extends Node2D const BattleStateScript := preload("res://scripts/core/battle_state.gd") const CampaignStateScript := preload("res://scripts/core/campaign_state.gd") const CAMPAIGN_PATH := "res://data/campaign/campaign.json" const TILE_SIZE := 64 const BOARD_OFFSET := Vector2(48, 104) const PLAYER_COLOR := Color(0.20, 0.42, 0.82) const ENEMY_COLOR := Color(0.72, 0.18, 0.16) const GRID_COLOR := Color(0.05, 0.06, 0.07, 0.45) const SKILL_OVERLAY_COLOR := Color(0.56, 0.28, 0.95, 0.28) const ITEM_OVERLAY_COLOR := Color(0.24, 0.74, 0.34, 0.30) const FORMATION_OVERLAY_COLOR := Color(0.95, 0.76, 0.25, 0.34) const OBJECTIVE_OVERLAY_COLOR := Color(1.0, 0.78, 0.18, 0.30) const BGM_MENU := preload("res://audio/bgm/menu_theme_placeholder.wav") const BGM_BATTLE := preload("res://audio/bgm/battle_loop_placeholder.wav") const SFX_BOW_RELEASE := preload("res://audio/sfx/bow_release_01.wav") const SFX_DEFEAT_STING := preload("res://audio/sfx/defeat_sting_01.wav") const SFX_FIRE_SKILL := preload("res://audio/sfx/fire_skill_01.wav") const SFX_FOOTSTEP := preload("res://audio/sfx/footstep_armor_01.wav") const SFX_GUARD_BLOCK := preload("res://audio/sfx/guard_block_01.wav") const SFX_HIT_HEAVY := preload("res://audio/sfx/hit_heavy_01.wav") const SFX_ITEM_PICKUP := preload("res://audio/sfx/item_pickup_01.wav") const SFX_MENU_CANCEL := preload("res://audio/sfx/menu_cancel_01.wav") const SFX_MENU_CONFIRM := preload("res://audio/sfx/menu_confirm_01.wav") const SFX_SKILL_CAST := preload("res://audio/sfx/skill_cast_01.wav") const SFX_SLASH := preload("res://audio/sfx/slash_01.wav") const SFX_UI_CLICK := preload("res://audio/sfx/ui_click_01.wav") const SFX_VICTORY_STING := preload("res://audio/sfx/victory_sting_01.wav") const BGM_VOLUME_DB := -14.0 const SFX_VOLUME_DB := -4.0 const UI_SFX_VOLUME_DB := -8.0 var state: BattleState = BattleStateScript.new() var campaign_state: CampaignState = CampaignStateScript.new() var hover_cell := Vector2i(-1, -1) var move_cells: Array[Vector2i] = [] var attack_cells: Array[Vector2i] = [] var skill_cells: Array[Vector2i] = [] var item_cells: Array[Vector2i] = [] var selected_skill_id := "" var selected_item_id := "" var active_scenario_id := "" var battle_started := false var battle_result_applied := false var battle_result_summary := {} var post_battle_dialogue_started := false var campaign_complete_screen := false var status_label: Label var objective_label: Label var campaign_status_label: Label var selected_label: Label var cell_info_label: Label var forecast_label: Label var inventory_label: Label var briefing_panel: PanelContainer var briefing_label: Label var shop_button: Button var shop_menu: VBoxContainer var shop_list: VBoxContainer var shop_status_label: Label var armory_button: Button var armory_menu: VBoxContainer var armory_list: VBoxContainer var armory_status_label: Label var armory_unit_id := "" var roster_button: Button var roster_menu: VBoxContainer var roster_list: VBoxContainer var roster_status_label: Label var formation_button: Button var formation_menu: VBoxContainer var formation_list: VBoxContainer var formation_status_label: Label var formation_unit_id := "" var dialogue_panel: PanelContainer var dialogue_speaker_label: Label var dialogue_text_label: Label var dialogue_continue_button: Button var result_panel: PanelContainer var result_label: Label var result_choice_list: VBoxContainer var result_restart_button: Button var next_battle_button: Button var end_turn_button: Button var wait_button: Button var tactic_button: Button var tactic_menu: VBoxContainer var tactic_list: VBoxContainer var item_button: Button var item_menu: VBoxContainer var item_list: VBoxContainer var equip_button: Button var equip_menu: VBoxContainer var equip_list: VBoxContainer var restart_button: Button var new_campaign_button: Button var log_box: RichTextLabel var dialogue_queue: Array = [] var active_dialogue_lines: Array = [] var active_dialogue_index := 0 var bgm_player: AudioStreamPlayer var current_bgm_key := "" var last_announced_battle_status := "" func _ready() -> void: _create_hud() _create_audio() state.changed.connect(_on_state_changed) state.log_added.connect(_on_log_added) state.dialogue_requested.connect(_on_dialogue_requested) campaign_state.load_campaign(CAMPAIGN_PATH) campaign_state.load_or_start(campaign_state.get_start_scenario_id()) if campaign_state.has_pending_post_battle_choice(): _load_pending_post_battle_choice() elif campaign_state.is_campaign_complete(): _show_campaign_complete() else: _load_current_battle() _show_briefing() _update_hud() func _unhandled_input(event: InputEvent) -> void: if _is_dialogue_visible(): if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed: _advance_dialogue() elif event is InputEventKey and event.pressed and not event.echo: if event.keycode == KEY_ENTER or event.keycode == KEY_SPACE or event.keycode == KEY_ESCAPE: _advance_dialogue() return if event is InputEventMouseMotion: var next_hover := _cell_from_screen(event.position) if next_hover != hover_cell: hover_cell = next_hover _update_hud() queue_redraw() elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed: _handle_board_click(event.position) elif event is InputEventKey and event.pressed and not event.echo: _handle_key(event) func _draw() -> void: _draw_map() _draw_overlays() _draw_units() func _create_hud() -> void: var layer := CanvasLayer.new() add_child(layer) var root := Control.new() root.set_anchors_preset(Control.PRESET_FULL_RECT) root.mouse_filter = Control.MOUSE_FILTER_IGNORE layer.add_child(root) var top_bar := PanelContainer.new() top_bar.position = Vector2(24, 16) top_bar.size = Vector2(1120, 64) root.add_child(top_bar) var top_row := HBoxContainer.new() top_row.add_theme_constant_override("separation", 12) top_bar.add_child(top_row) status_label = Label.new() status_label.custom_minimum_size = Vector2(180, 40) top_row.add_child(status_label) objective_label = Label.new() objective_label.custom_minimum_size = Vector2(300, 40) top_row.add_child(objective_label) campaign_status_label = Label.new() campaign_status_label.custom_minimum_size = Vector2(300, 40) top_row.add_child(campaign_status_label) restart_button = Button.new() restart_button.text = "Restart" restart_button.pressed.connect(_on_restart_pressed) top_row.add_child(restart_button) new_campaign_button = Button.new() new_campaign_button.text = "New Campaign" new_campaign_button.pressed.connect(_on_new_campaign_pressed) top_row.add_child(new_campaign_button) var side_panel := PanelContainer.new() side_panel.position = Vector2(760, 104) side_panel.size = Vector2(480, 580) root.add_child(side_panel) var side_column := VBoxContainer.new() side_column.add_theme_constant_override("separation", 10) side_panel.add_child(side_column) selected_label = Label.new() selected_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART selected_label.custom_minimum_size = Vector2(420, 92) side_column.add_child(selected_label) cell_info_label = Label.new() cell_info_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART cell_info_label.custom_minimum_size = Vector2(420, 106) side_column.add_child(cell_info_label) forecast_label = Label.new() forecast_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART forecast_label.custom_minimum_size = Vector2(420, 84) side_column.add_child(forecast_label) inventory_label = Label.new() inventory_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART inventory_label.custom_minimum_size = Vector2(420, 40) side_column.add_child(inventory_label) var button_row := HBoxContainer.new() button_row.add_theme_constant_override("separation", 8) side_column.add_child(button_row) wait_button = Button.new() wait_button.text = "Wait" wait_button.pressed.connect(_on_wait_pressed) button_row.add_child(wait_button) tactic_button = Button.new() tactic_button.text = "Tactic" tactic_button.pressed.connect(_on_tactic_pressed) button_row.add_child(tactic_button) item_button = Button.new() item_button.text = "Item" item_button.pressed.connect(_on_item_pressed) button_row.add_child(item_button) equip_button = Button.new() equip_button.text = "Equip" equip_button.pressed.connect(_on_equip_pressed) button_row.add_child(equip_button) end_turn_button = Button.new() end_turn_button.text = "End Turn" end_turn_button.pressed.connect(_on_end_turn_pressed) button_row.add_child(end_turn_button) tactic_menu = VBoxContainer.new() tactic_menu.visible = false tactic_menu.add_theme_constant_override("separation", 6) side_column.add_child(tactic_menu) var tactic_title := Label.new() tactic_title.text = "Tactics" tactic_menu.add_child(tactic_title) tactic_list = VBoxContainer.new() tactic_list.add_theme_constant_override("separation", 4) tactic_menu.add_child(tactic_list) item_menu = VBoxContainer.new() item_menu.visible = false item_menu.add_theme_constant_override("separation", 6) side_column.add_child(item_menu) var item_title := Label.new() item_title.text = "Items" item_menu.add_child(item_title) item_list = VBoxContainer.new() item_list.add_theme_constant_override("separation", 4) item_menu.add_child(item_list) equip_menu = VBoxContainer.new() equip_menu.visible = false equip_menu.add_theme_constant_override("separation", 6) side_column.add_child(equip_menu) var equip_title := Label.new() equip_title.text = "Equipment" equip_menu.add_child(equip_title) equip_list = VBoxContainer.new() equip_list.add_theme_constant_override("separation", 