systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content. Key changes: - Prestige: node-based buff tech tree, graph panel, progress bar - Research: multi-worker system, per-generator research, xp generation - Ascension: meta-currency layer via multi-currency prestige resets - Buffs: refactored as generator-independent via catalogues - UI: currency panel, edge-scrolling camera + zoom, current-goal panel - Alchemy Tower: crafting building with recipe/cost system - Testing: 7 test suites (ascension, prestige, research, goals) - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
This commit was merged in pull request #1.
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@@ -195,6 +195,16 @@ func get_ratio(target: BigNumber) -> float:
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static func from_float(val: float) -> BigNumber:
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return BigNumber.new(val, 0)
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## Converts this BigNumber to a standard float. Returns INF or 0.0 for extreme values.
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func to_float() -> float:
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if mantissa <= 0.0:
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return 0.0
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if exponent > 308:
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return INF
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if exponent < -308:
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return 0.0
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return mantissa * pow(10.0, float(exponent))
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## Outputs a UI-friendly string (e.g., "1.50e12")
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func to_string_sci(decimals: int = 2) -> String:
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if exponent < 3:
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