spaceship/ui/QuestTracker.gd
Loïc Wisniewski 397983b611 #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.
2026-08-28 14:41:03 +02:00

132 lines
4.8 KiB
GDScript

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