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.
This commit is contained in:
2026-05-07 20:36:21 +00:00
parent 2743fd314a
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# Currency Module Documentation
## Overview
The `currency/` subfolder contains the data structure for defining in-game currencies.
## Files
### `currency.gd`
Defines the `Currency` class - a Resource for currency metadata.
## Currency Class
```gdscript
class_name Currency
extends Resource
@export var id: StringName = &"" # Unique identifier (e.g., &"gold")
@export var display_name: String = "" # UI-friendly name
@export var icon: Texture2D # Display icon
```
## Usage
### Defining a Currency
Create a `.tres` resource file with:
- **id**: Lowercase unique key (used internally)
- **display_name**: What players see ("Gold", "Gems")
- **icon**: Texture for UI display
Example `res://sandbox/currencies/gold.tres`:
```
[gd_resource type="Resource" script_class="Currency"]
[resource]
id = &"gold"
display_name = "Gold"
icon = ExtResource("uid://...")
```
### Accessing Currencies
Currencies are defined in a `CurrencyCatalogue` resource that holds an array of `Currency` resources.
```gdscript
# Get all known currency IDs from the catalogue
var ids: Array[StringName] = currency_catalogue.get_all_ids()
# Get currency resource by ID
var gold: Currency = currency_catalogue.get_currency_by_id(&"gold")
```
## Integration with LevelGameState
Currencies are tracked in three ways:
1. **current**: Current balance (resets on prestige)
2. **total**: Total acquired this run (resets on prestige)
3. **all_time**: Lifetime total (never resets)
```gdscript
# Add currency
level_game_state.add_currency(gold_resource, BigNumber.new(100.0, 0))
# Add by ID
level_game_state.add_currency_by_id(&"gold", BigNumber.new(100.0, 0))
# Get balance
var balance: BigNumber = level_game_state.get_currency_amount_by_id(&"gold")
# Spend currency (returns false if insufficient)
var success: bool = level_game_state.spend_currency_by_id(&"gold", BigNumber.new(50.0, 0))
# Check if currency exists
var is_valid: bool = level_game_state.is_known_currency_id(&"gems")
# Get currency resource
var gold: Currency = level_game_state.get_currency_resource(&"gold")
# Get display name
var name: String = level_game_state.get_currency_name(&"gold")
```
## CurrencyCatalogue Class
```gdscript
class_name CurrencyCatalogue
extends Resource
@export var currencies: Array[Currency] = []
func get_currency_by_id(id: StringName) -> Currency
func get_all_ids() -> Array[StringName]
```
The `CurrencyCatalogue` is a resource that holds all defined currencies and is assigned to `LevelGameState` via the `currency_catalogue` export variable.
## Signals
`LevelGameState` emits `currency_changed(currency_id: StringName, new_amount: BigNumber)` whenever a currency balance changes.
## See Also
- `core/level_game_state.gd` - Currency state management
- `core/big_number.gd` - Large number handling
- `core/currency/currency_catalogue.gd` - Currency catalogue resource
- `core/generator/currency_generator_data.gd` - Generator purchase currency
</content>
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/home/mikymod/work/jmp/idle/core/currency/README.md

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@export var id: StringName = &""
@export var display_name: String = ""
@export var icon: Texture2D
@export var always_visible: bool = false

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class_name CurrencyCatalogue
extends Resource
@export var currencies: Array[Currency] = []
func get_currency_by_id(id: StringName) -> Currency:
for currency in currencies:
if currency.id == id:
return currency
return null
func get_all_ids() -> Array[StringName]:
var ids: Array[StringName] = []
for currency in currencies:
if currency.id != &"":
ids.append(currency.id)
return ids

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## Dynamically displays all currencies from the LevelGameState catalogue as CurrencyTile widgets.
class_name CurrencyPanel
extends PanelContainer
const CURRENCY_TILE_SCENE: PackedScene = preload("res://currency_tile.tscn")
@onready var _tiles_container: VBoxContainer = $CurrencyTiles
var _game_state: LevelGameState
func _ready() -> void:
_game_state = find_parent("LevelGameState")
if _game_state == null:
push_error("CurrencyPanel: No LevelGameState found in parent hierarchy")
return
_build_currency_tiles()
_game_state.ready.connect(_on_game_state_ready)
func _build_currency_tiles() -> void:
for child in _tiles_container.get_children():
child.queue_free()
if _game_state.currency_catalogue == null:
return
for currency in _game_state.currency_catalogue.currencies:
if currency == null:
continue
var tile: CurrencyTile = CURRENCY_TILE_SCENE.instantiate()
tile.currency = currency
tile.game_state = _game_state
_tiles_container.add_child(tile)
func _on_game_state_ready() -> void:
pass

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uid://blfou5xiynxqf