Moved everything into a file system. Links broken.

This commit is contained in:
2025-08-10 03:58:03 -04:00
parent 4e0b42eb23
commit 434216ca29
182 changed files with 1141 additions and 252 deletions

74
scripts/adventurer.gd Normal file
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class_name Adventurer 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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uid://cjqumk0kw2vte

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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
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 get_tnl() -> int:
if job:
return job.get_tnl(level)
else:
return level * 10

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uid://0jl2qbvtmsik

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extends ConfirmationDialog
func _on_confirmed() -> void:
Game.end_shift()
hide()
func _on_canceled() -> void:
hide()

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uid://dopd01h4q2uu8

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scripts/endpoint.gd Normal file
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class_name Endpoint extends Control
@export var percent : float = 0
var filled: bool
var fill: bool :
get:
return filled
set(value):
if value != filled:
set_fill(value)
func set_fill(value : bool) -> void:
filled = value
if value:
$Dot.visible = true
$Fill.modulate = Color.SEA_GREEN
else:
$Dot.visible = false
$Fill.modulate = Color.BLACK

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scripts/endpoint.gd.uid Normal file
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uid://cf0pt0ty4uaas

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scripts/game_manager.gd Normal file
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extends Node
var player : Player = null
var panel : GamePanel = null
var quest_log : QuestLog = null
var top_menu : TopMenu = null
var active : bool = true
var end_shift_confirmation : ConfirmationDialog
var end_shift_confirm_template = preload("res://end_shift_confirmation.tscn")
func _ready() -> void:
DisplayServer.register_additional_output(self)
end_shift_confirmation = end_shift_confirm_template.instantiate()
add_child(end_shift_confirmation)
#var file =FileAccess.open("res://name.txt",FileAccess.READ)
#var text =file.get_line()
#var nmnames = text.remove_chars(" ").split(",")
func _process(delta: float) -> void:
if active and Input.is_action_just_pressed("switch modes"):
confirm_end_shift()
func add_quest_progress_bar(quest : Quest) -> void:
panel.add_quest_progress_bar(quest)
func confirm_end_shift() -> void:
end_shift_confirmation.popup_centered()
func setup_visitor_ui(spawner: VisitorSpawner)-> void:
if panel:
panel.connect_visitor_spawner(spawner)
func end_shift() -> void:
active = false
panel.switch_panel(active)
var window = get_window()
window.mode = Window.MODE_WINDOWED
var size = DisplayServer.screen_get_size()
window.content_scale_size = Vector2i(345,500)
var wsize = window.get_size_with_decorations()
window.position = Vector2i(size.x - 345, 25)
window.transparent = true
window.transparent_bg = true
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_TRANSPARENT, true)
Guild.hall.process_mode = Node.PROCESS_MODE_DISABLED
top_menu.hide()
panel.get_parent().global_position = Vector2i(5,5)
window.size = Vector2i(345,500)
panel.populate_quest_bars()
func notice(msg : String, time : float = 1) -> void:
panel.notice(msg, time)

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uid://cr421faioc8cf

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extends Control
var quest : Quest
func generate_quest() -> void:
quest = Quest.new()
quest.name = "A Test Quest"
quest.location = "Nestor Woods"
quest.difficulty = 1
quest.length = 60
quest.rewards = {"exp":100,"gold":1}
func update_quest_window() -> void:
if quest:
%NameField.text = quest.name
match(quest.difficulty):
1: %DifficultyField.text = "Trivial"
%LocationField.text = quest.location
#for reward in quest.rewards.:
func reset() -> void:
quest = null
%DifficultyOptions.select(0)
%LocationOptions.select(0)
#TODO: Clear bonus rewards
func _on_generate_button_pressed() -> void:
generate_quest()
update_quest_window()
%GenerateQuest.hide()
%PostQuest.show()
func _on_post_button_pressed() -> void:
Guild.add_quest(quest)
quest = null
%GenerateQuest.show()
%PostQuest.hide()
hide()
func _on_post_back_button_pressed() -> void:
%GenerateQuest.show()
%PostQuest.hide()
func _on_generate_back_button_pressed() -> void:
hide()
reset()

