Added the system from trail

This commit is contained in:
Sebastian Bularca
2026-04-19 12:25:49 +02:00
parent 47ee77f272
commit 89e36b4df9
57 changed files with 2160 additions and 15 deletions

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>One dialog line — an id/text pair in a <see cref="DialogLineLibrary"/>.</summary>
[Serializable]
public class DialogLine {
/// <summary>Stable key referenced by <see cref="DialogLineRef"/> (e.g. "common.farewell").</summary>
public string id;
/// <summary>The actual text shown to the player.</summary>
[TextArea(2, 6)]
public string text;
}
/// <summary>
/// Single-asset registry of reusable dialog lines. One library file holds many lines; dialog
/// options reference them by id via <see cref="DialogLineRef"/>. Split into multiple libraries
/// (e.g. CommonLines, TownDialogue) only when a single file becomes unwieldy.
/// </summary>
[CreateAssetMenu(fileName = "DialogLineLibrary", menuName = "Jovian/Encounter System/Dialog Line Library", order = 4)]
public class DialogLineLibrary : ScriptableObject {
/// <summary>All lines in the library.</summary>
public List<DialogLine> lines = new();
private Dictionary<string, string> cache;
/// <summary>Return the text for <paramref name="id"/>, or <c>null</c> if not found.</summary>
public string Resolve(string id) {
if(string.IsNullOrEmpty(id)) {
return null;
}
EnsureCache();
return cache.TryGetValue(id, out var text) ? text : null;
}
/// <summary>Force the next <see cref="Resolve"/> call to rebuild the id → text cache.
/// Called automatically from <c>OnValidate</c> after inspector edits.</summary>
public void InvalidateCache() {
cache = null;
}
private void EnsureCache() {
if(cache != null) {
return;
}
cache = new Dictionary<string, string>();
if(lines == null) {
return;
}
foreach(var line in lines) {
if(line != null && !string.IsNullOrEmpty(line.id)) {
cache[line.id] = line.text;
}
}
}
#if UNITY_EDITOR
private void OnValidate() {
InvalidateCache();
}
#endif
}
}

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fileFormatVersion: 2
guid: 142d6e5b0f6a6cb41beddeae92b56fee

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Runtime/DialogLineRef.cs Normal file
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using System;
using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>
/// Reference to a dialog line. Looks up <see cref="id"/> inside <see cref="library"/> when both
/// are set; otherwise falls back to <see cref="inlineText"/>. This lets designers prototype
/// one-off lines inline and promote common ones to the shared library later without changing
/// the field's type.
/// </summary>
[Serializable]
public struct DialogLineRef {
/// <summary>Shared library to resolve <see cref="id"/> against. Optional.</summary>
public DialogLineLibrary library;
/// <summary>Line id inside <see cref="library"/>. Ignored if <see cref="library"/> is null.</summary>
public string id;
/// <summary>Fallback text used when the library reference is missing or fails to resolve.
/// Authored directly in the inspector for one-off lines.</summary>
[TextArea(2, 6)]
public string inlineText;
/// <summary>Resolve to final text. Returns <see cref="inlineText"/> if no library reference
/// resolves, or <c>null</c> if both paths yield nothing.</summary>
public string Resolve() {
if(library != null && !string.IsNullOrEmpty(id)) {
var text = library.Resolve(id);
if(!string.IsNullOrEmpty(text)) {
return text;
}
}
return inlineText;
}
}
}

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namespace Jovian.EncounterSystem {
/// <summary>
/// Per-resolution state passed into every event handler invoked by <see cref="EncounterResolver.Resolve"/>.
/// Holds "who/what is currently being resolved" — not long-lived services. Extend with additional
/// fields (party, selected option, acting character, …) as handlers need them.
/// </summary>
public class EncounterContext {
/// <summary>The encounter whose dialog option fired this resolution.</summary>
public IEncounter CurrentEncounter { get; }
public EncounterContext(IEncounter currentEncounter) {
CurrentEncounter = currentEncounter;
}
}
}

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fileFormatVersion: 2
guid: d643c80eeffa65f4d804a795ba13bdf9

