extends Panel #获取玩家要操作的地块序号 var selected_lot_index = 0 #预添加常用的面板 @onready var main_game = get_node("/root/main") @onready var land_panel = get_node("/root/main/UI/LandPanel") @onready var crop_store_panel = get_node("/root/main/UI/PlayerBagPanel") @onready var player_ranking_panel = get_node("/root/main/UI/PlayerRankingPanel") @onready var player_bag_panel = get_node("/root/main/UI/PlayerBagPanel") @onready var network_manager = get_node("/root/main/UI/TCPNetworkManager") @onready var quit_button :Button = $Quit_Button @onready var dig_button: Button = $Grid/Dig_Button @onready var water_button: Button = $Grid/Water_Button @onready var fertilize_button: Button = $Grid/Fertilize_Button @onready var upgrade_button: Button = $Grid/Upgrade_Button @onready var plant_button: Button = $Grid/Plant_Button @onready var remove_button: Button = $Grid/Remove_Button @onready var harvest_button: Button = $Grid/Harvest_Button func _ready(): self.hide() quit_button.pressed.connect(self._on_quit_button_pressed) dig_button.pressed.connect(self._on_dig_button_pressed) water_button.pressed.connect(self._on_water_button_pressed) fertilize_button.pressed.connect(self._on_fertilize_button_pressed) upgrade_button.pressed.connect(self._on_upgrade_button_pressed) plant_button.pressed.connect(self._on_plant_button_pressed) remove_button.pressed.connect(self._on_remove_button_pressed) harvest_button.pressed.connect(self._on_harvest_button_pressed) # 显示浇水、施肥、升级按钮 water_button.visible = true fertilize_button.visible = true upgrade_button.visible = true _update_button_texts() # 显示面板时更新按钮状态 func show_panel(): self.show() _update_button_texts() _update_button_availability() # 更新按钮可用性 func _update_button_availability(): if main_game.is_visiting_mode: # 访问模式下禁用一些按钮 dig_button.hide() remove_button.hide() upgrade_button.hide() plant_button.hide() # 启用允许的按钮 water_button.show() fertilize_button.show() harvest_button.show() else: # 自己农场模式下启用所有按钮 dig_button.show() remove_button.show() upgrade_button.show() plant_button.show() water_button.show() fertilize_button.show() harvest_button.show() # 更新按钮文本 func _update_button_texts(): # 根据是否访问模式显示不同的按钮文本 if main_game.is_visiting_mode: water_button.text = "帮助浇水"+"\n¥50" fertilize_button.text = "帮助施肥"+"\n¥150" harvest_button.text = "偷菜" else: dig_button.text = "开垦"+"\n¥"+str(main_game.dig_money) remove_button.text = "铲除"+"\n¥500" water_button.text = "浇水"+"\n¥50" fertilize_button.text = "施肥"+"\n¥150" # 升级按钮动态显示 _update_upgrade_button_text() harvest_button.text = "收获" # 更新升级按钮文本 func _update_upgrade_button_text(): if not main_game or not main_game.farm_lots: upgrade_button.text = "升级\n¥1000" return if selected_lot_index >= 0 and selected_lot_index < main_game.farm_lots.size(): var lot = main_game.farm_lots[selected_lot_index] var current_level = int(lot.get("土地等级", 0)) # 确保是整数 var upgrade_config = { 0: {"cost": 1000, "name": "黄土地"}, 1: {"cost": 2000, "name": "红土地"}, 2: {"cost": 4000, "name": "紫土地"}, 3: {"cost": 8000, "name": "黑土地"} } if current_level >= 4: upgrade_button.text = "已满级" elif upgrade_config.has(current_level): var config = upgrade_config[current_level] upgrade_button.text = "升级到\n" + config["name"] + "\n¥" + str(config["cost"]) else: upgrade_button.text = "等级异常\n" + str(current_level) else: upgrade_button.text = "选择地块" #开垦 func _on_dig_button_pressed(): # 检查是否处于访问模式 if main_game.is_visiting_mode: Toast.show("访问模式下无法开垦土地", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查玩家金钱是否足够 var dig_cost = main_game.dig_money if main_game.money < dig_cost: Toast.show("金钱不足,开垦土地需要 " + str(dig_cost) + " 金钱", Color.RED, 2.0, 1.0) self.hide() return # 检查地块是否已经开垦 var lot = main_game.farm_lots[selected_lot_index] if lot.get("is_diged", false): Toast.show("此地块已经开垦过了", Color.ORANGE, 