feat: Implement Phase 5 Quest System (100% complete)
Add YAML-driven quest system with context-aware offering:
Core Implementation:
- Quest data models (Quest, QuestObjective, QuestReward, QuestTriggers)
- QuestService for YAML loading and caching
- QuestEligibilityService with level, location, and probability filtering
- LoreService stub (MockLoreService) ready for Phase 6 Weaviate integration
Quest Content:
- 5 example quests across difficulty tiers (2 easy, 2 medium, 1 hard)
- Quest-centric design: quests define their NPC givers
- Location-based probability weights for natural quest offering
AI Integration:
- Quest offering section in npc_dialogue.j2 template
- Response parser extracts [QUEST_OFFER:quest_id] markers
- AI naturally weaves quest offers into NPC conversations
API Endpoints:
- POST /api/v1/quests/accept - Accept quest offer
- POST /api/v1/quests/decline - Decline quest offer
- POST /api/v1/quests/progress - Update objective progress
- POST /api/v1/quests/complete - Complete quest, claim rewards
- POST /api/v1/quests/abandon - Abandon active quest
- GET /api/v1/characters/{id}/quests - List character quests
- GET /api/v1/quests/{quest_id} - Get quest details
Frontend:
- Quest tracker sidebar with HTMX integration
- Quest offer modal for accept/decline flow
- Quest detail modal for viewing progress
- Combat service integration for kill objective tracking
Testing:
- Unit tests for Quest models and serialization
- Integration tests for full quest lifecycle
- Comprehensive test coverage for eligibility service
Documentation:
- Reorganized docs into /docs/phases/ structure
- Added Phase 5-12 planning documents
- Updated ROADMAP.md with new structure
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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api/app/data/quests/easy/cellar_rats.yaml
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api/app/data/quests/easy/cellar_rats.yaml
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# Cellar Rats - Entry level quest for new players
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quest_id: quest_cellar_rats
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name: "Rat Problem in the Cellar"
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description: |
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Giant rats have infested the Rusty Anchor's cellar, threatening
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the tavern's food supplies and scaring away customers. Grom the
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bartender needs someone to clear them out.
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difficulty: easy
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# NPC Quest Givers (quest-centric design)
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quest_giver_npc_ids:
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- npc_grom_ironbeard
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quest_giver_name: "Grom Ironbeard"
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# Location context
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location_id: crossville_tavern
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region_id: crossville
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# Offering conditions
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offering_triggers:
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location_types: ["tavern"]
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specific_locations: ["crossville_tavern"]
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min_character_level: 1
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max_character_level: 5
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required_quests_completed: []
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probability_weights:
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tavern: 0.35
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town: 0.15
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# NPC-specific offer dialogue
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npc_offer_dialogues:
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npc_grom_ironbeard:
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dialogue: |
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*leans in conspiratorially* Got a problem, friend. Giant rats
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in me cellar. Been scaring off the paying customers and getting
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into the ale stores. 50 gold for whoever clears 'em out.
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conditions:
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min_relationship: 30
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required_flags: []
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forbidden_flags: ["refused_rat_quest"]
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# What NPCs know about this quest
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npc_quest_knowledge:
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npc_grom_ironbeard:
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- "The rats started appearing about a week ago"
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- "They seem bigger than normal rats - something's not right"
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- "Old smuggling tunnels under the cellar might be where they're coming from"
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- "Lost three kegs of dwarven stout to the vermin already"
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# Embedded lore for AI context
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lore_context:
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backstory: |
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The cellar of the Rusty Anchor connects to old smuggling tunnels
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from Captain Morgath's days, sealed decades ago. Recent earthquakes
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may have reopened them, allowing creatures to emerge.
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world_connections:
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- "The earthquakes that opened the tunnels also disturbed the Old Mines"
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- "Giant rats are unnatural - possibly corrupted by dark magic from below"
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regional_hints:
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- "Smuggling was common 50 years ago in Crossville"
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- "Captain Morgath was a notorious smuggler who disappeared mysteriously"
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# Narrative hooks for natural dialogue
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dialogue_templates:
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narrative_hooks:
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- "mentions unusual scratching sounds from below"
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- "complains about spoiled food supplies"
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- "nervously glances toward the cellar door"
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- "asks if you've ever dealt with vermin before"
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ambient_hints:
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- "You notice scratch marks near the cellar door"
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- "A faint squeaking echoes from somewhere below"
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- "The air carries a musty, unpleasant odor"
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# Objectives
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objectives:
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- objective_id: kill_rats
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description: "Clear out the giant rats"
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objective_type: kill
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required_progress: 10
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target_enemy_type: giant_rat
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- objective_id: find_source
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description: "Discover where the rats are coming from"
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objective_type: discover
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required_progress: 1
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target_location_id: smuggler_tunnel_entrance
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# Rewards
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rewards:
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gold: 50
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experience: 100
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items: []
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relationship_bonuses:
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npc_grom_ironbeard: 10
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unlocks_quests: ["quest_tunnel_mystery"]
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reveals_locations: ["crossville_tunnels"]
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# Completion dialogue
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completion_dialogue:
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npc_grom_ironbeard: |
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*actually smiles* Well done, friend! Rats are gone, cellar's safe.
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Here's your coin, well earned. Drink's on the house tonight.
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*pauses* You say you found old tunnels down there? Interesting...
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tags:
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- starter
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- combat
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- exploration
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