Add catch experience and persistent world time

This commit is contained in:
Alexander Sellite 2026-08-02 19:01:16 -04:00
parent 35d00e8035
commit 291cc4a713
23 changed files with 1027 additions and 27 deletions

73
fish/fish_experience.gd Normal file
View file

@ -0,0 +1,73 @@
class_name FishExperience
extends RefCounted
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishQualityType = preload("res://fish/fish_quality.gd")
const CollectionLogType = preload("res://collection/collection_log.gd")
const RARITY_BASE_EXPERIENCE: Array[int] = [10, 18, 32, 55, 90]
const QUALITY_MULTIPLIERS: Array[float] = [1.0, 1.15, 1.4, 1.8, 2.5]
const MAXIMUM_WEIGHT_BONUS: float = 0.25
const FIRST_SPECIES_BONUS: int = 25
const FIRST_QUALITY_BONUS: int = 15
const SPECIES_MASTERY_BONUS: int = 100
static func calculate_for_collection(
fish_catch: FishCatchType,
collection_log: CollectionLogType,
) -> int:
if fish_catch == null or collection_log == null:
return 0
return calculate_catch_experience(
fish_catch,
collection_log.has_discovered(fish_catch.fish_id),
collection_log.get_quality_mask(fish_catch.fish_id),
)
static func calculate_catch_experience(
fish_catch: FishCatchType,
was_species_discovered: bool,
previous_quality_mask: int,
) -> int:
if fish_catch == null or not fish_catch.is_valid():
return 0
var rarity: int = int(fish_catch.fish.rarity)
if rarity < 0 or rarity >= RARITY_BASE_EXPERIENCE.size():
return 0
if not FishQualityType.is_valid(fish_catch.quality):
return 0
var weight_percentile: float = _get_weight_percentile(fish_catch)
var weight_multiplier: float = (
1.0 + MAXIMUM_WEIGHT_BONUS * weight_percentile * weight_percentile
)
var catch_experience: int = roundi(
float(RARITY_BASE_EXPERIENCE[rarity])
* QUALITY_MULTIPLIERS[fish_catch.quality]
* weight_multiplier
)
var quality_bit: int = FishQualityType.bit_for(fish_catch.quality)
if not was_species_discovered:
catch_experience += FIRST_SPECIES_BONUS
if (previous_quality_mask & quality_bit) == 0:
catch_experience += FIRST_QUALITY_BONUS
var next_quality_mask: int = previous_quality_mask | quality_bit
if (
previous_quality_mask != FishQualityType.ALL_TIERS_MASK
and next_quality_mask == FishQualityType.ALL_TIERS_MASK
):
catch_experience += SPECIES_MASTERY_BONUS
return maxi(catch_experience, 0)
static func _get_weight_percentile(fish_catch: FishCatchType) -> float:
var minimum_weight: float = fish_catch.fish.get_minimum_weight()
var maximum_weight: float = fish_catch.fish.get_maximum_weight()
if maximum_weight <= minimum_weight:
return 0.0
return clampf(
inverse_lerp(minimum_weight, maximum_weight, fish_catch.weight_lb),
0.0,
1.0,
)

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@ -0,0 +1 @@
uid://d05mwat7tju1b

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@ -9,6 +9,10 @@ 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 FishExperienceType = preload("res://fish/fish_experience.gd")
const PlayerExperienceType = preload(
"res://progression/player_experience.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")
@ -101,9 +105,9 @@ const BITE_QUICK_MAX_SECONDS: float = 30.0
const BITE_TYPICAL_MAX_SECONDS: float = 90.0
const BITE_LONG_MAX_SECONDS: float = 180.0
const BITE_MAX_SECONDS: float = 240.0
const BITE_QUICK_PROBABILITY: float = 0.15
const BITE_TYPICAL_PROBABILITY: float = 0.55
const BITE_LONG_PROBABILITY: float = 0.25
const BITE_QUICK_PROBABILITY: float = 0.25
const BITE_TYPICAL_PROBABILITY: float = 0.65
const BITE_LONG_PROBABILITY: float = 0.08
const NETWORK_INPUT_RESEND_INTERVAL_SECONDS: float = 0.1
@export_range(0.1, 10.0, 0.1) var cooldown_duration: float = 1.0
@ -126,6 +130,7 @@ var _local_menu_input_owners: Dictionary[StringName, bool] = {}
var _local_player: PlayerType
var _local_inventory: FishInventoryType
var _local_collection_log: CollectionLogType
var _local_experience: PlayerExperienceType
var _local_bag: PlayerBagType
var _local_hotbar: PlayerHotbarType
var _item_catalog: ItemCatalogType
@ -186,6 +191,7 @@ func setup(
local_player: PlayerType,
local_inventory: FishInventoryType,
local_collection_log: CollectionLogType,
local_experience: PlayerExperienceType,
local_bag: PlayerBagType,
local_hotbar: PlayerHotbarType,
item_catalog: ItemCatalogType,
@ -201,6 +207,7 @@ func setup(
_local_player = local_player
_local_inventory = local_inventory
_local_collection_log = local_collection_log
_local_experience = local_experience
_local_bag = local_bag
_local_hotbar = local_hotbar
_item_catalog = item_catalog
@ -382,11 +389,7 @@ func _secure_showcase_catch_for_recovery() -> void:
and _local_inventory != null
and _local_collection_log != null
):
_local_inventory.add_catch(_pending_catch)
_local_collection_log.mark_quality_discovered(
_pending_catch.fish_id,
_pending_catch.quality,
)
_store_catch_progression(_pending_catch)
_pending_catch = null
_showcase_ready = false
_put_away_press_armed = false
@ -406,11 +409,7 @@ func _exit_tree() -> void:
and _local_collection_log != null
and is_instance_valid(_local_collection_log)
):
_local_inventory.add_catch(_pending_catch)
_local_collection_log.mark_quality_discovered(
_pending_catch.fish_id,
_pending_catch.quality,
)
_store_catch_progression(_pending_catch)
_pending_catch = null
if _active_player != null and is_instance_valid(_active_player):
_active_player.end_catch_showcase(Callable(), true)
@ -1061,11 +1060,7 @@ func _put_away_catch() -> void:
or _pending_catch == null
):
return
_local_inventory.add_catch(_pending_catch)
_local_collection_log.mark_quality_discovered(
_pending_catch.fish_id,
_pending_catch.quality,
)
_store_catch_progression(_pending_catch)
_pending_catch = null
_showcase_ready = false
_showcase_outcome_completed = false
@ -1081,6 +1076,29 @@ func _put_away_catch() -> void:
)
func _store_catch_progression(fish_catch: FishCatchType) -> void:
if (
fish_catch == null
or _local_inventory == null
or _local_collection_log == null
or _local_experience == null
or _local_inventory.contains_catch_id(fish_catch.catch_id)
):
return
var experience_award: int = (
FishExperienceType.calculate_for_collection(
fish_catch,
_local_collection_log,
)
)
_local_inventory.add_catch(fish_catch)
_local_collection_log.mark_quality_discovered(
fish_catch.fish_id,
fish_catch.quality,
)
_local_experience.award_experience(experience_award)
func _finish_showcase_put_away(
restore_generation: int,
cooldown_message: String,