4) equip_menu.add_child(equip_list) log_box = RichTextLabel.new() log_box.custom_minimum_size = Vector2(420, 170) log_box.fit_content = false side_column.add_child(log_box) briefing_panel = PanelContainer.new() briefing_panel.visible = false briefing_panel.position = Vector2(284, 88) briefing_panel.size = Vector2(640, 500) root.add_child(briefing_panel) var briefing_column := VBoxContainer.new() briefing_column.add_theme_constant_override("separation", 10) briefing_panel.add_child(briefing_column) briefing_label = Label.new() briefing_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART briefing_label.custom_minimum_size = Vector2(600, 170) briefing_column.add_child(briefing_label) var prep_button_row := HBoxContainer.new() prep_button_row.add_theme_constant_override("separation", 8) briefing_column.add_child(prep_button_row) shop_button = Button.new() shop_button.text = "Shop" shop_button.pressed.connect(_on_shop_pressed) prep_button_row.add_child(shop_button) armory_button = Button.new() armory_button.text = "Armory" armory_button.pressed.connect(_on_armory_pressed) prep_button_row.add_child(armory_button) roster_button = Button.new() roster_button.text = "Roster" roster_button.pressed.connect(_on_roster_pressed) prep_button_row.add_child(roster_button) formation_button = Button.new() formation_button.text = "Formation" formation_button.pressed.connect(_on_formation_pressed) prep_button_row.add_child(formation_button) shop_menu = VBoxContainer.new() shop_menu.visible = false shop_menu.add_theme_constant_override("separation", 6) briefing_column.add_child(shop_menu) shop_status_label = Label.new() shop_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART shop_status_label.custom_minimum_size = Vector2(600, 22) shop_menu.add_child(shop_status_label) var shop_scroll := ScrollContainer.new() shop_scroll.custom_minimum_size = Vector2(600, 190) shop_menu.add_child(shop_scroll) shop_list = VBoxContainer.new() shop_list.custom_minimum_size = Vector2(580, 0) shop_list.add_theme_constant_override("separation", 4) shop_scroll.add_child(shop_list) armory_menu = VBoxContainer.new() armory_menu.visible = false armory_menu.add_theme_constant_override("separation", 6) briefing_column.add_child(armory_menu) armory_status_label = Label.new() armory_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART armory_status_label.custom_minimum_size = Vector2(600, 22) armory_menu.add_child(armory_status_label) var armory_scroll := ScrollContainer.new() armory_scroll.custom_minimum_size = Vector2(600, 190) armory_menu.add_child(armory_scroll) armory_list = VBoxContainer.new() armory_list.custom_minimum_size = Vector2(580, 0) armory_list.add_theme_constant_override("separation", 4) armory_scroll.add_child(armory_list) roster_menu = VBoxContainer.new() roster_menu.visible = false roster_menu.add_theme_constant_override("separation", 6) briefing_column.add_child(roster_menu) roster_status_label = Label.new() roster_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART roster_status_label.custom_minimum_size = Vector2(600, 22) roster_menu.add_child(roster_status_label) var roster_scroll := ScrollContainer.new() roster_scroll.custom_minimum_size = Vector2(600, 190) roster_menu.add_child(roster_scroll) roster_list = VBoxContainer.new() roster_list.custom_minimum_size = Vector2(580, 0) roster_list.add_theme_constant_override("separation", 4) roster_scroll.add_child(roster_list) formation_menu = VBoxContainer.new() formation_menu.visible = false formation_menu.add_theme_constant_override("separation", 6) briefing_column.add_child(formation_menu) formation_status_label = Label.new() formation_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART formation_status_label.custom_minimum_size = Vector2(600, 22) formation_menu.add_child(formation_status_label) var formation_scroll := ScrollContainer.new() formation_scroll.custom_minimum_size = Vector2(600, 190) formation_menu.add_child(formation_scroll) formation_list = VBoxContainer.new() formation_list.custom_minimum_size = Vector2(580, 0) formation_list.add_theme_constant_override("separation", 4) formation_scroll.add_child(formation_list) var begin_button := Button.new() begin_button.text = "Begin Battle" begin_button.pressed.connect(_on_begin_battle_pressed) briefing_column.add_child(begin_button) dialogue_panel = PanelContainer.new() dialogue_panel.visible = false dialogue_panel.position = Vector2(128, 474) dialogue_panel.size = Vector2(760, 140) root.add_child(dialogue_panel) var dialogue_column := VBoxContainer.new() dialogue_column.add_theme_constant_override("separation", 8) dialogue_panel.add_child(dialogue_column) dialogue_speaker_label = Label.new() dialogue_speaker_label.custom_minimum_size = Vector2(720, 22) dialogue_column.add_child(dialogue_speaker_label) dialogue_text_label = Label.new() dialogue_text_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART dialogue_text_label.custom_minimum_size = Vector2(720, 56) dialogue_column.add_child(dialogue_text_label) dialogue_continue_button = Button.new() dialogue_continue_button.text = "Next" dialogue_continue_button.pressed.connect(_advance_dialogue) dialogue_column.add_child(dialogue_continue_button) result_panel = PanelContainer.new() result_panel.visible = false result_panel.position = Vector2(300, 182) result_panel.size = Vector2(500, 340) root.add_child(result_panel) var result_column := VBoxContainer.new() result_column.alignment = BoxContainer.ALIGNMENT_CENTER result_panel.add_child(result_column) result_label = Label.new() result_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER result_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER result_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART result_label.custom_minimum_size = Vector2(460, 176) result_column.add_child(result_label) result_choice_list = VBoxContainer.new() result_choice_list.add_theme_constant_override("separation", 6) result_column.add_child(result_choice_list) result_restart_button = Button.new() result_restart_button.text = "Restart Battle" result_restart_button.pressed.connect(_on_restart_pressed) result_column.add_child(result_restart_button) next_battle_button = Button.new() next_battle_button.text = "Next Battle" next_battle_button.pressed.connect(_on_next_battle_pressed) result_column.add_child(next_battle_button) func _create_audio() -> void: bgm_player = AudioStreamPlayer.new() bgm_player.name = "BgmPlayer" bgm_player.volume_db = BGM_VOLUME_DB bgm_player.finished.connect(_on_bgm_finished) add_child(bgm_player) func _on_bgm_finished() -> void: if current_bgm_key.is_empty() or bgm_player == null or bgm_player.stream == null: return bgm_player.play() func _play_bgm(key: String) -> void: if bgm_player == null: return if current_bgm_key == key and bgm_player.playing: return var stream = _bgm_stream_for(key) if stream == null: return current_bgm_key = key bgm_player.stop() bgm_player.stream = stream bgm_player.play() func _bgm_stream_for(key: String): if key == "battle": return BGM_BATTLE if key == "menu": return BGM_MENU return null func _play_sfx(key: String, volume_db := SFX_VOLUME_DB) -> void: var stream = _sfx_stream_for(key) if stream == null: return var player := AudioStreamPlayer.new() player.name = "Sfx_%s" % key player.stream = stream player.volume_db = volume_db player.finished.connect(player.queue_free) add_child(player) player.play() func _sfx_stream_for(key: String): if key == "bow_release": return SFX_BOW_RELEASE if key == "defeat_sting": return SFX_DEFEAT_STING if key == "fire_skill": return SFX_FIRE_SKILL if key == "footstep": return SFX_FOOTSTEP if key == "guard_block": return SFX_GUARD_BLOCK if key == "hit_heavy": return SFX_HIT_HEAVY if key == "item_pickup": return SFX_ITEM_PICKUP if key == "menu_cancel": return SFX_MENU_CANCEL if key == "menu_confirm": return SFX_MENU_CONFIRM if key == "skill_cast": return SFX_SKILL_CAST if key == "slash": return SFX_SLASH if key == "ui_click": return SFX_UI_CLICK if key == "victory_sting": return SFX_VICTORY_STING return null func _play_ui_click() -> void: _play_sfx("ui_click", UI_SFX_VOLUME_DB) func _play_ui_confirm() -> void: _play_sfx("menu_confirm", UI_SFX_VOLUME_DB) func _play_ui_cancel() -> void: _play_sfx("menu_cancel", UI_SFX_VOLUME_DB) func _play_log_sfx(message: String) -> void: if message.contains(" but misses."): _play_sfx("guard_block") elif message.contains(" attacks ") or message.contains(" counterattacks "): if message.contains(" for "): _play_sfx("hit_heavy") elif message.contains(" casts "): if message.contains("restoring") or message.contains(" until "): _play_sfx("skill_cast") else: _play_sfx("fire_skill") elif message.contains(" moved to ") or message.contains(" advances to ") or message.contains(" takes formation at ") or message.contains(" arrives at "): _play_sfx("footstep") elif message.contains(" uses ") or message.contains(" equips ") or message.begins_with("Bought "): _play_sfx("item_pickup") elif message.contains(" reaches Lv.") or message.contains(" promotes to "): _play_sfx("menu_confirm") func _announce_battle_status_audio() -> void: if state.battle_status == BattleState.STATUS_ACTIVE: last_announced_battle_status = "" return if last_announced_battle_status == state.battle_status: return last_announced_battle_status = state.battle_status _play_bgm("menu") if state.battle_status == BattleState.STATUS_VICTORY: _play_sfx("victory_sting") elif state.battle_status == BattleState.STATUS_DEFEAT: _play_sfx("defeat_sting") func _handle_board_click(screen_position: Vector2) -> void: if formation_menu != null and formation_menu.visible: _handle_formation_board_click(screen_position) return if _is_input_locked(): return var cell := _cell_from_screen(screen_position) if tactic_menu != null and tactic_menu.visible: _hide_tactic_menu() _update_hud() queue_redraw() if item_menu != null and item_menu.visible: _hide_item_menu() _update_hud() queue_redraw() if equip_menu != null and equip_menu.visible: _hide_equip_menu() _update_hud() queue_redraw() if not state.is_inside(cell) or not state.can_player_act(): return var clicked_unit := state.get_unit_at(cell) var selected_unit := state.get_selected_unit() if selected_unit.is_empty(): if _can_select(clicked_unit): selected_skill_id = "" selected_item_id = "" state.select_unit(clicked_unit["id"]) return if not selected_item_id.is_empty(): if state.try_use_selected_item_on_cell(selected_item_id, cell): selected_item_id = "" return if not clicked_unit.is_empty() and clicked_unit.get("team", "") == selected_unit.get("team", "") and _can_select(clicked_unit): selected_item_id = "" state.select_unit(clicked_unit["id"]) return if not selected_skill_id.is_empty(): if state.try_cast_selected_skill(selected_skill_id, cell): selected_skill_id = "" return if not clicked_unit.is_empty() and clicked_unit.get("team", "") == selected_unit.get("team", "") and _can_select(clicked_unit): selected_skill_id = "" selected_item_id = "" state.select_unit(clicked_unit["id"]) return if not clicked_unit.is_empty() and clicked_unit.get("team", "") != selected_unit.get("team", ""): var attack_sfx := "bow_release" if int(selected_unit.get("range", 1)) > 1 else "slash" if attack_cells.has(clicked_unit.get("pos", Vector2i(-1, -1))): _play_sfx(attack_sfx) if state.try_attack_selected(clicked_unit["id"]): selected_skill_id = "" selected_item_id = "" return if not clicked_unit.is_empty() and clicked_unit.get("team", "") == selected_unit.get("team", ""): if _can_select(clicked_unit): selected_skill_id = "" selected_item_id = "" state.select_unit(clicked_unit["id"]) return if state.try_move_selected(cell): return if _can_select(clicked_unit): selected_skill_id = "" selected_item_id = "" state.select_unit(clicked_unit["id"]) func _handle_key(event: InputEventKey) -> void: if event.keycode == KEY_ENTER and briefing_panel != null and briefing_panel.visible: if _is_prep_menu_visible(): return _on_begin_battle_pressed() elif event.keycode == KEY_ESCAPE: if shop_menu != null and shop_menu.visible: _hide_shop_menu() elif armory_menu != null and armory_menu.visible: _hide_armory_menu() elif roster_menu != null and roster_menu.visible: _hide_roster_menu() elif formation_menu != null and formation_menu.visible: _hide_formation_menu() elif tactic_menu != null and tactic_menu.visible: _hide_tactic_menu() elif item_menu != null and item_menu.visible: _hide_item_menu() elif equip_menu != null and equip_menu.visible: _hide_equip_menu() elif selected_skill_id.is_empty() and selected_item_id.is_empty(): state.clear_selection() else: selected_skill_id = "" selected_item_id = "" _refresh_ranges() _update_hud() queue_redraw() elif event.keycode == KEY_SPACE and not _is_input_locked(): selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() state.end_player_turn() elif event.keycode == KEY_R and not _is_prep_menu_visible(): _on_restart_pressed() elif event.keycode == KEY_T and not _is_input_locked(): _on_tactic_pressed() elif event.keycode == KEY_I and not _is_input_locked(): _on_item_pressed() elif event.keycode == KEY_E and not _is_input_locked(): _on_equip_pressed() func _can_select(unit: Dictionary) -> bool: if unit.is_empty(): return false return ( unit.get("team", "") == BattleState.TEAM_PLAYER and bool(unit.get("controllable", true)) and not unit.get("acted", false) ) func _draw_map() -> void: for y in range(state.map_size.y): for x in range(state.map_size.x): var cell := Vector2i(x, y) var rect := _rect_for_cell(cell) draw_rect(rect, state.get_terrain_color(cell)) draw_rect(rect, GRID_COLOR, false, 1.0) var board_rect := Rect2(BOARD_OFFSET, Vector2(state.map_size.x, state.map_size.y) * TILE_SIZE) draw_rect(board_rect, Color(0.02, 0.025, 0.03), false, 3.0) func _draw_overlays() -> void: for cell in state.get_objective_cells(): var objective_rect := _rect_for_cell(cell) draw_rect(objective_rect, OBJECTIVE_OVERLAY_COLOR) draw_rect(objective_rect.grow(-5.0), Color(1.0, 0.88, 0.30, 0.82), false, 2.0) for cell in move_cells: draw_rect(_rect_for_cell(cell), Color(0.16, 0.55, 0.95, 0.28)) for cell in attack_cells: draw_rect(_rect_for_cell(cell), Color(0.95, 0.22, 0.18, 0.24)) for cell in skill_cells: draw_rect(_rect_for_cell(cell), SKILL_OVERLAY_COLOR) for cell in item_cells: draw_rect(_rect_for_cell(cell), ITEM_OVERLAY_COLOR) if formation_menu != null and formation_menu.visible: for cell in state.get_formation_cells(): draw_rect(_rect_for_cell(cell), FORMATION_OVERLAY_COLOR) if state.is_inside(hover_cell): var hover_color := Color(1.0, 1.0, 1.0, 0.22) var hover_unit := state.get_unit_at(hover_cell) var selected := state.get_selected_unit() if formation_menu != null and formation_menu.visible and state.is_formation_cell(hover_cell): hover_color = Color(1.0, 0.86, 0.35, 0.62) elif not selected_skill_id.is_empty() and skill_cells.has(hover_cell): hover_color = Color(0.72, 0.46, 1.0, 0.54) elif not selected_item_id.is_empty() and item_cells.has(hover_cell): hover_color = Color(0.36, 0.95, 0.42, 0.52) elif not hover_unit.is_empty() and not selected.is_empty() and hover_unit.get("team", "") != selected.get("team", ""): hover_color = Color(1.0, 0.34, 0.24, 0.45) draw_rect(_rect_for_cell(hover_cell), hover_color, false, 3.0) func _draw_units() -> void: var font := ThemeDB.fallback_font for unit in state.units: if not unit.get("alive", false) or not unit.get("deployed", true): continue var rect := _rect_for_cell(unit["pos"]) var center := rect.position + rect.size * 0.5 var team_color := PLAYER_COLOR if unit.get("team", "") == BattleState.TEAM_PLAYER else ENEMY_COLOR var body_color := team_color.darkened(0.35) if unit.get("acted", false) else team_color draw_circle(center, 24, body_color) draw_arc(center, 24, 0.0, TAU, 48, Color(0.03, 0.035, 0.04), 2.0) var label := _short_name(String(unit["name"])) draw_string(font, rect.position + Vector2(2, 25), label, HORIZONTAL_ALIGNMENT_CENTER, TILE_SIZE - 4, 13, Color.WHITE) var hp_ratio := float(unit["hp"]) / float(unit["max_hp"]) var hp_back := Rect2(rect.position + Vector2(8, TILE_SIZE - 12), Vector2(TILE_SIZE - 16, 6)) var hp_front := Rect2(hp_back.position, Vector2(hp_back.size.x * hp_ratio, hp_back.size.y)) draw_rect(hp_back, Color(0.08, 0.08, 0.09)) draw_rect(hp_front, Color(0.28, 0.82, 0.36)) if unit.get("id", "") == state.selected_unit_id: draw_arc(center, 29, 0.0, TAU, 48, Color(1.0, 0.92, 0.25), 3.0) func _cell_from_screen(screen_position: Vector2) -> Vector2i: var local := screen_position - BOARD_OFFSET if local.x < 0 or local.y < 0: return Vector2i(-1, -1) return Vector2i(int(floor(local.x / TILE_SIZE)), int(floor(local.y / TILE_SIZE))) func _rect_for_cell(cell: Vector2i) -> Rect2: return Rect2(BOARD_OFFSET + Vector2(cell.x, cell.y) * TILE_SIZE, Vector2(TILE_SIZE, TILE_SIZE)) func _short_name(unit_name: String) -> String: if unit_name.length() <= 9: return unit_name return unit_name.substr(0, 8) + "." func _refresh_ranges() -> void: move_cells.clear() attack_cells.clear() skill_cells.clear() item_cells.clear() var selected := state.get_selected_unit() if selected.is_empty(): selected_skill_id = "" selected_item_id = "" return move_cells = state.get_movement_range(selected["id"]) if not selected_skill_id.is_empty(): skill_cells = state.get_skill_cells(selected["id"], selected_skill_id) if skill_cells.is_empty(): selected_skill_id = "" attack_cells = state.get_attack_cells(selected["id"]) elif not selected_item_id.is_empty(): item_cells = state.get_item_target_cells(selected["id"], selected_item_id) if item_cells.is_empty(): selected_item_id = "" attack_cells = state.get_attack_cells(selected["id"]) else: attack_cells = state.get_attack_cells(selected["id"]) func _update_hud() -> void: status_label.text = state.get_status_text() objective_label.text = String(state.objectives.get("victory", "Defeat all enemies.")) campaign_status_label.text = campaign_state.get_progress_text() _update_cell_info() _update_forecast() _update_result_panel() if inventory_label != null: inventory_label.text = _format_inventory_status_text() var selected := state.get_selected_unit() if selected.is_empty(): selected_label.text = "No unit selected." wait_button.disabled = true _update_tactic_button({}) _hide_tactic_menu() _update_item_button({}) _hide_item_menu() _update_equip_button({}) _hide_equip_menu() else: var roster_mark := " *" if selected.get("loaded_from_roster", false) else "" selected_label.text = "%s%s Lv.