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