View file

@ -357,6 +357,8 @@ func _initialize_after_data_root() -> void:
_player.fishing_upgrades,
_player.cooler_capacity,
_player.art_unlocks,
_player.experience,
_world_time,
)
_save_manager.set_autosave_enabled(false)
_asset_reservations.setup(
@ -411,6 +413,7 @@ func _initialize_after_data_root() -> void:
_player.inventory,
_player.collection_log,
_player.cooler_capacity,
_player.experience,
_save_manager,
item_catalog,
fish_catalog,
@ -451,6 +454,7 @@ func _initialize_after_data_root() -> void:
_player,
_player.inventory,
_player.collection_log,
_player.experience,
_player.bag,
_player.hotbar,
item_catalog,
@ -467,6 +471,7 @@ func _initialize_after_data_root() -> void:
_player,
_player.inventory,
_player.collection_log,
_player.experience,
_player.wallet,
_player.fish_sale_service,
pelican_buyer_profile,
@ -1154,6 +1159,11 @@ func _on_return_to_title_requested() -> void:
if _quit_in_progress:
return
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
if not _save_manager.save_world_time_checkpoint():
pause_menu.report_network_error(
"Could not save progression before returning to title."
)
return
pause_menu.close_for_title_transition()
_network_session.disconnect_session("Returned to title.")
_set_gameplay_active(false)
@ -1176,7 +1186,7 @@ func _on_title_join_game_requested(endpoint: String) -> void:
func _on_pause_join_game_requested(endpoint: String) -> void:
if _quit_in_progress or not _gameplay_started:
return
if not _save_manager.save_if_dirty():
if not _save_manager.save_world_time_checkpoint():
_game_ui.get_pause_menu().report_network_error(
"Could not save progression before leaving this session."
)
@ -1409,7 +1419,7 @@ func _on_quit_requested() -> void:
_quit_in_progress = true
_settings_manager.save_if_dirty()
if _gameplay_started:
_save_manager.save_if_dirty()
_save_manager.save_world_time_checkpoint()
_network_session.disconnect_session("Application closing.")
_title_music_requested = false
_replace_title_music_transition()

View file

@ -7,6 +7,10 @@ const FishPoolType = preload("res://fish/fish_pool.gd")
const FishSelectorType = preload("res://fish/fish_selector.gd")
const FishingContextType = preload("res://fishing/fishing_context.gd")
const CollectionLogType = preload("res://collection/collection_log.gd")
const FishExperienceType = preload("res://fish/fish_experience.gd")
const PlayerExperienceType = preload(
"res://progression/player_experience.gd"
)
const RemotePresentationType = preload(
"res://fishing/remote_fishing_presentation.gd"
)
@ -29,6 +33,7 @@ var _fishing_spot: FishingSpot
var _local_inventory: FishInventory
var _local_collection: CollectionLog
var _local_capacity: PlayerCoolerCapacity
var _local_experience: PlayerExperienceType
var _save_manager: PlayerSaveManager
var _item_catalog: ItemCatalog
var _fish_catalog: FishPoolType
@ -51,6 +56,7 @@ func setup(
local_inventory: FishInventory,
local_collection: CollectionLog,
local_capacity: PlayerCoolerCapacity,
local_experience: PlayerExperienceType,
save_manager: PlayerSaveManager,
item_catalog: ItemCatalog,
fish_catalog: FishPoolType,
@ -62,6 +68,7 @@ func setup(
_local_inventory = local_inventory
_local_collection = local_collection
_local_capacity = local_capacity
_local_experience = local_experience
_save_manager = save_manager
_item_catalog = item_catalog
_fish_catalog = fish_catalog
@ -760,11 +767,18 @@ func _apply_target_outcome(data: Dictionary) -> void:
):
return
if not already_owned:
var experience_award: int = (
FishExperienceType.calculate_for_collection(
fish_catch,
_local_collection,
)
)
_local_inventory.add_catch(fish_catch)
_local_collection.mark_quality_discovered(
fish_id,
fish_catch.quality,
)
_local_experience.award_experience(experience_award)
if not _save_manager.save_if_dirty():
return
_result_ledgers[result_id] = true

View file

@ -39,12 +39,16 @@ func _on_session_state_changed(state: NetworkSession.State) -> void:
_sequence = 0
_last_received_sequence = -1
_sync_elapsed = 0.0
_world_time.begin_session()
_world_time.set_persistence_tracking_enabled(true)
_world_time.begin_session(
_world_time.get_persistent_time_hours()
)
return
if state == NetworkSession.State.JOINED_CLIENT:
_active_session_id = _session.get_session_id()
_last_received_sequence = -1
_sync_elapsed = 0.0
_world_time.set_persistence_tracking_enabled(false)
if _session.supports_server_capability(
NetworkProtocol.WORLD_TIME_CAPABILITY
):
@ -62,6 +66,7 @@ func _on_session_state_changed(state: NetworkSession.State) -> void:
_sequence = 0
_last_received_sequence = -1
_sync_elapsed = 0.0
_world_time.set_persistence_tracking_enabled(false)
_world_time.end_session()

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@ -21,6 +21,9 @@ const PlayerCoolerCapacityType = preload(
const PlayerArtUnlocksType = preload(
"res://progression/player_art_unlocks.gd"
)
const PlayerExperienceType = preload(
"res://progression/player_experience.gd"
)
const FishingRodAttachmentScene = preload(
"res://player/fishing_rod_attachment.tscn"
)
@ -109,6 +112,7 @@ class ShowcaseCameraSnapshot:
@onready var item_effects: PlayerItemEffectsType = %ItemEffects
@onready var cooler_capacity: PlayerCoolerCapacityType = %CoolerCapacity
@onready var art_unlocks: PlayerArtUnlocksType = %ArtUnlocks
@onready var experience: PlayerExperienceType = %Experience
@onready var _cast_origin: Marker3D = %CastOrigin
@onready var _catch_display: Node3D = %CatchDisplay
@onready var _catch_sprite: Sprite3D = %CatchSprite

