Use GoalData for everything
This commit is contained in:
@@ -1,186 +1,58 @@
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# Goal-Based Generator Unlocks - Technical Specification
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# Generator-Embedded Unlock Goals - Technical Specification
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## Document Status
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- Version: 1.0
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- Date: 2026-03-14
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- Scope: Unlock generators when goal thresholds are reached using one or more currencies.
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- Context sources: Amp threads `T-019ce93a-d410-70ad-aaa0-4697dafb0148` and `T-019c846f-2556-75bc-a1aa-fb26cd9ff52a`.
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- Version: 2.0
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- Date: 2026-03-21
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- Scope: Unlock generators from `CurrencyGeneratorData.unlock_goal` when goal thresholds are reached.
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## Problem Statement
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The project already supports generator state (`unlocked` + `available`) in `GameState`, but unlock
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transitions are currently configured only by static defaults (`starts_unlocked`, `starts_available`).
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We need progression goals so that a locked generator becomes usable only after the player reaches
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specific currency quantities. Goals must support one or more currencies per objective.
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Generator unlock progression should be authored where generator behavior lives: `CurrencyGeneratorData`.
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The previous scene-level target mapping layer increased setup complexity and created mismatch risk between goal targets and scene content.
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## Current Baseline
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1. Generator state is persisted in `GameState.generator_states` with keys `owned`, `purchased_count`,
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`unlocked`, `available`.
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2. `CurrencyGenerator` already exposes `is_unlocked`, `is_available`, and `is_available_to_player()`
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and uses them to gate click, auto-production, and purchases.
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3. `GeneratorContainer` listens to `GameState.generator_state_changed` and updates button enabled/disabled state.
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4. Save/load sanitization already handles generator state schema evolution safely.
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This means the unlock feature can be added without changing core purchase/production mechanics.
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## Goals And Non-Goals
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## Goals
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1. Define unlock goals that depend on one or multiple currency thresholds.
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2. Evaluate goals automatically when relevant currency values change.
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3. Unlock and make target generator available exactly once when a goal is met.
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4. Keep behavior deterministic after save/load.
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## Non-Goals
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1. Adding quests, timed objectives, or repeatable missions.
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2. Adding reward types other than generator unlock/availability.
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3. Rebalancing generator economy values in this feature.
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1. Generator state persists in `GameState.generator_states` (`owned`, `purchased_count`, `unlocked`, `available`).
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2. `CurrencyGenerator` already gates interactions using `is_available_to_player()`.
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3. Goal primitives remain reusable and data-driven:
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- `GoalRequirementData`
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- `GoalData`
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4. Generator data now owns unlock definition via `unlock_goal: GoalData`.
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## Functional Requirements
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1. A generator may define one optional unlock goal (`CurrencyGeneratorData.unlock_goal`).
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2. Goal completion uses logical AND across requirements.
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3. Requirement checks use total acquired currency (`GameState.get_total_currency_acquired_by_id`).
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4. Unlock evaluation runs:
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- once on generator `_ready()`
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- on every `GameState.currency_changed`
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5. When a goal is met, runtime sets:
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- `GameState.set_generator_unlocked(generator_id, true)`
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- `GameState.set_generator_available(generator_id, true)`
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6. Unlock transitions are idempotent.
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7. Unlock completion emits `CurrencyGenerator.goal_achieved(generator_id, goal_id)` for hooks/UI.
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1. A goal targets exactly one generator (`target_generator_id`).
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2. A goal contains one or more currency requirements (`requirements[]`).
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3. Goal completion rule is logical AND across requirements (all thresholds must be met).
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4. Supported currencies must map to existing `GameState.CurrencyType` values (`gold`, `gems`).
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5. When completed, a goal sets both:
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- `GameState.set_generator_unlocked(target, true)`
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- `GameState.set_generator_available(target, true)`
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6. Goal completion must be idempotent (re-evaluating does not re-apply side effects).
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7. Goal checks must run:
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- at runtime on `currency_changed`
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- once at startup after loading save data
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8. Invalid goal entries (unknown currency, missing target id, malformed amount) must be ignored with a warning,
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not a crash.
