Quests system + Elimination quest

This commit is contained in:
gotfishmakesticks 2023-11-16 10:43:32 +03:00
commit 2bca6b2fe5
6 changed files with 92 additions and 0 deletions

View file

@ -73,6 +73,7 @@ text = "About this station"
script = ExtResource("3_63o1s") script = ExtResource("3_63o1s")
[node name="Footer" type="Label" parent="MainMenu"] [node name="Footer" type="Label" parent="MainMenu"]
layout_mode = 0
offset_top = 576.0 offset_top = 576.0
offset_right = 640.0 offset_right = 640.0
offset_bottom = 640.0 offset_bottom = 640.0
@ -118,6 +119,7 @@ offset_right = 320.0
offset_bottom = 512.0 offset_bottom = 512.0
[node name="BuyList" type="ItemList" parent="TradingMenu"] [node name="BuyList" type="ItemList" parent="TradingMenu"]
layout_mode = 0
offset_left = 320.0 offset_left = 320.0
offset_top = 64.0 offset_top = 64.0
offset_right = 640.0 offset_right = 640.0
@ -133,6 +135,7 @@ placeholder_text = "Amount to buy"
alignment = 1 alignment = 1
[node name="BuyInput" type="LineEdit" parent="TradingMenu"] [node name="BuyInput" type="LineEdit" parent="TradingMenu"]
layout_mode = 0
offset_left = 320.0 offset_left = 320.0
offset_top = 512.0 offset_top = 512.0
offset_right = 480.0 offset_right = 480.0
@ -149,6 +152,7 @@ offset_bottom = 576.0
text = "Buy selected item" text = "Buy selected item"
[node name="SellButton" type="Button" parent="TradingMenu"] [node name="SellButton" type="Button" parent="TradingMenu"]
layout_mode = 0
offset_left = 480.0 offset_left = 480.0
offset_top = 512.0 offset_top = 512.0
offset_right = 639.0 offset_right = 639.0

View file

@ -16,6 +16,8 @@ var color_enemy
@onready var bases = $Bases @onready var bases = $Bases
@onready var enemy_faction = $EnemyFaction @onready var enemy_faction = $EnemyFaction
signal enemy_destroyed
func _ready(): func _ready():
randomize() randomize()
recolor() recolor()
@ -26,6 +28,7 @@ func _ready():
ship.camera.limit_right = map_width/2.0 ship.camera.limit_right = map_width/2.0
ship.camera.limit_top = -map_height/2.0 ship.camera.limit_top = -map_height/2.0
ship.camera.limit_bottom = map_height/2.0 ship.camera.limit_bottom = map_height/2.0
enemy_destroyed.connect(ship.enemy_destroyed)
if Game.profile.profile_meta.has('game_load'): if Game.profile.profile_meta.has('game_load'):
Game.profile.profile_meta.erase('game_load') Game.profile.profile_meta.erase('game_load')
@ -90,3 +93,6 @@ func recolor():
var menu = get_node_or_null("MainShip/GUI/StarterBaseMenu") var menu = get_node_or_null("MainShip/GUI/StarterBaseMenu")
if menu != null: if menu != null:
menu.modulate = bases.modulate menu.modulate = bases.modulate
func enemydestroyed(enemy):
enemy_destroyed.emit(enemy)

View file

@ -14,6 +14,19 @@ class_name MainShip
var allow_shooting = true var allow_shooting = true
var faction = "player" var faction = "player"
var money : float = 1000 var money : float = 1000
var quest : Quest = Quest.new()
signal destroyed
func _ready():
quest.quest_added.connect(add_quest)
quest.quest_ended.connect(kill_quest)
quest.quest_failed.connect(kill_quest)
destroyed.connect(quest._restriction_no_deaths)
secondary_slot.add_child(Game.get_weapon("SingleRocketMk1").instantiate())
quest.create(Quest.TYPE.ELIMINATION, 1, 100)
func _process(_delta): func _process(_delta):
if hull.hp < 0: destroy() if hull.hp < 0: destroy()
@ -27,3 +40,24 @@ func destroy():
global_position = Vector2.ZERO global_position = Vector2.ZERO
engine.speed = 0 engine.speed = 0
engine.turbo_enabled = false engine.turbo_enabled = false
destroyed.emit()
func add_quest(quest : Quest):
if quest.restrictions.has(Quest.RESTRICTIONS.TIMER):
get_tree().create_timer(quest.data['timer']).timeout.connect(timer_failed)
func kill_quest(success : bool):
if success:
money += quest.reward_money
quest.new = true
func timer_failed():
if quest.new:
return
kill_quest(false)
func enemy_destroyed(enemy):
if quest.new:
return
if quest.type == quest.TYPE.ELIMINATION:
quest.do_progress()