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=17 format=3]
[gd_scene load_steps=18 format=3]
[ext_resource type="Script" path="res://player/player.gd" id="1_script"]
[ext_resource type="Script" path="res://inventory/fish_inventory.gd" id="2_inventory"]
@ -14,6 +14,7 @@
[ext_resource type="Material" path="res://player/materials/player_blob_shadow.tres" id="12_blob_shadow"]
[ext_resource type="PackedScene" path="res://art/exported/characters/base/netfishing_base_character.glb" id="13_character"]
[ext_resource type="Script" path="res://progression/player_art_unlocks.gd" id="14_art_unlocks"]
[ext_resource type="Script" path="res://progression/player_experience.gd" id="15_experience"]
[sub_resource type="CapsuleShape3D" id="PlayerShape"]
radius = 0.45
@ -104,6 +105,10 @@ script = ExtResource("10_capacity")
unique_name_in_owner = true
script = ExtResource("14_art_unlocks")
[node name="Experience" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("15_experience")
[node name="CatchDisplayAnchor" type="Marker3D" parent="Visuals"]
unique_name_in_owner = true
position = Vector3(0, 1.45, -1.15)

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@ -0,0 +1,130 @@
class_name PlayerExperience
extends Node
signal experience_changed(total_experience: int, level: int)
signal experience_awarded(
amount: int,
previous_total: int,
new_total: int,
previous_level: int,
new_level: int,
)
const MAX_TOTAL_EXPERIENCE: int = 1000000000000
const MAX_LEVEL: int = 100000
var _total_experience: int = 0
func get_total_experience() -> int:
return _total_experience
func get_level() -> int:
return level_for_total_experience(_total_experience)
func get_experience_in_level() -> int:
return _total_experience - total_experience_for_level(get_level())
func get_experience_for_next_level() -> int:
return experience_required_for_next_level(get_level())
func get_level_progress() -> float:
return progress_for_total_experience(_total_experience)
func award_experience(amount: int) -> bool:
if amount <= 0 or _total_experience >= MAX_TOTAL_EXPERIENCE:
return false
var previous_total: int = _total_experience
var previous_level: int = level_for_total_experience(previous_total)
_total_experience = mini(
_total_experience + amount,
MAX_TOTAL_EXPERIENCE,
)
var awarded_amount: int = _total_experience - previous_total
if awarded_amount <= 0:
return false
var new_level: int = level_for_total_experience(_total_experience)
experience_changed.emit(_total_experience, new_level)
experience_awarded.emit(
awarded_amount,
previous_total,
_total_experience,
previous_level,
new_level,
)
return true
func restore_total_experience(total_experience: int) -> bool:
if total_experience < 0 or total_experience > MAX_TOTAL_EXPERIENCE:
return false
var changed: bool = _total_experience != total_experience
_total_experience = total_experience
if changed:
experience_changed.emit(_total_experience, get_level())
return true
func reset_to_defaults() -> void:
restore_total_experience(0)
func to_save_data() -> Dictionary:
return {"total_experience": _total_experience}
static func experience_required_for_next_level(level: int) -> int:
var safe_level: int = maxi(level, 1)
var level_index: int = safe_level - 1
return 100 + level_index * 25 + level_index * level_index * 5
static func total_experience_for_level(level: int) -> int:
var completed_levels: int = clampi(level - 1, 0, MAX_LEVEL - 1)
if completed_levels == 0:
return 0
var linear_sum: int = floori(
float(completed_levels) * float(completed_levels - 1) / 2.0
)
var square_sum: int = floori(
float(completed_levels - 1)
* float(completed_levels)
* float(2 * completed_levels - 1)
/ 6.0
)
return completed_levels * 100 + linear_sum * 25 + square_sum * 5
static func level_for_total_experience(total_experience: int) -> int:
var safe_total: int = clampi(
total_experience,
0,
MAX_TOTAL_EXPERIENCE,
)
var low: int = 1
var high: int = MAX_LEVEL
while low < high:
var middle: int = low + floori(float(high - low + 1) / 2.0)
if total_experience_for_level(middle) <= safe_total:
low = middle
else:
high = middle - 1
return low
static func progress_for_total_experience(total_experience: int) -> float:
var level: int = level_for_total_experience(total_experience)
var level_start: int = total_experience_for_level(level)
var required: int = experience_required_for_next_level(level)
if required <= 0:
return 0.0
return clampf(
float(total_experience - level_start) / float(required),
0.0,
1.0,
)

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@ -0,0 +1 @@
uid://eml3k7a43e1d

