netfishing/ui/fishing_shop.gd

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24 KiB
GDScript3
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class_name FishingShop
extends Control
const INPUT_OWNER: StringName = &"fishing_shop"
const MAIN_SHOP_BUYER_ID: StringName = &"main_fishing_shop"
const FishBuyerProfileType = preload("res://economy/fish_buyer_profile.gd")
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishInventoryType = preload("res://inventory/fish_inventory.gd")
const FishSaleResultType = preload("res://economy/fish_sale_result.gd")
const FishSaleServiceType = preload("res://economy/fish_sale_service.gd")
const PlayerWalletType = preload("res://economy/player_wallet.gd")
const FishingShopStockType = preload("res://economy/fishing_shop_stock.gd")
const ItemCatalogType = preload("res://items/item_catalog.gd")
const ItemDataType = preload("res://items/item_data.gd")
const PlayerBagType = preload("res://inventory/player_bag.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const PlayerFishingUpgradesType = preload(
"res://progression/player_fishing_upgrades.gd"
)
const PlayerType = preload("res://player/player.gd")
const PlayerCoolerCapacityType = preload(
"res://progression/player_cooler_capacity.gd"
)
const ShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
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const FishBatchSelectionType = preload(
"res://ui/fish_batch_selection.gd"
)
signal menu_visibility_changed(is_open: bool)
enum CloseReason {
USER,
RANGE_EXIT,
WATER_RECOVERY,
SESSION_END,
TEARDOWN,
}
@onready var _wallet_label: Label = %WalletLabel
@onready var _fish_sales: VBoxContainer = (
$ShopPanel/Margin/Layout/Body/FishSales
)
@onready var _fish_list: ItemList = %FishList
@onready var _sales_title: Label = %SalesTitle
@onready var _fish_empty: Label = %FishEmpty
@onready var _fish_texture: TextureRect = %FishTexture
@onready var _fish_name: Label = %FishName
@onready var _fish_details: Label = %FishDetails
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@onready var _selection_summary: Label = %SelectionSummary
@onready var _sell_button: Button = %SellButton
@onready var _feedback: Label = %Feedback
@onready var _reel_level: Label = %ReelLevel
@onready var _reel_effect: Label = %ReelEffect
@onready var _reel_cost: Label = %ReelCost
@onready var _reel_purchase: Button = %ReelPurchase
@onready var _barrier_level: Label = %BarrierLevel
@onready var _barrier_effect: Label = %BarrierEffect
@onready var _barrier_cost: Label = %BarrierCost
@onready var _barrier_purchase: Button = %BarrierPurchase
@onready var _supplies_list: VBoxContainer = %SuppliesList
@onready var _cooler_level: Label = %CoolerLevel
@onready var _cooler_effect: Label = %CoolerEffect
@onready var _cooler_cost: Label = %CoolerCost
@onready var _cooler_purchase: Button = %CoolerPurchase
@onready var _confirmation: PanelContainer = %SaleConfirmation
@onready var _confirmation_text: Label = %ConfirmationText
@onready var _confirm_sale: Button = %ConfirmSale
@onready var _cancel_sale: Button = %CancelSale
var _player: PlayerType
var _inventory: FishInventoryType
var _wallet: PlayerWalletType
var _sale_service: FishSaleServiceType
var _buyer: FishBuyerProfileType
var _upgrades: PlayerFishingUpgradesType
var _fishing_spot: FishingSpotType
var _interaction: ShopInteractionType
var _bag: PlayerBagType
var _item_catalog: ItemCatalogType
var _cooler_capacity: PlayerCoolerCapacityType
var _network_session: NetworkSession
var _network_shop: NetworkShopService
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var _fish_selection := FishBatchSelectionType.new()
var _confirmation_catch_ids: Array[StringName] = []
var _confirmation_generation: int = -1
var _prior_movement_enabled: bool = true
var _prior_camera_enabled: bool = true
var _prior_mouse_mode: Input.MouseMode = Input.MOUSE_MODE_VISIBLE
var _snapshot_stored: bool = false
var _mouse_snapshot_stored: bool = false
var _generation: int = 0
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var _selection_input_generation: int = 0
var _transaction_in_progress: bool = false
var _closing: bool = false
func _ready() -> void:
# Catch selling belongs to the Pelican action in the Player Menu. Keep the
# legacy shop sales controls out of the active interface.
_fish_sales.hide()
%CloseButton.pressed.connect(close_shop)
_fish_list.item_selected.connect(_on_fish_selected)
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_fish_list.item_clicked.connect(_on_fish_clicked)
_sell_button.pressed.connect(_open_sale_confirmation)
_confirm_sale.pressed.connect(_on_confirm_sale)
_cancel_sale.pressed.connect(_close_sale_confirmation)
_reel_purchase.pressed.connect(_purchase_reel_speed)
_barrier_purchase.pressed.connect(_purchase_barrier_power)
_cooler_purchase.pressed.connect(_purchase_cooler_capacity)
func setup(
player: PlayerType,
inventory: FishInventoryType,
wallet: PlayerWalletType,
sale_service: FishSaleServiceType,
buyer: FishBuyerProfileType,
upgrades: PlayerFishingUpgradesType,
fishing_spot: FishingSpotType,
interaction: ShopInteractionType,
bag: PlayerBagType,
item_catalog: ItemCatalogType,
cooler_capacity: PlayerCoolerCapacityType,
network_session: NetworkSession,
network_shop: NetworkShopService,
) -> void:
_player = player
_inventory = inventory
_wallet = wallet
_sale_service = sale_service
_buyer = buyer
_upgrades = upgrades
_fishing_spot = fishing_spot
_interaction = interaction
_bag = bag
_item_catalog = item_catalog
_cooler_capacity = cooler_capacity
_network_session = network_session
_network_shop = network_shop
if (
_network_shop != null
and not _network_shop.local_purchase_pending.is_connected(
_on_network_purchase_pending
)
):
_network_shop.local_purchase_pending.connect(
_on_network_purchase_pending
)
_network_shop.local_purchase_finished.connect(
_on_network_purchase_finished
)
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_fish_selection.clear()
if not _inventory.catches_changed.is_connected(_on_inventory_changed):
_inventory.catches_changed.connect(_on_inventory_changed)
if not _wallet.balance_changed.is_connected(_on_wallet_changed):
_wallet.balance_changed.connect(_on_wallet_changed)
if not _upgrades.upgrades_changed.is_connected(_on_upgrades_changed):
_upgrades.upgrades_changed.connect(_on_upgrades_changed)
if not _bag.contents_changed.is_connected(_on_bag_changed):
_bag.contents_changed.connect(_on_bag_changed)
if not _cooler_capacity.capacity_changed.is_connected(
_on_cooler_capacity_changed
):
_cooler_capacity.capacity_changed.connect(_on_cooler_capacity_changed)
_refresh_all()
func open_shop() -> bool:
if (
visible
or _player == null
or _interaction == null
or not _interaction.is_local_player_in_range()
or _fishing_spot == null
or not _fishing_spot.can_open_fishing_shop()
or _buyer == null
or not _buyer.is_valid()
or _buyer.id != MAIN_SHOP_BUYER_ID
):
return false
_generation += 1
_closing = false
_transaction_in_progress = (
_network_shop != null
and _network_shop.is_local_purchase_pending()
)
_prior_movement_enabled = _player.is_movement_enabled()
_prior_camera_enabled = _player.is_camera_input_enabled()
_prior_mouse_mode = Input.mouse_mode
_snapshot_stored = true
_mouse_snapshot_stored = true
_player.set_movement_enabled(false)
_player.set_camera_input_enabled(false)
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_feedback.text = ""
_close_sale_confirmation()
show()
_refresh_all()
%CloseButton.grab_focus()
menu_visibility_changed.emit(true)
return true
func consume_escape() -> bool:
if not visible:
return false
if _confirmation.visible:
_close_sale_confirmation()
else:
close_shop()
return true
func close_shop(
reason: CloseReason = CloseReason.USER,
restore_controls: bool = true,
) -> void:
if not visible:
return
_closing = true
_generation += 1
_transaction_in_progress = false
_close_sale_confirmation()
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_fish_selection.clear()
hide()
get_viewport().gui_release_focus()
if _fishing_spot != null and is_instance_valid(_fishing_spot):
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, false)
if (
restore_controls
and _snapshot_stored
and _fishing_spot != null
and _fishing_spot.is_ready_for_shop_transaction()
):
_player.set_movement_enabled(_prior_movement_enabled)
_player.set_camera_input_enabled(_prior_camera_enabled)
_snapshot_stored = false
_apply_mouse_close_policy(reason)
_closing = false
menu_visibility_changed.emit(false)
func close_for_range_exit() -> void:
close_shop(CloseReason.RANGE_EXIT)
func close_for_water_recovery() -> void:
# Recovery emits its starting signal immediately before it captures the
# player's current control state. Restore our local snapshot synchronously
# so recovery captures the pre-shop state, then becomes the new authority
# before another frame can process gameplay input.
close_shop(CloseReason.WATER_RECOVERY, true)
func close_for_session_end() -> void:
close_shop(CloseReason.SESSION_END, false)
func _exit_tree() -> void:
if visible:
close_shop(CloseReason.TEARDOWN, false)
func _refresh_all() -> void:
if not is_node_ready():
return
_refresh_wallet()
_refresh_fish_list()
_refresh_selected_fish()
_refresh_upgrades()
_refresh_supplies()
_refresh_cooler_capacity()
func _refresh_wallet() -> void:
_wallet_label.text = (
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"wallet: $%d" % _wallet.get_balance()
if _wallet != null
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else "wallet: $0"
)
func _refresh_fish_list() -> void:
_fish_list.clear()
var catches: Array[FishCatchType] = (
_inventory.get_all_catches() if _inventory != null else []
)
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_sales_title.text = "cooler %d / %d • full base value" % [
catches.size(),
_cooler_capacity.get_capacity() if _cooler_capacity != null else 0,
]
catches.sort_custom(
func(a: FishCatchType, b: FishCatchType) -> bool:
return a.catch_sequence > b.catch_sequence
)
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var visible_ids: Array[StringName] = []
for fish_catch: FishCatchType in catches:
if fish_catch != null and fish_catch.is_valid():
visible_ids.append(fish_catch.catch_id)
_fish_selection.set_visible_order(visible_ids)
for fish_catch: FishCatchType in catches:
if fish_catch == null or not fish_catch.is_valid():
continue
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var marker: String = ""
if _fish_selection.is_selected(fish_catch.catch_id):
marker += ""
if fish_catch.catch_id == _fish_selection.get_focused_id():
marker += ""
if fish_catch.is_favorited:
marker += ""
var index: int = _fish_list.add_item(
"%s%s%.2f lb"
% [marker, fish_catch.fish.display_name, fish_catch.weight_lb],
fish_catch.fish.display_texture
)
_fish_list.set_item_metadata(index, String(fish_catch.catch_id))
_fish_list.set_item_tooltip(
index,
"%s%s"
% [
fish_catch.fish.get_rarity_name(),
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"favorited" if fish_catch.is_favorited else "available",
]
)
_fish_empty.visible = _fish_list.item_count == 0
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_fish_list.deselect_all()
for index: int in range(_fish_list.item_count):
var catch_id := StringName(str(_fish_list.get_item_metadata(index)))
if _fish_selection.is_selected(catch_id):
_fish_list.select(index, false)
func _refresh_selected_fish() -> void:
var fish_catch: FishCatchType = _get_selected_catch()
_fish_texture.texture = (
fish_catch.fish.display_texture if fish_catch != null else null
)
_fish_name.text = (
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fish_catch.fish.display_name if fish_catch != null else "select a fish"
)
if fish_catch == null:
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_fish_details.text = "choose one individual fish from your cooler."
_update_sale_summary()
return
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var individual_preview: FishSaleResultType = (
_sale_service.preview_batch([fish_catch.catch_id], _buyer)
if _sale_service != null
else null
)
var offer: int = (
individual_preview.payout if individual_preview != null else -1
)
_fish_details.text = (
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"%.2f lb • %s\nbase value: $%d\nmain-shop offer: $%d%s"
% [
fish_catch.weight_lb,
fish_catch.fish.get_rarity_name(),
fish_catch.sale_value,
offer,
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"\nfavorited fish cannot be sold."
if fish_catch.is_favorited
else "",
]
)
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_update_sale_summary()
func _update_sale_summary() -> void:
var selected_ids: Array[StringName] = _fish_selection.get_selected_ids()
var selected_count: int = selected_ids.size()
_sell_button.text = (
"sell fish"
if selected_count <= 1
else "sell %d fish" % selected_count
)
if selected_count == 0:
_selection_summary.text = "no fish selected"
_sell_button.disabled = true
return
if _network_session != null and _network_session.is_joined_client():
_selection_summary.text = (
"1 fish selected"
if selected_count == 1
else "%d fish selected" % selected_count
)
_selection_summary.text += (
"\nSell catches to the nearby pelicans."
