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SurvivalOfTheSnippest/level/ui/scripts/character_sheet.gd
T

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extends Control
class_name CharacterSheet
## Character sheet / spellbook that displays player stats, weapons, and abilities
## Opens with Tab key
# References
@onready var stats_container: VBoxContainer = $Panel/MarginContainer/VBoxContainer/HBoxContainer/LeftPage/ScrollContainer/StatsContainer
@onready var weapons_container: VBoxContainer = $Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer/ContentContainer/WeaponsContainer
@onready var abilities_container: VBoxContainer = $Panel/MarginContainer/VBoxContainer/HBoxContainer/RightPage/ScrollContainer/ContentContainer/AbilitiesContainer
# Player reference
var player: Character = null
# Preview mode: renders from a loadout dictionary instead of a live player.
# Used by the outfitting screen at character creation.
# preview_data keys: "nick" (String), "main" (WeaponData or null), "offhand" (WeaponData or null)
var preview_mode: bool = false
var preview_data: Dictionary = {}
# Character defaults shown in preview (match player.gd export defaults)
const PREVIEW_MAX_HEALTH := 100.0
const PREVIEW_ATTACK_DAMAGE := 10.0
const PREVIEW_ATTACK_RANGE := 3.0
const PREVIEW_ATTACK_COOLDOWN := 0.5
const PREVIEW_DASH_COOLDOWN := 4.0
const PREVIEW_DASH_DURATION := 0.25
const PREVIEW_DASH_MULTIPLIER := 2.0
# Visibility
var is_visible: bool = false
func _ready():
if preview_mode:
_configure_preview_layout()
show()
is_visible = true
refresh_all()
else:
# Start hidden (in-game Tab toggle behavior)
hide()
is_visible = false
func _input(event):
# Embedded preview never toggles - it's part of the outfitting screen
if preview_mode:
return
# Close on Escape press if open
if event.is_action_pressed("quit") and is_visible:
toggle_sheet()
get_viewport().set_input_as_handled()
return
# Toggle on Tab press
if event.is_action_pressed("toggle_character_sheet"):
toggle_sheet()
get_viewport().set_input_as_handled()
## Set the player reference and update display
func set_player(p: Character):
player = p
if player:
refresh_all()
## Feed the sheet a loadout to preview (outfitting screen).
## Safe to call before or after the sheet enters the tree.
func set_preview(data: Dictionary):
preview_mode = true
preview_data = data
if is_inside_tree():
refresh_all()
## Re-shape the fullscreen overlay into an embeddable panel:
## no dark backdrop, panel fills the space its parent gives it.
func _configure_preview_layout():
mouse_filter = Control.MOUSE_FILTER_IGNORE
var backdrop = get_node_or_null("DarkBackground")
if backdrop:
backdrop.hide()
var panel = get_node_or_null("Panel")
if panel:
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
panel.offset_left = 0
panel.offset_top = 0
panel.offset_right = 0
panel.offset_bottom = 0
var title = get_node_or_null("Panel/MarginContainer/VBoxContainer/TitleLabel")
if title:
title.text = "YOUR GLADIATOR"
var close_hint = get_node_or_null("Panel/MarginContainer/VBoxContainer/CloseHint")
if close_hint:
close_hint.hide()
## Toggle character sheet visibility
func toggle_sheet():
is_visible = !is_visible
if is_visible:
show()
refresh_all()
# Release mouse when opening sheet
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
hide()
# Recapture mouse when closing sheet
if player and player.is_multiplayer_authority():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
## Refresh all data in the sheet
func refresh_all():
if not player and not preview_mode:
return
_refresh_stats()
_refresh_weapons()
_refresh_abilities()
