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@oqf/runtime

v0.1.0

Published

Open Quest Format runtime: an engine agnostic quest state machine driven by events, for browsers and Node.

Readme

@oqf/runtime

The Open Quest Format runtime: an engine agnostic quest state machine driven by events. One emit in, one on out. Runs in the browser and in Node, depends only on @oqf/core.

Usage

import { QuestRuntime } from '@oqf/runtime'

const runtime = new QuestRuntime({
  documents: [document],                            // parsed with @oqf/core
  resolveVar: (path) => world.read(path),           // serves var.*
  eventMap: { 'fish.caught': 'item.collected' },    // engine names to OQF names
})

const unsubscribe = runtime.on((event) => bus.emit(event.name, event.payload))

runtime.load(savegame.quests)                       // reconciles against the loaded quests
runtime.offer('harbormasters_ledger')               // unseen to offered
runtime.accept('harbormasters_ledger')              // offered to open, steps start
runtime.emit('item.collected', { item: 'fish.rare', amount: 5 })
runtime.emit({ name: 'guard.caught', payload: {} })

savegame.quests = runtime.save()                    // copies, safe to persist
unsubscribe()

Notes

  • Register handlers before the first emit, offer, accept or load. The constructor evaluates nothing, so no event is emitted before the game is listening.
  • A quest with an unlock condition is offered automatically when it becomes true. A quest without one waits for offer. Games with no accept step call accept immediately.
  • A custom objective never completes on its own. The engine reports it by emitting quest.<questId>.step.<stepId>.custom with { done: true }.
  • World level state is not in the state documents. Flags the game set through flag.set events are replayed by the game, not restored by load.
  • When a repeat quest reaches an outcome its document moves to runtime.history and a fresh one takes its place.