320 lines
10 KiB
GDScript
320 lines
10 KiB
GDScript
extends PanelContainer
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class GoalDefinition extends RefCounted:
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var target_generator_id: StringName
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var goal: GoalData
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func _init(target_id: StringName, goal_data: GoalData) -> void:
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target_generator_id = target_id
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goal = goal_data
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const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd")
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const GOAL_REQUIREMENT_SCRIPT: Script = preload("res://core/goals/goal_requirement_data.gd")
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class GoalRow extends RefCounted:
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var goal: GoalDefinition
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var status_label: Label
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var requirements_label: Label
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var button: Button
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func _init(goal_definition: GoalDefinition, status: Label, requirements: Label, unlock_button: Button) -> void:
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goal = goal_definition
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status_label = status
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requirements_label = requirements
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button = unlock_button
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@onready var _summary_label: Label = $MarginContainer/VBoxContainer/SummaryLabel
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@onready var _goals_list: VBoxContainer = $MarginContainer/VBoxContainer/ScrollContainer/GoalsList
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var _loaded_goals: Array[GoalDefinition] = []
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var _rows_by_goal_id: Dictionary = {}
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var _known_generator_ids: Dictionary = {}
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var _warned_unknown_target_ids: Dictionary = {}
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var _generators_by_id: Dictionary = {}
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func _ready() -> void:
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_collect_known_generator_ids()
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_load_goals()
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_build_goal_rows()
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GameState.currency_changed.connect(_on_currency_changed)
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GameState.generator_state_changed.connect(_on_generator_state_changed)
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GameState.goal_completed.connect(_on_goal_completed)
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_refresh_ui()
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_refresh_ui.call_deferred()
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func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
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_refresh_ui()
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func _on_goal_completed(goal_id: StringName) -> void:
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_refresh_ui()
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func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -> void:
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var generator_key: String = String(generator_id)
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if not generator_key.is_empty():
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_known_generator_ids[generator_key] = true
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_refresh_generator_lookup(generator_id)
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_refresh_ui()
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func _load_goals() -> void:
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_loaded_goals.clear()
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_generators_by_id.clear()
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var scene_root: Node = get_tree().current_scene
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var search_root: Node = scene_root if scene_root != null else self
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var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
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for generator_node in generator_nodes:
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var generator: CurrencyGenerator = generator_node as CurrencyGenerator
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if generator == null:
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continue
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var generator_id: StringName = generator.get_generator_id()
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if generator_id == &"":
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continue
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_generators_by_id[String(generator_id)] = generator
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var seen_goal_ids: Dictionary = {}
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for goal in GameState.get_all_goals():
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if goal == null or not goal.has_id():
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continue
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var goal_key: String = String(goal.id)
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if seen_goal_ids.has(goal_key):
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continue
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var target_generator_id: StringName = _find_generator_for_goal(goal)
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if target_generator_id.is_empty():
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continue
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seen_goal_ids[goal_key] = true
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_loaded_goals.append(GoalDefinition.new(target_generator_id, goal))
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func _build_goal_rows() -> void:
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_rows_by_goal_id.clear()
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for child in _goals_list.get_children():
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child.queue_free()
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for goal in _loaded_goals:
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if goal.goal == null:
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continue
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var row_container: HBoxContainer = HBoxContainer.new()
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row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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row_container.add_theme_constant_override("separation", 12)
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var title_label: Label = Label.new()
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title_label.custom_minimum_size = Vector2(220.0, 0.0)
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title_label.text = "%s -> %s" % [String(goal.goal.id), String(goal.target_generator_id)]
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var status_label: Label = Label.new()
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status_label.custom_minimum_size = Vector2(95.0, 0.0)
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var requirements_label: Label = Label.new()
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requirements_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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var unlock_button: Button = Button.new()
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unlock_button.custom_minimum_size = Vector2(90.0, 0.0)
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unlock_button.text = "Unlock"
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unlock_button.disabled = true
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unlock_button.pressed.connect(_on_unlock_pressed.bind(goal.goal.id))
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row_container.add_child(title_label)
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row_container.add_child(status_label)
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row_container.add_child(requirements_label)
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row_container.add_child(unlock_button)
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_goals_list.add_child(row_container)
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_rows_by_goal_id[String(goal.goal.id)] = GoalRow.new(goal, status_label, requirements_label, unlock_button)
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func _refresh_ui() -> void:
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if _loaded_goals.is_empty():
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_summary_label.text = "No valid goals loaded"
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return
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var ready_to_unlock: int = 0
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var unlocked: int = 0
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for goal in _loaded_goals:
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if goal.goal == null:
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continue
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var row: GoalRow = _rows_by_goal_id.get(String(goal.goal.id))
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if row == null:
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continue
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_refresh_goal_row(row)
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if _is_goal_completed(goal):
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unlocked += 1
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elif _is_goal_met(goal):
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ready_to_unlock += 1
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_summary_label.text = "Goals: %d | Ready: %d | Unlocked: %d" % [_loaded_goals.size(), ready_to_unlock, unlocked]
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func _refresh_goal_row(row: GoalRow) -> void:
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var goal: GoalDefinition = row.goal
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var already_unlocked: bool = _is_goal_completed(goal)
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var can_resolve_target: bool = _can_resolve_target(goal.target_generator_id)
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var met: bool = _is_goal_met(goal)
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var can_click: bool = can_resolve_target and met and not already_unlocked
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row.requirements_label.text = _get_requirements_text(goal)
