Update du système de quêtes. Refactorisation et redefinission des états d'une quête.
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7 changed files with 94 additions and 19 deletions
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@ -29,11 +29,30 @@ namespace Decor.Runtime
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void Start()
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{
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//UpdateParchmentState();
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// Trigger an initial refresh
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QuestManager.Instance.NotifyAvailableQuestsUpdated(_player.GuildLevel);
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Info($"<color=yellow>Il y a actuellement {_quests} quêtes affichés sur le Panneau</color>");
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UpdateParchmentState();
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}
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void Update()
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void OnEnable()
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{
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QuestManager.OnAvailableQuestsUpdated += HandleAvailableChanged;
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QuestManager.OnQuestCompleted += HandleQuestCompleted;
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}
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void OnDisable()
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{
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QuestManager.OnAvailableQuestsUpdated -= HandleAvailableChanged;
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QuestManager.OnQuestCompleted -= HandleQuestCompleted;
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}
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void HandleAvailableChanged(System.Collections.Generic.List<QuestTemplate> _)
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{
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UpdateParchmentState();
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}
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void HandleQuestCompleted(QuestClass _)
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{
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UpdateParchmentState();
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}
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@ -72,6 +72,7 @@ namespace Quests.Runtime
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public QuestManager()
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{
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_activeEvents = new List<QuestEvent>();
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GameManager.OnTimeAdvanced += CheckMissionsProgress;
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}
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@ -84,6 +85,12 @@ namespace Quests.Runtime
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/// </summary>
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public void StartQuest(QuestClass quest, List<AdventurerClass> team, GameTime gameTime)
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{
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// Enforce state order: must be Accepted before starting
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if (quest.State != QuestStateEnum.Accepted)
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{
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Debug.LogWarning($"Cannot start quest '{quest.Name}' because it is not in Accepted state (current: {quest.State}).");
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return;
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}
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AssignAdventurersToQuest(quest, team);
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SetQuestTimings(quest, gameTime);
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UpdateQuestStatus(quest);
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@ -94,7 +101,7 @@ namespace Quests.Runtime
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/// </summary>
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public void CompleteQuest(QuestClass quest, List<Guid> team)
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{
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if (quest.State != QuestStateEnum.Active) return;
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if (quest.State != QuestStateEnum.InProgress) return;
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ReleaseAdventurers(team);
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UpdateQuestCompletionStatus(quest);
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@ -129,7 +136,8 @@ namespace Quests.Runtime
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/// </summary>
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public bool CanSelectedAdventurers()
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{
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return _currentQuest != null && _currentQuest.State == QuestStateEnum.Disponible;
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// Adventurers can be selected only when the quest has been accepted
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return _currentQuest != null && _currentQuest.State == QuestStateEnum.Accepted;
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}
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/// <summary>
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@ -138,7 +146,7 @@ namespace Quests.Runtime
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public bool IsQuestCompleted(string questName)
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{
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return ActiveQuests != null
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&& ActiveQuests.Any(q => q.Name == questName && q.State == QuestStateEnum.Completed);
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&& ActiveQuests.Any(q => q.Name == questName);
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}
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/// <summary>
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@ -196,7 +204,7 @@ namespace Quests.Runtime
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/// </summary>
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void SetQuestTimings(QuestClass quest, GameTime gameTime)
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{
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quest.State = QuestStateEnum.Active;
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quest.State = QuestStateEnum.InProgress;
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quest.StartSeconds = gameTime.TotalSeconds;
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quest.EndSeconds = gameTime.TotalSeconds + (quest.Duration * 60);
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}
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@ -205,14 +213,18 @@ namespace Quests.Runtime
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/// Met à jour le statut d'une quête dans les listes actives et sauvegardées
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/// </summary>
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void UpdateQuestStatus(QuestClass quest)
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{
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// Avoid duplicates in active quests
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if (_activeQuests.All(q => q.ID != quest.ID))
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{
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_activeQuests.Add(quest);
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}
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List<QuestClass> saveQuests = GetFact<List<QuestClass>>("quests");
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foreach (var saveQuest in saveQuests)
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{
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if (saveQuest.Name == quest.Name)
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{
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saveQuest.State = QuestStateEnum.Active;
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saveQuest.State = QuestStateEnum.InProgress;
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saveQuest.StartSeconds = quest.StartSeconds;
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saveQuest.EndSeconds = quest.EndSeconds;
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}
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@ -268,14 +280,14 @@ namespace Quests.Runtime
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if(_activeQuests == null) return;
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var questsToComplete = new List<QuestClass>();
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var activeQuests = _activeQuests.Where(q => q.State == QuestStateEnum.Active).ToList();
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var activeQuests = _activeQuests.Where(q => q.State == QuestStateEnum.InProgress).ToList();
