167 lines
5.8 KiB
GDScript
167 lines
5.8 KiB
GDScript
extends Control
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var base
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@onready var ship = get_tree().current_scene.ship
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@onready var sell_list = $TradingMenu/SellList
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@onready var buy_list = $TradingMenu/BuyList
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@onready var main_menu_header = $MainMenu/Header
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@onready var sell_input = $TradingMenu/SellInput
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@onready var buy_input = $TradingMenu/BuyInput
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@onready var sell_button = $TradingMenu/SellButton
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@onready var buy_button = $TradingMenu/BuyButton
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@onready var current_quest_status = $QuestMenu/CurrentQuest/QuestStatus
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@onready var abandon_quest = $QuestMenu/CurrentQuest/AbandonQuest
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@onready var complete_quest = $QuestMenu/CurrentQuest/CompleteQuest
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@onready var current_quest = $QuestMenu/CurrentQuest
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@onready var new_quest = $QuestMenu/NewQuest
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@onready var accept_quest = $QuestMenu/NewQuest/AcceptQuest
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@onready var new_quest_status = $QuestMenu/NewQuest/QuestStatus
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var base_types = ["Power Supply", "Mining", "Food Production", "Trading", "Modules"]
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func _ready():
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update_lists()
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main_menu_header.text = "{BaseType} Station".format({"BaseType" : base_types[base.type]})
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buy_button.button_up.connect(buy_item)
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sell_button.button_up.connect(sell_item)
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buy_input.text_changed.connect(buy_text_changed)
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sell_input.text_changed.connect(sell_text_changed)
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abandon_quest.button_up.connect(quest_abandon)
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complete_quest.button_up.connect(quest_complete)
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accept_quest.button_up.connect(quest_accept)
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quest_status_update()
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func update_lists():
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buy_list.clear()
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sell_list.clear()
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for i in range(len(base.want_to_buy)):
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var format = {
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"name" : base.want_to_buy[i].name,
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"price" : base.buy_prices[i]
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}
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var buy_text = "{name} -> {price} MU".format(format)
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buy_list.add_item(buy_text, base.want_to_buy[i].icon)
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for i in range(len(base.want_to_sell)):
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var format = {
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"name" : base.want_to_sell[i].name,
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"price" : base.sell_prices[i]
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}
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var sell_text = "{name} <- {price} MU".format(format)
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sell_list.add_item(sell_text, base.want_to_sell[i].icon)
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func buy_item():
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var amount = int(sell_input.text)
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amount = clamp(amount, 0, amount)
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if amount <= 0:
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sell_input.text = ""
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sell_input.placeholder_text = "Wrong amount!"
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return
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if len(sell_list.get_selected_items()) == 0:
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sell_input.text = ""
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sell_input.placeholder_text = "Item not chosen!"
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return
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var item_data = sell_list.get_item_text(sell_list.get_selected_items()[0]).split(" <- ")
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var price = float(item_data[1])
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var total_price = price * amount
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if total_price > ship.money:
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sell_input.text = ""
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sell_input.placeholder_text = "Insufficient funds!"
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return
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if ship.hull.cargo.has(item_data[0]):
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ship.hull.cargo[item_data[0]] += amount
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else:
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ship.hull.cargo[item_data[0]] = amount
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ship.money -= total_price
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print(ship.hull.cargo)
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func sell_item():
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if len(buy_list.get_selected_items()) == 0:
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buy_input.text = ""
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buy_input.placeholder_text = "Item not chosen!"
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return
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var item_data = buy_list.get_item_text(buy_list.get_selected_items()[0]).split(" -> ")
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if !ship.hull.cargo.has(item_data[0]):
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buy_input.text = ""
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buy_input.placeholder_text = "No such item in cargo!"
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return
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var price = float(item_data[1])
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var amount = int(buy_input.text)
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var total_price = price * amount
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amount = clamp(amount, 0, amount)
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if amount <= 0:
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buy_input.text = ""
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buy_input.placeholder_text = "Wrong amount!"
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return
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if amount > ship.hull.cargo[item_data[0]]:
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buy_input.text = ""
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buy_input.placeholder_text = "Can't sell more than have!"
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return
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ship.hull.cargo[item_data[0]] -= amount
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ship.money += total_price
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print(ship.hull.cargo)
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func buy_text_changed(_new_text):
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buy_input.placeholder_text = "Amount to sell"
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func sell_text_changed(_new_text):
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sell_input.placeholder_text = "Amount to buy"
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func quest_abandon():
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ship.quest.fail()
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current_quest.visible = false
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new_quest.visible = true
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quest_status_update()
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func quest_complete():
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if !ship.quest_completed:
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return
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ship.money += ship.quest.reward_money
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ship.quest_completed = false
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current_quest.visible = false
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new_quest.visible = true
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quest_status_update()
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func quest_accept():
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ship.quest.create(base.quest.type, base.quest.progress_max, base.quest.reward_money, base.quest.restrictions, base.quest.data)
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ship.quest.progress = 0
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new_quest.visible = false
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current_quest.visible = true
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quest_status_update()
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func quest_status_update():
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var ship_has_quest = !ship.quest.new or ship.quest_completed
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var upd_quest = ship.quest if ship_has_quest else base.quest
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var upd_text = current_quest_status if ship_has_quest else new_quest_status
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var restriction_typing = {
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Quest.RESTRICTIONS.NO_DEATHS : '- Destruction of your ship will lead to quest failure.',
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Quest.RESTRICTIONS.NO_WEAPON : '- Using any weapon (even accidently) is prohibited.',
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Quest.RESTRICTIONS.TIMER : '- You have {sec} seconds to complete the quest since it is accepted.'
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}
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if upd_quest.data.has('timer'):
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restriction_typing[Quest.RESTRICTIONS.TIMER] = restriction_typing[Quest.RESTRICTIONS.TIMER].format({"sec" : upd_quest.data['timer']})
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var template = "Type: {type}\n\nObjective: {objective_text}\n\nReward: {reward} money units\n\nRestrictions: {restrictions}"
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var typed_templates = {
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Quest.TYPE.ELIMINATION : {
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"type" : "Elimination",
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"objective" : "Destroy {req} hostile ships [ {cur} / {req} ]".format({"cur" : upd_quest.progress, "req" : upd_quest.progress_max})
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},
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Quest.TYPE.DELIVERY : {
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"type" : "Delivery",
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"objective" : "Deliver a cargo to markered base (check the minimap)."
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}
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}
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var restrictions = ""
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if len(upd_quest.restrictions) == 0 :
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restrictions = "None"
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else:
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for restriction in upd_quest.restrictions:
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restrictions += "\n" + restriction_typing[restriction]
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var formatting = {
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"type" : typed_templates[upd_quest.type]['type'],
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"objective_text" : typed_templates[upd_quest.type]['objective'],
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"reward" : upd_quest.reward_money,
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"restrictions" : restrictions
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}
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upd_text.text = template.format(formatting)
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complete_quest.disabled = !ship.quest_completed
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