made some improvements on how the encounters trigger
This commit is contained in:
@@ -9,20 +9,64 @@ namespace Nox.Game {
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private readonly EncounterRegistry encounterRegistry;
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private readonly EncounterView encounterView;
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private readonly AdventureData adventureData;
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private readonly QuestProgress questProgress;
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private readonly EncounterResolver resolver;
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private Vector3 lastKnownPosition;
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private string previousZoneId;
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private IEncounter activeEncounter;
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private int lastCheckedDay;
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private float nextEncounterRollTime;
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private bool encounterRolledToday;
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public EncounterHandler(ZoneSystem zoneSystem, EncounterRegistry encounterRegistry, EncounterPrefabs encounterPrefabs, AdventureData adventureData) {
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public EncounterHandler(ZoneSystem zoneSystem, EncounterRegistry encounterRegistry, EncounterPrefabs encounterPrefabs, AdventureData adventureData, QuestProgress questProgress) {
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this.zoneSystem = zoneSystem;
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this.encounterRegistry = encounterRegistry;
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this.adventureData = adventureData;
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this.questProgress = questProgress;
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this.resolver = new EncounterResolver();
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RegisterHandlers();
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encounterView = new EncounterView(encounterPrefabs);
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encounterView.OptionSelected += OnOptionSelected;
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lastCheckedDay = adventureData.currentDay;
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}
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private void RegisterHandlers() {
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resolver.Register<ChainToEncounterEvent>(HandleChain);
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resolver.Register<LogEvent>(HandleLog);
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resolver.Register<AbandonEncounterEvent>(HandleAbandon);
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resolver.Register<StartCombatEvent>(HandleCombat);
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resolver.Register<GiveRewardEvent>(HandleReward);
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}
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private bool HandleChain(ChainToEncounterEvent evt, EncounterContext ctx) {
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if(encounterRegistry.GetEncounters().TryGetValue(evt.nextEncounterId, out var next)) {
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RecordEncounterCompleted(activeEncounter);
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TriggerEncounter(next);
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return true;
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}
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return false;
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}
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private bool HandleLog(LogEvent evt, EncounterContext ctx) {
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Debug.Log($"[Encounter '{ctx.CurrentEncounter?.EncounterDefinition?.id}'] {evt.message}");
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return false;
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}
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private bool HandleAbandon(AbandonEncounterEvent evt, EncounterContext ctx) {
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FinishEncounter(abandoned: true);
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return true;
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}
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private bool HandleCombat(StartCombatEvent evt, EncounterContext ctx) {
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Debug.Log($"[Encounter] unhandled event {evt.GetType().Name}");
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return false;
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}
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private bool HandleReward(GiveRewardEvent evt, EncounterContext ctx) {
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Debug.Log($"[Encounter] unhandled event {evt.GetType().Name}");
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return false;
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}
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public bool AskForRandomEncounter(ZoneContext zoneContext, string encounterTableId, out IEncounter encounter) {
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return ResolveEncounter(zoneContext, encounterTableId, out encounter);
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}
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@@ -49,7 +93,7 @@ namespace Nox.Game {
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return false;
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}
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var filter = new Predicate<IEncounter>(e => e != null && !IsAlreadyCompleted(e));
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var filter = new Predicate<IEncounter>(e => e != null && !IsAlreadyCompleted(e) && !IsGated(e));
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if(encounterKind == null) {
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encounter = encounterRegistry.GetRandomEncounter(filter, encounterTableId);
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@@ -88,9 +132,18 @@ namespace Nox.Game {
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return false;
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}
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// abandoned non-repeatable encounters are re-triggerable
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if(adventureData.abandonedEncounterIds.Contains(def.id)) {
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return false;
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}
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return adventureData.completedEncounterIds.Contains(def.id);
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}
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private bool IsGated(IEncounter encounter) {
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return questProgress != null && questProgress.IsGated(encounter);
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}
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private void RecordEncounterCompleted(IEncounter encounter) {
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var def = encounter?.EncounterDefinition;
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if(def == null || string.IsNullOrEmpty(def.id)) {
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@@ -108,6 +161,19 @@ namespace Nox.Game {
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}
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}
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private void RecordEncounterAbandoned(IEncounter encounter) {
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var def = encounter?.EncounterDefinition;
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if(def == null || string.IsNullOrEmpty(def.id)) {
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return;
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}
