296 lines
12 KiB
GDScript
296 lines
12 KiB
GDScript
extends Node
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const UI := preload("res://scripts/planets/expedition_ui.gd")
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const CONTACT := preload("res://scripts/ui/orbital_contact_style.gd")
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const PROFILES := preload("res://scripts/planets/planet_profiles.gd")
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const FREIGHTER_SIZE := 285.0
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const CONTACT_RANGE := preload("res://scripts/planets/orbital_contact_range.gd")
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var game: Node2D
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var player: CharacterBody2D
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var freighter: Node2D
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var screen: Control
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var _layer: CanvasLayer
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var _prompt: PanelContainer
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var _text: Label
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var _contact_label: Label
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var _prompt_target: Node2D
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var _freighter_half_size := Vector2.ZERO
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var _land_button: Button
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var _near_planet: Node2D
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var _message := ""
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var _message_time := 0.0
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var _previous_pause := false
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var _previous_docked := false
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var _hud_was_visible := true
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var _prompt_refresh_time := 0.0
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var _last_combat_blocked := false
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var _needs_prompt_refresh := true
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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name = "PlanetExpeditions"
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get_tree().auto_accept_quit = false
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freighter = Node2D.new()
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freighter.name = "Freighter"
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freighter.add_to_group("scanner_freighters")
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freighter.z_index = -3 # Keep the player's hull, engines and shield above the frigate.
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freighter.position = Vector2(480,-270)
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game.add_child(freighter)
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var sprite := Sprite2D.new()
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sprite.texture = preload("res://assets/planets/freighter.png")
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sprite.scale = Vector2.ONE * FREIGHTER_SIZE / maxf(sprite.texture.get_width(),sprite.texture.get_height())
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_freighter_half_size = Vector2(sprite.texture.get_image().get_used_rect().size)*sprite.scale*0.5
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freighter.add_child(sprite)
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_layer = CanvasLayer.new()
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_layer.layer = 60
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add_child(_layer)
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_prompt = UI.panel(_layer,Vector2(300,0))
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_prompt.add_theme_stylebox_override("panel",CONTACT.panel_style(UI.CYAN))
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var column := VBoxContainer.new()
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column.add_theme_constant_override("separation",7)
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_prompt.add_child(column)
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_contact_label = UI.label(column,"● ŁĄCZE ORBITALNE",10,UI.CYAN)
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_text = UI.label(column,"",11)
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_text.add_theme_constant_override("line_spacing",3)
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_text.custom_minimum_size.x = 276
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_text.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation",7)
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column.add_child(row)
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_land_button = UI.button(row,"LĄDUJ [L]",land_nearby)
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for button in [_land_button]:
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CONTACT.compact_button(button,UI.CYAN)
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button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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_prompt.hide()
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get_viewport().size_changed.connect(_layout_prompt)
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func combat_blocked() -> bool:
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if float(player.get("landing_combat_lock")) > 0:
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return true
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for enemy in get_tree().get_nodes_in_group("enemies"):
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if enemy is Node2D and not enemy.is_queued_for_deletion() and float(enemy.get("hull")) > 0.0 and player.global_position.distance_to(enemy.global_position) < 650:
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return true
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return false
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func _process(delta: float) -> void:
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_message_time = maxf(0, _message_time - delta)
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if is_instance_valid(screen) or get_tree().paused or bool(player.get("_is_destroyed")):
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_prompt.hide()
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_needs_prompt_refresh = true
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return
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var blocked := combat_blocked()
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if blocked != _last_combat_blocked or _needs_prompt_refresh:
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_prompt_refresh_time = 0.1
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_last_combat_blocked = blocked
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_needs_prompt_refresh = false
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if _prompt.visible: _layout_prompt()
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_prompt_refresh_time += delta
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# Proximity hints do not need to rebuild at the rendering frame rate.
