Improved quest system

This commit is contained in:
Segey Lapin
2019-07-26 04:29:15 +03:00
parent 3376b5b912
commit 790f4b43dd
10 changed files with 245 additions and 10 deletions

View File

@@ -1,5 +1,6 @@
extends Node
signal user_click
signal action1
var frame_tf: Transform = Transform()
var master_node: Node
@@ -25,6 +26,16 @@ func _process(delta):
if Input.is_action_pressed("move_west"):
var tf_turn = Transform(Quat(Vector3(0, 1, 0), PI * 0.6 * delta))
frame_tf *= tf_turn
if Input.is_action_just_pressed("action1"):
if monitored_objects.size() > 0:
var closest = monitored_objects[0]
var dst = master_node.global_transform.origin.distance_to(closest.global_transform.origin)
for k in monitored_objects:
var ndst = master_node.global_transform.origin.distance_to(k.global_transform.origin)
if dst > ndst:
dst = ndst
closest = k
emit_signal("action1", closest)
var act_obj = null
var act_dist = -1.0
var opos = master_node.global_transform.origin

View File

@@ -21,6 +21,10 @@ func update_quests():
func start_quest(quest: Quest):
$start_quest_notification.start_notification(quest.get_title(), quest.get_description())
func start_interaction(obj):
print("started interaction")
$interaction.start_interaction(obj)
func _ready():
$master.add_to_group("master")
controls.master_node = $master
@@ -31,13 +35,14 @@ func _ready():
controls.connect("user_click", self, "master_control")
for k in world.line.keys():
var cd = world.line[k]
if cd.type == 0:
if cd.gender == 0:
var char_sc = characters.characters[0].instance()
cd.scene = char_sc
get_tree().get_root().add_child(char_sc)
var nav: Navigation2D = get_node("nav")
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))
char_sc.translation = p
cd.id = k
char_sc.set_meta("data", cd)
# world.team[newkey] = cd
# world.line.erase(k)
@@ -48,12 +53,21 @@ func _ready():
var nav: Navigation2D = get_node("nav")
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))
char_sc.translation = p
cd.id = k
char_sc.set_meta("data", cd)
# world.team[newkey] = cd
# cd.scene.set_meta("data", cd)
var tut_quest = Quest.new("Tutorial", "This quest shortly introduces to a game")
tut_quest.connect("started", self, "start_quest")
world.quests.push_back(tut_quest)
var tut1_quest = WalkQuest.new("Walk to closet room", "Walk to closet room designated location", get_node("quest_dst_closet"))
var tut2_quest = StatsQuest.new("Hire team members", "Hire new team members to start with your team", {"player_count": 6})
var tut3_quest = WalkQuest.new("Walk to gym", "Walk to gym designated location", get_node("quest_dst_gym"))
var tut4_quest = StatsQuest.new("Train your team", "Complete your team training once", {"team_train_count": 1})
tut1_quest.set_next_quest(tut2_quest)
tut2_quest.set_next_quest(tut3_quest)
tut3_quest.set_next_quest(tut4_quest)
tut_quest.add_child(tut1_quest)
tut_quest.start()
update_quests()
var quest_timer : = Timer.new()
@@ -61,10 +75,8 @@ func _ready():
add_child(quest_timer)
quest_timer.connect("timeout", self, "update_quests")
quest_timer.start()
controls.connect("action1", self, "start_interaction")
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var pos = $master.global_transform.origin
pos.y = $Camera.global_transform.origin.y

File diff suppressed because one or more lines are too long

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@@ -0,0 +1,13 @@
[gd_scene load_steps=3 format=2]
[sub_resource type="SphereMesh" id=1]
[sub_resource type="SpatialMaterial" id=2]
flags_transparent = true
albedo_color = Color( 1, 0.921569, 0.105882, 0.505882 )
[node name="quest_marker" type="Spatial"]
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 1 )
material/0 = SubResource( 2 )

View File

@@ -23,11 +23,23 @@ _global_script_classes=[ {
"class": "QuestObjective",
"language": "GDScript",
"path": "res://system/quest_objective.gd"
}, {
"base": "Quest",
"class": "StatsQuest",
"language": "GDScript",
"path": "res://system/stats_quest.gd"
}, {
"base": "Quest",
"class": "WalkQuest",
"language": "GDScript",
"path": "res://system/walk_quest.gd"
} ]
_global_script_class_icons={
"BallGameAI": "",
"Quest": "",
"QuestObjective": ""
"QuestObjective": "",
"StatsQuest": "",
"WalkQuest": ""
}
[application]

