Enhance MiracleButton functionality with state-based availability checks and tooltip updates

This commit is contained in:
2025-08-23 14:20:55 +02:00
parent de2f24cfce
commit 83b89e3099

View File

@@ -1,3 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Godot;
using ParasiticGod.Scripts.Core;
using ParasiticGod.Scripts.Singletons;
@@ -27,11 +29,19 @@ public partial class MiracleButton : Button
}
Pressed += OnPressed;
GameBus.Instance.StateChanged += UpdateAvailability;
UpdateAvailability(GameBus.Instance.CurrentState);
}
public override void _ExitTree()
{
Pressed -= OnPressed;
if (GameBus.Instance != null)
{
GameBus.Instance.StateChanged -= UpdateAvailability;
}
}
private void OnPressed()
@@ -43,23 +53,76 @@ public partial class MiracleButton : Button
public void SetMiracle(MiracleDefinition miracle)
{
_miracle = miracle;
Text = BuildText();
TooltipText = BuildTooltipText();
}
public MiracleDefinition GetMiracle() { return _miracle; }
/// <summary>
/// Checks the miracle's requirements against the current game state
/// and updates the button's disabled status and tooltip.
/// </summary>
private void UpdateAvailability(GameState state)
{
if (_miracle == null) return;
var missingRequirements = new List<string>();
if (state.Get(Stat.Faith) < _miracle.FaithCost)
{
missingRequirements.Add($"Not enough Faith ({state.Get(Stat.Faith):F0} / {_miracle.FaithCost})");
}
if (state.Get(Stat.Followers) < _miracle.FollowersRequired)
{
missingRequirements.Add($"Not enough Followers ({(long)state.Get(Stat.Followers)} / {_miracle.FollowersRequired})");
}
if (state.Get(Stat.Production) < _miracle.ProductionRequired)
{
missingRequirements.Add($"Not enough Production ({state.Get(Stat.Production):F0} / {_miracle.ProductionRequired})");
}
if (missingRequirements.Any())
{
Disabled = true;
TooltipText = string.Join("\n", missingRequirements);
}
else
{
Disabled = false;
TooltipText = BuildTooltipText();
}
}
private string BuildText()
{
return $"{_miracle.Name}\nCost: {_miracle.FaithCost} Faith";
string costText;
if (_miracle.ProductionRequired > 0 && _miracle.FaithCost <= 0)
{
costText = $"Cost: {_miracle.ProductionRequired:F0} Prod";
}
else
{
costText = $"Cost: {_miracle.FaithCost:F0} Faith";
}
return $"{_miracle.Name}\n{costText}";
}
private string BuildTooltipText()
{
var tooltip = $"Cost: {_miracle.FaithCost} Faith\nRequires: {_miracle.FollowersRequired} Followers\nEffects:\n";
var tooltip = "";
if (_miracle.FaithCost > 0)
tooltip += $"Cost: {_miracle.FaithCost:F0} Faith\n";
if (_miracle.ProductionRequired > 0)
tooltip += $"Cost: {_miracle.ProductionRequired:F0} Production\n";
if (_miracle.FollowersRequired > 0)
tooltip += $"Requires: {_miracle.FollowersRequired} Followers\n";
tooltip += "\nEffects:\n";
foreach (var effect in _miracle.Effects)
{
if (effect.ToString() == string.Empty) continue;
if (string.IsNullOrEmpty(effect.ToString())) continue;
tooltip += $"- {effect}\n";
}
return tooltip.TrimEnd();