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using System.Collections.Generic;
using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>
/// Reusable asset containing the dialog options shown for an encounter. Stored as an asset so a
/// single set can be shared across encounters when the same choices apply. When <see cref="id"/>
/// changes the asset file auto-renames to match (editor-only).
/// </summary>
[CreateAssetMenu(fileName = "EncounterDialogOptionSet", menuName = "Jovian/Encounter System/Dialog Option Set", order = 2)]
public class EncounterDialogOptionSet : ScriptableObject {
/// <summary>Designer-facing identifier for this option set. The asset file renames to match.</summary>
public string id;
/// <summary>Ordered list of options presented to the player.</summary>
public List<EncounterDialogOption> options;
#if UNITY_EDITOR
private void OnValidate() {
if(string.IsNullOrEmpty(id)) {
return;
}
// Deferred — AssetDatabase calls are unsafe from OnValidate.
UnityEditor.EditorApplication.delayCall += RenameToMatchId;
}
private void RenameToMatchId() {
if(this == null || string.IsNullOrEmpty(id)) {
return;
}
var path = UnityEditor.AssetDatabase.GetAssetPath(this);
if(string.IsNullOrEmpty(path)) {
return;
}
if(name == id) {
return;
}
var error = UnityEditor.AssetDatabase.RenameAsset(path, id);
if(!string.IsNullOrEmpty(error)) {
Debug.LogWarning($"[EncounterDialogOptionSet] Could not rename '{path}' to '{id}': {error}", this);
}
}
#endif
}
}

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fileFormatVersion: 2
guid: c47caaa92bb94eeca3e47dd86fd010cf
timeCreated: 1776587040

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Runtime/EncounterLink.cs Normal file
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using System;
namespace Jovian.EncounterSystem {
/// <summary>
/// Cross-table reference to an <see cref="IEncounter"/>. Stores the owning
/// <see cref="EncounterTable"/> asset and the target encounter's <see cref="EncounterDefinition.internalId"/>.
/// Rename-safe because the stored key is a GUID.
/// </summary>
[Serializable]
public struct EncounterLink {
/// <summary>The table that owns the linked encounter.</summary>
public EncounterTable table;
/// <summary>The target encounter's stable GUID (<see cref="EncounterDefinition.internalId"/>).</summary>
public string internalId;
/// <summary>Look up the referenced encounter, or <c>null</c> if the table is missing or the id
/// no longer exists in it.</summary>
public IEncounter Resolve() {
if(table == null || table.encounters == null || string.IsNullOrEmpty(internalId)) {
return null;
}
foreach(var encounter in table.encounters) {
if(encounter?.EncounterDefinition?.internalId == internalId) {
return encounter;
}
}
return null;
}
}
}

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guid: 60455ea141b903c4390dbcdc29b46f99

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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Jovian.EncounterSystem {
/// <summary>
/// Scene-side view scaffold for presenting an encounter. Provides wired-up references to the
/// common UI widgets (name/description/art/options container/submit button) so a game-specific
/// view controller can bind an <see cref="IEncounter"/> to them without duplicating boilerplate.
/// </summary>
public class EncounterReference : MonoBehaviour {
public TextMeshProUGUI encounterName;
public TextMeshProUGUI encounterDescription;
public Image encounterArt;
public Transform encounterOptionsContainer;
public Button submitButton;
}
}

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fileFormatVersion: 2
guid: 0173ea7fbf1e45b1932694938ecd3058
timeCreated: 1776508767