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uid://ep03avmd4jbc

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scripts/guild.gd Normal file
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extends Node
const visitors = {
"test": {
"data":preload("res://test_adventurer.tscn"),
"sprite":preload("res://test_adventurer_sprite.tscn")
}
}
var surnames : Array[String] = []
var masc_names : Array[String] = []
var femme_names : Array[String] = []
const job_list = [
preload("res://data/jobs/farmer.tres"),
preload("res://data/jobs/rookie.tres")
]
var jobs : Dictionary[String, JobData] = {}
var members : Array[AdventurerData] = []
var quests : Dictionary[Quest,bool] = {}
var hall : Guildhall = null
var visitor_spawner : VisitorSpawner = null
var gold : int
var level : int
var reputation : int
var rep_tnl : int
var vault : Array = []
signal changed()
func _ready() -> void:
var file = FileAccess.open("res://data/names/surnames.txt", FileAccess.READ)
while !file.eof_reached():
var line = file.get_line().strip_edges()
surnames.append(line)
file.close()
file = FileAccess.open("res://data/names/masc_names.txt", FileAccess.READ)
while !file.eof_reached():
var line = file.get_line().strip_edges()
masc_names.append(line)
file.close()
file = FileAccess.open("res://data/names/femme_names.txt", FileAccess.READ)
while !file.eof_reached():
var line = file.get_line().strip_edges()
femme_names.append(line)
file.close()
for job : JobData in job_list:
jobs[job.name] = job
func register_guild_member(member : AdventurerData, 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:
if member == null:
return false
return members.has(member)
func add_quest(quest : Quest) -> void:
quests[quest] = false
Game.top_menu.add_quest(quest)
#Game.quest_log.add_entry(quest)
func assign_quest(member : AdventurerData, 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 r = randf()
if r > 0.8:
data.gender = 2 #Nonbinary
if randf() > 0.5:
data.given_name = femme_names.pick_random()
else:
data.given_name = masc_names.pick_random()
elif r > 0.4:
data.gender = 1 #Female presenting
data.given_name = femme_names.pick_random()
else:
data.gender = 0 #Male presenting
data.given_name = masc_names.pick_random()
data.surname = surnames.pick_random()
data.name = data.given_name + " " + data.surname
data.job = jobs["Farmer"]
data.generate()
sprite.data = data
hall.add_sprite(sprite)
sprite.global_position = pos

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uid://c7ymru8doa4a8

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scripts/guild_employee.gd Normal file
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class_name GuildEmployee extends Adventurer
@export var speech :String
@onready var queue : GuildQueue = $Queue
signal service_provided()
func interact(interactor, type : String = "") -> void:
if type == "register":
Guild.register_guild_member(interactor.data, true)
#interactor.advance_
service_provided.emit()

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uid://b2unuudq5qfl

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extends Window
@onready var levelLabel : Label = %LevelLabel
@onready var reputationLabel : Label = %ReputationLabel
@onready var membersLabel : Label = %MembersLabel
@onready var goldLabel : Label = %GoldLabel
func _ready() -> void:
refresh()
Guild.changed.connect(_on_guild_change)
func refresh() -> void:
levelLabel.text = str(Guild.level)
reputationLabel.text = "%d (%d to next level)" % [Guild.reputation, Guild.rep_tnl]
membersLabel.text = str(len(Guild.members))
goldLabel.text = str(Guild.gold)
func _on_guild_change() -> void:
refresh()
func _on_close_requested() -> void:
queue_free()
func _on_focus_exited() -> void:
queue_free()

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uid://dj5e81dgkpww8

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scripts/guild_queue.gd Normal file
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class_name GuildQueue extends Node2D
var length : int :
get:
return len(members)
@export var direction : Vector2 = Vector2.ZERO
var members : Array[Adventurer] = []
var front : Adventurer :
get: return null if len(members) == 0 else members[0]
signal advanced()
func add_member(member : Adventurer) -> void:
members.append(member)
func remove_member(member : Adventurer) -> void:
members.erase(member)
func try_advance() -> Adventurer:
if length > 0:
return advance()
else:
return null
func advance() -> Adventurer:
advanced.emit()
return front
func get_last_position() -> Vector2:
return get_index_position(length - 1)
func get_index_position(idx : int) -> Vector2:
return global_position + idx * 100 * direction
func get_member_position(member) -> Vector2:
var idx = members.find(member)
if idx == -1:
return Vector2.ZERO
else:
return get_index_position(idx)

