Implemented first demo quest line #15

Merged
Jonathan merged 11 commits from feature/implement_quests into develop 2025-08-14 23:28:09 +02:00
19 changed files with 60 additions and 85 deletions
Showing only changes of commit 03dbc08293 - Show all commits
@@ -9,7 +9,7 @@ var quest_resource: String
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
QuestManager.ChangeQuestStatus(resource,QuestEventUtils.QuestStatus.AVAILABLE)
QuestManager.SetFollowQuest(resource)
QuestManager.SetActiveQuest(resource)
finish() # called to continue with the next event
@@ -9,7 +9,7 @@ var quest_resource: String
func _execute() -> void:
var resource = ResourceLoader.load(quest_resource)
QuestManager.ChangeQuestStatus(resource,QuestEventUtils.QuestStatus.DONE)
QuestManager.SetFollowQuest(null)
QuestManager.SetActiveQuest(null)
finish() # called to continue with the next event
@@ -23,9 +23,9 @@ func _execute() -> void:
var result: bool
if compare_status == QuestEventUtils.QuestStatusOrActive.ACTIVE:
result = QuestManager.GetFollowQuest() == resource
result = QuestManager.GetActiveQuest() == resource
elif compare_status == QuestEventUtils.QuestStatusOrActive.NOT_ACTIVE:
result = QuestManager.GetFollowQuest() != resource
result = QuestManager.GetActiveQuest() != resource
else:
result = QuestManager.GetQuestStatus(resource).status == compare_status
+3 -3
View File
@@ -2381,17 +2381,17 @@ script = ExtResource("40_w3jkj")
script = ExtResource("66_2065p")
questResource = ExtResource("67_tm0yg")
toStatus = 1
makeCurrent = true
makeActive = true
[node name="ToolsCollectedTrigger" type="Node" parent="SpeicialQuestTrigger"]
script = ExtResource("68_hux6i")
_itemsToContain = Array[Resource]([SubResource("Resource_y820s"), SubResource("Resource_50loj")])
_onActiveQuest = ExtResource("68_lbnqo")
_onAvailableQuest = ExtResource("68_lbnqo")
_toNextQuest = ExtResource("69_l4wxt")
[node name="FieldWorkTrigger" type="Node" parent="SpeicialQuestTrigger"]
script = ExtResource("74_fv1t2")
_onActiveQuest = ExtResource("75_l7ekk")
_onAvailableQuest = ExtResource("75_l7ekk")
_toNextQuest = ExtResource("76_xcwle")
[node name="StartDialog" type="Node" parent="SpeicialQuestTrigger/FieldWorkTrigger"]
+1 -1
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@@ -2186,7 +2186,7 @@ script = ExtResource("56_bjj0f")
script = ExtResource("55_ub0r7")
questResource = ExtResource("56_q833x")
toStatus = 1
makeCurrent = true
makeActive = true
[connection signal="body_entered" from="Fight1/FightStarter/TriggerArea" to="Fight1/FightStarter" method="Start"]
[connection signal="FightEnded" from="Fight1/FightBaseScene" to="YSorted/Vesna" method="show"]
@@ -563,7 +563,7 @@ script = ExtResource("17_k0k8c")
script = ExtResource("21_blyw3")
questResource = ExtResource("22_yd2gv")
toStatus = 1
makeCurrent = true
makeActive = true
[node name="Camera2D" type="Camera2D" parent="." node_paths=PackedStringArray("_followNode")]
position = Vector2(-1534, -26)
@@ -18,7 +18,7 @@ text = "Start Quest 1"
script = ExtResource("1_wnfrg")
questResource = ExtResource("2_nud5h")
toStatus = 1
makeCurrent = true
makeActive = true
[node name="Button2" type="Button" parent="."]
offset_left = 460.0
@@ -43,7 +43,7 @@ text = "Start Quest 2"
script = ExtResource("1_wnfrg")
questResource = ExtResource("3_tb5fn")
toStatus = 1
makeCurrent = true
makeActive = true
[node name="Button4" type="Button" parent="."]
offset_left = 460.0
+1 -1
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@@ -41,7 +41,7 @@ text = "Active"
script = ExtResource("3_sx4ix")
questResource = ExtResource("4_qyyck")
toStatus = 1
makeCurrent = true
makeActive = true
[node name="Done" type="Button" parent="CanvasLayer2/VBoxContainer/HBoxContainer"]
layout_mode = 2
@@ -1,22 +0,0 @@
using Godot;
using System;
using Babushka.scripts.CSharp.Common.Quest;
public partial class PopUpPostIt : Control
{
private Label Text => GetNode<Label>("Text");
