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Babushka/scripts/CSharp/Common/Quest/QuestManager.cs
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using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Babushka.scripts.CSharp.Common.Quest;
using QuestPair = KeyValuePair<QuestResource, QuestStatus>;
public partial class QuestManager : Node
{
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public static QuestManager? Instance { get; private set; }
[Signal]
public delegate void QuestBecomesActiveEventHandler(QuestResource questResource);
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public override void _EnterTree()
{
Instance = this;
}
private Godot.Collections.Dictionary<QuestResource, QuestStatus> _questStatus = new();
public void ChangeQuestStatus(QuestResource questResource, QuestStatus.Status newStatus)
{
if (!_questStatus.TryGetValue(questResource, out var value))
{
value = new QuestStatus();
_questStatus.Add(questResource, value);
}
value.status = newStatus;
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if (newStatus == QuestStatus.Status.Active)
{
EmitSignalQuestBecomesActive(questResource);
}
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}
public IEnumerable<QuestPair> GetVisibleQuests()
{
return _questStatus.Where(qs => qs.Value.status != QuestStatus.Status.Hidden);
}
public IEnumerable<QuestPair> GetActiveQuests()
{
return _questStatus.Where(qs => qs.Value.status == QuestStatus.Status.Active);
}
}