Add prestige graph

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2026-05-06 23:37:52 +02:00
parent af62e379ee
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## Overview
The `prestige/` subfolder implements the rebirth/reset system. Players can reset progress in exchange for a permanent multiplier that accelerates future runs.
The `prestige/` subfolder implements the rebirth/reset system and the prestige buff graph — permanent upgrades purchasable with prestige currency that persist across resets.
## Files
| File | Purpose |
|------|---------|
| `prestige_config.gd` | Configuration resource for prestige rules |
| `prestige_manager.gd` | Core logic and state management |
| `prestige_panel.gd` | UI panel for prestige interaction |
| `TECH_SPEC.md` | Detailed technical specification |
| `prestige_config.gd` | Configuration resource for prestige rules (`PrestigeConfig`) |
| `prestige_manager.gd` | Core prestige state, gain calculation, and reset orchestration (`PrestigeManager`) |
| `prestige_buff_node.gd` | Single node in the prestige buff graph (`PrestigeBuffNode`) |
| `prestige_buff_catalogue.gd` | Flat list of all prestige buff nodes (`PrestigeBuffCatalogue`) |
| `prestige_buff_graph_tile.gd` | Individual tile UI for a buff node (`PrestigeBuffGraphTile`) |
| `prestige_buff_graph_tile.tscn` | Tile scene (icon, name, effect, cost, state) |
| `prestige_buff_graph_panel.gd` | Full-screen panel displaying the buff graph (`PrestigeBuffGraphPanel`) |
| `prestige_panel.gd` | UI panel for prestige reset interaction (`PrestigePanel`) |
| `prestige_panel.tscn` | Prestige panel scene |
| `prestige_progress_bar.gd` | Progress bar toward next prestige threshold |
| `prestige_progress_bar.tscn` | Progress bar scene |
| `TECH_SPEC.md` | Detailed technical specification (historical design doc) |
## Architecture
```
PrestigeManager (autoload node)
├── Tracks prestige currency
├── Calculates pending gain
├── Applies multipliers to generators
└── PrestigePanel (UI)
├── Shows current/pending prestige
└── Trigger reset button
LevelGameState (Node)
├── PrestigeManager (Node)
│ ├── Tracks prestige currency & reset count
│ ├── Calculates pending gain from config
│ └── Orchestrates reset via GameState
├── PrestigePanel (UI)
│ ├── Shows current/pending prestige & multiplier
│ └── Reset button with confirmation dialog
├── PrestigeProgressBar (UI)
│ └── Visual progress toward next threshold
├── PrestigeBuffGraphPanel (UI)
│ ├── Ascension currency balance
│ └── Tiered rows of PrestigeBuffGraphTile nodes
└── prestige_buff_catalogue (PrestigeBuffCatalogue)
└── Array of PrestigeBuffNode resources
```
PrestigeManager is **not** an autoload — it is a child node of `LevelGameState`. The game state finds it via `find_child("PrestigeManager")` in `_ready()`.
---
# Part 1 — Prestige Reset System
## PrestigeConfig
Resource defining prestige rules.
@@ -82,13 +104,14 @@ enum MultiplierMode {
## PrestigeManager
Autoload node managing prestige state.
Child node of `LevelGameState` managing prestige state.
### Signals
```gdscript
signal prestige_state_changed(total_prestige, pending_gain)
signal prestige_performed(gain, total_prestige)
signal prestige_threshold_changed(next_threshold)
```
### State Variables
@@ -106,9 +129,11 @@ var run_peak_source_currency: BigNumber # Peak this run
```gdscript
# Query state
func get_total_prestige() -> BigNumber
func get_current_prestige_unspent() -> BigNumber
func calculate_pending_gain() -> BigNumber
func can_prestige() -> bool
func get_total_multiplier() -> float
func get_next_prestige_threshold() -> BigNumber
# Perform prestige
func perform_prestige() -> bool
@@ -171,20 +196,14 @@ multiplier = base_multiplier * (growth_base ^ total_prestige)
1. Player clicks "Prestige" button
2. `perform_prestige()` called
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. 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
3. Gain calculated and added to total
4. Prestige currency granted via `game_state.add_currency_by_id()`
5. `game_state.reset_for_prestige()` called (preserves prestige currency, resets generators, currencies, buff levels, goals)
6. `_reset_all_buff_levels()` — clears generator buff levels (NOT prestige buff unlocks)
7. Generator runtime state reinitialized
8. Run tracking reinitialized
9. `game_state.emit_currency_changed_for_all()` — triggers UI refresh
10. Save triggered
## PrestigePanel
@@ -193,40 +212,39 @@ UI component for prestige interaction.
