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