diff --git a/TODO.md b/TODO.md deleted file mode 100644 index 3b1b8c2..0000000 --- a/TODO.md +++ /dev/null @@ -1,283 +0,0 @@ -# TODO - -## Ascension Buff Graph — Needs Review Before Implementation - -### Goal - -Add a permanent buff graph system: -- **Separate** from existing `GeneratorBuffData` (which resets on prestige). -- **Permanent** — prestige does NOT reset ascension buff state. -- **Unlocked** by spending ascension currency (earned during prestige). -- **Graph/DAG-structured** — nodes have prerequisites (parent_ids) that must be met before a node can be purchased. -- **One-shot unlocks** — each node is either locked or unlocked. No repeatable levels. - -### Data Structure - -#### `AscensionBuffNode` (Resource) -Single node in the graph. - -| Field | Type | Notes | -|-------|------|-------| -| `id` | `StringName` | Unique node ID | -| `display_name` | `String` | UI label | -| `description` | `String` (multiline) | Tooltip | -| `icon` | `Texture2D` | Visual | -| `parent_ids` | `Array[StringName]` | Prerequisites (DAG — multiple parents allowed) | -| `effect_type` | `enum EffectType` | What this buff does | -| `effect_value` | `float` | Effect magnitude | -| `target_id` | `StringName` | Target generator/currency for type-specific effects (empty = global) | -| `cost_mantissa` | `float` | Ascension currency cost | -| `cost_exponent` | `int` | | -| `tier` | `int` | Row in graph UI (visual grouping) | -| `x_position` | `float` | Column in graph UI | - -**Effect types** (extensible enum): - -``` -GLOBAL_PRODUCTION_MULTIPLIER → multiply all generator output -GENERATOR_PRODUCTION_MULTIPLIER → multiply one generator's output -CURRENCY_PER_RUN → start each prestige with this currency -COST_REDUCTION → reduce all generator purchase costs -PRESTIGE_GAIN_MULTIPLIER → earn more ascension currency per prestige -GENERATOR_COUNT_MULTIPLIER → scaling based on owned generator count -RESEARCH_XP_MULTIPLIER → faster research leveling -``` - -#### `AscensionBuffCatalogue` (Resource) -Flat list of nodes. The graph emerges from `parent_ids`. Follows existing catalogue pattern (`BuffCatalogue`, `GoalCatalogue`, etc.). - -| Field | Type | -|-------|------| -| `nodes` | `Array[AscensionBuffNode]` | - -#### State in `LevelGameState` - -```gdscript -@export var ascension_buff_catalogue: AscensionBuffCatalogue -var _ascension_buff_unlocked: Dictionary = {} # {StringName: bool} — node_id → unlocked -``` - -- Never cleared by `reset_for_prestige()` (unlike `_buff_levels` for generator buffs, which IS cleared). -- Normalized/sanitized on load (like generator states). - -### Save Format - -- Bump `CURRENT_SAVE_FORMAT_VERSION` from 7 → 8. -- New key: `"ascension_buff_unlocked"` → array of unlocked node_id strings: `["strong_start", "efficiency"]`. - -### API on LevelGameState - -| Method | Purpose | -|--------|---------| -| `purchase_ascension_buff(buff_id) → bool` | Spend ascension currency, unlock node, emit signal, save | -| `can_purchase_ascension_buff(buff_id) → bool` | All parent_ids unlocked? Not already unlocked? Enough currency? | -| `is_ascension_buff_unlocked(buff_id) → bool` | Check if node is unlocked | -| `get_ascension_buff_cost(buff_id) → BigNumber` | Fixed cost for the node | -| `get_ascension_buff_multiplier(effect_type, target_id) → float` | Walk graph, compute combined effect from unlocked nodes | -| `get_available_ascension_buffs() → Array[AscensionBuffNode]` | Nodes whose prerequisites are all met | - -### Signals - -```gdscript -signal ascension_buff_unlocked(buff_id: StringName) -``` - -Ascension currency balance changes are covered by the existing `currency_changed` signal — no separate signal needed. - -### Prestige Integration - -No changes needed to `PrestigeManager` — `_reset_all_buff_levels()` only touches `_buff_levels` (generator buffs), not `_ascension_buff_unlocked`. Ascension currency earning already emits `currency_changed` via `add_currency_by_id()`. The new dictionary naturally survives the reset. - -### Purchase Flow - -``` -Player clicks unlock node - → can_purchase_ascension_buff(node_id) - → All parent_ids unlocked? - → Not already unlocked? - → Enough ascension currency? - → YES: spend_currency_by_id(ascension_currency, cost) - → _ascension_buff_unlocked[node_id] = true - → emit ascension_buff_unlocked - → save_game() -``` - -### Example Graph Content (Illustrative) - -``` -Tier 0 (roots): - strong_start → +10 gold/run cost: 1 parents: [] - efficiency → +10% global prod cost: 1 parents: [] - thrifty → -5% gen costs cost: 2 parents: [] - -Tier 1: - better_start → +100 gold/run cost: 3 parents: [strong_start] - enhanced_efficiency → +25% global prod cost: 3 parents: [efficiency] - double_dip → +50% gold from forestry cost: 5 parents: [strong_start, efficiency] - -Tier 2: - power_surge → +100% global prod cost: 10 parents: [better_start, enhanced_efficiency] -``` - -### Files to Create/Modify - -| File | Action | Purpose | -|------|--------|---------| -| `core/ascension/ascension_buff_node.gd` | Create | Node resource | -| `core/ascension/ascension_buff_catalogue.gd` | Create | Catalogue resource | -| `core/ascension/ascension_buff_graph_panel.gd` | Create | Separate-screen UI panel | -| `core/level_game_state.gd` | Modify | Add catalogue ref, `_ascension_buff_unlocked`, purchase/query methods, save/load, signal | -| `docs/gyms/tiny_sword/ascension/*.tres` | Create | `.tres` resources for actual graph content | - ---- - -## Implementation Plan - -### Step 1: `core/ascension/ascension_buff_node.gd` - -Create new `Resource` class. - -- `class_name AscensionBuffNode extends Resource` -- `enum EffectType` with all seven types from the data structure table -- `@export` fields: `id`, `display_name`, `description` (multiline), `icon`, `parent_ids`, `effect_type`, `effect_value`, `target_id`, `cost_mantissa`, `cost_exponent`, `tier`, `x_position` -- Helper methods: - - `get_cost() → BigNumber` — returns `BigNumber.new(cost_mantissa, cost_exponent)` - - `has_parents() → bool` — returns `not parent_ids.is_empty()` - - `all_parents_unlocked(unlocked: Dictionary) → bool` — checks every id in `parent_ids` is in the dict as `true` - - `is_valid() → bool` — id not empty, cost_mantissa > 0 - -### Step 2: `core/ascension/ascension_buff_catalogue.gd` - -Create new `Resource` class. Follows `BuffCatalogue` pattern exactly. - -- `class_name AscensionBuffCatalogue extends Resource` -- `@export var nodes: Array[AscensionBuffNode] = []` -- `get_node_by_id(id: StringName) → AscensionBuffNode` — linear search -- `get_all_ids() → Array[StringName]` — collect non-empty ids -- `get_root_nodes() → Array[AscensionBuffNode]` — nodes with empty `parent_ids` -- `get_children_of(parent_id: StringName) → Array[AscensionBuffNode]` — nodes that list this id in `parent_ids` - -### Step 3: Modify `core/level_game_state.gd` - -**3a. Add export, state, signal, constants** - -- Add `@export var ascension_buff_catalogue: AscensionBuffCatalogue` in the export section -- Add `var _ascension_buff_unlocked: Dictionary = {}` in state variables -- Add signal: `signal ascension_buff_unlocked(buff_id: StringName)` in signals section -- Add constant: `const ASCENSION_BUFF_UNLOCKED_KEY: String = "ascension_buff_unlocked"` in save/load constants -- Bump `CURRENT_SAVE_FORMAT_VERSION` from 7 to 8 - -**3b. Add initialization in `_ready()`** - -After `_initialize_catalogues()`, call a new `_initialize_ascension_buffs()` method that: -- Iterates `ascension_buff_catalogue.nodes` (if catalogue is set) -- For each node id not already in `_ascension_buff_unlocked`, sets it to `false` - -**3c. Add save serialization** - -In `save_game()`, add: -```gdscript -ASCENSION_BUFF_UNLOCKED_KEY: _serialize_ascension_buff_unlocked(), -``` - -New private method `_serialize_ascension_buff_unlocked() → Array`: -- Returns an array of node id strings where `_ascension_buff_unlocked[id] == true` - -**3d. Add load deserialization** - -In `load_game()`, under the save format version check, add: -```gdscript -if parsed_data.has(ASCENSION_BUFF_UNLOCKED_KEY): - _deserialize_ascension_buff_unlocked(parsed_data.get(ASCENSION_BUFF_UNLOCKED_KEY)) -``` - -New private method `_deserialize_ascension_buff_unlocked(raw: Variant) → void`: -- If raw is Array, for each string element set `_ascension_buff_unlocked[StringName(s)] = true` -- Then call `_initialize_ascension_buffs()` to fill in any missing node ids as `false` - -**3e. Add API methods** - -In a new `#region ascension_buff` section: - -- `purchase_ascension_buff(buff_id: StringName) → bool` - - Guard: if not `can_purchase_ascension_buff(buff_id)`, return false - - Get node from catalogue, get cost via `BigNumber` from node's mantissa/exponent - - Call `spend_currency_by_id(ascension_currency_id, cost)` — use `get_ascension_currency_id()` helper - - Set `_ascension_buff_unlocked[buff_id] = true` - - Emit `ascension_buff_unlocked.emit(buff_id)` - - `save_game()` - - Return true - -- `can_purchase_ascension_buff(buff_id: StringName) → bool` - - Node must exist in catalogue - - Not already unlocked (`_ascension_buff_unlocked.get(buff_id, false) == false`) - - All parent_ids unlocked (use node's helper or iterate) - - Enough ascension currency (check via `get_currency_amount_by_id(ascension_currency_id)`) - -- `is_ascension_buff_unlocked(buff_id: StringName) → bool` - - `return _ascension_buff_unlocked.get(buff_id, false)` - -- `get_ascension_buff_cost(buff_id: StringName) → BigNumber` - - Get node, return `BigNumber.new(node.cost_mantissa, node.cost_exponent)` - -- `get_ascension_buff_multiplier(effect_type: int, target_id: StringName = &"") → float` - - Iterate all unlocked nodes matching the effect type - - Multiply their `effect_value` together - - If `target_id` is non-empty, filter nodes whose `target_id` matches or is empty (global) — TBD based on type semantics - - Return the product (starting from 1.0) - -- `get_available_ascension_buffs() → Array[AscensionBuffNode]` - - Iterate all catalogue nodes not yet unlocked where all parent_ids are unlocked - -- `get_ascension_currency_id() → StringName` (private