Extensive work on the sideview and initial work on player profiles, inventory display, and renaming adventurerdata vs adventurer to adventurer vs adventurersprite

This commit is contained in:
2025-08-27 08:02:11 -04:00
parent 38845e26fa
commit 2a236ea041
55 changed files with 1975 additions and 417 deletions

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@@ -1,74 +1,74 @@
class_name Adventurer extends Npc
class_name Adventurer extends Node
func _ready() -> void:
nav_agent.navigation_finished.connect(_on_nav_agent_finished)
pass
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
if interaction_target:
try_interact(interaction_target)
#If they have an interaction target within range
#clear the target
#try_interact
enum Gender{
MASC,
FEMME,
NONBINARY
}
var given_name : String = "Test"
var surname : String = "Testing"
var gender : Gender = Gender.MASC
var life : int = 1
var max_life : int = 1
var energy : int = 1
var max_energy : int = 1
var level : int = 1
var exp : int = 0
var job : JobData
var stats : StatBlock
var gold : int = 0
var quest : Quest
var weapon : Weapon
var armor : Armor
var accessory : Accessory
var inventory : Dictionary[Vector2, Item] = {}
var inventory_size : Vector2i = Vector2i(6,1)
var quest_sprite : QuestSprite
func _init() -> void:
stats = StatBlock.new()
func generate() -> void:
if job == null:
return
var curr_pos: Vector2 = global_position
var next_path_pos: Vector2 = nav_agent.get_next_path_position()
stats.STR = randi_range(job.min_STR, job.max_STR)
stats.DEX = randi_range(job.min_DEX, job.max_DEX)
stats.INT = randi_range(job.min_INT, job.max_INT)
stats.CHA = randi_range(job.min_CHA, job.max_CHA)
stats.FAI = randi_range(job.min_FAI, job.max_FAI)
stats.LUK = randi_range(job.min_LUK, job.max_LUK)
velocity = curr_pos.direction_to(next_path_pos) * movement_speed
move_and_slide()
#If they virtually didn't move
if !stuck:
if (global_position - last_position).length_squared() < 5:
stuck = true
stuck_time_remaining = 1
max_life = stats.STR * 10 + stats.CHA * 10
max_energy = stats.INT * 10 + stats.FAI * 10
life = max_life
energy = max_energy
func assign_quest(quest : Quest) -> void:
self.quest = quest
quest.initiate(self)
func full_name() -> String:
return given_name + " " + surname
func gain_level() -> void:
level += 1
#TODO: Make stats improve based on job
Game.notice("%s has reached level %d!" % [full_name(), level])
func gain_exp(amount : int) -> void:
exp += amount
while exp >= get_tnl():
exp -= get_tnl()
gain_level()
func gain_gold(amount :int) -> void:
gold += amount
func get_tnl() -> int:
if job:
return job.get_tnl(level)
else:
if stuck_time_remaining > 0:
stuck_time_remaining -= delta
if stuck_time_remaining <= 0:
nav_agent.target_position = global_position
navigation_failed.emit()
last_position = global_position
func approach(pos : Vector2) -> void:
stuck = false
var rid = get_world_2d().get_navigation_map()
var point : Vector2 = NavigationServer2D.map_get_closest_point(rid, pos)
set_movement_target(point)
func approach_and_interact(obj : Interactable) -> void:
set_movement_target(obj.global_position)
nav_agent.target_desired_distance = interaction_range - 5
interaction_target = obj
func try_interact(obj : Interactable) -> void:
var df = obj.global_position - global_position
if df.length() > interaction_range:
approach_and_interact(obj)
else:
interact(obj)
interaction_target = null
func interact(obj : Interactable) -> void:
obj.interact(self)
func set_movement_target(target : Vector2) -> void:
nav_agent.target_position = target
func show_speech_bubble(bubble_type : String) -> void:
bubble.try_show_speech(bubble_type)
func _on_nav_agent_finished() -> void:
navigation_finished.emit()
func _on_mouse_entered() -> void:
profile_popup = popup_template.instantiate()
add_child(profile_popup)
profile_popup.setup(data.name, data.level, data.job.name, activity)
func _on_mouse_exited() -> void:
profile_popup.queue_free()
return level * 10

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@@ -1 +1 @@
uid://cjqumk0kw2vte
uid://0jl2qbvtmsik

