Files
YachtDice/Assets/Scripts/Modifiers/Core/ModifierContext.cs
T
horooko 0f9b162061 [Refactor] Replace hardcoded categories with data-driven SO system and abstract dice
- Add abstract dice system (IDie interface, DieDefinitionSO, StandardDieSO, DieInstance)
  to support future custom dice types while keeping backward compat via int[] DiceValues
- Replace YachtCategory enum and CategoryScorer switch with CategoryDefinitionSO hierarchy:
  SumOfValueCategorySO, NOfAKindCategorySO, FullHouseCategorySO, StraightCategorySO, SumAllCategorySO
- Add CategoryCatalogSO for ordered category collections and DiceCheckUtility for shared logic
- Refactor ScoringSystem, Views, GameManager, GameController to use SO references
- Update CategoryCondition modifier to use SO reference instead of enum
- Update all editor tests to use SO-based categories and DieInstance

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-01 11:46:50 +07:00

79 lines
2.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using YachtDice.Categories;
using YachtDice.Dice;
using YachtDice.Modifiers.Runtime;
using YachtDice.Scoring;
namespace YachtDice.Modifiers.Core
{
public class ModifierContext
{
// Scoring data
public int BaseScore;
public int FlatBonus;
public float Multiplier = 1f;
public float PostMultiplier = 1f;
/// <summary>Абстрактные дайсы (основной API).</summary>
public IReadOnlyList<IDie> Dice;
/// <summary>Значения дайсов (обратная совместимость с существующими модификаторами).</summary>
public int[] DiceValues;
/// <summary>Категория, в которую записывается результат.</summary>
public CategoryDefinitionSO Category;
// Game state (read-only snapshot)
public int CurrentRoll;
public int CurrentTurn;
public int PlayerCurrency;
public IReadOnlyList<ModifierInstance> AllActiveModifiers;
// Trigger info
public TriggerType Trigger;
// Side-effect accumulators
public int CurrencyDelta;
// Debug trace (populated when tracing is enabled)
public List<string> DebugLog;
public int FinalScore => Mathf.FloorToInt((BaseScore + FlatBonus) * Multiplier * PostMultiplier);
public ScoreResult ToScoreResult()
{
return new ScoreResult
{
BaseScore = BaseScore,
FlatBonus = FlatBonus,
Multiplier = Multiplier * PostMultiplier,
DiceValues = DiceValues,
Category = Category,
};
}
public static ModifierContext CreateForScoring(
int baseScore,
IReadOnlyList<IDie> dice,
CategoryDefinitionSO category,
int currentRoll,
int currentTurn,
int playerCurrency,
IReadOnlyList<ModifierInstance> activeModifiers)
{
return new ModifierContext
{
BaseScore = baseScore,
Dice = dice,
DiceValues = DiceCheckUtility.ExtractValues(dice),
Category = category,
CurrentRoll = currentRoll,
CurrentTurn = currentTurn,
PlayerCurrency = playerCurrency,
AllActiveModifiers = activeModifiers,
};
}
}
}