Replace CurrencyType with Currency resource

This commit is contained in:
2026-03-14 12:39:21 +01:00
parent 020d287b03
commit 6da962a53d
13 changed files with 379 additions and 158 deletions

View File

@@ -1,6 +1,6 @@
extends HBoxContainer
@export var currency: GameState.CurrencyType
@export var currency: Resource = GameState.GOLD_CURRENCY
@onready var _label_start = $LabelStart
@onready var _label_end = $LabelEnd
@@ -9,6 +9,7 @@ extends HBoxContainer
var _start: BigNumber
var _end: BigNumber
var _current: BigNumber
var _currency_id: StringName = &""
func set_limits(start: BigNumber, end: BigNumber) -> void:
_start = start
@@ -21,17 +22,17 @@ func set_limits(start: BigNumber, end: BigNumber) -> void:
_progress_bar.max_value = _end.get_ratio(_start)
func _ready() -> void:
if currency == null:
currency = GameState.GOLD_CURRENCY
_currency_id = GameState.get_currency_id(currency)
GameState.currency_changed.connect(_on_currency_changed)
match currency:
GameState.CurrencyType.gold:
_current = GameState.gold
GameState.CurrencyType.gems:
_current = GameState.gems
_current = GameState.get_currency_amount_by_id(_currency_id)
set_limits(_current, _current.add(BigNumber.new(1, 1)))
func _on_currency_changed(changed_currency: GameState.CurrencyType, amount: BigNumber) -> void:
if changed_currency != currency:
func _on_currency_changed(changed_currency_id: StringName, amount: BigNumber) -> void:
if changed_currency_id != _currency_id:
return
_current = amount
_progress_bar.value = amount.get_ratio(_end)

6
currency/currency.gd Normal file
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@@ -0,0 +1,6 @@
class_name Currency
extends Resource
@export var id: StringName = &""
@export var display_name: String = ""
@export var icon: Texture2D

1
currency/currency.gd.uid Normal file
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@@ -0,0 +1 @@
uid://dtgqjf3bl7pm8

10
currency/gems.tres Normal file
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@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Currency" format=3]
[ext_resource type="Script" path="res://currency/currency.gd" id="1_72iuq"]
[ext_resource type="Texture2D" path="res://icon.svg" id="2_x2h5x"]
[resource]
script = ExtResource("1_72iuq")
id = &"gems"
display_name = "Gems"
icon = ExtResource("2_x2h5x")

10
currency/gold.tres Normal file
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@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Currency" format=3]
[ext_resource type="Script" path="res://currency/currency.gd" id="1_x4uiu"]
[ext_resource type="Texture2D" path="res://icon.svg" id="2_52ar0"]
[resource]
script = ExtResource("1_x4uiu")
id = &"gold"
display_name = "Gold"
icon = ExtResource("2_52ar0")

View File

@@ -1,26 +1,33 @@
class_name CurrencyTile
extends HBoxContainer
@export var currency: GameState.CurrencyType
@export var data: CurrencyGeneratorData
@export var currency: Resource = GameState.GOLD_CURRENCY
@onready var _icon: TextureRect = $CurrencyIcon
@onready var _label: Label = $Label
@onready var _currency_label: Label = $CurrencyValueLabel
@onready var _debug_button: Button = $DebugIncomeButton
func _ready() -> void:
_label.text = data.name
GameState.currency_changed.connect(_on_currency_changed)
match currency:
GameState.CurrencyType.gold:
_on_currency_changed(currency, GameState.gold)
GameState.CurrencyType.gems:
_on_currency_changed(currency, GameState.gems)
var _currency_id: StringName = &""
func _on_currency_changed(changed_currency: GameState.CurrencyType, amount: BigNumber) -> void:
if changed_currency != currency:
func _ready() -> void:
if currency == null:
currency = GameState.GOLD_CURRENCY
_currency_id = GameState.get_currency_id(currency)
_label.text = "%s:" % GameState.get_currency_name(_currency_id)
_icon.texture = GameState.get_currency_icon(_currency_id)
_debug_button.text = "+100 %s" % GameState.get_currency_name(_currency_id)
GameState.currency_changed.connect(_on_currency_changed)
_on_currency_changed(_currency_id, GameState.get_currency_amount_by_id(_currency_id))
func _on_currency_changed(changed_currency_id: StringName, amount: BigNumber) -> void:
if changed_currency_id != _currency_id:
return
_currency_label.text = amount.to_string_suffix(2)
func _on_debug_income_button_pressed() -> void:
GameState.add_gold(BigNumber.from_float(100))
if currency == null:
return
GameState.add_currency(currency, BigNumber.from_float(100))

