Randoloot/scripts/planets/surface_screen.gd

316 lines
13 KiB
GDScript

extends Control
signal finished(success: bool)
const UI := preload("res://scripts/planets/expedition_ui.gd")
const GENERATOR := preload("res://scripts/planets/surface_generator.gd")
var captain: Resource
var progress: Resource
var world: Node2D
var lander: Sprite2D
var camera: Camera2D
var _hp: ProgressBar
var _cargo: Label
var _status: Label
var _dialog: PanelContainer
var _choices: VBoxContainer
var _poi: Dictionary = {}
var _rng := RandomNumberGenerator.new()
var _motion := preload("res://scripts/planets/lander_motion.gd").new()
var flight_ship: Node
var _ending := false
var _hud_refresh_time := 0.0
var _previous_position := Vector2.ZERO
var _active_event: Dictionary = {}
var _event_armed := true
const SURFACE_RENDER_SCALE := 1.5
const SURFACE_CAMERA_ZOOM := 0.8
var _surface_viewport: SubViewport
func _ready() -> void:
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_STOP
_rng.seed = progress.visit_seed ^ 90317
if is_instance_valid(flight_ship):
_motion.configure(flight_ship)
var container := TextureRect.new()
container.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
container.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
container.stretch_mode = TextureRect.STRETCH_SCALE
container.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR
container.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(container)
var viewport := SubViewport.new()
_surface_viewport = viewport
viewport.size = Vector2i(get_viewport_rect().size * SURFACE_RENDER_SCALE)
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
viewport.world_2d = World2D.new()
container.add_child(viewport)
container.texture = viewport.get_texture()
world = Node2D.new()
world.set_script(preload("res://scripts/planets/surface_world.gd"))
world.data = GENERATOR.generate(progress.visit_seed, progress.active_profile)
viewport.add_child(world)
lander = Sprite2D.new()
lander.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_ON
lander.texture = preload("res://assets/planets/lander.png")
lander.scale = Vector2.ONE * 100.0 / lander.texture.get_width()
lander.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS
var sprite_material := ShaderMaterial.new()
sprite_material.shader = preload("res://resources/effects/lander_detail.gdshader")
lander.material = sprite_material
lander.z_index = 30
viewport.add_child(lander)
lander.reset_physics_interpolation()
var engine := Node2D.new()
engine.name = "EngineVisual"
engine.set_script(preload("res://scripts/planets/lander_engine_visual.gd"))
engine.source = self
engine.scale = Vector2.ONE / lander.scale
engine.z_index = -1
lander.add_child(engine)
var audio := AudioStreamPlayer.new()
audio.name = "EngineAudio"
audio.set_script(preload("res://scripts/game/ship_engine_audio.gd"))
audio.thrust_source = self
add_child(audio)
camera = Camera2D.new()
camera.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
camera.process_callback = Camera2D.CAMERA2D_PROCESS_IDLE
camera.zoom = Vector2.ONE * SURFACE_CAMERA_ZOOM * SURFACE_RENDER_SCALE
camera.position_smoothing_enabled = true
camera.position_smoothing_speed = 6
camera.limit_left = -1920
camera.limit_top = -1920
camera.limit_right = 1920
camera.limit_bottom = 1920
viewport.add_child(camera)
resized.connect(_resize_surface_viewport)
var info := UI.panel(self, Vector2(440, 0))
info.position = Vector2(24, 24)
info.mouse_filter = Control.MOUSE_FILTER_IGNORE
var column := VBoxContainer.new()
info.add_child(column)
UI.label(column, str(progress.active_profile.name).to_upper(), 25, UI.CYAN)
UI.label(column,str(world.data.landscape.name),14,Color("e4cc9d"))
UI.label(column, "%s / TLEN %d%% / %d°C / FLORA %d" % [
preload("res://scripts/planets/planet_profiles.gd").biome_name(progress.active_profile),
progress.active_profile.oxygen, progress.active_profile.temperature, progress.active_profile.flora], 13)
_hp = ProgressBar.new()
_hp.custom_minimum_size = Vector2(0, 14)
_hp.show_percentage = false
var hp_style := StyleBoxFlat.new()
hp_style.bg_color = Color("5bc9b5")
hp_style.set_corner_radius_all(5)
_hp.add_theme_stylebox_override("fill",hp_style)
column.add_child(_hp)
_status = UI.label(column, "", 13)
_cargo = UI.label(column, "", 13)
_cargo.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_cargo.custom_minimum_size.x = 410
var back := UI.button(self, "POWRÓT NA STATEK [L]", func(): _return(true))
back.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT)
back.position = Vector2(get_viewport_rect().size.x-285, 24)
back.size.x = 260
var help := UI.panel(self)
