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