214 lines
5.0 KiB
GDScript
214 lines
5.0 KiB
GDScript
extends Node
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signal new_quest
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var quests = []
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func save():
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var data = []
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for k in quests:
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data.push_back(k.save())
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global.save_data.quests = data
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func restore_quest(d):
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var q = Quest.new(d.title, d.desc)
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func restore():
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for k in global.save_data.quests:
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quests.push_back(restore_quest(k))
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var quest_triggers = [
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{
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"title": "Something is not right.",
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"desc": "You wake up from noise. Explore the building to find the source.",
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"trigger": ["once", 0, 0, 10],
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"objectives": [
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["walkto_room", "Check enterance.", "Check enterance room.", "exit_room", 8.0]
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]
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}
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]
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class QuestObjective extends Reference:
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var _title
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var _desc
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var quest
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var complete = false
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var active = false
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func update():
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pass
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func activate():
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active = true
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func finish():
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active = false
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func set_quest(q):
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quest = q
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func _init(title, desc):
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_title = title
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_desc = desc
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func save():
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var save_data = {}
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save_data.create = ["obj", _desc, _title]
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save_data.active = active
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save_data.complete = complete
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return save_data
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class Quest extends Reference:
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signal quest_complete
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var _title
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var _description
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var objectives = []
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var children = []
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var complete = false
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var cur_objective: int = -1
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func _init(title, desc):
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_title = title
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_description = desc
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func add_objective(obj):
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objectives.push_back(obj)
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func remove_objective(obj):
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objectives.erase(obj)
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func add_child(obj):
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children.push_back(obj)
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func remove_child(obj: Quest):
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children.erase(obj)
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func save():
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var save_data = {}
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save_data.title = _title
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save_data.desc = _description
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return save_data
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func update():
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for k in children:
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k.update()
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for k in objectives:
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k.update()
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var old_objective:int = cur_objective
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complete = true
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for k in range(objectives.size()):
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if !objectives[k].complete:
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cur_objective = k
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complete = false
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break
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for k in children:
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if !k.complete:
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complete = false
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if complete:
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emit_signal("quest_complete", self)
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if cur_objective != old_objective:
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if old_objective >= 0:
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objectives[old_objective].finish()
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objectives[cur_objective].activate()
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func get_title():
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return _title
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func get_description():
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return _title
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class ObjectiveWalkto extends QuestObjective:
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var where = Vector3()
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var meta = ""
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var radius = 0.0
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var indicator = preload("res://ui/quest_indicator.tscn")
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var ind_i: Node2D
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var old_pos = Vector3()
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func _init(t, d, w, r).(t, d):
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meta = w
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radius = r
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func activate():
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active = true
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ind_i = indicator.instance()
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var player_pos: Vector3 = global.player.global_transform.origin
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var base = global.astar.get_closest_point(player_pos)
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var tgt = global.astar.get_closest_point(where)
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var path = global.astar.get_point_path(base, tgt)
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if path.size() > 1:
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ind_i.target = path[1] + Vector3(0, 1, 0) * 0.3
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else:
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ind_i.target = where + Vector3(0, 1, 0) * 0.3
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global.get_viewport().add_child(ind_i)
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print(_title, "ACTIVATED")
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old_pos = player_pos
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func finish():
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active = false
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ind_i.queue_free()
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func update():
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if !active:
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return
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var player_pos: Vector3 = global.player.global_transform.origin
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if old_pos.distance_to(player_pos) > 0.5:
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var base = global.astar.get_closest_point(player_pos)
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var tgt = global.astar.get_closest_point(where)
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var path = global.astar.get_point_path(base, tgt)
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if path.size() > 1:
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var ind = 0
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var pt = path[ind]
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while ind < path.size() - 1:
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pt = path[ind]
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if pt.distance_to(player_pos) > 2.0:
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ind_i.target = pt + Vector3(0, 1, 0) * 0.3
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break
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ind += 1
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else:
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ind_i.target = where + Vector3(0, 1, 0) * 0.3
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old_pos = player_pos
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func save():
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var save_data = {}
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save_data.create = ["walkto_room", _title, _desc, meta, radius]
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save_data.active = active
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save_data.complete = complete
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return save_data
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func _ready():
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pass
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func check_trigger(t):
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var t_type = t[0]
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match(t_type):
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"once":
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var t_day = t[1]
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var t_hour = t[2]
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var t_minute = t[3]
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if global.game_day != t_day:
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return false
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if global.game_hour != t_hour:
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return false
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if int(global.game_minute / 10) != int(t_minute / 10):
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return false
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return true
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return false
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func create_objective(v):
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var o_type = v[0]
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match(o_type):
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"walkto_room":
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var o_title = v[1]
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var o_desc = v[2]
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var o_meta = v[3]
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var o_radius = v[4]
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var obj = ObjectiveWalkto.new(o_title, o_desc, o_meta, o_radius)
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return obj
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return null
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var up_time = 0.0
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var state: int = 0
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func _process(delta):
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up_time += delta
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if up_time > 1000.0:
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up_time = 0.0
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if int(up_time * 10.0) % 10 == 1:
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var processed = []
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while quest_triggers.size() > 0:
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var k = quest_triggers.pop_front()
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if check_trigger(k.trigger):
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print("quest triggered: ", k.title)
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var q = Quest.new(k.title, k.desc)
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quests.push_back(q)
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for r in k.objectives:
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var obj = create_objective(r)
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if obj:
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q.add_objective(obj)
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emit_signal("new_quest", q)
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else:
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processed.push_back(k)
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quest_triggers = processed
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for k in quests:
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k.update()
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