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@@ -1,78 +0,0 @@
class_name AdventurerData extends Node
class StatBlock:
var STR : int = 1
var DEX : int = 1
var INT : int = 1
var CHA : int = 1
var FAI : int = 1
var LUK : int = 1
enum Gender{
MASC,
FEMME,
NONBINARY
}
var given_name : String = "Test"
var surname : String = "Testing"
var gender : Gender = Gender.MASC
var life : int = 1
var max_life : int = 1
var energy : int = 1
var max_energy : int = 1
var level : int = 1
var exp : int = 0
var job : JobData
var stats : StatBlock
var gold : int = 0
var quest : Quest
var weapon : Weapon
var armor : Armor
var accessory : Accessory
var inventory : Dictionary[Vector2, Item] = {}
var inventory_size : Vector2i = Vector2i(6,1)
func _init() -> void:
stats = StatBlock.new()
func generate() -> void:
if job == null:
return
stats.STR = randi_range(job.min_STR, job.max_STR)
stats.DEX = randi_range(job.min_DEX, job.max_DEX)
stats.INT = randi_range(job.min_INT, job.max_INT)
stats.CHA = randi_range(job.min_CHA, job.max_CHA)
stats.FAI = randi_range(job.min_FAI, job.max_FAI)
stats.LUK = randi_range(job.min_LUK, job.max_LUK)
max_life = stats.STR * 10 + stats.CHA * 10
max_energy = stats.INT * 10 + stats.FAI * 10
life = max_life
energy = max_energy
func assign_quest(quest : Quest) -> void:
self.quest = quest
quest.initiate(self)
func full_name() -> String:
return given_name + " " + surname
func gain_level() -> void:
level += 1
#TODO: Make stats improve based on job
Game.notice("%s has reached level %d!" % [full_name(), level])
func gain_exp(amount : int) -> void:
exp += amount
while exp >= get_tnl():
exp -= get_tnl()
gain_level()
func gain_gold(amount :int) -> void:
gold += amount
func get_tnl() -> int:
if job:
return job.get_tnl(level)
else:
return level * 10

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@@ -1 +0,0 @@
uid://0jl2qbvtmsik

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@@ -0,0 +1,40 @@
class_name AdventurerProfileWindow extends ProfileWindow
var data : Adventurer
@onready var nameLabel = %NameLabel
@onready var jobLabel = %JobLabel
@onready var expLabel : Label = %ExpLabel
@onready var levelLabel :Label = %LevelLabel
@onready var lifeLabel :Label = %LifeLabel
@onready var energyLabel :Label = %EnergyLabel
@onready var strLabel :Label = %STRLabel
@onready var dexLabel :Label = %DEXLabel
@onready var intLabel :Label = %INTLabel
@onready var chaLabel :Label = %CHALabel
@onready var faiLabel :Label = %FAILabel
@onready var lukLabel :Label = %LUKLabel
func setup(adv : Adventurer) -> void:
data = adv
nameLabel.text = data.full_name()
if data.job:
jobLabel.text = data.job.name
else:
jobLabel.text = "ERROR"
levelLabel.text = str(data.level)
expLabel.text = "Exp: %d/%d" % [data.exp, data.get_tnl()]
lifeLabel.text = "Life: " + str(data.life) + "/" + str(data.max_life)
energyLabel.text = "Energy: " + str(data.energy) + "/" + str(data.max_energy)
strLabel.text = str(data.stats.STR)
dexLabel.text = str(data.stats.DEX)
intLabel.text = str(data.stats.INT)
chaLabel.text = str(data.stats.CHA)
faiLabel.text = str(data.stats.FAI)
lukLabel.text = str(data.stats.LUK)
#TODO: Show equipment
populate_items()
func populate_items() -> void:
pass

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@@ -0,0 +1 @@
uid://c0adqs12cwkkc

