extends Node const UI := preload("res://scripts/planets/expedition_ui.gd") var game: Node2D var player: CharacterBody2D var freighter: Node2D var screen: Control var _layer: CanvasLayer var _prompt: PanelContainer var _text: Label var _scan_button: Button var _land_button: Button var _near_planet: Node2D var _message := "" var _message_time := 0.0 var _previous_pause := false var _previous_docked := false var _hud_was_visible := true var _prompt_refresh_time := 0.0 func _ready() -> void: process_mode = Node.PROCESS_MODE_ALWAYS name = "PlanetExpeditions" get_tree().auto_accept_quit = false freighter = Node2D.new() freighter.name = "Freighter" freighter.position = Vector2(480,-270) game.add_child(freighter) var sprite := Sprite2D.new() sprite.texture = preload("res://assets/planets/freighter.png") sprite.scale = Vector2.ONE * 190.0 / maxf(sprite.texture.get_width(),sprite.texture.get_height()) freighter.add_child(sprite) var label := Label.new() label.text = "FRACHTOWIEC [L]" label.position = Vector2(-95,75) label.add_theme_font_size_override("font_size",15) label.add_theme_color_override("font_color",UI.CYAN) freighter.add_child(label) _layer = CanvasLayer.new() _layer.layer = 60 add_child(_layer) _prompt = UI.panel(_layer,Vector2(440,0)) var column := VBoxContainer.new() _prompt.add_child(column) _text = UI.label(column,"",14) _text.custom_minimum_size.x = 420 _text.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART var row := HBoxContainer.new() column.add_child(row) _scan_button = UI.button(row,"SKANUJ [F]",scan_nearby) _land_button = UI.button(row,"LĄDUJ [L]",land_nearby) _prompt.hide() get_viewport().size_changed.connect(_layout_prompt) func combat_blocked() -> bool: if float(player.get("landing_combat_lock")) > 0: return true for enemy in get_tree().get_nodes_in_group("enemies"): if enemy is Node2D and player.global_position.distance_to(enemy.global_position) < 650: return true return false func _process(delta: float) -> void: _message_time = maxf(0, _message_time - delta) if is_instance_valid(screen) or get_tree().paused or bool(player.get("_is_destroyed")): _prompt.hide() return _prompt_refresh_time += delta # Proximity hints do not need to rebuild at the rendering frame rate. if delta > 0 and _prompt_refresh_time < 0.1: return _prompt_refresh_time = 0 _refresh_prompt() func _refresh_prompt() -> void: _near_planet = null var best := INF for planet in get_tree().get_nodes_in_group("scanner_planets"): if not bool(planet.get("earthlike")): continue var distance: float = player.global_position.distance_to(planet.global_position) - float(planet.get("radius")) if distance < 190 and distance < best: best = distance _near_planet = planet var nearby_freighter := player.global_position.distance_squared_to(freighter.global_position) < 230.0 * 230.0 var has_destination := nearby_freighter or is_instance_valid(_near_planet) if not has_destination and _message_time <= 0: _prompt.hide() # Never accumulate combat text while the hint is hidden. if not _text.text.is_empty(): _text.text = "" return var blocked := combat_blocked() if blocked: _prompt.hide() return var text := "" if _message_time > 0: text = _message elif nearby_freighter: text = "FRACHTOWIEC · Hangar / Warsztat / Laboratorium" else: var profile: Dictionary = _near_planet.planet_profile if GameState.captain.expedition.scans.has(profile.id): text = preload("res://scripts/planets/planet_profiles.gd").scan_description(profile,GameState.captain) else: text = "%s / EARTHLIKE\nZeskanuj warunki przed lądowaniem." % profile.name if blocked and _message_time <= 0: text += "\nDokowanie i lądowanie zablokowane podczas walki." var changed := _text.text != text or _scan_button.visible != (is_instance_valid(_near_planet) and not nearby_freighter) or _land_button.visible != has_destination if _text.text != text: _text.text = text _scan_button.visible = is_instance_valid(_near_planet) and not nearby_freighter _land_button.visible = has_destination _land_button.text = "DOKUJ [L]" if nearby_freighter else "LĄDUJ [L]" _land_button.disabled = blocked _prompt.show() if changed: # A standalone PanelContainer otherwise keeps its previous large height. _layout_prompt.call_deferred() func _layout_prompt() -> void: if not is_instance_valid(_prompt): return _prompt.size = Vector2(460, _prompt.get_combined_minimum_size().y) var viewport_size := get_viewport().get_visible_rect().size _prompt.position = Vector2((viewport_size.x - _prompt.size.x) * 0.5, maxf(16, viewport_size.y - _prompt.size.y - 160)) func _unhandled_key_input(event: InputEvent) -> void: if is_instance_valid(screen) or get_tree().paused or not event.pressed or event.echo: return if event.keycode == KEY_F: scan_nearby() elif event.keycode == KEY_L: land_nearby() else: return get_viewport().set_input_as_handled() func scan_nearby() -> void: _refresh_prompt() if not is_instance_valid(_near_planet): return GameState.captain.expedition.scan(_near_planet.planet_profile) _message_time = 0 _refresh_prompt() func land_nearby() -> void: _refresh_prompt() if is_instance_valid(screen) or bool(player.get("_is_destroyed")): return if combat_blocked(): _notice("Odsuń się od przeciwników i zakończ walkę.") return if player.global_position.distance_to(freighter.global_position) < 230: open_freighter() return if not is_instance_valid(_near_planet): return var progress: Resource = GameState.captain.expedition if not progress.scans.has(_near_planet.planet_profile.id): scan_nearby() return if not progress.begin_visit(_near_planet.planet_profile): _notice("Lądownik wymaga naprawy do 100% we frachtowcu.") return _enter() screen = Control.new() screen.set_script(preload("res://scripts/planets/surface_screen.gd")) screen.captain = GameState.captain screen.progress = progress screen.flight_ship = player screen.finished.connect(finish_surface) _layer.add_child(screen) func open_freighter() -> void: _enter() screen = Control.new() screen.set_script(preload("res://scripts/planets/freighter_screen.gd")) screen.captain = GameState.captain screen.inventory = player.get_node("ShipInventory") screen.closed.connect(_leave) _layer.add_child(screen) func _enter() -> void: _previous_pause = get_tree().paused _previous_docked = player.is_docked _hud_was_visible = game.get_node("HUD/HUDRoot").visible game.get_node("HUD/HUDRoot").hide() player.is_docked = true player.velocity = Vector2.ZERO get_tree().paused = true _prompt.hide() func finish_surface(success: bool) -> void: var progress: Resource = GameState.captain.expedition var result: Dictionary = progress.finish_visit(GameState.captain,success) progress.deliver_modules(player.get_node("ShipInventory")) _leave() var cargo_text := UI.material_text(result.get("materials",{})) _notice(("POWRÓT Z WYPRAWY · " + (cargo_text if not cargo_text.is_empty() else "brak łupu")) if result.get("success",false) else "LĄDOWNIK ZNISZCZONY · Utracono łup bieżącej wyprawy.") if not progress.delivered_modules.is_empty(): _message += "\nBrak miejsca: %d modułów czeka we frachtowcu." % progress.delivered_modules.size() func _leave() -> void: if is_instance_valid(screen): _layer.remove_child(screen) screen.queue_free() screen = null player.is_docked = _previous_docked game.get_node("HUD/HUDRoot").visible = _hud_was_visible get_tree().paused = _previous_pause func _notice(message: String) -> void: _message = message _message_time = 7 _prompt_refresh_time = 0.1 func _notification(what: int) -> void: if what == NOTIFICATION_WM_CLOSE_REQUEST: if GameState.captain.expedition.active: GameState.captain.expedition.finish_visit(GameState.captain,true) get_tree().quit() func _exit_tree() -> void: if is_instance_valid(GameState.captain) and GameState.captain.expedition.active: GameState.captain.expedition.finish_visit(GameState.captain,true) if is_instance_valid(screen): get_tree().paused = _previous_pause get_tree().auto_accept_quit = true