refactorisation du QuestSystem

This commit is contained in:
mrtoine 2025-10-10 10:46:01 +02:00
parent 2370cb670d
commit 5fa20c954c
11 changed files with 128 additions and 39 deletions

View file

@ -45,10 +45,19 @@ namespace Core.Runtime
public string GetLocalizedText(string key)
{
if (GameManager.Instance.GetLocalTexts.TryGetValue(key, out var value))
// Guard against null or empty keys
if (string.IsNullOrEmpty(key))
{
return string.Empty;
}
// Guard against missing dictionary
var dict = GameManager.Instance?.GetLocalTexts;
if (dict != null && dict.TryGetValue(key, out var value))
return value;
return $"{key}";
// Fallback: return the key itself so UI shows something meaningful
return key;
}
public void SaveLanguage(string newLanguage)

View file

@ -29,11 +29,29 @@ namespace Decor.Runtime
void Start()
{
//UpdateParchmentState();
Info($"<color=yellow>Il y a actuellement {_quests} quêtes affichés sur le Panneau</color>");
// Trigger an initial refresh
QuestManager.Instance.NotifyAvailableQuestsUpdated(_player.GuildLevel);
UpdateParchmentState();
}
void Update()
void OnEnable()
{
QuestManager.OnAvailableQuestsUpdated += HandleAvailableChanged;
QuestManager.OnQuestCompleted += HandleQuestCompleted;
}
void OnDisable()
{
QuestManager.OnAvailableQuestsUpdated -= HandleAvailableChanged;
QuestManager.OnQuestCompleted -= HandleQuestCompleted;
}
void HandleAvailableChanged(System.Collections.Generic.List<QuestTemplate> _)
{
UpdateParchmentState();
}
void HandleQuestCompleted(QuestClass _)
{
UpdateParchmentState();
}
@ -66,8 +84,6 @@ namespace Decor.Runtime
)
);
_parchment.SetActive(hasTrulyAvailableQuests);
Info($"<color=green>Il y a actuellement {hasTrulyAvailableQuests} disponibles</color>");
}
#endregion

View file

@ -1,6 +1,7 @@
using System.Collections.Generic;
using Core.Runtime;
using Quest.Runtime;
using Quests.Runtime;
using UnityEngine;
namespace Quests.Runtime._.Features.Quests
@ -15,16 +16,20 @@ namespace Quests.Runtime._.Features.Quests
void Start()
{
if (!FactExists<List<QuestClass>>("active_quests", out var _))
if (!FactExists<List<QuestClass>>(SaveKeys.Active, out var _))
{
SetFact<List<QuestClass>>("active_quests", new List<QuestClass>(), FactPersistence.Persistent);
SetFact<List<QuestClass>>(SaveKeys.Active, new List<QuestClass>(), FactPersistence.Persistent);
}
QuestManager.Instance.ActiveQuests = GetFact<List<QuestClass>>("active_quests");
if (!FactExists<List<QuestClass>>("active_quests", out var _))
QuestManager.Instance.ActiveQuests = GetFact<List<QuestClass>>(SaveKeys.Active);
if (!FactExists<List<QuestClass>>(SaveKeys.Completed, out var _))
{
SetFact<List<QuestClass>>("completed_quests", new List<QuestClass>(), FactPersistence.Persistent);
SetFact<List<QuestClass>>(SaveKeys.Completed, new List<QuestClass>(), FactPersistence.Persistent);
}
QuestManager.Instance.CompletedQuests = GetFact<List<QuestClass>>(SaveKeys.Completed);
if (!FactExists<Dictionary<System.Guid, List<QuestEventLog>>>(SaveKeys.EventLogs, out var _))
{
SetFact<Dictionary<System.Guid, List<QuestEventLog>>>(SaveKeys.EventLogs, new Dictionary<System.Guid, List<QuestEventLog>>(), FactPersistence.Persistent);
}
QuestManager.Instance.CompletedQuests = GetFact<List<QuestClass>>("completed_quests");
Invoke(nameof(NotifyLater), 0.1f);
}

