netfishing/main/main.gd

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GDScript3
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extends Node3D
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const FishBuyerProfileType = preload("res://economy/fish_buyer_profile.gd")
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const FishPoolType = preload("res://fish/fish_pool.gd")
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const GameUIType = preload("res://ui/game_ui.gd")
const PlayerType = preload("res://player/player.gd")
const TestWorldType = preload("res://world/test_world.gd")
const WaterRecoveryControllerType = preload(
"res://world/water_recovery_controller.gd"
)
const PlayerSaveManagerType = preload(
"res://save/player_save_manager.gd"
)
const PlayerSettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const PlayerSettingsType = preload("res://settings/player_settings.gd")
const TitleScreenType = preload("res://ui/title_screen.gd")
const PauseMenuType = preload("res://ui/pause_menu.gd")
const ItemCatalogType = preload("res://items/item_catalog.gd")
const ItemDataType = preload("res://items/item_data.gd")
const FishingShopType = preload("res://ui/fishing_shop.gd")
const FishingShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
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@export var fish_catalog: FishPoolType
@export var pelican_buyer_profile: FishBuyerProfileType
@export var main_shop_buyer_profile: FishBuyerProfileType
@export var item_catalog: ItemCatalogType
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@onready var _test_world: TestWorldType = $TestWorld
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@onready var _player: PlayerType = %Player
@onready var _fishing_spot: FishingSpotType = %FishingSpot
@onready var _game_ui: GameUIType = %GameUI
@onready var _water_recovery: WaterRecoveryControllerType = %WaterRecovery
@onready var _save_manager: PlayerSaveManagerType = %PlayerSaveManager
@onready var _settings_manager: PlayerSettingsManagerType = %PlayerSettingsManager
var _gameplay_started: bool = false
var _shop_interaction: FishingShopInteractionType
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func _ready() -> void:
_player.fish_sale_service.setup(
_player.inventory,
_player.wallet
)
_player.bag.setup(item_catalog)
_player.hotbar.setup(_player.bag, item_catalog)
_shop_interaction = _test_world.get_fishing_shop()
_shop_interaction.setup_local_player(_player)
_shop_interaction.local_player_range_changed.connect(
_on_shop_range_changed
)
_save_manager.setup(
_player.inventory,
_player.collection_log,
_player.wallet,
fish_catalog,
_player.bag,
_player.hotbar,
item_catalog,
_player.fishing_upgrades,
_player.cooler_capacity
)
_save_manager.set_autosave_enabled(false)
_fishing_spot.setup(
_player,
_player.inventory,
_player.collection_log,
_player.bag,
_player.hotbar,
item_catalog,
_player.fishing_upgrades,
_player.item_effects,
_player.cooler_capacity
)
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_game_ui.setup(
_player,
_player.inventory,
_player.collection_log,
_player.wallet,
_player.fish_sale_service,
pelican_buyer_profile,
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fish_catalog,
_fishing_spot,
_player.bag,
_player.hotbar,
item_catalog,
main_shop_buyer_profile,
_player.fishing_upgrades,
_shop_interaction,
_player.item_effects,
_player.cooler_capacity
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)
_water_recovery.setup(
_player,
_fishing_spot,
_game_ui,
_game_ui.get_screen_fade(),
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_test_world.get_player_water_triggers(),
_test_world.get_safe_respawn_points()
)
if not _settings_manager.settings_changed.is_connected(
_apply_runtime_settings
):
_settings_manager.settings_changed.connect(_apply_runtime_settings)
_settings_manager.load_settings()
_apply_runtime_settings(_settings_manager.current_settings)
_set_gameplay_active(false)
var title_screen: TitleScreenType = _game_ui.get_title_screen()
title_screen.gameplay_requested.connect(_on_gameplay_requested)
title_screen.quit_requested.connect(_on_quit_requested)
title_screen.setup(_save_manager, _settings_manager)
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
pause_menu.setup(
_player,
_save_manager,
_settings_manager,
_fishing_spot
)
pause_menu.return_to_title_requested.connect(
_on_return_to_title_requested
)
pause_menu.reset_progress_requested.connect(
_on_reset_progress_requested
)
pause_menu.quit_requested.connect(_on_quit_requested)
pause_menu.menu_visibility_changed.connect(
