Files
YachtDice/Assets/Scripts/Modifiers/Core/ModifierContext.cs
T
horooko 68c4abace3 [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>
2026-03-01 06:20:23 +07:00

69 lines
2.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
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;
public int[] DiceValues;
public YachtCategory 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,
int[] diceValues,
YachtCategory category,
int currentRoll,
int currentTurn,
int playerCurrency,
IReadOnlyList<ModifierInstance> activeModifiers)
{
return new ModifierContext
{
BaseScore = baseScore,
DiceValues = diceValues,
Category = category,
CurrentRoll = currentRoll,
CurrentTurn = currentTurn,
PlayerCurrency = playerCurrency,
AllActiveModifiers = activeModifiers,
};
}
}
}