π Please confirm the following
π€ Is your proposal related to a problem?
Problem
The current achievement system, while functional, has scalability concerns:
- registerAchievements() method grows linearly : Adding 20 achievements means 20+ lines in one method
- Multiple notify methods : Each event type requires a new notify method in AchievementManager
- Tight coupling: Adding a new achievement type requires modifying multiple files
π Describe the solution you'd like
Proposed Solutions
Option 1: Configuration-based Registration:
- Store achievement definitions in JSON/XML
- Load and instantiate achievements dynamically
- Example:
{
"achievements": [
{"type": "KillCount", "target": 10, "reward": 50},
{"type": "Score", "target": 5000, "reward": 75}
]
}
Option 2: Event Bus Pattern
- Replace individual notify methods with a generic event system
- Achievements subscribe to specific event types
- Eliminates need for new notify methods per event type
Option 3: Observer Pattern
- Achievements observe game state changes directly
- More decoupled from AchievementManager
- Each achievement defines what it observes
Benefits
- Adding new achievements becomes configuration, not code
- Reduced code duplication
- Easier to maintain and test
- More scalable for future growth
ποΈ Describe alternatives you've considered
No response
β Additional context
π Please confirm the following
π€ Is your proposal related to a problem?
Problem
The current achievement system, while functional, has scalability concerns:
π Describe the solution you'd like
Proposed Solutions
Option 1: Configuration-based Registration:
{
"achievements": [
{"type": "KillCount", "target": 10, "reward": 50},
{"type": "Score", "target": 5000, "reward": 75}
]
}
Option 2: Event Bus Pattern
Option 3: Observer Pattern
Benefits
ποΈ Describe alternatives you've considered
No response
β Additional context