More work on quests
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374
data/quest.gd
Normal file
374
data/quest.gd
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@@ -0,0 +1,374 @@
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class_name Quest extends Resource
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#The list of available quests
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static var list : Array[Quest]
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static var last_id : int = 1
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enum Status{
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OPEN,
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TAKEN,
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IN_PROGRESS,
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COMPLETED,
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FAILED,
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CLOSED
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}
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enum Locations{
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VOID,
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NESTORS_WOODS
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}
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class Event:
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var enemy_types: Dictionary[String, PackedScene] = {
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"feral pig": preload("res://templates/enemies/feral_pig.tscn"),
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"goo": preload("res://templates/enemies/goo.tscn")
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}
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enum Type{
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WAIT,
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COMBAT,
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CHOICE
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}
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enum CombatState{
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FIGHTING,
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VICTORY,
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DEFEAT
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}
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var hidden : bool = false
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var type : Type = Type.WAIT
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var enemies : Array[String] = []
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var progress_point : float = 0
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var time : float = 1
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var time_elapsed
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var complete : bool = false
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signal completed()
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signal failed()
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var participants : Array = []
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var turn_queue : Array = []
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var busy_list : Array = []
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var combat_state
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var dex_speed : int
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func setup() -> void:
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pass
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func save() -> Dictionary:
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var d : Dictionary = {}
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d.hidden = hidden
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d.type = type
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d.enemies = enemies
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d.progress_point = progress_point
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d.time = time
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d.time_elapsed = time_elapsed
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d.complete = complete
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return d
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func start(quest : Quest) -> void:
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match(type):
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Type.WAIT:
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return
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Type.COMBAT:
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combat_state = CombatState.FIGHTING
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var enemy_list = []
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for enemy_name in enemies:
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enemy_list.append(enemy_types[enemy_name].instantiate())
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quest.questview.set_questor_animation("idle")
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for enemy in enemy_list:
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enemy.flip_h()
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quest.questview.pause_setting()
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quest.questview.place_enemy(enemy, true)
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quest.questview.set_enemy_animation(enemy, "idle")
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start_combat([quest.questor.quest_sprite], enemy_list)
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func start_combat(adventurers : Array, enemies : Array) -> void:
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participants = []
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participants.append_array(adventurers)
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participants.append_array(enemies)
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time = 1.25
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time_elapsed = 0
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var c_order : Array = []
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var dex_speed = 0
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for p in participants:
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p.show_lifebar(true)
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c_order.append([p, p.stats.DEX])
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if p.stats.DEX > dex_speed:
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dex_speed = p.stats.DEX
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c_order.sort_custom(func(a,b): return a[1] > b[1])
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var delay = 5
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var last_time = 0
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for c in c_order:
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c[0].busy.connect(_on_busy.bind(c[0]))
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c[0].action_complete.connect(_on_combat_action_complete.bind(c[0]))
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c[0].died.connect(_on_death.bind(c[0]))
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var time = delay * dex_speed
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if c[1] != 0:
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time = delay * dex_speed / c[1]
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turn_queue.append({"combatant":c[0], "time": time - last_time})
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last_time = time
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func execute_attack(combatant : QuestSprite, target : QuestSprite) -> void:
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var tween = combatant.create_tween()
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tween.tween_interval(.25)
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tween.tween_callback(combatant.attack.bind(target))
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func add_to_turn_queue(combatant) -> void:
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#Calculate time
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var time = dex_speed / max(1, combatant.stats.DEX)
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#Walk through list to find insertion point
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var idx = -1
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for i in range(len(turn_queue)):
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if turn_queue[i].time > time:
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idx = i
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break
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else:
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time -= turn_queue[i].time
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var entry = {"combatant":combatant, "time":time}
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if idx == -1:
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turn_queue.append(entry)
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else:
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turn_queue[idx].time -= time
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turn_queue.insert(idx,entry)
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func _on_busy(combatant : QuestSprite) -> void:
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busy_list.append(combatant)
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func _on_death(killer : QuestSprite, combatant : QuestSprite) -> void:
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busy_list.erase(combatant)
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remove_from_queue(combatant)
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participants.erase(combatant)
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if killer != combatant:
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var xp = Game.calculate_kill_exp(killer, combatant)
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print("%s has earned %d exp" % [killer.name, xp])
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killer.exp += xp
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var enemy_list : Array = get_enemy_list(killer)
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if len(enemy_list) == 0:
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if killer is QuestorSprite:
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victory()
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else:
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defeat()
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func victory():
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print("Questor won!")
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combat_state = CombatState.VICTORY
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for p : QuestorSprite in participants:
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p.check_levelup()
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#TODO: Notify player if level up occurs
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time = 3
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time_elapsed = 0
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func defeat():
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print("Questor lost!")
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combat_state = CombatState.DEFEAT
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failed.emit()
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func remove_from_queue(combatant : QuestSprite) -> void:
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var idx = -1
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for i in range(len(turn_queue)):
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if turn_queue[i].combatant == combatant:
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idx = i
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break
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if idx != -1:
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turn_queue.remove_at(idx)
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else:
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printerr("Tried to remove someone not in the turn queue")
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func _on_combat_action_complete(requeue : bool, combatant : QuestSprite) -> void:
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if combatant.position != combatant.reset_position:
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combatant.position_reset()
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combatant.arrived.connect(_on_combat_action_complete.bind(requeue, combatant), CONNECT_ONE_SHOT)
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return
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busy_list.erase(combatant)
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if requeue:
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add_to_turn_queue(combatant)
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func execute_action(combatant) -> void:
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busy_list = [combatant]
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#TODO: Come up with other options than just swinging at each other
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var enemies : Array = get_enemy_list(combatant)
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var target = enemies.pick_random()
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combatant.approach(target, combatant.melee_range)
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combatant.arrived.connect(execute_attack.bind(combatant, target), CONNECT_ONE_SHOT)
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func get_enemy_list(combatant) -> Array:
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var lst = []
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for p in participants:
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if p != combatant:
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lst.append(p)
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return lst
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func resolve_combat() -> void:
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for p in participants:
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p.show_lifebar(false)
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pass
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func process(delta : float) -> void:
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#TODO: Make quest combat work
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match(type):
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Type.COMBAT:
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if time != 0:
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time_elapsed += delta
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if time_elapsed >= time:
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time = 0
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time_elapsed = 0
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else:
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return
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match(combat_state):
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CombatState.FIGHTING:
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if len(busy_list) < 1:
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if len(turn_queue) > 0:
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turn_queue[0].time -= delta
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if turn_queue[0].time <= 0:
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var c = turn_queue.pop_front()
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print("%s taking a turn!" % [c.combatant.name])
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if len(turn_queue) > 0:
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turn_queue[0].time += c.time
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execute_action(c.combatant)
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else:
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resolve_combat()
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CombatState.VICTORY:
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resolve_combat()
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complete = true
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completed.emit()
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Type.WAIT:
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time_elapsed += delta
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if time_elapsed >= time:
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complete = true
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completed.emit()
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var id : int
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var base_name : String = ""
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var name : String = "A Basic Quest"
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var desc : String = "The default quest, with no special anything."
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var difficulty : int = 1
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var location : Locations
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var steps : int = 1
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var rewards : Dictionary
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var guild_rewards : Dictionary
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var covenant_cost : int = 1
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var length : float = 10
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var events : Array[Event] = []
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var progress : float = 0
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var current_step : int = 0
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var taken : bool = false
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var status : Status = Status.OPEN
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var questview : QuestView = null
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var questor : Adventurer = null
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signal status_changed(status : Status)
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func _init() -> void:
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last_id += 1
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id = last_id
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pass
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func initiate(member : Adventurer) -> void:
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questor = member
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status = Status.TAKEN
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status_changed.emit(Status.TAKEN)
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func fail() -> void:
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status = Status.FAILED
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status_changed.emit(Status.FAILED)
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func complete() -> void:
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status = Status.COMPLETED
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status_changed.emit(Status.COMPLETED)
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questview.show_quest_complete()
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for reward in rewards.keys():
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if reward == "gold":
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questor.gain_gold(rewards[reward])
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elif reward == "exp":
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questor.gain_exp(rewards[reward])
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#TODO: Implement other reward types
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#elif rewards[reward] is Item:
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# questor.gain_item()
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#else it's a guild item they'll bring back for us
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Game.notice("%s completed the quest '%s'!" % [questor.full_name(), name])
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func num_events() -> int:
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return len(events)
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#TODO: Put in quest requirements
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func is_eligible(member : Adventurer) -> bool:
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return !taken
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func is_taken() -> bool:
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return status == Status.TAKEN
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static func location_name(location : Locations) -> String:
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match(location):
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Locations.VOID: return "The Endless Void"
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Locations.NESTORS_WOODS: return "Nestor's Woods"
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return "ERROR"
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func get_location_name() -> String:
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return Quest.location_name(location)
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func difficulty_name() -> String:
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match(difficulty):
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0: return "None"
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1: return "Trivial"
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2: return "Moderate"
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3: return "Severe"
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4: return "Extreme"
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5: return "Legendary"
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_: return "Unknown"
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static func load_quest_list() -> void:
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var path = ProjectSettings.get_setting_with_override("data/quests/directory")
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var dir = DirAccess.open(path)
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var quest : Quest
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if dir:
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dir.list_dir_begin()
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var filename = dir.get_next()
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while filename != "":
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if not dir.current_is_dir() and filename.get_extension() == "gd":
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var file = load(path + "/" + filename).new()
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if file is Quest:
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list.append(file)
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filename = dir.get_next()
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dir.list_dir_end()
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static func generate(parameters : Dictionary) -> Quest:
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var candidates : Array[Quest] = []
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var l = list
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for q in list:
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if parameters.location != -1 and q.location != parameters.location:
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continue
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if q.difficulty < parameters.min_difficulty or q.difficulty > parameters.max_difficulty:
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continue
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candidates.append(q)
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var choice : Quest = candidates.pick_random()
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return choice.duplicate()
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func save() -> Dictionary:
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var d : Dictionary = {}
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d.id = id
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d.name = name
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d.base_name = base_name
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d.desc = desc
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d.difficulty = difficulty
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d.location = location
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d.steps = steps
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#TODO: Convert these!
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#d.rewards = rewards
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#d.guild_rewards = guild_rewards
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d.covenant_cost = covenant_cost
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d.length = length
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d.progress = progress
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d.current_step = current_step
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d.taken = taken
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d.status = status
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var lst : Array = []
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for evt in events:
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lst.append(evt.save())
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d.events = lst
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return d
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