Improve local post-move action UI
This commit is contained in:
@@ -65,11 +65,10 @@ const SHOP_ITEM_ICON_SIZE := Vector2(48, 48)
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const HUD_UNIT_PORTRAIT_SIZE := Vector2(92, 104)
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const HUD_UNIT_PORTRAIT_SIZE := Vector2(92, 104)
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const HUD_UNIT_PORTRAIT_STACK_SIZE := Vector2(88, 100)
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const HUD_UNIT_PORTRAIT_STACK_SIZE := Vector2(88, 100)
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const POST_MOVE_MENU_SIZE := Vector2(228, 120)
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const POST_MOVE_MENU_SIZE := Vector2(228, 120)
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const POST_MOVE_MENU_OFFSET := Vector2(20, -34)
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const POST_MOVE_PICKER_PANEL_SIZE := Vector2(320, 210)
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const POST_MOVE_PICKER_PANEL_SIZE := Vector2(320, 210)
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const POST_MOVE_PICKER_PANEL_OFFSET := Vector2(20, 92)
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const TARGETING_HINT_PANEL_SIZE := Vector2(240, 94)
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const TARGETING_HINT_PANEL_SIZE := Vector2(240, 94)
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const TARGETING_HINT_PANEL_OFFSET := Vector2(18, 88)
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const LOCAL_COMMAND_PANEL_GAP := 8.0
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const LOCAL_COMMAND_PANEL_BOARD_PADDING := 4.0
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var state: BattleState = BattleStateScript.new()
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var state: BattleState = BattleStateScript.new()
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var campaign_state: CampaignState = CampaignStateScript.new()
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var campaign_state: CampaignState = CampaignStateScript.new()
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@@ -565,7 +564,7 @@ func _create_hud() -> void:
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post_move_picker_cancel_move_button = Button.new()
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post_move_picker_cancel_move_button = Button.new()
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post_move_picker_cancel_move_button.text = "Cancel Move"
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post_move_picker_cancel_move_button.text = "Cancel Move"
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post_move_picker_cancel_move_button.tooltip_text = "Return to the starting cell."
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post_move_picker_cancel_move_button.tooltip_text = "Right-click also returns to the starting cell."
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post_move_picker_cancel_move_button.pressed.connect(_on_post_move_picker_cancel_move_pressed)
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post_move_picker_cancel_move_button.pressed.connect(_on_post_move_picker_cancel_move_pressed)
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picker_button_row.add_child(post_move_picker_cancel_move_button)
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picker_button_row.add_child(post_move_picker_cancel_move_button)
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@@ -3771,6 +3770,9 @@ func _on_tactic_pressed() -> void:
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var selected := state.get_selected_unit()
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var selected := state.get_selected_unit()
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if selected.is_empty():
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if selected.is_empty():
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return
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return
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if _has_pending_move():
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_on_post_move_tactic_pressed()
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return
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if state.is_unit_skill_sealed(selected["id"]):
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if state.is_unit_skill_sealed(selected["id"]):
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_play_ui_cancel()
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_play_ui_cancel()
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selected_skill_id = ""
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selected_skill_id = ""
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@@ -3803,6 +3805,9 @@ func _on_item_pressed() -> void:
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var selected := state.get_selected_unit()
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var selected := state.get_selected_unit()
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if selected.is_empty():
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if selected.is_empty():
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return
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return
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if _has_pending_move():
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_on_post_move_item_pressed()
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return
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_play_ui_click()
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_play_ui_click()
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if item_menu != null and item_menu.visible:
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if item_menu != null and item_menu.visible:
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_hide_item_menu()
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_hide_item_menu()
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@@ -6076,19 +6081,51 @@ func _update_post_move_menu() -> void:
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post_move_cancel_button.tooltip_text = "Right-click also returns to the starting cell."
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post_move_cancel_button.tooltip_text = "Right-click also returns to the starting cell."
