fix quest completion logic
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8294ff0655
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@ -35,7 +35,6 @@ layout_mode = 2
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text = "1"
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[node name="QuestComplete" type="Label" parent="."]
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visible = false
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modulate = Color(1, 1, 1, 0)
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layout_mode = 2
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size_flags_horizontal = 4
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@ -24,11 +24,10 @@ func _process(_delta: float) -> void:
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func _set_goal_text() -> void:
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var goalStr = WorldArea.GoalType.keys()[self.goalType].capitalize()
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var factionStr = WorldArea.Faction.keys()[self.faction].capitalize()
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match self.goalType:
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WorldArea.GoalType.KILL:
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$QuestProgress/GoalTypeVal.text = "Kill " + factionStr + "s"
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$QuestProgress/GoalTypeVal.text = goalStr + " " + factionStr + "s"
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func _set_goal_val() -> void:
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$QuestProgress/GoalVal.text = str(self.goalTotal)
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@ -48,14 +47,14 @@ func _quest_progress_hide() -> void:
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func _quest_complete_show() -> void:
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$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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self.goalType = WorldArea.GoalType.KILL
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self.faction = WorldArea.Faction.CREATURE
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self.goalTotal = randi_range(20, 50)
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# match self.goalType:
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# GoalTypes.KILLMANY:
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# self.faction = KillTypes.NATURAL
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@ -7,7 +7,8 @@ extends Control
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var deltaCount := 0
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var enemyMoveSpeed := 5.0
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var questComplete := false
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# var questComplete := false
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var canContinue := false
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var middleX
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var playerPos
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@ -33,9 +34,6 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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deltaCount += 1
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playerPos = Vector2(middleX, get_viewport_rect().size.y * (0.75))
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if _get_enemies().is_empty() and questComplete:
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print("Area Complete!")
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get_tree().quit()
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func _generate_quest() -> void:
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@ -47,7 +45,7 @@ func _create_enemy():
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var enemy = load("res://scenes/enemy.tscn").instantiate()
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enemy.scale = Vector2.ONE * 0.5
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enemy.position = Vector2(randi_range(0, get_viewport_rect().size.x), -50)
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enemy.speed *= randf_range(0.5, 2.0)
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enemy.speed *= randf_range(0.67, 1.5)
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enemy.target = playerPos
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return enemy
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@ -84,7 +82,11 @@ func _on_spawn_timer_timeout() -> void:
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_spawn_enemies(1)
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# TODO: move all quest stuff to quest class
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# TODO: move all quest stuff to quest class?
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func _on_quest_completed() -> void:
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$SpawnTimer.stop()
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questComplete = true
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# questComplete = true
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if _get_enemies().is_empty(): # and questComplete:
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canContinue = true
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# print("Area Complete!")
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# get_tree().quit()
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