Editing Modding Tutorials/Quests

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 10: Line 10:
 
Who this is not for: Beginners that have not invested a large amount of time into how the games basic components work
 
Who this is not for: Beginners that have not invested a large amount of time into how the games basic components work
  
Making or modifying quests is a complicated endeavor. Ludeon itself appears to have given up on using the <code>QuestScriptDef</code> "properly" with the new quests from Ideology, and some modders have followed their example. This tutorial is for the '<code>proper</code>' Quest system that was implemented with Royalty and offers the most extendibility (for what it's worth, the quests are still extremely difficult to modify or extend).
+
Making or modifying quests is a complicated endeavor. Ludeon itself appears to have given up on using the ''QuestScriptDef'' "properly" with the new quests from Ideology, and some modders have followed their example. This tutorial is for the '''proper''' Quest system that was implemented with Royalty and offers the most extendibility (for what it's worth, the quests are still extremely difficult to modify or extend).
  
"Modern" quests simply have one single bloated <code>QuestNode</code> generating all <code>QuestPart</code>s, ignoring the <code>Slate</code> and compartmentalized <code>QuestNode</code> approach entirely. This is certainly a functional way of creating a <code>Quest</code>, but far away from the potential extendibility of "proper" quest logic.
+
"Modern" quests simply have one single bloated ''QuestNode'' generating all ''QuestPart''s, ignoring the ''Slate'' and compartmentalized ''QuestNode'' approach entirely. This is certainly a functional way of creating a ''Quest'', but far away from the potential extendibility of "proper" quest logic.
  
 
=Types=
 
=Types=
Line 18: Line 18:
 
These types are normally restricted to the generation time of a given quest. This means these are instanced and not scribed at any point, acting only as the builders for the later generated quest objects.
 
These types are normally restricted to the generation time of a given quest. This means these are instanced and not scribed at any point, acting only as the builders for the later generated quest objects.
 
===QuestScriptDef===
 
===QuestScriptDef===
The <code>QuestScriptDef</code> is the root container for any given quest. It contains the <code>root</code> <code>QuestNode</code>, which determines the behaviour of the generated <code>Quest</code>.
+
The ''QuestScriptDef'' is the root container for any given quest. It contains the ''root'' ''QuestNode'', which determines the behaviour of the generated ''Quest''.
  
 
===QuestNode===
 
===QuestNode===
<code>QuestNode</code>s are types meant to pass or modify slate data and create <code>QuestPart</code>s. I personally like to divide the "responsibility" of <code>QuestNode</code>s into two categories: <code>Slate</code>-Modifiers and <code>QuestPart</code>-Generators.  
+
''QuestNode''s are types meant to pass or modify slate data and create ''QuestPart''s. I personally like to divide the "responsibility" of ''QuestNode''s into two categories: ''Slate''-Modifiers and ''QuestPart''-Generators.  
  
 
====Slate-Modifiers====
 
====Slate-Modifiers====
Responsible for manipulating data in the <code>Slate</code>, so that later <code>QuestNode</code>s (most likely <code>QuestPart</code>-Generators) can consume it.
+
Responsible for manipulating data in the ''Slate'', so that later ''QuestNode''s (most likely ''QuestPart''-Generators) can consume it.
  
 
Here you retrieve pawns to affect, factions to interact with, maps to use, basically the context-data for your actual moving parts.
 
Here you retrieve pawns to affect, factions to interact with, maps to use, basically the context-data for your actual moving parts.
  
 
====QuestPart-Generators====
 
====QuestPart-Generators====
Create <code>QuestPart</code> instances and append it to the Quest instance that is currently being generated.
+
Create ''QuestPart'' instances and append it to the Quest instance that is currently being generated.
  
Following methods in <code>QuestNode</code> are of note:
+
Following methods in ''QuestNode'' are of note:
 
====TestRunInt()====
 
====TestRunInt()====
This method is called when the quest is being considered for generation. It is responsible for setting up slate data for other <code>TestRunInt()</code> calls of other nodes, emulating the (later executed) normal <code>RunInt()</code> call, '''without actually having a real effect'''. The idea being that the <code>QuestNode</code> performs a dry run, only modifying other generation time values and not actually modifying anything on the players map.
+
This method is called when the quest is being considered for generation. It is responsible for setting up slate data for other TestRunInt() calls of other nodes, emulating the (later executed) normal RunInt() call, '''without actually having a real effect'''. The idea being that the ''QuestNode'' performs a dry run, only modifying other generation time values and not actually modifying anything on the players map.
  
The TestRunInt() has the temporary <code>Slate</code> provided as an argument, which contains the other Test-Run slate modifications instead of the global static Slate.
+
The TestRunInt() has the temporary ''Slate'' provided as an argument, which contains the other Test-Run slate modifications instead of the global static Slate.
  
