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 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 PlayerArtUnlocksType = preload( "res://progression/player_art_unlocks.gd" ) const ArtShopStockType = preload("res://economy/art_shop_stock.gd") const ShopInteractionType = preload( "res://world/fishing_shop_interaction.gd" ) const UtilityPageStyleType = preload("res://ui/utility_page_style.gd") signal menu_visibility_changed(is_open: bool) signal sell_fish_requested signal shop_cooler_return_requested signal shop_cooler_confirmation_cancel_requested enum CloseReason { USER, RANGE_EXIT, WATER_RECOVERY, SESSION_END, TEARDOWN, } @onready var _wallet_label: Label = %WalletLabel @onready var _shop_panel: PanelContainer = %ShopPanel @onready var _shop_cooler_page: Control = %ShopCoolerPage @onready var _shop_cooler_mount: Control = %ShopCoolerMount @onready var _back_to_shop_button: Button = %BackToShopButton @onready var _buy_mode_button: Button = %BuyModeButton @onready var _sell_mode_button: Button = %SellModeButton @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 var _player: PlayerType var _wallet: PlayerWalletType 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 _art_unlocks: PlayerArtUnlocksType var _network_shop: NetworkShopService 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 _transaction_in_progress: bool = false var _closing: bool = false var _cooler_page_active: bool = false var _cooler_modal_open: bool = false func _ready() -> void: UtilityPageStyleType.apply_page(self) _apply_shop_styles() %CloseButton.pressed.connect(close_shop) _buy_mode_button.pressed.connect(_focus_buy_page) _sell_mode_button.pressed.connect(_request_shop_cooler) _back_to_shop_button.pressed.connect(shop_cooler_return_requested.emit) _reel_purchase.pressed.connect(_purchase_reel_speed) _barrier_purchase.pressed.connect(_purchase_barrier_power) _cooler_purchase.pressed.connect(_purchase_cooler_capacity) func _request_shop_cooler() -> void: if _transaction_in_progress: _feedback.text = "Finish the current transaction first." return if not _is_transaction_context_valid(): _feedback.text = "The fishing shop is no longer available." return sell_fish_requested.emit() func _focus_buy_page() -> void: _feedback.text = "" for child: Node in _supplies_list.get_children(): var stock_button := child as Button if stock_button != null and not stock_button.disabled: stock_button.grab_focus() return _reel_purchase.grab_focus() func _apply_shop_styles() -> void: var shop_panel := $ShopPanel as PanelContainer var shop_panel_style := UtilityPageStyleType.panel_style() shop_panel_style.set_corner_radius_all(24) shop_panel_style.content_margin_left = 0.0 shop_panel_style.content_margin_top = 0.0 shop_panel_style.content_margin_right = 0.0 shop_panel_style.content_margin_bottom = 0.0 shop_panel.add_theme_stylebox_override( "panel", shop_panel_style ) for panel: PanelContainer in [ $ShopPanel/Margin/Layout/Body/Upgrades/ReelCard, $ShopPanel/Margin/Layout/Body/Upgrades/BarrierCard, $ShopPanel/Margin/Layout/Body/Upgrades/CoolerCard, ]: panel.add_theme_stylebox_override( "panel", UtilityPageStyleType.row_style() ) for button: BaseButton in [ %CloseButton, _buy_mode_button, _sell_mode_button, _reel_purchase, _barrier_purchase, _cooler_purchase, _back_to_shop_button, ]: UtilityPageStyleType.apply_ocean_button(button) _buy_mode_button.add_theme_stylebox_override( "normal", UtilityPageStyleType.ocean_button_style( UtilityPageStyleType.OCEAN_SELECTED ), ) _feedback.add_theme_color_override( "font_color", UtilityPageStyleType.OCEAN_TEXT_SECONDARY ) func setup( player: PlayerType, wallet: PlayerWalletType, buyer: FishBuyerProfileType, upgrades: PlayerFishingUpgradesType, fishing_spot: FishingSpotType, interaction: ShopInteractionType, bag: PlayerBagType, item_catalog: ItemCatalogType, cooler_capacity: PlayerCoolerCapacityType, art_unlocks: PlayerArtUnlocksType, network_shop: NetworkShopService, ) -> void: _player = player _wallet = wallet _buyer = buyer _upgrades = upgrades _fishing_spot = fishing_spot _interaction = interaction _bag = bag _item_catalog = item_catalog _cooler_capacity = cooler_capacity _art_unlocks = art_unlocks _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 ) 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) if not _art_unlocks.unlocks_changed.is_connected(_on_art_unlocks_changed): _art_unlocks.unlocks_changed.connect(_on_art_unlocks_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 _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 = "" deactivate_shop_cooler_page() show() _refresh_all() _buy_mode_button.grab_focus() menu_visibility_changed.emit(true) return