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@@ -0,0 +1,74 @@
class_name AdventurerSprite extends Npc
func _ready() -> void:
nav_agent.navigation_finished.connect(_on_nav_agent_finished)
pass
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
if interaction_target:
try_interact(interaction_target)
#If they have an interaction target within range
#clear the target
#try_interact
return
var curr_pos: Vector2 = global_position
var next_path_pos: Vector2 = nav_agent.get_next_path_position()
velocity = curr_pos.direction_to(next_path_pos) * movement_speed
move_and_slide()
#If they virtually didn't move
if !stuck:
if (global_position - last_position).length_squared() < 5:
stuck = true
stuck_time_remaining = 1
else:
if stuck_time_remaining > 0:
stuck_time_remaining -= delta
if stuck_time_remaining <= 0:
nav_agent.target_position = global_position
navigation_failed.emit()
last_position = global_position
func approach(pos : Vector2) -> void:
stuck = false
var rid = get_world_2d().get_navigation_map()
var point : Vector2 = NavigationServer2D.map_get_closest_point(rid, pos)
set_movement_target(point)
func approach_and_interact(obj : Interactable) -> void:
set_movement_target(obj.global_position)
nav_agent.target_desired_distance = interaction_range - 5
interaction_target = obj
func try_interact(obj : Interactable) -> void:
var df = obj.global_position - global_position
if df.length() > interaction_range:
approach_and_interact(obj)
else:
interact(obj)
interaction_target = null
func interact(obj : Interactable) -> void:
obj.interact(self)
func set_movement_target(target : Vector2) -> void:
nav_agent.target_position = target
func show_speech_bubble(bubble_type : String) -> void:
bubble.try_show_speech(bubble_type)
func _on_nav_agent_finished() -> void:
navigation_finished.emit()
func _on_mouse_entered() -> void:
profile_popup = popup_template.instantiate()
add_child(profile_popup)
profile_popup.setup(data.name, data.level, data.job.name, activity)
func _on_mouse_exited() -> void:
profile_popup.queue_free()

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@@ -0,0 +1 @@
uid://cjqumk0kw2vte

7
scripts/enemy.gd Normal file
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@@ -0,0 +1,7 @@
class_name Enemy extends QuestSprite
func set_animation(anim_name : String) -> void:
anim_player.play(anim_name)

1
scripts/enemy.gd.uid Normal file
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@@ -0,0 +1 @@
uid://fxixa11vqdrn

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@@ -2,19 +2,26 @@ extends Node
var player : Player = null
var panel : GamePanel = null
var player_profile : Window = null
var quest_log : QuestLog = null
var top_menu : TopMenu = null
var active : bool = true
var open : bool = true
var end_shift_confirmation : ConfirmationDialog
var end_shift_confirm_template = preload("res://templates/end_shift_confirmation.tscn")
var player_profile_template = preload("res://templates/player_profile_window.tscn")
func _ready() -> void:
DisplayServer.register_additional_output(self)
end_shift_confirmation = end_shift_confirm_template.instantiate()
add_child(end_shift_confirmation)
func _process(delta: float) -> void:
if active and Input.is_action_just_pressed("switch modes"):
confirm_end_shift()
if open:
if Input.is_action_just_pressed("profile"):
toggle_player_profile()
if Input.is_action_just_pressed("switch modes"):
confirm_end_shift()
func add_quest_progress_bar(quest : Quest) -> void:
panel.add_quest_progress_bar(quest)
@@ -25,10 +32,22 @@ func confirm_end_shift() -> void:
func setup_visitor_ui(spawner: VisitorSpawner)-> void:
if panel:
panel.connect_visitor_spawner(spawner)
func toggle_player_profile():
if player_profile != null:
player_profile.queue_free()
player_profile = null
else:
player_profile = player_profile_template.instantiate()
add_child(player_profile)
player_profile.setup(player.data)
func end_shift() -> void:
active = false
panel.switch_panel(active)
open = false
if player_profile != null:
toggle_player_profile()
panel.switch_panel(open)
var window = get_window()
window.mode = Window.MODE_WINDOWED
var size = DisplayServer.screen_get_size()
@@ -45,7 +64,11 @@ func end_shift() -> void:
top_menu.hide()
panel.get_parent().global_position = Vector2i(5,5)
window.size = Vector2i(415,700)
panel.populate_quest_views()
panel.populate_quest_bars()
func notice(msg : String, time : float = 1) -> void:
panel.notice(msg, time)
func calculate_kill_exp(killer : QuestSprite, killed : QuestSprite) -> int:
return clamp(1, (killed.level - killer.level) * 5, 100)