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## Runtime Design
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1. `CurrencyGeneratorData` exposes:
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- `has_unlock_goal()`
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- `is_unlock_goal_met()`
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- `get_unlock_goal_id()`
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2. `CurrencyGenerator` executes `_evaluate_generator_unlock_goal()`.
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3. No scene-level unlock controller is required.
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4. Goals debug UI discovers goals from scene generators instead of external target-mapping resources.
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## Data Model
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## New Config Resources
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Goals are now authored as typed resources instead of JSON:
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1. `res://core/goals/goal_requirement_data.gd` (`GoalRequirementData`)
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2. `res://core/goals/goal_data.gd` (`GoalData`)
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3. `res://core/generator-unlock-goals/generator_unlock_goal_data.gd` (`GeneratorUnlockGoalData`)
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Example assets:
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1. `res://idles/goals/magic_total_30.tres` (goal definition)
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2. `res://idles/goals/generator_unlock_knowledge.tres` (goal target binding)
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Notes:
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1. `GoalData.id` must be unique and stable.
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2. `GoalData.requirements` must contain at least one valid `GoalRequirementData`.
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3. `GoalRequirementData` stores amount as mantissa/exponent to preserve `BigNumber` semantics.
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## Runtime Structures (GDScript)
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Runtime data comes from resource classes:
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1. `GoalRequirementData`
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- `currency: Resource`
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- `amount_mantissa: float`
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- `amount_exponent: int`
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2. `GoalData`
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- `id: StringName`
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- `requirements: Array[Resource]` (validated as `GoalRequirementData`)
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3. `GeneratorUnlockGoalData`
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- `target_generator_id: StringName`
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- `goal: Resource` (validated as `GoalData`)
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No persistent `completed_goals` storage is required for v1 because completion is derived from generator unlock state.
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## System Design
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## New Runtime Component
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Add a scene-level controller script (recommended name: `generator_unlock_system.gd`) responsible for:
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1. Loading + validating exported `GeneratorUnlockGoalData` resources.
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2. Subscribing to currency change signals.
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3. Evaluating pending goals.
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4. Triggering generator unlock transitions.
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Placement options:
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1. Attach to the main gameplay scene root (preferred for prototype).
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2. Promote to autoload later if multiple gameplay scenes require shared unlock logic.
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## Evaluation Flow
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1. On `_ready()`:
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- load goals
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- connect to `GameState.currency_changed`
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- run `evaluate_all_goals()` once
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2. On currency change:
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- run `evaluate_all_goals()` (or an optimized subset)
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3. For each goal:
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- skip if target generator already unlocked and available
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- verify all requirement thresholds
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- if satisfied, unlock target generator and emit debug/info log
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## Pseudocode
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```gdscript
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func _evaluate_goal(goal: UnlockGoal) -> bool:
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if GameState.is_generator_unlocked(goal.target_generator_id) and GameState.is_generator_available(goal.target_generator_id):
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return false
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for requirement in goal.requirements:
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var current: BigNumber = _get_currency_amount(requirement.currency)
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if current.is_less_than(requirement.amount):
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return false
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GameState.set_generator_unlocked(goal.target_generator_id, true)
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GameState.set_generator_available(goal.target_generator_id, true)
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return true
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```
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## UI/UX Behavior
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1. Existing `GeneratorContainer` behavior already prevents interaction while locked.
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2. Optional v1.1 enhancement: show a compact "Unlock requirement" line for locked generators.
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3. On unlock, UI updates automatically through existing `generator_state_changed` signal path.
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## Error Handling And Validation
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1. File open failure: log warning and disable unlock processing for that session.
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2. JSON parse failure or wrong root type: log warning and disable unlock processing.
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3. Invalid goal entries: skip only invalid entries, continue loading valid ones.
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4. Duplicate goal IDs: keep first entry, ignore duplicates with warning.
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5. Unknown `target_generator_id`: allow config load, but warn when evaluation cannot find/resolve state.
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## Data Authoring Rules
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1. Configure locked generators with `starts_unlocked = false` and `starts_available = false`.
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2. Set `unlock_goal` directly on that generator `.tres` resource.
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3. Keep `GoalData.id` unique and stable.
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4. Goal data can still be shared across systems (generator unlocks, buff unlocks).
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## Save/Load Behavior
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1. Unlock persistence remains unchanged because `GameState` stores `unlocked/available`.
