removed a ton of xml comments and such

This commit is contained in:
Sebastian Bularca
2026-04-19 12:46:26 +02:00
parent 8ce041e2d8
commit d05641c979
25 changed files with 221 additions and 367 deletions

View File

@@ -3,39 +3,24 @@ 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.
/// Gated quest progression. Encounter E is gated iff some QuestKind encounter P has
/// <c>P.nextEncounter == E</c> and P hasn't been resolved. Predecessor map is built once at
/// construction; rolling and advancement are O(1).
/// </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)) {
@@ -49,9 +34,6 @@ namespace Jovian.EncounterSystem {
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;
@@ -77,8 +59,6 @@ namespace Jovian.EncounterSystem {
}
}
/// <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) {