Quest generating + quest adding interface + some bugfixes

This commit is contained in:
gotfishmakesticks 2023-11-16 16:46:31 +03:00
commit f4cf1ef4e9
7 changed files with 71 additions and 20 deletions

View file

@ -192,6 +192,7 @@ script = ExtResource("2_ld3o5")
[node name="CurrentQuest" type="NinePatchRect" parent="QuestMenu"]
visible = false
layout_mode = 0
offset_left = 64.0
offset_top = 64.0
offset_right = 576.0
@ -204,6 +205,7 @@ patch_margin_right = 2
patch_margin_bottom = 2
[node name="Header" type="Label" parent="QuestMenu/CurrentQuest"]
layout_mode = 0
offset_right = 512.0
offset_bottom = 64.0
text = "Current Quest Status"
@ -236,6 +238,7 @@ offset_bottom = 511.0
text = "Abandon quest"
[node name="CompleteQuest" type="Button" parent="QuestMenu/CurrentQuest"]
layout_mode = 0
offset_left = 256.0
offset_top = 448.0
offset_right = 511.0
@ -245,6 +248,7 @@ text = "Complete quest"
[node name="NewQuest" type="NinePatchRect" parent="QuestMenu"]
visible = false
layout_mode = 0
offset_left = 64.0
offset_top = 64.0
offset_right = 576.0
@ -257,6 +261,7 @@ patch_margin_right = 2
patch_margin_bottom = 2
[node name="Header" type="Label" parent="QuestMenu/NewQuest"]
layout_mode = 0
offset_right = 512.0
offset_bottom = 64.0
text = "New Quest"

View file

@ -15,7 +15,7 @@ var base
@onready var current_quest = $QuestMenu/CurrentQuest
@onready var new_quest = $QuestMenu/NewQuest
@onready var accept_quest = $QuestMenu/NewQuest/AcceptQuest
@onready var new_quest_status = $QuestMenu/NewQuest/QuestStatus
var base_types = ["Power Supply", "Mining", "Food Production", "Trading", "Modules"]
func _ready():
@ -28,6 +28,7 @@ func _ready():
abandon_quest.button_up.connect(quest_abandon)
complete_quest.button_up.connect(quest_complete)
accept_quest.button_up.connect(quest_accept)
quest_status_update()
func update_lists():
buy_list.clear()
@ -109,6 +110,7 @@ func quest_abandon():
ship.quest.fail()
current_quest.visible = false
new_quest.visible = true
quest_status_update()
func quest_complete():
if !ship.quest_completed:
@ -117,23 +119,31 @@ func quest_complete():
ship.quest_completed = false
current_quest.visible = false
new_quest.visible = true
quest_status_update()
func quest_accept():
pass
ship.quest.create(base.quest.type, base.quest.progress_max, base.quest.reward_money, base.quest.restrictions, base.quest.data)
ship.quest.progress = 0
new_quest.visible = false
current_quest.visible = true
quest_status_update()
func quest_status_update():
var ship_has_quest = !ship.quest.new or ship.quest_completed
var upd_quest = ship.quest if ship_has_quest else base.quest
var upd_text = current_quest_status if ship_has_quest else new_quest_status
var restriction_typing = {
Quest.RESTRICTIONS.NO_DEATHS : '- Destruction of your ship will lead to quest failure.',
Quest.RESTRICTIONS.NO_WEAPON : '- Using any weapon (even accidently) is prohibited.',
Quest.RESTRICTIONS.TIMER : '- You have {sec} seconds to complete the quest since it is accepted.'
}
if ship.quest.data.has('timer'):
restriction_typing[Quest.RESTRICTIONS.TIMER] = restriction_typing[Quest.RESTRICTIONS.TIMER].format(ship.quest.data['timer'])
if upd_quest.data.has('timer'):
restriction_typing[Quest.RESTRICTIONS.TIMER] = restriction_typing[Quest.RESTRICTIONS.TIMER].format({"sec" : upd_quest.data['timer']})
var template = "Type: {type}\n\nObjective: {objective_text}\n\nReward: {reward} money units\n\nRestrictions: {restrictions}"
var typed_templates = {
Quest.TYPE.ELIMINATION : {
"type" : "Elimination",
"objective" : "Destroy {req} hostile ships [ {cur} / {req} ]".format({"cur" : ship.quest.progress, "req" : ship.quest.progress_max})
"objective" : "Destroy {req} hostile ships [ {cur} / {req} ]".format({"cur" : upd_quest.progress, "req" : upd_quest.progress_max})
},
Quest.TYPE.DELIVERY : {
@ -142,16 +152,16 @@ func quest_status_update():
}
}
var restrictions = ""
if len(ship.quest.restrictions) == 0 :
if len(upd_quest.restrictions) == 0 :
restrictions = "None"
else:
for restriction in ship.quest.restrictions:
restrictions.append("\n", restriction_typing[restriction])
for restriction in upd_quest.restrictions:
restrictions += "\n" + restriction_typing[restriction]
var formatting = {
"type" : typed_templates[ship.quest.type]['type'],
"objective_text" : typed_templates[ship.quest.type]['objective'],
"reward" : ship.quest.reward_money,
"type" : typed_templates[upd_quest.type]['type'],
"objective_text" : typed_templates[upd_quest.type]['objective'],
"reward" : upd_quest.reward_money,
"restrictions" : restrictions
}
current_quest_status.text = template.format(formatting)
upd_text.text = template.format(formatting)
complete_quest.disabled = !ship.quest_completed

