straywild/ui/new_game_setup_page.gd

309 lines
8 KiB
GDScript

class_name NewGameSetupPage
extends Control
signal start_requested(world_layout: StringName, world_seed: int)
signal back_requested
const WorldLayoutType = preload("res://world/world_layout.gd")
const SaveManagerType = preload("res://save/player_save_manager.gd")
const ControllerFocusNavigationType = preload(
"res://ui/controller_focus_navigation.gd"
)
enum SeedMode {
RANDOM,
CUSTOM,
}
@onready var _paper: PanelContainer = %Paper
@onready var _generated_button: Button = %GeneratedButton
@onready var _starter_button: Button = %StarterButton
@onready var _world_description: Label = %WorldDescription
@onready var _seed_section: VBoxContainer = %SeedSection
@onready var _random_seed_button: Button = %RandomSeedButton
@onready var _custom_seed_button: Button = %CustomSeedButton
@onready var _seed_edit: LineEdit = %SeedEdit
@onready var _seed_help: Label = %SeedHelp
@onready var _overwrite_warning: Label = %OverwriteWarning
@onready var _status: Label = %Status
@onready var _start_button: Button = %StartButton
@onready var _back_button: Button = %BackButton
var _world_layout: StringName = WorldLayoutType.GENERATED
var _seed_mode: SeedMode = SeedMode.RANDOM
var _random_seed: int = SaveManagerType.DEFAULT_WORLD_SEED
func _ready() -> void:
UtilityPageStyle.apply_page(self)
_paper.add_theme_stylebox_override(
"panel", UtilityPageStyle.panel_style()
)
for button: Button in [
_generated_button,
_starter_button,
_random_seed_button,
_custom_seed_button,
_start_button,
_back_button,
]:
UtilityPageStyle.apply_ocean_button(button)
UtilityPageStyle.apply_ocean_line_edit(_seed_edit)
_generated_button.pressed.connect(
_set_world_layout.bind(WorldLayoutType.GENERATED)
)
_starter_button.pressed.connect(
_set_world_layout.bind(WorldLayoutType.STARTER_ISLAND)
)
_random_seed_button.pressed.connect(_choose_random_seed)
_custom_seed_button.pressed.connect(_choose_custom_seed)
_seed_edit.text_changed.connect(_on_seed_text_changed)
_seed_edit.text_submitted.connect(_on_seed_submitted)
_start_button.pressed.connect(_request_start)
_back_button.pressed.connect(back_requested.emit)
hide()
func open_page(has_existing_progression: bool) -> void:
_world_layout = WorldLayoutType.GENERATED
_seed_mode = SeedMode.RANDOM
_roll_random_seed()
_overwrite_warning.visible = has_existing_progression
_status.text = ""
_refresh_presentation()
show()
UtilityPageStyle.animate_in(self)
_generated_button.grab_focus.call_deferred()
func close_page() -> void:
var focus_owner: Control = get_viewport().gui_get_focus_owner()
if focus_owner != null and is_ancestor_of(focus_owner):
focus_owner.release_focus()
hide()
func request_back() -> void:
back_requested.emit()
func get_selected_world_layout() -> StringName:
return _world_layout
func get_selected_world_seed() -> int:
return (
_random_seed
if _seed_mode == SeedMode.RANDOM
else parse_seed_text(_seed_edit.text)
)
static func parse_seed_text(text: String) -> int:
var normalized: String = text.strip_edges()
if normalized.is_empty():
return 0
if normalized.is_valid_int():
var numeric_seed: int = int(normalized)
if (
numeric_seed <= 0
or numeric_seed > SaveManagerType.MAX_WORLD_SEED
):
return 0
return numeric_seed
var digest: PackedByteArray = normalized.sha256_buffer()
var hashed_seed: int = (
(int(digest[0]) << 24)
| (int(digest[1]) << 16)
| (int(digest[2]) << 8)
| int(digest[3])
) & 0x7fffffff
return (hashed_seed % SaveManagerType.MAX_WORLD_SEED) + 1
func _set_world_layout(layout: StringName) -> void:
if not WorldLayoutType.is_valid(layout):
return
_world_layout = layout
_status.text = ""
_refresh_presentation()
if layout == WorldLayoutType.GENERATED:
_random_seed_button.grab_focus.call_deferred()
else:
_start_button.grab_focus.call_deferred()
func _choose_random_seed() -> void:
_seed_mode = SeedMode.RANDOM
_roll_random_seed()
_status.text = ""
_refresh_presentation()
func _choose_custom_seed() -> void:
_seed_mode = SeedMode.CUSTOM
if parse_seed_text(_seed_edit.text) == _random_seed:
_seed_edit.text = ""
_status.text = ""
_refresh_presentation()
_seed_edit.grab_focus.call_deferred()
_seed_edit.select_all.call_deferred()
func _roll_random_seed() -> void:
_random_seed = SaveManagerType.roll_world_seed()
_seed_edit.text = str(_random_seed)
func _on_seed_text_changed(_text: String) -> void:
if _seed_mode != SeedMode.CUSTOM:
return
_status.text = ""
_refresh_start_state()
func _on_seed_submitted(_text: String) -> void:
_request_start()
func _request_start() -> void:
var seed: int = get_selected_world_seed()
if _world_layout == WorldLayoutType.GENERATED and seed == 0:
_status.text = (
"enter some text or a whole number from 1 to %d."
