extends Control var quest : Quest var selected_location : Quest.Locations = -1 var min_difficulty : int = 0 var max_difficulty : int = 5 @onready var map : QuestMap = $Map func generate_quest() -> void: quest = Quest.generate({ "location":selected_location, "min_difficulty": min_difficulty, "max_difficulty": max_difficulty, }) func update_quest_window() -> void: if quest: %NameField.text = quest.name %DifficultyField.text = quest.difficulty_name() %LocationField.text = quest.get_location_name() #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() func _on_location_options_pressed() -> void: map.visible = true func _on_map_location_selected(location: Quest.Locations) -> void: selected_location = location %LocationOptions.text = Quest.location_name(location) map.visible = false #TODO: Make Location show up correctly