made some improvements on how the encounters trigger
This commit is contained in:
@@ -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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@@ -42,8 +45,9 @@ namespace Nox.Game {
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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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@@ -10,6 +10,7 @@ using Nox.Platform;
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using Nox.Game.UI;
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using Nox.UI;
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using System;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using ZLinq;
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@@ -25,7 +26,9 @@ namespace Nox.Game {
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public int suppliesAvailable = -1;
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public float currentTime = -1f;
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public DayPhase currentDayPhase = DayPhase.Morning;
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public List<string> completedEncounterIds = new List<string>();
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public List<string> completedEncounterIds = new ();
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public List<string> abandonedEncounterIds = new ();
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public List<QuestLogEntry> questLogEntries = new ();
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}
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public class AdventurePlayMode : IPlayMode {
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@@ -85,6 +88,9 @@ namespace Nox.Game {
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.WaitForCompletion().ActivateAsync().completed += InitializeGameMode;
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}
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private QuestProgress questProgress;
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private QuestLog questLog;
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private void InitializeGameMode(AsyncOperation obj) {
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inputActions.Player.Enable();
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inputActions.UI.PauseMenu.Enable();
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@@ -118,6 +124,16 @@ namespace Nox.Game {
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adventureData.currentTime = 0.25f;
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}
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var collection = encounterRegistry.encounterCollections?.FirstOrDefault(c => c?.encounterTables != null);
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if(collection != null) {
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questProgress = new QuestProgress(collection);
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questLog = new QuestLog(questProgress);
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if(adventureData.questLogEntries.Count > 0) {
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questLog.Restore(adventureData.questLogEntries);
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questProgress.LoadResolvedIds(questLog.ResolvedEncounterIds());
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}
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}
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partyInventoryHandler ??= new PartyInventoryHandler(adventureData, adventureSettings);
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partyInventoryHandler.Initialize();
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@@ -126,10 +142,11 @@ namespace Nox.Game {
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var totalMinutes = adventureData.currentDay * calendarSettings.MinutesPerDay
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+ (int)(adventureData.currentTime * calendarSettings.MinutesPerDay);
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worldClock.AdvanceMinutes(totalMinutes);
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worldClock.Tick(adventureData.currentTime);
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timeHandler ??= new TimeHandler(adventureSettings, adventureData, worldClock);
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zoneSystem ??= new ZoneSystem(mapRef.zonesObjectHolder);
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encounterHandler = new EncounterHandler(zoneSystem, encounterRegistry, encounterPrefabs, adventureData);
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encounterHandler = new EncounterHandler(zoneSystem, encounterRegistry, encounterPrefabs, adventureData, questProgress);
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partyMovementHandler ??= new PartyMovementHandler(
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partyRef,
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cameraController,
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@@ -190,7 +207,8 @@ namespace Nox.Game {
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activePlayMode = PlayMode.Adventure,
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activeParty = partyDefinition,
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partyPosition = partyRef ? SerializableVector3.FromVector3(partyRef.transform.position) : SerializableVector3.Zero,
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adventureData = this.adventureData
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adventureData = this.adventureData,
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questLogEntries = questLog?.CreateSnapshot() ?? new List<QuestLogEntry>()
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};
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}
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@@ -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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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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@@ -173,31 +247,15 @@ 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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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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lastKnownPosition = 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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@@ -2,6 +2,10 @@ namespace Jovian.EncounterSystem {
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/// <summary>Per-resolution scratch object passed to every event handler. Extend with fields as handlers need them.</summary>
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public class EncounterContext {
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public IEncounter CurrentEncounter { get; }
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public EncounterRegistry Registry { get; set; }
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/// <summary>Set to <c>true</c> to halt processing of remaining events.</summary>
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public bool ShouldStopEvents { get; set; }
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public EncounterContext(IEncounter currentEncounter) {
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CurrentEncounter = currentEncounter;
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@@ -11,7 +11,9 @@ namespace Jovian.EncounterSystem {
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private readonly Dictionary<string, IEncounter> encounters = new();
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public Dictionary<string, IEncounter> GetEncounters() => encounters;
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public Dictionary<string, IEncounter> GetEncounters() {
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return encounters;
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}
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public void RegisterEncounter(IEncounter encounter) {
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var id = encounter?.EncounterDefinition?.internalId;
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@@ -38,19 +40,19 @@ namespace Jovian.EncounterSystem {
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return;
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}
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for(int c = 0; c < encounterCollections.Length; c++) {
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for(var c = 0; c < encounterCollections.Length; c++) {
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var collection = encounterCollections[c];
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if(collection?.encounterTables == null) {
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continue;
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}
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for(int t = 0; t < collection.encounterTables.Length; t++) {
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for(var t = 0; t < collection.encounterTables.Length; t++) {
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var table = collection.encounterTables[t];
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if(table?.encounters == null) {
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continue;
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}
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for(int i = 0; i < table.encounters.Count; i++) {
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for(var i = 0; i < table.encounters.Count; i++) {
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RegisterEncounter(table.encounters[i]);
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}
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}
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@@ -86,7 +88,7 @@ namespace Jovian.EncounterSystem {
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IEncounter selected = null;
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var seen = 0;
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for(var i = 0; i < encounters.Count; i++) {
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for(var i = 0; i < table.encounters.Count; i++) {
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var encounter = table.encounters[i];
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if(encounter == null || encounter.GetType() != encounterKind.GetType()) {
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continue;
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@@ -2,13 +2,12 @@ using System;
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using System.Collections.Generic;
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namespace Jovian.EncounterSystem {
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/// <summary>Dispatches <see cref="IEncounterEvent"/> instances to per-type handlers. Unknown types are skipped.</summary>
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/// <summary>Dispatches <see cref="IEncounterEvent"/> instances to per-type handlers.
