Add selectable startup world layouts

This commit is contained in:
Alexander Sellite 2026-08-20 21:43:04 -04:00
parent 5d55afcc26
commit 3d34ed0bee
24 changed files with 1139 additions and 78 deletions

View file

@ -6,6 +6,7 @@ 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 WorldLayoutType = preload("res://world/world_layout.gd")
const WaterRecoveryControllerType = preload(
"res://world/water_recovery_controller.gd"
)
@ -421,10 +422,17 @@ func _start_dedicated_server() -> void:
"The dedicated-server chat privacy configuration is invalid."
)
return
if not _apply_generated_world(config.world_seed, false):
if not _apply_world(
WorldLayoutType.GENERATED,
config.world_seed,
false,
):
_fail_dedicated_server("The configured world seed could not be generated.")
return
if not _network_session.set_host_world_seed(config.world_seed):
if not _network_session.set_host_world(
WorldLayoutType.GENERATED,
config.world_seed,
):
_fail_dedicated_server("The configured world seed is invalid.")
return
_configure_portable_stores()
@ -1693,20 +1701,23 @@ func _resize_native_overlays() -> void:
_shop_backdrop.size = Vector2(get_window().size)
func _on_new_game_requested(world_seed: int) -> void:
func _on_new_game_requested(
world_layout: StringName,
world_seed: int,
) -> void:
if _gameplay_started or _quit_in_progress:
return
_start_new_game_music()
if not _apply_generated_world(world_seed, true):
if not _apply_world(world_layout, world_seed, true):
_show_title_music(true)
_game_ui.get_title_screen().report_network_error(
"Could not generate that world seed. Try rolling another world."
"Could not prepare that world. Try another seed or the starter island."
)
return
if not _prepare_host_world_seed(world_seed):
if not _prepare_host_world(world_layout, world_seed):
_show_title_music(true)
_game_ui.get_title_screen().report_network_error(
"Could not prepare the generated world for hosting."
"Could not prepare that world for hosting."
)
return
if not _prepare_private_host():
@ -1714,7 +1725,7 @@ func _on_new_game_requested(world_seed: int) -> void:
return
if (
not _save_manager.delete_progression_save()
or not _save_manager.initialize_new_game(world_seed)
or not _save_manager.initialize_new_game(world_seed, world_layout)
):
_network_session.disconnect_session("New Game setup failed.")
_show_title_music(true)
@ -1733,13 +1744,14 @@ func _on_continue_game_requested() -> void:
"Failed to load save. The original was preserved."
)
return
var world_layout: StringName = _save_manager.get_world_layout()
var world_seed: int = _save_manager.get_world_seed()
if (
not _apply_generated_world(world_seed, true)
or not _prepare_host_world_seed(world_seed)
not _apply_world(world_layout, world_seed, true)
or not _prepare_host_world(world_layout, world_seed)
):
_game_ui.get_title_screen().report_network_error(
"The saved world could not be generated. The save was preserved."
"The saved world could not be loaded. The save was preserved."
)
return
if not _prepare_private_host():
@ -1766,13 +1778,16 @@ func _prepare_private_host() -> bool:
return true
func _prepare_host_world_seed(world_seed: int) -> bool:
func _prepare_host_world(
world_layout: StringName,
world_seed: int,
) -> bool:
if _network_session.state in [
NetworkSessionType.State.CONNECTION_FAILED,
NetworkSessionType.State.SERVER_LOST,
]:
_network_session.reset_failure()
return _network_session.set_host_world_seed(world_seed)
return _network_session.set_host_world(world_layout, world_seed)
func _enter_gameplay() -> void:
@ -1976,11 +1991,14 @@ func _on_reset_progress_requested() -> void:
pause_menu.report_reset_failure()
return
var world_seed: int = PlayerSaveManager.roll_world_seed()
if not _save_manager.initialize_new_game(world_seed):
if not _save_manager.initialize_new_game(
world_seed,
WorldLayoutType.GENERATED,
):
pause_menu.report_reset_failure()
return
_network_session.disconnect_session("Progress reset.")
if not _apply_generated_world(world_seed, true):
if not _apply_world(WorldLayoutType.GENERATED, world_seed, true):
pause_menu.report_reset_failure()
return
pause_menu.close_for_title_transition()
@ -1990,8 +2008,18 @@ func _on_reset_progress_requested() -> void:
func _apply_joined_world(server_metadata: Dictionary) -> bool:
var world_layout: StringName = WorldLayoutType.normalized(
server_metadata.get(
"world_layout",
String(WorldLayoutType.GENERATED),
),
&"",
)
var world_seed: int = int(server_metadata.get("world_seed", 0))
if _apply_generated_world(world_seed, true):
if (
not world_layout.is_empty()
and _apply_world(world_layout, world_seed, true)
):
return true
_network_session.disconnect_session("World generation failed.")
_join_requested_from_title = false
@ -2000,20 +2028,26 @@ func _apply_joined_world(server_metadata: Dictionary) -> bool:
var title_screen: TitleScreenType = _game_ui.get_title_screen()
title_screen.reopen_to_menu()
title_screen.report_network_error(
"The host's generated world could not be built locally."
"The host's world could not be built locally."
)
_show_title_music(true)
return false
func _apply_generated_world(world_seed: int, reposition_player: bool) -> bool:
if not _test_world.generate_world(world_seed):
func _apply_world(
world_layout: StringName,
world_seed: int,
reposition_player: bool,
) -> bool:
if not _test_world.activate_world(world_layout, world_seed):
return false
var spawn_transform: Transform3D = _test_world.get_player_spawn_transform()
_player_spawn_service.set_spawn_transform(spawn_transform)
if reposition_player:
_player.global_transform = spawn_transform
_player.velocity = Vector3.ZERO
if _application_initialized:
_refresh_active_world_bindings()
if _application_initialized and not _dedicated_runtime:
_water_recovery.update_world_context(
spawn_transform,
@ -2027,6 +2061,51 @@ func _apply_generated_world(world_seed: int, reposition_player: bool) -> bool:
return true
func _refresh_active_world_bindings() -> void:
if is_instance_valid(_shop_interaction):
if _shop_interaction.local_player_range_changed.is_connected(
_on_shop_range_changed
):
_shop_interaction.local_player_range_changed.disconnect(
_on_shop_range_changed
)
if is_instance_valid(_storage_interaction):
if _storage_interaction.local_player_range_changed.is_connected(
_on_storage_range_changed
):
_storage_interaction.local_player_range_changed.disconnect(
_on_storage_range_changed
)
_shop_interaction = _test_world.get_fishing_shop()
_storage_interaction = _test_world.get_player_storage()
_network_sale.set_shop_interaction(_shop_interaction)
_network_shop.set_shop_interaction(_shop_interaction)
if _dedicated_runtime:
return
if _shop_interaction != null:
_shop_interaction.setup_local_player(_player)
_shop_interaction.local_player_range_changed.connect(
_on_shop_range_changed
)
if _storage_interaction != null:
_storage_interaction.setup_local_player(_player)
_storage_interaction.local_player_range_changed.connect(
_on_storage_range_changed
)
_game_ui.set_world_interactions(
_shop_interaction,
_storage_interaction,
)
_on_shop_range_changed(
_shop_interaction != null
and _shop_interaction.is_local_player_in_range()
)
_on_storage_range_changed(
_storage_interaction != null
and _storage_interaction.is_local_player_in_range()
)
func _on_water_recovery_starting() -> void:
_local_recovery_attempt_id = (
"recovery:%s"

View file

@ -1,6 +1,8 @@
class_name NetworkProtocol
extends RefCounted
const WorldLayoutType = preload("res://world/world_layout.gd")
const PROTOCOL_VERSION: int = 9
const GAME_BUILD: String = "prealpha"
const MAX_GAME_VERSION_LENGTH: int = 64
@ -29,6 +31,7 @@ const JOBS_CAPABILITY: String = "jobs_v1"
const WORLD_SPAWN_CAPABILITY: String = "world_spawn_envelope_v1"
const APPEARANCE_PREVIEW_CAPABILITY: String = "appearance_preview_v1"
const WORLD_GENERATION_CAPABILITY: String = "world_generation_v1"
const WORLD_LAYOUT_CAPABILITY: String = "world_layout_v1"
const DEFAULT_WORLD_SEED: int = 13001
const MAX_WORLD_SEED: int = 2147483646
@ -182,6 +185,7 @@ static func make_client_hello(
APPEARANCE_PREVIEW_CAPABILITY,
BACKPACK_SHOP_CAPABILITY,
WORLD_GENERATION_CAPABILITY,
WORLD_LAYOUT_CAPABILITY,
]),
"cosmetic_snapshot": cosmetic_snapshot,
"identity_fingerprint": identity_fingerprint,
@ -286,6 +290,7 @@ static func make_server_hello(
max_players: int,
server_display_name: String = "NETfishing",
world_seed: int = DEFAULT_WORLD_SEED,
world_layout: StringName = WorldLayoutType.GENERATED,
) -> Dictionary:
return {
"accepted": accepted,
@ -298,6 +303,7 @@ static func make_server_hello(
"player_count": player_count,
"max_players": max_players,
"world_seed": world_seed,
"world_layout": String(world_layout),
"capability_flags": PackedStringArray([
"movement_v1",
"fishing_v1",
@ -316,6 +322,7 @@ static func make_server_hello(
WORLD_SPAWN_CAPABILITY,
APPEARANCE_PREVIEW_CAPABILITY,
WORLD_GENERATION_CAPABILITY,
WORLD_LAYOUT_CAPABILITY,
"chat_v1",
"mail_v1",
"profile_v1",

View file

@ -91,6 +91,10 @@ func setup(
_session.state_changed.connect(_on_session_state_changed)
func set_shop_interaction(interaction: FishingShopInteraction) -> void:
_shop_interaction = interaction
func is_local_sale_pending() -> bool:
return not _pending_local_request_id.is_empty()

View file

@ -86,6 +86,7 @@ var _last_server_player_count: int = 0
var _last_server_display_name: String = ""
var _last_server_protocol_version: int = 0
var _last_server_world_seed: int = NetworkProtocol.DEFAULT_WORLD_SEED
var _last_server_world_layout: StringName = WorldLayout.GENERATED
var _server_capabilities: PackedStringArray = PackedStringArray()
var _profile_ready: bool = false
var _player_identity: PlayerIdentityStore
@ -113,6 +114,7 @@ var _session_operator_fingerprints: Dictionary[String, bool] = {}
var _operator_peer_ids: Dictionary[int, bool] = {}
var _local_operator: bool = false
var _host_world_seed: int = NetworkProtocol.DEFAULT_WORLD_SEED
var _host_world_layout: StringName = WorldLayout.GENERATED
func _ready() -> void:
@ -275,6 +277,7 @@ func _register_player_host() -> void:
NetworkProtocol.WORLD_SPAWN_CAPABILITY,
NetworkProtocol.BACKPACK_SHOP_CAPABILITY,
NetworkProtocol.WORLD_GENERATION_CAPABILITY,
NetworkProtocol.WORLD_LAYOUT_CAPABILITY,
]),
)
_registry.update_appearance(1, _local_appearance_snapshot)
@ -531,20 +534,35 @@ func get_last_server_metadata() -> Dictionary:
"player_count": _last_server_player_count,
"max_players": _last_server_max_players,
"world_seed": _last_server_world_seed,
"world_layout": String(_last_server_world_layout),
}
func set_host_world_seed(seed: int) -> bool:
return set_host_world(WorldLayout.GENERATED, seed)
func set_host_world(world_layout: StringName, seed: int) -> bool:
if (
state != State.INACTIVE
or not WorldLayout.is_valid(world_layout)
or seed <= 0
or seed > NetworkProtocol.MAX_WORLD_SEED
):
return false
_host_world_layout = world_layout
_host_world_seed = seed
return true
func get_authoritative_world_layout() -> StringName:
return (
_last_server_world_layout
if is_joined_client()
else _host_world_layout
)
func get_authoritative_world_seed() -> int:
return _last_server_world_seed if is_joined_client() else _host_world_seed
@ -583,6 +601,7 @@ func supports_server_capability(capability: StringName) -> bool:
NetworkProtocol.WORLD_SPAWN_CAPABILITY,
NetworkProtocol.APPEARANCE_PREVIEW_CAPABILITY,
NetworkProtocol.WORLD_GENERATION_CAPABILITY,
NetworkProtocol.WORLD_LAYOUT_CAPABILITY,
"chat_v1",
"mail_v1",
"profile_v1",
@ -1190,6 +1209,15 @@ func submit_client_hello(data: Dictionary) -> void:
NetworkProtocol.RejectionCode.UNSUPPORTED_CLIENT,
)
return
if (
_host_world_layout == WorldLayout.STARTER_ISLAND
and NetworkProtocol.WORLD_LAYOUT_CAPABILITY not in client_capabilities
):
_reject_peer(
sender_id,
NetworkProtocol.RejectionCode.UNSUPPORTED_CLIENT,
)
return
var identity: Dictionary = _authenticated_identity_cache.get(sender_id, {})
if identity.is_empty():
_reject_peer(sender_id, NetworkProtocol.RejectionCode.INVALID_IDENTITY_PROOF)
@ -1278,6 +1306,7 @@ func submit_client_hello(data: Dictionary) -> void:
session_max_players,
_session_display_name,
_host_world_seed,
_host_world_layout,
)
)
receive_spawn_list.rpc_id(sender_id, _build_spawn_list())
@ -1332,6 +1361,9 @@ func receive_server_hello(data: Dictionary) -> void:
or typeof(data.get("game_version")) != TYPE_STRING
or typeof(data.get("rejection_code")) != TYPE_INT
or typeof(data.get("world_seed")) != TYPE_INT
or typeof(
data.get("world_layout", String(WorldLayout.GENERATED))
) not in [TYPE_STRING, TYPE_STRING_NAME]
):
_teardown_peer()
_fail("The server sent an invalid handshake response.")
@ -1362,6 +1394,14 @@ func receive_server_hello(data: Dictionary) -> void:
_teardown_peer()
_fail("The server sent an invalid world seed.")
return
var received_world_layout := WorldLayout.normalized(
data.get("world_layout", String(WorldLayout.GENERATED)),
&"",
)
if received_world_layout.is_empty():
_teardown_peer()
_fail("The server sent an invalid world layout.")
return
_session_id = str(data.get("session_id", ""))
_last_server_max_players = int(data.get(
"max_players",
@ -1373,6 +1413,7 @@ func receive_server_hello(data: Dictionary) -> void:
"protocol_version", NetworkProtocol.PROTOCOL_VERSION
))
_last_server_world_seed = received_world_seed
_last_server_world_layout = received_world_layout
_server_capabilities = PackedStringArray()
var advertised_capabilities: Variant = data.get(
"capability_flags", PackedStringArray()
@ -1391,6 +1432,13 @@ func receive_server_hello(data: Dictionary) -> void:
_teardown_peer()
_fail("This server does not support generated worlds.")
return
if (
received_world_layout == WorldLayout.STARTER_ISLAND
and NetworkProtocol.WORLD_LAYOUT_CAPABILITY not in _server_capabilities
):
_teardown_peer()
_fail("This server does not support selectable world layouts.")
return
var local_peer_id: int = multiplayer.get_unique_id()
_registry.clear()
_registry.add_peer(
@ -1407,6 +1455,7 @@ func receive_server_hello(data: Dictionary) -> void:
NetworkProtocol.WORLD_WEATHER_CAPABILITY,
NetworkProtocol.BACKPACK_SHOP_CAPABILITY,
NetworkProtocol.WORLD_GENERATION_CAPABILITY,
NetworkProtocol.WORLD_LAYOUT_CAPABILITY,
]),
)
_registry.update_appearance(local_peer_id, _local_appearance_snapshot)

View file

@ -83,6 +83,10 @@ func setup(
_session.state_changed.connect(_on_session_state_changed)
func set_shop_interaction(interaction: FishingShopInteraction) -> void:
_interaction = interaction
func can_request_purchase() -> bool:
return (
_session != null

View file

@ -31,6 +31,7 @@ const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldWeatherServiceType = preload(
"res://world/world_weather_service.gd"
)
const WorldLayoutType = preload("res://world/world_layout.gd")
const PlayerJobServiceType = preload("res://jobs/player_job_service.gd")
const PlayerType = preload("res://player/player.gd")
@ -63,6 +64,7 @@ class LoadSnapshot:
var cooler_capacity_level: int = 0
var art_unlock_mask: int = 0
var total_experience: int = 0
var world_layout: StringName = WorldLayoutType.GENERATED
var world_seed: int = DEFAULT_WORLD_SEED
var world_time_hours: float = WorldTimeServiceType.DEFAULT_START_HOUR
var has_world_weather_state: bool = false
@ -102,6 +104,7 @@ var _autosave_enabled: bool = false
var _save_path := ""
var _expected_hash := ""
var _data_root: PlayerDataRoot
var _world_layout: StringName = WorldLayoutType.GENERATED
var _world_seed: int = DEFAULT_WORLD_SEED
@ -332,6 +335,7 @@ func load_player_data() -> bool:
var world_time_restored: bool = (
_world_time.restore_persistent_time_hours(snapshot.world_time_hours)
)
_world_layout = snapshot.world_layout
_world_seed = snapshot.world_seed
var world_weather_restored: bool = true
if snapshot.has_world_weather_state:
@ -521,18 +525,30 @@ func import_progression_archive(path: String) -> Dictionary:
}
func initialize_new_game(world_seed: int = DEFAULT_WORLD_SEED) -> bool:
func initialize_new_game(
world_seed: int = DEFAULT_WORLD_SEED,
world_layout: StringName = WorldLayoutType.GENERATED,
) -> bool:
if not _is_configured:
return false
if world_seed <= 0 or world_seed > MAX_WORLD_SEED:
if (
world_seed <= 0
or world_seed > MAX_WORLD_SEED
or not WorldLayoutType.is_valid(world_layout)
):
return false
_automatic_saving_blocked = false
_restore_defaults()
_world_layout = world_layout
_world_seed = world_seed
_is_dirty = true
return true
func get_world_layout() -> StringName:
return _world_layout
func get_world_seed() -> int:
return _world_seed
@ -733,6 +749,7 @@ func _build_save_dictionary() -> Dictionary:
"art": _art_unlocks.to_save_data(),
"experience": _experience.to_save_data(),
"world": {
"layout": String(_world_layout),
"seed": _world_seed,
"time_hours": _world_time.get_persistent_time_hours(),
"weather": int(_world_weather.get_persistent_weather()),
@ -822,6 +839,12 @@ func _build_load_snapshot(save_data: Dictionary) -> LoadSnapshot:
return null
var snapshot := LoadSnapshot.new()
if world_data.has("layout"):
if not WorldLayoutType.is_valid(world_data["layout"]):
return null
snapshot.world_layout = WorldLayoutType.normalized(
world_data["layout"]
)
if world_data.has("seed"):
snapshot.world_seed = _read_integer(
world_data["seed"],
@ -1525,6 +1548,7 @@ func _prepare_external_save_data(value: Variant) -> Dictionary:
"catch_count": snapshot.catches.size(),
"wallet_balance": snapshot.wallet_balance,
"discovered_species_count": snapshot.discovered_ids.size(),
"world_layout": String(snapshot.world_layout),
"world_seed": snapshot.world_seed,
}
@ -1657,6 +1681,7 @@ func _restore_defaults() -> void:
WorldTimeServiceType.DEFAULT_START_HOUR
)
_world_weather.reset_persistent_state()
_world_layout = WorldLayoutType.GENERATED
_world_seed = DEFAULT_WORLD_SEED
_jobs.reset_to_defaults()
_is_restoring = false

View file

@ -51,6 +51,7 @@ readonly -a QUICK_TESTS=(
"tests/tree_gathering_prototype_validation.gd"
"tests/unified_inventory_validation.gd"
"tests/world_time_validation.gd"
"tests/world_layout_validation.gd"
"tests/world_spawn_protocol_validation.gd"
"tests/world_weather_validation.gd"
)
@ -88,6 +89,7 @@ readonly -a NETWORK_TESTS=(
"tests/profile_multiplayer_validation.gd"
"tests/surface_drawing_multiplayer_validation.gd"
"tests/world_time_multiplayer_validation.gd"
"tests/world_layout_multiplayer_validation.gd"
"tests/world_spawn_multiplayer_validation.gd"
)

View file

@ -26,7 +26,10 @@ func _run() -> void:
var player := main.get("_player") as Player
assert(save_manager != null and player != null)
const TEST_WORLD_SEED := 918273
assert(save_manager.initialize_new_game(TEST_WORLD_SEED))
assert(save_manager.initialize_new_game(
TEST_WORLD_SEED,
WorldLayout.STARTER_ISLAND,
))
save_manager.set_autosave_enabled(true)
assert(player.bag.add_item(&"art_kit"))
assert(player.bag.add_item(&"coffee"))
@ -44,6 +47,7 @@ func _run() -> void:
assert(bool(decoded.get("ok", false)))
var parsed: Dictionary = decoded["data"]
var records: Array = parsed["bag"]["items"]
assert(str(parsed["world"]["layout"]) == String(WorldLayout.STARTER_ISLAND))
assert(int(parsed["world"]["seed"]) == TEST_WORLD_SEED)
assert(_saved_slot(records, &"basic_fishing_rod") == 14)
assert(_saved_slot(records, &"coffee") == 12)
@ -53,6 +57,7 @@ func _run() -> void:
player.unequip_bait()
player.unequip_lure()
assert(save_manager.load_player_data())
assert(save_manager.get_world_layout() == WorldLayout.STARTER_ISLAND)
assert(save_manager.get_world_seed() == TEST_WORLD_SEED)
assert(player.bag.get_storage_slot(&"basic_fishing_rod") == 14)
assert(player.bag.get_storage_slot(&"coffee") == 12)

View file

@ -0,0 +1,126 @@
extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const TEST_PORT: int = 18155
const TEST_SEED: int = 86421357
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("host"):
await _run_host()
return
if arguments.has("client"):
await _run_client()
return
push_error("World layout multiplayer validation needs host or client mode.")
quit(1)
func _run_host() -> void:
var main: Node = await _create_initialized_main()
var session := main.get_node("%NetworkSession") as NetworkSession
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(bool(main.call(
"_apply_world",
WorldLayout.STARTER_ISLAND,
TEST_SEED,
true,
)))
assert(bool(main.call(
"_prepare_host_world",
WorldLayout.STARTER_ISLAND,
TEST_SEED,
)))
assert(save_manager.initialize_new_game(
TEST_SEED,
WorldLayout.STARTER_ISLAND,
))
assert(session.start_private_host(TEST_PORT))
main.call("_enter_gameplay")
assert(session.set_host_open(true))
var remote_peer_id: int = await _wait_for_remote_peer(session)
assert(remote_peer_id > 1)
assert(session.peer_supports_capability(
remote_peer_id,
NetworkProtocol.WORLD_LAYOUT_CAPABILITY,
))
var disconnect_deadline: int = Time.get_ticks_msec() + 12000
while (
Time.get_ticks_msec() < disconnect_deadline
and session.is_authenticated_peer(remote_peer_id)
):
await process_frame
assert(not session.is_authenticated_peer(remote_peer_id))
print("World layout multiplayer host validation: PASS")
await _cleanup(main, session)
func _run_client() -> void:
var main: Node = await _create_initialized_main()
main.call(
"_on_title_join_game_requested",
"127.0.0.1:%d" % TEST_PORT,
)
var session := main.get_node("%NetworkSession") as NetworkSession
var deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < deadline:
await process_frame
if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
main.call("_confirm_server_trust")
if session.is_joined_client() and bool(main.get("_gameplay_started")):
break
assert(session.is_joined_client())
assert(session.supports_server_capability(
NetworkProtocol.WORLD_LAYOUT_CAPABILITY
))
var metadata: Dictionary = session.get_last_server_metadata()
assert(str(metadata.get("world_layout", "")) == String(
WorldLayout.STARTER_ISLAND
))
assert(int(metadata.get("world_seed", 0)) == TEST_SEED)
var world := main.get("_test_world") as TestWorld
assert(world.get_world_layout() == WorldLayout.STARTER_ISLAND)
assert(world.get_generation_seed() == TEST_SEED)
assert(world.get_node_or_null("Regions/StarterIslandRegion") != null)
assert(world.get_fishing_shop() != null)
assert(world.get_player_storage() != null)
print("World layout multiplayer client validation: PASS")
await _cleanup(main, session)
func _create_initialized_main() -> Node:
root.size = Vector2i(1280, 720)
var main: Node = MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
return main
func _wait_for_remote_peer(session: NetworkSession) -> int:
var deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < deadline:
await process_frame
for peer_id: int in session.get_authenticated_peer_ids():
if peer_id != session.get_local_peer_id():
return peer_id
return 0
func _cleanup(main: Node, session: NetworkSession) -> void:
session.disconnect_session("")
main.queue_free()
for _frame: int in 4:
await process_frame
await create_timer(0.1).timeout
quit()

View file

@ -0,0 +1 @@
uid://bg52pbgv5ykjc

View file

@ -0,0 +1,125 @@
extends SceneTree
const TestWorldScene: PackedScene = preload("res://world/test_world.tscn")
const SetupPageScene: PackedScene = preload(
"res://ui/new_game_setup_page.tscn"
)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = Vector2i(1280, 720)
_validate_layout_values()
await _validate_setup_page()
await _validate_world_switching()
_validate_network_metadata()
print("World layout validation: PASS")
quit()
func _validate_layout_values() -> void:
assert(WorldLayout.is_valid(WorldLayout.GENERATED))
assert(WorldLayout.is_valid(String(WorldLayout.STARTER_ISLAND)))
assert(not WorldLayout.is_valid(&"unknown"))
assert(WorldLayout.normalized("unknown") == WorldLayout.GENERATED)
assert(WorldLayout.display_name(WorldLayout.STARTER_ISLAND) == "starter island")
func _validate_setup_page() -> void:
assert(NewGameSetupPage.parse_seed_text(" 24680 ") == 24680)
assert(NewGameSetupPage.parse_seed_text("0") == 0)
assert(NewGameSetupPage.parse_seed_text("2147483647") == 0)
assert(NewGameSetupPage.parse_seed_text("") == 0)
var text_seed: int = NewGameSetupPage.parse_seed_text("voyager island")
assert(text_seed > 0 and text_seed <= PlayerSaveManager.MAX_WORLD_SEED)
assert(NewGameSetupPage.parse_seed_text(" voyager island ") == text_seed)
assert(NewGameSetupPage.parse_seed_text("voyager island") == text_seed)
assert(NewGameSetupPage.parse_seed_text("Voyager Island") != text_seed)
var page := SetupPageScene.instantiate() as NewGameSetupPage
root.add_child(page)
await process_frame
page.open_page(true)
await process_frame
assert(page.visible)
var paper := page.get_node("%Paper") as PanelContainer
assert(paper.get_combined_minimum_size().x <= paper.size.x)
assert(paper.get_combined_minimum_size().y <= paper.size.y)
assert(page.get_selected_world_layout() == WorldLayout.GENERATED)
assert(page.get_selected_world_seed() > 0)
assert((page.get_node("%OverwriteWarning") as Label).visible)
var generated_button := page.get_node("%GeneratedButton") as Button
var starter_button := page.get_node("%StarterButton") as Button
var random_button := page.get_node("%RandomSeedButton") as Button
var custom_button := page.get_node("%CustomSeedButton") as Button
var seed_edit := page.get_node("%SeedEdit") as LineEdit
var start_button := page.get_node("%StartButton") as Button
var back_button := page.get_node("%BackButton") as Button
assert(generated_button.get_node(generated_button.focus_neighbor_right) == starter_button)
assert(generated_button.get_node(generated_button.focus_neighbor_bottom) == random_button)
assert(random_button.get_node(random_button.focus_neighbor_right) == custom_button)
assert(start_button.get_node(start_button.focus_neighbor_right) == back_button)
page.call("_choose_custom_seed")
assert(seed_edit.editable)
assert(custom_button.get_node(custom_button.focus_neighbor_bottom) == seed_edit)
assert(seed_edit.get_node(seed_edit.focus_neighbor_bottom) == start_button)
page.call("_set_world_layout", WorldLayout.STARTER_ISLAND)
assert(not (page.get_node("%SeedSection") as Control).visible)
var request: Dictionary = {}
page.start_requested.connect(func(layout: StringName, seed: int) -> void:
request["layout"] = layout
request["seed"] = seed
)
page.call("_request_start")
assert(request.get("layout") == WorldLayout.STARTER_ISLAND)
assert(int(request.get("seed", 0)) > 0)
page.queue_free()
await process_frame
func _validate_world_switching() -> void:
var world := TestWorldScene.instantiate() as TestWorld
root.add_child(world)
await process_frame
assert(world.get_world_layout() == WorldLayout.GENERATED)
assert(world.get_fishing_shop() != null)
assert(world.get_player_storage() != null)
assert(world.activate_world(WorldLayout.STARTER_ISLAND, 13579))
assert(world.get_world_layout() == WorldLayout.STARTER_ISLAND)
assert(world.get_generation_seed() == 13579)
assert(world.get_node_or_null("Regions/StarterIslandRegion") != null)
assert(world.get_node_or_null("Regions/GeneratedWorldRegion") == null)
assert(world.get_fishing_shop() != null)
assert(world.get_player_storage() != null)
assert(not world.get_fishable_water_regions().is_empty())
assert(world.activate_world(WorldLayout.GENERATED, 24680))
assert(world.get_world_layout() == WorldLayout.GENERATED)
assert(world.get_generation_seed() == 24680)
assert(world.get_node_or_null("Regions/GeneratedWorldRegion") != null)
assert(world.get_node_or_null("Regions/StarterIslandRegion") == null)
world.queue_free()
await process_frame
func _validate_network_metadata() -> void:
var hello: Dictionary = NetworkProtocol.make_server_hello(
true,
NetworkProtocol.RejectionCode.NONE,
"session",
2,
1,
16,
"room",
97531,
WorldLayout.STARTER_ISLAND,
)
assert(str(hello.get("world_layout", "")) == String(
WorldLayout.STARTER_ISLAND
))
assert(int(hello.get("world_seed", 0)) == 97531)
assert(
NetworkProtocol.WORLD_LAYOUT_CAPABILITY
in PackedStringArray(hello.get("capability_flags", []))
)

View file

@ -0,0 +1 @@
uid://bgxgyqq73sdpi

View file

@ -627,6 +627,10 @@ func setup(
_refresh_all()
func set_world_interaction(interaction: ShopInteractionType) -> void:
_interaction = interaction
func open_shop() -> bool:
if (
visible

View file

@ -488,6 +488,16 @@ func setup(
)
func set_world_interactions(
shop_interaction: ShopInteractionType,
storage_interaction: PlayerStorageInteractionType,
) -> void:
_shop_interaction = shop_interaction
_storage_interaction = storage_interaction
_fishing_shop.set_world_interaction(shop_interaction)
_player_storage.set_world_interaction(storage_interaction)
func _prioritize_surface_drawing_pointer_input() -> void:
# Control input follows sibling order rather than CanvasItem.z_index. Chat is
# a full-screen Control with interactive mobile children, so the toolbar must

309
ui/new_game_setup_page.gd Normal file
View file

@ -0,0 +1,309 @@
class_name NewGameSetupPage
extends Control
signal start_requested(world_layout: StringName, world_seed: int)
signal back_requested
const WorldLayoutType = preload("res://world/world_layout.gd")
const SaveManagerType = preload("res://save/player_save_manager.gd")
const ControllerFocusNavigationType = preload(
"res://ui/controller_focus_navigation.gd"
)
enum SeedMode {
RANDOM,
CUSTOM,
}
@onready var _paper: PanelContainer = %Paper
@onready var _generated_button: Button = %GeneratedButton
@onready var _starter_button: Button = %StarterButton
@onready var _world_description: Label = %WorldDescription
@onready var _seed_section: VBoxContainer = %SeedSection
@onready var _random_seed_button: Button = %RandomSeedButton
@onready var _custom_seed_button: Button = %CustomSeedButton
@onready var _seed_edit: LineEdit = %SeedEdit
@onready var _seed_help: Label = %SeedHelp
@onready var _overwrite_warning: Label = %OverwriteWarning
@onready var _status: Label = %Status
@onready var _start_button: Button = %StartButton
@onready var _back_button: Button = %BackButton
var _world_layout: StringName = WorldLayoutType.GENERATED
var _seed_mode: SeedMode = SeedMode.RANDOM
var _random_seed: int = SaveManagerType.DEFAULT_WORLD_SEED
func _ready() -> void:
UtilityPageStyle.apply_page(self)
_paper.add_theme_stylebox_override(
"panel", UtilityPageStyle.panel_style()
)
for button: Button in [
_generated_button,
_starter_button,
_random_seed_button,
_custom_seed_button,
_start_button,
_back_button,
]:
UtilityPageStyle.apply_ocean_button(button)
UtilityPageStyle.apply_ocean_line_edit(_seed_edit)
_generated_button.pressed.connect(
_set_world_layout.bind(WorldLayoutType.GENERATED)
)
_starter_button.pressed.connect(
_set_world_layout.bind(WorldLayoutType.STARTER_ISLAND)
)
_random_seed_button.pressed.connect(_choose_random_seed)
_custom_seed_button.pressed.connect(_choose_custom_seed)
_seed_edit.text_changed.connect(_on_seed_text_changed)
_seed_edit.text_submitted.connect(_on_seed_submitted)
_start_button.pressed.connect(_request_start)
_back_button.pressed.connect(back_requested.emit)
hide()
func open_page(has_existing_progression: bool) -> void:
_world_layout = WorldLayoutType.GENERATED
_seed_mode = SeedMode.RANDOM
_roll_random_seed()
_overwrite_warning.visible = has_existing_progression
_status.text = ""
_refresh_presentation()
show()
UtilityPageStyle.animate_in(self)
_generated_button.grab_focus.call_deferred()
func close_page() -> void:
var focus_owner: Control = get_viewport().gui_get_focus_owner()
if focus_owner != null and is_ancestor_of(focus_owner):
focus_owner.release_focus()
hide()
func request_back() -> void:
back_requested.emit()
func get_selected_world_layout() -> StringName:
return _world_layout
func get_selected_world_seed() -> int:
return (
_random_seed
if _seed_mode == SeedMode.RANDOM
else parse_seed_text(_seed_edit.text)
)
static func parse_seed_text(text: String) -> int:
var normalized: String = text.strip_edges()
if normalized.is_empty():
return 0
if normalized.is_valid_int():
var numeric_seed: int = int(normalized)
if (
numeric_seed <= 0
or numeric_seed > SaveManagerType.MAX_WORLD_SEED
):
return 0
return numeric_seed
var digest: PackedByteArray = normalized.sha256_buffer()
var hashed_seed: int = (
(int(digest[0]) << 24)
| (int(digest[1]) << 16)
| (int(digest[2]) << 8)
| int(digest[3])
) & 0x7fffffff
return (hashed_seed % SaveManagerType.MAX_WORLD_SEED) + 1
func _set_world_layout(layout: StringName) -> void:
if not WorldLayoutType.is_valid(layout):
return
_world_layout = layout
_status.text = ""
_refresh_presentation()
if layout == WorldLayoutType.GENERATED:
_random_seed_button.grab_focus.call_deferred()
else:
_start_button.grab_focus.call_deferred()
func _choose_random_seed() -> void:
_seed_mode = SeedMode.RANDOM
_roll_random_seed()
_status.text = ""
_refresh_presentation()
func _choose_custom_seed() -> void:
_seed_mode = SeedMode.CUSTOM
if parse_seed_text(_seed_edit.text) == _random_seed:
_seed_edit.text = ""
_status.text = ""
_refresh_presentation()
_seed_edit.grab_focus.call_deferred()
_seed_edit.select_all.call_deferred()
func _roll_random_seed() -> void:
_random_seed = SaveManagerType.roll_world_seed()
_seed_edit.text = str(_random_seed)
func _on_seed_text_changed(_text: String) -> void:
if _seed_mode != SeedMode.CUSTOM:
return
_status.text = ""
_refresh_start_state()
func _on_seed_submitted(_text: String) -> void:
_request_start()
func _request_start() -> void:
var seed: int = get_selected_world_seed()
if _world_layout == WorldLayoutType.GENERATED and seed == 0:
_status.text = (
"enter some text or a whole number from 1 to %d."
% SaveManagerType.MAX_WORLD_SEED
)
_seed_edit.grab_focus()
_seed_edit.select_all()
return
if seed == 0:
seed = SaveManagerType.roll_world_seed()
_start_button.disabled = true
start_requested.emit(_world_layout, seed)
func _refresh_presentation() -> void:
var generated: bool = _world_layout == WorldLayoutType.GENERATED
_generated_button.set_pressed_no_signal(generated)
_starter_button.set_pressed_no_signal(not generated)
_world_description.text = (
"build a new island from terrain chunks. the same seed always "
+ "builds the same world."
if generated
else "play on the authored starter island."
)
_seed_section.visible = generated
_random_seed_button.set_pressed_no_signal(
_seed_mode == SeedMode.RANDOM
)
_custom_seed_button.set_pressed_no_signal(
_seed_mode == SeedMode.CUSTOM
)
_seed_edit.editable = _seed_mode == SeedMode.CUSTOM
_seed_edit.focus_mode = (
Control.FOCUS_ALL
if _seed_mode == SeedMode.CUSTOM
else Control.FOCUS_NONE
)
_seed_help.text = (
"press random seed again to roll another world."
if _seed_mode == SeedMode.RANDOM
else "enter text or a number from 1 to %d. the same entry makes the same world."
% SaveManagerType.MAX_WORLD_SEED
)
_refresh_start_state()
_configure_controller_focus()
func _refresh_start_state() -> void:
_start_button.disabled = (
_world_layout == WorldLayoutType.GENERATED
and _seed_mode == SeedMode.CUSTOM
and parse_seed_text(_seed_edit.text) == 0
)
func _configure_controller_focus() -> void:
var generated: bool = _world_layout == WorldLayoutType.GENERATED
var custom: bool = generated and _seed_mode == SeedMode.CUSTOM
_set_neighbors(
_generated_button,
_generated_button,
_starter_button,
_generated_button,
_random_seed_button if generated else _start_button,
)
_set_neighbors(
_starter_button,
_generated_button,
_starter_button,
_starter_button,
_custom_seed_button if generated else _back_button,
)
_set_neighbors(
_random_seed_button,
_random_seed_button,
_custom_seed_button,
_generated_button,
_seed_edit if custom else _start_button,
)
_set_neighbors(
_custom_seed_button,
_random_seed_button,
_custom_seed_button,
_starter_button,
_seed_edit if custom else _back_button,
)
_set_neighbors(
_seed_edit,
_seed_edit,
_seed_edit,
_custom_seed_button,
_start_button,
)
var action_top: Control = (
_seed_edit
if custom
else _random_seed_button
if generated
else _generated_button
)
_set_neighbors(
_start_button,
_start_button,
_back_button,
action_top,
_start_button,
)
_set_neighbors(
_back_button,
_start_button,
_back_button,
action_top,
_back_button,
)
var traversal: Array[Control] = [
_generated_button,
_starter_button,
]
if generated:
traversal.append(_random_seed_button)
traversal.append(_custom_seed_button)
if custom:
traversal.append(_seed_edit)
traversal.append(_start_button)
traversal.append(_back_button)
ControllerFocusNavigationType.configure_traversal(traversal)
func _set_neighbors(
control: Control,
left: Control,
right: Control,
top: Control,
bottom: Control,
) -> void:
control.focus_neighbor_left = control.get_path_to(left)
control.focus_neighbor_right = control.get_path_to(right)
control.focus_neighbor_top = control.get_path_to(top)
control.focus_neighbor_bottom = control.get_path_to(bottom)

View file

@ -0,0 +1 @@
uid://d3iueu4gj6bwo

170
ui/new_game_setup_page.tscn Normal file
View file

@ -0,0 +1,170 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://ui/new_game_setup_page.gd" id="1_script"]
[ext_resource type="Theme" path="res://ui/game_theme.tres" id="2_theme"]
[node name="NewGameSetupPage" type="Control"]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme = ExtResource("2_theme")
script = ExtResource("1_script")
[node name="Paper" type="PanelContainer" parent="."]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -360.0
offset_top = -280.0
offset_right = 360.0
offset_bottom = 280.0
grow_horizontal = 2
grow_vertical = 2
[node name="Margin" type="MarginContainer" parent="Paper"]
layout_mode = 2
theme_override_constants/margin_left = 46
theme_override_constants/margin_top = 30
theme_override_constants/margin_right = 46
theme_override_constants/margin_bottom = 30
[node name="Layout" type="VBoxContainer" parent="Paper/Margin"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="Title" type="Label" parent="Paper/Margin/Layout"]
layout_mode = 2
theme_override_colors/font_color = Color(0.902, 0.969, 0.969, 1)
theme_override_font_sizes/font_size = 32
text = "new game"
horizontal_alignment = 1
[node name="Prompt" type="Label" parent="Paper/Margin/Layout"]
layout_mode = 2
theme_override_colors/font_color = Color(0.624, 0.812, 0.824, 1)
theme_override_font_sizes/font_size = 17
text = "choose where you want to begin"
horizontal_alignment = 1
[node name="WorldButtons" type="HBoxContainer" parent="Paper/Margin/Layout"]
layout_mode = 2
theme_override_constants/separation = 14
alignment = 1
[node name="GeneratedButton" type="Button" parent="Paper/Margin/Layout/WorldButtons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(230, 58)
layout_mode = 2
toggle_mode = true
text = "generate a world"
[node name="StarterButton" type="Button" parent="Paper/Margin/Layout/WorldButtons"]
unique_name_in_owner = true
custom_minimum_size = Vector2(230, 58)
layout_mode = 2
toggle_mode = true
text = "starter island"
[node name="WorldDescription" type="Label" parent="Paper/Margin/Layout"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 46)
layout_mode = 2
theme_override_colors/font_color = Color(0.902, 0.969, 0.969, 1)
theme_override_font_sizes/font_size = 16
horizontal_alignment = 1
vertical_alignment = 1
autowrap_mode = 2
[node name="SeedSection" type="VBoxContainer" parent="Paper/Margin/Layout"]
unique_name_in_owner = true
layout_mode = 2
theme_override_constants/separation = 8
[node name="SeedLabel" type="Label" parent="Paper/Margin/Layout/SeedSection"]
layout_mode = 2
theme_override_colors/font_color = Color(0.902, 0.969, 0.969, 1)
theme_override_font_sizes/font_size = 20
text = "world seed"
horizontal_alignment = 1
[node name="SeedModes" type="HBoxContainer" parent="Paper/Margin/Layout/SeedSection"]
layout_mode = 2
theme_override_constants/separation = 14
alignment = 1
[node name="RandomSeedButton" type="Button" parent="Paper/Margin/Layout/SeedSection/SeedModes"]
unique_name_in_owner = true
custom_minimum_size = Vector2(190, 48)
layout_mode = 2
toggle_mode = true
text = "random seed"
[node name="CustomSeedButton" type="Button" parent="Paper/Margin/Layout/SeedSection/SeedModes"]
unique_name_in_owner = true
custom_minimum_size = Vector2(190, 48)
layout_mode = 2
toggle_mode = true
text = "enter a seed"
[node name="SeedEdit" type="LineEdit" parent="Paper/Margin/Layout/SeedSection"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 46)
layout_mode = 2
theme_override_font_sizes/font_size = 20
placeholder_text = "number or words"
alignment = 1
max_length = 64
[node name="SeedHelp" type="Label" parent="Paper/Margin/Layout/SeedSection"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 28)
layout_mode = 2
theme_override_colors/font_color = Color(0.624, 0.812, 0.824, 1)
theme_override_font_sizes/font_size = 14
horizontal_alignment = 1
[node name="OverwriteWarning" type="Label" parent="Paper/Margin/Layout"]
unique_name_in_owner = true
layout_mode = 2
theme_override_colors/font_color = Color(1, 0.78, 0.62, 1)
theme_override_font_sizes/font_size = 15
text = "starting a new game replaces your existing progression."
horizontal_alignment = 1
[node name="Status" type="Label" parent="Paper/Margin/Layout"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 28)
layout_mode = 2
theme_override_colors/font_color = Color(1, 0.7, 0.65, 1)
theme_override_font_sizes/font_size = 14
horizontal_alignment = 1
[node name="Spacer" type="Control" parent="Paper/Margin/Layout"]
custom_minimum_size = Vector2(0, 4)
layout_mode = 2
size_flags_vertical = 3
[node name="Actions" type="HBoxContainer" parent="Paper/Margin/Layout"]
layout_mode = 2
theme_override_constants/separation = 14
alignment = 1
[node name="StartButton" type="Button" parent="Paper/Margin/Layout/Actions"]
unique_name_in_owner = true
custom_minimum_size = Vector2(190, 54)
layout_mode = 2
text = "start new game"
[node name="BackButton" type="Button" parent="Paper/Margin/Layout/Actions"]
unique_name_in_owner = true
custom_minimum_size = Vector2(150, 54)
layout_mode = 2
text = "back"

View file

@ -70,6 +70,10 @@ func setup(
_refresh()
func set_world_interaction(interaction: PlayerStorageInteraction) -> void:
_interaction = interaction
func open_storage() -> bool:
if (
visible

View file

@ -758,11 +758,15 @@ func _progression_import_file_selected(path: String) -> void:
dialog.ok_button_text = "import progression"
dialog.dialog_text = (
"this will replace the current progression after making a backup.\n\n"
+ "fish: %d\ndiscovered: %d\nworld seed: %d\n\n"
+ "fish: %d\ndiscovered: %d\nworld: %s\nworld seed: %d\n\n"
+ "identities, settings, friends, bans, and trusted servers are unchanged."
) % [
int(inspected.get("catch_count", 0)),
int(inspected.get("discovered_species_count", 0)),
WorldLayout.display_name(inspected.get(
"world_layout",
String(WorldLayout.GENERATED),
)),
int(inspected.get("world_seed", 0)),
]
dialog.confirmed.connect(_confirm_progression_import.bind(dialog))

View file

@ -26,6 +26,7 @@ const TitleCreditsPageType = preload("res://ui/title_credits_page.gd")
const NetworkSessionType = preload("res://network/network_session.gd")
const SavedServerStoreType = preload("res://network/saved_server_store.gd")
const JoinGamePageType = preload("res://ui/network/join_game_page.gd")
const NewGameSetupPageType = preload("res://ui/new_game_setup_page.gd")
const CurrencyPresentationType = preload(
"res://ui/currency_presentation.gd"
)
@ -94,14 +95,13 @@ const INTRO_BRANDING_TRAVEL_DURATION: float = 2.0
const INTRO_BRANDING_START_DELAY: float = 0.35
const HOST_CLUSTER_SAFE_MARGIN: float = 24.0
signal new_game_requested(world_seed: int)
signal new_game_requested(world_layout: StringName, world_seed: int)
signal continue_game_requested
signal quit_requested
signal join_game_requested(endpoint: String)
enum ConfirmationAction {
NONE,
NEW_GAME,
DELETE_SAVE,
}
@ -142,12 +142,12 @@ enum ConfirmationAction {
@onready var _start_prompt_center: CenterContainer = %StartPromptCenter
@onready var _start_prompt_label: Label = %StartPromptLabel
@onready var _join_game_page: JoinGamePageType = %JoinGamePage
@onready var _new_game_setup_page: NewGameSetupPageType = %NewGameSetupPage
@onready var _credits_page: TitleCreditsPageType = %CreditsPage
var _save_manager: SaveManagerType
var _settings_manager: SettingsManagerType
var _inspection: SaveInspectionType
var _pending_new_game_seed: int = PlayerSaveManager.DEFAULT_WORLD_SEED
var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE
var _action_in_progress: bool = false
var _decorative_rng := RandomNumberGenerator.new()
@ -210,6 +210,8 @@ func _ready() -> void:
)
_new_game_button.pressed.connect(_on_new_game_pressed)
_join_game_button.pressed.connect(_open_join_game)
_new_game_setup_page.start_requested.connect(_start_configured_new_game)
_new_game_setup_page.back_requested.connect(_close_new_game_setup)
_settings_button.pressed.connect(_open_settings)
_credits_button.pressed.connect(_open_credits)
_delete_button.pressed.connect(_on_delete_pressed)
@ -283,6 +285,7 @@ func reopen() -> void:
_reset_confirmation()
_settings_panel.hide()
_join_game_page.close_page()
_new_game_setup_page.close_page()
_credits_page.close_page()
_refresh_save_inspection()
show()
@ -311,6 +314,7 @@ func open_join_game_page(endpoint: String = "") -> void:
_settings_panel.hide()
_confirmation_page.hide_page()
_credits_page.close_page()
_new_game_setup_page.close_page()
_join_game_page.open_page(endpoint)
@ -326,6 +330,7 @@ func _open_join_game() -> void:
if (
_action_in_progress
or _is_confirmation_active()
or _new_game_setup_page.visible
or _credits_page.visible
):
return
@ -346,6 +351,7 @@ func _open_credits() -> void:
or _is_confirmation_active()
or _settings_panel.visible
or _join_game_page.visible
or _new_game_setup_page.visible
or _credits_page.visible
):
return
@ -583,6 +589,11 @@ func _input(event: InputEvent) -> void:
_join_game_page.request_back()
get_viewport().set_input_as_handled()
return
if _new_game_setup_page.visible:
if event.is_action_pressed("ui_cancel"):
_new_game_setup_page.request_back()
get_viewport().set_input_as_handled()
return
if (
_title_settings_transition_active
or _title_entry_transition_active
@ -629,6 +640,7 @@ func _handle_primary_menu_focus_input(event: InputEvent) -> bool:
not _button_center.visible
or _is_confirmation_active()
or _settings_panel.visible
or _new_game_setup_page.visible
or _credits_page.visible
):
return false
@ -1031,19 +1043,59 @@ func _on_new_game_pressed() -> void:
"the existing save cannot be accessed safely."
)
return
_pending_new_game_seed = PlayerSaveManager.roll_world_seed()
var warning := "start a new world?"
if _inspection.status != SaveInspectionType.Status.MISSING:
warning += " existing progression will be deleted."
warning += "\nworld seed: %d" % _pending_new_game_seed
_open_confirmation(
ConfirmationAction.NEW_GAME,
warning,
"start\nnew game",
true
_open_new_game_setup(
_inspection.status != SaveInspectionType.Status.MISSING
)
func _open_new_game_setup(has_existing_progression: bool) -> void:
_modal_restore_navigation_focus = _navigation_focus_active
_set_title_bubbles_interactive(false)
_release_primary_menu_focus()
_presentation_center.hide()
_start_prompt_center.hide()
_join_game_page.close_page()
_credits_page.close_page()
_new_game_setup_page.open_page(has_existing_progression)
func _close_new_game_setup() -> void:
_new_game_setup_page.close_page()
_presentation_center.show()
_button_center.show()
_start_prompt_center.hide()
_set_title_bubbles_interactive(true)
var restore_navigation_focus: bool = _modal_restore_navigation_focus
_modal_restore_navigation_focus = false
if restore_navigation_focus:
_navigation_focus_active = true
_new_game_button.grab_focus()
else:
_navigation_focus_active = false
_release_title_focus()
_update_continue_stats_visibility()
func _start_configured_new_game(
world_layout: StringName,
world_seed: int,
) -> void:
if _action_in_progress or not _new_game_setup_page.visible:
return
_new_game_setup_page.close_page()
_action_in_progress = true
new_game_requested.emit(world_layout, world_seed)
_action_in_progress = false
# Signal delivery is synchronous. A successful start hides this title screen;
# if it remains visible, restore the menu so a generation error is recoverable.
if visible:
_presentation_center.show()
_button_center.show()
_set_title_bubbles_interactive(true)
_navigation_focus_active = true
_new_game_button.grab_focus()
func _on_delete_pressed() -> void:
if (
_action_in_progress
@ -1071,14 +1123,6 @@ func _on_confirmation_accepted() -> void:
var action: ConfirmationAction = _confirmation_action
_confirmation_page.lock_interaction()
_action_in_progress = true
if action == ConfirmationAction.NEW_GAME:
_confirmation_action = ConfirmationAction.NONE
_confirmation_transition_generation += 1
_cancel_confirmation_transition()
_confirmation_page.hide_page()
new_game_requested.emit(_pending_new_game_seed)
_action_in_progress = false
return
if not _save_manager.delete_progression_save():
_feedback_label.text = _center_feedback_text(
"failed to delete saved progression."

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=23 format=3]
[gd_scene load_steps=24 format=3]
[ext_resource type="Script" path="res://ui/title_screen.gd" id="1_script"]
[ext_resource type="Theme" path="res://ui/game_theme.tres" id="2_theme"]
@ -19,6 +19,7 @@
[ext_resource type="Texture2D" path="res://ui/icons/main_menu/new_game.png" id="17_new_game"]
[ext_resource type="Texture2D" path="res://ui/icons/main_menu/credits.png" id="18_credits"]
[ext_resource type="Texture2D" path="res://ui/icons/main_menu/delete_save.png" id="19_delete_save"]
[ext_resource type="PackedScene" path="res://ui/new_game_setup_page.tscn" id="20_new_game_setup"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_title_water"]
shader = ExtResource("4_water_shader")
@ -486,3 +487,13 @@ anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="NewGameSetupPage" parent="ResponsiveTitleStage/TitlePresentationScaleRoot" instance=ExtResource("20_new_game_setup")]
unique_name_in_owner = true
z_index = 220
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

View file

@ -7,6 +7,13 @@ const FishingShopInteractionType = preload(
const PlayerStorageInteractionType = preload(
"res://world/player_storage_interaction.gd"
)
const WorldLayoutType = preload("res://world/world_layout.gd")
const GENERATED_REGION_SCENE: PackedScene = preload(
"res://world/generation/generated_world_region.tscn"
)
const STARTER_ISLAND_REGION_SCENE: PackedScene = preload(
"res://world/regions/starter_island_region.tscn"
)
@onready var _regions_root: Node3D = $Regions
@onready var _active_region: WorldRegion = _find_active_region()
@ -16,20 +23,25 @@ const PlayerStorageInteractionType = preload(
@onready var _world_environment: WorldEnvironment = $Environment/WorldEnvironment
@onready var _sun: DirectionalLight3D = $Environment/Sun
var _world_layout: StringName = WorldLayoutType.GENERATED
var _world_seed: int = PlayerSaveManager.DEFAULT_WORLD_SEED
var _light_performance_profile: bool = false
func get_player_water_triggers() -> Array[PlayerWaterTrigger]:
var triggers: Array[PlayerWaterTrigger] = []
for region: WorldRegion in _get_regions():
triggers.append_array(region.get_water_recovery_triggers())
if _active_region != null:
triggers.append_array(_active_region.get_water_recovery_triggers())
triggers.append(_below_world_failsafe)
return triggers
func get_safe_respawn_points() -> Array[SafeRespawnPoint]:
var points: Array[SafeRespawnPoint] = []
for region: WorldRegion in _get_regions():
points.append_array(region.get_safe_respawn_points())
return points
return (
_active_region.get_safe_respawn_points()
if _active_region != null
else []
)
func get_fishing_shop() -> FishingShopInteractionType:
@ -53,14 +65,17 @@ func get_sun() -> DirectionalLight3D:
func set_light_performance_profile(enabled: bool) -> void:
_light_performance_profile = enabled
if _active_region != null:
_active_region.set_light_performance_profile(enabled)
func get_fishable_water_regions() -> Array[FishableWaterRegion]:
var waters: Array[FishableWaterRegion] = []
for region: WorldRegion in _get_regions():
waters.append_array(region.get_fishable_water_regions())
return waters
return (
_active_region.get_fishable_water_regions()
if _active_region != null
else []
)
func get_saltwater_shoreline_mesh() -> MeshInstance3D:
@ -77,26 +92,44 @@ func get_spawn_surface_triangles(
)
func generate_world(seed: int) -> bool:
if _active_region == null or not _active_region.has_method("generate_world"):
func activate_world(layout: StringName, seed: int) -> bool:
if (
not WorldLayoutType.is_valid(layout)
or seed <= 0
or seed > PlayerSaveManager.MAX_WORLD_SEED
):
return false
if _active_region == null or _active_region.region_id != layout:
if not _replace_active_region(layout, seed):
return false
_world_layout = layout
_world_seed = seed
if layout == WorldLayoutType.GENERATED:
if not _active_region.has_method("generate_world"):
return false
if not bool(_active_region.call("generate_world", seed)):
return false
var generated: bool = bool(_active_region.call("generate_world", seed))
if generated:
_configure_world_coverage()
return generated
return true
func generate_world(seed: int) -> bool:
return activate_world(WorldLayoutType.GENERATED, seed)
func get_world_layout() -> StringName:
return _world_layout
func get_generation_seed() -> int:
if _active_region != null and _active_region.has_method("get_generation_seed"):
return int(_active_region.call("get_generation_seed"))
return PlayerSaveManager.DEFAULT_WORLD_SEED
return _world_seed
func get_diggable_area_triangles(
area_id: StringName,
) -> Array[PackedVector3Array]:
for region: WorldRegion in _get_regions():
var area: DiggableArea3D = region.get_diggable_area(area_id)
if _active_region != null:
var area: DiggableArea3D = _active_region.get_diggable_area(area_id)
if area != null:
return area.get_surface_triangles()
return []
@ -105,25 +138,18 @@ func get_diggable_area_triangles(
func get_gatherable_spawn_positions(
anchor_set_id: StringName,
) -> PackedVector3Array:
for region: WorldRegion in _get_regions():
if _active_region != null:
var anchor_set: GatherableAnchorSet3D = (
region.get_gatherable_anchor_set(anchor_set_id)
_active_region.get_gatherable_anchor_set(anchor_set_id)
)
if anchor_set != null:
return anchor_set.get_spawn_positions()
return PackedVector3Array()
func _get_regions() -> Array[WorldRegion]:
var regions: Array[WorldRegion] = []
for child: Node in _regions_root.get_children():
var region: WorldRegion = child as WorldRegion
if region != null:
regions.append(region)
return regions
func _ready() -> void:
if _active_region != null:
_world_layout = _active_region.region_id
_configure_world_coverage()
@ -135,6 +161,26 @@ func _find_active_region() -> WorldRegion:
return null
func _replace_active_region(layout: StringName, seed: int) -> bool:
var region_scene: PackedScene = (
GENERATED_REGION_SCENE
if layout == WorldLayoutType.GENERATED
else STARTER_ISLAND_REGION_SCENE
)
var replacement := region_scene.instantiate() as WorldRegion
if replacement == null:
return false
if layout == WorldLayoutType.GENERATED:
replacement.set("initial_seed", seed)
if _active_region != null:
_regions_root.remove_child(_active_region)
_active_region.free()
_active_region = replacement
_regions_root.add_child(_active_region)
_active_region.set_light_performance_profile(_light_performance_profile)
return true
func _configure_world_coverage() -> void:
if _active_region == null:
return

29
world/world_layout.gd Normal file
View file

@ -0,0 +1,29 @@
class_name WorldLayout
extends RefCounted
const GENERATED: StringName = &"generated_world"
const STARTER_ISLAND: StringName = &"starter_island"
static func is_valid(value: Variant) -> bool:
if typeof(value) not in [TYPE_STRING, TYPE_STRING_NAME]:
return false
var layout := StringName(str(value).strip_edges())
return layout in [GENERATED, STARTER_ISLAND]
static func normalized(
value: Variant,
fallback: StringName = GENERATED,
) -> StringName:
if not is_valid(value):
return fallback
return StringName(str(value).strip_edges())
static func display_name(value: Variant) -> String:
match normalized(value):
STARTER_ISLAND:
return "starter island"
_:
return "generated world"

View file

@ -0,0 +1 @@
uid://bi2fydywih4lv