Restructured files and worked on more complex quest progression
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@@ -6,9 +6,27 @@ enum Status{
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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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FAILED,
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CLOSED
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}
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class Event:
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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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var type : Type = Type.WAIT
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var enemies : Array[String] = []
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var time : float = 1
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var time_elapsed
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signal completed()
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func process(delta : float) -> void:
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#TODO: Make quest combat work
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time_elapsed += delta
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if time_elapsed >= time:
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completed.emit()
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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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@@ -17,10 +35,7 @@ var location : String
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var steps : int = 1
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var rewards : Dictionary
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var length : float = 10
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var step_outcomes : Array = [
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{"pass":"I succeeded!", "fail":"I failed!"}
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]
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var events : Array[Event] = []
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var progress : float = 0
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@@ -57,6 +72,8 @@ func complete() -> void:
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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 : AdventurerData) -> bool:
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return !taken
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