t_p2_buy: add buy menu and economy system
Creates the full buy/economy subsystem for a tactical FPS: - EconomyManager (server/scripts/economy/economy_manager.gd): per-player money tracking with starting 00, kill/round/objective rewards, spending validation, escalating loss bonuses, and money_changed signal. - BuyMenuHandler (server/scripts/economy/buy_menu_handler.gd): server-side RPC validation of purchase requests — checks weapon validity, buy-zone membership (scans BuyZone nodes in scene tree), affordability, then deducts money and grants weapon via WeaponServer.give_weapon(). - BuyMenu (client/characters/weapon/buy_menu.gd): client-side Control UI with styled panel, money display, weapon grid (name/cost/stats), numeric key (1-4) and mouse-click purchase, server-driven affordability, and auto-close after purchase. - GameServer integration: creates EconomyManager + BuyMenuHandler in _ready(), registers players for economy on spawn, awards kill rewards via DamageProcessor.player_killed signal, and unregisters on despawn. Economy rules: win=+,250, loss=,900 (+00/streak, cap ,900), kill=+00, bomb_plant/defuse=+00. Weapon costs: pistol=00, smg=,200, rifle=,700, shotgun=,900.
This commit is contained in:
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## BuyMenu — Client-side buy menu UI for weapon and equipment purchases.
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##
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## Displays a grid of purchasable weapons with name, cost, and key stats.
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## Highlights weapons the player can afford, shows current money at the top,
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## and supports both keyboard (numeric keys) and mouse-click selection.
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##
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## Opens during the PREP (buy) phase when the player is inside a buy zone.
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## Automatically closes when the buy phase ends or the player leaves the zone.
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##
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## Usage (add as child of the player's UI root or HUD):
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## var buy_menu = preload("res://client/characters/weapon/buy_menu.gd").new()
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## add_child(buy_menu)
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##
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## # Show it
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## buy_menu.open()
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## buy_menu.populate(affordable_weapons_list, current_money)
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##
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## Signals:
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## buy_menu_opened()
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## buy_menu_closed()
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## purchase_completed(weapon_id)
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## purchase_failed(reason: String)
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##
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class_name BuyMenu
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extends Control
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted when the buy menu opens.
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signal buy_menu_opened()
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## Emitted when the buy menu closes.
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signal buy_menu_closed()
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## Emitted when a purchase is confirmed by the server.
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signal purchase_completed(weapon_id: String)
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## Emitted when a purchase is denied by the server.
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signal purchase_failed(reason: String)
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# ---------------------------------------------------------------------------
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# Exports — Layout
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# ---------------------------------------------------------------------------
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## Background panel colour.
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@export var panel_color: Color = Color(0.1, 0.1, 0.15, 0.92)
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## Accent colour for headers and affordable items.
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@export var accent_color: Color = Color(0.2, 0.7, 0.3, 1.0)
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## Colour for items the player cannot afford.
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@export var unaffordable_color: Color = Color(0.5, 0.5, 0.5, 1.0)
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## Text colour.
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@export var text_color: Color = Color(0.95, 0.95, 0.95, 1.0)
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## Key binding for opening the buy menu (default: B).
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@export var open_key: Key = KEY_B
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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## Reference to the BuyMenuHandler on the server (for sending RPCs).
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## Injected by the UI manager or found at runtime.
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var buy_menu_handler_path: NodePath = NodePath()
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var _is_open: bool = false
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var _weapon_buttons: Array[Button] = []
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var _populated: bool = false
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# ---------------------------------------------------------------------------
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# UI Nodes (built in _build_ui)
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# ---------------------------------------------------------------------------
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var _panel: Panel = null
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var _money_label: Label = null
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var _title_label: Label = null
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var _weapon_container: Container = null
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var _close_button: Button = null
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var _status_label: Label = null
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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_build_ui()
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visible = false
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# Listen for server purchase confirmations / denials
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# The BuyMenuHandler sends RPCs that land on this node.
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# We connect to them via the multiplayer API — they're named to match
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# the RPC names defined in BuyMenuHandler.
