Files
tactical-shooter/client/characters/weapon/buy_menu.gd
T
shawn 6a08487c4c 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.
2026-07-01 20:31:25 -04:00

446 lines
16 KiB
GDScript

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