187 lines
10 KiB
Markdown
187 lines
10 KiB
Markdown
# Jovian Encounter System
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Data-driven encounter authoring for Unity. One composable `Encounter` type carrying a polymorphic `IEncounterKind` payload, dialog options with designer-authored events, cross-table quest chaining, and gated quest progression that serialises cleanly.
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## Package Structure
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```
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Packages/com.jovian.encounter-system/
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├── Runtime/
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│ ├── IEncounter.cs ← interface + Encounter + definition/visuals/properties
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│ ├── IEncounterKind.cs ← marker interface + Combat/Quest/Social/Puzzle/...
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│ ├── EncounterTable.cs ← ScriptableObject: list of encounters + roll helpers
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│ ├── EncountersCollection.cs ← ScriptableObject: group of tables
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│ ├── EncounterDialogOptionSet.cs ← ScriptableObject: shared option list (auto-renames to id)
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│ ├── DialogLineLibrary.cs ← ScriptableObject: id → text registry for reusable lines
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│ ├── DialogLineRef.cs ← struct: library+id reference with inline fallback
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│ ├── EncounterLink.cs ← cross-table reference (table + internalId)
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│ ├── EncounterReference.cs ← MonoBehaviour scaffold wiring common UI fields
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│ ├── EncounterRegistry.cs ← id → encounter lookup cache
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│ ├── SubclassSelectorAttribute.cs← attribute powering the concrete-type dropdown
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│ ├── IEncounterEvent.cs ← event interface + ChainTo/StartCombat/Log/GiveReward starters
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│ ├── Reward.cs ← ScriptableObject: reward asset (id + displayName + icon + kind)
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│ ├── IRewardKind.cs ← marker interface + Currency/Item/Experience/Unlockable/Other
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│ ├── EncounterContext.cs ← per-resolution data bag
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│ ├── EncounterResolver.cs ← Register<T>/Resolve dispatch by concrete event type
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│ ├── QuestProgress.cs ← gated progression + QuestStarted/Advanced/Completed events
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│ └── QuestLog.cs ← chronological serialisable record of quest events
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└── Editor/
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├── SubclassSelectorDrawer.cs ← dropdown + inline children for [SerializeReference] fields
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├── EncounterLinkDrawer.cs ← two-row table + encounter picker
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├── DialogLineRefDrawer.cs ← library+id picker with inline fallback and live preview
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├── EncounterDrawer.cs ← list element label shows encounter id
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├── EncounterValidator.cs ← project-wide scan + "Validate All" menu + browser badges
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└── EncounterBrowserWindow.cs ← Jovian → Encounters → Encounter Browser
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```
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## Quick Start
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1. Add the package to your project (local package in `Packages/`).
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2. **Create a table**: `Assets → Create → Jovian → Encounter System → Encounter Table`.
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3. **Create a collection**: `Assets → Create → Jovian → Encounter System → Encounters Collection`, drag tables into its array.
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4. In the table inspector, add encounters to the list. For each: pick the **kind** in the dropdown, fill in shared fields (id/name/description), and populate the kind-specific payload.
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5. For a quest chain, set `QuestKind.nextEncounter` on each step — pick the target table, then pick the encounter inside it.
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6. **Browse everything**: `Jovian → Encounters → Encounter Browser` for a searchable, filterable list view.
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## Key Concepts
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### `Encounter` is one class; `IEncounterKind` is where types live
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A single concrete `Encounter` carries shared fields (`EncounterDefinition`, `EncounterProperties`, `EncounterVisuals`, `EncounterDialogOptionSet`). Its `Kind` property is a `[SerializeReference, SubclassSelector]` polymorphic slot. Adding a new kind is one small class:
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```csharp
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[Serializable]
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public class MerchantKind : IEncounterKind {
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public string shopInventoryId;
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public float priceMultiplier = 1f;
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}
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```
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The editor dropdown picks it up automatically via reflection. No base class to extend, no subclass of `Encounter` to write.
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### Dialog option events are designer-authored, code-dispatched
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Each `EncounterDialogOption` holds an ordered `List<IEncounterEvent>` (also `[SerializeReference, SubclassSelector]`). Events are data only — what happens when the option is chosen is determined by handlers registered on `EncounterResolver`:
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```csharp
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var resolver = new EncounterResolver();
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resolver.Register<StartCombatEvent>((evt, ctx) => combatSystem.Start(evt.combatEncounterId));
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resolver.Register<ChainToEncounterEvent>((evt, ctx) => encounterFlow.GoTo(evt.nextEncounterId));
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resolver.Register<LogEvent>((evt, _) => Debug.Log(evt.message));
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// When the player picks an option:
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resolver.Resolve(chosenOption.events, new EncounterContext(currentEncounter));
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```
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### Rewards are reusable assets, referenced by events
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`Reward` is a ScriptableObject — one file per reusable reward (`10_Gold.asset`, `Rusty_Sword.asset`, `Unlock_Riverfort.asset`). Each asset has shared metadata (id, display name, icon) plus a polymorphic `IRewardKind` payload:
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```csharp
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[Serializable]
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public class PotionOfHealingRewardKind : IRewardKind {
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public int healAmount = 50;
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}
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```
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To grant rewards, drop `GiveRewardEvent`s onto a dialog option and assign a `Reward` asset to each. Multiple rewards = multiple events — the resolver iterates them in order.