_game_ui.set_system_menu_open
)
_player.hotbar.selected_slot_changed.connect(
_on_active_hotbar_item_changed
)
_fishing_spot.ready_for_equipment_refresh.connect(
_refresh_active_hotbar_item
)
_water_recovery.recovery_starting.connect(
_on_water_recovery_starting
)
_on_active_hotbar_item_changed(
_player.hotbar.get_selected_slot(),
_player.hotbar.get_selected_item_id()
)
func _input(event: InputEvent) -> void:
if (
not event.is_action_pressed("ui_cancel")
or (event is InputEventKey and event.echo)
):
return
var title_screen: TitleScreenType = _game_ui.get_title_screen()
if title_screen.visible or not _gameplay_started:
return
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
var fishing_shop: FishingShopType = _game_ui.get_fishing_shop()
if fishing_shop.consume_escape():
get_viewport().set_input_as_handled()
return
if pause_menu.handle_escape():
get_viewport().set_input_as_handled()
return
if _game_ui.consume_player_menu_escape():
get_viewport().set_input_as_handled()
return
if _fishing_spot.handle_escape_action():
get_viewport().set_input_as_handled()
return
if (
not _water_recovery.is_recovery_active()
and _fishing_spot.can_open_system_menu()
):
_game_ui.close_player_menu_for_game_menu()
pause_menu.open_menu()
get_viewport().set_input_as_handled()
func _unhandled_input(event: InputEvent) -> void:
if (
not _gameplay_started
or not event.is_action_pressed("interact")
or (event is InputEventKey and event.echo)
):
return
if (
_shop_interaction != null
and _shop_interaction.is_local_player_in_range()
and _fishing_spot.can_open_fishing_shop()
and _game_ui.get_fishing_shop().open_shop()
):
_game_ui.set_shop_prompt_visible(false)
get_viewport().set_input_as_handled()
func _process(_delta: float) -> void:
_game_ui.set_shop_prompt_visible(_can_show_shop_prompt())
func _apply_runtime_settings(settings: PlayerSettingsType) -> void:
if settings == null:
return
_player.apply_camera_settings(
settings.mouse_camera_sensitivity,
settings.controller_camera_sensitivity,
settings.invert_camera_y
)
_fishing_spot.configure_accessibility_auto_click(
settings.auto_click_enabled,
settings.auto_click_interval
)
func _set_gameplay_active(active: bool) -> void:
_gameplay_started = active
if not active:
_player.item_effects.reset_all()
_player.set_movement_enabled(active)
_player.set_camera_input_enabled(active)
_fishing_spot.set_gameplay_input_enabled(active)
_water_recovery.set_recovery_enabled(active)
_game_ui.set_gameplay_ui_enabled(active)
_save_manager.set_autosave_enabled(active)
func _on_gameplay_requested() -> void:
if _gameplay_started:
return
_game_ui.get_title_screen().hide()
_set_gameplay_active(true)
func _on_return_to_title_requested() -> void:
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
pause_menu.close_for_title_transition()
_set_gameplay_active(false)
_game_ui.get_title_screen().reopen()
func _on_reset_progress_requested() -> void:
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
if not _save_manager.delete_progression_save():
pause_menu.report_reset_failure()
return
if not _save_manager.initialize_new_game():
pause_menu.report_reset_failure()
return
pause_menu.close_for_title_transition()
_set_gameplay_active(false)
_game_ui.get_title_screen().reopen()
func _on_water_recovery_starting() -> void:
_game_ui.close_player_menu_for_water_recovery()
_game_ui.get_pause_menu().close_for_water_recovery()
_game_ui.get_fishing_shop().close_for_water_recovery()
func _on_active_hotbar_item_changed(
_slot_index: int,
item_id: StringName,
) -> void:
if _fishing_spot.state != FishingSpotType.FishingState.READY:
return
var item = item_catalog.get_item_by_id(item_id)
var active_is_rod: bool = (
item != null
and item.category == ItemDataType.Category.ROD
and _player.bag.owns_item(item_id)
)
_player.set_active_item_is_rod(active_is_rod)
_fishing_spot.refresh_active_item_status()
func _refresh_active_hotbar_item() -> void:
_on_active_hotbar_item_changed(
_player.hotbar.get_selected_slot(),
_player.hotbar.get_selected_item_id()
)
func _on_quit_requested() -> void:
_settings_manager.save_if_dirty()
if _gameplay_started:
_save_manager.save_if_dirty()
get_tree().quit()
func _on_shop_range_changed(in_range: bool) -> void:
if not in_range:
_game_ui.get_fishing_shop().close_for_range_exit()
_game_ui.set_shop_prompt_visible(_can_show_shop_prompt())
func _can_show_shop_prompt() -> bool:
return (
_gameplay_started
and _shop_interaction != null
and _shop_interaction.is_local_player_in_range()
and not _game_ui.get_fishing_shop().visible
and not _water_recovery.is_recovery_active()
and _fishing_spot.can_open_fishing_shop()
)