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3 Commits

Author SHA1 Message Date
jonathan bfe1be0145 added quick and dirty mock quest 2026-01-29 19:19:58 +01:00
jonathan 745f54b375 WIP 2026-01-29 17:42:32 +01:00
jonathan 59d313d97d Added basic entity scripts 2025-12-18 14:27:27 +01:00
37 changed files with 3007 additions and 34 deletions
+1
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@@ -0,0 +1 @@
Babushka
+3
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@@ -0,0 +1,3 @@
<component name="ProjectDictionaryState">
<dictionary name="project" />
</component>
+3
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@@ -8,4 +8,7 @@
<Folder Include="prefabs\UI\Inventory\" />
<Folder Include="scripts\CSharp\Low Code\Randomizer\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Newtonsoft.Json" Version="13.0.4" />
</ItemGroup>
</Project>
@@ -4,19 +4,22 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://b3kyrsoobmkhp"
valid=false
path="res://.godot/imported/best_house_blender.blend-ac89c74aef2f275bdf4b4baadee17c0c.scn"
[deps]
source_file="res://art/mockups/3d/best_house_blender.blend"
dest_files=["res://.godot/imported/best_house_blender.blend-ac89c74aef2f275bdf4b4baadee17c0c.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
@@ -31,6 +34,9 @@ animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
@@ -50,3 +56,4 @@ blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=0
+3 -1
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@@ -11,7 +11,7 @@ config_version=5
[application]
config/name="Babushka"
run/main_scene="uid://bopv10dqm1knc"
run/main_scene="uid://66pmq4efjip8"
config/features=PackedStringArray("4.5", "C#", "Forward Plus")
run/max_fps=120
boot_splash/fullsize=false
@@ -188,6 +188,8 @@ directories/tres_directory={
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/window_width_override=1200
window/size/window_height_override=720
window/stretch/mode="viewport"
window/stretch/aspect="keep_height"
File diff suppressed because it is too large Load Diff
@@ -186,7 +186,7 @@ public partial class PlantBehaviour2D : Node2D
private void SetActiveHarvestablePlant(bool active)
{
_harvestablePlant.IsActive = active;
//_harvestablePlant.IsActive = active;
_harvestablePlant.UpdateVisuals();
}
@@ -1,10 +1,13 @@
using Babushka.scripts.CSharp.GameEntity.LoadSave;
using Godot;
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.Common.Inventory;
// Do not instantiate this resource
// But it has to be a resource because Godot
[GlobalClass]
public partial class ItemInstance: Resource
public partial class ItemInstance : Resource, IJsonSerializable
{
[Export] public required ItemResource blueprint;
[Export] public int amount = 1;
@@ -17,4 +20,18 @@ public partial class ItemInstance: Resource
amount = amount
};
}
}
public void LoadFromJson(JObject json)
{
var blueprintPath = json.GetStringValue("blueprint");
blueprint = GD.Load<ItemResource>(blueprintPath);
amount = json.GetIntValue("amount");
}
public JObject SaveToJson()
{
return new(
new JProperty("blueprint", blueprint.ResourcePath),
new JProperty("amount", amount));
}
}
@@ -1,23 +1,19 @@
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.GameEntity.Entities;
using Babushka.scripts.CSharp.GameEntity.LoadSave;
using Godot;
using Godot.Collections;
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class ItemOnGround2D : Node, ISaveable
public partial class ItemOnGround2D : PositionalEntity
{
private ItemInstance _itemInstance;
[Export] public bool IsActive = true;
[Export] private bool _infiniteSupply = false;
[Export] private int _finiteSupply = 1;
[Export] private bool _saveToDisk = true;
private int pickUpCounter = 0;
[Signal] public delegate void SuccessfulPickUpEventHandler();
private Label _itemLabel => GetNode<Label>("ItemLabel");
private Label _pickupErrorLabel => GetNode<Label>("PickupErrorLabel");
private Sprite2D _iconSprite => GetNode<Sprite2D>("Icon");
@@ -34,16 +30,12 @@ public partial class ItemOnGround2D : Node, ISaveable
public override void _Ready()
{
LoadFromSaveData();
UpdateVisuals();
_pickupErrorLabel.Text = "";
}
public void TryPickUp()
{
if (!IsActive)
return;
var result = InventoryManager.Instance.CollectItem(itemInstance.Clone());
EmitSignal(SignalName.SuccessfulPickUp);
if (result == InventoryActionResult.Success)
@@ -58,16 +50,7 @@ public partial class ItemOnGround2D : Node, ISaveable
private void Pickup()
{
if (!_infiniteSupply)
{
pickUpCounter++;
if (pickUpCounter >= _finiteSupply)
{
QueueFree();
}
UpdateSaveData();
}
// remove from entity manager
}
private void FailToPickup()
@@ -80,9 +63,6 @@ public partial class ItemOnGround2D : Node, ISaveable
public void UpdateVisuals()
{
if (!IsActive)
return;
_iconSprite.Texture = itemInstance?.blueprint?.icon;
if (_iconSprite.Texture == null)
{
@@ -94,7 +74,20 @@ public partial class ItemOnGround2D : Node, ISaveable
}
}
// todo: What do we do with instances that are created at runtime?