View file

@ -19,8 +19,7 @@ func open():
menu = quest_menu
var ship_has_quest = !base_menu.ship.quest.new or base_menu.ship.quest_completed
submenu = base_menu.current_quest if ship_has_quest else base_menu.new_quest
if ship_has_quest:
base_menu.quest_status_update()
base_menu.quest_status_update()
"EquipmentMenuGoto":
menu = equipment_menu
"InfoMenuGoto":

View file

@ -10,7 +10,14 @@ var want_to_buy : Array[Item] = []
var sell_prices : Array[float] = []
var buy_prices : Array[float] = []
var quest : Quest = Quest.new()
const available_quests : Array[Quest.TYPE]= [Quest.TYPE.ELIMINATION]
const restrictions_foreach_type : Dictionary = {
Quest.TYPE.ELIMINATION : [Quest.RESTRICTIONS.NO_DEATHS, Quest.RESTRICTIONS.TIMER]
}
func _ready():
randomize()
ship.minimap.add_marker(self, "base")
match type:
Game.BASE_TYPE.POWER:
@ -38,6 +45,7 @@ func _ready():
want_to_buy.append(Game.get_item("Energy Cell"))
want_to_buy.append(Game.get_item("Raw Materials"))
update_prices()
generate_quest()
func update_prices():
sell_prices = []
@ -55,3 +63,28 @@ func update_prices():
else:
price = randi_range(item.min_price * 100, (item.max_price + item.min_price) / 2 * 100) / 100.0
buy_prices.append(price)
func generate_quest():
var difficulty : float = randi_range(100, 300) / 100.0
var reward_multi : float = randi_range(100, max(difficulty/1.5 * 100, 100)) / 100.0
var quest_type : Quest.TYPE = available_quests.pick_random()
var progress_max : int
var reward_money : int
var restrictions : Array[Quest.RESTRICTIONS] = []
var data : Dictionary = {}
for restriction in restrictions_foreach_type[quest_type]:
var hit = randi_range(0, 1)
if hit:
restrictions.append(restriction)
match quest_type:
Quest.TYPE.ELIMINATION:
progress_max = difficulty * 2
reward_money = 50 * progress_max * reward_multi
if restrictions.has(Quest.RESTRICTIONS.NO_DEATHS):
reward_money *= 1.5
if restrictions.has(Quest.RESTRICTIONS.NO_WEAPON):
reward_money *= 1.5
if restrictions.has(Quest.RESTRICTIONS.TIMER):
reward_money *= 1.5
data['timer'] = int(difficulty * 30)
quest.create(quest_type, progress_max, reward_money, restrictions, data)

View file

@ -27,7 +27,7 @@ func _ready():
secondary_slot.add_child(Game.get_weapon("SingleRocketMk1").instantiate())
quest.create(Quest.TYPE.ELIMINATION, 2, 200)
#quest.create(Quest.TYPE.ELIMINATION, 2, 200)
func _process(_delta):
if hull.hp < 0: destroy()

View file

@ -37,8 +37,10 @@ func _physics_process(_delta):
runawaystate()
var format = {"HP" : "%0.2f" % hull.hp, "SC" : "%0.2f" % shield.capacity}
healthbar.text = "{HP} HS + {SC} SC".format(format)
if Vector2.ZERO.distance_to(global_position) > 5800 or hull.hp <= 0:
if hull.hp <= 0:
destroy()
if Vector2.ZERO.distance_to(global_position) > 5800:
destroy(true)
func switchdestination():
engine.destination_angle = randi_range(0, 360)
@ -71,7 +73,7 @@ func runawaystate():
if global_position.distance_to(ship.global_position) > 1024 or !ship.allow_shooting:
state = "idle"
func destroy():
func destroy(silent : bool = false):
hull.hp = hull.max_hp
hull.fuel = hull.max_fuel
shield.capacity = shield.max_capacity
@ -82,4 +84,5 @@ func destroy():
bounty_inst.amount = randi_range(bounty_min, bounty_max)
bounty_inst.text.text = str(bounty_inst.amount) + " MU"
global_position = Vector2(randi_range(-4096, 4096), randi_range(-4096, 4096))
destroyed.emit(self)
if !silent:
destroyed.emit(self)

View file

@ -26,16 +26,17 @@ func create(type : TYPE, progress_max : int, reward_money : float, restrictions
func do_progress() -> void:
progress += 1
print("sheesh")
if progress >= progress_max:
quest_ended.emit(true)
func fail() -> void:
quest_failed.emit(false)
func _restriction_no_deaths():
func _restriction_no_deaths() -> void:
if restrictions.has(RESTRICTIONS.NO_DEATHS):
fail()
func _restriction_no_weapon():
func _restriction_no_weapon() -> void:
if restrictions.has(RESTRICTIONS.NO_WEAPON):
fail()