Rework shop to support multiple item types and add unified PlayerModel
Generalize the shop from selling only ModifierDefinition to any IShopItem (modifiers + dice). Add purchase condition checks, hover tooltips, and fixed prices. Introduce PlayerModel as a facade over CurrencyBank, InventoryModel, and DiceCollection for centralized state and save/load. New files: - IShopItem interface for purchasable items - ShopCatalog SO (unified catalog for all item types) - ShopTooltipView (description on hover) - PlayerModel (aggregates player state) - DiceCollection (owned dice tracking) - DiceCatalog SO (dice definition registry) - DiceCollectionTests Modified: - ModifierDefinition/DieDefinitionSO implement IShopItem - ShopModel/ShopView/ShopItemView/ShopController use IShopItem - SaveData v3 with OwnedDiceIds - GameController uses PlayerModel for save/load - GameLifetimeScope registers new services 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 YachtDice.Dice;
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namespace YachtDice.Player
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{
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public class DiceCollection
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{
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private readonly List<DieDefinitionSO> ownedDice = new();
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public event Action OnChanged;
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public IReadOnlyList<DieDefinitionSO> OwnedDice => ownedDice;
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public void Add(DieDefinitionSO definition)
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{
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if (definition == null) return;
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if (OwnsById(definition.Id)) return;
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ownedDice.Add(definition);
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OnChanged?.Invoke();
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}
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public void Remove(DieDefinitionSO definition)
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{
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if (ownedDice.Remove(definition))
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OnChanged?.Invoke();
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}
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public bool OwnsById(string id)
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{
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for (int i = 0; i < ownedDice.Count; i++)
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{
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if (ownedDice[i] != null && ownedDice[i].Id == id)
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return true;
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}
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return false;
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}
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public List<string> GetSaveData()
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{
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var ids = new List<string>();
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for (int i = 0; i < ownedDice.Count; i++)
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ids.Add(ownedDice[i].Id);
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return ids;
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}
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public void LoadSaveData(List<string> diceIds, DiceCatalog catalog)
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{
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ownedDice.Clear();
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if (diceIds == null)
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{
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OnChanged?.Invoke();
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return;
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}
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for (int i = 0; i < diceIds.Count; i++)
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{
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var def = catalog.FindById(diceIds[i]);
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if (def != null)
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ownedDice.Add(def);
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}
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OnChanged?.Invoke();
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}
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public void Clear()
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{
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ownedDice.Clear();
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OnChanged?.Invoke();
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}
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}
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}
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