semi-idle-arpg/scripts/Quest.gd

72 lines
1.9 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
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:
if questComplete:
_quest_progress_hide()
_quest_complete_show()
func _set_goal_text() -> void:
var goalStr = WorldArea.GoalType.keys()[self.goalType].capitalize()
var factionStr = Globals.World.Faction.keys()[self.faction].capitalize()
# TODO: use better string formatting methods
$QuestProgress/GoalTypeVal.text = goalStr + " " + factionStr + "s"
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()
questComplete = true
func _quest_progress_hide() -> void:
$QuestProgress.modulate.a -= 0.05
func _quest_complete_show() -> void:
$QuestComplete.modulate.a += 0.05
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: NPC.NPCTier,
enemyFaction: Globals.World.Faction,
):
_quest_goal_check(enemyFaction)