Quest factory follows mod reloads; unknown saved quests kept; mod unit tests

This commit is contained in:
cthangover committed 2026-10-21 12:31:59 +02:00
1 parent 38b735564b
commit 0abd76aa08
5 files changed
+130 -68

No files matched your search

+37 -37
View File
@@ -1,37 +1,37 @@
# Godot 4.x
.godot/
.idea/
sdk/
bin/
obj/
#ai
.omo/
.opencode/
gen/
obj/
bin/
*.tres~
*.tscn~
# GDScript LSP
.godot/
# Export
*.exe
*.dmg
*.apk
*.aab
*.pck
*.zip
*.log
# OS
.DS_Store
Thumbs.db
# Editor
*.import
*.godot.uid
# Godot 4.x
.godot/
.idea/
sdk/
bin/
obj/
#ai
.omo/
.opencode/
gen/
obj/
bin/
*.tres~
*.tscn~
# GDScript LSP
.godot/
# Export
*.exe
*.dmg
*.apk
*.aab
*.pck
*.zip
*.log
# OS
.DS_Store
Thumbs.db
# Editor
*.import
*.godot.uid
+1
View File
@@ -8,6 +8,7 @@
"sources": [
"src/**/*.cs"
],
"test_sources": ["tests/*.cs"],
"depends": ["characters_base>=1", "ui_base>=1"],
"ui": [
{
+41 -30
View File
@@ -16,7 +16,8 @@ namespace Cthangover.Core.Quests
/// definitions, on‑demand lookup by ID, and restoration of mutable state
/// when the player loads a save file. The factory defers loading until
/// the first access (via <see cref="Get"/> or <see cref="GetAll"/>) and
/// guards against re‑initialisation through the <c>isLoaded</c> flag.
/// rebuilds the definitions whenever the entity resolver hands out a new
/// data snapshot (a mod reload keeps this mod but may change the quests).
/// Because quest definitions come from <see cref="QuestDefinition"/>
/// objects collected by <see cref="ModManager.GetResolver{EntityResolver}()"/> through the
/// DTO's <c>[EntityKind("quest")]</c> attribute, the factory remains
@@ -50,7 +51,8 @@ namespace Cthangover.Core.Quests
public static QuestFactory Instance => instance.Value;
private readonly IDictionary<string, QuestBase> dataByID = new Dictionary<string, QuestBase>();
private bool isLoaded;
private readonly List<QuestBase> unresolved = new();
private Dictionary<string, QuestDefinition> loadedDefinitions;
private QuestFactory()
{
@@ -58,46 +60,45 @@ namespace Cthangover.Core.Quests
/// <summary>
/// Seeds the internal <c>dataByID</c> dictionary from mod JSON if it
/// has not been seeded yet. When <see cref="ModManager"/> is still
/// mid‑initialisation, the call is silently deferred (logged at
/// debug level) so that early code paths don't crash; the next
/// access will retry. Each <see cref="QuestDefinition"/> is
/// converted into a fresh <see cref="QuestBase"/> with default
/// status and an empty tag set.
/// has not been seeded from the current data snapshot. When
/// <see cref="ModManager"/> is still mid‑initialisation, the call is
/// deferred so that early code paths don't crash; the next access
/// retries. <c>Entities.Collect</c> is cached by the entity resolver
/// until the next mod reload, so a new dictionary means new data: the
/// quests are rebuilt from it, a quest that stays keeps its instance and
/// state, a new one starts with default status and an empty tag set.
/// </summary>
private void EnsureLoaded()
{
if (isLoaded)
return;
if (!ModManager.Instance.IsInitialized)
{
GameLogger.Log("QUEST", "mods not initialized, quest loading deferred");
return;
}
isLoaded = true;
Dictionary<string, QuestDefinition> definitions;
try
{
var definitions = Entities.Collect<QuestDefinition>();
if (definitions != null)
{
foreach (var (id, def) in definitions)
{
var quest = new QuestBase
{
ID = def.ID,
Name = def.Name,
StatusToDescription = def.StatusToDescription ?? new Dictionary<int, string>(),
};
dataByID.Add(quest.ID, quest);
}
}
definitions = Entities.Collect<QuestDefinition>();
}
catch (Exception ex)
{
GameLogger.Log("QUEST", "failed to load quests from mods: " + ex.Message, LogLevel.Error);
return;
}
if (ReferenceEquals(definitions, loadedDefinitions))
return;
loadedDefinitions = definitions;
var previous = new Dictionary<string, QuestBase>(dataByID);
dataByID.Clear();
foreach (var def in definitions.Values)
{
var quest = previous.TryGetValue(def.ID, out var kept) ? kept : new QuestBase { ID = def.ID };
quest.Name = def.Name;
quest.StatusToDescription = def.StatusToDescription ?? new Dictionary<int, string>();
dataByID[quest.ID] = quest;
}
GameLogger.Log("QUEST", "loaded '" + dataByID.Count + "' quests");
