Add gathering, unified inventory, and real-time world

This commit is contained in:
Alexander Sellite 2026-08-18 18:19:36 -04:00
parent 173371e6fc
commit fa57edca83
113 changed files with 6700 additions and 1307 deletions

View file

@ -1,14 +1,17 @@
extends SceneTree
const PlayerMenuScene = preload("res://ui/player_menu.tscn")
const HotbarScene = preload("res://ui/hotbar.tscn")
const UIReferencePresentationType = preload(
"res://ui/ui_reference_presentation.gd"
)
const EXPECTED_HOST_SIZE := Vector2(278.0, 484.0)
const EXPECTED_ART_SIZE := Vector2(306.28125, 580.8)
const EXPECTED_ART_POSITION := Vector2(-4.140625, -28.4)
const INVENTORY_PANEL_RECT := Rect2(54.0, 166.0, 882.0, 484.0)
const NOTEPAD_HOST_RECT := Rect2(952.0, 166.0, 278.0, 484.0)
const LEGACY_COOLER_PANEL_RECT := Rect2(54.0, 166.0, 882.0, 484.0)
const LEGACY_COOLER_NOTEPAD_RECT := Rect2(952.0, 166.0, 278.0, 484.0)
const INVENTORY_PANEL_RECT := Rect2(199.0, 166.0, 882.0, 484.0)
const NOTEPAD_HOST_RECT := Rect2(501.0, 166.0, 278.0, 484.0)
const NOTEPAD_ART_RECT := Rect2(
NOTEPAD_HOST_RECT.position + EXPECTED_ART_POSITION,
EXPECTED_ART_SIZE,
@ -57,6 +60,11 @@ func _run() -> void:
+ InventoryNotepad.NOTEPAD_ART_OFFSET
))
_validate_shared_inventory_geometry(player_menu)
_validate_first_open_inventory(player_menu)
await _validate_inventory_grid_centering(player_menu, presentation_stage)
_validate_utility_page_geometry(player_menu)
await _validate_profile_content_bounds(player_menu)
await _validate_hotbar_centering(presentation_stage)
_validate_inventory_layering(player_menu)
_validate_tackle_to_items_transition(player_menu)
_validate_cooler_notepad_typography(player_menu)
@ -103,23 +111,151 @@ func _apply_stage_layout(stage: Control, display_size: Vector2) -> void:
func _validate_shared_inventory_geometry(player_menu: PlayerMenu) -> void:
for node_name: StringName in [
&"CoolerOuterWall",
&"BagOuterWall",
&"TackleMainPanel",
]:
var main_panel := player_menu.get_node("%%%s" % node_name) as Control
assert(main_panel != null)
assert(main_panel.position.is_equal_approx(INVENTORY_PANEL_RECT.position))
assert(main_panel.size.is_equal_approx(INVENTORY_PANEL_RECT.size))
assert(
main_panel.size.is_equal_approx(INVENTORY_PANEL_RECT.size),
"%s was %s, expected %s" % [
node_name,
main_panel.size,
INVENTORY_PANEL_RECT.size,
],
)
var cooler_panel := player_menu.get_node("%CoolerOuterWall") as Control
var cooler_notepad := player_menu.get_node("%DetailConstellation") as Control
assert(cooler_panel.position.is_equal_approx(
LEGACY_COOLER_PANEL_RECT.position
))
assert(cooler_panel.size.is_equal_approx(LEGACY_COOLER_PANEL_RECT.size))
assert(cooler_notepad.position.is_equal_approx(
LEGACY_COOLER_NOTEPAD_RECT.position
))
assert(cooler_notepad.size.is_equal_approx(
LEGACY_COOLER_NOTEPAD_RECT.size
))
for node_name: StringName in [
&"DetailConstellation",
&"BagDetailConstellation",
&"TackleDetailPanel",
]:
var host := player_menu.get_node("%%%s" % node_name) as Control
assert(host != null)
assert(host.position.is_equal_approx(Vector2(952.0, 166.0)))
assert(host.position.is_equal_approx(NOTEPAD_HOST_RECT.position))
assert(host.size.is_equal_approx(EXPECTED_HOST_SIZE))
assert(is_equal_approx(INVENTORY_PANEL_RECT.get_center().x, 640.0))
func _validate_first_open_inventory(player_menu: PlayerMenu) -> void:
var legacy_slots: Array = player_menu.get("_bag_slot_nodes") as Array
assert(legacy_slots.is_empty())
var old_slot_nodes: Array[Node] = player_menu.find_children(
"*", "BagStorageSlot", true, false
)
assert(old_slot_nodes.is_empty())
func _validate_inventory_grid_centering(
player_menu: PlayerMenu,
stage: Control,
) -> void:
var grid := player_menu.get("_general_inventory_grid") as Control
assert(grid != null)
grid.custom_minimum_size = Vector2(782.0, 342.0)
grid.size = grid.custom_minimum_size
player_menu.call("_layout_general_inventory_grid")
await process_frame
assert(is_equal_approx(grid.position.y, 39.0))
assert(
is_equal_approx(
grid.get_global_rect().get_center().x,
stage.get_global_rect().get_center().x,
),
"inventory center %s did not match stage center %s" % [
