Files
encounter-system/Runtime/QuestProgress.cs
2026-04-19 12:25:49 +02:00

124 lines
4.9 KiB
C#

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;
}
}
}
}
}
}