View file

@ -72,6 +72,7 @@ namespace Quests.Runtime
public QuestManager()
{
_activeEvents = new List<QuestEvent>();
GameManager.OnTimeAdvanced += CheckMissionsProgress;
}
@ -119,7 +120,7 @@ namespace Quests.Runtime
{
QuestClass quest = GetQuestById(questId);
List<QuestEventLog> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history")[questId];
List<QuestEventLog> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>(SaveKeys.EventLogs)[questId];
return new QuestSummary(quest, events);
}
@ -137,8 +138,8 @@ namespace Quests.Runtime
/// </summary>
public bool IsQuestCompleted(string questName)
{
return ActiveQuests != null
&& ActiveQuests.Any(q => q.Name == questName && q.State == QuestStateEnum.Completed);
return CompletedQuests != null
&& CompletedQuests.Any(q => q.Name == questName);
}
/// <summary>
@ -207,7 +208,7 @@ namespace Quests.Runtime
void UpdateQuestStatus(QuestClass quest)
{
_activeQuests.Add(quest);
List<QuestClass> saveQuests = GetFact<List<QuestClass>>("quests");
List<QuestClass> saveQuests = GetFact<List<QuestClass>>(SaveKeys.All);
foreach (var saveQuest in saveQuests)
{
if (saveQuest.Name == quest.Name)
@ -242,7 +243,7 @@ namespace Quests.Runtime
_activeQuests.RemoveAll(q => q.Name == quest.Name);
_completedQuests.Add(quest);
List<QuestClass> quests = GetFact<List<QuestClass>>("quests");
List<QuestClass> quests = GetFact<List<QuestClass>>(SaveKeys.All);
QuestClass questToUpdate = quests.FirstOrDefault(q => q.ID == quest.ID);
if (questToUpdate != null)
{
@ -319,7 +320,7 @@ namespace Quests.Runtime
var targets = questEvent.GetTargets(quest.AssignedAdventurersID);
ApplyEffect(questEvent.Effects, targets);
Dictionary<Guid, List<QuestEventLog>> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history");
Dictionary<Guid, List<QuestEventLog>> events = GetFact<Dictionary<Guid, List<QuestEventLog>>>(SaveKeys.EventLogs);
if(!events.ContainsKey(quest.ID))
{

View file

@ -3,6 +3,7 @@ namespace Quests.Runtime
public enum QuestStateEnum
{
Disponible,
Accepted,
Active,
Completed,
}

View file

@ -0,0 +1,10 @@
namespace Quests.Runtime
{
public static class SaveKeys
{
public const string Active = "active_quests";
public const string Completed = "completed_quests";
public const string All = "quests"; // legacy/misc list if still used elsewhere
public const string EventLogs = "events_quests_history";
}
}

