496 lines
14 KiB
GDScript
496 lines
14 KiB
GDScript
class_name FishingShop
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extends Control
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const INPUT_OWNER: StringName = &"fishing_shop"
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const MAIN_SHOP_BUYER_ID: StringName = &"main_fishing_shop"
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const FishBuyerProfileType = preload("res://economy/fish_buyer_profile.gd")
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const FishCatchType = preload("res://fish/fish_catch.gd")
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const FishInventoryType = preload("res://inventory/fish_inventory.gd")
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const FishSaleResultType = preload("res://economy/fish_sale_result.gd")
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const FishSaleServiceType = preload("res://economy/fish_sale_service.gd")
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const PlayerWalletType = preload("res://economy/player_wallet.gd")
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const FishingSpotType = preload("res://fishing/fishing_spot.gd")
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const PlayerFishingUpgradesType = preload(
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"res://progression/player_fishing_upgrades.gd"
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)
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const PlayerType = preload("res://player/player.gd")
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const ShopInteractionType = preload(
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"res://world/fishing_shop_interaction.gd"
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)
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signal menu_visibility_changed(is_open: bool)
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enum CloseReason {
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USER,
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RANGE_EXIT,
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WATER_RECOVERY,
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SESSION_END,
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TEARDOWN,
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}
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@onready var _wallet_label: Label = %WalletLabel
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@onready var _fish_list: ItemList = %FishList
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@onready var _fish_empty: Label = %FishEmpty
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@onready var _fish_texture: TextureRect = %FishTexture
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@onready var _fish_name: Label = %FishName
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@onready var _fish_details: Label = %FishDetails
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@onready var _sell_button: Button = %SellButton
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@onready var _feedback: Label = %Feedback
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@onready var _reel_level: Label = %ReelLevel
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@onready var _reel_effect: Label = %ReelEffect
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@onready var _reel_cost: Label = %ReelCost
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@onready var _reel_purchase: Button = %ReelPurchase
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@onready var _barrier_level: Label = %BarrierLevel
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@onready var _barrier_effect: Label = %BarrierEffect
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@onready var _barrier_cost: Label = %BarrierCost
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@onready var _barrier_purchase: Button = %BarrierPurchase
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@onready var _confirmation: PanelContainer = %SaleConfirmation
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@onready var _confirmation_text: Label = %ConfirmationText
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@onready var _confirm_sale: Button = %ConfirmSale
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@onready var _cancel_sale: Button = %CancelSale
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var _player: PlayerType
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var _inventory: FishInventoryType
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var _wallet: PlayerWalletType
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var _sale_service: FishSaleServiceType
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var _buyer: FishBuyerProfileType
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var _upgrades: PlayerFishingUpgradesType
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var _fishing_spot: FishingSpotType
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var _interaction: ShopInteractionType
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var _selected_catch_id: StringName
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var _confirmation_catch_id: StringName
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var _prior_movement_enabled: bool = true
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var _prior_camera_enabled: bool = true
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var _prior_mouse_mode: Input.MouseMode = Input.MOUSE_MODE_VISIBLE
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var _snapshot_stored: bool = false
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var _mouse_snapshot_stored: bool = false
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var _generation: int = 0
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var _transaction_in_progress: bool = false
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var _closing: bool = false
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func _ready() -> void:
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%CloseButton.pressed.connect(close_shop)
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_fish_list.item_selected.connect(_on_fish_selected)
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_sell_button.pressed.connect(_open_sale_confirmation)
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_confirm_sale.pressed.connect(_on_confirm_sale)
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_cancel_sale.pressed.connect(_close_sale_confirmation)
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_reel_purchase.pressed.connect(_purchase_reel_speed)
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_barrier_purchase.pressed.connect(_purchase_barrier_power)
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func setup(
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player: PlayerType,
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inventory: FishInventoryType,
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wallet: PlayerWalletType,
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sale_service: FishSaleServiceType,
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buyer: FishBuyerProfileType,
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upgrades: PlayerFishingUpgradesType,
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fishing_spot: FishingSpotType,
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interaction: ShopInteractionType,
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) -> void:
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_player = player
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_inventory = inventory
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_wallet = wallet
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_sale_service = sale_service
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_buyer = buyer
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_upgrades = upgrades
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_fishing_spot = fishing_spot
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_interaction = interaction
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if not _inventory.catches_changed.is_connected(_on_inventory_changed):
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_inventory.catches_changed.connect(_on_inventory_changed)
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if not _wallet.balance_changed.is_connected(_on_wallet_changed):
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_wallet.balance_changed.connect(_on_wallet_changed)
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if not _upgrades.upgrades_changed.is_connected(_on_upgrades_changed):
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_upgrades.upgrades_changed.connect(_on_upgrades_changed)
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_refresh_all()
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func open_shop() -> bool:
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if (
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visible
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or _player == null
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or _interaction == null
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or not _interaction.is_local_player_in_range()
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or _fishing_spot == null
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or not _fishing_spot.can_open_fishing_shop()
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or _buyer == null
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or not _buyer.is_valid()
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or _buyer.id != MAIN_SHOP_BUYER_ID
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):
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return false
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_generation += 1
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_closing = false
