Improve prestige and add ascension as currency

This commit is contained in:
2026-04-14 00:10:57 +02:00
parent 9d10ccb8dc
commit 0e8c682ae7
18 changed files with 294 additions and 61 deletions

View File

@@ -33,9 +33,10 @@ Resource defining prestige rules.
```gdscript
enum BasisType {
LIFETIME_TOTAL, # All-time currency acquired
RUN_TOTAL, # Currency this run
RUN_MAX # Peak currency this run
LIFETIME_TOTAL, # All-time currency acquired (single currency)
RUN_TOTAL, # Currency this run (single currency)
RUN_MAX, # Peak currency this run (single currency)
ALL_CURRENCIES # Sum of all currencies (multi-currency tracking)
}
enum FormulaType {
@@ -59,10 +60,13 @@ enum MultiplierMode {
@export var id: StringName = &"primary"
@export var display_name: String = "Ascension"
@export var prestige_currency_id: StringName = &"prestige"
@export var source_currency_id: StringName = &"magic" # What to measure
@export var source_currency_id: StringName = &"magic" # What to measure (ignored for ALL_CURRENCIES)
@export var basis: BasisType = LIFETIME_TOTAL
@export var formula: FormulaType = POWER
# Currency tracking
@export var include_currency_ids: Array[StringName] = [] # Empty = all currencies (for ALL_CURRENCIES basis)
# Threshold: minimum source currency needed
@export var threshold_mantissa: float = 1.0
@export var threshold_exponent: int = 4 # 1e4 = 10,000
@@ -132,6 +136,22 @@ if basis == LIFETIME_TOTAL:
gain = target_total - total_prestige_earned
```
**Basis Value Calculation**:
```gdscript
if basis == ALL_CURRENCIES:
# Sum of all tracked currencies
basis_value = sum(get_total_currency_acquired(currency_id) for currency_id in tracked_currencies)
elif basis == RUN_TOTAL:
# Currency earned since last reset
basis_value = lifetime_total - run_start_total
elif basis == RUN_MAX:
# Peak currency reached this run
basis_value = run_peak_currency
else: # LIFETIME_TOTAL
# All-time currency acquired
basis_value = lifetime_total
```
### Multiplier Application
**Additive Mode**:
@@ -151,15 +171,20 @@ multiplier = base_multiplier * (growth_base ^ total_prestige)
1. Player clicks "Prestige" button
2. `perform_prestige()` called
3. Gain calculated and added to total
3. Gain calculated and added to total:
- For ALL_CURRENCIES: sum of all tracked currencies is used
- For single-currency: source currency is used
4. `GameState.reset_for_prestige()` called:
- Current currencies reset to 0
- Generator states cleared
- Buff levels reset to 0
- Goal completion cleared and re-initialized
- Lifetime totals preserved
5. Generators reinitialized
6. Save triggered
5. Run tracking reinitialized:
- For ALL_CURRENCIES: sum of all currencies at reset time
- For single-currency: source currency at reset time
6. Generators reinitialized
7. Save triggered
## PrestigePanel
@@ -171,7 +196,8 @@ UI component for prestige interaction.
_total_value.text = "123.45" # Total prestige earned
_pending_value.text = "56.78" # Gain available now
_multiplier_value.text = "x2.34" # Current multiplier
_basis_label.text = "Lifetime Total (1.50e6 Magic)"
_basis_label.text = "Total Currency (1.50e6)" # For ALL_CURRENCIES basis
# Or: "Lifetime Total (1.50e6 Magic)" # For LIFETIME_TOTAL basis
```
### Buttons
@@ -213,7 +239,7 @@ Prestige state stored in `GameState` external save:
## Configuration Example
For a typical idle game:
For a typical idle game with single currency:
```gdscript
# Primary prestige currency
@@ -237,6 +263,33 @@ multiplier_mode = ADDITIVE
multiplier_per_prestige = 0.10
```
For multi-currency tracking (ALL_CURRENCIES):
```gdscript
id = &"ascension"
display_name = "Ascension"
prestige_currency_id = &"ascension"
