Checklist class for handling game "checks" and progression flags #5
Labels
No labels
bug
improvement
needs testing
new feature
pondering
priority
high
priority
low
priority
normal
priority
shelved
wontfix
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
nexustix/godot-nexustix-utilities#5
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
The class will need some way of:
A check might be fine as a boolean that is being stored in a String-keyed Dictionary
There needs to be a signal for when a check becomes checked
There should be a mechanism to ensure all logic pertaining to checking a check has been run before marking a check as checked
A check can be turned into a non-primitive; which would allow a check to simultaneously contain the checked status, as well if the check has been "collected"
There will need to be a separate reward logic to actually dispense rewards that are the result of a check.
Checks and rewards are not guaranteed to be a 1:1 relationship at this level, and rewards should not be modelled as part of the Checklist.
The reward logic should hook into the Checklist signals for a check being checked, run their reward dispensary logic, and afterwards mark the check as "collected".
When using a String keyed Dictionary the keys
interesting_checkandINTERESTING_CHECKare distinct keys, it may or may not be desired. Maybe keys should be sanitized/normalized before being used as an index.@nexustix wrote in nexustix/godot-boilerplate#5 (comment):
sanitizing and normalizing of keys will be treated as an external issue, and will not be handled in the class itself, since it would also add unneeded complexity.
Preliminary implementation written, needs testing:
bb10a45211