netfishing/main/main.gd

1686 lines
51 KiB
GDScript

extends Node3D
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const FishBuyerProfileType = preload("res://economy/fish_buyer_profile.gd")
const FishPoolType = preload("res://fish/fish_pool.gd")
const GameUIType = preload("res://ui/game_ui.gd")
const PlayerType = preload("res://player/player.gd")
const TestWorldType = preload("res://world/test_world.gd")
const WaterRecoveryControllerType = preload(
"res://world/water_recovery_controller.gd"
)
const PlayerSaveManagerType = preload(
"res://save/player_save_manager.gd"
)
const PlayerSettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const PlayerSettingsType = preload("res://settings/player_settings.gd")
const ControllerMappingManagerType = preload(
"res://settings/controller_mapping_manager.gd"
)
const TitleScreenType = preload("res://ui/title_screen.gd")
const PauseMenuType = preload("res://ui/pause_menu.gd")
const ItemCatalogType = preload("res://items/item_catalog.gd")
const ArtShopStockType = preload("res://economy/art_shop_stock.gd")
const ItemDataType = preload("res://items/item_data.gd")
const FishingShopType = preload("res://ui/fishing_shop.gd")
const FishingShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd"
)
const UIPixelationPresenterType = preload(
"res://ui/ui_pixelation_presenter.gd"
)
const PixelationResetOverlayType = preload(
"res://ui/pixelation_reset_overlay.gd"
)
const WorldPixelationPostprocessType = preload(
"res://main/world_pixelation_postprocess.gd"
)
const NetworkSessionType = preload("res://network/network_session.gd")
const NetworkProfilePreferencesType = preload(
"res://network/network_profile_preferences.gd"
)
const SavedServerStoreType = preload(
"res://network/saved_server_store.gd"
)
const PlayerSpawnServiceType = preload(
"res://network/player_spawn_service.gd"
)
const NetworkFishingServiceType = preload(
"res://network/network_fishing_service.gd"
)
const NetworkSaleServiceType = preload(
"res://network/network_sale_service.gd"
)
const NetworkShopServiceType = preload(
"res://network/network_shop_service.gd"
)
const NetworkItemUseServiceType = preload(
"res://network/network_item_use_service.gd"
)
const NetworkFishShowcaseServiceType = preload(
"res://network/network_fish_showcase_service.gd"
)
const NetworkSurfaceDrawingServiceType = preload(
"res://network/network_surface_drawing_service.gd"
)
const NetworkChatServiceType = preload(
"res://network/network_chat_service.gd"
)
const NetworkMailServiceType = preload(
"res://network/network_mail_service.gd"
)
const PlayerAssetReservationServiceType = preload(
"res://progression/player_asset_reservation_service.gd"
)
const PlayerAppearanceStoreType = preload(
"res://progression/player_appearance_store.gd"
)
const NetworkProfileServiceType = preload(
"res://network/network_profile_service.gd"
)
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldTimeVisualControllerType = preload(
"res://world/world_time_visual_controller.gd"
)
const NetworkWorldTimeServiceType = preload(
"res://network/network_world_time_service.gd"
)
const WorldWeatherServiceType = preload("res://world/world_weather_service.gd")
const NetworkWorldWeatherServiceType = preload(
"res://network/network_world_weather_service.gd"
)
const RainAmbienceType = preload("res://world/rain_ambience.gd")
const PlayerJobServiceType = preload("res://jobs/player_job_service.gd")
const NetworkJobServiceType = preload("res://network/network_job_service.gd")
const TITLE_MUSIC_SILENCE_DB: float = -80.0
const PLAYER_MENU_PATTERN_SCALE: float = 0.85
const PLAYER_MENU_PATTERN_SCROLL_VELOCITY := Vector2(-7.0, -5.0)
const SHOP_PATTERN_SCALE: float = 1.75
@export var fish_catalog: FishPoolType
@export var pelican_buyer_profile: FishBuyerProfileType
@export var main_shop_buyer_profile: FishBuyerProfileType
@export var item_catalog: ItemCatalogType
@export_category("Title Music")
@export_range(-40.0, 0.0, 0.5) var title_music_volume_db: float = -6.0
@export_range(0.0, 10.0, 0.05) var title_music_fade_out_seconds: float = 5.0
@onready var _test_world: TestWorldType = $TestWorld
@onready var _player: PlayerType = %Player
@onready var _fishing_spot: FishingSpotType = %FishingSpot
@onready var _game_ui: GameUIType = %GameUI
@onready var _water_recovery: WaterRecoveryControllerType = %WaterRecovery
@onready var _save_manager: PlayerSaveManagerType = %PlayerSaveManager
@onready var _settings_manager: PlayerSettingsManagerType = %PlayerSettingsManager
@onready var _controller_mapping_manager: ControllerMappingManagerType = (
%ControllerMappingManager
)
@onready var _interface_fonts: InterfaceFontController = %InterfaceFontController
@onready var _title_music: AudioStreamPlayer = %TitleMusic
@onready var _ui_pixelation: UIPixelationPresenterType = %UIPresentation
@onready var _pixelation_reset: PixelationResetOverlayType = (
%PixelationResetOverlay
)
@onready var _world_pixelation: WorldPixelationPostprocessType = (
%WorldPixelationPostprocess
)
@onready var _network_session: NetworkSessionType = %NetworkSession
@onready var _world_time: WorldTimeServiceType = %WorldTimeService
@onready var _world_time_visuals: WorldTimeVisualControllerType = (
%WorldTimeVisualController
)
@onready var _network_world_time: NetworkWorldTimeServiceType = (
%NetworkWorldTimeService
)
@onready var _world_weather: WorldWeatherServiceType = %WorldWeatherService
@onready var _network_world_weather: NetworkWorldWeatherServiceType = (
%NetworkWorldWeatherService
)
@onready var _player_jobs: PlayerJobServiceType = %PlayerJobService
@onready var _network_jobs: NetworkJobServiceType = %NetworkJobService
@onready var _data_root: PlayerDataRoot = %PlayerDataRoot
@onready var _identity_backups: IdentityBackupService = %IdentityBackupService
@onready var _network_profile: NetworkProfilePreferencesType = (
%NetworkProfilePreferences
)
@onready var _player_identity: PlayerIdentityStore = %PlayerIdentityStore
@onready var _host_identity: HostIdentityStore = %HostIdentityStore
@onready var _known_players: KnownPlayerStore = %KnownPlayerStore
@onready var _server_trust: ServerTrustStore = %ServerTrustStore
@onready var _relationships: PlayerRelationshipStore = %PlayerRelationshipStore
@onready var _host_bans: HostBanStore = %HostBanStore
@onready var _saved_servers: SavedServerStoreType = %SavedServerStore
@onready var _player_spawn_service: PlayerSpawnServiceType = (
%PlayerSpawnService
)
@onready var _network_fishing: NetworkFishingServiceType = (
%NetworkFishingService
)
@onready var _network_sale: NetworkSaleServiceType = %NetworkSaleService
@onready var _network_shop: NetworkShopServiceType = %NetworkShopService
@onready var _network_item_use: NetworkItemUseServiceType = (
%NetworkItemUseService
)
@onready var _network_fish_showcase: NetworkFishShowcaseServiceType = (
%NetworkFishShowcaseService
)
@onready var _network_surface_drawing: NetworkSurfaceDrawingServiceType = (
%NetworkSurfaceDrawingService
)
@onready var _network_chat: NetworkChatServiceType = %NetworkChatService
@onready var _network_mail: NetworkMailServiceType = %NetworkMailService
@onready var _network_player_list: NetworkPlayerListService = %NetworkPlayerListService
@onready var _asset_reservations: PlayerAssetReservationServiceType = (
%PlayerAssetReservationService
)
@onready var _appearance_store: PlayerAppearanceStoreType = %PlayerAppearanceStore
@onready var _network_profile_service: NetworkProfileServiceType = (
%NetworkProfileService
)
@onready var _players_root: Node3D = $Players
@onready var _surface_drawings_root: Node3D = $SurfaceDrawings
@onready var _title_background: ColorRect = %TitleBackground
@onready var _player_menu_backdrop: ColorRect = %PlayerMenuBackdrop
@onready var _shop_backdrop: ColorRect = %ShopBackdrop
var _gameplay_started: bool = false
var _shop_interaction: FishingShopInteractionType
var _title_music_tween: Tween
var _title_music_transition_generation: int = 0
var _title_music_requested: bool = false
var _quit_in_progress: bool = false
var _join_requested_from_title: bool = false
var _join_requested_from_pause: bool = false
var _player_menu_backdrop_tween: Tween
var _shop_backdrop_tween: Tween
var _pending_join_endpoint: String = ""
var _server_trust_dialog: ConfirmationDialog
var _pending_trust_changed: bool = false
var _identity_notice_dialog: AcceptDialog
var _data_setup_dialog: ConfirmationDialog
var _data_setup_choose_button: Button
var _data_setup_current_button: Button
var _data_folder_dialog: FileDialog
var _data_folder_picker_generation: int = 0
var _restore_data_setup_after_picker: bool = false
var _application_initialized := false
var _pending_existing_root_path := ""
var _local_recovery_attempt_id: String = ""
@onready var _shoreline_ambience: ShorelineAmbience = %ShorelineAmbience
var _rain_ambience: RainAmbienceType
func _ready() -> void:
DisplayServer.window_set_title("NETfishing")
_rain_ambience = RainAmbienceType.new()
_rain_ambience.name = "RainAmbience"
add_child(_rain_ambience)
_rain_ambience.configure(_world_weather)
_shoreline_ambience.configure(
_player,
_test_world.get_saltwater_shoreline_mesh(),
)
var menu_pattern_material := (
_player_menu_backdrop.material as ShaderMaterial
)
if menu_pattern_material != null:
menu_pattern_material.set_shader_parameter(
"display_scale",
PLAYER_MENU_PATTERN_SCALE,
)
menu_pattern_material.set_shader_parameter(
"scroll_velocity_pixels",
PLAYER_MENU_PATTERN_SCROLL_VELOCITY,
)
var shop_pattern_material := _shop_backdrop.material as ShaderMaterial
if shop_pattern_material != null:
shop_pattern_material.set_shader_parameter(
"display_scale",
SHOP_PATTERN_SCALE,
)
shop_pattern_material.set_shader_parameter(
"scroll_velocity_pixels",
PLAYER_MENU_PATTERN_SCROLL_VELOCITY,
)
get_window().size_changed.connect(_resize_native_overlays)
_resize_native_overlays()
if not _settings_manager.settings_changed.is_connected(
_apply_runtime_settings
):
_settings_manager.settings_changed.connect(_apply_runtime_settings)
_settings_manager.load_settings()
_interface_fonts.enforce_standard_font()
if _data_root.resolve():
_configure_portable_stores()
_initialize_after_data_root()
return
_show_data_root_setup()
func _configure_portable_stores() -> void:
_save_manager.configure_storage(
_data_root.path_for(&"player_save"), _data_root
)
_network_profile.configure_storage(
_data_root.path_for(&"network_profile"), _data_root
)
_appearance_store.configure_storage(
_data_root.path_for(&"player_appearance"), _data_root
)
_saved_servers.configure_storage(
_data_root.path_for(&"saved_servers"), _data_root
)
_known_players.configure_storage(
_data_root.path_for(&"known_players"), _data_root
)
_relationships.configure_storage(
_data_root.path_for(&"player_relationships"), _data_root
)
_server_trust.configure_storage(
_data_root.path_for(&"server_trust"), _data_root
)
_host_bans.configure_storage(
_data_root.path_for(&"host_bans"), _data_root
)
func _initialize_after_data_root() -> void:
if _application_initialized:
return
_application_initialized = true
_player.global_transform = _test_world.get_player_spawn_transform()
_player.velocity = Vector3.ZERO
_player_spawn_service.setup(
_players_root,
_player,
_test_world.get_player_spawn_transform()
)
_network_session.setup(
_network_profile,
_saved_servers,
_player_spawn_service,
_player_identity,
_host_identity,
_known_players,
_server_trust,
_host_bans,
)
_world_time_visuals.setup(
_world_time,
_test_world.get_world_environment(),
_test_world.get_sun(),
_world_weather,
_player,
)
_network_world_time.setup(_network_session, _world_time)
_network_world_weather.setup(_network_session, _world_weather)
_player_jobs.setup(
_player.wallet,
_player.experience,
_player.collection_log,
fish_catalog,
_world_time,
_world_weather,
_network_session,
)
_network_jobs.setup(_network_session, _player_jobs)
_identity_backups.setup(_data_root, _player_identity, _host_identity)
_network_profile_service.setup(
_network_session,
_network_profile,
_appearance_store,
_player_spawn_service,
)
_network_player_list.setup(
_network_session,
_relationships,
_host_bans,
_known_players,
_player_spawn_service,
_network_chat,
_network_mail,
)
_network_session.set_local_appearance_snapshot(
_appearance_store.get_snapshot()
)
_network_session.join_authenticated.connect(
_on_network_join_authenticated
)
_network_session.connection_error.connect(
_on_network_connection_error
)
_network_session.server_trust_required.connect(
_on_server_trust_required
)
_network_session.peer_identity_observed.connect(
_on_peer_identity_observed
)
_network_session.server_lost.connect(_on_network_server_lost)
_network_session.remote_recovery_requested.connect(
_on_remote_recovery_requested
)
_network_session.remote_recovery_presentation_changed.connect(
_on_remote_recovery_presentation_changed
)
_player.fish_sale_service.setup(
_player.inventory,
_player.wallet,
_asset_reservations
)
_player.bag.setup(item_catalog)
_player.hotbar.setup(_player.bag, item_catalog, _player.inventory)
_shop_interaction = _test_world.get_fishing_shop()
_shop_interaction.setup_local_player(_player)
_shop_interaction.local_player_range_changed.connect(
_on_shop_range_changed
)
_save_manager.setup(
_player.inventory,
_player.collection_log,
_player.wallet,
fish_catalog,
_player.bag,
_player.hotbar,
item_catalog,
_player.fishing_upgrades,
_player.cooler_capacity,
_player.art_unlocks,
_player.experience,
_world_time,
_world_weather,
_player_jobs,
)
_player_jobs.set_save_manager(_save_manager)
_save_manager.set_autosave_enabled(false)
_asset_reservations.setup(
_player.wallet, _player.inventory, _player.bag, item_catalog
)
_player.inventory.set_reservation_service(_asset_reservations)
_network_mail.setup(
_network_session,
_asset_reservations,
_player.wallet,
_player.inventory,
_player.bag,
_player.collection_log,
_player.cooler_capacity,
item_catalog,
fish_catalog,
_save_manager
)
_network_item_use.setup(
_network_session,
_player_spawn_service,
item_catalog,
_player.bag,
_player.item_effects,
_save_manager,
_asset_reservations
)
_network_fish_showcase.setup(
_network_session,
_player_spawn_service,
fish_catalog,
_player.inventory,
_player.hotbar,
)
_network_surface_drawing.setup(
_network_session,
_player_spawn_service,
_relationships,
_player,
_surface_drawings_root,
_player.bag,
_player.art_unlocks,
)
_network_player_list.set_surface_drawing_service(
_network_surface_drawing
)
_network_chat.setup(_network_session)
_network_fishing.setup(
_network_session,
_player_spawn_service,
_fishing_spot,
_player.inventory,
_player.collection_log,
_player.cooler_capacity,
_player.experience,
_save_manager,
item_catalog,
fish_catalog,
_network_item_use
)
var sale_buyers: Array[FishBuyerProfileType] = [
pelican_buyer_profile,
main_shop_buyer_profile,
]
_network_sale.setup(
_network_session,
_player_spawn_service,
_network_fishing,
_shop_interaction,
_player.inventory,
_player.wallet,
_player.fish_sale_service,
_save_manager,
fish_catalog,
sale_buyers,
_asset_reservations
)
_player_jobs.bind_authoritative_services(_network_fishing, _network_sale)
_network_shop.setup(
_network_session,
_player_spawn_service,
_network_fishing,
_shop_interaction,
_player.wallet,
_player.bag,
item_catalog,
_player.fishing_upgrades,
_player.cooler_capacity,
_player.art_unlocks,
_save_manager,
_asset_reservations
)
_fishing_spot.setup(
_player,
_player.inventory,
_player.collection_log,
_player.experience,
_player.bag,
_player.hotbar,
item_catalog,
_player.fishing_upgrades,
_player.item_effects,
_network_item_use,
_player.cooler_capacity,
_network_session,
_network_fishing,
_world_time,
_world_weather,
)
_game_ui.setup(
_player,
_player.inventory,
_player.collection_log,
_player.experience,
_player.wallet,
_player.fish_sale_service,
pelican_buyer_profile,
fish_catalog,
_fishing_spot,
_player.bag,
_player.hotbar,
item_catalog,
main_shop_buyer_profile,
_player.fishing_upgrades,
_shop_interaction,
_player.item_effects,
_player.cooler_capacity,
_network_session,
_network_sale,
_network_shop,
_network_chat,
_network_profile,
_player_spawn_service,
_network_mail,
_asset_reservations,
_network_profile_service,
_network_player_list,
_settings_manager,
_network_surface_drawing,
_player.art_unlocks,
_world_time,
_world_weather,
_player_jobs,
_test_world.get_world_environment(),
_test_world.get_sun(),
)
_game_ui.setup_data_and_identity(
_data_root,
_identity_backups,
_player_identity,
_host_identity,
_network_session,
_interface_fonts,
)
_game_ui.setup_controller_mapping(_controller_mapping_manager)
_data_root.conflict_detected.connect(_on_portable_conflict)
_data_root.status_changed.connect(_on_data_root_status)
if (
PortableFileGuard.has_syncthing_conflict(
_data_root.root_path.path_join("player")
)
or PortableFileGuard.has_syncthing_conflict(
_data_root.root_path.path_join("social")
)
):
call_deferred(
"_on_data_root_status",
"Syncthing conflict copies were found. Review the data folder.",
)
_water_recovery.setup(
_player,
_fishing_spot,
_game_ui,
_game_ui.get_screen_fade(),
_test_world.get_player_water_triggers(),
_test_world.get_safe_respawn_points()
)
_ui_pixelation.effective_pixel_size_changed.connect(
_on_effective_ui_pixel_size_changed
)
_game_ui.pixelation_settings_visibility_changed.connect(
_pixelation_reset.set_settings_open
)
_game_ui.crisp_reset_focus_requested.connect(
_pixelation_reset.focus_reset_button
)
_game_ui.interactive_pointer_ui_changed.connect(
_ui_pixelation.set_interactive_ui_open
)
_game_ui.passive_pointer_ui_changed.connect(
_ui_pixelation.set_passive_pointer_ui_enabled
)
_game_ui.player_menu_backdrop_visibility_changed.connect(
_set_player_menu_backdrop_visible
)
_game_ui.shop_backdrop_visibility_changed.connect(
_set_shop_backdrop_visible
)
_pixelation_reset.return_to_settings_requested.connect(
_game_ui.focus_open_settings_back_button
)
_pixelation_reset.reset_requested.connect(_reset_pixelation)
_apply_runtime_settings(_settings_manager.current_settings)
_set_gameplay_active(false)
var title_screen: TitleScreenType = _game_ui.get_title_screen()
title_screen.new_game_requested.connect(_on_new_game_requested)
title_screen.continue_game_requested.connect(_on_continue_game_requested)
title_screen.quit_requested.connect(_on_quit_requested)
title_screen.setup(
_save_manager,
_settings_manager,
_network_session,
_saved_servers,
_server_trust,
)
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
pause_menu.setup(
_player,
_save_manager,
_settings_manager,
_fishing_spot,
_network_session,
_saved_servers,
_server_trust,
)
title_screen.join_game_requested.connect(_on_title_join_game_requested)
pause_menu.join_game_requested.connect(_on_pause_join_game_requested)
pause_menu.return_to_title_requested.connect(
_on_return_to_title_requested
)
pause_menu.reset_progress_requested.connect(
_on_reset_progress_requested
)
pause_menu.quit_requested.connect(_on_quit_requested)
pause_menu.menu_visibility_changed.connect(
_game_ui.set_system_menu_open
)
_player.hotbar.selected_slot_changed.connect(
_on_active_hotbar_item_changed
)
_player.bag.contents_changed.connect(_refresh_active_hotbar_item)
_fishing_spot.ready_for_equipment_refresh.connect(
_refresh_active_hotbar_item
)
_fishing_spot.fish_showcase_toggle_requested.connect(
_network_fish_showcase.toggle_selected_fish
)
_water_recovery.recovery_starting.connect(
_on_water_recovery_starting
)
_water_recovery.recovery_finished.connect(
_on_water_recovery_finished
)
_water_recovery.local_respawn_completed.connect(
_on_local_respawn_completed
)
_on_active_hotbar_item_changed(
_player.hotbar.get_selected_slot(),
_player.hotbar.get_selected_item_id()
)
_show_title_music(true)
func _show_data_root_setup() -> void:
if _data_setup_dialog == null:
_data_setup_dialog = ConfirmationDialog.new()
_data_setup_dialog.title = "NETfishing player data"
_data_setup_dialog.ok_button_text = "Use This Folder"
_data_setup_dialog.cancel_button_text = "Quit"
_data_setup_dialog.confirmed.connect(_use_default_data_root)
_data_setup_dialog.canceled.connect(get_tree().quit)
_data_setup_choose_button = _data_setup_dialog.add_button(
"Choose Another Folder", false, "choose"
)
_data_setup_current_button = _data_setup_dialog.add_button(
"Keep Current Location", false, "current"
)
_data_setup_dialog.custom_action.connect(_on_data_setup_action)
_interface_fonts.apply_utility_theme(_data_setup_dialog)
add_child(_data_setup_dialog)
var default_path: String = _data_root.default_visible_path()
var legacy: bool = PortableDataMigration.legacy_files_present()
_data_setup_dialog.dialog_text = (
("Move your existing NETfishing data to an easy-to-find folder."
if legacy else "Choose where NETfishing stores your player data.")
+ "\n\n%s\n\nYou can choose a Syncthing folder."
% (default_path if not default_path.is_empty() else "Choose a folder")
)
_data_setup_dialog.ok_button_text = (
(
"Move to Documents/NETFISHING"
if legacy else "Use This Folder"
)
if not default_path.is_empty()
else "Keep Current Location"
)
_data_setup_current_button.visible = not default_path.is_empty()
if not _data_root.error_message.is_empty():
_data_setup_dialog.dialog_text = (
"Your NETfishing data folder is unavailable.\n\n%s"
% _data_root.error_message
)
_data_setup_dialog.popup_centered(Vector2i(640, 360))
_focus_data_setup_actions.call_deferred()
func _focus_data_setup_actions() -> void:
if _data_setup_dialog == null or not _data_setup_dialog.visible:
return
var actions: Array[Button] = [
_data_setup_dialog.get_ok_button(),
_data_setup_choose_button,
]
if _data_setup_current_button.visible:
actions.append(_data_setup_current_button)
actions.append(_data_setup_dialog.get_cancel_button())
for index: int in actions.size():
var action: Button = actions[index]
var previous: Button = actions[posmod(index - 1, actions.size())]
var next: Button = actions[(index + 1) % actions.size()]
action.focus_mode = Control.FOCUS_ALL
action.focus_neighbor_left = action.get_path_to(previous)
action.focus_neighbor_top = action.focus_neighbor_left
action.focus_neighbor_right = action.get_path_to(next)
action.focus_neighbor_bottom = action.focus_neighbor_right
_data_setup_dialog.get_ok_button().grab_focus()
func _use_default_data_root() -> void:
var path: String = _data_root.default_visible_path()
if path.is_empty():
_activate_selected_data_path(
ProjectSettings.globalize_path(
PlayerDataRoot.APP_DATA_PORTABLE_PATH
),
true,
)
return
_activate_selected_data_path(path)
func _on_data_setup_action(action: StringName) -> void:
if action == &"choose":
_show_folder_picker()
elif action == &"current":
_activate_selected_data_path(
ProjectSettings.globalize_path(PlayerDataRoot.APP_DATA_PORTABLE_PATH), true
)
func _show_folder_picker() -> void:
if _data_folder_dialog == null:
_data_folder_dialog = FileDialog.new()
_data_folder_dialog.file_mode = FileDialog.FILE_MODE_OPEN_DIR
_data_folder_dialog.access = FileDialog.ACCESS_FILESYSTEM
_data_folder_dialog.use_native_dialog = false
_data_folder_dialog.dir_selected.connect(_activate_selected_data_path)
_data_folder_dialog.canceled.connect(_on_data_folder_picker_canceled)
_interface_fonts.apply_utility_theme(_data_folder_dialog)
add_child(_data_folder_dialog)
if _data_folder_dialog.visible:
return
_data_folder_picker_generation += 1
var generation: int = _data_folder_picker_generation
_restore_data_setup_after_picker = (
_data_setup_dialog != null and _data_setup_dialog.visible
)
if _data_setup_dialog != null:
_data_setup_dialog.hide()
_open_folder_picker_after_modal.call_deferred(generation)
func _open_folder_picker_after_modal(generation: int) -> void:
await get_tree().process_frame
if (
generation != _data_folder_picker_generation
or _data_folder_dialog == null
or _data_folder_dialog.visible
):
return
_data_folder_dialog.current_dir = (
_data_root.default_visible_path().get_base_dir()
if not _data_root.default_visible_path().is_empty()
else OS.get_system_dir(OS.SYSTEM_DIR_DOCUMENTS)
)
_interface_fonts.popup_file_dialog(_data_folder_dialog)
func _on_data_folder_picker_canceled() -> void:
_data_folder_picker_generation += 1
var generation: int = _data_folder_picker_generation
var should_restore_setup: bool = _restore_data_setup_after_picker
_restore_data_setup_after_picker = false
if _data_folder_dialog != null:
_data_folder_dialog.hide()
if should_restore_setup:
_restore_data_setup_after_picker_after_modal.call_deferred(generation)
func _restore_data_setup_after_picker_after_modal(generation: int) -> void:
await get_tree().process_frame
if generation != _data_folder_picker_generation:
return
_show_data_root_setup()
func _activate_selected_data_path(path: String, app_data: bool = false) -> void:
_restore_data_setup_after_picker = false
var ok: bool = false
if PortableDataMigration.legacy_files_present():
var result: Dictionary = (
PortableDataMigration.adopt_legacy_app_data(_data_root)
if app_data
else PortableDataMigration.migrate_legacy_to(_data_root, path)
)
ok = bool(result.get("ok", false))
if not ok:
if bool(result.get("requires_existing_root_decision", false)):
_show_existing_root_choice(path)
return
_show_data_error(str(result.get("message", "Migration failed.")))
return
else:
ok = _data_root.select_new_root(path, app_data)
if not ok:
_show_data_error(_data_root.error_message)
return
_data_setup_dialog.hide()
_configure_portable_stores()
_initialize_after_data_root()
func _show_existing_root_choice(path: String) -> void:
_pending_existing_root_path = path
var dialog: ConfirmationDialog = ConfirmationDialog.new()
dialog.title = "Existing NETfishing data"
dialog.ok_button_text = "Use Data Already in Selected Folder"
dialog.cancel_button_text = "Cancel"
dialog.dialog_text = (
"This folder already contains NETfishing player data.\n\n"
+ "Choose which complete data set to use. Data is never merged automatically."
)
dialog.add_button(
"Replace with This Device's Data", false, "replace"
)
dialog.confirmed.connect(func() -> void:
if _data_root.use_existing_root(_pending_existing_root_path):
dialog.queue_free()
_data_setup_dialog.hide()
_configure_portable_stores()
_initialize_after_data_root()
else:
_show_data_error(_data_root.error_message)
)
dialog.custom_action.connect(func(action: StringName) -> void:
if action != &"replace":
return
var result: Dictionary = PortableDataMigration.replace_existing_with_legacy(
_data_root, _pending_existing_root_path
)
if bool(result.get("ok", false)):
dialog.queue_free()
_data_setup_dialog.hide()
_configure_portable_stores()
_initialize_after_data_root()
else:
_show_data_error(str(result.get("message", "Migration failed.")))
)
_interface_fonts.apply_utility_theme(dialog)
add_child(dialog)
dialog.popup_centered(Vector2i(680, 360))
func _show_data_error(message: String) -> void:
if _data_setup_dialog != null:
_data_setup_dialog.dialog_text = message
_data_setup_dialog.popup_centered(Vector2i(640, 300))
func _on_portable_conflict(message: String, _path: String) -> void:
var dialog: AcceptDialog = AcceptDialog.new()
_interface_fonts.apply_utility_theme(dialog)
dialog.title = "Player data conflict"
dialog.dialog_text = (
message
+ "\n\nDo not play the same profile on two devices at the same time."
)
dialog.add_button("Open Data Folder", false, "open")
dialog.custom_action.connect(func(action: StringName) -> void:
if action == &"open":
_data_root.open_folder()
)
dialog.confirmed.connect(dialog.queue_free)
_game_ui.add_child(dialog)
dialog.popup_centered(Vector2i(560, 300))
func _on_data_root_status(message: String) -> void:
if "Syncthing conflict" not in message:
return
var dialog: AcceptDialog = AcceptDialog.new()
_interface_fonts.apply_utility_theme(dialog)
dialog.title = "Synced data needs review"
dialog.dialog_text = message
dialog.add_button("Open Data Folder", false, "open")
dialog.custom_action.connect(func(action: StringName) -> void:
if action == &"open":
_data_root.open_folder()
)
dialog.confirmed.connect(dialog.queue_free)
_game_ui.add_child(dialog)
dialog.popup_centered(Vector2i(560, 260))
func _on_server_trust_required(
endpoint: String,
expected_fingerprint: String,
received_fingerprint: String,
is_changed: bool,
) -> void:
if _server_trust_dialog == null:
_server_trust_dialog = ConfirmationDialog.new()
_server_trust_dialog.title = "Server identity"
_server_trust_dialog.ok_button_text = "Trust & Connect"
_server_trust_dialog.cancel_button_text = "Cancel"
_server_trust_dialog.confirmed.connect(_confirm_server_trust)
_server_trust_dialog.canceled.connect(
_network_session.resolve_server_trust.bind(false)
)
_game_ui.add_child(_server_trust_dialog)
_pending_trust_changed = is_changed
if is_changed:
_server_trust_dialog.dialog_text = (
"Server identity changed.\n\n"
+ "This may mean the server was reinstalled, moved, or is being "
+ "impersonated.\n\nExpected:\n%s\n\nReceived:\n%s"
% [
NetworkIdentityCrypto.format_fingerprint(expected_fingerprint),
NetworkIdentityCrypto.format_fingerprint(received_fingerprint),
]
)
_server_trust_dialog.ok_button_text = "Trust New Identity"
else:
_server_trust_dialog.dialog_text = (
"First time connecting to this server.\n\n%s\n\nHost identity:\n%s"
% [
endpoint,
NetworkIdentityCrypto.format_fingerprint(received_fingerprint),
]
)
_server_trust_dialog.ok_button_text = "Trust & Connect"
_server_trust_dialog.popup_centered(Vector2i(560, 360))
func _confirm_server_trust() -> void:
if _pending_trust_changed:
_pending_trust_changed = false
_server_trust_dialog.dialog_text = (
"Replace the saved server identity pin?\n\n"
+ "Only continue if you expected this server identity to change."
)
_server_trust_dialog.ok_button_text = "Replace Pin"
_server_trust_dialog.popup_centered(Vector2i(520, 260))
return
_network_session.resolve_server_trust(true)
func _on_peer_identity_observed(_peer_id: int, status: String) -> void:
if status != "New identity using a familiar name":
return
if _identity_notice_dialog == null:
_identity_notice_dialog = AcceptDialog.new()
_identity_notice_dialog.title = "Player identity"
_game_ui.add_child(_identity_notice_dialog)
_identity_notice_dialog.dialog_text = (
"New identity using a familiar name.\n\n"
+ "This may be a different player using the same display name."
)
_identity_notice_dialog.popup_centered(Vector2i(480, 240))
func _input(event: InputEvent) -> void:
if _handle_data_root_controller_input(event):
get_viewport().set_input_as_handled()
return
if _game_ui.is_controller_mapping_capturing():
return
if (
not (
event.is_action_pressed("ui_cancel")
or event.is_action_pressed("open_system_menu")
)
or (event is InputEventKey and event.echo)
):
return
var pause_open_requested: bool = _is_pause_open_request(event)
var title_screen: TitleScreenType = _game_ui.get_title_screen()
if title_screen.visible or not _gameplay_started:
return
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
var fishing_shop: FishingShopType = _game_ui.get_fishing_shop()
if fishing_shop.consume_escape():
get_viewport().set_input_as_handled()
return
if pause_menu.handle_escape():
get_viewport().set_input_as_handled()
return
if _game_ui.consume_player_menu_escape():
get_viewport().set_input_as_handled()
return
if _fishing_spot.handle_escape_action():
get_viewport().set_input_as_handled()
return
if (
pause_open_requested
and not _water_recovery.is_recovery_active()
and _fishing_spot.can_open_system_menu()
):
_game_ui.close_player_menu_for_game_menu()
pause_menu.open_menu()
get_viewport().set_input_as_handled()
func _handle_data_root_controller_input(event: InputEvent) -> bool:
var button_event := event as InputEventJoypadButton
if button_event == null or not button_event.pressed:
return false
var setup_visible: bool = (
_data_setup_dialog != null and _data_setup_dialog.visible
)
var picker_visible: bool = (
_data_folder_dialog != null and _data_folder_dialog.visible
)
if not setup_visible and not picker_visible:
return false
var use_mapping: bool = _controller_mapping_manager != null
var accept_pressed: bool = (
_controller_mapping_manager.event_matches_role(
event,
ControllerMappingManagerType.ROLE_A,
)
if use_mapping
else (
button_event.button_index == JOY_BUTTON_A
or event.is_action_pressed("ui_accept")
)
)
var cancel_pressed: bool = (
_controller_mapping_manager.event_matches_role(
event,
ControllerMappingManagerType.ROLE_B,
)
if use_mapping
else (
button_event.button_index == JOY_BUTTON_B
or event.is_action_pressed("ui_cancel")
)
)
if cancel_pressed:
if picker_visible:
_on_data_folder_picker_canceled()
else:
_data_setup_dialog.get_cancel_button().pressed.emit()
return true
if not accept_pressed:
return false
var focused: Control = (
_data_folder_dialog.gui_get_focus_owner()
if picker_visible
else _data_setup_dialog.gui_get_focus_owner()
)
var focused_button := focused as BaseButton
if focused_button != null and not focused_button.disabled:
focused_button.pressed.emit()
return true
if setup_visible:
_data_setup_dialog.get_ok_button().pressed.emit()
return true
return false
func _is_pause_open_request(event: InputEvent) -> bool:
return (
event.is_action_pressed("open_system_menu")
or event is InputEventKey
)
func _unhandled_input(event: InputEvent) -> void:
if (
not _gameplay_started
or not event.is_action_pressed("interact")
or (event is InputEventKey and event.echo)
):
return
if (
_shop_interaction != null
and _shop_interaction.is_local_player_in_range()
and _fishing_spot.can_open_fishing_shop()
and _game_ui.get_fishing_shop().open_shop()
):
_game_ui.set_shop_prompt_visible(false)
get_viewport().set_input_as_handled()
func _process(_delta: float) -> void:
var show_shop_prompt := _can_show_shop_prompt()
var shop_prompt_anchor := (
_shop_interaction.get_prompt_anchor_position()
if _shop_interaction != null
else Vector3.ZERO
)
_game_ui.set_shop_prompt_visible(
show_shop_prompt,
shop_prompt_anchor,
)
func _apply_runtime_settings(settings: PlayerSettingsType) -> void:
if settings == null:
return
_apply_world_pixelation(settings.world_pixel_size)
_ui_pixelation.set_pixel_size(settings.ui_pixel_size)
_game_ui.get_title_screen().set_world_pixelation(
settings.world_pixel_size
)
_player.apply_camera_settings(
settings.mouse_camera_sensitivity,
settings.controller_camera_sensitivity,
settings.invert_camera_y
)
_fishing_spot.configure_accessibility_auto_click(
settings.auto_click_enabled,
settings.auto_click_interval
)
_game_ui.set_edge_docks(
settings.chat_dock_right,
settings.paint_dock_right,
settings.chat_mobile_mode,
)
func _apply_world_pixelation(pixel_size: int) -> void:
var root_viewport: Viewport = get_viewport()
root_viewport.scaling_3d_mode = Viewport.SCALING_3D_MODE_NEAREST
root_viewport.scaling_3d_scale = 1.0
root_viewport.msaa_3d = Viewport.MSAA_DISABLED
root_viewport.screen_space_aa = Viewport.SCREEN_SPACE_AA_DISABLED
root_viewport.use_taa = false
_world_pixelation.set_pixel_size(pixel_size)
func _on_effective_ui_pixel_size_changed(
_requested_pixel_size: int,
effective_pixel_size: int,
) -> void:
_game_ui.set_effective_ui_pixel_size(effective_pixel_size)
func _reset_pixelation() -> void:
if _settings_manager.apply_pixelation(
PlayerSettingsType.DEFAULT_WORLD_PIXEL_SIZE,
PlayerSettingsType.DEFAULT_UI_PIXEL_SIZE
):
_game_ui.refresh_open_settings_panel()
func _set_gameplay_active(active: bool) -> void:
_gameplay_started = active
_shoreline_ambience.set_active(active)
_rain_ambience.set_active(active)
_title_background.visible = not active
_world_pixelation.set_gameplay_active(active)
_ui_pixelation.set_gameplay_active(active)
if not active:
_player.item_effects.reset_all()
_player.set_movement_enabled(active)
_player.set_camera_input_enabled(active)
_player.set_camera_active(active)
_fishing_spot.set_gameplay_input_enabled(active)
_water_recovery.set_recovery_enabled(active)
_game_ui.set_gameplay_ui_enabled(active)
_save_manager.set_autosave_enabled(active)
if active:
_player_jobs.begin_progression_session()
_refresh_active_hotbar_item()
else:
_player_jobs.end_progression_session()
_set_player_menu_backdrop_visible(false)
_set_shop_backdrop_visible(false)
func _set_player_menu_backdrop_visible(is_visible: bool) -> void:
if _player_menu_backdrop_tween != null:
_player_menu_backdrop_tween.kill()
_player_menu_backdrop_tween = null
var should_show: bool = is_visible and _gameplay_started
if should_show:
var was_visible: bool = _player_menu_backdrop.visible
_player_menu_backdrop.visible = true
if not was_visible:
_player_menu_backdrop.modulate.a = 0.0
_player_menu_backdrop_tween = create_tween()
_player_menu_backdrop_tween.tween_property(
_player_menu_backdrop,
"modulate:a",
1.0,
UIMotion.PLAYER_MENU_ENTER_DURATION,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
return
if not _player_menu_backdrop.visible:
return
_player_menu_backdrop_tween = create_tween()
_player_menu_backdrop_tween.tween_property(
_player_menu_backdrop,
"modulate:a",
0.0,
UIMotion.PLAYER_MENU_EXIT_DURATION,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
_player_menu_backdrop_tween.finished.connect(
func() -> void:
_player_menu_backdrop.visible = false
_player_menu_backdrop.modulate.a = 1.0
_player_menu_backdrop_tween = null
)
func _set_shop_backdrop_visible(is_visible: bool) -> void:
if _shop_backdrop_tween != null:
_shop_backdrop_tween.kill()
_shop_backdrop_tween = null
var should_show: bool = is_visible and _gameplay_started
if should_show:
var was_visible: bool = _shop_backdrop.visible
_shop_backdrop.visible = true
if not was_visible:
_shop_backdrop.modulate.a = 0.0
_shop_backdrop_tween = create_tween()
_shop_backdrop_tween.tween_property(
_shop_backdrop,
"modulate:a",
1.0,
UIMotion.PLAYER_MENU_ENTER_DURATION,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
return
if not _shop_backdrop.visible:
return
_shop_backdrop_tween = create_tween()
_shop_backdrop_tween.tween_property(
_shop_backdrop,
"modulate:a",
0.0,
UIMotion.PLAYER_MENU_EXIT_DURATION,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
_shop_backdrop_tween.finished.connect(
func() -> void:
_shop_backdrop.visible = false
_shop_backdrop.modulate.a = 1.0
_shop_backdrop_tween = null
)
func _resize_native_overlays() -> void:
if not is_node_ready():
return
_player_menu_backdrop.position = Vector2.ZERO
_player_menu_backdrop.size = Vector2(get_window().size)
_shop_backdrop.position = Vector2.ZERO
_shop_backdrop.size = Vector2(get_window().size)
func _on_new_game_requested() -> void:
if _gameplay_started or _quit_in_progress:
return
if not _prepare_private_host():
return
if (
not _save_manager.delete_progression_save()
or not _save_manager.initialize_new_game()
):
_network_session.disconnect_session("New Game setup failed.")
_game_ui.get_title_screen().report_network_error(
"Could not initialize local progression. Existing data was preserved where possible."
)
return
_enter_gameplay()
func _on_continue_game_requested() -> void:
if _gameplay_started or _quit_in_progress:
return
if not _prepare_private_host():
return
if not _save_manager.load_player_data():
_network_session.disconnect_session("Continue failed.")
_game_ui.get_title_screen().report_network_error(
"Failed to load save. The original was preserved."
)
return
_enter_gameplay()
func _prepare_private_host() -> bool:
_join_requested_from_title = false
_join_requested_from_pause = false
if _network_session.state in [
NetworkSessionType.State.CONNECTION_FAILED,
NetworkSessionType.State.SERVER_LOST,
]:
_network_session.reset_failure()
if not _network_session.start_private_host(
NetworkSessionType.DEFAULT_PORT,
NetworkSessionType.DEFAULT_PRIVATE_HOST_PORT_ATTEMPTS,
):
_game_ui.get_title_screen().report_network_error(
"Could not start the private multiplayer session."
)
return false
return true
func _enter_gameplay() -> void:
_fade_out_title_music()
_game_ui.get_title_screen().hide()
_set_gameplay_active(true)
func _on_return_to_title_requested() -> void:
if _quit_in_progress:
return
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
if not _save_manager.save_world_time_checkpoint():
pause_menu.report_network_error(
"Could not save progression before returning to title."
)
return
pause_menu.close_for_title_transition()
_network_session.disconnect_session("Returned to title.")
_set_gameplay_active(false)
_game_ui.get_title_screen().reopen()
_show_title_music(true)
func _on_title_join_game_requested(endpoint: String) -> void:
if _quit_in_progress or _gameplay_started:
return
if _network_session.state != NetworkSessionType.State.INACTIVE:
_network_session.disconnect_session("Preparing direct connection.")
_join_requested_from_title = true
_join_requested_from_pause = false
_pending_join_endpoint = endpoint
if not _network_session.join_direct(endpoint):
_join_requested_from_title = false
func _on_pause_join_game_requested(endpoint: String) -> void:
if _quit_in_progress or not _gameplay_started:
return
if not _save_manager.save_world_time_checkpoint():
_game_ui.get_pause_menu().report_network_error(
"Could not save progression before leaving this session."
)
return
_join_requested_from_pause = true
_join_requested_from_title = false
_pending_join_endpoint = endpoint
_game_ui.get_pause_menu().close_for_title_transition()
_network_session.disconnect_session("Connecting to another game.")
if not _network_session.join_direct(endpoint):
_handle_failed_session_switch(
"Could not begin the direct connection."
)
func _on_network_join_authenticated() -> void:
var connected_endpoint: ConnectionEndpoint = (
_network_session.get_current_endpoint()
)
var server_metadata: Dictionary = (
_network_session.get_last_server_metadata()
)
if connected_endpoint != null:
_saved_servers.record_successful_connection(
connected_endpoint,
int(server_metadata.get("max_players", 0)),
str(server_metadata.get("server_display_name", "")),
int(server_metadata.get("protocol_version", 0)),
int(server_metadata.get("player_count", 0)),
)
if _join_requested_from_title:
var inspection = _save_manager.inspect_save()
var progression_ready: bool = (
_save_manager.load_player_data()
if inspection.can_continue()
else _save_manager.initialize_new_game()
)
if not progression_ready:
_network_session.disconnect_session(
"Local progression could not be prepared."
)
_game_ui.get_title_screen().report_network_error(
"Your local progression could not be prepared."
)
_join_requested_from_title = false
return
_fade_out_title_music()
_game_ui.get_title_screen().hide()
_set_gameplay_active(true)
elif _join_requested_from_pause:
_set_gameplay_active(true)
_join_requested_from_title = false
_join_requested_from_pause = false
_pending_join_endpoint = ""
func _on_network_connection_error(message: String) -> void:
var failed_endpoint: ConnectionEndpoint = (
_network_session.get_current_endpoint()
)
if failed_endpoint != null:
_saved_servers.record_connection_failure(
failed_endpoint,
_connection_result_code(message),
)
if _join_requested_from_title:
_game_ui.get_title_screen().report_network_error(message)
elif _join_requested_from_pause:
_handle_failed_session_switch(message)
func _connection_result_code(message: String) -> String:
var lowered: String = message.to_lower()
if lowered.contains("protocol"):
return "PROTOCOL_MISMATCH"
if lowered.contains("full"):
return "SERVER_FULL"
if lowered.contains("cancel"):
return "CANCELLED"
if lowered.contains("timed out"):
return "TIMEOUT"
return "UNAVAILABLE"
func _handle_failed_session_switch(message: String) -> void:
_join_requested_from_pause = false
_set_gameplay_active(false)
var title_screen: TitleScreenType = _game_ui.get_title_screen()
title_screen.reopen()
title_screen.open_join_game_page(_pending_join_endpoint)
title_screen.report_network_error(message)
_show_title_music(true)
func _on_network_server_lost() -> void:
if not _gameplay_started:
return
_set_gameplay_active(false)
var title_screen: TitleScreenType = _game_ui.get_title_screen()
title_screen.reopen()
title_screen.open_join_game_page(_pending_join_endpoint)
title_screen.report_network_error("The server connection was lost.")