View File

@@ -6,6 +6,11 @@
theme_override_constants/separation = 12
script = ExtResource("1_0hv07")
[node name="CurrencyIcon" type="TextureRect" parent="." unique_id=935299369]
layout_mode = 2
custom_minimum_size = Vector2(20, 20)
stretch_mode = 5
[node name="Label" type="Label" parent="." unique_id=89234840]
layout_mode = 2
text = "Gold:"

View File

@@ -4,40 +4,50 @@ extends Node
# ==========================================
# SIGNALS
# ==========================================
signal currency_changed(currency_type: CurrencyType, new_amount: BigNumber)
signal currency_changed(currency_id: StringName, new_amount: BigNumber)
signal generator_state_changed(generator_id: StringName, state: Dictionary)
enum CurrencyType { gold, gems }
const GOLD_CURRENCY: Resource = preload("res://currency/gold.tres")
const GEMS_CURRENCY: Resource = preload("res://currency/gems.tres")
const DEFAULT_CURRENCIES: Array[Resource] = [GOLD_CURRENCY, GEMS_CURRENCY]
const GOLD_CURRENCY_ID: StringName = &"gold"
const GEMS_CURRENCY_ID: StringName = &"gems"
const LEGACY_CURRENCY_INDEX_TO_ID: Dictionary = {
0: GOLD_CURRENCY_ID,
1: GEMS_CURRENCY_ID,
}
# ==========================================
# STATE VARIABLES
# ==========================================
var _current_currency: Dictionary = {}
var _total_currency_acquired: Dictionary = {}
var _currency_by_id: Dictionary = {}
var gold: BigNumber:
get:
return _get_current_currency_ref(CurrencyType.gold)
return _get_current_currency_ref(GOLD_CURRENCY_ID)
set(value):
_set_current_currency(CurrencyType.gold, value)
_set_current_currency(GOLD_CURRENCY_ID, value)
var gems: BigNumber:
get:
return _get_current_currency_ref(CurrencyType.gems)
return _get_current_currency_ref(GEMS_CURRENCY_ID)
set(value):
_set_current_currency(CurrencyType.gems, value)
_set_current_currency(GEMS_CURRENCY_ID, value)
var total_gold_acquired: BigNumber:
get:
return _get_total_currency_ref(CurrencyType.gold)
return _get_total_currency_ref(GOLD_CURRENCY_ID)
set(value):
_set_total_currency(CurrencyType.gold, value)
_set_total_currency(GOLD_CURRENCY_ID, value)
var total_gems_acquired: BigNumber:
get:
return _get_total_currency_ref(CurrencyType.gems)
return _get_total_currency_ref(GEMS_CURRENCY_ID)
set(value):
_set_total_currency(CurrencyType.gems, value)
_set_total_currency(GEMS_CURRENCY_ID, value)
var generator_states: Dictionary = {}
@@ -49,8 +59,12 @@ const GENERATOR_OWNED_KEY: String = "owned"
const GENERATOR_PURCHASED_COUNT_KEY: String = "purchased_count"
const GENERATOR_UNLOCKED_KEY: String = "unlocked"
const GENERATOR_AVAILABLE_KEY: String = "available"
const CURRENCIES_KEY: String = "currencies"
const CURRENT_KEY: String = "current"
const TOTAL_KEY: String = "total"
func _ready() -> void:
_initialize_currency_catalog()
_initialize_currency_maps()
load_game()
@@ -58,39 +72,131 @@ func _ready() -> void:
# STATE MODIFIERS
# ==========================================
func add_gold(amount: BigNumber) -> void:
add_currency(CurrencyType.gold, amount)
add_currency_by_id(GOLD_CURRENCY_ID, amount)
func spend_gold(cost: BigNumber) -> bool:
return spend_currency(CurrencyType.gold, cost)
return spend_currency_by_id(GOLD_CURRENCY_ID, cost)
func add_gems(amount: BigNumber) -> void:
add_currency(CurrencyType.gems, amount)
add_currency_by_id(GEMS_CURRENCY_ID, amount)
func spend_gems(cost: BigNumber) -> bool:
return spend_currency(CurrencyType.gems, cost)
return spend_currency_by_id(GEMS_CURRENCY_ID, cost)
func get_known_currencies() -> Array[Resource]:
var result: Array[Resource] = []
for raw_currency in _currency_by_id.values():
var currency: Resource = raw_currency as Resource
if currency != null:
result.append(currency)
return result
func get_currency_id(currency: Resource) -> StringName:
if currency == null:
return &""
var raw_id: Variant = currency.get("id")
if raw_id is StringName:
return _normalize_currency_id(raw_id)
return _normalize_currency_id(StringName(String(raw_id)))
func parse_currency_id(raw_currency: Variant) -> StringName:
if raw_currency is int:
return currency_id_from_legacy_index(raw_currency)
var currency_text: String = String(raw_currency).to_lower().strip_edges()
if currency_text == "gem":
currency_text = "gems"
return _normalize_currency_id(StringName(currency_text))
func currency_id_from_legacy_index(currency_index: int) -> StringName:
return LEGACY_CURRENCY_INDEX_TO_ID.get(currency_index, &"")
func is_known_currency_id(currency_id: StringName) -> bool:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return false
return _currency_by_id.has(normalized_currency_id)
func get_currency_resource(currency_id: StringName) -> Resource:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return null
var raw_currency: Variant = _currency_by_id.get(normalized_currency_id)
if raw_currency is Resource:
return raw_currency
return null
func get_currency_name(currency_id: StringName) -> String:
var currency: Resource = get_currency_resource(currency_id)
if currency != null:
var display_name: String = String(currency.get("display_name")).strip_edges()
if not display_name.is_empty():
return display_name
return _humanize_currency_id(currency_id)
func get_currency_icon(currency_id: StringName) -> Texture2D:
var currency: Resource = get_currency_resource(currency_id)
if currency == null:
return null
var raw_icon: Variant = currency.get("icon")
if raw_icon is Texture2D:
return raw_icon
return null
func add_currency(currency: Resource, amount: BigNumber) -> void:
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
push_warning("Attempted to add currency with an invalid Currency resource.")
return
add_currency_by_id(currency_id, amount)
func spend_currency(currency: Resource, cost: BigNumber) -> bool:
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
push_warning("Attempted to spend currency with an invalid Currency resource.")
return false
return spend_currency_by_id(currency_id, cost)
func add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
func add_currency(currency: CurrencyType, amount: BigNumber) -> void:
if amount.mantissa > 0.0:
_get_total_currency_ref(currency).add_in_place(amount)
_get_total_currency_ref(normalized_currency_id).add_in_place(amount)
var current: BigNumber = _get_current_currency_ref(currency)
var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
current.add_in_place(amount)
currency_changed.emit(currency, current)
currency_changed.emit(normalized_currency_id, current)
func spend_currency(currency: CurrencyType, cost: BigNumber) -> bool:
var current: BigNumber = _get_current_currency_ref(currency)
func spend_currency_by_id(currency_id: StringName, cost: BigNumber) -> bool:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return false
var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
if current.is_greater_than(cost) or current.is_equal_to(cost):
var negative_cost: BigNumber = BigNumber.new(-cost.mantissa, cost.exponent)
current.add_in_place(negative_cost)
currency_changed.emit(currency, current)
currency_changed.emit(normalized_currency_id, current)
return true
return false
func get_currency_amount(currency: CurrencyType) -> BigNumber:
return _get_current_currency_ref(currency)
func get_currency_amount(currency: Resource) -> BigNumber:
return get_currency_amount_by_id(get_currency_id(currency))
func get_total_currency_acquired(currency: CurrencyType) -> BigNumber:
return _get_total_currency_ref(currency)
func get_currency_amount_by_id(currency_id: StringName) -> BigNumber:
return _get_current_currency_ref(currency_id)
func get_total_currency_acquired(currency: Resource) -> BigNumber:
return get_total_currency_acquired_by_id(get_currency_id(currency))
