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" ) 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_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 @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 _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 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) _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, ) -> 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 _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 = false _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() _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 = ( "wallet: $%d" % _wallet.get_balance() if _wallet != null else "wallet: $0" ) func _refresh_fish_list() -> void: _fish_list.clear() var catches: Array[FishCatchType] = ( _inventory.get_all_catches() if _inventory != null else [] ) _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 ) 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_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(), "favorited" if fish_catch.is_favorited else "available", ] ) _fish_empty.visible = _fish_list.item_count == 0 _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 = ( 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." _update_sale_summary() return 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" % [ fish_catch.weight_lb, fish_catch.fish.get_rarity_name(), fish_catch.sale_value, offer, "\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: $%d" % preview.payout if preview != null and preview.status == FishSaleResultType.Status.FAVORITED: _selection_summary.text += ( "\nfavorited fish must be removed from the selection." ) _sell_button.disabled = ( preview == null or not preview.is_success() or _transaction_in_progress or _closing ) func _refresh_upgrades() -> void: if _upgrades == null: return var reel_level: int = _upgrades.get_reel_speed_level() var reel_cost: int = _upgrades.get_next_reel_speed_cost() _reel_level.text = "level %d" % reel_level _reel_purchase.disabled = ( reel_cost < 0 or _transaction_in_progress or _closing or not _upgrades.can_purchase_reel_speed(_wallet) ) if reel_cost < 0: _reel_effect.text = "%.2f×" % _upgrades.get_reel_speed_multiplier() _reel_cost.text = "max" else: _reel_effect.text = ( "%.2f× → %.2f×" % [ _upgrades.get_reel_speed_multiplier(), 1.0 + float(reel_level + 1) * 0.10, ] ) _reel_cost.text = "$%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 not _upgrades.can_purchase_barrier_power(_wallet) ) 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 = "$%d" % barrier_cost _barrier_purchase.text = "max" if barrier_cost < 0 else "purchase" func _refresh_supplies() -> void: if _supplies_list == null: return for child: Node in _supplies_list.get_children(): _supplies_list.remove_child(child) child.queue_free() for item_id: StringName in FishingShopStockType.get_stock_item_ids(): var item: ItemDataType = _item_catalog.get_item_by_id(item_id) if item == null: continue var button := Button.new() button.custom_minimum_size = Vector2(195, 54) button.icon = item.icon button.expand_icon = true button.alignment = HORIZONTAL_ALIGNMENT_LEFT button.text = "%s\n$%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 not _bag.can_add_item(item_id, 1) or not _wallet.can_afford( FishingShopStockType.get_price(item_id) ) ) 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() _cooler_level.text = "level %d" % level _cooler_purchase.disabled = ( cost < 0 or _transaction_in_progress or _closing or not _cooler_capacity.can_purchase(_wallet) ) 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 _on_fish_selected(index: int) -> void: if index < 0 or index >= _fish_list.item_count: return 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 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 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_ids = selected_ids.duplicate() _confirmation_generation = _generation _confirmation_text.text = ( "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_ids.clear() _confirmation_generation = -1 _confirmation.hide() func _on_confirm_sale() -> void: if _transaction_in_progress: return var transaction_generation: int = _generation var catch_ids: Array[StringName] = _confirmation_catch_ids.duplicate() var confirmation_generation: int = _confirmation_generation _close_sale_confirmation() if ( 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." return _transaction_in_progress = true 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(): _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(): _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." return if not _wallet.can_afford(price): _feedback.text = "not enough money." return var transaction_generation: int = _generation _transaction_in_progress = true var purchased: bool = FishingShopStockType.purchase_one( item_id, _wallet, _bag, _item_catalog ) _transaction_in_progress = false if transaction_generation != _generation or not visible: return _feedback.text = ( "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." return var cost: int = _cooler_capacity.get_next_cost() if cost < 0: _feedback.text = "maximum level reached." return if not _wallet.can_afford(cost): _feedback.text = "not enough money." return var transaction_generation: int = _generation _transaction_in_progress = true var purchased: bool = _cooler_capacity.purchase(_wallet) _transaction_in_progress = false if transaction_generation != _generation or not visible: return _feedback.text = ( "upgrade purchased." if purchased 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." 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 = "maximum level reached." return if not _wallet.can_afford(cost): _feedback.text = "not enough money." return var transaction_generation: int = _generation _transaction_in_progress = true var purchased: bool = ( _upgrades.purchase_reel_speed(_wallet) if is_reel_speed else _upgrades.purchase_barrier_power(_wallet) ) _transaction_in_progress = false if transaction_generation != _generation or not visible: return _feedback.text = ( "upgrade purchased." if purchased else "unable to complete purchase." ) _refresh_all() func _get_selected_catch() -> FishCatchType: 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(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() 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