using System.Collections.Generic;
using UnityEngine;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
using QuestStateEnum = BaseGames.Core.Events.QuestState;
namespace BaseGames.Quest
{
///
/// 运行时任务管理器(架构 22_QuestChallengeModule §5)。
/// 挂在 Persistent 场景 [GameManagers] 下。
/// 事件驱动追踪目标进度,不主动轮询。
/// 实现 ISaveable,通过 SaveManager 持久化任务状态。
///
/// _allQuests 由编辑器 OnValidate / "刷新任务列表" 右键菜单自动填充,
/// 无需策划人员手动拖入 ScriptableObject。
///
public class QuestManager : MonoBehaviour, ISaveable, IQuestManager
{
// ── Inspector ────────────────────────────────────────────────────────
[Tooltip("所有 QuestSO 资产。编辑器会自动同步,无需手动维护。")]
[SerializeField] private QuestSO[] _allQuests;
[Header("Event Channels(监听)")]
[SerializeField] private StringEventChannelSO _onEnemyDied; // EVT_EnemyDied(enemyId)
[SerializeField] private StringEventChannelSO _onCollectiblePickup; // EVT_CollectiblePickup(itemId)
[SerializeField] private StringEventChannelSO _onSceneLoaded; // EVT_SceneLoaded(sceneName)
[SerializeField] private StringEventChannelSO _onNpcDialogueCompleted; // EVT_NpcDialogueCompleted(npcId)
[SerializeField] private StringEventChannelSO _onSkillUsed; // EVT_SkillUsed(abilityType.ToString())
[Header("Event Channels(广播)")]
[SerializeField] private StringEventChannelSO _onQuestStarted; // questId
[SerializeField] private StringEventChannelSO _onQuestCompleted; // questId
[SerializeField] private StringEventChannelSO _onQuestFailed; // questId
[SerializeField] private QuestObjectiveEventChannelSO _onObjectiveUpdated;
// ── Runtime State ────────────────────────────────────────────────────
private readonly Dictionary _questStates = new();
private readonly Dictionary _objectiveStates = new();
/// questId → QuestSO 快速查找表(由 Awake 构建,将 GetQuestSO O(n) 降为 O(1))。
private Dictionary _questIndex;
private readonly CompositeDisposable _subs = new();
public StringEventChannelSO OnQuestStarted => _onQuestStarted;
public StringEventChannelSO OnQuestCompleted => _onQuestCompleted;
/// 供 SaveManager 迭代的任务状态字典(只读视图)。
public IReadOnlyDictionary QuestStates => _questStates;
private void Awake()
{
if (BaseGames.Core.ServiceLocator.GetOrDefault() != null) { Destroy(gameObject); return; }
BaseGames.Core.ServiceLocator.Register(this);
// 构建任务字典索引,将 GetQuestSO 变为 O(1)
_questIndex = new Dictionary(_allQuests?.Length ?? 0);
if (_allQuests != null)
foreach (var q in _allQuests)
if (q != null && !string.IsNullOrEmpty(q.questId))
_questIndex[q.questId] = q;
#if UNITY_EDITOR || DEVELOPMENT_BUILD
ValidateQuestIds();
#endif
}
#if UNITY_EDITOR || DEVELOPMENT_BUILD
private void ValidateQuestIds()
{
if (_allQuests == null) return;
var seen = new HashSet(System.StringComparer.Ordinal);
foreach (var q in _allQuests)
{
if (q == null) continue;
if (string.IsNullOrEmpty(q.questId))
Debug.LogError($"[QuestManager] QuestSO '{q.name}' 缺少 questId,此任务将无法被引用。", q);
else if (!seen.Add(q.questId))
Debug.LogError($"[QuestManager] 重复的 questId '{q.questId}'(资产:{q.name}),将导致任务系统异常。", q);
}
}
#endif
private void OnEnable()
{
_onEnemyDied?.Subscribe(HandleEnemyDefeated).AddTo(_subs);
_onCollectiblePickup?.Subscribe(HandleItemCollected).AddTo(_subs);
_onSceneLoaded?.Subscribe(HandleSceneLoaded).AddTo(_subs);
_onNpcDialogueCompleted?.Subscribe(HandleNpcDialogue).AddTo(_subs);
_onSkillUsed?.Subscribe(HandleSkillUsed).AddTo(_subs);
BaseGames.Core.ServiceLocator.GetOrDefault()?.Register(this);
}
private void OnDisable()
{
_subs.Clear();
BaseGames.Core.ServiceLocator.GetOrDefault()?.Unregister(this);
}
private void OnDestroy()
{
BaseGames.Core.ServiceLocator.Unregister(this);
}
