Files
MaidEngine/scripts/battle/combat_ui.gd
2026-04-08 18:44:58 -04:00

152 lines
5.6 KiB
GDScript

class_name CombatUI extends CanvasLayer
signal fight_confirmed(proposal: CombatProposal)
signal fight_cancelled
@onready var unit_panel: PanelContainer = %UnitPanel
@onready var name_label: Label = %NameLabel
@onready var hp_bar: ProgressBar = %HPBar
@onready var background_tint: ColorRect = %BackgroundTint
@onready var proposal_panel: PanelContainer = %CombatProposalPanel
@onready var atk_name_label: Label = %AttackerNameLabel
@onready var atk_hp_bar: ProgressBar = %AttackerHPBar
@onready var atk_atk_label: Label = %AttackerATKLabel
@onready var atk_def_label: Label = %AttackerDEFLabel
@onready var atk_hit_label: Label = %AttackerHITLabel
@onready var atk_spd_label: Label = %AttackerSPDLabel
@onready var def_name_label: Label = %DefenderNameLabel
@onready var def_hp_bar: ProgressBar = %DefenderHPBar
@onready var def_atk_label: Label = %DefenderATKLabel
@onready var def_def_label: Label = %DefenderDEFLabel
@onready var def_hit_label: Label = %DefenderHITLabel
@onready var def_spd_label: Label = %DefenderSPDLabel
@onready var fight_button: Button = %FightButton
@onready var cancel_button: Button = %CancelButton
@onready var atk_tactic_select: OptionButton = %AttackerTacticSelect
@onready var def_tactic_select: OptionButton = %DefenderTacticSelect
var _selected_unit: DeployedUnit
var _current_proposal: CombatProposal
var combat_system: CombatSystem
func _ready() -> void:
unit_panel.visible = false
proposal_panel.visible = false
fight_button.pressed.connect(_on_fight_pressed)
cancel_button.pressed.connect(_on_cancel_pressed)
atk_tactic_select.item_selected.connect(_on_atk_tactic_selected)
def_tactic_select.item_selected.connect(_on_def_tactic_selected)
for deployed: DeployedUnit in get_tree().get_nodes_in_group("deployed_units"):
deployed.unit_selected_changed.connect(_on_unit_selected_changed)
deployed.unit_died.connect(_on_unit_died)
get_tree().node_added.connect(_on_node_added)
func _on_node_added(node: Node) -> void:
if node is DeployedUnit and node.is_in_group("deployed_units"):
if not node.unit_selected_changed.is_connected(_on_unit_selected_changed):
node.unit_selected_changed.connect(_on_unit_selected_changed)
if not node.unit_died.is_connected(_on_unit_died):
node.unit_died.connect(_on_unit_died)
func _on_unit_died(deployed: DeployedUnit) -> void:
if _selected_unit == deployed:
_selected_unit = null
unit_panel.visible = false
if _current_proposal:
if _current_proposal.attacker.deployed == deployed or _current_proposal.defender.deployed == deployed:
_hide_proposal()
func _process(_delta: float) -> void:
if _selected_unit and is_instance_valid(_selected_unit):
hp_bar.max_value = _selected_unit.unit.stats.max_hp
hp_bar.value = _selected_unit.current_stats.current_hp
func _unhandled_input(event: InputEvent) -> void:
if proposal_panel.visible and event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
_hide_proposal()
fight_cancelled.emit()
get_viewport().set_input_as_handled()
func _on_unit_selected_changed(deployed: DeployedUnit, selected: bool) -> void:
if selected:
_selected_unit = deployed
name_label.text = deployed.unit.info.name
hp_bar.max_value = deployed.unit.stats.max_hp
hp_bar.value = deployed.current_stats.current_hp
unit_panel.visible = true
else:
_selected_unit = null
unit_panel.visible = false
func show_proposal(proposal: CombatProposal) -> void:
_current_proposal = proposal
_populate_tactic_select(atk_tactic_select, proposal.attacker)
_populate_tactic_select(def_tactic_select, proposal.defender)
_refresh_stats()
background_tint.visible = true
proposal_panel.visible = true
func _hide_proposal() -> void:
background_tint.visible = false
proposal_panel.visible = false
_current_proposal = null
func _on_fight_pressed() -> void:
if _current_proposal:
var proposal := _current_proposal
_hide_proposal()
fight_confirmed.emit(proposal)
func _on_cancel_pressed() -> void:
_hide_proposal()
fight_cancelled.emit()
func _populate_tactic_select(button: OptionButton, combatant: CombatProposal.CombatantStats) -> void:
button.clear()
var selected_idx := 0
for i in combatant.available_tactics.size():
var tactic := combatant.available_tactics[i]
button.add_item(tactic.tactic_name)
if tactic == combatant.selected_tactic:
selected_idx = i
button.selected = selected_idx
var is_player := combatant.deployed.unit.allegiance.type == UnitAllegiance.AllegianceType.PLAYER
button.disabled = not is_player
func _refresh_stats() -> void:
var atk := _current_proposal.attacker
var def := _current_proposal.defender
atk_name_label.text = atk.deployed.unit.info.name
atk_hp_bar.max_value = atk.max_hp
atk_hp_bar.value = atk.hp
atk_atk_label.text = "ATK: %d" % atk.atk
atk_def_label.text = "DEF: %d" % atk.def
atk_hit_label.text = "HIT: %d%%" % atk.hit
atk_spd_label.text = "SPD: %d" % atk.spd
def_name_label.text = def.deployed.unit.info.name
def_hp_bar.max_value = def.max_hp
def_hp_bar.value = def.hp
def_atk_label.text = "ATK: %d" % def.atk
def_def_label.text = "DEF: %d" % def.def
def_hit_label.text = "HIT: %d%%" % def.hit
def_spd_label.text = "SPD: %d" % def.spd
func _on_atk_tactic_selected(index: int) -> void:
if not _current_proposal or not combat_system:
return
var tactic := _current_proposal.attacker.available_tactics[index]
combat_system.update_tactic(_current_proposal, true, tactic)
_refresh_stats()
func _on_def_tactic_selected(index: int) -> void:
if not _current_proposal or not combat_system:
return
var tactic := _current_proposal.defender.available_tactics[index]
combat_system.update_tactic(_current_proposal, false, tactic)
_refresh_stats()