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row.button.disabled = not can_click
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if already_unlocked:
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row.button.text = "Done"
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else:
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row.button.text = "Unlock"
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if already_unlocked:
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row.status_label.text = "Unlocked"
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return
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if not can_resolve_target:
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row.status_label.text = "Missing"
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return
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if met:
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row.status_label.text = "Ready"
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return
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row.status_label.text = "Locked"
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func _is_goal_met(goal: GoalDefinition) -> bool:
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if goal == null:
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return false
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if goal.goal == null:
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return false
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return bool(goal.goal.is_met())
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func _is_goal_completed(goal: GoalDefinition) -> bool:
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if goal.goal == null or goal.goal.id.is_empty():
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return false
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return GameState.is_goal_completed(goal.goal.id)
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func _on_unlock_pressed(goal_id: StringName) -> void:
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var row: GoalRow = _rows_by_goal_id.get(String(goal_id))
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if row == null:
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return
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var goal: GoalDefinition = row.goal
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if _is_goal_completed(goal):
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return
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if not _can_resolve_target(goal.target_generator_id):
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return
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if not _is_goal_met(goal):
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return
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var generator: CurrencyGenerator = _get_generator_for_goal(goal)
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if generator == null:
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return
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GameState.set_generator_unlocked(goal.target_generator_id, true)
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GameState.set_generator_available(goal.target_generator_id, true)
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if goal.goal.unlock_behavior == GoalData.UnlockBehavior.MANUAL:
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GameState._complete_goal_manually(goal.goal.id)
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print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.goal.id), String(goal.target_generator_id)])
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_refresh_ui()
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func _can_resolve_target(target_generator_id: StringName) -> bool:
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var target_key: String = String(target_generator_id)
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if target_key.is_empty():
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return false
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if _known_generator_ids.has(target_key) or GameState.generator_states.has(target_key):
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return true
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if not _warned_unknown_target_ids.has(target_key):
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_warned_unknown_target_ids[target_key] = true
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push_warning("Goals debug UI target generator not found in scene/state: '%s'" % target_key)
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return false
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func _collect_known_generator_ids() -> void:
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_known_generator_ids.clear()
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_generators_by_id.clear()
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var scene_root: Node = get_tree().current_scene
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var search_root: Node = scene_root if scene_root != null else self
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var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
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for generator_node in generator_nodes:
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var generator: CurrencyGenerator = generator_node as CurrencyGenerator
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if generator == null:
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continue
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var generator_key: String = String(generator.get_generator_id())
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if generator_key.is_empty():
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continue
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_known_generator_ids[generator_key] = true
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_generators_by_id[generator_key] = generator
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func _refresh_generator_lookup(generator_id: StringName) -> void:
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var generator_key: String = String(generator_id)
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if generator_key.is_empty():
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return
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var scene_root: Node = get_tree().current_scene
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var search_root: Node = scene_root if scene_root != null else self
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var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
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for generator_node in generator_nodes:
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var generator: CurrencyGenerator = generator_node as CurrencyGenerator
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if generator == null:
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continue
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if generator.get_generator_id() != generator_id:
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continue
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_generators_by_id[generator_key] = generator
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return
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func _get_generator_for_goal(goal: GoalDefinition) -> CurrencyGenerator:
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if goal == null:
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return null
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var key: String = String(goal.target_generator_id)
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if key.is_empty():
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return null
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return _generators_by_id.get(key) as CurrencyGenerator
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func _find_generator_for_goal(goal: GoalData) -> StringName:
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for generator_id in _generators_by_id.keys():
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var generator: CurrencyGenerator = _generators_by_id[generator_id]
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if generator == null or generator.data == null:
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continue
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if generator.data.has_unlock_goal():
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if String(generator.data.get_unlock_goal_id()) == String(goal.id):
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return StringName(generator_id)
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return &""
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func _get_requirements_text(goal: GoalDefinition) -> String:
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if goal == null:
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return ""
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if goal.goal == null:
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return ""
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if goal.goal.get_script() != GOAL_DATA_SCRIPT:
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return ""
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var parts: Array[String] = []
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for requirement_resource in goal.goal.get_valid_requirements():
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if requirement_resource == null:
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continue
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if requirement_resource.get_script() != GOAL_REQUIREMENT_SCRIPT:
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continue
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var requirement_currency_id: StringName = requirement_resource.get_currency_id()
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var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement_currency_id)
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var required_amount: BigNumber = requirement_resource.get_amount()
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parts.append(
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"%s %s / %s" % [
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_currency_label(requirement_currency_id),
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total_amount.to_string_suffix(2),
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required_amount.to_string_suffix(2)
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]
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)
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if parts.is_empty():
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return "No requirements"
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return " | ".join(parts)
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func _currency_label(currency_id: StringName) -> String:
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return GameState.get_currency_name(currency_id)
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