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uid://b0q2233msdtgo

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scripts/guildhall.gd Normal file
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class_name Guildhall extends Node2D
var employees : Dictionary[String, GuildEmployee] = {}
var interactables : Dictionary[String, Interactable] = {}
var board : QuestBoard
@onready var sprite_node : Node2D = $Sprites
@onready var nav_region : NavigationRegion2D = $RoomRegion
func _ready() -> void:
Guild.hall = self
for child in sprite_node.get_children():
if child is GuildEmployee:
register_employee(child)
func register_employee(employee: GuildEmployee) -> void:
employees[employee.name] = employee
func register_interactables(equipment: Interactable) -> void:
interactables[equipment.name] = equipment
func add_sprite(sprite : Adventurer) -> void:
sprite_node.add_child(sprite)

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class_name HeroIcon extends Sprite2D
func move(pos : Vector2) -> void:
pass

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class_name Interactable extends StaticBody2D
var busy : bool = false
var queue : GuildQueue
signal interaction_complete()
func _ready() -> void:
queue = $Queue
func interact(interactor, service : String = ""):
interaction_complete.emit()

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uid://dek37dgkvktjb

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class_name GamePanel extends MarginContainer
const notice_template = preload("res://notice_panel.tscn")
const quest_progress_bar_template = preload("res://quest_progress_bar.tscn")
signal time_changed(time : float)
@onready var timer : Timer = $Timer
func _ready() -> void:
Game.panel = self
func _process(delta: float) -> void:
time_changed.emit(timer.time_left)
func add_quest_progress_bar(quest : Quest) -> void:
var qpb : QuestProgressBar = quest_progress_bar_template.instantiate()
qpb.setup(quest)
%QuestList.add_child(qpb)
#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 switch_panel(active : bool) -> void:
%OpenShift.visible = active
%WorkingShift.visible = !active
%Timer.start(300 if active else 1500)
func _on_show_quests_pressed() -> void:
%QuestProgressList.visible = !%QuestProgressList.visible
func _on_end_shift_pressed() -> void:
Game.confirm_end_shift()
func _on_visitor_spawned(remaining : int, total : int) -> void:
update_visitor_count(total - remaining, total)
func connect_visitor_spawner(spawner : VisitorSpawner) -> void:
spawner.visitor_spawned.connect(_on_visitor_spawned)
update_visitor_count(spawner.total_visitors - spawner.visitors_remaining, spawner.total_visitors)
func update_visitor_count(current : int, total : int) -> void:
%OpenList/VisitorsLabel.text = "Visitors: %d/%d" % [current, total]
func populate_quest_bars() -> void:
var count : int = 0
for quest in Guild.quests:
if quest.is_taken():
count+=1
add_quest_progress_bar(quest)
%ShowQuestsButton.disabled = (count == 0)
func notice(msg : String, time : float) -> void:
var ntc : NoticePanel = notice_template.instantiate()
%Notices.add_child(ntc)
ntc.message = msg
ntc.duration = time

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uid://dhw85vqlvw33s

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extends PanelContainer
const npc_profile_window_template = preload("res://npc_profile_window.tscn")
var _enabled: bool
var enabled: bool:
get:
return _enabled
set(value):
enable(value)
var data : AdventurerData
func enable(en: bool) -> void:
_enabled = en
if en:
mouse_filter=Control.MOUSE_FILTER_STOP
else:
mouse_filter=Control.MOUSE_FILTER_IGNORE
func setup(member : AdventurerData) -> void:
data = member
%NameLabel.text = data.given_name + " " + data.surname
%LevelLabel.text = str(data.level)
if data.job:
%JobLabel.text = data.job.name
#TODO: Change portrait
func _on_gui_input(event: InputEvent) -> void:
var evt = event as InputEventMouseButton
if evt and evt.button_index == MOUSE_BUTTON_LEFT and evt.pressed:
var window : Window = npc_profile_window_template.instantiate()
Game.add_child(window)
window.setup(data)
window.popup_centered()
window.grab_focus()

