Add data-driven fish selection and catch showcase

This commit is contained in:
Alexander Sellite 2026-07-25 15:15:24 -04:00
parent ae2f724fe2
commit bd2768b676
39 changed files with 1226 additions and 58 deletions

View file

@ -2,9 +2,17 @@ class_name FishingSpot
extends Node3D
const FishDataType = preload("res://fish/fish_data.gd")
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishSelectorType = preload("res://fish/fish_selector.gd")
const CollectionLogType = preload("res://collection/collection_log.gd")
const CatchControllerType = preload("res://fishing/catch_controller.gd")
const FishingContextType = preload("res://fishing/fishing_context.gd")
const FishingPresentationType = preload("res://fishing/fishing_presentation.gd")
const FishInventoryType = preload("res://inventory/fish_inventory.gd")
const PlayerType = preload("res://player/player.gd")
const FishableWaterRegionType = preload(
"res://world/fishable_water_region.gd"
)
signal status_changed(status: String)
signal catch_display_changed(
@ -16,6 +24,12 @@ signal catch_display_changed(
active_barrier_index: int,
visible: bool,
)
signal showcase_changed(
fish_name: String,
rarity_name: String,
weight_lb: float,
visible: bool,
)
enum FishingState {
READY,
@ -24,6 +38,7 @@ enum FishingState {
WAITING_FOR_BITE,
BITE_ACTIVE,
FIGHTING,
SHOWING_CATCH,
COOLDOWN,
}
@ -49,14 +64,24 @@ enum FishingState {
@export_range(0.1, 10.0, 0.1) var bite_window_duration: float = 1.5
@export_range(0.1, 10.0, 0.1) var cooldown_duration: float = 1.0
@export_category("Catch")
@export var catchable_fish: FishDataType
@export_category("Selection")
@export_range(0.0, 10.0, 0.05) var undiscovered_weight_multiplier: float = 1.5
@export var use_deterministic_selection_seed: bool = false
@export var deterministic_selection_seed: int = 24680
@export_category("Context Testing")
@export var context_is_night: bool = false
@export var context_is_raining: bool = false
@export var context_event_tags: Array[StringName] = []
@export var context_bait_tags: Array[StringName] = []
@onready var _catch_controller: CatchControllerType = %CatchController
@onready var _presentation: FishingPresentationType = %FishingPresentation
var state: FishingState = FishingState.READY
var _local_player: PlayerType
var _local_inventory: FishInventoryType
var _local_collection_log: CollectionLogType
var _active_player: PlayerType
var _state_time_remaining: float = 0.0
var _cast_charge: float = 0.0
@ -72,6 +97,14 @@ var _bobber_water_position: Vector3
var _fight_start_position: Vector3
var _cooldown_status: String = ""
var _fishable_query_shape: SphereShape3D = SphereShape3D.new()
var _fish_selector: FishSelectorType = FishSelectorType.new()
var _selected_water_region: FishableWaterRegionType
var _selection_context: FishingContextType
var _selected_fish: FishDataType
var _pending_catch: FishCatchType
var _showcase_ready: bool = false
var _put_away_press_armed: bool = false
var _showcase_restore_generation: int = 0
func _ready() -> void:
@ -79,15 +112,52 @@ func _ready() -> void:
_catch_controller.caught.connect(_on_catch_completed)
_catch_controller.escaped.connect(_on_catch_escaped)
_presentation.cast_completed.connect(_on_cast_completed)
_presentation.outcome_completed.connect(_on_outcome_completed)
func setup(local_player: PlayerType) -> void:
func setup(
local_player: PlayerType,
local_inventory: FishInventoryType,
local_collection_log: CollectionLogType,
) -> void:
_local_player = local_player
_local_inventory = local_inventory
_local_collection_log = local_collection_log
func _exit_tree() -> void:
_showcase_restore_generation += 1
if (
state == FishingState.SHOWING_CATCH
and _pending_catch != null
and _local_inventory != null
and is_instance_valid(_local_inventory)
and _local_collection_log != null
and is_instance_valid(_local_collection_log)
):
_local_inventory.add_catch(_pending_catch)
_local_collection_log.mark_discovered(_pending_catch.fish_id)