### Displays
```gdscript
_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 = "Total Currency (1.50e6)" # For ALL_CURRENCIES basis
# Or: "Lifetime Total (1.50e6 Magic)" # For LIFETIME_TOTAL basis
_total_value.text # Total prestige earned (e.g. "123.45")
_pending_value.text # Gain available now
_multiplier_value.text # Current multiplier (e.g. "x2.34")
_basis_label.text # Basis + value (e.g. "Total Currency (1.50e6)")
```
### Buttons
- **Reset**: Triggers `perform_prestige()` after confirmation
- **Reset**: Triggers `perform_prestige()` after confirmation dialog
- **Save**: Manually saves game state
## Integration with Generators
## Generator Integration
Generators apply prestige multipliers automatically:
Generators apply prestige multipliers via `PrestigeManager.get_total_multiplier()`:
```gdscript
func get_effective_auto_run_multiplier() -> float:
return run_multiplier * buff_multiplier * _get_prestige_multiplier()
func _get_prestige_multiplier() -> float:
var manager = get_node_or_null("/root/PrestigeManager")
if manager:
return manager.get_total_multiplier()
var parent: Node = get_parent()
var prestige_manager: PrestigeManager = parent.find_child("PrestigeManager", true, false)
if prestige_manager:
return prestige_manager.get_total_multiplier()
return 1.0
```
This is called from `get_effective_auto_run_multiplier()` alongside research and buff multipliers. In the future, prestige buff multipliers from the graph system will replace or augment this.
## Save Integration
Prestige state stored in `GameState` external save:
Prestige state stored in `LevelGameState` external save:
```json
{
"prestige": {
"prestige_state": {
"total_prestige_earned": {"m": 10.0, "e": 0},
"current_prestige_unspent": {"m": 5.0, "e": 0},
"prestige_resets_count": 3,
@@ -242,56 +260,208 @@ Prestige state stored in `GameState` external save:
For a typical idle game with single currency:
```gdscript
# Primary prestige currency
id = &"primary"
display_name = "Ascension"
source_currency_id = &"magic"
# Based on lifetime total of Magic currency
basis = LIFETIME_TOTAL
# Need 1e6 Magic to get first prestige
threshold_mantissa = 1.0
threshold_exponent = 6
# Square root scaling (diminishing returns)
threshold_exponent = 6 # 1e6
formula = POWER
exponent = 0.5
# +10% multiplier per prestige point
exponent = 0.5 # Square root
multiplier_mode = ADDITIVE
multiplier_per_prestige = 0.10
```
For multi-currency tracking (ALL_CURRENCIES):
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
include_currency_ids = [] # Empty = all currencies from catalogue
threshold_mantissa = 1.0
threshold_exponent = 4
# Square root scaling
threshold_exponent = 4 # 1e4
formula = POWER
exponent = 0.5
# +5% multiplier per prestige point
multiplier_mode = ADDITIVE
multiplier_per_prestige = 0.05
```
## See Also
---
- `core/level_game_state.gd` - State persistence
- `core/generator/currency_generator.gd` - Multiplier application
- `core/big_number.gd` - Large number math
# Part 2 — Prestige Buff Graph
## Overview
The prestige buff graph is a permanent upgrade system where players spend prestige currency to unlock nodes in a DAG-structured graph. Unlike generator buffs (which reset on prestige), prestige buff unlocks are **permanent** and survive resets.
## PrestigeBuffNode
Single node in the graph. Each node is a one-shot unlock — either locked or unlocked, no repeatable levels.
### EffectType Enum
```gdscript
enum EffectType {
CURRENCY_PRODUCTION_MULTIPLIER, # Multiply currency output by x%
BUILDING_CREATION_BONUS, # When a building is created, increase currency gain by x%
WORKER_THRESHOLD_MULTIPLIER, # When 10+ workers are assigned to a building, increase currency gain by x%
CARRYOVER_BUILDINGS, # After prestige, start with some buildings and workers already assigned
UNLOCK_AUTO_BUY_WORKER, # Unlock option to auto-buy workers
HOVER_SPEED_BOOST, # Hovering over a place speeds up workers instead of clicking
UNLOCK_BUILDING, # Unlock a new building (generator)
WORKER_PRODUCTIVITY, # Increase worker productivity by x%
RESEARCH_XP_MULTIPLIER, # Increase research XP gain by x%
}
```
### Exported Fields
| Field | Type | Notes |
|-------|------|-------|
| `id` | `StringName` | Unique node identifier |
| `display_name` | `String` | UI label |
| `description` | `String` (multiline) | Tooltip |
| `icon` | `Texture2D` | Icon in graph UI |
| `parent_ids` | `Array[StringName]` | Prerequisites (DAG — multiple parents allowed) |
| `effect_type` | `EffectType` | What this buff does |
| `effect_value` | `float` | Effect magnitude (multiplier or count depending on type) |
| `target_id` | `StringName` | Target building/currency for type-specific effects (empty = global) |
| `cost_mantissa` | `float` | Prestige currency cost mantissa |
| `cost_exponent` | `int` | Prestige currency cost exponent |
| `tier` | `int` | Row in graph UI (visual grouping) |
| `x_position` | `float` | Column in graph UI |
### Key Methods
```gdscript
func get_cost() -> BigNumber # BigNumber from mantissa/exponent
func has_parents() -> bool # True if parent_ids is non-empty
func all_parents_unlocked(unlocked: Dictionary) -> bool # All prerequisites met?
