Files
przygody-pana-cegly/scripts/Resources/LevelCatalogue.cs
Gabriel Kaszewski f991bb99fc feat(levels): level catalogue with stable ids (slice 7)
LevelResource gains a stable Id and swaps the string ScenePath for an
editor-tracked PackedScene. The old path field was never read and had
rotted - forest_1 pointed at level_forest_5.tscn, which doesn't exist,
and borrowed LEVEL_5_NAME so it would have displayed "VILLAGE - 5".

LevelCatalogue lists levels in campaign order and produces the domain's
Campaign; an authoring mistake fails at boot because Campaign.Of rejects
blank and duplicate ids. Not a domain port - nothing in the domain
resolves a level to a scene.

All 8 scenes now have a resource; campaign keeps the existing 6
(tutorial_1, village_1..5). village_6 and forest_1 are catalogued but
deliberately out of the campaign.

GameManager.LevelScenes stays until slice 10 rewrites GameManager.
2026-07-28 19:28:56 +02:00

55 lines
1.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.Progression;
namespace Mr.BrickAdventures.scripts.Resources;
/// <summary>
/// The authored list of Levels in campaign order, and the bridge from a <see cref="LevelId"/> back to
/// the Godot scene that implements it.
/// </summary>
/// <remarks>
/// Not a domain port. Nothing in the progression domain resolves a Level to a scene — the domain only
/// needs the ordering, which it takes as a <see cref="Campaign"/>. Scene lookup is wanted solely by
/// the composition root, which is engine-side anyway.
/// </remarks>
[GlobalClass]
public partial class LevelCatalogue : Resource
{
/// <summary>
/// Levels in campaign order. A Level absent from this list is not reachable, even if its
/// <see cref="LevelResource"/> exists.
/// </summary>
[Export]
public Array<LevelResource> Levels { get; set; } = [];
/// <summary>
/// The ordering the domain works from. Throws if the authored data is inconsistent — a blank or
/// duplicated id cannot produce a <see cref="Campaign"/>, so a mistake here fails at boot rather
/// than corrupting a save later.
/// </summary>
public Campaign ToCampaign()
{
var ids = new List<LevelId>();
for (var i = 0; i < Levels.Count; i++)
{
var level = Levels[i];
if (level == null)
throw new System.InvalidOperationException(
$"LevelCatalogue has an empty slot at index {i}.");
ids.Add(LevelId.Of(level.Id));
}
return Campaign.Of(ids);
}
public LevelResource Find(LevelId id) =>
Levels.FirstOrDefault(level => level != null && level.Id == id.Value);
public PackedScene SceneFor(LevelId id) => Find(id)?.Scene;
}