Files
pomchronicles/scripts/quest.gd
2025-08-21 11:41:16 -04:00

155 lines
3.5 KiB
GDScript

class_name Quest extends Object
enum Status{
OPEN,
TAKEN,
IN_PROGRESS,
COMPLETED,
FAILED,
CLOSED
}
class Event:
enum Type{
WAIT,
COMBAT,
CHOICE
}
var type : Type = Type.WAIT
var enemies : Array[String] = []
var time : float = 1
var time_elapsed
signal completed()
var participants : Array = []
var turn_queue : Array = []
var busy_list : Array = []
var dex_speed : int
func start_combat(adventurers : Array, enemies : Array) -> void:
participants = []
participants.append_array(adventurers)
participants.append_array(enemies)
var c_order : Array = []
var dex_speed = 0
for p in participants:
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:
var time = delay * dex_speed / c[1]
turn_queue.append({"combatant":c[0], "time": time - last_time})
last_time = time
func execute_attack(combatant, target) -> void:
busy_list.append(target)
#TODO: Make the combatant execute an attack
#TODO: Make the target take damage
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()
execute_attack(combatant, target)
func get_enemy_list(combatant) -> Array:
var lst = []
for p in participants:
if p != combatant:
lst.append(p)
return lst
func resolve_combat() -> void:
pass
func process(delta : float) -> void:
#TODO: Make quest combat work
if type == Type.COMBAT:
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()
if len(turn_queue) > 0:
turn_queue[0].time += c.time
execute_action(c.combatant)
else:
resolve_combat()
time_elapsed += delta
if time_elapsed >= time:
completed.emit()
var name : String = "A Basic Quest"
var desc : String = "The default quest, with no special anything."
var difficulty : int = 1
var location : String
var steps : int = 1
var rewards : Dictionary
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 questor : AdventurerData = null
signal status_changed(status : Status)
func _init() -> void:
pass
func initiate(member : AdventurerData) -> 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)
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 : AdventurerData) -> bool:
return !taken
func is_taken() -> bool:
return status == Status.TAKEN
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"