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Jovian.EncounterSystem {
/// <summary>
/// Central lookup cache mapping <see cref="EncounterDefinition.internalId"/> to its owning
/// <see cref="IEncounter"/> across one or more <see cref="EncountersCollection"/> assets.
/// In editor the registry auto-populates via an asset postprocessor; at runtime call
/// <see cref="PopulateEncounters"/> explicitly after load.
/// </summary>
[CreateAssetMenu(fileName = "EncounterRegistry", menuName = "Jovian/Encounter System/Encounter Registry")]
public class EncounterRegistry : ScriptableObject {
/// <summary>Collections whose encounters should be indexed.</summary>
public EncountersCollection[] encounterCollections = Array.Empty<EncountersCollection>();
private readonly Dictionary<string, IEncounter> encounters = new();
/// <summary>The live id → encounter map.</summary>
public Dictionary<string, IEncounter> GetEncounters() => encounters;
/// <summary>Add an encounter to the cache if its id isn't already present.</summary>
public void RegisterEncounter(IEncounter encounter) {
encounters?.TryAdd(encounter?.EncounterDefinition?.internalId, encounter);
}
/// <summary>Remove an encounter from the cache by its id.</summary>
public void UnregisterEncounter(IEncounter encounter) {
encounters.Remove(encounter.EncounterDefinition.internalId);
}
/// <summary>Clear the cache. Call before a full re-population to avoid stale entries.</summary>
public void ClearEncounters() {
encounters.Clear();
}
/// <summary>Walk <see cref="encounterCollections"/> and register every encounter found.
/// Call <see cref="ClearEncounters"/> first if you need a clean state.</summary>
public void PopulateEncounters() {
foreach(var collection in encounterCollections) {
foreach(var encounter in collection.encounterTables) {
foreach(var encounterInstance in encounter.encounters) {
RegisterEncounter(encounterInstance);
}
}
}
}
}
#if UNITY_EDITOR
/// <summary>
/// Editor-time hook that keeps an <see cref="EncounterRegistry"/> asset (located via Addressables
/// key <c>"EncounterRegistry"</c>) in sync with asset edits: clears and repopulates on any asset
/// import/move/delete.
/// </summary>
public class EncounterRegister : UnityEditor.AssetPostprocessor {
private static EncounterRegistry registryCache;
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
registryCache ??= Addressables.LoadAssetAsync<EncounterRegistry>("EncounterRegistry").WaitForCompletion();
registryCache.ClearEncounters();
registryCache.PopulateEncounters();
}
}
#endif
}

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fileFormatVersion: 2
guid: 0dfee180882d49c9a3d4474f389d4905
timeCreated: 1776584974

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using System;
using System.Collections.Generic;
namespace Jovian.EncounterSystem {
/// <summary>
/// Dispatches <see cref="IEncounterEvent"/> instances (authored on dialog options) to per-type
/// handlers registered at composition time. Unknown event types are silently skipped.
/// </summary>
/// <remarks>
/// The resolver stores handlers keyed by concrete event <see cref="Type"/>. Registration wraps a
/// typed delegate in a closure that casts back to the concrete type — the cast is safe because
/// we only ever invoke the wrapped delegate via the dictionary lookup under the same key.
/// </remarks>
public class EncounterResolver {
private readonly Dictionary<Type, Action<IEncounterEvent, EncounterContext>> handlers = new();
/// <summary>Register a handler for a concrete event type. Replaces any prior registration.</summary>
/// <typeparam name="T">The event type to handle.</typeparam>
/// <param name="handler">The delegate invoked with the cast event and the resolution context.</param>
public void Register<T>(Action<T, EncounterContext> handler) where T : IEncounterEvent {
handlers[typeof(T)] = (evt, ctx) => handler((T)evt, ctx);
}
/// <summary>Remove the handler registered for event type <typeparamref name="T"/>, if any.</summary>
public void Unregister<T>() where T : IEncounterEvent {
handlers.Remove(typeof(T));
}
/// <summary>Dispatch each event in <paramref name="events"/> to its registered handler, in order.
/// Null events and events with no registered handler are skipped.</summary>
/// <param name="events">The ordered event list (typically from an <see cref="EncounterDialogOption"/>).</param>
/// <param name="context">Per-resolution context passed to every handler.</param>
public void Resolve(IEnumerable<IEncounterEvent> events, EncounterContext context) {
if(events == null) {
return;
}
foreach(var evt in events) {
if(evt == null) {
continue;
}
if(handlers.TryGetValue(evt.GetType(), out var handler)) {
handler(evt, context);
}
}
}
}
}

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guid: 2d3f07fa2d5f9804d8c75e7026566757