grid.get_global_rect().get_center().x,
stage.get_global_rect().get_center().x,
],
)
func _validate_utility_page_geometry(player_menu: PlayerMenu) -> void:
for page_name: StringName in [
&"TheNetPage",
&"MailPage",
&"ProfilePage",
&"PlayersPage",
]:
var page := player_menu.get_node("%%%s" % page_name) as Control
assert(page != null)
var shell := page.find_child(
"UtilityMainBox", true, false
) as Control
assert(shell != null)
assert(shell.position.is_equal_approx(UtilityPageStyle.LAPTOP_RECT.position))
assert(shell.size.is_equal_approx(UtilityPageStyle.LAPTOP_RECT.size))
assert(is_equal_approx(shell.get_rect().get_center().x, 640.0))
func _validate_profile_content_bounds(player_menu: PlayerMenu) -> void:
var profile := player_menu.get_node("%ProfilePage") as ProfilePage
assert(profile != null)
var menu_was_visible: bool = player_menu.visible
var profile_was_visible: bool = profile.visible
player_menu.visible = true
profile.visible = true
await process_frame
await process_frame
var option_list := profile.get("_option_list") as Control
var body := option_list.get_parent() as Control
var preview := profile.get("_preview") as Control
var shell := profile.find_child("UtilityMainBox", true, false) as Control
assert(option_list != null and body != null and preview != null and shell != null)
for category_id: String in ["fur_pattern", "voice"]:
profile.call("_select_category", category_id)
await process_frame
await process_frame
assert(
body.get_combined_minimum_size().x <= body.size.x,
"%s customization content overflowed its body: %s > %s" % [
category_id,
body.get_combined_minimum_size().x,
body.size.x,
],
)
assert(
preview.get_global_rect().end.x
<= shell.get_global_rect().end.x,
"%s preview overflowed the utility content area" % category_id,
)
profile.visible = profile_was_visible
player_menu.visible = menu_was_visible
func _validate_hotbar_centering(parent: Control) -> void:
var hotbar := HotbarScene.instantiate() as HotbarUI
parent.add_child(hotbar)
await process_frame
var presentation := hotbar.get_node(
"%HotbarPresentationScaleRoot"
) as Control
var field := hotbar.get_node("%BubbleField") as Control
hotbar.set_player_menu_context(true)
var displayed_center_x: float = (
presentation.position.x
+ field.get_rect().get_center().x * presentation.scale.x
)
assert(is_equal_approx(displayed_center_x, 640.0))
var displayed_top: float = (
presentation.position.y + field.position.y * presentation.scale.y
)
var displayed_bottom: float = (
displayed_top + field.size.y * presentation.scale.y
)
assert(displayed_top < INVENTORY_PANEL_RECT.end.y)
assert(displayed_bottom > INVENTORY_PANEL_RECT.end.y)
hotbar.queue_free()
func _validate_inventory_layering(player_menu: PlayerMenu) -> void:
@ -136,13 +272,31 @@ func _validate_inventory_layering(player_menu: PlayerMenu) -> void:
assert(cooler_panel != null)
assert(tackle_panel != null)
assert(inventory_tabs != null)
assert(items_tab != null and items_tab.text == "Items")
assert(bait_list != null and bait_list.columns == 3)
assert(lure_list != null and lure_list.columns == 3)
assert(items_tab != null and not items_tab.visible)
assert(not (player_menu.get_node("%CoolerSubTab") as Button).visible)
assert((player_menu.get_node("%BagSubTab") as Button).text == "Inventory")
assert(bait_list != null and bait_list.columns == 4)
assert(lure_list != null and lure_list.columns == 4)
assert(bait_list.get_theme_constant("h_separation") == 28)
assert(lure_list.get_theme_constant("h_separation") == 28)
assert(sale_confirmation.z_index > cooler_panel.z_index)
assert(sale_confirmation.z_index > tackle_panel.z_index)
assert(
(player_menu.get_node("%BagDetailConstellation") as Control).z_index
> bag_panel.z_index
)
assert(
(player_menu.get_node("%BagModalBlocker") as Control).z_index
> bag_panel.z_index
)
assert(
(player_menu.get_node("%BagDetailConstellation") as Control).z_index
> (player_menu.get_node("%BagModalBlocker") as Control).z_index
)
assert(
(player_menu.get_node("%TackleDetailPanel") as Control).z_index
> tackle_panel.z_index
)
