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main ... quests

Author SHA1 Message Date
TheThomaas beaffbf990 Start quest journal UI 2026-10-08 17:42:14 +02:00
TheThomaas ffa986afe4 Add test quests function 2026-10-08 17:41:58 +02:00
TheThomaas 4d39596516 Create test quests 2026-10-07 16:41:31 +02:00
TheThomaas 252f9a96dd Add quest debug overlay 2026-10-07 16:40:57 +02:00
TheThomaas bdc1fdf591 Update project.godot 2026-10-07 16:40:37 +02:00
TheThomaas 0ce9053b3b Create basic quest system 2026-10-07 16:40:09 +02:00
40 changed files with 1216 additions and 2 deletions

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extends CanvasLayer
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and not event.echo:
match event.keycode:
KEY_F1:
FlagManager.debug_print_all()
KEY_F2:
QuestManager.debug_print_all()
KEY_F3:
# Test rapide : donne 3 badges
FlagManager.set_flag(&"badges_gagnes", 3)
print("3 badges ajoutés !")
KEY_F4:
# Test rapide : force la rencontre du Prof
FlagManager.set_flag(&"prof_rencontre", true)
KEY_F5:
_give_test_quests()
func _give_test_quests() -> void:
QuestManager.start_quest(&"main_01_prof", true) # true = force (ignore prérequis)
QuestManager.start_quest(&"main_02_starter", true)
QuestManager.start_quest(&"side_chenipan", true)
print("[DEBUG] 3 quêtes de test démarrées.")

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uid://cniwr4iowd8we

201
game/core/flag_manager.gd Normal file
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extends Node
## Gestionnaire global de flags de progression.
## Un flag = un fait du monde identifié par un StringName.
##
## Types supportés : bool, int, String, float, Variant (fallback).
##
## Écriture : set_flag(), set_flag_once(), increment_flag()
## Lecture : get_flag(), has_flag(), is_flag_true()
## Conditions : evaluate_condition() pour tester des conditions composées.
# Stockage : flag_name (StringName) -> valeur (Variant)
var _flags: Dictionary = {}
# Flags marqués "one-shot" (ne peuvent être modifiés qu'une fois)
var _one_shot_flags: Dictionary = {} # flag_name -> true
# --- Écriture ---
## Définit un flag à une valeur. Écrase toujours.
func set_flag(flag_name: StringName, value: Variant) -> void:
var old_value: Variant = _flags.get(flag_name, null)
if old_value == value:
return
_flags[flag_name] = value
GameEvents.flag_changed.emit(flag_name, old_value, value)
_emit_legacy_signal(flag_name, value)
## Définit un flag uniquement s'il n'a jamais été défini.
## Retourne true si le flag a effectivement été posé.
func set_flag_once(flag_name: StringName, value: Variant = true) -> bool:
if flag_name in _flags:
return false
set_flag(flag_name, value)
_one_shot_flags[flag_name] = true
return true
## Incrémente un flag numérique. Crée le flag à 0 si inexistant.
func increment_flag(flag_name: StringName, amount: int = 1) -> void:
var current: int = int(_flags.get(flag_name, 0))
set_flag(flag_name, current + amount)
## Décrémente un flag numérique (utile pour consommation de ressources).
func decrement_flag(flag_name: StringName, amount: int = 1) -> void:
increment_flag(flag_name, -amount)
## Supprime un flag (à utiliser avec prudence en dev).
func clear_flag(flag_name: StringName) -> void:
if flag_name in _flags:
var old_value: Variant = _flags[flag_name]
_flags.erase(flag_name)
GameEvents.flag_changed.emit(flag_name, old_value, null)
# --- Lecture ---
func get_flag(flag_name: StringName, default: Variant = null) -> Variant:
return _flags.get(flag_name, default)
func has_flag(flag_name: StringName) -> bool:
return flag_name in _flags
## Retourne true si le flag existe ET vaut `true` (booléen).
## Pour un int, retourne true si non-zéro.
func is_flag_true(flag_name: StringName) -> bool:
if not flag_name in _flags:
return false
var v: Variant = _flags[flag_name]
if v is bool:
return v
if v is int or v is float:
return v != 0
return v != null
func get_int(flag_name: StringName, default: int = 0) -> int:
return int(_flags.get(flag_name, default))
func get_bool(flag_name: StringName, default: bool = false) -> bool:
return bool(_flags.get(flag_name, default))
func get_string(flag_name: StringName, default: String = "") -> String:
return String(_flags.get(flag_name, default))
# --- Conditions composées ---
## Évalue un dictionnaire de conditions :
## {
## &"prof_rencontre": true, # flag == true
## &"badges_gagnes": 3, # flag >= 3 (int)
## &"starter_choisi": "pikachu", # flag == "pikachu"
## }
## Retourne true si TOUTES les conditions sont satisfaites.
func evaluate_condition(conditions: Dictionary) -> bool:
for flag_name in conditions:
var expected: Variant = conditions[flag_name]
var actual: Variant = _flags.get(flag_name, null)
# Booléen attendu : on teste la vérité (marche pour bool et int)
if expected is bool:
if is_flag_true(flag_name) != expected:
return false
# Int attendu : on teste >= (utile pour les compteurs)
elif expected is int:
if int(actual if actual != null else 0) < expected:
return false
# String / autre : égalité stricte
else:
if actual != expected:
return false
return true
## Version "au moins une condition vraie" (OR).
func evaluate_any_condition(conditions: Dictionary) -> bool:
for flag_name in conditions:
var expected: Variant = conditions[flag_name]
var actual: Variant = _flags.get(flag_name, null)
if expected is bool:
if is_flag_true(flag_name) == expected:
return true
elif expected is int:
if int(actual if actual != null else 0) >= expected:
return true
else:
if actual == expected:
return true
return false
# --- Signaux spécifiques (optionnel mais pratique) ---
## Émet des signaux dédiés pour certains flags pour simplifier les connexions.
## Exemple : GameEvents.badge_gagne.emit() si le flag "badges_gagnes" change.
func _emit_legacy_signal(flag_name: StringName, value: Variant) -> void:
# Ajoute ici tes mappings custom si tu veux des signaux dédiés.
# Ex :
# if flag_name == &"badges_gagnes":
# GameEvents.badge_count_changed.emit(int(value))
pass
# --- Connexion automatique aux événements du jeu ---
func _ready() -> void:
_connect_gameplay_events()
func _connect_gameplay_events() -> void:
GameEvents.pokemon_captured.connect(_on_pokemon_captured)
GameEvents.pokemon_defeated.connect(_on_pokemon_defeated)
GameEvents.item_collected.connect(_on_item_collected)
GameEvents.npc_talked.connect(_on_npc_talked)
GameEvents.location_reached.connect(_on_location_reached)
func _on_pokemon_captured(species_id: StringName) -> void:
increment_flag(&"nb_pokemon_captures", 1)
set_flag_once(&"premier_pokemon_capture", true)
# Flag spécifique par espèce : ex. "capture_chenipan" = true
set_flag(StringName("capture_%s" % species_id), true)
increment_flag(StringName("nb_captures_%s" % species_id), 1)
func _on_pokemon_defeated(species_id: StringName) -> void:
increment_flag(&"nb_pokemon_vaincus", 1)
increment_flag(StringName("nb_vaincus_%s" % species_id), 1)
func _on_item_collected(item_id: StringName, amount: int) -> void:
increment_flag(StringName("item_%s" % item_id), amount)
func _on_npc_talked(npc_id: StringName) -> void:
set_flag(StringName("talked_%s" % npc_id), true)
increment_flag(StringName("nb_dialogues_%s" % npc_id), 1)
func _on_location_reached(location_id: StringName) -> void:
set_flag(StringName("visited_%s" % location_id), true)
# --- Sauvegarde / Chargement ---
func get_save_data() -> Dictionary:
return {
"flags": _flags.duplicate(true),
"one_shot": _one_shot_flags.duplicate(),
}
func load_save_data(data: Dictionary) -> void:
_flags = data.get("flags", {}).duplicate(true)
_one_shot_flags = data.get("one_shot", {}).duplicate()
# --- Debug ---
func debug_print_all() -> void:
print("\n=== FLAGS ===")
if _flags.is_empty():
print("(aucun flag)")
else:
var keys: Array = _flags.keys()
keys.sort()
for flag_name in keys:
var v: Variant = _flags[flag_name]
var type_str := type_string(typeof(v))
var one_shot := " [one-shot]" if flag_name in _one_shot_flags else ""
print(" %s = %s (%s)%s" % [flag_name, str(v), type_str, one_shot])
print("=============\n")
func debug_clear_all() -> void:
_flags.clear()
_one_shot_flags.clear()
print("[FlagManager] Tous les flags ont été effacés.")