)
_sell_button.disabled = true
return
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var preview: FishSaleResultType = (
_sale_service.preview_batch(selected_ids, _buyer)
if _sale_service != null
else null
)
_selection_summary.text = (
"1 fish selected"
if selected_count == 1
else "%d fish selected" % selected_count
)
if (
preview != null
and (
preview.is_success()
or preview.status == FishSaleResultType.Status.FAVORITED
)
):
_selection_summary.text += "\ntotal offer: $%d" % preview.payout
if preview != null and preview.status == FishSaleResultType.Status.FAVORITED:
_selection_summary.text += (
"\nfavorited fish must be removed from the selection."
)
_sell_button.disabled = (
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preview == null
or not preview.is_success()
or _transaction_in_progress
or _closing
)
func _refresh_upgrades() -> void:
if _upgrades == null:
return
var reel_level: int = _upgrades.get_reel_speed_level()
var reel_cost: int = _upgrades.get_next_reel_speed_cost()
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_reel_level.text = "level %d" % reel_level
_reel_purchase.disabled = (
reel_cost < 0
or _transaction_in_progress
or _closing
or _network_shop == null
or not _network_shop.can_request_purchase()
or not _upgrades.can_purchase_reel_speed(_wallet)
)
_reel_purchase.tooltip_text = (
"Purchases are unavailable in this session."
if _network_shop == null or not _network_shop.can_request_purchase()
else ""
)
if reel_cost < 0:
_reel_effect.text = "%.2f×" % _upgrades.get_reel_speed_multiplier()
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_reel_cost.text = "max"
else:
_reel_effect.text = (
"%.2f×%.2f×"
% [
_upgrades.get_reel_speed_multiplier(),
1.0 + float(reel_level + 1) * 0.10,
]
)
_reel_cost.text = "$%d" % reel_cost
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_reel_purchase.text = "max" if reel_cost < 0 else "purchase"
var barrier_level: int = _upgrades.get_barrier_power_level()
var barrier_cost: int = _upgrades.get_next_barrier_power_cost()
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_barrier_level.text = "level %d" % barrier_level
_barrier_purchase.disabled = (
barrier_cost < 0
or _transaction_in_progress
or _closing
or _network_shop == null
or not _network_shop.can_request_purchase()
or not _upgrades.can_purchase_barrier_power(_wallet)
)
_barrier_purchase.tooltip_text = _reel_purchase.tooltip_text
if barrier_cost < 0:
_barrier_effect.text = "%d damage" % _upgrades.get_barrier_damage()
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_barrier_cost.text = "max"
else:
_barrier_effect.text = (
"%d damage → %d damage"
% [
_upgrades.get_barrier_damage(),
barrier_level + 2,
]
)
_barrier_cost.text = "$%d" % barrier_cost
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_barrier_purchase.text = "max" if barrier_cost < 0 else "purchase"
func _refresh_supplies() -> void:
if _supplies_list == null:
return
for child: Node in _supplies_list.get_children():
_supplies_list.remove_child(child)
child.queue_free()
for item_id: StringName in FishingShopStockType.get_stock_item_ids():
var item: ItemDataType = _item_catalog.get_item_by_id(item_id)
if item == null:
continue
var button := Button.new()
button.custom_minimum_size = Vector2(195, 54)
button.icon = item.icon
button.expand_icon = true
button.alignment = HORIZONTAL_ALIGNMENT_LEFT
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button.text = "%s\n$%d • owned %d" % [
item.display_name,
FishingShopStockType.get_price(item_id),
_bag.get_quantity(item_id),
]
button.tooltip_text = item.description
button.disabled = (
_transaction_in_progress
or _closing
or _network_shop == null
or not _network_shop.can_request_purchase()
or not _bag.can_add_item(item_id, 1)
or not _wallet.can_afford(
FishingShopStockType.get_price(item_id)
)
)
button.tooltip_text = (
"Purchases are unavailable in this session."
