semi-idle-arpg/scripts/Quest.gd

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# quest class, impleeenting all quest functionality
# TODO: implement zone quests
class_name Quest
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extends PanelContainer
@export var goalType := WorldArea.GoalType.KILL
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@export var faction := Globals.World.Faction.CREATURE
@export var goalTotal := 1
var goalCurrent := 0
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var questComplete := false
func _ready() -> void:
SignalBus.enemy_died.connect(_on_enemy_died)
#_generate_random_quest()
_set_goal_text()
_set_goal_val()
func _process(_delta: float) -> void:
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if questComplete:
Globals.fade_node(%QuestProgress, "out", 0.1)
Globals.fade_node(%QuestComplete, "in", 0.1)
func _set_goal_text() -> void:
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var goalStr = WorldArea.GoalType.keys()[self.goalType].capitalize()
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var factionStr = Globals.World.Faction.keys()[self.faction].capitalize()
# TODO: use better string formatting methods
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$QuestProgress/GoalTypeVal.text = goalStr + " " + factionStr + "s"
func _set_goal_val() -> void:
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$QuestProgress/GoalVal.text = str(self.goalTotal)
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func _quest_goal_check(enemyKillType: Globals.World.Faction) -> void:
if enemyKillType == self.faction:
self.goalCurrent += 1
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$QuestProgress/CompletedVal.text = str(self.goalCurrent)
if self.goalCurrent == self.goalTotal:
SignalBus.quest_completed.emit()
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questComplete = true
func _generate_random_quest() -> void:
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# TODO: generate acutally random quest
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self.goalType = WorldArea.GoalType.KILL
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self.faction = Globals.World.Faction.CREATURE
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self.goalTotal = randi_range(20, 50)
# match self.goalType:
# GoalTypes.KILLMANY:
# self.faction = KillTypes.NATURAL
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func _on_enemy_died(
_enemyDifficulty: NPC.NPCDifficulty,
_enemyTier: NPC.NPCTier,
enemyFaction: Globals.World.Faction,
):
_quest_goal_check(enemyFaction)