some work on wiring in the encounters

This commit is contained in:
Sebastian Bularca
2026-05-17 19:49:42 +02:00
parent 3d13dac256
commit 7be3499f14
10 changed files with 397 additions and 42 deletions

View File

@@ -8,11 +8,13 @@ namespace Nox.Game {
private readonly EncounterRegistry encounterRegistry;
private readonly EncounterView encounterView;
private string previousZoneId;
private IEncounter activeEncounter;
public EncounterHandler(ZoneSystem zoneSystem, EncounterRegistry encounterRegistry, EncounterPrefabs encounterPrefabs) {
this.zoneSystem = zoneSystem;
this.encounterRegistry = encounterRegistry;
encounterView = new EncounterView(encounterPrefabs);
encounterView.OptionSelected += OnOptionSelected;
}
public bool AskForRandomEncounter(ZoneContext zoneContext, string encounterTableId, out IEncounter encounter) {
@@ -37,15 +39,16 @@ namespace Nox.Game {
var shouldTrigger = randomChance <= zoneContext.finalEncounterChance;
if(!shouldTrigger) {
Debug.Log($"Rolled for encounter '{encounterTableId}': {randomChance:F2}/{zoneContext.finalEncounterChance:F2} -> none");
return false;
}
if(encounterKind == null) {
encounter = encounterRegistry.GetRandomEncounter(encounterTableId);
return encounter != null;
}
encounter = encounterKind == null
? encounterRegistry.GetRandomEncounter(encounterTableId)
: encounterRegistry.GetRandomEncounter(encounterTableId, encounterKind);
encounter = encounterRegistry.GetRandomEncounter(encounterTableId, encounterKind);
var resultName = encounter?.EncounterDefinition?.name ?? "none";
Debug.Log($"Rolled for encounter '{encounterTableId}': {randomChance:F2}/{zoneContext.finalEncounterChance:F2} -> {resultName}");
return encounter != null;
}
@@ -76,12 +79,56 @@ namespace Nox.Game {
case CombatKind:
return;
default:
activeEncounter = encounter;
encounterView?.SetCurrentEncounter(encounter);
encounterView?.Show();
break;
}
}
private void OnOptionSelected(int optionIndex) {
if(activeEncounter == null) {
return;
}
var options = activeEncounter.EncounterDialogOptionSet?.options;
if(options == null || optionIndex < 0 || optionIndex >= options.Count) {
return;
}
ResolveOption(activeEncounter, options[optionIndex]);
encounterView?.Hide();
activeEncounter = null;
}
private void ResolveOption(IEncounter encounter, EncounterDialogOption option) {
if(option?.events == null) {
return;
}
for(var i = 0; i < option.events.Count; i++) {
var encounterEvent = option.events[i];
if(encounterEvent == null) {
continue;
}
switch(encounterEvent) {
case ChainToEncounterEvent chain:
if(AskForEncounter(chain.nextEncounterId, out var next)) {
TriggerEncounter(next);
return;
}
break;
case LogEvent log:
Debug.Log($"[Encounter '{encounter.EncounterDefinition.id}'] {log.message}");
break;
case StartCombatEvent _:
case GiveRewardEvent _:
Debug.Log($"[Encounter] unhandled event {encounterEvent.GetType().Name}");
break;
}
}
}
public void CheckForEncounters(Vector3 position) {
VerifyZones(position);
}
@@ -89,7 +136,11 @@ namespace Nox.Game {
public void Tick() { }
public void Dispose() {
// nothing here
if(encounterView != null) {
encounterView.OptionSelected -= OnOptionSelected;
encounterView.Dispose();
}
activeEncounter = null;
}
}
}