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.
85 lines
2.6 KiB
C#
85 lines
2.6 KiB
C#
using System.Collections.Generic;
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using Godot;
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using Mr.BrickAdventures.Progression;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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/// <summary>
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/// Translates domain events into Godot signals on the <see cref="EventBus"/>.
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/// </summary>
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/// <remarks>
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/// <para>
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/// The adapter half of ADR-0004. Aggregates raise plain records with no engine dependency; this is the
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/// single place that turns them into signals, which is what makes "state changed ⇒ signal fired"
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/// un-bypassable. Existing subscribers and scene wiring keep working unchanged.
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/// </para>
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/// <para>
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/// Not a Node — it has no lifecycle of its own. The composition root owns one and hands it every
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/// batch of drained events.
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/// </para>
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/// </remarks>
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public sealed class ProgressionEventRepublisher
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{
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private readonly LevelCatalogue _catalogue;
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private readonly SceneTree _tree;
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public ProgressionEventRepublisher(LevelCatalogue catalogue, SceneTree tree)
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{
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_catalogue = catalogue;
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_tree = tree;
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}
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public void Publish(IReadOnlyList<ProgressionEvent> events)
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{
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foreach (var @event in events)
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Publish(@event);
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}
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private void Publish(ProgressionEvent @event)
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{
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switch (@event)
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{
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case LevelStarted started:
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// The existing signal is keyed by array index because GhostManager names its replay
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// files ghost_level_{index}.json. Transitional: once ghosts key on LevelId this
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// becomes a straight pass-through and the index lookup goes away.
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EventBus.EmitLevelStarted(IndexOf(started.Level), _tree.CurrentScene);
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break;
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case RunEnded:
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EventBus.EmitRunEnded();
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break;
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case AchievementUnlocked unlocked:
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EventBus.EmitAchievementUnlocked(unlocked.Achievement.Value);
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break;
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case LivesChanged lives:
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EventBus.EmitLivesChanged(lives.Remaining.Value);
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break;
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case TotalCoinsChanged coins:
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EventBus.EmitCoinsChanged(coins.Total.Value);
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break;
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case SkillSetChanged:
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EventBus.EmitSkillSetChanged();
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break;
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default:
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GD.PushWarning($"No signal is published for domain event {@event.GetType().Name}.");
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break;
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}
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}
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private int IndexOf(LevelId level)
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{
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for (var i = 0; i < _catalogue.Levels.Count; i++)
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if (_catalogue.Levels[i]?.Id == level.Value)
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return i;
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return -1;
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}
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}
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