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idle/core/research/research_panel.gd

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GDScript

class_name ResearchPanel
extends PanelContainer
const RESEARCH_ROW_SCENE: PackedScene = preload("res://core/research/research_row.tscn")
@onready var _title_label: Label = $ScrollContainer/VBoxContainer/TitleLabel
@onready var _research_rows_container: VBoxContainer = $ScrollContainer/VBoxContainer/ResearchRows
var _game_state: LevelGameState
var _research_rows: Dictionary = {}
var _active_research_id: StringName = &""
func _ready() -> void:
_game_state = find_parent("LevelGameState")
if _game_state == null:
push_error("ResearchPanel: Could not find LevelGameState parent")
return
_game_state.research_xp_changed.connect(_on_research_xp_changed)
_game_state.research_level_up.connect(_on_research_level_up)
_build_research_rows()
_refresh_all()
func _build_research_rows() -> void:
for child in _research_rows_container.get_children():
child.queue_free()
_research_rows.clear()
_active_research_id = &""
if _game_state.research_catalogue:
for research in _game_state.research_catalogue.get_all_research():
var row: ResearchRow = RESEARCH_ROW_SCENE.instantiate()
_research_rows_container.add_child(row)
row.setup(research)
row.active_changed.connect(_on_research_active_changed.bind(research.id))
_research_rows[research.id] = row
_load_active_research_state()
func _refresh_all() -> void:
for row in _research_rows.values():
_refresh_row(row)
func _refresh_row(row: ResearchRow) -> void:
var research_id: StringName = row.get_research_id()
var xp: BigNumber = _game_state.get_research_xp(research_id)
var level: int = _game_state.get_research_level(research_id)
var research: ResearchData = _game_state.research_catalogue.get_research_by_id(research_id)
if research != null:
var progress: float = research.get_xp_progress(xp)
var multiplier: float = research.get_multiplier_for_level(level)
var xp_current: BigNumber = xp.subtract(research.get_total_xp_for_level(level))
var xp_needed: BigNumber = research.get_xp_required_for_level_big(level + 1)
row.update_display(level, progress, multiplier, xp_current, xp_needed)
func _on_research_xp_changed(research_id: StringName, _new_xp: BigNumber) -> void:
if _research_rows.has(research_id):
_refresh_row(_research_rows[research_id])
func _on_research_level_up(research_id: StringName, _old_level: int, _new_level: int) -> void:
if _research_rows.has(research_id):
_refresh_row(_research_rows[research_id])
func _on_research_active_changed(is_active: bool, research_id: StringName) -> void:
if is_active:
if _active_research_id != &"" and _active_research_id != research_id:
var existing_row: ResearchRow = _research_rows.get(_active_research_id)
if existing_row != null:
existing_row.set_active(false, false)
_active_research_id = research_id
_save_active_research_state()
else:
if _active_research_id == research_id:
_active_research_id = &""
_save_active_research_state()
func _load_active_research_state() -> void:
if _game_state == null:
return
var save_data: Dictionary = _game_state.get_external_save_data("research_active")
if save_data.has("active_research_id"):
var loaded_id: String = String(save_data.get("active_research_id", ""))
if not loaded_id.is_empty():
_active_research_id = StringName(loaded_id)
var row: ResearchRow = _research_rows.get(_active_research_id)
if row != null:
row.set_active(true, false)
func _save_active_research_state() -> void:
if _game_state == null:
return
var save_data: Dictionary = {}
if _active_research_id != &"":
save_data["active_research_id"] = String(_active_research_id)
_game_state.set_external_save_data("research_active", save_data)
func get_active_research_id() -> StringName:
return _active_research_id
func is_research_active(research_id: StringName) -> bool:
return _active_research_id == research_id
func activate_research(research_id: StringName) -> void:
if _research_rows.has(research_id):
var row: ResearchRow = _research_rows[research_id]
row.set_active(true)