feat: coins and skills move to the new domain (commit B of the swap)

atomic pair - purchasing couples them, so neither moves alone.

SkillData.Level is gone. It was an [Export] on a cached Resource: one
instance per process, so the level never persisted, leaked between save
slots, and made "unowned" indistinguishable from "level 1". Level now
comes from the Playthrough and is passed to ISkill.Initialize.

SkillManager reconciles from SkillSetChanged instead of being told by
each caller. The old shape was "record it, then tell SkillManager" as two
calls at four sites; AddSkill's early return when no player is registered
left the skill owned but inert. Reconciliation also tracks the level each
component was built at, so an upgrade rebuilds it rather than being
patched in from outside.

SkillUnlockerComponent collapses to one TryBuy - unlock and upgrade were
two methods each doing affordability, debit, level mutation and manager
notification in order.

The guard three components copy-pasted around Upgrades[Level - 1] - and
which BrickArmor omitted - now lives once in SkillComponentBase.

Hud reads coins from CoinsChanged instead of rebuilding translated
strings every frame. Lives still polls; it moves with the death path.
This commit is contained in:
2026-07-28 20:13:24 +02:00
parent b6a8448743
commit 360f73ba24
17 changed files with 251 additions and 238 deletions

View File

@@ -1,11 +1,20 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.Progression;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.components;
/// <summary>
/// Buys skills on the player's behalf.
/// </summary>
/// <remarks>
/// Now a thin adapter. Unlocking and upgrading used to be two methods that each checked affordability,
/// debited coins, mutated <c>SkillData.Level</c> and told <c>SkillManager</c> separately — four steps a
/// caller had to get right, in order. <c>PurchaseSkill</c> is one operation covering both; it charges
/// the Attempt's ledger, so dying undoes the spend and the skill together, and SkillManager reconciles
/// itself rather than being told.
/// </remarks>
[GlobalClass]
public partial class SkillUnlockerComponent : Node
{
@@ -14,59 +23,36 @@ public partial class SkillUnlockerComponent : Node
[Signal]
public delegate void SkillUnlockedEventHandler(SkillData skill);
private GameStateStore Store => GameStateStore.Instance;
private static ProgressionRoot Progression => ProgressionRoot.Instance;
public override void _Ready()
{
SkillManager = SkillManager.Instance;
}
private bool HasEnoughCoins(int amount) => (Store?.GetTotalCoins() ?? 0) >= amount;
public bool TryUnlockSkill(SkillData skill)
/// <summary>Buys the next level of a skill, whether that is the first or an upgrade.</summary>
public PurchaseOutcome TryBuy(SkillData skill)
{
if (Store == null) return false;
if (Store.IsSkillUnlocked(skill)) return false;
if (!HasEnoughCoins(skill.Upgrades[0].Cost)) return false;
if (skill == null || Progression == null) return PurchaseOutcome.NotPlaying;
skill.Level = 1;
Store.RemoveCoins(skill.Upgrades[0].Cost);
Store.UnlockSkillInSession(skill);
SkillManager.AddSkill(skill);
EmitSignalSkillUnlocked(skill);
var outcome = Progression.PurchaseSkill(SkillId.Of(skill.Name));
if (outcome == PurchaseOutcome.Purchased)
EmitSignalSkillUnlocked(skill);
return true;
return outcome;
}
/// <summary>Grants every purchasable skill, ignoring cost. Console only.</summary>
public void UnlockAllSkills()
{
var availableSkills = SkillManager.AvailableSkills;
if (SkillManager == null || Progression == null) return;
foreach (var skill in availableSkills)
foreach (var skill in SkillManager.AvailableSkills)
{
Store?.UnlockSkillPermanently(skill);
if (skill == null) continue;
Progression.GrantSkill(SkillId.Of(skill.Name));
EmitSignalSkillUnlocked(skill);
}
SkillManager.ApplyUnlockedSkills();
}
public bool TryUpgradeSkill(SkillData skill)
{
if (Store == null) return false;
if (!Store.IsSkillUnlocked(skill)) return false;
if (skill.Level >= skill.MaxLevel) return false;
if (!HasEnoughCoins(skill.Upgrades[skill.Level].Cost)) return false;
Store.RemoveCoins(skill.Upgrades[skill.Level].Cost);
skill.Level++;
if (SkillManager.ActiveComponents.TryGetValue(skill.Name, out Variant componentVariant))
{
var component = componentVariant.AsGodotObject();
if (component is ISkill skillInstance)
skillInstance.ApplyUpgrade(skill.Upgrades[skill.Level - 1]);
}
EmitSignalSkillUnlocked(skill);
return true;
}
}