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@@ -20,7 +20,7 @@ const job_list = [
var jobs : Dictionary[String, JobData] = {}
var members : Array[AdventurerData] = []
var members : Array[Adventurer] = []
var quests : Dictionary[Quest,bool] = {}
var hall : Guildhall = null
var visitor_spawner : VisitorSpawner = null
@@ -55,14 +55,14 @@ func _ready() -> void:
for job : JobData in job_list:
jobs[job.name] = job
func register_guild_member(member : AdventurerData, first : bool = false) -> void:
func register_guild_member(member : Adventurer, first : bool = false) -> void:
members.append(member)
Game.top_menu.add_member(member)
changed.emit()
if first:
Game.notice("%s has joined the guild!" % member.name, 5)
func has_guild_member(member : AdventurerData) -> bool:
func has_guild_member(member : Adventurer) -> bool:
if member == null:
return false
return members.has(member)
@@ -72,13 +72,13 @@ func add_quest(quest : Quest) -> void:
Game.top_menu.add_quest(quest)
#Game.quest_log.add_entry(quest)
func assign_quest(member : AdventurerData, quest : Quest) -> void:
func assign_quest(member : Adventurer, quest : Quest) -> void:
member.assign_quest(quest)
quests[quest] = true #Mark it as active
func spawn_visitor(pos : Vector2) -> void:
var data : AdventurerData = visitors["test"].data.instantiate()
var sprite : Adventurer = visitors["test"].sprite.instantiate()
var data : Adventurer = visitors["test"].data.instantiate()
var sprite : AdventurerSprite = visitors["test"].sprite.instantiate()
var r = randf()
if r > 0.8:
data.gender = 2 #Nonbinary

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@@ -1,4 +1,4 @@
class_name GuildEmployee extends Adventurer
class_name GuildEmployee extends AdventurerSprite
@export var speech :String
@onready var queue : GuildQueue = $Queue

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@@ -4,27 +4,27 @@ var length : int :
get:
return len(members)
@export var direction : Vector2 = Vector2.ZERO
var members : Array[Adventurer] = []
var members : Array[AdventurerSprite] = []
var front : Adventurer :
var front : AdventurerSprite :
get: return null if len(members) == 0 else members[0]
signal advanced()
func add_member(member : Adventurer) -> void:
func add_member(member : AdventurerSprite) -> void:
members.append(member)
func remove_member(member : Adventurer) -> void:
func remove_member(member : AdventurerSprite) -> void:
members.erase(member)
func try_advance() -> Adventurer:
func try_advance() -> AdventurerSprite:
if length > 0:
return advance()
else:
return null
func advance() -> Adventurer:
func advance() -> AdventurerSprite:
advanced.emit()
return front

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@@ -19,5 +19,5 @@ func register_employee(employee: GuildEmployee) -> void:
func register_interactables(equipment: Interactable) -> void:
interactables[equipment.name] = equipment
func add_sprite(sprite : Adventurer) -> void:
func add_sprite(sprite : AdventurerSprite) -> void:
sprite_node.add_child(sprite)

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@@ -1,10 +1,20 @@
extends Control
class_name ItemSlot extends Control
#var item_display_window_template = preload("res://templates/item_display_window.tscn")
var dragging : bool = false
var last_click : int = 0
var item : Item
@onready var item_sprite : TextureRect = $Item
func assign(itm : Item) -> void:
item = item
item_sprite.texture = item.image
func swap(item_slot : ItemSlot) -> void:
var itm = item
assign(itm)
item_slot.assign(itm)
func _on_gui_input(event: InputEvent) -> void:
var mmevt = event as InputEventMouseMotion
var mbevt = event as InputEventMouseButton