# Track sum of ALL currencies (gold + wood + food + etc.)
basis = ALL_CURRENCIES
# Empty include_currency_ids means all currencies from catalog
# Set specific IDs to track only those: include_currency_ids = [&"gold", &"wood"]
include_currency_ids = []
# Need 1e4 total currency sum to get first prestige
threshold_mantissa = 1.0
threshold_exponent = 4
# Square root scaling
formula = POWER
exponent = 0.5
# +5% multiplier per prestige point
multiplier_mode = ADDITIVE
multiplier_per_prestige = 0.05
```
## See Also
- `core/game_state.gd` - State persistence

View File

@@ -5,6 +5,7 @@ enum BasisType {
LIFETIME_TOTAL,
RUN_TOTAL,
RUN_MAX,
ALL_CURRENCIES,
}
enum FormulaType {
@@ -41,6 +42,7 @@ enum MultiplierMode {
@export var base_multiplier: float = 1.0
@export var multiplier_per_prestige: float = 0.05
@export var multiplier_exponent: float = 1.0
@export var include_currency_ids: Array[StringName] = []
func get_threshold() -> BigNumber:
return BigNumber.new(threshold_mantissa, threshold_exponent)
@@ -48,7 +50,7 @@ func get_threshold() -> BigNumber:
func is_valid() -> bool:
if String(id).strip_edges().is_empty():
return false
if String(source_currency_id).strip_edges().is_empty():
if String(source_currency_id).strip_edges().is_empty() and basis != BasisType.ALL_CURRENCIES:
return false
if threshold_mantissa <= 0.0:
return false

View File

@@ -16,6 +16,7 @@ const LAST_RESET_TIME_KEY: String = "last_reset_time"
const BASIS_LIFETIME_TOTAL: int = 0
const BASIS_RUN_TOTAL: int = 1
const BASIS_RUN_MAX: int = 2
const BASIS_ALL_CURRENCIES: int = 3
const FORMULA_POWER: int = 0
const FORMULA_TRIANGULAR_INVERSE: int = 1
@@ -66,6 +67,38 @@ func get_source_currency_id() -> StringName:
return _normalize_currency_id(_get_config_string_name("source_currency_id", &""))
func get_prestige_currency_id() -> StringName:
if not _is_config_valid():
return &""
return _normalize_currency_id(_get_config_string_name("prestige_currency_id", &""))
func get_tracked_currency_ids() -> Array[StringName]:
if not _is_config_valid():
return []
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
if basis_type == BASIS_ALL_CURRENCIES:
var include_ids: Array[StringName] = _get_config_array("include_currency_ids", [])
if not include_ids.is_empty():
return include_ids
if game_state and game_state.currency_catalogue:
return game_state.currency_catalogue.get_all_ids()
return []
return [get_source_currency_id()]
func _get_config_array(property_name: String, fallback: Array = []) -> Array:
if config == null:
return fallback
var value: Variant = config.get(property_name)
if value is Array:
return value
return fallback
func get_total_prestige() -> BigNumber:
return _copy_big_number(total_prestige_earned)
@@ -136,12 +169,20 @@ func perform_prestige() -> bool:
if gain.mantissa > 0.0:
total_prestige_earned.add_in_place(gain)
current_prestige_unspent.add_in_place(gain)
var prestige_currency_id: StringName = get_prestige_currency_id()
if prestige_currency_id != &"" and game_state:
game_state.add_currency_by_id(prestige_currency_id, gain)
prestige_resets_count += 1
last_reset_time = Time.get_unix_time_from_system()
if game_state:
game_state.reset_for_prestige(true, false)
var preserve_currencies: Array[StringName] = []
var prestige_currency_id: StringName = get_prestige_currency_id()
if prestige_currency_id != &"":
preserve_currencies.append(prestige_currency_id)
game_state.reset_for_prestige(false, false, preserve_currencies)
_reset_all_buff_levels()
_reinitialize_generators_after_prestige_reset()
if game_state:
@@ -162,8 +203,10 @@ func get_next_prestige_threshold() -> BigNumber:
if not _is_config_valid():
return BigNumber.from_float(0.0)
match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
BASIS_RUN_TOTAL:
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
match basis_type:
BASIS_RUN_TOTAL, BASIS_ALL_CURRENCIES:
return _get_config_threshold()
_:
var current_total: float = _big_number_to_float(total_prestige_earned)
@@ -176,28 +219,38 @@ func get_basis_value_for_display() -> BigNumber:
func get_basis_label() -> String:
if not _is_config_valid():
return "-"
match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
match basis_type:
BASIS_RUN_TOTAL:
return "Run Total"
BASIS_RUN_MAX:
return "Run Max"
BASIS_ALL_CURRENCIES:
return "Total Currency"
_:
return "Lifetime Total"
func _on_currency_changed(changed_currency_id: StringName, new_amount: BigNumber) -> void:
if config == null:
return
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
return
if changed_currency_id != source_currency_id:
return
if new_amount.is_greater_than(run_peak_source_currency):
run_peak_source_currency = _copy_big_number(new_amount)
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