% SaveManagerType.MAX_WORLD_SEED
)
_seed_edit.grab_focus()
_seed_edit.select_all()
return
if seed == 0:
seed = SaveManagerType.roll_world_seed()
_start_button.disabled = true
start_requested.emit(_world_layout, seed)
func _refresh_presentation() -> void:
var generated: bool = _world_layout == WorldLayoutType.GENERATED
_generated_button.set_pressed_no_signal(generated)
_starter_button.set_pressed_no_signal(not generated)
_world_description.text = (
"build a new island from terrain chunks.\n"
+ "the same seed always builds the same world."
if generated
else "play on the starter island."
)
_seed_section.visible = generated
_random_seed_button.set_pressed_no_signal(
_seed_mode == SeedMode.RANDOM
)
_custom_seed_button.set_pressed_no_signal(
_seed_mode == SeedMode.CUSTOM
)
_seed_edit.editable = _seed_mode == SeedMode.CUSTOM
_seed_edit.focus_mode = (
Control.FOCUS_ALL
if _seed_mode == SeedMode.CUSTOM
else Control.FOCUS_NONE
)
_seed_help.text = (
"press random seed again to roll another world."
if _seed_mode == SeedMode.RANDOM
else "enter text or a number from 1 to %d. the same entry makes the same world."
% SaveManagerType.MAX_WORLD_SEED
)
_refresh_start_state()
_configure_controller_focus()
func _refresh_start_state() -> void:
_start_button.disabled = (
_world_layout == WorldLayoutType.GENERATED
and _seed_mode == SeedMode.CUSTOM
and parse_seed_text(_seed_edit.text) == 0
)
func _configure_controller_focus() -> void:
var generated: bool = _world_layout == WorldLayoutType.GENERATED
var custom: bool = generated and _seed_mode == SeedMode.CUSTOM
_set_neighbors(
_generated_button,
_generated_button,
_starter_button,
_generated_button,
_random_seed_button if generated else _start_button,
)
_set_neighbors(
_starter_button,
_generated_button,
_starter_button,
_starter_button,
_custom_seed_button if generated else _back_button,
)
_set_neighbors(
_random_seed_button,
_random_seed_button,
_custom_seed_button,
_generated_button,
_seed_edit if custom else _start_button,
)
_set_neighbors(
_custom_seed_button,
_random_seed_button,
_custom_seed_button,
_starter_button,
_seed_edit if custom else _back_button,
)
_set_neighbors(
_seed_edit,
_seed_edit,
_seed_edit,
_custom_seed_button,
_start_button,
)
var action_top: Control = (
_seed_edit
if custom
else _random_seed_button
if generated
else _generated_button
)
_set_neighbors(
_start_button,
_start_button,
_back_button,
action_top,
_start_button,
)
_set_neighbors(
_back_button,
_start_button,
_back_button,
action_top,
_back_button,
)
var traversal: Array[Control] = [
_generated_button,
_starter_button,
]
if generated:
traversal.append(_random_seed_button)
traversal.append(_custom_seed_button)
if custom:
traversal.append(_seed_edit)
traversal.append(_start_button)
traversal.append(_back_button)
ControllerFocusNavigationType.configure_traversal(traversal)
func _set_neighbors(
control: Control,
left: Control,
right: Control,
top: Control,
bottom: Control,
) -> void:
control.focus_neighbor_left = control.get_path_to(left)
control.focus_neighbor_right = control.get_path_to(right)
control.focus_neighbor_top = control.get_path_to(top)
control.focus_neighbor_bottom = control.get_path_to(bottom)