[Refactor] Replace enum-driven modifier system with data-driven SO composition
Replace the entire static, enum-based modifier pipeline with a composition-based, data-driven architecture using ScriptableObject polymorphism. New modifiers can now be created by assembling SO building blocks (Conditions + Effects + Behaviors) — no core code edits needed. New architecture: - Core/: TriggerType, ModifierPhase, ModifierContext, ICondition, IEffect - Definition/: ModifierDefinitionSO, ModifierBehaviorSO, ConditionSO, EffectSO, ModifierCatalogSO - Conditions/: DieValueCondition, CategoryCondition, MinScoreCondition, DiceCountCondition - Effects/: AddFlat, AddPerDie, Multiply, MultiplyPerDie, PostMultiply, AddCurrency, ConsumeCharge - Runtime/: ModifierInstance, ModifierRegistry (non-static service) - Pipeline/: async ModifierPipeline with phase ordering, tracing, anti-recursion - Editor/: ModifierDefinitionValidator with menu items - Events/: GameEventBus (non-static typed dispatcher) - DI/: GameLifetimeScope (VContainer composition root) Deleted old system: ModifierData, ModifierEffect, ModifierEnums, ModifierPipeline (static), ModifierRuntime, ModifierTarget, ShopCatalog, ModifierAssetCreator. Updated: ScoringSystem (VContainer + async), InventoryModel (delegates to ModifierRegistry), ShopModel (uses ModifierDefinitionSO), GameController (VContainer injection), SaveData (uses Runtime.ModifierSaveEntry), all views/controllers, and all test files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -1,6 +1,6 @@
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using UnityEngine;
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using YachtDice.Economy;
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using YachtDice.Modifiers;
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using YachtDice.Modifiers.Runtime;
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using YachtDice.Scoring;
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namespace YachtDice.Inventory
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@@ -23,7 +23,6 @@ namespace YachtDice.Inventory
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inventoryView.OnDeactivateClicked += HandleDeactivate;
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inventoryView.OnSellClicked += HandleSell;
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model.OnActiveModifiersChanged += HandleActiveModifiersChanged;
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model.OnInventoryChanged += HandleInventoryChanged;
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if (scoringSystem != null)
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@@ -42,42 +41,33 @@ namespace YachtDice.Inventory
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}
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if (model != null)
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{
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model.OnActiveModifiersChanged -= HandleActiveModifiersChanged;
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model.OnInventoryChanged -= HandleInventoryChanged;
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}
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if (scoringSystem != null)
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scoringSystem.OnCategoryConfirmed -= HandleCategoryConfirmed;
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}
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private void HandleActivate(ModifierRuntime runtime)
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private void HandleActivate(ModifierInstance instance)
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{
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model.TryActivate(runtime);
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model.TryActivate(instance);
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}
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private void HandleDeactivate(ModifierRuntime runtime)
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private void HandleDeactivate(ModifierInstance instance)
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{
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model.Deactivate(runtime);
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model.Deactivate(instance);
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}
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private void HandleSell(ModifierRuntime runtime)
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private void HandleSell(ModifierInstance instance)
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{
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if (runtime.Data == null) return;
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if (instance.Definition == null) return;
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int sellPrice = runtime.Data.SellPrice;
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model.RemoveModifier(runtime);
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int sellPrice = instance.Definition.SellPrice;
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model.RemoveModifier(instance);
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if (currencyBank != null)
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currencyBank.Add(sellPrice);
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}
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private void HandleActiveModifiersChanged(System.Collections.Generic.List<ModifierData> activeModifiers)
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{
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if (scoringSystem != null)
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scoringSystem.SetActiveModifiers(activeModifiers);
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}
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private void HandleInventoryChanged()
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{
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RefreshView();
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