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@@ -2,6 +2,7 @@ class_name GamePanel extends MarginContainer
const notice_template = preload("res://templates/notice_panel.tscn")
const quest_progress_bar_template = preload("res://templates/quest_progress_bar.tscn")
const quest_view_template = preload("res://templates/quest_view.tscn")
signal time_changed(time : float)
@@ -18,12 +19,20 @@ func add_quest_progress_bar(quest : Quest) -> void:
var qpb : QuestProgressBar = quest_progress_bar_template.instantiate()
%QuestList.add_child(qpb)
qpb.setup(quest)
#TODO: Change the hero portrait to match
if quest.steps > 1:
for i in range(quest.steps-1):
qpb.add_waypoint(float(i) / quest.steps, quest.step_messages[i])
func add_quest_view(quest : Quest, visible : bool) -> void:
var qv : QuestView = quest_view_template.instantiate()
qv.visible = visible
%QuestView.add_child(qv)
qv.setup(quest)
func switch_panel(active : bool) -> void:
%OpenShift.visible = active
%WorkingShift.visible = !active
@@ -47,6 +56,14 @@ func connect_visitor_spawner(spawner : VisitorSpawner) -> void:
func update_visitor_count(current : int, total : int) -> void:
%OpenList/VisitorsLabel.text = "Visitors: %d/%d" % [current, total]
func populate_quest_views() -> void:
var count : int = 0
for quest in Guild.quests:
if quest.is_taken():
count+=1
add_quest_view(quest, count == 1)
%QuestViewerButton.disabled = (count == 0)
func populate_quest_bars() -> void:
var count : int = 0
@@ -64,6 +81,7 @@ func notice(msg : String, time : float) -> void:
var dragging : bool = false
var drag_pos : Vector2
func _on_drag_region_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:

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@@ -8,7 +8,7 @@ var enabled: bool:
set(value):
enable(value)
var data : AdventurerData
var data : Adventurer
func enable(en: bool) -> void:
@@ -18,7 +18,7 @@ func enable(en: bool) -> void:
else:
mouse_filter=Control.MOUSE_FILTER_IGNORE
func setup(member : AdventurerData) -> void:
func setup(member : Adventurer) -> void:
data = member
%NameLabel.text = data.given_name + " " + data.surname
%LevelLabel.text = str(data.level)

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@@ -9,7 +9,7 @@ var profile_popup
@onready var movement_target_position : Vector2 = global_position
@onready var nav_agent : NavigationAgent2D = $NavigationAgent2D
var data : AdventurerData = null
var data : Adventurer = null
var interaction_target = null
var last_position : Vector2 = Vector2.ZERO
var stuck : bool = false

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@@ -1,49 +1 @@
extends Window
var dragging : bool = false
var data : AdventurerData
@onready var nameLabel = %NameLabel
@onready var jobLabel = %JobLabel
@onready var expLabel : Label = %ExpLabel
@onready var levelLabel :Label = %LevelLabel
@onready var lifeLabel :Label = %LifeLabel
@onready var energyLabel :Label = %EnergyLabel
@onready var strLabel :Label = %STRLabel
@onready var dexLabel :Label = %DEXLabel
@onready var intLabel :Label = %INTLabel
@onready var chaLabel :Label = %CHALabel
@onready var faiLabel :Label = %FAILabel
@onready var lukLabel :Label = %LUKLabel
func setup(adv : AdventurerData) -> void:
data = adv
nameLabel.text = data.full_name()
if data.job:
jobLabel.text = data.job.name
else:
jobLabel.text = "ERROR"
levelLabel.text = str(data.level)
expLabel.text = "Exp: %d/%d" % [data.exp, data.get_tnl()]
lifeLabel.text = "Life: " + str(data.life) + "/" + str(data.max_life)
energyLabel.text = "Energy: " + str(data.energy) + "/" + str(data.max_energy)
strLabel.text = str(data.stats.STR)
dexLabel.text = str(data.stats.DEX)
intLabel.text = str(data.stats.INT)
chaLabel.text = str(data.stats.CHA)
faiLabel.text = str(data.stats.FAI)
lukLabel.text = str(data.stats.LUK)
#TODO: Show equipment
func _on_close_requested() -> void:
queue_free()
func _on_drag_region_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
dragging = event.pressed
elif dragging and event is InputEventMouseMotion:
position += Vector2i(event.screen_relative)
class_name NpcProfileWindow extends AdventurerProfileWindow

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@@ -7,11 +7,11 @@ class_name Player extends Person
var interaction_target = null
@export var interaction_range : float = 75
@export var stop_range : float = 25
var data : AdventurerData
var data : Adventurer
func _ready() -> void:
Game.player = self
data = AdventurerData.new()
data = Adventurer.new()
data.name = "Player"
setup.call_deferred()

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@@ -1,5 +1,15 @@
extends Window
class_name ProfileWindow extends Window
var dragging : bool = false
func _on_close_button_pressed() -> void:
func _on_close_requested() -> void:
queue_free()
func _on_drag_region_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
dragging = event.pressed
elif dragging and event is InputEventMouseMotion:
position += Vector2i(event.screen_relative)

