Update du système de quêtes. Refactorisation et redefinission des états d'une quête.

This commit is contained in:
mrtoine 2025-10-10 14:25:05 +02:00
parent 2370cb670d
commit 3dbddc57ae
7 changed files with 94 additions and 19 deletions

View file

@ -29,11 +29,30 @@ namespace Decor.Runtime
void Start()
{
//UpdateParchmentState();
// Trigger an initial refresh
QuestManager.Instance.NotifyAvailableQuestsUpdated(_player.GuildLevel);
Info($"<color=yellow>Il y a actuellement {_quests} quêtes affichés sur le Panneau</color>");
UpdateParchmentState();
}
void Update()
void OnEnable()
{
QuestManager.OnAvailableQuestsUpdated += HandleAvailableChanged;
QuestManager.OnQuestCompleted += HandleQuestCompleted;
}
void OnDisable()
{
QuestManager.OnAvailableQuestsUpdated -= HandleAvailableChanged;
QuestManager.OnQuestCompleted -= HandleQuestCompleted;
}
void HandleAvailableChanged(System.Collections.Generic.List<QuestTemplate> _)
{
UpdateParchmentState();
}
void HandleQuestCompleted(QuestClass _)
{
UpdateParchmentState();
}

View file

@ -72,6 +72,7 @@ namespace Quests.Runtime
public QuestManager()
{
_activeEvents = new List<QuestEvent>();
GameManager.OnTimeAdvanced += CheckMissionsProgress;
}
@ -84,6 +85,12 @@ namespace Quests.Runtime
/// </summary>
public void StartQuest(QuestClass quest, List<AdventurerClass> team, GameTime gameTime)
{
// Enforce state order: must be Accepted before starting
if (quest.State != QuestStateEnum.Accepted)
{
Debug.LogWarning($"Cannot start quest '{quest.Name}' because it is not in Accepted state (current: {quest.State}).");
return;
}
AssignAdventurersToQuest(quest, team);
SetQuestTimings(quest, gameTime);
UpdateQuestStatus(quest);
@ -94,7 +101,7 @@ namespace Quests.Runtime
/// </summary>
public void CompleteQuest(QuestClass quest, List<Guid> team)
{
if (quest.State != QuestStateEnum.Active) return;
if (quest.State != QuestStateEnum.InProgress) return;
ReleaseAdventurers(team);
UpdateQuestCompletionStatus(quest);
@ -129,7 +136,8 @@ namespace Quests.Runtime
/// </summary>
public bool CanSelectedAdventurers()
{
return _currentQuest != null && _currentQuest.State == QuestStateEnum.Disponible;
// Adventurers can be selected only when the quest has been accepted
return _currentQuest != null && _currentQuest.State == QuestStateEnum.Accepted;
}
/// <summary>
@ -138,7 +146,7 @@ namespace Quests.Runtime
public bool IsQuestCompleted(string questName)
{
return ActiveQuests != null
&& ActiveQuests.Any(q => q.Name == questName && q.State == QuestStateEnum.Completed);
&& ActiveQuests.Any(q => q.Name == questName);
}
/// <summary>
@ -196,7 +204,7 @@ namespace Quests.Runtime
/// </summary>
void SetQuestTimings(QuestClass quest, GameTime gameTime)
{
quest.State = QuestStateEnum.Active;
quest.State = QuestStateEnum.InProgress;
quest.StartSeconds = gameTime.TotalSeconds;
quest.EndSeconds = gameTime.TotalSeconds + (quest.Duration * 60);
}
@ -206,13 +214,17 @@ namespace Quests.Runtime
/// </summary>
void UpdateQuestStatus(QuestClass quest)
{
_activeQuests.Add(quest);
// Avoid duplicates in active quests
if (_activeQuests.All(q => q.ID != quest.ID))
{
_activeQuests.Add(quest);
}
List<QuestClass> saveQuests = GetFact<List<QuestClass>>("quests");
foreach (var saveQuest in saveQuests)
{
if (saveQuest.Name == quest.Name)
{
saveQuest.State = QuestStateEnum.Active;
saveQuest.State = QuestStateEnum.InProgress;
saveQuest.StartSeconds = quest.StartSeconds;
saveQuest.EndSeconds = quest.EndSeconds;
}
@ -268,14 +280,14 @@ namespace Quests.Runtime
if(_activeQuests == null) return;
var questsToComplete = new List<QuestClass>();
var activeQuests = _activeQuests.Where(q => q.State == QuestStateEnum.Active).ToList();
var activeQuests = _activeQuests.Where(q => q.State == QuestStateEnum.InProgress).ToList();
foreach (var quest in activeQuests)
{
_snapTime = currentSeconds - quest.StartSeconds;
CheckQuestEvents(quest, currentSeconds);
if (quest.State == QuestStateEnum.Active && currentSeconds >= quest.EndSeconds)
if (quest.State == QuestStateEnum.InProgress && currentSeconds >= quest.EndSeconds)
{
questsToComplete.Add(quest);
}

