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
commit 81a4058b04
242 changed files with 11226 additions and 2242 deletions

View File

@@ -24,7 +24,7 @@ signal goal_achieved(generator_id: StringName, goal_id: StringName)
const HUGE_COST_EXPONENT: int = 1000000
## Currency target updated by this generator.
@export var currency: Resource
@export var currency: Currency
## Data resource containing balancing values and defaults (required).
@export var data: CurrencyGeneratorData
## Enables per-cycle automatic production when true.
@@ -37,49 +37,52 @@ const HUGE_COST_EXPONENT: int = 1000000
@export var run_multiplier: float = 1.0
## Reference to generator UI
@onready var info_generator_container: GeneratorPanel = $GeneratorPanel
@export var info_generator_container: GeneratorPanel
## True while the pointer is inside the generator Area2D.
var _mouse_entered: bool = false
## Time left until next click/hover grant is allowed.
var _remaining_click_cooldown_seconds: float = 0.0
## Reference to LevelGameState instance.
@onready var game_state: LevelGameState = find_parent("LevelGameState")
## Number of currently owned generators.
## Backed by GameState via this generator's resolved id.
## Backed by LevelGameState via this generator's resolved id.
var owned: int:
get:
_ensure_registered()
return GameState.get_generator_owned(_generator_id)
return game_state.get_generator_owned(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_owned(_generator_id, value)
game_state.set_generator_owned(_generator_id, value)
## Lifetime purchased generators (does not decrease if ownership drops).
var purchased_count: int:
get:
_ensure_registered()
return GameState.get_generator_purchased_count(_generator_id)
return game_state.get_generator_purchased_count(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_purchased_count(_generator_id, value)
game_state.set_generator_purchased_count(_generator_id, value)
## Whether this generator is unlocked for the player.
var is_unlocked: bool:
get:
_ensure_registered()
return GameState.is_generator_unlocked(_generator_id)
return game_state.is_generator_unlocked(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_unlocked(_generator_id, value)
game_state.set_generator_unlocked(_generator_id, value)
## Whether this unlocked generator is currently visible/usable to the player.
var is_available: bool:
get:
_ensure_registered()
return GameState.is_generator_available(_generator_id)
return game_state.is_generator_available(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_available(_generator_id, value)
game_state.set_generator_available(_generator_id, value)
## Accumulated elapsed time toward the next automatic production cycle.
var cycle_progress_seconds: float = 0.0
@@ -96,12 +99,15 @@ func _ready() -> void:
assert(data != null, "Data cannot be null")
_generator_id = _resolve_generator_id()
#_ensure_registered()
cycle_progress_seconds = 0.0
GameState.currency_changed.connect(_on_currency_changed)
GameState.generator_state_changed.connect(_on_generated_state_changed)
_evaluate_generator_unlock_goal(false)
if game_state:
game_state.currency_changed.connect(_on_currency_changed)
game_state.generator_state_changed.connect(_on_generated_state_changed)
game_state.goal_completed.connect(_on_goal_completed)
# 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:
@@ -137,6 +143,23 @@ func _grant_cycle_income(cycle_count: int) -> void:
var produced: BigNumber = BigNumber.from_float(per_cycle).multiply(BigNumber.from_float(float(cycle_count)))
_add_currency(produced)
production_tick.emit(produced, cycle_count, owned)
if data != null and data.research_data != null:
if not _is_research_active(data.research_data.id):
return
var research_workers: int = game_state.get_research_workers()
if research_workers < data.research_data.min_workers_for_xp:
return
var amount_float: float = produced.mantissa * pow(10.0, float(produced.exponent))
var base_xp: BigNumber = BigNumber.from_float(data.research_data.xp_per_currency_produced * amount_float)
var worker_multiplier: float = 1.0 + (float(research_workers) * data.research_data.worker_scaling_factor)
var scaled_xp: BigNumber = base_xp.multiply(BigNumber.from_float(worker_multiplier))
if game_state != null and scaled_xp.mantissa > 0.0:
game_state.add_research_xp(data.research_data.id, scaled_xp)