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uid://ceb0ky3nlq1do

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@ -49,6 +49,11 @@ func _set_selected(index : int) -> void:
func save() -> void:
var config := ConfigFile.new()
config.set_value("game", "version", 1)
config.set_value("game", "timestamp", Time.get_datetime_string_from_system())
config.set_value("flags", "flags", FlagManager.get_save_data())
config.set_value("quests", "quests", QuestManager.get_save_data())
config.set_value("progress", "story_progress", story_progress)
config.set_value("team", "data", player_team.to_dict())
config.set_value("storage", "data", player_storage.to_dict())
@ -62,3 +67,7 @@ func load_data() -> void:
player_team = PokemonTeam.from_dict(team_data) if team_data is Dictionary else PokemonTeam.new()
var storage_data : Variant = config.get_value("storage", "data", {})
player_storage = PokemonStorage.from_dict(storage_data) if storage_data is Dictionary else PokemonStorage.new()
var flags_data : Variant = config.get_value("flags", "flags", {})
FlagManager.load_save_data(flags_data)
var quests_data : Variant = config.get_value("quests", "quests", {})
QuestManager.load_save_data(quests_data)

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game/core/game_events.gd Normal file
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extends Node
# --- Quêtes (existants) ---
signal quest_started(quest_id: StringName)
signal quest_completed(quest_id: StringName)
signal quest_available(quest_id: StringName)
signal quest_objective_updated(quest_id: StringName, objective_index: int, current: int, required: int)
# --- Gameplay (existants) ---
signal pokemon_captured(species_id: StringName)
signal pokemon_defeated(species_id: StringName)
signal item_collected(item_id: StringName, amount: int)
signal npc_talked(npc_id: StringName)
signal location_reached(location_id: StringName)
# --- Flags (nouveau) ---
signal flag_changed(flag_name: StringName, old_value: Variant, new_value: Variant)

