[Add] Yacht scoring system with Balatro-like modifier pipeline
Implements the core game loop for Yacht dice: 5-dice rolling with lock/unlock, 3 rolls per turn, 13 standard scoring categories, and an extensible ScriptableObject-based modifier system that applies additive then multiplicative bonuses (chips+mult pattern). Includes two test modifiers: BonusForOnes (+10 per 1) and MultiplierForSixes (x6 per 6). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,34 @@
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using UnityEngine;
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public sealed class DebugGameInput : MonoBehaviour
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{
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[SerializeField] private GameManager gameManager;
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Space))
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gameManager.Roll();
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// 1-5: toggle lock on dice 0-4
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if (Input.GetKeyDown(KeyCode.Alpha1)) gameManager.ToggleDiceLock(0);
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if (Input.GetKeyDown(KeyCode.Alpha2)) gameManager.ToggleDiceLock(1);
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if (Input.GetKeyDown(KeyCode.Alpha3)) gameManager.ToggleDiceLock(2);
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if (Input.GetKeyDown(KeyCode.Alpha4)) gameManager.ToggleDiceLock(3);
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if (Input.GetKeyDown(KeyCode.Alpha5)) gameManager.ToggleDiceLock(4);
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// Score categories
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if (Input.GetKeyDown(KeyCode.F1)) gameManager.ScoreInCategory(YachtCategory.Ones);
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if (Input.GetKeyDown(KeyCode.F2)) gameManager.ScoreInCategory(YachtCategory.Twos);
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if (Input.GetKeyDown(KeyCode.F3)) gameManager.ScoreInCategory(YachtCategory.Threes);
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if (Input.GetKeyDown(KeyCode.F4)) gameManager.ScoreInCategory(YachtCategory.Fours);
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if (Input.GetKeyDown(KeyCode.F5)) gameManager.ScoreInCategory(YachtCategory.Fives);
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if (Input.GetKeyDown(KeyCode.F6)) gameManager.ScoreInCategory(YachtCategory.Sixes);
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if (Input.GetKeyDown(KeyCode.F7)) gameManager.ScoreInCategory(YachtCategory.ThreeOfAKind);
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if (Input.GetKeyDown(KeyCode.F8)) gameManager.ScoreInCategory(YachtCategory.FourOfAKind);
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if (Input.GetKeyDown(KeyCode.F9)) gameManager.ScoreInCategory(YachtCategory.FullHouse);
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if (Input.GetKeyDown(KeyCode.F10)) gameManager.ScoreInCategory(YachtCategory.SmallStraight);
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if (Input.GetKeyDown(KeyCode.F11)) gameManager.ScoreInCategory(YachtCategory.LargeStraight);
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if (Input.GetKeyDown(KeyCode.F12)) gameManager.ScoreInCategory(YachtCategory.Yacht);
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if (Input.GetKeyDown(KeyCode.C)) gameManager.ScoreInCategory(YachtCategory.Chance);
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}
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}
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@@ -0,0 +1,103 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public sealed class DiceManager : MonoBehaviour
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{
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[SerializeField] private List<DiceRoller> diceRollers = new();
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public event Action OnAllDiceSettled;
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public event Action<int, int> OnDieSettled;
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public int DiceCount => diceRollers.Count;
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private bool[] locked;
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private int[] currentValues;
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private int pendingCount;
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private void Awake()
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{
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int count = diceRollers.Count;
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locked = new bool[count];
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currentValues = new int[count];
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}
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public bool IsLocked(int index) => locked[index];
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public void ToggleLock(int index)
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{
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locked[index] = !locked[index];
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}
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public void SetLocked(int index, bool isLocked)
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{
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locked[index] = isLocked;
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}
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public void UnlockAll()
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{
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for (int i = 0; i < locked.Length; i++) locked[i] = false;
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}
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public void RollUnlocked()
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{
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for (int i = 0; i < diceRollers.Count; i++)
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if (diceRollers[i].IsRolling) return;
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pendingCount = 0;
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for (int i = 0; i < diceRollers.Count; i++)
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{
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if (locked[i]) continue;
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pendingCount++;
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int capturedIndex = i;
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void Handler(int value)
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{
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diceRollers[capturedIndex].OnRollFinished -= Handler;
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currentValues[capturedIndex] = value;
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OnDieSettled?.Invoke(capturedIndex, value);
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pendingCount--;
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if (pendingCount <= 0)
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OnAllDiceSettled?.Invoke();
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}
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diceRollers[i].OnRollFinished += Handler;
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diceRollers[i].Roll();
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}
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if (pendingCount == 0)
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OnAllDiceSettled?.Invoke();
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}
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public int[] GetCurrentValues()
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{
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int[] copy = new int[currentValues.Length];
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Array.Copy(currentValues, copy, currentValues.Length);
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return copy;
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}
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public int GetValue(int index) => currentValues[index];
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public bool IsAnyRolling
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{
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get
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{