## Refresh player stats
func _refresh_stats():
if not stats_container:
return
# Clear existing stats
for child in stats_container.get_children():
child.queue_free()
# Add title
var title = Label.new()
title.text = "CHARACTER STATS"
title.add_theme_font_size_override("font_size", 24)
title.add_theme_color_override("font_color", Color(1.0, 0.8, 0.0))
stats_container.add_child(title)
# Spacer
var spacer1 = Control.new()
spacer1.custom_minimum_size = Vector2(0, 10)
stats_container.add_child(spacer1)
# Resolve stats from either the live player or the preview loadout
var player_name: String
var current_hp: int
var max_hp: int
var atk_damage: float
var atk_range: float
var atk_cooldown: float
if preview_mode:
player_name = preview_data.get("nick", "Gladiator")
if player_name.strip_edges() == "":
player_name = "Gladiator"
current_hp = int(PREVIEW_MAX_HEALTH)
max_hp = int(PREVIEW_MAX_HEALTH)
# Combat stats come from the selected main weapon, or bare fists
var main_weapon = preview_data.get("main")
if main_weapon is WeaponData:
atk_damage = main_weapon.damage
atk_range = main_weapon.attack_range
atk_cooldown = main_weapon.attack_cooldown
else:
atk_damage = PREVIEW_ATTACK_DAMAGE
atk_range = PREVIEW_ATTACK_RANGE
atk_cooldown = PREVIEW_ATTACK_COOLDOWN
else:
var player_id = player.name.to_int()
player_name = "Player"
if Network.players.has(player_id):
player_name = Network.players[player_id]["nick"]
current_hp = int(player.current_health)
max_hp = int(player.max_health)
atk_damage = player.attack_damage
atk_range = player.attack_range
atk_cooldown = player.attack_cooldown
_add_stat_label("Name: " + player_name)
_add_stat_label("Level: 1") # Hardcoded for now
_add_stat_label("")
# Health stats
_add_stat_label("=== HEALTH ===", Color(0.8, 0.8, 0.8))
_add_stat_label("Current HP: " + str(current_hp))
_add_stat_label("Max HP: " + str(max_hp))
var hp_percent = int(float(current_hp) / max_hp * 100) if max_hp > 0 else 0
_add_stat_label("Health: " + str(hp_percent) + "%")
_add_stat_label("")
# Movement stats (class constants - same for live and preview)
_add_stat_label("=== MOVEMENT ===", Color(0.8, 0.8, 0.8))
_add_stat_label("Walk Speed: " + str(Character.NORMAL_SPEED))
_add_stat_label("Sprint Speed: " + str(Character.SPRINT_SPEED))
_add_stat_label("Jump Power: " + str(Character.JUMP_VELOCITY))
_add_stat_label("")
# Combat stats
_add_stat_label("=== COMBAT ===", Color(0.8, 0.8, 0.8))
if preview_mode and preview_data.get("main") is WeaponData:
_add_stat_label("Weapon Damage: " + str(atk_damage))
else:
_add_stat_label("Base Damage: " + str(atk_damage))
_add_stat_label("Attack Range: " + str(atk_range))
_add_stat_label("Attack Cooldown: " + str(atk_cooldown) + "s")
# Off-hand block bonus (preview only - handy when choosing a shield)
if preview_mode:
var offhand = preview_data.get("offhand")
if offhand is WeaponData and offhand.can_block:
_add_stat_label("")
_add_stat_label("=== DEFENSE ===", Color(0.8, 0.8, 0.8))
_add_stat_label("Block Reduction: " + str(int(offhand.block_reduction * 100)) + "%")
## Refresh equipped weapons
func _refresh_weapons():
if not weapons_container:
return
# Clear existing
for child in weapons_container.get_children():
child.queue_free()
# Add title
var title = Label.new()
title.text = "EQUIPPED WEAPONS"
title.add_theme_font_size_override("font_size", 20)
title.add_theme_color_override("font_color", Color(1.0, 0.8, 0.0))
weapons_container.add_child(title)
# Spacer
var spacer = Control.new()
spacer.custom_minimum_size = Vector2(0, 10)
weapons_container.add_child(spacer)
# Create horizontal container for weapon slots
var slots_container = HBoxContainer.new()
