3d-printing-simulator-textb.../Scenes/Printer/printer.gd

247 lines
8.4 KiB
GDScript

extends PanelContainer
@onready var printer_name_label: Label = $MarginContainer/MainArea/TopInfo/PrinterLabel
@onready var printer_model_label: Label = $MarginContainer/MainArea/Model/PrinterModelLabel
@onready var progress_bar: ProgressBar = $MarginContainer/MainArea/PrintInfo/ProgressBar
@onready var select_job: OptionButton = $MarginContainer/MainArea/SelectJob
@onready var select_filament: OptionButton = $MarginContainer/MainArea/SelectFilament
@onready var status_label: RichTextLabel = $MarginContainer/MainArea/TopInfo/StatusLabel
@onready var time_left_label: RichTextLabel = $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
@onready var loaded_filament_label: RichTextLabel = $MarginContainer/MainArea/PrintInfo/InfoRow1/LoadedFilament
var printer_data: PrinterData
# - Job and Filament selection variables
var selected_job: JobData
var selected_job_index: int
var selected_filament: Node = null
var selected_filament_index: int
# - Printer states
var is_printing: bool = false
var print_failed: bool = false
# Variables - Failure calculations
var time_left: float
var failure_points: Array
var failure_point_amount: float = 5
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
loaded_filament_label.visible = true
time_left = 0
status_label.text = 'Status: [color=%s]%s[/color]' % [GameData.hex_white, "Free"]
progress_bar.visible = false
progress_bar.value = 0
GameData.display_msg('%s printer bought!' % printer_data.printer_manufacturer, GameData.hex_green)
_on_select_job_pressed()
_on_select_filament_pressed()
func _process(delta) -> void:
if is_printing:
select_job.hide()
select_filament.hide()
progress_bar.show()
time_left_label.show()
quality_label.show()
reward_label.show()
set_status()
var text_color = GameData.hex_green
if print_quality < 1.0:
text_color = GameData.hex_red
quality_label.text = 'Quality: [color=%s]%.0f%%[/color]' % [text_color, (print_quality * 100)]
reward_label.text = 'Reward: [color=%s]%.2f €[/color]' % [text_color, (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
selected_filament.amount -= 0.5 * delta
time_left -= delta
progress_bar.value = progress
time_left_label.text = 'Time left: [color=%s]%s[/color]' % [GameData.hex_blue, calculate_time_left(time_left)]
if time_left <= 0:
var end_reward = selected_job.job_reward * print_quality
var end_xp = selected_job.job_experience * print_quality
PlayerData.give_money.emit(end_reward)
PlayerData.give_experience.emit(end_xp)
GameData.display_msg('Print completed! Got %.2f' % end_reward, GameData.hex_green)
reset_status()
# Old print failure condition - 1st Fail, 2nd + 3rd Quality decrease
#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_failed = true
#reset_status()
#elif check_failure(roundf(progress_bar.value * 100)):
#print_quality -= 0.1
# New print failure condition - Only quality decrease
if failure_points.has(roundf(progress_bar.value * 100)):
if check_failure(roundf(progress_bar.value * 100)):
print_quality -= 0.1
func reset_status() -> void:
is_printing = false
set_status()
print_failed = false
print_quality = 1.0
failure_points = []
time_left_label.hide()
quality_label.hide()
reward_label.hide()
progress_bar.hide()
progress_bar.value = 0
time_left = 0
select_filament.show()
select_job.disabled = false
select_job.show()
start_button.disabled = false
_on_select_job_pressed()
func set_status() -> void:
var color_hex: String = GameData.hex_white
var status: String
if print_failed:
status = 'Failed'
color_hex = GameData.hex_red
GameData.display_msg('Print failed!',color_hex)
elif is_printing:
status = 'Printing'
color_hex = GameData.hex_blue
else:
status = 'Free'
color_hex = GameData.hex_green
status_label.text = 'Status: [color=%s]%s[/color]' % [color_hex, status]
func calculate_fail_thresholds() -> Array:
var failure_checkpoints: Array = []
var failure_range = roundf(100.0 / failure_point_amount)
for point in failure_point_amount:
var range_min = failure_checkpoints.size() * (failure_range + 1)
var range_max = failure_checkpoints.size() * (failure_range + 1) + failure_range
failure_checkpoints.append(roundf(randf_range(\
range_min, range_max)))
print('Failure points: ', failure_checkpoints)
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_filament_pressed() -> void:
select_filament.clear()
var current_filaments = GameData.inventory.get_children()
if current_filaments.is_empty():
select_filament.add_item("Out of filament")
loaded_filament_label.text = 'Loaded filament: None'
selected_filament = null
else:
for filament in current_filaments:
var data = filament.filament_data
var amount = filament.amount
var item_text = '%s | %.2f g' % [data.material, amount]
select_filament.add_item(item_text)
var current_index = select_filament.item_count - 1
select_filament.set_item_metadata(current_index, filament)
selected_filament = select_filament.get_item_metadata(0)
selected_job_index = 0
selected_filament.amount_changed.connect(_on_filament_amount_changed)
_on_filament_amount_changed(selected_filament.amount)
func _on_select_filament_item_selected(index: int) -> void:
selected_filament = select_filament.get_item_metadata(index)
selected_filament_index = index
selected_filament.amount_changed.connect(_on_filament_amount_changed)
_on_filament_amount_changed(selected_filament.amount)
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: %.2f | %.2f € | %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_filament_amount_changed(new_amount: float) -> void:
loaded_filament_label.text = 'Loaded filament: [color=%s]%s | %.2f g[/color]' % [GameData.hex_blue, selected_filament.filament_data.material, new_amount]
func _on_start_button_pressed() -> void:
if select_job.get_item_text(0) == "No jobs accepted":
return
if select_filament.get_item_text(0) == "Out of filament":
return
time_left = selected_job.job_time / printer_data.printer_speed
progress_bar.value = 0
start_button.disabled = true
is_printing = true
# Remove job from job selection dropdown
if PlayerData.jobs.size() == 1:
PlayerData.jobs.clear()
else:
PlayerData.jobs.remove_at(selected_job_index)
failure_points = calculate_fail_thresholds()
GameData.refresh_printer_dropdown.emit()