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Quest collections - #166
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…ections and fix the quest text
| "NodeType": "hastis-homework", | ||
| "MaxActiveNodes": 8, | ||
| "RespawnSeconds": 30 | ||
| "RespawnSeconds": 30, |
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Are these supposed to respawn? I thought quest collections would just be collected once and not respawn.
Do any quests have one-by-one spawn behavior that we need to support as well (if its not already supported)
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They don't actually respawn. Player-specific nodes just get hidden for whoever picked them up, so the timer never kicks in. Removed RespawnSeconds from those pools since it wasn't doing anything. All the nodes for a quest show at once.
| return QuestGoalResult.None; | ||
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| progress.Increment(); | ||
| if (progress is not CollectProgress collectProgress || !collectProgress.TryAdd(((NodeGatheredEvent)questEvent).Node.SpawnDefinition.Id)) |
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TBH, this might be unnecessary or super nitty, but Idk if having a cast here is good. Is there a way to rework this logic without having to cast?
I do understand that the previous check should prevent this cast from failing, but something about it doesn't feel right, though I could be tripping.
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Swapped it for pattern matching, so the cast is gone.
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…er-specific pool and remove unused respawn times
Also added a startup warning if a collect goal uses a node type with no player-specific pool. |
Make quest collection nodes player-specific and add quest collections
Quest collection nodes are now per player. You only see them while you're on the collect goal, and gathering one hides it for you only. Abandoning or resetting the quest brings them back.
Gathering a quest node adds an entry to that quest's collection in the collection book's Quests tab.
Take Me There is hidden while on a collect goal.
Added the retail Snowhill Protector quest collection from the 2014 capture.
Removed A Booming Problem (Miner job quest) and its tin-ore nodes.
Fixed Hasti's Homework Heist goal text and the Burgl quest line helper lines.