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func _local_command_panel_position_for_cell(cell: Vector2i, panel_size: Vector2) -> Vector2:
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if not state.is_inside(cell):
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return BOARD_OFFSET + Vector2(LOCAL_COMMAND_PANEL_BOARD_PADDING, LOCAL_COMMAND_PANEL_BOARD_PADDING)
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var cell_rect := _rect_for_cell(cell)
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var centered_y := cell_rect.position.y + (TILE_SIZE - panel_size.y) * 0.5
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var centered_x := cell_rect.position.x + (TILE_SIZE - panel_size.x) * 0.5
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var candidates: Array[Vector2] = [
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Vector2(cell_rect.end.x + LOCAL_COMMAND_PANEL_GAP, centered_y),
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Vector2(cell_rect.position.x - panel_size.x - LOCAL_COMMAND_PANEL_GAP, centered_y),
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Vector2(centered_x, cell_rect.end.y + LOCAL_COMMAND_PANEL_GAP),
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Vector2(centered_x, cell_rect.position.y - panel_size.y - LOCAL_COMMAND_PANEL_GAP)
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]
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var avoid_rect := cell_rect.grow(2.0)
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var best_position := _clamped_local_command_panel_position(candidates[0], panel_size)
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var best_score := 1000000000.0
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for candidate in candidates:
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var next_position := _clamped_local_command_panel_position(candidate, panel_size)
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var panel_rect := Rect2(next_position, panel_size)
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var score := next_position.distance_squared_to(candidate)
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if panel_rect.intersects(avoid_rect):
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score += 1000000.0
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if score < best_score:
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best_score = score
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best_position = next_position
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if score < 1.0 and not panel_rect.intersects(avoid_rect):
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break
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return best_position
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func _clamped_local_command_panel_position(position: Vector2, panel_size: Vector2) -> Vector2:
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var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
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var board_min := BOARD_OFFSET + Vector2(LOCAL_COMMAND_PANEL_BOARD_PADDING, LOCAL_COMMAND_PANEL_BOARD_PADDING)
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var board_max := BOARD_OFFSET + board_size - panel_size - Vector2(LOCAL_COMMAND_PANEL_BOARD_PADDING, LOCAL_COMMAND_PANEL_BOARD_PADDING)
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board_max.x = maxf(board_min.x, board_max.x)
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board_max.y = maxf(board_min.y, board_max.y)
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return Vector2(
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clampf(position.x, board_min.x, board_max.x),
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clampf(position.y, board_min.y, board_max.y)
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)
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func _position_post_move_menu() -> void:
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func _position_post_move_menu() -> void:
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if post_move_menu == null:
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if post_move_menu == null:
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return
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return
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var cell_rect := _rect_for_cell(pending_move_to_cell)
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post_move_menu.position = _local_command_panel_position_for_cell(pending_move_to_cell, POST_MOVE_MENU_SIZE)
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var next_position := cell_rect.position + Vector2(TILE_SIZE, 0.0) + POST_MOVE_MENU_OFFSET
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var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
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var board_min := BOARD_OFFSET + Vector2(4.0, 4.0)
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var board_max := BOARD_OFFSET + board_size - POST_MOVE_MENU_SIZE - Vector2(4.0, 4.0)
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board_max.x = maxf(board_min.x, board_max.x)
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board_max.y = maxf(board_min.y, board_max.y)
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next_position.x = clampf(next_position.x, board_min.x, board_max.x)
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next_position.y = clampf(next_position.y, board_min.y, board_max.y)
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post_move_menu.position = next_position
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func _show_post_move_picker(mode: String) -> void:
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func _show_post_move_picker(mode: String) -> void:
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@@ -6160,16 +6197,7 @@ func _clear_post_move_picker_list() -> void:
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func _position_post_move_picker() -> void:
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func _position_post_move_picker() -> void:
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if post_move_picker_panel == null:
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if post_move_picker_panel == null:
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return
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return
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var cell_rect := _rect_for_cell(pending_move_to_cell)
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post_move_picker_panel.position = _local_command_panel_position_for_cell(pending_move_to_cell, POST_MOVE_PICKER_PANEL_SIZE)
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var next_position := cell_rect.position + POST_MOVE_PICKER_PANEL_OFFSET
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var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
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var board_min := BOARD_OFFSET + Vector2(4.0, 4.0)
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var board_max := BOARD_OFFSET + board_size - POST_MOVE_PICKER_PANEL_SIZE - Vector2(4.0, 4.0)
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board_max.x = maxf(board_min.x, board_max.x)
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board_max.y = maxf(board_min.y, board_max.y)
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next_position.x = clampf(next_position.x, board_min.x, board_max.x)
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next_position.y = clampf(next_position.y, board_min.y, board_max.y)
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post_move_picker_panel.position = next_position
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func _post_move_picker_title_text(selected: Dictionary) -> String:
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func _post_move_picker_title_text(selected: Dictionary) -> String:
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@@ -6433,16 +6461,7 @@ func _position_targeting_hint_panel(selected: Dictionary) -> void:
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var cell: Vector2i = selected.get("pos", Vector2i(-1, -1))
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var cell: Vector2i = selected.get("pos", Vector2i(-1, -1))
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if not state.is_inside(cell):
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if not state.is_inside(cell):