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if delta > 0 and _prompt_refresh_time < 0.1:
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return
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_prompt_refresh_time = 0
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_refresh_prompt()
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func _refresh_prompt() -> void:
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_near_planet = null
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var best := INF
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for planet in get_tree().get_nodes_in_group("scanner_planets"):
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if not bool(planet.get("earthlike")):
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continue
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var distance: float = player.global_position.distance_to(planet.global_position) - float(planet.get("radius"))
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if CONTACT_RANGE.at_planet(player,planet) and distance < best:
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best = distance
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_near_planet = planet
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var nearby_freighter := CONTACT_RANGE.at_freighter(player,freighter)
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if nearby_freighter: _prompt_target = freighter
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elif is_instance_valid(_near_planet): _prompt_target = _near_planet
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else: _prompt_target = player
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var has_destination := nearby_freighter or is_instance_valid(_near_planet)
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if not has_destination and _message_time <= 0:
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_prompt.hide()
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# Never accumulate combat text while the hint is hidden.
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if not _text.text.is_empty():
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_text.text = ""
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return
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var blocked := combat_blocked()
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if blocked:
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_prompt.hide()
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return
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if is_instance_valid(_near_planet):
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var profile: Dictionary = _near_planet.planet_profile
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if not GameState.captain.expedition.scans.has(profile.id):
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GameState.captain.expedition.scan(profile)
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var text := ""
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if _message_time > 0:
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text = _message
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_contact_label.text = "● RAPORT WYPRAWY"
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_prompt.tooltip_text = ""
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elif nearby_freighter:
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_contact_label.text = "● FREGATA / POŁĄCZENIE GOTOWE"
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text = "FRACHTOWIEC\nHangar · Warsztat · Magazyn"
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_prompt.tooltip_text = "Zadokuj, aby naprawić lądownik, rozbudować statek i przenieść wyposażenie."
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else:
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var profile: Dictionary = _near_planet.planet_profile
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_contact_label.text = "● TELEMETRIA / DANE PLANETY"
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text = _compact_scan(profile)
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_prompt.tooltip_text = PROFILES.scan_description(profile,GameState.captain)
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# A hidden card must be laid out again even if the target and text stayed the same.
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var changed := not _prompt.visible or _text.text != text or _land_button.visible != has_destination
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if _text.text != text:
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_text.text = text
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_land_button.visible = has_destination
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_land_button.text = "DOKUJ [L]" if nearby_freighter else "LĄDUJ [L]"
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_land_button.disabled = blocked
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_prompt.show()
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if changed:
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_layout_prompt()
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# A standalone PanelContainer otherwise keeps its previous large height.
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_layout_prompt.call_deferred()
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func _layout_prompt() -> void:
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if not is_instance_valid(_prompt):
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return
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# Do not invalidate the wrapped report's container layout every frame.
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var desired_size := Vector2(300, _prompt.get_combined_minimum_size().y)
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if not _prompt.size.is_equal_approx(desired_size):
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_prompt.size = desired_size
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var viewport_size := get_viewport().get_visible_rect().size
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# Return reports belong to the screen, not to a moving planet or ship.
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# Object avoidance can switch sides abruptly as the camera moves.
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if _message_time > 0:
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_prompt.position = Vector2(
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maxf(10, (viewport_size.x - _prompt.size.x) * 0.5),
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maxf(preload("res://scripts/ui/resource_bar.gd").HEIGHT + 12, viewport_size.y - _prompt.size.y - 160)
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)
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return
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var target: Node2D = _prompt_target if is_instance_valid(_prompt_target) else player
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var canvas := target.get_global_transform_with_canvas()
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var radius := _freighter_half_size.x if target == freighter else float(target.get("radius")) if target != player else 30.0
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var vertical := _freighter_half_size.y if target == freighter else radius
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var obstacles: Array[Rect2] = CONTACT.hud_obstacles(game.get_node_or_null("HUD/HUDRoot"))
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var services: Control = game.get("services_menu")
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if is_instance_valid(services) and services.is_visible_in_tree(): obstacles.append(services.get_global_rect().grow(8))
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_prompt.position = CONTACT.beside(canvas.origin,radius*canvas.x.length(),_prompt.size,viewport_size,obstacles,true,vertical*canvas.y.length())
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func _compact_scan(profile: Dictionary) -> String:
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return PROFILES.scan_description(profile,GameState.captain)
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func _unhandled_key_input(event: InputEvent) -> void:
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if is_instance_valid(screen) or get_tree().paused or not event.pressed or event.echo:
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return
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if event.keycode == KEY_L:
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land_nearby()
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else:
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return
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get_viewport().set_input_as_handled()
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func land_nearby() -> void:
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_refresh_prompt()
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if is_instance_valid(screen) or bool(player.get("_is_destroyed")):
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return
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if combat_blocked():
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return
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if CONTACT_RANGE.at_freighter(player,freighter):
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open_freighter()
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return
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if not is_instance_valid(_near_planet):
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return
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var progress: Resource = GameState.captain.expedition
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if not progress.begin_visit(_near_planet.planet_profile):
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_notice("Lądownik wymaga naprawy do 100% we frachtowcu.")
