Add currency database, cleanup legacy system

This commit is contained in:
2026-03-14 17:20:22 +01:00
parent 6da962a53d
commit 7b58c36414
20 changed files with 353 additions and 222 deletions

View File

@@ -3,20 +3,20 @@
"goals": [
{
"id": "first_goal",
"target_generator_id": "Gems",
"target_generator_id": "Knowledge",
"requirements": [
{
"currency": "gold",
"currency": "magic",
"amount": { "m": 30, "e": 0 }
}
]
},
{
"id": "second_goal",
"target_generator_id": "Gems",
"target_generator_id": "Wood",
"requirements": [
{
"currency": "gold",
"currency": "magic",
"amount": { "m": 1.3, "e": 3 }
}
]

View File

@@ -29,11 +29,19 @@ func _ready() -> void:
_collect_known_generator_ids()
_load_goals()
GameState.currency_changed.connect(_on_currency_changed)
GameState.generator_state_changed.connect(_on_generator_state_changed)
_evaluate_all_goals()
_evaluate_all_goals.call_deferred()
func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
_evaluate_all_goals()
func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -> void:
var generator_key: String = String(generator_id)
if not generator_key.is_empty():
_known_generator_ids[generator_key] = true
_evaluate_all_goals()
func _evaluate_all_goals() -> void:
if _goals.is_empty():
return
@@ -185,7 +193,9 @@ func _get_total_currency_amount(currency_id: StringName) -> BigNumber:
func _collect_known_generator_ids() -> void:
_known_generator_ids.clear()
var generator_nodes: Array[Node] = find_children("*", "CurrencyGenerator", true, false)
var scene_root: Node = get_tree().current_scene
var search_root: Node = scene_root if scene_root != null else self
var generator_nodes: Array[Node] = search_root.find_children("*", "CurrencyGenerator", true, false)
for generator_node in generator_nodes:
var generator: CurrencyGenerator = generator_node as CurrencyGenerator
if generator == null:

View File

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