feat(progression): read surface and change announcements (slice 10a)
reads for the UI: TotalCoins, Lives, IsRunOver, CurrentLevel, LevelOf/IsOwned/CanAfford, HasCleared. The read half of candidate 01 - callers get a narrow surface instead of reaching into state. new domain events LivesChanged / TotalCoinsChanged / SkillSetChanged, announced by comparing against the last announced value, so an operation can neither forget to announce nor announce something unchanged. HandlePlayerDeath now clears the spent attempt - it was still counting towards TotalCoins after its ledger had been discarded. republisher and EventBus extended; SkillSetChanged is what SkillManager will reconcile against instead of the non-atomic call pairs. 65 tests.
This commit is contained in:
@@ -164,6 +164,16 @@ public partial class EventBus : Node
|
||||
public static void EmitRunEnded()
|
||||
=> Instance?.EmitSignal(SignalName.RunEnded);
|
||||
|
||||
/// <summary>
|
||||
/// The set of owned skills, or the level of one of them, changed. SkillManager reconciles its live
|
||||
/// components against this instead of every caller remembering to update it separately — the
|
||||
/// non-atomic pair of calls that could leave a skill owned but inert.
|
||||
/// </summary>
|
||||
[Signal] public delegate void SkillSetChangedEventHandler();
|
||||
|
||||
public static void EmitSkillSetChanged()
|
||||
=> Instance?.EmitSignal(SignalName.SkillSetChanged);
|
||||
|
||||
public static void EmitCoinsChanged(int totalCoins)
|
||||
=> Instance?.EmitSignal(SignalName.CoinsChanged, totalCoins);
|
||||
|
||||
|
||||
@@ -55,6 +55,18 @@ public sealed class ProgressionEventRepublisher
|
||||
EventBus.EmitAchievementUnlocked(unlocked.Achievement.Value);
|
||||
break;
|
||||
|
||||
case LivesChanged lives:
|
||||
EventBus.EmitLivesChanged(lives.Remaining.Value);
|
||||
break;
|
||||
|
||||
case TotalCoinsChanged coins:
|
||||
EventBus.EmitCoinsChanged(coins.Total.Value);
|
||||
break;
|
||||
|
||||
case SkillSetChanged:
|
||||
EventBus.EmitSkillSetChanged();
|
||||
break;
|
||||
|
||||
default:
|
||||
GD.PushWarning($"No signal is published for domain event {@event.GetType().Name}.");
|
||||
break;
|
||||
|
||||
@@ -21,6 +21,7 @@ public class ProgressionServiceTests
|
||||
startingLives: Lives.Of(3));
|
||||
|
||||
service.StartPlaythrough(Id);
|
||||
service.DrainEvents(); // setup announces; tests assert about the operation under test
|
||||
return service;
|
||||
}
|
||||
|
||||
@@ -84,6 +85,7 @@ public class ProgressionServiceTests
|
||||
TwoLevels(), Skills(), Lives.Of(3));
|
||||
service.StartPlaythrough(Id);
|
||||
service.EnterLevel(First);
|
||||
service.DrainEvents(); // setup announces; tests assert about the operation under test
|
||||
return service;
|
||||
}
|
||||
|
||||
@@ -167,4 +169,33 @@ public class ProgressionServiceTests
|
||||
Assert.Equal(Second, reloaded.CurrentLevel);
|
||||
Assert.Equal(LevelTime.Of(30.0), profileStore.Load().Value!.BestTimeFor(First));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Picking_up_a_coin_announces_the_new_total_so_the_hud_never_polls()
|
||||
{
|
||||
// CoinsChanged is emitted from four places today and subscribed by nobody, while Hud rebuilds
|
||||
// three translated strings every frame in _Process. One announcement, one read path.
|
||||
var service = ServiceWithSkills();
|
||||
|
||||
service.RecordCoinsFound(Coins.Of(7));
|
||||
|
||||
var announced = service.DrainEvents().OfType<TotalCoinsChanged>().Single();
|
||||
Assert.Equal(Coins.Of(7), announced.Total);
|
||||
Assert.Equal(Coins.Of(7), service.TotalCoins);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Dying_announces_both_the_remaining_lives_and_the_coins_reverting_to_the_bank()
|
||||
{
|
||||
var service = ServiceWithSkills();
|
||||
service.RecordCoinsFound(Coins.Of(40));
|
||||
|
||||
service.HandlePlayerDeath();
|
||||
|
||||
var events = service.DrainEvents();
|
||||
Assert.Equal(2, events.OfType<LivesChanged>().Single().Remaining.Value);
|
||||
// The attempt is discarded, so the 40 found coins were never banked.
