Add multi-select batch fish selling

This commit is contained in:
Alexander Sellite 2026-07-26 23:18:51 -04:00
parent 9277326164
commit e560cc0b3e
9 changed files with 747 additions and 272 deletions

View file

@ -24,6 +24,9 @@ const PlayerCoolerCapacityType = preload(
const ShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
const FishBatchSelectionType = preload(
"res://ui/fish_batch_selection.gd"
)
signal menu_visibility_changed(is_open: bool)
@ -42,6 +45,7 @@ enum CloseReason {
@onready var _fish_texture: TextureRect = %FishTexture
@onready var _fish_name: Label = %FishName
@onready var _fish_details: Label = %FishDetails
@onready var _selection_summary: Label = %SelectionSummary
@onready var _sell_button: Button = %SellButton
@onready var _feedback: Label = %Feedback
@onready var _reel_level: Label = %ReelLevel
@ -73,14 +77,16 @@ var _interaction: ShopInteractionType
var _bag: PlayerBagType
var _item_catalog: ItemCatalogType
var _cooler_capacity: PlayerCoolerCapacityType
var _selected_catch_id: StringName
var _confirmation_catch_id: StringName
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
var _selection_input_generation: int = 0
var _transaction_in_progress: bool = false
var _closing: bool = false
@ -88,6 +94,7 @@ var _closing: bool = false
func _ready() -> void:
%CloseButton.pressed.connect(close_shop)
_fish_list.item_selected.connect(_on_fish_selected)
_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)
@ -120,6 +127,7 @@ func setup(
_bag = bag
_item_catalog = item_catalog
_cooler_capacity = cooler_capacity
_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):
@ -189,7 +197,7 @@ func close_shop(
_generation += 1
_transaction_in_progress = false
_close_sale_confirmation()
_selected_catch_id = StringName()
_fish_selection.clear()
hide()
get_viewport().gui_release_focus()
if _fishing_spot != null and is_instance_valid(_fishing_spot):
@ -242,9 +250,9 @@ func _refresh_all() -> void:
func _refresh_wallet() -> void:
_wallet_label.text = (
"Wallet: $%d" % _wallet.get_balance()
"wallet: $%d" % _wallet.get_balance()
if _wallet != null
else "Wallet: $0"
else "wallet: $0"
)
@ -253,7 +261,7 @@ func _refresh_fish_list() -> void:
var catches: Array[FishCatchType] = (
_inventory.get_all_catches() if _inventory != null else []
)
_sales_title.text = "Cooler %d / %d • Full base value" % [
_sales_title.text = "cooler %d / %d • full base value" % [
catches.size(),
_cooler_capacity.get_capacity() if _cooler_capacity != null else 0,
]
@ -261,11 +269,21 @@ func _refresh_fish_list() -> void:
func(a: FishCatchType, b: FishCatchType) -> bool:
return a.catch_sequence > b.catch_sequence
)
var selected_index: int = -1
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
var marker: String = "" if fish_catch.is_favorited else ""
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],
@ -277,16 +295,15 @@ func _refresh_fish_list() -> void:
"%s%s"
% [
fish_catch.fish.get_rarity_name(),
"Favorited" if fish_catch.is_favorited else "Available",
"favorited" if fish_catch.is_favorited else "available",
]
)
if fish_catch.catch_id == _selected_catch_id:
selected_index = index
_fish_empty.visible = _fish_list.item_count == 0
if selected_index >= 0:
_fish_list.select(selected_index)
elif not _selected_catch_id.is_empty():
_selected_catch_id = StringName()
_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:
@ -295,27 +312,72 @@ func _refresh_selected_fish() -> void:
fish_catch.fish.display_texture if fish_catch != null else null
)
_fish_name.text = (
fish_catch.fish.display_name if fish_catch != null else "Select a fish"
fish_catch.fish.display_name if fish_catch != null else "select a fish"
)
if fish_catch == null:
_fish_details.text = "Choose one individual fish from your Cooler."
_sell_button.disabled = true
_fish_details.text = "choose one individual fish from your cooler."
_update_sale_summary()
return
var offer: int = _buyer.get_offer(fish_catch.sale_value)
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 = (
"%.2f lb • %s\nBase value: $%d\nMain-shop offer: $%d%s"
"%.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,
"\nFavorited fish cannot be sold."
"\nfavorited fish cannot be sold."
if fish_catch.is_favorited
else "",
]
)
_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
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: $%d" % preview.payout
if preview != null and preview.status == FishSaleResultType.Status.FAVORITED:
_selection_summary.text += (
"\nfavorited fish must be removed from the selection."
