Improve local post-move action UI

This commit is contained in:
2026-06-18 23:29:42 +09:00
parent 3495ae55da
commit 684332c6d8
2 changed files with 119 additions and 41 deletions

View File

@@ -65,11 +65,10 @@ const SHOP_ITEM_ICON_SIZE := Vector2(48, 48)
const HUD_UNIT_PORTRAIT_SIZE := Vector2(92, 104) const HUD_UNIT_PORTRAIT_SIZE := Vector2(92, 104)
const HUD_UNIT_PORTRAIT_STACK_SIZE := Vector2(88, 100) const HUD_UNIT_PORTRAIT_STACK_SIZE := Vector2(88, 100)
const POST_MOVE_MENU_SIZE := Vector2(228, 120) const POST_MOVE_MENU_SIZE := Vector2(228, 120)
const POST_MOVE_MENU_OFFSET := Vector2(20, -34)
const POST_MOVE_PICKER_PANEL_SIZE := Vector2(320, 210) const POST_MOVE_PICKER_PANEL_SIZE := Vector2(320, 210)
const POST_MOVE_PICKER_PANEL_OFFSET := Vector2(20, 92)
const TARGETING_HINT_PANEL_SIZE := Vector2(240, 94) const TARGETING_HINT_PANEL_SIZE := Vector2(240, 94)
const TARGETING_HINT_PANEL_OFFSET := Vector2(18, 88) const LOCAL_COMMAND_PANEL_GAP := 8.0
const LOCAL_COMMAND_PANEL_BOARD_PADDING := 4.0
var state: BattleState = BattleStateScript.new() var state: BattleState = BattleStateScript.new()
var campaign_state: CampaignState = CampaignStateScript.new() var campaign_state: CampaignState = CampaignStateScript.new()
@@ -565,7 +564,7 @@ func _create_hud() -> void:
post_move_picker_cancel_move_button = Button.new() post_move_picker_cancel_move_button = Button.new()
post_move_picker_cancel_move_button.text = "Cancel Move" post_move_picker_cancel_move_button.text = "Cancel Move"
post_move_picker_cancel_move_button.tooltip_text = "Return to the starting cell." post_move_picker_cancel_move_button.tooltip_text = "Right-click also returns to the starting cell."
post_move_picker_cancel_move_button.pressed.connect(_on_post_move_picker_cancel_move_pressed) post_move_picker_cancel_move_button.pressed.connect(_on_post_move_picker_cancel_move_pressed)
picker_button_row.add_child(post_move_picker_cancel_move_button) picker_button_row.add_child(post_move_picker_cancel_move_button)
@@ -3771,6 +3770,9 @@ func _on_tactic_pressed() -> void:
var selected := state.get_selected_unit() var selected := state.get_selected_unit()
if selected.is_empty(): if selected.is_empty():
return return
if _has_pending_move():
_on_post_move_tactic_pressed()
return
if state.is_unit_skill_sealed(selected["id"]): if state.is_unit_skill_sealed(selected["id"]):
_play_ui_cancel() _play_ui_cancel()
selected_skill_id = "" selected_skill_id = ""
@@ -3803,6 +3805,9 @@ func _on_item_pressed() -> void:
var selected := state.get_selected_unit() var selected := state.get_selected_unit()
if selected.is_empty(): if selected.is_empty():
return return
if _has_pending_move():
_on_post_move_item_pressed()
return
_play_ui_click() _play_ui_click()
if item_menu != null and item_menu.visible: if item_menu != null and item_menu.visible:
_hide_item_menu() _hide_item_menu()
@@ -6076,19 +6081,51 @@ func _update_post_move_menu() -> void:
post_move_cancel_button.tooltip_text = "Right-click also returns to the starting cell." post_move_cancel_button.tooltip_text = "Right-click also returns to the starting cell."