|
||||
Assert.Equal(Coins.Zero, events.OfType<TotalCoinsChanged>().Last().Total);
|
||||
Assert.Equal(Coins.Zero, service.TotalCoins);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,3 +22,21 @@ public sealed record AchievementUnlocked(AchievementId Achievement) : Progressio
|
||||
/// this, so an entry path that does not announce is an entry path where neither works.
|
||||
/// </summary>
|
||||
public sealed record LevelStarted(LevelId Level) : ProgressionEvent;
|
||||
|
||||
/// <summary>
|
||||
/// Lives remaining changed. Raised by the same operation that changed them, so no reader can observe
|
||||
/// a stale value between the write and the announcement.
|
||||
/// </summary>
|
||||
public sealed record LivesChanged(Lives Remaining) : ProgressionEvent;
|
||||
|
||||
/// <summary>
|
||||
/// Spendable coins changed — the Bank plus the current Attempt's takings, less what it has spent.
|
||||
/// A single fact for readers, so nothing has to know the Attempt and Bank are separate.
|
||||
/// </summary>
|
||||
public sealed record TotalCoinsChanged(Coins Total) : ProgressionEvent;
|
||||
|
||||
/// <summary>
|
||||
/// The set of owned Skills, or the level of one of them, changed. What <c>SkillManager</c> reconciles
|
||||
/// its live components against, instead of being told separately by every caller.
|
||||
/// </summary>
|
||||
public sealed record SkillSetChanged : ProgressionEvent;
|
||||
|
||||
@@ -39,11 +39,64 @@ public sealed class ProgressionService
|
||||
|
||||
public Profile Profile { get; }
|
||||
|
||||
#region Reads — the narrow surface the UI gets instead of reaching into state
|
||||
|
||||
/// <summary>Spendable coins: the Bank plus this Attempt's takings, less what it has spent.</summary>
|
||||
public Coins TotalCoins
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_playthrough is null) return Coins.Zero;
|
||||
if (_attempt is null) return _playthrough.Bank;
|
||||
|
||||
return _playthrough.Bank.Add(_attempt.CoinsFound)
|
||||
.TrySubtract(_attempt.CoinsSpent, out var total) ? total : Coins.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
public Lives Lives => _playthrough?.Lives ?? Lives.Of(0);
|
||||
|
||||
public bool IsRunOver => _playthrough?.IsRunOver ?? false;
|
||||
|
||||
public LevelId? CurrentLevel => _playthrough?.CurrentLevel;
|
||||
|
||||
public bool IsPlaying => _playthrough is not null;
|
||||
|
||||
/// <summary>
|
||||
/// The level a Skill is at: what this Attempt has bought if anything, otherwise what the
|
||||
/// Playthrough owns. Null when it is not owned at all — absence is what "unowned" means.
|
||||
/// </summary>
|
||||
public SkillLevel? LevelOf(SkillId skill)
|
||||
{
|
||||
if (_attempt is not null && _attempt.SkillsBought.TryGetValue(skill, out var bought))
|
||||
return bought;
|
||||
|
||||
return _playthrough is not null && _playthrough.OwnedSkills.TryGetValue(skill, out var owned)
|
||||
? owned
|
||||
: null;
|
||||
}
|
||||
|
||||
public bool IsOwned(SkillId skill) => LevelOf(skill) is not null;
|
||||
|
||||
/// <summary>Whether the next level of a Skill could be bought right now.</summary>
|
||||
public bool CanAfford(SkillId skill)
|
||||
{
|
||||
if (_playthrough is null || _attempt is null) return false;
|
||||
|
||||
var next = LevelOf(skill) is { } owned ? owned.Next() : SkillLevel.First;
|
||||
return _skills.CostToReach(skill, next) is { } cost && _playthrough.CanAfford(_attempt, cost);
|
||||
}
|
||||
|
||||
public bool HasCleared(LevelId level) => _playthrough?.HasCleared(level) ?? false;
|
||||
|
||||
#endregion
|
||||
|
||||
public void StartPlaythrough(PlaythroughId id)
|
||||
{
|
||||
_playthrough = Playthrough.StartNew(id, _campaign, _startingLives);
|
||||
_attempt = null;
|
||||
_playthroughs.Save(_playthrough);
|
||||
AnnounceChanges();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -58,13 +111,18 @@ public sealed class ProgressionService
|
||||
|
||||
_attempt = new Attempt(level);
|
||||
_events.Raise(new LevelStarted(level));
|
||||
AnnounceChanges();
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Records coins picked up during the active Attempt. They are banked only by a First Clear.
