Cleanup goal unlocks behaviour
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@@ -100,11 +100,9 @@ func _ready() -> void:
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GameState.currency_changed.connect(_on_currency_changed)
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GameState.generator_state_changed.connect(_on_generated_state_changed)
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GameState.goal_completed.connect(_on_goal_completed)
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# Register with default state first, then evaluate unlock goal
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_ensure_registered()
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if data != null and data.unlocks_automatically_from_goal():
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_evaluate_generator_unlock_goal(false)
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## Updates click cooldown/click grants and runs automatic production cycles.
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func _process(delta: float) -> void:
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@@ -322,9 +320,6 @@ func reset_runtime_state_for_prestige() -> void:
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cycle_progress_seconds = 0.0
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_remaining_click_cooldown_seconds = 0.0
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_ensure_registered()
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if data != null and data.unlocks_automatically_from_goal():
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_evaluate_generator_unlock_goal(false)
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#_evaluate_buff_unlock_goals()
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visible = is_available_to_player()
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func get_manual_click_multiplier() -> float:
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@@ -583,35 +578,19 @@ func _try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void:
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func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
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GameState.evaluate_all_goals()
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if data != null and data.unlocks_automatically_from_goal():
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_evaluate_generator_unlock_goal(false)
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func try_unlock_from_goal() -> bool:
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return _evaluate_generator_unlock_goal(true)
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func _evaluate_generator_unlock_goal(allow_manual_unlock: bool) -> bool:
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if data == null:
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return false
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func _on_goal_completed(goal_id: StringName) -> void:
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if data == null or not data.has_unlock_goal():
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return
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if data.get_unlock_goal_id() != goal_id:
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return
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if is_available_to_player():
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return false
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if not data.has_unlock_goal():
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return false
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if not data.unlocks_automatically_from_goal() and not allow_manual_unlock:
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return false
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var goal_id: StringName = data.get_unlock_goal_id()
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if goal_id.is_empty():
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return false
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var goal_completed: bool = GameState.is_goal_completed(goal_id)
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if not goal_completed:
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return false
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return
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GameState.set_generator_unlocked(_generator_id, true)
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GameState.set_generator_available(_generator_id, true)
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goal_achieved.emit(_generator_id, goal_id)
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_on_generated_state_changed(_generator_id, GameState._get_generator_state(_generator_id))
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return true
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## Default unlocked state loaded from generator data.
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func _default_unlocked_state() -> bool:
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