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# Connect input for toggle key
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set_process_input(true)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("buy_menu") or (
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event is InputEventKey and
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event.keycode == open_key and
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event.pressed and
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not event.echo
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):
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if _is_open:
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close()
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else:
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open()
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accept_event()
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# ---------------------------------------------------------------------------
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# UI Construction
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# ---------------------------------------------------------------------------
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func _build_ui() -> void:
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# Main panel — centred, sized to fit content
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_panel = Panel.new()
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_panel.anchor_left = 0.15
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_panel.anchor_right = 0.85
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_panel.anchor_top = 0.1
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_panel.anchor_bottom = 0.9
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_panel.mouse_filter = Control.MOUSE_FILTER_PASS
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add_child(_panel)
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# Panel background style
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var style := StyleBoxFlat.new()
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style.bg_color = panel_color
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style.corner_radius_top_left = 8
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style.corner_radius_top_right = 8
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style.corner_radius_bottom_left = 8
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style.corner_radius_bottom_right = 8
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_panel.add_theme_stylebox_override("panel", style)
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# Vertical layout inside the panel
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var vbox := VBoxContainer.new()
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vbox.anchor_left = 0.0
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vbox.anchor_right = 1.0
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vbox.anchor_top = 0.0
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vbox.anchor_bottom = 1.0
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vbox.add_theme_constant_override("separation", 12)
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_panel.add_child(vbox)
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# ── Title ──
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_title_label = Label.new()
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_title_label.text = "BUY MENU"
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_title_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_title_label.add_theme_font_size_override("font_size", 24)
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_title_label.add_theme_color_override("font_color", accent_color)
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vbox.add_child(_title_label)
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# ── Money display ──
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_money_label = Label.new()
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_money_label.text = "$0"
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_money_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_money_label.add_theme_font_size_override("font_size", 20)
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_money_label.add_theme_color_override("font_color", text_color)
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vbox.add_child(_money_label)
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# ── Weapon grid ──
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_weapon_container = GridContainer.new()
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_weapon_container.columns = 2
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_weapon_container.add_theme_constant_override("h_separation", 16)
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_weapon_container.add_theme_constant_override("v_separation", 8)
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_weapon_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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_weapon_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
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vbox.add_child(_weapon_container)
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# ── Status / feedback line ──
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_status_label = Label.new()
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_status_label.text = ""
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_status_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_status_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.2, 1.0))
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_status_label.add_theme_font_size_override("font_size", 14)
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vbox.add_child(_status_label)
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# ── Close hint ──
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var close_hint := Label.new()
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close_hint.text = "Press B or ESC to close | Click or press 1-4 to buy"
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close_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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close_hint.add_theme_font_size_override("font_size", 11)
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close_hint.add_theme_color_override("font_color", Color(0.6, 0.6, 0.6, 1.0))
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vbox.add_child(close_hint)
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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## Open and populate the buy menu.
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func open() -> void:
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if _is_open:
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return
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_is_open = true
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visible = true
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_populated = false
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_clear_weapons()
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_status_label.text = ""
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# Request affordable weapons from the server via an RPC call
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# (The server pushes the data back via RPC response.)
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_request_menu_data()
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buy_menu_opened.emit()
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## Close the buy menu.
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func close() -> void:
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if not _is_open:
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return
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_is_open = false
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visible = false
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buy_menu_closed.emit()
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## Returns true if the menu is currently open.
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func is_open() -> bool:
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return _is_open
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## Update the displayed money amount.
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func set_money(amount: int) -> void:
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_money_label.text = "$%d" % amount
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## Populate the weapon grid with purchasable items.
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## `weapons` is an Array[Dictionary] with keys:
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## weapon_id, display_name, cost, damage, fire_rate, mag_size
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## `current_money` is the player's balance.
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func populate(weapons: Array[Dictionary], current_money: int) -> void:
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_clear_weapons()
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_populated = false
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set_money(current_money)
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var index: int = 1
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for w in weapons:
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var affordable: bool = (current_money >= w.get("cost", 0))
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_add_weapon_button(index, w, affordable)
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index += 1
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_populated = true
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## Show a temporary status message in the menu.
