using System;
using System.Collections.Generic;
namespace Jovian.EncounterSystem {
///
/// Tracks which encounters the party has resolved and gates any quest
/// encounter whose predecessor hasn't fired yet. Consumers use to exclude
/// blocked encounters from rolls, and to mark progress.
///
///
/// Gating rule: encounter E is gated iff some other quest encounter P has
/// P.nextEncounter == E and P hasn't been resolved yet. Build the predecessor map
/// once in IndexQuests; rolling and advancement are both O(1).
///
public class QuestProgress {
private readonly HashSet resolvedIds = new();
private readonly Dictionary predecessorOf = new();
/// Fires when a root quest encounter (no predecessor) is resolved.
public event Action QuestStarted;
/// Fires when a chained quest encounter is resolved. Args: (previous, current).
public event Action QuestAdvanced;
/// Fires when a quest encounter with no nextEncounter is resolved.
public event Action QuestCompleted;
/// Snapshot of every quest encounter id the party has resolved. Save this in the save file.
public IReadOnlyCollection ResolvedIds => resolvedIds;
/// Construct and index the quest graph from the given collection.
/// The collection whose tables will be walked for quest chains.
public QuestProgress(EncountersCollection encountersCollection) {
IndexQuests(encountersCollection);
}
/// Returns true if the encounter is currently blocked because its quest
/// predecessor hasn't been resolved yet.
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);
}
/// 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
/// // events.
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);
}
}
/// Restore resolved quest ids from save data. Call after construction, before the
/// first .
public void LoadResolvedIds(IEnumerable 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;
}
}
}
}
}
}