68c4abace3
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>
30 lines
924 B
C#
30 lines
924 B
C#
using System.Collections.Generic;
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using YachtDice.Modifiers.Definition;
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namespace YachtDice.Modifiers.Runtime
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{
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public class ModifierInstance
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{
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public ModifierDefinitionSO Definition { get; }
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public bool IsActive { get; set; }
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public int RemainingUses { get; set; }
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public int Stacks { get; set; } = 1;
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public Dictionary<string, float> CustomState { get; } = new();
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public bool IsExpired => Definition.HasLimitedUses && RemainingUses <= 0;
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public ModifierInstance(ModifierDefinitionSO definition)
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{
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Definition = definition;
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RemainingUses = definition.HasLimitedUses ? definition.MaxUses : -1;
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}
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public void ConsumeCharge(int amount = 1)
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{
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if (!Definition.HasLimitedUses) return;
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RemainingUses -= amount;
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if (RemainingUses < 0) RemainingUses = 0;
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}
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}
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}
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