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/// Handlers return <c>true</c> to stop processing remaining events.</summary>
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public class EncounterResolver {
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private readonly Dictionary<Type, Action<IEncounterEvent, EncounterContext>> handlers = new();
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private readonly Dictionary<Type, Func<IEncounterEvent, EncounterContext, bool>> handlers = new();
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public void Register<T>(Action<T, EncounterContext> handler) where T : IEncounterEvent {
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// Wrap the typed delegate so the dictionary can hold handlers for any event type uniformly.
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// Cast is safe because the wrapper is only invoked via lookup under typeof(T).
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public void Register<T>(Func<T, EncounterContext, bool> handler) where T : IEncounterEvent {
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handlers[typeof(T)] = (evt, ctx) => handler((T)evt, ctx);
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}
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@@ -17,22 +16,26 @@ namespace Jovian.EncounterSystem {
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}
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/// <summary>Indexed iteration over <paramref name="events"/> — avoids the boxed enumerator
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/// that an <c>IEnumerable<T></c> parameter would force. <see cref="EncounterDialogOption.events"/>
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/// is a <c>List</c>, which implements <c>IReadOnlyList</c>, so call sites just pass it directly.</summary>
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/// that an <c>IEnumerable<T></c> parameter would force. Stops when a handler
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/// returns <c>true</c> or <see cref="EncounterContext.ShouldStopEvents"/> is set.</summary>
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public void Resolve(IReadOnlyList<IEncounterEvent> events, EncounterContext context) {
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if(events == null) {
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return;
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}
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var count = events.Count;
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for(int i = 0; i < count; i++) {
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for(var i = 0; i < count; i++) {
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var evt = events[i];
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if(evt == null) {
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if(evt == null || context.ShouldStopEvents) {
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continue;
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}
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if(handlers.TryGetValue(evt.GetType(), out var handler)) {
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handler(evt, context);
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if(!handlers.TryGetValue(evt.GetType(), out var handler)) {
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continue;
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}
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if(handler(evt, context)) {
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context.ShouldStopEvents = true;
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}
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}
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}
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@@ -24,4 +24,8 @@ namespace Jovian.EncounterSystem {
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public class GiveRewardEvent : IEncounterEvent {
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public Reward reward;
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}
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[Serializable]
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public class AbandonEncounterEvent : IEncounterEvent {
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}
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}
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@@ -14,6 +14,7 @@ namespace Jovian.EncounterSystem {
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public event Action<IEncounter> QuestStarted;
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public event Action<IEncounter, IEncounter> QuestAdvanced;
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public event Action<IEncounter> QuestCompleted;
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public event Action<IEncounter> QuestAbandoned;
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public IReadOnlyCollection<string> ResolvedIds => resolvedIds;
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@@ -76,6 +77,19 @@ namespace Jovian.EncounterSystem {
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}
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}
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public void OnEncounterAbandoned(IEncounter encounter) {
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if(encounter?.EncounterDefinition.Kind is not QuestKind questKind) {
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return;
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}
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var id = encounter.EncounterDefinition?.internalId;
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if(string.IsNullOrEmpty(id) || !resolvedIds.Remove(id)) {
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return;
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}
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QuestAbandoned?.Invoke(encounter);
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}
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public void LoadResolvedIds(IEnumerable<string> ids) {
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resolvedIds.Clear();
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||||
if(ids == null) {
|
||||
|
||||
Reference in New Issue
Block a user