Files
idle/goals_debug_ui.gd
2026-04-10 12:07:01 +02:00

245 lines
6.9 KiB
GDScript

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)