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

@ -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)
{