View file

@ -21,8 +21,12 @@ const PlayerCoolerCapacityType = preload(
const PlayerArtUnlocksType = preload(
"res://progression/player_art_unlocks.gd"
)
const PlayerExperienceType = preload(
"res://progression/player_experience.gd"
)
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const SAVE_VERSION: int = 5
const SAVE_VERSION: int = 6
const BASIC_ROD_ID: StringName = &"basic_fishing_rod"
const MAX_SAFE_BALANCE: int = 1000000000000
@ -42,6 +46,8 @@ class LoadSnapshot:
var barrier_power_level: int = 0
var cooler_capacity_level: int = 0
var art_unlock_mask: int = 0
var total_experience: int = 0
var world_time_hours: float = WorldTimeServiceType.DEFAULT_START_HOUR
@export_range(0.05, 5.0, 0.05) var autosave_delay: float = 0.5
@ -56,6 +62,8 @@ var _item_catalog: ItemCatalogType
var _fishing_upgrades: PlayerFishingUpgradesType
var _cooler_capacity: PlayerCoolerCapacityType
var _art_unlocks: PlayerArtUnlocksType
var _experience: PlayerExperienceType
var _world_time: WorldTimeServiceType
var _autosave_timer: Timer
var _is_configured: bool = false
var _is_restoring: bool = false
@ -98,6 +106,8 @@ func setup(
fishing_upgrades: PlayerFishingUpgradesType,
cooler_capacity: PlayerCoolerCapacityType,
art_unlocks: PlayerArtUnlocksType,
experience: PlayerExperienceType,
world_time: WorldTimeServiceType,
) -> void:
_inventory = inventory
_collection_log = collection_log
@ -109,6 +119,8 @@ func setup(
_fishing_upgrades = fishing_upgrades
_cooler_capacity = cooler_capacity
_art_unlocks = art_unlocks
_experience = experience
_world_time = world_time
_is_configured = (
_inventory != null
and _collection_log != null
@ -120,6 +132,8 @@ func setup(
and _fishing_upgrades != null
and _cooler_capacity != null
and _art_unlocks != null
and _experience != null
and _world_time != null
)
if not _is_configured:
push_error("PlayerSaveManager setup is missing required references.")
@ -154,6 +168,10 @@ func setup(
)
if not _art_unlocks.unlocks_changed.is_connected(_on_art_unlocks_changed):
_art_unlocks.unlocks_changed.connect(_on_art_unlocks_changed)
if not _experience.experience_changed.is_connected(
_on_experience_changed
):
_experience.experience_changed.connect(_on_experience_changed)
func load_player_data() -> bool:
@ -234,6 +252,12 @@ func load_player_data() -> bool:
var art_restored: bool = _art_unlocks.restore_mask(
snapshot.art_unlock_mask
)
var experience_restored: bool = _experience.restore_total_experience(
snapshot.total_experience
)
var world_time_restored: bool = (
_world_time.restore_persistent_time_hours(snapshot.world_time_hours)
)
_is_restoring = false
if (
not inventory_restored
@ -244,6 +268,8 @@ func load_player_data() -> bool:
or not upgrades_restored
or not cooler_restored
or not art_restored
or not experience_restored
or not world_time_restored
):
push_error("Validated player save could not be restored.")
return false
@ -337,6 +363,17 @@ func save_if_dirty() -> bool:
return not _is_dirty or save_now()
func save_world_time_checkpoint() -> bool:
if (
not _is_configured
or _automatic_saving_blocked
or not _autosave_enabled
):
return false
_is_dirty = true
return save_now()
func is_dirty() -> bool:
return _is_dirty
@ -465,6 +502,10 @@ func _build_save_dictionary() -> Dictionary:
"upgrades": _fishing_upgrades.to_save_data(),
"cooler": _cooler_capacity.to_save_data(),
"art": _art_unlocks.to_save_data(),
"experience": _experience.to_save_data(),
"world": {
"time_hours": _world_time.get_persistent_time_hours(),
},
}
@ -475,6 +516,7 @@ func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
or typeof(save_data.get("inventory")) != TYPE_DICTIONARY
or typeof(save_data.get("bag")) != TYPE_DICTIONARY
or typeof(save_data.get("hotbar")) != TYPE_DICTIONARY
or typeof(save_data.get("experience")) != TYPE_DICTIONARY
):
return null
var wallet_data: Dictionary = save_data["wallet"]
@ -482,6 +524,10 @@ func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
var inventory_data: Dictionary = save_data["inventory"]
var bag_data: Dictionary = save_data["bag"]
var hotbar_data: Dictionary = save_data["hotbar"]
var experience_data: Dictionary = save_data["experience"]
var world_data: Dictionary = {}
if typeof(save_data.get("world")) == TYPE_DICTIONARY:
world_data = save_data["world"]
var upgrades_data: Dictionary = {}
var cooler_data: Dictionary = {}
var art_data: Dictionary = {}
@ -507,6 +553,7 @@ func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
or typeof(bag_data.get("items")) != TYPE_ARRAY
or typeof(hotbar_data.get("slots")) != TYPE_ARRAY
or not hotbar_data.has("selected_slot")
or not experience_data.has("total_experience")
):
return null
@ -525,6 +572,19 @@ func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
var snapshot := LoadSnapshot.new()
snapshot.wallet_balance = balance
snapshot.total_experience = _read_integer(
experience_data["total_experience"],
-1,
PlayerExperienceType.MAX_TOTAL_EXPERIENCE,
)
if snapshot.total_experience < 0:
return null
if world_data.has("time_hours"):
snapshot.world_time_hours = _read_world_time_hours(
world_data["time_hours"]
)
if snapshot.world_time_hours < 0.0:
return null
var discovered_values: Array = collection_data["discovered_fish_ids"]
var seen_discoveries: Dictionary[StringName, bool] = {}
for value: Variant in discovered_values:
@ -744,6 +804,8 @@ func _migrate_save(
migrated = _migrate_version_3_to_4(migrated)
4:
migrated = _migrate_version_4_to_5(migrated)
5:
migrated = _migrate_version_5_to_6(migrated)
_:
return {}
if migrated.is_empty():
@ -843,6 +905,16 @@ func _migrate_version_4_to_5(data: Dictionary) -> Dictionary:
return migrated
func _migrate_version_5_to_6(data: Dictionary) -> Dictionary:
var migrated: Dictionary = data.duplicate(true)
migrated["save_version"] = 6
migrated["experience"] = {"total_experience": 0}
migrated["world"] = {
"time_hours": WorldTimeServiceType.DEFAULT_START_HOUR,
}
return migrated
func _mark_dirty() -> void:
if (
_is_restoring
@ -888,6 +960,10 @@ func _on_art_unlocks_changed(_unlock_mask: int) -> void:
_mark_dirty()
func _on_experience_changed(_total_experience: int, _level: int) -> void:
_mark_dirty()
func _on_autosave_timeout() -> void:
if _is_dirty:
save_now()
@ -949,6 +1025,10 @@ func _restore_defaults() -> void:
_fishing_upgrades.reset_to_defaults()
_cooler_capacity.reset_to_defaults()
_art_unlocks.reset_to_defaults()
_experience.reset_to_defaults()
_world_time.restore_persistent_time_hours(
WorldTimeServiceType.DEFAULT_START_HOUR
)
_is_restoring = false
_is_dirty = false
@ -974,6 +1054,19 @@ func _read_integer(
return invalid_value
func _read_world_time_hours(value: Variant) -> float:
if typeof(value) not in [TYPE_FLOAT, TYPE_INT]:
return -1.0
var time_hours: float = float(value)
if (
not is_finite(time_hours)
or time_hours < 0.0
or time_hours >= WorldTimeServiceType.HOURS_PER_DAY
):
return -1.0
return time_hours
func _read_upgrade_level(
value: Variant,
maximum_level: int,

View file

@ -30,6 +30,9 @@ func _run() -> void:
await process_frame
var player := main.get("_player") as Player
var world_time := main.get_node("%WorldTimeService") as WorldTimeService
world_time.synchronize_time(19.75)
assert(player.experience.award_experience(125))
var fish_catalog := main.get("fish_catalog") as FishPool
var service := main.get_node(
"%NetworkFishShowcaseService"
@ -100,7 +103,17 @@ func _run() -> void:
var hotbar_data: Dictionary = (parsed as Dictionary)["hotbar"]
assert(typeof(hotbar_data.get("fish_slots")) == TYPE_ARRAY)
assert(str((hotbar_data["fish_slots"] as Array)[1]) == fish_catch.catch_id)
assert(int((parsed as Dictionary)["save_version"]) == 5)
assert(int((parsed as Dictionary)["save_version"]) == 6)
assert(
int((parsed as Dictionary)["experience"]["total_experience"])
== 125
)
assert(
is_equal_approx(
float((parsed as Dictionary)["world"]["time_hours"]),
19.75,
)
)
var saved_catches: Array = (parsed as Dictionary)["inventory"]["catches"]
assert(int((saved_catches[0] as Dictionary)["quality"]) == fish_catch.quality)
var saved_masks: Dictionary = (
@ -112,7 +125,12 @@ func _run() -> void:
)
assert(player.hotbar.clear_slot(1))
assert(player.experience.restore_total_experience(0))
world_time.synchronize_time(8.0)
assert(save_manager.load_player_data())
assert(player.experience.get_total_experience() == 125)
assert(is_equal_approx(world_time.get_time_hours(), 19.75))
assert(player.experience.get_level() == 2)
assert(player.hotbar.get_fish_catch_id(1) == fish_catch.catch_id)
assert(player.hotbar.get_selected_slot() == 1)
assert(