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Runtime/EncounterTable.cs Normal file
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>
/// A ScriptableObject asset holding a named list of encounters. Encounters inside the list are
/// authored via <c>[SerializeReference]</c> so different <see cref="IEncounter"/> implementations
/// and <see cref="IEncounterKind"/> payloads can coexist.
/// </summary>
[CreateAssetMenu(fileName = "EncounterTable", menuName = "Jovian/Encounter System/Encounter Table", order = 1)]
public class EncounterTable : ScriptableObject {
/// <summary>Designer-facing table identifier (free-form).</summary>
public string id;
/// <summary>Ordered encounter list. Each element is a concrete <see cref="Encounter"/> whose
/// type-specific payload is carried by its <see cref="IEncounterKind"/> (set in the inspector
/// via the SubclassSelector dropdown on <see cref="Encounter.Kind"/>).</summary>
public List<Encounter> encounters;
/// <summary>Pick a uniformly random encounter, or <c>null</c> if the table is empty.</summary>
public IEncounter GetRandomEncounter() {
if(encounters == null || encounters.Count == 0) {
return null;
}
return encounters[UnityEngine.Random.Range(0, encounters.Count)];
}
/// <summary>Pick a uniformly random encounter whose runtime type matches <paramref name="type"/>,
/// or <c>null</c> if none match.</summary>
/// <param name="type">The concrete <see cref="IEncounter"/> runtime type to filter on.</param>
public IEncounter GetRandomEncounter(Type type) {
if(encounters == null || encounters.Count == 0) {
return null;
}
var encountersOfType = encounters.FindAll(encounter => encounter.GetType() == type);
if(encountersOfType.Count > 0) {
return encountersOfType[UnityEngine.Random.Range(0, encountersOfType.Count)];
}
return null;
}
/// <summary>Pick a uniformly random encounter matching <paramref name="filter"/>, or <c>null</c>
/// if no element passes. Used by <see cref="QuestProgress.IsGated"/> integration to exclude
/// gated quest encounters from rolls.</summary>
/// <param name="filter">Predicate applied to each encounter before rolling.</param>
public IEncounter GetRandomEncounter(Predicate<IEncounter> filter) {
if(encounters == null || encounters.Count == 0 || filter == null) {
return GetRandomEncounter();
}
var pool = encounters.FindAll(filter);
if(pool.Count == 0) {
return null;
}
return pool[UnityEngine.Random.Range(0, pool.Count)];
}
}
}

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fileFormatVersion: 2
guid: e480a30007b949679b8ca1e0e6088675
timeCreated: 1776507230

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using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>
/// Top-level asset that groups multiple <see cref="EncounterTable"/> references into a single
/// browsable unit. Pass one of these to <see cref="QuestProgress"/> to seed its gating graph.
/// </summary>
[CreateAssetMenu(fileName = "EncountersCollection", menuName = "Jovian/Encounter System/Encounters Collection", order = 0)]
public class EncountersCollection : ScriptableObject {
/// <summary>The tables grouped by this collection.</summary>
public EncounterTable[] encounterTables;
}
}

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fileFormatVersion: 2
guid: 96ab08e2592347f68b8ad2e6e8d45187
timeCreated: 1776506926