_pending_catch = null
if _active_player != null and is_instance_valid(_active_player):
_active_player.end_catch_showcase(Callable(), true)
_active_player.set_movement_enabled(true)
_active_player = null
_selected_water_region = null
_selection_context = null
_selected_fish = null
_showcase_ready = false
_put_away_press_armed = false
func _process(delta: float) -> void:
if state == FishingState.READY and not Input.is_action_pressed("fish_primary"):
_new_cast_press_armed = true
if (
state == FishingState.SHOWING_CATCH
and _showcase_ready
and not Input.is_action_pressed("fish_primary")
):
_put_away_press_armed = true
match state:
FishingState.AIMING_CAST:
@ -110,6 +180,13 @@ func _process(delta: float) -> void:
func _unhandled_input(event: InputEvent) -> void:
if (
event.is_action_pressed("ui_cancel")
and state == FishingState.SHOWING_CATCH
):
_put_away_catch()
get_viewport().set_input_as_handled()
return
if (
event.is_action_pressed("ui_cancel")
and _active_player != null
@ -148,6 +225,11 @@ func _unhandled_input(event: InputEvent) -> void:
_presentation.set_line_mode(
FishingPresentationType.LineMode.TAUT
)
FishingState.SHOWING_CATCH:
if _showcase_ready and _put_away_press_armed:
_put_away_catch()
else:
return
_:
return
get_viewport().set_input_as_handled()
@ -217,10 +299,24 @@ func _on_cast_completed() -> void:
if state != FishingState.CASTING:
return
_cast_landing_is_fishable = is_target_fishable(_cast_target)
_selected_water_region = get_fishable_water_region(_cast_target)
_cast_landing_is_fishable = _selected_water_region != null
if not _cast_landing_is_fishable:
_cleanup_attempt("Can't fish there.", &"invalid")
return
_selection_context = _build_fishing_context(_selected_water_region)
_fish_selector.undiscovered_weight_multiplier = undiscovered_weight_multiplier
_fish_selector.use_deterministic_test_seed = use_deterministic_selection_seed
_fish_selector.deterministic_test_seed = deterministic_selection_seed
_fish_selector.begin_roll()
_selected_fish = _fish_selector.select_fish(
_selected_water_region.fish_pool,
_selection_context,
_local_collection_log
)
if _selected_fish == null:
_cleanup_attempt("Nothing is biting here.", &"invalid")
return
state = FishingState.WAITING_FOR_BITE
_state_time_remaining = wait_time
@ -350,8 +446,8 @@ func _confirm_hook() -> void:
if (
state != FishingState.BITE_ACTIVE
or _active_player == null
or catchable_fish == null
or catchable_fish.catch_profile == null
or _selected_fish == null
or _selected_fish.catch_profile == null
):
_cancel_attempt()
return
@ -363,7 +459,7 @@ func _confirm_hook() -> void:
_presentation.set_line_mode(FishingPresentationType.LineMode.TAUT)
_presentation.begin_reeling()
_catch_controller.start_encounter(
catchable_fish.catch_profile,
_selected_fish.catch_profile,
_active_player.reel_speed,
_active_player.click_power
)
@ -420,12 +516,24 @@ func _on_catch_encounter_updated(
func _on_catch_completed() -> void:
if state != FishingState.FIGHTING or _active_player == null or catchable_fish == null:
if (
state != FishingState.FIGHTING
or _active_player == null
or _selected_fish == null
):
_cancel_attempt()
return
_active_player.inventory.add_fish(catchable_fish)
_cleanup_attempt("Caught %s!" % catchable_fish.display_name, &"catch")
_pending_catch = _fish_selector.create_catch(_selected_fish)
if _pending_catch == null or not _pending_catch.is_valid():
_cancel_attempt()
return
state = FishingState.SHOWING_CATCH
_showcase_ready = false
_put_away_press_armed = false
_catch_controller.reset()
_presentation.set_line_mode(FishingPresentationType.LineMode.TAUT)
_presentation.play_outcome(&"catch")
func _on_catch_escaped() -> void:
@ -433,11 +541,69 @@ func _on_catch_escaped() -> void:
return
var fish_name: String = "The fish"
if catchable_fish != null and not catchable_fish.display_name.is_empty():
fish_name = "The %s" % catchable_fish.display_name
if _selected_fish != null and not _selected_fish.display_name.is_empty():