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uid://b5v1r3u5gbpfw

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class_name NoticePanel extends PanelContainer
var message : String :
get:
return %Label.text
set(value):
%Label.text = value
var duration : float :
get:
return %Timer.wait_time
set(value):
%Timer.wait_time = value
%Timer.start()
func _on_timer_timeout() -> void:
queue_free()

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uid://bqah2tc3d5otk

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class_name Npc extends Person
const popup_template = preload("res://profile_popup.tscn")
var profile_popup
@export var is_player : bool = false
@onready var bt_player : BTPlayer = $BTPlayer
@export var movement_speed : float = 400.0
@onready var movement_target_position : Vector2 = global_position
@onready var nav_agent : NavigationAgent2D = $NavigationAgent2D
var data : AdventurerData = null
var interaction_target = null
var last_position : Vector2 = Vector2.ZERO
var stuck : bool = false
var stuck_time_remaining : float = 0
var busy : bool = false
var _activity : String = ""
var activity : String :
get:
return _activity
set(value):
_activity = value
if profile_popup:
profile_popup.change_activity(_activity)
@onready var bubble : SpeechBubble = $SpeechBubble
@export var interaction_range : float = 75
@export var stop_range : float = 25
signal navigation_finished()
signal navigation_failed()

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extends Window
var data : AdventurerData
@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
title = 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: " + str(data.stats.STR)
dexLabel.text = "DEX: " + str(data.stats.DEX)
intLabel.text = "INT: " + str(data.stats.INT)
chaLabel.text = "CHA: " + str(data.stats.CHA)
faiLabel.text = "FAI: " + str(data.stats.FAI)
lukLabel.text = "LUK: " + str(data.stats.LUK)
#TODO: Show equipment
func _on_close_requested() -> void:
queue_free()

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class_name Person extends CharacterBody2D

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class_name Player extends Person
@onready var movement_speed : float = 400.0
@onready var movement_target_position : Vector2 = global_position
@onready var nav_agent : NavigationAgent2D = $NavigationAgent2D
var interaction_target = null
@export var interaction_range : float = 75
@export var stop_range : float = 25
var data : AdventurerData
func _ready() -> void:
Game.player = self
data = AdventurerData.new()
data.name = "Player"
setup.call_deferred()
func setup():
await get_tree().physics_frame
set_movement_target(movement_target_position)
func set_movement_target(target : Vector2) -> void:
nav_agent.target_position = target
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()
func _unhandled_input(event: InputEvent) -> void:
var evt : InputEventMouseButton = event as InputEventMouseButton
if evt and evt.pressed:
approach(evt.global_position)
nav_agent.target_desired_distance = stop_range
interaction_target = null
func approach(pos : Vector2) -> void:
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:
var t : Vector2 = obj.global_position
if "queue" in obj and obj.queue != null:
t = obj.queue.global_position
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)

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extends Control
@onready var name_label = %NameLabel
@onready var level_label = %LevelLabel
@onready var job_label = %JobLabel
@onready var activity_label = %ActivityLabel
func setup(new_name : String, level : int, job : String, activity : String) -> void:
name_label.text = new_name
level_label.text = "Lv " + str(level)
job_label.text = job
activity_label.text = activity
func change_activity(activity : String) -> void:
activity_label.text = activity

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uid://b0obax7efrsy1

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extends Window

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uid://dpws8rq811nt8

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scripts/quest.gd Normal file
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class_name Quest extends Object
enum Status{
OPEN,
TAKEN,
IN_PROGRESS,
COMPLETED,
FAILED
}
var name : String = "A Basic Quest"
var desc : String = "The default quest, with no special anything."
var difficulty : int = 1
var location : String
var steps : int = 1
var rewards : Dictionary
var length : float = 10
var step_outcomes : Array = [
{"pass":"I succeeded!", "fail":"I failed!"}
]
var progress : float = 0
var current_step : int = 0
var taken : bool = false
var status : Status = Status.OPEN
var questor : AdventurerData = null
signal status_changed(status : Status)
func _init() -> void:
pass
func initiate(member : AdventurerData) -> void:
questor = member
status = Status.TAKEN
status_changed.emit(Status.TAKEN)
func fail() -> void:
status = Status.FAILED
status_changed.emit(Status.FAILED)
func complete() -> void:
status = Status.COMPLETED
status_changed.emit(Status.COMPLETED)
for reward in rewards.keys():
if reward == "gold":
questor.gain_gold(rewards[reward])
elif reward == "exp":
questor.gain_exp(rewards[reward])
#TODO: Implement other reward types
#elif rewards[reward] is Item:
# questor.gain_item()
#else it's a guild item they'll bring back for us
Game.notice("%s completed the quest '%s'!" % [questor.full_name(), name])
#TODO: Put in quest requirements
func is_eligible(member : AdventurerData) -> bool:
return !taken
func is_taken() -> bool:
return status == Status.TAKEN
func difficulty_name() -> String:
match(difficulty):
0: return "None"
1: return "Trivial"
2: return "Moderate"
3: return "Severe"
4: return "Extreme"
5: return "Legendary"
_: return "Unknown"

1
scripts/quest.gd.uid Normal file
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uid://bowt76gfx40pv

44
scripts/quest_board.gd Normal file
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class_name QuestBoard extends Interactable
@onready var polygon : CollisionPolygon2D = $CollisionPolygon2D
@onready var window : QuestBoardWindow = $QuestBoardWindow
@onready var btplayer : BTPlayer = $BTPlayer
func _ready() -> void:
register_board.call_deferred()
super._ready()
func register_board() -> void:
Guild.hall.register_interactables(self)
func _input(event : InputEvent) -> void:
var evt : InputEventMouseButton = event as InputEventMouseButton
if evt and evt.button_index == MOUSE_BUTTON_LEFT and evt.pressed:
if Geometry2D.is_point_in_polygon(evt.position - polygon.global_position, polygon.polygon):
Game.player.try_interact(self)
get_viewport().set_input_as_handled()
func interact(interactor, type : String = "") -> void:
if interactor is Player:
window.populate(Guild.quests.keys())
window.popup_centered()
elif type == "quest":
var viable_quests : Dictionary[Quest,int] = {}
#Go through all quests and create a list of open quests suitable for their level
for quest in Guild.quests:
if quest.is_eligible(interactor.data):
#TODO: Make them weight different quests differently.
viable_quests[quest] = 1
#If that list is zero, return without giving them a quest
if viable_quests.size() != 0:
var rnd_quest = []
for quest in viable_quests.keys():
for i in range(viable_quests[quest]):
rnd_quest.append(quest)
var quest = rnd_quest.pick_random()
Guild.assign_quest(interactor.data, quest)
interaction_complete.emit()
#Else pick a random quest from the list and assign it to them

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class_name QuestBoardEntry extends Button
const quest_window_template = preload("res://quest_window.tscn")
var quest : Quest = null
@onready var tex_icon : TextureRect = %Icon
@onready var name_label : Label = %NameLabel
@onready var status_label : Label = %StatusLabel
var board_window : QuestBoardWindow = null
func setup(quest : Quest) -> void:
self.quest = quest
quest.status_changed.connect(_on_quest_status_changed)
name_label.text = quest.name
status_label.text = "Available" if !quest.taken else "Unavailable"
func update() -> void:
status_label.text = "Available" if !quest.taken else "Unavailable"
func _on_quest_status_changed(status: Quest.Status) -> void:
match(status):
Quest.Status.OPEN: status_label.text = "Available"
Quest.Status.TAKEN:queue_free()
Quest.Status.COMPLETED: queue_free()
_: status_label.text = "Unavailable"
func _on_pressed() -> void:
var window = quest_window_template.instantiate()
window.setup(quest, true)
window.quest_accepted.connect(board_window._on_quest_accepted)
add_child(window)
window.popup_centered()