// ── 公共 API ──────────────────────────────────────────────────────────
/// NPC 接受任务时调用。
public void AcceptQuest(string questId)
{
if (!CanAccept(questId)) return;
_questStates[questId] = QuestStateEnum.Active;
_onQuestStarted?.Raise(questId);
}
/// NPC 完成任务时调用。
public void CompleteQuest(string questId, IRewardTarget rewardTarget)
{
if (!IsReadyToComplete(questId)) return;
var quest = GetQuestSO(questId);
quest.reward?.Apply(rewardTarget);
_questStates[questId] = QuestStateEnum.Completed;
_onQuestCompleted?.Raise(questId);
// 解锁后续任务(分支)
// conditionQuest == null 表示默认分支,conditionQuest != null 则要求该任务已完成。
// 不 break —— 允许同时解锁多个后续任务(如完成任务后同时开放多条支线)。
if (quest.branches != null)
{
foreach (var branch in quest.branches)
{
if (branch.conditionQuest == null ||
GetState(branch.conditionQuest.questId) == QuestStateEnum.Completed)
{
if (branch.nextQuest != null)
_questStates[branch.nextQuest.questId] = QuestStateEnum.Available;
}
}
}
}
public QuestStateEnum GetState(string questId)
=> _questStates.TryGetValue(questId, out var s) ? s : QuestStateEnum.Unavailable;
public bool IsReadyToComplete(string questId)
{
var quest = GetQuestSO(questId);
if (quest == null || GetState(questId) != QuestStateEnum.Active) return false;
if (quest.objectives == null) return true;
foreach (var obj in quest.objectives)
{
if (!obj.IsOptional && !IsObjectiveComplete(obj)) return false;
}
return true;
}
// ── ISaveable ─────────────────────────────────────────────────────────
public void OnSave(SaveData data)
{
data.Quests.QuestStates.Clear();
foreach (var (id, state) in _questStates)
{
data.Quests.QuestStates[id] = new BaseGames.Core.Save.QuestState
{
Status = state.ToString(),
ProgressCounts = BuildProgressList(id),
};
}
}
public void OnLoad(SaveData data)
{
_questStates.Clear();
_objectiveStates.Clear();
foreach (var (id, saved) in data.Quests.QuestStates)
{
if (System.Enum.TryParse(saved.Status, out var parsedState))
_questStates[id] = parsedState;
// 恢复各目标进度
var quest = GetQuestSO(id);
if (quest?.objectives != null && saved.ProgressCounts != null)
{
for (int i = 0; i < quest.objectives.Length && i < saved.ProgressCounts.Count; i++)
{
var obj = quest.objectives[i];
if (obj == null) continue;
if (!_objectiveStates.TryGetValue(obj.objectiveId, out var os))
os = _objectiveStates[obj.objectiveId] = new QuestObjectiveState();
os.progressCount = saved.ProgressCounts[i];
}
}
}
}
// ── 私有辅助 ─────────────────────────────────────────────────────────
private bool CanAccept(string questId)
{
if (GetState(questId) != QuestStateEnum.Available) return false;
var quest = GetQuestSO(questId);
if (quest?.prerequisiteQuests == null) return true;
foreach (var pre in quest.prerequisiteQuests)
{
if (pre == null) continue;
if (GetState(pre.questId) != QuestStateEnum.Completed) return false;
}
return true;
}
private bool IsObjectiveComplete(QuestObjectiveSO obj)
{
if (!_objectiveStates.TryGetValue(obj.objectiveId, out var s))
s = new QuestObjectiveState();
bool result = obj.EvaluateCompletion(s);
// 首次达成时写回 completed 标志,避免 s 是本地临时对象时标志丢失
if (result && !s.completed)
{
s.completed = true;
_objectiveStates[obj.objectiveId] = s;
}
return result;
}
private List BuildProgressList(string questId)
{
var quest = GetQuestSO(questId);
if (quest?.objectives == null) return new List(0);
var list = new List(quest.objectives.Length);
foreach (var obj in quest.objectives)
{
_objectiveStates.TryGetValue(obj?.objectiveId ?? string.Empty, out var os);
list.Add(os?.progressCount ?? 0);
}
return list;
}
// ── 事件处理 ─────────────────────────────────────────────────────────