help.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT)
help.position = Vector2(24, get_viewport_rect().size.y-84)
UI.label(help, "W — ciąg · S — hamuj / wstecz · A/D — obrót\nQ/E — ruch boczny · TAB — dopalanie · F — zbadaj", 14)
var map_frame := UI.panel(self, Vector2(195,195))
map_frame.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT)
map_frame.position = get_viewport_rect().size-Vector2(220,220)
var minimap := Control.new()
minimap.set_script(preload("res://scripts/planets/surface_minimap.gd"))
minimap.world = world
minimap.lander = lander
map_frame.add_child(minimap)
_dialog = UI.panel(self, Vector2(460,0))
_dialog.set_anchors_and_offsets_preset(Control.PRESET_TOP_LEFT)
_dialog.position = Vector2(get_viewport_rect().size.x-490,get_viewport_rect().size.y*0.5-100)
_choices = VBoxContainer.new()
_choices.add_theme_constant_override("separation", 12)
_dialog.add_child(_choices)
_dialog.hide()
_update_hud()
func _physics_process(delta: float) -> void:
if _ending:
return
_previous_position = lander.position
if _dialog.visible:
_motion.velocity = Vector2.ZERO
_motion.angular_velocity = 0
return
_motion.step(delta, Input.get_axis("ship_turn_left","ship_turn_right"),
Input.is_action_pressed("ship_thrust"), Input.is_action_pressed("ship_brake"),
Input.get_axis("ship_strafe_left","ship_strafe_right"), Input.is_action_pressed("ship_mini_boost"))
lander.rotation = _motion.rotation
var next := lander.position + _motion.velocity * delta
var bounded := next.clamp(Vector2(-1780,-1780),Vector2(1780,1780))
if next.x != bounded.x:
_motion.velocity.x = 0
if next.y != bounded.y:
_motion.velocity.y = 0
lander.position = bounded
func _process(delta: float) -> void:
if _ending:
return
# Camera and sprite must follow the same interpolated pose between physics ticks.
camera.position = _previous_position.lerp(lander.position, Engine.get_physics_interpolation_fraction())
_hud_refresh_time += delta
if _hud_refresh_time >= 0.1:
_hud_refresh_time = 0
world.refresh_pois(lander.position)
_update_hud()
_check_events()
func _input(event: InputEvent) -> void:
if not event is InputEventKey or not event.pressed or event.echo or _ending:
return
if event.is_action("ship_mini_boost"):
get_viewport().set_input_as_handled()
return
if event.keycode == KEY_L:
_return(true)
elif event.keycode == KEY_ESCAPE:
if _dialog.visible:
_dialog.hide()
else:
_return(true)
elif event.keycode == KEY_F and not _dialog.visible:
for encounter in world.data.events:
if not encounter.complete and lander.position.distance_to(encounter.position) <= 180:
_event_armed = false
_show_event(encounter)
get_viewport().set_input_as_handled()
return
for poi in world.data.pois:
if not poi.complete and lander.position.distance_to(poi.position) <= 150:
_poi = poi
_show_poi()
break
else:
return
get_viewport().set_input_as_handled()
func _show_poi(message := "") -> void:
for child in _choices.get_children():
_choices.remove_child(child)
child.queue_free()
_dialog.show()
var names := {"mine":"OPUSZCZONA KOPALNIA", "ruins":"STAROŻYTNE RUINY", "deposit":"ZŁOŻE MINERAŁÓW"}
UI.label(_choices, names[_poi.kind], 22, UI.CYAN)
var description := UI.label(_choices, "Każdy kolejny etap daje więcej łupu, ale zwiększa ryzyko.\nNieudana próba uszkadza lądownik i kończy badanie miejsca.", 14)
description.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
description.custom_minimum_size.x = 410
if not message.is_empty():
var result := UI.label(_choices, message, 15, Color("#efca8a"))
result.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
result.custom_minimum_size.x = 410
if not _poi.complete:
var chance: float = preload("res://scripts/planets/planet_profiles.gd").success_chance(progress.active_profile, captain, _poi.stage)
UI.button(_choices, "%s · %d%% szans" % [{"mine":["Poziom 1 — wejście","Poziom 2 — głębszy szyb","Poziom 3 — najgłębsza komora"],"ruins":["Zbadaj dziedziniec","Otwórz komorę","Uruchom rdzeń"],"deposit":["Zbierz powierzchniowe złoże","Wykonaj odwiert","Wydobądź głęboką żyłę"]}[_poi.kind][int(_poi.stage)],roundi(chance*100)], _attempt)
UI.button(_choices, "Zakończ badanie tego miejsca", func(): _poi.complete = true; _dialog.hide())
UI.button(_choices, "Wróć do lotu", func(): _dialog.hide())
func _attempt() -> void:
if _ending:
return
var result: Dictionary = progress.resolve_poi(captain, _poi, _rng)
if result.is_empty():
return
var message := ""
if result.success:
message = "SUKCES · " + UI.material_text(result.materials)
if result.module != null:
message += "\nZnaleziono moduł statku, poziom %d." % result.module.item_level
if _poi.complete:
message += "\nMiejsce w pełni zbadane."