## Convenience helper for the next single-unit purchase cost.
func get_next_cost() -> BigNumber:
@@ -195,7 +218,7 @@ func buy_max() -> int:
if purchase_currency_id == &"":
return 0
var available_currency: float = _big_number_to_float(_get_currency_amount_by_id(purchase_currency_id))
var available_currency: float = _get_currency_amount_by_id(purchase_currency_id).to_float()
var estimated_max: int = data.max_affordable(owned, available_currency)
if estimated_max <= 0:
return 0
@@ -219,18 +242,27 @@ func buy_max() -> int:
func get_buffs() -> Array[GeneratorBuffData]:
if data == null:
return []
return data.buffs
if game_state == null:
return []
return game_state.get_buffs_for_generator(_generator_id)
func get_buff_level(buff_id: StringName) -> int:
_ensure_registered()
return GameState.get_generator_buff_level(_generator_id, buff_id)
if game_state == null:
return 0
return game_state.get_buff_level(buff_id)
func is_buff_unlocked(buff_id: StringName) -> bool:
_ensure_registered()
return GameState.is_generator_buff_unlocked(_generator_id, buff_id)
if game_state == null:
return false
return game_state.is_buff_unlocked(buff_id)
func get_buff_cost(buff_id: StringName) -> BigNumber:
var buff: GeneratorBuffData = _find_buff(buff_id)
if game_state == null:
return BigNumber.from_float(0.0)
var buff: GeneratorBuffData = game_state.get_buff(buff_id)
if buff == null:
return BigNumber.from_float(0.0)
if not is_buff_unlocked(buff.id):
@@ -240,7 +272,10 @@ func get_buff_cost(buff_id: StringName) -> BigNumber:
return buff.get_cost_for_level(level)
func get_buff_cost_currency_id(buff_id: StringName) -> StringName:
var buff: GeneratorBuffData = _find_buff(buff_id)
if game_state == null:
return &""
var buff: GeneratorBuffData = game_state.get_buff(buff_id)
if buff == null:
return &""
return _resolve_buff_cost_currency_id(buff)
@@ -249,7 +284,10 @@ func can_buy_buff(buff_id: StringName) -> bool:
if not is_available_to_player():
return false
var buff: GeneratorBuffData = _find_buff(buff_id)
if game_state == null:
return false
var buff: GeneratorBuffData = game_state.get_buff(buff_id)
if buff == null:
return false
@@ -265,21 +303,24 @@ func can_buy_buff(buff_id: StringName) -> bool:
return false
var cost: BigNumber = buff.get_cost_for_level(current_level)
var current_amount: BigNumber = GameState.get_currency_amount_by_id(cost_currency_id)
var current_amount: BigNumber = game_state.get_currency_amount_by_id(cost_currency_id)
return current_amount.is_greater_than(cost) or current_amount.is_equal_to(cost)
func buy_buff(buff_id: StringName) -> bool:
if not is_available_to_player():
return false
var buff: GeneratorBuffData = _find_buff(buff_id)
if game_state == null:
return false
var buff: GeneratorBuffData = game_state.get_buff(buff_id)
if buff == null:
return false
if not is_buff_unlocked(buff.id):
if not game_state.is_buff_unlocked(buff.id):
return false
var current_level: int = get_buff_level(buff.id)
var current_level: int = game_state.get_buff_level(buff.id)
if not buff.can_purchase_next_level(current_level):
return false
@@ -293,25 +334,58 @@ func buy_buff(buff_id: StringName) -> bool:
return false
var next_level: int = current_level + 1
GameState.set_generator_buff_level(_generator_id, buff.id, next_level)
game_state.set_buff_level(buff.id, next_level)
_apply_resource_purchase_buff(buff, next_level)
buff_purchased.emit(buff.id, next_level, cost, cost_currency_id)
return true
func is_buff_maxed(buff_id: StringName) -> bool:
var buff: GeneratorBuffData = _find_buff(buff_id)
if game_state == null:
return true
var buff: GeneratorBuffData = game_state.get_buff(buff_id)
if buff == null:
return true
if not is_buff_unlocked(buff.id):
if not game_state.is_buff_unlocked(buff.id):
return false
return not buff.can_purchase_next_level(get_buff_level(buff.id))
return not buff.can_purchase_next_level(game_state.get_buff_level(buff.id))
func get_automatic_production_multiplier() -> float:
return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.AUTO_PRODUCTION_MULTIPLIER)
func get_effective_auto_run_multiplier() -> float:
return run_multiplier * get_automatic_production_multiplier() * _get_prestige_multiplier()
return run_multiplier * get_research_multiplier() * get_automatic_production_multiplier() * _get_prestige_buff_production_multiplier()