if basis_type == BASIS_ALL_CURRENCIES:
if new_amount.is_greater_than(run_peak_source_currency):
run_peak_source_currency = _copy_big_number(new_amount)
else:
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
return
if changed_currency_id != source_currency_id:
return
if new_amount.is_greater_than(run_peak_source_currency):
run_peak_source_currency = _copy_big_number(new_amount)
_save_state_to_game_state()
var next_threshold: BigNumber = get_next_prestige_threshold()
prestige_state_changed.emit(get_total_prestige(), calculate_pending_gain())
@@ -266,15 +319,18 @@ func _get_basis_value() -> BigNumber:
if config == null:
return BigNumber.from_float(0.0)
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
return BigNumber.from_float(0.0)
if game_state == null:
return BigNumber.from_float(0.0)
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
match basis_type:
BASIS_ALL_CURRENCIES:
return _get_total_all_currencies()
BASIS_RUN_TOTAL:
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
return BigNumber.from_float(0.0)
var lifetime_now: BigNumber = game_state.get_total_currency_acquired_by_id(source_currency_id)
var run_total: BigNumber = lifetime_now.subtract(run_start_total_source_currency)
if run_total.mantissa < 0.0:
@@ -283,11 +339,37 @@ func _get_basis_value() -> BigNumber:
BASIS_RUN_MAX:
return _copy_big_number(run_peak_source_currency)
_:
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
return BigNumber.from_float(0.0)
return _copy_big_number(game_state.get_total_currency_acquired_by_id(source_currency_id))
func _get_total_all_currencies() -> BigNumber:
var total: BigNumber = BigNumber.from_float(0.0)
var currency_ids: Array[StringName] = get_tracked_currency_ids()
for currency_id in currency_ids:
var currency_total: BigNumber = game_state.get_total_currency_acquired_by_id(currency_id)
total.add_in_place(currency_total)
return total
func _initialize_run_tracking_from_current_state() -> void:
if config == null:
return
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
if basis_type == BASIS_ALL_CURRENCIES:
run_start_total_source_currency = _get_total_all_currencies()
run_peak_source_currency = BigNumber.from_float(0.0)
var currency_ids: Array[StringName] = get_tracked_currency_ids()
for currency_id in currency_ids:
var current: BigNumber = game_state.get_currency_amount_by_id(currency_id)
if current.is_greater_than(run_peak_source_currency):
run_peak_source_currency = _copy_big_number(current)
_save_state_to_game_state()
return
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
@@ -307,6 +389,19 @@ func _initialize_run_tracking_from_current_state() -> void:
func _validate_loaded_run_tracking() -> void:
if config == null:
return
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
if basis_type == BASIS_ALL_CURRENCIES:
var currency_ids: Array[StringName] = get_tracked_currency_ids()
var peak: BigNumber = BigNumber.from_float(0.0)
for currency_id in currency_ids:
var current: BigNumber = game_state.get_currency_amount_by_id(currency_id)
if current.is_greater_than(peak):
peak = _copy_big_number(current)
if peak.is_greater_than(run_peak_source_currency):
run_peak_source_currency = _copy_big_number(peak)
return
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
@@ -427,8 +522,10 @@ func _is_config_valid() -> bool:
func _is_cumulative_basis() -> bool:
if config != null and config.has_method("is_cumulative_basis"):
return bool(config.call("is_cumulative_basis"))
return _get_config_int("basis", BASIS_LIFETIME_TOTAL) != BASIS_RUN_TOTAL
var basis_type: int = _get_config_int("basis", BASIS_LIFETIME_TOTAL)
return basis_type != BASIS_RUN_TOTAL and basis_type != BASIS_ALL_CURRENCIES
func _round_gain(value: float) -> float:
if config != null and config.has_method("round_value"):

View File

@@ -33,11 +33,10 @@ func _on_reset_button_pressed() -> void:
return
var pending: BigNumber = manager.call("calculate_pending_gain")
var source_currency_id: StringName = manager.call("get_source_currency_id")
var source_currency_name: String = game_state.get_currency_name(source_currency_id) if game_state else ""
var basis_label: String = String(manager.call("get_basis_label"))
var basis_value: BigNumber = manager.call("get_basis_value_for_display")
var confirm_message: String = "Reset this run for +%s prestige?\n\nThis resets currencies, owned generators, and buff levels. Lifetime totals and prestige are kept." % pending.to_string_suffix(2)
if not source_currency_name.is_empty():
confirm_message = "%s\n\nBased on %s progression." % [confirm_message, source_currency_name]
confirm_message = "%s\n\nBased on %s: %s" % [confirm_message, basis_label, basis_value.to_string_suffix(2)]
_confirm_dialog.dialog_text = confirm_message
_is_waiting_for_confirm = true