#129 (#131, #132, #133): a quest chain, and a World Ship out of reach

Sixteen quests that walk a new game through the things it contains: ore,
the mothership, exploration, a yard and a second hull, planetfall and
conquest, extractors, gas, freight, power, the lab, a new vessel type, an
outpost, and a survey.

The chain turns on the second quest. The fleet builds the mothership to
call the World Ship and hears nothing - and the array is not at fault. The
breach put them further out than that signal will carry, so every quest
after it is a search that has to be flown rather than transmitted.

Three pieces:

  Quests.gd  the chain, as data and nothing else. Two rules it obeys:
             nothing may ask for something unreachable - research points
             come only from conquering a planet, so every doctrine that
             costs them sits after the conquest quest - and a quest names
             one goal, with the research it implies said in the brief
             rather than split into an errand of its own.
  GameState  how far along the chain the player is, and the answer to each
             goal kind. Progress latches for free: the chain is walked one
             quest at a time, so collecting five ore and spending it cannot
             un-complete the quest that asked for five - by then nothing is
             asking. It lives here so a quest finished on a planet surface
             is still finished after take-off.
  the HUD    QuestTracker, the standing objective, in the wave alert's
             idiom; QuestDirector, which reads the lines out.

Lines are QUEUED by GameState and drained by the director rather than
emitted at a banner, because quests advance in the autoload, which runs on
a planet surface too - where a line emitted straight at a banner would be
lost. Both scenes now carry a banner, a tracker and a director, so a quest
finished underground is announced underground.

The chain is armed by reset_new_game(), the same gate the prologue uses -
the only door into a real game - so instantiating a scene is not by itself
a reason to start briefing somebody.
This commit is contained in:
Loïc Wisniewski 2026-08-28 14:41:03 +02:00
commit 397983b611
13 changed files with 917 additions and 4 deletions

