Implemet quest completion #9

Merged
JanGross merged 1 commits from questing_logic into master 2023-07-09 00:11:29 +02:00
8 changed files with 1008 additions and 18 deletions
Showing only changes of commit a9fbeef0b4 - Show all commits

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@@ -18,6 +18,7 @@ MonoBehaviour:
m_strength: 10 m_strength: 10
m_dexterity: 10 m_dexterity: 10
m_intelligence: 10 m_intelligence: 10
m_spawnQuestId: 1
m_dialogueOptions: m_dialogueOptions:
- text: "G\u2019day Sir, I am the fair Adena, princess of the faraway planet of - text: "G\u2019day Sir, I am the fair Adena, princess of the faraway planet of
Velarius." Velarius."

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@@ -18,6 +18,7 @@ MonoBehaviour:
m_strength: 10 m_strength: 10
m_dexterity: 5 m_dexterity: 5
m_intelligence: 5 m_intelligence: 5
m_spawnQuestId: 2
m_dialogueOptions: m_dialogueOptions:
- text: "<i>\u2026 (the cat looks at you, on her name collar you read: Adventure - text: "<i>\u2026 (the cat looks at you, on her name collar you read: Adventure
Cat)</i>" Cat)</i>"

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@@ -18,6 +18,7 @@ MonoBehaviour:
m_strength: 7 m_strength: 7
m_dexterity: 7 m_dexterity: 7
m_intelligence: 7 m_intelligence: 7
m_spawnQuestId: 1
m_dialogueOptions: m_dialogueOptions:
- text: "Amadeus the robot, that\u2019s my name. How can I be of service? " - text: "Amadeus the robot, that\u2019s my name. How can I be of service? "
bulletizedText: Amadeus. bulletizedText: Amadeus.

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@@ -18,6 +18,7 @@ MonoBehaviour:
m_strength: 0 m_strength: 0
m_dexterity: 0 m_dexterity: 0
m_intelligence: 0 m_intelligence: 0
m_spawnQuestId: 2
m_dialogueOptions: m_dialogueOptions:
- text: I am Rufus, here to help you. - text: I am Rufus, here to help you.
bulletizedText: Rufus. bulletizedText: Rufus.

File diff suppressed because it is too large Load Diff

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@@ -5,6 +5,7 @@ using UnityEngine;
public class AdventurerInteractable : MonoBehaviour public class AdventurerInteractable : MonoBehaviour
{ {
public DialogueController dialogueController; public DialogueController dialogueController;
public int m_spawnQuestID = 0;
[SerializeField] private string m_name = string.Empty; [SerializeField] private string m_name = string.Empty;
// Start is called before the first frame update // Start is called before the first frame update

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@@ -88,4 +88,23 @@ public class Journal : MonoBehaviour
} }
SetJournalAdventurerPage(m_selectedAdventurer); SetJournalAdventurerPage(m_selectedAdventurer);
} }
public void AssignAdventurer()
{
Quest activeQuest = QuestManager.Instance.GetActiveQuest();
bool success = QuestManager.Instance.RunQuestWithAdventurer(m_availableAdventurers[m_selectedAdventurer], activeQuest);
Debug.Log("THE QUESTR ESULT WAS: " + success);
adventurerPage.gameObject.SetActive(false);
questPage.Find("QuestResult/QuestResultText").gameObject.GetComponent<TMP_Text>().text = success ? activeQuest.successStr : activeQuest.failedStr;
questPage.Find("QuestResult").gameObject.SetActive(true);
}
public void StartNextQuest()
{
Debug.Log("Starting next day");
questPage.Find("QuestResult").gameObject.SetActive(false);
QuestManager.Instance.NextQuest();
CloseJournal();
Debug.Log("Started next quest");
}
} }

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@@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Runtime.InteropServices.WindowsRuntime;
using UnityEngine; using UnityEngine;
public class QuestManager : MonoBehaviour public class QuestManager : MonoBehaviour
@@ -8,8 +9,7 @@ public class QuestManager : MonoBehaviour
public int activeQuest = 0; public int activeQuest = 0;
public Quest[] quests = { public Quest[] quests = {
new Quest(_name: "Advert Quest 1", _desc: "Find someone to hand out flyers to advertise our tavern to adventurers. Strength, dexterity, intelligence: doesn<73>t matter, find someone who would do this for as little money as possible.", _failedStr: "Damn, that didn<64>t work at all. That robot just randomly started playing an instrument, much to the dismay of the townspeople.", _strength: 0, _intelligence: 0, _charisma: 5), new Quest(_name: "Advert Quest 1", _desc: "Find someone to hand out flyers to advertise our tavern to adventurers. Strength, dexterity, intelligence: doesn<73>t matter, find someone who would do this for as little money as possible.", _failedStr: "Damn, that didn<64>t work at all. That robot just randomly started playing an instrument, much to the dismay of the townspeople.", _successStr: "Perfect, this place will be full of adventurers in no time.", _strength: 0, _intelligence: 0, _charisma: 5),
}; };
private void Awake() private void Awake()
@@ -39,6 +39,43 @@ public class QuestManager : MonoBehaviour
return quests[activeQuest]; return quests[activeQuest];
} }
public bool RunQuestWithAdventurer(CharacterData characterData, Quest quest)
{
if (characterData.m_charisma < quest.charisma)
{
Debug.Log("Character failed charisma check");
return false;
}
if (characterData.m_strength < quest.strength)
{
Debug.Log("Character failed strength check");
return false;
}
if (characterData.m_intelligence < quest.intelligence)
{
Debug.Log("Character failed intlligence check");
return false;
}
return true;
}
public void NextQuest()
{
activeQuest++;
if (activeQuest >= quests.Length)
{
Debug.Log("All quests completed");
}
foreach (var adventurer in Resources.FindObjectsOfTypeAll<AdventurerInteractable>())
{
if (adventurer.m_spawnQuestID == activeQuest)
{
adventurer.gameObject.SetActive(true);
}
}
}
} }
[System.Serializable] [System.Serializable]
@@ -46,14 +83,16 @@ public class Quest
{ {
public string name; public string name;
public string description; public string description;
public string successStr;
public string failedStr; public string failedStr;
public int strength, intelligence, charisma; public int strength, intelligence, charisma;
public Quest(string _name, string _desc, string _failedStr, int _strength, int _intelligence, int _charisma) public Quest(string _name, string _desc, string _failedStr, string _successStr, int _strength, int _intelligence, int _charisma)
{ {
this.name = _name; this.name = _name;
this.description = _desc; this.description = _desc;
this.failedStr = _failedStr; this.failedStr = _failedStr;
this.successStr = _successStr;
this.strength = _strength; this.strength = _strength;
this.intelligence = _intelligence; this.intelligence = _intelligence;
this.charisma = _charisma; this.charisma = _charisma;