netfishing/settings/player_settings.gd

155 lines
4.4 KiB
GDScript

class_name PlayerSettings
extends Resource
const MIN_AUTO_CLICK_INTERVAL: float = 0.10
const MAX_AUTO_CLICK_INTERVAL: float = 0.50
const MIN_MOUSE_SENSITIVITY: float = 0.001
const MAX_MOUSE_SENSITIVITY: float = 0.012
const MIN_CONTROLLER_SENSITIVITY: float = 0.5
const MAX_CONTROLLER_SENSITIVITY: float = 5.0
const MIN_WORLD_PIXEL_SIZE: int = 1
const MAX_WORLD_PIXEL_SIZE: int = 5
const DEFAULT_WORLD_PIXEL_SIZE: int = 3
const MIN_UI_PIXEL_SIZE: int = 1
const MAX_UI_PIXEL_SIZE: int = 5
const DEFAULT_UI_PIXEL_SIZE: int = 3
const MAX_CHAT_DRAFT_CHARACTERS: int = 280
const COMPACT_DISPLAY_HEIGHT: int = 560
const WORLD_DESKTOP_GRID_HEIGHTS: Array[int] = [0, 540, 360, 216, 96]
const WORLD_COMPACT_GRID_HEIGHTS: Array[int] = [0, 360, 240, 144, 72]
const UI_DESKTOP_RENDER_HEIGHTS: Array[int] = [0, 612, 504, 396, 288]
const UI_COMPACT_RENDER_HEIGHTS: Array[int] = [0, 408, 336, 264, 192]
@export var auto_click_enabled: bool = false
# Legacy settings-file field. Tuffy is now always used at runtime.
@export var use_readable_interface_font: bool = true
@export_range(0.10, 0.50, 0.01) var auto_click_interval: float = 0.20
@export_range(0.001, 0.012, 0.0005) var mouse_camera_sensitivity: float = 0.005
@export_range(0.5, 5.0, 0.1) var controller_camera_sensitivity: float = 2.5
@export var invert_camera_y: bool = false
@export var chat_draft: String = ""
@export var chat_collapsed: bool = false
@export_range(1, 5, 1) var world_pixel_size: int = DEFAULT_WORLD_PIXEL_SIZE
@export_range(1, 5, 1) var ui_pixel_size: int = DEFAULT_UI_PIXEL_SIZE
func is_valid() -> bool:
return (
is_finite(auto_click_interval)
and auto_click_interval >= MIN_AUTO_CLICK_INTERVAL
and auto_click_interval <= MAX_AUTO_CLICK_INTERVAL
and is_finite(mouse_camera_sensitivity)
and mouse_camera_sensitivity >= MIN_MOUSE_SENSITIVITY
and mouse_camera_sensitivity <= MAX_MOUSE_SENSITIVITY
and is_finite(controller_camera_sensitivity)
and controller_camera_sensitivity >= MIN_CONTROLLER_SENSITIVITY
and controller_camera_sensitivity <= MAX_CONTROLLER_SENSITIVITY
and chat_draft.length() <= MAX_CHAT_DRAFT_CHARACTERS
and world_pixel_size >= MIN_WORLD_PIXEL_SIZE
and world_pixel_size <= MAX_WORLD_PIXEL_SIZE
and ui_pixel_size >= MIN_UI_PIXEL_SIZE
and ui_pixel_size <= MAX_UI_PIXEL_SIZE
)
func copy() -> PlayerSettings:
var result := PlayerSettings.new()
result.auto_click_enabled = auto_click_enabled
result.use_readable_interface_font = true
result.auto_click_interval = auto_click_interval
result.mouse_camera_sensitivity = mouse_camera_sensitivity
result.controller_camera_sensitivity = controller_camera_sensitivity
result.invert_camera_y = invert_camera_y
result.chat_draft = chat_draft
result.chat_collapsed = chat_collapsed
result.world_pixel_size = world_pixel_size
result.ui_pixel_size = ui_pixel_size
return result
static func get_world_grid_height(
pixel_size: int,
displayed_height: int,
) -> int:
var index: int = clampi(
pixel_size,
MIN_WORLD_PIXEL_SIZE,
MAX_WORLD_PIXEL_SIZE
) - 1
if index == 0:
return maxi(1, displayed_height)
var targets: Array[int] = (
WORLD_COMPACT_GRID_HEIGHTS
if displayed_height < COMPACT_DISPLAY_HEIGHT
else WORLD_DESKTOP_GRID_HEIGHTS
)
return mini(maxi(1, displayed_height), targets[index])
static func get_world_grid_size(
pixel_size: int,
displayed_size: Vector2i,
) -> Vector2i:
var safe_size := Vector2i(
maxi(1, displayed_size.x),
maxi(1, displayed_size.y)
)
var target_height: int = get_world_grid_height(
pixel_size,
safe_size.y
)
return Vector2i(
maxi(
1,
roundi(
float(target_height)
* float(safe_size.x)
/ float(safe_size.y)
)
),
target_height
)
static func get_ui_render_height(
pixel_size: int,
displayed_height: int,
) -> int:
var index: int = clampi(
pixel_size,
MIN_UI_PIXEL_SIZE,
MAX_UI_PIXEL_SIZE
) - 1
if index == 0:
return maxi(1, displayed_height)
var targets: Array[int] = (
UI_COMPACT_RENDER_HEIGHTS
if displayed_height < COMPACT_DISPLAY_HEIGHT
else UI_DESKTOP_RENDER_HEIGHTS
)
return mini(maxi(1, displayed_height), targets[index])
static func get_ui_render_size(
pixel_size: int,
displayed_size: Vector2i,
) -> Vector2i:
var safe_size := Vector2i(
maxi(1, displayed_size.x),
maxi(1, displayed_size.y)
)
var target_height: int = get_ui_render_height(
pixel_size,
safe_size.y
)
return Vector2i(
maxi(
1,
roundi(
float(target_height)
* float(safe_size.x)
/ float(safe_size.y)
)
),
target_height
)