true func consume_escape() -> bool: if not visible: return false if _cooler_page_active: if _cooler_modal_open: shop_cooler_confirmation_cancel_requested.emit() else: shop_cooler_return_requested.emit() return true close_shop() return true func get_shop_cooler_mount() -> Control: return _shop_cooler_mount func activate_shop_cooler_page() -> void: _cooler_page_active = true _shop_panel.hide() _shop_cooler_page.show() _back_to_shop_button.disabled = false func deactivate_shop_cooler_page() -> void: _cooler_page_active = false _cooler_modal_open = false _back_to_shop_button.disabled = false _shop_cooler_page.hide() _shop_panel.show() if visible: _buy_mode_button.grab_focus() func set_shop_cooler_modal_open(is_open: bool) -> void: _cooler_modal_open = is_open _back_to_shop_button.disabled = is_open func close_shop( reason: CloseReason = CloseReason.USER, restore_controls: bool = true, ) -> void: if not visible: return _closing = true _transaction_in_progress = false hide() var current_viewport: Viewport = get_viewport() if current_viewport != null: current_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) deactivate_shop_cooler_page() 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_upgrades() _refresh_supplies() _refresh_cooler_capacity() func _refresh_wallet() -> void: _wallet_label.text = ( "wallet: $%d" % _wallet.get_balance() if _wallet != null else "wallet: $0" ) func _refresh_upgrades() -> void: if _upgrades == null: return var reel_level: int = _upgrades.get_reel_speed_level() var reel_cost: int = _upgrades.get_next_reel_speed_cost() _reel_level.text = "level %d" % reel_level _reel_purchase.disabled = ( reel_cost < 0 or _transaction_in_progress or _closing or _network_shop == null or not _network_shop.can_request_purchase() or not _upgrades.can_purchase_reel_speed(_wallet) ) _reel_purchase.tooltip_text = ( "Purchases are unavailable in this session." if _network_shop == null or not _network_shop.can_request_purchase() else "" ) if reel_cost < 0: _reel_effect.text = "%.2f×" % _upgrades.get_reel_speed_multiplier() _reel_cost.text = "max" else: _reel_effect.text = ( "%.2f× → %.2f×" % [ _upgrades.get_reel_speed_multiplier(), 1.0 + float(reel_level + 1) * 0.10, ] ) _reel_cost.text = "$%d" % reel_cost _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_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() _barrier_cost.text = "max" else: _barrier_effect.text = ( "%d damage → %d damage" % [ _upgrades.get_barrier_damage(), barrier_level + 2, ] ) _barrier_cost.text = "$%d" % barrier_cost _barrier_purchase.text = "max" if barrier_cost < 0 else "purchase" func _refresh_supplies() -> void: if _supplies_list == null: return for child: Node in _supplies_list.get_children(): _supplies_list.remove_child(child) child.queue_free() _add_stock_section("supplies") for item_id: StringName in FishingShopStockType.get_stock_item_ids(): var item: ItemDataType = _item_catalog.get_item_by_id(item_id) if item == null: continue var button := Button.new() button.custom_minimum_size = Vector2(195, 54) button.icon = item.icon button.expand_icon = true button.alignment = HORIZONTAL_ALIGNMENT_LEFT var owned: int = _bag.get_quantity(item_id) var bait_topoff: bool = FishingShopStockType.is_bait_topoff(item_id) var bait_unlocked: bool = ( not bait_topoff or _bag.is_bait_unlocked(item_id) ) var quantity: int = FishingShopStockType.get_purchase_quantity( item_id, owned, item.max_stack ) var total_cost: int = FishingShopStockType.get_purchase_cost( item_id, quantity, bait_unlocked ) button.text = "%s\n$%d • owned %d" % [ item.display_name, FishingShopStockType.get_price(item_id), owned, ] var tooltip_text: String = item.description if bait_topoff: if item.icon != null: button.custom_minimum_size = Vector2(72, 72) button.size_flags_horizontal = Control.SIZE_SHRINK_BEGIN button.alignment = HORIZONTAL_ALIGNMENT_CENTER button.text = "" else: button.text = ( "%s\nunlock $%d" % [item.display_name, total_cost] if not bait_unlocked else "%s\n$%d each • %d/%d" % [ item.display_name, FishingShopStockType.get_price(item_id), owned, item.max_stack, ] ) tooltip_text = ( "%s\nunlock $%d • fills to %d/%d\n%s" % [ item.display_name, total_cost, item.max_stack, item.max_stack, item.description, ] if not bait_unlocked else "%s\n$%d each • %d/%d\n%s" % [ item.display_name, FishingShopStockType.get_price(item_id), owned, item.max_stack, item.description, ] ) button.disabled = ( _transaction_in_progress or _closing or _network_shop == null or not _network_shop.can_request_purchase() or quantity <= 0 or total_cost < 0 or not _bag.can_add_item(item_id, quantity) or not _wallet.can_afford(total_cost) ) button.tooltip_text = ( "Purchases are unavailable in this session." if _network_shop == null or not _network_shop.can_request_purchase() else tooltip_text ) UtilityPageStyleType.apply_ocean_button(button) button.pressed.connect(_purchase_supply.bind(item_id)) _supplies_list.add_child(button) _add_stock_section("art kit") _add_art_kit_button() _add_stock_section("markers") for product_id: StringName in ArtShopStockType.MARKER_PRODUCTS: _add_art_upgrade_button(product_id) _add_stock_section("brushes") for product_id: StringName in ArtShopStockType.BRUSH_PRODUCTS: _add_art_upgrade_button(product_id) _add_stock_section("grids") for product_id: StringName in ArtShopStockType.GRID_PRODUCTS: _add_art_upgrade_button(product_id) func _add_stock_section(title: String) -> void: var label := Label.new() label.text = title label.add_theme_font_size_override("font_size", 21) label.add_theme_color_override( "font_color", UtilityPageStyleType.OCEAN_TEXT_SECONDARY ) _supplies_list.add_child(label) func _add_art_kit_button() -> void: var item: ItemDataType = _item_catalog.get_item_by_id( ArtShopStockType.ART_KIT_ITEM_ID ) if item == null: return var owned: bool = _bag.get_quantity(ArtShopStockType.ART_KIT_ITEM_ID) > 0 var button: Button = _make_stock_button( "%s\n$%d • %s" % [ item.display_name, ArtShopStockType.ART_KIT_PRICE, "owned" if owned else "not owned", ], item.description, ) button.icon = item.icon button.expand_icon = true button.disabled = ( owned or _transaction_in_progress or _closing or _network_shop == null or not _network_shop.can_request_art_purchase() or not _bag.can_add_item(ArtShopStockType.ART_KIT_ITEM_ID, 1) or not _wallet.can_afford(ArtShopStockType.ART_KIT_PRICE) ) button.pressed.connect(_purchase_art_kit) func _add_art_upgrade_button(product_id: StringName) -> void: var kit_owned: bool = ( _bag.get_quantity(ArtShopStockType.ART_KIT_ITEM_ID) > 0 ) var unlocked: bool = _art_unlocks.owns_product(product_id) var button: Button = _make_stock_button( "%s\n$%d • %s" % [ ArtShopStockType.get_display_name(product_id), ArtShopStockType.UPGRADE_PRICE, "unlocked" if unlocked else "locked", ], ArtShopStockType.get_description(product_id), ) button.disabled = ( not kit_owned or unlocked or _transaction_in_progress or _closing or _network_shop == null or not _network_shop.can_request_art_purchase() or not _wallet.can_afford(ArtShopStockType.UPGRADE_PRICE) ) button.pressed.connect(_purchase_art_upgrade.bind(product_id)) func _make_stock_button(button_text: String, tooltip: String) -> Button: var button := Button.new() button.custom_minimum_size = Vector2(195, 54) button.alignment = HORIZONTAL_ALIGNMENT_LEFT button.text = button_text button.tooltip_text = tooltip UtilityPageStyleType.apply_ocean_button(button) _supplies_list.add_child(button) return 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() _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() _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" 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(): _feedback.text = "unable to complete purchase." return var owned: int = _bag.get_quantity(item_id) var item: ItemDataType = _item_catalog.get_item_by_id(item_id) if item == null: _feedback.text = "Purchase could not be completed." return var quantity: int = FishingShopStockType.get_purchase_quantity( item_id, owned, item.max_stack ) if quantity <= 0 or not _bag.can_add_item(item_id, quantity): _feedback.text = "Your Bag is full." return var total_cost: int = FishingShopStockType.get_purchase_cost( item_id, quantity, _bag.is_bait_unlocked(item_id) ) if total_cost < 0 or not _wallet.can_afford(total_cost): _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_art_kit() -> void: if _network_shop == null or not _is_transaction_context_valid(): _feedback.text = "Purchase could not be completed." return _network_shop.request_art_kit() func _purchase_art_upgrade(product_id: StringName) -> void: if _network_shop == null or not _is_transaction_context_valid(): _feedback.text = "Purchase could not be completed." return _network_shop.request_art_upgrade(product_id) func _purchase_cooler_capacity() -> void: if _transaction_in_progress or not _is_transaction_context_valid(): _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(): _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 _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_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() func _on_art_unlocks_changed(_unlock_mask: int) -> void: _refresh_supplies() 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