clockwork-city/prefabs/ui/controls.gd

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6.9 KiB
GDScript3
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class_name Controls extends Control
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const DRAFT_BUILDING_SCENE = preload("uid://87u3upovcueb")
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var rem_tween: Tween
var hand_tween: Tween
var es_tween: Tween
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var draft_building: Building
@onready var turn_label: Label = %TurnLabel
@onready var player_display: PlayerDisplay = %PlayerDisplay
@onready var submit_button: Button = %Submit
@onready var pass_button: Button = %Pass
@onready var undo_button: Button = %Undo
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@onready var pause_button: Button = %Pause
@onready var play_button: Button = %Play
@onready var rem_button: Button = %RealEstateMarket
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@onready var start_walls: Button = %StartWalls
@onready var stop_walls: Button = %StopWalls
@onready var cancel_placement_button: Button = %CancelPlacement
@onready var blueprints_container: Container = %BlueprintsContainer
@onready var draft_container: Container = %DraftContainer
@onready var hand: Hand = %Hand
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@onready var fast_1: Button = %FastForward1
@onready var fast_2: Button = %FastForward2
@onready var fast_4: Button = %FastForward4
@onready var fast_10: Button = %FastForward10
@onready var draft_cost_container: Container = %DraftCost
@onready var draft_cost_spinner: SpinBox = %BuildingDraftCost
func give_hand(buildings: Array[Building]) -> void:
hand.give_buildings(buildings)
print_debug("this sucks!")
await get_tree().process_frame
await get_tree().process_frame
_show_hand()
func reset_turn() -> void:
get_tree().call_group("Pausable", "pause")
submit_button.show()
pause_button.hide()
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play_button.hide()
func set_info() -> void:
turn_label.text = (
"%d.%d"
% [Globals.board_game.current_board_state.day, Globals.board_game.current_board_state.turn]
)
player_display.set_players(Globals.board_game.current_board_state.players)
func check_controls_enabled() -> void:
#print(Globals.board_game.current_board_state.current_player.id == Globals.game.this_player.id)
#print(Globals.board_game.current_board_state.state != BoardState.State.PLAY)
#print(Globals.board_game.pending_board_state != null)
if Globals.board_game.current_board_state.current_player.id == Globals.game.this_player.id:
if Globals.board_game.current_board_state.state != BoardState.State.PLAY:
pass_button.hide()
submit_button.show()
rem_button.disabled = true
submit_button.disabled = Globals.board_game.pending_board_state == null
else:
if Globals.board_game.pending_board_state != null:
pass_button.hide()
submit_button.show()
submit_button.disabled = false
undo_button.disabled = false
rem_button.disabled = true
else:
pass_button.show()
submit_button.hide()
submit_button.disabled = true
pass_button.disabled = Globals.board_game.is_playing_day
undo_button.disabled = true
rem_button.disabled = false
else:
pass_button.show()
submit_button.hide()
rem_button.disabled = true
pass_button.disabled = true
undo_button.disabled = true
submit_button.disabled = true
# TODO: Fix undo
undo_button.disabled = true
func set_board_state(board_state: BoardState) -> void:
for child in draft_container.get_children():
child.queue_free()
for building in board_state.real_estate_market:
var db: DraftBuilding = DRAFT_BUILDING_SCENE.instantiate()
draft_container.add_child(db)
db.set_building(building.duplicate())
db.building_selector.select_building.connect(handle_building_selected)
func end_day() -> void:
undo_button.hide()
play_button.hide()
pause_button.show()
pass_button.hide()
submit_button.hide()
rem_button.disabled = true
func _on_pass_pressed():
Globals.board_game.handle_pass()
func _on_submit_pressed():
Globals.board_game.handle_board_state_confirmed()
func _on_undo_pressed():
Globals.board_game.reset_turn()
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func _on_pause_pressed():
get_tree().call_group("Pausable", "pause")
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play_button.show()
pause_button.hide()
func _on_play_pressed():
get_tree().call_group("Pausable", "unpause")
play_button.hide()
pause_button.show()
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func _on_blueprints_pressed():
_show_real_estate_market()
func handle_tile_selected(tile: Tile):
if (
tile.cost <= Globals.board_game.current_board_state.current_player.money
and (
Globals.board_game.current_board_state.current_player.build_actions_taken
< Globals.board_game.current_board_state.current_player.building_permits
)
):
_hide_real_estate_market()
Globals.board_game.select_tile(tile)
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func handle_building_selected(building: Building) -> void:
if (
building.cost <= Globals.board_game.current_board_state.current_player.money
and (
Globals.board_game.current_board_state.current_player.build_actions_taken
< Globals.board_game.current_board_state.current_player.building_permits
)
):
_hide_real_estate_market()
Globals.board_game.select_building(building)
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func _on_walls_pressed():
Globals.board_game.place_walls()
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if start_walls.visible:
start_walls.hide()
stop_walls.show()
else:
start_walls.show()
stop_walls.hide()
_hide_real_estate_market()
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func _hide_real_estate_market() -> void:
if is_instance_valid(rem_tween):
rem_tween.kill()
rem_tween = create_tween()
rem_tween.set_ignore_time_scale(true)
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rem_tween.set_trans(Tween.TRANS_BACK)
rem_tween.tween_property(blueprints_container, "offset_bottom", 0, 0.5)
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func _show_real_estate_market() -> void:
if is_instance_valid(rem_tween):
rem_tween.kill()
rem_tween = create_tween()
rem_tween.set_ignore_time_scale(true)
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rem_tween.set_trans(Tween.TRANS_BACK)
rem_tween.tween_property(
blueprints_container, "offset_bottom", blueprints_container.size.y, 0.5
)
func _hide_hand() -> void:
if is_instance_valid(hand_tween):
hand_tween.kill()
hand_tween = create_tween()
hand_tween.set_ignore_time_scale(true)
hand_tween.set_trans(Tween.TRANS_BACK)
hand_tween.tween_property(hand, "offset_top", 0, 0.5)
func _show_hand() -> void:
if is_instance_valid(hand_tween):
hand_tween.kill()
hand_tween = create_tween()
hand_tween.set_ignore_time_scale(true)
hand_tween.set_trans(Tween.TRANS_BACK)
hand_tween.tween_property(hand, "offset_top", -hand.size.y, 0.5)
func _on_fast_forward_1_pressed():
Engine.time_scale = 2
fast_1.hide()
fast_2.show()
fast_4.hide()
fast_10.hide()
func _on_fast_forward_2_pressed():
Engine.time_scale = 4
fast_1.hide()
fast_2.hide()
fast_4.show()
fast_10.hide()
func _on_fast_forward_4_pressed():
Engine.time_scale = 10
fast_1.hide()
fast_2.hide()
fast_4.hide()
fast_10.show()
func _on_fast_forward_10_pressed():
Engine.time_scale = 1
fast_1.show()
fast_2.hide()
fast_4.hide()
fast_10.hide()
func _on_cancel_placement_pressed():
Globals.board_game.cancel_placement()
_hide_real_estate_market()
func _on_hand_building_selected(building: Building) -> void:
for selector in hand.buildings_container.get_children():
if selector.get_child(0) != building:
selector.hide()
draft_building = building
draft_cost_container.show()
func _on_set_draft_cost_pressed():
_hide_hand()
draft_cost_container.hide()
draft_building.cost = roundi(draft_cost_spinner.value)
Globals.board_game.add_building_to_draft.rpc(draft_building.serialize())