fish_name = "The %s" % _selected_fish.display_name
_cleanup_attempt("%s got away!" % fish_name, &"escape")
func _on_outcome_completed(outcome: StringName) -> void:
if (
outcome != &"catch"
or state != FishingState.SHOWING_CATCH
or _active_player == null
or _pending_catch == null
):
return
_showcase_ready = true
_active_player.begin_catch_showcase(_pending_catch)
showcase_changed.emit(
_pending_catch.fish.display_name,
_pending_catch.fish.get_rarity_name(),
_pending_catch.weight_lb,
true
)
status_changed.emit("Left click or Escape to put away")
func _put_away_catch() -> void:
if (
state != FishingState.SHOWING_CATCH
or _active_player == null
or _local_inventory == null
or _local_collection_log == null
or _pending_catch == null
):
return
var caught_name: String = _pending_catch.fish.display_name
_local_inventory.add_catch(_pending_catch)
_local_collection_log.mark_discovered(_pending_catch.fish_id)
_pending_catch = null
_showcase_ready = false
_put_away_press_armed = false
showcase_changed.emit("", "", 0.0, false)
_showcase_restore_generation += 1
var restore_generation: int = _showcase_restore_generation
_active_player.end_catch_showcase(
_finish_showcase_put_away.bind(
restore_generation,
"Caught %s!" % caught_name
)
)
func _finish_showcase_put_away(
restore_generation: int,
cooldown_message: String,
) -> void:
if (
restore_generation != _showcase_restore_generation
or state != FishingState.SHOWING_CATCH
or _active_player == null
):
return
_cleanup_attempt(cooldown_message)
func _miss_bite() -> void:
if state != FishingState.BITE_ACTIVE:
return
@ -448,7 +614,9 @@ func _cleanup_attempt(
cooldown_message: String = "",
visual_outcome: StringName = &"",
) -> void:
_showcase_restore_generation += 1
if _active_player != null:
_active_player.end_catch_showcase()
_active_player.set_movement_enabled(true)
_active_player = null
_state_time_remaining = 0.0
@ -462,6 +630,13 @@ func _cleanup_attempt(
_withdrawal_input_held = false
_bobber_water_position = Vector3.ZERO
_fight_start_position = Vector3.ZERO
_selected_water_region = null
_selection_context = null
_selected_fish = null
_pending_catch = null
_showcase_ready = false
_put_away_press_armed = false
showcase_changed.emit("", "", 0.0, false)
_catch_controller.reset()
if visual_outcome.is_empty():
_presentation.cleanup()
@ -531,6 +706,12 @@ func _calculate_cast_target(distance: float) -> Vector3:
func is_target_fishable(target: Vector3) -> bool:
return get_fishable_water_region(target) != null
func get_fishable_water_region(
target: Vector3,
) -> FishableWaterRegionType:
_fishable_query_shape.radius = fishable_query_radius
var query := PhysicsShapeQueryParameters3D.new()
query.shape = _fishable_query_shape
@ -543,9 +724,36 @@ func is_target_fishable(target: Vector3) -> bool:
query.collide_with_bodies = false
var results: Array[Dictionary] = get_world_3d().direct_space_state.intersect_shape(
query,
1
32
)
return not results.is_empty()
var selected_region: FishableWaterRegionType
for result: Dictionary in results:
var collider: Object = result.get("collider")
var region: FishableWaterRegionType = collider as FishableWaterRegionType
if region == null or region.fish_pool == null:
continue
if (
selected_region == null
or region.selection_priority > selected_region.selection_priority
or (
region.selection_priority == selected_region.selection_priority
and region.get_instance_id() < selected_region.get_instance_id()
)
):
selected_region = region
return selected_region
func _build_fishing_context(
region: FishableWaterRegionType,
) -> FishingContextType:
var context := FishingContextType.new()
context.location_tags = region.location_tags.duplicate()
context.active_event_tags = context_event_tags.duplicate()
context.active_bait_tags = context_bait_tags.duplicate()
context.is_night = context_is_night
context.is_raining = context_is_raining
return context
func find_last_fishable_position(from: Vector3, to: Vector3) -> Vector3: