Add gathering, unified inventory, and real-time world

This commit is contained in:
Alexander Sellite 2026-08-18 18:19:36 -04:00
parent 173371e6fc
commit fa57edca83
113 changed files with 6700 additions and 1307 deletions

View file

@ -563,10 +563,10 @@ func _unhandled_input(event: InputEvent) -> void:
get_viewport().set_input_as_handled()
return
if (
_is_cooler_full()
_is_inventory_full()
):
status_changed.emit(
"cooler full. sell fish before casting again."
"inventory full. store or sell something before casting."
)
get_viewport().set_input_as_handled()
return
@ -710,17 +710,15 @@ func _get_active_rod() -> FishingRodDataType:
return _get_active_item() as FishingRodDataType
func _is_cooler_full() -> bool:
func _is_inventory_full() -> bool:
return (
_cooler_capacity != null
and _local_inventory != null
and _local_inventory.get_all_catches().size()
>= _cooler_capacity.get_capacity()
_local_inventory != null
and not _local_inventory.can_accept_catch()
)
func _on_cooler_availability_changed() -> void:
if state == FishingState.READY and not _is_cooler_full():
if state == FishingState.READY and not _is_inventory_full():
refresh_active_item_status()
@ -1644,7 +1642,7 @@ func _build_network_evidence() -> Dictionary:
"bite_multiplier": 1.0,
"rarity_multipliers": rarity_multipliers,
"discovered_fish_ids": discovered_ids,
"capacity_available": not _is_cooler_full(),
"capacity_available": not _is_inventory_full(),
}