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2. Re-evaluation after load is safe due to idempotent state writes.
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1. Unlock result persists naturally via existing generator state persistence.
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2. On load, if a goal was completed previously, no duplicate effect occurs because state is already unlocked.
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3. If config thresholds are reduced in future versions, startup evaluation can unlock additional generators from existing balances.
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## Performance Considerations
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1. v1 can safely evaluate all goals on every currency change (small goal count).
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2. If goals scale up, add currency-to-goal index to evaluate only affected goals.
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3. BigNumber comparisons are lightweight for this usage profile.
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## Implementation Plan
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1. Add `GoalData` and `GeneratorUnlockGoalData` resources with initial goals.
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2. Implement `generator_unlock_system.gd` loader/validator/evaluator.
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3. Attach unlock system to gameplay scene (`generator_museum.tscn` or current active scene).
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4. Configure at least one generator as initially locked (`starts_unlocked = false`, `starts_available = false`) in its `.tres` data.
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5. Add runtime logs for unlock events and invalid config entries.
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6. Run headless project parse smoke check.
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## Acceptance Criteria
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1. A locked generator becomes usable immediately after all configured currency thresholds are reached.
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2. Goals with multiple requirements unlock only when every requirement is satisfied.
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3. Unlock state persists after save/load and app restart.
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4. No crashes occur when goals file is missing or malformed.
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5. Existing generator purchase/production behavior is unchanged for already unlocked generators.
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## Manual Test Cases
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1. Start with a generator configured as locked; verify buy buttons are disabled.
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2. Grant required currency via debug controls; verify automatic unlock and enabled buttons.
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3. Save/restart; verify generator remains unlocked.
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4. Use a multi-currency goal; verify partial progress does not unlock.
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5. Corrupt one goal entry in JSON; verify warning is logged and other valid goals still work.
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## Validation
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1. Run headless parse: `"$GODOT_BIN" --headless --path . --quit`
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2. Manual smoke test in `generator_museum`:
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- verify locked generator starts unavailable
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- grant required currency
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- verify generator unlocks automatically
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- verify state persists after restart
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@@ -1,11 +0,0 @@
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class_name GeneratorUnlockGoalData
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extends Resource
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@export var target_generator_id: StringName = &""
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@export var goal: GoalData
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func get_goal_data() -> GoalData:
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if goal == null:
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return null
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return goal
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@@ -1 +0,0 @@
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uid://dt4df3gwr6n5m
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@@ -1,151 +0,0 @@
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extends Node
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signal goal_achieved(goal_id: StringName, target_generator_id: StringName)
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class GeneratorUnlockGoal extends RefCounted:
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var target_generator_id: StringName
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var goal: GoalData
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func _init(target_id: StringName, goal_data: GoalData) -> void:
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target_generator_id = target_id
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goal = goal_data
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@export var goals: Array[GeneratorUnlockGoalData] = []
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var _runtime_goals: Array[GeneratorUnlockGoal] = []