%d %s EXP %d\nHP %d/%d MP %d/%d ATK %d DEF %d INT %d\nMOV %d RNG %d-%d" % [ selected["name"], roster_mark, selected["level"], selected["class"], selected.get("exp", 0), selected["hp"], selected["max_hp"], selected.get("mp", 0), selected.get("max_mp", 0), selected["atk"], selected["def"], selected.get("int", 0), selected["move"], selected.get("min_range", 1), selected["range"] ] var selected_effects := state.get_status_effect_summary(selected["id"]) if not selected_effects.is_empty(): selected_label.text += "\nEffects: %s" % selected_effects wait_button.disabled = selected.get("acted", false) or not state.can_player_act() or _is_input_locked() _update_tactic_button(selected) _update_item_button(selected) _update_equip_button(selected) if tactic_menu != null and tactic_menu.visible: _rebuild_tactic_menu(selected) if item_menu != null and item_menu.visible: _rebuild_item_menu(selected) if equip_menu != null and equip_menu.visible: _rebuild_equip_menu(selected) end_turn_button.disabled = not state.can_player_act() or _is_input_locked() restart_button.disabled = campaign_complete_screen func _update_cell_info() -> void: if not state.is_inside(hover_cell): cell_info_label.text = "Tile: -" return var summary := state.get_cell_summary(hover_cell) var cell: Vector2i = summary["cell"] var text := "Tile %d,%d %s\nMove cost %d DEF +%d AVO +%d%%" % [ cell.x + 1, cell.y + 1, summary["terrain"], summary["move_cost"], summary["defense"], summary.get("avoid", 0) ] if state.get_objective_cells().has(cell): text += "\nObjective marker" var unit: Dictionary = summary["unit"] if not unit.is_empty(): var control_label := " Protected" if not bool(unit.get("controllable", true)) else "" text += "\n%s%s %s Lv.%d\nHP %d/%d MP %d/%d ATK %d DEF %d INT %d RNG %d-%d" % [ unit["name"], control_label, str(unit["team"]).capitalize(), unit["level"], unit["hp"], unit["max_hp"], unit.get("mp", 0), unit.get("max_mp", 0), unit["atk"], unit["def"], unit.get("int", 0), unit.get("min_range", 1), unit["range"] ] var status_effects := state.get_status_effect_summary(unit["id"]) if not status_effects.is_empty(): text += "\nEffects: %s" % status_effects cell_info_label.text = text func _update_forecast() -> void: var selected := state.get_selected_unit() if selected.is_empty() or not state.is_inside(hover_cell): forecast_label.text = "Forecast: -" return if not selected_skill_id.is_empty(): _update_skill_forecast(selected) return if not selected_item_id.is_empty(): _update_item_forecast(selected) return var target := state.get_unit_at(hover_cell) if target.is_empty() or target.get("team", "") == selected.get("team", ""): forecast_label.text = "Forecast: -" return var preview := state.get_damage_preview(selected["id"], target["id"]) if preview.is_empty(): forecast_label.text = "Forecast: -" return var range_text := "ready" if preview["in_range"] else "out of range" var defeat_text := " Defeat" if preview["would_defeat"] else "" var counter_text := "" if preview["counter_in_range"]: var counter_defeat := " Defeat" if preview["counter_would_defeat"] else "" counter_text = "\nCounter %d, Hit %d%%, your HP %d/%d.%s" % [ preview["counter_damage"], preview.get("counter_hit_chance", 0), preview["attacker_hp_after"], selected["max_hp"], counter_defeat ] forecast_label.text = "Forecast: %s\n%d damage, Hit %d%%, target HP %d/%d.%s%s" % [ range_text, preview["damage"], preview.get("hit_chance", 100), preview["target_hp_after"], target["max_hp"], defeat_text, counter_text ] func _update_skill_forecast(selected: Dictionary) -> void: var preview := state.get_skill_preview(selected["id"], selected_skill_id, hover_cell) if preview.is_empty(): forecast_label.text = "Forecast: -" return var target := state.get_unit_at(hover_cell) var range_text := "ready" if preview["in_range"] else "out of range" var mp_text := "" if preview["has_mp"] else " Not enough MP." if target.is_empty() or not preview["valid_target"]: forecast_label.text = "%s: %s, %d MP.%s\nNo valid target." % [ preview["skill_name"], range_text, preview["mp_cost"], mp_text ] return if preview["kind"] == "heal": forecast_label.text = "%s: %s, %d MP.%s\nRestore %d HP, target HP %d/%d." % [ preview["skill_name"], range_text, preview["mp_cost"], mp_text, preview["heal"], preview["target_hp_after"], target["max_hp"] ] elif preview["kind"] == "support": var refresh_text := " Refresh." if bool(preview.get("already_active", false)) else "" forecast_label.text = "%s: %s, %d MP.%s\n%s.%s" % [ preview["skill_name"], range_text, preview["mp_cost"], mp_text, preview.get("effect_text", "Support effect"), refresh_text ] else: var defeat_text := " Defeat" if preview["would_defeat"] else "" forecast_label.text = "%s: %s, %d MP.%s\n%d damage, target HP %d/%d.%s" % [ preview["skill_name"], range_text, preview["mp_cost"], mp_text, preview["damage"], preview["target_hp_after"], target["max_hp"], defeat_text ] func _update_item_forecast(selected: Dictionary) -> void: var preview := state.get_item_preview(selected["id"], selected_item_id, hover_cell) if preview.is_empty(): forecast_label.text = "Forecast: -" return var target := state.get_unit_at(hover_cell) var range_text := "ready" if preview["in_range"] else "out of range" var count_text := "x%d" % int(preview.get("count", 0)) if target.is_empty() or not preview["valid_target"]: forecast_label.text = "%s: %s, %s\nNo valid target." % [ preview["item_name"], range_text, count_text ] return var hp_heal := int(preview.get("heal", 0)) var mp_heal := int(preview.get("mp_heal", 0)) if hp_heal <= 0 and mp_heal <= 0: forecast_label.text = "%s: %s, %s\nNo recovery needed." % [ preview["item_name"], range_text, count_text ] return var recovery_parts := [] if hp_heal > 0: recovery_parts.append("Restore %d HP, target HP %d/%d" % [ hp_heal, preview["target_hp_after"], target["max_hp"] ]) if mp_heal > 0: recovery_parts.append("Restore %d MP, target MP %d/%d" % [ mp_heal, preview["target_mp_after"], target.get("max_mp", 0) ]) forecast_label.text = "%s: %s, %s\n%s." % [ preview["item_name"], range_text, count_text, _join_strings(recovery_parts, "; ") ] func _update_result_panel() -> void: if result_panel == null: return _announce_battle_status_audio() if campaign_complete_screen: _clear_dialogue() _clear_result_choices() result_panel.visible = true if result_restart_button != null: result_restart_button.visible = false if next_battle_button != null: next_battle_button.visible = false result_label.text = "%s Complete\nAll current scenarios cleared.\nGold %d\nStart a new campaign to replay." % [ campaign_state.campaign_title, campaign_state.gold ] return if state.battle_status == BattleState.STATUS_VICTORY: if _try_show_post_battle_dialogue(): _clear_result_choices() result_panel.visible = false return if _is_dialogue_visible(): _clear_result_choices() result_panel.visible = false return _apply_battle_result_once() result_panel.visible = true _rebuild_result_choices() if result_restart_button != null: result_restart_button.visible = true if next_battle_button != null: next_battle_button.visible = not str(battle_result_summary.get("next_scenario_id", "")).is_empty() and bool(battle_result_summary.get("choice_applied", true)) and bool(battle_result_summary.get("saved", false)) result_label.text = "Victory\n%s\n%s" % [ state.objectives.get("victory", ""), _format_battle_result_summary() ] elif state.battle_status == BattleState.STATUS_DEFEAT: _clear_dialogue() _clear_result_choices() result_panel.visible = true if result_restart_button != null: result_restart_button.visible = true if next_battle_button != null: next_battle_button.visible = false result_label.text = "Defeat\n%s" % state.objectives.get("defeat", "") else: _clear_result_choices() result_panel.visible = false if result_restart_button != null: result_restart_button.visible = true if next_battle_button != null: next_battle_button.visible = false func _on_state_changed() -> void: if state.get_selected_unit().is_empty(): selected_skill_id = "" selected_item_id = "" _refresh_ranges() _update_hud() queue_redraw() func _on_log_added(message: String) -> void: _play_log_sfx(message) if log_box == null: return log_box.append_text(message + "\n") log_box.scroll_to_line(max(0, log_box.get_line_count() - 1)) func _on_dialogue_requested(lines: Array) -> void: var normalized_lines := _normalized_dialogue_lines(lines) if normalized_lines.is_empty(): return dialogue_queue.append(normalized_lines) if _can_show_dialogue_now(): _show_next_dialogue() func _normalized_dialogue_lines(lines: Array) -> Array: var result := [] for line in lines: if typeof(line) == TYPE_DICTIONARY: var text := str(line.get("text", "")) if text.is_empty(): continue result.append({ "speaker": str(line.get("speaker", "")), "text": text }) elif typeof(line) == TYPE_STRING: var text := str(line) if text.is_empty(): continue result.append({"speaker": "", "text": text}) return result func _can_show_dialogue_now() -> bool: if not battle_started or campaign_complete_screen: return false if state.battle_status != BattleState.STATUS_ACTIVE: return false if briefing_panel != null and briefing_panel.visible: return false if result_panel != null and result_panel.visible: return false return not _is_dialogue_visible() func _show_next_dialogue() -> void: if dialogue_panel == null or dialogue_queue.is_empty(): return if _is_dialogue_visible(): return selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() _refresh_ranges() active_dialogue_lines = dialogue_queue.pop_front() active_dialogue_index = 0 _render_dialogue_line() func _render_dialogue_line() -> void: if active_dialogue_index < 0 or active_dialogue_index >= active_dialogue_lines.size(): _hide_dialogue_panel() return var line: Dictionary = active_dialogue_lines[active_dialogue_index] var speaker := str(line.get("speaker", "")) dialogue_speaker_label.text = speaker dialogue_speaker_label.visible = not speaker.is_empty() dialogue_text_label.text = str(line.get("text", "")) dialogue_continue_button.text = "Close" if active_dialogue_index >= active_dialogue_lines.size() - 1 else "Next" dialogue_panel.visible = true _update_hud() queue_redraw() func _advance_dialogue() -> void: if not _is_dialogue_visible(): return _play_ui_click() active_dialogue_index += 1 if active_dialogue_index < active_dialogue_lines.size(): _render_dialogue_line() return _hide_dialogue_panel() if _can_show_dialogue_now(): _show_next_dialogue() else: _update_hud() queue_redraw() func _hide_dialogue_panel() -> void: if dialogue_panel != null: dialogue_panel.visible = false active_dialogue_lines.clear() active_dialogue_index = 0 func _clear_dialogue() -> void: dialogue_queue.clear() _hide_dialogue_panel() func _is_dialogue_visible() -> bool: return dialogue_panel != null and dialogue_panel.visible func _on_wait_pressed() -> void: selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() if state.try_wait_selected(): _play_ui_confirm() func _on_end_turn_pressed() -> void: if state.can_player_act(): _play_ui_confirm() selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() state.end_player_turn() func _on_tactic_pressed() -> void: var selected := state.get_selected_unit() if selected.is_empty(): return _play_ui_click() if tactic_menu != null and tactic_menu.visible: _hide_tactic_menu() else: selected_item_id = "" _hide_item_menu() _hide_equip_menu() _show_tactic_menu(selected) _refresh_ranges() _update_hud() queue_redraw() func _on_item_pressed() -> void: var selected := state.get_selected_unit() if selected.is_empty(): return _play_ui_click() if item_menu != null and item_menu.visible: _hide_item_menu() else: selected_skill_id = "" _hide_tactic_menu() _hide_equip_menu() _show_item_menu(selected) _refresh_ranges() _update_hud() queue_redraw() func _on_equip_pressed() -> void: var selected := state.get_selected_unit() if selected.is_empty(): return if selected.get("moved", false) or selected.get("acted", false): return _play_ui_click() if equip_menu != null and equip_menu.visible: _hide_equip_menu() else: selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _show_equip_menu(selected) _refresh_ranges() _update_hud() queue_redraw() func _on_restart_pressed() -> void: if campaign_complete_screen: return _play_ui_confirm() if log_box != null: log_box.clear() battle_started = false battle_result_applied = false battle_result_summary.clear() post_battle_dialogue_started = false selected_skill_id = "" selected_item_id = "" armory_unit_id = "" formation_unit_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() _load_scenario(active_scenario_id) _show_briefing() func _load_current_battle() -> void: _load_scenario(campaign_state.current_scenario_id) func _load_pending_post_battle_choice() -> void: _load_scenario(campaign_state.get_pending_post_battle_choice_scenario_id()) battle_started = true battle_result_applied = true post_battle_dialogue_started = true battle_result_summary = campaign_state.get_pending_post_battle_choice_summary() state.battle_status = BattleState.STATUS_VICTORY last_announced_battle_status = BattleState.STATUS_VICTORY _play_bgm("menu") if briefing_panel != null: briefing_panel.visible = false if log_box != null: log_box.append_text("Campaign choice pending.\n") func _load_scenario(scenario_id: String) -> void: campaign_complete_screen = false active_scenario_id = scenario_id last_announced_battle_status = "" var scenario_path := campaign_state.get_scenario_path(active_scenario_id) if scenario_path.is_empty(): push_error("Missing scenario path for %s." % active_scenario_id) return battle_started = false battle_result_applied = false battle_result_summary.clear() post_battle_dialogue_started = false selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() _hide_shop_menu() _hide_armory_menu() _hide_roster_menu() _hide_formation_menu() _clear_dialogue() state.load_battle( scenario_path, campaign_state.get_roster_overrides(), campaign_state.get_inventory_snapshot(), campaign_state.get_flags_snapshot(), campaign_state.get_joined_officers_snapshot() ) func _show_briefing() -> void: _play_bgm("menu") var briefing := state.get_briefing() if briefing.is_empty(): _start_battle_from_briefing() return var body := "" for line in briefing.get("lines", []): if not body.is_empty(): body += "\n" body += str(line) briefing_label.text = "%s\n%s\n\n%s\n\nObjective: %s" % [ briefing.get("title", state.battle_name), briefing.get("location", ""), body, state.objectives.get("victory", "") ] briefing_panel.visible = true battle_started = false _hide_shop_menu() _hide_armory_menu() _hide_roster_menu() _hide_formation_menu() var prep_locked := _is_prebattle_prep_locked() if shop_button != null: shop_button.disabled = prep_locked or state.get_shop_item_ids().is_empty() if armory_button != null: armory_button.disabled = prep_locked or state.get_controllable_player_units().is_empty() if roster_button != null: roster_button.disabled = prep_locked or not state.has_deployment_roster() or state.get_player_units(true).is_empty() if formation_button != null: formation_button.disabled = prep_locked or state.get_formation_cells().is_empty() func _on_begin_battle_pressed() -> void: _play_ui_confirm() _start_battle_from_briefing() func _start_battle_from_briefing() -> void: battle_started = true _play_bgm("battle") if briefing_panel != null: briefing_panel.visible = false _hide_shop_menu() _hide_armory_menu() _hide_roster_menu() _hide_formation_menu() state.run_battle_begin_events() _show_next_dialogue() _update_hud() func _on_shop_pressed() -> void: if battle_started or _is_prebattle_prep_locked() or briefing_panel == null or not briefing_panel.visible: return _play_ui_click() if shop_menu != null and shop_menu.visible: _hide_shop_menu() else: _hide_armory_menu() _hide_roster_menu() _hide_formation_menu() _rebuild_shop_menu() shop_menu.visible = true _update_hud() func _hide_shop_menu() -> void: if shop_menu == null: return shop_menu.visible = false func _on_armory_pressed() -> void: if battle_started or _is_prebattle_prep_locked() or briefing_panel == null or not briefing_panel.visible: return _play_ui_click() if armory_menu != null and armory_menu.visible: _hide_armory_menu() else: _hide_shop_menu() _hide_roster_menu() _hide_formation_menu() _rebuild_armory_menu() armory_menu.visible = true _update_hud() func _hide_armory_menu() -> void: if armory_menu == null: return armory_menu.visible = false func _on_roster_pressed() -> void: if battle_started or _is_prebattle_prep_locked() or not state.has_deployment_roster() or briefing_panel == null or not briefing_panel.visible: return _play_ui_click() if roster_menu != null and roster_menu.visible: _hide_roster_menu() else: _hide_shop_menu() _hide_armory_menu() _hide_formation_menu() _rebuild_roster_menu() roster_menu.visible = true _update_hud() func _hide_roster_menu() -> void: if roster_menu == null: return roster_menu.visible = false func _on_formation_pressed() -> void: if battle_started or _is_prebattle_prep_locked() or briefing_panel == null or not briefing_panel.visible: return _play_ui_click() if formation_menu != null and formation_menu.visible: _hide_formation_menu() else: _hide_shop_menu() _hide_armory_menu() _hide_roster_menu() _rebuild_formation_menu() formation_menu.visible = true _update_hud() queue_redraw() func _hide_formation_menu() -> void: if formation_menu == null: return formation_menu.visible = false func _is_prep_menu_visible() -> bool: return ( (shop_menu != null and shop_menu.visible) or (armory_menu != null and armory_menu.visible) or (roster_menu != null and roster_menu.visible) or (formation_menu != null and formation_menu.visible) ) func _is_prebattle_prep_locked() -> bool: return campaign_state.is_scenario_completed(active_scenario_id) func _rebuild_roster_menu() -> void: if roster_list == null: return _clear_roster_list() var units := state.get_player_units(true) var max_units := state.get_deployment_max_units() var deployed_count := state.get_deployed_player_count() if roster_status_label != null: roster_status_label.text = "Sortie %d/%d" % [deployed_count, max_units] if units.is_empty(): var empty_label := Label.new() empty_label.text = "No officers" roster_list.add_child(empty_label) return for unit in units: var unit_id := str(unit.get("id", "")) var roster_unit_button := Button.new() roster_unit_button.text = _format_roster_unit_button_text(unit) var deployed := bool(unit.get("deployed", true)) roster_unit_button.disabled = ( bool(unit.get("required_deployment", false)) or (not deployed and deployed_count >= max_units) ) roster_unit_button.pressed.connect(_on_roster_unit_pressed.bind(unit_id)) roster_list.add_child(roster_unit_button) func _clear_roster_list() -> void: for child in roster_list.get_children(): roster_list.remove_child(child) child.queue_free() func _format_roster_unit_button_text(unit: Dictionary) -> String: var state_text := "Deploy" if bool(unit.get("deployed", true)) else "Reserve" var required_text := " Required" if bool(unit.get("required_deployment", false)) else "" var protected_text := " Protected" if not bool(unit.get("controllable", true)) else "" return "%s%s Lv.