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odyssey-old/Actors/Objects/Computer/Computer.gd

185 lines
5.3 KiB
GDScript

tool
extends StaticBody2D
class_name GameObjectComputer
enum Direction { LEFT, RIGHT, UP, DOWN }
enum ComputerType { ShipCommand, Comms, Medical, Research, Energy, ShipEngine, Atmos, Monitoring }
export var object_name := ""
export(Direction) var direction := Direction.DOWN setget set_direction
export(ComputerType) var computer_type := ComputerType.ShipCommand setget set_type
var screen_region_offset := Vector2.ZERO
var open := false
onready var activationRange := $ActivationRange as ActivationRange
onready var manager := $PowerManager as PowerManager
static func editor_info():
var editor_icon = AtlasTexture.new()
editor_icon.atlas = preload("res://Graphics/tgstation/computer.png")
editor_icon.region = Rect2(0, 0, 32, 32)
return {
"name": "Computer",
"scene": load("res://Actors/Objects/Computer/Computer.tscn"),
"icon": editor_icon
}
func _ready():
if not Engine.editor_hint:
activationRange.visible = true
$computer/screen/Light2D.visible = true
func set_type(val):
computer_type = val
match computer_type:
ComputerType.ShipCommand:
screen_region_offset = Vector2(0, 0)
ComputerType.Comms:
screen_region_offset = Vector2(0, 32)
ComputerType.Medical:
screen_region_offset = Vector2(0, 64)
ComputerType.Research:
screen_region_offset = Vector2(128, 0)
ComputerType.Energy:
screen_region_offset = Vector2(128, 224)
ComputerType.Atmos:
screen_region_offset = Vector2(128, 192)
ComputerType.ShipEngine:
screen_region_offset = Vector2(0, 256)
ComputerType.Monitoring:
screen_region_offset = Vector2(128, 32)
refresh_sprite()
func set_direction(dir):
direction = dir
refresh_sprite()
func refresh_sprite():
match direction:
Direction.DOWN:
$computer.region_rect.position = Vector2(0, 0)
$computer/screen.region_rect.position = screen_region_offset + Vector2(0, 0)
$computer/screen/Light2D.rotation = 0
Direction.UP:
$computer.region_rect.position = Vector2(0, 32)
$computer/screen.region_rect.position = screen_region_offset + Vector2(32, 0)
$computer/screen/Light2D.rotation = PI
Direction.LEFT:
$computer.region_rect.position = Vector2(32, 32)
$computer/screen.region_rect.position = screen_region_offset + Vector2(96, 0)
$computer/screen/Light2D.rotation = PI/2
Direction.RIGHT:
$computer.region_rect.position = Vector2(32, 0)
$computer/screen.region_rect.position = screen_region_offset + Vector2(64, 0)
$computer/screen/Light2D.rotation = -PI/2
func manage_controls(show: bool):
match computer_type:
ComputerType.ShipCommand:
$Control/ControlComp.visible = show
ComputerType.Energy:
$Control/EnergyComp.visible = show
func _input(event):
if event is InputEventMouseButton and event.pressed and not is_inside and open:
open = false
$UIAnimation.play("fadeout")
func _input_event(_viewport, event, _shape_idx):
if Engine.editor_hint:
return
if event is InputEventMouseButton and event.pressed and not open:
# Must be in range
if activationRange.in_range() and manager.powered:
open = true
manage_controls(true)
$UIAnimation.play("fadein")
var is_inside = false
func _ui_focus_changed(entered):
is_inside = entered
func _ui_fade_completed(anim_name):
if anim_name == "fadeout":
manage_controls(false)
func _force_close_ui():
if open:
open = false
$UIAnimation.play("fadeout")
match computer_type:
ComputerType.ShipCommand:
$Control/ControlComp.force_close()
func _power_status_changed(powered: bool) -> void:
activationRange.visible = powered
if powered:
$ScreenAnimation.play("on")
else:
$ScreenAnimation.play("off")
func serialize():
return {
"direction": direction,
"computer_type": computer_type
}
func deserialize(data):
set_direction(data["direction"])
set_type(data["computer_type"])
func inspect():
match computer_type:
ComputerType.ShipCommand:
return {
"type": "Control board computer",
"description": "A computer for moving the ship around the galaxy",
"interaction": "Click when near to interact"
}
ComputerType.Comms:
return {
"type": "Comms computer",
"description": "A computer for issuing and controlling communications",
"interaction": "Click when near to interact"
}
ComputerType.Medical:
return {
"type": "Medical computer",
"description": "A computer for checking health status and medical procedures",
"interaction": "Click when near to interact"
}
ComputerType.Research:
return {
"type": "R&D computer",
"description": "A computer for researching new tech and control printers",
"interaction": "Click when near to interact"
}
ComputerType.Energy:
return {
"type": "Energy supply computer",
"description": "A computer for monitoring and managing the energy grid",
"interaction": "Click when near to interact"
}
ComputerType.Atmos:
return {
"type": "Atmos computer",
"description": "A computer for monitoring and managing the air supply",
"interaction": "Click when near to interact"
}
ComputerType.ShipEngine:
return {
"type": "Engine control computer",
"description": "A computer for monitoring and managing the ship engines",
"interaction": "Click when near to interact"
}
ComputerType.Monitoring:
return {
"type": "Monitoring computer",
"description": "A computer for monitoring crew and ship status",
"interaction": "Click when near to interact"
}