using System.Collections.Generic;
using System.Linq;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.Progression;
namespace Mr.BrickAdventures.scripts.Resources;
///
/// The authored list of Levels in campaign order, and the bridge from a back to
/// the Godot scene that implements it.
///
///
/// Not a domain port. Nothing in the progression domain resolves a Level to a scene — the domain only
/// needs the ordering, which it takes as a . Scene lookup is wanted solely by
/// the composition root, which is engine-side anyway.
///
[GlobalClass]
public partial class LevelCatalogue : Resource
{
///
/// Levels in campaign order. A Level absent from this list is not reachable, even if its
/// exists.
///
[Export]
public Array Levels { get; set; } = [];
///
/// The ordering the domain works from. Throws if the authored data is inconsistent — a blank or
/// duplicated id cannot produce a , so a mistake here fails at boot rather
/// than corrupting a save later.
///
public Campaign ToCampaign()
{
var ids = new List();
for (var i = 0; i < Levels.Count; i++)
{
var level = Levels[i];
if (level == null)
throw new System.InvalidOperationException(
$"LevelCatalogue has an empty slot at index {i}.");
ids.Add(LevelId.Of(level.Id));
}
return Campaign.Of(ids);
}
public LevelResource Find(LevelId id) =>
Levels.FirstOrDefault(level => level != null && level.Id == id.Value);
public PackedScene SceneFor(LevelId id) => Find(id)?.Scene;
}