View file

@ -242,7 +242,14 @@ func _validate_version_four_migration() -> void:
version_four,
4,
)
assert(int(migrated.get("save_version", -1)) == 5)
assert(int(migrated.get("save_version", -1)) == 6)
assert(int((migrated["experience"] as Dictionary)["total_experience"]) == 0)
assert(
is_equal_approx(
float((migrated["world"] as Dictionary)["time_hours"]),
8.0,
)
)
var catches: Array = migrated["inventory"]["catches"]
assert(int((catches[0] as Dictionary)["quality"]) == 0)
var collection: Dictionary = migrated["collection"]

View file

@ -239,18 +239,29 @@ func _validate_bite_wait_distribution() -> void:
var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
root.add_child(fishing_spot)
await process_frame
var bite_rng := fishing_spot.get("_bite_rng") as RandomNumberGenerator
bite_rng.seed = 84219
var quick_count: int = 0
var typical_or_long_count: int = 0
var very_long_count: int = 0
var total_wait_seconds: float = 0.0
for _sample_index: int in 10000:
var wait_seconds: float = fishing_spot.roll_bite_wait_time()
assert(wait_seconds >= 10.0)
assert(wait_seconds <= 240.0)
total_wait_seconds += wait_seconds
if wait_seconds < 30.0:
quick_count += 1
else:
typical_or_long_count += 1
assert(quick_count > 0)
if wait_seconds >= 180.0:
very_long_count += 1
var average_wait_seconds: float = total_wait_seconds / 10000.0
assert(quick_count >= 2300 and quick_count <= 2700)
assert(typical_or_long_count > quick_count)
assert(very_long_count >= 100 and very_long_count <= 300)
assert(average_wait_seconds >= 57.0)
assert(average_wait_seconds <= 61.0)
fishing_spot.queue_free()
await process_frame

View file

@ -0,0 +1,47 @@
extends SceneTree
const GameUIScene: PackedScene = preload("res://ui/game_ui.tscn")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var game_ui := GameUIScene.instantiate() as GameUI
root.add_child(game_ui)
await process_frame
game_ui.set("_gameplay_ui_enabled", true)
game_ui.call(
"_on_experience_awarded",
50,
0,
50,
1,
1,
)
var panel := game_ui.get_node("%ExperienceProgressPanel") as PanelContainer
var bubble := game_ui.get_node("%ExperienceBubble") as PanelContainer
var bubble_label := game_ui.get_node("%ExperienceBubbleLabel") as Label
var award_label := game_ui.get_node("%ExperienceAwardLabel") as Label
assert(panel != null and bubble != null)
assert(not panel.visible and not bubble.visible)
game_ui.call("_on_showcase_changed", "bluegill", "common", 1.0, 0, true)
await process_frame
assert(not panel.visible and not bubble.visible)
game_ui.call("_on_showcase_changed", "", "", 0.0, 0, false)
await process_frame
await process_frame
assert(panel.visible and bubble.visible)
assert(award_label.text == "+50 xp")
assert(bubble_label.text == "+50 xp!")
await create_timer(1.6).timeout
var progress := game_ui.get_node("%ExperienceProgress") as ProgressBar
var level_label := game_ui.get_node("%ExperienceLevelLabel") as Label
assert(is_equal_approx(progress.value, 50.0))
assert(level_label.text == "level 1")
await create_timer(1.2).timeout
assert(not panel.visible and not bubble.visible)
game_ui.queue_free()
print("Player experience UI validation: PASS")
quit()

View file

@ -0,0 +1 @@
uid://c03tvq1ydhdqj

View file

@ -0,0 +1,178 @@
extends SceneTree
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishExperienceType = preload("res://fish/fish_experience.gd")
const FishQualityType = preload("res://fish/fish_quality.gd")
const PlayerExperienceType = preload(
"res://progression/player_experience.gd"
)
const Catalog: FishPool = preload("res://fish/pools/fish_catalog.tres")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_validate_level_curve()
_validate_catch_awards()
_validate_player_experience_state()
_validate_save_migration()
print("Player experience validation: PASS")
quit()
func _validate_level_curve() -> void:
assert(PlayerExperienceType.experience_required_for_next_level(1) == 100)
assert(PlayerExperienceType.experience_required_for_next_level(2) == 130)
assert(PlayerExperienceType.experience_required_for_next_level(3) == 170)
assert(PlayerExperienceType.total_experience_for_level(1) == 0)
assert(PlayerExperienceType.total_experience_for_level(2) == 100)
assert(PlayerExperienceType.total_experience_for_level(3) == 230)
assert(PlayerExperienceType.total_experience_for_level(4) == 400)
assert(PlayerExperienceType.level_for_total_experience(99) == 1)
assert(PlayerExperienceType.level_for_total_experience(100) == 2)
assert(PlayerExperienceType.level_for_total_experience(399) == 3)
assert(PlayerExperienceType.level_for_total_experience(400) == 4)
assert(
is_equal_approx(
PlayerExperienceType.progress_for_total_experience(50),
0.5,
)
)
func _validate_catch_awards() -> void:
var minimum_boring: FishCatch = _make_catch(
FishQualityType.Tier.BORING,
false,
)
assert(
FishExperienceType.calculate_catch_experience(
minimum_boring,
false,
0,
) == 50
)
var maximum_shiny: FishCatch = _make_catch(
FishQualityType.Tier.SHINY,
true,
)
var boring_mask: int = FishQualityType.bit_for(
FishQualityType.Tier.BORING
)
assert(
FishExperienceType.calculate_catch_experience(
maximum_shiny,
true,
boring_mask,
) == 46
)
var almost_mastered: int = (
FishQualityType.ALL_TIERS_MASK
& ~FishQualityType.bit_for(FishQualityType.Tier.SHINY)
)
assert(
FishExperienceType.calculate_catch_experience(
maximum_shiny,
true,
almost_mastered,
) == 146
)
assert(
FishExperienceType.calculate_catch_experience(
maximum_shiny,
true,
FishQualityType.ALL_TIERS_MASK,
) == 31
)
func _validate_player_experience_state() -> void:
var experience := PlayerExperienceType.new()
root.add_child(experience)
var awards: Array[Array] = []
experience.experience_awarded.connect(
func(
amount: int,
previous_total: int,
new_total: int,
previous_level: int,
new_level: int,
) -> void:
awards.append([
amount,
previous_total,
new_total,
previous_level,
new_level,
])
)
assert(experience.get_level() == 1)
assert(experience.award_experience(125))
assert(experience.get_total_experience() == 125)
assert(experience.get_level() == 2)
assert(experience.get_experience_in_level() == 25)
assert(awards.size() == 1)
assert(awards[0] == [125, 0, 125, 1, 2])
assert(experience.restore_total_experience(400))
assert(experience.get_level() == 4)
assert(not experience.restore_total_experience(-1))
experience.queue_free()
func _validate_save_migration() -> void:
var manager := PlayerSaveManager.new()
root.add_child(manager)
var version_five: Dictionary = {
"save_version": 5,
"wallet": {"balance": 0},
"collection": {
"discovered_fish_ids": [],
"discovered_quality_masks": {},
},
"inventory": {"next_catch_sequence": 1, "catches": []},
"bag": {"items": []},
"hotbar": {"selected_slot": 0, "slots": []},
"upgrades": {"reel_speed_level": 0, "barrier_power_level": 0},
"cooler": {"capacity_level": 0},
"art": {"unlock_mask": 0},
}
var migrated: Dictionary = manager.call(
"_migrate_save",
version_five,
5,
)
assert(int(migrated.get("save_version", -1)) == 6)
var experience_data: Dictionary = migrated.get("experience", {})
assert(int(experience_data.get("total_experience", -1)) == 0)
var world_data: Dictionary = migrated.get("world", {})
assert(is_equal_approx(float(world_data.get("time_hours", -1.0)), 8.0))
manager.queue_free()
func _make_catch(quality: int, maximum_weight: bool) -> FishCatch:
var fish: FishData = Catalog.get_fish_by_id(&"bluegill")
assert(fish != null)
var fish_catch := FishCatchType.new()
fish_catch.fish = fish
fish_catch.fish_id = fish.id
fish_catch.catch_id = StringName("bluegill:xp-%d-%s" % [
quality,
"max" if maximum_weight else "min",
])
fish_catch.catch_sequence = 1
fish_catch.weight_lb = (
fish.get_maximum_weight()
if maximum_weight
else fish.get_minimum_weight()
)
fish_catch.display_scale = fish.get_display_scale_for_weight(
fish_catch.weight_lb
)
fish_catch.quality = quality
fish_catch.sale_value = FishQualityType.apply_sale_value(
fish.get_sale_value_for_weight(fish_catch.weight_lb),
quality,
)
return fish_catch

