ProgressionRoot autoload builds the JSON stores from
GlobalizePath("user://"), loads the Profile, reads the authored upgrade
tables into a SkillCatalogue, and owns the ProgressionService. Every
mutating operation is wrapped so draining and republishing cannot be
forgotten - the one risk of the DrainEvents design, now confined to one
file.
ProgressionEventRepublisher turns domain records into EventBus signals
(ADR-0004), so existing subscribers and scene wiring keep working. New
RunEnded signal: GameOverScreen reads Lives directly today, which is the
last-life soft-lock.
Registered after SkillManager, since the skill catalogue is built from
AvailableSkills. GameStateStore stays until slice 10 moves the callers.
Transitional: LevelStarted is republished with a catalogue index because
GhostManager names files ghost_level_{index}.json.
10 lines
351 B
Plaintext
10 lines
351 B
Plaintext
[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://Autoloads/ProgressionRoot.cs" id="1_script"]
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[ext_resource type="Resource" path="res://resources/levels/level_catalogue.tres" id="2_catalogue"]
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[node name="ProgressionRoot" type="Node"]
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script = ExtResource("1_script")
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Catalogue = ExtResource("2_catalogue")
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StartingLives = 3
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