P08-03: 配置の通常操作受入
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+20
-10
@@ -2781,17 +2781,17 @@ func _phase_name(phase: GameClock.Phase) -> String:
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return "夜"
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const RESOURCE_TITLES := {&"gold": "所持金", &"mana": "マナ", &"materials": "資材", &"faith": "信仰"}
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func _resource_title(resource_name: StringName) -> String:
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return String(RESOURCE_TITLES.get(resource_name, String(resource_name)))
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func _on_resource_changed(resource_name: StringName, value: int) -> void:
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if not resource_labels.has(resource_name):
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return
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var titles := {
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&"gold": "所持金",
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&"mana": "マナ",
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&"materials": "資材",
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&"faith": "信仰",
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}
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var label := resource_labels[resource_name] as Label
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label.text = "%s %d" % [titles[resource_name], value]
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label.text = "%s %d" % [_resource_title(resource_name), value]
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if resource_name == &"mana":
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label.mouse_filter = Control.MOUSE_FILTER_STOP
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label.tooltip_text = "残量0で全館停止。接客・調理・搬入・エレベーターと新規入館が停止します。\n残量と配電が回復すると再開します。破壊・摘発による休止は解除されません。"
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@@ -3169,12 +3169,22 @@ func _confirm_demolition() -> void:
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# Paused play returns execution synchronously; running play returns acceptance.
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if result.is_success() and _runtime.command_queue.get_processed_result(result.command_id) == null:
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_pending_demolition_commands[result.command_id] = target
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_set_status("撤去を受け付けました", true)
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return
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_show_demolition_result(result)
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func _show_demolition_result(result: CommandResult) -> void:
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var code := String(CommandResult.Code.keys()[result.code])
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var reason := String(result.details.get(&"reason", ""))
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_set_status("%s | %s | %s" % [code, reason, result.message], result.is_success())
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if result.is_success():
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var refund: Dictionary = result.details.get(&"refund", {})
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var keys: Array = refund.keys()
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keys.sort()
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var amounts: PackedStringArray = []
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for key: Variant in keys:
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if int(refund[key]) != 0:
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amounts.append("%s %d" % [_resource_title(StringName(key)), int(refund[key])])
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_set_status("撤去しました(返金: %s)" % "、".join(amounts) if not amounts.is_empty() else "撤去しました(返金なし)", true)
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else:
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_set_status("撤去できません: " + result.message, false)
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_refresh_selected_entity()
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world_preview.queue_redraw()
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