Doing some more quest stuff

This commit is contained in:
2025-05-19 07:24:46 -05:00
parent f625415939
commit 0c5675e1b4
8 changed files with 56 additions and 19 deletions

View File

@@ -1,7 +1,7 @@
class_name EventItem extends Event
const Inventory = preload("res://scripts/Item/Inventory.gd")
@export var itemType:Item.ItemType = Item.ItemType.POTION
@export var itemType:Item.Type = Item.Type.POTION
@export var quantity:int = 1
var inventory:Inventory = null

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@@ -19,11 +19,15 @@ const ITEM_STACK_SIZE_MAX = 99;
var contents:Array[ItemStack] = [];
func addItem(item:Item.ItemType, quantity: int = 1) -> void:
func isPlayerInventory() -> bool:
return self == ITEM.PLAYER_INVENTORY
func addItem(item:Item.Type, quantity: int = 1) -> void:
if !Item.isStackable(item):
# Item cannot be stacked, add each item to inv
for i in range(quantity):
contents.append(ItemStack.new(item, 1))
_contentsUpdated()
return
# Check for existing stacks
@@ -35,6 +39,7 @@ func addItem(item:Item.ItemType, quantity: int = 1) -> void:
if quantity <= spaceAvailable:
stack.quantity += quantity;
_contentsUpdated()
return
stack.quantity = ITEM_STACK_SIZE_MAX;
@@ -45,8 +50,9 @@ func addItem(item:Item.ItemType, quantity: int = 1) -> void:
var newStackQuantity = min(quantity, ITEM_STACK_SIZE_MAX);
contents.append(ItemStack.new(item, newStackQuantity));
quantity -= newStackQuantity;
_contentsUpdated()
func removeItem(item:Item.ItemType, quantity:int) -> void:
func removeItem(item:Item.Type, quantity:int) -> void:
var totalQuantity = 0
# Calculate total quantity of the item in the inventory
@@ -73,12 +79,13 @@ func removeItem(item:Item.ItemType, quantity:int) -> void:
contents.erase(stack)
if quantity == 0:
self._contentsUpdated()
return
func removeStack(stack: ItemStack) -> void:
self.removeItem(stack.item, stack.quantity);
func hasItem(item:Item.ItemType, quantity: int = 1) -> bool:
func hasItem(item:Item.Type, quantity: int = 1) -> bool:
var totalQuantity = 0
for stack in contents:
@@ -99,4 +106,8 @@ func sortBy(by:ItemSortType) -> void:
ItemSortType.TYPE:
contents.sort_custom(ItemStackTypeComparator._sort)
_:
assert(false, "Invalid sort type: %s" % by)
assert(false, "Invalid sort type: %s" % by)
func _contentsUpdated() -> void:
if isPlayerInventory():
QUEST.playerInventoryUpdated.emit()

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@@ -1,17 +1,17 @@
class_name Item
enum ItemType {
enum Type {
POTION,
ONION
};
enum ItemCategory {
enum Category {
MEDICINE,
KEY_ITEM,
INGREDIENT
};
static func isStackable(itemType:ItemType) -> bool:
static func isStackable(itemType:Type) -> bool:
match itemType:
_:
return true

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@@ -1,8 +1,8 @@
class_name ItemStack
var item:Item.ItemType;
var item:Item.Type;
var quantity:int;
func _init(item:Item.ItemType, quantity:int = 1):
func _init(item:Item.Type, quantity:int = 1):
self.item = item;
self.quantity = quantity;

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@@ -26,3 +26,6 @@ func isCompleted() -> bool:
func isStarted() -> bool:
return questStarted
func objectiveUpdated(objective:QuestObjective) -> void:
QUEST.questUpdated.emit(self)

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@@ -7,7 +7,34 @@ enum Type {
@export var objectiveName:String = "Some objective"
@export var objectiveType:Type = Type.Item
var quest:Quest
@export var itemType:Item.Type = Item.Type.POTION
@export var quantity:int = 1
func onQuestReady(quest:Quest) -> void:
self.quest = quest
var completed:bool = false
var quest:Quest = null
func onQuestReady(_quest:Quest) -> void:
self.quest = _quest
if objectiveType == Type.Item:
QUEST.playerInventoryUpdated.connect(_onPlayerInventoryUpdated)
_onPlayerInventoryUpdated()
func _exit_tree() -> void:
QUEST.playerInventoryUpdated.disconnect(_onPlayerInventoryUpdated)
func _onPlayerInventoryUpdated() -> void:
if !quest.isStarted():
return
# Ensure player has the item
var hasItem = ITEM.PLAYER_INVENTORY.hasItem(itemType, quantity)
if hasItem && !completed:
self.completed = true
quest.objectiveUpdated(self)
else:
self.completed = false
quest.objectiveUpdated(self)
func isCompleted() -> bool:
return completed

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@@ -5,10 +5,5 @@ const Inventory = preload("res://scripts/Item/Inventory.gd")
# static var POTION = preload("res://scripts/Item/Potion.gd").new();
# static var ONION = preload("res://scripts/Item/Ingredient/Onion.gd").new();
enum ItemType {
POTION,
ONION
};
# Static inventories
static var PLAYER_INVENTORY = Inventory.new();

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@@ -9,6 +9,7 @@ var quests:Dictionary[int, Quest]
signal questStarted(quest:Quest)
signal questUpdated(quest:Quest)
signal questCompleted(quest:Quest)
signal playerInventoryUpdated()
# signal questObjectiveCompleted(quest:Quest, objective:QuestObjective)
func _ready() -> void:
@@ -23,4 +24,4 @@ func _updateQuests() -> void:
quests[quest.questKey] = quest
for quest in QuestKey:
assert(quests.has(QuestKey[quest]), "Quest with key %s does not exist" % quest)
assert(quests.has(QuestKey[quest]), "Quest with key %s does not exist" % quest)