Quest restrictions (2/3) and current quest info
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13 changed files with 53 additions and 16 deletions
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@ -14,6 +14,11 @@ const TAKE_QUEST = "BASE_TAKE_QUEST"
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const ACCEPT_QUEST = "BASE_QUEST_ACCEPT"
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## This message will trigger quest node to take quest from player
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const CANCEL_QUEST = "BASE_QUEST_CANCEL"
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## This message will trigger quest node to get quest info
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const QUEST_INFO = "BASE_QUEST_INFO"
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## Quest progress template
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const QUEST_PROGRESS = "{cur} / {max}"
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@onready var dialogue = $DialogueView
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@onready var buy_sell = $"../../BuySell"
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@ -48,13 +53,22 @@ func send_message(msg: Message):
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format["amount"] = actions_menu.buy_sell_amount
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format["item_name"] = item_name
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TAKE_QUEST:
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quest.make_answer(quest.quest)
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format["answer"] = quest.answer
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if quest.answer == tr(quest.NO_QUEST):
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get_tree().create_timer(0.05).timeout.connect(actions_menu.transit_menu.bind(0))
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ACCEPT_QUEST:
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actions_menu.player_ship.quest = quest.assign_to_player()
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var player_ship = actions_menu.player_ship
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player_ship.quest = quest.assign_to_player()
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player_ship.quest.quest_failed.connect(player_ship.on_quest_failed)
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CANCEL_QUEST:
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actions_menu.player_ship.quest = null
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QUEST_INFO:
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var cur_quest = actions_menu.player_ship.quest
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quest.get_info(cur_quest)
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format["answer"] = quest.info
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format["given_by"] = tr(cur_quest.data["given_by"])
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format["progress"] = QUEST_PROGRESS.format({"cur": cur_quest.progress, "max": cur_quest.progress_max})
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var new_msg = tr(msg.fact + "_RECEIVED").format(format)
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var old_len = len(dialogue.get_parsed_text())
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@ -3,10 +3,7 @@ extends Node
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var base: Base
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## Quest this node holds
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var quest: Quest:
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set(value):
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has_quest = value != null
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quest = value
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var quest: Quest
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## Const of answer when quest is null
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const NO_QUEST = "BASE_TAKE_QUEST_FAILED"
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@ -23,8 +20,11 @@ const RESTRICTIONS = {
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Quest.Restriction.NoWeapon: "BASE_QUEST_RESTRICTION_NO_WEAPON",
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Quest.Restriction.Timer: "BASE_QUEST_RESTRICTION_TIMER"
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}
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var has_quest: bool = false
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## Answer about fetching quest
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var answer: String = ""
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## Last quest info
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var info: String = ""
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func _ready():
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get_tree().create_timer(0.05).timeout.connect(fetch_quest)
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@ -34,11 +34,17 @@ func fetch_quest():
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quest = base.quest
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make_answer(quest)
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## Makes quest fetch answer
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func make_answer(quest: Quest):
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var has_quest = quest != null
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if !has_quest:
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answer = tr(NO_QUEST)
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return
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get_info(quest)
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answer = tr(HAS_QUEST).format({"quest_info": info})
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## Gets quest info
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func get_info(quest: Quest):
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var quest_format = {}
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match quest.type:
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Quest.Type.Elimination:
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@ -52,11 +58,11 @@ func make_answer(quest: Quest):
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quest_format["restrictions"] = restrictions
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quest_format["reward"] = quest.reward_money
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var quest_info = tr(QUEST_TYPE[quest.type]).format(quest_format)
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var final_format = {"quest_info": quest_info}
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answer = tr(HAS_QUEST).format(final_format)
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info = quest_info
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## Assigns quest to player by returning it and nullifying self quest
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func assign_to_player() -> Quest:
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quest.data["given_by"] = base.base_name
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quest.status = Quest.Status.Taken
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var temp_quest = quest
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quest = null
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@ -19,6 +19,8 @@ signal dock_requested
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@export var menu: PackedScene
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## Faction that this base represents
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@export var faction: Game.Faction
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## Name of this base
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@export var base_name: String
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## List of items that this base sells
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@export var items_on_sell: Array[Item]
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@ -42,6 +44,7 @@ var touching_dock = false
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var player_ship = null
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func _ready():
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get_tree().current_scene.bases.append(self)
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mouse_entered.connect(star_system.set_targeted_node.bind(self))
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mouse_exited.connect(star_system.clear_targeted_node)
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gate_area.body_entered.connect(gate_area_body_entered)
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@ -26,5 +26,8 @@ func destroy():
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docking_base = null
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selected_node = null
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if quest != null:
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if Quest.Restriction.NoDeaths in quest.restrictions:
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quest.fail()
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quest.trigger_restriction(Quest.Restriction.NoDeaths)
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func on_quest_failed(_bool: bool):
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quest.quest_failed.disconnect(on_quest_failed)
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quest = null
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@ -44,8 +44,7 @@ func _process(_delta) -> void:
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func shoot() -> void:
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if ship is PlayerShip:
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if ship.quest != null:
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if Quest.Restriction.NoWeapon in ship.quest.restrictions:
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ship.quest.fail()
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ship.quest.trigger_restriction(Quest.Restriction.NoWeapon)
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for spawner in spawner_points:
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var projectile_instance = projectile.instantiate()
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ProjectileContainer.instance.add_child(projectile_instance)
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@ -22,6 +22,8 @@ var targeted_node: Node2D = null
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var player_ship: PlayerShip
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## Pause controller reference
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var pause_controller: Control
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## All bases in the system
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var bases: Array[Base]
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func _ready():
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player_ship = get_node_or_null("FactionPlayer/PlayerShip")
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@ -61,3 +63,11 @@ func set_targeted_node(node):
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func clear_targeted_node():
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targeted_node = null
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## Returns base with given name
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func find_base_by_name(base_name: String) -> Base:
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for base in bases:
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if base.base_name == base_name:
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return base
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return null
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