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uid://ct3v0qsc3bvcn

263
game/core/quest_manager.gd Normal file
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extends Node
var all_quests: Dictionary = {} # quest_id -> QuestData
var active_quests: Dictionary = {} # quest_id -> QuestData
var completed_quests: Dictionary = {} # quest_id -> QuestData
var failed_quests: Dictionary = {}
const QUESTS_PATH := "res://game/quests/data/"
func _ready() -> void:
_load_all_quests()
_connect_events()
_refresh_quest_states()
GameEvents.flag_changed.connect(_on_flag_changed)
func _on_flag_changed(_flag_name: StringName, _old_value: Variant, _new_value: Variant) -> void:
_refresh_quest_states()
# --- Chargement ---
func _load_all_quests() -> void:
var dir := DirAccess.open(QUESTS_PATH)
if dir == null:
push_error("Dossier de quêtes introuvable : " + QUESTS_PATH)
return
for file in dir.get_files():
if file.ends_with(".tres"):
var quest: QuestData = load(QUESTS_PATH + file)
if quest and quest.quest_id != &"":
all_quests[quest.quest_id] = quest
# --- Calcul d'état (cœur du système de chaînes) ---
## Recalcule l'état de toutes les quêtes non-commencées :
## une quête passe de LOCKED à AVAILABLE si ses prérequis sont satisfaits.
func _refresh_quest_states() -> void:
for quest_id in all_quests:
var quest: QuestData = all_quests[quest_id]
if quest.state in [QuestData.QuestState.ACTIVE, QuestData.QuestState.COMPLETED, QuestData.QuestState.FAILED]:
continue
if _are_prerequisites_met(quest):
if quest.state == QuestData.QuestState.LOCKED:
quest.state = QuestData.QuestState.AVAILABLE
_emit_quest_available(quest_id)
else:
quest.state = QuestData.QuestState.LOCKED
func _are_prerequisites_met(quest: QuestData) -> bool:
# 1. Prérequis de quêtes
for prereq in quest.prerequisites:
if not prereq in completed_quests:
return false
# 2. Flags bloquants (si l'un est vrai → la quête ne peut PAS se débloquer)
if not quest.blocking_flags.is_empty():
if FlagManager.evaluate_condition(quest.blocking_flags):
return false
# 3. Flags requis (tous doivent être vrais)
if not quest.required_flags.is_empty():
if not FlagManager.evaluate_condition(quest.required_flags):
return false
return true
func _emit_quest_available(quest_id: StringName) -> void:
# Optionnel : signal pour notifier l'UI ou un PNJ
GameEvents.quest_available.emit(quest_id)
# --- Connexion aux événements ---
func _connect_events() -> void:
GameEvents.pokemon_captured.connect(_on_pokemon_captured)
GameEvents.pokemon_defeated.connect(_on_pokemon_defeated)
GameEvents.item_collected.connect(_on_item_collected)
GameEvents.npc_talked.connect(_on_npc_talked)
GameEvents.location_reached.connect(_on_location_reached)
# --- Démarrage de quête ---
func start_quest(quest_id: StringName, force: bool = false) -> bool:
if quest_id in active_quests or quest_id in completed_quests:
return false
if not quest_id in all_quests:
push_warning("Quête inconnue : " + str(quest_id))
return false
var quest: QuestData = all_quests[quest_id]
# Vérifie les prérequis (sauf si forcé, pour debug)
if not force and not _are_prerequisites_met(quest):
return false
# Reset les compteurs
for obj in quest.objectives:
obj.current_count = 0
quest.state = QuestData.QuestState.ACTIVE
active_quests[quest_id] = quest
GameEvents.quest_started.emit(quest_id)
return true
## Démarre automatiquement toutes les quêtes disponibles qui n'attendent
## pas de déblocage manuel. À appeler après un chargement de zone, par ex.
func auto_start_available_quests() -> void:
for quest_id in all_quests:
var quest: QuestData = all_quests[quest_id]
if quest.state == QuestData.QuestState.AVAILABLE and not quest.requires_manual_unlock:
start_quest(quest_id)
# --- Progression ---
func _progress_objective(event_type: QuestObjective.Type, target: StringName) -> void:
for quest_id in active_quests.keys():
var quest: QuestData = active_quests[quest_id]
var changed := false
for i in quest.objectives.size():
var obj: QuestObjective = quest.objectives[i]
if obj.is_complete():
continue
if obj.matches(event_type, target):
obj.current_count = min(obj.current_count + 1, obj.required_count)
changed = true
GameEvents.quest_objective_updated.emit(
quest_id, i, obj.current_count, obj.required_count
)
if changed and quest.are_all_objectives_complete():
_complete_quest(quest_id)
# --- Handlers d'événements ---
func _on_pokemon_captured(species_id: StringName) -> void:
_progress_objective(QuestObjective.Type.CAPTURE, species_id)
func _on_pokemon_defeated(species_id: StringName) -> void:
_progress_objective(QuestObjective.Type.DEFEAT, species_id)
func _on_item_collected(item_id: StringName, amount: int) -> void:
# On avance de `amount` unités
for quest_id in active_quests.keys():
var quest: QuestData = active_quests[quest_id]
for i in quest.objectives.size():
var obj: QuestObjective = quest.objectives[i]
if obj.type == QuestObjective.Type.COLLECT \
and obj.target_id == item_id \
and not obj.is_complete():
obj.current_count = min(obj.current_count + amount, obj.required_count)
GameEvents.quest_objective_updated.emit(
quest_id, i, obj.current_count, obj.required_count
)
if quest.are_all_objectives_complete():
_complete_quest(quest_id)
func _on_npc_talked(npc_id: StringName) -> void:
_progress_objective(QuestObjective.Type.TALK_TO, npc_id)
func _on_location_reached(location_id: StringName) -> void:
_progress_objective(QuestObjective.Type.REACH_LOCATION, location_id)
# --- Fin de quête ---
func _complete_quest(quest_id: StringName) -> void:
var quest: QuestData = active_quests[quest_id]
quest.state = QuestData.QuestState.COMPLETED
active_quests.erase(quest_id)
completed_quests[quest_id] = quest
_give_rewards(quest)
GameEvents.quest_completed.emit(quest_id)
# 🔑 C'est ici que la magie opère : les quêtes suivantes se débloquent !
_refresh_quest_states()
# Optionnel : auto-démarrer les quêtes suivantes qui ne demandent
# pas de déblocage manuel (ex: chaîne principale purement scriptée)
auto_start_available_quests()
func _give_rewards(quest: QuestData) -> void:
for reward in quest.rewards:
match reward.type:
QuestReward.Type.ITEM:
# À adapter à ton système d'inventaire
GameEvents.item_collected.emit(reward.target_id, reward.amount)
QuestReward.Type.MONEY:
# Inventory.add_money(reward.amount)
pass
QuestReward.Type.POKEMON:
# Team.add_pokemon(reward.target_id)
pass
QuestReward.Type.UNLOCK_QUEST:
start_quest(reward.target_id)
# --- Sauvegarde / Chargement ---
func get_save_data() -> Dictionary:
var data := {
"active": {}, # quest_id -> Array[int] (progressions)
"completed": [], # Array[StringName]
"failed": []
}
for id in active_quests:
var quest: QuestData = active_quests[id]
var counts: Array[int] = []
for obj in quest.objectives:
counts.append(obj.current_count)
data["active"][id] = counts
data["completed"] = completed_quests.keys()
data["failed"] = failed_quests.keys()
return data
func load_save_data(data: Dictionary) -> void:
active_quests.clear()
completed_quests.clear()
failed_quests.clear()
# Reset tous les états à LOCKED
for q in all_quests.values():
q.state = QuestData.QuestState.LOCKED
for obj in q.objectives:
obj.current_count = 0
# Restaure les complétées
for id in data.get("completed", []):
if id in all_quests:
all_quests[id].state = QuestData.QuestState.COMPLETED
completed_quests[id] = all_quests[id]
# Restaure les actives
for id in data.get("active", {}):
if id in all_quests:
var quest: QuestData = all_quests[id]
var counts: Array = data["active"][id]
for i in quest.objectives.size():
quest.objectives[i].current_count = counts[i] if i < counts.size() else 0
quest.state = QuestData.QuestState.ACTIVE
active_quests[id] = quest
# Recalcule les LOCKED / AVAILABLE
_refresh_quest_states()
func debug_print_all() -> void:
print("\n=== ÉTAT DES QUÊTES ===")
for quest_id in all_quests:
var q: QuestData = all_quests[quest_id]
var state_str := q.get_state_name()
var cat_str := q.get_category_name()
print("\n[%s][%s] %s — %s" % [cat_str, state_str, q.quest_id, q.title])
for i in q.objectives.size():
var obj := q.objectives[i]
var done := "✓" if obj.is_complete() else " "
var optional := " (optionnel)" if obj.is_optional else ""
print(" [%s] %s : %d/%d%s" % [
done, obj.description, obj.current_count, obj.required_count, optional
])
print("\n=======================\n")
func _input(event):
if event.is_action_pressed("debug_quests"):
QuestManager.debug_print_all()

