Add EventBus, SpeedRunManager, and GhostManager; implement ghost recording and playback features
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78
Autoloads/StatisticsManager.cs
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78
Autoloads/StatisticsManager.cs
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using Godot;
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using Godot.Collections;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class StatisticsManager : Node
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{
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private GameManager _gameManager;
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private AchievementManager _achievementManager;
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private Dictionary<string, Variant> _stats = new();
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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_achievementManager = GetNode<AchievementManager>("/root/AchievementManager");
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LoadStatistics();
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}
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private void LoadStatistics()
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{
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if (_gameManager.PlayerState.TryGetValue("statistics", out var statsObj))
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{
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_stats = (Dictionary<string, Variant>)statsObj;
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}
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else
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{
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_stats = new Dictionary<string, Variant>();
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_gameManager.PlayerState["statistics"] = _stats;
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}
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}
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/// <summary>
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/// Increases a numerical statistic by a given amount.
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/// </summary>
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public void IncrementStat(string statName, int amount = 1)
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{
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if (_stats.TryGetValue(statName, out var currentValue))
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{
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_stats[statName] = (int)currentValue + amount;
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}
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else
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{
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_stats[statName] = amount;
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}
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GD.Print($"Stat '{statName}' updated to: {_stats[statName]}");
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CheckAchievementsForStat(statName);
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}
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/// <summary>
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/// Gets the value of a statistic.
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/// </summary>
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public Variant GetStat(string statName, Variant defaultValue = default)
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{
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return _stats.TryGetValue(statName, out var value) ? value : defaultValue;
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}
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/// <summary>
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/// Checks if the updated stat meets the criteria for any achievements.
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/// </summary>
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private void CheckAchievementsForStat(string statName)
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{
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switch (statName)
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{
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case "enemies_defeated":
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if ((int)GetStat(statName, 0) >= 100)
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{
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_achievementManager.UnlockAchievement("slayer_100_enemies");
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}
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break;
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case "jumps_made":
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if ((int)GetStat(statName, 0) >= 1000)
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{
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_achievementManager.UnlockAchievement("super_jumper");
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}
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break;
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}
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}
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}
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