Started quest system implementation
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@@ -10,9 +10,21 @@ var frame_tf: Transform = Transform()
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func master_control(pos):
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$master.walkto(pos)
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func update_quests():
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for q in world.quests:
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if q.is_active():
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$info/task/task.text = q.get_cur_task_text()
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break
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for q in world.quests:
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if q.is_active():
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q.update()
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func start_quest(quest: Quest):
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$start_quest_notification.start_notification(quest.get_title(), quest.get_description())
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func _ready():
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$master.add_to_group("master")
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controls.master_node = $master
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world.master_node = $master
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world.init_data()
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world.nav = $nav
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controls.camera = $Camera
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@@ -26,6 +38,7 @@ func _ready():
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var nav: Navigation2D = get_node("nav")
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var p = nav.get_closest_point(get_node("line_spawn").global_transform.origin + Vector3(randf() * 20.0 - 10.0, 0.0, randf() * 20 - 10.0))
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char_sc.translation = p
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char_sc.set_meta("data", cd)
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# world.team[newkey] = cd
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# world.line.erase(k)
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else:
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@@ -35,9 +48,21 @@ func _ready():
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var nav: Navigation2D = get_node("nav")
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var p = nav.get_closest_point(get_node("line_spawn").global_transform.origin + Vector3(randf() * 20.0 - 10.0, 0.0, randf() * 20 - 10.0))
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char_sc.translation = p
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char_sc.set_meta("data", cd)
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# world.team[newkey] = cd
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# cd.scene.set_meta("data", cd)
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var tut_quest = Quest.new("Tutorial", "This quest shortly introduces to a game")
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tut_quest.connect("started", self, "start_quest")
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world.quests.push_back(tut_quest)
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tut_quest.start()
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update_quests()
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var quest_timer : = Timer.new()
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quest_timer.wait_time = 2.0
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add_child(quest_timer)
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quest_timer.connect("timeout", self, "update_quests")
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quest_timer.start()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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