 
====RunInt()====
 
====RunInt()====
The "real" execution of the <code>QuestNode</code>, modifying <code>Slate</code>data and/or creating <code>QuestPart</code> instances.
+
The "real" execution of the ''QuestNode'', modifying ''Slate''data and/or creating ''QuestPart'' instances.
  
 
===Slate===
 
===Slate===
The <code>Slate</code> is basically a <code>Dictionary<string, object></code>, being used as the main transport medium for data related to quest generation - like pawns, maps, points to use for threats, etc.
+
The ''Slate'' is basically a ''Dictionary<string, object>'', being used as the main transport medium for data related to quest generation - like pawns, maps, points to use for threats, etc.
Access to the slate can be done manually in-code with <code>slate.Get<T>()</code>, or by using the <code>SlateRef</code> type.
+
Access to the slate can be done manually in-code with ''slate.Get<T>()'', or by using the ''SlateRef'' type.
  
 
===SlateRef===
 
===SlateRef===
Controls the access to the slate, allowing the <code>QuestScriptDef</code>s XML to provide the key names to use.
+
Controls the access to the slate, allowing the ''QuestScriptDef''s XML to provide the key names to use.
  
 
==Run time==
 
==Run time==
 
The produced objects from the generation time quest types.
 
The produced objects from the generation time quest types.
 
===Quest===
 
===Quest===
The produced result of a <code>QuestScriptDef</code>, containing a list of quest parts. This is the thing you see listed in the Quests tab of the game.
+
The produced result of a ''QuestScriptDef'', containing a list of quest parts. This is the thing you see listed in the Quests tab of the game.
  
 
===QuestPart===
 
===QuestPart===
<code>QuestPart</code>s are the logic blocks making up a <code>Quest</code>, the main hook being based on receiving quest related signals and acting upon them.
+
''QuestPart''s are the logic blocks making up a ''Quest'', the main hook being based on receiving quest related signals and acting upon them.
  
 
===Signal===
 
===Signal===
<code>Signal</code>s are basically a simple string, sometimes accompanied with additional data called <code>NamedArgument</code>, which act as keyed object types, containing any instance the signal creator inserts into it.
+
''Signal''s are basically a simple string, sometimes accompanied with additional data called ''NamedArgument'', which act as keyed object types, containing any instance the signal creator inserts into it.
  
 
=How quest generation works=
 
=How quest generation works=
 
These steps may not be 100% accurate, as far as I can tell there is not a lot of modders that have dug this deep in the guts of the quest generation logic, so if some things are off, I sincerely apologize, but this is the best you'll get.
 
These steps may not be 100% accurate, as far as I can tell there is not a lot of modders that have dug this deep in the guts of the quest generation logic, so if some things are off, I sincerely apologize, but this is the best you'll get.
# When the game wants to generate a random quest (so-called natural quests) it considers all of the <code>QuestScriptDef</code>s loaded into the <code>DefDatabase</code>, picking a random one by weight determined by the ''QuestScriptDef.rootSelectionWeight''.
+
# When the game wants to generate a random quest (so-called natural quests) it considers all of the ''QuestScriptDef''s loaded into the ''DefDatabase'', picking a random one by weight determined by the ''QuestScriptDef.rootSelectionWeight''.
# It then checks if the <code>root</code> <code>QuestNode</code> of the ScriptDef successfully passes the ''TestRunInt()'' with an emulated slate
+
# It then checks if the ''root'' ''QuestNode'' of the ScriptDef successfully passes the ''TestRunInt()'' with an emulated slate
# Once the <code>QuestScriptDef</code> is considered valid, the static <code>QuestGen</code> class comes into play, receiving the ''Generate()'' call with the chosen <code>QuestScriptDef</code>
+
# Once the ''QuestScriptDef'' is considered valid, the static ''QuestGen'' class comes into play, receiving the ''Generate()'' call with the chosen ''QuestScriptDef''
# It now populates the ''QuestGen.slate'' with the initial <code>Slate</code> values, which is normally ''Map map'' (the target for the quest) and ''int points'' (the threat/reward points to use)
+
# It now populates the ''QuestGen.slate'' with the initial ''Slate'' values, which is normally ''Map map'' (the target for the quest) and ''int points'' (the threat/reward points to use)
# The main call-stack that calls all the <code>QuestNode</code> ''RunInt()'' looks as follows: ''QuestGen.Generate()''->''(QuestScriptDef)root.Run()''->''(QuestNode)root.Run()''->''(QuestNode)this.RunInt()''
+
# The main call-stack that calls all the ''QuestNode'' ''RunInt()'' looks as follows: ''QuestGen.Generate()''->''(QuestScriptDef)root.Run()''->''(QuestNode)root.Run()''->''(QuestNode)this.RunInt()''
# Once the <code>QuestPart</code>s are populated, the <code>Quest</code> is fully generated and made available
+
# Once the ''QuestPart''s are populated, the ''Quest'' is fully generated and made available
  
 
[[Category:Modding tutorials]]
 
[[Category:Modding tutorials]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)