helper or public) - - Look up the ascension currency ID from PrestigeManager's config, or use a well-known ID like `&"ascension"`. Prefer using the catalogue to determine it. For now, return `&"ascension"` and validate it exists in the currency catalogue. - -**3f. Ensure prestige does NOT reset ascension buffs** - -Verify `reset_for_prestige()` does not touch `_ascension_buff_unlocked`. It currently clears `_buff_levels` (generator buffs), `generator_states`, `research_xp`, `research_levels`, goals, etc. No change needed — `_ascension_buff_unlocked` is a separate dictionary that is not listed in the reset logic. - -### Step 4: Create `core/ascension/ascension_buff_graph_panel.gd` - -Create a new `PanelContainer`-based UI. This is a separate screen — it can be toggled visible/hidden (e.g., via a button in the main UI). - -- `class_name AscensionBuffGraphPanel extends PanelContainer` -- `@onready` references to: - - Title label - - `ScrollContainer`/`VBoxContainer` for tier rows - - Ascension currency balance label -- `_game_state: LevelGameState` — found via `find_parent("LevelGameState")` -- In `_ready()`: - - Connect `game_state.ascension_buff_unlocked` → refresh - - Connect `game_state.currency_changed` → refresh ascension currency label - - Call `_build_graph()` -- `_build_graph()`: - - Clear existing rows - - Group all catalogue nodes by `tier`, sort tiers ascending - - For each tier, create an `HBoxContainer` row - - For each node in the tier (sorted by `x_position`), instantiate a tile scene -- **Tile scene** (`ascension_buff_graph_tile.tscn` + `.gd`): - - A small `Button`/`Panel` showing: - - Node icon - - Node display_name - - Effect description (e.g., "+10% global production") - - Cost in ascension currency - - Visual state: locked (greyed out), available (highlighted, purchasable), unlocked (green check) - - On press: call `_game_state.purchase_ascension_buff(node_id)` - - Connect to `ascension_buff_unlocked` and `currency_changed` to re-evaluate state -- Ascension currency label at the top showing current balance - -### Step 5: Create content `.tres` files (deferred) - -Content is not defined yet per resolved question 4. When ready: -- Create `docs/gyms/tiny_sword/ascension/` directory -- Create `ascension_buff_catalogue.tres` resource with nodes -- Wire it into the `LevelGameState` node in `tiny_sword.tscn` via editor - ---- - -### Resolved Questions - -1. **Effect stacking**: Multiply — consistent with the existing generator buff multiplier pattern. -2. **UI placement**: A separate screen. -3. **Ascension currency spending**: Spend through `LevelGameState.spend_currency_by_id()` — ascension currency is already in the currency catalogue. -4. **Content**: None at the moment — define later. diff --git a/core/generator/currency_generator.gd b/core/generator/currency_generator.gd index d65432b..d4c2220 100644 --- a/core/generator/currency_generator.gd +++ b/core/generator/currency_generator.gd @@ -101,6 +101,9 @@ func _ready() -> void: _generator_id = _resolve_generator_id() cycle_progress_seconds = 0.0 + game_state.ready.connect(_on_game_state_ready) + +func _on_game_state_ready() -> void: if game_state: game_state.currency_changed.connect(_on_currency_changed) game_state.generator_state_changed.connect(_on_generated_state_changed) @@ -108,7 +111,7 @@ func _ready() -> void: # Research XP is awarded via game_state.add_research_xp() - buff calculation handled statically _ensure_registered() - + ## 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) @@ -716,12 +719,14 @@ func _default_owned_state() -> int: ## Area2D callback: pointer entered generator interaction region. func _on_area_2d_mouse_entered() -> void: _mouse_entered = true - info_generator_container.visible = true + if info_generator_container: + info_generator_container.visible = true ## Area2D callback: pointer exited generator interaction region. func _on_area_2d_mouse_exited() -> void: _mouse_entered = false - info_generator_container.visible = false + if info_generator_container: + info_generator_container.visible = false func _on_generated_state_changed(generator_id: StringName, _state: Dictionary) -> void: diff --git a/core/prestige/prestige_buff_graph_tile.gd b/core/prestige/prestige_buff_graph_tile.gd index 63f62f6..877117a 100644 --- a/core/prestige/prestige_buff_graph_tile.gd +++ b/core/prestige/prestige_buff_graph_tile.gd @@ -109,9 +109,9 @@ func _on_button_pressed() -> void: _game_state.purchase_prestige_buff(prestige_buff.id) -func _on_prestige_buff_unlocked(buff_id: StringName) -> void: - if prestige_buff and buff_id == prestige_buff.id: - _refresh_state() +func _on_prestige_buff_unlocked(_buff_id: StringName) -> void: + # Any buff unlock may change this tile's parent-availability, so always refresh. + _refresh_state() func _on_currency_changed(currency_id: StringName, _new_amount: BigNumber) -> void: diff --git a/docs/gyms/tiny_sword/PROGRESSION.md b/docs/gyms/tiny_sword/PROGRESSION.md new file mode 100644 index 0000000..8f9bc97 --- /dev/null +++ b/docs/gyms/tiny_sword/PROGRESSION.md @@ -0,0 +1,388 @@ +# Tiny Sword — Progression Plan + +Full progression design for a playable idle game, from first click to victory. + +## Overview + +The game has 8 phases. Each phase is gated behind a goal. Completing the goal unlocks new buildings, buffs, or systems that accelerate progress toward the next phase. + +The Devil Idol is visible from the start as a long-term goal — destroying it is the one-time win condition. Prestige loops make it asymptotically easier. + +--- + +## Phase Table + +| Phase | Goal | Threshold | Unlocks | +|---|---|---|---| +| 1 | *(none)* | Start | Gold Mine (click only, no auto-production) | +| 2 | `gold_total_30` | 30 total gold | Gold Clicker, Gold Dynamo, Summon Worker buffs | +| 3 | `gold_total_1300` | 1,300 total gold | Farm building (food economy begins) | +| 4 | `gold_total_13k` | 13,000 total gold | Forestry building (wood economy), Farm Dynamo, Forest Dynamo | +| 5 | `gold_350k_wood_20k` | 350K gold + 20K wood | **Prestige** (Castle) + **Research** (Monastery) | +| 6 | `gold_2M_food_200k_wood_200k` | 2M gold + 200K food + 200K wood | **Alchemy Tower** | +| 7 | *(post-alchemy)* | — | Alchemy buffs (spend mana stone / cognite / philosopher stone) | +| 8 | `gold_50M_food_5M_wood_5M` | 50M gold + 5M food + 5M wood | **Barracks** + **Devil Idol fight** | + +> **Note**: Phase 7 has no dedicated goal — it unlocks implicitly when the Alchemy Tower is active and the player can craft alchemy resources. The Phase 8 goal only needs to be reachable after Alchemy buffs have been applied. + +--- + +## Phase Details + +### Phase 1 — Start + +**State**: Gold Mine is visible and unlocked, 0 owned, 0 workers. +**Action**: Player clicks the Gold Mine to earn gold manually (1 gold / click, 0.2s cooldown). +**Exit**: Accumulate 30 total gold → Phase 2. + +--- + +### Phase 2 — First Automation + +**Goal**: `gold_total_30` (30 total gold) + +**Unlocks**: +| Buff | Kind | Cost | Effect | Max Level | +|---|---|---|---|---| +| Gold Clicker | MANUAL_CLICK_MULTIPLIER | Gold | ×(1 + 1×level) click multiplier | 4 | +| Gold Dynamo | AUTO_PRODUCTION_MULTIPLIER | Food | ×(1 + 1×level) auto prod | 10 | +| Summon Worker | RESOURCE_PURCHASE | Gold | Grants 1 worker | ∞ | + +**Design note**: Gold Dynamo costs food but Farm isn't unlocked until Phase 3. This is intentional — the buff is visible but unusable until food flows. It creates anticipation. + +**Exit**: Buy Summon Worker (200 gold) → get 1 worker → buy first Gold Mine (1 worker) → auto-production begins at 20 gold/s. Accumulate 1,300 total gold → Phase 3. + +--- + +### Phase 3 — Food Economy + +**Goal**: `gold_total_1300` (1,300 total gold) + +**Unlocks**: +- **Farm** building — starts with 1 owned, produces 20 food/s, purchasable with workers + +**New loop**: Gold → workers → more Gold Mines + more Farms. Food accumulates. Gold Dynamo (unlocked in Phase 2) now becomes purchasable with food, multiplying gold mine output. + +**Exit**: Accumulate 13,000 total gold → Phase 4. + +--- + +### Phase 4 — Wood Economy + +**Goal**: `gold_total_13k` (13,000 total gold) + +**Unlocks**: +- **Forestry** building — starts with 1 owned, produces 20 wood/s, purchasable with workers +- **Farm Dynamo** buff — AUTO_PRODUCTION_MULTIPLIER for Farm, costs food, max 10 +- **Forest Dynamo** buff — AUTO_PRODUCTION_MULTIPLIER for Forestry, costs food, max 10 + +**New loop**: Wood flows alongside gold and food. Three parallel production lines scale independently. + +**Exit**: Accumulate 350,000 gold + 20,000 wood → Phase 5. + +--- + +### Phase 5 — Prestige + Research + +**Goal**: `gold_350k_wood_20k` (350,000 total gold + 20,000 total wood) + +**Unlocks**: +- **Prestige panel** at Castle becomes visible and interactive +- **Research panel** at Monastery becomes visible and interactive + +#### Prestige System + +| Config Property | Value | +|---|---| +| Source basis | RUN_TOTAL (gold earned this run) | +| Formula | POWER, exponent 0.5, scale 1.0 | +| Threshold | 50,000 gold (per prestige point) | +| Rounding | FLOOR | + +**First prestige estimate**: At 350K gold → `floor(sqrt(350000/50000))` = `floor(sqrt(7))` = `floor(2.64)` = **2 ascension points**. +**Second run**: With prestige buffs applied and ~500K gold → `floor(sqrt(10))` = **3 ascension points**. + +`total_prestige_earned` persists across resets — it's a strictly increasing counter that never resets. It feeds the prestige multiplier (`base_multiplier + total_prestige_earned × multiplier_per_prestige`). + +**Prestige Buff Graph** (purchasable with ascension points): +| Node | Cost | Prerequisites | Effect | +|---|---|---|---| +| Golden Touch | 1 ascension | *(none)* | Gold Mine ×2 production | +| Fertile Grounds | 2 ascension | Golden Touch | Farm ×2 production | +| Wood Touch | 3 ascension | Fertile Grounds | Forestry ×2 production | +| Martial Prowess | 5 ascension | Wood Touch | Barracks ×2 unit production *(Phase 8)* | + +#### Research System + +Three research tracks at the Monastery: + +| Track | Linked Generator | XP Source | +|---|---|---| +| Gold Mine Research | Gold Mine | Gold production | +| Farm Research | Farm | Food production | +| Forestry Research | Forestry | Wood production | + +One track active at a time. XP scales with workers assigned to research (`research_workers`). Default: 0.01 XP per currency unit, 100 XP for level 1, ×1.5 growth per level, +0.1 multiplier per level. + +**Exit**: Accumulate 2M gold + 200K food + 200K wood → Phase 6. + +--- + +### Phase 6 — Alchemy Tower + +**Goal**: `gold_2M_food_200k_wood_200k` (2,000,000 total gold + 200,000 food + 200,000 wood) + +**Unlocks**: +- **Alchemy Tower** building — passively produces Magic Gold + +#### Alchemy Tower Mechanics + +- Cycles of base 5 seconds, producing 1 Magic Gold per cycle +- Cycle time grows ×1.2 per completed cycle +- Workers can be assigned (1 worker each, up to 10) for +10% speed each +- Workers assigned here are separate from research workers (spent from worker currency) + +#### Crafting Recipes + +| Recipe | Input | Output | +|---|---|---| +| Mana Stone | 10 Magic Gold | 1 Mana Stone | +| Cognite | 25 Magic Gold | 1 Cognite | +| Philosopher Stone | 10 Mana Stone + 10 Cognite | 1 Philosopher Stone | + +**Exit**: Build up alchemy resources → Phase 7 (implicit). + +--- + +### Phase 7 — Alchemy Buffs + +**Prerequisite**: Alchemy Tower active, player can craft resources. + +Three new buffs, purchasable with alchemy resources: + +| Buff | Cost Currency | Target | Effect | Max Level | +|---|---|---|---|---| +| Fertile Infusion | Mana Stone | Farm | ×2 production per level | 5 | +| Sylvan Cognite | Cognite | Forestry | ×2 production per level | 5 | +| Opus Magnum | Philosopher Stone | Gold Mine | ×3 production per level | 5 | + +Added to the buff catalogue. Available via the existing buff purchase UI in each generator's panel. + +**Exit**: Accumulate 50M gold + 5M food + 5M wood → Phase 8. + +--- + +### Phase 8 — Devil Idol (Finale) + +**Goal**: `gold_50M_food_5M_wood_5M` (50,000,000 total gold + 5,000,000 food + 5,000,000 wood) + +**Unlocks**: +- **Barracks** building — produces Military Units (pure damage currency) +- **Devil Idol** becomes targetable + +#### Barracks + +| Property | Value | +|---|---| +| Produces | `unit` currency | +| Purchase cost | Workers | +| Unlock goal | Phase 8 goal | +| Research track | Shares with ? or none (TBD) | +| Prestige buff | Martial Prowess (×2 unit production) | + +#### Devil Idol + +| Property | Value | +|---|---| +| Visible from | Start (always visible in world) | +| Targetable from | Phase 8 | +| HP | `1e12` (1,000,000,000,000) — defined in an exported resource | +| Damage mechanic | Click idol to spend 1 unit → deal 1 damage. Or "Send Army" button for bulk spend. | +| Win condition | HP ≤ 0 → victory signal (TBD: victory screen, credits, etc.) | + +#### Asymptotic Loop + +Without prestige: defeating the idol would require 10^12 units, which with baseline production is essentially infinite. + +With prestige: each loop applies Martial Prowess (+×2 per level) to Barracks production. A player with 5 ascension points in Martial Prowess produces ×32 units per cycle. As they earn more ascension points across runs, unit production scales multiplicatively, asymptotically reducing the "time to kill." + +The idol HP never resets — it's persistent across prestige. Each prestige loop chips away at it. + +--- + +## Currency Catalogue (Complete) + +| Currency | ID | Produced By | Used For | +|---|---|---|---| +| Gold | `gold` | Gold Mine | Buff purchases, worker generation | +| Worker | `worker` | Summon Worker buff | Purchasing generators, research assignment, alchemy workers | +| Food | `food` | Farm | Buff purchases | +| Wood | `wood` | Forestry | Goal requirements | +| Ascension | `ascension` | Prestige resets | Prestige buff graph | +| Magic Gold | `magic_gold` | Alchemy Tower | Crafting mana stones + cognite | +| Mana Stone | `mana_stone` | Craft (10 magic gold) | Crafting philosopher stones, Fertile Infusion buff | +| Cognite | `cognite` | Craft (25 magic gold) | Crafting philosopher stones, Sylvan Cognite buff | +| Philosopher Stone | `philosoper_stone` | Craft (10 mana + 10 cognite) | Opus Magnum buff | +| Unit | `unit` | Barracks | Devil Idol damage | + +--- + +## Buff Catalogue (Complete) + +| Buff | ID | Kind | Cost | Unlock Goal | Max Lvl | Target | +|---|---|---|---|---|---|---| +| Gold Clicker | `gold_click_focus` | CLICK_MULT | Gold | `gold_total_30` | 4 | Gold Mine | +| Gold Dynamo | `gold_auto_flux` | AUTO_MULT | Food | `gold_total_30` | 10 | Gold Mine | +| Summon Worker | `summon_worker` | RESOURCE | Gold | `gold_total_30` | ∞ | Worker | +| Farm Dynamo | `farm_auto_flux` | AUTO_MULT | Food | `gold_total_13k` | 10 | Farm | +| Forest Dynamo | `forestry_auto_flux` | AUTO_MULT | Food | `gold_total_13k` | 10 | Forestry | +| Fertile Infusion | *(new)* | AUTO_MULT | Mana Stone | *(alchemy active)* | 5 | Farm | +| Sylvan Cognite | *(new)* | AUTO_MULT | Cognite | *(alchemy active)* | 5 | Forestry | +| Opus Magnum | *(new)* | AUTO_MULT | Philo Stone | *(alchemy active)* | 5 | Gold Mine | + +--- + +## Goal Catalogue (Complete) + +| Goal ID | Requirements | Unlock Behavior | Phase | +|---|---|---|---| +| `gold_total_30` | 30 gold | AUTOMATIC | 2 | +| `gold_total_1300` | 1,300 gold | MANUAL | 3 | +| `gold_total_13k` | 13,000 gold | MANUAL | 4 | +| `gold_350k_wood_20k` | 350,000 gold + 20,000 wood | MANUAL | 5 | +| `gold_2M_food_200k_wood_200k` *(new)* | 2M gold + 200K food + 200K wood | MANUAL | 6 | +| `gold_50M_food_5M_wood_5M` *(new)* | 50M gold + 5M food + 5M wood | MANUAL | 8 | + +--- + +## Prestige Buff Graph (Complete) + +``` + Golden Touch (1pt) + │ + Fertile Grounds (2pt) + │ + Wood Touch (3pt) + │ + Martial Prowess (5pt) +``` + +| Node | Cost | Prerequisites | Effect | Target | +|---|---|---|---|---| +| Golden Touch | 1 | none | ×2 production | Gold Mine | +| Fertile Grounds | 2 | Golden Touch | ×2 production | Farm | +| Wood Touch | 3 | Fertile Grounds | ×2 production | Forestry | +| Martial Prowess | 5 | Wood Touch | ×2 production | Barracks | + +--- + +## Buildings (Complete) + +| Building | Scene | Generates | Cost Currency | Unlock Goal | +|---|---|---|---|---| +| Gold Mine | `gold_mine.tscn` | Gold | Worker | *(none)* | +| Farm | `farm.tscn` | Food | Worker | `gold_total_1300` | +| Forestry | `forestry.tscn` | Wood | Worker | `gold_total_13k` | +| Monastery | `monastery.tscn` | *(none — Research UI)* | — | `gold_350k_wood_20k` (panel visible) | +| Castle | `castle.tscn` | *(none — Prestige UI)* | — | `gold_350k_wood_20k` (panel visible) | +| Alchemy Tower | `alchemy_tower.tscn` | Magic Gold | — | `gold_2M_food_200k_wood_200k` *(new)* | +| Barracks | `barracks.tscn` *(new)* | Unit | Worker | `gold_50M_food_5M_wood_5M` *(new)* | +| Devil Idol | `devil_idol.tscn` *(new)* | *(none — damage sink)* | — | `gold_50M_food_5M_wood_5M` (targetable) | + +--- + +## Implementation Checklist + +### Phase 1–2 (already exists) +- [x] Gold Mine building + generator +- [x] Gold Clicker, Gold Dynamo, Summon Worker buffs +- [x] `gold_total_30` goal + +### Phase 3–4 (already exists) +- [x] Farm building + generator +- [x] `gold_total_1300` goal +- [x] Forestry building + generator +- [x] Farm Dynamo, Forest Dynamo buffs +- [x] `gold_total_13k` goal + +### Phase 5 — Prestige + Research Visibility +- [ ] **`castle.gd`**: Uncomment `_prestige_panel.visible = true`, gate behind `gold_350k_wood_20k` goal completion +- [ ] **`primary_prestige.tres`**: Tune basis → RUN_TOTAL, source → `"gold"`, threshold → 50,000, exponent → 0.5 +- [ ] **`monastery.gd`**: Gate `_research_panel.visible` behind `gold_350k_wood_20k` goal completion +- [ ] **`prestige_buff_catalogue.tres`**: Add Wood Touch + Martial Prowess nodes +- [x] `gold_350k_wood_20k` goal (already exists) + +### Phase 6 — Alchemy Tower Gating +- [ ] **New goal `.tres`**: `gold_2M_food_200k_wood_200k` +- [ ] **`ts_goal_catalogue.tres`**: Register new goal +- [ ] **`alchemy_tower_data.tres`** or **`alchemy_tower.tscn`**: Add `unlock_goal` field +- [ ] Wire unlock to Alchemy Tower visibility + +### Phase 7 — Alchemy Buffs +- [ ] **New buff `.tres`**: Fertile Infusion (mana stone → farm, ×2, max 5) +- [ ] **New buff `.tres`**: Sylvan Cognite (cognite → forestry, ×2, max 5) +- [ ] **New buff `.tres`**: Opus Magnum (philosopher stone → gold mine, ×3, max 5) +- [ ] **`ts_buff_catalogue.tres`**: Register the 3 new buffs + +### Phase 8 — Barracks + Devil Idol +- [ ] **New goal `.tres`**: `gold_50M_food_5M_wood_5M` +- [ ] **`ts_goal_catalogue.tres`**: Register new goal +- [ ] **New currency `.tres`**: Unit (`unit`) +- [ ] **`ts_currency_catalogue.tres`**: Register unit currency +- [ ] **New generator data `.tres`**: `barracks_generator.tres` +- [ ] **New scene**: `barracks.tscn` (NG2D, sprite, Area2D, CurrencyGenerator, GeneratorContainer) +- [ ] **New scene**: `devil_idol.tscn` (NG2D, sprite, Area2D, click handler, HP display, win logic) +- [ ] **New prestige buff `.tres`**: Martial Prowess (×2 barracks production, cost 5 ascension, parent: Wood Touch) +- [ ] **`prestige_buff_catalogue.tres`**: Register Martial Prowess +- [ ] **`tiny_sword.tscn`**: Place Barracks + Devil Idol in world +- [ ] Victory condition handling (TBD: signal, screen, save state) + +### Research (Phase 5+, already functional) +- [x] ResearchData for Gold Mine, Farm, Forestry +- [x] ResearchPanel at Monastery +- [x] ResearchRow UI +- [x] XP generation in CurrencyGenerator +- [ ] *(optional)*: Add Barracks research track +- [ ] *(optional)*: Tune per-track values (XP required, multiplier growth) + +--- + +## File Map + +``` +docs/gyms/tiny_sword/ +├── PROGRESSION.md ← this file +├── tiny_sword.tscn ← main scene (add Barracks + Devil Idol) +│ +├── currencies/ +│ ├── ts_currency_catalogue.tres ← register "unit" currency +│ └── unit.tres ← NEW: unit currency definition +│ +├── buffs/ +│ ├── ts_buff_catalogue.tres ← register alchemy buffs +│ ├── fertile_infusion_buff.tres ← NEW +│ ├── sylvan_cognite_buff.tres ← NEW +│ └── opus_magnum_buff.tres ← NEW +│ +├── goals/ +│ ├── ts_goal_catalogue.tres ← register new phase 6 + 8 goals +│ ├── gold_2M_food_200k_wood_200k.tres ← NEW +│ └── gold_50M_food_5M_wood_5M.tres ← NEW +│ +├── prestige/ +│ ├── primary_prestige.tres ← tune: RUN_TOTAL, gold, 50K threshold +│ ├── prestige_buff_catalogue.tres ← register Wood Touch + Martial Prowess +│ ├── prestige_buff_wood_boost.tres ← existing (may need cost/parent update) +│ └── prestige_buff_barracks_boost.tres ← NEW +│ +├── buildings/ +│ ├── barracks/ ← NEW +│ │ ├── barracks.tscn +│ │ └── barracks_generator.tres +│ ├── devil_idol/ ← NEW +│ │ └── devil_idol.tscn +│ └── ... (existing buildings) +│ +└── research/ + └── ts_research_catalogue.tres ← (optional) add barracks research +``` diff --git a/docs/gyms/tiny_sword/buffs/fertile_infusion_buff.tres b/docs/gyms/tiny_sword/buffs/fertile_infusion_buff.tres new file mode 100644 index 0000000..14b6b8a --- /dev/null +++ b/docs/gyms/tiny_sword/buffs/fertile_infusion_buff.tres @@ -0,0 +1,17 @@ +[gd_resource type="Resource" script_class="GeneratorBuffData" format=3] + +[ext_resource type="Script" path="res://core/generator/generator_buff_data.gd" id="1_buff"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/mana_stone.tres" id="2_cost"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/food.tres" id="3_target"] + +[resource] +script = ExtResource("1_buff") +id = &"fertile_infusion" +target_ids = Array[StringName]([&"farm"]) +text = "Fertile Infusion" +max_level = 5 +effect_increment = 1.0 +cost_currency = ExtResource("2_cost") +base_cost_mantissa = 1.0 +cost_multiplier = 1.5 +resource_target_currency = ExtResource("3_target") diff --git a/docs/gyms/tiny_sword/buffs/opus_magnum_buff.tres b/docs/gyms/tiny_sword/buffs/opus_magnum_buff.tres new file mode 100644 index 0000000..737b47c --- /dev/null +++ b/docs/gyms/tiny_sword/buffs/opus_magnum_buff.tres @@ -0,0 +1,17 @@ +[gd_resource type="Resource" script_class="GeneratorBuffData" format=3] + +[ext_resource type="Script" path="res://core/generator/generator_buff_data.gd" id="1_buff"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/philosoper_stone.tres" id="2_cost"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/gold.tres" id="3_target"] + +[resource] +script = ExtResource("1_buff") +id = &"opus_magnum" +target_ids = Array[StringName]([&"goldmine"]) +text = "Opus Magnum" +max_level = 5 +effect_increment = 2.0 +cost_currency = ExtResource("2_cost") +base_cost_mantissa = 1.0 +cost_multiplier = 2.0 +resource_target_currency = ExtResource("3_target") diff --git a/docs/gyms/tiny_sword/buffs/sylvan_cognite_buff.tres b/docs/gyms/tiny_sword/buffs/sylvan_cognite_buff.tres new file mode 100644 index 0000000..aba32fe --- /dev/null +++ b/docs/gyms/tiny_sword/buffs/sylvan_cognite_buff.tres @@ -0,0 +1,17 @@ +[gd_resource type="Resource" script_class="GeneratorBuffData" format=3] + +[ext_resource type="Script" path="res://core/generator/generator_buff_data.gd" id="1_buff"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/cognite.tres" id="2_cost"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/wood.tres" id="3_target"] + +[resource] +script = ExtResource("1_buff") +id = &"sylvan_cognite" +target_ids = Array[StringName]([&"forestry"]) +text = "Sylvan Cognite" +max_level = 5 +effect_increment = 1.0 +cost_currency = ExtResource("2_cost") +base_cost_mantissa = 1.0 +cost_multiplier = 1.5 +resource_target_currency = ExtResource("3_target") diff --git a/docs/gyms/tiny_sword/buffs/ts_buff_catalogue.tres b/docs/gyms/tiny_sword/buffs/ts_buff_catalogue.tres index 00ba8fb..1decca3 100644 --- a/docs/gyms/tiny_sword/buffs/ts_buff_catalogue.tres +++ b/docs/gyms/tiny_sword/buffs/ts_buff_catalogue.tres @@ -7,8 +7,11 @@ [ext_resource type="Resource" uid="uid://bjc6qmvr7pe12" path="res://docs/gyms/tiny_sword/buffs/spawn_worker_buff.tres" id="4_hnq3m"] [ext_resource type="Resource" uid="uid://cg7os1rfknw05" path="res://docs/gyms/tiny_sword/buffs/farm_auto_flux_buff.tres" id="5_mii30"] [ext_resource type="Resource" uid="uid://kamgujbqqhg3" path="res://docs/gyms/tiny_sword/buffs/forestry_auto_flux_buff.tres" id="6_k5yi4"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/buffs/fertile_infusion_buff.tres" id="7_fertile"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/buffs/sylvan_cognite_buff.tres" id="8_sylvan"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/buffs/opus_magnum_buff.tres" id="9_opus"] [resource] script = ExtResource("2_iuxc1") -buffs = Array[ExtResource("1_up80l")]([ExtResource("2_dtvfl"), ExtResource("3_0bb41"), ExtResource("4_hnq3m"), ExtResource("5_mii30"), ExtResource("6_k5yi4")]) +buffs = Array[ExtResource("1_up80l")]([ExtResource("2_dtvfl"), ExtResource("3_0bb41"), ExtResource("4_hnq3m"), ExtResource("5_mii30"), ExtResource("6_k5yi4"), ExtResource("7_fertile"), ExtResource("8_sylvan"), ExtResource("9_opus")]) metadata/_custom_type_script = "uid://ctc5yjlnvi0ok" diff --git a/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.gd b/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.gd index fddca0d..0833e27 100644 --- a/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.gd +++ b/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.gd @@ -1,6 +1,8 @@ class_name AlchemyTower extends Node2D +const UNLOCK_GOAL_ID: StringName = &"gold_2M_food_200k_wood_200k" + ## Emitted when production progress changes (0.0 to 1.0) signal production_progress_updated(progress: float) ## Emitted when magic gold balance changes @@ -16,6 +18,8 @@ signal production_completed(amount: BigNumber) ## Reference to game state @onready var game_state: LevelGameState = find_parent("LevelGameState") @onready var _alchemy_currencies_panel: AlchemyCurrenciesPanel = $AlchemyCurrenciesPanel +@onready var _sprite: Sprite2D = $Sprite2D +@onready var _area: Area2D = $Area2D ## Current production state var production_time_elapsed: float = 0.0 @@ -36,17 +40,23 @@ func _ready() -> void: # Initialize production time current_production_time = data.base_production_time_seconds - # Register this tower as an available generator - game_state.set_generator_available(get_generator_id(), true) + # Hide tower until unlock goal is completed + _sprite.visible = false + _area.monitoring = false # Connect to magic gold balance changes game_state.currency_changed.connect(_on_currency_changed) + game_state.goal_completed.connect(_on_goal_completed) # Connect panel signals if available if alchemy_panel: alchemy_panel.craft_requested.connect(_on_craft_requested) alchemy_panel.alchemy_workers_changed.connect(_on_alchemy_workers_changed) + # If goal was already completed in a previous session, unlock immediately + if game_state.is_goal_completed(UNLOCK_GOAL_ID): + _unlock_tower() + # Initial progress update production_progress_updated.emit(0.0) @@ -200,3 +210,15 @@ func _on_area_2d_mouse_entered() -> void: func _on_area_2d_mouse_exited() -> void: _alchemy_currencies_panel.visible = false + + +func _on_goal_completed(goal_id: StringName) -> void: + if goal_id == UNLOCK_GOAL_ID: + _unlock_tower() + + +func _unlock_tower() -> void: + _sprite.visible = true + _area.monitoring = true + game_state.set_generator_available(get_generator_id(), true) + game_state.register_generator(get_generator_id(), true, true, 1) diff --git a/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.tscn b/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.tscn index 7f00c41..ebeeae8 100644 --- a/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.tscn +++ b/docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.tscn @@ -26,10 +26,10 @@ shape = SubResource("RectangleShape2D_8pntr") [node name="AlchemyCurrenciesPanel" parent="." unique_id=731368154 instance=ExtResource("2_8pntr")] visible = false -offset_left = 65.0 -offset_top = -75.0 -offset_right = 65.0 -offset_bottom = -75.0 +offset_left = 44.0 +offset_top = -81.0 +offset_right = 444.0 +offset_bottom = 219.0 currency = ExtResource("7_b8p5n") craft_recipes = ExtResource("5_recipes") diff --git a/docs/gyms/tiny_sword/buildings/barracks/Barracks.png b/docs/gyms/tiny_sword/buildings/barracks/Barracks.png new file mode 100644 index 0000000..c2c186d Binary files /dev/null and b/docs/gyms/tiny_sword/buildings/barracks/Barracks.png differ diff --git a/docs/gyms/tiny_sword/buildings/barracks/Barracks.png.import b/docs/gyms/tiny_sword/buildings/barracks/Barracks.png.import new file mode 100644 index 0000000..d1a42ed --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/barracks/Barracks.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://cx11iodvbcfb1" +path="res://.godot/imported/Barracks.png-6c10bd8efd919b8eb03e40d568e18cf1.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://docs/gyms/tiny_sword/buildings/barracks/Barracks.png" +dest_files=["res://.godot/imported/Barracks.png-6c10bd8efd919b8eb03e40d568e18cf1.