{"id":21747561,"url":"https://github.com/olivegamestudio/pilgrimage","last_synced_at":"2026-01-20T17:05:30.742Z","repository":{"id":312336272,"uuid":"1035166277","full_name":"olivegamestudio/Pilgrimage","owner":"olivegamestudio","description":"A .NET 8 library for quest and inventory management systems in games and applications. 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Pilgrimage gives you a single facade (`IPilgrimage`), clean domain models, and optional persistence so you can ship questing and inventory fast without building the plumbing yourself.\n\n## Targets \u0026 Install\n- Targets: `net8.0` and `netstandard2.0` (compatible with Unity/Framework hosts).\n- Install from NuGet:\n  ```bash\n  dotnet add package Pilgrimage\n  ```\n\n## Dependency Injection\nRegister the library with the built-in DI container:\n```csharp\nusing Microsoft.Extensions.DependencyInjection;\nusing Pilgrimage;\n\nIServiceCollection services = new ServiceCollection();\nservices.AddPilgrimage();\n\nIServiceProvider provider = services.BuildServiceProvider();\nIPilgrimage pilgrimage = provider.GetRequiredService\u003cIPilgrimage\u003e();\n```\n\n## Domain Models\n- `Player` - the actor.\n- `Quest` - quest definition and rewards.\n- `QuestState` - the player-specific status of a quest (`Available`, `InProgress`, `Completed`).\n- `Inventory` / `InventorySlot` - simple slot-and-capacity model with stacking support.\n- `ItemRequirement` - describes required items for eligibility and rewards.\n\n## IPilgrimage API\nAll interactions go through the facade:\n- `ErrorOr\u003cSuccess\u003e StartQuest(Player player, int questId)`\n- `ErrorOr\u003cSuccess\u003e CheckStartingRequirements(Player player, int questId)`\n- `ErrorOr\u003cSuccess\u003e CompleteQuest(Player player, int questId)`\n- `ErrorOr\u003cSuccess\u003e CheckCompletingRequirements(Player player, int questId)`\n- `ErrorOr\u003cQuest\u003e GetQuestDefinition(int questId)`\n- `ErrorOr\u003cSuccess\u003e CanAddItem(Player player, int itemId, int quantity)`\n- `ErrorOr\u003cSuccess\u003e AddItem(Player player, int itemId, int quantity)`\n- `ErrorOr\u003cbool\u003e HasItem(Player player, int itemId, int quantity)`\n\n## Usage Example\n```csharp\nPlayerProgress progress = new(new Dictionary\u003cint, QuestState\u003e());\nInventory inventory = new(new List\u003cInventorySlot\u003e(), capacity: 20);\nPlayer player = new(id: 1, inventory, progress);\n\n// Check if the player can start quest 10\nvar eligibility = pilgrimage.CheckStartingRequirements(player, questId: 10);\nif (!eligibility.IsError)\n{\n    pilgrimage.StartQuest(player, questId: 10);\n}\n\n// Add loot\nvar canAdd = pilgrimage.CanAddItem(player, itemId: 42, quantity: 3);\nif (!canAdd.IsError)\n{\n    pilgrimage.AddItem(player, itemId: 42, quantity: 3);\n}\n```\n\n## License\nMIT\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Folivegamestudio%2Fpilgrimage","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Folivegamestudio%2Fpilgrimage","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Folivegamestudio%2Fpilgrimage/lists"}