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uid://owgkeygdlsmv

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extends HBoxContainer
@onready var check_icon: Label = $CheckIcon
@onready var objective_label: Label = $ObjectiveLabel
func setup(obj: QuestObjective, is_quest_completed: bool) -> void:
# Texte : description + compteur si nécessaire
if obj.required_count > 1:
objective_label.text = "%s (%d/%d)" % [
obj.description, obj.current_count, obj.required_count
]
else:
objective_label.text = obj.description
# Petit marqueur "optionnel"
if obj.is_optional:
objective_label.text += " [optionnel]"
# Icône et couleur selon l'état
var complete := obj.is_complete() or is_quest_completed
if complete:
check_icon.text = "☑"
check_icon.add_theme_color_override("font_color", Color(0.4, 0.9, 0.4))
objective_label.add_theme_color_override("font_color", Color(0.6, 0.6, 0.6))
else:
check_icon.text = "☐"
check_icon.add_theme_color_override("font_color", Color(0.8, 0.8, 0.8))
objective_label.add_theme_color_override("font_color", Color(1, 1, 1))

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uid://b1uu6845ugtwd

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[gd_scene format=3 uid="uid://bmi4nup81860h"]
[ext_resource type="Script" uid="uid://b1uu6845ugtwd" path="res://game/quest_journal/objective_row.gd" id="1_0bes5"]
[node name="ObjectiveRow" type="HBoxContainer" unique_id=208897443]
script = ExtResource("1_0bes5")
[node name="CheckIcon" type="Label" parent="." unique_id=264135563]
custom_minimum_size = Vector2(24, 24)
custom_maximum_size = Vector2(24, 24)
layout_mode = 2
[node name="ObjectiveLabel" type="Label" parent="." unique_id=1304877640]
layout_mode = 2
size_flags_horizontal = 3

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extends Button
class_name QuestEntry
signal quest_selected(quest_id: StringName)
@onready var title_label: Label = $HBoxContainer/VBoxContainer/TitleLabel
@onready var progress_label: Label = $HBoxContainer/VBoxContainer/ProgressLabel
@onready var status_icon: Label = $HBoxContainer/StatusIcon
const QuestData = preload("uid://bldyeahkrms8n")
var _quest_id: StringName = &""
func setup(quest: QuestData, is_completed: bool) -> void:
_quest_id = quest.quest_id
title_label.text = quest.title
if is_completed:
progress_label.text = "Terminée"
status_icon.text = "✓"
status_icon.add_theme_color_override("font_color", Color(0.4, 0.9, 0.4))
else:
var total := quest.get_required_objectives().size()
var done := 0
for obj in quest.get_required_objectives():
if obj.is_complete(): done += 1
progress_label.text = "%d/%d objectifs" % [done, total]
status_icon.text = "▶" if done < total else "✓"
status_icon.add_theme_color_override("font_color", Color(0.9, 0.8, 0.4))
pressed.connect(func(): quest_selected.emit(_quest_id))

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uid://hejqtr201qcw

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[gd_scene format=3 uid="uid://cssst3sesinb"]
[ext_resource type="Script" uid="uid://hejqtr201qcw" path="res://game/quest_journal/quest_entry.gd" id="1_xva0s"]
[sub_resource type="LabelSettings" id="LabelSettings_3agn1"]
font_size = 12
[node name="QuestEntry" type="Button" unique_id=1674293762]
flat = true
script = ExtResource("1_xva0s")
[node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=122221174]
layout_mode = 0
offset_right = 40.0
offset_bottom = 40.0
[node name="VBoxContainer" type="VBoxContainer" parent="HBoxContainer" unique_id=39281024]
layout_mode = 2
size_flags_horizontal = 3
[node name="TitleLabel" type="Label" parent="HBoxContainer/VBoxContainer" unique_id=798269508]
layout_mode = 2
[node name="ProgressLabel" type="Label" parent="HBoxContainer/VBoxContainer" unique_id=1640888083]
layout_mode = 2
label_settings = SubResource("LabelSettings_3agn1")
[node name="StatusIcon" type="Label" parent="HBoxContainer" unique_id=1154347679]
layout_mode = 2