View file

@ -3,7 +3,8 @@ namespace Quests.Runtime
public enum QuestStateEnum
{
Disponible,
Active,
Accepted,
InProgress,
Completed,
}
}

View file

@ -97,8 +97,17 @@ namespace GameUI.Runtime
switch (state)
{
case QuestStateEnum.Disponible:
// Before acceptance: can see info but shouldn't assign adventurers yet
_buttonActivation.SetActive(false);
_adventurersOnThisQuestPanel.SetActive(false);
_adventurersSelection.SetActive(false);
_panelRecap.SetActive(false);
break;
case QuestStateEnum.Accepted:
// After acceptance: allow selecting adventurers and launching the quest
_buttonActivation.SetActive(true);
_adventurersOnThisQuestPanel.SetActive(false);
_adventurersSelection.SetActive(true);
_panelRecap.SetActive(false);
break;
case QuestStateEnum.Completed:
@ -108,7 +117,7 @@ namespace GameUI.Runtime
_panelRecap.SetActive(true);
_panelRecap.GetComponent<QuestLogsListUI>().ShowFor(QuestManager.Instance.CurrentQuest.ID);
break;
case QuestStateEnum.Active:
case QuestStateEnum.InProgress:
Info("La quête est active.");
_buttonActivation.SetActive(false);
_adventurersOnThisQuestPanel.SetActive(true);

View file

@ -57,10 +57,32 @@ namespace GameUI.Runtime
public void AcceptQuest()
{
List<QuestClass> quests = GetFact<List<QuestClass>>("quests");
quests.Add(_quest);
// Ensure state order: Disponible -> Accepted
_quest.State = QuestStateEnum.Accepted;
// Persist in saved quests list
List<QuestClass> savedQuests = GetFact<List<QuestClass>>("quests");
savedQuests.Add(_quest);
// Also add to runtime active quests list so other systems can find it
if (FactExists<List<QuestClass>>("active_quests", out _))
{
var activeQuests = GetFact<List<QuestClass>>("active_quests");
// Avoid duplicates by GUID
if (!activeQuests.Any(q => q.ID == _quest.ID))
{
activeQuests.Add(_quest);
}
}
SaveFacts();
// Refresh quest UIs and availability board
QuestSignals.RaiseRefreshQuests();
var player = GetFact<Player.Runtime.PlayerClass>(GameManager.Instance.Profile);
QuestManager.Instance.NotifyAvailableQuestsUpdated(player.GuildLevel);
// Remove the accepted card from the board
Destroy(gameObject);
}

View file

@ -58,7 +58,7 @@ namespace GameUI.Runtime
m_check.SetActive(false);
m_hourglass.SetActive(false);
break;
case QuestStateEnum.Active:
case QuestStateEnum.InProgress:
m_check.SetActive(false);
m_hourglass.SetActive(true);
break;

View file

@ -65,15 +65,27 @@ namespace GameUI.Runtime
void DisplayAvailableQuests(List<QuestTemplate> availableTemplates, List<QuestClass> acceptedQuests)
{
foreach (var quest in availableTemplates)
// Build a set of started quest IDs (Accepted/Active + Completed)
var startedIds = new HashSet<System.Guid>();
foreach (var q in QuestManager.Instance.ActiveQuests ?? new List<QuestClass>())
{
if (acceptedQuests.Any(q => q.Name == quest.data.Name))
if (q.ID != System.Guid.Empty) startedIds.Add(q.ID);
}
foreach (var q in QuestManager.Instance.CompletedQuests ?? new List<QuestClass>())
{
if (q.ID != System.Guid.Empty) startedIds.Add(q.ID);
}
foreach (var template in availableTemplates)
{
// Skip if this template already started (by GUID)
if (System.Guid.TryParse(template.m_assetGuid, out var guid) && startedIds.Contains(guid))
{
continue;
}
DisplayCard(quest);
DisplayCard(template);
}
}
}
void DisplayCard(QuestTemplate quest)
{