# The contextual Hotbar uses z=90 while the Player Menu is open.
assert(sale_confirmation.z_index > 90)
assert(sale_confirmation.position.is_equal_approx(Vector2(380.0, 265.0)))
@ -159,25 +313,55 @@ func _validate_inventory_layering(player_menu: PlayerMenu) -> void:
func _validate_tackle_to_items_transition(player_menu: PlayerMenu) -> void:
var empty_state := player_menu.get_node("%BagEmptyState") as Label
player_menu.set("_bag_view", PlayerMenu.BagView.EQUIPMENT)
player_menu.call("_refresh_bag")
assert(empty_state.text == "No equipment in your Bag.")
var inventory_notepad := player_menu.get_node(
"%BagDetailBubble"
) as InventoryNotepad
assert(inventory_notepad != null)
assert(inventory_notepad.title_text == "inventory notes")
player_menu.call(
"_show_section_immediate", PlayerMenu.Section.TACKLE_BOX
)
player_menu.call("_show_bag_view", PlayerMenu.BagView.CONSUMABLES)
assert(
player_menu.get("_current_section") == PlayerMenu.Section.BAG
)
assert(
player_menu.get("_bag_view") == PlayerMenu.BagView.CONSUMABLES
)
assert(empty_state.text == "No items in your Bag.")
player_menu.call("_show_inventory_tab", 0)
player_menu.call("_cancel_page_tween")
player_menu.call(
"_show_section_immediate", PlayerMenu.Section.COOLER
player_menu.call("_show_section_immediate", PlayerMenu.Section.BAG)
player_menu.call("_update_bag_detail")
assert(player_menu.get("_current_section") == PlayerMenu.Section.BAG)
assert(not (player_menu.get_node("%BagDetailConstellation") as Control).visible)
assert(
(player_menu.get_node("%BagSpriteDetailData") as Label).text
== "select an item for details."
)
player_menu.visible = true
player_menu.call("_set_content_interactive", true)
var no_actions: Array[BaseButton] = []
player_menu.call(
"_open_inventory_notepad",
PlayerMenu.Section.BAG,
StringName("modal-test"),
no_actions,
)
assert((player_menu.get_node("%BagDetailConstellation") as Control).visible)
assert((player_menu.get_node("%BagModalBlocker") as Control).visible)
assert(
(player_menu.get_node("%BagModalBlocker") as Control).mouse_filter
== Control.MOUSE_FILTER_STOP
)
assert(
(player_menu.get_node("%InventoryTab") as Button).focus_mode
== Control.FOCUS_NONE
)
assert(
(player_menu.get_node("%BagSpriteDetailData") as Label).get_theme_font(
"font"
) == InventoryNotepad.NOTEPAD_FONT
)
player_menu.call(
"_release_controller_ownership", false, false
)
assert(not (player_menu.get_node("%BagModalBlocker") as Control).visible)
player_menu.call("_set_content_interactive", false)
player_menu.visible = false
player_menu.call("_cancel_page_tween")
func _validate_cooler_notepad_typography(player_menu: PlayerMenu) -> void:
@ -314,17 +498,16 @@ func _capture_inventory_pages(player_menu: PlayerMenu) -> void:
return
player_menu.visible = true
var sections: Array[PlayerMenu.Section] = [
PlayerMenu.Section.COOLER,
PlayerMenu.Section.BAG,
PlayerMenu.Section.TACKLE_BOX,
]
var suffixes: Array[String] = ["cooler", "equipment", "tackle"]
var suffixes: Array[String] = ["inventory", "tackle"]
for index: int in sections.size():
player_menu.call("_show_section_immediate", sections[index])
await process_frame
await process_frame
await _save_capture(suffixes[index])
player_menu.call("_show_section_immediate", PlayerMenu.Section.COOLER)
player_menu.call("_show_section_immediate", PlayerMenu.Section.BAG)
var sale_confirmation := player_menu.get_node("%SaleConfirmation") as Control
var confirmation_message := player_menu.get_node(
"%ConfirmationMessage"