Enhance narrative systems with detailed implementation guides and data-driven structures

- Updated BPC_NarrativeStateSystem with a comprehensive manual implementation guide, including class setup, variable initialization, and function breakdowns.
- Expanded BPC_ObjectiveSystem documentation to include a manual implementation guide and detailed function descriptions.
- Added a manual implementation guide for BPC_DialoguePlaybackSystem, outlining class setup and function nodes.
- Introduced a manual implementation guide for BPC_DialogueChoiceSystem, detailing choice presentation and selection processes.
- Enhanced BPC_BranchingConsequenceSystem documentation with a manual implementation guide for consequence evaluation.
- Updated BPC_TrialScenarioSystem with a manual implementation guide for scenario management.
- Expanded BPC_LoreUnlockSystem documentation to include a manual implementation guide for lore entry management.
- Added a manual implementation guide for BP_NarrativeTriggerVolume, detailing trigger volume setup and action execution.
- Enhanced BPC_EndingAccumulator documentation with a manual implementation guide for ending evaluation.
- Updated BPC_HitReactionSystem with a manual implementation guide for hit reaction management.
- Added a manual implementation guide for BPC_RecoilSystem, detailing recoil application and recovery processes.
- Introduced DT_ProjectTags.csv to define gameplay tags for various systems, enhancing data-driven design capabilities.
This commit is contained in:
Lefteris Notas
2026-05-19 18:48:37 +03:00
parent eeb1bf82c9
commit bec6cb715e
12 changed files with 745 additions and 11 deletions

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@@ -114,4 +114,75 @@ Tracks active, completed, and failed objectives. Supports main objectives, sub-o
| [`SS_SaveManager`](../05-save/28_SS_SaveManager.md) | [`I_Persistable`](../01-core/29_I_Persistable.md) | Objective state persistence |
### Reuse Notes
Define objectives via `DA_ObjectiveData` data assets (one per objective) that specify display text, dependencies, associated narrative flag, and optional/hidden flags. The objective system reads from these assets at level start. Adding a new objective type (like timed objectives) requires adding an `S_TimedObjective` struct extension and a timer function — no system redesign needed.
Define objectives via `DA_ObjectiveData` data assets (one per objective) that specify display text, dependencies, associated narrative flag, and optional/hidden flags. The objective system reads from these assets at level start. Adding a new objective type (like timed objectives) requires adding an `S_TimedObjective` struct extension and a timer function — no system redesign needed.
---
## Manual Implementation Guide
### Class Setup
1. Create Blueprint Class: Parent = `ActorComponent`, Name = `BPC_ObjectiveSystem`
2. Add to Player Character
3. Define struct `S_ObjectiveState`: ObjectiveTag, Status (E_ObjectiveStatus), DisplayText (Text), Description (Text), bIsHidden (Boolean), bIsOptional (Boolean), Dependencies (Array<GameplayTag>)
### Variable Init (BeginPlay)
```
Event BeginPlay
├─ Set AllObjectives = empty Map<GameplayTag, S_ObjectiveState>
├─ Set ActiveObjectiveTags, CompletedObjectiveTags, FailedObjectiveTags = empty arrays
└─ Get Owner → Cache BPC_NarrativeStateSystem
```
### Function Node-by-Node
#### `RegisterObjectiveFromDataAsset(ObjTag, DataAsset)` → `void`
```
Step 1: Read DA_ObjectiveData fields
Step 2: Create S_ObjectiveState struct:
ObjectiveTag = ObjTag, Status = Inactive
DisplayText = DataAsset.ObjectiveText
Dependencies = DataAsset.PrerequisiteFlags
bIsHidden = (DataAsset.ObjectiveCategory == Hidden)
bIsOptional = DataAsset.bIsOptional
Step 3: AllObjectives.Add(ObjTag, newState)
```
#### `ActivateObjective(ObjTag)` → `void`
```
Step 1: State = AllObjectives.Find(ObjTag) — if not found, return
Step 2: If State.bIsHidden: return (hidden until revealed)
Step 3: Call CheckDependenciesMet(ObjTag) → if not met: set Status=Inactive, return
Step 4: State.Status = Active
Step 5: ActiveObjectiveTags.Add Unique(ObjTag)
Step 6: Fire OnObjectiveActivated(ObjTag, DisplayData)
Step 7: Update GS_CoreGameState.ActiveObjectiveTags
```
#### `CompleteObjective(ObjTag)` → `void`
```
Step 1: Validate Status == Active → if not, return
Step 2: State.Status = Complete
Step 3: Move: ActiveObjectiveTags.Remove(ObjTag) → CompletedObjectiveTags.Add(ObjTag)
Step 4: Fire OnObjectiveCompleted(ObjTag)
Step 5: Set narrative flag: BPC_NarrativeStateSystem.SetFlag(ObjTag, true)
Step 6: Check dependent objectives: ForEach AllObjectives → if Deps include ObjTag → ActivateObjective
```
#### `GetActiveObjectives()` → `Array<S_ObjectiveDisplayData>`
```
Create results array → ForEach ActiveObjectiveTags:
State = AllObjectives.Find(tag)
Create S_ObjectiveDisplayData(Tag, State.DisplayText, false, State.bIsOptional)
Add to results
Return results
```
### Build Checklist
- [ ] Create BPC_ObjectiveSystem, add to Player Character
- [ ] Define E_ObjectiveStatus enum and S_ObjectiveState struct
- [ ] Implement RegisterObjectiveFromDataAsset
- [ ] Implement ActivateObjective with dependency check
- [ ] Implement CompleteObjective with cascading activation
- [ ] Implement GetActiveObjectives for UI binding
- [ ] Sync to GS_CoreGameState.ActiveObjectiveTags
- [ ] Test: register objective → activate → complete → dependent activates