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Runtime/IEncounter.cs Normal file
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>
/// Runtime contract for any encounter authored in the system.
/// An encounter aggregates designer-facing metadata, visuals, dialog, and a polymorphic
/// <see cref="IEncounterKind"/> payload that expresses its type-specific data.
/// </summary>
public interface IEncounter {
/// <summary>Stable identity, display name, and designer description.</summary>
EncounterDefinition EncounterDefinition { get; set; }
/// <summary>Numeric configuration shared by every encounter kind.</summary>
EncounterProperties EncounterProperties { get; set; }
/// <summary>Visual assets displayed when the encounter is presented.</summary>
EncounterVisuals EncounterVisuals { get; set; }
/// <summary>Dialog options shown to the player, or <c>null</c> if the encounter has no dialog.</summary>
EncounterDialogOptionSet EncounterDialogOptionSet { get; set; }
/// <summary>Type-specific payload (combat, quest, social, ...). Authored via the SubclassSelector drawer.</summary>
IEncounterKind Kind { get; set; }
}
/// <summary>
/// Default concrete encounter. Holds the shared fields and a polymorphic <see cref="IEncounterKind"/>.
/// Prefer adding new behaviour by introducing a new <see cref="IEncounterKind"/> rather than subclassing this type.
/// </summary>
[Serializable]
public class Encounter : IEncounter {
[field: SerializeField] public EncounterDefinition EncounterDefinition { get; set; }
[field: SerializeField] public EncounterProperties EncounterProperties { get; set; }
[field: SerializeField] public EncounterVisuals EncounterVisuals { get; set; }
[field: SerializeField] public EncounterDialogOptionSet EncounterDialogOptionSet { get; set; }
[field: SerializeReference, SubclassSelector]
public IEncounterKind Kind { get; set; }
}
/// <summary>
/// Designer-facing identity for an encounter. <see cref="internalId"/> is the stable GUID used for
/// cross-references (<see cref="EncounterLink"/>, quest progress, save data); <see cref="id"/> is a
/// human-readable slug; <see cref="name"/> and <see cref="description"/> are display strings.
/// </summary>
[Serializable]
public class EncounterDefinition {
/// <summary>Stable GUID, assigned once at creation. Never edit manually.</summary>
[HideInInspector]
public string internalId = Guid.NewGuid().ToString();
/// <summary>Designer-authored short slug (e.g. "goblin_ambush").</summary>
public string id;
/// <summary>Display name shown to the player.</summary>
public string name;
/// <summary>Flavour text shown when the encounter opens.</summary>
public string description;
}
/// <summary>
/// A single choice presented to the player inside an <see cref="EncounterDialogOptionSet"/>.
/// Events fire in order when the option is picked and are dispatched through <see cref="EncounterResolver"/>.
/// </summary>
[Serializable]
public class EncounterDialogOption {
/// <summary>Option text shown in the UI. Resolved through a shared
/// <see cref="DialogLineLibrary"/> or falls back to inline text.</summary>
public DialogLineRef text;
/// <summary>Ordered events executed by the resolver when this option is chosen.</summary>
[SerializeReference, SubclassSelector]
public List<IEncounterEvent> events;
}
/// <summary>Visual assets for an encounter.</summary>
[Serializable]
public class EncounterVisuals {
public Sprite icon;
public Color encounterColor;
public Sprite encounterArt;
}
/// <summary>Numeric/tuning configuration shared across every encounter kind.</summary>
[Serializable]
public class EncounterProperties {
public int difficulty;
}
}

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fileFormatVersion: 2
guid: 4d9c61fd5089459d8ef34cbbde0666b5
timeCreated: 1776506880

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using System;
namespace Jovian.EncounterSystem {
/// <summary>
/// Marker interface for designer-authored dialog option side effects. Events carry data only;
/// behaviour is registered on <see cref="EncounterResolver"/> and dispatched by concrete type.
/// Add a new event by creating a new <see cref="IEncounterEvent"/> implementation and registering
/// a handler for it with the resolver.
/// </summary>
public interface IEncounterEvent {
}
/// <summary>Transitions the flow to another encounter identified by <see cref="nextEncounterId"/>.</summary>
[Serializable]
public class ChainToEncounterEvent : IEncounterEvent {
public string nextEncounterId;
}
/// <summary>Starts a combat encounter by id. Intended to be handled by the combat play mode.</summary>
[Serializable]
public class StartCombatEvent : IEncounterEvent {
public string combatEncounterId;
}
/// <summary>Writes a line to whatever log sink the resolver's handler is configured with. Useful for debugging.</summary>
[Serializable]
public class LogEvent : IEncounterEvent {
public string message;
}
/// <summary>
/// Grants the referenced <see cref="Reward"/> asset to the party. The actual application is
/// handled by a game-side delegate registered on <see cref="EncounterResolver"/>. Add multiple
/// <see cref="GiveRewardEvent"/>s to a dialog option's event list to grant multiple rewards.
/// </summary>
[Serializable]
public class GiveRewardEvent : IEncounterEvent {
public Reward reward;
}
}

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guid: e42b3f5f74428d944a68a320a821f0c9