View file

@ -9,6 +9,7 @@ const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
# global class table is necessarily populated, the same hazard PlanetSetups.gd
# works around.
const WORLD_GEN = preload("res://world/WorldGen.gd")
const QUESTS = preload("res://core/Quests.gd")
# Autoload singleton - the one thing that survives change_scene_to_file()
@ -676,6 +677,7 @@ func reset_new_game() -> void:
planet_capture.clear()
vessel_targets.clear()
reset_waves()
reset_quests(true)
reset_progression()
reset_formation()
@ -2545,6 +2547,7 @@ func _process(delta: float) -> void:
_advance_repairs(delta)
_advance_resource_converters(delta)
_advance_distorder_drain(delta)
_advance_quests()
for e in extractors:
e.mining_progress = float(e.get("mining_progress", 0.0)) + delta * EXTRACTOR_RATE
var whole: int = int(floor(float(e.mining_progress)))
@ -2878,6 +2881,177 @@ func _arrive(t: Dictionary) -> void:
t.progress = 1.0
# --- quests (#129, #131) ---------------------------------------------------
# The chain lives in Quests.gd; what lives here is how far along it the
# player is, and the answer to "is this one done yet".
#
# Progress LATCHES, and it latches for free: the chain is walked one quest
# at a time, and the moment a goal is met the index moves on and never comes
# back. So collecting five ore and then spending it cannot un-complete the
# quest that asked for five ore - by the time it is spent, nothing is
# asking any more. That is why goals are allowed to be phrased against
# current holdings rather than against a running total nobody would keep in
# step.
#
# It sits in GameState with everything else that has to survive the
# Main.tscn <-> PlanetSurface.tscn swap - a quest completed on a surface
# must still be completed after take-off.
signal quest_started(id: String)
signal quest_completed(id: String)
# Whether this playthrough has a quest chain at all. Armed by
# reset_new_game(), which is the only door into a real game (the main menu's
# Play, and start_dev_game on top of it) - exactly the gate intro_active
# already uses. Without it, every scene ever instantiated would open on the
# first quest's briefing, including the ones in the test suite that only
# want a world to look at.
var quests_armed: bool = false
var quest_index: int = 0
# Whether the current quest has been ANNOUNCED. Kept apart from the index so
# a quest that is already satisfied the moment it starts still gets a frame
# on screen with its own name on it, rather than being skipped silently.
var quest_announced: bool = false
# Lines the chain wants said, waiting for something that can say them.
#
# Queued here rather than emitted straight at a banner because quests
# advance in this autoload, which runs on the planet surface too - where
# there is no narration banner at all. A line emitted there would simply be
# lost. QuestDirector drains this whenever it is alive, so a quest completed
# underground is read out on the way back up.
var quest_messages: Array = []
# Which planets have been LANDED ON, and which kinds of world they were.
# Distinct from explored_chunks, which is only about having flown past.
var visited_planets: Dictionary = {}
var visited_planet_kinds: Dictionary = {}
func reset_quests(armed: bool = false) -> void:
quests_armed = armed
quest_index = 0
quest_announced = false
quest_messages.clear()
visited_planets.clear()
visited_planet_kinds.clear()
# Called when the fleet actually sets down on a world.
func note_planet_visited(id: String, definition_id: String) -> void:
if id != "":
visited_planets[id] = true
if definition_id != "":
visited_planet_kinds[definition_id] = true
func quest_count() -> int:
return QUESTS.count()
func quest_chain_complete() -> bool:
return quest_index >= QUESTS.count()
# The quest the player is on, or {} once the chain is done.
func active_quest() -> Dictionary:
return QUESTS.at(quest_index)
# How far along one quest is, as (have, need). One line per goal kind, and
# every one of them is answered from state this autoload already holds - a
# goal that needed a node to ask would be a goal that stops working on a
# planet surface.
func quest_progress(quest: Dictionary) -> Vector2i:
if quest.is_empty():
return Vector2i.ZERO
var goal: Dictionary = quest.get("goal", {})
match String(goal.get("kind", "")):
QUESTS.GOAL_RESOURCE:
var want: int = int(goal.get("amount", 1))
return Vector2i(mini(available_resource(String(goal.get("resource",
RESOURCE_ORE))), want), want)
QUESTS.GOAL_BUILDING:
return Vector2i(1 if has_building_of_type(String(goal.get("building", ""))) else 0, 1)
QUESTS.GOAL_FLEET_VESSEL:
var need: int = int(goal.get("count", 1))
return Vector2i(mini(vessel_count_in_fleet(String(goal.get("vessel", ""))),
need), need)
QUESTS.GOAL_VESSEL_UNLOCKED:
return Vector2i(1 if vessel_is_unlocked(String(goal.get("vessel", ""))) else 0, 1)
QUESTS.GOAL_EXPLORE:
var sectors: int = int(goal.get("sectors", 1))
return Vector2i(mini(explored_chunks.size(), sectors), sectors)
QUESTS.GOAL_PLANET_VISITS:
var visits: int = int(goal.get("count", 1))
return Vector2i(mini(visited_planets.size(), visits), visits)
QUESTS.GOAL_PLANET_KINDS:
var kinds: int = int(goal.get("count", 1))
return Vector2i(mini(visited_planet_kinds.size(), kinds), kinds)
QUESTS.GOAL_CONQUERED:
var wanted: int = int(goal.get("count", 1))
var held: int = 0
for key in planet_capture:
if bool(planet_capture[key].get("conquered", false)):
held += 1
return Vector2i(mini(held, wanted), wanted)
# An unknown goal kind must not be quietly "already done" - that would
# run the whole chain off in one frame.
return Vector2i(0, 1)
func quest_goal_met(quest: Dictionary) -> bool:
if quest.is_empty():
return false
var progress: Vector2i = quest_progress(quest)
return progress.x >= progress.y
func say_quest_line(text: String) -> void:
if text.strip_edges() == "":
return
quest_messages.append({"line": text, "speaker": QUESTS.SPEAKER})
# Hands over every line waiting to be said, and empties the queue. Drained
# rather than read so two directors could never read the same line twice.
func take_quest_messages() -> Array:
var taken: Array = quest_messages.duplicate()
quest_messages.clear()
return taken
# Ends the current quest whether or not its goal was met. The chain's only
# way forward, used by _advance_quests below and by the tests.
func complete_active_quest() -> bool:
var quest: Dictionary = active_quest()
if quest.is_empty():
return false
say_quest_line(String(quest.get("done", "")))
quest_index += 1
quest_announced = false
quest_completed.emit(String(quest.id))
return true
func _advance_quests() -> void:
# The prologue is already talking, and the fleet in it is not the
# player's. The chain starts when the prologue hands over.
if not quests_armed or intro_active or quest_chain_complete():
return
var quest: Dictionary = active_quest()
if not quest_announced:
quest_announced = true
say_quest_line(String(quest.get("brief", "")))
quest_started.emit(String(quest.id))
# Deliberately no completion check this frame: a quest whose goal
# happens to be met already still gets read out before it closes.
return
if quest_goal_met(quest):
complete_active_quest()
# --- paying for things ------------------------------------------------------
#
# EVERY payment draws on the bank AND on what the ships are carrying. The