mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
216 lines
5.4 KiB
GDScript
216 lines
5.4 KiB
GDScript
extends Control
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(NodePath) var opener_button_path : NodePath
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var opener_button : BaseButton
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export(NodePath) var spell_entry_container_path : NodePath
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export(NodePath) var prev_button_path : NodePath
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export(NodePath) var next_button_path : NodePath
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export(NodePath) var spell_points_label_path : NodePath
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export(bool) var show_not_learned : bool = true
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export(bool) var show_not_learnable : bool = false
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var _spell_entry_container : Node
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var _spell_entries : Array
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var _prev_button : Button
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var _next_button : Button
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var _spell_points_label : Label
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var _player : Entity
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var _page : int = 0
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var _max_pages : int = 0
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var _entity_data : EntityData
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var _character_class : EntityClassData
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var _spells : Array
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func _ready() -> void:
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opener_button = get_node_or_null(opener_button_path) as BaseButton
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connect("visibility_changed", self, "on_visibility_changed")
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_spell_entries.clear()
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_spell_entry_container = get_node(spell_entry_container_path)
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for i in range(_spell_entry_container.get_child_count()):
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_spell_entries.append(_spell_entry_container.get_child(i))
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_prev_button = get_node(prev_button_path)
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_next_button = get_node(next_button_path)
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_spell_points_label = get_node(spell_points_label_path)
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_prev_button.connect("pressed", self, "dec_page")
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_next_button.connect("pressed", self, "inc_page")
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connect("visibility_changed", self, "_visibility_changed")
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func inc_page() -> void:
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if _character_class == null:
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return
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_page += 1
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if _page > _max_pages:
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_page = _max_pages
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refresh_entries()
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func dec_page() -> void:
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if _character_class == null:
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return
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_page -= 1
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if _page < 0:
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_page = 0
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refresh_entries()
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func refresh_entries() -> void:
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if _character_class == null or _player == null:
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return
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var i : int = 0
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var n : int = 0
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# for n in range(len(_spell_entries)):
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while n < len(_spell_entries):
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var spindex : int = i + (_page * len(_spell_entries))
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if spindex >= _spells.size():
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_spell_entries[n].set_spell(_player, null)
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i += 1
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n += 1
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continue
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var spell : Spell = _spells[spindex]
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if not _player.spell_hasc(spell):
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if not show_not_learned:
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i += 1
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continue
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if not show_not_learnable:
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if spell.training_required_spell and not _player.spell_hasc(spell.training_required_spell):
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i += 1
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continue
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_spell_entries[n].set_spell(_player, spell)
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i += 1
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n += 1
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func refresh_all() -> void:
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if _player == null:
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return
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if _character_class == null:
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return
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_max_pages = int(_character_class.get_num_spells() / len(_spell_entries))
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if _page > _max_pages:
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_page = _max_pages
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_spell_points_label.text = "Free spell points: " + str(_player.getc_free_spell_points())
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refresh_entries()
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func _visibility_changed() -> void:
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if visible:
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refresh_all()
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func set_player(p_player: Entity) -> void:
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if _player != null:
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_player.disconnect("cfree_spell_points_changed", self, "cfree_spell_points_changed")
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_player.disconnect("centity_data_changed", self, "centity_data_changed")
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_player = p_player
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_player.connect("cfree_spell_points_changed", self, "cfree_spell_points_changed")
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_player.connect("centity_data_changed", self, "centity_data_changed")
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if _player != null:
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centity_data_changed(_player.centity_data)
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else:
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centity_data_changed(null)
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func cfree_spell_points_changed(entity: Entity, value: int) -> void:
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_spell_points_label.text = "Free spell points: " + str(_player.getc_free_spell_points())
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func centity_data_changed(data: EntityData):
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_spells.clear()
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_entity_data = null
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_character_class = null
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if data == null:
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return
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_entity_data = _player.centity_data
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_character_class = _entity_data.entity_class_data
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if _character_class == null:
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return
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for i in range(_character_class.get_num_spells()):
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_spells.append(_character_class.get_spell(i))
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_spells.sort_custom(CustomSpellSorter, "sort")
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class CustomSpellSorter:
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static func sort(a, b):
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var res = a.text_name.casecmp_to(b.text_name)
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if res == 0:
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if a.rank < b.rank:
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return true
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return false
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elif res == 1:
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return false
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return true
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func on_visibility_changed():
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if opener_button:
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if visible && !opener_button.pressed:
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opener_button.pressed = true
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return
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if !visible && opener_button.pressed:
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opener_button.pressed = false
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func _on_SpellBookButton_toggled(button_pressed):
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if button_pressed:
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if !visible:
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show()
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else:
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if visible:
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hide()
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