bee20fd1f8
Wrap all 39 scripts and 6 test files in namespaces matching their folder structure (e.g. Assets/Scripts/Dice/ → YachtDice.Dice). Add cross-namespace using directives where types are referenced across modules. Set rootNamespace in both .asmdef files (YachtDice, YachtDice.Tests). Namespace mapping: - YachtDice.Dice — Dice, DiceRoller - YachtDice.Economy — CurrencyBank - YachtDice.Game — GameManager, DiceManager, DebugGameInput - YachtDice.Inventory — InventoryController/Model/SlotView/View - YachtDice.Modifiers — ModifierData/Effect/Enums/Pipeline/Runtime/Target - YachtDice.Persistence — SaveData, SaveSystem - YachtDice.Scoring — CategoryScorer, ScoreResult, ScoringSystem, YachtCategory - YachtDice.Shop — ShopCatalog/Controller/ItemView/Model/View - YachtDice.UI — CategoryRowView, DicePanelView, GameController, GameInfoView, ScoreCardView - YachtDice.Editor — ModifierAssetCreator - YachtDice.Tests — all test files Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
68 lines
2.3 KiB
C#
68 lines
2.3 KiB
C#
using System.Collections.Generic;
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using YachtDice.Scoring;
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namespace YachtDice.Modifiers
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{
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public static class ModifierPipeline
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{
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// Application order (explicit):
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// 1. Category-level additive (AddPerDieValue)
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// 2. Category-level multiplicative (MultiplyPerDieValue)
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// 3. Final-score additive (AddFlatToFinalScore)
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// 4. Final-score multiplicative (MultiplyFinalScore)
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public static void Apply(
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IReadOnlyList<ModifierData> activeModifiers,
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ref ScoreResult result,
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ModifierScope currentScope)
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{
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if (activeModifiers == null) return;
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// Pass 1: Category-level additive
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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var mod = activeModifiers[i];
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if (!ShouldApply(mod, ref result, currentScope)) continue;
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if (mod.IsCategoryLevel && mod.IsAdditive)
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ModifierEffect.Apply(mod, ref result);
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}
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// Pass 2: Category-level multiplicative
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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var mod = activeModifiers[i];
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if (!ShouldApply(mod, ref result, currentScope)) continue;
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if (mod.IsCategoryLevel && mod.IsMultiplicative)
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ModifierEffect.Apply(mod, ref result);
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}
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// Pass 3: Final-score additive
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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var mod = activeModifiers[i];
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if (!ShouldApply(mod, ref result, currentScope)) continue;
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if (mod.IsFinalScoreLevel && mod.IsAdditive)
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ModifierEffect.Apply(mod, ref result);
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}
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// Pass 4: Final-score multiplicative
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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var mod = activeModifiers[i];
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if (!ShouldApply(mod, ref result, currentScope)) continue;
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if (mod.IsFinalScoreLevel && mod.IsMultiplicative)
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ModifierEffect.Apply(mod, ref result);
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}
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}
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private static bool ShouldApply(ModifierData mod, ref ScoreResult result, ModifierScope currentScope)
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{
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if (mod == null) return false;
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if (mod.Scope != currentScope) return false;
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if (mod.Target.HasCategoryFilter && mod.Target.TargetCategory != result.Category) return false;
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return true;
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}
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}
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}
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