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var _known_generator_ids: Dictionary = {}
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var _warned_unknown_target_ids: Dictionary = {}
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var _is_evaluating_goals: bool = false
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var _pending_goal_evaluation: bool = false
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func _ready() -> void:
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_collect_known_generator_ids()
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_load_goals()
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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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_evaluate_all_goals()
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_evaluate_all_goals.call_deferred()
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func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
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_evaluate_all_goals()
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func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -> void:
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var generator_key: String = String(generator_id)
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if not generator_key.is_empty():
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_known_generator_ids[generator_key] = true
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_evaluate_all_goals()
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func _evaluate_all_goals() -> void:
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if _runtime_goals.is_empty():
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return
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if _is_evaluating_goals:
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_pending_goal_evaluation = true
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return
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_is_evaluating_goals = true
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for runtime_goal in _runtime_goals:
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_evaluate_goal(runtime_goal)
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_is_evaluating_goals = false
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if _pending_goal_evaluation:
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_pending_goal_evaluation = false
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_evaluate_all_goals.call_deferred()
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func _evaluate_goal(runtime_goal: GeneratorUnlockGoal) -> bool:
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if runtime_goal == null:
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return false
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if runtime_goal.goal == null:
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return false
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if _is_goal_completed(runtime_goal):
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return false
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if not _can_resolve_target(runtime_goal.target_generator_id):
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return false
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if not bool(runtime_goal.goal.is_met()):
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return false
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var goal_id: StringName = _extract_goal_id(runtime_goal.goal)
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GameState.set_generator_unlocked(runtime_goal.target_generator_id, true)
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GameState.set_generator_available(runtime_goal.target_generator_id, true)
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goal_achieved.emit(goal_id, runtime_goal.target_generator_id)
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print("[UnlockSystem] Goal completed: %s -> %s" % [String(goal_id), String(runtime_goal.target_generator_id)])
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return true
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func _extract_goal_id(goal: GoalData) -> StringName:
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if goal == null:
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return &""
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var goal_id_text: String = String(goal.id).strip_edges()
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if goal_id_text.is_empty():
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return &""
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return StringName(goal_id_text)
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func _is_goal_completed(runtime_goal: GeneratorUnlockGoal) -> bool:
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return (
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GameState.is_generator_unlocked(runtime_goal.target_generator_id)
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and GameState.is_generator_available(runtime_goal.target_generator_id)
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)
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func _can_resolve_target(target_generator_id: StringName) -> bool:
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var target_key: String = String(target_generator_id)
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if target_key.is_empty():
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return false
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if _known_generator_ids.has(target_key) or GameState.generator_states.has(target_key):
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return true
