Files
idle/docs/gyms/tiny_sword/buildings/castle/test_buff.gd
2026-04-10 12:07:01 +02:00

119 lines
3.7 KiB
GDScript

extends PanelContainer
@export var buff_data: GeneratorBuffData
@onready var _game_state: LevelGameState = find_parent("LevelGameState")
@onready var _label: Label = $HBoxContainer/Label
@onready var _button: Button = $HBoxContainer/Button
var _current_level: int = 0
func _ready() -> void:
if buff_data != null:
_label.text = buff_data.text if not buff_data.text.is_empty() else str(buff_data.id)
_button.text = "Buy"
_button.disabled = true
else:
_label.text = "No Buff"
_button.text = "Disabled"
_button.disabled = true
_button.pressed.connect(_on_button_pressed)
if _game_state:
_game_state.buff_level_changed.connect(_on_buff_level_changed)
_game_state.buff_unlocked_changed.connect(_on_buff_unlocked_changed)
_game_state.currency_changed.connect(_on_currency_changed)
_update_ui()
func _on_button_pressed() -> void:
if buff_data == null:
return
var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff_data)
if cost_currency_id == &"":
push_warning("test_buff: Invalid cost currency")
return
var cost: BigNumber = buff_data.get_cost_for_level(_current_level)
if _game_state and _game_state.spend_currency_by_id(cost_currency_id, cost):
var next_level: int = _current_level + 1
_game_state.set_buff_level(buff_data.id, next_level)
_apply_buff_effect(buff_data, next_level)
_current_level = next_level
_update_ui()
else:
push_warning("test_buff: Not enough currency to buy buff")
func _apply_buff_effect(buff: GeneratorBuffData, level: int) -> void:
if buff.kind != GeneratorBuffData.BuffKind.RESOURCE_PURCHASE:
return
var target_currency_id: StringName = _resolve_buff_target_currency_id(buff)
if target_currency_id == &"":
return
var purchased_amount: BigNumber = buff.get_resource_purchase_amount_for_level(level)
if purchased_amount.mantissa > 0.0 and _game_state:
_game_state.add_currency_by_id(target_currency_id, purchased_amount)
func _resolve_buff_target_currency_id(buff: GeneratorBuffData) -> StringName:
if buff.resource_target_currency == null:
return &""
if _game_state == null:
return &""
return _game_state.get_currency_id(buff.resource_target_currency)
func _on_buff_level_changed(buff_id: StringName, new_level: int) -> void:
if buff_data != null and buff_id == buff_data.id:
_current_level = new_level
_update_ui()
func _on_buff_unlocked_changed(buff_id: StringName, unlocked: bool) -> void:
if buff_data != null and buff_id == buff_data.id:
_update_ui()
func _on_currency_changed(_changed_currency_id: StringName, _new_value: BigNumber) -> void:
_update_ui()
func _update_ui() -> void:
if buff_data == null:
return
if _game_state and not _game_state.is_buff_unlocked(buff_data.id):
_button.disabled = true
_button.text = "Locked"
return
var is_maxed: bool = _current_level >= buff_data.max_level if buff_data.max_level >= 0 else false
var can_buy: bool = not is_maxed
var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff_data)
if cost_currency_id != &"":
var cost: BigNumber = buff_data.get_cost_for_level(_current_level)
var current_amount: BigNumber = _game_state.get_currency_amount_by_id(cost_currency_id) if _game_state else BigNumber.from_float(0.0)
can_buy = can_buy and (current_amount.is_greater_than(cost) or current_amount.is_equal_to(cost))
_button.disabled = not can_buy
if is_maxed:
_button.text = "Maxed"
else:
var cost: BigNumber = buff_data.get_cost_for_level(_current_level)
_button.text = "Buy (%s)" % cost.to_string_suffix(2)
func _resolve_buff_cost_currency_id(buff: GeneratorBuffData) -> StringName:
if buff.cost_currency == null:
return &""
if _game_state == null:
return &""
return _game_state.get_currency_id(buff.cost_currency)