Add currency database, cleanup legacy system
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@@ -3,20 +3,20 @@
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"goals": [
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{
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"id": "first_goal",
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"target_generator_id": "Gems",
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"target_generator_id": "Knowledge",
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"requirements": [
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{
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"currency": "gold",
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"currency": "magic",
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"amount": { "m": 30, "e": 0 }
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}
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]
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},
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{
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"id": "second_goal",
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"target_generator_id": "Gems",
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"target_generator_id": "Wood",
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"requirements": [
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{
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"currency": "gold",
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"currency": "magic",
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"amount": { "m": 1.3, "e": 3 }
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}
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]
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@@ -29,11 +29,19 @@ func _ready() -> void:
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_collect_known_generator_ids()
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_load_goals()
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GameState.currency_changed.connect(_on_currency_changed)
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GameState.generator_state_changed.connect(_on_generator_state_changed)
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_evaluate_all_goals()
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_evaluate_all_goals.call_deferred()
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func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
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_evaluate_all_goals()
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func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -> void:
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var generator_key: String = String(generator_id)
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if not generator_key.is_empty():
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_known_generator_ids[generator_key] = true
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_evaluate_all_goals()
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func _evaluate_all_goals() -> void:
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if _goals.is_empty():
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return
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@@ -185,7 +193,9 @@ func _get_total_currency_amount(currency_id: StringName) -> BigNumber:
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func _collect_known_generator_ids() -> void:
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_known_generator_ids.clear()
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var generator_nodes: Array[Node] = find_children("*", "CurrencyGenerator", true, false)
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var scene_root: Node = get_tree().current_scene
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var search_root: Node = scene_root if scene_root != null else self
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var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
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for generator_node in generator_nodes:
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var generator: CurrencyGenerator = generator_node as CurrencyGenerator
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if generator == null:
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@@ -37,9 +37,11 @@ const GOALS_FILE_PATH: String = "res://generator-unlock-goals/generator_unlock_g
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var _goals: Array[GoalDefinition] = []
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var _rows_by_goal_id: Dictionary = {}
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var _completed_goal_ids: Dictionary = {}
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var _known_generator_ids: Dictionary = {}
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var _warned_unknown_target_ids: Dictionary = {}
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func _ready() -> void:
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_collect_known_generator_ids()
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_load_goals()
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_build_goal_rows()
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GameState.currency_changed.connect(_on_currency_changed)
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@@ -50,7 +52,10 @@ func _ready() -> void:
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func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
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_refresh_ui()
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func _on_generator_state_changed(_generator_id: StringName, _state: Dictionary) -> void:
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func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -> void:
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var generator_key: String = String(generator_id)
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if not generator_key.is_empty():
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_known_generator_ids[generator_key] = true
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_refresh_ui()
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func _load_goals() -> void:
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@@ -183,7 +188,7 @@ func _refresh_ui() -> void:
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continue
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_refresh_goal_row(row)
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if _is_goal_completed(goal.id):
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if _is_goal_completed(goal):
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unlocked += 1
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elif _is_goal_met(goal):
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ready_to_unlock += 1
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@@ -192,9 +197,10 @@ func _refresh_ui() -> void:
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func _refresh_goal_row(row: GoalRow) -> void:
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var goal: GoalDefinition = row.goal
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var already_unlocked: bool = _is_goal_completed(goal.id)
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var already_unlocked: bool = _is_goal_completed(goal)
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var can_resolve_target: bool = _can_resolve_target(goal.target_generator_id)
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var met: bool = _is_goal_met(goal)
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var can_unlock: bool = met and not already_unlocked
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var can_unlock: bool = can_resolve_target and met and not already_unlocked
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row.requirements_label.text = _get_requirements_text(goal)
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row.button.disabled = not can_unlock
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@@ -204,6 +210,10 @@ func _refresh_goal_row(row: GoalRow) -> void:
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row.status_label.text = "Unlocked"
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return
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if not can_resolve_target:
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row.status_label.text = "Missing"
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return
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if met:
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row.status_label.text = "Ready"
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return
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@@ -217,8 +227,11 @@ func _is_goal_met(goal: GoalDefinition) -> bool:
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return false
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return true
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func _is_goal_completed(goal_id: StringName) -> bool:
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return _completed_goal_ids.get(String(goal_id), false)
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func _is_goal_completed(goal: GoalDefinition) -> bool:
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return (
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GameState.is_generator_unlocked(goal.target_generator_id)
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and GameState.is_generator_available(goal.target_generator_id)
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)
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func _on_unlock_pressed(goal_id: StringName) -> void:
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var row: GoalRow = _rows_by_goal_id.get(String(goal_id))
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@@ -226,17 +239,48 @@ func _on_unlock_pressed(goal_id: StringName) -> void:
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return
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var goal: GoalDefinition = row.goal
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if _is_goal_completed(goal.id):
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if _is_goal_completed(goal):
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return
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if not _can_resolve_target(goal.target_generator_id):
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return
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if not _is_goal_met(goal):
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return
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_completed_goal_ids[String(goal.id)] = true
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GameState.set_generator_unlocked(goal.target_generator_id, true)
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GameState.set_generator_available(goal.target_generator_id, true)
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print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.id), String(goal.target_generator_id)])
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_refresh_ui()
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func _can_resolve_target(target_generator_id: StringName) -> bool:
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var target_key: String = String(target_generator_id)
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if target_key.is_empty():
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return false
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if _known_generator_ids.has(target_key) or GameState.generator_states.has(target_key):
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return true
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if not _warned_unknown_target_ids.has(target_key):
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_warned_unknown_target_ids[target_key] = true
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push_warning("Goals debug UI target generator not found in scene/state: '%s'" % target_key)
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return false
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func _collect_known_generator_ids() -> void:
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_known_generator_ids.clear()
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var scene_root: Node = get_tree().current_scene
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var search_root: Node = scene_root if scene_root != null else self
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var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
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for generator_node in generator_nodes:
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var generator: CurrencyGenerator = generator_node as CurrencyGenerator
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if generator == null:
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continue
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var generator_key: String = String(generator.get_generator_id())
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if generator_key.is_empty():
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continue
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_known_generator_ids[generator_key] = true
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func _get_requirements_text(goal: GoalDefinition) -> String:
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var parts: Array[String] = []
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for requirement in goal.requirements:
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