private void HandleEnemyDefeated(string enemyId)
{
ForEachActiveObjective(obj =>
{
if (obj.targetEnemyId == enemyId)
IncrementProgress(obj.objectiveId);
});
}
private void HandleItemCollected(string itemId)
{
ForEachActiveObjective(obj =>
{
if (obj.itemId == itemId)
IncrementProgress(obj.objectiveId);
});
}
private void HandleNpcDialogue(string npcId)
{
ForEachActiveObjective(obj =>
{
if (obj.targetNpcId == npcId)
IncrementProgress(obj.objectiveId);
});
}
private void HandleSceneLoaded(string sceneName)
{
ForEachActiveObjective(obj =>
{
if (obj.sceneName == sceneName)
IncrementProgress(obj.objectiveId);
});
}
private void HandleSkillUsed(string abilityTypeName)
{
// 用 Enum.TryParse 避免大小写/ToString 格式差异导致静默失败
if (!System.Enum.TryParse(abilityTypeName, ignoreCase: true, out var parsed)) return;
ForEachActiveObjective(obj =>
{
if (obj.requiredAbility == parsed)
IncrementProgress(obj.objectiveId);
});
}
private void ForEachActiveObjective(System.Action action) where T : QuestObjectiveSO
{
foreach (var (qid, state) in _questStates)
{
if (state != QuestStateEnum.Active) continue;
var quest = GetQuestSO(qid);
if (quest?.objectives == null) continue;
foreach (var obj in quest.objectives)
{
if (obj is T typed) action(typed);
}
}
}
private void IncrementProgress(string objectiveId)
{
if (!_objectiveStates.TryGetValue(objectiveId, out var s))
s = _objectiveStates[objectiveId] = new QuestObjectiveState();
s.progressCount++;
_onObjectiveUpdated?.Raise(new QuestObjectiveEvent
{
ObjectiveId = objectiveId,
Progress = s.progressCount,
});
}
private QuestSO GetQuestSO(string id)
=> _questIndex != null && _questIndex.TryGetValue(id, out var q) ? q : null;
// ── 编辑器自动维护 ────────────────────────────────────────────────────
#if UNITY_EDITOR
///
/// 编辑器中每次属性变更时自动同步项目内所有 QuestSO,并校验前置任务是否存在循环引用。
///
private void OnValidate()
{
EditorRefreshQuestList();
ValidatePrerequisites();
}
[ContextMenu("刷新任务列表")]
private void EditorRefreshQuestList()
{
string[] guids = UnityEditor.AssetDatabase.FindAssets("t:QuestSO");
var list = new List(guids.Length);
foreach (var guid in guids)
{
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
var q = UnityEditor.AssetDatabase.LoadAssetAtPath(path);
if (q != null) list.Add(q);
}
_allQuests = list.ToArray();
UnityEditor.EditorUtility.SetDirty(this);
}
#endif
#if UNITY_EDITOR || DEVELOPMENT_BUILD
///
/// 通过 DFS 后序遍历检测 prerequisiteQuests 中是否存在循环引用。
/// 在编辑器 OnValidate 及开发构建 Awake 时调用,发现问题立即打 LogError。
///
[System.Diagnostics.Conditional("UNITY_EDITOR")] // ContextMenu 只在编辑器生效
[UnityEngine.ContextMenu("校验前置任务循环引用")]
private void ValidatePrerequisites()
{
if (_allQuests == null) return;
// 先建立 id → SO 快速查找表
var index = new Dictionary(_allQuests.Length);
foreach (var q in _allQuests)
{
if (q == null || string.IsNullOrEmpty(q.questId)) continue;
index[q.questId] = q;
}
// 三色 DFS:0=未访问 1=灰(栈中)2=黑(已完成)
var color = new Dictionary(index.Count);
bool HasCycle(string startId, List path)
{
if (!index.ContainsKey(startId)) return false;
if (color.TryGetValue(startId, out int c))
{
if (c == 1)
{
path.Add(startId);
Debug.LogError(
$"[QuestManager] 前置任务循环引用: {string.Join(" → ", path)}",
this);
return true;
}
return false; // 已完成
}
color[startId] = 1;
path.Add(startId);
var prereqs = index[startId].prerequisiteQuests;
if (prereqs != null)
{
foreach (var pre in prereqs)
{
if (pre == null || string.IsNullOrEmpty(pre.questId)) continue;
if (HasCycle(pre.questId, path)) return true;
}
}
path.RemoveAt(path.Count - 1);
color[startId] = 2;
return false;
}
foreach (var questId in index.Keys)
HasCycle(questId, new List());
}
#endif
}
}