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uid://hsks1qah12sh

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class_name QuestBoardWindow extends Popup
const entry_template = preload("res://quest_board_entry.tscn")
@onready var entry_list : VBoxContainer = %Entries
func populate(quests : Array[Quest]) -> void:
for entry : QuestBoardEntry in entry_list.get_children():
entry.queue_free()
for quest in quests:
if !quest.is_taken():
add_entry(quest)
func add_entry(quest : Quest) -> void:
var qle : QuestBoardEntry = entry_template.instantiate()
entry_list.add_child(qle)
qle.setup(quest)
qle.board_window = self
func _on_quest_accepted() -> void:
hide()
func _on_close_requested() -> void:
hide()

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uid://de4lnikqqk7b4

15
scripts/quest_log.gd Normal file
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class_name QuestLog extends Control
const entry_template = preload("res://quest_log_entry.tscn")
@onready var entry_list : VBoxContainer = %Entries
var entries : Array[QuestLogEntry] = []
func _ready() -> void:
Game.quest_log = self
func add_entry(quest : Quest) -> void:
var qle : QuestLogEntry = entry_template.instantiate()
entries.append(qle)
entry_list.add_child(qle)
qle.setup(quest)

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scripts/quest_log.gd.uid Normal file
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uid://opy1kwcgsh70

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class_name QuestLogEntry extends Panel
var quest : Quest = null
@onready var icon : TextureRect = %Icon
@onready var name_label : Label = %NameLabel
@onready var status_label : Label = %StatusLabel
func setup(quest : Quest) -> void:
self.quest = quest
name_label.text = quest.name
status_label.text = "Available" if !quest.taken else "Unavailable"
quest.status_changed.connect(_on_quest_status_changed)
func update() -> void:
status_label.text = "Available" if !quest.taken else "Unavailable"
func _on_quest_status_changed(status : Quest.Status) -> void:
match(status):
Quest.Status.OPEN: status_label.text = "Available"
Quest.Status.COMPLETED: queue_free()
_: status_label.text = "Unavailable"

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uid://dfn0507e4nccu

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extends PanelContainer
var _enabled: bool
var enabled: bool:
get:
return _enabled
set(value):
enable(value)
var quest : Quest
@onready var status_label = %StatusLabel
func enable(en: bool) -> void:
_enabled = en
if en:
mouse_filter=Control.MOUSE_FILTER_STOP
else:
mouse_filter=Control.MOUSE_FILTER_IGNORE
func setup(qst : Quest) -> void:
quest = qst
quest.status_changed.connect(_on_quest_status_changed)
%NameLabel.text = quest.name
#TODO: Add star rating
#%LevelLabel.text = str(data.level)
%StatusLabel.text = ("Taken ()" % [quest.questor.full_name()]) if quest.taken else "OPEN"
#TODO: Change portrait
func _on_gui_input(event: InputEvent) -> void:
var evt = event as InputEventMouseButton
if evt and evt.button_index == MOUSE_BUTTON_LEFT and evt.pressed:
print("Quest clicked!")
func _on_quest_status_changed(status: Quest.Status) -> void:
match(status):
Quest.Status.OPEN: status_label.text = "OPEN"
Quest.Status.COMPLETED: queue_free()
Quest.Status.IN_PROGRESS: status_label.text = "IN PROGRESS"
_: status_label.text = "Taken"