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Runtime/IEncounterKind.cs Normal file
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using System;
namespace Jovian.EncounterSystem {
/// <summary>
/// Marker interface for the polymorphic payload of an <see cref="IEncounter"/>.
/// Each concrete kind carries its own designer-facing data. Behaviour lives in resolvers
/// and play modes — kinds are pure data. Add new kinds by creating a new <see cref="IEncounterKind"/>
/// implementation; the SubclassSelector drawer will surface it automatically.
/// </summary>
public interface IEncounterKind {
}
/// <summary>Combat encounter: triggers combat play mode with the specified enemy group.</summary>
[Serializable]
public class CombatKind : IEncounterKind {
public string enemyGroupId;
public string rewardTableId;
}
/// <summary>Quest encounter: a step in a quest chain. The <see cref="nextEncounter"/> link is what
/// <see cref="QuestProgress"/> walks to build the gated progression graph.</summary>
[Serializable]
public class QuestKind : IEncounterKind {
public EncounterLink nextEncounter;
public string questTitle;
}
/// <summary>Dialogue-driven encounter with an NPC and optional faction reputation impact.</summary>
[Serializable]
public class SocialKind : IEncounterKind {
public string npcId;
public string factionId;
public int reputationDelta;
}
/// <summary>Puzzle encounter gated by a skill check against <see cref="difficultyClass"/>.</summary>
[Serializable]
public class PuzzleKind : IEncounterKind {
public string puzzleId;
public int difficultyClass;
}
/// <summary>Exploration/discovery encounter gated by a perception check (<see cref="perceptionDC"/>).</summary>
[Serializable]
public class ExplorationKind : IEncounterKind {
public int perceptionDC;
}
/// <summary>Tutorial encounter driving a tutorial subsystem by id.</summary>
[Serializable]
public class TutorialKind : IEncounterKind {
public string tutorialId;
}
/// <summary>Environmental hazard that applies damage or a status without player choice.</summary>
[Serializable]
public class HazardKind : IEncounterKind {
public int damageAmount;
}
/// <summary>Catch-all with no kind-specific data — useful while prototyping.</summary>
[Serializable]
public class OtherKind : IEncounterKind {
}
}

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guid: 28cc80b36b63e6e44b7f1cfb6c57bf62

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using System;
namespace Jovian.EncounterSystem {
/// <summary>
/// Marker interface for the polymorphic payload of a <see cref="Reward"/>.
/// Each concrete kind carries its own designer-facing data. Behaviour lives in a reward-applying
/// handler registered on <see cref="EncounterResolver"/> for <see cref="GiveRewardEvent"/> —
/// kinds are pure data. Add a new reward type by creating a new <see cref="IRewardKind"/>
/// implementation; the SubclassSelector drawer will surface it automatically.
/// </summary>
public interface IRewardKind {
}
/// <summary>Grants an amount of a named currency (gold, silver, faction-specific scrip, ...).</summary>
[Serializable]
public class CurrencyRewardKind : IRewardKind {
public string currencyId;
public int amount;
}
/// <summary>Grants one or more copies of an item identified by id.</summary>
[Serializable]
public class ItemRewardKind : IRewardKind {
public string itemId;
public int quantity;
}
/// <summary>Grants experience points to the party or a specific recipient.</summary>
[Serializable]
public class ExperienceRewardKind : IRewardKind {
public int amount;
}
/// <summary>Unlocks something identified by id (recipe, area, journal entry, achievement, ...).
/// What is actually unlocked is decided by the game-side handler.</summary>
[Serializable]
public class UnlockableRewardKind : IRewardKind {
public string unlockableId;
}
/// <summary>Catch-all with no kind-specific data — useful for prototyping or one-off rewards
/// whose semantics are carried by the <see cref="Reward.id"/> alone.</summary>
[Serializable]
public class OtherRewardKind : IRewardKind {
}
}