protected override void LoadEntity(JObject json)
{
base.LoadEntity(json);
_itemInstance.LoadFromJson(json.GetObject("item"));
}
protected override void SaveEntity(JObject json)
{
base.SaveEntity(json);
json["item"] = _itemInstance.SaveToJson();
}
// old save
/*
public void UpdateSaveData()
{
if (!_saveToDisk)
@@ -157,5 +150,5 @@ public partial class ItemOnGround2D : Node, ISaveable
}
}
}
}
}*/
}
@@ -1,4 +1,6 @@
using Godot;
using Babushka.scripts.CSharp.GameEntity.LoadSave;
using Godot;
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.Common.Inventory;
@@ -0,0 +1,23 @@
using Babushka.scripts.CSharp.GameEntity.LoadSave;
using Babushka.scripts.CSharp.GameEntity.Types;
using Godot;
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.GameEntity.Entities;
public partial class Entity : Node2D
{
private long _id;
protected virtual EntityType Type => EntityType.None;
protected virtual void SaveEntity(JObject json)
{
json["id"] = _id;
json["type"] = (int)Type;
}
protected virtual void LoadEntity(JObject json)
{
_id = json.GetLongValue("id");
}
}
@@ -0,0 +1 @@
uid://hnmpt23ovfgl
@@ -0,0 +1,27 @@
using Babushka.scripts.CSharp.GameEntity.LoadSave;
using Godot;
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.GameEntity.Entities;
public partial class PositionalEntity : Entity
{
public string sceneName = "none";
protected override void SaveEntity(JObject json)
{
base.SaveEntity(json);
json["posx"] = Position.X;
json["posy"] = Position.Y;
json["scene"] = sceneName;
}
protected override void LoadEntity(JObject json)
{
base.LoadEntity(json);
Position = new Vector2(
json.GetFloatValue("posx"),
json.GetFloatValue("posy"));
sceneName = json.GetStringValue("scene");
}
}
@@ -0,0 +1 @@
uid://bs38dulqv7sop
@@ -0,0 +1,44 @@
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.GameEntity.LoadSave;
public static class EntityLoadSaveUtil
{
private static void AssertTokenType(this JObject json, string key, JTokenType type)
{
var token = json[key];
if (token == null) throw new MalformedJsonException(json, key, "does not exist");
if (!token.HasValues) throw new MalformedJsonException(json, key, "has no value");
if (token.Type != type) throw new MalformedJsonException(json, key, $"is not of type {type}");
}
public static long GetLongValue(this JObject json, string key)
{
AssertTokenType(json, key, JTokenType.Integer);
return json.Value<long>(key);
}
public static int GetIntValue(this JObject json, string key)
{
AssertTokenType(json, key, JTokenType.Integer);
return json.Value<int>(key);
}
public static float GetFloatValue(this JObject json, string key)
{
AssertTokenType(json, key, JTokenType.Float);
return json.Value<float>(key);
}
public static JObject GetObject(this JObject json, string key)
{
AssertTokenType(json, key, JTokenType.Object);
return json.Value<JObject>(key)!;
}
public static string GetStringValue(this JObject json, string key)
{
AssertTokenType(json, key, JTokenType.String);
return json.Value<string>(key)!;
}
}
@@ -0,0 +1 @@
uid://ccu6p418viliu
@@ -0,0 +1,9 @@
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.GameEntity.LoadSave;
public interface IJsonSerializable
{
public void LoadFromJson(JObject json);
public JObject SaveToJson();
}
@@ -0,0 +1 @@
uid://cuma3347l55mb
@@ -0,0 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Newtonsoft.Json.Linq;
namespace Babushka.scripts.CSharp.GameEntity.LoadSave;
public class MalformedJsonException(JObject actualJson, string key, string problem) : Exception
{
public override string Message => $"JsonObject was malformed: {key} {problem}";
public override IDictionary Data => new Dictionary<string, JObject> { { "json", actualJson } };
}
@@ -0,0 +1 @@
uid://d1o066hh84ow
@@ -0,0 +1,59 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Babushka.scripts.CSharp.GameEntity.Types;
using Godot;
using Entity = Babushka.scripts.CSharp.GameEntity.Entities.Entity;