@@ -127,6 +128,13 @@ namespace Cthangover.Core.Quests
/// serialise the full quest state for the save file, and by the
/// journal UI to populate the quest list window.
/// </summary>
/// <summary>
/// Quests of the loaded save that no loaded mod defines (their mod left
/// the game). They take no part in the game, but the save writes them
/// back, so their progress returns with the mod. Cleared by a new game.
/// </summary>
public IReadOnlyList<QuestBase> Unresolved => unresolved;
public List<QuestBase> GetAll()
{
EnsureLoaded();
@@ -140,8 +148,8 @@ namespace Cthangover.Core.Quests
/// corresponding entry by ID, and overwrites its
/// <see cref="QuestBase.Data"/> and <see cref="QuestBase.Status"/>
/// properties. Entries whose ID is not registered (a removed mod or a
/// quest renamed between sessions) are skipped with a warning so that
/// an ageing save cannot block loading. Reads from empty or <c>null</c>
/// quest renamed between sessions) go to <see cref="Unresolved"/> with
/// a warning, so an ageing save neither blocks loading nor loses them. Reads from empty or <c>null</c>
/// lists are silently ignored so that save files created before the
/// quest system existed (or with no quest progress) do not break the
/// pipeline. Publishes a single <see cref="QuestStateRestoredEvent"/>
@@ -152,13 +160,15 @@ namespace Cthangover.Core.Quests
{
EnsureLoaded();
unresolved.Clear();
if(Lists.IsEmpty(quests))
return;
foreach (var questFromSave in quests)
{
if(!dataByID.TryGetValue(questFromSave.ID, out var quest))
{
GameLogger.Log("QUEST", "quest '" + questFromSave.ID + "' from save is not registered, skipped", LogLevel.Warning);
GameLogger.Log("QUEST", "quest '" + questFromSave.ID + "' from save is not registered; its state is kept in the save", LogLevel.Warning);
unresolved.Add(questFromSave);
continue;
}
quest.Data = questFromSave.Data;
@@ -183,6 +193,7 @@ namespace Cthangover.Core.Quests
{
EnsureLoaded();
unresolved.Clear();
foreach (var quest in dataByID.Values)
{
quest.Status = QuestStatus.NotStarted;
+3 -1
View File
@@ -27,7 +27,9 @@ namespace Cthangover.Core.Quests
/// <summary>Writes the full quest state list into the mod slot.</summary>
public void OnSave(ModSlot slot)
{
slot.Data[BlobKey] = new DataBlob(1, QuestFactory.Instance.GetAll());
var quests = QuestFactory.Instance.GetAll();
quests.AddRange(QuestFactory.Instance.Unresolved);
slot.Data[BlobKey] = new DataBlob(1, quests);
}
/// <summary>Restores quest state from the mod slot; an absent blob keeps fresh quest state.</summary>
+48
View File
@@ -0,0 +1,48 @@
namespace Cthangover.Mods.Quests.Tests
{
using System.Collections.Generic;
using System.Linq;
using System.Text.Json;
using Cthangover.Core.Mods.Testing;
using Cthangover.Core.Quests;
using Cthangover.Core.Settings;
/// <summary>
/// The quests slot holds the state of every content mod's quests, so a
/// quest whose mod left the game is still in a loaded save: it must not
/// take part in the game, and the next save must write it back so its
/// progress returns with the mod.
/// </summary>
public class QuestsSaveableTests
{
private const string UnknownId = "__test_no_such_quest";
[ModTest("save/unknown_quest_survives_load_and_save")]
static void UnknownQuestSurvivesLoadAndSave(ModTestContext ctx)
{
var factory = QuestFactory.Instance;
var before = JsonSerializer.Serialize(factory.GetAll());
try
{
var unknown = new QuestBase { ID = UnknownId, Status = QuestStatus.Progress };
unknown.Data.Tags.Add("met");
var slot = new ModSlot();
slot.Data["Quests"] = new DataBlob(1, new List<QuestBase> { unknown });
var saveable = new QuestsSaveable();
ModAssert.True(saveable.OnLoad(slot, out _), "slot with an unknown quest loads");
ModAssert.False(factory.GetAll().Any(q => q.ID == UnknownId), "unknown quest takes no part in the game");
var saved = new ModSlot();
saveable.OnSave(saved);
var kept = saved.Data["Quests"].ReadJson<List<QuestBase>>().SingleOrDefault(q => q.ID == UnknownId);
ModAssert.NotNull(kept, "unknown quest written back");
ModAssert.True(kept.Status == QuestStatus.Progress && kept.Data.Tags.Contains("met"), "its status and tags kept");
}
finally
{
factory.SetAll(JsonSerializer.Deserialize<List<QuestBase>>(before));
}
}
}
}