View file

@ -108,6 +108,12 @@ namespace GameUI.Runtime
_panelRecap.SetActive(true);
_panelRecap.GetComponent<QuestLogsListUI>().ShowFor(QuestManager.Instance.CurrentQuest.ID);
break;
case QuestStateEnum.Accepted:
_buttonActivation.SetActive(true);
_adventurersOnThisQuestPanel.SetActive(false);
_adventurersSelection.SetActive(true);
_panelRecap.SetActive(false);
break;
case QuestStateEnum.Active:
Info("La quête est active.");
_buttonActivation.SetActive(false);
@ -146,15 +152,16 @@ namespace GameUI.Runtime
#region Quest Operations
private QuestClass FindMatchingActiveQuest(QuestClass quest)
{
if (!FactExists<List<QuestClass>>("active_quests", out _)) return quest;
if (!FactExists<List<QuestClass>>(SaveKeys.Active, out _)) return quest;
var activeQuests = GetFact<List<QuestClass>>("active_quests");
var activeQuests = GetFact<List<QuestClass>>(SaveKeys.Active);
var matchingQuest = activeQuests.FirstOrDefault(q => q.ID == quest.ID);
return matchingQuest ?? quest;
}
private void UpdateQuestInfoDisplay(QuestClass quest)
{
Info($"<color=green>UpdateQuestInfoDisplay : {quest.Name}</color>");
m_title.text = LocalizationSystem.Instance.GetLocalizedText(quest?.Name);
string descKey = quest?.Description;
if (string.IsNullOrEmpty(descKey))
@ -171,9 +178,25 @@ namespace GameUI.Runtime
var gameTime = GetFact<GameTime>("game_time");
QuestManager.Instance.StartQuest(QuestManager.Instance.CurrentQuest, _adventurersSelected, gameTime);
// Ajouter la quête à la liste des quêtes actives
var activeQuests = GetFact<List<QuestClass>>("active_quests");
activeQuests.Add(QuestManager.Instance.CurrentQuest);
// Mettre à jour la quête dans la liste des quêtes acceptées (Active repo)
var activeQuests = GetFact<List<QuestClass>>(SaveKeys.Active);
var idx = activeQuests.FindIndex(q => q.ID == QuestManager.Instance.CurrentQuest.ID);
if (idx >= 0)
{
activeQuests[idx].State = QuestStateEnum.Active;
activeQuests[idx].StartSeconds = QuestManager.Instance.CurrentQuest.StartSeconds;
activeQuests[idx].EndSeconds = QuestManager.Instance.CurrentQuest.EndSeconds;
}
else
{
// fallback: if not found, add it once
activeQuests.Add(QuestManager.Instance.CurrentQuest);
}
SaveFacts();
// Notify panels
QuestSignals.RaiseRefreshQuests();
var player = GetFact<Player.Runtime.PlayerClass>(GameManager.Instance.Profile);
QuestManager.Instance.NotifyAvailableQuestsUpdated(player.GuildLevel);
}
private void CleanupAfterQuestLaunch()

View file

@ -16,6 +16,7 @@ namespace GameUI.Runtime
public void SetQuest(QuestClass quest)
{
Info($"<color=green>SetQuest : {quest.Name}</color>");
_quest = quest;
}

View file

@ -57,11 +57,21 @@ namespace GameUI.Runtime
public void AcceptQuest()
{
List<QuestClass> quests = GetFact<List<QuestClass>>("quests");
quests.Add(_quest);
SaveFacts();
QuestSignals.RaiseRefreshQuests();
Destroy(gameObject);
// Mark as accepted and add to accepted (active list used as accepted repository for now)
_quest.State = QuestStateEnum.Accepted;
List<QuestClass> active = GetFact<List<QuestClass>>(SaveKeys.Active);
// Idempotency: avoid duplicates
bool alreadyThere = active.Any(q => q.ID == _quest.ID || q.Name == _quest.Name);
if (!alreadyThere)
{
active.Add(_quest);
SaveFacts();
}
// Notify panels
QuestSignals.RaiseRefreshQuests(); // refresh QuestsPanel
var player = GetFact<Player.Runtime.PlayerClass>(GameManager.Instance.Profile);
QuestManager.Instance.NotifyAvailableQuestsUpdated(player.GuildLevel); // refresh board availability
Destroy(gameObject);
}
#endregion

View file

@ -65,13 +65,25 @@ 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);
}
}

View file

@ -44,14 +44,13 @@ namespace GameUI.Runtime
Destroy(child.gameObject);
}
if (FactExists<List<QuestClass>>("quests", out _))
if (FactExists<List<QuestClass>>(SaveKeys.Active, out _))
{
List<QuestClass> questsFromSave = GetFact<List<QuestClass>>("quests");
List<QuestClass> quests = QuestManager.Instance.ResolveQuestsList(questsFromSave);
foreach (var quest in quests)
// Show only accepted quests in this panel
List<QuestClass> accepted = GetFact<List<QuestClass>>(SaveKeys.Active);
foreach (var quest in accepted.Where(q => q.State == QuestStateEnum.Accepted))
{
DisplayQuest(quest); //=> Key : L'id de la quête, Value : Le State
DisplayQuest(quest);
}
}
}
@ -70,6 +69,8 @@ namespace GameUI.Runtime
questMini.m_check?.SetActive(isCompleted);
}
Info($"<color=green>On affiche la quete : {quest.Name}</color>");
questGO.GetComponent<InteractionQuestCard>().SetQuest(quest);
}