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func show_status(message: String, duration: float = 3.0) -> void:
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_status_label.text = message
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if duration > 0:
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get_tree().create_timer(duration).timeout.connect(func():
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if is_instance_valid(_status_label) and _status_label.text == message:
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_status_label.text = ""
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)
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# ---------------------------------------------------------------------------
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# Internal: weapon button creation
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# ---------------------------------------------------------------------------
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func _add_weapon_button(index: int, data: Dictionary, affordable: bool) -> void:
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var weapon_id: String = data.get("weapon_id", "")
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var display_name: String = data.get("display_name", weapon_id)
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var cost: int = data.get("cost", 0)
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var damage: float = data.get("damage", 0.0)
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var fire_rate: float = data.get("fire_rate", 0.0)
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var mag_size: int = data.get("mag_size", 0)
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# Build the weapon card as a styled Button
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var btn := Button.new()
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btn.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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btn.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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btn.custom_minimum_size = Vector2(240, 80)
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# Text: name + cost on first line, stats on second
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var stats_line: String = "%.0f dmg | %.1f rps | %d rds" % [damage, fire_rate, mag_size]
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btn.text = "[%d] %s — $%d\n%s" % [index, display_name, cost, stats_line]
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btn.flat = false
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btn.tooltip_text = "%s — $%d\nDamage: %.0f\nFire Rate: %.1f Hz\nMagazine: %d rounds" % [
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display_name, cost, damage, fire_rate, mag_size
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]
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# Style
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var fg_color: Color = accent_color if affordable else unaffordable_color
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btn.add_theme_color_override("font_color", fg_color)
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btn.add_theme_color_override("font_hover_color", text_color)
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btn.add_theme_color_override("font_pressed_color", Color.WHITE)
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btn.add_theme_font_size_override("font_size", 14)
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if not affordable:
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btn.disabled = true
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btn.pressed.connect(_on_weapon_button_pressed.bind(weapon_id, cost, btn))
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_weapon_container.add_child(btn)
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_weapon_buttons.append(btn)
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func _clear_weapons() -> void:
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for child in _weapon_buttons:
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if is_instance_valid(child):
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child.queue_free()
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_weapon_buttons.clear()
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_populated = false
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# ---------------------------------------------------------------------------
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# Internal: purchase flow
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# ---------------------------------------------------------------------------
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func _on_weapon_button_pressed(weapon_id: String, cost: int, _button: Button) -> void:
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_request_purchase(weapon_id)
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## Send a purchase request RPC to the server.
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func _request_purchase(weapon_id: String) -> void:
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_status_label.text = "Purchasing %s..." % weapon_id
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# Find the BuyMenuHandler and call its buy_request RPC.
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# The handler is typically a child of GameServer.
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if multiplayer.is_server():
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# Listen server / standalone — call directly
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_call_buy_handler(weapon_id)
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else:
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# Dedicated client — send RPC
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_call_buy_handler_rpc(weapon_id)
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func _call_buy_handler(_weapon_id: String) -> void:
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# On a listen server, the handler is local
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var handler: BuyMenuHandler = _find_buy_handler()
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if handler:
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handler.buy_request.rpc(_weapon_id)
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func _call_buy_handler_rpc(weapon_id: String) -> void:
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# Find the handler path and send the RPC
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var handler_path: NodePath = buy_menu_handler_path
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if handler_path.is_empty():
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# Try to find it dynamically
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handler_path = "/root/GameServer/BuyMenuHandler"
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var node: Node = get_node_or_null(handler_path) if not handler_path.is_empty() else null
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if node and node.has_method(&"buy_request"):
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node.buy_request.rpc(weapon_id)
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else:
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# Fallback: call directly on the handler node path
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rpc_id(1, "_remote_buy_request", weapon_id)
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## Fallback: send buy request to server's handler.
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@rpc("any_peer", "call_remote", "reliable")
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func _remote_buy_request(weapon_id: String) -> void:
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if not multiplayer.is_server():
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return
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var handler: BuyMenuHandler = _find_buy_handler()
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if handler:
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var sender: int = multiplayer.get_remote_sender_id()
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handler.call_deferred("_process_buy_request", sender, weapon_id)
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func _find_buy_handler() -> BuyMenuHandler:
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# Try common locations
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var game_server: Node = get_node_or_null("/root/GameServer")
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if game_server:
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for child in game_server.get_children():
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if child is BuyMenuHandler:
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return child
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return null
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# ---------------------------------------------------------------------------
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# RPC handlers — called by BuyMenuHandler (server → client)
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# ---------------------------------------------------------------------------
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## Called by the server when a purchase succeeds.
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@rpc("authority", "call_remote", "reliable")
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func _on_buy_confirmed(weapon_id: String, cost: int) -> void:
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show_status("Purchased %s for $%d" % [weapon_id, cost], 2.0)
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purchase_completed.emit(weapon_id)
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# Close after a brief delay so the player sees the confirmation
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get_tree().create_timer(0.6).timeout.connect(close)
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## Called by the server when a purchase is denied.
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@rpc("authority", "call_remote", "reliable")
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func _on_buy_denied(reason: String) -> void:
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show_status("Purchase failed: %s" % reason, 3.0)
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purchase_failed.emit(reason)
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# ---------------------------------------------------------------------------
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# Request affordable weapon data from the server
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# ---------------------------------------------------------------------------
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func _request_menu_data() -> void:
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# For now, the client populates from the weapon definitions directly,
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# filtering by what the server says is affordable.
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# In a more advanced version, the server sends the curated list.
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#
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# Since we don't know the player's money on the client, we send an
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# RPC to the server to get the affordable list. But for simplicity,
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# we populate all weapons and let the server deny if unaffordable.
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#
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# The server pushes the affordable list back via get_affordable_weapons().
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# For now, just show all weapons — the server will reject unaffordable ones.
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# Try to fetch from server
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if multiplayer.is_server():
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_populate_from_local(player_id())
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else:
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_request_affordable_weapons.rpc_id(1)
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## Get the player's peer ID.
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func player_id() -> int:
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return multiplayer.get_unique_id()
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## Client → Server: request affordable weapon list.
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@rpc("any_peer", "call_remote", "reliable")
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func _request_affordable_weapons() -> void:
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if not multiplayer.is_server():
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return
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var sender: int = multiplayer.get_remote_sender_id()
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var handler: BuyMenuHandler = _find_buy_handler()
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if handler:
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var weapons: Array[Dictionary] = handler.get_affordable_weapons(sender)
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var money: int = handler.get_player_money(sender)
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_send_menu_data.rpc_id(sender, weapons, money)
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## Server → Client: send affordable weapon list and money.
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@rpc("authority", "call_remote", "reliable")
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func _send_menu_data(weapons: Array[Dictionary], current_money: int) -> void:
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populate(weapons, current_money)
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func _populate_from_local(pid: int) -> void:
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var handler: BuyMenuHandler = _find_buy_handler()
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if handler:
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var weapons: Array[Dictionary] = handler.get_affordable_weapons(pid)
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var money: int = handler.get_player_money(pid)
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populate(weapons, money)
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# ---------------------------------------------------------------------------
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# Input helpers
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# ---------------------------------------------------------------------------
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func _unhandled_key_input(event: InputEventKey) -> void:
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if not _is_open or not _populated:
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return
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# Numeric keys 1-4 to buy
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var key: Key = event.keycode
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var index: int = -1
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match key:
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KEY_1, KEY_KP_1: index = 0
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KEY_2, KEY_KP_2: index = 1
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KEY_3, KEY_KP_3: index = 2
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KEY_4, KEY_KP_4: index = 3
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if index >= 0 and index < _weapon_buttons.size():
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var btn: Button = _weapon_buttons[index]
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if btn and not btn.disabled and event.pressed:
|
||||
btn.emit_signal("pressed")
|
||||
accept_event()
|
||||
|
||||
# ESC to close
|
||||
if event.keycode == KEY_ESCAPE and event.pressed:
|
||||
close()
|
||||
accept_event()
|
||||
Reference in New Issue
Block a user