namespace Mr.BrickAdventures.Progression;
///
/// Everything shared across all Playthroughs, one per installation. Never reset by starting a new
/// Playthrough — see docs/adr/0001-three-progression-scopes.md.
///
public sealed class Profile
{
private readonly Dictionary _bestTimes = new();
private readonly HashSet _achievements = new();
private readonly EventLog _events = new();
private Profile() { }
public static Profile Empty() => new();
public bool HasAchievement(AchievementId achievement) => _achievements.Contains(achievement);
///
/// Unlocks an Achievement. Announces it only on the transition, so repeated calls are harmless.
///
public void UnlockAchievement(AchievementId achievement)
{
if (!_achievements.Add(achievement)) return;
_events.Raise(new AchievementUnlocked(achievement));
}
///
/// Removes an unlocked Achievement. Exists for console commands only.
///
///
/// Deliberately asymmetric with : unlocking is mirrored to Steam
/// by a subscriber, relocking is not and cannot be, because a Steam achievement cannot be
/// un-earned. After relocking, this Profile and Steam disagree permanently. That is a property
/// of Steam, not a bug here, but it is why this is not offered to gameplay code.
///
public void RelockAchievement(AchievementId achievement) => _achievements.Remove(achievement);
private readonly Dictionary _statistics = new();
public int ReadStat(StatName stat) => _statistics.GetValueOrDefault(stat);
///
/// Adds to a lifetime statistic. The amount must be positive — these only ever go up.
///
public void Record(StatName stat, int amount)
{
if (amount < 1)
throw new ArgumentOutOfRangeException(nameof(amount), amount, "A statistic can only be increased.");
_statistics[stat] = ReadStat(stat) + amount;
}
///
/// Takes the events raised since the last drain, clearing them.
///
public IReadOnlyList DrainEvents() => _events.Drain();
public ProfileSnapshot Export() => new(
_bestTimes.ToDictionary(e => e.Key.Value, e => e.Value.Seconds),
_achievements.Select(a => a.Value).ToList(),
_statistics.ToDictionary(e => e.Key.ToString(), e => e.Value));
///
/// Rebuilds a Profile from a snapshot, re-running every value object's factory.
///
///
/// Writes the collections directly rather than replaying . Going
/// through the operation would raise for every achievement on
/// every load, so a subscriber pushing to Steam or showing a popup would fire on startup.
///
public static Profile Restore(ProfileSnapshot snapshot)
{
var profile = new Profile();
foreach (var (level, seconds) in snapshot.BestTimes)
profile._bestTimes[LevelId.Of(level)] = LevelTime.Of(seconds);
foreach (var achievement in snapshot.Achievements)
profile._achievements.Add(AchievementId.Of(achievement));
foreach (var (stat, value) in snapshot.Statistics)
{
// A statistic this build no longer tracks is dropped. Losing one counter beats refusing
// to load the Profile and with it every achievement and best time.
if (Enum.TryParse(stat, out var known))
profile._statistics[known] = value;
}
return profile;
}
public LevelTime? BestTimeFor(LevelId level) =>
_bestTimes.TryGetValue(level, out var time) ? time : null;
///
/// Records a completion time, keeping it only if it beats what is already there. Returns true
/// when it became the Best Time. A slower run is not an error — it just isn't a record.
///
public bool RecordTime(LevelId level, LevelTime time)
{
if (BestTimeFor(level) is { } best && !time.IsFasterThan(best))
return false;
_bestTimes[level] = time;
return true;
}
}