Files
idle/goals_debug_ui.gd

318 lines
9.8 KiB
GDScript

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
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
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()
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_generator_lookup(generator_id)
_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)
var seen_goal_ids: Dictionary = {}
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
if generator.data == null:
continue
if not generator.data.has_unlock_goal():
continue
var resolved_goal: GoalData = generator.data.unlock_goal
if resolved_goal == null:
continue
if not bool(resolved_goal.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(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
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.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.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.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 can_resolve_target: bool = _can_resolve_target(goal.target_generator_id)
var met: bool = _is_goal_met(goal)
var generator: CurrencyGenerator = _get_generator_for_goal(goal)
var is_manual_goal: bool = _is_manual_goal_generator(generator)
var can_unlock: bool = can_resolve_target and met and not already_unlocked and is_manual_goal
row.requirements_label.text = _get_requirements_text(goal)
row.button.disabled = not can_unlock
if already_unlocked:
row.button.text = "Done"
elif is_manual_goal:
row.button.text = "Unlock"
else:
row.button.text = "Auto"
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
return bool(goal.goal.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
var generator: CurrencyGenerator = _get_generator_for_goal(goal)
if generator == null:
return
if not generator.try_unlock_from_goal():
return
print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.goal.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()
_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 _is_manual_goal_generator(generator: CurrencyGenerator) -> bool:
if generator == null:
return false
if generator.data == null:
return false
if not generator.data.has_unlock_goal():
return false
return not generator.data.unlocks_automatically_from_goal()
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.get_valid_requirements():
if requirement_resource == null:
continue
if requirement_resource.get_script() != GOAL_REQUIREMENT_SCRIPT:
continue
var requirement_currency_id: StringName = requirement_resource.get_currency_id()
var total_amount: BigNumber = GameState.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)
]
)
return " | ".join(parts)
func _currency_label(currency_id: StringName) -> String:
return GameState.get_currency_name(currency_id)