|
||||
/// </summary>
|
||||
public void RecordCoinsFound(Coins amount) => _attempt?.RecordCoinsFound(amount);
|
||||
public void RecordCoinsFound(Coins amount)
|
||||
{
|
||||
_attempt?.RecordCoinsFound(amount);
|
||||
AnnounceChanges();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Buys the next level of a Skill, charging it to the active Attempt's ledger — so dying undoes
|
||||
@@ -76,30 +134,16 @@ public sealed class ProgressionService
|
||||
|
||||
if (_skills.MaxLevelOf(skill) is not { } topLevel) return PurchaseOutcome.NotPurchasable;
|
||||
|
||||
var next = CurrentLevelOf(skill) is { } owned ? owned.Next() : SkillLevel.First;
|
||||
var next = LevelOf(skill) is { } owned ? owned.Next() : SkillLevel.First;
|
||||
if (next.Value > topLevel.Value) return PurchaseOutcome.AlreadyAtTopLevel;
|
||||
|
||||
if (_skills.CostToReach(skill, next) is not { } cost) return PurchaseOutcome.AlreadyAtTopLevel;
|
||||
if (!_playthrough.CanAfford(_attempt, cost)) return PurchaseOutcome.NotAffordable;
|
||||
|
||||
return _attempt.TryRecordPurchase(skill, next, cost)
|
||||
? PurchaseOutcome.Purchased
|
||||
: PurchaseOutcome.NotPlaying;
|
||||
}
|
||||
if (!_attempt.TryRecordPurchase(skill, next, cost)) return PurchaseOutcome.NotPlaying;
|
||||
|
||||
/// <summary>
|
||||
/// The level a Skill is at right now: what this Attempt has bought if anything, otherwise what
|
||||
/// the Playthrough owns. Reading only the Playthrough would let the same level be bought twice
|
||||
/// within one Attempt.
|
||||
/// </summary>
|
||||
private SkillLevel? CurrentLevelOf(SkillId skill)
|
||||
{
|
||||
if (_attempt is not null && _attempt.SkillsBought.TryGetValue(skill, out var bought))
|
||||
return bought;
|
||||
|
||||
return _playthrough is not null && _playthrough.OwnedSkills.TryGetValue(skill, out var owned)
|
||||
? owned
|
||||
: null;
|
||||
AnnounceChanges();
|
||||
return PurchaseOutcome.Purchased;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -113,7 +157,10 @@ public sealed class ProgressionService
|
||||
|
||||
if (!_playthrough.SettleDeath(_attempt)) return;
|
||||
|
||||
// The ledger was discarded, so it must stop contributing to TotalCoins.
|
||||
_attempt = null;
|
||||
_playthroughs.Save(_playthrough);
|
||||
AnnounceChanges();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -139,6 +186,59 @@ public sealed class ProgressionService
|
||||
|
||||
if (wasFirstClear) _playthroughs.Save(_playthrough);
|
||||
_profiles.Save(Profile);
|
||||
AnnounceChanges();
|
||||
}
|
||||
|
||||
private Coins _announcedCoins = Coins.Zero;
|
||||
private int _announcedLives = -1;
|
||||
private string _announcedSkills = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Announces whatever actually changed since the last announcement. Called at the end of every
|
||||
/// mutating operation, so an operation cannot forget to announce; comparing against the last
|
||||
/// announced value means it also cannot announce something that did not change.
|
||||
/// </summary>
|
||||
private void AnnounceChanges()
|
||||
{
|
||||
var coins = TotalCoins;
|
||||
if (!coins.Equals(_announcedCoins))
|
||||
{
|
||||
_announcedCoins = coins;
|
||||
_events.Raise(new TotalCoinsChanged(coins));
|
||||
}
|
||||
|
||||
if (_playthrough is not null && _playthrough.Lives.Value != _announcedLives)
|
||||
{
|
||||
_announcedLives = _playthrough.Lives.Value;
|
||||
_events.Raise(new LivesChanged(_playthrough.Lives));
|
||||
}
|
||||
|
||||
var skills = SkillFingerprint();
|
||||
if (skills != _announcedSkills)
|
||||
{
|
||||
_announcedSkills = skills;
|
||||
_events.Raise(new SkillSetChanged());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cheap comparable summary of the effective owned-skill set, Attempt purchases included. Used only
|
||||
/// to decide whether anything changed — with a handful of skills, recomputing beats bookkeeping.
|
||||
/// </summary>
|
||||
private string SkillFingerprint()
|
||||
{
|
||||
if (_playthrough is null) return string.Empty;
|
||||
|
||||
var effective = new SortedDictionary<string, int>();
|
||||
|
||||
foreach (var (skill, level) in _playthrough.OwnedSkills)
|
||||
effective[skill.Value] = level.Value;
|
||||
|
||||
if (_attempt is not null)
|
||||
foreach (var (skill, level) in _attempt.SkillsBought)
|
||||
effective[skill.Value] = level.Value;
|
||||
|
||||
return string.Join(",", effective.Select(e => $"{e.Key}:{e.Value}"));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user