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class_name QuestProgressBar extends Control
const waypoint_template = preload("res://waypoint.tscn")
var length : float
var waypoints : Array = []
@onready var hero_offset : Vector2 = %Hero.position
@onready var hero : HeroIcon = %Hero
@onready var startpoint : Endpoint = %Start
@onready var endpoint : Endpoint = %End
@onready var bar : TextureProgressBar = $ProgressBar
@onready var path : Control = %Path
var quest : Quest = null
var time_elapsed : float = 0
#signal value_changed(value : float)
#var min_value
#var max_value
#var step
#var page
#var value
#var exp_edit
#var rounded
#var allow_greater
func _ready() -> void:
length = path.size.x
if quest:
#Generate the waypoints
generate_waypoints()
#TODO: Change the hero's portrait
bar.value = quest.progress
hero.position = hero_offset + Vector2(length * bar.value / bar.max_value, 0)
func _process(delta: float) -> void:
if time_elapsed < quest.length:
time_elapsed += delta
progress_quest()
func generate_waypoints():
if len(waypoints) > 0:
for wp in waypoints:
wp.queue_free()
waypoints = []
for i in range(1,quest.steps):
var pct : float = i / float(quest.steps)
add_waypoint( pct, quest.step_outcomes[i])
func add_waypoint(pct : float, msgs : Dictionary):
var wp = waypoint_template.instantiate()
waypoints.append(wp)
wp.percent = pct
%Waypoints.add_child(wp)
wp.global_position = global_position + Vector2(pct * length - 16, -9)
if bar.value / bar.max_value >= pct:
wp.fill = true
func update_waypoints(value : float) -> void:
startpoint.fill = (bar.value / bar.max_value >= startpoint.percent)
for wp : Waypoint in waypoints:
wp.fill = (bar.value / bar.max_value >= wp.percent)
endpoint.fill = (bar.value / bar.max_value >= endpoint.percent)
func setup(quest : Quest) -> void:
self.quest = quest
time_elapsed = 0
func progress_quest() -> void:
bar.value = clampf(time_elapsed / quest.length, 0, bar.max_value)
hero.position = hero_offset + Vector2(length * bar.value / bar.max_value, 0)
if time_elapsed >= quest.length:
quest.complete()
update_waypoints(bar.value)

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39
scripts/quest_window.gd Normal file
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extends Window
var quest : Quest
signal quest_accepted()
func setup(qst : Quest, board : bool) -> void:
quest = qst
quest.status_changed.connect(_on_quest_status_changed)
%NameField.text = quest.name
%DifficultyField.text = quest.difficulty_name()
%LocationField.text = quest.location
if !board:
%AcceptButton.hide()
if quest.is_taken():
%StatusField.text = "Taken"
%AcceptButton.disabled = true
else:
%StatusField.text = "OPEN"
%AcceptButton.disabled = false
func _on_quest_status_changed(status : Quest.Status) -> void:
if status == Quest.Status.COMPLETED:
queue_free()
if quest.is_taken():
%StatusField.text = "Taken"
%AcceptButton.disabled = true
else:
%StatusField.text = "OPEN"
%AcceptButton.disabled = false
func _on_accept_pressed() -> void:
Guild.assign_quest(Game.player.data, quest)
quest_accepted.emit()
queue_free()
func _on_close_button_pressed() -> void:
queue_free()

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uid://b3flxu0sduc1

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scripts/speech_bubble.gd Normal file
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class_name SpeechBubble extends Sprite2D
@onready var anim_player : AnimationPlayer = $AnimationPlayer
func try_show_speech(type : String = ""):
if type != "":
if anim_player.has_animation(type):
visible = true
anim_player.play(type)
else:
printerr("Tried to show speech bubble %s but speech bubble does not have that type!" % type)
visible = false
else:
visible = false

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uid://w57riwplc00t

5
scripts/start_menu.gd Normal file
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extends Control
func _on_button_pressed() -> void:
get_tree().change_scene_to_file()

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uid://dco3n63irwntu

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scripts/test_limbo.gd Normal file
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extends CharacterBody2D
var busy : bool = false

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scripts/test_scene.gd Normal file
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extends Node2D
var test_adv = preload("res://test_adventurer.tscn")
func _ready() -> void:
#var adv : AdventurerData = test_adv.instantiate() as AdventurerData
#Guild.register_guild_member(adv)
var quest : Quest = Quest.new()
Guild.add_quest(quest)

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uid://cci652umkym1f

12
scripts/timer_label.gd Normal file
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extends Label
func _on_time_changed(time : float) -> void:
var t : int = int(time)
var ms = time - t
var s = t % 60
t = (t - s) / 60
var m = t % 60
t = (t - m) / 60
var h = t
text = "%02d:%02d:%02d.%02d" % [h,m,s,int(ms * 100) % 100]

