extends PanelContainer const BALANCE := preload("res://scripts/captain/captain_balance.gd") @onready var player: CharacterBody2D = get_node("../../../PlayerShip") @onready var level_label: Label = $Contents/Header/Level @onready var xp_label: Label = $Contents/XPLabel @onready var xp_bar: ProgressBar = $Contents/XPBar @onready var credits_label: Label = $Contents/Wallet/Credits @onready var points_label: Label = $Contents/Wallet/Points @onready var critical_label: Label = $Contents/Critical var _captain: CaptainProgress var _rank_labels: Dictionary = {} var _effect_labels: Dictionary = {} var _buttons: Dictionary = {} func _ready() -> void: _captain = GameState.captain for skill in BALANCE.SKILL_NAMES: var row := HBoxContainer.new() row.name = skill row.add_theme_constant_override("separation", 5) var title := Label.new() title.text = BALANCE.SKILL_NAMES[skill] title.tooltip_text = BALANCE.SKILL_HELP[skill] title.size_flags_horizontal = Control.SIZE_EXPAND_FILL title.add_theme_font_size_override("font_size", 11) row.add_child(title) var rank := Label.new() rank.custom_minimum_size.x = 22 rank.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT rank.add_theme_font_size_override("font_size", 11) row.add_child(rank) _rank_labels[skill] = rank var effect := Label.new() effect.custom_minimum_size.x = 58 effect.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT effect.add_theme_font_size_override("font_size", 10) row.add_child(effect) _effect_labels[skill] = effect var button := Button.new() button.name = "Train_" + skill button.text = "+" button.custom_minimum_size = Vector2(24, 22) button.add_theme_font_size_override("font_size", 13) button.tooltip_text = "Rozwiń umiejętność za 1 punkt nauki.\n" + BALANCE.SKILL_HELP[skill] button.pressed.connect(_train.bind(skill)) row.add_child(button) _buttons[skill] = button $Contents/Skills.add_child(row) _captain.changed.connect(_refresh) player.get_node("ShipInventory").connect("inventory_changed", _refresh) _refresh() func _train(skill: String) -> void: _captain.train_skill(skill) func _refresh() -> void: level_label.text = "POZ. %d" % _captain.level xp_label.text = "XP %d / %d" % [_captain.experience, _captain.get_xp_required()] xp_bar.max_value = _captain.get_xp_required() xp_bar.value = _captain.experience credits_label.text = "Kredyty: %d" % _captain.credits points_label.text = "Punkty: %d" % _captain.learning_points for skill in _buttons: var rank := _captain.get_skill_rank(skill) _rank_labels[skill].text = str(rank) var suffix: String = {"piloting": "unik", "gunner": "DMG", "mechanic": "redukcji", "sharp_eye": "kryt"}[skill] _effect_labels[skill].text = "%d%% %s" % [rank, suffix] _buttons[skill].disabled = not _captain.can_train(skill) critical_label.text = "Krytyk: %.1f%% · ×%.2f\nCzęści: %.1f" % [float(player.call("get_critical_chance")) * 100.0, float(player.call("get_critical_multiplier")), _captain.parts]