More work on quests

This commit is contained in:
2025-11-19 14:42:59 -05:00
parent 379fa4bd70
commit 4ed4ab95f3
36 changed files with 3911 additions and 75 deletions

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extends Quest
func _init() -> void:
name = "[1] A Quest for Nestor's Woods that Ann Marie Promised Me"
super._init()
func setup() -> void:
var event_weights = [1,1,1,1,1,1,1,1,2,2,2,2,3,3,3,4,4,5]
var num_events = 3 # event_weights.pick_random()
#The first event is guaranteed to be at the 50% mark.
var first : bool = true
var pranges : Array = []
var margin : float = 0.1
for i in range(num_events):
var evt : Quest.Event = Quest.Event.new()
evt.type = Quest.Event.Type.COMBAT
evt.enemies = ["goo"]
evt.time = 5
if first:
#Make invisible
evt.progress_point = .5
pranges.append([margin, evt.progress_point-margin])
pranges.append([evt.progress_point+margin, 1 - margin])
first = false
else:
evt.hidden = true
pranges.shuffle()
var range = pranges.pop_back()
evt.progress_point = randf_range(range[0], range[1])
if evt.progress_point - range[0] >= 2 * margin:
pranges.append([range[0], evt.progress_point - margin])
if range[1] - evt.progress_point >= 2 * margin:
pranges.append([evt.progress_point + margin, range[1]])
events.append(evt)
events.sort_custom(func(a,b): return a.progress_point < b.progress_point)
desc = "One day Ann Marie will write me."
location = Quest.Locations.NESTORS_WOODS
rewards = {"exp":10, "gold":5}
guild_rewards = {"glory":10, "gold":5}
covenant_cost = 5

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uid://w6t0lkkxmbl2

49
data/quests/feral_pigs.gd Normal file
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extends Quest
func _init() -> void:
name = "Fight of the Feral Pigs"
location = Quest.Locations.NESTORS_WOODS
difficulty = 1
super._init()
func setup() -> void:
var event_weights = [1,1,1,1,1,1,1,1,2,2,2,2,3,3,3]
var num_events = event_weights.pick_random()
#The first event is guaranteed to be at the 50% mark.
var first : bool = true
var pranges : Array = []
var margin : float = 0.1
for i in range(num_events):
var evt : Quest.Event = Quest.Event.new()
evt.type = Quest.Event.Type.COMBAT
evt.enemies = []
for j in range(randi() %3 + 1):
evt.enemies.append("feral pig")
evt.time = 600
evt.completed.connect(_on_combat_complete.bind(evt))
if first:
#Make invisible
evt.progress_point = .5
pranges.append([margin, evt.progress_point-margin])
pranges.append([evt.progress_point+margin, 1 - margin])
first = false
else:
evt.hidden = true
pranges.shuffle()
var range = pranges.pop_back()
evt.progress_point = randf_range(range[0], range[1])
if evt.progress_point - range[0] >= 2 * margin:
pranges.append([range[0], evt.progress_point - margin])
if range[1] - evt.progress_point >= 2 * margin:
pranges.append([evt.progress_point + margin, range[1]])
events.append(evt)
events.sort_custom(func(a,b): return a.progress_point < b.progress_point)
desc = "Pigs got out of Old Johns farm again. Poor fella dont know up from down at his age, he cant help it. Trouble is, pigs are causing trouble in them there woods and John sure aint takin care of it. Handle 'em for us, would you?"
location = Quest.Locations.NESTORS_WOODS
rewards = {"exp":10, "gold":5}
guild_rewards = {"glory":5, "gold":5}
covenant_cost = 5
func _on_combat_complete(event : Quest.Event) -> void:
rewards.gold += 2 * len(event.enemies)

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uid://nnl5qvb3csr0

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class_name Quest extends Resource
#The list of available quests
static var list : Array[Quest]
static var last_id : int = 1
enum Status{
OPEN,
TAKEN,
IN_PROGRESS,
COMPLETED,
FAILED,
CLOSED
}
enum Locations{
NESTORS_WOODS
}
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 hidden : bool = false
var type : Type = Type.WAIT
var enemies : Array[String] = []
var progress_point : float = 0
var time : float = 1
var time_elapsed
var complete : bool = false
signal completed()
signal failed()
var participants : Array = []
var turn_queue : Array = []
var busy_list : Array = []
var combat_state
var dex_speed : int
func setup() -> void:
pass
func save() -> Dictionary:
var d : Dictionary = {}
d.hidden = hidden
d.type = type
d.enemies = enemies
d.progress_point = progress_point
d.time = time
d.time_elapsed = time_elapsed
d.complete = complete
return d
func start(quest : Quest) -> void:
match(type):
Type.WAIT:
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:
enemy.flip_h()
quest.questview.pause_setting()
quest.questview.place_enemy(enemy, true)
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)
time = 1.25
time_elapsed = 0
var c_order : Array = []
var dex_speed = 0
for p in participants:
p.show_lifebar(true)
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
if c[1] != 0:
time = delay * dex_speed / c[1]
turn_queue.append({"combatant":c[0], "time": time - last_time})
last_time = time
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 / max(1, 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 = 3
time_elapsed = 0
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:
if combatant.position != combatant.reset_position:
combatant.position_reset()
combatant.arrived.connect(_on_combat_action_complete.bind(requeue, combatant), CONNECT_ONE_SHOT)
return
busy_list.erase(combatant)
if requeue:
add_to_turn_queue(combatant)
func execute_action(combatant) -> void:
busy_list = [combatant]
#TODO: Come up with other options than just swinging at each other
var enemies : Array = get_enemy_list(combatant)
var target = enemies.pick_random()
combatant.approach(target, combatant.melee_range)
combatant.arrived.connect(execute_attack.bind(combatant, target), CONNECT_ONE_SHOT)
func get_enemy_list(combatant) -> Array:
var lst = []
for p in participants:
if p != combatant:
lst.append(p)
return lst
func resolve_combat() -> void:
for p in participants:
p.show_lifebar(false)
pass
func process(delta : float) -> void:
#TODO: Make quest combat work
match(type):
Type.COMBAT:
if time != 0:
time_elapsed += delta
if time_elapsed >= time:
time = 0
time_elapsed = 0
else:
return
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:
resolve_combat()
complete = true
completed.emit()
Type.WAIT:
time_elapsed += delta
if time_elapsed >= time:
complete = true
completed.emit()
var id : int
var base_name : String = ""
var name : String = "A Basic Quest"
var desc : String = "The default quest, with no special anything."
var difficulty : int = 1
var location : Locations
var steps : int = 1
var rewards : Dictionary
var guild_rewards : Dictionary
var covenant_cost : int = 1
var length : float = 10
var events : Array[Event] = []
var progress : float = 0
var current_step : int = 0
var taken : bool = false
var status : Status = Status.OPEN
var questview : QuestView = null
var questor : Adventurer = null
signal status_changed(status : Status)
func _init() -> void:
last_id += 1
id = last_id
pass
func initiate(member : Adventurer) -> 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)
questview.show_quest_complete()
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])
func num_events() -> int:
return len(events)
#TODO: Put in quest requirements
func is_eligible(member : Adventurer) -> bool:
return !taken
func is_taken() -> bool:
return status == Status.TAKEN
func location_name() -> String:
match(location):
Locations.NESTORS_WOODS: return "Nestor's Woods"
return "ERROR"
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"
static func load_quest_list() -> void:
var path = ProjectSettings.get_setting_with_override("data/quests/directory")
var dir = DirAccess.open(path)
var quest : Quest
if dir:
dir.list_dir_begin()
var filename = dir.get_next()
while filename != "":
if not dir.current_is_dir() and filename.get_extension() == "gd":
var file = load(path + "/" + filename).new()
if file is Quest:
list.append(file)
filename = dir.get_next()
dir.list_dir_end()
static func generate(parameters : Dictionary) -> Quest:
return null
func save() -> Dictionary:
var d : Dictionary = {}
d.id = id
d.name = name
d.base_name = base_name
d.desc = desc
d.difficulty = difficulty
d.location = location
d.steps = steps
#TODO: Convert these!
#d.rewards = rewards
#d.guild_rewards = guild_rewards
d.covenant_cost = covenant_cost
d.length = length
d.progress = progress
d.current_step = current_step
d.taken = taken
d.status = status
var lst : Array = []
for evt in events:
lst.append(evt.save())
d.events = lst
return d

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extends Quest
func setup() -> void:
func _init() -> void:
name = "A Sticky Situation"
location = Quest.Locations.VOID
super._init()
func setup() -> void:
var event_weights = [1,1,1,1,1,1,1,1,2,2,2,2,3,3,3,4,4,5]
var num_events = 3 # event_weights.pick_random()
#The first event is guaranteed to be at the 50% mark.