func get_total_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
return _get_total_currency_ref(currency_id)
func register_generator(generator_id: StringName, unlocked: bool = false, available: bool = false) -> void:
var key: String = String(generator_id)
@@ -167,6 +273,8 @@ func set_generator_available(generator_id: StringName, value: bool) -> void:
# ==========================================
func save_game() -> void:
var save_data = {
CURRENCIES_KEY: _serialize_currency_balances(),
# Keep legacy fields for compatibility with older builds.
"gold": gold.serialize(),
"gems": gems.serialize(),
"total_gold_acquired": total_gold_acquired.serialize(),
@@ -175,7 +283,7 @@ func save_game() -> void:
"last_save_time": Time.get_unix_time_from_system()
}
var file = FileAccess.open(file_name, FileAccess.WRITE)
var file: FileAccess = FileAccess.open(file_name, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(save_data))
@@ -183,16 +291,47 @@ func load_game() -> void:
if not FileAccess.file_exists(file_name):
return
var file = FileAccess.open(file_name, FileAccess.READ)
var file: FileAccess = FileAccess.open(file_name, FileAccess.READ)
if file:
var parsed = JSON.parse_string(file.get_as_text())
var parsed: Variant = JSON.parse_string(file.get_as_text())
if parsed is Dictionary:
gold = BigNumber.deserialize(parsed.get("gold", {}))
gems = BigNumber.deserialize(parsed.get("gems", {}))
total_gold_acquired = _deserialize_total_currency(parsed.get("total_gold_acquired", null), gold)
total_gems_acquired = _deserialize_total_currency(parsed.get("total_gems_acquired", null), gems)
generator_states = _deserialize_generator_states(parsed.get("generator_states", {}))
last_save_time = parsed.get("last_save_time", Time.get_unix_time_from_system())
var parsed_data: Dictionary = parsed
if parsed_data.has(CURRENCIES_KEY):
_load_currency_balances(parsed_data.get(CURRENCIES_KEY, {}))
else:
_load_legacy_currency_balances(parsed_data)
generator_states = _deserialize_generator_states(parsed_data.get("generator_states", {}))
last_save_time = parsed_data.get("last_save_time", Time.get_unix_time_from_system())
func _load_legacy_currency_balances(parsed_data: Dictionary) -> void:
var loaded_gold: BigNumber = BigNumber.deserialize(parsed_data.get("gold", {}))
var loaded_gems: BigNumber = BigNumber.deserialize(parsed_data.get("gems", {}))
_set_current_currency(GOLD_CURRENCY_ID, loaded_gold)
_set_current_currency(GEMS_CURRENCY_ID, loaded_gems)
_set_total_currency(GOLD_CURRENCY_ID, _deserialize_total_currency(parsed_data.get("total_gold_acquired", null), loaded_gold))
_set_total_currency(GEMS_CURRENCY_ID, _deserialize_total_currency(parsed_data.get("total_gems_acquired", null), loaded_gems))
func _load_currency_balances(raw_currencies: Variant) -> void:
if not (raw_currencies is Dictionary):
return
var currencies: Dictionary = raw_currencies
for raw_currency_id in currencies.keys():
var currency_id: StringName = _normalize_currency_id(StringName(String(raw_currency_id)))
if currency_id == &"":
continue
var raw_entry: Variant = currencies.get(raw_currency_id)
if not (raw_entry is Dictionary):
continue
var entry: Dictionary = raw_entry
var current_amount: BigNumber = BigNumber.deserialize(entry.get(CURRENT_KEY, {}))
var total_amount: BigNumber = _deserialize_total_currency(entry.get(TOTAL_KEY, null), current_amount)
_set_current_currency(currency_id, current_amount)
_set_total_currency(currency_id, total_amount)
func _deserialize_total_currency(raw_total: Variant, current_amount: BigNumber) -> BigNumber:
var minimum_total: BigNumber = _copy_big_number(current_amount)
@@ -212,35 +351,109 @@ func _deserialize_total_currency(raw_total: Variant, current_amount: BigNumber)
func _copy_big_number(value: BigNumber) -> BigNumber:
return BigNumber.new(value.mantissa, value.exponent)
func _serialize_currency_balances() -> Dictionary:
var result: Dictionary = {}
for currency_id in _collect_currency_ids_for_save():
var key: String = String(currency_id)
if key.is_empty():
continue
result[key] = {
CURRENT_KEY: _get_current_currency_ref(currency_id).serialize(),
TOTAL_KEY: _get_total_currency_ref(currency_id).serialize(),
}
return result
func _collect_currency_ids_for_save() -> Array[StringName]:
var ids: Array[StringName] = []
for raw_id in _current_currency.keys():
var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id)))
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
continue
ids.append(normalized_currency_id)
for raw_id in _currency_by_id.keys():
var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id)))
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
continue
ids.append(normalized_currency_id)
return ids
func _initialize_currency_catalog() -> void:
_currency_by_id.clear()
for currency in DEFAULT_CURRENCIES:
if currency == null:
continue
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
push_warning("Skipping currency with missing id in DEFAULT_CURRENCIES.")
continue
_currency_by_id[currency_id] = currency
func _initialize_currency_maps() -> void:
_set_current_currency(CurrencyType.gold, BigNumber.from_float(0.0))
_set_current_currency(CurrencyType.gems, BigNumber.from_float(0.0))
_set_total_currency(CurrencyType.gold, BigNumber.from_float(0.0))
_set_total_currency(CurrencyType.gems, BigNumber.from_float(0.0))
for currency in DEFAULT_CURRENCIES:
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
continue
_set_current_currency(currency_id, BigNumber.from_float(0.0))
_set_total_currency(currency_id, BigNumber.from_float(0.0))
func _get_current_currency_ref(currency: CurrencyType) -> BigNumber:
var value: Variant = _current_currency.get(currency)
func _normalize_currency_id(currency_id: StringName) -> StringName:
var normalized: String = String(currency_id).to_lower().strip_edges()
if normalized.is_empty():
return &""
return StringName(normalized)
func _humanize_currency_id(currency_id: StringName) -> String:
var normalized: String = String(_normalize_currency_id(currency_id))
if normalized.is_empty():
return "Unknown"
return normalized.replace("_", " ").capitalize()
func _get_current_currency_ref(currency_id: StringName) -> BigNumber:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return BigNumber.from_float(0.0)
var value: Variant = _current_currency.get(normalized_currency_id)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_current_currency[currency] = fallback
_current_currency[normalized_currency_id] = fallback
return fallback
func _get_total_currency_ref(currency: CurrencyType) -> BigNumber:
var value: Variant = _total_currency_acquired.get(currency)
func _get_total_currency_ref(currency_id: StringName) -> BigNumber:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return BigNumber.from_float(0.0)
var value: Variant = _total_currency_acquired.get(normalized_currency_id)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_total_currency_acquired[currency] = fallback
_total_currency_acquired[normalized_currency_id] = fallback
return fallback
func _set_current_currency(currency: CurrencyType, value: BigNumber) -> void:
_current_currency[currency] = _copy_big_number(value)
func _set_current_currency(currency_id: StringName, value: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
_current_currency[normalized_currency_id] = _copy_big_number(value)
func _set_total_currency(currency: CurrencyType, value: BigNumber) -> void:
_total_currency_acquired[currency] = _copy_big_number(value)
func _set_total_currency(currency_id: StringName, value: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
_total_currency_acquired[normalized_currency_id] = _copy_big_number(value)
func _default_generator_state(unlocked: bool, available: bool) -> Dictionary:
return {