%d %s %s%s" % [ str(unit.get("name", "Officer")), protected_text, int(unit.get("level", 1)), str(unit.get("class", "")), state_text, required_text ] func _on_roster_unit_pressed(unit_id: String) -> void: var unit := state.get_unit(unit_id) if unit.is_empty(): return var next_deployed := not bool(unit.get("deployed", true)) if state.try_set_unit_deployed(unit_id, next_deployed): _play_ui_confirm() if not state.get_unit(formation_unit_id).get("deployed", false): formation_unit_id = "" if not state.get_unit(armory_unit_id).get("deployed", false): armory_unit_id = "" _rebuild_roster_menu() _update_hud() queue_redraw() func _rebuild_formation_menu() -> void: if formation_list == null: return _clear_formation_list() var units := state.get_controllable_player_units() if formation_unit_id.is_empty() or _find_unit_in_list(units, formation_unit_id).is_empty(): formation_unit_id = str(units[0].get("id", "")) if not units.is_empty() else "" if formation_status_label != null: var selected := state.get_unit(formation_unit_id) if selected.is_empty(): formation_status_label.text = "Formation" else: formation_status_label.text = "Formation: %s at %s" % [ str(selected.get("name", "Officer")), _format_cell_label(selected.get("pos", Vector2i.ZERO)) ] if units.is_empty(): var empty_label := Label.new() empty_label.text = "No deployed officers" formation_list.add_child(empty_label) return for unit in units: var unit_id := str(unit.get("id", "")) var unit_button := Button.new() unit_button.text = _format_formation_unit_button_text(unit) unit_button.disabled = unit_id == formation_unit_id unit_button.pressed.connect(_on_formation_unit_pressed.bind(unit_id)) formation_list.add_child(unit_button) func _clear_formation_list() -> void: for child in formation_list.get_children(): formation_list.remove_child(child) child.queue_free() func _format_formation_unit_button_text(unit: Dictionary) -> String: var marker := "> " if str(unit.get("id", "")) == formation_unit_id else "" return "%s%s %s" % [ marker, str(unit.get("name", "Officer")), _format_cell_label(unit.get("pos", Vector2i.ZERO)) ] func _format_cell_label(value) -> String: if typeof(value) == TYPE_VECTOR2I: return "%d,%d" % [value.x + 1, value.y + 1] return "-" func _on_formation_unit_pressed(unit_id: String) -> void: _play_ui_click() formation_unit_id = unit_id _rebuild_formation_menu() _update_hud() queue_redraw() func _handle_formation_board_click(screen_position: Vector2) -> void: if battle_started or _is_prebattle_prep_locked() or formation_unit_id.is_empty(): return var cell := _cell_from_screen(screen_position) if not state.is_inside(cell): return if state.try_set_prebattle_formation(formation_unit_id, cell): _play_ui_confirm() _rebuild_formation_menu() _update_hud() queue_redraw() func _rebuild_armory_menu() -> void: if armory_list == null: return _clear_armory_list() var units := state.get_controllable_player_units() if armory_unit_id.is_empty() or _find_unit_in_list(units, armory_unit_id).is_empty(): armory_unit_id = str(units[0].get("id", "")) if not units.is_empty() else "" if armory_status_label != null: armory_status_label.text = _format_inventory_status_text() if units.is_empty(): var empty_label := Label.new() empty_label.text = "No deployed officers" armory_list.add_child(empty_label) return var unit_title := Label.new() unit_title.text = "Officers" armory_list.add_child(unit_title) for unit in units: var unit_id := str(unit.get("id", "")) var unit_button := Button.new() unit_button.text = _format_armory_unit_button_text(unit) unit_button.disabled = unit_id == armory_unit_id unit_button.pressed.connect(_on_armory_unit_pressed.bind(unit_id)) armory_list.add_child(unit_button) var selected := state.get_unit(armory_unit_id) if selected.is_empty(): return var equipment_label := Label.new() equipment_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART equipment_label.text = "Equipped: %s" % _format_unit_equipment(selected) armory_list.add_child(equipment_label) var item_ids := state.get_equippable_item_ids(armory_unit_id) if item_ids.is_empty(): var empty_equipment_label := Label.new() empty_equipment_label.text = "No compatible equipment in inventory" armory_list.add_child(empty_equipment_label) else: var inventory := state.get_inventory_snapshot() for item_id in item_ids: var normalized_id := str(item_id) var item := state.get_item_def(normalized_id) var armory_equip_button := Button.new() armory_equip_button.text = "%s x%d %s" % [ _item_display_name(normalized_id), int(inventory.get(normalized_id, 0)), _format_equipment_bonus_text(item) ] armory_equip_button.pressed.connect(_on_armory_equip_pressed.bind(normalized_id)) armory_list.add_child(armory_equip_button) func _clear_armory_list() -> void: for child in armory_list.get_children(): armory_list.remove_child(child) child.queue_free() func _find_unit_in_list(units: Array, unit_id: String) -> Dictionary: for unit in units: if str(unit.get("id", "")) == unit_id: return unit return {} func _format_armory_unit_button_text(unit: Dictionary) -> String: var marker := "> " if str(unit.get("id", "")) == armory_unit_id else "" return "%s%s Lv.%d %s" % [ marker, str(unit.get("name", "Officer")), int(unit.get("level", 1)), _format_unit_equipment(unit) ] func _on_armory_unit_pressed(unit_id: String) -> void: _play_ui_click() armory_unit_id = unit_id _rebuild_armory_menu() _update_hud() func _on_armory_equip_pressed(item_id: String) -> void: if battle_started or _is_prebattle_prep_locked() or armory_unit_id.is_empty(): return if not state.try_equip_item(armory_unit_id, item_id): _rebuild_armory_menu() _update_hud() return if campaign_state.try_save_prebattle_loadout(state.get_player_roster_snapshot(), state.get_inventory_snapshot()): _on_log_added("Saved pre-battle equipment.") else: _play_ui_cancel() _on_log_added("Could not save pre-battle equipment.") _load_scenario(active_scenario_id) _show_briefing() return _rebuild_armory_menu() _update_hud() queue_redraw() func _rebuild_shop_menu() -> void: if shop_list == null: return _clear_shop_list() if shop_status_label != null: shop_status_label.text = "Gold %d | %s" % [ campaign_state.gold, _format_inventory_status_text() ] var item_ids := state.get_shop_item_ids() if item_ids.is_empty(): var empty_label := Label.new() empty_label.text = "No shop stock" shop_list.add_child(empty_label) return var inventory := campaign_state.get_inventory_snapshot() for item_id in item_ids: var normalized_id := str(item_id) var item := state.get_item_def(normalized_id) var price := int(item.get("price", 0)) var owned := int(inventory.get(normalized_id, 0)) var buy_button := Button.new() buy_button.text = _format_shop_item_button_text(normalized_id, item, price, owned) buy_button.disabled = campaign_state.gold < price buy_button.pressed.connect(_on_shop_item_pressed.bind(normalized_id)) shop_list.add_child(buy_button) func _clear_shop_list() -> void: for child in shop_list.get_children(): shop_list.remove_child(child) child.queue_free() func _format_shop_item_button_text(item_id: String, item: Dictionary, price: int, owned: int) -> String: var unavailable := "" if campaign_state.gold < price: unavailable = " - need %dG" % (price - campaign_state.gold) return "%s %dG %s Owned x%d%s" % [ _item_display_name(item_id), price, _format_shop_item_effect_text(item), owned, unavailable ] func _format_shop_item_effect_text(item: Dictionary) -> String: var kind := str(item.get("kind", "item")) if kind == "consumable": return _format_item_effect_text(item) if kind == "weapon" or kind == "armor" or kind == "accessory": var parts := [] var equipment_type := str(item.get("%s_type" % kind, "")) if not equipment_type.is_empty(): parts.append(equipment_type.capitalize()) if item.has("range"): var range_value: Array = item.get("range", []) if range_value.size() >= 2: parts.append("RNG %d-%d" % [int(range_value[0]), int(range_value[1])]) parts.append(_format_equipment_bonus_text(item)) return _join_strings(parts, ", ") return kind.capitalize() func _on_shop_item_pressed(item_id: String) -> void: if battle_started or _is_prebattle_prep_locked(): return var item := state.get_item_def(item_id) var price := int(item.get("price", 0)) var item_name := _item_display_name(item_id) if item.is_empty() or price <= 0: return if campaign_state.try_buy_item(item_id, price): state.set_inventory_snapshot(campaign_state.get_inventory_snapshot()) _on_log_added("Bought %s for %d gold." % [item_name, price]) else: _play_ui_cancel() _on_log_added("Could not buy %s." % item_name) _rebuild_shop_menu() _update_hud() func _is_input_locked() -> bool: return campaign_complete_screen or _is_dialogue_visible() or not battle_started or state.battle_status != BattleState.STATUS_ACTIVE func _apply_battle_result_once() -> void: if battle_result_applied: return battle_result_summary = campaign_state.apply_battle_result(state) battle_result_applied = true func _try_show_post_battle_dialogue() -> bool: if post_battle_dialogue_started: return false var lines := _normalized_dialogue_lines(state.get_post_battle_dialogue()) if lines.is_empty(): post_battle_dialogue_started = true return false post_battle_dialogue_started = true dialogue_queue.clear() selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() _refresh_ranges() active_dialogue_lines = lines active_dialogue_index = 0 _render_dialogue_line() return true func _rebuild_result_choices() -> void: if result_choice_list == null: return _clear_result_choices() if bool(battle_result_summary.get("choice_applied", true)): return var choices: Array = battle_result_summary.get("post_battle_choices", []) for choice in choices: if typeof(choice) != TYPE_DICTIONARY: continue var choice_button := Button.new() choice_button.text = _format_post_battle_choice_text(choice) choice_button.pressed.connect(_on_post_battle_choice_pressed.bind(choice)) result_choice_list.add_child(choice_button) func _clear_result_choices() -> void: if result_choice_list == null: return for child in result_choice_list.get_children(): result_choice_list.remove_child(child) child.queue_free() func _format_post_battle_choice_text(choice: Dictionary) -> String: var label := str(choice.get("label", choice.get("text", choice.get("id", "Choice")))) var description := str(choice.get("description", "")) if description.is_empty(): return label return "%s - %s" % [label, description] func _on_post_battle_choice_pressed(choice: Dictionary) -> void: if battle_result_summary.is_empty() or bool(battle_result_summary.get("choice_applied", true)): return var scenario_id := str(battle_result_summary.get("scenario_id", state.battle_id)) if campaign_state.try_apply_post_battle_choice(choice, scenario_id): _play_ui_confirm() battle_result_summary["choice_applied"] = true battle_result_summary["saved"] = true battle_result_summary["choice_label"] = str(choice.get("label", choice.get("id", ""))) _append_unique_result_values("joined_officers", choice.get("join_officers", [])) _append_unique_result_values("left_officers", choice.get("leave_officers", [])) _on_log_added("Campaign choice saved: %s." % battle_result_summary["choice_label"]) else: _play_ui_cancel() _on_log_added("Could not save campaign choice.") _rebuild_result_choices() _update_hud() func _append_unique_result_values(key: String, values) -> void: if typeof(values) != TYPE_ARRAY: return var current: Array = battle_result_summary.get(key, []) for value in values: var normalized := str(value) if normalized.is_empty() or current.has(normalized): continue current.append(normalized) battle_result_summary[key] = current func _format_battle_result_summary() -> String: if battle_result_summary.is_empty(): return "" if battle_result_summary.get("pending_choice", false): var pending_next := str(battle_result_summary.get("next_scenario_title", "")) var pending_text := "Campaign choice pending.\nCampaign saved." if not pending_next.is_empty(): pending_text += "\nNext: %s" % pending_next return pending_text if battle_result_summary.get("already_completed", false): var already_saved := "Campaign saved." if battle_result_summary.get("saved", false) else "Campaign save failed." var already_next := str(battle_result_summary.get("next_scenario_title", "")) if already_next.is_empty(): return "Rewards already claimed.\n%s" % already_saved return "Rewards already claimed.\nNext: %s\n%s" % [already_next, already_saved] var items: Array = battle_result_summary.get("items", []) var item_text := _format_reward_items(items) var joined_text := "" var joined_officers: Array = battle_result_summary.get("joined_officers", []) if not joined_officers.is_empty(): joined_text = "\nJoined: %s" % _join_strings(joined_officers, ", ") var left_text := "" var left_officers: Array = battle_result_summary.get("left_officers", []) if not left_officers.is_empty(): left_text = "\nLeft: %s" % _join_strings(left_officers, ", ") var progression_text := _format_progression_events(battle_result_summary.get("progression_events", [])) var saved_text := "Campaign saved." if battle_result_summary.get("saved", false) else "Campaign save failed." var next_text := "Campaign complete." var next_title := str(battle_result_summary.get("next_scenario_title", "")) if not next_title.is_empty(): next_text = "Next: %s" % next_title var choice_text := "" if not bool(battle_result_summary.get("choice_applied", true)): choice_text = "\nChoose a campaign response." elif not str(battle_result_summary.get("choice_label", "")).is_empty(): choice_text = "\nChoice: %s" % str(battle_result_summary.get("choice_label", "")) return "Rewards: %d gold, %s%s%s%s\nTotal gold: %d\n%s\n%s%s" % [ battle_result_summary.get("gold", 0), item_text, joined_text, left_text, progression_text, campaign_state.gold, saved_text, next_text, choice_text ] func _format_progression_events(events) -> String: if typeof(events) != TYPE_ARRAY: return "" var parts := [] var hidden_count := 0 for event in events: if typeof(event) != TYPE_DICTIONARY: continue if parts.size() >= 4: hidden_count += 1 continue var event_type := str(event.get("type", "")) var unit_name := str(event.get("name", "Unit")) if event_type == "promotion": parts.append("%s -> %s" % [unit_name, str(event.get("to_class", "Promoted"))]) elif event_type == "level_up": parts.append("%s Lv.%d" % [unit_name, int(event.get("to_level", 1))]) if hidden_count > 0: parts.append("+%d more" % hidden_count) if parts.is_empty(): return "" return "\nProgress: %s" % _join_strings(parts, "; ") func _format_inventory_status_text() -> String: var inventory := state.get_inventory_snapshot() if campaign_complete_screen or state.battle_status != BattleState.STATUS_ACTIVE: inventory = campaign_state.get_inventory_snapshot() return "Inventory: %s" % _format_inventory_by_category(inventory) func _format_reward_items(items: Array) -> String: var counts := {} for item_id in items: var key := str(item_id) if key.is_empty(): continue counts[key] = int(counts.get(key, 0)) + 1 return _format_inventory_items(counts) func _format_inventory_items(inventory: Dictionary) -> String: var item_ids := [] for item_id in inventory.keys(): var key := str(item_id) if key.is_empty() or int(inventory.get(key, 0)) <= 0: continue item_ids.append(key) item_ids.sort() if item_ids.is_empty(): return "none" var parts := [] for item_id in item_ids: var key := str(item_id) parts.append("%s x%d" % [_item_display_name(key), int(inventory.get(key, 0))]) return _join_strings(parts, ", ") func _format_inventory_by_category(inventory: Dictionary) -> String: var consumables := {} var equipment := {} var other := {} for item_id in inventory.keys(): var key := str(item_id) var count := int(inventory.get(key, 0)) if key.is_empty() or count <= 0: continue var item := state.get_item_def(key) var kind := str(item.get("kind", "")) if kind == "consumable": consumables[key] = count elif kind == "weapon" or kind == "armor" or kind == "accessory": equipment[key] = count else: other[key] = count var sections := [] if not consumables.is_empty(): sections.append("Consumables: %s" % _format_inventory_items(consumables)) if not equipment.is_empty(): sections.append("Equipment: %s" % _format_inventory_items(equipment)) if not other.is_empty(): sections.append("Other: %s" % _format_inventory_items(other)) if sections.is_empty(): return "none" return _join_strings(sections, " | ") func _item_display_name(item_id: String) -> String: var item := state.get_item_def(item_id) if item.is_empty(): return item_id return str(item.get("name", item_id)) func _join_strings(values: Array, delimiter: String) -> String: var text := "" for value in values: if not text.is_empty(): text += delimiter text += str(value) return text func _on_next_battle_pressed() -> void: var next_scenario_id := str(battle_result_summary.get("next_scenario_id", "")) if next_scenario_id.is_empty(): return _play_ui_confirm() if log_box != null: log_box.clear() _load_scenario(next_scenario_id) _show_briefing() _update_hud() func _show_campaign_complete() -> void: campaign_complete_screen = true _play_bgm("menu") battle_started = false battle_result_applied = true battle_result_summary.clear() post_battle_dialogue_started = true move_cells.clear() attack_cells.clear() skill_cells.clear() item_cells.clear() selected_skill_id = "" selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() _hide_shop_menu() _hide_armory_menu() _hide_roster_menu() _hide_formation_menu() _clear_dialogue() active_scenario_id = campaign_state.current_scenario_id if briefing_panel != null: briefing_panel.visible = false if log_box != null: log_box.append_text("Campaign complete.\n") func _on_new_campaign_pressed() -> void: _play_ui_confirm() if log_box != null: log_box.clear() if not campaign_state.reset_save(campaign_state.get_start_scenario_id()): result_panel.visible = true result_label.text = "Unable to reset campaign save.