Tax system

- New tax system
- Advisor window modeled after SC3k's
- Advisor start_dialogue() function is now connected to a SimEvent "advisor_message" signal
- Advisor windows are now autoloaded and no longer part of the core interface node
- Added 3D buildings from Micropolis repo
This commit is contained in:
Tony Bark 2021-05-22 04:12:18 -04:00
parent 49a1186115
commit e5505a3244
243 changed files with 3853 additions and 224 deletions

View file

@ -3,10 +3,8 @@ extends KinematicBody2D
signal grabbed
export var cost: int = 10000
export var income: int
export var expense: int
enum IsPowerStation {TRUE, FALSE}
export(IsPowerStation) var power_station = IsPowerStation.FALSE
export var income: int = 100
export var expense: int = 0
onready var zone = $Sprite
onready var quarters = $Quarters
@ -17,21 +15,18 @@ var grabbed_offset = Vector2()
func _ready():
SimEvents.connect("budget", self, "_get_budget")
SimEvents.connect("has_power", self, "_power_zone")
connect("grabbed", self, "_grab_zone")
func _input(event):
func _drag_drop(event):
if event is InputEventMouseButton and can_grab:
# Disable grabbing
can_grab = false
grabbed_offset = position - get_global_mouse_position()
# Substract from the player's budget
# Substract from the player's budget and disable grabbing
if SimData.budget >= cost:
SimData.budget -= cost
if power_station == IsPowerStation.TRUE:
SimEvents.emit_signal("has_power")
can_grab = false
grabbed_offset = position - get_global_mouse_position()
func _input(event):
_drag_drop(event)
func _process(delta):
if can_grab:
@ -52,13 +47,13 @@ func _animante_sprite(animante: bool = true):
func _grab_zone():
can_grab = true
func _power_zone():
SimData.has_power = true
func _get_budget():
if SimData.budget >= expense:
if SimData.budget >= expense and SimData.has_power:
SimData.budget -= expense
SimData.expenses = expense
if SimData.budget >= income:
SimData.budget += income
if SimData.has_power:
var total_income = SimData.res_tax * income
SimData.budget += total_income
SimData.res_income = total_income