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extends Control
class_name QuestJournal
enum Tab { MAIN, SIDE, COMPLETED }
const QUEST_ENTRY_SCENE := preload("res://game/quest_journal/quest_entry.tscn")
const OBJECTIVE_ROW_SCENE := preload("res://game/quest_journal/objective_row.tscn")
const REWARD_ROW_SCENE := preload("res://game/quest_journal/reward_row.tscn")
@onready var tab_bar: TabBar = $MarginContainer/HBoxContainer/LeftPanel/TabBar
@onready var quest_list: VBoxContainer = $MarginContainer/HBoxContainer/LeftPanel/ScrollContainer/QuestList
@onready var footer_label: Label = $MarginContainer/HBoxContainer/LeftPanel/FooterLabel
@onready var detail_title: Label = $MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent/DetailTitle
@onready var detail_category: Label = $MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent/DetailCategory
@onready var detail_description: RichTextLabel = $MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent/DetailDescription
@onready var objectives_list: VBoxContainer = $MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent/ObjectivesList
@onready var rewards_list: VBoxContainer = $MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent/RewardsList
var _current_tab: Tab = Tab.MAIN
var _selected_quest_id: StringName = &""
func _ready() -> void:
tab_bar.tab_changed.connect(_on_tab_changed)
GameEvents.quest_started.connect(_on_quest_changed)
GameEvents.quest_completed.connect(_on_quest_changed)
GameEvents.quest_objective_updated.connect(_on_objective_updated)
refresh()
func _on_tab_changed(index: int) -> void:
_current_tab = index as Tab
refresh()
func _on_quest_changed(_id: StringName) -> void:
refresh()
func _on_objective_updated(_qid: StringName, _idx: int, _cur: int, _req: int) -> void:
refresh() # simple et suffisant
# --- Rafraîchissement global ---
func refresh() -> void:
_clear_list()
var quests := _get_quests_for_tab(_current_tab)
if quests.is_empty():
_show_empty_state()
_clear_detail()
return
# Tri : principales par chapter_index, secondaires par titre
if _current_tab == Tab.MAIN:
quests.sort_custom(func(a, b): return a.chapter_index < b.chapter_index)
else:
quests.sort_custom(func(a, b): return a.title < b.title)
for quest in quests:
var entry := QUEST_ENTRY_SCENE.instantiate()
entry.setup(quest, _current_tab == Tab.COMPLETED)
entry.quest_selected.connect(_on_quest_selected)
quest_list.add_child(entry)
# Auto-sélection : garde la sélection actuelle si elle est toujours valide
var still_valid := quests.any(func(q): return q.quest_id == _selected_quest_id)
if still_valid:
_on_quest_selected(_selected_quest_id)
elif quests.size() > 0:
_on_quest_selected(quests[0].quest_id)
else:
_clear_detail()
_update_footer()
func _get_quests_for_tab(tab: Tab) -> Array[QuestData]:
var result: Array[QuestData] = []
match tab:
Tab.MAIN:
for q in QuestManager.active_quests.values():
if q.category == QuestData.Category.MAIN:
result.append(q)
Tab.SIDE:
for q in QuestManager.active_quests.values():
if q.category == QuestData.Category.SIDE:
result.append(q)
Tab.COMPLETED:
for q in QuestManager.completed_quests.values():
result.append(q)
return result
func _clear_list() -> void:
for child in quest_list.get_children():
child.queue_free()
func _show_empty_state() -> void:
var label := Label.new()
label.text = "Aucune quête dans cette catégorie."
label.add_theme_color_override("font_color", Color(0.6, 0.6, 0.6))
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
quest_list.add_child(label)
func _update_footer() -> void:
var main_count := 0
var side_count := 0
for q in QuestManager.active_quests.values():
if q.category == QuestData.Category.MAIN: main_count += 1
elif q.category == QuestData.Category.SIDE: side_count += 1
footer_label.text = "Principales : %d | Secondaires : %d | Terminées : %d" % [
main_count, side_count, QuestManager.completed_quests.size()
]
# --- Détail d'une quête ---
func _on_quest_selected(quest_id: StringName) -> void:
_selected_quest_id = quest_id
var quest: QuestData = QuestManager.all_quests.get(quest_id)
if quest == null:
_clear_detail()
return
detail_title.text = quest.title
detail_category.text = _category_label(quest.category)
detail_description.text = quest.description
# Objectifs
for child in objectives_list.get_children():
child.queue_free()
for obj in quest.objectives:
var row := OBJECTIVE_ROW_SCENE.instantiate()
row.setup(obj, _current_tab == Tab.COMPLETED)
objectives_list.add_child(row)
# Récompenses
for child in rewards_list.get_children():
child.queue_free()
for reward in quest.rewards:
var row := REWARD_ROW_SCENE.instantiate()
row.setup(reward)
rewards_list.add_child(row)
func _clear_detail() -> void:
detail_title.text = ""
detail_category.text = ""
detail_description.text = ""
for child in objectives_list.get_children():
child.queue_free()
for child in rewards_list.get_children():
child.queue_free()
func _category_label(cat: QuestData.Category) -> String:
match cat:
QuestData.Category.MAIN: return "QUÊTE PRINCIPALE"
QuestData.Category.SIDE: return "QUÊTE SECONDAIRE"
QuestData.Category.HIDDEN: return "QUÊTE SECRÈTE"
return ""