else:
message = "NIEPOWODZENIE · utrata %d HP.\nDalsze badanie tego miejsca jest niemożliwe." % result.damage
_update_hud()
_show_poi(message)
if progress.lander_hp <= 0:
_ending = true
_status.text = "LĄDOWNIK ZNISZCZONY — utracono łup wyprawy"
_dialog.hide()
var explosion := Node2D.new()
explosion.set_script(preload("res://scripts/game/player_destruction_effect.gd"))
explosion.configure(lander,Vector2.ZERO,camera)
lander.get_parent().add_child(explosion)
lander.hide()
await explosion.finished
finished.emit(false)
func _update_hud() -> void:
_hp.value = progress.lander_hp
if not _ending:
_status.text = "LĄDOWNIK %d / 100 HP · ENERGIA %d%%" % [ceili(progress.lander_hp),roundi(_motion.energy)]
var loot := UI.material_text(progress.cargo)
_cargo.text = "ŁUP WYPRAWY: " + (loot if not loot.is_empty() else "brak") + "\nModuły: %d" % progress.cargo_modules.size()
func _return(success: bool) -> void:
if _ending:
return
_ending = true
finished.emit(success)
func engine_thrust_active() -> bool:
return not _ending and not _dialog.visible and (_motion.boost_active or (Input.is_action_pressed("ship_thrust") and not Input.is_action_pressed("ship_brake")))
func _check_events() -> void:
for event in world.data.events:
if event.complete:
continue
var distance: float = lander.position.distance_to(event.position)
if distance > 260:
_event_armed = true
elif distance <= 180 and _event_armed and not _dialog.visible:
_event_armed = false
_show_event(event)
return
func _show_event(event: Dictionary, result: Dictionary = {}) -> void:
_active_event = event
for child in _choices.get_children():
_choices.remove_child(child)
child.queue_free()
_dialog.show()
UI.label(_choices,"SPOTKANIE / INŻYNIER",23,UI.CYAN)
var text := "Znalazłeś miejscowego inżyniera. Za 100 kredytów sprzeda Ci moduł. Nie jesteś pewien, czy będzie coś warty."
if not result.is_empty():
if result.get("success",false):
var item: ItemInstance = result.item
text = "Kupiono: %s\nPoziom modułu: %d\n\nModuł trafił do ładowni wyprawy. Wróć bezpiecznie na statek, aby go zachować." % [item.definition.display_name,item.item_level]
var icon := TextureRect.new()
icon.texture = item.definition.icon
icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon.custom_minimum_size = Vector2(70,70)
_choices.add_child(icon)
else:
text = str(result.get("reason","Oferta niedostępna."))
var description := UI.label(_choices,text,16)
description.custom_minimum_size.x = 410
description.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
if not event.complete:
UI.label(_choices,"Twoje kredyty: %d" % captain.credits,15,Color("efca8a"))
var buy := UI.button(_choices,"KUP NIEZNANY MODUŁ · 100 KREDYTÓW",_buy_engineer)
buy.disabled = captain.credits < 100
UI.button(_choices,"Może później",func(): _dialog.hide())
else:
UI.button(_choices,"Kontynuuj wyprawę",func(): _dialog.hide())
func _buy_engineer() -> void:
if _ending:
return
var result: Dictionary = progress.buy_engineer_offer(captain,_active_event,_rng)
_show_event(_active_event,result)
world.refresh_pois(lander.position)
_update_hud()
func _resize_surface_viewport() -> void:
if is_instance_valid(_surface_viewport):
_surface_viewport.size = Vector2i(Vector2(maxf(1,size.x),maxf(1,size.y))*SURFACE_RENDER_SCALE)