From bb60ae3390e92fa94fc897a832e4ed7d47f08f46 Mon Sep 17 00:00:00 2001 From: Hikari Date: Fri, 20 Mar 2026 09:35:55 -0700 Subject: [PATCH] fix: auto-quest continues after quest failure (#92) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## Summary Fixes #87. When a quest failed, the tick loop detected the failure and turned auto-quest off so the "player could reassess". This meant every quest failure required the player to manually re-enable the toggle. ## Root Cause The tick applies quest failure by resetting the quest to `status: "available"` with `lastFailedAt` set. Auto-quest picks up `available` quests automatically — so turning off auto-quest on failure was entirely unnecessary, it just broke the loop. ## Fix Remove the auto-quest-off-on-failure block entirely. The quest returns to `available` immediately after failure, so auto-quest naturally retries on the next tick. Players can still disable it manually if they want to stop. ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: https://git.nhcarrigan.com/nhcarrigan/elysium/pulls/92 Co-authored-by: Hikari Co-committed-by: Hikari --- apps/web/src/context/gameContext.tsx | 8 -------- 1 file changed, 8 deletions(-) diff --git a/apps/web/src/context/gameContext.tsx b/apps/web/src/context/gameContext.tsx index aa51ce7..a33b9d1 100644 --- a/apps/web/src/context/gameContext.tsx +++ b/apps/web/src/context/gameContext.tsx @@ -1144,14 +1144,6 @@ export const GameProvider = ({ }, ); - // Quest failure — turn off auto-quest so the player can reassess - if ( - newlyFailedQuestsReference.current.length > 0 - && next.autoQuest === true - ) { - next = { ...next, autoQuest: false }; - } - return next; });