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uid://b3vt467ykvg8u

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[gd_scene format=3 uid="uid://cluiqkghowxdw"]
[ext_resource type="Script" uid="uid://b3vt467ykvg8u" path="res://game/quest_journal/quest_journal.gd" id="1_ri51t"]
[sub_resource type="LabelSettings" id="LabelSettings_3agn1"]
font_size = 12
font_color = Color(0.8051242, 0.8051241, 7.70092e-07, 1)
[node name="QuestJournal" type="Control" unique_id=625487910]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_ri51t")
[node name="Background" type="ColorRect" parent="." unique_id=530768479]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 0.42745098)
[node name="MarginContainer" type="MarginContainer" parent="." unique_id=1311181226]
process_mode = 3
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/margin_left = 40
theme_override_constants/margin_top = 40
theme_override_constants/margin_right = 40
theme_override_constants/margin_bottom = 40
[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer" unique_id=1393741966]
layout_mode = 2
[node name="LeftPanel" type="VBoxContainer" parent="MarginContainer/HBoxContainer" unique_id=422872187]
custom_minimum_size = Vector2(380, 0)
custom_maximum_size = Vector2(380, -1)
layout_mode = 2
[node name="TitleLabel" type="Label" parent="MarginContainer/HBoxContainer/LeftPanel" unique_id=510808795]
layout_mode = 2
text = "JOURNAL DE QUÊTES"
[node name="TabBar" type="TabBar" parent="MarginContainer/HBoxContainer/LeftPanel" unique_id=1903671008]
layout_mode = 2
current_tab = 0
tab_count = 3
tab_0/title = "Principales"
tab_1/title = "Secondaires"
tab_2/title = "Terminées"
[node name="ScrollContainer" type="ScrollContainer" parent="MarginContainer/HBoxContainer/LeftPanel" unique_id=678478455]
layout_mode = 2
size_flags_vertical = 3
[node name="QuestList" type="VBoxContainer" parent="MarginContainer/HBoxContainer/LeftPanel/ScrollContainer" unique_id=1539103998]
layout_mode = 2
[node name="FooterLabel" type="Label" parent="MarginContainer/HBoxContainer/LeftPanel" unique_id=1538203911]
layout_mode = 2
[node name="RightPanel" type="PanelContainer" parent="MarginContainer/HBoxContainer" unique_id=614836913]
layout_mode = 2
size_flags_horizontal = 3
[node name="DetailScroll" type="ScrollContainer" parent="MarginContainer/HBoxContainer/RightPanel" unique_id=195451550]
layout_mode = 2
[node name="DetailContent" type="VBoxContainer" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll" unique_id=2096180388]
layout_mode = 2
[node name="DetailTitle" type="Label" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=2026354509]
layout_mode = 2
[node name="DetailCategory" type="Label" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=1664568446]
layout_mode = 2
label_settings = SubResource("LabelSettings_3agn1")
[node name="HSeparator" type="HSeparator" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=21965256]
layout_mode = 2
[node name="DetailDescription" type="RichTextLabel" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=1262773543]
layout_mode = 2
[node name="ObjectivesTitle" type="Label" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=510015609]
layout_mode = 2
text = "OBJECTIFS"
[node name="ObjectivesList" type="VBoxContainer" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=954789404]
layout_mode = 2
[node name="RewardsTitle" type="Label" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=767078748]
layout_mode = 2
text = "RÉCOMPENSES"
[node name="RewardsList" type="VBoxContainer" parent="MarginContainer/HBoxContainer/RightPanel/DetailScroll/DetailContent" unique_id=851905982]
layout_mode = 2

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@ -0,0 +1,20 @@
extends HBoxContainer
@onready var icon_label: Label = $IconLabel
@onready var reward_label: Label = $RewardLabel
func setup(reward: QuestReward) -> void:
match reward.type:
QuestReward.Type.ITEM:
icon_label.text = "🎁"
reward_label.text = "%s × %d" % [reward.target_id, reward.amount]
QuestReward.Type.MONEY:
icon_label.text = "💰"
reward_label.text = "%d pièces" % reward.amount
QuestReward.Type.POKEMON:
icon_label.text = "🐾"
reward_label.text = "Pokémon : %s" % reward.target_id
QuestReward.Type.UNLOCK_QUEST:
icon_label.text = "🔓"
reward_label.text = "Nouvelle quête : %s" % reward.target_id
icon_label.add_theme_color_override("font_color", Color(0.9, 0.8, 0.4))

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uid://b0m0dg8eccu4u

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[gd_scene format=3 uid="uid://bhyrhg21amey2"]
[ext_resource type="Script" uid="uid://b0m0dg8eccu4u" path="res://game/quest_journal/reward_row.gd" id="1_qcyvc"]
[node name="RewardRow" type="HBoxContainer" unique_id=1679893101]
script = ExtResource("1_qcyvc")
[node name="IconLabel" type="Label" parent="." unique_id=2121958636]
custom_minimum_size = Vector2(24, 24)
custom_maximum_size = Vector2(24, 24)
layout_mode = 2
[node name="RewardLabel" type="Label" parent="." unique_id=513948004]
layout_mode = 2
size_flags_horizontal = 3

