This commit is contained in:
2026-01-31 16:31:36 +01:00
parent b62478bbea
commit 3f02f1d4ac
23 changed files with 711 additions and 258 deletions

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@@ -8,6 +8,7 @@ public static class Constants
// Autoload paths
public const string EventBusPath = "/root/EventBus";
public const string GameManagerPath = "/root/GameManager";
public const string GameStateStorePath = "/root/GameStateStore";
public const string SaveSystemPath = "/root/SaveSystem";
public const string SpeedRunManagerPath = "/root/SpeedRunManager";
public const string GhostManagerPath = "/root/GhostManager";

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@@ -0,0 +1,29 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles coin collection events and updates the GameStateStore.
/// Replaces the manual coin logic in GameManager.
/// </summary>
public partial class CoinStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.CoinCollected += OnCoinCollected;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.CoinCollected -= OnCoinCollected;
}
}
private void OnCoinCollected(int amount, Vector2 position)
{
GameStateStore.Instance?.AddSessionCoins(amount);
}
}

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@@ -0,0 +1 @@
uid://1qg3q53kkh0k

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@@ -0,0 +1,39 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles level completion events and updates GameStateStore.
/// </summary>
public partial class LevelStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.LevelCompleted += OnLevelCompleted;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.LevelCompleted -= OnLevelCompleted;
}
}
private void OnLevelCompleted(int levelIndex, Node currentScene, double completionTime)
{
var store = GameStateStore.Instance;
if (store == null) return;
// Mark level complete and unlock next
store.MarkLevelComplete(levelIndex);
// Commit session data to persistent state
store.CommitSessionCoins();
store.CommitSessionSkills();
// Reset session for next level
store.ResetSession();
}
}

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uid://gx5vn7viphv

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@@ -0,0 +1,29 @@
using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles player death events and updates lives in GameStateStore.
/// </summary>
public partial class LivesStateHandler : Node
{
public override void _Ready()
{
EventBus.Instance.PlayerDied += OnPlayerDied;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
{
EventBus.Instance.PlayerDied -= OnPlayerDied;
}
}
private void OnPlayerDied(Vector2 position)
{
GameStateStore.Instance?.RemoveLife();
GameStateStore.Instance?.ResetSession();
}
}

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uid://b4ocg7g8vmtvp

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@@ -1,34 +0,0 @@
using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.Events;
/// <summary>
/// Handles coin collection events and updates the session state.
/// Replaces the manual signal wiring in ScoreComponent.
/// </summary>
public partial class ScoreEventHandler : Node
{
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
EventBus.Instance.CoinCollected += OnCoinCollected;
}
public override void _ExitTree()
{
if (EventBus.Instance != null)
EventBus.Instance.CoinCollected -= OnCoinCollected;
}
private void OnCoinCollected(int amount, Vector2 position)
{
var currentCoins = (int)_gameManager.CurrentSessionState["coins_collected"];
_gameManager.CurrentSessionState["coins_collected"] = currentCoins + amount;
GD.Print($"ScoreEventHandler: Collected {amount} coins. Total session coins: {currentCoins + amount}");
}
}

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@@ -1 +0,0 @@
uid://cs4cfk7g5vh2v

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@@ -0,0 +1,73 @@
using System.Collections.Generic;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.State;
/// <summary>
/// Persistent player data that survives across sessions.
/// This is a POCO (Plain Old C# Object) for predictable state management.
/// </summary>
public class PlayerState
{
/// <summary>
/// Saved coins (not including current session).
/// </summary>
public int Coins { get; set; }
/// <summary>
/// Remaining lives.
/// </summary>
public int Lives { get; set; } = 3;
/// <summary>
/// Indices of completed levels.
/// </summary>
public List<int> CompletedLevels { get; set; } = new();
/// <summary>
/// Indices of levels the player can access.
/// </summary>
public List<int> UnlockedLevels { get; set; } = new() { 0 };
/// <summary>
/// Skills the player has permanently unlocked.
/// </summary>
public List<SkillData> UnlockedSkills { get; set; } = new();
/// <summary>
/// Statistics dictionary for tracking game stats.
/// </summary>
public Dictionary<string, int> Statistics { get; set; } = new();
/// <summary>
/// IDs of unlocked achievements.
/// </summary>
public List<string> UnlockedAchievements { get; set; } = new();
/// <summary>
/// Creates a fresh default player state.
/// </summary>
public static PlayerState CreateDefault() => new()
{
Coins = 0,
Lives = 3,
CompletedLevels = new List<int>(),
UnlockedLevels = new List<int> { 0 },
UnlockedSkills = new List<SkillData>(),
Statistics = new Dictionary<string, int>()
};
/// <summary>
/// Resets this state to default values.
/// </summary>
public void Reset()
{
Coins = 0;
Lives = 3;
CompletedLevels.Clear();
UnlockedLevels.Clear();
UnlockedLevels.Add(0);
UnlockedSkills.Clear();
Statistics.Clear();
}
}

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@@ -0,0 +1 @@
uid://gtr1e60jq7iv

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@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts.State;
/// <summary>
/// Data for the current gameplay session.
/// Reset when player dies or completes a level.
/// </summary>
public class SessionState
{
/// <summary>
/// Current level index being played.
/// </summary>
public int CurrentLevel { get; set; }
/// <summary>
/// Coins collected during this session (not yet saved).
/// </summary>
public int CoinsCollected { get; set; }
/// <summary>
/// Skills unlocked during this session (not yet saved).
/// </summary>
public List<SkillData> SkillsUnlocked { get; set; } = new();
/// <summary>
/// Creates a fresh session state.
/// </summary>
public static SessionState CreateDefault() => new()
{
CurrentLevel = 0,
CoinsCollected = 0,
SkillsUnlocked = new List<SkillData>()
};
/// <summary>
/// Resets session state to defaults.
/// </summary>
public void Reset()
{
CoinsCollected = 0;
SkillsUnlocked.Clear();
}
/// <summary>
/// Resets completely including level.
/// </summary>
public void ResetAll()
{
CurrentLevel = 0;
CoinsCollected = 0;
SkillsUnlocked.Clear();
}
}

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uid://chqsdleqrnl7b

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@@ -2,6 +2,7 @@ using Godot;
using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.scripts.components;
@@ -34,7 +35,9 @@ public partial class ExitDoorComponent : Area2D, IUnlockable
EmitSignalExitTriggered();
_achievementManager.UnlockAchievement(AchievementId);
_gameManager.UnlockLevel((int)_gameManager.PlayerState["current_level"] + 1);
// Get current level from GameStateStore
var currentLevel = GameStateStore.Instance?.Session.CurrentLevel ?? 0;
_gameManager.UnlockLevel(currentLevel + 1);
CallDeferred(nameof(GoToNextLevel));
}

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@@ -4,6 +4,7 @@ using Mr.BrickAdventures;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
using Mr.BrickAdventures.scripts.State;
namespace Mr.BrickAdventures.scripts.components;
@@ -38,8 +39,8 @@ public partial class SkillUnlockerComponent : Node
skill.IsActive = true;
_gameManager.RemoveCoins(skill.Upgrades[0].Cost);
var skillsUnlocked = (Array<SkillData>)_gameManager.CurrentSessionState["skills_unlocked"];
skillsUnlocked.Add(skill);
// Add to session state via GameStateStore
GameStateStore.Instance?.UnlockSkillInSession(skill);
SkillManager.AddSkill(skill);
EmitSignalSkillUnlocked(skill);