Files
pomchronicles/scripts/quest_board.gd

45 lines
1.5 KiB
GDScript

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