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for (int i = 0; i < diceRollers.Count; i++)
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if (diceRollers[i].IsRolling) return true;
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return false;
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}
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}
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public void ReadAllValues()
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{
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for (int i = 0; i < diceRollers.Count; i++)
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{
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var diceComponent = diceRollers[i].GetComponent<Dice>();
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if (diceComponent != null && diceComponent.TryGetTopValue(out int val))
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currentValues[i] = val;
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}
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}
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}
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@@ -0,0 +1,100 @@
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using System;
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using UnityEngine;
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public sealed class GameManager : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private DiceManager diceManager;
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[SerializeField] private ScoringSystem scoringSystem;
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[Header("Settings")]
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[SerializeField] private int maxRollsPerTurn = 3;
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public int CurrentRoll { get; private set; }
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public int CurrentTurn { get; private set; }
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public bool CanRoll => CurrentRoll < maxRollsPerTurn && !diceManager.IsAnyRolling;
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public bool CanScore => CurrentRoll > 0 && !diceManager.IsAnyRolling;
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public bool IsGameOver => scoringSystem.IsComplete;
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public event Action<int> OnTurnStarted;
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public event Action<int> OnRollComplete;
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public event Action<YachtCategory, int> OnScored;
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public event Action<int> OnGameOver;
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private void Start()
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{
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StartNewGame();
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}
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public void StartNewGame()
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{
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scoringSystem.ResetScorecard();
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CurrentTurn = 0;
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StartNewTurn();
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}
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private void StartNewTurn()
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{
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CurrentTurn++;
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CurrentRoll = 0;
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diceManager.UnlockAll();
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OnTurnStarted?.Invoke(CurrentTurn);
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Debug.Log($"=== Turn {CurrentTurn} ===");
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}
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public void Roll()
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{
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if (!CanRoll) return;
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CurrentRoll++;
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diceManager.OnAllDiceSettled += HandleAllDiceSettled;
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diceManager.RollUnlocked();
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}
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private void HandleAllDiceSettled()
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{
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diceManager.OnAllDiceSettled -= HandleAllDiceSettled;
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int[] values = diceManager.GetCurrentValues();
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Debug.Log($"Roll {CurrentRoll}/{maxRollsPerTurn} | Dice: [{string.Join(", ", values)}]");
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OnRollComplete?.Invoke(CurrentRoll);
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}
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public void ToggleDiceLock(int index)
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{
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if (diceManager.IsAnyRolling) return;
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if (CurrentRoll == 0) return;
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diceManager.ToggleLock(index);
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bool isLocked = diceManager.IsLocked(index);
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Debug.Log($"Die {index + 1} (value={diceManager.GetValue(index)}): {(isLocked ? "LOCKED" : "UNLOCKED")}");
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}
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public void ScoreInCategory(YachtCategory category)
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{
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if (!CanScore) return;
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if (scoringSystem.IsCategoryUsed(category)) return;
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int[] values = diceManager.GetCurrentValues();
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ScoreResult result = scoringSystem.ScoreCategory(values, category);
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Debug.Log($"Scored {category}: base={result.BaseScore}, " +
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$"bonus=+{result.FlatBonus}, mult=x{result.Multiplier:F1}, " +
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$"FINAL={result.FinalScore} | Total={scoringSystem.TotalScore}");
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OnScored?.Invoke(category, result.FinalScore);
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if (scoringSystem.IsComplete)
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{
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int total = scoringSystem.TotalScore;
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Debug.Log($"*** GAME OVER *** Total Score: {total}");
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OnGameOver?.Invoke(total);
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}
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else
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{
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StartNewTurn();
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}
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}
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}
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@@ -0,0 +1,18 @@
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using UnityEngine;
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[CreateAssetMenu(fileName = "BonusForOnes", menuName = "YachtDice/Modifiers/Bonus For Ones")]
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public sealed class BonusForOnes : ScoreModifier
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{
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[SerializeField] private int bonusPerOne = 10;
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public override ModifierPhase Phase => ModifierPhase.Additive;
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public override void Apply(ref ScoreResult result)
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{
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int count = 0;