)
_sell_button.disabled = (
fish_catch.is_favorited
preview == null
or not preview.is_success()
or _transaction_in_progress
or _closing
)
@ -326,7 +388,7 @@ func _refresh_upgrades() -> void:
return
var reel_level: int = _upgrades.get_reel_speed_level()
var reel_cost: int = _upgrades.get_next_reel_speed_cost()
_reel_level.text = "Level %d" % reel_level
_reel_level.text = "level %d" % reel_level
_reel_purchase.disabled = (
reel_cost < 0
or _transaction_in_progress
@ -335,7 +397,7 @@ func _refresh_upgrades() -> void:
)
if reel_cost < 0:
_reel_effect.text = "%.2f×" % _upgrades.get_reel_speed_multiplier()
_reel_cost.text = "MAX"
_reel_cost.text = "max"
else:
_reel_effect.text = (
"%.2f×%.2f×"
@ -345,10 +407,10 @@ func _refresh_upgrades() -> void:
]
)
_reel_cost.text = "$%d" % reel_cost
_reel_purchase.text = "MAX" if reel_cost < 0 else "Purchase"
_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()
_barrier_level.text = "Level %d" % barrier_level
_barrier_level.text = "level %d" % barrier_level
_barrier_purchase.disabled = (
barrier_cost < 0
or _transaction_in_progress
@ -357,7 +419,7 @@ func _refresh_upgrades() -> void:
)
if barrier_cost < 0:
_barrier_effect.text = "%d damage" % _upgrades.get_barrier_damage()
_barrier_cost.text = "MAX"
_barrier_cost.text = "max"
else:
_barrier_effect.text = (
"%d damage → %d damage"
@ -367,7 +429,7 @@ func _refresh_upgrades() -> void:
]
)
_barrier_cost.text = "$%d" % barrier_cost
_barrier_purchase.text = "MAX" if barrier_cost < 0 else "Purchase"
_barrier_purchase.text = "max" if barrier_cost < 0 else "purchase"
func _refresh_supplies() -> void:
@ -385,7 +447,7 @@ func _refresh_supplies() -> void:
button.icon = item.icon
button.expand_icon = true
button.alignment = HORIZONTAL_ALIGNMENT_LEFT
button.text = "%s\n$%dOwned %d" % [
button.text = "%s\n$%downed %d" % [
item.display_name,
FishingShopStockType.get_price(item_id),
_bag.get_quantity(item_id),
@ -409,7 +471,7 @@ func _refresh_cooler_capacity() -> void:
var level: int = _cooler_capacity.get_level()
var cost: int = _cooler_capacity.get_next_cost()
var next_capacity: int = _cooler_capacity.get_next_capacity()
_cooler_level.text = "Level %d" % level
_cooler_level.text = "level %d" % level
_cooler_purchase.disabled = (
cost < 0
or _transaction_in_progress
@ -418,46 +480,99 @@ func _refresh_cooler_capacity() -> void:
)
if cost < 0:
_cooler_effect.text = "%d fish" % _cooler_capacity.get_capacity()
_cooler_cost.text = "MAX"
_cooler_purchase.text = "MAX"
_cooler_cost.text = "max"
_cooler_purchase.text = "max"
else:
_cooler_effect.text = "%d%d fish" % [
_cooler_capacity.get_capacity(),
next_capacity,
]
_cooler_cost.text = "$%d" % cost
_cooler_purchase.text = "Purchase"
_cooler_purchase.text = "purchase"
func _on_fish_selected(index: int) -> void:
if index < 0 or index >= _fish_list.item_count:
return
_selected_catch_id = StringName(str(_fish_list.get_item_metadata(index)))
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 = ""
_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:
var fish_catch: FishCatchType = _get_selected_catch()
if not _is_transaction_context_valid() or fish_catch == null:
_feedback.text = "This fish is no longer available."
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
if fish_catch.is_favorited:
_feedback.text = "Favorited fish cannot be sold."
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
_confirmation_catch_id = fish_catch.catch_id
var offer: int = _buyer.get_offer(fish_catch.sale_value)
_confirmation_catch_ids = selected_ids.duplicate()
_confirmation_generation = _generation
_confirmation_text.text = (
"Sell this %.2f lb %s to the Fishing Shop for $%d?"
% [fish_catch.weight_lb, fish_catch.fish.display_name, offer]
"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:
_confirmation_catch_id = StringName()
_confirmation_catch_ids.clear()
_confirmation_generation = -1
_confirmation.hide()
@ -465,18 +580,23 @@ func _on_confirm_sale() -> void:
if _transaction_in_progress:
return
var transaction_generation: int = _generation
var catch_id: StringName = _confirmation_catch_id
var catch_ids: Array[StringName] = _confirmation_catch_ids.duplicate()
var confirmation_generation: int = _confirmation_generation
_close_sale_confirmation()
if (
catch_id.is_empty()
catch_ids.is_empty()
or not _is_transaction_context_valid()
or transaction_generation != _generation
or confirmation_generation != transaction_generation
or _buyer.id != MAIN_SHOP_BUYER_ID
):
_feedback.text = "Unable to complete sale."
