quest status name refactoring

This commit is contained in:
jonathan
2025-08-14 21:54:18 +02:00
parent 8676bbb2f6
commit 03dbc08293
19 changed files with 60 additions and 85 deletions
@@ -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;
[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);
}
}