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class_name Quest
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extends PanelContainer
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@export var goalType := WorldArea.GoalTypes.KILLMANY
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@export var killType := WorldArea.KillTypes.NATURAL
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@export var goalTotal := 1
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@export var goalCurrent := 0
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var questComplete := false
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func _ready() -> void:
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SignalBus.enemy_died.connect(_on_enemy_died)
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_generate_random_quest()
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_set_goal_text()
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_set_goal_val()
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func _process(_delta: float) -> void:
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if questComplete:
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_quest_progress_hide()
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_quest_complete_show()
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func _set_goal_text() -> void:
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match self.goalType:
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WorldArea.GoalTypes.KILLMANY:
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$QuestProgress/GoalTextVal.text = "Kill Many"
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func _set_goal_val() -> void:
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$QuestProgress/GoalVal.text = str(self.goalTotal)
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func _quest_goal_check(enemyKillType: WorldArea.KillTypes) -> void:
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if enemyKillType == self.killType:
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self.goalCurrent += 1
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$QuestProgress/CompletedVal.text = str(self.goalCurrent)
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if self.goalCurrent == self.goalTotal:
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SignalBus.quest_completed.emit()
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questComplete = true
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func _quest_progress_hide() -> void:
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$QuestProgress.modulate.a -= 0.05
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func _quest_complete_show() -> void:
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$QuestComplete.show()
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$QuestComplete.modulate.a += 0.05
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func _generate_random_quest() -> void:
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pass
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# TODO: generate random quest
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# self.goalType = GoalTypes.
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# match self.goalType:
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# GoalTypes.KILLMANY:
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# self.killType = KillTypes.NATURAL
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func _on_enemy_died(_enemyDifficulty: NPC.NPCDifficulties, enemyKillType: WorldArea.KillTypes):
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_quest_goal_check(enemyKillType)
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