_show_title_music(true)
func _on_local_respawn_completed(entry_position: Vector3) -> void:
if _network_session.is_host():
_network_session.publish_authoritative_teleport(
_player.get_network_peer_id()
)
elif _network_session.is_joined_client():
_network_session.request_safe_respawn(entry_position)
func _on_remote_recovery_requested(
peer_id: int,
entry_position: Vector3,
) -> void:
if not _network_session.is_host():
return
var avatar: PlayerType = _player_spawn_service.get_avatar(peer_id)
if avatar == null:
return
_network_fishing.cancel_peer_attempt(
peer_id,
"Fishing attempt ended."
)
var target_position: Vector3 = _test_world.get_player_spawn_transform().origin
var nearest_distance: float = INF
for point: SafeRespawnPoint in _test_world.get_safe_respawn_points():
if point == null or not point.enabled:
continue
var distance: float = point.get_horizontal_distance_squared(
entry_position
)
if distance < nearest_distance:
nearest_distance = distance
target_position = point.global_position
target_position.y += _water_recovery.respawn_height_offset
avatar.global_position = target_position
avatar.velocity = Vector3.ZERO
_network_session.publish_authoritative_teleport(peer_id)
func _on_reset_progress_requested() -> void:
if _quit_in_progress:
return
var pause_menu: PauseMenuType = _game_ui.get_pause_menu()
if not _save_manager.delete_progression_save():
pause_menu.report_reset_failure()
return
if not _save_manager.initialize_new_game():
pause_menu.report_reset_failure()
return
pause_menu.close_for_title_transition()
_set_gameplay_active(false)
_game_ui.get_title_screen().reopen()
_show_title_music(true)
func _on_water_recovery_starting() -> void:
_local_recovery_attempt_id = (
"recovery:%s"
% Crypto.new().generate_random_bytes(16).hex_encode()
)
_network_session.request_recovery_presentation(
true, _local_recovery_attempt_id
)
_game_ui.close_player_menu_for_water_recovery()
_game_ui.get_pause_menu().close_for_water_recovery()
_game_ui.get_fishing_shop().close_for_water_recovery()
func _on_water_recovery_finished() -> void:
if _local_recovery_attempt_id.is_empty():
return
_network_session.request_recovery_presentation(
false, _local_recovery_attempt_id
)
_local_recovery_attempt_id = ""
func _on_remote_recovery_presentation_changed(
peer_id: int,
active: bool,
_attempt_id: String,
) -> void:
var avatar: PlayerType = _player_spawn_service.get_avatar(peer_id)
if avatar == null or avatar == _player:
return
avatar.set_water_recovery_active(active)
avatar.set_remote_recovery_presentation(active)
func _on_active_hotbar_item_changed(
_slot_index: int,
item_id: StringName,
) -> void:
if _fishing_spot.state != FishingSpotType.FishingState.READY:
return
var item = item_catalog.get_item_by_id(item_id)
var active_is_rod: bool = (
item != null
and item.category == ItemDataType.Category.ROD
and _player.bag.owns_item(item_id)
)
_player.set_active_item_is_rod(active_is_rod)
_player.set_active_art_kit(
item.icon if item != null else null,
item_id == ArtShopStockType.ART_KIT_ITEM_ID
and item != null
and _player.bag.owns_item(item_id),
)
_network_item_use.submit_local_equipped(item_id, active_is_rod or (
item != null and _player.bag.owns_item(item_id)
))
_fishing_spot.refresh_active_item_status()
func _refresh_active_hotbar_item() -> void:
_on_active_hotbar_item_changed(
_player.hotbar.get_selected_slot(),
_player.hotbar.get_selected_item_id()
)
func _on_quit_requested() -> void:
if _quit_in_progress:
return
_quit_in_progress = true
_settings_manager.save_if_dirty()
if _gameplay_started:
_save_manager.save_world_time_checkpoint()
_network_session.disconnect_session("Application closing.")
_title_music_requested = false
_replace_title_music_transition()
_finish_quit()
func _show_title_music(restart_from_beginning: bool = false) -> void:
_title_music_requested = true
_replace_title_music_transition()
if restart_from_beginning:
_title_music.stop()
_title_music.volume_db = title_music_volume_db
if restart_from_beginning or not _title_music.playing:
_title_music.play(0.0)
func _fade_out_title_music(on_complete: Callable = Callable()) -> void:
_title_music_requested = false
var generation: int = _replace_title_music_transition()
if not _title_music.playing:
_title_music.volume_db = title_music_volume_db
if on_complete.is_valid():
on_complete.call()
return
if title_music_fade_out_seconds <= 0.0:
_complete_title_music_fade_out(generation, on_complete)
return
_title_music_tween = create_tween()
_title_music_tween.set_trans(Tween.TRANS_CUBIC)
_title_music_tween.set_ease(Tween.EASE_IN)
_title_music_tween.tween_property(
_title_music,
"volume_db",
TITLE_MUSIC_SILENCE_DB,
title_music_fade_out_seconds
)
_title_music_tween.finished.connect(
_complete_title_music_fade_out.bind(generation, on_complete),
CONNECT_ONE_SHOT
)
func _replace_title_music_transition() -> int:
_title_music_transition_generation += 1
if _title_music_tween != null:
_title_music_tween.kill()
_title_music_tween = null
return _title_music_transition_generation
func _complete_title_music_fade_out(
generation: int,
on_complete: Callable,
) -> void:
if (
generation != _title_music_transition_generation
or _title_music_requested
):
return
_title_music_tween = null
_title_music.stop()
_title_music.volume_db = title_music_volume_db
if on_complete.is_valid():
on_complete.call()
func _finish_quit() -> void:
_title_music.queue_free()
await get_tree().process_frame
get_tree().quit()
func _exit_tree() -> void:
if _title_music_tween != null:
_title_music_tween.kill()
_title_music_tween = null
if is_instance_valid(_title_music):
_title_music.stop()
_title_music.stream = null
func _on_shop_range_changed(in_range: bool) -> void:
if not in_range:
_game_ui.get_fishing_shop().close_for_range_exit()
_game_ui.set_shop_prompt_visible(_can_show_shop_prompt())
func _can_show_shop_prompt() -> bool:
return (
_gameplay_started
and _shop_interaction != null
and _shop_interaction.is_local_player_in_range()
and not _game_ui.get_fishing_shop().visible
and not _water_recovery.is_recovery_active()
and _fishing_spot.can_open_fishing_shop()
)