using Models;
namespace Core;
///
/// 游戏会话(运行时入口)
/// 设计说明:
/// 1) 将 State + Content + Systems + Services 组织为一个整体。
/// 2) 便于在 Godot Node 中持有,避免散落的静态单例。
/// 注意事项:
/// - 真实项目中应通过工厂或依赖注入创建。
/// 未来扩展:
/// - 可加入“加载存档/保存存档/重置”接口。
///
public sealed class GameSession
{
///
/// 游戏状态
///
public GameState State { get; }
///
/// 游戏内容数据库
///
public GameContentDatabase Content { get; }
///
/// 领域事件总线
///
public DomainEventBus Events { get; }
///
/// 本地化服务
///
public ILocalizationService Localization { get; }
///
/// 游戏系统集合
///
public GameSystems Systems { get; }
///
/// 构造游戏会话
///
/// 游戏状态
/// 内容数据库
/// 本地化服务
/// 事件总线
public GameSession(GameState state, GameContentDatabase content, ILocalizationService localization, DomainEventBus events)
{
State = state;
Content = content;
Localization = localization;
Events = events;
Systems = new GameSystems();
Systems.Initialize(this);
}
///
/// 创建默认游戏会话
///
/// 游戏会话实例
public static GameSession CreateDefault()
{
var registry = new ContentRegistry();
var resourceSource = new ResourceContentSource(0);
resourceSource.ResourcePaths.Add("res://resources/definitions/discipline_biology.tres");
registry.RegisterSource(resourceSource);
var jsonSource = new JsonContentSource(10);
jsonSource.DataPaths.Add("res://resources/definitions/disciplines.json");
jsonSource.DataPaths.Add("res://resources/definitions/archetypes.json");
jsonSource.DataPaths.Add("res://resources/definitions/roles.json");
jsonSource.DataPaths.Add("res://resources/definitions/traits.json");
registry.RegisterSource(jsonSource);
var content = registry.BuildDatabase();
var localization = new GodotLocalizationService();
var events = new DomainEventBus();
return new GameSession(new GameState(), content, localization, events);
}
///
/// 每帧更新
///
/// 帧间隔
public void Tick(float delta)
{
Systems.Tick(delta);
}
}