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if not _warned_unknown_target_ids.has(target_key):
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_warned_unknown_target_ids[target_key] = true
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push_warning("Unlock goal target generator not found in scene/state: '%s'" % target_key)
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return false
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func _load_goals() -> void:
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_runtime_goals.clear()
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var seen_goal_ids: Dictionary = {}
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for generator_unlock_goal_data in goals:
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if generator_unlock_goal_data == null:
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continue
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var goal_data: GeneratorUnlockGoalData = generator_unlock_goal_data
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if goal_data == null:
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continue
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var target_generator_id: String = String(goal_data.target_generator_id).strip_edges()
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if target_generator_id.is_empty():
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push_warning("Skipping unlock goal resource: missing target_generator_id")
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continue
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var resolved_goal: GoalData = generator_unlock_goal_data.get_goal_data()
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if resolved_goal == null:
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push_warning("Skipping unlock goal for target '%s': goal is null" % target_generator_id)
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continue
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if not bool(resolved_goal.is_valid()):
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push_warning("Skipping unlock goal for target '%s': goal is invalid" % target_generator_id)
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continue
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var goal_key: String = String(resolved_goal.id)
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if seen_goal_ids.has(goal_key):
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push_warning("Duplicate unlock goal id skipped: '%s'" % goal_key)
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continue
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seen_goal_ids[goal_key] = true
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_runtime_goals.append(GeneratorUnlockGoal.new(StringName(target_generator_id), resolved_goal))
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if _runtime_goals.is_empty():
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push_warning("Unlock goals loaded, but no valid entries were found.")
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func _collect_known_generator_ids() -> void:
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_known_generator_ids.clear()
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var scene_root: Node = get_tree().current_scene
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var search_root: Node = scene_root if scene_root != null else self
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var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
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for generator_node in generator_nodes:
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var generator: CurrencyGenerator = generator_node as CurrencyGenerator
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if generator == null:
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continue
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var generator_key: String = String(generator.get_generator_id())
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if generator_key.is_empty():
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continue
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_known_generator_ids[generator_key] = true
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@@ -1 +0,0 @@
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uid://1sykgtg24a7g
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@@ -1,265 +0,0 @@
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extends PanelContainer
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class GoalDefinition extends RefCounted:
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var target_generator_id: StringName
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var goal: Resource
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func _init(target_id: StringName, goal_data: Resource) -> void:
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target_generator_id = target_id
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goal = goal_data
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const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd")
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const GOAL_REQUIREMENT_SCRIPT: Script = preload("res://core/goals/goal_requirement_data.gd")
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const GENERATOR_UNLOCK_GOAL_DATA_SCRIPT: Script = preload("res://core/generator-unlock-goals/generator_unlock_goal_data.gd")
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class GoalRow extends RefCounted:
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var goal: GoalDefinition
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var status_label: Label
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var requirements_label: Label
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var button: Button