slots_container.add_theme_constant_override("separation", 15)
weapons_container.add_child(slots_container)
# Load weapon slot scene
var weapon_slot_scene = load("res://level/ui/scenes/weapon_slot.tscn")
if not weapon_slot_scene:
push_error("[CharacterSheet] Failed to load weapon_slot.tscn")
return
# Resolve weapon data from preview loadout or live player
var main_data: WeaponData = null
var offhand_data: WeaponData = null
if preview_mode:
if preview_data.get("main") is WeaponData:
main_data = preview_data["main"]
if preview_data.get("offhand") is WeaponData:
offhand_data = preview_data["offhand"]
else:
if player.equipped_weapon and player.equipped_weapon.weapon_data:
main_data = player.equipped_weapon.weapon_data
if player.equipped_offhand and player.equipped_offhand.weapon_data:
offhand_data = player.equipped_offhand.weapon_data
# Create main hand slot
var main_hand_slot = weapon_slot_scene.instantiate()
slots_container.add_child(main_hand_slot)
if main_data:
main_hand_slot.set_weapon(main_data, "Main Hand")
else:
main_hand_slot.clear_weapon()
# Create off-hand slot
var off_hand_slot = weapon_slot_scene.instantiate()
slots_container.add_child(off_hand_slot)
if offhand_data:
off_hand_slot.set_weapon(offhand_data, "Off-Hand")
else:
off_hand_slot.clear_weapon()
## Refresh abilities list
func _refresh_abilities():
if not abilities_container:
return
# Clear existing
for child in abilities_container.get_children():
child.queue_free()
# Add title
var title = Label.new()
title.text = "ABILITIES"
title.add_theme_font_size_override("font_size", 20)
title.add_theme_color_override("font_color", Color(1.0, 0.8, 0.0))
abilities_container.add_child(title)
# Spacer
var spacer = Control.new()
spacer.custom_minimum_size = Vector2(0, 10)
abilities_container.add_child(spacer)
# Dash ability (defaults in preview, live values in game)
var dash_cd = PREVIEW_DASH_COOLDOWN if preview_mode else player.dash_cooldown
var dash_dur = PREVIEW_DASH_DURATION if preview_mode else player.dash_duration
var dash_mult = PREVIEW_DASH_MULTIPLIER if preview_mode else player.dash_speed_multiplier
_add_stat_label("--- DASH (F) ---", Color(0.8, 0.8, 0.8))
_add_stat_label("Cooldown: " + str(dash_cd) + "s")
_add_stat_label("Duration: " + str(dash_dur) + "s")
_add_stat_label("Speed: " + str(dash_mult) + "x")
_add_stat_label("Description: Dash in movement direction")
if preview_mode:
_add_stat_label("Status: READY", Color(0.0, 1.0, 0.0))
else:
var dash_remaining = player._dash_cooldown_timer
if dash_remaining > 0:
_add_stat_label("Ready in: " + str(ceil(dash_remaining)) + "s", Color(1.0, 0.5, 0.5))
else:
_add_stat_label("Status: READY", Color(0.0, 1.0, 0.0))
# Spacer
var spacer2 = Control.new()
spacer2.custom_minimum_size = Vector2(0, 10)
abilities_container.add_child(spacer2)
# Jump ability
_add_stat_label("--- JUMP (Space) ---", Color(0.8, 0.8, 0.8))
_add_stat_label("Power: " + str(Character.JUMP_VELOCITY))
_add_stat_label("Description: Jump into the air")
_add_stat_label("Status: ALWAYS READY", Color(0.0, 1.0, 0.0))
## Helper to add a stat label
func _add_stat_label(text: String, color: Color = Color.WHITE):
var label = Label.new()
label.text = text
label.add_theme_color_override("font_color", color)
label.add_theme_color_override("font_outline_color", Color.BLACK)
label.add_theme_constant_override("outline_size", 1)
label.add_theme_font_size_override("font_size", 16)
if stats_container:
stats_container.add_child(label)
elif weapons_container:
weapons_container.add_child(label)
elif abilities_container:
abilities_container.add_child(label)