func is_valid() -> bool # Non-empty id and positive cost
```
## PrestigeBuffCatalogue
Flat resource containing all buff nodes. The graph structure emerges from `parent_ids`.
| Field | Type |
|-------|------|
| `nodes` | `Array[PrestigeBuffNode]` |
### Key Methods
```gdscript
func get_node_by_id(id: StringName) -> PrestigeBuffNode
func get_all_ids() -> Array[StringName]
func get_root_nodes() -> Array[PrestigeBuffNode] # Nodes with empty parent_ids
func get_children_of(parent_id: StringName) -> Array[PrestigeBuffNode]
```
## State in LevelGameState
```gdscript
@export var prestige_buff_catalogue: PrestigeBuffCatalogue
var _prestige_buff_unlocked: Dictionary = {} # {StringName: bool} — node_id → unlocked
```
- Never cleared by `reset_for_prestige()` (unlike `_buff_levels` which IS cleared)
- Normalized on load: missing catalogue node IDs are filled as `false`
- On initialization, iterates the catalogue and sets any missing entries to `false`
## LevelGameState API
```gdscript
# Purchase and query
func purchase_prestige_buff(buff_id: StringName) -> bool
func can_purchase_prestige_buff(buff_id: StringName) -> bool
func is_prestige_buff_unlocked(buff_id: StringName) -> bool
func get_prestige_buff_cost(buff_id: StringName) -> BigNumber
func get_prestige_currency_id() -> StringName # Returns &"ascension"
# Multiplier computation — walks graph, returns combined product from unlocked nodes
func get_prestige_buff_multiplier(effect_type: int, target_id: StringName = &"") -> float
# Available nodes (prerequisites met, not yet unlocked)
func get_available_prestige_buffs() -> Array[PrestigeBuffNode]
```
### Signal
```gdscript
signal prestige_buff_unlocked(buff_id: StringName)
```
Prestige currency balance changes use the existing `currency_changed` signal — no separate signal needed.
## Purchase Flow
```
Player clicks unlock node
→ can_purchase_prestige_buff(node_id)
→ Node exists in catalogue?
→ Not already unlocked?
→ All parent_ids unlocked?
→ Enough prestige currency?
→ YES: spend_currency_by_id("ascension", cost)
→ _prestige_buff_unlocked[node_id] = true
→ emit prestige_buff_unlocked
→ save_game()
```
## Multiplier Computation
`get_prestige_buff_multiplier(effect_type, target_id)` iterates all unlocked nodes matching the given effect type and multiplies their `effect_value` together. Results start at `1.0`.
- If `target_id` is empty: all matching nodes are included (global effect)
- If `target_id` is set: only nodes with empty or matching `target_id` are included
## Multiplier Usage In Generators
Generators should call `get_prestige_buff_multiplier()` with their generator ID:
```gdscript
var asc_mult: float = game_state.get_prestige_buff_multiplier(
PrestigeBuffNode.EffectType.CURRENCY_PRODUCTION_MULTIPLIER,
get_generator_id()
)
```
This replaces the old `_get_prestige_multiplier()` call for prestige buff-driven production bonuses.
## Save Format
- Save format version bumped to **8** when prestige buffs were introduced.
- Key: `"prestige_buff_unlocked"` → array of unlocked node ID strings: `["gold_boost", "farm_boost"]`
- Load deserialization reads the array, sets matching entries to `true`, then calls `_initialize_prestige_buffs()` to fill in missing entries as `false`.
## UI — PrestigeBuffGraphPanel
A `PanelContainer`-based separate screen.
