clockwork-city/prefabs/ui/controls.gd
duncgibbs a9352d337d
Some checks failed
linting & formatting / build (push) Failing after 24s
way too many changes; multiplayer version, like, 0.6 or 0.7
2026-04-20 13:03:39 -05:00

262 lines
6.6 KiB
GDScript

class_name Controls extends Control
const DRAFT_BUILDING_SCENE = preload("uid://87u3upovcueb")
var rem_tween: Tween
var hand_tween: Tween
var es_tween: Tween
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
@onready var pause_button: Button = %Pause
@onready var play_button: Button = %Play
@onready var rem_button: Button = %RealEstateMarket
@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
@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()
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:
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 = false
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
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():
print("TODO: Handle undo!")
func _on_pause_pressed():
get_tree().call_group("Pausable", "pause")
play_button.show()
pause_button.hide()
func _on_play_pressed():
get_tree().call_group("Pausable", "unpause")
play_button.hide()
pause_button.show()
func _on_blueprints_pressed():
_show_real_estate_market()
func handle_tile_selected(tile: Tile):
_hide_real_estate_market()
Globals.board_game.select_tile(tile)
func handle_building_selected(building: Building) -> void:
_hide_real_estate_market()
var db = building.get_parent().get_parent()
if db is DraftBuilding:
Globals.board_game.select_building(building, db.get_index())
else:
Globals.board_game.select_building(building)
func _on_walls_pressed():
Globals.board_game.place_walls()
if start_walls.visible:
start_walls.hide()
stop_walls.show()
else:
start_walls.show()
stop_walls.hide()
_hide_real_estate_market()
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)
rem_tween.set_trans(Tween.TRANS_BACK)
rem_tween.tween_property(blueprints_container, "offset_bottom", 0, 0.5)
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)
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 _speed_up_engine(speed: float) -> void:
if is_instance_valid(es_tween):
es_tween.kill()
es_tween = create_tween()
es_tween.set_ignore_time_scale(true)
es_tween.tween_property(Engine, "time_scale", speed, 0.5)
func _on_fast_forward_1_pressed():
_speed_up_engine(2)
fast_1.hide()
fast_2.show()
fast_4.hide()
fast_10.hide()
func _on_fast_forward_2_pressed():
_speed_up_engine(4)
fast_1.hide()
fast_2.hide()
fast_4.show()
fast_10.hide()
func _on_fast_forward_4_pressed():
_speed_up_engine(10)
fast_1.hide()
fast_2.hide()
fast_4.hide()
fast_10.show()
func _on_fast_forward_10_pressed():
_speed_up_engine(1)
fast_1.show()
fast_2.hide()
fast_4.hide()
fast_10.hide()
func _on_cancel_placement_pressed():
_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()
@rpc("any_peer", "call_local", "reliable")
func add_to_draft(building_data: Dictionary) -> void:
Globals.board_game.add_building_to_draft.rpc()
var db: DraftBuilding = DRAFT_BUILDING_SCENE.instantiate()
draft_container.add_child(db)
draft_building = Building.deserialize(building_data)
db.set_building(draft_building)
db.building_selector.select_building.connect(handle_building_selected)
@rpc("any_peer", "call_local", "reliable")
func remove_from_draft(draft_building_index: int) -> void:
draft_container.get_child(draft_building_index).queue_free()
func _on_set_draft_cost_pressed():
_hide_hand()
draft_cost_container.hide()
draft_building.cost = roundi(draft_cost_spinner.value)
add_to_draft.rpc(draft_building.serialize())