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_transaction_in_progress = false
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_prior_movement_enabled = _player.is_movement_enabled()
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_prior_camera_enabled = _player.is_camera_input_enabled()
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_prior_mouse_mode = Input.mouse_mode
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_snapshot_stored = true
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_mouse_snapshot_stored = true
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_player.set_movement_enabled(false)
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_player.set_camera_input_enabled(false)
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_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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_feedback.text = ""
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_close_sale_confirmation()
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show()
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_refresh_all()
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%CloseButton.grab_focus()
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menu_visibility_changed.emit(true)
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return true
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func consume_escape() -> bool:
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if not visible:
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return false
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if _confirmation.visible:
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_close_sale_confirmation()
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else:
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close_shop()
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return true
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func close_shop(
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reason: CloseReason = CloseReason.USER,
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restore_controls: bool = true,
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) -> void:
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if not visible:
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return
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_closing = true
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_generation += 1
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_transaction_in_progress = false
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_close_sale_confirmation()
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_selected_catch_id = StringName()
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hide()
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get_viewport().gui_release_focus()
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if _fishing_spot != null and is_instance_valid(_fishing_spot):
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_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, false)
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if (
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restore_controls
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and _snapshot_stored
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and _fishing_spot != null
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and _fishing_spot.is_ready_for_shop_transaction()
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):
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_player.set_movement_enabled(_prior_movement_enabled)
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_player.set_camera_input_enabled(_prior_camera_enabled)
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_snapshot_stored = false
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_apply_mouse_close_policy(reason)
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_closing = false
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menu_visibility_changed.emit(false)
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func close_for_range_exit() -> void:
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close_shop(CloseReason.RANGE_EXIT)
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func close_for_water_recovery() -> void:
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# Recovery emits its starting signal immediately before it captures the
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# player's current control state. Restore our local snapshot synchronously
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# so recovery captures the pre-shop state, then becomes the new authority
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# before another frame can process gameplay input.
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close_shop(CloseReason.WATER_RECOVERY, true)
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func close_for_session_end() -> void:
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close_shop(CloseReason.SESSION_END, false)
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func _exit_tree() -> void:
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if visible:
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close_shop(CloseReason.TEARDOWN, false)
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func _refresh_all() -> void:
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if not is_node_ready():
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return
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_refresh_wallet()
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_refresh_fish_list()
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_refresh_selected_fish()
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_refresh_upgrades()
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func _refresh_wallet() -> void:
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_wallet_label.text = (
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"Wallet: $%d" % _wallet.get_balance()
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if _wallet != null
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else "Wallet: $0"
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)
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func _refresh_fish_list() -> void:
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_fish_list.clear()
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var catches: Array[FishCatchType] = (
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_inventory.get_all_catches() if _inventory != null else []
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)
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catches.sort_custom(
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func(a: FishCatchType, b: FishCatchType) -> bool:
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return a.catch_sequence > b.catch_sequence
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)
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var selected_index: int = -1
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for fish_catch: FishCatchType in catches:
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if fish_catch == null or not fish_catch.is_valid():
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continue
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var marker: String = "★ " if fish_catch.is_favorited else ""
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var index: int = _fish_list.add_item(
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"%s%s — %.2f lb"
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% [marker, fish_catch.fish.display_name, fish_catch.weight_lb],
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fish_catch.fish.display_texture
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)
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_fish_list.set_item_metadata(index, String(fish_catch.catch_id))
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_fish_list.set_item_tooltip(
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index,
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"%s • %s"
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% [
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fish_catch.fish.get_rarity_name(),
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"Favorited" if fish_catch.is_favorited else "Available",
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]
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)
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if fish_catch.catch_id == _selected_catch_id:
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selected_index = index
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_fish_empty.visible = _fish_list.item_count == 0
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if selected_index >= 0:
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_fish_list.select(selected_index)
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elif not _selected_catch_id.is_empty():
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_selected_catch_id = StringName()
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func _refresh_selected_fish() -> void:
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var fish_catch: FishCatchType = _get_selected_catch()
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_fish_texture.texture = (
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fish_catch.fish.display_texture if fish_catch != null else null
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)
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_fish_name.text = (
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fish_catch.fish.display_name if fish_catch != null else "Select a fish"
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)
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if fish_catch == null:
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_fish_details.text = "Choose one individual fish from your Cooler."
