Improved quest system
This commit is contained in:
@@ -1,5 +1,6 @@
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extends Node
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signal user_click
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signal action1
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var frame_tf: Transform = Transform()
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var master_node: Node
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@@ -25,6 +26,16 @@ func _process(delta):
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if Input.is_action_pressed("move_west"):
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var tf_turn = Transform(Quat(Vector3(0, 1, 0), PI * 0.6 * delta))
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frame_tf *= tf_turn
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if Input.is_action_just_pressed("action1"):
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if monitored_objects.size() > 0:
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var closest = monitored_objects[0]
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var dst = master_node.global_transform.origin.distance_to(closest.global_transform.origin)
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for k in monitored_objects:
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var ndst = master_node.global_transform.origin.distance_to(k.global_transform.origin)
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if dst > ndst:
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dst = ndst
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closest = k
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emit_signal("action1", closest)
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var act_obj = null
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var act_dist = -1.0
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var opos = master_node.global_transform.origin
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@@ -21,6 +21,10 @@ func update_quests():
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func start_quest(quest: Quest):
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$start_quest_notification.start_notification(quest.get_title(), quest.get_description())
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func start_interaction(obj):
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print("started interaction")
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$interaction.start_interaction(obj)
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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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@@ -31,13 +35,14 @@ func _ready():
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controls.connect("user_click", self, "master_control")
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for k in world.line.keys():
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var cd = world.line[k]
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if cd.type == 0:
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if cd.gender == 0:
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var char_sc = characters.characters[0].instance()
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cd.scene = char_sc
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get_tree().get_root().add_child(char_sc)
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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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cd.id = k
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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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@@ -48,12 +53,21 @@ 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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cd.id = k
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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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var tut1_quest = WalkQuest.new("Walk to closet room", "Walk to closet room designated location", get_node("quest_dst_closet"))
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var tut2_quest = StatsQuest.new("Hire team members", "Hire new team members to start with your team", {"player_count": 6})
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var tut3_quest = WalkQuest.new("Walk to gym", "Walk to gym designated location", get_node("quest_dst_gym"))
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var tut4_quest = StatsQuest.new("Train your team", "Complete your team training once", {"team_train_count": 1})
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tut1_quest.set_next_quest(tut2_quest)
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tut2_quest.set_next_quest(tut3_quest)
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tut3_quest.set_next_quest(tut4_quest)
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tut_quest.add_child(tut1_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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@@ -61,10 +75,8 @@ func _ready():
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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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controls.connect("action1", self, "start_interaction")
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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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var pos = $master.global_transform.origin
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pos.y = $Camera.global_transform.origin.y
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File diff suppressed because one or more lines are too long
13
proto2/markers/quest_marker.tscn
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13
proto2/markers/quest_marker.tscn
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@@ -0,0 +1,13 @@
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[gd_scene load_steps=3 format=2]
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[sub_resource type="SphereMesh" id=1]
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[sub_resource type="SpatialMaterial" id=2]
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flags_transparent = true
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albedo_color = Color( 1, 0.921569, 0.105882, 0.505882 )
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[node name="quest_marker" type="Spatial"]
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[node name="MeshInstance" type="MeshInstance" parent="."]
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mesh = SubResource( 1 )
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material/0 = SubResource( 2 )
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@@ -23,11 +23,23 @@ _global_script_classes=[ {
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"class": "QuestObjective",
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"language": "GDScript",
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"path": "res://system/quest_objective.gd"
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}, {
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"base": "Quest",
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"class": "StatsQuest",
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"language": "GDScript",
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"path": "res://system/stats_quest.gd"
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}, {
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"base": "Quest",
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"class": "WalkQuest",
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"language": "GDScript",
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"path": "res://system/walk_quest.gd"
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} ]
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_global_script_class_icons={
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"BallGameAI": "",
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"Quest": "",
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"QuestObjective": ""
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"QuestObjective": "",
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"StatsQuest": "",
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"WalkQuest": ""
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}
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[application]
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@@ -9,6 +9,7 @@ var _title: String
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var _description: String
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var _active: bool = false
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var _complete: bool = false
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var _next_quest: Quest
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func _init(title: String, description: String):
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_title = title
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_description = description
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@@ -21,10 +22,10 @@ func is_active():
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func update():
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if !_active:
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return
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var m = get_meta("quest")
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if m != null:
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for k in _objectives:
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k.set_meta("quest", m)
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# var m = get_meta("quest")
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# if m != null:
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# for k in _objectives:
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# k.set_meta("quest", m)
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for k in _objectives:
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k.update()
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for k in _children:
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@@ -35,19 +36,32 @@ func update():
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_complete = false
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break
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if !_complete:
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print("quest: ", _title, " objectives incomplete")
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return
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for k in _children:
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if !k.is_complete():
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_complete = false
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break
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if !_complete:
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print("quest: ", _title, " children incomplete")
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if _complete:
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emit_signal("complete", self)
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_active = false
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quest_complete()
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func quest_complete_handler(quest: Quest):
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var next = quest.get_next_quest()
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if next != null:
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add_child(next)
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next.connect("complete", self, "quest_complete_handler")
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next.start()
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func start():
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_active = true
