extends PanelContainer @onready var printer_name_label: Label = $MarginContainer/MainArea/TopInfo/PrinterLabel @onready var printer_model_label: Label = $MarginContainer/MainArea/PrinterModelLabel @onready var progress_bar: ProgressBar = $MarginContainer/MainArea/PrintInfo/ProgressBar @onready var select_job: OptionButton = $MarginContainer/MainArea/SelectJob @onready var status_label: RichTextLabel = $MarginContainer/MainArea/TopInfo/StatusLabel @onready var time_left_label: Label = $MarginContainer/MainArea/PrintInfo/InfoRow2/TimeLeftLabel @onready var start_button: Button = $MarginContainer/MainArea/Buttons/StartButton @onready var reward_label: RichTextLabel = $MarginContainer/MainArea/PrintInfo/InfoRow2/RewardLabel @onready var quality_label: RichTextLabel = $MarginContainer/MainArea/PrintInfo/InfoRow1/QualityLabel # RichTextLabel - Colors var hex_white: String = '#ffffff' var hex_green: String = '#4ade80' var hex_blue: String = '#60a5fa' var hex_red: String = '#f87171' var printer_data: PrinterData var selected_job: JobData var selected_job_index: int var is_printing: bool = false var print_failed: bool = false var time_left: float var failure_points: Array var print_quality: float = 1.0 func _ready() -> void: GameData.refresh_printer_dropdown.connect(_on_refresh_printer_dropdown) func initialize_printer(data: PrinterData) -> void: printer_data = data printer_name_label.text = printer_data.printer_manufacturer printer_model_label.text = printer_data.printer_type quality_label.visible = false reward_label.visible = false time_left_label.visible = false time_left = 0 set_status() progress_bar.visible = false progress_bar.value = 0 _on_select_job_pressed() func _process(delta) -> void: if is_printing: select_job.visible = false progress_bar.visible = true time_left_label.visible = true quality_label.visible = true reward_label.visible = true set_status() quality_label.text = 'Quality: [color=%s]%.0f%%[/color]' % [hex_green, (print_quality * 100)] reward_label.text = 'Reward: [color=%s]%.2f €[/color]' % [hex_green, (selected_job.job_reward * print_quality)] var total_time = selected_job.job_time / printer_data.printer_speed var progress = (total_time - time_left) / total_time time_left -= delta progress_bar.value = progress time_left_label.text = 'Time left: %s' % calculate_time_left(time_left) if time_left <= 0: PlayerData.give_money.emit(selected_job.job_reward * print_quality) PlayerData.give_experience.emit(selected_job.job_experience * print_quality) reset_status() if failure_points.has(roundf(progress_bar.value * 100)): if failure_points[0] == roundf(progress_bar.value * 100): if check_failure(roundf(progress_bar.value * 100)): print('Print failed') print_failed = true reset_status() else: if check_failure(roundf(progress_bar.value * 100)): print_quality -= 0.1 print('Fail check, new print quality: %.2f' % print_quality) print('Failure points: ', failure_points) else: print('Passed check') func reset_status() -> void: is_printing = false set_status() print_failed = false print_quality = 1.0 failure_points = [] time_left_label.visible = false quality_label.visible = false reward_label.visible = false progress_bar.visible = false progress_bar.value = 0 time_left = 0 select_job.disabled = false select_job.visible = true start_button.disabled = false _on_select_job_pressed() func set_status() -> void: var color_hex: String = hex_white # Default color: white var status: String if print_failed: status = 'Failed' color_hex = hex_red # Failed color: red elif is_printing: status = 'Printing' color_hex = hex_blue # Printing color: blue else: status = 'Free' color_hex = hex_green # Free color: green status_label.text = 'Status: [color=%s]%s[/color]' % [color_hex, status] func calculate_fail_thresholds() -> Array: var failure_checkpoints: Array = [] failure_checkpoints.append(roundf(randf_range(1,33))) failure_checkpoints.append(roundf(randf_range(34,66))) failure_checkpoints.append(roundf(randf_range(67,90))) return failure_checkpoints func check_failure(value: float) -> bool: if randf() >= PlayerData.failure_chance: failure_points[failure_points.bsearch(value, true)] = 0 return false else: failure_points[failure_points.bsearch(value, true)] = 0 return true func calculate_time_left(time) -> String: var minutes: int = 0 if time >= 60: while time >= 60: minutes += 1 time -= 60 return '%d m %.2f s' % [minutes, time] else: return '%.2f s' % time func _on_refresh_printer_dropdown() -> void: if is_printing: return _on_select_job_pressed() func _on_sell_button_pressed() -> void: PlayerData.give_money.emit(printer_data.printer_price * PlayerData.sell_multiplier) PlayerData.owned_printers -= 1 queue_free() func _on_select_job_pressed() -> void: select_job.clear() if PlayerData.jobs.is_empty(): select_job.add_item("No jobs accepted") start_button.disabled = true else: start_button.disabled = false for job in PlayerData.jobs: var item_text = '%s (XP: %d | %d € | %s)' % [job.job_name, job.job_experience, job.job_reward, calculate_time_left(job.job_time / printer_data.printer_speed)] select_job.add_item(item_text) var current_index = select_job.item_count - 1 select_job.set_item_metadata(current_index, job) selected_job = select_job.get_item_metadata(0) selected_job_index = 0 func _on_select_job_item_selected(index: int) -> void: selected_job = select_job.get_item_metadata(index) selected_job_index = index func _on_start_button_pressed() -> void: if select_job.get_item_text(0) == "No jobs accepted": return time_left = selected_job.job_time / printer_data.printer_speed progress_bar.value = 0 start_button.disabled = true is_printing = true if PlayerData.jobs.size() == 1: PlayerData.jobs.clear() else: PlayerData.jobs.remove_at(selected_job_index) failure_points = calculate_fail_thresholds() print('Failure points: ', failure_points) GameData.refresh_printer_dropdown.emit()