View file

@ -17,11 +17,13 @@ class_name NPCShip
var state = "idle" var state = "idle"
var shooting = false var shooting = false
var allow_shooting = true var allow_shooting = true
signal destroyed
func _ready(): func _ready():
destination_timer.timeout.connect(switchdestination) destination_timer.timeout.connect(switchdestination)
target_snap.mouse_entered.connect(get_tree().current_scene.addtargetlist.bind(self)) target_snap.mouse_entered.connect(get_tree().current_scene.addtargetlist.bind(self))
target_snap.mouse_exited.connect(get_tree().current_scene.removetargetlist.bind(self)) target_snap.mouse_exited.connect(get_tree().current_scene.removetargetlist.bind(self))
destroyed.connect(get_tree().current_scene.enemydestroyed)
func _physics_process(_delta): func _physics_process(_delta):
match state: match state:
@ -80,3 +82,4 @@ func destroy():
bounty_inst.amount = randi_range(bounty_min, bounty_max) bounty_inst.amount = randi_range(bounty_min, bounty_max)
bounty_inst.text.text = str(bounty_inst.amount) + " MU" bounty_inst.text.text = str(bounty_inst.amount) + " MU"
global_position = Vector2(randi_range(-4096, 4096), randi_range(-4096, 4096)) global_position = Vector2(randi_range(-4096, 4096), randi_range(-4096, 4096))
destroyed.emit(self)

View file

@ -15,6 +15,8 @@ var id : String = "SingleLaserMk1"
var deviation : float = deg_to_rad(spread) var deviation : float = deg_to_rad(spread)
signal weapon_shooted
func _ready(): func _ready():
randomize() randomize()
if ship is MainShip: if ship is MainShip:
@ -23,6 +25,7 @@ func _ready():
shoot_action = "shootprimary" shoot_action = "shootprimary"
"SecondaryWeapon": "SecondaryWeapon":
shoot_action = "shootsecondary" shoot_action = "shootsecondary"
weapon_shooted.connect(ship.quest._restriction_no_weapon)
elif ship is NPCShip: elif ship is NPCShip:
shoot_action = "npc" shoot_action = "npc"
@ -43,3 +46,4 @@ func shoot():
proj_inst.global_rotation = spawner.global_rotation + randf_range(-deviation/2, deviation/2) proj_inst.global_rotation = spawner.global_rotation + randf_range(-deviation/2, deviation/2)
proj_inst.faction = ship.faction proj_inst.faction = ship.faction
proj_inst.modulate = ship.modulate proj_inst.modulate = ship.modulate
weapon_shooted.emit()

41
scripts/quest.gd Normal file
View file

@ -0,0 +1,41 @@
class_name Quest
enum TYPE {ELIMINATION, DELIVERY, ESCORT, RACE, DIVERSE}
enum RESTRICTIONS{NO_DEATHS,NO_WEAPON,TIMER}
var type : Quest.TYPE = Quest.TYPE.ELIMINATION
var progress_max : int = 1
var progress : int = 0
var reward_money : float
var restrictions : Array[RESTRICTIONS] = []
var data : Dictionary = {}
var new : bool = true
signal quest_added
signal quest_ended
signal quest_failed
func create(type : TYPE, progress_max : int, reward_money : float, restrictions : Array[RESTRICTIONS] = [], data : Dictionary = {}) -> void:
self.type = type
self.progress_max = progress_max
self.reward_money = reward_money
self.restrictions = restrictions
self.data = data
quest_added.emit(self)
self.new = false
func do_progress() -> void:
progress += 1
if progress >= progress_max:
quest_ended.emit(true)
func fail() -> void:
quest_failed.emit(false)
func _restriction_no_deaths():
if restrictions.has(RESTRICTIONS.NO_DEATHS):
fail()
func _restriction_no_weapon():
if restrictions.has(RESTRICTIONS.NO_WEAPON):
fail()