Chunks

A chunk is a collection of game logic game objects which are related. A named chunk, e.g. PlayerLance, often has special logic associated with it whilst using chunks purely as a logical collection of 'like' logics can also be used, e.g. Container.

Under a chunk you create Node children. A node is a specific logic piece like the ability to place a Spawner or create an Objective.

Chunk Structure

{
"Name": "Chunk_Optional_Initial_Enemy",
"Type": "Chunk",
"SubType": "Lance",
"StartingStatus": "Inactive", // Optional
"ConflictsWith": ["9c65494e-4e1a-1234-9b47-666ab8fc1111"], // Optional
"OnActiveExecute": [
// Optional
{
"Type": "Dialogue",
"EncounterGuid": "e0ca3227-ffbf-4088-a261-3d4e9ab7d4c5"
},
{
"Type": "SetChunkStateAtRandom",
"ChunkGuids": ["c27a41c7-ae4d-4a97-90be-3e710fe31e22"]
}
],
"ControlledByContract": true, // Optional
"Guid": "3b47894e-2d25-4599-9b47-620ab8fcfa62", // Optional
"Children": [
// Children nodes
]
}
PropertyRequiredDefaultDetails
Nametrue-Name of the chunk that will be used for the Unity game object
Typetrue-Type of node
SubTypetrue-Subtype of chunk
StartingStatusfalseActiveDetermines the starting status. Active, Inactive, Finished
ConflictsWithfalse[]Sets which chunks would conflict with this one. Important for ensuring no loose ending conditions.

This marks any objective in the conflicting chunk as non-primary to allow complex contracts not to be blocked with locked contract objectives
OnActiveExecutefalse[]Sets which logic to execute when this chunk is changed from Inactive to Active.

Currently supported logic is: Dialogue and SetChunkStateAtRandom as seen in the above example
ControlledByContractfalsefalseExposes the chunk to be enabled/disabled in the contract .json under 'chunkList'
Guidfalse-Can be used to manually specify a Guid for use by other chunks, triggers, results or conditions
Childrenfalse[]An array of Nodes that specify logic to execute

Chunk SubTypes

TypeDetails
ContainerGeneral use chunk to group related logic together. Can be used for almost anything
PlayerLanceUsed to organise player lance spawning
DestroyWholeLanceUsed to organise a 'Destroy Lance' setup
EncounterBoundaryUsed to organise the encounter boundary setup
DialogueUsed to organise dialogue
PlacementUsed to organise placement related logic
LanceUsed to organise spawning of a lance