private AnimationPlayer Animation => GetNode<AnimationPlayer>("AnimationPlayer");
QuestManager QM => QuestManager.Instance!;
public override void _EnterTree()
{
QM.QuestBecomesActive += NewQuestPostIt;
}
private void NewQuestPostIt(QuestResource questResource)
{
Text.Text = questResource.title;
Animation.Play("NewPostit");
}
}
@@ -1 +0,0 @@
uid://byar6yqrlph6k
@@ -24,7 +24,7 @@ public partial class QuestListItemUi : Control
_ => ""
};
UpdateCircled(questResource == QuestManager.Instance.GetFollowQuest());
UpdateCircled(questResource == QuestManager.Instance.GetActiveQuest());
ShowName(name);
}
+2 -2
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@@ -17,10 +17,10 @@ public partial class QuestLog : Control
public QuestResource? currentDetailQuest
{
get => QuestManager.Instance!.GetFollowQuest();
get => QuestManager.Instance!.GetActiveQuest();
set
{
QuestManager.Instance!.SetFollowQuest(value); // TODO: fix setup
QuestManager.Instance!.SetActiveQuest(value); // TODO: fix setup
EmitSignalDetailQuestChanged(this);
}
}
+12 -12
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@@ -11,7 +11,7 @@ public partial class QuestManager : Node
public static QuestManager? Instance { get; private set; }
[Signal]
public delegate void QuestBecomesActiveEventHandler(QuestResource questResource);
public delegate void QuestBecomesAvailableEventHandler(QuestResource questResource);
[Signal]
public delegate void QuestsChangedEventHandler();
@@ -26,7 +26,7 @@ public partial class QuestManager : Node
private Godot.Collections.Dictionary<QuestResource, QuestStatus> _questStatus = new();
private QuestResource? _followQuest;
private QuestResource? _activeQuest;
public void ChangeQuestStatus(QuestResource questResource, QuestStatus.Status newStatus)
@@ -40,11 +40,11 @@ public partial class QuestManager : Node
value.status = newStatus;
EmitSignalQuestsChanged();
EmitSignalDialogicActiveQuest(_followQuest?.id ?? "none");
EmitSignalDialogicActiveQuest(_activeQuest?.id ?? "none");
if (newStatus == QuestStatus.Status.Active)
if (newStatus == QuestStatus.Status.Available)
{
EmitSignalQuestBecomesActive(questResource);
EmitSignalQuestBecomesAvailable(questResource);
}
}
@@ -53,9 +53,9 @@ public partial class QuestManager : Node
return _questStatus.Where(qs => qs.Value.status != QuestStatus.Status.Hidden);
}
public IEnumerable<QuestPair> GetActiveQuests()
public IEnumerable<QuestPair> GetAvailableQuests()
{
return _questStatus.Where(qs => qs.Value.status == QuestStatus.Status.Active);
return _questStatus.Where(qs => qs.Value.status == QuestStatus.Status.Available);
}
public QuestStatus GetQuestStatus(QuestResource questResource)
{
@@ -67,15 +67,15 @@ public partial class QuestManager : Node
return status;
}
public QuestResource? GetFollowQuest()
public QuestResource? GetActiveQuest()
{
return _followQuest;
return _activeQuest;
}
public void SetFollowQuest(QuestResource? questResource)
public void SetActiveQuest(QuestResource? questResource)
{
_followQuest = questResource;
_activeQuest = questResource;
EmitSignalQuestsChanged();
EmitSignalDialogicActiveQuest(_followQuest?.id ?? "none");
EmitSignalDialogicActiveQuest(_activeQuest?.id ?? "none");
}
}
@@ -30,7 +30,7 @@ public partial class QuestMessagePopup : Control
private void NewActiveQuest()
{
var shownQuest = QuestManager.Instance!.GetFollowQuest();
var shownQuest = QuestManager.Instance!.GetActiveQuest();
if (_currentlyShown == shownQuest)
return;
+1 -1
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@@ -6,7 +6,7 @@ public partial class QuestResource : Resource
{
[Export]
public string id = "";
[Export]
[Export(PropertyHint.MultilineText)]
public string title = "";
[Export(PropertyHint.MultilineText)]
public string description = "";
+1 -1
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@@ -7,7 +7,7 @@ public partial class QuestStatus : GodotObject
public enum Status
Jonathan marked this conversation as resolved
Review

