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Fix for #539 and refactor async quest management into modular system

Open Tick-git opened this issue 6 months ago • 0 comments

Hey, The work is still in progress, but I'm opening this draft PR to avoid losing any changes — and in case someone else wants to pick it up. I'm pausing contributions for now and will check back in once Zetrith returns. 👍

Fix #539: Resolved the issue in the quest cache system by introducing a removal list that's processed after each async tick on the map.

And I started refactoring the async quest handling with the following goals in mind:

  • Removed reliance on static quest cache data.
  • Reorganized logic into non-static classes for better maintainability.
  • Added a QuestManagerAsync, modeled after RimWorld’s source code.
  • Abstracted the dependency on AsyncTimeComp via an interface — with the idea that time handling might eventually be tied to factions or players across maps.
  • Simplified and clarified some complex LINQ queries.
  • Aimed to make the code more expressive and easier to follow.
  • Added TODOs for potential problems discovered during testing.

Cheers! :)

Tick-git avatar Jun 29 '25 10:06 Tick-git