extends Node3D @export var player_spawn_position := Vector3(0.0, 0.0, 0.0) @export var day_length := 120.0 @export var start_light_angle := -90.0 @onready var _player: RigidBody3D = get_node_or_null("Player") as RigidBody3D @onready var _sun: DirectionalLight3D = $DirectionalLight3D @onready var _quest_text: RichTextLabel = get_node_or_null("PhoneUI/Control/PhoneFrame/QuestText") as RichTextLabel const FIRST_QUEST_ID := "first_drive" const QUEST_PROMPT_META_PREFIX := "quest_intro_prompt_shown_" const FIRST_QUEST := { "id": FIRST_QUEST_ID, "title": "RepoBot's First Task", "description": "Get familiar with movement and vehicles.", "steps": [ { "id": "enter_car_feature", "text": "Walk through the car teleporter.", "complete_event": "entered_car_feature", }, { "id": "reach_checkpoint", "text": "Drive the car into the checkpoint marker.", "complete_event": "reach_checkpoint", }, ], } var _time := 0.0 func _ready() -> void: _move_player_to_spawn() _setup_quests() _show_quest_intro_dialog() func _process(delta: float) -> void: _update_day_night(delta) func _move_player_to_spawn() -> void: if _player == null: return var spawn_marker := _consume_spawn_marker() if spawn_marker != null: _player.call("teleport_to_spawn", spawn_marker.global_transform) else: _player.global_position = player_spawn_position _player.linear_velocity = Vector3.ZERO _player.angular_velocity = Vector3.ZERO func _consume_spawn_marker() -> Node3D: if TeleportState == null: return null var spawn_name: StringName = TeleportState.consume_spawn_name() if spawn_name == StringName(): return null return find_child(String(spawn_name), true, false) as Node3D func _update_day_night(delta: float) -> void: if _sun == null or day_length <= 0.0: return _time = fmod(_time + delta, day_length) var t: float = _time / day_length var angle: float = lerp(start_light_angle, start_light_angle + 360.0, t) _sun.rotation_degrees.x = angle var energy_curve: float = -sin((t * TAU) + (start_light_angle * PI / 180.0)) _sun.light_energy = clamp((energy_curve * 1.0) + 0.2, 0.0, 1.2) func _setup_quests() -> void: if QuestManager == null: return if not QuestManager.has_quest(FIRST_QUEST_ID): QuestManager.register_quest(FIRST_QUEST) if not QuestManager.is_active_quest(FIRST_QUEST_ID) and not QuestManager.is_quest_completed(FIRST_QUEST_ID): QuestManager.start_quest(FIRST_QUEST_ID) if not QuestManager.is_connected("quest_state_changed", Callable(self, "_refresh_quest_ui")): QuestManager.quest_state_changed.connect(_refresh_quest_ui) _refresh_quest_ui() func _refresh_quest_ui() -> void: if _quest_text == null or QuestManager == null: return var state: Dictionary = QuestManager.get_active_quest_state() if not bool(state.get("active", false)): _quest_text.text = "No active quest." return var title := String(state.get("title", "Quest")) if bool(state.get("completed", false)): _quest_text.text = "[b]%s[/b]\nComplete." % title return var step_index: int = int(state.get("current_step_index", 0)) var total_steps: int = int(state.get("total_steps", 0)) var step_text := String(state.get("current_step_text", "")) _quest_text.text = "[b]%s[/b]\nStep %d/%d\n%s" % [title, step_index + 1, total_steps, step_text] func _show_quest_intro_dialog() -> void: if QuestManager == null: return var state: Dictionary = QuestManager.get_active_quest_state() if not bool(state.get("active", false)) or bool(state.get("completed", false)): return var quest_id := String(state.get("quest_id", "")).strip_edges() var step_id := String(state.get("current_step_id", "")).strip_edges() var step_text := String(state.get("current_step_text", "")) if quest_id.is_empty() or step_id.is_empty() or step_text.is_empty(): return var prompt_key := "%s%s_%s" % [QUEST_PROMPT_META_PREFIX, quest_id, step_id] if QuestManager.has_meta(prompt_key) and bool(QuestManager.get_meta(prompt_key)): return if DialogSystem and DialogSystem.has_method("show_text"): DialogSystem.show_text("RepoBot: New task assigned.\n\n%s" % step_text) QuestManager.set_meta(prompt_key, true)