70 lines
4.2 KiB
Markdown
70 lines
4.2 KiB
Markdown
# Quest scope and party rules
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This doc fixes **solo vs party** quest behavior: where `QuestStepState` lives, who gets credit, who can turn in, and how open-world vs instanced scope is handled. It complements [E7.M1 — QuestStateMachine](E7_M1_QuestStateMachine.md), [E7.M2 — RewardAndUnlockRouter](E7_M2_RewardAndUnlockRouter.md), and [E8.M1 — PartyAndMatchAssembly](E8_M1_PartyAndMatchAssembly.md).
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---
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## Persistence: per-character by default
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- **Authoritative state** for a quest is stored **per character** (`QuestStepState` keyed by character / player id, plus quest id and any run id if replays exist).
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- There is **no** single shared “party quest row” in the prototype model; party play is expressed by **synchronizing advances** across multiple per-character states when content opts in (see below).
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**Rationale:** Avoids orphan state when members leave the party, keeps abandon/reset rules simple, and matches “classless solo-friendly” progression with optional co-op credit.
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---
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## Quest modes (content-driven)
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Express in **`QuestDef`** (or equivalent content) — exact field names are for the content schema when added:
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| Mode | Behavior |
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|------|----------|
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| **Solo (default)** | Objectives and completion use **only** the acting character. No read of [E8.M1](E8_M1_PartyAndMatchAssembly.md) `PartyState`. |
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| **Party credit** | When an objective completes, the server evaluates **eligible party members** and advances **each** eligible character’s `QuestStepState` **idem**potently (same step transition, no double-apply). Eligibility rules are data-driven, e.g. in zone, within distance of completer, alive, was in party when step started—minimum set TBD per quest in content. |
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| **Leader-only turn-in (optional)** | If set, only the **party leader** (per authoritative `PartyState`) may trigger the final hand-in / complete interaction; otherwise **any** character in completable state may turn in. |
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**Starting / accepting:** Each character **accepts** the quest individually unless content defines a rare “party accepts as one” flow (defer unless needed); prototype can require all intended recipients to accept the same quest id.
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---
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## Party dependency
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- **Party credit** and **leader-only turn-in** require server-authoritative **party membership** from [E8.M1 — PartyAndMatchAssembly](E8_M1_PartyAndMatchAssembly.md).
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- **Milestone ordering:** Solo quests ship without E8.M1. **Party-credit** quests are **gated** until E8.M1 (or a minimal stub that returns “solo only”) exists; document in slice plans.
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---
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## Rewards: E7.M2
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- After completion, **rewards are granted per character** with **idempotent** keys (e.g. `(character_id, quest_id, completion_epoch_or_counter)`).
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- If **party credit** advanced multiple characters to completion in one logical event, **each** receives their bundle per `QuestRewardBundle` rules (same bundle vs per-role bundles—content choice).
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---
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## Open world vs instances (prototype)
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- **Prototype default:** Objectives live in **shared zones** ([E4.M1](E4_M1_ZoneGraphAndTravelRules.md)); no separate quest instance id required.
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- **Instanced steps (later):** When dungeon / private instance exists, bind objectives to an **`instance_id`** (or shard key) so credit does not leak across instances. Wire when instance module and E4 handoff slices define the authoritative instance handle.
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---
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## Edge cases (explicit)
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- **Member leaves party mid-quest:** Per-character state **freezes** at last server-advanced step unless `QuestDef` defines abandon-on-leave. No implicit merge of two solo runs into one party run.
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- **Disband:** Same as leave for remaining members; leader-only turn-in re-evaluates on next `PartyState` update.
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---
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## Telemetry
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- Emit `quest_step_complete` / `quest_complete` **per character** credited; optional correlation id linking party-synchronized advances for funnel debugging.
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---
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## Related docs
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- [E7.M1 — QuestStateMachine](E7_M1_QuestStateMachine.md)
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- [E7.M2 — RewardAndUnlockRouter](E7_M2_RewardAndUnlockRouter.md)
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- [E8.M1 — PartyAndMatchAssembly](E8_M1_PartyAndMatchAssembly.md)
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- [Module dependency register — cross-cutting: quests and party](module_dependency_register.md#cross-cutting-quests-and-party)
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