mirror of
https://github.com/kodzukye/scrap-signal.git
synced 2026-04-27 05:27:34 +00:00
139 lines
5.6 KiB
GDScript
139 lines
5.6 KiB
GDScript
extends Area2D
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class_name Vrac7
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@export var prompt_text: String = "[E] Talk"
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@onready var sprite := $AnimatedSprite2D
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# ── Dialogues ────────────────────────────────────────────────────────────────
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const DIALOGUE_INTRO := [
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{ "name": "VRAC-7", "text": "You... you're new? No, wait..! SCRAP-09? You've been asleep for a long time. A very long time." },
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{ "name": "VRAC-7", "text": "I've been stuck here for... I don't know anymore. Can you help me?" },
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{ "name": "VRAC-7", "text": "I need 3 gears. I spotted some over in the warehouse." },
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]
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const DIALOGUE_MISSING_ITEMS := [
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{ "name": "VRAC-7", "text": "Not the parts yet? The warehouse is big." },
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{ "name": "VRAC-7", "text": "The gears fell near the shelves somewhere. One seems to be hidden, the others are scattered around." },
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]
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const DIALOGUE_HAS_ITEMS := [
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{ "name": "VRAC-7", "text": "You have them? Good. Connect the circuits. My motor system is still there, somewhere." },
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]
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const DIALOGUE_POST_REPAIR := [
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{ "name": "VRAC-7", "text": "Ah. There it is. I hadn't forgotten what it was like to move, but... it's different from just remembering it." },
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{ "name": "VRAC-7", "text": "I remember the last day. They turned off the lights as they left. But they left the generators running. I think that was intentional." },
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{ "name": "VRAC-7", "text": "The workshop is that way. The magnetic key, here take it. It's been in my claw since the beginning. I was keeping it for someone." },
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]
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const DIALOGUE_AFTER_ATELIER := [
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{ "name": "VRAC-7", "text": "Did you find what you were looking for? I'm staying here." },
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{ "name": "VRAC-7", "text": "Not out of obligation. It's just that... this place is ours now. Someone has to look after it." },
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]
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# ── Items requis ──────────────────────────────────────────────────────────────
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const REQUIRED_ITEMS := {
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"engrenage": 3,
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}
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# ── Lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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body_entered.connect(_on_body_entered)
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body_exited.connect(_on_body_exited)
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func _on_body_entered(body: Node) -> void:
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if body.is_in_group("player"):
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var hud: HUD = get_tree().get_first_node_in_group("hud")
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if hud:
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hud.show_prompt(prompt_text)
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func _on_body_exited(body: Node) -> void:
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if body.is_in_group("player"):
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var hud: HUD = get_tree().get_first_node_in_group("hud")
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if hud:
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hud.hide_prompt()
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# ── Interaction principale ────────────────────────────────────────────────────
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func interact() -> void:
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var hud: HUD = get_tree().get_first_node_in_group("hud")
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if hud:
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hud.hide_prompt()
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var dialogue_box := get_tree().get_first_node_in_group("dialogue_box")
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if not dialogue_box:
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return
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# État 1 — Déjà réparé, joueur revient après avoir visité l'atelier
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if GameState.get_flag("vrac7_repaired") and GameState.get_flag("visited_atelier"):
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dialogue_box.start(DIALOGUE_AFTER_ATELIER)
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return
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# État 2 — Déjà réparé, dialogue post-réparation standard
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if GameState.get_flag("vrac7_repaired"):
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dialogue_box.start(DIALOGUE_POST_REPAIR)
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return
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# État 3 — Possède les items → lancer le mini-jeu
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if _has_required_items():
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dialogue_box.start(DIALOGUE_HAS_ITEMS)
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dialogue_box.dialogue_finished.connect(_start_minigame, CONNECT_ONE_SHOT)
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return
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# État 4 — Premier contact (jamais parlé)
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if not GameState.get_flag("vrac7_met"):
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GameState.set_flag("vrac7_met", true)
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dialogue_box.start(DIALOGUE_INTRO)
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return
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# État 5 — Revient sans les items
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dialogue_box.start(DIALOGUE_MISSING_ITEMS)
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# ── Mini-jeu ──────────────────────────────────────────────────────────────────
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func _start_minigame() -> void:
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var dialogue_box := get_tree().get_first_node_in_group("dialogue_box")
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if dialogue_box:
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dialogue_box.hide()
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var minigame_node := preload("res://ui/minigame/repair_minigame.tscn").instantiate()
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get_tree().root.add_child(minigame_node)
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var minigame := minigame_node as RepairMinigame
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if minigame == null:
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return
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minigame.repair_complete.connect(_on_repair_done, CONNECT_ONE_SHOT)
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minigame.open("vrac7")
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func _on_repair_done() -> void:
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sprite.play("repaired")
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# Consomme les items
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GameState.remove_item("engrenage", 3)
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# Donne la clé de l'atelier
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GameState.add_item("cle_atelier", 1)
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GameState.set_flag("vrac7_repaired", true)
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# LOG système
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var hud: HUD = get_tree().get_first_node_in_group("hud")
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if hud:
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hud.show_log("Unit VRAC-7: repair complete. Status: operational.")
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await get_tree().create_timer(3).timeout
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hud.show_log("Magnetic key obtained. Workshop access unlocked.")
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# Dialogue post-réparation
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var dialogue_box := get_tree().get_first_node_in_group("dialogue_box")
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if dialogue_box:
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dialogue_box.start(DIALOGUE_POST_REPAIR)
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# ── Helpers ───────────────────────────────────────────────────────────────────
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func _has_required_items() -> bool:
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for item_id in REQUIRED_ITEMS:
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if GameState.inventory.get(item_id, 0) < REQUIRED_ITEMS[item_id]:
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return false
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return true
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