Add generator buffs (additional test required)
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@@ -1,5 +1,15 @@
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extends VBoxContainer
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const GENERATOR_BUFF_TILE_SCENE: PackedScene = preload("res://generator_buff_tile.tscn")
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class BuffRow extends RefCounted:
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var buff: GeneratorBuffData
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var tile: GeneratorBuffTile
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func _init(row_buff: GeneratorBuffData, row_tile: GeneratorBuffTile) -> void:
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buff = row_buff
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tile = row_tile
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@export var _generator: CurrencyGenerator
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@onready var _buy_button: Button = $HBoxContainerGenerators/BuyOneButton
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@@ -8,16 +18,28 @@ extends VBoxContainer
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@onready var _owned_value: Label = $GeneratorStatsGrid/OwnedValue
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@onready var _next_cost_value: Label = $GeneratorStatsGrid/NextCostValue
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@onready var _production_value: Label = $GeneratorStatsGrid/ProductionValue
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@onready var _buffs_section: VBoxContainer = $BuffsSection
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@onready var _buffs_list: VBoxContainer = $BuffsSection/BuffsList
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var _buff_rows: Array[BuffRow] = []
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func _ready() -> void:
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if _generator == null:
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push_warning("GeneratorContainer '%s' has no generator assigned." % String(name))
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return
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_generator.purchase_completed.connect(_on_generator_updated)
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_generator.production_tick.connect(_on_generator_updated)
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_generator.purchase_failed.connect(_on_generator_updated)
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_generator.buff_purchased.connect(_on_generator_updated)
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_generator.buff_purchase_failed.connect(_on_generator_updated)
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GameState.currency_changed.connect(_on_currency_changed)
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GameState.generator_state_changed.connect(_on_generator_state_changed)
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GameState.generator_buff_level_changed.connect(_on_generator_buff_level_changed)
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_name_label.text = _generator.data.name if _generator.data != null else "Generator"
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_build_buff_rows()
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_refresh_generator_ui()
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func _on_buy_pressed() -> void:
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@@ -32,9 +54,7 @@ func _on_debug_income_pressed() -> void:
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_generator.grant_currency(BigNumber.from_float(100.0))
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_refresh_generator_ui()
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func _on_currency_changed(changed_currency_id: StringName, _new_value: BigNumber) -> void:
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if changed_currency_id != _generator.get_currency_id():
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return
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func _on_currency_changed(_changed_currency_id: StringName, _new_value: BigNumber) -> void:
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_refresh_generator_ui()
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func _on_generator_updated(_a = null, _b = null, _c = null, _d = null) -> void:
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@@ -44,6 +64,63 @@ func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -
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if generator_id == _generator.get_generator_id():
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visible = true
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_refresh_generator_ui()
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func _on_generator_buff_level_changed(generator_id: StringName, _buff_id: StringName, _new_level: int) -> void:
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if generator_id != _generator.get_generator_id():
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return
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_refresh_generator_ui()
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func _on_buy_buff_pressed(buff_id: StringName) -> void:
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_generator.buy_buff(buff_id)
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_refresh_generator_ui()
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func _build_buff_rows() -> void:
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_buff_rows.clear()
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for child in _buffs_list.get_children():
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child.queue_free()
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for buff in _generator.get_buffs():
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if buff == null:
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continue
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var buff_id_text: String = String(buff.id).strip_edges()
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if buff_id_text.is_empty():
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continue
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var tile: GeneratorBuffTile = GENERATOR_BUFF_TILE_SCENE.instantiate() as GeneratorBuffTile
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if tile == null:
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push_warning("Failed to instantiate GeneratorBuffTile for buff '%s'." % buff_id_text)
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continue
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_buffs_list.add_child(tile)
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tile.set_buff(buff)
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tile.buy_pressed.connect(_on_buy_buff_pressed)
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_buff_rows.append(BuffRow.new(buff, tile))
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func _refresh_buff_rows(can_interact: bool) -> void:
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_buffs_section.visible = not _buff_rows.is_empty()
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if _buff_rows.is_empty():
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return
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for row in _buff_rows:
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if row == null or row.buff == null or row.tile == null:
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continue
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var buff: GeneratorBuffData = row.buff
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var level: int = _generator.get_buff_level(buff.id)
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var effect_text: String = buff.get_effect_description(level)
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if _generator.is_buff_maxed(buff.id):
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row.tile.set_runtime(level, effect_text, "", false, true)
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continue
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var cost: BigNumber = _generator.get_buff_cost(buff.id)
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var cost_currency_id: StringName = _generator.get_buff_cost_currency_id(buff.id)
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var currency_label: String = GameState.get_currency_name(cost_currency_id)
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var cost_text: String = "%s %s" % [cost.to_string_suffix(2), currency_label]
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var can_buy: bool = can_interact and _generator.can_buy_buff(buff.id)
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row.tile.set_runtime(level, effect_text, cost_text, can_buy, false)
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func _refresh_generator_ui() -> void:
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var can_interact: bool = _generator.is_available_to_player()
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@@ -57,8 +134,9 @@ func _refresh_generator_ui() -> void:
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if _generator.data != null and can_interact:
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production_per_second = _generator.data.production_per_second(
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_generator.owned,
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_generator.run_multiplier,
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_generator.run_multiplier * _generator.get_automatic_production_multiplier(),
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_generator.purchased_count
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)
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_production_value.text = BigNumber.from_float(production_per_second).to_string_suffix(2)
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_refresh_buff_rows(can_interact)
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