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for (int i = 0; i < result.DiceValues.Length; i++)
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if (result.DiceValues[i] == 1) count++;
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result.FlatBonus += bonusPerOne * count;
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}
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}
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@@ -0,0 +1,16 @@
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using UnityEngine;
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[CreateAssetMenu(fileName = "MultiplierForSixes", menuName = "YachtDice/Modifiers/Multiplier For Sixes")]
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public sealed class MultiplierForSixes : ScoreModifier
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{
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[SerializeField] private float multiplierPerSix = 6f;
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public override ModifierPhase Phase => ModifierPhase.Multiplicative;
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public override void Apply(ref ScoreResult result)
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{
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for (int i = 0; i < result.DiceValues.Length; i++)
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if (result.DiceValues[i] == 6)
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result.Multiplier *= multiplierPerSix;
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}
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}
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@@ -0,0 +1,19 @@
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using UnityEngine;
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public abstract class ScoreModifier : ScriptableObject
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{
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public enum ModifierPhase
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{
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Additive,
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Multiplicative
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}
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[SerializeField] private string displayName;
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[SerializeField] [TextArea] private string description;
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public string DisplayName => displayName;
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public string Description => description;
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public abstract ModifierPhase Phase { get; }
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public abstract void Apply(ref ScoreResult result);
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}
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@@ -0,0 +1,79 @@
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using System;
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public static class CategoryScorer
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{
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public static int Calculate(int[] dice, YachtCategory category)
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{
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if (dice == null || dice.Length != 5)
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throw new ArgumentException("Exactly 5 dice values required.");
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return category switch
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{
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YachtCategory.Ones => SumOfValue(dice, 1),
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YachtCategory.Twos => SumOfValue(dice, 2),
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YachtCategory.Threes => SumOfValue(dice, 3),
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YachtCategory.Fours => SumOfValue(dice, 4),
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YachtCategory.Fives => SumOfValue(dice, 5),
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YachtCategory.Sixes => SumOfValue(dice, 6),
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YachtCategory.ThreeOfAKind => NOfAKind(dice, 3) ? Sum(dice) : 0,
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YachtCategory.FourOfAKind => NOfAKind(dice, 4) ? Sum(dice) : 0,
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YachtCategory.FullHouse => IsFullHouse(dice) ? 25 : 0,
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YachtCategory.SmallStraight => HasStraightRun(dice, 4) ? 30 : 0,
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YachtCategory.LargeStraight => HasStraightRun(dice, 5) ? 40 : 0,
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YachtCategory.Yacht => NOfAKind(dice, 5) ? 50 : 0,
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YachtCategory.Chance => Sum(dice),
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_ => 0
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};
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}
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private static int SumOfValue(int[] dice, int target)
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{
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int sum = 0;
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for (int i = 0; i < dice.Length; i++)
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if (dice[i] == target) sum += target;
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return sum;
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}
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private static int Sum(int[] dice)
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{
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int sum = 0;
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for (int i = 0; i < dice.Length; i++) sum += dice[i];
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return sum;
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}
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private static bool NOfAKind(int[] dice, int n)
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{
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int[] counts = new int[7];
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for (int i = 0; i < dice.Length; i++) counts[dice[i]]++;
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for (int v = 1; v <= 6; v++)
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if (counts[v] >= n) return true;
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return false;
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}
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private static bool IsFullHouse(int[] dice)
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{
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int[] counts = new int[7];
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for (int i = 0; i < dice.Length; i++) counts[dice[i]]++;
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bool hasTwo = false, hasThree = false;
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for (int v = 1; v <= 6; v++)
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{
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if (counts[v] == 2) hasTwo = true;
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if (counts[v] == 3) hasThree = true;
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}
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return hasTwo && hasThree;
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}
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private static bool HasStraightRun(int[] dice, int runLength)
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{
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bool[] present = new bool[7];
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for (int i = 0; i < dice.Length; i++) present[dice[i]] = true;
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int consecutive = 0;
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for (int v = 1; v <= 6; v++)
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{
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consecutive = present[v] ? consecutive + 1 : 0;
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if (consecutive >= runLength) return true;
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}