func _local_command_panel_position_for_cell(cell: Vector2i, panel_size: Vector2) -> Vector2:
if not state.is_inside(cell):
return BOARD_OFFSET + Vector2(LOCAL_COMMAND_PANEL_BOARD_PADDING, LOCAL_COMMAND_PANEL_BOARD_PADDING)
var cell_rect := _rect_for_cell(cell)
var centered_y := cell_rect.position.y + (TILE_SIZE - panel_size.y) * 0.5
var centered_x := cell_rect.position.x + (TILE_SIZE - panel_size.x) * 0.5
var candidates: Array[Vector2] = [
Vector2(cell_rect.end.x + LOCAL_COMMAND_PANEL_GAP, centered_y),
Vector2(cell_rect.position.x - panel_size.x - LOCAL_COMMAND_PANEL_GAP, centered_y),
Vector2(centered_x, cell_rect.end.y + LOCAL_COMMAND_PANEL_GAP),
Vector2(centered_x, cell_rect.position.y - panel_size.y - LOCAL_COMMAND_PANEL_GAP)
]
var avoid_rect := cell_rect.grow(2.0)
var best_position := _clamped_local_command_panel_position(candidates[0], panel_size)
var best_score := 1000000000.0
for candidate in candidates:
var next_position := _clamped_local_command_panel_position(candidate, panel_size)
var panel_rect := Rect2(next_position, panel_size)
var score := next_position.distance_squared_to(candidate)
if panel_rect.intersects(avoid_rect):
score += 1000000.0
if score < best_score:
best_score = score
best_position = next_position
if score < 1.0 and not panel_rect.intersects(avoid_rect):
break
return best_position
func _clamped_local_command_panel_position(position: Vector2, panel_size: Vector2) -> Vector2:
var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
var board_min := BOARD_OFFSET + Vector2(LOCAL_COMMAND_PANEL_BOARD_PADDING, LOCAL_COMMAND_PANEL_BOARD_PADDING)
var board_max := BOARD_OFFSET + board_size - panel_size - Vector2(LOCAL_COMMAND_PANEL_BOARD_PADDING, LOCAL_COMMAND_PANEL_BOARD_PADDING)
board_max.x = maxf(board_min.x, board_max.x)
board_max.y = maxf(board_min.y, board_max.y)
return Vector2(
clampf(position.x, board_min.x, board_max.x),
clampf(position.y, board_min.y, board_max.y)
)
func _position_post_move_menu() -> void: func _position_post_move_menu() -> void:
if post_move_menu == null: if post_move_menu == null:
return return
var cell_rect := _rect_for_cell(pending_move_to_cell) post_move_menu.position = _local_command_panel_position_for_cell(pending_move_to_cell, POST_MOVE_MENU_SIZE)
var next_position := cell_rect.position + Vector2(TILE_SIZE, 0.0) + POST_MOVE_MENU_OFFSET
var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
var board_min := BOARD_OFFSET + Vector2(4.0, 4.0)
var board_max := BOARD_OFFSET + board_size - POST_MOVE_MENU_SIZE - Vector2(4.0, 4.0)
board_max.x = maxf(board_min.x, board_max.x)
board_max.y = maxf(board_min.y, board_max.y)
next_position.x = clampf(next_position.x, board_min.x, board_max.x)
next_position.y = clampf(next_position.y, board_min.y, board_max.y)
post_move_menu.position = next_position
func _show_post_move_picker(mode: String) -> void: func _show_post_move_picker(mode: String) -> void:
@@ -6160,16 +6197,7 @@ func _clear_post_move_picker_list() -> void:
func _position_post_move_picker() -> void: func _position_post_move_picker() -> void:
if post_move_picker_panel == null: if post_move_picker_panel == null:
return return
var cell_rect := _rect_for_cell(pending_move_to_cell) post_move_picker_panel.position = _local_command_panel_position_for_cell(pending_move_to_cell, POST_MOVE_PICKER_PANEL_SIZE)
var next_position := cell_rect.position + POST_MOVE_PICKER_PANEL_OFFSET
var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
var board_min := BOARD_OFFSET + Vector2(4.0, 4.0)
var board_max := BOARD_OFFSET + board_size - POST_MOVE_PICKER_PANEL_SIZE - Vector2(4.0, 4.0)
board_max.x = maxf(board_min.x, board_max.x)
board_max.y = maxf(board_min.y, board_max.y)
next_position.x = clampf(next_position.x, board_min.x, board_max.x)
next_position.y = clampf(next_position.y, board_min.y, board_max.y)
post_move_picker_panel.position = next_position
