65 lines
1.7 KiB
GDScript
65 lines
1.7 KiB
GDScript
class_name Quest
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extends PanelContainer
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@export var goalType := WorldArea.GoalType.KILL
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@export var faction := WorldArea.Faction.CREATURE
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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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var goalStr = WorldArea.GoalType.keys()[self.goalType].capitalize()
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var factionStr = WorldArea.Faction.keys()[self.faction].capitalize()
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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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func _quest_goal_check(enemyKillType: WorldArea.Faction) -> void:
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if enemyKillType == self.faction:
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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.modulate.a += 0.05
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func _generate_random_quest() -> void:
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# TODO: generate random quest
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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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func _on_enemy_died(_enemyDifficulty: NPC.NPCDifficulty, enemyFaction: WorldArea.Faction):
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_quest_goal_check(enemyFaction)
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