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Subscribe quests

This commit is contained in:
Pabloader 2026-04-29 13:27:39 +00:00
parent 30531bcd52
commit 693b078144
5 changed files with 189 additions and 32 deletions

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@ -70,10 +70,6 @@ function connect() {
connect(); connect();
</script>`; </script>`;
const POLYFILL = `<script>
if (!Symbol.metadata) Symbol.metadata = Symbol.for('Symbol.metadata');
</script>`;
async function buildBundle(game: string, production: boolean) { async function buildBundle(game: string, production: boolean) {
const assetsDir = path.resolve(import.meta.dir, 'assets'); const assetsDir = path.resolve(import.meta.dir, 'assets');
const srcDir = path.resolve(import.meta.dir, '..', 'src'); const srcDir = path.resolve(import.meta.dir, '..', 'src');
@ -192,7 +188,7 @@ export async function buildHTML(game: string, {
} }
script = script.replaceAll('await Promise.resolve().then(() =>', '('); script = script.replaceAll('await Promise.resolve().then(() =>', '(');
let scriptPrefix = POLYFILL; let scriptPrefix = '';
if (production) { if (production) {
const minifyResult = UglifyJS.minify(script, { const minifyResult = UglifyJS.minify(script, {
module: true, module: true,

26
src/common/rpg/TODO.md Normal file
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@ -0,0 +1,26 @@
# RPG Engine — Remaining Work
## Missing Foundational Components
### `Faction` / `Relationship` (`components/faction.ts`)
Reputation score per faction ID. Drives dialog availability, shop access, hostile
aggro thresholds, and quest unlock conditions. A separate world-level faction
definition registry (neutral/friendly/hostile thresholds) pairs with this.
---
## Missing Systems
### `CombatSystem` (`systems/combatSystem.ts`)
Resolves attack attempts between entities. Needs a lightweight `Attack` marker
component (attacker entity ID, target entity ID, damage, damage type) that is added
to an entity to queue an attack for the next tick. Each tick the system:
1. Processes queued `Attack` components.
2. Applies damage to the target's `Health` stat (accounting for any defense modifier
Effects on the target).
3. Removes the `Attack` component after resolution.
4. Emits `'hit'` / `'kill'` events on the target entity as appropriate.
Keeping the attack as a component (rather than a direct method call) lets other
systems react before resolution (parry window, shield-block effects, etc.).

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@ -82,6 +82,10 @@ export class QuestLog extends Component<QuestLogState> {
return this.state.runtimeStates[questId]; return this.state.runtimeStates[questId];
} }
getQuest(questId: string): Quest | undefined {
return this.state.quests[questId];
}
isAvailable(questId: string, ctx: EvalContext): boolean { isAvailable(questId: string, ctx: EvalContext): boolean {
const quest = this.state.quests[questId]; const quest = this.state.quests[questId];
if (!quest) return false; if (!quest) return false;