View File

@@ -1,11 +1,11 @@
extends Node
class UnlockGoalRequirement extends RefCounted:
var currency: GameState.CurrencyType
var currency_id: StringName
var amount: BigNumber
func _init(req_currency: GameState.CurrencyType, req_amount: BigNumber) -> void:
currency = req_currency
func _init(req_currency_id: StringName, req_amount: BigNumber) -> void:
currency_id = req_currency_id
amount = req_amount
class UnlockGoal extends RefCounted:
@@ -31,7 +31,7 @@ func _ready() -> void:
GameState.currency_changed.connect(_on_currency_changed)
_evaluate_all_goals()
func _on_currency_changed(_changed_currency: GameState.CurrencyType, _new_amount: BigNumber) -> void:
func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
_evaluate_all_goals()
func _evaluate_all_goals() -> void:
@@ -48,7 +48,7 @@ func _evaluate_goal(goal: UnlockGoal) -> bool:
return false
for requirement in goal.requirements:
var total_amount: BigNumber = _get_total_currency_amount(requirement.currency)
var total_amount: BigNumber = _get_total_currency_amount(requirement.currency_id)
if total_amount.is_less_than(requirement.amount):
return false
@@ -159,8 +159,8 @@ func _parse_requirement(raw_requirement: Variant, goal_id: String) -> UnlockGoal
return null
var requirement_dict: Dictionary = raw_requirement
var currency_value: int = _parse_currency(requirement_dict.get("currency", ""))
if currency_value < 0:
var currency_id: StringName = _parse_currency(requirement_dict.get("currency", ""))
if currency_id == &"" or not GameState.is_known_currency_id(currency_id):
push_warning("Skipping requirement in goal '%s': unknown currency '%s'" % [goal_id, String(requirement_dict.get("currency", ""))])
return null
@@ -174,26 +174,13 @@ func _parse_requirement(raw_requirement: Variant, goal_id: String) -> UnlockGoal
push_warning("Skipping requirement in goal '%s': amount must be non-negative" % goal_id)
return null
return UnlockGoalRequirement.new(currency_value, amount)
return UnlockGoalRequirement.new(currency_id, amount)
func _parse_currency(raw_currency: Variant) -> int:
if raw_currency is int:
var currency_int: int = raw_currency
if currency_int == GameState.CurrencyType.gold or currency_int == GameState.CurrencyType.gems:
return currency_int
return -1
func _parse_currency(raw_currency: Variant) -> StringName:
return GameState.parse_currency_id(raw_currency)
var currency_text: String = String(raw_currency).to_lower().strip_edges()
match currency_text:
"gold":
return GameState.CurrencyType.gold
"gems", "gem":
return GameState.CurrencyType.gems
_:
return -1
func _get_total_currency_amount(currency: GameState.CurrencyType) -> BigNumber:
return GameState.get_total_currency_acquired(currency)
func _get_total_currency_amount(currency_id: StringName) -> BigNumber:
return GameState.get_total_currency_acquired_by_id(currency_id)
func _collect_known_generator_ids() -> void:
_known_generator_ids.clear()