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return
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return
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var cell_rect := _rect_for_cell(cell)
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targeting_hint_panel.position = _local_command_panel_position_for_cell(cell, TARGETING_HINT_PANEL_SIZE)
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var next_position := cell_rect.position + TARGETING_HINT_PANEL_OFFSET
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var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
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var board_min := BOARD_OFFSET + Vector2(4.0, 4.0)
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var board_max := BOARD_OFFSET + board_size - TARGETING_HINT_PANEL_SIZE - Vector2(4.0, 4.0)
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board_max.x = maxf(board_min.x, board_max.x)
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board_max.y = maxf(board_min.y, board_max.y)
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next_position.x = clampf(next_position.x, board_min.x, board_max.x)
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next_position.y = clampf(next_position.y, board_min.y, board_max.y)
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targeting_hint_panel.position = next_position
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func _targeting_hint_title_text() -> String:
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func _targeting_hint_title_text() -> String:
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@@ -8,6 +8,7 @@ func _init() -> void:
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var failures: Array[String] = []
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var failures: Array[String] = []
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_check_deferred_move_events(failures)
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_check_deferred_move_events(failures)
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_check_scene_post_move_menu_flow(failures)
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_check_scene_post_move_menu_flow(failures)
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_check_scene_post_move_edge_positioning(failures)
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_check_scene_post_move_tactic_picker_flow(failures)
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_check_scene_post_move_tactic_picker_flow(failures)
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_check_scene_post_move_item_picker_flow(failures)
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_check_scene_post_move_item_picker_flow(failures)
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@@ -96,6 +97,8 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
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failures.append("scene should keep pending move metadata after move click")
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failures.append("scene should keep pending move metadata after move click")
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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failures.append("post-move action menu should be visible after moving")
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failures.append("post-move action menu should be visible after moving")
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else:
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_check_local_panel_position(failures, scene, scene.post_move_menu, Vector2i(2, 3), "post-move action menu")
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if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
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if cao_cao.get("pos", Vector2i.ZERO) != Vector2i(2, 3) or not bool(cao_cao.get("moved", false)) or bool(cao_cao.get("acted", false)):
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failures.append("scene move should be pending with action still available")
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failures.append("scene move should be pending with action still available")
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if scene.state.get_selected_unit().is_empty():
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if scene.state.get_selected_unit().is_empty():
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@@ -103,7 +106,11 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
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if not scene.attack_cells.is_empty():
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if not scene.attack_cells.is_empty():
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failures.append("attack cells should wait until Attack is chosen from the post-move menu")
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failures.append("attack cells should wait until Attack is chosen from the post-move menu")
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scene._handle_cancel_input()
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var right_click := InputEventMouseButton.new()
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right_click.button_index = MOUSE_BUTTON_RIGHT
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right_click.pressed = true
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right_click.position = _screen_for_cell(Vector2i(2, 3))
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scene._unhandled_input(right_click)
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cao_cao = scene.state.get_unit("cao_cao")
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cao_cao = scene.state.get_unit("cao_cao")
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if scene._has_pending_move() or (scene.post_move_menu != null and scene.post_move_menu.visible):
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if scene._has_pending_move() or (scene.post_move_menu != null and scene.post_move_menu.visible):
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failures.append("right-click cancel handler should clear pending move menu state")
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failures.append("right-click cancel handler should clear pending move menu state")
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@@ -124,6 +131,41 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
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scene.free()
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scene.free()
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func _check_scene_post_move_edge_positioning(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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scene._create_hud()
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if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
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failures.append("could not load opening battle for edge menu positioning")
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scene.free()
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return
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scene.battle_started = true
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scene.campaign_complete_screen = false
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scene.briefing_panel.visible = false
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scene.result_panel.visible = false
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scene._clear_pending_move_state()
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if not scene.state.select_unit("cao_cao"):
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failures.append("could not select Cao Cao for edge menu positioning")
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scene.free()
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return
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var edge_cell := Vector2i(scene.state.map_size.x - 1, 3)
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var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
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cao_cao["pos"] = edge_cell
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cao_cao["moved"] = true
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cao_cao["acted"] = false
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scene.pending_move_unit_id = "cao_cao"