2.0, 1.0) self.hide() return # 发送开垦土地请求到服务器 if network_manager and network_manager.is_connected_to_server(): if network_manager.sendDigGround(selected_lot_index): self.hide() else: Toast.show("发送开垦请求失败", Color.RED, 2.0, 1.0) self.hide() else: Toast.show("网络未连接,无法开垦土地", Color.RED, 2.0, 1.0) self.hide() #浇水 func _on_water_button_pressed(): # 检查玩家金钱是否足够(无论是否访问模式都检查自己的钱) var water_cost = 50 var my_money = main_game.money # 如果是访问模式,需要检查自己的原始金钱数据 if main_game.is_visiting_mode: my_money = main_game.original_player_data.get("money", 0) if my_money < water_cost: var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水" Toast.show("金钱不足," + action_text + "需要 " + str(water_cost) + " 金钱", Color.RED, 2.0, 1.0) self.hide() return # 检查地块状态 var lot = main_game.farm_lots[selected_lot_index] if not lot.get("is_planted", false) or lot.get("crop_type", "") == "": Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查作物是否已死亡 if lot.get("is_dead", false): Toast.show("死亡的作物无法浇水", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查是否已经成熟 if lot.get("grow_time", 0) >= lot.get("max_grow_time", 1): Toast.show("作物已经成熟,无需浇水", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查是否已经浇过水 var current_time = Time.get_unix_time_from_system() var last_water_time = lot.get("浇水时间", 0) var water_cooldown = 3600 # 1小时冷却时间 if current_time - last_water_time < water_cooldown: var remaining_time = water_cooldown - (current_time - last_water_time) var remaining_minutes = int(remaining_time / 60) var remaining_seconds = int(remaining_time) % 60 Toast.show("浇水冷却中,还需等待 " + str(remaining_minutes) + " 分钟 " + str(remaining_seconds) + " 秒", Color.ORANGE, 2.0, 1.0) self.hide() return # 发送浇水请求到服务器 var target_username = "" if main_game.is_visiting_mode: target_username = main_game.visited_player_data.get("user_name", "") if network_manager and network_manager.is_connected_to_server(): if network_manager.sendWaterCrop(selected_lot_index, target_username): self.hide() else: Toast.show("发送浇水请求失败", Color.RED, 2.0, 1.0) self.hide() else: var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水" Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0) self.hide() #施肥 func _on_fertilize_button_pressed(): # 检查玩家金钱是否足够(无论是否访问模式都检查自己的钱) var fertilize_cost = 150 var my_money = main_game.money # 如果是访问模式,需要检查自己的原始金钱数据 if main_game.is_visiting_mode: my_money = main_game.original_player_data.get("money", 0) if my_money < fertilize_cost: var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥" Toast.show("金钱不足," + action_text + "需要 " + str(fertilize_cost) + " 金钱", Color.RED, 2.0, 1.0) self.hide() return # 检查地块状态 var lot = main_game.farm_lots[selected_lot_index] if not lot.get("is_planted", false) or lot.get("crop_type", "") == "": Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查作物是否已死亡 if lot.get("is_dead", false): Toast.show("死亡的作物无法施肥", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查是否已经成熟 if lot.get("grow_time", 0) >= lot.get("max_grow_time", 1): Toast.show("作物已经成熟,无需施肥", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查是否已经施过肥 if lot.get("已施肥", false): Toast.show("此作物已经施过肥了", Color.ORANGE, 2.0, 1.0) self.hide() return # 发送施肥请求到服务器 var target_username = "" if main_game.is_visiting_mode: target_username = main_game.visited_player_data.get("user_name", "") if network_manager and network_manager.is_connected_to_server(): if network_manager.sendFertilizeCrop(selected_lot_index, target_username): self.hide() else: Toast.show("发送施肥请求失败", Color.RED, 2.0, 1.0) self.hide() else: var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥" Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0) self.hide() #升级 func _on_upgrade_button_pressed(): # 检查是否处于访问模式 if main_game.is_visiting_mode: Toast.show("访问模式下无法升级", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查地块索引是否有效 if selected_lot_index < 0 or selected_lot_index >= main_game.farm_lots.size(): Toast.show("无效的地块选择", Color.RED, 2.0, 1.0) self.hide() return # 获取地块数据 var lot = main_game.farm_lots[selected_lot_index] # 检查地块是否已开垦 if not lot.get("is_diged", false): Toast.show("此地块尚未开垦", Color.ORANGE, 2.0, 1.0) self.hide() return # 获取当前土地等级和升级配置 var current_level = int(lot.get("土地等级", 0)) # 确保是整数 print("当前选择地块索引: ", selected_lot_index) print("当前土地等级: ", current_level, " (类型: ", typeof(current_level), ")") var upgrade_config = { 0: {"cost": 1000, "name": "黄土地", "speed": "2倍"}, 1: {"cost": 2000, "name": "红土地", "speed": "4倍"}, 2: {"cost": 4000, "name": "紫土地", "speed": "6倍"}, 3: {"cost": 8000, "name": "黑土地", "speed": "10倍"} } # 检查是否已达到最高等级 if current_level >= 4: Toast.show("此土地已达到最高等级(黑土地)", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查土地等级是否有效 if not upgrade_config.has(current_level): Toast.show("土地等级数据异常,当前等级: " + str(current_level), Color.RED, 2.0, 1.0) print("土地等级异常,当前等级: ", current_level, ",可用等级: ", upgrade_config.keys()) self.hide() return var config = upgrade_config[current_level] var upgrade_cost = config["cost"] var next_name = config["name"] var speed_info = config["speed"] # 检查玩家金钱是否足够 if main_game.money < upgrade_cost: Toast.show("金钱不足,升级到" + next_name + "需要 " + str(upgrade_cost) + " 金钱", Color.RED, 2.0, 1.0) self.hide() return # 发送升级请求到服务器 if network_manager and network_manager.is_connected_to_server(): print("发送升级请求,地块索引: ", selected_lot_index, ",当前等级: ", current_level) if network_manager.sendUpgradeLand(selected_lot_index): self.hide() else: Toast.show("发送升级请求失败", Color.RED, 2.0, 1.0) self.hide() else: Toast.show("网络未连接,无法升级土地", Color.RED, 2.0, 1.0) self.hide() #种植 func _on_plant_button_pressed(): # 检查是否处于访问模式 if main_game.is_visiting_mode: Toast.show("访问模式下无法种植", Color.ORANGE, 2.0, 1.0) self.hide() return player_bag_panel.show() self.hide() pass #铲除 func _on_remove_button_pressed(): # 检查是否处于访问模式 if main_game.is_visiting_mode: Toast.show("访问模式下无法铲除作物", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查玩家金钱是否足够 var removal_cost = 500 if main_game.money < removal_cost: Toast.show("金钱不足,铲除作物需要 " + str(removal_cost) + " 金钱", Color.RED, 2.0, 1.0) self.hide() return # 检查地块是否有作物 var lot = main_game.farm_lots[selected_lot_index] if not lot.get("is_planted", false) or lot.get("crop_type", "") == "": Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0) self.hide() return # 发送铲除作物请求到服务器 if network_manager and network_manager.is_connected_to_server(): if network_manager.sendRemoveCrop(selected_lot_index): self.hide() else: Toast.show("发送铲除请求失败", Color.RED, 2.0, 1.0) self.hide() else: Toast.show("网络未连接,无法铲除作物", Color.RED, 2.0, 1.0) self.hide() pass #收获 func _on_harvest_button_pressed(): # 检查地块状态 var lot = main_game.farm_lots[selected_lot_index] if not lot.get("is_planted", false) or lot.get("crop_type", "") == "": Toast.show("此地块没有种植作物", Color.ORANGE, 2.0, 1.0) self.hide() return # 检查作物是否成熟 if lot.get("grow_time", 0) < lot.get("max_grow_time", 1) and not lot.get("is_dead", false): Toast.show("作物尚未成熟", Color.ORANGE, 2.0, 1.0) self.hide() return # 发送收获请求到服务器 var target_username = "" if main_game.is_visiting_mode: target_username = main_game.visited_player_data.get("user_name", "") if network_manager and network_manager.is_connected_to_server(): if network_manager.sendHarvestCrop(selected_lot_index, target_username): self.hide() else: Toast.show("发送收获请求失败", Color.RED, 2.0, 1.0) self.hide() else: var action_text = "偷菜" if main_game.is_visiting_mode else "收获" Toast.show("网络未连接,无法" + action_text, Color.RED, 2.0, 1.0) self.hide() pass #退出 func _on_quit_button_pressed(): self.hide() pass