func _post_move_picker_title_text(selected: Dictionary) -> String: func _post_move_picker_title_text(selected: Dictionary) -> String:
@@ -6433,16 +6461,7 @@ func _position_targeting_hint_panel(selected: Dictionary) -> void:
var cell: Vector2i = selected.get("pos", Vector2i(-1, -1)) var cell: Vector2i = selected.get("pos", Vector2i(-1, -1))
if not state.is_inside(cell): if not state.is_inside(cell):
return return
var cell_rect := _rect_for_cell(cell) targeting_hint_panel.position = _local_command_panel_position_for_cell(cell, TARGETING_HINT_PANEL_SIZE)
var next_position := cell_rect.position + TARGETING_HINT_PANEL_OFFSET
var board_size := Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE
var board_min := BOARD_OFFSET + Vector2(4.0, 4.0)
var board_max := BOARD_OFFSET + board_size - TARGETING_HINT_PANEL_SIZE - Vector2(4.0, 4.0)
board_max.x = maxf(board_min.x, board_max.x)
board_max.y = maxf(board_min.y, board_max.y)
next_position.x = clampf(next_position.x, board_min.x, board_max.x)
next_position.y = clampf(next_position.y, board_min.y, board_max.y)
targeting_hint_panel.position = next_position
func _targeting_hint_title_text() -> String: func _targeting_hint_title_text() -> String:

View File

@@ -8,6 +8,7 @@ func _init() -> void:
var failures: Array[String] = [] var failures: Array[String] = []
_check_deferred_move_events(failures) _check_deferred_move_events(failures)
_check_scene_post_move_menu_flow(failures) _check_scene_post_move_menu_flow(failures)
_check_scene_post_move_edge_positioning(failures)
_check_scene_post_move_tactic_picker_flow(failures) _check_scene_post_move_tactic_picker_flow(failures)
_check_scene_post_move_item_picker_flow(failures) _check_scene_post_move_item_picker_flow(failures)
@@ -96,6 +97,8 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
failures.append("scene should keep pending move metadata after move click") failures.append("scene should keep pending move metadata after move click")
if scene.post_move_menu == null or not scene.post_move_menu.visible: if scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("post-move action menu should be visible after moving") failures.append("post-move action menu should be visible after moving")
else:
_check_local_panel_position(failures, scene, scene.post_move_menu, Vector2i(2, 3), "post-move action menu")
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)): 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)):
failures.append("scene move should be pending with action still available") failures.append("scene move should be pending with action still available")
if scene.state.get_selected_unit().is_empty(): if scene.state.get_selected_unit().is_empty():
@@ -103,7 +106,11 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
if not scene.attack_cells.is_empty(): if not scene.attack_cells.is_empty():
failures.append("attack cells should wait until Attack is chosen from the post-move menu") failures.append("attack cells should wait until Attack is chosen from the post-move menu")
scene._handle_cancel_input() var right_click := InputEventMouseButton.new()
right_click.button_index = MOUSE_BUTTON_RIGHT
right_click.pressed = true
right_click.position = _screen_for_cell(Vector2i(2, 3))
scene._unhandled_input(right_click)
cao_cao = scene.state.get_unit("cao_cao") cao_cao = scene.state.get_unit("cao_cao")
if scene._has_pending_move() or (scene.post_move_menu != null and scene.post_move_menu.visible): if scene._has_pending_move() or (scene.post_move_menu != null and scene.post_move_menu.visible):
failures.append("right-click cancel handler should clear pending move menu state") failures.append("right-click cancel handler should clear pending move menu state")
@@ -124,6 +131,41 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void:
scene.free() scene.free()
func _check_scene_post_move_edge_positioning(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for edge menu positioning")