\nClose the game and check file permissions." if result_restart_button != null: result_restart_button.visible = false if next_battle_button != null: next_battle_button.visible = false return campaign_complete_screen = false battle_started = false battle_result_applied = false battle_result_summary.clear() post_battle_dialogue_started = false selected_skill_id = "" selected_item_id = "" formation_unit_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() _hide_roster_menu() _load_current_battle() _show_briefing() _update_hud() func _update_tactic_button(selected: Dictionary) -> void: if tactic_button == null: return if selected.is_empty(): tactic_button.text = "Tactic" tactic_button.disabled = true return var skill_ids := state.get_skill_ids(selected["id"]) if skill_ids.is_empty(): tactic_button.text = "Tactic" tactic_button.disabled = true return if not selected_skill_id.is_empty(): var skill := state.get_skill_def(selected_skill_id) tactic_button.text = "Tactic: %s" % str(skill.get("name", selected_skill_id)) elif tactic_menu != null and tactic_menu.visible: tactic_button.text = "Close Tactic" else: tactic_button.text = "Tactic" tactic_button.disabled = selected.get("acted", false) or not state.can_player_act() or _is_input_locked() func _show_tactic_menu(selected: Dictionary) -> void: if tactic_menu == null: return _hide_item_menu() _hide_equip_menu() _rebuild_tactic_menu(selected) tactic_menu.visible = true func _hide_tactic_menu() -> void: if tactic_menu == null: return tactic_menu.visible = false func _rebuild_tactic_menu(selected: Dictionary) -> void: if tactic_list == null: return _clear_tactic_list() var skill_ids := state.get_skill_ids(selected["id"]) if skill_ids.is_empty(): var empty_label := Label.new() empty_label.text = "No tactics" tactic_list.add_child(empty_label) return for skill_id in skill_ids: var skill := state.get_skill_def(str(skill_id)) var skill_button := Button.new() skill_button.text = _format_tactic_button_text(str(skill_id), skill, selected) skill_button.disabled = selected.get("acted", false) or _is_input_locked() or int(selected.get("mp", 0)) < int(skill.get("mp_cost", 0)) skill_button.pressed.connect(_on_tactic_skill_pressed.bind(str(skill_id))) tactic_list.add_child(skill_button) var cancel_button := Button.new() cancel_button.text = "Cancel" cancel_button.pressed.connect(_on_tactic_cancel_pressed) tactic_list.add_child(cancel_button) func _clear_tactic_list() -> void: for child in tactic_list.get_children(): tactic_list.remove_child(child) child.queue_free() func _format_tactic_button_text(skill_id: String, skill: Dictionary, selected: Dictionary) -> String: var marker := "> " if selected_skill_id == skill_id else "" var skill_name := str(skill.get("name", skill_id)) var mp_cost := int(skill.get("mp_cost", 0)) var kind := str(skill.get("kind", "skill")).capitalize() var range_text := _format_tactic_range_text(skill) var effect_text := _format_tactic_effect_text(skill) var disabled_text := " - MP" if int(selected.get("mp", 0)) < mp_cost else "" return "%s%s %dMP %s R%s %s%s" % [marker, skill_name, mp_cost, kind, range_text, effect_text, disabled_text] func _format_tactic_effect_text(skill: Dictionary) -> String: if str(skill.get("kind", "")) == "support": var parts := [] for effect in skill.get("effects", []): if typeof(effect) != TYPE_DICTIONARY: continue if str(effect.get("type", "")) != "stat_bonus": continue var amount := int(effect.get("amount", 0)) if amount == 0: continue var sign := "+" if amount > 0 else "" parts.append("%s %s%d" % [str(effect.get("stat", "")).to_upper(), sign, amount]) if not parts.is_empty(): return _join_strings(parts, ", ") return "P%d" % int(skill.get("power", 0)) func _format_tactic_range_text(skill: Dictionary) -> String: var value = skill.get("range", 1) if typeof(value) == TYPE_ARRAY: if value.size() >= 2: return "%d-%d" % [int(value[0]), int(value[1])] if value.size() == 1: return "%d" % int(value[0]) return "1" if typeof(value) == TYPE_INT or typeof(value) == TYPE_FLOAT: return "%d" % int(value) return "1" func _on_tactic_skill_pressed(skill_id: String) -> void: _play_ui_confirm() selected_skill_id = skill_id selected_item_id = "" _hide_tactic_menu() _hide_item_menu() _hide_equip_menu() _refresh_ranges() _update_hud() queue_redraw() func _on_tactic_cancel_pressed() -> void: _play_ui_cancel() selected_skill_id = "" _hide_tactic_menu() _refresh_ranges() _update_hud() queue_redraw() func _update_item_button(selected: Dictionary) -> void: if item_button == null: return if selected.is_empty(): item_button.text = "Item" item_button.disabled = true return var item_ids := state.get_usable_item_ids() if item_ids.is_empty(): item_button.text = "Item" item_button.disabled = true return if not selected_item_id.is_empty(): var item := state.get_item_def(selected_item_id) item_button.text = "Item: %s" % str(item.get("name", selected_item_id)) elif item_menu != null and item_menu.visible: item_button.text = "Close Item" else: item_button.text = "Item" item_button.disabled = selected.get("acted", false) or not state.can_player_act() or _is_input_locked() func _show_item_menu(selected: Dictionary) -> void: if item_menu == null: return _hide_tactic_menu() _hide_equip_menu() _rebuild_item_menu(selected) item_menu.visible = true func _hide_item_menu() -> void: if item_menu == null: return item_menu.visible = false func _rebuild_item_menu(selected: Dictionary) -> void: if item_list == null: return _clear_item_list() var item_ids := state.get_usable_item_ids() if item_ids.is_empty(): var empty_label := Label.new() empty_label.text = "No items" item_list.add_child(empty_label) return var inventory := state.get_inventory_snapshot() for item_id in item_ids: var normalized_id := str(item_id) var item := state.get_item_def(normalized_id) var count := int(inventory.get(normalized_id, 0)) var use_button := Button.new() use_button.text = _format_item_button_text(normalized_id, item, count) use_button.disabled = selected.get("acted", false) or _is_input_locked() or count <= 0 use_button.pressed.connect(_on_item_selected_pressed.bind(normalized_id)) item_list.add_child(use_button) var cancel_button := Button.new() cancel_button.text = "Cancel" cancel_button.pressed.connect(_on_item_cancel_pressed) item_list.add_child(cancel_button) func _clear_item_list() -> void: for child in item_list.get_children(): item_list.remove_child(child) child.queue_free() func _format_item_button_text(item_id: String, item: Dictionary, count: int) -> String: var marker := "> " if selected_item_id == item_id else "" var item_name := str(item.get("name", item_id)) return "%s%s x%d %s" % [marker, item_name, count, _format_item_effect_text(item)] func _format_item_effect_text(item: Dictionary) -> String: var parts := [] for effect in item.get("effects", []): if typeof(effect) != TYPE_DICTIONARY: continue if str(effect.get("type", "")) == "heal_hp": parts.append("Heal %d" % int(effect.get("amount", 0))) elif str(effect.get("type", "")) == "heal_mp": parts.append("MP %d" % int(effect.get("amount", 0))) if parts.is_empty(): return str(item.get("kind", "item")).capitalize() return _join_strings(parts, ", ") func _on_item_selected_pressed(item_id: String) -> void: _play_ui_confirm() selected_item_id = item_id selected_skill_id = "" _hide_item_menu() _hide_tactic_menu() _hide_equip_menu() _refresh_ranges() _update_hud() queue_redraw() func _on_item_cancel_pressed() -> void: _play_ui_cancel() selected_item_id = "" _hide_item_menu() _refresh_ranges() _update_hud() queue_redraw() func _update_equip_button(selected: Dictionary) -> void: if equip_button == null: return if selected.is_empty(): equip_button.text = "Equip" equip_button.disabled = true return if equip_menu != null and equip_menu.visible: equip_button.text = "Close Equip" else: equip_button.text = "Equip" equip_button.disabled = selected.get("moved", false) or selected.get("acted", false) or not state.can_player_act() or _is_input_locked() func _show_equip_menu(selected: Dictionary) -> void: if equip_menu == null: return _hide_tactic_menu() _hide_item_menu() _rebuild_equip_menu(selected) equip_menu.visible = true func _hide_equip_menu() -> void: if equip_menu == null: return equip_menu.visible = false func _rebuild_equip_menu(selected: Dictionary) -> void: if equip_list == null: return _clear_equip_list() var equipment_label := Label.new() equipment_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART equipment_label.text = "Equipped: %s" % _format_unit_equipment(selected) equip_list.add_child(equipment_label) var item_ids := state.get_equippable_item_ids(selected["id"]) if item_ids.is_empty(): var empty_label := Label.new() empty_label.text = "No compatible equipment" equip_list.add_child(empty_label) else: var inventory := state.get_inventory_snapshot() for item_id in item_ids: var normalized_id := str(item_id) var item := state.get_item_def(normalized_id) var equip_item_button := Button.new() equip_item_button.text = "%s x%d %s" % [ _item_display_name(normalized_id), int(inventory.get(normalized_id, 0)), _format_equipment_bonus_text(item) ] equip_item_button.disabled = _is_input_locked() equip_item_button.pressed.connect(_on_equip_item_pressed.bind(normalized_id)) equip_list.add_child(equip_item_button) var cancel_button := Button.new() cancel_button.text = "Cancel" cancel_button.pressed.connect(_on_equip_cancel_pressed) equip_list.add_child(cancel_button) func _clear_equip_list() -> void: for child in equip_list.get_children(): equip_list.remove_child(child) child.queue_free() func _format_unit_equipment(unit: Dictionary) -> String: var equipment := state.get_equipment_snapshot(unit["id"]) var parts := [] for slot in ["weapon", "armor", "accessory"]: var item_id := str(equipment.get(slot, "")) if item_id.is_empty(): parts.append("%s -" % slot.capitalize()) else: parts.append("%s %s" % [slot.capitalize(), _item_display_name(item_id)]) return _join_strings(parts, ", ") func _format_equipment_bonus_text(item: Dictionary) -> String: var parts := [] var bonuses: Dictionary = item.get("bonuses", {}) for stat in ["hp", "mp", "atk", "def", "int", "agi"]: var amount := int(bonuses.get(stat, 0)) if amount == 0: continue var sign := "+" if amount > 0 else "" parts.append("%s %s%d" % [stat.to_upper(), sign, amount]) if parts.is_empty(): return str(item.get("kind", "equipment")).capitalize() return _join_strings(parts, ", ") func _on_equip_item_pressed(item_id: String) -> void: var selected := state.get_selected_unit() if selected.is_empty(): return if state.try_equip_item(selected["id"], item_id): _rebuild_equip_menu(state.get_selected_unit()) _refresh_ranges() _update_hud() queue_redraw() func _on_equip_cancel_pressed() -> void: _play_ui_cancel() _hide_equip_menu() _update_hud() queue_redraw()