[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>
This commit is contained in:
2026-03-01 06:20:23 +07:00
parent 6e19de2f3d
commit 68c4abace3
57 changed files with 2227 additions and 912 deletions
@@ -0,0 +1,131 @@
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using YachtDice.Modifiers.Core;
using YachtDice.Modifiers.Definition;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Modifiers.Pipeline
{
public class ModifierPipeline
{
private readonly ModifierRegistry registry;
private readonly List<EffectEntry> effectBuffer = new();
private bool isExecuting;
private readonly Queue<(TriggerType trigger, ModifierContext context)> deferredQueue = new();
private const int MaxRecursionDepth = 1;
private int currentDepth;
public bool TracingEnabled { get; set; }
#if UNITY_EDITOR || DEVELOPMENT_BUILD
= true;
#endif
public ModifierPipeline(ModifierRegistry registry)
{
this.registry = registry;
}
public async UniTask<ModifierContext> Execute(TriggerType trigger, ModifierContext context)
{
if (isExecuting)
{
if (currentDepth >= MaxRecursionDepth)
{
Debug.LogWarning($"[ModifierPipeline] Max recursion depth reached for trigger {trigger}. Dropping.");
return context;
}
currentDepth++;
}
isExecuting = true;
context.Trigger = trigger;
PipelineTrace trace = null;
if (TracingEnabled)
{
trace = new PipelineTrace { Trigger = trigger };
context.DebugLog ??= new List<string>();
}
effectBuffer.Clear();
// Snapshot active modifiers to avoid modification during iteration
var activeSnapshot = registry.Active;
// Gather eligible effects
for (int i = 0; i < activeSnapshot.Count; i++)
{
var inst = activeSnapshot[i];
var behaviors = inst.Definition.Behaviors;
for (int b = 0; b < behaviors.Count; b++)
{
var behavior = behaviors[b];
if (behavior == null) continue;
if (behavior.Trigger != trigger) continue;
// Evaluate conditions with tracing
bool passed = true;
string failedCondition = null;
var conditions = behavior.Conditions;
for (int c = 0; c < conditions.Count; c++)
{
if (conditions[c] == null) continue;
if (!conditions[c].Evaluate(context, inst))
{
passed = false;
failedCondition = conditions[c].name;
break;
}
}
if (trace != null)
trace.AddConditionResult(inst.Definition.Id, behavior.name, passed, failedCondition);
if (!passed) continue;
// Collect effects
var effects = behavior.Effects;
for (int e = 0; e < effects.Count; e++)
{
if (effects[e] == null) continue;
effectBuffer.Add(new EffectEntry
{
Effect = effects[e],
Instance = inst,
});
}
}
}
// Sort by Phase -> Priority -> Id
effectBuffer.Sort(ModifierComparer.Default);
// Execute sequentially
for (int i = 0; i < effectBuffer.Count; i++)
{
var entry = effectBuffer[i];
await entry.Effect.Apply(context, entry.Instance);
if (trace != null)
trace.AddEffectApplied(entry.Instance.Definition.Id, entry.Effect.name, entry.Effect.Phase);
}
if (trace != null)
{
string traceStr = trace.ToString();
context.DebugLog.Add(traceStr);
Debug.Log(traceStr);
}
isExecuting = false;
currentDepth = 0;
return context;
}
}
}