_feedback.text = "unable to complete sale."
return
_transaction_in_progress = true
var result: FishSaleResultType = _sale_service.sell(catch_id, _buyer)
var result: FishSaleResultType = _sale_service.sell_batch(
catch_ids,
_buyer
)
_transaction_in_progress = false
if (
transaction_generation != _generation
@ -484,8 +604,15 @@ func _on_confirm_sale() -> void:
):
return
if result.is_success():
_feedback.text = "Fish sold for $%d." % result.payout
_selected_catch_id = StringName()
_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()
@ -501,14 +628,14 @@ func _purchase_barrier_power() -> void:
func _purchase_supply(item_id: StringName) -> void:
if _transaction_in_progress or not _is_transaction_context_valid():
_feedback.text = "Unable to complete purchase."
_feedback.text = "unable to complete purchase."
return
var price: int = FishingShopStockType.get_price(item_id)
if not _bag.can_add_item(item_id, 1):
_feedback.text = "Bag cannot accept this item."
_feedback.text = "bag cannot accept this item."
return
if not _wallet.can_afford(price):
_feedback.text = "Not enough money."
_feedback.text = "not enough money."
return
var transaction_generation: int = _generation
_transaction_in_progress = true
@ -522,21 +649,21 @@ func _purchase_supply(item_id: StringName) -> void:
if transaction_generation != _generation or not visible:
return
_feedback.text = (
"Item purchased." if purchased else "Unable to complete purchase."
"item purchased." if purchased else "unable to complete purchase."
)
_refresh_all()
func _purchase_cooler_capacity() -> void:
if _transaction_in_progress or not _is_transaction_context_valid():
_feedback.text = "Unable to complete purchase."
_feedback.text = "unable to complete purchase."
return
var cost: int = _cooler_capacity.get_next_cost()
if cost < 0:
_feedback.text = "Maximum level reached."
_feedback.text = "maximum level reached."
return
if not _wallet.can_afford(cost):
_feedback.text = "Not enough money."
_feedback.text = "not enough money."
return
var transaction_generation: int = _generation
_transaction_in_progress = true
@ -545,16 +672,16 @@ func _purchase_cooler_capacity() -> void:
if transaction_generation != _generation or not visible:
return
_feedback.text = (
"Upgrade purchased."
"upgrade purchased."
if purchased
else "Unable to complete purchase."
else "unable to complete purchase."
)
_refresh_all()
func _purchase_upgrade(is_reel_speed: bool) -> void:
if _transaction_in_progress or not _is_transaction_context_valid():
_feedback.text = "Unable to complete purchase."
_feedback.text = "unable to complete purchase."
return
var cost: int = (
_upgrades.get_next_reel_speed_cost()
@ -562,10 +689,10 @@ func _purchase_upgrade(is_reel_speed: bool) -> void:
else _upgrades.get_next_barrier_power_cost()
)
if cost < 0:
_feedback.text = "Maximum level reached."
_feedback.text = "maximum level reached."
return
if not _wallet.can_afford(cost):
_feedback.text = "Not enough money."
_feedback.text = "not enough money."
return
var transaction_generation: int = _generation
_transaction_in_progress = true
@ -578,17 +705,18 @@ func _purchase_upgrade(is_reel_speed: bool) -> void:
if transaction_generation != _generation or not visible:
return
_feedback.text = (
"Upgrade purchased."
"upgrade purchased."
if purchased
else "Unable to complete purchase."
else "unable to complete purchase."
)
_refresh_all()
func _get_selected_catch() -> FishCatchType:
if _inventory == null or _selected_catch_id.is_empty():
var focused_id: StringName = _fish_selection.get_focused_id()
if _inventory == null or focused_id.is_empty():
return null
return _inventory.get_catch_by_id(_selected_catch_id)
return _inventory.get_catch_by_id(focused_id)
func _is_transaction_context_valid() -> bool:
@ -607,12 +735,22 @@ func _is_transaction_context_valid() -> bool:
func _on_inventory_changed() -> void:
_refresh_fish_list()
if (
not _confirmation_catch_id.is_empty()
and _inventory.get_catch_by_id(_confirmation_catch_id) == null
):
_close_sale_confirmation()
_feedback.text = "This fish is no longer available."
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()