- **Layout**: Tiered rows (`HBoxContainer` per tier), sorted by `tier` then `x_position`
- **Tiles** (`PrestigeBuffGraphTile`): show icon, name, effect description, cost, state
- **States**:
- **Locked** (greyed out): prerequisites not met
- **Available** (highlighted, button enabled): all prerequisites met, can purchase
- **Unlocked** (green check, button disabled): already owned
- **Balance**: Shows current prestige currency balance at top, refreshes on `currency_changed`
- **Graph rebuild**: Rebuilds entire graph on `prestige_buff_unlocked` to reflect newly available children
## Content Files
Prestige buff content lives in `docs/gyms/tiny_sword/prestige/`:
| File | Purpose |
|------|---------|
| `prestige_buff_catalogue.tres` | Catalogue resource referencing all buff nodes |
| `prestige_buff_gold_boost.tres` | Example: +50% gold mine production |
| `prestige_buff_farm_boost.tres` | Example: +50% farm food production |
Each `.tres` is a `PrestigeBuffNode` resource with exported fields set in the inspector.
## Prestige Reset And Buffs
- **Generator buffs** (`_buff_levels`, `_buff_unlocked`, `_buff_active`): reset to 0/false on prestige
- **Prestige buff unlocks** (`_prestige_buff_unlocked`): **never reset** — permanent across all prestige resets

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## Flat list of all ascension buff nodes. The graph structure emerges from each node's parent_ids field.
class_name PrestigeBuffCatalogue
extends Resource
@export var nodes: Array[PrestigeBuffNode] = []
## Finds a node by its unique ID. Returns null if not found.
func get_node_by_id(id: StringName) -> PrestigeBuffNode:
for node in nodes:
if node.id == id:
return node
return null
## Returns all non-empty node IDs in the catalogue.
func get_all_ids() -> Array[StringName]:
var ids: Array[StringName] = []
for node in nodes:
if node.id:
ids.append(node.id)
return ids
## Returns all root nodes (nodes with no prerequisites).
func get_root_nodes() -> Array[PrestigeBuffNode]:
var roots: Array[PrestigeBuffNode] = []
for node in nodes:
if node.parent_ids.is_empty():
roots.append(node)
return roots
## Returns all nodes that list the given parent_id as a prerequisite.
func get_children_of(parent_id: StringName) -> Array[PrestigeBuffNode]:
var children: Array[PrestigeBuffNode] = []
for node in nodes:
if node.parent_ids.has(parent_id):
children.append(node)
return children

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## Draws bezier curves between connected PrestigeBuffGraphTile nodes in the graph panel.
## Store pairs of tile references before calling queue_redraw().
class_name PrestigeBuffConnectionOverlay
extends Control
## Pairs of [parent_tile, child_tile] to connect.
var _connections: Array = []
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
## Replace all connections and redraw.
func set_connections(connections: Array) -> void:
_connections = connections
queue_redraw()
func _draw() -> void:
if _connections.is_empty():
return
for pair in _connections:
var parent_tile: Control = pair[0] as Control
var child_tile: Control = pair[1] as Control
if parent_tile == null or child_tile == null:
continue
var from_pos: Vector2 = _tile_bottom_center(parent_tile)
var to_pos: Vector2 = _tile_top_center(child_tile)
draw_line(from_pos, to_pos, Color(0.6, 0.6, 0.7, 0.6), 2.0)
func _tile_bottom_center(tile: Control) -> Vector2:
var rect: Rect2 = tile.get_global_rect()
var global_pos: Vector2 = Vector2(rect.position.x + rect.size.x * 0.5, rect.position.y + rect.size.y)
return get_global_transform().affine_inverse() * global_pos
func _tile_top_center(tile: Control) -> Vector2:
var rect: Rect2 = tile.get_global_rect()
var global_pos: Vector2 = Vector2(rect.position.x + rect.size.x * 0.5, rect.position.y)
return get_global_transform().affine_inverse() * global_pos

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## Separate-screen panel displaying the prestige buff graph.
## Tiles are placed manually in the scene editor — each PrestigeBuffGraphTile has its PrestigeBuffNode
## resource assigned directly. The panel manages the prestige currency balance display and
## delegates connection-line drawing to a PrestigeBuffConnectionOverlay child.
class_name PrestigeBuffGraphPanel
extends PanelContainer
@onready var _balance_label: Label = $MarginContainer/VBoxContainer/BalanceLabel
@onready var _tiles_area: Control = $MarginContainer/VBoxContainer/TilesArea
@onready var _close_button: Button = $MarginContainer/VBoxContainer/Header/CloseButton
@onready var _connection_overlay: PrestigeBuffConnectionOverlay = $MarginContainer/VBoxContainer/TilesArea/ConnectionOverlay
var _game_state: LevelGameState
func _ready() -> void:
_game_state = find_parent("LevelGameState")
if _game_state == null:
push_error("PrestigeBuffGraphPanel: Could not find LevelGameState parent")
return
_game_state.currency_changed.connect(_on_currency_changed)
_close_button.pressed.connect(_on_close_pressed)
visibility_changed.connect(_on_visibility_changed)
_refresh_balance()
## Rebuilds the connection overlay by scanning all PrestigeBuffGraphTile children and matching parent_ids.
func _refresh_connections() -> void:
if _connection_overlay == null:
return
var tiles_by_id: Dictionary = {}
var all_tiles: Array[PrestigeBuffGraphTile] = []
_collect_tiles(_tiles_area, all_tiles)
for tile in all_tiles:
var node_id: StringName = tile.get_node_id()
if node_id != &"":
tiles_by_id[node_id] = tile
var connections: Array = []
for tile in all_tiles:
if tile.prestige_buff == null:
continue
for parent_id in tile.prestige_buff.parent_ids:
var parent_tile: PrestigeBuffGraphTile = tiles_by_id.get(parent_id, null)
if parent_tile:
connections.append([parent_tile, tile])
_connection_overlay.set_connections(connections)
## Recursively collects all PrestigeBuffGraphTile nodes from a container.
func _collect_tiles(from: Node, out_tiles: Array[PrestigeBuffGraphTile]) -> void:
for child in from.get_children():
if child is PrestigeBuffGraphTile:
out_tiles.append(child)
elif child is Container:
_collect_tiles(child, out_tiles)
func _refresh_balance() -> void:
if _game_state == null:
_balance_label.text = "Prestige Currency: 0"
return
var currency_id: StringName = _game_state.get_prestige_currency_id()
var balance: BigNumber = _game_state.get_currency_amount_by_id(currency_id)
_balance_label.text = "Prestige Currency: %s" % balance.to_string_suffix(2)
func _on_currency_changed(currency_id: StringName, _new_amount: BigNumber) -> void:
if currency_id == _game_state.get_prestige_currency_id():
_refresh_balance()
func _on_close_pressed() -> void:
hide()
func _on_visibility_changed() -> void:
if visible:
_refresh_balance()
_refresh_connections()
func _on_prestige_buff_toggle_pressed() -> void:
show()

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## Individual tile in the prestige buff graph UI.
## Visually represents a single PrestigeBuffNode with locked/available/unlocked states.
## The PrestigeBuffNode resource is assigned directly via the editor export.
class_name PrestigeBuffGraphTile
extends PanelContainer
## The prestige buff node this tile represents. Set in the scene editor.
@export var prestige_buff: PrestigeBuffNode
@onready var _button: Button = $Button
@onready var _icon: TextureRect = $Button/HBoxContainer/Icon
@onready var _name_label: Label = $Button/HBoxContainer/VBoxContainer/NameLabel
@onready var _effect_label: Label = $Button/HBoxContainer/VBoxContainer/EffectLabel
@onready var _cost_label: Label = $Button/HBoxContainer/VBoxContainer/CostLabel
@onready var _state_label: Label = $Button/HBoxContainer/StateLabel
var _game_state: LevelGameState
func _ready() -> void:
_game_state = find_parent("LevelGameState")
_button.pressed.connect(_on_button_pressed)
if _game_state:
_game_state.prestige_buff_unlocked.connect(_on_prestige_buff_unlocked)
_game_state.currency_changed.connect(_on_currency_changed)
if prestige_buff == null:
push_warning("PrestigeBuffGraphTile: prestige_buff is not set")
return
_refresh_visuals()
_refresh_state()
func get_node_id() -> StringName:
if prestige_buff:
return prestige_buff.id
return &""
func _refresh_visuals() -> void:
if prestige_buff == null:
return
_name_label.text = prestige_buff.display_name
_cost_label.text = "Cost: %s" % prestige_buff.get_cost().to_string_suffix(2)
if prestige_buff.icon:
_icon.texture = prestige_buff.icon
var effect_text: String = _format_effect_description()
_effect_label.text = effect_text
_effect_label.visible = not effect_text.is_empty()
func _refresh_state() -> void:
if prestige_buff == null or _game_state == null:
return
var unlocked: bool = _game_state.is_prestige_buff_unlocked(prestige_buff.id)
var available: bool = _game_state.can_purchase_prestige_buff(prestige_buff.id)
if unlocked:
_state_label.text = "✓ Unlocked"
_button.disabled = true
modulate = Color.GREEN
elif available:
_state_label.text = "Available"
_button.disabled = false
modulate = Color.WHITE
else:
_state_label.text = "Locked"
_button.disabled = true
modulate = Color(0.5, 0.5, 0.5, 1.0)
func _format_effect_description() -> String:
if prestige_buff == null:
return ""
match prestige_buff.effect_type:
PrestigeBuffNode.EffectType.CURRENCY_PRODUCTION_MULTIPLIER:
if prestige_buff.target_id != &"":
return "+%.0f%% %s production" % [((prestige_buff.effect_value - 1.0) * 100.0), prestige_buff.target_id]
return "+%.0f%% all production" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.BUILDING_CREATION_BONUS:
return "+%.0f%% gain on build" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.WORKER_THRESHOLD_MULTIPLIER:
return "+%.0f%% with 10+ workers" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.CARRYOVER_BUILDINGS:
return "Keep %d buildings on prestige" % int(prestige_buff.effect_value)
PrestigeBuffNode.EffectType.UNLOCK_AUTO_BUY_WORKER:
return "Unlock auto-buy worker"
PrestigeBuffNode.EffectType.HOVER_SPEED_BOOST:
return "Hover to speed up workers"
PrestigeBuffNode.EffectType.UNLOCK_BUILDING:
return "Unlock %s building" % prestige_buff.target_id
PrestigeBuffNode.EffectType.WORKER_PRODUCTIVITY:
return "+%.0f%% worker productivity" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.RESEARCH_XP_MULTIPLIER:
return "+%.0f%% research XP" % ((prestige_buff.effect_value - 1.0) * 100.0)
_:
return ""
func _on_button_pressed() -> void:
if _game_state and prestige_buff:
_game_state.purchase_prestige_buff(prestige_buff.id)
func _on_prestige_buff_unlocked(buff_id: StringName) -> void:
if prestige_buff and buff_id == prestige_buff.id:
_refresh_state()
func _on_currency_changed(currency_id: StringName, _new_amount: BigNumber) -> void:
if _game_state == null or prestige_buff == null:
return
var asc_id: StringName = _game_state.get_prestige_currency_id()
if currency_id == asc_id:
_refresh_state()

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@@ -0,0 +1 @@
uid://w8ogrp1s6qsf

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@@ -0,0 +1,40 @@
[gd_scene format=3 uid="uid://bqk8rwia7lpbg"]
[ext_resource type="Script" uid="uid://w8ogrp1s6qsf" path="res://core/prestige/prestige_buff_graph_tile.gd" id="1_script"]
[node name="AscensionBuffGraphTile" type="PanelContainer" unique_id=582396224]
custom_minimum_size = Vector2(220, 100)
script = ExtResource("1_script")
[node name="Button" type="Button" parent="." unique_id=34096996]
layout_mode = 2
[node name="HBoxContainer" type="HBoxContainer" parent="Button" unique_id=760838153]
layout_mode = 0
[node name="Icon" type="TextureRect" parent="Button/HBoxContainer" unique_id=2086768939]
custom_minimum_size = Vector2(48, 48)
layout_mode = 2
size_flags_horizontal = 0
[node name="VBoxContainer" type="VBoxContainer" parent="Button/HBoxContainer" unique_id=1701436193]
layout_mode = 2
size_flags_horizontal = 3
[node name="NameLabel" type="Label" parent="Button/HBoxContainer/VBoxContainer" unique_id=334883451]
layout_mode = 2
text = "Buff Name"
[node name="EffectLabel" type="Label" parent="Button/HBoxContainer/VBoxContainer" unique_id=1416390723]
layout_mode = 2
text = "+10% effect"
[node name="CostLabel" type="Label" parent="Button/HBoxContainer/VBoxContainer" unique_id=983468527]
layout_mode = 2
text = "Cost: 0"
[node name="StateLabel" type="Label" parent="Button/HBoxContainer" unique_id=629071282]
layout_mode = 2
size_flags_horizontal = 0
text = "Locked"
horizontal_alignment = 2

View File

@@ -0,0 +1,69 @@
## A single node in the prestige buff graph.
## Each node represents a permanent upgrade that persists across prestige resets and is purchased with prestige currency.
class_name PrestigeBuffNode
extends Resource
enum EffectType {
CURRENCY_PRODUCTION_MULTIPLIER, ## Multiply currency output by x%
BUILDING_CREATION_BONUS, ## When a building is created, increase currency gain by x%
WORKER_THRESHOLD_MULTIPLIER, ## When 10+ workers are assigned to a building, increase currency gain by x%
CARRYOVER_BUILDINGS, ## After prestige, start with some buildings and workers already assigned
UNLOCK_AUTO_BUY_WORKER, ## Unlock option to auto-buy workers
HOVER_SPEED_BOOST, ## Hovering over a place speeds up workers instead of clicking
UNLOCK_BUILDING, ## Unlock a new building (generator)
WORKER_PRODUCTIVITY, ## Increase worker productivity by x%
RESEARCH_XP_MULTIPLIER, ## Increase research XP gain by x%
}
## Unique node identifier.
@export var id: StringName = &""
## UI display label.
@export var display_name: String = ""
## Tooltip / description text.
@export_multiline var description: String = ""