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{
"name": "Jovian.EncounterSystem",
"rootNamespace": "Jovian.EncounterSystem",
"references": [
"UnityEngine.UI",
"Unity.TextMeshPro",
"Unity.Addressables",
"Unity.ResourceManager"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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externalObjects: {}
userData:
assetBundleName:
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Runtime/QuestLog.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
namespace Jovian.EncounterSystem {
/// <summary>Tag for a quest log entry.</summary>
public enum QuestLogEventType {
Started,
Advanced,
Completed
}
/// <summary>
/// One chronological entry in the quest log. Names are cached alongside ids so a loaded save
/// can display the log even if the underlying encounter has since been renamed or removed.
/// </summary>
[Serializable]
public class QuestLogEntry {
public QuestLogEventType type;
public string encounterInternalId;
public string encounterName;
public string fromEncounterName;
}
/// <summary>
/// Chronological, serializable record of quest events. Subscribes to <see cref="QuestProgress"/>
/// events at construction time — build it before any encounter fires so nothing is missed.
/// </summary>
/// <remarks>
/// This is the save payload for quest progression. On load, call <see cref="Restore"/> with the
/// saved entries and then <see cref="QuestProgress.LoadResolvedIds"/> with
/// <see cref="ResolvedEncounterIds"/> to rehydrate the gating set.
/// </remarks>
public class QuestLog {
private readonly List<QuestLogEntry> entries = new();
/// <summary>The log in chronological order.</summary>
public IReadOnlyList<QuestLogEntry> Entries => entries;
/// <summary>Subscribe to <paramref name="progress"/>'s quest events; every fire appends an entry.</summary>
public QuestLog(QuestProgress progress) {
progress.QuestStarted += quest => Record(QuestLogEventType.Started, null, quest);
progress.QuestAdvanced += (from, to) => Record(QuestLogEventType.Advanced, from, to);
progress.QuestCompleted += quest => Record(QuestLogEventType.Completed, null, quest);
}
/// <summary>Return a copy of the current entries suitable for serialization.</summary>
public List<QuestLogEntry> CreateSnapshot() {
return new List<QuestLogEntry>(entries);
}
/// <summary>Replace the current entries with those from a save. Pass the list straight from
/// the save payload.</summary>
public void Restore(IEnumerable<QuestLogEntry> saved) {
entries.Clear();
if(saved == null) {
return;
}
entries.AddRange(saved);
}
/// <summary>Enumerate the distinct encounter ids present in the log — what
/// <see cref="QuestProgress.LoadResolvedIds"/> needs on load.</summary>
public IEnumerable<string> ResolvedEncounterIds() {
return entries
.Select(entry => entry.encounterInternalId)
.Where(id => !string.IsNullOrEmpty(id));
}
private void Record(QuestLogEventType type, IEncounter from, IEncounter to) {
entries.Add(new QuestLogEntry {
type = type,
encounterInternalId = to?.EncounterDefinition?.internalId,
encounterName = to?.EncounterDefinition?.name,
fromEncounterName = from?.EncounterDefinition?.name
});
}
}
}