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func _init(goal_definition: GoalDefinition, status: Label, requirements: Label, unlock_button: Button) -> void:
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goal = goal_definition
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status_label = status
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requirements_label = requirements
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button = unlock_button
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@export var goals: Array[GeneratorUnlockGoalData] = []
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@onready var _summary_label: Label = $MarginContainer/VBoxContainer/SummaryLabel
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@onready var _goals_list: VBoxContainer = $MarginContainer/VBoxContainer/ScrollContainer/GoalsList
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var _loaded_goals: Array[GoalDefinition] = []
|
||||
var _rows_by_goal_id: Dictionary = {}
|
||||
var _known_generator_ids: Dictionary = {}
|
||||
var _warned_unknown_target_ids: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
_collect_known_generator_ids()
|
||||
_load_goals()
|
||||
_build_goal_rows()
|
||||
GameState.currency_changed.connect(_on_currency_changed)
|
||||
GameState.generator_state_changed.connect(_on_generator_state_changed)
|
||||
_refresh_ui()
|
||||
_refresh_ui.call_deferred()
|
||||
|
||||
func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
|
||||
_refresh_ui()
|
||||
|
||||
func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -> void:
|
||||
var generator_key: String = String(generator_id)
|
||||
if not generator_key.is_empty():
|
||||
_known_generator_ids[generator_key] = true
|
||||
_refresh_ui()
|
||||
|
||||
func _load_goals() -> void:
|
||||
_loaded_goals.clear()
|
||||
|
||||
var seen_goal_ids: Dictionary = {}
|
||||
for goal_resource in goals:
|
||||
if goal_resource == null:
|
||||
continue
|
||||
if goal_resource.get_script() != GENERATOR_UNLOCK_GOAL_DATA_SCRIPT:
|
||||
continue
|
||||
var goal_data: Resource = goal_resource
|
||||
if goal_data == null:
|
||||
continue
|
||||
var target_generator_id: String = String(goal_data.get("target_generator_id")).strip_edges()
|
||||
if target_generator_id.is_empty():
|
||||
continue
|
||||
var resolved_goal: Resource = goal_data.call("get_goal_data")
|
||||
if resolved_goal == null:
|
||||
continue
|
||||
if not bool(resolved_goal.call("is_valid")):
|
||||
continue
|
||||
|
||||
var goal_key: String = String(resolved_goal.get("id"))
|
||||
if seen_goal_ids.has(goal_key):
|
||||
push_warning("Goals debug UI: duplicate goal id '%s' skipped" % goal_key)
|
||||
continue
|
||||
|
||||
seen_goal_ids[goal_key] = true
|
||||
_loaded_goals.append(GoalDefinition.new(StringName(target_generator_id), resolved_goal))
|
||||
|
||||
func _build_goal_rows() -> void:
|
||||
_rows_by_goal_id.clear()
|
||||
for child in _goals_list.get_children():
|
||||
child.queue_free()
|
||||
|
||||
for goal in _loaded_goals:
|
||||
if goal.goal == null:
|
||||
continue
|
||||
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
|
||||
continue
|
||||
|
||||
var row_container: HBoxContainer = HBoxContainer.new()
|
||||
row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
row_container.add_theme_constant_override("separation", 12)
|
||||
|
||||
var title_label: Label = Label.new()
|
||||
title_label.custom_minimum_size = Vector2(220.0, 0.0)
|
||||
title_label.text = "%s -> %s" % [String(goal.goal.get("id")), String(goal.target_generator_id)]
|
||||
|
||||
var status_label: Label = Label.new()
|
||||
status_label.custom_minimum_size = Vector2(95.0, 0.0)
|
||||
|
||||
var requirements_label: Label = Label.new()
|
||||
requirements_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
|
||||
var unlock_button: Button = Button.new()
|
||||
unlock_button.custom_minimum_size = Vector2(90.0, 0.0)
|
||||
unlock_button.text = "Unlock"
|
||||
unlock_button.disabled = true
|
||||
unlock_button.pressed.connect(_on_unlock_pressed.bind(goal.goal.get("id")))
|
||||
|
||||
row_container.add_child(title_label)
|
||||
row_container.add_child(status_label)
|
||||
row_container.add_child(requirements_label)
|
||||
row_container.add_child(unlock_button)
|
||||
_goals_list.add_child(row_container)
|
||||
|
||||
_rows_by_goal_id[String(goal.goal.get("id"))] = GoalRow.new(goal, status_label, requirements_label, unlock_button)
|
||||
|
||||
func _refresh_ui() -> void:
|
||||
if _loaded_goals.is_empty():
|
||||
_summary_label.text = "No valid goals loaded"
|
||||
return
|
||||
|
||||
var ready_to_unlock: int = 0
|
||||
var unlocked: int = 0
|
||||
for goal in _loaded_goals:
|
||||
if goal.goal == null:
|
||||
continue
|
||||
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
|
||||
continue
|
||||
|
||||
var row: GoalRow = _rows_by_goal_id.get(String(goal.goal.get("id")))
|
||||
if row == null:
|
||||
continue
|
||||
_refresh_goal_row(row)
|
||||
|
||||
if _is_goal_completed(goal):
|
||||
unlocked += 1
|
||||
elif _is_goal_met(goal):
|
||||
ready_to_unlock += 1
|
||||
|
||||
_summary_label.text = "Goals: %d | Ready: %d | Unlocked: %d" % [_loaded_goals.size(), ready_to_unlock, unlocked]
|
||||
|
||||
func _refresh_goal_row(row: GoalRow) -> void:
|
||||
var goal: GoalDefinition = row.goal
|
||||
var already_unlocked: bool = _is_goal_completed(goal)
|
||||
var can_resolve_target: bool = _can_resolve_target(goal.target_generator_id)
|
||||
var met: bool = _is_goal_met(goal)
|
||||
var can_unlock: bool = can_resolve_target and met and not already_unlocked
|
||||
|
||||
row.requirements_label.text = _get_requirements_text(goal)
|
||||
row.button.disabled = not can_unlock
|
||||
row.button.text = "Done" if already_unlocked else "Unlock"
|
||||
|
||||
if already_unlocked:
|
||||
row.status_label.text = "Unlocked"
|
||||
return
|
||||
|
||||