View file

@ -0,0 +1 @@
uid://djkr2iaa5taks

View file

@ -32,6 +32,9 @@ func _run_host() -> void:
)
assert(session.start_private_host(TEST_PORT))
world_time.synchronize_time(INITIAL_HOST_TIME)
assert(is_equal_approx(
world_time.get_persistent_time_hours(), INITIAL_HOST_TIME
))
world_weather.apply_authoritative_snapshot(
WorldWeatherService.Weather.RAINY, 300.0
)
@ -56,6 +59,9 @@ func _run_host() -> void:
await create_timer(1.0).timeout
world_time.synchronize_time(UPDATED_HOST_TIME)
assert(is_equal_approx(
world_time.get_persistent_time_hours(), UPDATED_HOST_TIME
))
world_weather.apply_authoritative_snapshot(
WorldWeatherService.Weather.FOGGY, 300.0
)
@ -98,6 +104,7 @@ func _run_client() -> void:
assert(session.supports_server_capability(
NetworkProtocol.WORLD_WEATHER_CAPABILITY
))
assert(world_time.restore_persistent_time_hours(15.25))
var initial_deadline: int = Time.get_ticks_msec() + 8000
while (
@ -145,6 +152,7 @@ func _run_client() -> void:
world_time.get_time_hours(), UPDATED_HOST_TIME
) <= TIME_TOLERANCE_HOURS)
assert(world_time.get_phase() == WorldTimeService.Phase.NIGHT)
assert(is_equal_approx(world_time.get_persistent_time_hours(), 15.25))
assert(clock_label.text == world_time.get_clock_text())
var fog_deadline: int = Time.get_ticks_msec() + 8000
while (

View file

@ -25,6 +25,7 @@ func _initialize() -> void:
func _run() -> void:
_validate_clock_boundaries_and_duration()
_validate_persistent_host_clock()
_validate_fishing_availability()
_validate_fishing_spot_context()
_validate_network_snapshot_bounds()
@ -78,6 +79,24 @@ func _validate_clock_boundaries_and_duration() -> void:
clock.queue_free()
func _validate_persistent_host_clock() -> void:
var clock := WorldTimeServiceType.new()
root.add_child(clock)
assert(clock.restore_persistent_time_hours(18.75))
clock.set_persistence_tracking_enabled(true)
clock.begin_session(clock.get_persistent_time_hours())
assert(is_equal_approx(clock.get_time_hours(), 18.75))
clock.synchronize_time(19.25)
assert(is_equal_approx(clock.get_persistent_time_hours(), 19.25))
clock.set_persistence_tracking_enabled(false)
clock.synchronize_time(6.5)
assert(is_equal_approx(clock.get_time_hours(), 6.5))
assert(is_equal_approx(clock.get_persistent_time_hours(), 19.25))
assert(not clock.restore_persistent_time_hours(-1.0))
assert(not clock.restore_persistent_time_hours(24.0))
clock.queue_free()
func _validate_fishing_availability() -> void:
var day_context := FishingContextType.new()
day_context.location_tags = [&"starter_pond"]

