public override void Update(Task caller) { // Set complete right away as we could be clearing our own task // If we set complete at end it just overwrites the rearm SetComplete(); foreach (Symbol taskSymbol in taskSymbols) { Task task = ParentQuest.GetTask(taskSymbol); if (task != null) { task.Clear(); } } }
public override void Update(Task caller) { // Set complete right away as we could be disabling our own task SetComplete(); foreach (Symbol taskSymbol in taskSymbols) { // Drop task Task task = ParentQuest.GetTask(taskSymbol); if (task != null) { task.Drop(); } } }
public void Update() { // "Always on" triggers can both start and stop a task // An example is S0000977 _S.03_ task which uses a single "when" trigger to start/stop spawns and play vengeance sound in Daggerfall city // But this becomes an issue if task has multiple "always on" triggers, as trigger A might start the task then trigger B will stop it again // One example of this behaviour is W0C00Y00 _pcgetsgold_ task where either "when" trigger can start reward task but subsequent triggers should not stop it again // This implementation considers the first "always on" trigger as the "primary" - able to both start & stop parent task // Subsequent "always on" triggers within the same task are "secondary" - only able to start a parent task but not stop it again bool ranPrimaryAlwaysOnTrigger = false; // Iterate conditions and actions for this task foreach (IQuestAction action in actions) { // Completed actions are never executed again // The action itself should decide if/when to be complete // At a higher level, turning off the task will also disable actions // The exception being triggers which always run even when task disabled if (action.IsComplete) { continue; } // Always check trigger conditions // These can turn task on when any trigger evaluates true // They are no longer checked once task is triggered (unless set to always be on) // But can fire again if owning task is unset/rearmed later if (action.IsTriggerCondition && !IsTriggered || action.IsAlwaysOnTriggerCondition) { // Handle primary/secondary "always on" triggers if (action.IsAlwaysOnTriggerCondition && !ranPrimaryAlwaysOnTrigger) { // Primary "always on" trigger can start/stop parent task // Flag is raised at first "always on" trigger so that subsequent triggers know the primary has run IsTriggered = action.CheckTrigger(this); ranPrimaryAlwaysOnTrigger = true; } else if (action.IsAlwaysOnTriggerCondition && ranPrimaryAlwaysOnTrigger) { // Secondary "always on" triggers can only start parent task, they cannot stop it again if (action.CheckTrigger(this)) { IsTriggered = true; } } else { // All other triggers IsTriggered = action.CheckTrigger(this); } } // Tick other actions only when active if (IsTriggered && !action.IsTriggerCondition) { // Initialise action if task was previously untriggered if (!prevTriggered) { action.InitialiseOnSet(); } // Update action and handle quest break action.Update(this); if (ParentQuest.QuestBreak) { return; } } } // If this is a PersistUntil task we need to check target condition for unset state. // Experimentation seems to indicate these monitoring tasks get at least one tick. // For example, starting player outside of PH in classic using Z.CFG cheat will // cause main quest to start as normal before _exitstarter_ flag has a chance to // terminate "until _exitstarter_ performed" task. // Performing termination check AFTER executing task at least once to ensure behaviour matches classic. if (type == TaskType.PersistUntil) { Task targetTask = ParentQuest.GetTask(targetSymbol); if (targetTask.IsTriggered) { // Target now set, terminate persistent task Clear(); } else { // Rearm actions so they can repeat next run // This behaviour obvserved in S0000011 in "until _S.12_ performed" to continuously clear Barenziah click RearmActions(); } } // Store trigger state this update prevTriggered = IsTriggered; }
public void Update() { // Iterate conditions and actions for this task foreach (IQuestAction action in actions) { // Completed actions are never executed again // The action itself should decide if/when to be complete // At a higher level, turning off the task will also disable actions // The exception being triggers which always run even when task disabled if (action.IsComplete) { continue; } // Always check trigger conditions // These can turn task on when any trigger evaluates true // They are no longer checked once task is triggered (unless set to always be on) // But can fire again if owning task is unset/rearmed later if (action.IsTriggerCondition && !IsTriggered || action.IsAlwaysOnTriggerCondition) { if (action.CheckTrigger(this)) { IsTriggered = true; } else { IsTriggered = false; } } // Tick other actions only when active if (IsTriggered && !action.IsTriggerCondition) { // Initialise action if task was previously untriggered if (!prevTriggered) { action.InitialiseOnSet(); } // Update action and handle quest break action.Update(this); if (ParentQuest.QuestBreak) { return; } } } // If this is a PersistUntil task we need to check target condition for unset state. // Experimentation seems to indicate these monitoring tasks get at least one tick. // For example, starting player outside of PH in classic using Z.CFG cheat will // cause main quest to start as normal before _exitstarter_ flag has a chance to // terminate "until _exitstarter_ performed" task. // Performing termination check AFTER executing task at least once to ensure behaviour matches classic. if (type == TaskType.PersistUntil) { Task targetTask = ParentQuest.GetTask(targetSymbol); if (targetTask.IsTriggered) { // Target now set, terminate persistent task Clear(); } else { // Rearm actions so they can repeat next run // This behaviour obvserved in S0000011 in "until _S.12_ performed" to continuously clear Barenziah click RearmActions(); } } // Store trigger state this update prevTriggered = IsTriggered; }
public void Update() { // Iterate conditions and actions for this task foreach (IQuestAction action in actions) { // Completed actions are never executed again // The action itself should decide if/when to be complete // At a higher level, turning off the task will also disable actions // The exception being triggers which always run even when task disabled if (action.IsComplete) { continue; } // Always check trigger conditions // These can turn task on when any trigger evaluates true // They are no longer checked once task is triggered // But can fire again if task is unset/rearmed later if (action.IsTriggerCondition && !triggered) { if (action.CheckTrigger(this)) { triggered = true; } else { triggered = false; } } // Tick other actions only when active if (triggered && !action.IsTriggerCondition) { // Initialise action if task was previously untriggered if (!prevTriggered) { action.InitialiseOnSet(); } // Update action and handle quest break action.Update(this); if (ParentQuest.QuestBreak) { return; } } } // If this is a PersistUntil task we need to check target condition for unset state. // Experimentation seems to indicate these monitoring tasks get at least one tick. // For example, starting player outside of PH in classic using Z.CFG cheat will // cause main quest to start as normal before _exitstarter_ flag has a chance to // terminate "until _exitstarter_ performed" task. // Performing termination check AFTER executing task at least once to ensure behaviour matches classic. if (type == TaskType.PersistUntil) { // Unset this task when target symbol is also unset Task targetTask = ParentQuest.GetTask(targetSymbol); if (targetTask != null) { if (!targetTask.IsSet) { Unset(); } // Should these tasks be able to rearm? // Would need strong evidence before allowing this } } // Store trigger state this update prevTriggered = triggered; }