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@ -0,0 +1,25 @@
[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://cx1rj8j6ww65u"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_yy5gg"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_w6uu2"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_8rvwr"]
[sub_resource type="Resource" id="Resource_fl2hl"]
script = ExtResource("1_yy5gg")
target_id = &"prof_chen"
metadata/_custom_type_script = "uid://dj84i3mki0cws"
[sub_resource type="Resource" id="Resource_5xet1"]
script = ExtResource("2_w6uu2")
target_id = &"pokedex"
metadata/_custom_type_script = "uid://bpjxqwo7c5f64"
[resource]
script = ExtResource("3_8rvwr")
quest_id = &"main_01_prof"
title = "Prof"
category = 0
objectives = Array[ExtResource("1_yy5gg")]([SubResource("Resource_fl2hl")])
rewards = Array[ExtResource("2_w6uu2")]([SubResource("Resource_5xet1")])
requires_manual_unlock = true
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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@ -0,0 +1,14 @@
[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://d007l7h0dy3vt"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_dsryk"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_0a632"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_0ncdg"]
[resource]
script = ExtResource("3_0ncdg")
quest_id = &"main_01_start"
title = "Reçois ton premier Pokémon"
category = 0
requires_manual_unlock = true
chapter_index = 1
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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@ -0,0 +1,14 @@
[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://b2o84nycfwg3g"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_pjbw5"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_eesy8"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_wi6e2"]
[resource]
script = ExtResource("3_wi6e2")
quest_id = &"main_02_route1"
title = "Traverse la Route 1"
category = 0
prerequisites = Array[StringName]([&"main_01_start"])
chapter_index = 2
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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@ -0,0 +1,27 @@
[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://bbdba5sej5opj"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_reajj"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_0q14y"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_5inpn"]
[sub_resource type="Resource" id="Resource_1x48t"]
script = ExtResource("1_reajj")
type = 2
target_id = &"pikachu"
metadata/_custom_type_script = "uid://dj84i3mki0cws"
[sub_resource type="Resource" id="Resource_pjk6h"]
script = ExtResource("2_0q14y")
target_id = &"pokeball"
amount = 5
metadata/_custom_type_script = "uid://bpjxqwo7c5f64"
[resource]
script = ExtResource("3_5inpn")
quest_id = &"main_02_starter"
title = "Starter"
category = 0
objectives = Array[ExtResource("1_reajj")]([SubResource("Resource_1x48t")])
rewards = Array[ExtResource("2_0q14y")]([SubResource("Resource_pjk6h")])
prerequisites = Array[StringName]([&"main_01_prof"])
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://djsmge1a745q2"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_y246s"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_ywsws"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_bp48w"]
[resource]
script = ExtResource("3_bp48w")
quest_id = &"main_03_arène1"
title = "Bats l'Arène de Jadielle"
category = 0
prerequisites = Array[StringName]([&"main_02_route1"])
chapter_index = 3
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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@ -0,0 +1,14 @@
[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://cywdaoplv561d"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_gq0xw"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_nwtdp"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_dcxfq"]
[resource]
script = ExtResource("3_dcxfq")
quest_id = &"main_04_team_rocket"
title = "Chasse la Team Rocket"
category = 0
prerequisites = Array[StringName]([&"main_03_arène1"])
chapter_index = 4
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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@ -0,0 +1,18 @@
[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://d7q633m7osyu"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_wkil8"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_eemhw"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_r5m7j"]
[sub_resource type="Resource" id="Resource_l3iqy"]
script = ExtResource("1_wkil8")
target_id = &"champion"
metadata/_custom_type_script = "uid://dj84i3mki0cws"
[resource]
script = ExtResource("3_r5m7j")
quest_id = &"side_badges"
title = "Side Badges"
objectives = Array[ExtResource("1_wkil8")]([SubResource("Resource_l3iqy")])
requires_manual_unlock = true
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://c0iff4kfhxidm"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_mcbuv"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_6way2"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_fslg5"]
[sub_resource type="Resource" id="Resource_lmqnn"]
script = ExtResource("1_mcbuv")
type = 2
target_id = &"caterpie"
description = "Capturer un Chenipan"
metadata/_custom_type_script = "uid://dj84i3mki0cws"
[sub_resource type="Resource" id="Resource_1xmq8"]
script = ExtResource("1_mcbuv")
target_id = &"prof_chen"
description = "Rapporter le Chenipan au Professeur"
metadata/_custom_type_script = "uid://dj84i3mki0cws"
[sub_resource type="Resource" id="Resource_xnmnt"]
script = ExtResource("2_6way2")
target_id = &"pokeball"
metadata/_custom_type_script = "uid://bpjxqwo7c5f64"
[resource]
script = ExtResource("3_fslg5")
quest_id = &"side_chenipan"
title = "Le Chenipan du Professeur"
description = "Le Professeur Chen veut étudier un Chenipan."
objectives = Array[ExtResource("1_mcbuv")]([SubResource("Resource_lmqnn"), SubResource("Resource_1xmq8")])
rewards = Array[ExtResource("2_6way2")]([SubResource("Resource_xnmnt")])
requires_manual_unlock = true
metadata/_custom_type_script = "uid://bldyeahkrms8n"

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@ -0,0 +1,13 @@
[gd_resource type="Resource" script_class="QuestData" format=3 uid="uid://5xw8pcuefrfl"]
[ext_resource type="Script" uid="uid://dj84i3mki0cws" path="res://game/quests/quest_objective.gd" id="1_rk5ju"]
[ext_resource type="Script" uid="uid://bpjxqwo7c5f64" path="res://game/quests/quest_reward.gd" id="2_r8x02"]
[ext_resource type="Script" uid="uid://bldyeahkrms8n" path="res://game/quests/quest_data.gd" id="3_5wjtt"]
[resource]
script = ExtResource("3_5wjtt")
quest_id = &"side_pêcheur"
title = "Le Pêcheur Poissirène"
prerequisites = Array[StringName]([&"main_02_route1"])
requires_manual_unlock = true
metadata/_custom_type_script = "uid://bldyeahkrms8n"

