netfishing/main/main.gd

953 lines
28 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 TitleScreenType = preload("res://ui/title_screen.gd")
const PauseMenuType = preload("res://ui/pause_menu.gd")
const ItemCatalogType = preload("res://items/item_catalog.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 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 TITLE_MUSIC_SILENCE_DB: float = -80.0
@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 _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 _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 _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_chat: NetworkChatServiceType = %NetworkChatService
@onready var _network_mail: NetworkMailServiceType = %NetworkMailService
@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
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 _pending_join_endpoint: String = ""
var _server_trust_dialog: ConfirmationDialog
var _pending_trust_changed: bool = false
var _identity_notice_dialog: AcceptDialog
func _ready() -> void:
_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,
)
_network_profile_service.setup(
_network_session,
_network_profile,
_appearance_store,
_player_spawn_service,
)
_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
)
_player.fish_sale_service.setup(
_player.inventory,
_player.wallet
)
_player.bag.setup(item_catalog)
_player.hotbar.setup(_player.bag, item_catalog)
_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
)
_save_manager.set_autosave_enabled(false)
_asset_reservations.setup(
_player.wallet, _player.inventory, _player.bag, item_catalog
)
_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_chat.setup(_network_session)
_network_fishing.setup(
_network_session,
_player_spawn_service,
_fishing_spot,
_player.inventory,
_player.collection_log,
_player.cooler_capacity,
_save_manager,
item_catalog,
fish_catalog,
_network_item_use
)
_network_sale.setup(
_network_session,
_player_spawn_service,
_network_fishing,
_player.inventory,
_player.wallet,
_player.fish_sale_service,
_save_manager,
fish_catalog,
pelican_buyer_profile,
_test_world.get_pelican_convenience_landmark(),
_asset_reservations
)
_network_shop.setup(
_network_session,
_player_spawn_service,
_network_fishing,
_shop_interaction,
_player.wallet,
_player.bag,
item_catalog,
_player.fishing_upgrades,
_player.cooler_capacity,
_save_manager,
_asset_reservations
)
_fishing_spot.setup(
_player,
_player.inventory,
_player.collection_log,
_player.bag,
_player.hotbar,
item_catalog,
_player.fishing_upgrades,
_player.item_effects,
_network_item_use,
_player.cooler_capacity,
_network_session,
_network_fishing
)
_game_ui.setup(
_player,
_player.inventory,
_player.collection_log,
_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
)
_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()
)
if not _settings_manager.settings_changed.is_connected(
_apply_runtime_settings
):
_settings_manager.settings_changed.connect(_apply_runtime_settings)
_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
)
_pixelation_reset.return_to_settings_requested.connect(
_game_ui.focus_open_settings_back_button
)
_pixelation_reset.reset_requested.connect(_reset_pixelation)
_settings_manager.load_settings()
_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
)
_water_recovery.recovery_starting.connect(
_on_water_recovery_starting
)
_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 _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 (
not event.is_action_pressed("ui_cancel")
or (event is InputEventKey and event.echo)
):
return
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 (
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 _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:
_game_ui.set_shop_prompt_visible(_can_show_shop_prompt())
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
)
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
_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)
_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:
_refresh_active_hotbar_item()
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():
_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()
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_if_dirty():
_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:
_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_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)
_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_if_dirty()
_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()
)