# Jovian Encounter System

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.

## Package Structure

```
Packages/com.jovian.encounter-system/
├── Runtime/
│   ├── IEncounter.cs               ← interface + Encounter + definition/visuals/properties
│   ├── IEncounterKind.cs           ← marker interface + Combat/Quest/Social/Puzzle/...
│   ├── EncounterTable.cs           ← ScriptableObject: list of encounters + roll helpers
│   ├── EncountersCollection.cs     ← ScriptableObject: group of tables
│   ├── EncounterDialogOptionSet.cs ← ScriptableObject: shared option list (auto-renames to id)
│   ├── DialogLineLibrary.cs        ← ScriptableObject: id → text registry for reusable lines
│   ├── DialogLineRef.cs            ← struct: library+id reference with inline fallback
│   ├── EncounterLink.cs            ← cross-table reference (table + internalId)
│   ├── EncounterReference.cs       ← MonoBehaviour scaffold wiring common UI fields
│   ├── EncounterRegistry.cs        ← id → encounter lookup cache
│   ├── SubclassSelectorAttribute.cs← attribute powering the concrete-type dropdown
│   ├── IEncounterEvent.cs          ← event interface + ChainTo/StartCombat/Log/GiveReward starters
│   ├── Reward.cs                   ← ScriptableObject: reward asset (id + displayName + icon + kind)
│   ├── IRewardKind.cs              ← marker interface + Currency/Item/Experience/Unlockable/Other
│   ├── EncounterContext.cs         ← per-resolution data bag
│   ├── EncounterResolver.cs        ← Register<T>/Resolve dispatch by concrete event type
│   ├── QuestProgress.cs            ← gated progression + QuestStarted/Advanced/Completed events
│   └── QuestLog.cs                 ← chronological serialisable record of quest events
└── Editor/
    ├── SubclassSelectorDrawer.cs   ← dropdown + inline children for [SerializeReference] fields
    ├── EncounterLinkDrawer.cs      ← two-row table + encounter picker
    ├── DialogLineRefDrawer.cs      ← library+id picker with inline fallback and live preview
    ├── EncounterDrawer.cs          ← list element label shows encounter id
    ├── EncounterValidator.cs       ← project-wide scan + "Validate All" menu + browser badges
    └── EncounterBrowserWindow.cs   ← Jovian → Encounters → Encounter Browser
```

## Quick Start

1. Add the package to your project (local package in `Packages/`).
2. **Create a table**: `Assets → Create → Jovian → Encounter System → Encounter Table`.
3. **Create a collection**: `Assets → Create → Jovian → Encounter System → Encounters Collection`, drag tables into its array.
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.
5. For a quest chain, set `QuestKind.nextEncounter` on each step — pick the target table, then pick the encounter inside it.
6. **Browse everything**: `Jovian → Encounters → Encounter Browser` for a searchable, filterable list view.

## Key Concepts

### `Encounter` is one class; `IEncounterKind` is where types live

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:

```csharp
[Serializable]
public class MerchantKind : IEncounterKind {
    public string shopInventoryId;
    public float priceMultiplier = 1f;
}
```

The editor dropdown picks it up automatically via reflection. No base class to extend, no subclass of `Encounter` to write.

### Dialog option events are designer-authored, code-dispatched

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`:

```csharp
var resolver = new EncounterResolver();
resolver.Register<StartCombatEvent>((evt, ctx) => combatSystem.Start(evt.combatEncounterId));
resolver.Register<ChainToEncounterEvent>((evt, ctx) => encounterFlow.GoTo(evt.nextEncounterId));
resolver.Register<LogEvent>((evt, _) => Debug.Log(evt.message));

// When the player picks an option:
resolver.Resolve(chosenOption.events, new EncounterContext(currentEncounter));
```

### Rewards are reusable assets, referenced by events

`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:

```csharp
[Serializable]
public class PotionOfHealingRewardKind : IRewardKind {
    public int healAmount = 50;
}
```

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.

Game-side wiring applies the reward:

```csharp
resolver.Register<GiveRewardEvent>((evt, ctx) => rewardApplier.Apply(evt.reward, ctx));
```

`rewardApplier` lives in game code — the package ships only the data types.

### Reusable dialog lines via `DialogLineLibrary` + `DialogLineRef`

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:

1. If the library reference + id resolves, use that.
2. Otherwise fall back to `inlineText`.

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.

```csharp
resolver.Register<SomeEvent>((evt, ctx) => {
    var text = option.text.Resolve();  // library lookup, inline fallback, null if both empty
});
```

### Cross-table references via `EncounterLink`

`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.

### Gated quest progression

`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:

```csharp
var questProgress = new QuestProgress(encountersCollection);

// When rolling from a table, exclude gated entries:
var next = table.GetRandomEncounter(e => !questProgress.IsGated(e));

// After showing any encounter to the party:
questProgress.OnEncounterTriggered(shown);
```

Progression fires `QuestStarted` / `QuestAdvanced(from, to)` / `QuestCompleted` events. Single-step quests (root with no `nextEncounter`) fire both `QuestStarted` and `QuestCompleted`.

### Quest log (serialisable record)

`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.

## Runtime API Cheatsheet

```csharp
// Encounter rolling with gating
IEncounter next = table.GetRandomEncounter(e => !questProgress.IsGated(e));

// Resolving a picked dialog option
resolver.Resolve(chosenOption.events, new EncounterContext(currentEncounter));

// After any encounter fires
questProgress.OnEncounterTriggered(shown);

// Save/load quest state
save.questLogEntries  = questLog.CreateSnapshot();
questLog.Restore(save.questLogEntries);
questProgress.LoadResolvedIds(questLog.ResolvedEncounterIds());

// Fast id → encounter lookup
encounterRegistry.GetEncounters().TryGetValue(id, out var encounter);
```

## Menu Items

| Menu Path | Description |
|-----------|-------------|
| Assets → Create → Jovian → Encounter System → Encounter Table | New table asset |
| Assets → Create → Jovian → Encounter System → Encounters Collection | New collection asset |
| Assets → Create → Jovian → Encounter System → Dialog Option Set | New dialog option set (auto-renames to id) |
| Assets → Create → Jovian → Encounter System → Dialog Line Library | New shared dialog line library |
| Assets → Create → Jovian → Encounter System → Encounter Registry | New registry asset |
| Jovian → Encounters → Encounter Browser | Searchable designer browser |
| Jovian → Encounters → Validate All | Scan all tables/rewards for issues, print click-through report |

## Composition Pattern

Per the project's composition-over-inheritance stance, extending behaviour means:

- **New encounter type?** Add a new `IEncounterKind` implementation.
- **New dialog side effect?** Add a new `IEncounterEvent` + `resolver.Register<T>`.
- **Never** subclass `Encounter` or stack `IEncounter` inheritance chains.

Inheritance is only used where Unity effectively requires it — ScriptableObject assets (`EncounterTable`, `EncountersCollection`, `EncounterDialogOptionSet`, `EncounterRegistry`) and the `EncounterReference` MonoBehaviour scaffold.

## Known Fragilities

- `[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:
  ```csharp
  [MovedFrom("Jovian.EncounterSystem", "Jovian.EncounterSystem", "StartCombatEvent")]
  public class BeginCombatEvent : IEncounterEvent { ... }
  ```
- `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.