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@ -1,49 +1,177 @@
import { System, type Entity, type World } from "../core/world"; import { System, type Entity, type World, type EvalContext } from "../core/world";
import { evaluateCondition } from "../utils/conditions"; import { parseCondition, evaluateCondition } from "../utils/conditions";
import { executeAction } from "../utils/variables"; import { resolveVariable, executeAction } from "../utils/variables";
import { QuestLog } from "../components/questLog"; import { QuestLog } from "../components/questLog";
import type { QuestStage, RPGVariables } from "../types";
interface EntityTracking {
/** varName → last resolved value */
snapshot: Map<string, RPGVariables[string]>;
/** varName → set of questIds that reference it in the current stage */
varToQuests: Map<string, Set<string>>;
/** removes questlog event subscriptions for this entity */
unsubscribe: () => void;
}
export class QuestSystem extends System { export class QuestSystem extends System {
#tracking = new Map<string, EntityTracking>();
override onAdd(world: World): void {
for (const [entity, key, questLog] of world.query(QuestLog)) {
this.#initTracking(entity, key, questLog);
}
}
override onRemove(_world: World): void {
for (const t of this.#tracking.values()) t.unsubscribe();
this.#tracking.clear();
}
override update(world: World, _dt: number): void {
for (const [entity, key, questLog] of world.query(QuestLog)) {
if (!this.#tracking.has(entity.id)) {
this.#initTracking(entity, key, questLog);
}
void this.#diffAndCheck(entity, world);
}
// Prune tracking for entities that no longer exist
for (const entityId of this.#tracking.keys()) {
if (!world.getEntity(entityId)) {
this.#tracking.get(entityId)!.unsubscribe();
this.#tracking.delete(entityId);
}
}
}
/** Force a full re-evaluation of all active quests. Use as an escape hatch. */
async triggerCheck(world: World): Promise<void> { async triggerCheck(world: World): Promise<void> {
for (const [entity] of world.query(QuestLog)) { for (const [entity] of world.query(QuestLog)) {
await this.#checkEntity(entity, world); await this.#checkEntity(entity, world, 'all');
} }
} }
async #checkEntity(entity: Entity, world: World): Promise<void> { #initTracking(entity: Entity, key: string, questLog: QuestLog): EntityTracking {
const questLog = entity.get(QuestLog); const existing = this.#tracking.get(entity.id);
if (!questLog) return; if (existing) existing.unsubscribe();
const ctx = { self: entity, world }; const tracking: EntityTracking = {
snapshot: new Map(),
varToQuests: new Map(),
unsubscribe: () => { },
};
for (const [questId, { quest, state }] of questLog.entries()) { for (const [questId, { quest, state }] of questLog.entries()) {
if (state.status !== 'active') continue; if (state.status !== 'active') continue;
const stage = quest.stages[state.stageIndex];
if (stage) this.#addQuestVars(tracking, questId, stage);
}
// Keep tracking fresh as quest state changes
const onStarted = ({ data }: { data?: unknown }) => {
const { questId } = data as { questId: string };
const quest = questLog.getQuest(questId);
const state = questLog.getState(questId);
const stage = quest?.stages[state?.stageIndex ?? 0];
if (stage) {
this.#addQuestVars(tracking, questId, stage);
// Evaluate immediately — conditions may already be satisfied at start
void this.#checkEntity(entity, entity.world, new Set([questId]));
}
};
const onStage = ({ data }: { data?: unknown }) => {
const { questId, stage } = data as { questId: string; stage: QuestStage };
this.#removeQuestVars(tracking, questId);
this.#addQuestVars(tracking, questId, stage);
void this.#checkEntity(entity, entity.world, new Set([questId]));
};
const onDone = ({ data }: { data?: unknown }) => {
this.#removeQuestVars(tracking, (data as { questId: string }).questId);
};
const u1 = entity.on(`${key}.started`, onStarted);
const u2 = entity.on(`${key}.stage`, onStage);
const u3 = entity.on(`${key}.completed`, onDone);
const u4 = entity.on(`${key}.failed`, onDone);
const u5 = entity.on(`${key}.abandoned`, onDone);
tracking.unsubscribe = () => { u1(); u2(); u3(); u4(); u5(); };
this.#tracking.set(entity.id, tracking);
return tracking;
}
#addQuestVars(tracking: EntityTracking, questId: string, stage: QuestStage): void {
const conditions = [
...stage.objectives.map(o => o.condition),
...(stage.failConditions ?? []),
];
for (const cond of conditions) {
const varName = parseCondition(cond).variable;
// Do NOT seed the snapshot here. #diffAndCheck treats "not in snapshot"
// as dirty on first encounter, ensuring a fresh eval after every init or start.
if (!tracking.varToQuests.has(varName)) {
tracking.varToQuests.set(varName, new Set());
}
tracking.varToQuests.get(varName)!.add(questId);
}
}
#removeQuestVars(tracking: EntityTracking, questId: string): void {
for (const [varName, questIds] of tracking.varToQuests) {
questIds.delete(questId);
if (questIds.size === 0) {
tracking.varToQuests.delete(varName);
tracking.snapshot.delete(varName);
}
}
}
async #diffAndCheck(entity: Entity, world: World): Promise<void> {
const tracking = this.#tracking.get(entity.id);
if (!tracking || tracking.varToQuests.size === 0) return;
const ctx: EvalContext = { self: entity, world };
const dirty = new Set<string>();
for (const [varName, questIds] of tracking.varToQuests) {
const curr = resolveVariable(varName, ctx);
const prev = tracking.snapshot.get(varName);
// Treat "not yet in snapshot" as dirty — catches conditions already met at init
if (!tracking.snapshot.has(varName) || curr !== prev) {
tracking.snapshot.set(varName, curr);
for (const questId of questIds) dirty.add(questId);
}
}
if (dirty.size > 0) await this.#checkEntity(entity, world, dirty);
}
async #checkEntity(entity: Entity, world: World, filter: Set<string> | 'all'): Promise<void> {
const questLog = entity.get(QuestLog);
if (!questLog) return;
const ctx: EvalContext = { self: entity, world };
for (const [questId, { quest, state }] of questLog.entries()) {
if (state.status !== 'active') continue;
if (filter !== 'all' && !filter.has(questId)) continue;
const stage = quest.stages[state.stageIndex]; const stage = quest.stages[state.stageIndex];
if (!stage) { if (!stage) {
console.warn(`[QuestSystem] quest '${questId}' is active but has no stage at index ${state.stageIndex}`); console.warn(`[QuestSystem] quest '${questId}' active but missing stage ${state.stageIndex}`);
continue; continue;
} }
if (stage.failConditions?.length) { if (stage.failConditions?.some(c => evaluateCondition(c, ctx))) {
const failed = stage.failConditions.some(c =>
evaluateCondition(c, ctx)
);
if (failed) {
questLog.fail(questId); questLog.fail(questId);
continue; continue;
} }
}
const allDone = stage.objectives.every(obj => if (!stage.objectives.every(o => evaluateCondition(o.condition, ctx))) continue;
evaluateCondition(obj.condition, ctx)
);
if (!allDone) continue;
for (const action of stage.actions) {
await executeAction(action, ctx);
}
for (const action of stage.actions) await executeAction(action, ctx);
questLog._advance(questId); questLog._advance(questId);
} }
} }

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@ -1,5 +1,8 @@
import type { RPGVariables } from "../types"; import type { RPGVariables } from "../types";
// TC39 stage-3 decorators use Symbol.metadata; polyfill for runtimes that lack it (e.g. Bun).
(Symbol as { metadata?: symbol }).metadata ??= Symbol.for('Symbol.metadata');
export const ACTION_KEYS = Symbol('rpg.actions'); export const ACTION_KEYS = Symbol('rpg.actions');
export const VARIABLE_KEYS = Symbol('rpg.variables'); export const VARIABLE_KEYS = Symbol('rpg.variables');