ported from perforce
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91
DonkeysAndDroids.Godot/BufferOverflow.cs
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91
DonkeysAndDroids.Godot/BufferOverflow.cs
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using DonkeysAndDroids;
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using Godot;
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using RobotAndDonkey.Game.Execution.Commands;
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using RobotAndDonkey.Game.Execution.Results;
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public partial class BufferOverflow : Control, IScreen
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{
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public override void _Ready()
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{
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m_Hand = GetNode<CardRow>("%Hand");
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m_Remove = GetNode<Button>("%Remove");
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m_Remove.Pressed += OnRemovePressed;
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m_Skip = GetNode<Button>("%Skip");
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m_Skip.Pressed += OnSkipPressed;
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m_Hand.Connect(CardRow.SignalName.SelectionChanged, new(this, nameof(OnSelectionChanged)));
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}
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private void OnSelectionChanged(CardControl[] selection)
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{
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if (selection.Length != 1)
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{
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m_DestroyCardCommand = null;
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return;
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}
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m_DestroyCardCommand = new(Main.Instance.CurrentRequest.RequestId, m_Hand.OrderedCards.IndexOf(selection[0].Card));
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}
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private void OnRemovePressed()
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{
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Main.Instance.Execute(m_DestroyCardCommand);
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}
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private void OnSkipPressed()
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{
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Main.Instance.Execute(m_StopBufferOverflowCommand);
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}
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public void Deactivate()
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{
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}
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public void EnableInputs()
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{
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m_Remove.Disabled = false;
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m_Skip.Disabled = false;
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}
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public void DisableInputs()
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{
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m_Remove.Disabled = true;
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m_Skip.Disabled = true;
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}
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public void Activate()
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{
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}
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public bool HandleResult(Result result, Tween tween)
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{
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switch (result)
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{
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case HandResult handResult:
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{
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m_Hand.Configure(handResult.Hand, tween, true, false);
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return true;
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}
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}
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return false;
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}
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public override void _Process(double delta)
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{
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m_Skip.Disabled = m_StopBufferOverflowCommand == null || !m_StopBufferOverflowCommand.IsValid(Main.Instance.CoreLoop, out _);
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m_Remove.Disabled = m_DestroyCardCommand == null || !m_DestroyCardCommand.IsValid(Main.Instance.CoreLoop, out _);
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}
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public void Configure(Tween tween)
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{
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m_Hand.Configure(Main.Instance.CoreLoop.Hand, tween, false, false);
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m_StopBufferOverflowCommand = new(Main.Instance.CurrentRequest.RequestId);
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}
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private DestroyCardCommand m_DestroyCardCommand;
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private CardRow m_Hand;
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private Button m_Remove;
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private Button m_Skip;
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private StopBufferOverflowCommand m_StopBufferOverflowCommand;
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}
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