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using System;
using System.Collections.Generic;
namespace Jovian.EncounterSystem {
/// <summary>
/// Tracks which <see cref="QuestKind"/> encounters the party has resolved and gates any quest
/// encounter whose predecessor hasn't fired yet. Consumers use <see cref="IsGated"/> to exclude
/// blocked encounters from rolls, and <see cref="OnEncounterTriggered"/> to mark progress.
/// </summary>
/// <remarks>
/// Gating rule: encounter <c>E</c> is gated iff some other quest encounter <c>P</c> has
/// <c>P.nextEncounter == E</c> and <c>P</c> hasn't been resolved yet. Build the predecessor map
/// once in <c>IndexQuests</c>; rolling and advancement are both O(1).
/// </remarks>
public class QuestProgress {
private readonly HashSet<string> resolvedIds = new();
private readonly Dictionary<string, IEncounter> predecessorOf = new();
/// <summary>Fires when a root quest encounter (no predecessor) is resolved.</summary>
public event Action<IEncounter> QuestStarted;
/// <summary>Fires when a chained quest encounter is resolved. Args: (previous, current).</summary>
public event Action<IEncounter, IEncounter> QuestAdvanced;
/// <summary>Fires when a quest encounter with no <c>nextEncounter</c> is resolved.</summary>
public event Action<IEncounter> QuestCompleted;
/// <summary>Snapshot of every quest encounter id the party has resolved. Save this in the save file.</summary>
public IReadOnlyCollection<string> ResolvedIds => resolvedIds;
/// <summary>Construct and index the quest graph from the given collection.</summary>
/// <param name="encountersCollection">The collection whose tables will be walked for quest chains.</param>
public QuestProgress(EncountersCollection encountersCollection) {
IndexQuests(encountersCollection);
}
/// <summary>Returns <c>true</c> if the encounter is currently blocked because its quest
/// predecessor hasn't been resolved yet.</summary>
public bool IsGated(IEncounter encounter) {
var id = encounter?.EncounterDefinition?.internalId;
if(string.IsNullOrEmpty(id)) {
return false;
}
if(!predecessorOf.TryGetValue(id, out var predecessor)) {
return false;
}
return !resolvedIds.Contains(predecessor.EncounterDefinition.internalId);
}
/// <summary>Inform the progress service that an encounter was just shown to the party.
/// Non-quest encounters and already-resolved ones are no-ops. Fires one or two of the
/// <see cref="QuestStarted"/>/<see cref="QuestAdvanced"/>/<see cref="QuestCompleted"/> events.</summary>
public void OnEncounterTriggered(IEncounter encounter) {
if(encounter?.Kind is not QuestKind questKind) {
return;
}
var id = encounter.EncounterDefinition?.internalId;
if(string.IsNullOrEmpty(id) || !resolvedIds.Add(id)) {
return;
}
var next = questKind.nextEncounter.Resolve();
var hasPredecessor = predecessorOf.TryGetValue(id, out var predecessor);
if(!hasPredecessor) {
QuestStarted?.Invoke(encounter);
}
else {
QuestAdvanced?.Invoke(predecessor, encounter);
}
if(next == null) {
QuestCompleted?.Invoke(encounter);
}
}
/// <summary>Restore resolved quest ids from save data. Call after construction, before the
/// first <see cref="OnEncounterTriggered"/>.</summary>
public void LoadResolvedIds(IEnumerable<string> ids) {
resolvedIds.Clear();
if(ids == null) {
return;
}
foreach(var id in ids) {
if(!string.IsNullOrEmpty(id)) {
resolvedIds.Add(id);
}
}
}
private void IndexQuests(EncountersCollection collection) {
if(collection?.encounterTables == null) {
return;
}
foreach(var table in collection.encounterTables) {
if(table?.encounters == null) {
continue;
}
foreach(var encounter in table.encounters) {
if(encounter?.Kind is not QuestKind questKind) {
continue;
}
var next = questKind.nextEncounter.Resolve();
if(next == null) {
continue;
}
var nextId = next.EncounterDefinition?.internalId;
if(!string.IsNullOrEmpty(nextId)) {
predecessorOf[nextId] = encounter;
}
}
}
}
}
}

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using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>
/// Authored reward asset. Designers create one file per reusable reward ("10 Gold", "Rusty Sword",
/// "Town Unlock: Riverfort") and reference it from <see cref="GiveRewardEvent"/> on dialog options.
/// The <see cref="kind"/> payload chooses the reward type; the enclosing asset carries identity
/// and presentation data shared across all types.
/// </summary>
[CreateAssetMenu(fileName = "Reward", menuName = "Jovian/Encounter System/Reward", order = 3)]
public class Reward : ScriptableObject {
/// <summary>Designer-facing short slug (e.g. "gold_10").</summary>
public string id;
/// <summary>Display name shown to the player when the reward is granted.</summary>
public string displayName;
/// <summary>Type-specific payload (currency, item, experience, ...). Authored via the SubclassSelector drawer.</summary>
[SerializeReference, SubclassSelector]
public IRewardKind kind;
}
}

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using System;
using UnityEngine;
namespace Jovian.EncounterSystem {
/// <summary>
/// Marker attribute instructing the editor to render a concrete-type picker for a
/// <c>[SerializeReference]</c> field (or list/array element). The drawer scans the declared
/// base type's assembly for non-abstract implementations and offers them in a dropdown.
/// </summary>
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
public class SubclassSelectorAttribute : PropertyAttribute {
}
}

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