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@@ -1,6 +1,7 @@
class_name Quest extends Object
enum Status{
OPEN,
TAKEN,
@@ -11,49 +12,140 @@ enum Status{
}
class Event:
var enemy_types: Dictionary[String, PackedScene] = {
"goo": preload("res://templates/enemies/goo.tscn")
}
enum Type{
WAIT,
COMBAT,
CHOICE
}
enum CombatState{
FIGHTING,
VICTORY,
DEFEAT
}
var type : Type = Type.WAIT
var enemies : Array[String] = []
var time : float = 1
var time_elapsed
signal completed()
signal failed()
var participants : Array = []
var turn_queue : Array = []
var busy_list : Array = []
var combat_state
var dex_speed : int
var start(quest : Quest) -> void:
func start(quest : Quest) -> void:
match(type):
Type.WAIT:
pass
return
Type.COMBAT:
combat_state = CombatState.FIGHTING
var enemy_list = []
for enemy_name in enemies:
enemy_list.append(enemy_types[enemy_name].instantiate())
quest.questview.set_questor_animation("idle")
for enemy in enemy_list:
quest.questview.pause_setting()
quest.questview.place_enemy(enemy)
quest.questview.set_enemy_animation(enemy, "idle")
start_combat([quest.questor.quest_sprite], enemy_list)
func start_combat(adventurers : Array, enemies : Array) -> void:
participants = []
participants.append_array(adventurers)
participants.append_array(enemies)
var c_order : Array = []
var dex_speed = 0
for p in participants:
c_order.append([p, p.stats.dex])
if p.stats.dex > dex_speed:
dex_speed = p.stats.dex
c_order.append([p, p.stats.DEX])
if p.stats.DEX > dex_speed:
dex_speed = p.stats.DEX
c_order.sort_custom(func(a,b): return a[1] > b[1])
var delay = 5
var last_time = 0
for c in c_order:
c[0].busy.connect(_on_busy.bind(c[0]))
c[0].action_complete.connect(_on_combat_action_complete.bind(c[0]))
c[0].died.connect(_on_death.bind(c[0]))
var time = delay * dex_speed / c[1]
turn_queue.append({"combatant":c[0], "time": time - last_time})
last_time = time
func execute_attack(combatant, target) -> void:
busy_list.append(target)
#TODO: Make the combatant execute an attack
#TODO: Make the target take damage
func execute_attack(combatant : QuestSprite, target : QuestSprite) -> void:
var tween = combatant.create_tween()
tween.tween_interval(.25)
tween.tween_callback(combatant.attack.bind(target))
func add_to_turn_queue(combatant) -> void:
#Calculate time
var time = dex_speed / combatant.stats.DEX
#Walk through list to find insertion point
var idx = -1
for i in range(len(turn_queue)):
if turn_queue[i].time > time:
idx = i
break
else:
time -= turn_queue[i].time
var entry = {"combatant":combatant, "time":time}
if idx == -1:
turn_queue.append(entry)
else:
turn_queue[idx].time -= time
turn_queue.insert(idx,entry)
func _on_busy(combatant : QuestSprite) -> void:
busy_list.append(combatant)
func _on_death(killer : QuestSprite, combatant : QuestSprite) -> void:
busy_list.erase(combatant)
remove_from_queue(combatant)
participants.erase(combatant)
if killer != combatant:
var xp = Game.calculate_kill_exp(killer, combatant)
print("%s has earned %d exp" % [killer.name, xp])
killer.exp += xp
var enemy_list : Array = get_enemy_list(killer)
if len(enemy_list) == 0:
if killer is QuestorSprite:
victory()
else:
defeat()
func victory():
print("Questor won!")
combat_state = CombatState.VICTORY
for p : QuestorSprite in participants:
p.check_levelup()
#TODO: Notify player if level up occurs
time = 10
func defeat():
print("Questor lost!")
combat_state = CombatState.DEFEAT
failed.emit()
func remove_from_queue(combatant : QuestSprite) -> void:
var idx = -1
for i in range(len(turn_queue)):
if turn_queue[i].combatant == combatant:
idx = i
break
if idx != -1:
turn_queue.remove_at(idx)
else:
printerr("Tried to remove someone not in the turn queue")
func _on_combat_action_complete(requeue : bool, combatant : QuestSprite) -> void:
busy_list.erase(combatant)
if requeue:
add_to_turn_queue(combatant)
func execute_action(combatant) -> void:
busy_list = [combatant]
@@ -74,21 +166,29 @@ class Event:
func process(delta : float) -> void:
#TODO: Make quest combat work
if type == Type.COMBAT:
if len(busy_list) < 1:
if len(turn_queue) > 0:
turn_queue[0].time -= delta
if turn_queue[0].time <= 0:
var c = turn_queue.pop_front()
if len(turn_queue) > 0:
turn_queue[0].time += c.time
execute_action(c.combatant)
else:
resolve_combat()
time_elapsed += delta
if time_elapsed >= time:
completed.emit()
match(type):
Type.COMBAT:
match(combat_state):
CombatState.FIGHTING:
if len(busy_list) < 1:
if len(turn_queue) > 0:
turn_queue[0].time -= delta
if turn_queue[0].time <= 0:
var c = turn_queue.pop_front()
print("%s taking a turn!" % [c.combatant.name])
if len(turn_queue) > 0:
turn_queue[0].time += c.time
execute_action(c.combatant)
else:
resolve_combat()
CombatState.VICTORY:
time_elapsed += delta
if time_elapsed >= time:
completed.emit()
Type.WAIT:
time_elapsed += delta
if time_elapsed >= time:
completed.emit()
var name : String = "A Basic Quest"
var desc : String = "The default quest, with no special anything."
@@ -104,14 +204,15 @@ var progress : float = 0
var current_step : int = 0
var taken : bool = false
var status : Status = Status.OPEN
var questview : QuestView = null
var questor : AdventurerData = null
var questor : Adventurer = null
signal status_changed(status : Status)
func _init() -> void:
pass
func initiate(member : AdventurerData) -> void:
func initiate(member : Adventurer) -> void:
questor = member
status = Status.TAKEN
status_changed.emit(Status.TAKEN)
@@ -138,7 +239,7 @@ func num_events() -> int:
return len(events)
#TODO: Put in quest requirements
func is_eligible(member : AdventurerData) -> bool:
func is_eligible(member : Adventurer) -> bool:
return !taken
func is_taken() -> bool:

View File

@@ -15,6 +15,7 @@ var quest : Quest = null
var current_event : Quest.Event = null
var time_elapsed : float = 0
var next_waypoint = 0
var failed : bool = false
#signal value_changed(value : float)
#var min_value
#var max_value
@@ -29,10 +30,11 @@ func _ready() -> void:
hero.position = hero_offset + Vector2(length * bar.value / bar.max_value, 0)
func _process(delta: float) -> void:
if failed:
return
if time_elapsed < quest.length:
if current_event != null:
if current_event.type != Quest.Event.Type.COMBAT:
current_event.process(delta)
current_event.process(delta)
else:
time_elapsed += delta
progress_quest()
@@ -69,7 +71,8 @@ func update_waypoints(value : float) -> void:
func start_event(event : Quest.Event, offset : float) -> void:
current_event = event
current_event.completed.connect(_on_event_complete)
current_event.start()
current_event.failed.connect(_on_event_failed)
current_event.start(quest)
event.time_elapsed = offset
func setup(quest : Quest) -> void:
@@ -93,10 +96,26 @@ func progress_quest() -> void:
quest.complete()
update_waypoints(bar.value)
func set_fill_color(color : Color) -> void:
%Start/Fill.self_modulate = color
%End/Fill.self_modulate = color
$ProgressBar.tint_progress = color
for wp : Waypoint in waypoints:
wp.fill_color = color
func _on_event_complete() -> void:
#TODO: Show event message!
speech_bubble.show_message("Event complete!")
if current_event.type == Quest.Event.Type.COMBAT:
quest.questview.unpause_setting()
for p : QuestorSprite in current_event.participants:
p.set_animation("running")
waypoints[next_waypoint].blink(false)
next_waypoint += 1
current_event = null
func _on_event_failed() -> void:
failed = true
set_fill_color(Color.RED)
quest.fail()

