108 lines
3.9 KiB
GDScript
108 lines
3.9 KiB
GDScript
extends Node3D
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@export var day_length := 120.0 # seconds for full rotation
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@export var start_light_angle := -90.0
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@export var show_spawn_dialog := true
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@export_multiline var spawn_dialog_text := "Welcome to Promiscuity.\n\nPress E to close this message."
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@export var spawn_dialog_auto_close_seconds := 4.0
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var end_light_angle = start_light_angle + 360.0
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var start_radians = start_light_angle * PI / 180
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var time := 0.0
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@onready var sun := $DirectionalLight3D
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@onready var _player: Node = $Player
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@onready var _quest_text: RichTextLabel = $PhoneUI/Control/PhoneFrame/QuestText
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const FIRST_QUEST_ID := "first_drive"
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const FIRST_QUEST := {
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"id": FIRST_QUEST_ID,
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"title": "RepoBot's First Task",
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"description": "Get familiar with movement and vehicles.",
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"steps": [
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{
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"id": "enter_vehicle",
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"text": "Get in the car (E).",
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"complete_event": "entered_vehicle",
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},
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{
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"id": "reach_checkpoint",
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"text": "Drive the car into the checkpoint marker.",
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"complete_event": "reach_checkpoint",
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},
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],
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}
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func _ready() -> void:
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_setup_quests()
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if show_spawn_dialog and DialogSystem and DialogSystem.has_method("show_text"):
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await get_tree().process_frame
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DialogSystem.show_text(spawn_dialog_text)
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if spawn_dialog_auto_close_seconds > 0.0:
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await get_tree().create_timer(spawn_dialog_auto_close_seconds).timeout
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if DialogSystem and DialogSystem.has_method("close_if_text"):
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DialogSystem.close_if_text(spawn_dialog_text)
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_show_quest_intro_dialog()
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func _process(delta):
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time = fmod((time + delta), day_length)
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var t = time / day_length
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# Rotate sun around X axis
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var angle = lerp(start_light_angle, end_light_angle, t) # sunrise → sunset → night → sunrise
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sun.rotation_degrees.x = angle
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# Adjust intensity
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var curSin = -sin((t * TAU) + start_radians)
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var energy = clamp((curSin * 1.0) + 0.2, 0.0, 1.2)
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sun.light_energy = energy
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func _setup_quests() -> void:
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if QuestManager == null:
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return
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if not QuestManager.has_quest(FIRST_QUEST_ID):
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QuestManager.register_quest(FIRST_QUEST)
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if not QuestManager.is_active_quest(FIRST_QUEST_ID) and not QuestManager.is_quest_completed(FIRST_QUEST_ID):
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QuestManager.start_quest(FIRST_QUEST_ID)
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if not QuestManager.is_connected("quest_state_changed", Callable(self, "_refresh_quest_ui")):
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QuestManager.quest_state_changed.connect(_refresh_quest_ui)
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if _player and _player.has_signal("vehicle_entered"):
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if not _player.is_connected("vehicle_entered", Callable(self, "_on_player_vehicle_entered")):
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_player.vehicle_entered.connect(_on_player_vehicle_entered)
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_refresh_quest_ui()
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func _on_player_vehicle_entered(_vehicle: Node) -> void:
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if QuestManager:
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QuestManager.emit_event(&"entered_vehicle")
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func _refresh_quest_ui() -> void:
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if _quest_text == null or QuestManager == null:
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return
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var state: Dictionary = QuestManager.get_active_quest_state()
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if not bool(state.get("active", false)):
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_quest_text.text = "No active quest."
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return
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var title := String(state.get("title", "Quest"))
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if bool(state.get("completed", false)):
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_quest_text.text = "[b]%s[/b]\nComplete." % title
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return
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var step_index: int = int(state.get("current_step_index", 0))
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var total_steps: int = int(state.get("total_steps", 0))
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var step_text := String(state.get("current_step_text", ""))
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_quest_text.text = "[b]%s[/b]\nStep %d/%d\n%s" % [title, step_index + 1, total_steps, step_text]
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func _show_quest_intro_dialog() -> void:
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if QuestManager == null:
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return
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var state: Dictionary = QuestManager.get_active_quest_state()
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if not bool(state.get("active", false)) or bool(state.get("completed", false)):
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return
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var step_text := String(state.get("current_step_text", ""))
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if step_text.is_empty():
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return
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if DialogSystem and DialogSystem.has_method("show_text"):
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DialogSystem.show_text("RepoBot: New task assigned.\n\n%s" % step_text)
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