Added more quest stuff including dialogic quest condition
This commit is contained in:
@@ -2,6 +2,7 @@
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using System;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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@@ -120,12 +121,29 @@ public partial class InventoryInstance : Node
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{
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if (destinationSlot < 0 || destinationSlot >= _slots.Count)
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return InventoryActionResult.DestinationDoesNotExists;
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if (!_slots[destinationSlot].IsEmpty())
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return InventoryActionResult.DestinationFull;
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_slots[destinationSlot].itemInstance = itemInstance;
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EmitSignal(SignalName.InventoryContentsChanged);
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return InventoryActionResult.Success;
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}
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}
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public int TotalItemsOfBlueprint(ItemResource blueprint)
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{
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return _slots
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.Where(i => !i.IsEmpty() && i.itemInstance!.blueprint == blueprint)
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.Sum(i => i.itemInstance!.amount);
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}
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public bool HasItems(ItemInstance item)
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{
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return TotalItemsOfBlueprint(item.blueprint) >= item.amount;
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}
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public bool HasItems(IEnumerable<ItemInstance> items)
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{
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return items.All(HasItems);
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}
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}
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@@ -1,9 +1,13 @@
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namespace Babushka.scripts.CSharp.Common.Inventory;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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public class ItemInstance
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// Do not instantiate this resource
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// But it has to be a resource because Godot
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[GlobalClass]
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public partial class ItemInstance: Resource
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{
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public ItemResource blueprint;
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public int amount = 1;
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[Export] public ItemResource blueprint;
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[Export] public int amount = 1;
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public ItemInstance Clone()
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{
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@@ -19,9 +19,6 @@ public partial class QuestManager : Node
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[Signal]
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public delegate void DialogicActiveQuestEventHandler(string value);
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[Export(PropertyHint.ArrayType)]
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public QuestResource[] questsAccessibleFromDialogic;
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public override void _EnterTree()
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{
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Instance = this;
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@@ -81,12 +78,4 @@ public partial class QuestManager : Node
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EmitSignalQuestsChanged();
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EmitSignalDialogicActiveQuest(_followQuest?.id ?? "none");
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}
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// functions to call from Dialogic
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public void DlSetQuestActiveAndFollow(string questId)
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{
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var resource = questsAccessibleFromDialogic.First(qr => qr.id == questId);
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ChangeQuestStatus(resource, QuestStatus.Status.Active);
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SetFollowQuest(resource);
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}
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}
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@@ -1,20 +1,22 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using Babushka.scripts.CSharp.Common.Quest;
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using Godot.Collections;
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public partial class QuestTestingScript : Node
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{
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[Export(PropertyHint.ArrayType)]
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private Array<QuestResource> _questsToActivate;
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private Array<QuestResource>? _questsToActivate;
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public override void _EnterTree()
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{
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Debug.Assert(_questsToActivate != null);
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foreach (var questResource in _questsToActivate)
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{
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QuestManager.Instance.ChangeQuestStatus(questResource, QuestStatus.Status.Active);
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QuestManager.Instance!.ChangeQuestStatus(questResource, QuestStatus.Status.Active);
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}
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}
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}
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@@ -0,0 +1,33 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Inventory;
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using Babushka.scripts.CSharp.Common.Quest;
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public partial class DetectInventoryContains : QuestFulfillmentBase
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{
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[Export(PropertyHint.ArrayType)] private ItemInstance[] _itemsToContain = null!;
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public override void _Ready()
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{
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QuestManager.Instance!.QuestsChanged += CheckInventory;
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InventoryManager.Instance.playerInventory.InventoryContentsChanged += CheckInventory;
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CheckInventory();
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}
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public override void _ExitTree()
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{
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QuestManager.Instance!.QuestsChanged -= CheckInventory;
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InventoryManager.Instance.playerInventory.InventoryContentsChanged -= CheckInventory;
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}
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private void CheckInventory()
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{
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if (IsQuestActive() && InventoryManager.Instance.playerInventory.HasItems(_itemsToContain))
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{
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Fulfill();
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}
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}
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}
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@@ -0,0 +1 @@
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uid://c741nyedy26mx
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@@ -0,0 +1,6 @@
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using Godot;
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using System;
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public partial class DetectToolCollection : Node
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{
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}
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@@ -0,0 +1 @@
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uid://caohn76m3n3nm
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@@ -0,0 +1,35 @@
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using Godot;
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using System;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Quest;
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public abstract partial class QuestFulfillmentBase : Node
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{
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[Export] private QuestResource _onActiveQuest;
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[Export] private QuestResource _toNextQuest;
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[Export] private bool _whenFulfilledSetActiveQuestToDone = true;
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[Export] private bool _whenFulfilledSetNextQuestToActive = true;
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[Export] private bool _whenFulfilledSetNextQuestToFollow = true;
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protected void Fulfill()
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{
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if (_whenFulfilledSetActiveQuestToDone)
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{
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QuestManager.Instance!.ChangeQuestStatus(_onActiveQuest, QuestStatus.Status.Done);
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}
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if (_whenFulfilledSetNextQuestToActive)
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{
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QuestManager.Instance!.ChangeQuestStatus(_toNextQuest, QuestStatus.Status.Active);
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}
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if (_whenFulfilledSetNextQuestToFollow)
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{
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QuestManager.Instance!.SetFollowQuest(_toNextQuest);
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}
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}
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protected bool IsQuestActive()
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{
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return QuestManager.Instance!.GetActiveQuests().Any(q => q.Key == _onActiveQuest);
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}
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}
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@@ -0,0 +1 @@
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uid://dw158xraniqkd
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