Tales-of-PKMN/game/core/quest_manager.gd

264 lines
8.5 KiB
GDScript

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()