chore: Project Restructuring & Theatre
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using System.Collections.Generic;
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using UnityEngine;
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using Unheimlich.Core;
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using Unheimlich.Features.DetectiveBoard.Data;
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namespace Unheimlich.Features.DetectiveBoard
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{
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/// <summary>
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/// Manages the detective board state and clue unlocking system.
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/// Tracks unlocked clues, connections, certainty levels, and eliminated hypotheses.
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/// Does NOT affect game progression - purely interpretive tool for the player.
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/// </summary>
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public class DetectiveBoardManager : Singleton<DetectiveBoardManager>
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{
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public enum CertaintyLevel
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{
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Uncertain,
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Possible,
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Confident,
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Certain
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}
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public class ClueState
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{
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public ClueData Data;
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public bool IsUnlocked;
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public bool IsEliminated;
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}
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public class Connection
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{
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public string FromClueID;
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public string ToClueID;
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public CertaintyLevel Certainty;
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public bool IsEliminated;
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}
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[Header("References")]
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private Dictionary<string, ClueState> _clueStates = new Dictionary<string, ClueState>();
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private List<Connection> _connections = new List<Connection>();
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public IReadOnlyDictionary<string, ClueState> ClueStates => _clueStates;
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public IReadOnlyList<Connection> Connections => _connections;
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/// <summary>
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/// Unlocks a clue on the detective board. Can be triggered by any in-game event.
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/// </summary>
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public void UnlockClue(ClueData clueData)
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{
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if (clueData == null)
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{
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Debug.LogError("[DetectiveBoardManager] Attempted to unlock null clue!");
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return;
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}
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if (!_clueStates.ContainsKey(clueData.ClueID))
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{
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_clueStates[clueData.ClueID] = new ClueState
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{
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Data = clueData,
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IsUnlocked = true,
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IsEliminated = false
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};
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OnClueUnlocked?.Invoke(clueData);
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}
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else if (!_clueStates[clueData.ClueID].IsUnlocked)
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{
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_clueStates[clueData.ClueID].IsUnlocked = true;
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OnClueUnlocked?.Invoke(clueData);
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}
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}
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/// <summary>
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/// Returns a list of all currently unlocked clues.
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/// Used by DetectiveBoardCanvas to display already-unlocked clues on initialization.
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/// </summary>
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public List<ClueData> GetUnlockedClues()
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{
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List<ClueData> unlockedClues = new List<ClueData>();
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foreach (var state in _clueStates.Values)
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{
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if (state.IsUnlocked)
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{
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unlockedClues.Add(state.Data);
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}
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}
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return unlockedClues;
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}
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/// <summary>
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/// Unlocks a clue by its ID string.
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/// </summary>
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public void UnlockClueByID(string clueID)
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{
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if (_clueStates.TryGetValue(clueID, out ClueState state))
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{
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if (!state.IsUnlocked)
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{
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state.IsUnlocked = true;
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OnClueUnlocked?.Invoke(state.Data);
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}
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}
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else
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{
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Debug.LogWarning($"[DetectiveBoardManager] Clue ID '{clueID}' not found!");
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}
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}
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/// <summary>
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/// Registers a clue in the system without unlocking it.
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/// </summary>
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public void RegisterClue(ClueData clueData)
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{
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if (clueData == null || _clueStates.ContainsKey(clueData.ClueID))
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return;
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_clueStates[clueData.ClueID] = new ClueState
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{
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Data = clueData,
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IsUnlocked = false,
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IsEliminated = false
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};
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}
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/// <summary>
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/// Creates a connection between two clues.
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/// </summary>
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public void CreateConnection(string fromClueID, string toClueID, CertaintyLevel certainty = CertaintyLevel.Uncertain)
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{
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if (!_clueStates.ContainsKey(fromClueID) || !_clueStates.ContainsKey(toClueID))
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{
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Debug.LogWarning($"[DetectiveBoardManager] Cannot create connection - one or both clues not found!");
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return;
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}
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Connection existing = _connections.Find(c =>
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(c.FromClueID == fromClueID && c.ToClueID == toClueID) ||
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(c.FromClueID == toClueID && c.ToClueID == fromClueID));
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if (existing != null)
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{
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existing.Certainty = certainty;
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}
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else
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{
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_connections.Add(new Connection
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{
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FromClueID = fromClueID,
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ToClueID = toClueID,
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Certainty = certainty,
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IsEliminated = false
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});
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OnConnectionCreated?.Invoke(fromClueID, toClueID);
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}
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}
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/// <summary>
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/// Marks a clue as eliminated (incorrect hypothesis).
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/// </summary>
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public void EliminateClue(string clueID)
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{
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if (_clueStates.TryGetValue(clueID, out ClueState state))
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{
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state.IsEliminated = true;
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OnClueEliminated?.Invoke(clueID);
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}
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}
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/// <summary>
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/// Marks a connection as eliminated.
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/// </summary>
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public void EliminateConnection(string fromClueID, string toClueID)
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{
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Connection connection = _connections.Find(c =>
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(c.FromClueID == fromClueID && c.ToClueID == toClueID) ||
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(c.FromClueID == toClueID && c.ToClueID == fromClueID));
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if (connection != null)
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{
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connection.IsEliminated = true;
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}
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}
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public event System.Action<ClueData> OnClueUnlocked;
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public event System.Action<string, string> OnConnectionCreated;
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public event System.Action<string> OnClueEliminated;
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}
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}
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