if _network_shop == null or not _network_shop.can_request_purchase()
else item.description
)
button.pressed.connect(_purchase_supply.bind(item_id))
_supplies_list.add_child(button)
func _refresh_cooler_capacity() -> void:
if _cooler_capacity == null:
return
var level: int = _cooler_capacity.get_level()
var cost: int = _cooler_capacity.get_next_cost()
var next_capacity: int = _cooler_capacity.get_next_capacity()
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_cooler_level.text = "level %d" % level
_cooler_purchase.disabled = (
cost < 0
or _transaction_in_progress
or _closing
or _network_shop == null
or not _network_shop.can_request_purchase()
or not _cooler_capacity.can_purchase(_wallet)
)
_cooler_purchase.tooltip_text = _reel_purchase.tooltip_text
if cost < 0:
_cooler_effect.text = "%d fish" % _cooler_capacity.get_capacity()
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_cooler_cost.text = "max"
_cooler_purchase.text = "max"
else:
_cooler_effect.text = "%d%d fish" % [
_cooler_capacity.get_capacity(),
next_capacity,
]
_cooler_cost.text = "$%d" % cost
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_cooler_purchase.text = "purchase"
func _on_fish_selected(index: int) -> void:
if index < 0 or index >= _fish_list.item_count:
return
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var input_generation: int = _selection_input_generation
call_deferred(
"_apply_keyboard_fish_selection",
index,
input_generation
)
func _apply_keyboard_fish_selection(
index: int,
input_generation: int,
) -> void:
if (
input_generation != _selection_input_generation
or index < 0
or index >= _fish_list.item_count
):
return
var catch_id := StringName(str(_fish_list.get_item_metadata(index)))
_fish_selection.select_only(catch_id)
_feedback.text = ""
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_refresh_fish_list()
_refresh_selected_fish()
func _on_fish_clicked(
index: int,
_position: Vector2,
mouse_button_index: int,
) -> void:
if (
mouse_button_index != MOUSE_BUTTON_LEFT
or index < 0
or index >= _fish_list.item_count
):
return
_selection_input_generation += 1
var catch_id := StringName(str(_fish_list.get_item_metadata(index)))
_fish_selection.apply_click(
catch_id,
Input.is_key_pressed(KEY_CTRL),
Input.is_key_pressed(KEY_SHIFT)
)
_feedback.text = ""
_refresh_fish_list()
_refresh_selected_fish()
func _open_sale_confirmation() -> void:
if _network_session != null and _network_session.is_joined_client():
_feedback.text = "Sell catches to the nearby pelicans."
return
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var selected_ids: Array[StringName] = _fish_selection.get_selected_ids()
if not _is_transaction_context_valid() or selected_ids.is_empty():
_feedback.text = "the fish selection is no longer available."
_refresh_all()
return
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var preview: FishSaleResultType = _sale_service.preview_batch(
selected_ids,
_buyer
)
if not preview.is_success():
_feedback.text = (
"favorited fish cannot be sold. "
+ "remove them from the selection first."
if preview.status == FishSaleResultType.Status.FAVORITED
else preview.get_message()
)
return
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_confirmation_catch_ids = selected_ids.duplicate()
_confirmation_generation = _generation
_confirmation_text.text = (
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"sell %d fish to the fishing shop for $%d?"
% [preview.fish_count, preview.payout]
)
_confirmation.show()
_cancel_sale.grab_focus()
func _close_sale_confirmation() -> void:
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_confirmation_catch_ids.clear()
_confirmation_generation = -1
_confirmation.hide()
func _on_confirm_sale() -> void:
if (
_transaction_in_progress
or (
_network_session != null
and _network_session.is_joined_client()
)
):
return
var transaction_generation: int = _generation
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var catch_ids: Array[StringName] = _confirmation_catch_ids.duplicate()
var confirmation_generation: int = _confirmation_generation
_close_sale_confirmation()
if (
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catch_ids.is_empty()
or not _is_transaction_context_valid()
or transaction_generation != _generation
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or confirmation_generation != transaction_generation
or _buyer.id != MAIN_SHOP_BUYER_ID
):
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_feedback.text = "unable to complete sale."
return
_transaction_in_progress = true
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var result: FishSaleResultType = _sale_service.sell_batch(
catch_ids,
_buyer
)
_transaction_in_progress = false
if (
transaction_generation != _generation
or not visible
):
return
if result.is_success():
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_feedback.text = (
"fish sold for $%d."
if result.fish_count == 1
else "%d fish sold for $%d." % [
result.fish_count,
result.payout,
]
)
_fish_selection.remove_ids(catch_ids)
else:
_feedback.text = result.get_message()
_refresh_all()
func _purchase_reel_speed() -> void:
_purchase_upgrade(true)
func _purchase_barrier_power() -> void:
_purchase_upgrade(false)
func _purchase_supply(item_id: StringName) -> void:
if _transaction_in_progress or not _is_transaction_context_valid():
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_feedback.text = "unable to complete purchase."