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_sell_button.disabled = true
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return
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var offer: int = _buyer.get_offer(fish_catch.sale_value)
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_fish_details.text = (
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"%.2f lb • %s\nBase value: $%d\nMain-shop offer: $%d%s"
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% [
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fish_catch.weight_lb,
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fish_catch.fish.get_rarity_name(),
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fish_catch.sale_value,
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offer,
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"\nFavorited fish cannot be sold."
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if fish_catch.is_favorited
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else "",
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]
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)
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_sell_button.disabled = (
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fish_catch.is_favorited
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or _transaction_in_progress
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or _closing
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)
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func _refresh_upgrades() -> void:
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if _upgrades == null:
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return
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var reel_level: int = _upgrades.get_reel_speed_level()
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var reel_cost: int = _upgrades.get_next_reel_speed_cost()
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_reel_level.text = "Level %d" % reel_level
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_reel_purchase.disabled = (
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reel_cost < 0
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or _transaction_in_progress
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or _closing
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or not _upgrades.can_purchase_reel_speed(_wallet)
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)
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if reel_cost < 0:
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_reel_effect.text = "%.2f×" % _upgrades.get_reel_speed_multiplier()
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_reel_cost.text = "MAX"
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else:
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_reel_effect.text = (
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"%.2f× → %.2f×"
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% [
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_upgrades.get_reel_speed_multiplier(),
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1.0 + float(reel_level + 1) * 0.10,
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]
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)
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_reel_cost.text = "$%d" % reel_cost
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_reel_purchase.text = "MAX" if reel_cost < 0 else "Purchase"
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var barrier_level: int = _upgrades.get_barrier_power_level()
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var barrier_cost: int = _upgrades.get_next_barrier_power_cost()
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_barrier_level.text = "Level %d" % barrier_level
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_barrier_purchase.disabled = (
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barrier_cost < 0
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or _transaction_in_progress
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or _closing
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or not _upgrades.can_purchase_barrier_power(_wallet)
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)
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if barrier_cost < 0:
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_barrier_effect.text = "%d damage" % _upgrades.get_barrier_damage()
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_barrier_cost.text = "MAX"
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else:
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_barrier_effect.text = (
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"%d damage → %d damage"
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% [
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_upgrades.get_barrier_damage(),
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barrier_level + 2,
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]
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)
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_barrier_cost.text = "$%d" % barrier_cost
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_barrier_purchase.text = "MAX" if barrier_cost < 0 else "Purchase"
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func _on_fish_selected(index: int) -> void:
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if index < 0 or index >= _fish_list.item_count:
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return
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_selected_catch_id = StringName(str(_fish_list.get_item_metadata(index)))
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_feedback.text = ""
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_refresh_selected_fish()
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func _open_sale_confirmation() -> void:
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var fish_catch: FishCatchType = _get_selected_catch()
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if not _is_transaction_context_valid() or fish_catch == null:
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_feedback.text = "This fish is no longer available."
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_refresh_all()
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return
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if fish_catch.is_favorited:
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_feedback.text = "Favorited fish cannot be sold."
