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.
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parent
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13 changed files with 917 additions and 4 deletions
132
ui/QuestTracker.gd
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132
ui/QuestTracker.gd
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extends Control
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# Forgejo #132: the standing objective, on the HUD.
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#
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# The banner (#128/#127) says a quest ONCE, stops the game while it is read,
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# and then is gone. That is right for the sentence and wrong for the task -
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# a player who put the game down mid-flight has nowhere to look up what they
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# were doing. This is that place: small, always the current quest, and never
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# in the way.
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#
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# Same idiom as the wave alert: a neon panel drawn out of geometry, no art,
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# no textures. It sits under the alert on the right so the two stack rather
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# than argue, and it stands down whenever a full-screen panel is open - the
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# HUD's own rule for anything sitting behind a menu (see IconButton).
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const GLOW: Color = Color(0.42, 0.86, 0.95)
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const TEXT: Color = Color(0.80, 0.94, 1.0)
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const DONE: Color = Color(0.55, 1.0, 0.68)
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const CUT: float = 14.0
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const PAD: float = 16.0
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const TITLE_SIZE: int = 20
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const OBJECTIVE_SIZE: int = 24
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const BAR_HEIGHT: float = 8.0
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var title_label: Label
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var objective_label: Label
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var count_label: Label
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var progress: Vector2i = Vector2i.ZERO
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var shown_id: String = ""
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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visible = false
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title_label = _make_label(TITLE_SIZE, GLOW)
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objective_label = _make_label(OBJECTIVE_SIZE, TEXT)
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objective_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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count_label = _make_label(TITLE_SIZE, TEXT)
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count_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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resized.connect(_layout)
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_layout()
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func _make_label(font_size: int, colour: Color) -> Label:
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var label: Label = Label.new()
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label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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label.add_theme_font_size_override("font_size", font_size)
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label.add_theme_color_override("font_color", colour)
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label.add_theme_color_override("font_outline_color", Color(0.01, 0.03, 0.07, 0.95))
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label.add_theme_constant_override("outline_size", 3)
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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add_child(label)
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return label
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func _layout() -> void:
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if title_label == null:
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return
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var inner: float = maxf(size.x - PAD * 2.0, 0.0)
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title_label.position = Vector2(PAD, PAD * 0.4)
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title_label.size = Vector2(inner, float(TITLE_SIZE) * 1.3)
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count_label.position = title_label.position
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count_label.size = title_label.size
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objective_label.position = Vector2(PAD, PAD * 0.4 + float(TITLE_SIZE) * 1.4)
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objective_label.size = Vector2(inner,
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maxf(size.y - objective_label.position.y - PAD - BAR_HEIGHT, 0.0))
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# Open panels take the whole screen and this would sit on top of one. Same
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# question IconButton._blocked_by_modal asks, for the same reason.
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func _behind_a_panel() -> bool:
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for menu in get_tree().get_nodes_in_group("modal_menus"):
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if menu.is_visible_in_tree():
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return true
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return false
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func _process(_delta: float) -> void:
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var quest: Dictionary = GameState.active_quest()
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var wanted: bool = not quest.is_empty() and not GameState.intro_active \
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and not _behind_a_panel()
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if not wanted:
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if visible:
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visible = false
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return
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var id: String = String(quest.id)
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var now: Vector2i = GameState.quest_progress(quest)
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if id == shown_id and now == progress and visible:
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return
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shown_id = id
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progress = now
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title_label.text = String(quest.get("title", ""))
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objective_label.text = String(quest.get("objective", ""))
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# A one-of-one goal is a yes/no, and "0 / 1" reads as a broken counter
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# rather than as a task not started.
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count_label.text = "%d / %d" % [progress.x, progress.y] if progress.y > 1 else ""
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visible = true
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queue_redraw()
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func _frame() -> PackedVector2Array:
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return PackedVector2Array([
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Vector2(CUT, 0.0), Vector2(size.x, 0.0),
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Vector2(size.x, size.y - CUT), Vector2(size.x - CUT, size.y),
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Vector2(0.0, size.y), Vector2(0.0, CUT),
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])
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func _draw() -> void:
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if not visible:
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return
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var frame: PackedVector2Array = _frame()
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draw_colored_polygon(frame, Color(0.02, 0.07, 0.11, 0.66))
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NeonDraw.draw_glowing_polygon(self, frame, Color(GLOW, 0.85), 0.75)
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# A tick down the left edge, so the panel reads as clipped to the side of
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# the screen rather than floating in the middle of it.
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NeonDraw.draw_glowing_line(self, Vector2(PAD * 0.35, CUT + 4.0),
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Vector2(PAD * 0.35, size.y - CUT - 4.0), Color(GLOW, 0.5), 0.6, 0.35)
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# The bar along the bottom edge. Drawn for every goal, including the
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# yes/no ones - it is the one thing on the panel that says "this is a
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# task with a state" without needing to be read.
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var track: Rect2 = Rect2(Vector2(PAD, size.y - PAD * 0.6 - BAR_HEIGHT),
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Vector2(maxf(size.x - PAD * 2.0, 0.0), BAR_HEIGHT))
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draw_rect(track, Color(GLOW, 0.16))
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var filled: float = 0.0 if progress.y <= 0 \
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else clampf(float(progress.x) / float(progress.y), 0.0, 1.0)
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if filled <= 0.0:
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return
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var lit: Rect2 = Rect2(track.position, Vector2(track.size.x * filled, track.size.y))
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draw_rect(lit, Color(DONE if filled >= 1.0 else GLOW, 0.85))
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1
ui/QuestTracker.gd.uid
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1
ui/QuestTracker.gd.uid
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@ -0,0 +1 @@
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uid://bd1ahcuybcou1
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