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/docs/gyms/tiny_sword/buildings/barracks/barracks.gd b/docs/gyms/tiny_sword/buildings/barracks/barracks.gd new file mode 100644 index 0000000..cea1ccb --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/barracks/barracks.gd @@ -0,0 +1,25 @@ +extends Node2D + +const UNLOCK_GOAL_ID: StringName = &"gold_50M_food_5M_wood_5M" + +@onready var _sprite: Sprite2D = $Sprite2D +@onready var _area: Area2D = $Area2D +@onready var _game_state: LevelGameState = find_parent("LevelGameState") + + +func _ready() -> void: + _sprite.visible = false + _area.monitoring = false + _game_state.goal_completed.connect(_on_goal_completed) + if _game_state.is_goal_completed(UNLOCK_GOAL_ID): + _unlock() + + +func _on_goal_completed(goal_id: StringName) -> void: + if goal_id == UNLOCK_GOAL_ID: + _unlock() + + +func _unlock() -> void: + _sprite.visible = true + _area.monitoring = true diff --git a/docs/gyms/tiny_sword/buildings/barracks/barracks.gd.uid b/docs/gyms/tiny_sword/buildings/barracks/barracks.gd.uid new file mode 100644 index 0000000..9220697 --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/barracks/barracks.gd.uid @@ -0,0 +1 @@ +uid://xk7d3maod6uc diff --git a/docs/gyms/tiny_sword/buildings/barracks/barracks.tscn b/docs/gyms/tiny_sword/buildings/barracks/barracks.tscn new file mode 100644 index 0000000..5724930 --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/barracks/barracks.tscn @@ -0,0 +1,40 @@ +[gd_scene format=3 uid="uid://cyvijgwj6l8vg"] + +[ext_resource type="PackedScene" uid="uid://jeoiinukrrsp" path="res://core/generator/currency_generator.tscn" id="1_gen"] +[ext_resource type="Script" uid="uid://xk7d3maod6uc" path="res://docs/gyms/tiny_sword/buildings/barracks/barracks.gd" id="1_script"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/unit.tres" id="2_unit"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/buildings/barracks/barracks_generator.tres" id="3_data"] +[ext_resource type="Texture2D" uid="uid://cx11iodvbcfb1" path="res://docs/gyms/tiny_sword/buildings/barracks/Barracks.png" id="4_ud3ae"] +[ext_resource type="PackedScene" uid="uid://ckos7f22pnmyh" path="res://core/generator/generator_container.tscn" id="5_panel"] + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_barracks"] +size = Vector2(160, 175) + +[node name="Barracks" type="Node2D" unique_id=1061432510] +script = ExtResource("1_script") + +[node name="CurrencyGenerator" parent="." unique_id=427948318 node_paths=PackedStringArray("info_generator_container") instance=ExtResource("1_gen")] +currency = ExtResource("2_unit") +data = ExtResource("3_data") +press_buys_generator = false +info_generator_container = NodePath("../GeneratorContainer") + +[node name="Sprite2D" type="Sprite2D" parent="." unique_id=1503773416] +texture = ExtResource("4_ud3ae") + +[node name="Area2D" type="Area2D" parent="." unique_id=1808028142] + +[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=614030143] +position = Vector2(1, 19.5) +shape = SubResource("RectangleShape2D_barracks") + +[node name="GeneratorContainer" parent="." unique_id=1905754561 node_paths=PackedStringArray("_generator") instance=ExtResource("5_panel")] +visible = false +offset_left = 138.0 +offset_top = -100.0 +offset_right = 402.0 +offset_bottom = 110.0 +_generator = NodePath("../CurrencyGenerator") + +[connection signal="mouse_entered" from="Area2D" to="CurrencyGenerator" method="_on_area_2d_mouse_entered"] +[connection signal="mouse_exited" from="Area2D" to="CurrencyGenerator" method="_on_area_2d_mouse_exited"] diff --git a/docs/gyms/tiny_sword/buildings/barracks/barracks_generator.tres b/docs/gyms/tiny_sword/buildings/barracks/barracks_generator.tres new file mode 100644 index 0000000..48bc9e4 --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/barracks/barracks_generator.tres @@ -0,0 +1,18 @@ +[gd_resource type="Resource" script_class="CurrencyGeneratorData" format=3] + +[ext_resource type="Script" path="res://core/generator/currency_generator_data.gd" id="1_data"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/worker.tres" id="2_worker"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/goals/gold_50M_food_5M_wood_5M_goal.tres" id="3_goal"] + +[resource] +script = ExtResource("1_data") +id = &"barracks" +name = "Barracks" +starts_unlocked = false +starts_available = false +initial_owned = 1 +purchase_currency = ExtResource("2_worker") +unlock_goal = ExtResource("3_goal") +initial_cost = 1.0 +coefficient = 1.0 +initial_productivity = 1.0 diff --git a/docs/gyms/tiny_sword/buildings/castle/castle.gd b/docs/gyms/tiny_sword/buildings/castle/castle.gd index f68c4cc..d7d0c09 100644 --- a/docs/gyms/tiny_sword/buildings/castle/castle.gd +++ b/docs/gyms/tiny_sword/buildings/castle/castle.gd @@ -1,20 +1,26 @@ extends Node2D +const PRESTIGE_GOAL_ID: StringName = &"gold_350k_wood_20k" + @onready var _prestige_panel: PrestigePanel = $PrestigePanel +@onready var game_state: LevelGameState = find_parent("LevelGameState") + -# Called when the node enters the scene tree for the first time. func _ready() -> void: - pass # Replace with function body. + if game_state: + game_state.goal_completed.connect(_on_goal_completed) -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _process(delta: float) -> void: - pass - func _on_area_2d_mouse_entered() -> void: - ## TODO: remove this comment to enable prestige panel - #_prestige_panel.visible = true - pass + if game_state and game_state.is_goal_completed(PRESTIGE_GOAL_ID): + _prestige_panel.visible = true + func _on_area_2d_mouse_exited() -> void: _prestige_panel.visible = false + + +func _on_goal_completed(goal_id: StringName) -> void: + if goal_id == PRESTIGE_GOAL_ID: + # Prestige is now unlocked — panel will show on next hover. + pass diff --git a/docs/gyms/tiny_sword/buildings/devil_idol/Castle.png b/docs/gyms/tiny_sword/buildings/devil_idol/Castle.png new file mode 100644 index 0000000..b4c2188 Binary files /dev/null and b/docs/gyms/tiny_sword/buildings/devil_idol/Castle.png differ diff --git a/docs/gyms/tiny_sword/buildings/devil_idol/Castle.png.import b/docs/gyms/tiny_sword/buildings/devil_idol/Castle.png.import new file mode 100644 index 0000000..ef898a6 --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/devil_idol/Castle.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://rpedoq4102to" +path="res://.godot/imported/Castle.png-abe84e074a7668619903091d591ffce7.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://docs/gyms/tiny_sword/buildings/devil_idol/Castle.png" +dest_files=["res://.godot/imported/Castle.png-abe84e074a7668619903091d591ffce7.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd b/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd new file mode 100644 index 0000000..fefe77b --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd @@ -0,0 +1,135 @@ +class_name DevilIdol +extends Node2D + +const UNLOCK_GOAL_ID: StringName = &"gold_50M_food_5M_wood_5M" +const SAVE_KEY: String = "devil_idol_state" +const HP_KEY: String = "current_hp" + +## Emitted when the idol takes damage. +signal idol_damaged(current_hp: BigNumber, max_hp: BigNumber) +## Emitted when the idol is destroyed (one-time win condition). +signal idol_destroyed() + +## Maximum HP mantissa. +@export var max_hp_mantissa: float = 1.0 +## Maximum HP exponent (default 1e12 = 1 trillion). +@export var max_hp_exponent: int = 12 + +@onready var game_state: LevelGameState = find_parent("LevelGameState") +@onready var _sprite: Sprite2D = $Sprite2D +@onready var _area: Area2D = $Area2D +@onready var _panel: PanelContainer = $IdolPanel +@onready var _hp_value: Label = $IdolPanel/MarginContainer/VBoxContainer/HPValue +@onready var _damage_button: Button = $IdolPanel/MarginContainer/VBoxContainer/DamageButton +@onready var _victory_label: Label = $IdolPanel/MarginContainer/VBoxContainer/VictoryLabel + +var _max_hp: BigNumber +var _current_hp: BigNumber +var _is_targetable: bool = false +var _is_destroyed: bool = false + + +func _ready() -> void: + assert(game_state != null, "DevilIdol: LevelGameState parent not found") + + _max_hp = BigNumber.new(max_hp_mantissa, max_hp_exponent) + _current_hp = BigNumber.new(max_hp_mantissa, max_hp_exponent) + + # Load persisted HP from save data + _load_state() + + # Panel hidden by default; shown on hover if unlocked + _panel.visible = false + _victory_label.visible = false + _damage_button.pressed.connect(_on_damage_button_pressed) + + # Connect to goal completion for unlocking + game_state.goal_completed.connect(_on_goal_completed) + + # If goal was already completed in a previous session, unlock immediately + if game_state.is_goal_completed(UNLOCK_GOAL_ID): + _unlock_idol() + + _update_ui() + + +func _on_area_2d_mouse_entered() -> void: + if _is_targetable and not _is_destroyed: + _panel.visible = true + + +func _on_area_2d_mouse_exited() -> void: + _panel.visible = false + + +func _on_goal_completed(goal_id: StringName) -> void: + if goal_id == UNLOCK_GOAL_ID: + _unlock_idol() + + +func _unlock_idol() -> void: + _is_targetable = true + + +func _on_damage_button_pressed() -> void: + if _is_destroyed: + return + + var unit_balance: BigNumber = game_state.get_currency_amount_by_id(&"unit") + if unit_balance.mantissa <= 0.0: + return + + # Spend all available units as damage + var damage: BigNumber = BigNumber.new(unit_balance.mantissa, unit_balance.exponent) + if game_state.spend_currency_by_id(&"unit", damage): + _current_hp = _current_hp.subtract(damage) + if _current_hp.mantissa <= 0.0: + _current_hp = BigNumber.new(0.0, 0) + _is_destroyed = true + idol_destroyed.emit() + _victory_label.visible = true + _panel.visible = true + + idol_damaged.emit(_current_hp, _max_hp) + _save_state() + _update_ui() + + +func _update_ui() -> void: + if _is_destroyed: + _hp_value.text = "0 / %s — DESTROYED" % _max_hp.to_string_suffix(2) + _damage_button.disabled = true + _damage_button.text = "VICTORY!" + return + + var progress_pct: float = 0.0 + if _max_hp.mantissa > 0.0: + progress_pct = (1.0 - (_current_hp.mantissa / _max_hp.mantissa)) * pow(10.0, float(_current_hp.exponent - _max_hp.exponent)) + progress_pct = clampf(progress_pct * 100.0, 0.0, 100.0) + + _hp_value.text = "%s / %s (%.1f%%)" % [_current_hp.to_string_suffix(2), _max_hp.to_string_suffix(2), progress_pct] + + var unit_balance: BigNumber = game_state.get_currency_amount_by_id(&"unit") + _damage_button.text = "Send Army (%s units)" % unit_balance.to_string_suffix(2) + _damage_button.disabled = unit_balance.mantissa <= 0.0 + + +func _save_state() -> void: + if game_state == null: + return + var payload: Dictionary = {HP_KEY: _current_hp.serialize()} + game_state.set_external_save_data(SAVE_KEY, payload) + + +func _load_state() -> void: + if game_state == null: + return + var saved: Dictionary = game_state.get_external_save_data(SAVE_KEY) + if saved.has(HP_KEY): + var raw_hp: Variant = saved.get(HP_KEY) + if raw_hp is Dictionary: + _current_hp = BigNumber.deserialize(raw_hp) + if _current_hp.mantissa <= 0.0: + _current_hp = BigNumber.new(0.0, 0) + _is_destroyed = true + _victory_label.visible = true diff --git a/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd.uid b/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd.uid new file mode 100644 index 0000000..d42e6ff --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd.uid @@ -0,0 +1 @@ +uid://blfof77kjp7x0 diff --git a/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.tscn b/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.tscn new file mode 100644 index 0000000..6be6270 --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.tscn @@ -0,0 +1,57 @@ +[gd_scene format=3 uid="uid://d1cvlnd5vwjol"] + +[ext_resource type="Script" uid="uid://blfof77kjp7x0" path="res://docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.gd" id="1_script"] +[ext_resource type="Texture2D" uid="uid://rpedoq4102to" path="res://docs/gyms/tiny_sword/buildings/devil_idol/Castle.png" id="2_g7pcm"] + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_idol"] +size = Vector2(312, 198) + +[node name="DevilIdol" type="Node2D" unique_id=797117647] +script = ExtResource("1_script") + +[node name="Sprite2D" type="Sprite2D" parent="." unique_id=661703335] +texture = ExtResource("2_g7pcm") + +[node name="Area2D" type="Area2D" parent="." unique_id=1812195052] + +[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=1492517397] +position = Vector2(1, 22) +shape = SubResource("RectangleShape2D_idol") + +[node name="IdolPanel" type="PanelContainer" parent="." unique_id=906038530] +offset_left = -200.0 +offset_top = -120.0 +offset_right = 200.0 +offset_bottom = -10.0 + +[node name="MarginContainer" type="MarginContainer" parent="IdolPanel" unique_id=1952977282] +layout_mode = 2 +theme_override_constants/margin_left = 10 +theme_override_constants/margin_top = 10 +theme_override_constants/margin_right = 10 +theme_override_constants/margin_bottom = 10 + +[node name="VBoxContainer" type="VBoxContainer" parent="IdolPanel/MarginContainer" unique_id=1214756176] +layout_mode = 2 +theme_override_constants/separation = 8 + +[node name="TitleLabel" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=1268978638] +layout_mode = 2 +text = "Devil Idol" + +[node name="HPValue" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=529436307] +layout_mode = 2 +text = "??? / ???" + +[node name="DamageButton" type="Button" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=1565608485] +layout_mode = 2 +disabled = true +text = "Send Army" + +[node name="VictoryLabel" type="Label" parent="IdolPanel/MarginContainer/VBoxContainer" unique_id=169309796] +layout_mode = 2 +text = "THE DEVIL IDOL HAS BEEN DESTROYED!" +horizontal_alignment = 1 + +[connection signal="mouse_entered" from="Area2D" to="." method="_on_area_2d_mouse_entered"] +[connection signal="mouse_exited" from="Area2D" to="." method="_on_area_2d_mouse_exited"] diff --git a/docs/gyms/tiny_sword/buildings/farm/farm.gd b/docs/gyms/tiny_sword/buildings/farm/farm.gd new file mode 100644 index 0000000..7f56942 --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/farm/farm.gd @@ -0,0 +1,25 @@ +extends Node2D + +const UNLOCK_GOAL_ID: StringName = &"gold_total_1300" + +@onready var _sprite: Sprite2D = $Sprite2D +@onready var _area: Area2D = $Area2D +@onready var _game_state: LevelGameState = find_parent("LevelGameState") + + +func _ready() -> void: + _sprite.visible = false + _area.monitoring = false + _game_state.goal_completed.connect(_on_goal_completed) + if _game_state.is_goal_completed(UNLOCK_GOAL_ID): + _unlock() + + +func _on_goal_completed(goal_id: StringName) -> void: + if goal_id == UNLOCK_GOAL_ID: + _unlock() + + +func _unlock() -> void: + _sprite.visible = true + _area.monitoring = true diff --git a/docs/gyms/tiny_sword/buildings/farm/farm.gd.uid b/docs/gyms/tiny_sword/buildings/farm/farm.gd.uid new file mode 100644 index 0000000..a108c80 --- /dev/null +++ b/docs/gyms/tiny_sword/buildings/farm/farm.gd.uid @@ -0,0 +1 @@ +uid://dnsblnjy82goo diff --git a/docs/gyms/tiny_sword/buildings/farm/farm.tscn b/docs/gyms/tiny_sword/buildings/farm/farm.tscn index 8abd88b..537ded9 100644 --- a/docs/gyms/tiny_sword/buildings/farm/farm.tscn +++ b/docs/gyms/tiny_sword/buildings/farm/farm.tscn @@ -1,6 +1,7 @@ [gd_scene format=3 uid="uid://djedqovgngrx5"] [ext_resource type="PackedScene" uid="uid://jeoiinukrrsp" path="res://core/generator/currency_generator.tscn" id="1_rvsna"] +[ext_resource type="Script" path="res://docs/gyms/tiny_sword/buildings/farm/farm.gd" id="1_script"] [ext_resource type="Resource" uid="uid://bxg2au0ijp242" path="res://docs/gyms/tiny_sword/currencies/food.tres" id="2_djlc5"] [ext_resource type="Resource" uid="uid://d08h51y0pnsnf" path="res://docs/gyms/tiny_sword/buildings/farm/farm_generator.tres" id="3_82rmq"] [ext_resource type="Texture2D" uid="uid://dfdh8r03sj7qv" path="res://docs/gyms/tiny_sword/buildings/farm/House1.png" id="4_djlc5"] @@ -10,6 +11,7 @@ size = Vector2(106, 157) [node name="Farm" type="Node2D" unique_id=283335851] +script = ExtResource("1_script") [node name="CurrencyGenerator" parent="." unique_id=967969064 node_paths=PackedStringArray("info_generator_container") instance=ExtResource("1_rvsna")] currency = ExtResource("2_djlc5") diff --git a/docs/gyms/tiny_sword/buildings/forestry/forestry.gd b/docs/gyms/tiny_sword/buildings/forestry/forestry.gd index 1e243a3..289db73 100644 --- a/docs/gyms/tiny_sword/buildings/forestry/forestry.gd +++ b/docs/gyms/tiny_sword/buildings/forestry/forestry.gd @@ -1,13 +1,35 @@ extends Node2D -@onready var _generator_container: GeneratorPanel = $GeneratorContainer +const UNLOCK_GOAL_ID: StringName = &"gold_total_13k" + +@onready var _generator_container: GeneratorPanel = $GeneratorContainer +@onready var _sprite: Sprite2D = $Sprite2D +@onready var _area: Area2D = $Area2D +@onready var _game_state: LevelGameState = find_parent("LevelGameState") + -# Called when the node enters the scene tree for the first time. func _ready() -> void: _generator_container.visible = false + _sprite.visible = false + _area.monitoring = false + _game_state.goal_completed.connect(_on_goal_completed) + if _game_state.is_goal_completed(UNLOCK_GOAL_ID): + _unlock() + func _on_area_2d_mouse_entered() -> void: _generator_container.visible = true + func _on_area_2d_mouse_exited() -> void: _generator_container.visible = false + + +func _on_goal_completed(goal_id: StringName) -> void: + if goal_id == UNLOCK_GOAL_ID: + _unlock() + + +func _unlock() -> void: + _sprite.visible = true + _area.monitoring = true diff --git a/docs/gyms/tiny_sword/buildings/monastery/monastery.gd b/docs/gyms/tiny_sword/buildings/monastery/monastery.gd index ad93604..63ee425 100644 --- a/docs/gyms/tiny_sword/buildings/monastery/monastery.gd +++ b/docs/gyms/tiny_sword/buildings/monastery/monastery.gd @@ -1,14 +1,37 @@ extends Node2D -@onready var _research_panel: ResearchPanel = $ResearchPanel +const RESEARCH_GOAL_ID: StringName = &"gold_350k_wood_20k" + +@onready var _research_panel: ResearchPanel = $ResearchPanel +@onready var _sprite: Sprite2D = $Sprite2D +@onready var _area: Area2D = $Area2D +@onready var game_state: LevelGameState = find_parent("LevelGameState") + -# Called when the node enters the scene tree for the first time. func _ready() -> void: _research_panel.visible = false + _sprite.visible = false + _area.monitoring = false + if game_state: + game_state.goal_completed.connect(_on_goal_completed) + if game_state.is_goal_completed(RESEARCH_GOAL_ID): + _unlock() + func _on_area_2d_mouse_entered() -> void: - _research_panel.visible = true + if game_state and game_state.is_goal_completed(RESEARCH_GOAL_ID): + _research_panel.visible = true func _on_area_2d_mouse_exited() -> void: _research_panel.visible = false + + +func _on_goal_completed(goal_id: StringName) -> void: + if goal_id == RESEARCH_GOAL_ID: + _unlock() + + +func _unlock() -> void: + _sprite.visible = true + _area.monitoring = true diff --git a/docs/gyms/tiny_sword/currencies/ts_currency_catalogue.tres b/docs/gyms/tiny_sword/currencies/ts_currency_catalogue.tres index ff00aa2..c9ea422 100644 --- a/docs/gyms/tiny_sword/currencies/ts_currency_catalogue.tres +++ b/docs/gyms/tiny_sword/currencies/ts_currency_catalogue.tres @@ -11,8 +11,9 @@ [ext_resource type="Resource" uid="uid://brctmnpmhjas6" path="res://docs/gyms/tiny_sword/currencies/mana_stone.tres" id="8_p3urk"] [ext_resource type="Resource" uid="uid://t6du7gm2ywbi" path="res://docs/gyms/tiny_sword/currencies/cognite.tres" id="9_ejnoj"] [ext_resource type="Resource" uid="uid://co4fiqgluwit0" path="res://docs/gyms/tiny_sword/currencies/philosoper_stone.tres" id="10_ejnoj"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/currencies/unit.tres" id="11_unit"] [resource] script = ExtResource("2_hmju3") -currencies = Array[ExtResource("1_501l6")]([ExtResource("2_ucsji"), ExtResource("3_7hx6u"), ExtResource("4_c77gh"), ExtResource("5_gyp05"), ExtResource("6_ascension"), ExtResource("7_vu05v"), ExtResource("8_p3urk"), ExtResource("9_ejnoj"), ExtResource("10_ejnoj")]) +currencies = Array[ExtResource("1_501l6")]([ExtResource("2_ucsji"), ExtResource("3_7hx6u"), ExtResource("4_c77gh"), ExtResource("5_gyp05"), ExtResource("6_ascension"), ExtResource("7_vu05v"), ExtResource("8_p3urk"), ExtResource("9_ejnoj"), ExtResource("10_ejnoj"), ExtResource("11_unit")]) metadata/_custom_type_script = "uid://621tus0uvbrd" diff --git a/docs/gyms/tiny_sword/currencies/unit.tres b/docs/gyms/tiny_sword/currencies/unit.tres new file mode 100644 index 0000000..fe30506 --- /dev/null +++ b/docs/gyms/tiny_sword/currencies/unit.tres @@ -0,0 +1,10 @@ +[gd_resource type="Resource" script_class="Currency" format=3] + +[ext_resource type="Script" path="res://core/currency/currency.gd" id="1_script"] +[ext_resource type="Texture2D" path="res://sandbox/tiny_swords/UI Elements/UI Elements/Icons/Icon_05.png" id="2_icon"] + +[resource] +script = ExtResource("1_script") +id = &"unit" +display_name = "Unit" +icon = ExtResource("2_icon") diff --git a/docs/gyms/tiny_sword/goals/gold_2M_food_200k_wood_200k_goal.tres b/docs/gyms/tiny_sword/goals/gold_2M_food_200k_wood_200k_goal.tres new file mode 100644 index 0000000..6fbb422 --- /dev/null +++ b/docs/gyms/tiny_sword/goals/gold_2M_food_200k_wood_200k_goal.tres @@ -0,0 +1,30 @@ +[gd_resource type="Resource" script_class="GoalData" format=3 uid="uid://bex2hsenbr54e"] + +[ext_resource type="Script" uid="uid://r4js5eajolio" path="res://core/goals/goal_requirement_data.gd" id="1_req"] +[ext_resource