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extends Button signal CityClicked(population: float,loyalty: float,prosperity: float,safety: float,military: float,wealth: float,populationchange: float,loyaltychange: float,prosperitychange: float,safetychange: float,militarychange: float,wealthchange: float) var hovered: bool = false var CityName: String = "Cowtopia" var population: float = 10000 var loyalty: float = 50 var prosperity: float = 1000 var safety: float = 50.1 var military: float = 250 var wealth: float = 100000 var income: float = 1000 var expenses: float = 500 var PopulationDisplay: float var LoyaltyDisplay: float var ProsperityDisplay: float var SafetyDisplay: float var MilitaryDisplay: float var WealthDisplay: float var IncomeDisplay: float var ExpensesDisplay: float var PopulationChange: float var LoyaltyChange: float var ProsperityChange: float var SafetyChange: float var MilitaryChange: float var WealthChange: float var PopulationChangeDisplay: float var LoyaltyChangeDisplay: float var ProsperityChangeDisplay: float var SafetyChangeDisplay: float var MilitaryChangeDisplay: float var WealthChangeDisplay: float func _on_income_timer_timeout(): if population < 10000: PopulationChange = (population * .00001) * (prosperity * .001) * (safety * .02) #grows no matter what elif population < 50000: PopulationChange = (population * .00001) * (prosperity * .001 - 1) * (safety * .02) #population can start shrinking if below 1000 prosperity elif population < 100000: PopulationChange = (population * .00001) * (prosperity * .001 - 2) * (safety * .02) #population can start shrinking if below 2000 prosperity elif population >= 100000: PopulationChange = (population * .00001) * (prosperity * .001 - 3) * (safety * .02) #population can start shrinking if below 3000 prosperity population += PopulationChange PopulationDisplay = snappedf(population,1) PopulationChangeDisplay = snappedf(PopulationChange,.01) population = snappedf(population,.0000001) if wealth < 0: LoyaltyChange = (safety * .02 - 1) * (military - (population * .01)) - 1 else: LoyaltyChange = (safety * .02 - 1) * (military - (population * .01)) if loyalty + LoyaltyChange >= 100: loyalty = 100 elif loyalty + LoyaltyChange <= 0: loyalty = 0 else: loyalty += LoyaltyChange LoyaltyDisplay = snappedf(loyalty,.1) LoyaltyChangeDisplay = snappedf(LoyaltyChange,.01) loyalty = snappedf(loyalty,.0000001) if wealth < 0: ProsperityChange = ((population * .0001) * -1) + (safety * .02 - 1) else: ProsperityChange = ((population * .0001) * -1) + (safety * .02 - 1) + 4 prosperity += ProsperityChange ProsperityDisplay = snappedf(prosperity,1) ProsperityChangeDisplay = snappedf(ProsperityChange,.01) prosperity = snappedf(prosperity,.0000001) SafetyChange = (((population / military) - 50) * -.01) + ((loyalty - 50) + .001) - (prosperity / 10000) if safety + SafetyChange >= 100: safety = 100 elif safety + SafetyChange <= 0: safety = 0 else: safety += SafetyChange SafetyDisplay = snappedf(safety,.1) SafetyChangeDisplay = snappedf(SafetyChange,.01) safety = snappedf(safety,.0000001) MilitaryChange = population / 100000 military += MilitaryChange MilitaryDisplay = snappedf(military,1) MilitaryChangeDisplay = snappedf(MilitaryChange,.01) military = snappedf(military,.0000001) income = ((population * prosperity) / 1000) * .2 IncomeDisplay = snappedf(income,1) income = snappedf(income,.0000001) expenses = (population * .1) + (prosperity * .25) + (military * 2) ExpensesDisplay = snappedf(expenses,1) expenses = snappedf(expenses,.0000001) WealthChange = income - expenses wealth += WealthChange WealthDisplay = snappedf(wealth,1) WealthChangeDisplay = snappedf(WealthChange,.01) wealth = snappedf(wealth,.0000001) CityClicked.emit(PopulationDisplay, LoyaltyDisplay, ProsperityDisplay, SafetyDisplay, MilitaryDisplay, WealthDisplay, PopulationChangeDisplay, LoyaltyChangeDisplay, ProsperityChangeDisplay, SafetyChangeDisplay, MilitaryChangeDisplay, WealthChangeDisplay) tooltip_text = "population = " + str(population) + "prosperity = " + str(prosperity) + "safety = " + str(safety) func _input(event: InputEventMouse): if (event.button_mask == MOUSE_BUTTON_MASK_LEFT) and (hovered == false): $CityUI.visible = false func _on_pressed(): $ClickCheck.start() func _on_click_check_timeout(): population += 1 CityClicked.emit(PopulationDisplay, LoyaltyDisplay, ProsperityDisplay, SafetyDisplay, MilitaryDisplay, WealthDisplay, PopulationChangeDisplay, LoyaltyChangeDisplay, ProsperityChangeDisplay, SafetyChangeDisplay, MilitaryChangeDisplay, WealthChangeDisplay) $CityUI.visible = true func _on_area_2d_mouse_entered(): hovered = true print("true") func _on_area_2d_mouse_exited(): hovered = false print("false")
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