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return
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_confirmation_catch_id = fish_catch.catch_id
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var offer: int = _buyer.get_offer(fish_catch.sale_value)
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_confirmation_text.text = (
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"Sell this %.2f lb %s to the Fishing Shop for $%d?"
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% [fish_catch.weight_lb, fish_catch.fish.display_name, offer]
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)
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_confirmation.show()
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_cancel_sale.grab_focus()
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func _close_sale_confirmation() -> void:
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_confirmation_catch_id = StringName()
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_confirmation.hide()
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func _on_confirm_sale() -> void:
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if _transaction_in_progress:
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return
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var transaction_generation: int = _generation
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var catch_id: StringName = _confirmation_catch_id
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_close_sale_confirmation()
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if (
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catch_id.is_empty()
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or not _is_transaction_context_valid()
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or transaction_generation != _generation
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or _buyer.id != MAIN_SHOP_BUYER_ID
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):
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_feedback.text = "Unable to complete sale."
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return
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_transaction_in_progress = true
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var result: FishSaleResultType = _sale_service.sell(catch_id, _buyer)
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_transaction_in_progress = false
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if (
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transaction_generation != _generation
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or not visible
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):
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return
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if result.is_success():
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_feedback.text = "Fish sold for $%d." % result.payout
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_selected_catch_id = StringName()
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else:
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_feedback.text = result.get_message()
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_refresh_all()
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func _purchase_reel_speed() -> void:
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_purchase_upgrade(true)
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func _purchase_barrier_power() -> void:
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_purchase_upgrade(false)
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func _purchase_upgrade(is_reel_speed: bool) -> void:
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if _transaction_in_progress or not _is_transaction_context_valid():
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_feedback.text = "Unable to complete purchase."
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return
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var cost: int = (
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_upgrades.get_next_reel_speed_cost()
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if is_reel_speed
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else _upgrades.get_next_barrier_power_cost()
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)
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if cost < 0:
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_feedback.text = "Maximum level reached."
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return
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if not _wallet.can_afford(cost):
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_feedback.text = "Not enough money."
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return
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var transaction_generation: int = _generation
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_transaction_in_progress = true
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var purchased: bool = (
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_upgrades.purchase_reel_speed(_wallet)
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if is_reel_speed
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else _upgrades.purchase_barrier_power(_wallet)
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)
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_transaction_in_progress = false
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if transaction_generation != _generation or not visible:
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return
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_feedback.text = (
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"Upgrade purchased."
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if purchased
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else "Unable to complete purchase."
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)
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_refresh_all()
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func _get_selected_catch() -> FishCatchType:
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if _inventory == null or _selected_catch_id.is_empty():
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return null
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return _inventory.get_catch_by_id(_selected_catch_id)
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func _is_transaction_context_valid() -> bool:
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return (
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visible
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and not _closing
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and _interaction != null
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and _interaction.is_local_player_in_range()
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and _fishing_spot != null
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and _fishing_spot.is_ready_for_shop_transaction()
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and _buyer != null
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and _buyer.is_valid()
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and _buyer.id == MAIN_SHOP_BUYER_ID
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)
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func _on_inventory_changed() -> void:
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_refresh_fish_list()
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if (
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not _confirmation_catch_id.is_empty()
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and _inventory.get_catch_by_id(_confirmation_catch_id) == null
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):
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_close_sale_confirmation()
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_feedback.text = "This fish is no longer available."
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_refresh_selected_fish()
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func _on_wallet_changed(_balance: int, _delta: int) -> void:
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_refresh_wallet()
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_refresh_upgrades()
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func _on_upgrades_changed(
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_reel_speed_level: int,
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_barrier_power_level: int,
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) -> void:
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_refresh_upgrades()
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func _apply_mouse_close_policy(reason: CloseReason) -> void:
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if not _mouse_snapshot_stored:
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return
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match reason:
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CloseReason.USER, CloseReason.RANGE_EXIT:
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Input.mouse_mode = _prior_mouse_mode
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CloseReason.WATER_RECOVERY:
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Input.mouse_mode = _prior_mouse_mode
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CloseReason.SESSION_END:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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CloseReason.TEARDOWN:
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pass
|
||
_mouse_snapshot_stored = false
|