View File

@@ -1,11 +1,11 @@
extends PanelContainer
class GoalRequirement extends RefCounted:
var currency: GameState.CurrencyType
var currency_id: StringName
var amount: BigNumber
func _init(req_currency: GameState.CurrencyType, req_amount: BigNumber) -> void:
currency = req_currency
func _init(req_currency_id: StringName, req_amount: BigNumber) -> void:
currency_id = req_currency_id
amount = req_amount
class GoalDefinition extends RefCounted:
@@ -47,7 +47,7 @@ func _ready() -> void:
_refresh_ui()
_refresh_ui.call_deferred()
func _on_currency_changed(_currency_type: GameState.CurrencyType, _new_amount: BigNumber) -> void:
func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
_refresh_ui()
func _on_generator_state_changed(_generator_id: StringName, _state: Dictionary) -> void:
@@ -119,8 +119,8 @@ func _parse_requirement(raw_requirement: Variant) -> GoalRequirement:
return null
var requirement_dict: Dictionary = raw_requirement
var currency_value: int = _parse_currency(requirement_dict.get("currency", ""))
if currency_value < 0:
var currency_id: StringName = _parse_currency(requirement_dict.get("currency", ""))
if currency_id == &"" or not GameState.is_known_currency_id(currency_id):
return null
var raw_amount: Variant = requirement_dict.get("amount", {})
@@ -131,23 +131,10 @@ func _parse_requirement(raw_requirement: Variant) -> GoalRequirement:
if amount.mantissa < 0.0:
return null
return GoalRequirement.new(currency_value, amount)
return GoalRequirement.new(currency_id, amount)
func _parse_currency(raw_currency: Variant) -> int:
if raw_currency is int:
var currency_int: int = raw_currency
if currency_int == GameState.CurrencyType.gold or currency_int == GameState.CurrencyType.gems:
return currency_int
return -1
var currency_text: String = String(raw_currency).to_lower().strip_edges()
match currency_text:
"gold":
return GameState.CurrencyType.gold
"gems", "gem":
return GameState.CurrencyType.gems
_:
return -1
func _parse_currency(raw_currency: Variant) -> StringName:
return GameState.parse_currency_id(raw_currency)
func _build_goal_rows() -> void:
_rows_by_goal_id.clear()
@@ -225,7 +212,7 @@ func _refresh_goal_row(row: GoalRow) -> void:
func _is_goal_met(goal: GoalDefinition) -> bool:
for requirement in goal.requirements:
var total_amount: BigNumber = GameState.get_total_currency_acquired(requirement.currency)
var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement.currency_id)
if total_amount.is_less_than(requirement.amount):
return false
return true
@@ -253,21 +240,15 @@ func _on_unlock_pressed(goal_id: StringName) -> void:
func _get_requirements_text(goal: GoalDefinition) -> String:
var parts: Array[String] = []
for requirement in goal.requirements:
var total_amount: BigNumber = GameState.get_total_currency_acquired(requirement.currency)
var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement.currency_id)
parts.append(
"%s %s / %s" % [
_currency_label(requirement.currency),
_currency_label(requirement.currency_id),
total_amount.to_string_suffix(2),
requirement.amount.to_string_suffix(2)
]
)
return " | ".join(parts)
func _currency_label(currency: GameState.CurrencyType) -> String:
match currency:
GameState.CurrencyType.gold:
return "Gold"
GameState.CurrencyType.gems:
return "Gems"
_:
return "Unknown"
func _currency_label(currency_id: StringName) -> String:
return GameState.get_currency_name(currency_id)

View File

@@ -18,7 +18,7 @@ signal production_tick(amount: BigNumber, cycle_count: int, total_owned: int)
const HUGE_COST_EXPONENT: int = 1000000
## Currency target updated by this generator.
@export var currency: GameState.CurrencyType = GameState.CurrencyType.gold
@export var currency: Resource = GameState.GOLD_CURRENCY
## Data resource containing balancing values and defaults (required).
@export var data: CurrencyGeneratorData
## Enables per-cycle automatic production when true.
@@ -85,6 +85,9 @@ func _ready() -> void:
_generator_id = _resolve_generator_id()
_ensure_registered()
cycle_progress_seconds = 0.0
if currency == null:
push_warning("CurrencyGenerator '%s' has no currency set; defaulting to Gold." % String(name))
currency = GameState.GOLD_CURRENCY
if data == null:
push_error("CurrencyGenerator '%s' is missing CurrencyGeneratorData." % String(name))
@@ -247,40 +250,35 @@ 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:
match currency:
GameState.CurrencyType.gold:
GameState.add_gold(amount)
GameState.CurrencyType.gems:
GameState.add_gems(amount)
_:
push_error("Unknown currency type in CurrencyGenerator._add_currency")
if currency == null:
push_error("CurrencyGenerator '%s' cannot add currency: currency resource is null." % String(name))
return
GameState.add_currency(currency, amount)
## Attempts to spend target currency; returns false when insufficient.
func _spend_currency(cost: BigNumber) -> bool:
match currency:
GameState.CurrencyType.gold:
return GameState.spend_gold(cost)
GameState.CurrencyType.gems:
return GameState.spend_gems(cost)
_:
push_error("Unknown currency type in CurrencyGenerator._spend_currency")
if currency == null:
push_error("CurrencyGenerator '%s' cannot spend currency: currency resource is null." % String(name))
return false
return GameState.spend_currency(currency, cost)
## Returns the current amount for the configured currency type.
func _get_currency_amount() -> BigNumber:
match currency:
GameState.CurrencyType.gold:
return GameState.gold
GameState.CurrencyType.gems:
return GameState.gems
_:
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:

View File

@@ -32,8 +32,8 @@ func _on_debug_income_pressed() -> void:
_generator.grant_currency(BigNumber.from_float(100.0))
_refresh_generator_ui()
func _on_currency_changed(changed_currency: GameState.CurrencyType, _new_value: BigNumber) -> void:
if changed_currency != _generator.currency:
func _on_currency_changed(changed_currency_id: StringName, _new_value: BigNumber) -> void:
if changed_currency_id != _generator.get_currency_id():
return
_refresh_generator_ui()

View File

@@ -7,6 +7,7 @@
[ext_resource type="PackedScene" uid="uid://ckos7f22pnmyh" path="res://generator_container.tscn" id="3_pw2a0"]
[ext_resource type="PackedScene" uid="uid://btkxru2gdjsgc" path="res://currency_tile.tscn" id="3_x5lt1"]
[ext_resource type="PackedScene" path="res://generator-unlock-goals/goals_debug_ui.tscn" id="4_63gjq"]
[ext_resource type="Resource" path="res://currency/gems.tres" id="6_gemsc"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_y5m1q"]
size = Vector2(128, 128)
@@ -29,7 +30,7 @@ shape = SubResource("RectangleShape2D_y5m1q")
[node name="GemsGenerator" type="Node2D" parent="." unique_id=931294956]
script = ExtResource("1_pl17p")
currency = 1
currency = ExtResource("6_gemsc")
data = ExtResource("3_dc82g")
[node name="UI" type="Control" parent="." unique_id=452530906]
@@ -42,17 +43,16 @@ offset_bottom = 40.0
layout_mode = 0
offset_right = 160.0
offset_bottom = 31.0
data = ExtResource("2_x5lt1")
[node name="GemsCurrencyTile" parent="UI" unique_id=1977342362 instance=ExtResource("3_x5lt1")]
layout_mode = 0
offset_top = 28.0
offset_right = 160.0
offset_bottom = 59.0
currency = 1
data = ExtResource("3_dc82g")
currency = ExtResource("6_gemsc")
[node name="GoldGeneratorContainer" parent="UI" unique_id=1129190041 node_paths=PackedStringArray("_generator") instance=ExtResource("3_pw2a0")]
visible = false
layout_mode = 1
offset_left = -19.0
offset_top = 53.0
@@ -61,6 +61,7 @@ offset_bottom = 218.0
_generator = NodePath("../../GoldGenerator")
[node name="GemsGeneratorContainer" parent="UI" unique_id=1999544736 node_paths=PackedStringArray("_generator") instance=ExtResource("3_pw2a0")]
visible = false
layout_mode = 1
offset_left = -17.0
offset_top = 215.0
@@ -69,6 +70,7 @@ offset_bottom = 380.0
_generator = NodePath("../../GemsGenerator")
[node name="GoalsDebugUI" parent="UI" unique_id=4710697 instance=ExtResource("4_63gjq")]
visible = false
layout_mode = 1
offset_left = 577.0
offset_top = 3.0