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return
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_enter()
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screen = Control.new()
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screen.set_script(preload("res://scripts/planets/surface_screen.gd"))
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screen.captain = GameState.captain
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screen.progress = progress
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screen.flight_ship = player
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screen.planet_texture = _near_planet.body_texture
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screen.finished.connect(finish_surface)
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_layer.add_child(screen)
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func open_freighter() -> void:
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if is_instance_valid(screen):
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return
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_enter()
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screen = preload("res://scenes/planets/freighter_interior.tscn").instantiate()
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screen.captain = GameState.captain
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screen.inventory = player.get_node("ShipInventory")
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screen.closed.connect(_leave)
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_layer.add_child(screen)
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func _enter() -> void:
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_previous_pause = get_tree().paused
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_previous_docked = player.is_docked
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_hud_was_visible = game.get_node("HUD/HUDRoot").visible
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game.get_node("HUD/HUDRoot").hide()
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player.is_docked = true
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player.clear_auxiliary_shield()
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player.velocity = Vector2.ZERO
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get_tree().paused = true
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_prompt.hide()
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func finish_surface(success: bool) -> void:
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var progress: Resource = GameState.captain.expedition
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var result: Dictionary = progress.finish_visit(GameState.captain,success)
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progress.deliver_modules(player.get_node("ShipInventory"))
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_leave()
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var returned: Dictionary = result.get("materials",{}).duplicate()
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if int(result.get("parts",0)) > 0: returned.parts = result.parts
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if int(result.get("missiles",0)) > 0: returned.missile = result.missiles
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if int(result.get("credits",0)) > 0: returned.credits = int(returned.get("credits",0))+int(result.credits)
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var cargo_text := UI.material_text(returned)
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_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.")
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if not progress.delivered_modules.is_empty():
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_message += "\nBrak miejsca: %d modułów czeka we frachtowcu." % progress.delivered_modules.size()
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func _leave() -> void:
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_needs_prompt_refresh = true
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if is_instance_valid(screen):
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_layer.remove_child(screen)
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screen.queue_free()
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screen = null
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player.is_docked = _previous_docked
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game.get_node("HUD/HUDRoot").visible = _hud_was_visible
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get_tree().paused = _previous_pause
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GameState.save_game()
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func _notice(message: String) -> void:
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_message = message
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_message_time = 7
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_prompt_refresh_time = 0.1
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_CLOSE_REQUEST:
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if GameState.captain.expedition.active:
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GameState.captain.expedition.finish_visit(GameState.captain,true)
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GameState.save_game()
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get_tree().quit()
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func _exit_tree() -> void:
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if is_instance_valid(GameState.captain) and GameState.captain.expedition.active:
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GameState.captain.expedition.finish_visit(GameState.captain,true)
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if is_instance_valid(screen):
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get_tree().paused = _previous_pause
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get_tree().auto_accept_quit = true
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func request_distant_travel(map_id: String) -> bool:
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if not is_instance_valid(screen) or GameState.captain.expedition.active: return false
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if not game.travel_to_distant(map_id): return false
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_leave()
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return true
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func request_system_travel(level: int) -> bool:
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if not GameState.active_distant_map.is_empty(): return false
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if not is_instance_valid(screen) or GameState.captain.expedition.active or level == GameState.system_level or not GameState.can_visit_system(level): return false
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if not game.travel_to_system(level): return false
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_leave()
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return true
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func request_distant_return() -> bool:
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if not is_instance_valid(screen) or GameState.active_distant_map.is_empty(): return false
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var sector := game.get_node_or_null("DistantSector")
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if sector == null or not sector._return_home(): return false
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_leave()
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return true
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