41
game/quests/quest_data.gd Normal file
View file

@ -0,0 +1,41 @@
extends Resource
class_name QuestData
enum QuestState { LOCKED, AVAILABLE, ACTIVE, COMPLETED, FAILED }
enum Category { MAIN, SIDE, HIDDEN }
@export var quest_id: StringName = &""
@export var title: String = ""
@export_multiline var description: String = ""
@export var category: Category = Category.SIDE
@export var objectives: Array[QuestObjective] = []
@export var rewards: Array[QuestReward] = []
@export var prerequisites: Array[StringName] = []
@export var requires_manual_unlock: bool = false
@export var chapter_index: int = 0
## NOUVEAU : conditions sur les flags pour que la quête soit disponible.
## Exemple :
## { &"prof_rencontre": true, &"badges_gagnes": 3 }
@export var required_flags: Dictionary = {}
## NOUVEAU : si l'un de ces flags est vrai, la quête ne se débloque PAS.
## Utile pour les choix exclusifs (ex: avoir choisi la Team Rocket).
@export var blocking_flags: Dictionary = {}
var state: QuestState = QuestState.LOCKED
func get_required_objectives() -> Array[QuestObjective]:
return objectives.filter(func(o): return not o.is_optional)
func are_all_objectives_complete() -> bool:
for obj in get_required_objectives():
if not obj.is_complete():
return false
return true
func get_state_name() -> String:
return QuestState.keys()[state]
func get_category_name() -> String:
return Category.keys()[category]

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uid://bldyeahkrms8n

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extends Resource
class_name QuestObjective
enum Type {
TALK_TO, # Parler à un PNJ
COLLECT, # Récolter/Ramasser un objet
CAPTURE, # Capturer un Pokémon
DEFEAT, # Battre un Pokémon
REACH_LOCATION, # Atteindre un lieu
CUSTOM # Pour extensions futures
}
@export var type: Type = Type.TALK_TO
@export var target_id: StringName = &"" # ex: &"chenipan", &"prof_chen"
@export var required_count: int = 1
@export var is_optional: bool = false
@export var description: String = "" # Texte affiché dans le journal
# Progression (non exportée : gérée en runtime par le QuestManager)
var current_count: int = 0
func is_complete() -> bool:
return current_count >= required_count
## Retourne true si l'événement correspond à cet objectif
func matches(event_type: Type, event_target: StringName) -> bool:
return type == event_type and target_id == event_target

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@ -0,0 +1 @@
uid://dj84i3mki0cws

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@ -0,0 +1,13 @@
extends Resource
class_name QuestReward
enum Type {
ITEM, # Donner un objet
MONEY, # Donner de l'argent
POKEMON, # Donner un Pokémon
UNLOCK_QUEST # Débloquer une nouvelle quête
}
@export var type: Type = Type.ITEM
@export var target_id: StringName = &"" # ex: &"pokeball", &"pokedex"
@export var amount: int = 1

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@ -0,0 +1 @@
uid://bpjxqwo7c5f64

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@ -2,6 +2,7 @@
[ext_resource type="Script" uid="uid://7hglx6nfu063" path="res://addons/controller_icons/objects/ControllerIconTexture.gd" id="1_4xhdt"]
[ext_resource type="Script" uid="uid://b3ddqgiawrh5c" path="res://game/ui/hud/team_hud.gd" id="2_lkjh2"]
[ext_resource type="Script" uid="uid://cniwr4iowd8we" path="res://game/core/debug_overlay.gd" id="3_euh0j"]
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_uyiaf"]
@ -92,3 +93,6 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("2_lkjh2")
[node name="DebugOverlay" type="CanvasLayer" parent="." unique_id=1710349785]
script = ExtResource("3_euh0j")

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@ -23,6 +23,10 @@ func _ready() -> void:
animation_player.play("RESET")
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("open_quest_journal"):
toggle_journal()
get_viewport().set_input_as_handled()
if is_transitioning or sub_screen != null: return #une page ouverte gere ses propres entrees
if event.is_action_pressed("pause"):
if get_tree().paused:
@ -123,3 +127,23 @@ func _on_restart_pressed() -> void:
func _on_quit_pressed() -> void:
UiAudio.play(click_sound)
get_tree().quit()
const QUEST_JOURNAL_SCENE := preload("res://game/quest_journal/quest_journal.tscn")
var _journal_instance: Control = null
func toggle_journal() -> void:
if _journal_instance and is_instance_valid(_journal_instance):
_journal_instance.queue_free()
_journal_instance = null
get_tree().paused = false
else:
_journal_instance = QUEST_JOURNAL_SCENE.instantiate()
add_child(_journal_instance)
get_tree().paused = true
func _on_quests_pressed() -> void:
toggle_journal()

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@ -205,7 +205,6 @@ libraries/ = SubResource("AnimationLibrary_2nc7s")
[connection signal="pressed" from="PanelContainer/VBoxContainer/Resume" to="." method="_on_resume_pressed"]
[connection signal="pressed" from="PanelContainer/VBoxContainer/Team" to="." method="_on_team_pressed"]
[connection signal="pressed" from="PanelContainer/VBoxContainer/Team" to="." method="_on_team_pressed"]
[connection signal="pressed" from="PanelContainer/VBoxContainer/Storage" to="." method="_on_storage_pressed"]
[connection signal="pressed" from="PanelContainer/VBoxContainer/Save" to="." method="_on_save_pressed"]
[connection signal="pressed" from="PanelContainer/VBoxContainer/Load" to="." method="_on_load_pressed"]

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@ -24,9 +24,12 @@ buses/default_bus_layout="res://game/core/default_bus_layout.tres"
[autoload]
ControllerIcons="*uid://b7ho1rjcpht1d"
GameData="*uid://d4beiel88cwc7"
UiAudio="*uid://7e7fe2xk3aue"
GameData="*uid://d4beiel88cwc7"
GameEvents="*uid://ct3v0qsc3bvcn"
QuestManager="*uid://owgkeygdlsmv"
Pokedex="*uid://dijnkrewbwgmx"
FlagManager="*uid://ceb0ky3nlq1do"
[display]
@ -163,6 +166,16 @@ player_aim_switch_target={
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
]
}
debug_quests={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"location":0,"echo":false,"script":null)
]
}
open_quest_journal={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":74,"key_label":0,"unicode":106,"location":0,"echo":false,"script":null)
]
}
[physics]