using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
namespace Babushka.scripts.CSharp.GameEntity.Management;
public partial class EntityManager : Node
{
[Export] private EntityNodeCreator _nodeCreator = null!;
private EntitySceneManager? _currentEntitySceneManager;
private readonly List<Entity> _allEntities = new();
public IEnumerable<Entity> AllEntities => _allEntities;
public IEnumerable<PositionalEntity> AllPositionalEntities => _allEntities.OfType<PositionalEntity>();
public T NewPositionalEntity<T>(EntityType type, Vector2 position, string? scene = null) where T : PositionalEntity
{
if (scene == null)
{
if (_currentEntitySceneManager == null)
throw new Exception("No current scene. Specify scene to spawn an entity");
scene = _currentEntitySceneManager.sceneName;
}
var newEntity = _nodeCreator.Create<T>(type);
newEntity.Position = position;
newEntity.sceneName = scene;
_allEntities.Add(newEntity);
_currentEntitySceneManager.AddIfNeeded(newEntity);
return newEntity;
}
public void UnloadScene()
{
if (_currentEntitySceneManager == null) return;
_currentEntitySceneManager.RemoveAllEntities();
_currentEntitySceneManager = null;
}
public void LoadScene(EntitySceneManager sceneManager)
{
_currentEntitySceneManager = sceneManager;
foreach (var entity in AllPositionalEntities)
{
_currentEntitySceneManager.AddIfNeeded(entity);
}
}
}
@@ -0,0 +1 @@
uid://umop2b1m1qm8
@@ -0,0 +1,14 @@
using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
namespace Babushka.scripts.CSharp.GameEntity.Management;
public static class EntityManagerUtil
{
public static void AddIfNeeded(this EntitySceneManager? self, PositionalEntity entity)
{
if(self == null) return;
if(self.sceneName != entity.sceneName) return;
self.AddEntity(entity);
}
}
@@ -0,0 +1 @@
uid://dc3283h7sx4cl
@@ -0,0 +1,16 @@
using Babushka.scripts.CSharp.GameEntity.Types;
using Godot;
using Godot.Collections;
using Entity = Babushka.scripts.CSharp.GameEntity.Entities.Entity;
namespace Babushka.scripts.CSharp.GameEntity.Management;
public partial class EntityNodeCreator : Node
{
[Export] private Dictionary<EntityType, PackedScene> _entityPrefabs;
public T Create<T>(EntityType type) where T:Entity
{
return _entityPrefabs[type].Instantiate<T>();
}
}
@@ -0,0 +1 @@
uid://bogqp274y1pgr
@@ -0,0 +1,25 @@
using Godot;
using PositionalEntity = Babushka.scripts.CSharp.GameEntity.Entities.PositionalEntity;
namespace Babushka.scripts.CSharp.GameEntity.Management;
public partial class EntitySceneManager : Node2D
{
[Export] public string sceneName = "none";
public void AddEntity(PositionalEntity entity)
{
AddChild(entity);
}
public void RemoveAllEntities()
{
foreach (var entity in GetChildren())
{
if (entity is PositionalEntity positionalEntity)
{
RemoveChild(entity);
}
}
}
}
@@ -0,0 +1 @@
uid://ca1pg6k3gn47y
@@ -0,0 +1,7 @@
namespace Babushka.scripts.CSharp.GameEntity.Types;
public enum EntityType
{
None = 0,
Yeli = 1,
}
@@ -0,0 +1 @@
uid://cjygyr4lc224m
+16
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@@ -0,0 +1,16 @@
using System.Threading.Tasks;
namespace Babushka.scripts.CSharp.mock;
public static class DialogicStarter
{
public static async Task Dialog(string dialog)
{
// implement
}
public static void SetValue(string key, int value)
{
// implement
}
}
+12
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@@ -0,0 +1,12 @@
namespace Babushka.scripts.CSharp.mock;
public static class ObjectLookup
{
// Referenzen werden bei startup gesetzt
// Quests
public static PotatoQuest potatoQuest;
// NPCs
public static YeliNpc yeliNpc;
}
+31
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@@ -0,0 +1,31 @@
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.GameEntity.Entities;
using Godot;
namespace Babushka.scripts.CSharp.mock;
public partial class PotatoQuest:Node
{
// Yeli will 5 kartoffeln haben.