View file

@ -44,6 +44,12 @@ const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldWeatherServiceType = preload(
"res://world/world_weather_service.gd"
)
const PlayerExperienceType = preload(
"res://progression/player_experience.gd"
)
const UIReferencePresentationType = preload(
"res://ui/ui_reference_presentation.gd"
)
signal pixelation_settings_visibility_changed(is_visible: bool)
signal crisp_reset_focus_requested
@ -63,6 +69,13 @@ signal shop_backdrop_visibility_changed(is_visible: bool)
@onready var _barrier_health: Label = %BarrierHealth
@onready var _showcase_details: Label = %ShowcaseDetails
@onready var _fishing_panel: PanelContainer = %FishingPanel
@onready var _experience_panel: PanelContainer = %ExperienceProgressPanel
@onready var _experience_level_label: Label = %ExperienceLevelLabel
@onready var _experience_award_label: Label = %ExperienceAwardLabel
@onready var _experience_progress: ProgressBar = %ExperienceProgress
@onready var _experience_bubble: PanelContainer = %ExperienceBubble
@onready var _experience_bubble_label: Label = %ExperienceBubbleLabel
@onready var _canonical_stage: Control = %CanonicalStage
@onready var _player_menu: PlayerMenuType = %PlayerMenu
@onready var _screen_fade: ScreenFade = %ScreenFade
@onready var _title_screen: TitleScreenType = %TitleScreen
@ -96,6 +109,11 @@ var _item_effects: PlayerItemEffectsType
var _main_shop_buyer: FishBuyerProfileType
var _shop_interaction: ShopInteractionType
var _surface_drawing: NetworkSurfaceDrawingService
var _experience: PlayerExperienceType
var _experience_award_queue: Array[Dictionary] = []
var _experience_animation_active: bool = false
var _experience_animation_generation: int = 0
var _experience_panel_rest_y: float = 18.0
func _ready() -> void:
@ -124,6 +142,7 @@ func setup(
player: PlayerType,
inventory: FishInventoryType,
collection_log: CollectionLogType,
experience: PlayerExperienceType,
wallet: PlayerWalletType,
sale_service: FishSaleServiceType,
default_buyer: FishBuyerProfileType,
@ -156,6 +175,14 @@ func setup(
_player = player
_fishing_spot = fishing_spot
_item_effects = item_effects
_experience = experience
if (
_experience != null
and not _experience.experience_awarded.is_connected(
_on_experience_awarded
)
):
_experience.experience_awarded.connect(_on_experience_awarded)
_chat_ui.setup(
network_chat_service, network_session, spawn_service, player,
fishing_spot, settings_manager, world_time, world_weather
@ -304,6 +331,7 @@ func setup_data_and_identity(
func _process(_delta: float) -> void:
_update_experience_bubble_position()
if _item_effects == null or not _gameplay_ui_enabled:
_effect_status.hide()
return
@ -372,6 +400,7 @@ func set_gameplay_ui_enabled(enabled: bool) -> void:
_refresh_hotbar_visibility()
_hotbar_ui.set_gameplay_input_enabled(true)
_refresh_fishing_panel_visibility()
call_deferred("_start_next_experience_animation")
func set_system_menu_open(is_open: bool) -> void:
@ -578,6 +607,7 @@ func _on_showcase_changed(
_showcase_details.text = ""
_showcase_details.visible = false
_set_fishing_status("")
call_deferred("_start_next_experience_animation")
return
_catch_track.visible = false
_barrier_prompt_panel.visible = false
@ -596,6 +626,197 @@ func _on_showcase_changed(
_refresh_fishing_panel_visibility()
func _on_experience_awarded(
amount: int,
previous_total: int,
new_total: int,
previous_level: int,
new_level: int,
) -> void:
if amount <= 0:
return
_experience_award_queue.append({
"amount": amount,
"previous_total": previous_total,
"new_total": new_total,
"previous_level": previous_level,
"new_level": new_level,
})
func _start_next_experience_animation() -> void:
if (
_experience_animation_active
or _showcase_active
or _experience_award_queue.is_empty()
or not _gameplay_ui_enabled
):
return
var award: Dictionary = _experience_award_queue.pop_front()
_experience_animation_active = true
_experience_animation_generation += 1
var generation: int = _experience_animation_generation
_play_experience_animation(award, generation)
func _play_experience_animation(
award: Dictionary,
generation: int,
) -> void:
var amount: int = int(award.get("amount", 0))
var previous_total: int = int(award.get("previous_total", 0))
var new_total: int = int(award.get("new_total", previous_total))
_experience_award_label.text = "+%d xp" % amount
_experience_bubble_label.text = "+%d xp!" % amount
_update_experience_progress(previous_total)
_experience_panel.position.y = -_experience_panel.size.y - 8.0
_experience_panel.modulate.a = 0.0
_experience_panel.show()
_experience_bubble.modulate.a = 0.0
_experience_bubble.scale = Vector2(0.72, 0.72)
_experience_bubble.pivot_offset = _experience_bubble.size * 0.5
_experience_bubble.show()
var entry_tween: Tween = create_tween()
entry_tween.set_parallel(true)
entry_tween.tween_property(
_experience_panel,
"position:y",
_experience_panel_rest_y,
0.26,
).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
entry_tween.tween_property(
_experience_panel,
"modulate:a",
1.0,
0.18,
)
entry_tween.tween_property(
_experience_bubble,
"modulate:a",
1.0,
0.15,
)
entry_tween.tween_property(
_experience_bubble,
"scale",
Vector2.ONE,
0.28,
).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
await entry_tween.finished
if generation != _experience_animation_generation:
return
var fill_duration: float = clampf(
0.8 + float(amount) * 0.006,
0.9,
1.65,
)
var fill_tween: Tween = create_tween()
fill_tween.tween_method(
Callable(self, "_set_experience_animation_progress").bind(
previous_total,
new_total,
),
0.0,
1.0,
fill_duration,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
await fill_tween.finished
if generation != _experience_animation_generation:
return
await get_tree().create_timer(0.75).timeout
if generation != _experience_animation_generation:
return
var exit_tween: Tween = create_tween()
exit_tween.set_parallel(true)
exit_tween.tween_property(
_experience_panel,
"modulate:a",
0.0,
0.24,
)
exit_tween.tween_property(
_experience_bubble,
"modulate:a",
0.0,
0.2,
)
exit_tween.tween_property(
_experience_bubble,
"scale",
Vector2(0.82, 0.82),
0.24,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
await exit_tween.finished
if generation != _experience_animation_generation:
return
_experience_panel.hide()
_experience_bubble.hide()
_experience_animation_active = false
call_deferred("_start_next_experience_animation")
func _set_experience_animation_progress(
progress: float,
previous_total: int,
new_total: int,
) -> void:
var displayed_total: int = roundi(lerpf(
float(previous_total),
float(new_total),
clampf(progress, 0.0, 1.0),
))
_update_experience_progress(displayed_total)
func _update_experience_progress(total_experience: int) -> void:
var level: int = PlayerExperienceType.level_for_total_experience(
total_experience
)
_experience_level_label.text = "level %d" % level
_experience_progress.value = (
PlayerExperienceType.progress_for_total_experience(total_experience)
* 100.0
)
func _update_experience_bubble_position() -> void:
if not _experience_animation_active or _player == null:
return
var camera: Camera3D = _player.get_gameplay_camera()
var anchor_position: Vector3 = _player.get_chat_anchor_position()
if camera == null or camera.is_position_behind(anchor_position):
_experience_bubble.hide()
return
_experience_bubble.show()
var window_size := Vector2(get_window().size)
var output_scale: float = UIReferencePresentationType.get_scale(
window_size
)
var stage_position: Vector2 = (
camera.unproject_position(anchor_position) / output_scale
- _canonical_stage.position
)
var desired: Vector2 = stage_position - Vector2(
_experience_bubble.size.x * 0.5,
_experience_bubble.size.y + 10.0,
)
_experience_bubble.position = Vector2(
clampf(
desired.x,
8.0,
_canonical_stage.size.x - _experience_bubble.size.x - 8.0,
),
clampf(
desired.y,
8.0,
_canonical_stage.size.y - _experience_bubble.size.y - 8.0,
),
)
func _on_player_menu_visibility_changed(is_open: bool) -> void:
_player_menu_open = is_open
if is_open and _surface_drawing != null:

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=16 format=3]
[gd_scene load_steps=19 format=3]
[ext_resource type="Script" path="res://ui/game_ui.gd" id="1_ui"]
[ext_resource type="PackedScene" path="res://ui/player_menu.tscn" id="2_menu"]
@ -35,6 +35,27 @@ corner_radius_bottom_left = 12
[sub_resource type="StyleBoxFlat" id="StyleBox_transparent"]
bg_color = Color(0, 0, 0, 0)
[sub_resource type="StyleBoxFlat" id="StyleBox_experience_panel"]
bg_color = Color(0.051, 0.173, 0.227, 0.97)
corner_radius_top_left = 14
corner_radius_top_right = 14
corner_radius_bottom_right = 14
corner_radius_bottom_left = 14
[sub_resource type="StyleBoxFlat" id="StyleBox_experience_background"]
bg_color = Color(0.025, 0.102, 0.137, 1)
corner_radius_top_left = 7
corner_radius_top_right = 7
corner_radius_bottom_right = 7
corner_radius_bottom_left = 7
[sub_resource type="StyleBoxFlat" id="StyleBox_experience_fill"]
bg_color = Color(1, 0.82, 0.4, 1)
corner_radius_top_left = 7
corner_radius_top_right = 7
corner_radius_bottom_right = 7
corner_radius_bottom_left = 7
[node name="GameUI" type="CanvasLayer"]
script = ExtResource("1_ui")
@ -59,6 +80,91 @@ grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="ExperienceProgressPanel" type="PanelContainer" parent="UIRoot/CanonicalStage/GameplayTransientHUD"]
unique_name_in_owner = true
visible = false
z_index = 63
anchors_preset = 10
anchor_left = 0.5
anchor_right = 0.5
offset_left = -240.0
offset_top = 18.0
offset_right = 240.0
offset_bottom = 82.0
grow_horizontal = 2
mouse_filter = 2
theme = ExtResource("3_theme")
theme_override_styles/panel = SubResource("StyleBox_experience_panel")
[node name="Margin" type="MarginContainer" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceProgressPanel"]
layout_mode = 2
theme_override_constants/margin_left = 14
theme_override_constants/margin_top = 7
theme_override_constants/margin_right = 14
theme_override_constants/margin_bottom = 9
[node name="Layout" type="VBoxContainer" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceProgressPanel/Margin"]
layout_mode = 2
theme_override_constants/separation = 4
[node name="Header" type="HBoxContainer" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceProgressPanel/Margin/Layout"]
layout_mode = 2
[node name="ExperienceLevelLabel" type="Label" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceProgressPanel/Margin/Layout/Header"]
unique_name_in_owner = true
layout_mode = 2
text = "level 1"
theme_override_colors/font_color = Color(0.95, 0.98, 1, 1)
theme_override_font_sizes/font_size = 16
[node name="Spacer" type="Control" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceProgressPanel/Margin/Layout/Header"]
layout_mode = 2
size_flags_horizontal = 3
mouse_filter = 2
[node name="ExperienceAwardLabel" type="Label" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceProgressPanel/Margin/Layout/Header"]
unique_name_in_owner = true
layout_mode = 2
text = "+0 xp"
theme_override_colors/font_color = Color(1, 0.82, 0.4, 1)
theme_override_font_sizes/font_size = 16
[node name="ExperienceProgress" type="ProgressBar" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceProgressPanel/Margin/Layout"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 20)
layout_mode = 2
mouse_filter = 2
theme_override_styles/background = SubResource("StyleBox_experience_background")
theme_override_styles/fill = SubResource("StyleBox_experience_fill")
value = 0.0
show_percentage = false
[node name="ExperienceBubble" type="PanelContainer" parent="UIRoot/CanonicalStage/GameplayTransientHUD"]
unique_name_in_owner = true
visible = false
z_index = 63
offset_right = 122.0
offset_bottom = 46.0
mouse_filter = 2
theme = ExtResource("3_theme")
theme_override_styles/panel = SubResource("StyleBox_experience_panel")
[node name="Margin" type="MarginContainer" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceBubble"]
layout_mode = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 5
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 5
[node name="ExperienceBubbleLabel" type="Label" parent="UIRoot/CanonicalStage/GameplayTransientHUD/ExperienceBubble/Margin"]
unique_name_in_owner = true
layout_mode = 2
text = "+0 xp!"
horizontal_alignment = 1
vertical_alignment = 1
theme_override_colors/font_color = Color(1, 0.82, 0.4, 1)
theme_override_font_sizes/font_size = 22
[node name="FishingPanel" type="PanelContainer" parent="UIRoot/CanonicalStage/GameplayTransientHUD"]
unique_name_in_owner = true
visible = false

View file

@ -24,6 +24,8 @@ const DUSK_END_HOUR: float = NIGHT_START_HOUR + TRANSITION_HALF_HOURS
const DEFAULT_START_HOUR: float = DAY_START_HOUR
var _time_hours: float = DEFAULT_START_HOUR
var _persistent_time_hours: float = DEFAULT_START_HOUR
var _persistence_tracking_enabled: bool = false
var _running: bool = false
var _phase: Phase = Phase.DAWN
@ -63,6 +65,31 @@ func synchronize_time(authoritative_time_hours: float) -> void:
_set_time_hours(authoritative_time_hours, true)
func set_persistence_tracking_enabled(enabled: bool) -> void:
if _persistence_tracking_enabled == enabled:
return
if _persistence_tracking_enabled:
_persistent_time_hours = _time_hours
_persistence_tracking_enabled = enabled
func restore_persistent_time_hours(time_hours: float) -> bool:
if (
not is_finite(time_hours)
or time_hours < 0.0
or time_hours >= HOURS_PER_DAY
):
return false
_persistent_time_hours = time_hours
if _persistence_tracking_enabled:
_set_time_hours(_persistent_time_hours, true)
return true
func get_persistent_time_hours() -> float:
return _persistent_time_hours
func get_time_hours() -> float:
return _time_hours
@ -116,6 +143,8 @@ func _set_time_hours(time_hours: float, force_emit: bool) -> void:
var time_was_changed: bool = not is_equal_approx(normalized, _time_hours)
_time_hours = normalized
_phase = next_phase
if _persistence_tracking_enabled:
_persistent_time_hours = normalized
if phase_was_changed:
phase_changed.emit(_phase)
if force_emit or time_was_changed or phase_was_changed: