Fix fishing and chat interaction regressions
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parent
66ae8c8be7
commit
e4ddf4e5a6
11 changed files with 256 additions and 43 deletions
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@ -35,10 +35,17 @@ func _run() -> void:
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var fishing_status := game_ui.get_node("%StatusLabel") as Label
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var fishing_panel := game_ui.get_node("%FishingPanel") as PanelContainer
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var player := main.get("_player") as Player
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var item_catalog := main.get("item_catalog") as ItemCatalog
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assert(session.is_host())
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assert(not session.is_open_host())
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assert(service != null and fishing_spot != null and player != null)
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assert(player.hotbar.get_selected_item_id() == &"basic_fishing_rod")
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var worms: ItemData = item_catalog.get_item_by_id(&"worms")
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assert(worms != null)
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if player.bag.get_quantity(&"worms") == 0:
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assert(player.bag.add_item(&"worms", 2))
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assert(player.equip_bait(worms))
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var bait_quantity_before: int = player.bag.get_quantity(&"worms")
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var fresh_root := main.get_node(
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"TestWorld/Regions/GeneratedWorldRegion/WaterBodies/FreshWaterBodies"
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) as Node3D
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@ -90,6 +97,7 @@ func _run() -> void:
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await process_frame
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assert(fishing_spot.state == FishingSpotType.FishingState.WAITING_FOR_BITE)
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assert(service.has_local_attempt())
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assert(player.bag.get_quantity(&"worms") == bait_quantity_before)
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assert(fishing_status.text.is_empty())
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assert(not fishing_status.visible)
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assert(not fishing_panel.visible)
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@ -124,6 +132,7 @@ func _run() -> void:
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assert(fishing_spot.state == FishingSpotType.FishingState.READY)
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assert(player.is_movement_enabled())
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assert(not bobber.visible)
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assert(player.bag.get_quantity(&"worms") == bait_quantity_before)
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# A private host rolls and retains the authoritative catch before the fight
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# so its quality selects the barrier band clients receive in snapshots.
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@ -141,9 +150,11 @@ func _run() -> void:
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attempts = service.get("_attempts")
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attempt = attempts.get(session.get_local_peer_id())
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assert(attempt != null)
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assert(player.bag.get_quantity(&"worms") == bait_quantity_before)
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service.call("_start_bite", attempt)
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await process_frame
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assert(attempt.phase == NetworkFishingAttempt.Phase.FIGHTING)
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assert(player.bag.get_quantity(&"worms") == bait_quantity_before - 1)
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var catalog: FishPool = main.get("fish_catalog") as FishPool
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assert(catalog != null)
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var fish: FishData = catalog.get_fish_by_id(attempt.fish_id)
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@ -218,6 +229,29 @@ func _run() -> void:
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assert(fishing_spot.can_change_hotbar_selection())
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assert(fishing_spot.can_open_fishing_shop())
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# Escape can put the rod into RETURNING immediately before deep-water
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# recovery begins. Recovery must finish that return before snapshotting its
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# movement state, otherwise the respawn restores a permanent cast lock.
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var water_recovery := main.get_node("%WaterRecovery") as WaterRecoveryController
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assert(water_recovery != null)
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var pause_menu: PauseMenu = game_ui.get_pause_menu()
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pause_menu.open_menu()
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assert(pause_menu.visible)
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player.set_movement_enabled(false)
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fishing_spot.set("_active_player", player)
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fishing_spot.state = FishingSpotType.FishingState.RETURNING
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water_recovery.call(
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"_on_recovery_requested",
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player,
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player.global_position.y,
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)
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assert(fishing_spot.state == FishingSpotType.FishingState.READY)
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assert(bool(water_recovery.get("_prior_movement_enabled")))
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assert(bool(water_recovery.get("_prior_camera_input_enabled")))
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assert(not pause_menu.visible)
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water_recovery.call("_finish_recovery")
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assert(player.is_movement_enabled())
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print("Fishing authority validation: PASS")
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session.disconnect_session("")
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main.queue_free()
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