semi-idle-arpg/scripts/Quest.gd

57 lines
1.6 KiB
GDScript

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