Some fixes for quest and started making Trish and her first quest
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@@ -49,10 +49,13 @@ NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="Items.Gold",DevComment="")
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+GameplayTagList=(Tag="NpcTags",DevComment="Identity of a scheduled NPC. Every NPC carrying the same tag is driven by the same schedule asset in NpcSchedules.")
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+GameplayTagList=(Tag="NpcTags.Test",DevComment="")
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+GameplayTagList=(Tag="NpcTags.Trish",DevComment="")
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+GameplayTagList=(Tag="Quests",DevComment="Identity of a quest. Each quest data asset is tagged with Quests.<Name>, and quests reference each other by these tags.")
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+GameplayTagList=(Tag="Quests.Signals",DevComment="Signals a quest step waits on that no system in the game announces, fired from blueprint with NotifyQuestSignal.")
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+GameplayTagList=(Tag="Quests.Test",DevComment="")
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+GameplayTagList=(Tag="Quests.Test.1",DevComment="")
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+GameplayTagList=(Tag="Quests.Trish",DevComment="")
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+GameplayTagList=(Tag="Quests.Trish.WarmWelcome",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.Alchemy.TableLevel",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.Bazar.Table.InventorySpace",DevComment="")
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@@ -62,6 +65,7 @@ NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="SaveGameTags.Chest.Opened",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.InteractionStage",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.Locked",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.Rubble.Cleaned",DevComment="")
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+GameplayTagList=(Tag="SetByCaller.Effects.ExpModifier",DevComment="")
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+GameplayTagList=(Tag="Skins",DevComment="")
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+GameplayTagList=(Tag="Skins.Eleri.Body",DevComment="")
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BIN
Content/Blueprints/BP_RubbleActor.uasset
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Content/Blueprints/BP_RubbleActor.uasset
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Content/Character/BP_Npc_Trish.uasset
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Content/Character/BP_Npc_Trish.uasset
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Content/GameData/Dialogue/Characters/Trish/DA_Trish_StartingSpeech.uasset
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Content/GameData/Dialogue/Characters/Trish/DA_Trish_StartingSpeech.uasset
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Content/GameData/Dialogue/Characters/Trish/S_Trish_MeetDialogue.uasset
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Content/GameData/Dialogue/Characters/Trish/S_Trish_MeetDialogue.uasset
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Content/ST_CommonWords.uasset
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Content/ST_CommonWords.uasset
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@@ -82,7 +82,7 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Event Requirment")
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TArray<FEventRequirement> EventRequirements;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Speech")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Eleri|Speech", meta = (AllowedClasses = "/Script/ProjectEleri.NpcBaseCharacter"))
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TSoftClassPtr<AActor> Npc;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Eleri|Speech", meta = (Categories = "Quests"))
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@@ -49,7 +49,7 @@ struct FNpcCharacterData
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* is far away, the state machine walks it there and keeps it there, the inventory holds whatever it
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* carries, and the interaction widget shows its prompt.
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*/
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UCLASS(BlueprintType)
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UCLASS(BlueprintType, PrioritizeCategories = "Info")
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class PROJECTELERI_API ANpcBaseCharacter : public APawn, public IInteractableActorInterface
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{
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GENERATED_BODY()
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@@ -114,6 +114,6 @@ protected:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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TObjectPtr<UInteractionWidgetComponent> WidgetComponent;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Info")
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FNpcCharacterData NpcCharacterData;
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};
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@@ -1125,8 +1125,10 @@ bool UQuestSubsystem::DoesActorMatchObjective(const FQuestObjective& Objective,
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// The actor the step names, when it names one. Asked both ways round: a resolved reference is the
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// cheap path, and the path is what a step that points at an actor in a level which is not loaded
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// right now can still be matched against.
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if (!Objective.TargetActor.IsNull()
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&& (Objective.TargetActor.Get() == Actor || Objective.TargetActor.ToSoftObjectPath() == FSoftObjectPath(Actor)))
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if (Objective.TargetActors.ContainsByPredicate([Actor](const TSoftObjectPtr<AActor>& OtherActor)
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{
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return OtherActor.ToSoftObjectPath() == FSoftObjectPath(Actor);
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}))
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{
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return true;
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}
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@@ -1151,7 +1153,7 @@ bool UQuestSubsystem::DoesActorMatchObjective(const FQuestObjective& Objective,
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// A step that names nothing is satisfied by anything, which is how "use one of the wells" is
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// written without having to list every well in the level.
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return Objective.TargetActor.IsNull()
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return Objective.TargetActors.IsEmpty()
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&& Objective.TargetLocationMarker.IsNull()
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&& !Objective.TargetNpcTag.IsValid();
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}
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@@ -151,7 +151,7 @@ struct PROJECTELERI_API FQuestObjective
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/** TalkToNpc / InteractWith / LocationArrival: the target, when it is not an NPC */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Step", meta = (EditCondition = "StepType==EQuestStepType::TalkToNpc || StepType==EQuestStepType::InteractWith || StepType==EQuestStepType::LocationArrival", EditConditionHides))
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TSoftObjectPtr<AActor> TargetActor;
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TArray<TSoftObjectPtr<AActor>> TargetActors;
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/** DialogueEvent: the event a line has to fire. TalkToNpc accepts it too, which is how a
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* conversation with several outcomes is made to count. */
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