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uid://4jrp67ckp7vt

51
scripts/top_menu.gd Normal file
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class_name TopMenu extends Control
const member_panel_entry_template = preload("res://member_panel_entry.tscn")
const quest_panel_entry_template = preload("res://quest_panel_entry.tscn")
const guild_info_window_template = preload("res://guild_info_window.tscn")
@onready var members_list = %MembersList
@onready var members = %Members
@onready var quest_list = %QuestList
@onready var quests = %Quests
func _ready() -> void:
Game.top_menu = self
func hide_submenus() -> void:
members.visible = false
quests.visible = false
func _on_members_button_pressed() -> void:
if !members.visible:
hide_submenus()
members.visible = !members.visible
for child in members_list.get_children():
child.enabled = members.visible
func _on_quests_button_pressed() -> void:
if !quests.visible:
hide_submenus()
quests.visible = !quests.visible
for child in quest_list.get_children():
child.enabled = quests.visible
func add_member(member : AdventurerData) -> void:
var entry = member_panel_entry_template.instantiate()
entry.setup(member)
members_list.add_child(entry)
func add_quest(quest : Quest) -> void:
var entry = quest_panel_entry_template.instantiate()
entry.setup(quest)
quest_list.add_child(entry)
func _on_quest_generate_button_pressed() -> void:
%GenerateQuestDialog.show()
func _on_guild_button_pressed() -> void:
var wnd = guild_info_window_template.instantiate()
add_child(wnd)
wnd.popup_centered()
wnd.grab_focus()

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scripts/top_menu.gd.uid Normal file
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uid://wyv0gt0ww6fp

27
scripts/update_bubble.gd Normal file
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extends NinePatchRect
@onready var label : Label = %Label
@onready var timer : Timer = %Timer
func _ready() -> void:
show_message("TESTING, 1 2 3\nTESTING!!!!")
func show_message(msg : String, show_time : float = 1.0) -> void:
label.text = msg
appear.call(show_time)
func appear(show_time : float):
var size : Vector2 = label.get_size()
size += get_minimum_size() / 2
print(size)
var tween = create_tween()
tween.tween_property(self, "size", size, .25)
#tween.parallel().tween_property(self, "pivot_offset", Vector2(0, size.y), .5)
tween.parallel().tween_property(self, "position", Vector2(position.x, position.y-size.y/2), 0.25)
timer.start(show_time + .25)
func _on_timer_timeout() -> void:
var tween = create_tween()
tween.tween_property(self, "modulate", Color(1,1,1,0), .5)
tween.tween_callback(queue_free)

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class_name VisitorSpawner extends Node2D
@onready var timer : Timer = $Timer
@export var total_visitors : int = 0
@export var min_time : float = 5
@export var max_time : float = 10
var visitors_remaining : int
signal visitor_spawned(current : int, total : int)
func _ready() -> void:
Guild.visitor_spawner = self
visitors_remaining = total_visitors
if visitors_remaining > 0:
timer.start(randf_range(min_time, max_time))
setup_ui.call_deferred()
func setup_ui():
Game.setup_visitor_ui(self)
func spawn_visitor() -> void:
Guild.spawn_visitor(global_position)
visitors_remaining-=1
visitor_spawned.emit(visitors_remaining, total_visitors)
func _on_timer_timeout() -> void:
if visitors_remaining > 0:
spawn_visitor()
else:
timer.stop()

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uid://bnbljf6u2d3kh

22
scripts/waypoint.gd Normal file
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class_name Waypoint extends Control
var percent : float = 0
var filled: bool
var fill: bool :
get:
return filled
set(value):
if value != filled:
set_fill(value)
func set_fill(value : bool) -> void:
filled = value
if value:
$Dot.visible = true
$Fill.modulate = Color.SEA_GREEN
else:
$Dot.visible = false
$Fill.modulate = Color.BLACK

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scripts/waypoint.gd.uid Normal file
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uid://dnytdxwuk6b7x