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

@ -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,
}
}