pub struct Quest {
pub arbiter: Actor,
pub kind: QuestKind,
pub timeout: Option<Time>,
outcome: QuestOutcome,
res: QuestRes,
}
Fields§
§arbiter: Actor
The actor responsible for arbitrating over the quest.
Quests can only be resolved by their designated arbiter. The arbiter is
defined when the quest is created, and the arbiter receives the
quest deposit (see [Quests::resolve
]).
In the future, this can be extended to include factions, multiple actors, or even some system in the world (such as a noticeboard system, so that players can assign one-another quests).
kind: QuestKind
A machine-intelligible description of the quest and its completion conditions.
We try to avoid being prescriptive about what form quests can take
timeout: Option<Time>
The time before which the quest should be completed to be considered successful.
outcome: QuestOutcome
§res: QuestRes
The only aspect of the quest that mutates over time. Resolving quests is monotonic: once resolved, they cannot be unresolved (to avoid the deposit being paid back twice, for example).
Implementations§
Source§impl Quest
impl Quest
Sourcepub fn escort(escortee: Actor, escorter: Actor, to: SiteId) -> Self
pub fn escort(escortee: Actor, escorter: Actor, to: SiteId) -> Self
Create a new escort quest that requires an escoter to travel with an escortee to a destination.
The escortee is considered to be the quest arbiter.
Sourcepub fn slay(arbiter: Actor, target: Actor, slayer: Actor) -> Self
pub fn slay(arbiter: Actor, target: Actor, slayer: Actor) -> Self
Create a new slay quest that requires the slayer to kill a target.
Sourcepub fn with_deposit(self, item: ItemResource, amount: f32) -> Self
pub fn with_deposit(self, item: ItemResource, amount: f32) -> Self
Deposit an item (usually for payment to whoever completes the quest) in the quest for safekeeping.
Deposits are paid out to the arbiter when a quest is resolved. The arbiter usually passes the deposit on to the character that completed the quest, but this is not the concern of the quest system.
Sourcepub fn with_timeout(self, time: Time) -> Self
pub fn with_timeout(self, time: Time) -> Self
Add a timeout to the quest, beyond which the quest is considered to be failed.
Sourcepub fn resolve(
&self,
requester: impl Into<Actor>,
res: bool,
) -> Option<QuestOutcome>
pub fn resolve( &self, requester: impl Into<Actor>, res: bool, ) -> Option<QuestOutcome>
Resolve a quest.
Quest resolution is monotonic and so can only be done once: all future
attempts will fail. If this is the first attempt at resolving (i.e:
the function returns Some(...)
), the deposit will be returned.
Note that the result type of this function only indicates whether
updating the resolution status of the quest was successful:
Some(...)
will still be returned if the quest was resolved by failure
too.
The requester
parameter is a sanity test: you should pass the actor
that originated the request to resolve, and the function will ensure
that this matches the quest’s designated arbiter.
pub fn resolution(&self) -> Option<bool>
Trait Implementations§
Source§impl<'de> Deserialize<'de> for Quest
impl<'de> Deserialize<'de> for Quest
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Auto Trait Implementations§
impl !Freeze for Quest
impl RefUnwindSafe for Quest
impl Send for Quest
impl Sync for Quest
impl Unpin for Quest
impl UnwindSafe for Quest
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