[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>
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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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}
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}
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public void ResetScorecard()
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{
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scorecard.Clear();
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usedCategories.Clear();
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}
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}
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