View File

@@ -9,6 +9,7 @@ var _title: String
var _description: String
var _active: bool = false
var _complete: bool = false
var _next_quest: Quest
func _init(title: String, description: String):
_title = title
_description = description
@@ -21,10 +22,10 @@ func is_active():
func update():
if !_active:
return
var m = get_meta("quest")
if m != null:
for k in _objectives:
k.set_meta("quest", m)
# var m = get_meta("quest")
# if m != null:
# for k in _objectives:
# k.set_meta("quest", m)
for k in _objectives:
k.update()
for k in _children:
@@ -35,19 +36,32 @@ func update():
_complete = false
break
if !_complete:
print("quest: ", _title, " objectives incomplete")
return
for k in _children:
if !k.is_complete():
_complete = false
break
if !_complete:
print("quest: ", _title, " children incomplete")
if _complete:
emit_signal("complete", self)
_active = false
quest_complete()
func quest_complete_handler(quest: Quest):
var next = quest.get_next_quest()
if next != null:
add_child(next)
next.connect("complete", self, "quest_complete_handler")
next.start()
func start():
_active = true
for k in _children:
k.connect("complete", self, "quest_complete_handler")
k.start()
emit_signal("started", self)
print("children: ", _children)
print("quest: ", _title, " started")
func get_cur_task_text():
var ret: String = "No current task"
if _active:
@@ -64,3 +78,15 @@ func get_title():
return _title
func get_description():
return _description
func quest_complete():
print("quest: ", _title, " complete")
func add_objective(obj: QuestObjective):
if !obj in _objectives:
_objectives.push_back(obj)
func remove_objective(obj: QuestObjective):
if obj in _objectives:
_objectives.erase(obj)
func set_next_quest(obj: Quest):
_next_quest = obj
func get_next_quest() -> Quest:
return _next_quest

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@@ -0,0 +1,26 @@
extends Quest
class_name StatsQuest
var stat_check: Dictionary
class StatsCheckObjective extends QuestObjective:
var stat_check: Dictionary
func _init(title, stats: Dictionary).(title):
stat_check = stats
func update():
_complete = true
for k in stat_check.keys():
match(k):
"player_count":
if world.team.keys().size() < stat_check[k]:
_complete = false
print("player count: ", world.team.keys().size(), " < ", stat_check[k])
"cheerleader_count":
if world.cheer_team.keys().size() < stat_check[k]:
_complete = false
_:
_complete = false
func _init(title, desc, stats: Dictionary).(title, desc):
stat_check = stats
add_objective(StatsCheckObjective.new("Comply to team stats", stat_check))

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@@ -0,0 +1,34 @@
extends Quest
class_name WalkQuest
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
var destination: Spatial
var quest_marker: Spatial
class WalkQuestObjective extends QuestObjective:
var dest: Spatial
func _init(title, destination: Spatial).(title):
dest = destination
func update():
var org = world.master_node.global_transform.origin
if org.distance_to(dest.global_transform.origin) < 2.5:
_complete = true
func _init(title, desc, dest).(title, desc):
destination = dest
add_objective(WalkQuestObjective.new("Walk to destination", dest))
func update():
.update()
func start():
.start()
quest_marker = load("res://markers/quest_marker.tscn").instance()
world.master_node.get_node("/root/main").add_child(quest_marker)
quest_marker.global_transform.origin = destination.global_transform.origin
print("destination: ", quest_marker.global_transform.origin)
func quest_complete():
.quest_complete()
quest_marker.queue_free()

45
proto2/ui/interaction.gd Normal file
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@@ -0,0 +1,45 @@
extends Control
var active_npc
func hire_as_team():
var npc_data: Dictionary = active_npc.get_meta("data")
var newkey = 0
var teamkeys = world.team.keys()
if teamkeys.size() > 0:
var maxkey = teamkeys.max()
newkey = maxkey + 1
if npc_data.gender == 0:
var dst_node = get_node("/root/main/quest_dst_male_dorm")
var dst = dst_node.global_transform.origin
active_npc.walkto(dst)
world.team[newkey] = npc_data
print("line: ", world.line.size())
world.line.erase(npc_data.id)
npc_data.erase("id")
print("line2: ", world.line.size())
npc_data.type = 0
else:
var dst_node = get_node("/root/main/quest_dst_female_dorm")
var dst = dst_node.global_transform.origin
active_npc.walkto(dst)
world.team[newkey] = npc_data
print("line: ", world.line.size())
world.line.erase(npc_data.id)
npc_data.erase("id")
print("line2: ", world.line.size())
npc_data.type = 0
hide()
func hire_as_cheer_team():
hide()
func _ready():
hide()
$h/hire_team.connect("pressed", self, "hire_as_team")
$h/hire_cheer_team.connect("pressed", self, "hire_as_cheer_team")
func start_interaction(npc):
active_npc = npc
show()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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@@ -0,0 +1,41 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://ui/interaction.gd" type="Script" id=1]
[node name="interaction" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
rect_min_size = Vector2( 0, 96 )
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="h" type="HBoxContainer" parent="."]
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
margin_top = -64.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="hire_team" type="TextureButton" parent="h"]
margin_right = 64.0
margin_bottom = 64.0
rect_min_size = Vector2( 64, 64 )
[node name="Polygon2D" type="Polygon2D" parent="h/hire_team"]
polygon = PoolVector2Array( 11.513, 35.9185, 25.1051, 23.7134, 38.1424, 35.0864 )
[node name="hire_cheer_team" type="TextureButton" parent="h"]
margin_left = 68.0
margin_right = 132.0
margin_bottom = 64.0
rect_min_size = Vector2( 64, 64 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Polygon2D2" type="Polygon2D" parent="h/hire_cheer_team"]
polygon = PoolVector2Array( 11.513, 35.9185, 25.1051, 23.7134, 38.1424, 35.0864 )