my_hat_stinks

The wild West

3d 13h ago in comicstrips

A saloon is where you get a drink, a salon is where you get a haircut.

I've only just started with Godot so I can't give you anything Godot-specific, but it sounds like you're asking for the logic to link things together. I'll make some recommendations here but you'll definitely have to adapt it to work for you. There's a few different ways to do this and it depends on exactly how you want your system to work. From what you've said it seems like you have (or want) two classes, a PointManager and an EquipableItem (or whatever you've called the class in your pastebin).

What do you mean by groups here? You've identified global groups as a potential approach and that does seem to be a reasonable approach to access your EquipableItems from your PointManager, but I'm not sure that's what you're actually asking about. You'd have to set up a group for each category of item and add your items to the appropriate groups as they spawn, that seems a bit excessive.

The first approach to grouping objects I'd use would be with enums, this gives you fixed pre-defined categories so is useful for assigning an equip slot to each item, for instance.

/// Set up enum
enum ItemSlot {
    HEAD,
    TORSO,
    LEG,
    // ...
}

// Assign slot to item
@export var slot = ItemSlot.HEAD;

You can then verify this at two points: when you try to equip a new item you can verify that that slot isn't already used, and when you count points you can make sure you only count each slot once. If you want to put an item in multiple slots (eg a dress is torso+leg) you can look into bitwise enums and bitwise logic, but that's a little more advanced so I'd recommend getting the groundwork in first.

The second approach I'd use is a tags system, this is more flexible and can be be used for categorising outfits into as many categories as you want. The simplest way to do this is just an array of string IDs or ints, but this is more prone to user error since you can typo the string or enter the wrong number. On the plus side there's no central enum so you can add new categories whenever you want, even creating a custom category at runtime if you need to.

@export var categories = ["Outfit.Clown", "Color.Yellow", "Type.Fun"] // Any arbitrary tags can be added

My first approach here is just to fire an event to make your PointManager recalculate. Ideally your manager would be doing all of the calculation and the equipped items wouldn't hold any of that logic, but you would need a function on the items themselves to they can check if they can be counted (ie in the correct position). I believe in Godot that would be using the Signals system, full tutorial in the docs here. Event-driven programming is incredibly useful for game dev, even if you decide not to use this approach here I'd still recommend trying to get the hang of it.

Your drag function is doing a lot so it does need split up and simplified a bit, but for our purposes it'll be enough to combine the two elif branches since they're doing the same thing, that lets us fire the event in one place for both successful and unsuccessful drag so we can recalculate the score. You'll end up with something along these lines:

/* EquipableItem */
signal on_equipment_updated;

func _on_area_2d_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
   if event is InputEventMouseButton:
      if event.pressed:
         // [..]
         pass
      else:
         if positionIsPerfect: // add position check here
            position = perfect_position
         dragging = false
         audio_stream_player.pitch_scale =0.5
         audio_stream_player.play()
         
         // Fire the event
         on_equipment_updated.emit() // We can optionally pass this item to the event too if needed

// Might need an export or something to be accessible to point manager?
func is_scoring():
   // Check position or any other issues here, return true to score this item
   return position == perfect_position;
/* PointManager */
var score = 0;

func _on_equipment_updated():
   // Reset score
   score = 0;

   // Get equipment (assuming using groups), might need a bit more to access the item script?
   var items = get_tree().get_nodes_in_group("equipped_items")
   
   // Count scoring objects
   for item in items:
      if !item.is_scoring():
         continue;
      // This is also where you'll check tags/categories/etc for bonus points or preventing duplicates
      score += 1;

The major benefit to using events here is that it almost completely decouples your scoring system from your items, your items shouldn't need to reference your scoring system at all but they'll still be counted as needed. You can swap in different items without touching the point manager, and you can write a completely new point manager without having to update anything on the items. There's exceptions for everything, but as a general rule of thumb the more tightly coupled your code is the harder it is to maintain.

This depends on exactly how you want the items to score together, but we can handle that with the tags we set up before. Let's say for instance we're only scoring items with a specific category, we can simply check if the item has that specific tag before we score it.

/* PointManager */
@export var scoring_category = "Outfit.Casual"

func _on_equipment_updated():
   // [...]
   for item in items:
      if !item.is_scoring():
         continue;
      if !item.categories.has(scoring_category):
         continue;
      score += 1;

Or we could use the same idea to, for instance, only score whatever outfit category appears the most

/* PointManager */
func _on_equipment_updated():
   // [...]
   var scored_categories = {}
   for item in items:
      if !item.is_scoring():
         continue;
      for cat in item.categories:
         if cat.beings_with("Outfit."):
            scored_categories[cat] = (scored_categories[cat] or 0) + 1
   // Use best outfit score
   score = scored_categories.values().max()

Obviously this is all very rough but it should at least give you somewhere to start with your logic.

I'm not sure about that, I think the real issue here is that there just aren't enough train lines

Scotland has opted for another conversation on independence - Lorna Slater

21d 20h ago in scotland from www.edinburghnews.scotsman.com

Very unlikely, but that was one argument the no campaign tried to make last time. It's a solved issue, there's already a land border between the UK and EU in Ireland.