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for k in _children:
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k.connect("complete", self, "quest_complete_handler")
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k.start()
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emit_signal("started", self)
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print("children: ", _children)
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print("quest: ", _title, " started")
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func get_cur_task_text():
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var ret: String = "No current task"
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if _active:
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@@ -64,3 +78,15 @@ func get_title():
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return _title
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func get_description():
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return _description
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func quest_complete():
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print("quest: ", _title, " complete")
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func add_objective(obj: QuestObjective):
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if !obj in _objectives:
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_objectives.push_back(obj)
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func remove_objective(obj: QuestObjective):
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if obj in _objectives:
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_objectives.erase(obj)
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func set_next_quest(obj: Quest):
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_next_quest = obj
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func get_next_quest() -> Quest:
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return _next_quest
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26
proto2/system/stats_quest.gd
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26
proto2/system/stats_quest.gd
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@@ -0,0 +1,26 @@
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extends Quest
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class_name StatsQuest
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var stat_check: Dictionary
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class StatsCheckObjective extends QuestObjective:
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var stat_check: Dictionary
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func _init(title, stats: Dictionary).(title):
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stat_check = stats
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func update():
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_complete = true
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for k in stat_check.keys():
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match(k):
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"player_count":
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if world.team.keys().size() < stat_check[k]:
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_complete = false
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print("player count: ", world.team.keys().size(), " < ", stat_check[k])
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"cheerleader_count":
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if world.cheer_team.keys().size() < stat_check[k]:
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_complete = false
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_:
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_complete = false
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func _init(title, desc, stats: Dictionary).(title, desc):
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stat_check = stats
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add_objective(StatsCheckObjective.new("Comply to team stats", stat_check))
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34
proto2/system/walk_quest.gd
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34
proto2/system/walk_quest.gd
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@@ -0,0 +1,34 @@
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extends Quest
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class_name WalkQuest
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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var destination: Spatial
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var quest_marker: Spatial
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class WalkQuestObjective extends QuestObjective:
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var dest: Spatial
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func _init(title, destination: Spatial).(title):
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dest = destination
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func update():
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var org = world.master_node.global_transform.origin
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if org.distance_to(dest.global_transform.origin) < 2.5:
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_complete = true
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func _init(title, desc, dest).(title, desc):
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destination = dest
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add_objective(WalkQuestObjective.new("Walk to destination", dest))
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func update():
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.update()
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func start():
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.start()
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quest_marker = load("res://markers/quest_marker.tscn").instance()
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world.master_node.get_node("/root/main").add_child(quest_marker)
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quest_marker.global_transform.origin = destination.global_transform.origin
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print("destination: ", quest_marker.global_transform.origin)
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func quest_complete():
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.quest_complete()
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quest_marker.queue_free()
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45
proto2/ui/interaction.gd
Normal file
45
proto2/ui/interaction.gd
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@@ -0,0 +1,45 @@
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extends Control
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var active_npc
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func hire_as_team():
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var npc_data: Dictionary = active_npc.get_meta("data")
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var newkey = 0
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var teamkeys = world.team.keys()
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if teamkeys.size() > 0:
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var maxkey = teamkeys.max()
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newkey = maxkey + 1
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if npc_data.gender == 0:
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var dst_node = get_node("/root/main/quest_dst_male_dorm")
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var dst = dst_node.global_transform.origin
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active_npc.walkto(dst)
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world.team[newkey] = npc_data
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print("line: ", world.line.size())
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world.line.erase(npc_data.id)
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npc_data.erase("id")
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print("line2: ", world.line.size())
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npc_data.type = 0
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else:
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var dst_node = get_node("/root/main/quest_dst_female_dorm")
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var dst = dst_node.global_transform.origin
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active_npc.walkto(dst)
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world.team[newkey] = npc_data
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print("line: ", world.line.size())
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world.line.erase(npc_data.id)
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npc_data.erase("id")
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print("line2: ", world.line.size())
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npc_data.type = 0
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hide()
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func hire_as_cheer_team():
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hide()
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func _ready():
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hide()
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$h/hire_team.connect("pressed", self, "hire_as_team")
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$h/hire_cheer_team.connect("pressed", self, "hire_as_cheer_team")
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func start_interaction(npc):
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active_npc = npc
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show()
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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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# pass
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41
proto2/ui/interaction.tscn
Normal file
41
proto2/ui/interaction.tscn
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@@ -0,0 +1,41 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://ui/interaction.gd" type="Script" id=1]
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[node name="interaction" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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rect_min_size = Vector2( 0, 96 )
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="h" type="HBoxContainer" parent="."]
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_top = -64.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="hire_team" type="TextureButton" parent="h"]
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margin_right = 64.0
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margin_bottom = 64.0
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rect_min_size = Vector2( 64, 64 )
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[node name="Polygon2D" type="Polygon2D" parent="h/hire_team"]
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polygon = PoolVector2Array( 11.513, 35.9185, 25.1051, 23.7134, 38.1424, 35.0864 )
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[node name="hire_cheer_team" type="TextureButton" parent="h"]
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margin_left = 68.0
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margin_right = 132.0
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margin_bottom = 64.0
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rect_min_size = Vector2( 64, 64 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Polygon2D2" type="Polygon2D" parent="h/hire_cheer_team"]
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polygon = PoolVector2Array( 11.513, 35.9185, 25.1051, 23.7134, 38.1424, 35.0864 )
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