/** * The quest ledger — the run's quest STATE (pure; the data is * data/quests.json). * * A quest's REQUIREMENTS are not tracked here — they are computed LIVE * from the run when the scene snapshots the dossier (GameScene. * questSnapshot): research progress, lifetime minerals mined from * asteroids, the home world's tether standing, the discovery ledger. * Only the two things the run owns are state: * * granted — which quest ids the player HOLDS (the starter quest is * granted on the run's first boot; future quests are granted * by whatever event issues them) * claimed — which of the held quests have PAID OUT their reward * priority — the ONE priority quest the tracker HUD features (title + * live checklist). The player sets/clears it; the ledger * also auto-assigns it (see resolvePriority) so there is * always a priority while an active story quest exists. * cleared — the player CLEARED the priority; the auto-assignment is * re-armed by any grant or claim (the active set changed). * * …and that is exactly what gets saved (SaveData capture/prepare), so a * save can never hand out a reward twice or un-grant a quest. */ import { config } from '../config/Config.js'; /** @returns {Array} every quest defined (data/quests.json → quests) */ export function questDefs() { const list = config.get('quests.quests', []); return Array.isArray(list) ? list : []; } /** @returns {object|null} the quest definition with this id (or null) */ export function questDef(id) { return questDefs().find((q) => q && q.id === id) ?? null; } /** @returns {string[]} the ids granted on a FRESH run (quests.json → starter) */ export function starterQuestIds() { return questDefs() .filter((q) => q && q.starter === true) .map((q) => q.id); } /** * A held-quest ledger. The ids come from data/quests.json (validated * against it on load — a save pointing at a removed quest just drops it). */ export class QuestState { constructor() { this.granted = new Set(); this.claimed = new Set(); this.priority = null; // the active quest id, or null this.priorityCleared = false; // the player declined a priority (sticks until a grant/claim) } /** * Grant a quest (idempotent — re-granting one already held is a no-op). * Unknown ids are ignored. @returns {boolean} true when NEWLY granted */ give(id) { if (typeof id !== 'string' || id === '') return false; if (!questDef(id)) return false; if (this.granted.has(id)) return false; this.granted.add(id); this.priorityCleared = false; // a new quest re-arms the auto-priority return true; } isGranted(id) { return this.granted.has(id); } isClaimed(id) { return this.claimed.has(id); } /** * Mark a quest's reward as paid out (idempotent). Only quests that are * held + fully satisfied should be claimed — the satisfaction is the * scene's call (GameScene.claimQuest checks the live snapshot). * @returns {boolean} true when NEWLY claimed */ claim(id) { if (!this.granted.has(id)) return false; if (this.claimed.has(id)) return false; this.claimed.add(id); if (this.priority === id) this.priority = null; // it can't feature itself this.priorityCleared = false; // the active set changed → re-arm the auto-priority return true; } // ------------------------------------------------------------ priority /** * Set the priority quest (the tracker HUD's featured quest: title + * checklist). Must be HELD and not yet CLAIMED. Idempotent — re-setting * the current priority is a no-op. * @returns {boolean} true when the priority CHANGED */ setPriority(id) { if (typeof id !== 'string' || id === '') return false; if (!this.granted.has(id) || this.claimed.has(id)) return false; if (this.priority === id) return false; this.priority = id; this.priorityCleared = false; return true; } /** * Clear the priority (the player's "no priority right now"). It STICKS * — the auto-assignment stays off until a new quest is granted or one * is claimed (either re-arms it, the active set changed). * @returns {boolean} true when there WAS a priority to clear */ clearPriority() { if (!this.priority) return false; this.priority = null; this.priorityCleared = true; return true; } /** * Resolve the effective priority from the ACTIVE quests (held + not * claimed) in DISPLAY order — main story first, then side quests * (data/quests.json order within a category): * - the stored priority when it is still active (the player's choice, * or the last auto-assignment); * - otherwise the FIRST active quest — unless the player cleared the * priority (clearPriority), in which case null until a grant/claim; * - otherwise null (nothing active). * Auto-assignment is persisted on the ledger (idempotent), so the * choice survives scene restarts + saves. * @param {string[]} activeIds the active quest ids, display order * @returns {string|null} */ resolvePriority(activeIds) { const ids = Array.isArray(activeIds) ? activeIds.filter((x) => typeof x === 'string' && x !== '') : []; if (this.priority && ids.includes(this.priority)) return this.priority; if (this.priorityCleared) return null; const first = ids[0] ?? null; if (first) { this.priority = first; this.priorityCleared = false; } return first; } toJSON() { return { granted: [...this.granted], claimed: [...this.claimed], priority: this.priority ?? null, priorityCleared: this.priorityCleared === true, }; } /** * Restore a ledger from a save record (SaveData prepareLoad). A * malformed record yields an empty ledger rather than a throw — quests * are a progression nicety, not a crash vector. */ static fromJSON(data) { const st = new QuestState(); if (!data || typeof data !== 'object') return st; const grant = (arr) => (Array.isArray(arr) ? arr.filter((x) => typeof x === 'string') : []); for (const id of grant(data.granted)) { if (questDef(id)) st.granted.add(id); } for (const id of grant(data.claimed)) { if (st.granted.has(id)) st.claimed.add(id); // claimed ⊆ granted } // The priority — a save predating it has no field (null). A saved id // that is no longer held (or was claimed) is dropped rather than // resurrected; the cleared flag survives as stored. st.priority = typeof data.priority === 'string' && data.priority !== '' && st.granted.has(data.priority) && !st.claimed.has(data.priority) ? data.priority : null; st.priorityCleared = data.priorityCleared === true; return st; } }