// Man kann Yeli auch erstmal weniger geben.
// Yeli sagt dir dann, wie viele kartoffeln noch fehlen.
public enum State
{
Unavailable, // bevor die quest verfügbar ist
YeliRequest, // Yeli fragt nach kartoffeln
BringPotato, // Vesna soll kartoffeln bringen
Done // kartoffeln abgegeben
}
public State state = State.Unavailable;
public int potatoesWanted = 5;
public int potatoesBrought = 0;
public ItemResource itemBlueprint; // potato item
public void Activate() // wird von woanders aufgerufen
{
if (state == State.Unavailable)
state = State.YeliRequest;
}
}
+1
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@@ -0,0 +1 @@
uid://dpl5xeuiu7cwg
+66
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@@ -0,0 +1,66 @@
using System;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.NPC;
using Godot;
namespace Babushka.scripts.CSharp.mock;
// Dieses script enthält ALLE möglichen dialogoptionen die Yeli in der gesamten Demo hat.
// Das script ist dafür verantwortlich den richtigen Dialog zu starten.
public partial class YeliDialog : Node
{
public async void StartDialog() // kann zu jedem zeitpunkt vom spieler getriggert werden
{
var potato = ObjectLookup.potatoQuest;
var yeli = ObjectLookup.yeliNpc;
var inventory = InventoryManager.Instance.playerInventory!;
if (yeli.isSleeping) // wenn yeli schläft kann keine quest von ihr angenommen werden, auch wenn die quest verfügbar ist
{
await DialogicStarter.Dialog("YeliSleep"); // "ZZZ"
}
else if (potato.state == PotatoQuest.State.YeliRequest)
{
await DialogicStarter.Dialog("YeliAskForPotato"); // "Can you bring me 5 potatoes?"
potato.state = PotatoQuest.State.BringPotato;
}
else if (potato.state == PotatoQuest.State.BringPotato)
{
var potatoesTodo = potato.potatoesWanted - potato.potatoesBrought;
var potatoesAvailable = inventory.TotalItemsOfBlueprint(potato.itemBlueprint);
var takePotatoes = Math.Min(potatoesTodo, potatoesAvailable);
inventory.TryRemoveAllItems(new ItemInstance
{ blueprint = potato.itemBlueprint, amount = takePotatoes }); // should not fail
potato.potatoesWanted -= takePotatoes;
potatoesTodo = potato.potatoesWanted - potato.potatoesBrought;
var isComplete = potatoesTodo <= 0;
var wasSomeDelivered = takePotatoes > 0;
if (isComplete)
{
await DialogicStarter.Dialog("YeliPotatoThankYou"); // "thanks for bringing me all the potatoes"
potato.state = PotatoQuest.State.Done;
}
else
{
DialogicStarter.SetValue("potatoes", potatoesTodo); // setzt die Dialogic variable
if (wasSomeDelivered)
{
await DialogicStarter.Dialog("YeliPotatoThanksButMore"); // "thank you but i need {potatoes} more potatoes"
}
else
{
await DialogicStarter.Dialog("YeliPotatoMore"); // "I still need {potatoes} more potatoes"
}
}
}
else
{
await DialogicStarter.Dialog("YeliDefault"); // "I'm happy to have you around" oder so
}
}
}
+1
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@@ -0,0 +1 @@
uid://ssob0ssvbskx
+9
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@@ -0,0 +1,9 @@
using Babushka.scripts.CSharp.GameEntity.Entities;
namespace Babushka.scripts.CSharp.mock;
public partial class YeliNpc : Entity
{
public bool isSleeping = false;
}