- Fix stale test path UILayer/HUD → InsertOverlay/HUD - Fix D-record citation D-051 → D-049 in main.tscn - Add null guards to hud.gd update methods (pre-_ready safety) - Minimap: dirty-flag queue_redraw instead of per-frame - Remove redundant _panel.size.x, debug print - Fix DebugOverlay/GauntletHUD positioning comments Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
69 lines
2.0 KiB
GDScript
69 lines
2.0 KiB
GDScript
extends Control
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## HUD — implant-styled status panel (D-169, D-170).
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## Merged panel: Time, Health, Perception mode. Time row replaces standalone TimeDisplay (#786).
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var _panel: ImplantPanel
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var _time_row: ImplantDataRow
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var _health_row: ImplantDataRow
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var _perception_row: ImplantDataRow
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func _ready() -> void:
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# Remove the old raw MarginContainer/labels if present
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var old := get_node_or_null("MarginContainer")
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if old:
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old.queue_free()
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var theme_res := load("res://ui/implant/default_implant.tres") as ImplantTheme
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_panel = ImplantPanel.new()
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_panel.name = "StatusPanel"
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_panel.theme_resource = theme_res
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_panel.custom_minimum_size.x = 200.0
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_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_panel.position = Vector2(16, 16) # top-left; replaces standalone TimeDisplay
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add_child(_panel)
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_time_row = ImplantDataRow.new("--:--")
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_health_row = ImplantDataRow.new("Health: 100")
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_perception_row = ImplantDataRow.new("Mode: Baseline")
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_panel.add_component(_time_row)
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_panel.add_component(_health_row)
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_panel.add_component(_perception_row)
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func update_from_hud_data(data: Dictionary) -> void:
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if not _perception_row:
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return
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if data.has("perception_mode"):
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var prefix := UIStrings.get_text("hud.perception_mode_prefix")
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if prefix.is_empty():
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_perception_row.text = data.perception_mode.capitalize()
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else:
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_perception_row.text = prefix + ": " + data.perception_mode.capitalize()
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func update_health(health: int) -> void:
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if not _health_row:
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return
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_health_row.text = UIStrings.get_text("hud.health") + ": " + str(health)
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func update_from_state() -> void:
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if not _time_row:
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return
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var gt: Dictionary = GameState.game_time
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if gt.is_empty():
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return
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var tod: int = int(gt.get("time_of_day", 0))
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var day: int = int(gt.get("day", 0))
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var phase: String = str(gt.get("day_phase", ""))
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_time_row.text = "%s · %s · D%d" % [Constants.format_game_time(tod), phase, day + 1]
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## Returns the time row text. Used by tests after standalone TimeDisplay was removed.
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func get_time_text() -> String:
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return _time_row.text if _time_row else "--:--"
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