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.
256 lines
9.3 KiB
C#
256 lines
9.3 KiB
C#
namespace Mr.BrickAdventures.Progression;
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/// <summary>
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/// The application layer for player progression: holds what is currently loaded — the Profile, the
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/// active Playthrough, the active Attempt — and exposes the operations gameplay triggers.
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/// </summary>
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/// <remarks>
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/// One class rather than a class per use case, because they all act on the same loaded state. Split
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/// apart, that state would have to live in the Godot autoload, where the invariant "there is exactly
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/// one active Attempt" could not be tested.
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/// </remarks>
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public sealed class ProgressionService
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{
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private readonly IPlaythroughStore _playthroughs;
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private readonly IProfileStore _profiles;
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private readonly Campaign _campaign;
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private readonly SkillCatalogue _skills;
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private readonly Lives _startingLives;
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private readonly EventLog _events = new();
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private Playthrough? _playthrough;
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private Attempt? _attempt;
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public ProgressionService(
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Profile profile,
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IPlaythroughStore playthroughs,
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IProfileStore profiles,
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Campaign campaign,
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SkillCatalogue skills,
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Lives startingLives)
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{
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Profile = profile;
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_playthroughs = playthroughs;
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_profiles = profiles;
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_campaign = campaign;
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_skills = skills;
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_startingLives = startingLives;
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}
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public Profile Profile { get; }
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#region Reads — the narrow surface the UI gets instead of reaching into state
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/// <summary>Spendable coins: the Bank plus this Attempt's takings, less what it has spent.</summary>
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public Coins TotalCoins
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{
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get
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{
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if (_playthrough is null) return Coins.Zero;
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if (_attempt is null) return _playthrough.Bank;
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return _playthrough.Bank.Add(_attempt.CoinsFound)
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.TrySubtract(_attempt.CoinsSpent, out var total) ? total : Coins.Zero;
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}
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}
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public Lives Lives => _playthrough?.Lives ?? Lives.Of(0);
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public bool IsRunOver => _playthrough?.IsRunOver ?? false;
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public LevelId? CurrentLevel => _playthrough?.CurrentLevel;
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public bool IsPlaying => _playthrough is not null;
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/// <summary>
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/// The level a Skill is at: what this Attempt has bought if anything, otherwise what the
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/// Playthrough owns. Null when it is not owned at all — absence is what "unowned" means.
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/// </summary>
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public SkillLevel? LevelOf(SkillId skill)
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{
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if (_attempt is not null && _attempt.SkillsBought.TryGetValue(skill, out var bought))
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return bought;
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return _playthrough is not null && _playthrough.OwnedSkills.TryGetValue(skill, out var owned)
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? owned
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: null;
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}
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public bool IsOwned(SkillId skill) => LevelOf(skill) is not null;
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/// <summary>Whether the next level of a Skill could be bought right now.</summary>
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public bool CanAfford(SkillId skill)
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{
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if (_playthrough is null || _attempt is null) return false;
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var next = LevelOf(skill) is { } owned ? owned.Next() : SkillLevel.First;
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return _skills.CostToReach(skill, next) is { } cost && _playthrough.CanAfford(_attempt, cost);
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}
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public bool HasCleared(LevelId level) => _playthrough?.HasCleared(level) ?? false;
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#endregion
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public void StartPlaythrough(PlaythroughId id)
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{
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_playthrough = Playthrough.StartNew(id, _campaign, _startingLives);
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_attempt = null;
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_playthroughs.Save(_playthrough);
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AnnounceChanges();
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}
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/// <summary>
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/// Begins an Attempt at <paramref name="level"/> and announces it. Does not touch campaign
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/// position — that advances only on a First Clear, so a Replay leaves it alone.
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/// </summary>
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/// <returns>False if there is no active Playthrough, or the Level is not reachable in it.</returns>
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public bool EnterLevel(LevelId level)
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{
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if (_playthrough is null) return false;
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if (!_playthrough.ReachableLevels(_campaign).Contains(level)) return false;
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_attempt = new Attempt(level);
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_events.Raise(new LevelStarted(level));
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AnnounceChanges();
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return true;
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}
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/// <summary>
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/// Records coins picked up during the active Attempt. They are banked only by a First Clear.
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/// </summary>
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public void RecordCoinsFound(Coins amount)
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{
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_attempt?.RecordCoinsFound(amount);
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AnnounceChanges();
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}
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/// <summary>
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/// Buys the next level of a Skill, charging it to the active Attempt's ledger — so dying undoes
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/// both the spend and the Skill, and only a First Clear makes either permanent.