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return false;
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}
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}
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@@ -0,0 +1,26 @@
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using System;
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using UnityEngine;
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[Serializable]
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public struct ScoreResult
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{
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public int BaseScore;
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public int FlatBonus;
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public float Multiplier;
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public int[] DiceValues;
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public YachtCategory Category;
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public int FinalScore => Mathf.FloorToInt((BaseScore + FlatBonus) * Multiplier);
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public static ScoreResult Create(int baseScore, int[] diceValues, YachtCategory category)
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{
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return new ScoreResult
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{
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BaseScore = baseScore,
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FlatBonus = 0,
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Multiplier = 1f,
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DiceValues = diceValues,
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Category = category
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};
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}
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}
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@@ -0,0 +1,103 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public sealed class ScoringSystem : MonoBehaviour
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{
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[Header("Modifiers")]
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[SerializeField] private List<ScoreModifier> activeModifiers = new();
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public event Action<YachtCategory, int> OnCategoryScored;
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public event Action<int> OnAllCategoriesScored;
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private readonly Dictionary<YachtCategory, int> scorecard = new();
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private readonly HashSet<YachtCategory> usedCategories = new();
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public bool IsCategoryUsed(YachtCategory category) => usedCategories.Contains(category);
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public int GetCategoryScore(YachtCategory category)
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{
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return scorecard.TryGetValue(category, out int score) ? score : -1;
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}
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public int TotalScore
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{
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get
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{
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int total = 0;
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foreach (var kvp in scorecard) total += kvp.Value;
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return total;
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}
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}
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public int CategoriesFilledCount => usedCategories.Count;
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public int TotalCategoryCount => Enum.GetValues(typeof(YachtCategory)).Length;
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public bool IsComplete => CategoriesFilledCount >= TotalCategoryCount;
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public void AddModifier(ScoreModifier modifier)
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{
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if (modifier != null && !activeModifiers.Contains(modifier))
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activeModifiers.Add(modifier);
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}
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public void RemoveModifier(ScoreModifier modifier)
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{
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activeModifiers.Remove(modifier);
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}
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public IReadOnlyList<ScoreModifier> ActiveModifiers => activeModifiers;
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public ScoreResult PreviewScore(int[] diceValues, YachtCategory category)
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{
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int baseScore = CategoryScorer.Calculate(diceValues, category);
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ScoreResult result = ScoreResult.Create(baseScore, diceValues, category);
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ApplyModifiers(ref result);
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return result;
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}
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public ScoreResult ScoreCategory(int[] diceValues, YachtCategory category)
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{
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if (usedCategories.Contains(category))
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throw new InvalidOperationException($"Category {category} has already been scored.");
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ScoreResult result = PreviewScore(diceValues, category);
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int finalScore = result.FinalScore;
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scorecard[category] = finalScore;
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usedCategories.Add(category);
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OnCategoryScored?.Invoke(category, finalScore);
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if (IsComplete)
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OnAllCategoriesScored?.Invoke(TotalScore);
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return result;
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}
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private void ApplyModifiers(ref ScoreResult result)
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{
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// Pass 1: Additive
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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if (activeModifiers[i] == null) continue;
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if (activeModifiers[i].Phase == ScoreModifier.ModifierPhase.Additive)
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activeModifiers[i].Apply(ref result);
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}
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// Pass 2: Multiplicative
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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if (activeModifiers[i] == null) continue;
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if (activeModifiers[i].Phase == ScoreModifier.ModifierPhase.Multiplicative)
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activeModifiers[i].Apply(ref result);
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}
|
||||
}
|
||||
|
||||
public void ResetScorecard()
|
||||
{
|
||||
scorecard.Clear();
|
||||
usedCategories.Clear();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
public enum YachtCategory
|
||||
{
|
||||
// Upper Section
|
||||
Ones,
|
||||
Twos,
|
||||
Threes,
|
||||
Fours,
|
||||
Fives,
|
||||
Sixes,
|
||||
|
||||
// Lower Section
|
||||
ThreeOfAKind,
|
||||
FourOfAKind,
|
||||
FullHouse,
|
||||
SmallStraight,
|
||||
LargeStraight,
|
||||
Yacht,
|
||||
Chance
|
||||
}
|
||||
Reference in New Issue
Block a user