[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 +1,67 @@
using System.Collections.Generic;
using System.Text;
using YachtDice.Modifiers.Core;
namespace YachtDice.Modifiers.Pipeline
{
public class PipelineTrace
{
public TriggerType Trigger;
public readonly List<TraceEntry> Entries = new();
public struct TraceEntry
{
public string ModifierId;
public string BehaviorName;
public bool ConditionsPassed;
public string FailedCondition;
public string EffectApplied;
public ModifierPhase Phase;
}
public void AddConditionResult(string modifierId, string behaviorName, bool passed, string failedCondition = null)
{
Entries.Add(new TraceEntry
{
ModifierId = modifierId,
BehaviorName = behaviorName,
ConditionsPassed = passed,
FailedCondition = failedCondition,
});
}
public void AddEffectApplied(string modifierId, string effectName, ModifierPhase phase)
{
Entries.Add(new TraceEntry
{
ModifierId = modifierId,
EffectApplied = effectName,
Phase = phase,
ConditionsPassed = true,
});
}
public override string ToString()
{
var sb = new StringBuilder();
sb.AppendLine($"[ModifierPipeline] Trigger: {Trigger}");
for (int i = 0; i < Entries.Count; i++)
{
var e = Entries[i];
if (e.EffectApplied != null)
{
sb.AppendLine($" EFFECT [{e.Phase}] {e.ModifierId} -> {e.EffectApplied}");
}
else if (e.ConditionsPassed)
{
sb.AppendLine($" PASS {e.ModifierId} / {e.BehaviorName}");
}
else
{
sb.AppendLine($" FAIL {e.ModifierId} / {e.BehaviorName} (failed: {e.FailedCondition})");
}
}
return sb.ToString();
}
}
}