if not can_resolve_target:
|
||||
row.status_label.text = "Missing"
|
||||
return
|
||||
|
||||
if met:
|
||||
row.status_label.text = "Ready"
|
||||
return
|
||||
|
||||
row.status_label.text = "Locked"
|
||||
|
||||
func _is_goal_met(goal: GoalDefinition) -> bool:
|
||||
if goal == null:
|
||||
return false
|
||||
if goal.goal == null:
|
||||
return false
|
||||
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
|
||||
return false
|
||||
|
||||
return bool(goal.goal.call("is_met"))
|
||||
|
||||
func _is_goal_completed(goal: GoalDefinition) -> bool:
|
||||
return (
|
||||
GameState.is_generator_unlocked(goal.target_generator_id)
|
||||
and GameState.is_generator_available(goal.target_generator_id)
|
||||
)
|
||||
|
||||
func _on_unlock_pressed(goal_id: StringName) -> void:
|
||||
var row: GoalRow = _rows_by_goal_id.get(String(goal_id))
|
||||
if row == null:
|
||||
return
|
||||
|
||||
var goal: GoalDefinition = row.goal
|
||||
if _is_goal_completed(goal):
|
||||
return
|
||||
if not _can_resolve_target(goal.target_generator_id):
|
||||
return
|
||||
if not _is_goal_met(goal):
|
||||
return
|
||||
|
||||
GameState.set_generator_unlocked(goal.target_generator_id, true)
|
||||
GameState.set_generator_available(goal.target_generator_id, true)
|
||||
print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.goal.get("id")), String(goal.target_generator_id)])
|
||||
_refresh_ui()
|
||||
|
||||
func _can_resolve_target(target_generator_id: StringName) -> bool:
|
||||
var target_key: String = String(target_generator_id)
|
||||
if target_key.is_empty():
|
||||
return false
|
||||
|
||||
if _known_generator_ids.has(target_key) or GameState.generator_states.has(target_key):
|
||||
return true
|
||||
|
||||
if not _warned_unknown_target_ids.has(target_key):
|
||||
_warned_unknown_target_ids[target_key] = true
|
||||
push_warning("Goals debug UI target generator not found in scene/state: '%s'" % target_key)
|
||||
return false
|
||||
|
||||
func _collect_known_generator_ids() -> void:
|
||||
_known_generator_ids.clear()
|
||||
|
||||
var scene_root: Node = get_tree().current_scene
|
||||
var search_root: Node = scene_root if scene_root != null else self
|
||||
var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
|
||||
for generator_node in generator_nodes:
|
||||
var generator: CurrencyGenerator = generator_node as CurrencyGenerator
|
||||
if generator == null:
|
||||
continue
|
||||
|
||||
var generator_key: String = String(generator.get_generator_id())
|
||||
if generator_key.is_empty():
|
||||
continue
|
||||
|
||||
_known_generator_ids[generator_key] = true
|
||||
|
||||
func _get_requirements_text(goal: GoalDefinition) -> String:
|
||||
if goal == null:
|
||||
return ""
|
||||
if goal.goal == null:
|
||||
return ""
|
||||
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
|
||||
return ""
|
||||
|
||||
var parts: Array[String] = []
|
||||
for requirement_resource in goal.goal.call("get_valid_requirements"):
|
||||
if requirement_resource == null:
|
||||
continue
|
||||
if requirement_resource.get_script() != GOAL_REQUIREMENT_SCRIPT:
|
||||
continue
|
||||
|
||||
var requirement_currency_id: StringName = requirement_resource.call("get_currency_id")
|
||||
var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement_currency_id)
|
||||
var required_amount: BigNumber = requirement_resource.call("get_amount")
|
||||
parts.append(
|
||||
"%s %s / %s" % [
|
||||
_currency_label(requirement_currency_id),
|
||||
total_amount.to_string_suffix(2),
|
||||
required_amount.to_string_suffix(2)
|
||||
]
|
||||
)
|
||||
return " | ".join(parts)
|
||||
|
||||
func _currency_label(currency_id: StringName) -> String:
|
||||
return GameState.get_currency_name(currency_id)
|
||||
@@ -1 +0,0 @@
|
||||
uid://bmrbaulftvvwm
|
||||
@@ -1,43 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://dirvi76rkoowf"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://bmrbaulftvvwm" path="res://core/generator-unlock-goals/goals_debug_ui.gd" id="1_s7s8v"]
|
||||
[ext_resource type="Resource" uid="uid://mnuihnwb70ba" path="res://idles/goals/generator_unlock_knowledge.tres" id="2_jyi2u"]
|
||||
[ext_resource type="Resource" uid="uid://8wrqdjewfdq5" path="res://idles/goals/generator_unlock_wood.tres" id="3_0nfd8"]
|
||||
|
||||
[node name="GoalsDebugUI" type="PanelContainer" unique_id=1494700185]
|
||||
offset_right = 640.0
|
||||
offset_bottom = 260.0
|
||||
script = ExtResource("1_s7s8v")
|
||||
goals = [ExtResource("2_jyi2u"), ExtResource("3_0nfd8")]
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="." unique_id=1582529872]
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 8
|
||||
theme_override_constants/margin_top = 8
|
||||
theme_override_constants/margin_right = 8
|
||||
theme_override_constants/margin_bottom = 8
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer" unique_id=1555356181]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
theme_override_constants/separation = 6
|
||||
|
||||
[node name="TitleLabel" type="Label" parent="MarginContainer/VBoxContainer" unique_id=811777252]
|
||||
layout_mode = 2
|
||||
text = "Goals Debug"
|
||||
|
||||
[node name="SummaryLabel" type="Label" parent="MarginContainer/VBoxContainer" unique_id=17196021]
|
||||
layout_mode = 2
|
||||
text = "Goals: 0 | Ready: 0 | Unlocked: 0"
|
||||
|
||||
[node name="ScrollContainer" type="ScrollContainer" parent="MarginContainer/VBoxContainer" unique_id=1105060075]
|
||||
custom_minimum_size = Vector2(0, 170)
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="GoalsList" type="VBoxContainer" parent="MarginContainer/VBoxContainer/ScrollContainer" unique_id=1684633480]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
theme_override_constants/separation = 6
|
||||
@@ -17,6 +17,8 @@ signal production_tick(amount: BigNumber, cycle_count: int, total_owned: int)
|
||||
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)