func get_research_multiplier() -> float:
if data == null or data.research_data == null:
return 1.0
if game_state == null:
return 1.0
return game_state.get_research_multiplier(data.research_data.id)
func _is_research_active(research_id: StringName) -> bool:
if game_state == null:
return true
var research_panel: Node = null
var parent: Node = get_parent()
while parent != null and parent != game_state.get_tree().root:
if parent.has_method("is_research_active"):
research_panel = parent
break
parent = parent.get_parent()
if research_panel == null:
research_panel = game_state.find_child("ResearchPanel", true, false)
if research_panel == null:
return true
if research_panel.has_method("is_research_active"):
return research_panel.is_research_active(research_id)
return true
func reset_runtime_state_for_prestige() -> void:
_is_registered = false
@@ -319,8 +393,6 @@ func reset_runtime_state_for_prestige() -> void:
cycle_progress_seconds = 0.0
_remaining_click_cooldown_seconds = 0.0
_ensure_registered()
_evaluate_generator_unlock_goal(false)
_evaluate_buff_unlock_goals()
visible = is_available_to_player()
func get_manual_click_multiplier() -> float:
@@ -359,9 +431,30 @@ func _try_grant_click_currency() -> void:
if _remaining_click_cooldown_seconds > 0.0:
return
_add_currency(_get_click_value())
var click_value: BigNumber = _get_click_value()
_add_currency(click_value)
_remaining_click_cooldown_seconds = _get_click_cooldown_seconds()
# Grant research XP for manual clicks
if data.research_data != null and click_value.mantissa > 0.0:
if not _is_research_active(data.research_data.id):
return
var research_workers: int = game_state.get_research_workers()
if research_workers < data.research_data.min_workers_for_xp:
return
var amount_float: float = click_value.mantissa * pow(10.0, float(click_value.exponent))
var base_xp: BigNumber = BigNumber.from_float(data.research_data.xp_per_currency_produced * amount_float)
var worker_multiplier: float = 1.0 + (float(research_workers) * data.research_data.worker_scaling_factor)
var scaled_xp: BigNumber = base_xp.multiply(BigNumber.from_float(worker_multiplier))
if game_state != null and scaled_xp.mantissa > 0.0:
game_state.add_research_xp(data.research_data.id, scaled_xp)
## Resolves click reward from data.
func _get_click_value() -> BigNumber:
if data == null:
@@ -384,20 +477,10 @@ func _get_click_cooldown_seconds() -> float:
func _grants_click_while_hovering() -> bool:
return grants_click_while_hovering
func _get_prestige_multiplier() -> float:
var manager: PrestigeManager = get_node_or_null("/root/PrestigeManager")
if manager == null:
func _get_prestige_buff_production_multiplier() -> float:
if game_state == null:
return 1.0
if not manager.get_total_multiplier():
return 1.0
var raw_multiplier: Variant = manager.get_total_multiplier()
if raw_multiplier is float:
return maxf(raw_multiplier, 0.0)
if raw_multiplier is int:
return maxf(float(raw_multiplier), 0.0)
return 1.0
return game_state.get_prestige_buff_multiplier(PrestigeBuffNode.EffectType.CURRENCY_PRODUCTION_MULTIPLIER, _generator_id)
## Returns this generator's resolved state id.
func get_generator_id() -> StringName:
@@ -406,14 +489,16 @@ func get_generator_id() -> StringName:
## Returns the configured currency id.
func get_currency_id() -> StringName:
return GameState.get_currency_id(currency)
if game_state == null:
return &""
return game_state.get_currency_id(currency)
func get_purchase_currency_id() -> StringName:
var purchase_currency: Currency = _resolve_purchase_currency()
if purchase_currency == null:
return &""
return GameState.get_currency_id(purchase_currency)
return game_state.get_currency_id(purchase_currency)
## True when the generator is both unlocked and available.
func is_available_to_player() -> bool:
@@ -425,13 +510,17 @@ func _add_currency(amount: BigNumber) -> void:
push_error("CurrencyGenerator '%s' cannot add currency: currency resource is null." % String(name))
return
GameState.add_currency(currency, amount)
if game_state == null:
return
game_state.add_currency(currency, amount)
func _add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void:
if currency_id == &"":
return
GameState.add_currency_by_id(currency_id, amount)
if game_state == null:
return
game_state.add_currency_by_id(currency_id, amount)