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/// </summary>
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public PurchaseOutcome PurchaseSkill(SkillId skill)
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{
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if (_playthrough is null || _attempt is null) return PurchaseOutcome.NotPlaying;
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if (_skills.MaxLevelOf(skill) is not { } topLevel) return PurchaseOutcome.NotPurchasable;
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var next = LevelOf(skill) is { } owned ? owned.Next() : SkillLevel.First;
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if (next.Value > topLevel.Value) return PurchaseOutcome.AlreadyAtTopLevel;
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if (_skills.CostToReach(skill, next) is not { } cost) return PurchaseOutcome.AlreadyAtTopLevel;
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if (!_playthrough.CanAfford(_attempt, cost)) return PurchaseOutcome.NotAffordable;
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if (!_attempt.TryRecordPurchase(skill, next, cost)) return PurchaseOutcome.NotPlaying;
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AnnounceChanges();
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return PurchaseOutcome.Purchased;
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}
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/// <summary>
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/// Charges the active Attempt's death to the Playthrough and persists it. Repeated calls for one
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/// Attempt cost one life — the Playthrough defers to the Attempt's terminal outcome (ADR-0005),
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/// so overlapping hazards or a hazard re-firing before the scene reloads are harmless.
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/// </summary>
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public void HandlePlayerDeath()
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{
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if (_playthrough is null || _attempt is null) return;
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if (!_playthrough.SettleDeath(_attempt)) return;
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// The ledger was discarded, so it must stop contributing to TotalCoins.
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_attempt = null;
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_playthroughs.Save(_playthrough);
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AnnounceChanges();
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}
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/// <summary>
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/// Settles a completed Level. The Best Time and the completion statistic are recorded either way
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/// (ADR-0003), while banking and advancing happen only on a First Clear — which the Playthrough
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/// decides for itself from the Attempt's Level.
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/// </summary>
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public void FinishLevel(LevelTime time)
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{
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if (_playthrough is null || _attempt is null) return;
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if (_attempt.Outcome != AttemptOutcome.InProgress) return;
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var level = _attempt.Level;
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// Counts completions, including Replays — deliberately a different fact from
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// ClearedLevels.Count, which counts distinct Levels. Conflating the two is what made the old
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// levels_completed statistic disagree with CompletedLevels.
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Profile.Record(StatName.LevelsCompleted, 1);
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Profile.RecordTime(level, time);
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var wasFirstClear = _playthrough.SettleCompletion(_attempt, _campaign);
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_attempt = null;
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if (wasFirstClear) _playthroughs.Save(_playthrough);
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_profiles.Save(Profile);
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AnnounceChanges();
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}
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private Coins _announcedCoins = Coins.Zero;
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private int _announcedLives = -1;
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private string _announcedSkills = string.Empty;
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/// <summary>
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/// Announces whatever actually changed since the last announcement. Called at the end of every
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/// mutating operation, so an operation cannot forget to announce; comparing against the last
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/// announced value means it also cannot announce something that did not change.
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/// </summary>
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private void AnnounceChanges()
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{
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var coins = TotalCoins;
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if (!coins.Equals(_announcedCoins))
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{
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_announcedCoins = coins;
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_events.Raise(new TotalCoinsChanged(coins));
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}
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if (_playthrough is not null && _playthrough.Lives.Value != _announcedLives)
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{
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_announcedLives = _playthrough.Lives.Value;
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_events.Raise(new LivesChanged(_playthrough.Lives));
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}
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var skills = SkillFingerprint();
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if (skills != _announcedSkills)
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{
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_announcedSkills = skills;
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_events.Raise(new SkillSetChanged());
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}
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}
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/// <summary>
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/// Cheap comparable summary of the effective owned-skill set, Attempt purchases included. Used only
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/// to decide whether anything changed — with a handful of skills, recomputing beats bookkeeping.
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/// </summary>
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private string SkillFingerprint()
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{
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if (_playthrough is null) return string.Empty;
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var effective = new SortedDictionary<string, int>();
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foreach (var (skill, level) in _playthrough.OwnedSkills)
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effective[skill.Value] = level.Value;
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if (_attempt is not null)
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foreach (var (skill, level) in _attempt.SkillsBought)
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effective[skill.Value] = level.Value;
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return string.Join(",", effective.Select(e => $"{e.Key}:{e.Value}"));
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}
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/// <summary>
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/// Takes the events raised by this service and both aggregates. The composition root drains once
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/// after each operation and republishes.
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/// </summary>
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public IReadOnlyList<ProgressionEvent> DrainEvents()
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{
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var drained = _events.Drain().ToList();
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drained.AddRange(Profile.DrainEvents());
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if (_playthrough is not null) drained.AddRange(_playthrough.DrainEvents());
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return drained;
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}
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}
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