Was ist mit 'Available' passiert?

Was ist mit 'Available' passiert?
{
Hidden = 0,
Active = 1,
Available = 1,
Done = 2,
Canceled = 3,
Jonathan marked this conversation as resolved
Review

Typo: Cancelled

Typo: Cancelled
Review

Geht beides. Das eine ist mehr britisch, das andere mehr amerikanisch.

https://www.merriam-webster.com/grammar/canceled-or-cancelled

Geht beides. Das eine ist mehr britisch, das andere mehr amerikanisch. https://www.merriam-webster.com/grammar/canceled-or-cancelled
}
@@ -8,15 +8,15 @@ using Godot.Collections;
public partial class QuestTestingScript : Node
{
[Export(PropertyHint.ArrayType)]
private Array<QuestResource>? _questsToActivate;
private Array<QuestResource>? _questsToMakeAvailable;
public override void _EnterTree()
{
Debug.Assert(_questsToActivate != null);
Debug.Assert(_questsToMakeAvailable != null);
foreach (var questResource in _questsToActivate)
foreach (var questResource in _questsToMakeAvailable)
{
QuestManager.Instance!.ChangeQuestStatus(questResource, QuestStatus.Status.Active);
QuestManager.Instance!.ChangeQuestStatus(questResource, QuestStatus.Status.Available);
}
}
}
+14 -16
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@@ -4,30 +4,28 @@ using Babushka.scripts.CSharp.Common.Quest;
public partial class QuestTrigger : Node
{
[Export]
public QuestResource? questResource;
[Export] public QuestResource? questResource;
[Export]
public QuestStatus.Status toStatus;
[Export] public QuestStatus.Status toStatus;
[Export]
private bool makeCurrent = false;
[Export] private bool makeActive = false;
public void Trigger()
{
GD.Print("trigger");
if(questResource== null)
if (questResource == null)
throw new Exception("QuestResource is not set on QuestTrigger node.");
if(QuestManager.Instance == null)
throw new Exception("QuestManager instance is not available. Make sure it is initialized before calling Trigger.");
if (QuestManager.Instance == null)
throw new Exception(
"QuestManager instance is not available. Make sure it is initialized before calling Trigger.");
QuestManager.Instance.ChangeQuestStatus(questResource, toStatus);
if (makeCurrent)
if (makeActive)
{
QuestManager.Instance.SetFollowQuest(questResource);
QuestManager.Instance.SetActiveQuest(questResource);
}
}
}
}
@@ -11,28 +11,28 @@ using Babushka.scripts.CSharp.Common.Quest;
/// </summary>
public abstract partial class QuestFulfillmentBase : Node
{
[Export] private QuestResource _onActiveQuest;
[Export] private QuestResource _toNextQuest;
[Export] private QuestResource _onAvailableQuest = null!;
[Export] private QuestResource _toNextQuest = null!;
[Export] private bool _whenFulfilledSetActiveQuestToDone = true;
[Export] private bool _whenFulfilledSetAvailableQuestToDone = true;
[Export] private bool _whenFulfilledSetNextQuestToAvailable = true;
[Export] private bool _whenFulfilledSetNextQuestToActive = true;
Jonathan marked this conversation as resolved
Review

Hatten wir uns nicht auf ein anderes Wording geeinigt oder hat es einen Grund, warum es jetzt wieder 'Active' und 'Follow' heißt?

Hatten wir uns nicht auf ein anderes Wording geeinigt oder hat es einen Grund, warum es jetzt wieder 'Active' und 'Follow' heißt?
[Export] private bool _whenFulfilledSetNextQuestToFollow = true;
[Signal] private delegate void OnFulfilledEventHandler();
protected void Fulfill()
{
if (_whenFulfilledSetActiveQuestToDone)
if (_whenFulfilledSetAvailableQuestToDone)
{
QuestManager.Instance!.ChangeQuestStatus(_onActiveQuest, QuestStatus.Status.Done);
QuestManager.Instance!.ChangeQuestStatus(_onAvailableQuest, QuestStatus.Status.Done);
}
if (_whenFulfilledSetNextQuestToAvailable)
{
QuestManager.Instance!.ChangeQuestStatus(_toNextQuest, QuestStatus.Status.Available);
}
if (_whenFulfilledSetNextQuestToActive)
{
QuestManager.Instance!.ChangeQuestStatus(_toNextQuest, QuestStatus.Status.Active);
}
if (_whenFulfilledSetNextQuestToFollow)
{
QuestManager.Instance!.SetFollowQuest(_toNextQuest);
QuestManager.Instance!.SetActiveQuest(_toNextQuest);
}
EmitSignalOnFulfilled();
@@ -40,6 +40,6 @@ public abstract partial class QuestFulfillmentBase : Node
protected bool IsQuestActive()
{
return QuestManager.Instance!.GetActiveQuests().Any(q => q.Key == _onActiveQuest);
return QuestManager.Instance!.GetAvailableQuests().Any(q => q.Key == _onAvailableQuest);
}
}