public void ConfigureQuest()
    {
        //assings quest giver
        foreach (AbstractData.Entity e in abstactedData.entitys)
        {
            //find the kind basically?
            if (e.entityType == AbstractData.EntityType.NPCNoble)
            {
                QuestGiver = e.NPC;
                break;
            }
        }

        if (QuestGiver == null)
        {
            foreach (AbstractData.Entity e in abstactedData.entitys)
            {
                //find A Gaurd
                if (e.entityType == AbstractData.EntityType.NPCGuard)
                {
                    QuestGiver = e.NPC;
                    break;
                }
            }
        }

        for (int j = 0; j < 10; j++)
        {
            //runs through each quest, assigning it triggers / location
            for (int i = 0; i < Task.Count; i++)
            {
                //goes through in an order
                if ((int)Task[i].Subquest == j)
                {
                    switch (Task[i].Subquest)
                    {
                    //if Attack
                    case SubQuestType.Q_type.Attack:
                        //what needs to be attacked
                        if (Task[i].AttackType == SubQuestType.Q_Attack.Enemies)
                        {
                            Debug.Log("in Attack");
                            //find a ruined area,
                            for (int districIndex = 0; districIndex < abstactedData.districts.Count; districIndex++)
                            {
                                Debug.Log("looking for district");
                                if (abstactedData.districts[districIndex].areaFunction == Building.Function.Ruin)
                                {
                                    Debug.Log("found District");
                                    GameObject newMonsterSpanwer = new GameObject();
                                    newMonsterSpanwer.name = "Monster Spawner";
                                    newMonsterSpanwer.transform.position = abstactedData.districts[districIndex].position;
                                    MonsterSpawner m = newMonsterSpanwer.AddComponent <MonsterSpawner>();

                                    bool[,] lowResMap = GameObject.FindObjectOfType <VilageGenerator>().lowresPathMap;
                                    Vector2 searchTile = new Vector2(newMonsterSpanwer.transform.position.x / 25, newMonsterSpanwer.transform.position.z / 25);

                                    m.AddSpawnLocation(FindNearestPath(lowResMap, searchTile));

                                    m.AddMonsters(monsters);

                                    // m.SpawnMonsters();
                                    //select this distric area
                                    Task[i].Trigger = newMonsterSpanwer;
                                }
                            }

                            //spawn enemies there,
                        }
                        else if (Task[i].AttackType == SubQuestType.Q_Attack.Friendlies)
                        {
                            while (true)
                            {
                                int indexInt = RandomNumber.Range(0, abstactedData.entitys.Count);

                                //find an NPC to attack
                                if (abstactedData.entitys[indexInt].entityType != AbstractData.EntityType.NPCNoble && abstactedData.entitys[indexInt].entityType != AbstractData.EntityType.Enemy)
                                {
                                    Task[i].Trigger = abstactedData.entitys[indexInt].NPC;
                                    break;
                                }
                            }
                        }
                        break;

                    //if Talk
                    case SubQuestType.Q_type.Talk:
                        //which npc needs to be spoken to
                        if (Task[i - 1].Subquest == SubQuestType.Q_type.Goto)
                        {
                            if (Task[i - 1].GotoTypes == SubQuestType.Q_GoToLocations.QuestGiversLocation)
                            {
                                Task[i].Trigger = QuestGiver;
                            }
                            else
                            {
                                //pick an NPC?
                                Task[i].Trigger = abstactedData.entitys[RandomNumber.Range(0, abstactedData.entitys.Count)].NPC;
                            }
                        }
                        //sub to event
                        Interactable TalkInter = Task[i].Trigger.AddComponent <Interactable>();
                        TalkInter.Initualize(this, false);

                        break;

                    //if Craft
                    case SubQuestType.Q_type.Craft:
                        //yeah what?
                        break;

                    //if Give
                    case SubQuestType.Q_type.Give:
                        //what item is to be "given" simulair to trade
                        if (Task[i - 1].Subquest == SubQuestType.Q_type.Goto)
                        {
                            if (Task[i - 1].GotoTypes == SubQuestType.Q_GoToLocations.QuestGiversLocation)
                            {
                                Task[i].Trigger = QuestGiver;
                            }
                            else
                            {
                                //pick an NPC?
                                Task[i].Trigger = abstactedData.entitys[RandomNumber.Range(0, abstactedData.entitys.Count)].NPC;
                            }
                        }
                        //subscribes to event
                        Interactable GiveInter = Task[i].Trigger.AddComponent <Interactable>();
                        GiveInter.Initualize(this, false);

