valid")): continue var goal_key: String = String(resolved_goal.get("id")) if seen_goal_ids.has(goal_key): push_warning("Goals debug UI: duplicate goal id '%s' skipped" % goal_key) continue seen_goal_ids[goal_key] = true _loaded_goals.append(GoalDefinition.new(StringName(target_generator_id), resolved_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 if goal.goal.get_script() != GOAL_DATA_SCRIPT: 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 = "%s -> %s" % [String(goal.goal.get("id")), String(goal.target_generator_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.get("id"))) 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.get("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 if goal.goal.get_script() != GOAL_DATA_SCRIPT: continue var row: GoalRow = _rows_by_goal_id.get(String(goal.goal.get("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 can_resolve_target: bool = _can_resolve_target(goal.target_generator_id) var met: bool = _is_goal_met(goal) var can_unlock: bool = can_resolve_target and met and not already_unlocked row.requirements_label.text = _get_requirements_text(goal) row.button.disabled = not can_unlock row.button.text = "Done" if already_unlocked else "Unlock" if already_unlocked: 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 row.status_label.text = "Locked" func _is_goal_met(goal: GoalDefinition) -> bool: if goal == null: return false if goal.goal == null: return false if goal.goal.get_script() != GOAL_DATA_SCRIPT: return false return bool(goal.goal.call("is_met")) func _is_goal_completed(goal: GoalDefinition) -> bool: return ( GameState.is_generator_unlocked(goal.target_generator_id) and GameState.is_generator_available(goal.target_generator_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 _can_resolve_target(goal.target_generator_id): return if not _is_goal_met(goal): return GameState.set_generator_unlocked(goal.target_generator_id, true) GameState.set_generator_available(goal.target_generator_id, true) print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.goal.get("id")), String(goal.target_generator_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 GameState.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() 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 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 "" var parts: Array[String] = [] for requirement_resource in goal.goal.call("get_valid_requirements"): if requirement_resource == null: continue if requirement_resource.get_script() != GOAL_REQUIREMENT_SCRIPT: continue var requirement_currency_id: StringName = requirement_resource.call("get_currency_id") var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement_currency_id) var required_amount: BigNumber = requirement_resource.call("get_amount") parts.append( "%s %s / %s" % [ _currency_label(requirement_currency_id), total_amount.to_string_suffix(2), required_amount.to_string_suffix(2) ] ) return " | ".join(parts) func _currency_label(currency_id: StringName) -> String: return GameState.get_currency_name(currency_id)