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