                        break;

                    //if Get
                    case SubQuestType.Q_type.Get:
                        //what item is to be collected ~ completely random atm
                        int rndIndex = 0;

                        do
                        {
                            if (abstactedData.items.Count == 0)
                            {
                                GameObject newItem = new GameObject();
                                newItem.layer = LayerMask.NameToLayer("InteractableLayer");
                                newItem.name  = "Temp item as list is empty";
                                newItem.transform.position = new Vector3(250, 1, 250);

                                newItem.AddComponent <BoxCollider>();
                                Interactable inter = newItem.AddComponent <Interactable>();
                                inter.Initualize(this, true);

                                Task[i].Trigger = newItem;

                                break;
                            }

                            rndIndex = RandomNumber.Range(0, abstactedData.items.Count);

                            if (abstactedData.items[rndIndex].ItemType == Task[i].ItemType)
                            {
                                Task[i].Trigger = abstactedData.items[rndIndex].Item;

                                Interactable inter = Task[i].Trigger.AddComponent <Interactable>();
                                inter.Initualize(this, true);
                            }
                        } while (abstactedData.items[rndIndex].ItemType != Task[i].ItemType);

                        break;

                    //if Trade
                    case SubQuestType.Q_type.Trade:
                        //define who to trade with
                        if (i - 1 >= 0)
                        {
                            if (Task[i - 1].Subquest == SubQuestType.Q_type.Goto)
                            {
                                if (Task[i - 1].GotoTypes == SubQuestType.Q_GoToLocations.QuestGiversLocation)
                                {
                                    Task[i].Trigger = QuestGiver;
                                }
                            }
                        }
                        else
                        {
                            //pick an npc to trade with?
                            Task[i].Trigger = abstactedData.entitys[RandomNumber.Range(0, abstactedData.entitys.Count)].NPC;
                        }

                        //subscribe the NPC to the Interaction Event;
                        Interactable TradeInter = Task[i].Trigger.AddComponent <Interactable>();
                        TradeInter.Initualize(this, false);

                        break;

                    //if Defend
                    case SubQuestType.Q_type.Defend:
                        //difine who to defend, and how many are left
                        Task[i].Trigger = abstactedData.entitys[RandomNumber.Range(0, abstactedData.entitys.Count)].NPC;
                        break;

                    //if Goto
                    case SubQuestType.Q_type.Goto:
                        //if the quest needs to go back to the quest giver , EZ
                        if (Task[i].GotoTypes == SubQuestType.Q_GoToLocations.QuestGiversLocation)
                        {
                            GameObject newLocation = GameObject.CreatePrimitive(PrimitiveType.Cube);
                            newLocation.name = "TriggerLocation for Task " + i;
                            newLocation.transform.position = QuestGiver.transform.position;
                            MeshRenderer r = newLocation.GetComponent <MeshRenderer>();
                            r.material = generator.LocationMaterial;
                            Location l = newLocation.AddComponent <Location>();
                            l.Initialize(QuestGiver, new Vector3(5, 100, 5), this, generator.LocationMaterial);

                            Task[i].Trigger = newLocation;

                            newLocation.SetActive(false);
                        }
                        else
                        {
                            GameObject newLocation = GameObject.CreatePrimitive(PrimitiveType.Cube);
                            newLocation.layer = LayerMask.NameToLayer("NPC");
                            newLocation.name  = "TriggerLocation for Task " + i;
                            //look at the next quest element
                            //based upon that element, return a location to go towards
                            //e.g if a kill quest go to the monsters location
                            //if a trade go to an npcs location
                            MeshRenderer r = newLocation.GetComponent <MeshRenderer>();
                            r.material = generator.LocationMaterial;
                            newLocation.transform.position = Task[i + 1].Trigger.transform.position;

                            Vector3 size = new Vector3(10, 100, 10);

                            if (Task[i + 1].Trigger.name == "Monster Spawner")
                            {
                                size = new Vector3(50, 100, 50);
                            }

                            Location l = newLocation.AddComponent <Location>();
                            l.Initialize(Task[i + 1].Trigger, size, this, generator.LocationMaterial);

                            Task[i].Trigger = newLocation;

                            newLocation.SetActive(false);
                        }
                        break;

                    //if Use
                    case SubQuestType.Q_type.Use:
                        break;
                    }
                }
            }
        }

        if (Task[currentTaskIndex].Subquest == SubQuestType.Q_type.Goto)
        {
            Task[currentTaskIndex].Trigger.SetActive(true);
        }
    }