made some improvements on how the encounters trigger
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@@ -1,7 +1,10 @@
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using Jovian.SaveSystem;
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using Jovian.InGameLogging;
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using Jovian.EncounterSystem;
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using Nox.Core;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using ZLinq;
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using UnityEngine;
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using PlayMode = Nox.Core.PlayMode;
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@@ -36,14 +39,15 @@ namespace Nox.Game {
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gameDataState.activeSessionId = latestSession.sessionId;
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gameDataState.savedPartyPosition = saveData.partyPosition.ToVector3();
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gameDataState.ActiveParty = saveData.activeParty;
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adventureData.isPartyMoving = saveData.adventureData.isPartyMoving;
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adventureData.isPartyMoving = saveData.adventureData.isPartyMoving;
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adventureData.isEncounterActive = saveData.adventureData.isEncounterActive;
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adventureData.currentDay = saveData.adventureData.currentDay;
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adventureData.suppliesAvailable = saveData.adventureData.suppliesAvailable;
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adventureData.currentTime = saveData.adventureData.currentTime;
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adventureData.currentDayPhase = saveData.adventureData.currentDayPhase;
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adventureData.completedEncounterIds.Clear();
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adventureData.completedEncounterIds.AddRange(saveData.adventureData.completedEncounterIds);
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adventureData.abandonedEncounterIds.AddRange(saveData.adventureData.abandonedEncounterIds ?? Enumerable.Empty<string>());
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adventureData.questLogEntries.AddRange(saveData.questLogEntries ?? Enumerable.Empty<QuestLogEntry>());
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if(gameLogStore != null && saveData.gameLogData != null) {
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gameLogStore.RestoreFromSaveData(saveData.gameLogData);
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@@ -65,6 +69,9 @@ namespace Nox.Game {
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//game mode specific data
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public AdventureData adventureData;
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// Quest progression
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public List<QuestLogEntry> questLogEntries;
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// Party
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public PartyDefinition activeParty;
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public SerializableVector3 partyPosition;
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