[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
+10 -12
View File
@@ -2,7 +2,7 @@ using System;
using System.Collections.Generic;
using YachtDice.Economy;
using YachtDice.Inventory;
using YachtDice.Modifiers;
using YachtDice.Modifiers.Definition;
namespace YachtDice.Shop
{
@@ -12,7 +12,7 @@ namespace YachtDice.Shop
private readonly InventoryModel inventoryModel;
private readonly HashSet<string> purchasedPermanentIds = new();
public event Action<ModifierData> OnItemPurchased;
public event Action<ModifierDefinitionSO> OnItemPurchased;
public ShopModel(CurrencyBank currencyBank, InventoryModel inventoryModel)
{
@@ -20,25 +20,24 @@ namespace YachtDice.Shop
this.inventoryModel = inventoryModel;
}
public bool CanPurchase(ModifierData modifier)
public bool CanPurchase(ModifierDefinitionSO modifier)
{
if (modifier == null) return false;
if (!currencyBank.CanAfford(modifier.ShopPrice)) return false;
if (modifier.Durability == ModifierDurability.Permanent &&
purchasedPermanentIds.Contains(modifier.Id))
if (!modifier.HasLimitedUses && purchasedPermanentIds.Contains(modifier.Id))
return false;
return true;
}
public bool TryPurchase(ModifierData modifier)
public bool TryPurchase(ModifierDefinitionSO modifier)
{
if (!CanPurchase(modifier)) return false;
if (!currencyBank.Spend(modifier.ShopPrice)) return false;
if (modifier.Durability == ModifierDurability.Permanent)
if (!modifier.HasLimitedUses)
purchasedPermanentIds.Add(modifier.Id);
inventoryModel.AddModifier(modifier);
@@ -48,18 +47,17 @@ namespace YachtDice.Shop
public bool IsPermanentOwned(string modifierId) => purchasedPermanentIds.Contains(modifierId);
public ShopItemState GetItemState(ModifierData modifier)
public ShopItemState GetItemState(ModifierDefinitionSO modifier)
{
if (modifier == null) return ShopItemState.TooExpensive;
if (modifier.Durability == ModifierDurability.Permanent &&
purchasedPermanentIds.Contains(modifier.Id))
if (!modifier.HasLimitedUses && purchasedPermanentIds.Contains(modifier.Id))
return ShopItemState.Owned;
if (!currencyBank.CanAfford(modifier.ShopPrice))
return ShopItemState.TooExpensive;
return modifier.Durability == ModifierDurability.LimitedUses
return modifier.HasLimitedUses
? ShopItemState.RepurchaseAvailable
: ShopItemState.Available;
}
@@ -79,6 +77,6 @@ namespace YachtDice.Shop
Available,
TooExpensive,
Owned,
RepurchaseAvailable
RepurchaseAvailable,
}
}