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Description
Looking to expand our current objective functionality with something that could feed into future, more fleshed out objectives. Right now it looks like objective code is centering around onLivingDeathEvent, so let's see how this looks with a different type of objective.
- Main goal is to acquire X number of Y item(s) in the rift
- Let X have a minimum and maximum range
- Let Y be an item or tag
- Calculate ongoing objective status
- Check on player inventory change
- If too intensive, checking on chest open/loot table generated is okay (though I can see applications in the future outside of chests)
- Check on player inventory change
More thoughts, though I'm thinking these are optional and not needed for this first pass:
- Check item count against player snapshot, to make sure they didn't walk in with them
- Allow for different items for each player in multiplayer
- Do we allow assigning objectives per player today? Might need to be a configuration setting per objective type
- Allow for multiple items for one player's goal, all needed to succeed
- Force possible success ("finger on the scale" so that exploring the whole rift should provide you enough to succeed)
- Certainly not a problem to be concerned with today, but figured I'd include it on the "nice to have in the future" notes