Files
przygody-pana-cegly/progression/Profile.cs
Gabriel Kaszewski 05149bb4a9 feat(progression): Profile aggregate (slice 4)
best times only improve; achievement unlock announces on the transition
only, so popup/Steam subscribers cannot double-fire; statistics are
increase-only (IncrementStat took any int).

RelockAchievement is console-only and documented as not reaching Steam -
a Steam achievement cannot be un-earned, so the disagreement is
permanent and deliberate.

refactor: extract EventLog, composed by both aggregates now that the
duplication actually exists. 34 tests.
2026-07-28 18:56:58 +02:00

76 lines
2.8 KiB
C#

namespace Mr.BrickAdventures.Progression;
/// <summary>
/// Everything shared across all Playthroughs, one per installation. Never reset by starting a new
/// Playthrough — see docs/adr/0001-three-progression-scopes.md.
/// </summary>
public sealed class Profile
{
private readonly Dictionary<LevelId, LevelTime> _bestTimes = new();
private readonly HashSet<AchievementId> _achievements = new();
private readonly EventLog _events = new();
private Profile() { }
public static Profile Empty() => new();
public bool HasAchievement(AchievementId achievement) => _achievements.Contains(achievement);
/// <summary>
/// Unlocks an Achievement. Announces it only on the transition, so repeated calls are harmless.
/// </summary>
public void UnlockAchievement(AchievementId achievement)
{
if (!_achievements.Add(achievement)) return;
_events.Raise(new AchievementUnlocked(achievement));
}
/// <summary>
/// Removes an unlocked Achievement. Exists for console commands only.
/// </summary>
/// <remarks>
/// Deliberately asymmetric with <see cref="UnlockAchievement"/>: 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.
/// </remarks>
public void RelockAchievement(AchievementId achievement) => _achievements.Remove(achievement);
private readonly Dictionary<StatName, int> _statistics = new();
public int ReadStat(StatName stat) => _statistics.GetValueOrDefault(stat);
/// <summary>
/// Adds to a lifetime statistic. The amount must be positive — these only ever go up.
/// </summary>
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;
}
/// <summary>
/// Takes the events raised since the last drain, clearing them.
/// </summary>
public IReadOnlyList<ProgressionEvent> DrainEvents() => _events.Drain();
public LevelTime? BestTimeFor(LevelId level) =>
_bestTimes.TryGetValue(level, out var time) ? time : null;
/// <summary>
/// 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.
/// </summary>
public bool RecordTime(LevelId level, LevelTime time)
{
if (BestTimeFor(level) is { } best && !time.IsFasterThan(best))
return false;
_bestTimes[level] = time;
return true;
}
}