Fix for #539 and refactor async quest management into modular system#541
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Fix for #539 and refactor async quest management into modular system#541
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Fix for: rwmt#539 Resolved the issue in the quest cache system by introducing a removal list that's processed after each async tick on the map. And I started refactoring the async quest handling with the following goals in mind: - Removed reliance on static quest cache data. - Reorganized logic into non-static classes for better maintainability. - Added a QuestManagerAsync, modeled after RimWorld’s source code. - Abstracted the dependency on AsyncTimeComp via an interface — with the idea that time handling might eventually be tied to factions or players across maps. - Simplified and clarified some complex LINQ queries. - Aimed to make the code more expressive and easier to follow. - Added TODOs for items discovered during testing. Cheers
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Hey,
The work is still in progress, but I'm opening this draft PR to avoid losing any changes — and in case someone else wants to pick it up. I'm pausing contributions for now and will check back in once Zetrith returns. 👍
Fix #539: Resolved the issue in the quest cache system by introducing a removal list that's processed after each async tick on the map.
And I started refactoring the async quest handling with the following goals in mind:
Cheers! :)