Big project cleanup with overhaul of file responsibilities (KISS) and code (DRY, YAGNI)
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@@ -0,0 +1,98 @@
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using System;
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using System.Diagnostics;
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using Godot;
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public partial class UIHandler
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{
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public void DisplayStats()
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{
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FPS.Text = Engine.GetFramesPerSecond().ToString() + " FPS";
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RAM.Text = GetMemoryDisplay();
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DisplaySurvivalStats();
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DisplayWorldStats();
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DisplayLoseCondition();
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}
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private string GetMemoryDisplay()
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{
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double memory = Process.GetCurrentProcess().WorkingSet64 / (1024 * 1024);
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if (memory > 1024)
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{
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return Math.Round(memory / 1024, 2).ToString() + " GB";
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}
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return memory.ToString() + " MB";
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}
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private void DisplayRobotAlarm()
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{
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string messages = "";
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if (GameData.survival.isDead)
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{
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messages += GameData.survival.currentStatus + "\r";
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}
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foreach (Robot robot in GameData.robots)
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{
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if (robot.currentMessage.Length > 0)
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{
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messages += $"{robot.Name}: {robot.currentMessage}\r";
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}
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}
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robotAlarm.Visible = messages.Length > 0;
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robotAlarm.TooltipText = messages;
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}
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private void DisplaySurvivalStats()
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{
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energyLabel.Text = $"Energy: {GameData.survival.energy:0}/{GameData.survival.maxEnergy:0}";
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waterLabel.Text = $"Water: {GameData.survival.thirst:0}/{GameData.survival.maxThirst:0}";
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hungerLabel.Text = $"Food: {GameData.survival.hunger:0}/{GameData.survival.maxHunger:0}";
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survivalStatus.Text = GameData.survival.currentStatus;
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survivalStatus.Modulate = GameData.survival.currentStatus.Contains("critical")
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? UIStyle.GetWarningColor()
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: Colors.White;
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if (GameData.survival.isDead)
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{
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ShowGameOver();
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}
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}
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private void DisplayWorldStats()
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{
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currentLayer.Text = $"Layer: {GameData.currentLayer + 1}/{GameData.ruinSize}";
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deepestLayer.Text = $"Gate depth: {GameData.lowestLayer}";
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if (GameData.lowestLayer == GameData.ruinSize)
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{
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unlockLayer.Visible = false;
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return;
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}
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unlockLayer.TooltipText = "Gate requirements:\r" + GameData.map[GameData.lowestLayer].DisplayGateIngredients();
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unlockLayer.Disabled = !GameData.inventory.CanCraft(GameData.map[GameData.lowestLayer].gateIngredients, 1);
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}
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private void DisplayLoseCondition()
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{
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if (!GameData.HasNoRobotRecovery()) return;
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ShowGameOver("No robots remain and no robot can be spawned from inventory.");
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}
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public void ShowGameOver()
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{
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ShowGameOver($"You died!\rReason: {GameData.survival.deathReason}\rBetter luck next time.");
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}
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public void ShowGameOver(string message)
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{
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if (gameOver.Visible) return;
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gameOver.GetNode<RichTextLabel>("./VBoxContainer/Content").Text = $"[font_size=32]{message}\r";
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gameOver.Show();
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}
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public void HideGameOver()
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{
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gameOver.Hide();
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}
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}
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