Vast improvements and a working finite state machine, working on new guild member registration.
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@@ -1,12 +1,42 @@
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extends PanelContainer
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class_name GamePanel extends PanelContainer
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const quest_progress_bar_template = preload("res://quest_progress_bar.tscn")
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signal time_changed(time : float)
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@onready var timer : Timer = $Timer
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func _ready() -> void:
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$Pass
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Game.panel = self
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func _process(delta: float) -> void:
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time_changed.emit(timer.time_left)
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func add_quest_progress_bar(quest : Quest) -> void:
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var qpb : QuestProgressBar = quest_progress_bar_template.instantiate()
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qpb.setup(quest)
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%QuestProgressList/VBoxContainer.add_child(qpb)
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#TODO: Change the hero portrait to match
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if quest.steps > 1:
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for i in range(quest.steps-1):
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qpb.add_waypoint(float(i) / quest.steps, quest.step_messages[i])
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func switch_panel(active : bool) -> void:
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%Active.visible = active
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%Passive.visible = !active
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func _on_end_shift_pressed() -> void:
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Game.confirm_end_shift()
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func _on_visitor_spawned(remaining : int, total : int) -> void:
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update_visitor_count(total - remaining, total)
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func connect_visitor_spawner(spawner : VisitorSpawner) -> void:
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spawner.visitor_spawned.connect(_on_visitor_spawned)
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update_visitor_count(spawner.total_visitors - spawner.visitors_remaining, spawner.total_visitors)
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func update_visitor_count(current : int, total : int) -> void:
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%Passive/VisitorsLabel.text = "Visitors: %d/%d" % [current, total]
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