38
scripts/quest_sprite.gd Normal file
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@@ -0,0 +1,38 @@
class_name QuestSprite extends Control
var life : int = 1
var max_life : int = 1
var energy : int = 1
var max_energy : int = 1
var level : int = 1
var exp : int = 0
@export var stats : StatBlock
var gold : int = 0
@onready var anim_player : AnimationPlayer = $AnimationPlayer
signal died(killer :QuestSprite)
signal action_complete(requeue : bool)
signal busy()
func attack(target : QuestSprite) -> void:
print("Attack by %s to %s" % [name, target.name])
target.take_damage(self, 10)
action_complete.emit(true)
func take_damage(source : QuestSprite, amount : int) -> void:
busy.emit()
life = clampi(life - amount, 0, max_life)
if life == 0:
print("%s killed %s!" % [source.name, name])
die(source)
else:
print("%s hit %s for %d damage!" % [source.name, name, amount])
action_complete.emit(false)
func die(killer : QuestSprite) -> void:
died.emit(killer)
queue_free()

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@@ -0,0 +1 @@
uid://c7tmerbioa0vn

33
scripts/quest_view.gd Normal file
View File

@@ -0,0 +1,33 @@
class_name QuestView extends Panel
const questor_template = preload("res://templates/questor_sprite.tscn")
@onready var questorSprite : QuestorSprite
@onready var setting = $Setting
var quest : Quest
func setup(qst : Quest) -> void:
quest = qst
quest.questview = self
questorSprite = questor_template.instantiate()
questorSprite.setup(quest.questor)
add_child(questorSprite)
questorSprite.global_position = $QuestorPosition.global_position
func set_questor_animation(anim_name : String) -> void:
questorSprite.set_animation(anim_name)
func set_enemy_animation(enemy : Enemy, anim_name : String) -> void:
enemy.set_animation(anim_name)
func place_enemy(enemy : Enemy) -> void:
add_child(enemy)
enemy.global_position = $EnemyPosition.global_position
func pause_setting() -> void:
setting.process_mode = Node.PROCESS_MODE_DISABLED
func unpause_setting() -> void:
setting.process_mode = Node.PROCESS_MODE_INHERIT

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@@ -0,0 +1 @@
uid://bm4826vxrmuqh

33
scripts/questor_sprite.gd Normal file
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@@ -0,0 +1,33 @@
class_name QuestorSprite extends QuestSprite
var data : Adventurer = null
func _ready() -> void:
if data:
life = data.life
max_life = data.max_life
energy = data.energy
max_energy = data.max_energy
level = data.level
exp = data.exp
stats = StatBlock.copy(data.stats)
gold = data.gold
func set_animation(anim_name : String) -> void:
anim_player.play(anim_name)
func setup(adv : Adventurer) -> void:
data = adv
life = data.life
max_life = data.max_life
energy = data.energy
max_energy = data.max_energy
level = data.level
exp = data.exp
stats = StatBlock.copy(data.stats)
gold = data.gold
adv.quest_sprite = self
func check_levelup() -> void:
data.gain_exp(exp)

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@@ -0,0 +1 @@
uid://ce0vugvrwvppb

View File

@@ -1,14 +1,19 @@
extends Node2D
var test_adv = preload("res://templates/test_adventurer.tscn")
@onready var door_player : AudioStreamPlayer = $AudioStreamPlayer
func _ready() -> void:
#var adv : AdventurerData = test_adv.instantiate() as AdventurerData
#var adv : Adventurer = test_adv.instantiate() as Adventurer
#Guild.register_guild_member(adv)
var quest : Quest = Quest.new()
var evt : Quest.Event = Quest.Event.new()
evt.type = Quest.Event.Type.COMBAT
evt.enemies = ["goo"]
evt.time = 10
quest.events.append(evt)
Guild.add_quest(quest)
Guild.assign_quest(Game.player.data, quest)
#Game.end_shift()
#var tween = create_tween()
#tween.tween_interval(3)
#tween.tween_callback(Callable($DoorLight/AnimationPlayer.play).bind("open"))

View File

@@ -29,7 +29,7 @@ func _on_quests_button_pressed() -> void:
for child in quest_list.get_children():
child.enabled = quests.visible
func add_member(member : AdventurerData) -> void:
func add_member(member : Adventurer) -> void:
var entry = member_panel_entry_template.instantiate()
entry.setup(member)
members_list.add_child(entry)

View File

@@ -12,6 +12,11 @@ var fill: bool :
if value != filled:
set_fill(value)
var fill_color: Color :
get: return $Fill.self_modulate
set(value):
$Fill.self_modulate = value
func blink(blnk : bool) -> void:
if blinking == blnk:
return