Add host-validated multiplayer fish sales

This commit is contained in:
Alexander Sellite 2026-07-29 18:31:00 -04:00
parent c4e7ea0728
commit f7044669a8
13 changed files with 836 additions and 24 deletions

View file

@ -46,6 +46,9 @@ const PlayerSpawnServiceType = preload(
const NetworkFishingServiceType = preload(
"res://network/network_fishing_service.gd"
)
const NetworkSaleServiceType = preload(
"res://network/network_sale_service.gd"
)
const TITLE_MUSIC_SILENCE_DB: float = -80.0
@ -83,6 +86,7 @@ const TITLE_MUSIC_SILENCE_DB: float = -80.0
@onready var _network_fishing: NetworkFishingServiceType = (
%NetworkFishingService
)
@onready var _network_sale: NetworkSaleServiceType = %NetworkSaleService
@onready var _players_root: Node3D = $Players
var _gameplay_started: bool = false
@ -153,6 +157,18 @@ func _ready() -> void:
item_catalog,
fish_catalog
)
_network_sale.setup(
_network_session,
_player_spawn_service,
_network_fishing,
_player.inventory,
_player.wallet,
_player.fish_sale_service,
_save_manager,
fish_catalog,
pelican_buyer_profile,
_test_world.get_pelican_convenience_landmark()
)
_fishing_spot.setup(
_player,
_player.inventory,
@ -183,7 +199,8 @@ func _ready() -> void:
_shop_interaction,
_player.item_effects,
_player.cooler_capacity,
_network_session
_network_session,
_network_sale
)
_water_recovery.setup(
_player,