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scrap-signal/entities/npcs/vrac7/vrac7.gd

141 lines
5.6 KiB
GDScript

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