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if(!adventureData.abandonedEncounterIds.Contains(def.id)) {
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adventureData.abandonedEncounterIds.Add(def.id);
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Debug.Log($"Recorded abandoned encounter: {def.id}");
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questProgress?.OnEncounterAbandoned(encounter);
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}
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}
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private void TrackZoneTransition(Vector3 position) {
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var zoneContext = zoneSystem.QueryZone(position);
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var currentZoneId = zoneContext.resolvedZoneId;
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@@ -115,6 +181,9 @@ namespace Nox.Game {
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if(currentZoneId != previousZoneId) {
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if(!string.IsNullOrEmpty(currentZoneId)) {
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Debug.Log($"Entered zone: {currentZoneId} (encounter: {zoneContext.encounterTableId}, safe: {zoneContext.isSafe})");
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if(!zoneContext.isSafe) {
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RollForEncounter(zoneContext);
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}
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}
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else if(!string.IsNullOrEmpty(previousZoneId)) {
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Debug.Log($"Left zone: {previousZoneId}");
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@@ -123,8 +192,7 @@ namespace Nox.Game {
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}
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}
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private void DailyEncounterCheck(Vector3 position) {
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var zoneContext = zoneSystem.QueryZone(position);
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private void RollForEncounter(ZoneContext zoneContext) {
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if(string.IsNullOrEmpty(zoneContext.resolvedZoneId) || zoneContext.isSafe) {
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return;
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}
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@@ -140,14 +208,20 @@ namespace Nox.Game {
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default:
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activeEncounter = encounter;
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adventureData.isEncounterActive = true;
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questProgress?.OnEncounterTriggered(encounter);
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encounterView?.SetCurrentEncounter(encounter);
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encounterView?.Show();
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break;
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}
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}
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private void FinishEncounter() {
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RecordEncounterCompleted(activeEncounter);
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private void FinishEncounter(bool abandoned = false) {
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if(abandoned) {
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RecordEncounterAbandoned(activeEncounter);
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}
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else {
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RecordEncounterCompleted(activeEncounter);
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}
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encounterView?.Hide();
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activeEncounter = null;
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adventureData.isEncounterActive = false;
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@@ -173,30 +247,14 @@ namespace Nox.Game {
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return;
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}
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for(var i = 0; i < option.events.Count; i++) {
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var encounterEvent = option.events[i];
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if(encounterEvent == null) {
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continue;
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}
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switch(encounterEvent) {
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case ChainToEncounterEvent chain:
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if(AskForEncounter(chain.nextEncounterId, out var next)) {
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RecordEncounterCompleted(activeEncounter);
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TriggerEncounter(next);
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return;
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}
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break;
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case LogEvent log:
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Debug.Log($"[Encounter '{encounter.EncounterDefinition.id}'] {log.message}");
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break;
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case StartCombatEvent _:
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case GiveRewardEvent _:
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Debug.Log($"[Encounter] unhandled event {encounterEvent.GetType().Name}");
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break;
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}
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}
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var context = new EncounterContext(encounter) {
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Registry = encounterRegistry
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};
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resolver.Resolve(option.events, context);
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FinishEncounter();
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if(!context.ShouldStopEvents) {
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FinishEncounter();
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}
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}
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public void CheckForEncounters(Vector3 position) {
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@@ -206,8 +264,14 @@ namespace Nox.Game {
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public void Tick() {
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if(adventureData.currentDay != lastCheckedDay) {
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nextEncounterRollTime = UnityEngine.Random.Range(adventureData.currentTime, 1f);
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lastCheckedDay = adventureData.currentDay;
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DailyEncounterCheck(lastKnownPosition);
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encounterRolledToday = false;
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}
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if(!encounterRolledToday && adventureData.currentTime >= nextEncounterRollTime) {
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encounterRolledToday = true;
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RollForEncounter(zoneSystem.QueryZone(lastKnownPosition));
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}
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}
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