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