|
||||
## Emitted when this generator unlock goal transitions to completed.
|
||||
signal goal_achieved(generator_id: StringName, goal_id: StringName)
|
||||
|
||||
## Sentinel exponent used when cost math overflows float range.
|
||||
const HUGE_COST_EXPONENT: int = 1000000
|
||||
@@ -97,6 +99,7 @@ func _ready() -> void:
|
||||
|
||||
GameState.currency_changed.connect(_on_currency_changed)
|
||||
GameState.generator_state_changed.connect(_on_generated_state_changed)
|
||||
_evaluate_generator_unlock_goal(false)
|
||||
|
||||
## Updates click cooldown/click grants and runs automatic production cycles.
|
||||
func _process(delta: float) -> void:
|
||||
@@ -542,8 +545,29 @@ func _try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void:
|
||||
GameState.set_generator_buff_unlocked(_generator_id, buff_id, true)
|
||||
|
||||
func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
|
||||
_evaluate_generator_unlock_goal(false)
|
||||
_evaluate_buff_unlock_goals()
|
||||
|
||||
func try_unlock_from_goal() -> bool:
|
||||
return _evaluate_generator_unlock_goal(true)
|
||||
|
||||
func _evaluate_generator_unlock_goal(allow_manual_unlock: bool) -> bool:
|
||||
if data == null:
|
||||
return false
|
||||
if is_available_to_player():
|
||||
return false
|
||||
if not data.has_unlock_goal():
|
||||
return false
|
||||
if not data.unlocks_automatically_from_goal() and not allow_manual_unlock:
|
||||
return false
|
||||
if not data.is_unlock_goal_met():
|
||||
return false
|
||||
|
||||
GameState.set_generator_unlocked(_generator_id, true)
|
||||
GameState.set_generator_available(_generator_id, true)
|
||||
goal_achieved.emit(_generator_id, data.get_unlock_goal_id())
|
||||
return true
|
||||
|
||||
## Default unlocked state loaded from generator data.
|
||||
func _default_unlocked_state() -> bool:
|
||||
if data == null:
|
||||
|
||||
@@ -1,10 +1,17 @@
|
||||
class_name CurrencyGeneratorData
|
||||
extends Resource
|
||||
|
||||
enum UnlockGoalBehavior {
|
||||
AUTOMATIC,
|
||||
MANUAL_BUTTON,
|
||||
}
|
||||
|
||||
@export var id: StringName = &""
|
||||
@export var name: String = ""
|
||||
@export var starts_unlocked: bool = true
|
||||
@export var starts_available: bool = true
|
||||
@export var unlock_goal: GoalData
|
||||
@export var unlock_goal_behavior: UnlockGoalBehavior = UnlockGoalBehavior.AUTOMATIC
|
||||
|
||||
## Base cost and exponential growth (part I): cost_next = b * r^owned
|
||||
@export var initial_cost: float = 10.0
|
||||
@@ -31,6 +38,31 @@ extends Resource
|
||||
## Data-driven buffs purchasable for this generator.
|
||||
@export var buffs: Array[GeneratorBuffData] = []
|
||||
|
||||
func has_unlock_goal() -> bool:
|
||||
if unlock_goal == null:
|
||||
return false
|
||||
|
||||
return bool(unlock_goal.is_valid())
|
||||
|
||||
func is_unlock_goal_met() -> bool:
|
||||
if not has_unlock_goal():
|
||||
return false
|
||||
|
||||
return bool(unlock_goal.is_met())
|
||||
|
||||
func get_unlock_goal_id() -> StringName:
|
||||
if not has_unlock_goal():
|
||||
return &""
|
||||
|
||||
var goal_id_text: String = String(unlock_goal.id).strip_edges()
|
||||
if goal_id_text.is_empty():
|
||||
return &""
|
||||
|
||||
return StringName(goal_id_text)
|
||||
|
||||
func unlocks_automatically_from_goal() -> bool:
|
||||
return unlock_goal_behavior == UnlockGoalBehavior.AUTOMATIC
|
||||
|
||||
func find_buff(buff_id: StringName) -> GeneratorBuffData:
|
||||
var expected_id: String = String(buff_id).strip_edges()
|
||||
if expected_id.is_empty():
|
||||
|
||||
Reference in New Issue
Block a user