extends Control # Copyright (c) 2019-2020 Péter Magyar # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. export(NodePath) var spell_entry_container_path : NodePath export(NodePath) var learn_button_path : NodePath export(NodePath) var cost_label_path : NodePath export(NodePath) var spell_icon_path : NodePath export(NodePath) var spell_name_label_path : NodePath export(NodePath) var spell_description_label_path : NodePath export(NodePath) var spell_requirements_label_path : NodePath var _spell_entry_container : Node var _spell_entries : Array var _learn_button : Button var _cost_label : Label var _spell_icon : TextureRect var _spell_name_label : Label var _spell_description_label : Label var _spell_requirements_label : Label var _player : Entity var _entity_data : EntityData var _character_class : EntityClassData var _spells : Array var _spell_button_group : ButtonGroup func _ready() -> void: _spell_button_group = ButtonGroup.new() _spell_entry_container = get_node(spell_entry_container_path) _spell_icon = get_node(spell_icon_path) as TextureRect _spell_name_label = get_node(spell_name_label_path) as Label _spell_description_label = get_node(spell_description_label_path) as Label _spell_requirements_label = get_node(spell_requirements_label_path) as Label _learn_button = get_node(learn_button_path) _cost_label = get_node(cost_label_path) _learn_button.connect("pressed", self, "learn") connect("visibility_changed", self, "_visibility_changed") func learn() -> void: if _character_class == null: return if _player == null: return var b : Button = _spell_button_group.get_pressed_button() if b: var spell : Spell = b.get_meta("spell") _player.spell_learn_requestc(spell.id) refresh_entries() func refresh_entries() -> void: if _character_class == null or _player == null: return for c in _spell_entry_container.get_children(): c.queue_free() _spell_entries.clear() for s in _spells: var spell : Spell = s if !spell: continue if _player.spell_hasc(spell): continue var b : Button = Button.new() b.text = spell.text_name + " (rank " + str(spell.rank) + ")" b.set_meta("spell", spell) b.group = _spell_button_group b.toggle_mode = true b.connect("pressed", self, "_button_pressed") _spell_entries.append(b) _spell_entry_container.add_child(b) if _spell_entries.size() > 0: _spell_entries[0].pressed = true _button_pressed() func refresh_all() -> void: if _player == null: return if _character_class == null: return refresh_entries() func _visibility_changed() -> void: if visible: refresh_all() func set_player(p_player: Entity) -> void: if _player != null: _player.disconnect("centity_data_changed", self, "centity_data_changed") _player.disconnect("onc_open_winow_request", self, "onc_open_winow_request") _player = p_player _player.connect("centity_data_changed", self, "centity_data_changed") _player.connect("onc_open_winow_request", self, "onc_open_winow_request") if _player != null: centity_data_changed(_player.centity_data) else: centity_data_changed(null) func centity_data_changed(data: EntityData): _spells.clear() _entity_data = null _character_class = null if data == null: return _entity_data = _player.centity_data _character_class = _entity_data.entity_class_data if _character_class == null: return for i in range(_character_class.get_num_spells()): _spells.append(_character_class.get_spell(i)) _spells.sort_custom(CustomSpellSorter, "sort") refresh_all() func _button_pressed(): var b : Button = _spell_button_group.get_pressed_button() if b && b.has_meta("spell"): var spell : Spell = b.get_meta("spell") _spell_icon.texture = spell.icon _spell_name_label.text = spell.text_name _spell_description_label.text = spell.text_description var req_str = "Required: " if spell.training_required_spell: req_str += spell.training_required_spell.text_name + " (rank " + str(spell.training_required_spell.rank) + ") " if spell.level > 0: req_str += "level " + str(spell.level) _spell_requirements_label.text = req_str _cost_label.text = str(spell.get_training_cost()) else: _spell_icon.texture = null _spell_name_label.text = "" _spell_description_label.text = "" _spell_requirements_label.text = "" _cost_label.text = "0" class CustomSpellSorter: static func sort(a, b): if a.level < b.level: return true elif a.level > b.level: return false else: var res = a.text_name.casecmp_to(b.text_name) if res == 0: if a.rank < b.rank: return true return false elif res == 1: return false return true func onc_open_winow_request(window_id : int) -> void: if window_id != EntityEnums.ENTITY_WINDOW_TRAINER: return show() # if player.has_signal("player_moved") && !player.is_connected("player_moved", self, "on_player_moved"): # player.connect("player_moved", self, "on_player_moved", [], CONNECT_ONESHOT)