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scene.pending_move_from_cell = Vector2i(edge_cell.x - 1, edge_cell.y)
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scene.pending_move_to_cell = edge_cell
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scene._show_post_move_menu()
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if scene.post_move_menu == null or not scene.post_move_menu.visible:
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failures.append("edge post-move action menu should be visible")
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else:
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_check_local_panel_position(failures, scene, scene.post_move_menu, edge_cell, "edge post-move action menu")
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scene.free()
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func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void:
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func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void:
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var scene = BattleSceneScript.new()
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var scene = BattleSceneScript.new()
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scene._create_hud()
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scene._create_hud()
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@@ -252,13 +294,13 @@ func _check_scene_post_move_tactic_picker_flow(failures: Array[String]) -> void:
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if scene.post_move_tactic_button == null or scene.post_move_tactic_button.disabled:
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if scene.post_move_tactic_button == null or scene.post_move_tactic_button.disabled:
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failures.append("post-move Tactic should be enabled when Spark has a valid target")
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failures.append("post-move Tactic should be enabled when Spark has a valid target")
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scene._on_post_move_tactic_pressed()
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scene._on_tactic_pressed()
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if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "tactic":
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if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "tactic":
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failures.append("post-move Tactic should open the local tactic picker")
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failures.append("post-move Tactic shortcut should open the local tactic picker")
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if scene.post_move_menu != null and scene.post_move_menu.visible:
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if scene.post_move_menu != null and scene.post_move_menu.visible:
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failures.append("post-move action menu should hide while the tactic picker is open")
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failures.append("post-move action menu should hide while the tactic picker is open")
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if scene.tactic_menu != null and scene.tactic_menu.visible:
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if scene.tactic_menu != null and scene.tactic_menu.visible:
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failures.append("post-move local tactic picker should not use the side tactic menu")
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failures.append("post-move tactic shortcut should not use the side tactic menu")
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var escape := InputEventKey.new()
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var escape := InputEventKey.new()
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escape.keycode = KEY_ESCAPE
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escape.keycode = KEY_ESCAPE
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@@ -359,13 +401,13 @@ func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void:
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if scene.post_move_item_button == null or scene.post_move_item_button.disabled:
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if scene.post_move_item_button == null or scene.post_move_item_button.disabled:
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failures.append("post-move Item should be enabled when Bean can heal an adjacent ally")
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failures.append("post-move Item should be enabled when Bean can heal an adjacent ally")
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scene._on_post_move_item_pressed()
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scene._on_item_pressed()
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if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "item":
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if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "item":
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failures.append("post-move Item should open the local item picker")
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failures.append("post-move Item shortcut should open the local item picker")
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if scene.post_move_menu != null and scene.post_move_menu.visible:
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if scene.post_move_menu != null and scene.post_move_menu.visible:
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failures.append("post-move action menu should hide while the item picker is open")
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failures.append("post-move action menu should hide while the item picker is open")
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if scene.item_menu != null and scene.item_menu.visible:
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if scene.item_menu != null and scene.item_menu.visible:
|
||||||
failures.append("post-move local item picker should not use the side item menu")
|
failures.append("post-move item shortcut should not use the side item menu")
|
||||||
|
|
||||||
scene._on_post_move_item_option_pressed("bean")
|
scene._on_post_move_item_option_pressed("bean")
|
||||||
if scene.selected_item_id != "bean":
|
if scene.selected_item_id != "bean":
|
||||||
@@ -416,5 +458,22 @@ func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void:
|
|||||||
scene.free()
|
scene.free()
|
||||||
|
|
||||||
|
|
||||||
|
func _check_local_panel_position(failures: Array[String], scene, panel: Control, cell: Vector2i, label: String) -> void:
|
||||||
|
var padding := BattleSceneScript.LOCAL_COMMAND_PANEL_BOARD_PADDING
|
||||||
|
var board_position := BattleSceneScript.BOARD_OFFSET + Vector2(padding, padding)
|
||||||
|
var board_size := Vector2(scene.state.map_size.x, scene.state.map_size.y) * BattleSceneScript.TILE_SIZE - Vector2(padding * 2.0, padding * 2.0)
|
||||||
|
var board_rect := Rect2(board_position, board_size)
|
||||||
|
var panel_rect := Rect2(panel.position, panel.size)
|
||||||
|
var cell_rect: Rect2 = scene._rect_for_cell(cell).grow(2.0)
|
||||||
|
if panel_rect.size.x <= 0.0 or panel_rect.size.y <= 0.0:
|
||||||
|
failures.append("%s should have a stable visible size" % label)
|
||||||
|
if panel_rect.position.x < board_rect.position.x or panel_rect.position.y < board_rect.position.y:
|
||||||
|
failures.append("%s should stay inside the board minimum: %s" % [label, str(panel_rect)])
|
||||||
|
if panel_rect.end.x > board_rect.end.x or panel_rect.end.y > board_rect.end.y:
|
||||||
|
failures.append("%s should stay inside the board maximum: %s" % [label, str(panel_rect)])
|
||||||
|
if panel_rect.intersects(cell_rect):
|
||||||
|
failures.append("%s should not cover the moved unit cell: %s over %s" % [label, str(panel_rect), str(cell_rect)])
|
||||||
|
|
||||||
|
|
||||||
func _screen_for_cell(cell: Vector2i) -> Vector2:
|
func _screen_for_cell(cell: Vector2i) -> Vector2:
|
||||||
return BattleSceneScript.BOARD_OFFSET + Vector2(cell.x, cell.y) * BattleSceneScript.TILE_SIZE + Vector2.ONE * (BattleSceneScript.TILE_SIZE * 0.5)
|
return BattleSceneScript.BOARD_OFFSET + Vector2(cell.x, cell.y) * BattleSceneScript.TILE_SIZE + Vector2.ONE * (BattleSceneScript.TILE_SIZE * 0.5)
|
||||||
|
|||||||
Reference in New Issue
Block a user