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foreach (var quest in activeQuests)
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{
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_snapTime = currentSeconds - quest.StartSeconds;
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CheckQuestEvents(quest, currentSeconds);
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if (quest.State == QuestStateEnum.Active && currentSeconds >= quest.EndSeconds)
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if (quest.State == QuestStateEnum.InProgress && currentSeconds >= quest.EndSeconds)
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{
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questsToComplete.Add(quest);
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}
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@ -3,7 +3,8 @@ namespace Quests.Runtime
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public enum QuestStateEnum
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{
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Disponible,
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Active,
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Accepted,
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InProgress,
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Completed,
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}
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}
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@ -97,8 +97,17 @@ namespace GameUI.Runtime
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switch (state)
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{
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case QuestStateEnum.Disponible:
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// Before acceptance: can see info but shouldn't assign adventurers yet
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_buttonActivation.SetActive(false);
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_adventurersOnThisQuestPanel.SetActive(false);
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_adventurersSelection.SetActive(false);
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_panelRecap.SetActive(false);
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break;
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case QuestStateEnum.Accepted:
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// After acceptance: allow selecting adventurers and launching the quest
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_buttonActivation.SetActive(true);
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_adventurersOnThisQuestPanel.SetActive(false);
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_adventurersSelection.SetActive(true);
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_panelRecap.SetActive(false);
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break;
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case QuestStateEnum.Completed:
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@ -108,7 +117,7 @@ namespace GameUI.Runtime
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_panelRecap.SetActive(true);
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_panelRecap.GetComponent<QuestLogsListUI>().ShowFor(QuestManager.Instance.CurrentQuest.ID);
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break;
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case QuestStateEnum.Active:
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case QuestStateEnum.InProgress:
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Info("La quête est active.");
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_buttonActivation.SetActive(false);
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_adventurersOnThisQuestPanel.SetActive(true);
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@ -57,10 +57,32 @@ namespace GameUI.Runtime
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public void AcceptQuest()
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{
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List<QuestClass> quests = GetFact<List<QuestClass>>("quests");
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quests.Add(_quest);
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// Ensure state order: Disponible -> Accepted
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_quest.State = QuestStateEnum.Accepted;
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// Persist in saved quests list
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List<QuestClass> savedQuests = GetFact<List<QuestClass>>("quests");
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savedQuests.Add(_quest);
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// Also add to runtime active quests list so other systems can find it
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if (FactExists<List<QuestClass>>("active_quests", out _))
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{
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var activeQuests = GetFact<List<QuestClass>>("active_quests");
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// Avoid duplicates by GUID
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if (!activeQuests.Any(q => q.ID == _quest.ID))
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{
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activeQuests.Add(_quest);
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}
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}
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SaveFacts();
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// Refresh quest UIs and availability board
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QuestSignals.RaiseRefreshQuests();
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var player = GetFact<Player.Runtime.PlayerClass>(GameManager.Instance.Profile);
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QuestManager.Instance.NotifyAvailableQuestsUpdated(player.GuildLevel);
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// Remove the accepted card from the board
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Destroy(gameObject);
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}
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@ -58,7 +58,7 @@ namespace GameUI.Runtime
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m_check.SetActive(false);
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m_hourglass.SetActive(false);
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break;
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case QuestStateEnum.Active:
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case QuestStateEnum.InProgress:
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m_check.SetActive(false);
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m_hourglass.SetActive(true);
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break;
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@ -65,13 +65,25 @@ namespace GameUI.Runtime
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void DisplayAvailableQuests(List<QuestTemplate> availableTemplates, List<QuestClass> acceptedQuests)
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{
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foreach (var quest in availableTemplates)
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// Build a set of started quest IDs (Accepted/Active + Completed)
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var startedIds = new HashSet<System.Guid>();
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foreach (var q in QuestManager.Instance.ActiveQuests ?? new List<QuestClass>())
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{
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if (acceptedQuests.Any(q => q.Name == quest.data.Name))
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if (q.ID != System.Guid.Empty) startedIds.Add(q.ID);
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}
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foreach (var q in QuestManager.Instance.CompletedQuests ?? new List<QuestClass>())
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{
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if (q.ID != System.Guid.Empty) startedIds.Add(q.ID);
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}
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foreach (var template in availableTemplates)
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{
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// Skip if this template already started (by GUID)
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if (System.Guid.TryParse(template.m_assetGuid, out var guid) && startedIds.Contains(guid))
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{
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continue;
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}
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DisplayCard(quest);
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DisplayCard(template);
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}
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}
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