## Icon shown in the graph UI.
@export var icon: Texture2D
## Prerequisite node IDs that must be unlocked before this node becomes available.
@export var parent_ids: Array[StringName] = []
## What kind of effect this buff provides.
@export var effect_type: EffectType = EffectType.CURRENCY_PRODUCTION_MULTIPLIER
## Magnitude of the effect (interpreted per effect type).
@export var effect_value: float = 1.0
## Target generator, building, or currency ID for type-specific effects. Empty means global.
@export var target_id: StringName = &""
## Prestige currency cost mantissa (combined with cost_exponent for BigNumber).
@export var cost_mantissa: float = 1.0
## Prestige currency cost exponent (combined with cost_mantissa for BigNumber).
@export var cost_exponent: int = 0
## Visual tier / row in the graph UI.
@export var tier: int = 0
## Visual column / horizontal position in the graph UI.
@export var x_position: float = 0.0
## Builds and returns the fixed prestige currency cost as a BigNumber.
func get_cost() -> BigNumber:
return BigNumber.new(cost_mantissa, cost_exponent)
## Returns true if this node has any prerequisite parent nodes.
func has_parents() -> bool:
return not parent_ids.is_empty()
## Checks whether all prerequisites are unlocked in the provided dictionary.
## [param unlocked] maps node_id (StringName) → bool (true if unlocked).
func all_parents_unlocked(unlocked: Dictionary) -> bool:
for parent_id in parent_ids:
if not bool(unlocked.get(parent_id, false)):
return false
return true
## Returns true if this node has valid required data (non-empty id, positive cost).
func is_valid() -> bool:
if id == &"":
return false
if cost_mantissa <= 0.0:
return false
return true

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@@ -0,0 +1 @@
uid://mjyig8xlgki0

View File

@@ -24,7 +24,7 @@ const FORMULA_TRIANGULAR_INVERSE: int = 1
const MULTIPLIER_MODE_ADDITIVE: int = 0
const MULTIPLIER_MODE_MULTIPLICATIVE_POWER: int = 1
@export var config: Resource
@export var config: PrestigeConfig
@export var game_state: LevelGameState
var total_prestige_earned: BigNumber = BigNumber.from_float(0.0)
@@ -36,7 +36,7 @@ var last_reset_time: int = 0
func _ready() -> void:
if config == null:
config = load("res://docs/gyms/tiny_sword/prestige/primary_prestige.tres") as Resource
config = load("res://docs/gyms/tiny_sword/prestige/primary_prestige.tres") as PrestigeConfig
if not _is_config_valid():
push_warning("PrestigeManager has invalid or missing config; prestige is disabled.")
@@ -58,7 +58,7 @@ func _ready() -> void:
prestige_state_changed.emit(get_total_prestige(), calculate_pending_gain())
prestige_threshold_changed.emit(get_next_prestige_threshold())
func get_config() -> Resource:
func get_config() -> PrestigeConfig:
return config
func get_source_currency_id() -> StringName:
@@ -110,7 +110,7 @@ func get_total_multiplier() -> float:
return 1.0
var base: float = maxf(_get_config_float("base_multiplier", 1.0), 0.0)
var prestige_value: float = _big_number_to_float(total_prestige_earned)
var prestige_value: float = total_prestige_earned.to_float()
if prestige_value <= 0.0:
return base
@@ -209,7 +209,7 @@ func get_next_prestige_threshold() -> BigNumber:
BASIS_RUN_TOTAL, BASIS_ALL_CURRENCIES:
return _get_config_threshold()
_:
var current_total: float = _big_number_to_float(total_prestige_earned)
var current_total: float = total_prestige_earned.to_float()
var next_target: float = _calculate_target_for_prestige(current_total + 1.0)
return BigNumber.from_float(next_target)
@@ -260,7 +260,7 @@ func _calculate_target_for_prestige(prestige_level: float) -> float:
if config == null:
return 0.0
var threshold_value: float = _big_number_to_float(_get_config_threshold())
var threshold_value: float = _get_config_threshold().to_float()
if threshold_value <= 0.0:
return 0.0
@@ -289,11 +289,11 @@ func _calculate_raw_gain_float(basis_value: BigNumber) -> float:
match _get_config_int("formula", FORMULA_POWER):
FORMULA_TRIANGULAR_INVERSE:
var threshold_value: float = _big_number_to_float(_get_config_threshold())
var threshold_value: float = _get_config_threshold().to_float()
if threshold_value <= 0.0:
return 0.0
var basis_float: float = _big_number_to_float(basis_value)
var basis_float: float = basis_value.to_float()
if basis_float <= 0.0:
return 0.0
@@ -303,7 +303,7 @@ func _calculate_raw_gain_float(basis_value: BigNumber) -> float:
var target_total: float = (sqrt(1.0 + 8.0 * k) - 1.0) * 0.5
if _is_cumulative_basis():
return target_total - _big_number_to_float(total_prestige_earned)
return target_total - total_prestige_earned.to_float()
return target_total
_:
var ratio: float = _big_number_ratio_to_float(basis_value, _get_config_threshold())
@@ -312,7 +312,7 @@ func _calculate_raw_gain_float(basis_value: BigNumber) -> float:
var value: float = maxf(_get_config_float("scale", 0.0), 0.0) * pow(ratio, maxf(_get_config_float("exponent", 0.0001), 0.0001)) + _get_config_float("flat_bonus", 0.0)
if _is_cumulative_basis():
return value - _big_number_to_float(total_prestige_earned)
return value - total_prestige_earned.to_float()
return value
func _get_basis_value() -> BigNumber:
@@ -449,9 +449,11 @@ func _reset_all_buff_levels() -> void:
if game_state == null:
return
for buff_id in game_state._buff_levels.keys():
game_state.set_buff_level(buff_id, 0)
game_state.set_buff_unlocked(buff_id, false)
for buff in game_state.get_all_buffs():
if buff == null:
continue
game_state.set_buff_level(buff.id, 0)
game_state.set_buff_unlocked(buff.id, false)
func _reinitialize_generators_after_prestige_reset() -> void:
var scene_root: Node = get_tree().current_scene
@@ -489,14 +491,7 @@ func _big_number_ratio_to_float(a: BigNumber, b: BigNumber) -> float:
return (a.mantissa / b.mantissa) * pow(10.0, float(exponent_delta))
func _big_number_to_float(value: BigNumber) -> float:
if value.mantissa <= 0.0:
return 0.0
if value.exponent > 308:
return INF
if value.exponent < -308:
return 0.0
return value.mantissa * pow(10.0, float(value.exponent))
func _normalize_currency_id(currency_id: StringName) -> StringName:
var normalized: String = String(currency_id).to_lower().strip_edges()
@@ -514,35 +509,18 @@ func _to_non_negative_int(value: Variant, fallback: int = 0) -> int:
func _is_config_valid() -> bool:
if config == null:
return false
if not config.has_method("is_valid"):
return false
return bool(config.call("is_valid"))
return config.is_valid()
func _is_cumulative_basis() -> bool:
if config != null and config.has_method("is_cumulative_basis"):
return bool(config.call("is_cumulative_basis"))
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"):
var rounded: Variant = config.call("round_value", value)
if rounded is float:
return rounded
if rounded is int:
return float(rounded)
return floorf(value)
return config.round_value(value)
func _get_config_threshold() -> BigNumber:
if config != null and config.has_method("get_threshold"):
var threshold: Variant = config.call("get_threshold")
if threshold is BigNumber:
return threshold
if config != null:
return config.get_threshold()
return BigNumber.from_float(1.0)
func _get_config_string_name(property_name: String, fallback: StringName = &"") -> StringName:

View File

@@ -30,8 +30,7 @@ func _on_game_state_ready() -> void:
return
if config == null:
if _manager.has_method("get_config"):
config = _manager.get_config()
config = _manager.get_config()
if config == null:
push_warning("PrestigeProgressBar '%s' has no config; progress bar disabled." % String(name))
@@ -57,14 +56,11 @@ func _update_progress() -> void:
if _manager == null or config == null:
return
_basis_value = _manager.call("get_basis_value_for_display")
if _manager.has_method("get_next_prestige_threshold"):
_next_threshold = _manager.call("get_next_prestige_threshold")
else:
_next_threshold = _get_threshold_from_config()
_basis_value = _manager.get_basis_value_for_display()
_next_threshold = _manager.get_next_prestige_threshold()
var basis_float: float = _big_number_to_float(_basis_value)
var threshold_float: float = _big_number_to_float(_next_threshold)
var basis_float: float = _basis_value.to_float()
var threshold_float: float = _next_threshold.to_float()
if threshold_float > 0.0 and basis_float >= 0.0:
var ratio: float = minf(basis_float / threshold_float, 1.0)
@@ -74,25 +70,3 @@ func _update_progress() -> void:
_label_start.text = _basis_value.to_string_suffix(2)
_label_end.text = _next_threshold.to_string_suffix(2)
func _get_threshold_from_config() -> BigNumber:
if config == null:
return BigNumber.from_float(0.0)
if not config.has_method("get_threshold"):
return BigNumber.from_float(0.0)
var threshold = config.call("get_threshold")
if threshold is BigNumber:
return threshold
return BigNumber.from_float(0.0)
func _big_number_to_float(value: BigNumber) -> float:
if value.mantissa <= 0.0:
return 0.0
if value.exponent > 308:
return INF
if value.exponent < -308:
return 0.0
return value.mantissa * pow(10.0, float(value.exponent))