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Quest Steps

v4.0
Quest Steps, at runtime, will live on GameQuest objects: GameQuest.questSteps
While they can be set up to run automatically, in many cases, you may wish to manually process the status, or otherwise make use of the QuestStep.cs class.

Check For Completion

The CheckForCompletion() method will return true (and do nothing else) if the QuestStep has already been completed (success or failure), and can not revert.
Otherwise, it will first run the CheckForSuccess() method. If that returns true, meaning we just now marked the QuestStep successful, then the method will also return true.
Otherwise, it will then run the CheckForFailure() method. Again, if that returns true, meaning we just now marked the QuestStep as failed, then the method will return true.
Otherwise, it will return false.

Example

The code below first calls CheckForCompletion() only if the quest is currently "In Progress", which will actively try to complete the quest based on the Quest Conditions. If it does, we call one method if the status is now "Succeeded", and another if it is not. (i.e. "Failed").
// In this example, we are checking to see if a specific QuestStep has been
// completed. If so, we will do additional things beyond all the automatic stuff
// that is done when a QuestStep completes.
if (questStepOfInterest.status == QuestStepStatus.InProgress
&& questStepOfInterest.CheckForCompletion())
{
if (questStepOfInterest.status == QuestStepStatus.Succeeded)
DoSomethingWeSucceeded();
else
DoSomethingWeFailed();
}

Set Succeeded and Set Failed

Both SetSucceeded() and SetFailed() will return (not do anything) if the status is already set to successful or failed.
Otherwise, they will set the status appropriately, bypassing any QuestConditions. Each method also has an optional bool parameter forceCanNotRevert, which is false by default. If true, the QuestStep value for canRevert will be set false, meaning that it will not revert back to a previous status. (Unless you manually do that, of course).
These are great methods to use if you'd like to skip the QuestStep to a finished state, bypassing all of the conditions that are otherwise required.

Set Succeeded or Failed if Not Completed

The SetFailedIfNotCompleted() and SetSucceededIfNotCompleted() methods first check if the opposite status is already set, and if the status can't revert, then it will return and do no actions.
If the status can revert, or if the status has not yet been marked as successful / failed, it will CheckForSuccess() or CheckForFailure().
If that check returns false, then SetFailed() or SetSucceeded() will be called, failing or succeeding the QuestStep immediately.

Set Can Revert

Defaulting to true, you can set the canRevert value to true or false.

Add Custom Rewards

Using AddCustomRewardSuccess() or AddCustomRewardFailure() methods, you can pass in a QuestReward value to be added to the respective custom reward lists. This is a great way to customize quests, perhaps providing specific rewards based on in-game actions or other data.
We use a CustomQuestReward object in these lists. QuestRewards can not be serialized, so the CustomQuestReward, which can be serialized, will store the Uid() of the rewards, and auto-populate at runtime.
Whenever SetSucceeded() or SetFailed() change the status of the quest, the rewards will be given. The QuestStep will call the GiveQuestStepRewards() method on the parent GameQuest object, passing in the lists of rewards and custom rewards.
If canRevert is true, the rewards for success or failure may be given multiple times!

Remove Custom Rewards

You can remove rewards from the custom rewards lists with RemoveCustomRewardSuccess() and RemoveCustomRewardFailure() and passing in a QuestReward.

Add Success or Failure Conditions

You can pass a QuestCondition into AddSuccessCondition() or AddFailureCondition() to add those to the respective lists. They will not be added if the condition already exists in the list.

Remove Condition

Passing in a QuestCondition to RemoveCondition() will remove it from successConditions and failureConditions. Generally it would only be present in one, but the method will attempt to remove it from both lists.
If you'd like to specify which list the QuestCondition should be removed from, call RemoveSuccessCondition() or RemoveFailureCondition().