That's much less clear, that would likely be sorted out after an independence referendum. Crown assets will almost certainly be divided in the same way as all other government property, however that ends up playing out. In my opinion it's more likely than not that the monarchy would still be recognised to some degree. Anecdotally there's far fewer royalists in Scotland than England so there's also a reasonable chance they're scrapped. There's a notable portion on the population who see the monarchy as parasites using taxpayer funds to live lavishly, it's difficult to argue against that.

Likely yes, it would be a relatively smooth transition into the EU. Scotland was part of the EU for a long time and a big part of the no campaign on the last referendum was that Scotland would risk it's EU membership. Scotland also voted strongly in favour of staying in the EU but was outvoted by England.

Where are you getting your news? Wherever it is you should stop, you're being fed (and spreading) misinformation.

In the UK, wages and salaries are notoriously low

About 12-14th place worldwide. https://en.wikipedia.org/wiki/List_of_countries_by_average_wagehttps://www.worlddata.info/average-income.php https://www.numbeo.com/cost-of-living/country_price_rankings?itemId=105

Im a lot of cases the salary allows employers to pay less because it’s considered different to a wage.

This is untrue. Minimum wage for salaried workers is calculated by average hours worked per pay period, if after dividing your pay by your average hours you are making less than minimum wage and your employer doesn't fix this you should report them immediately.

The reason our salaries are this low is not just because of funding the NHS,

This obviously doesn't make sense on the surface since NHS is paid for through taxes and not salary deductions so you seem to be making a tax argument instead (?), but regardless while per capita spending on health services in the UK is high compared to some other countries, it is far from the highest.

but because we have a huge portion of our population unemployed and thus needing welfare support

At ~4.2% it's middling by most measures, but I'd definitely prefer lower. https://en.wikipedia.org/wiki/List_of_countries_by_unemployment_ratehttps://worldpopulationreview.com/country-rankings/unemployment-by-country

which comes straight out of the money businesses have to pay people with

I don't even know how to respond to that. You are aware that this is handled by the government and not private business, right? Is this just another roundabout way to complain about being taxed?

the government spends a huge amount on processing asylum and immigration claims (of which there’s an extraordinary amount given the size of the country)

Are you aware that support for refugees in the UK comes out of the aid budget which has been reduced from 0.7% of gross national income in 2021 to 0.5%, and further decreased to 0.3% by 2027? Less of your taxes are being spent on this category now.
https://commonslibrary.parliament.uk/research-briefings/cbp-9663/

Regardless, number of refugees is high but not extraordinarily so for the region. Speculation, but that's likely due to English being the de-facto lingua franca for international communication so asylum seekers are more likely to speak the local language.
https://data.worldbank.org/indicator/SM.POP.ASYS.EA?contextual=region&end=2024&locations=GB&start=2000

The issue here is mismanagement more than number of refugees, the UK government reportedly managed to spend $26,000 per person compared to most countries spend under $10,000. As mentioned above though, this is from the aid budget which has already been reduced, this mismanagement prevents foreign aid but does not decrease your salary.
https://www.cgdev.org/blog/costs-hosting-refugees-oecd-countries-and-why-uk-outlier


Barely two paragraphs in and this is already too long, if you want the rest of your comment to be taken remotely seriously you should at least add some sources.

UK, there is no standard. I've seen last working day of the month, every second week, 28th of every month, once per week, last Friday of the month unless that Friday is also the last day of the month in which case it's the Friday before.

Hourly workers tend to be paid weekly or fortnightly and salaried workers tend to be monthly but as far as I know there's no real rules, you get whatever your employment contract says.

oh no

1mon 14d ago in science_memes@mander.xyz from mander.xyz

Why not? English is full of synonyms. It doesn't matter whether you think it "makes sense". Why waste the effort attacking word choice when you knew exactly what they were trying to communicate?

Linguistic prescriptivism is nonsense, you personally not liking how a word is used does not make that usage incorrect.

The Doormaker just destroyed me.

1mon 15d ago in games@sh.itjust.works

I felt the same when I first fought the new version but overall I find it a much more interesting fight than before.

I tend to build small decks so the exhaustion phase is the one that gets me, but you'll usually have some cards you don't really need in your deck. Use that phase to set up your powers and scrap any basic strikes or defends you don't need, with less junk you'll draw your better cards more often in other turns. Don't be afraid to take a hit in this phase if you need to, it's the last fight so as long as you survive you're good. Cards that affect the next turn (eg Blur to carry over block) help if you can prepare the turn before.

The second phase just stops card draw so it's never really a big deal for me, even if you built a draw deck at this point you should have a strong enough deck to play a turn without draws.

The final phase is pretty interesting imo, to me it seems it mostly just screws you if you've built around 1 cost cards. If you play a heavy hitter that's probably all you're doing that turn anyway, and if you're playing a 0 cost deck it doesn't really affect you. Just remember to play your 0 costs last that turn, they still drain your energy!

Federation broken?

11mon 20d ago in meta@programming.dev

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I don't exist

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Session issues; constant re-login required?

1y 9mon ago in meta@programming.dev