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Game-side wiring applies the reward:
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```csharp
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resolver.Register<GiveRewardEvent>((evt, ctx) => rewardApplier.Apply(evt.reward, ctx));
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```
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`rewardApplier` lives in game code — the package ships only the data types.
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### Reusable dialog lines via `DialogLineLibrary` + `DialogLineRef`
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A single `DialogLineLibrary` asset (or a handful split by topic) holds `{ id → text }` entries. Every `EncounterDialogOption.text` is a `DialogLineRef` struct that resolves in this order:
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1. If the library reference + id resolves, use that.
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2. Otherwise fall back to `inlineText`.
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The drawer shows all three inputs plus a live preview of the final text — WYSIWYG survives. Designers prototype inline and promote common lines to the library later without changing the field's type.
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```csharp
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resolver.Register<SomeEvent>((evt, ctx) => {
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var text = option.text.Resolve(); // library lookup, inline fallback, null if both empty
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});
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```
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### Cross-table references via `EncounterLink`
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`EncounterLink` stores a table asset + stable `internalId` GUID. Rename-safe (the GUID doesn't change) and diffable. The custom drawer renders two dropdowns: first pick a table, then pick an encounter inside it.
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### Gated quest progression
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`QuestProgress` walks an `EncountersCollection` at construction and builds a map of "predecessor quest encounter" for every target of a `QuestKind.nextEncounter`. An encounter is gated iff its predecessor hasn't been resolved:
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```csharp
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var questProgress = new QuestProgress(encountersCollection);
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// When rolling from a table, exclude gated entries:
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var next = table.GetRandomEncounter(e => !questProgress.IsGated(e));
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// After showing any encounter to the party:
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questProgress.OnEncounterTriggered(shown);
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```
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Progression fires `QuestStarted` / `QuestAdvanced(from, to)` / `QuestCompleted` events. Single-step quests (root with no `nextEncounter`) fire both `QuestStarted` and `QuestCompleted`.
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### Quest log (serialisable record)
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`QuestLog` subscribes to the three `QuestProgress` events and appends a `QuestLogEntry` for each. `CreateSnapshot()` returns the save payload; `Restore(saved)` rehydrates. Pair it with `QuestProgress.LoadResolvedIds(questLog.ResolvedEncounterIds())` on load to restore the gating set.
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## Runtime API Cheatsheet
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```csharp
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// Encounter rolling with gating
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IEncounter next = table.GetRandomEncounter(e => !questProgress.IsGated(e));
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// Resolving a picked dialog option
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resolver.Resolve(chosenOption.events, new EncounterContext(currentEncounter));
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// After any encounter fires
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questProgress.OnEncounterTriggered(shown);
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// Save/load quest state
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save.questLogEntries = questLog.CreateSnapshot();
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questLog.Restore(save.questLogEntries);
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questProgress.LoadResolvedIds(questLog.ResolvedEncounterIds());
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// Fast id → encounter lookup
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encounterRegistry.GetEncounters().TryGetValue(id, out var encounter);
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```
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## Menu Items
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| Menu Path | Description |
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|-----------|-------------|
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| Assets → Create → Jovian → Encounter System → Encounter Table | New table asset |
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| Assets → Create → Jovian → Encounter System → Encounters Collection | New collection asset |
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| Assets → Create → Jovian → Encounter System → Dialog Option Set | New dialog option set (auto-renames to id) |
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| Assets → Create → Jovian → Encounter System → Dialog Line Library | New shared dialog line library |
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| Assets → Create → Jovian → Encounter System → Encounter Registry | New registry asset |
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| Jovian → Encounters → Encounter Browser | Searchable designer browser |
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| Jovian → Encounters → Validate All | Scan all tables/rewards for issues, print click-through report |
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## Composition Pattern
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Per the project's composition-over-inheritance stance, extending behaviour means:
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- **New encounter type?** Add a new `IEncounterKind` implementation.
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- **New dialog side effect?** Add a new `IEncounterEvent` + `resolver.Register<T>`.
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- **Never** subclass `Encounter` or stack `IEncounter` inheritance chains.
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Inheritance is only used where Unity effectively requires it — ScriptableObject assets (`EncounterTable`, `EncountersCollection`, `EncounterDialogOptionSet`, `EncounterRegistry`) and the `EncounterReference` MonoBehaviour scaffold.
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## Known Fragilities
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- `[SerializeReference]` stores the concrete type's full name + assembly in the YAML. Renaming or moving an `IEncounterKind` or `IEncounterEvent` class drops existing instances silently. Use `[MovedFrom]` when refactoring:
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```csharp
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[MovedFrom("Jovian.EncounterSystem", "Jovian.EncounterSystem", "StartCombatEvent")]
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public class BeginCombatEvent : IEncounterEvent { ... }
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```
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- `EncounterDefinition.internalId` is a GUID created at class construction. If you duplicate an encounter by copying YAML, dedupe the id before saving — otherwise `EncounterLink` lookups become ambiguous.
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