scene.free()
return
scene.battle_started = true
scene.campaign_complete_screen = false
scene.briefing_panel.visible = false
scene.result_panel.visible = false
scene._clear_pending_move_state()
if not scene.state.select_unit("cao_cao"):
failures.append("could not select Cao Cao for edge menu positioning")
scene.free()
return
var edge_cell := Vector2i(scene.state.map_size.x - 1, 3)
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["pos"] = edge_cell
cao_cao["moved"] = true
cao_cao["acted"] = false
scene.pending_move_unit_id = "cao_cao"
scene.pending_move_from_cell = Vector2i(edge_cell.x - 1, edge_cell.y)
scene.pending_move_to_cell = edge_cell
scene._show_post_move_menu()
if scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("edge post-move action menu should be visible")
else:
_check_local_panel_position(failures, scene, scene.post_move_menu, edge_cell, "edge post-move action menu")
scene.free()
func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void: func _check_scene_post_move_attack_targeting(failures: Array[String]) -> void:
var scene = BattleSceneScript.new() var scene = BattleSceneScript.new()
scene._create_hud() scene._create_hud()
@@ -252,13 +294,13 @@ func _check_scene_post_move_tactic_picker_flow(failures: Array[String]) -> void:
if scene.post_move_tactic_button == null or scene.post_move_tactic_button.disabled: if scene.post_move_tactic_button == null or scene.post_move_tactic_button.disabled:
failures.append("post-move Tactic should be enabled when Spark has a valid target") failures.append("post-move Tactic should be enabled when Spark has a valid target")
scene._on_post_move_tactic_pressed() scene._on_tactic_pressed()
if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "tactic": if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "tactic":
failures.append("post-move Tactic should open the local tactic picker") failures.append("post-move Tactic shortcut should open the local tactic picker")
if scene.post_move_menu != null and scene.post_move_menu.visible: if scene.post_move_menu != null and scene.post_move_menu.visible:
failures.append("post-move action menu should hide while the tactic picker is open") failures.append("post-move action menu should hide while the tactic picker is open")
if scene.tactic_menu != null and scene.tactic_menu.visible: if scene.tactic_menu != null and scene.tactic_menu.visible:
failures.append("post-move local tactic picker should not use the side tactic menu") failures.append("post-move tactic shortcut should not use the side tactic menu")
var escape := InputEventKey.new() var escape := InputEventKey.new()
escape.keycode = KEY_ESCAPE escape.keycode = KEY_ESCAPE
@@ -359,13 +401,13 @@ func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void:
if scene.post_move_item_button == null or scene.post_move_item_button.disabled: if scene.post_move_item_button == null or scene.post_move_item_button.disabled:
failures.append("post-move Item should be enabled when Bean can heal an adjacent ally") failures.append("post-move Item should be enabled when Bean can heal an adjacent ally")
scene._on_post_move_item_pressed() scene._on_item_pressed()
if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "item": if scene.post_move_picker_panel == null or not scene.post_move_picker_panel.visible or scene.post_move_picker_mode != "item":
failures.append("post-move Item should open the local item picker") failures.append("post-move Item shortcut should open the local item picker")
if scene.post_move_menu != null and scene.post_move_menu.visible: if scene.post_move_menu != null and scene.post_move_menu.visible:
failures.append("post-move action menu should hide while the item picker is open") failures.append("post-move action menu should hide while the item picker is open")
if scene.item_menu != null and scene.item_menu.visible: 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)