type="Resource" uid="uid://w4u1hddplb4e" path="res://docs/gyms/tiny_sword/currencies/gold.tres" id="2_gold"] +[ext_resource type="Resource" uid="uid://bxg2au0ijp242" path="res://docs/gyms/tiny_sword/currencies/food.tres" id="3_food"] +[ext_resource type="Resource" uid="uid://bgsk8h4w80h45" path="res://docs/gyms/tiny_sword/currencies/wood.tres" id="4_wood"] +[ext_resource type="Script" uid="uid://dx4kmh33rrkpy" path="res://core/goals/goal_data.gd" id="5_goal"] + +[sub_resource type="Resource" id="Resource_gold"] +script = ExtResource("1_req") +currency = ExtResource("2_gold") +amount_mantissa = 2.0 +amount_exponent = 6 + +[sub_resource type="Resource" id="Resource_food"] +script = ExtResource("1_req") +currency = ExtResource("3_food") +amount_mantissa = 2.0 +amount_exponent = 5 + +[sub_resource type="Resource" id="Resource_wood"] +script = ExtResource("1_req") +currency = ExtResource("4_wood") +amount_mantissa = 2.0 +amount_exponent = 5 + +[resource] +script = ExtResource("5_goal") +id = &"gold_2M_food_200k_wood_200k" +requirements = Array[ExtResource("1_req")]([SubResource("Resource_gold"), SubResource("Resource_food"), SubResource("Resource_wood")]) diff --git a/docs/gyms/tiny_sword/goals/gold_50M_food_5M_wood_5M_goal.tres b/docs/gyms/tiny_sword/goals/gold_50M_food_5M_wood_5M_goal.tres new file mode 100644 index 0000000..65210d3 --- /dev/null +++ b/docs/gyms/tiny_sword/goals/gold_50M_food_5M_wood_5M_goal.tres @@ -0,0 +1,30 @@ +[gd_resource type="Resource" script_class="GoalData" format=3 uid="uid://bn4gm4sss85d0"] + +[ext_resource type="Script" uid="uid://r4js5eajolio" path="res://core/goals/goal_requirement_data.gd" id="1_req"] +[ext_resource type="Resource" uid="uid://w4u1hddplb4e" path="res://docs/gyms/tiny_sword/currencies/gold.tres" id="2_gold"] +[ext_resource type="Resource" uid="uid://bxg2au0ijp242" path="res://docs/gyms/tiny_sword/currencies/food.tres" id="3_food"] +[ext_resource type="Resource" uid="uid://bgsk8h4w80h45" path="res://docs/gyms/tiny_sword/currencies/wood.tres" id="4_wood"] +[ext_resource type="Script" uid="uid://dx4kmh33rrkpy" path="res://core/goals/goal_data.gd" id="5_goal"] + +[sub_resource type="Resource" id="Resource_gold"] +script = ExtResource("1_req") +currency = ExtResource("2_gold") +amount_mantissa = 5.0 +amount_exponent = 7 + +[sub_resource type="Resource" id="Resource_food"] +script = ExtResource("1_req") +currency = ExtResource("3_food") +amount_mantissa = 5.0 +amount_exponent = 6 + +[sub_resource type="Resource" id="Resource_wood"] +script = ExtResource("1_req") +currency = ExtResource("4_wood") +amount_mantissa = 5.0 +amount_exponent = 6 + +[resource] +script = ExtResource("5_goal") +id = &"gold_50M_food_5M_wood_5M" +requirements = Array[ExtResource("1_req")]([SubResource("Resource_gold"), SubResource("Resource_food"), SubResource("Resource_wood")]) diff --git a/docs/gyms/tiny_sword/goals/ts_goal_catalogue.tres b/docs/gyms/tiny_sword/goals/ts_goal_catalogue.tres index d5067d8..5934ccb 100644 --- a/docs/gyms/tiny_sword/goals/ts_goal_catalogue.tres +++ b/docs/gyms/tiny_sword/goals/ts_goal_catalogue.tres @@ -6,7 +6,9 @@ [ext_resource type="Resource" uid="uid://cts0407h130d6" path="res://docs/gyms/tiny_sword/goals/gold_total_1300_goal.tres" id="3_wb626"] [ext_resource type="Resource" uid="uid://bo463s6jt0ep7" path="res://docs/gyms/tiny_sword/goals/gold_total_13k_goal.tres" id="4_3oaoj"] [ext_resource type="Resource" uid="uid://b6gb6vk0kgxnw" path="res://docs/gyms/tiny_sword/goals/gold_350k_wood_20k_goal.tres" id="5_or88d"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/goals/gold_2M_food_200k_wood_200k_goal.tres" id="6_alchemy"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/goals/gold_50M_food_5M_wood_5M_goal.tres" id="7_barracks"] [resource] script = ExtResource("2_84pbn") -goals = Array[ExtResource("1_6p6ue")]([ExtResource("2_xvtf2"), ExtResource("3_wb626"), ExtResource("4_3oaoj"), ExtResource("5_or88d")]) +goals = Array[ExtResource("1_6p6ue")]([ExtResource("2_xvtf2"), ExtResource("3_wb626"), ExtResource("4_3oaoj"), ExtResource("5_or88d"), ExtResource("6_alchemy"), ExtResource("7_barracks")]) diff --git a/docs/gyms/tiny_sword/prestige/prestige_buff_barracks_boost.tres b/docs/gyms/tiny_sword/prestige/prestige_buff_barracks_boost.tres new file mode 100644 index 0000000..ac21573 --- /dev/null +++ b/docs/gyms/tiny_sword/prestige/prestige_buff_barracks_boost.tres @@ -0,0 +1,13 @@ +[gd_resource type="Resource" script_class="PrestigeBuffNode" format=3] + +[ext_resource type="Script" path="res://core/prestige/prestige_buff_node.gd" id="1_script"] + +[resource] +script = ExtResource("1_script") +id = &"barracks_boost" +display_name = "Martial Prowess" +description = "Permanently increases barracks unit production." +parent_ids = Array[StringName]([&"wood_boost"]) +effect_value = 2.0 +target_id = &"barracks" +cost_mantissa = 5.0 diff --git a/docs/gyms/tiny_sword/prestige/prestige_buff_catalogue.tres b/docs/gyms/tiny_sword/prestige/prestige_buff_catalogue.tres index 33ecc25..bcb946e 100644 --- a/docs/gyms/tiny_sword/prestige/prestige_buff_catalogue.tres +++ b/docs/gyms/tiny_sword/prestige/prestige_buff_catalogue.tres @@ -1,10 +1,12 @@ -[gd_resource type="Resource" script_class="PrestigeBuffCatalogue" format=3] +[gd_resource type="Resource" script_class="PrestigeBuffCatalogue" format=3 uid="uid://dpt3j1c2ndgkj"] -[ext_resource type="Script" path="res://core/prestige/prestige_buff_node.gd" id="1_node"] -[ext_resource type="Script" path="res://core/prestige/prestige_buff_catalogue.gd" id="2_cat"] -[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_gold_boost.tres" id="3_gold"] -[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_farm_boost.tres" id="4_farm"] +[ext_resource type="Script" uid="uid://mjyig8xlgki0" path="res://core/prestige/prestige_buff_node.gd" id="1_node"] +[ext_resource type="Script" uid="uid://bjcvnyh2bc6l5" path="res://core/prestige/prestige_buff_catalogue.gd" id="2_cat"] +[ext_resource type="Resource" uid="uid://vl3ot4t876pc" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_gold_boost.tres" id="3_gold"] +[ext_resource type="Resource" uid="uid://cvogxo0msis2w" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_farm_boost.tres" id="4_farm"] +[ext_resource type="Resource" uid="uid://bif136o485oqh" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_wood_boost.tres" id="5_wood"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_barracks_boost.tres" id="6_barracks"] [resource] script = ExtResource("2_cat") -nodes = Array[ExtResource("1_node")]([ExtResource("3_gold"), ExtResource("4_farm")]) +nodes = Array[ExtResource("1_node")]([ExtResource("3_gold"), ExtResource("4_farm"), ExtResource("5_wood"), ExtResource("6_barracks")]) diff --git a/docs/gyms/tiny_sword/prestige/prestige_buff_farm_boost.tres b/docs/gyms/tiny_sword/prestige/prestige_buff_farm_boost.tres index d9bd1e2..f6e0232 100644 --- a/docs/gyms/tiny_sword/prestige/prestige_buff_farm_boost.tres +++ b/docs/gyms/tiny_sword/prestige/prestige_buff_farm_boost.tres @@ -10,4 +10,5 @@ description = "Permanently increases farm food production." parent_ids = Array[StringName]([&"gold_boost"]) effect_value = 2.0 target_id = &"farm" +cost_mantissa = 2.0 x_position = 1.0 diff --git a/docs/gyms/tiny_sword/prestige/prestige_buff_graph_panel.tscn b/docs/gyms/tiny_sword/prestige/prestige_buff_graph_panel.tscn index f05637f..433824f 100644 --- a/docs/gyms/tiny_sword/prestige/prestige_buff_graph_panel.tscn +++ b/docs/gyms/tiny_sword/prestige/prestige_buff_graph_panel.tscn @@ -5,9 +5,13 @@ [ext_resource type="PackedScene" uid="uid://bqk8rwia7lpbg" path="res://core/prestige/prestige_buff_graph_tile.tscn" id="3_tile"] [ext_resource type="Resource" uid="uid://vl3ot4t876pc" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_gold_boost.tres" id="4_gold"] [ext_resource type="Resource" uid="uid://cvogxo0msis2w" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_farm_boost.tres" id="5_farm"] +[ext_resource type="Resource" uid="uid://bif136o485oqh" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_wood_boost.tres" id="6_pdyju"] +[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_barracks_boost.tres" id="7_x62av"] [node name="PrestigeBuffGraphPanel" type="PanelContainer" unique_id=947835716] custom_minimum_size = Vector2(600, 400) +offset_right = 857.0 +offset_bottom = 632.0 script = ExtResource("1_panel") [node name="MarginContainer" type="MarginContainer" parent="." unique_id=829451203] @@ -56,14 +60,31 @@ script = ExtResource("2_overlay") [node name="GoldBoostTile" parent="MarginContainer/VBoxContainer/TilesArea" unique_id=756192834 instance=ExtResource("3_tile")] layout_mode = 0 +offset_top = 27.0 offset_right = 220.0 -offset_bottom = 100.0 +offset_bottom = 127.0 prestige_buff = ExtResource("4_gold") [node name="FarmBoostTile" parent="MarginContainer/VBoxContainer/TilesArea" unique_id=619283475 instance=ExtResource("3_tile")] layout_mode = 0 offset_left = 3.0 -offset_top = 121.0 +offset_top = 198.0 offset_right = 223.0 -offset_bottom = 221.0 +offset_bottom = 298.0 prestige_buff = ExtResource("5_farm") + +[node name="FarmBoostTile2" parent="MarginContainer/VBoxContainer/TilesArea" unique_id=582396224 instance=ExtResource("3_tile")] +layout_mode = 0 +offset_left = 317.0 +offset_top = 198.0 +offset_right = 537.0 +offset_bottom = 298.0 +prestige_buff = ExtResource("6_pdyju") + +[node name="FarmBoostTile3" parent="MarginContainer/VBoxContainer/TilesArea" unique_id=818264061 instance=ExtResource("3_tile")] +layout_mode = 0 +offset_left = 317.0 +offset_top = 382.0 +offset_right = 537.0 +offset_bottom = 482.0 +prestige_buff = ExtResource("7_x62av") diff --git a/docs/gyms/tiny_sword/prestige/prestige_buff_wood_boost.tres b/docs/gyms/tiny_sword/prestige/prestige_buff_wood_boost.tres index 7a07a44..be3f005 100644 --- a/docs/gyms/tiny_sword/prestige/prestige_buff_wood_boost.tres +++ b/docs/gyms/tiny_sword/prestige/prestige_buff_wood_boost.tres @@ -10,3 +10,4 @@ description = "Permanently increases forestry production." parent_ids = Array[StringName]([&"farm_boost"]) effect_value = 2.0 target_id = &"forestry" +cost_mantissa = 3.0 diff --git a/docs/gyms/tiny_sword/prestige/primary_prestige.tres b/docs/gyms/tiny_sword/prestige/primary_prestige.tres index 60e81a8..1672959 100644 --- a/docs/gyms/tiny_sword/prestige/primary_prestige.tres +++ b/docs/gyms/tiny_sword/prestige/primary_prestige.tres @@ -6,4 +6,6 @@ script = ExtResource("1_3tg3a") id = &"ascension" prestige_currency_id = &"ascension" -basis = 3 +source_currency_id = &"gold" +basis = 1 +threshold_mantissa = 5.0 diff --git a/docs/gyms/tiny_sword/tiny_sword.tscn b/docs/gyms/tiny_sword/tiny_sword.tscn index 91b15d9..29ff855 100644 --- a/docs/gyms/tiny_sword/tiny_sword.tscn +++ b/docs/gyms/tiny_sword/tiny_sword.tscn @@ -8,7 +8,7 @@ [ext_resource type="Resource" uid="uid://cgt1mjir1v4br" path="res://docs/gyms/tiny_sword/goals/ts_goal_catalogue.tres" id="4_x77df"] [ext_resource type="Resource" uid="uid://umi37hotcq8m" path="res://docs/gyms/tiny_sword/research/ts_research_catalogue.tres" id="5_v0pty"] [ext_resource type="Script" uid="uid://srkiu4qe8s2m" path="res://core/prestige/prestige_manager.gd" id="5_x77df"] -[ext_resource type="Resource" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_catalogue.tres" id="6_asc"] +[ext_resource type="Resource" uid="uid://dpt3j1c2ndgkj" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_catalogue.tres" id="6_asc"] [ext_resource type="Resource" uid="uid://dwmfvmusfskk6" path="res://docs/gyms/tiny_sword/prestige/primary_prestige.tres" id="6_xnhlc"] [ext_resource type="PackedScene" path="res://docs/gyms/tiny_sword/currency_panel.tscn" id="9_cpnl"] [ext_resource type="PackedScene" uid="uid://djedqovgngrx5" path="res://docs/gyms/tiny_sword/buildings/farm/farm.tscn" id="10_1lv5i"] @@ -17,6 +17,8 @@ [ext_resource type="PackedScene" uid="uid://bf8lqbexvnx6e" path="res://docs/gyms/tiny_sword/buildings/monastery/monastery.tscn" id="13_no27p"] [ext_resource type="PackedScene" uid="uid://rejxvjwybkll" path="res://sandbox/tiny_swords/Terrain/Resources/Wood/Trees/tree_1.tscn" id="14_0cs5o"] [ext_resource type="PackedScene" uid="uid://bp5ng4vu4ot4a" path="res://docs/gyms/tiny_sword/buildings/alchemy_tower/alchemy_tower.tscn" id="14_hum8s"] +[ext_resource type="PackedScene" uid="uid://cyvijgwj6l8vg" path="res://docs/gyms/tiny_sword/buildings/barracks/barracks.tscn" id="15_barracks"] +[ext_resource type="PackedScene" uid="uid://d1cvlnd5vwjol" path="res://docs/gyms/tiny_sword/buildings/devil_idol/devil_idol.tscn" id="16_idol"] [ext_resource type="Script" uid="uid://b6systw05frh0" path="res://core/edge_scroll_camera.gd" id="17_x77df"] [ext_resource type="PackedScene" uid="uid://dprbgokqitaav" path="res://docs/gyms/tiny_sword/prestige/prestige_buff_graph_panel.tscn" id="18_pnl"] @@ -114,6 +116,12 @@ position = Vector2(105, 920) [node name="AlchemyTower" parent="LevelGameState/World" unique_id=51852160 instance=ExtResource("14_hum8s")] position = Vector2(1239, 775) +[node name="Barracks" parent="LevelGameState/World" unique_id=765432109 instance=ExtResource("15_barracks")] +position = Vector2(1597, 900) + +[node name="DevilIdol" parent="LevelGameState/World" unique_id=876543210 instance=ExtResource("16_idol")] +position = Vector2(873, 1289) + [node name="Camera2D" type="Camera2D" parent="." unique_id=1494908331] position = Vector2(5, 0) offset = Vector2(960, 540) diff --git a/tests/test_ascension.gd b/tests/test_ascension.gd index cb9ec39..0336a99 100644 --- a/tests/test_ascension.gd +++ b/tests/test_ascension.gd @@ -6,7 +6,7 @@ var _game_root: Node = null func _ready() -> void: - await run() + pass # run() is called by the test runner; avoid double-execution. func run() -> void: @@ -118,10 +118,17 @@ func _test_purchase_flow() -> void: var scene: PackedScene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn") _game_root = scene.instantiate() + + # Use a unique save path to avoid contamination from previous test runs. + var save_path: String = "user://test_ascension_%d.json" % randi() + DirAccess.remove_absolute(ProjectSettings.globalize_path(save_path)) + var gs: LevelGameState = _game_root.get_node("LevelGameState") + gs.save_file_path = save_path + add_child(_game_root) await _wait() - var gs: LevelGameState = _game_root.find_child("LevelGameState") + gs = _game_root.find_child("LevelGameState") if gs == null: print("[ERROR] LevelGameState not found") return @@ -142,9 +149,9 @@ func _test_purchase_flow() -> void: TestUtils.assert_false(gs.is_prestige_buff_unlocked(&"gold_boost"), "gold_boost starts locked") TestUtils.assert_false(gs.is_prestige_buff_unlocked(&"farm_boost"), "farm_boost starts locked") - # Check can_purchase (both are root nodes with no parents, should be purchaseable) + # gold_boost is a root node (no parents), farm_boost requires gold_boost as parent. TestUtils.assert_true(gs.can_purchase_prestige_buff(&"gold_boost"), "gold_boost is purchasable") - TestUtils.assert_true(gs.can_purchase_prestige_buff(&"farm_boost"), "farm_boost is purchasable") + TestUtils.assert_false(gs.can_purchase_prestige_buff(&"farm_boost"), "farm_boost is NOT purchasable (parent gold_boost not yet unlocked)") # Check cost var cost: BigNumber = gs.get_prestige_buff_cost(&"gold_boost") diff --git a/tests/test_goals_prestige_reset.gd b/tests/test_goals_prestige_reset.gd index 75a7d64..17c6e25 100644 --- a/tests/test_goals_prestige_reset.gd +++ b/tests/test_goals_prestige_reset.gd @@ -6,7 +6,6 @@ var _game_root: Node = null func _ready() -> void: if not Engine.is_editor_hint(): test_goals_prestige_reset() - get_tree().quit() func test_goals_prestige_reset() -> void: print("\n=== TEST: Goals Prestige Reset ===\n") @@ -15,6 +14,13 @@ func test_goals_prestige_reset() -> void: # Load the tiny_sword scene directly var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn") _game_root = scene.instantiate() + + # Use a unique save path to avoid contaminating the real game's save. + var save_path: String = "user://test_goals_prestige_%d.json" % randi() + DirAccess.remove_absolute(ProjectSettings.globalize_path(save_path)) + var gs: LevelGameState = _game_root.get_node("LevelGameState") + gs.save_file_path = save_path + add_child(_game_root) print("[TARGET] children_after_load: %d" % get_child_count()) diff --git a/tests/test_gold_mine_click.gd b/tests/test_gold_mine_click.gd index 8c64b7c..ac1528c 100644 --- a/tests/test_gold_mine_click.gd +++ b/tests/test_gold_mine_click.gd @@ -5,8 +5,7 @@ var failed: int = 0 var _game_root: Node = null func _ready(): - await run() - # Don't quit here - let test_runner handle it + pass # run() is called by the test runner; avoid double-execution. func run(): print("\n=== TEST: Gold Mine Click ===\n") @@ -15,34 +14,62 @@ func run(): # Load tiny_sword scene var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn") _game_root = scene.instantiate() + + # Use a unique save path to avoid contamination from previous test runs. + var save_path: String = "user://test_gold_mine_%d.json" % randi() + DirAccess.remove_absolute(ProjectSettings.globalize_path(save_path)) + var gs: LevelGameState = _game_root.get_node("LevelGameState") + gs.save_file_path = save_path + add_child(_game_root) await _wait() var game_state: LevelGameState = _game_root.find_child("LevelGameState") - var gold_mine = _game_root.find_child("GoldMine") as CurrencyGenerator + var gold_mine_node: Node = _game_root.find_child("GoldMine") if game_state == null: print("[ERROR] LevelGameState not found") _print_summary() return - if gold_mine == null: + if gold_mine_node == null: print("[ERROR] GoldMine node not found") _print_summary() return - # Record initial gold - var initial_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold") + var gold_mine: CurrencyGenerator = gold_mine_node.find_child("CurrencyGenerator") as CurrencyGenerator + if gold_mine == null: + print("[ERROR] CurrencyGenerator not found under GoldMine") + _print_summary() + return + + # Verify game_state is reachable and generator is available + TestUtils.assert_not_null(gold_mine.game_state, "game_state is not null") + TestUtils.assert_true(gold_mine.is_available_to_player(), "Gold Mine is available to player") + + # Record initial gold (copy to avoid BigNumber reference sharing) + var initial_gold: BigNumber = BigNumber.new( + game_state.get_currency_amount_by_id(&"gold").mantissa, + game_state.get_currency_amount_by_id(&"gold").exponent + ) print("[TARGET] initial_gold: %s" % initial_gold.to_string_suffix(2)) + # Temporarily set press_buys_generator to false so _on_pressed grants click currency + # (Gold Mine defaults to true which would try to buy with workers instead) + var original_press_buys: bool = gold_mine.press_buys_generator + gold_mine.press_buys_generator = false + # Simulate clicking the generator gold_mine._on_pressed() await _wait() - # Validate gold increased - var final_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold") + # Validate gold increased (copy to avoid BigNumber reference sharing) + var final_gold: BigNumber = BigNumber.new( + game_state.get_currency_amount_by_id(&"gold").mantissa, + game_state.get_currency_amount_by_id(&"gold").exponent + ) print("[TARGET] final_gold: %s" % final_gold.to_string_suffix(2)) TestUtils.assert_greater_than( diff --git a/tests/test_prestige.gd b/tests/test_prestige.gd index 0569763..1df11f0 100644 --- a/tests/test_prestige.gd +++ b/tests/test_prestige.gd @@ -5,9 +5,7 @@ var failed: int = 0 var _game_root: Node = null func _ready(): - await run() - # Let test_runner handle exit - pass + pass # run() is called by the test runner; avoid double-execution. func run(): print("\n=== TEST: Prestige Mechanics ===\n") @@ -15,6 +13,13 @@ func run(): var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn") _game_root = scene.instantiate() + + # Use a unique save path to avoid contaminating the real game's save. + var save_path: String = "user://test_prestige_%d.json" % randi() + DirAccess.remove_absolute(ProjectSettings.globalize_path(save_path)) + var gs: LevelGameState = _game_root.get_node("LevelGameState") + gs.save_file_path = save_path + add_child(_game_root) await _wait()