return
if not _bag.can_add_item(item_id, 1):
_feedback.text = "Your Bag is full."
return
if not _wallet.can_afford(FishingShopStockType.get_price(item_id)):
_feedback.text = "Not enough fish coin."
return
if _network_shop == null:
_feedback.text = "Purchase could not be completed."
return
_network_shop.request_supply(item_id)
func _purchase_cooler_capacity() -> void:
if _transaction_in_progress or not _is_transaction_context_valid():
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_feedback.text = "unable to complete purchase."
return
var cost: int = _cooler_capacity.get_next_cost()
if cost < 0:
_feedback.text = "Upgrade is already at maximum."
return
if not _wallet.can_afford(cost):
_feedback.text = "Not enough fish coin."
return
if _network_shop == null:
_feedback.text = "Purchase could not be completed."
return
_network_shop.request_cooler_capacity_upgrade()
func _purchase_upgrade(is_reel_speed: bool) -> void:
if _transaction_in_progress or not _is_transaction_context_valid():
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_feedback.text = "unable to complete purchase."
return
var cost: int = (
_upgrades.get_next_reel_speed_cost()
if is_reel_speed
else _upgrades.get_next_barrier_power_cost()
)
if cost < 0:
_feedback.text = "Upgrade is already at maximum."
return
if not _wallet.can_afford(cost):
_feedback.text = "Not enough fish coin."
return
if _network_shop == null:
_feedback.text = "Purchase could not be completed."
return
if is_reel_speed:
_network_shop.request_reel_speed_upgrade()
else:
_network_shop.request_barrier_power_upgrade()
func _on_network_purchase_pending(_request_id: String) -> void:
_transaction_in_progress = true
if visible:
_feedback.text = "Purchasing…"
_refresh_all()
func _on_network_purchase_finished(
_request_id: String,
accepted: bool,
message: String,
_product_id: StringName,
_category: int,
_quantity: int,
total_cost: int,
) -> void:
_transaction_in_progress = false
if not visible:
return
_feedback.text = (
"Purchase complete. $%d spent." % total_cost
if accepted
else message
)
_refresh_all()
func _get_selected_catch() -> FishCatchType:
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var focused_id: StringName = _fish_selection.get_focused_id()
if _inventory == null or focused_id.is_empty():
return null
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return _inventory.get_catch_by_id(focused_id)
func _is_transaction_context_valid() -> bool:
return (
visible
and not _closing
and _interaction != null
and _interaction.is_local_player_in_range()
and _fishing_spot != null
and _fishing_spot.is_ready_for_shop_transaction()
and _buyer != null
and _buyer.is_valid()
and _buyer.id == MAIN_SHOP_BUYER_ID
)
func _on_inventory_changed() -> void:
_refresh_fish_list()
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if not _confirmation_catch_ids.is_empty():
var preview: FishSaleResultType = _sale_service.preview_batch(
_confirmation_catch_ids,
_buyer
)
if (
_confirmation_generation != _generation
or not preview.is_success()
):
_close_sale_confirmation()
_feedback.text = (
"favorited fish cannot be sold. "
+ "remove them from the selection first."
if preview.status == FishSaleResultType.Status.FAVORITED
else preview.get_message()
)
_refresh_selected_fish()
func _on_wallet_changed(_balance: int, _delta: int) -> void:
_refresh_wallet()
_refresh_upgrades()
_refresh_supplies()
_refresh_cooler_capacity()
func _on_upgrades_changed(
_reel_speed_level: int,
_barrier_power_level: int,
) -> void:
_refresh_upgrades()
func _on_bag_changed() -> void:
_refresh_supplies()
func _on_cooler_capacity_changed(_level: int, _capacity: int) -> void:
_refresh_cooler_capacity()
_refresh_fish_list()
func _apply_mouse_close_policy(reason: CloseReason) -> void:
if not _mouse_snapshot_stored:
return
match reason:
CloseReason.USER, CloseReason.RANGE_EXIT:
Input.mouse_mode = _prior_mouse_mode
CloseReason.WATER_RECOVERY:
Input.mouse_mode = _prior_mouse_mode
CloseReason.SESSION_END:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
CloseReason.TEARDOWN:
pass
_mouse_snapshot_stored = false