Change project organization

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2026-03-19 22:18:34 +01:00
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class_name CurrencyGenerator
extends Node2D
## Handles generator economy behavior:
## - automatic production cycles
## - manual/hover click rewards with cooldown
## - purchasing and max-buy
## - generator state access through the GameState autoload
## Emitted after a successful purchase.
signal purchase_completed(amount: int, total_owned: int, total_purchased: int, total_cost: BigNumber)
## Emitted when a purchase is attempted but cannot be paid.
signal purchase_failed(requested_amount: int, required_cost: BigNumber, available_currency: BigNumber)
## Emitted when one or more automatic production cycles complete.
signal production_tick(amount: BigNumber, cycle_count: int, total_owned: int)
## Emitted after a successful buff purchase.
signal buff_purchased(buff_id: StringName, new_level: int, cost: BigNumber, cost_currency_id: StringName)
## Emitted when a buff purchase cannot be paid.
signal buff_purchase_failed(buff_id: StringName, required_cost: BigNumber, cost_currency_id: StringName)
## Sentinel exponent used when cost math overflows float range.
const HUGE_COST_EXPONENT: int = 1000000
## Currency target updated by this generator.
@export var currency: Resource
## Data resource containing balancing values and defaults (required).
@export var data: CurrencyGeneratorData
## Enables per-cycle automatic production when true.
@export var is_automatic: bool = true
## If true, `_on_pressed` buys one generator instead of granting click currency.
@export var press_buys_generator: bool = true
## If true, hovering grants click reward every cooldown without pressing.
@export var grants_click_while_hovering: bool = false
## Extra multiplier applied to automatic production output.
@export var run_multiplier: float = 1.0
## True while the pointer is inside the generator Area2D.
var _mouse_entered: bool = false
## Time left until next click/hover grant is allowed.
var _remaining_click_cooldown_seconds: float = 0.0
## Number of currently owned generators.
## Backed by GameState via this generator's resolved id.
var owned: int:
get:
_ensure_registered()
return GameState.get_generator_owned(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_owned(_generator_id, value)
## Lifetime purchased generators (does not decrease if ownership drops).
var purchased_count: int:
get:
_ensure_registered()
return GameState.get_generator_purchased_count(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_purchased_count(_generator_id, value)
## Whether this generator is unlocked for the player.
var is_unlocked: bool:
get:
_ensure_registered()
return GameState.is_generator_unlocked(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_unlocked(_generator_id, value)
## Whether this unlocked generator is currently visible/usable to the player.
var is_available: bool:
get:
_ensure_registered()
return GameState.is_generator_available(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_available(_generator_id, value)
## Accumulated elapsed time toward the next automatic production cycle.
var cycle_progress_seconds: float = 0.0
## Stable id used to store/read generator state in GameState.
var _generator_id: StringName = &""
## Prevents duplicate state registration in GameState.
var _is_registered: bool = false
## Resolves and registers this generator state before gameplay updates.
func _ready() -> void:
assert(currency != null, "Currency cannot be null")
assert(data != null, "Data cannot be null")
_generator_id = _resolve_generator_id()
_ensure_registered()
cycle_progress_seconds = 0.0
GameState.generator_state_changed.connect(_on_generated_state_changed)
## Updates click cooldown/click grants and runs automatic production cycles.
func _process(delta: float) -> void:
_remaining_click_cooldown_seconds = maxf(_remaining_click_cooldown_seconds - maxf(delta, 0.0), 0.0)
_try_handle_mouse_click()
if not is_automatic:
return
if not is_available_to_player():
return
if data == null or owned <= 0:
return
var cycle_seconds: float = maxf(data.initial_time, 0.0001)
cycle_progress_seconds += maxf(delta, 0.0)
if cycle_progress_seconds < cycle_seconds:
return
var completed_cycles: int = floori(cycle_progress_seconds / cycle_seconds)
cycle_progress_seconds -= cycle_seconds * float(completed_cycles)
_grant_cycle_income(completed_cycles)
## Adds automatic production from completed cycles and emits `production_tick`.
func _grant_cycle_income(cycle_count: int) -> void:
if data == null or cycle_count <= 0:
return
var effective_run_multiplier: float = run_multiplier * get_automatic_production_multiplier()
var per_cycle: float = data.production_per_cycle(owned, effective_run_multiplier, purchased_count)
if per_cycle <= 0.0:
return
var produced: BigNumber = BigNumber.from_float(per_cycle).multiply(BigNumber.from_float(float(cycle_count)))
_add_currency(produced)
production_tick.emit(produced, cycle_count, owned)
## Convenience helper for the next single-unit purchase cost.
func get_next_cost() -> BigNumber:
return get_cost_for_amount(1)
## Returns cumulative cost to buy `amount` units from current ownership.
func get_cost_for_amount(amount: int = 1) -> BigNumber:
if data == null:
return BigNumber.from_float(0.0)
var safe_amount: int = maxi(amount, 1)
var raw_cost: float = data.cost_for_amount(owned, safe_amount)
return _float_to_big_number(raw_cost)
## Checks whether enough target currency is available for `amount` units.
func can_buy(amount: int = 1) -> bool:
if not is_available_to_player():
return false
var cost: BigNumber = get_cost_for_amount(amount)
var current: BigNumber = _get_currency_amount()
return current.is_greater_than(cost) or current.is_equal_to(cost)
## Attempts to buy `amount` units and emits purchase success/failure signals.
func buy(amount: int = 1) -> bool:
if data == null:
return false
if not is_available_to_player():
return false
var safe_amount: int = maxi(amount, 1)
var total_cost: BigNumber = get_cost_for_amount(safe_amount)
if not _spend_currency(total_cost):
purchase_failed.emit(safe_amount, total_cost, _get_currency_amount())
return false
owned += safe_amount
purchased_count += safe_amount
purchase_completed.emit(safe_amount, owned, purchased_count, total_cost)
return true
## Computes and buys the maximum affordable units with current currency.
func buy_max() -> int:
if data == null:
return 0
if not is_available_to_player():
return 0
var available_currency: float = _big_number_to_float(_get_currency_amount())
var estimated_max: int = data.max_affordable(owned, available_currency)
if estimated_max <= 0:
return 0
# Keep max-buy accurate by validating affordability with BigNumber comparisons.
var low: int = 1
var high: int = estimated_max
var best: int = 0
while low <= high:
var mid: int = floori((float(low) + float(high)) * 0.5)
if can_buy(mid):
best = mid
low = mid + 1
else:
high = mid - 1
if best <= 0:
return 0
return best if buy(best) else 0
func get_buffs() -> Array[GeneratorBuffData]:
if data == null:
return []
return data.buffs
func get_buff_level(buff_id: StringName) -> int:
_ensure_registered()
return GameState.get_generator_buff_level(_generator_id, buff_id)
func get_buff_cost(buff_id: StringName) -> BigNumber:
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return BigNumber.from_float(0.0)
var level: int = get_buff_level(buff.id)
return buff.get_cost_for_level(level)
func get_buff_cost_currency_id(buff_id: StringName) -> StringName:
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return &""
return _resolve_buff_cost_currency_id(buff)
func can_buy_buff(buff_id: StringName) -> bool:
if not is_available_to_player():
return false
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return false
var current_level: int = get_buff_level(buff.id)
if not buff.can_purchase_next_level(current_level):
return false
var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff)
if cost_currency_id == &"":
return false
var cost: BigNumber = buff.get_cost_for_level(current_level)
var current_amount: BigNumber = GameState.get_currency_amount_by_id(cost_currency_id)
return current_amount.is_greater_than(cost) or current_amount.is_equal_to(cost)
func buy_buff(buff_id: StringName) -> bool:
if not is_available_to_player():
return false
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return false
var current_level: int = get_buff_level(buff.id)
if not buff.can_purchase_next_level(current_level):
return false
var cost: BigNumber = buff.get_cost_for_level(current_level)
var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff)
if cost_currency_id == &"":
return false
if not _spend_currency_by_id(cost_currency_id, cost):
buff_purchase_failed.emit(buff.id, cost, cost_currency_id)
return false
var next_level: int = current_level + 1
GameState.set_generator_buff_level(_generator_id, buff.id, next_level)
_apply_resource_purchase_buff(buff, next_level)
buff_purchased.emit(buff.id, next_level, cost, cost_currency_id)
return true
func is_buff_maxed(buff_id: StringName) -> bool:
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return true
return not buff.can_purchase_next_level(get_buff_level(buff.id))
func get_automatic_production_multiplier() -> float:
return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.AUTO_PRODUCTION_MULTIPLIER)
func get_manual_click_multiplier() -> float:
return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.MANUAL_CLICK_MULTIPLIER)
## Handles external "pressed" interaction: buy if configured, otherwise click-grant.
func _on_pressed() -> void:
if not is_available_to_player():
return
if press_buys_generator:
buy(1)
return
_try_grant_click_currency()
## Adds currency directly through the configured currency target.
func grant_currency(amount: BigNumber) -> void:
_add_currency(amount)
## Processes pointer interaction while hovering (hold click or hover-only mode).
func _try_handle_mouse_click() -> void:
if not _mouse_entered:
return
if not is_available_to_player():
return
if not (_grants_click_while_hovering() or Input.is_action_pressed("click")):
return
_try_grant_click_currency()
## Grants one click/hover reward if cooldown has elapsed.
func _try_grant_click_currency() -> void:
if data == null:
return
if _remaining_click_cooldown_seconds > 0.0:
return
_add_currency(_get_click_value())
_remaining_click_cooldown_seconds = _get_click_cooldown_seconds()
## Resolves click reward from data.
func _get_click_value() -> BigNumber:
if data == null:
return BigNumber.from_float(0.0)
var click_multiplier: float = get_manual_click_multiplier()
if click_multiplier <= 0.0:
return BigNumber.from_float(0.0)
var base_click: BigNumber = BigNumber.new(data.click_mantissa, data.click_exponent)
return base_click.multiply(BigNumber.from_float(click_multiplier))
## Resolves click cooldown from data.
func _get_click_cooldown_seconds() -> float:
if data == null:
return 0.0
return maxf(data.click_cooldown_seconds, 0.0)
## Resolves hover-only click-grant mode from node configuration.
func _grants_click_while_hovering() -> bool:
return grants_click_while_hovering
## Returns this generator's resolved state id.
func get_generator_id() -> StringName:
_ensure_registered()
return _generator_id
## Returns the configured currency id.
func get_currency_id() -> StringName:
return GameState.get_currency_id(currency)
## True when the generator is both unlocked and available.
func is_available_to_player() -> bool:
return is_unlocked and is_available
## Routes positive/negative currency deltas to the configured currency bucket.
func _add_currency(amount: BigNumber) -> void:
if currency == null:
push_error("CurrencyGenerator '%s' cannot add currency: currency resource is null." % String(name))
return
GameState.add_currency(currency, amount)
func _add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void:
if currency_id == &"":
return
GameState.add_currency_by_id(currency_id, amount)
## Attempts to spend target currency; returns false when insufficient.
func _spend_currency(cost: BigNumber) -> bool:
if currency == null:
push_error("CurrencyGenerator '%s' cannot spend currency: currency resource is null." % String(name))
return false
return GameState.spend_currency(currency, cost)
func _spend_currency_by_id(currency_id: StringName, cost: BigNumber) -> bool:
if currency_id == &"":
return false
return GameState.spend_currency_by_id(currency_id, cost)
## Returns the current amount for the configured currency type.
func _get_currency_amount() -> BigNumber:
if currency == null:
return BigNumber.from_float(0.0)
return GameState.get_currency_amount(currency)
## Safely converts finite float values into BigNumber costs.
func _float_to_big_number(value: float) -> BigNumber:
if value <= 0.0:
return BigNumber.from_float(0.0)
if not is_finite(value):
return BigNumber.new(1.0, HUGE_COST_EXPONENT)
return BigNumber.from_float(value)
## Converts BigNumber to float for approximate estimate math.
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 _find_buff(buff_id: StringName) -> GeneratorBuffData:
if data == null:
return null
return data.find_buff(buff_id)
func _resolve_buff_cost_currency_id(buff: GeneratorBuffData) -> StringName:
if buff == null:
return &""
var cost_currency: Resource = buff.cost_currency if buff.cost_currency != null else currency
if cost_currency == null:
return &""
return GameState.get_currency_id(cost_currency)
func _resolve_buff_target_currency_id(buff: GeneratorBuffData) -> StringName:
if buff == null:
return &""
var target_currency: Resource = buff.resource_target_currency if buff.resource_target_currency != null else currency
if target_currency == null:
return &""
return GameState.get_currency_id(target_currency)
func _get_multiplier_for_buff_kind(kind: GeneratorBuffData.BuffKind) -> float:
var multiplier: float = 1.0
for buff in get_buffs():
if buff == null:
continue
if buff.kind != kind:
continue
multiplier *= buff.get_effect_multiplier(get_buff_level(buff.id))
return maxf(multiplier, 0.0)
func _apply_resource_purchase_buff(buff: GeneratorBuffData, level: int) -> void:
if buff == null:
return
if buff.kind != GeneratorBuffData.BuffKind.RESOURCE_PURCHASE:
return
var target_currency_id: StringName = _resolve_buff_target_currency_id(buff)
if target_currency_id == &"":
return
var purchased_amount: BigNumber = buff.get_resource_purchase_amount_for_level(level)
if purchased_amount.mantissa <= 0.0:
return
_add_currency_by_id(target_currency_id, purchased_amount)
## Builds a stable state id from data id, node name, or fallback string.
func _resolve_generator_id() -> StringName:
if data != null:
var data_id: String = String(data.id)
if not data_id.is_empty():
return StringName(data_id)
if not String(name).is_empty():
return StringName(String(name))
return &"generator"
## Ensures this generator has a state entry in GameState.
func _ensure_registered() -> void:
if _is_registered:
return
if _generator_id == &"":
_generator_id = _resolve_generator_id()
if _generator_id == &"":
return
GameState.register_generator(_generator_id, _default_unlocked_state(), _default_available_state())
_register_buffs()
_is_registered = true
func _register_buffs() -> void:
for buff in get_buffs():
if buff == null:
continue
var buff_id_text: String = String(buff.id).strip_edges()
if buff_id_text.is_empty():
continue
GameState.register_generator_buff(_generator_id, StringName(buff_id_text), 0)
## Default unlocked state loaded from generator data.
func _default_unlocked_state() -> bool:
if data == null:
return false
return data.starts_unlocked
## Default available state loaded from generator data.
func _default_available_state() -> bool:
if data == null:
return false
return data.starts_available
## Area2D callback: pointer entered generator interaction region.
func _on_area_2d_mouse_entered() -> void:
_mouse_entered = true
## Area2D callback: pointer exited generator interaction region.
func _on_area_2d_mouse_exited() -> void:
_mouse_entered = false
func _on_generated_state_changed(generator_id: StringName, _state: Dictionary) -> void:
if generator_id == _generator_id:
visible = true