## Attempts to spend target currency; returns false when insufficient.
func _spend_currency(cost: BigNumber) -> bool:
@@ -439,25 +528,33 @@ func _spend_currency(cost: BigNumber) -> bool:
push_error("CurrencyGenerator '%s' cannot spend currency: currency resource is null." % String(name))
return false
return GameState.spend_currency(currency, cost)
if game_state == null:
return false
return game_state.spend_currency(currency, cost)
func _spend_currency_by_id(currency_id: StringName, cost: BigNumber) -> bool:
if currency_id == &"":
return false
return GameState.spend_currency_by_id(currency_id, cost)
if game_state == null:
return false
return game_state.spend_currency_by_id(currency_id, cost)
## Returns the current amount for the configured currency type.
func _get_currency_amount() -> BigNumber:
if currency == null:
return BigNumber.from_float(0.0)
return GameState.get_currency_amount(currency)
if game_state == null:
return BigNumber.from_float(0.0)
return game_state.get_currency_amount(currency)
func _get_currency_amount_by_id(currency_id: StringName) -> BigNumber:
if currency_id == &"":
return BigNumber.from_float(0.0)
return GameState.get_currency_amount_by_id(currency_id)
if game_state == null:
return BigNumber.from_float(0.0)
return game_state.get_currency_amount_by_id(currency_id)
## Safely converts finite float values into BigNumber costs.
func _float_to_big_number(value: float) -> BigNumber:
@@ -468,29 +565,19 @@ func _float_to_big_number(value: float) -> BigNumber:
return BigNumber.from_float(value)
## Converts BigNumber to float for approximate estimate math.
func _big_number_to_float(value: BigNumber) -> float:
if value.mantissa <= 0.0:
return 0.0
if value.exponent > 308:
return INF
if value.exponent < -308:
return 0.0
return value.mantissa * pow(10.0, float(value.exponent))
func _find_buff(buff_id: StringName) -> GeneratorBuffData:
if data == null:
return null
return data.find_buff(buff_id)
func _resolve_buff_cost_currency_id(buff: GeneratorBuffData) -> StringName:
if buff == null:
return &""
var cost_currency: Resource = buff.cost_currency if buff.cost_currency != null else currency
var cost_currency: Currency = buff.cost_currency if buff.cost_currency != null else currency
if cost_currency == null:
return &""
return GameState.get_currency_id(cost_currency)
if game_state == null:
return &""
return game_state.get_currency_id(cost_currency)
func _resolve_purchase_currency() -> Currency:
if data == null:
@@ -502,25 +589,18 @@ func _resolve_buff_target_currency_id(buff: GeneratorBuffData) -> StringName:
if buff == null:
return &""
var target_currency: Resource = buff.resource_target_currency if buff.resource_target_currency != null else currency
var target_currency: Currency = buff.resource_target_currency if buff.resource_target_currency != null else currency
if target_currency == null:
return &""
return GameState.get_currency_id(target_currency)
if game_state == null:
return &""
return game_state.get_currency_id(target_currency)
func _get_multiplier_for_buff_kind(kind: GeneratorBuffData.BuffKind) -> float:
var multiplier: float = 1.0
for buff in get_buffs():
if buff == null:
continue
if buff.kind != kind:
continue
if not is_buff_unlocked(buff.id):
continue
multiplier *= buff.get_effect_multiplier(get_buff_level(buff.id))
return maxf(multiplier, 0.0)
if game_state == null:
return 1.0
return game_state.get_effective_multiplier(_generator_id, kind)
func _apply_resource_purchase_buff(buff: GeneratorBuffData, level: int) -> void:
if buff == null:
@@ -550,7 +630,7 @@ func _resolve_generator_id() -> StringName:
return &"generator"
## Ensures this generator has a state entry in GameState.
## Ensures this generator has a state entry in LevelGameState.
func _ensure_registered() -> void:
if _is_registered or _is_registering:
return
@@ -560,8 +640,11 @@ func _ensure_registered() -> void:
if _generator_id == &"":
return
if game_state == null:
return
_is_registering = true
GameState.register_generator(
game_state.register_generator(
_generator_id,
_default_unlocked_state(),
_default_available_state(),
@@ -572,6 +655,9 @@ func _ensure_registered() -> void:
_is_registering = false
func _register_buffs() -> void:
if game_state == null:
return
for buff in get_buffs():
if buff == null:
continue
@@ -581,58 +667,34 @@ func _register_buffs() -> void:
continue
var buff_id: StringName = StringName(buff_id_text)
GameState.register_generator_buff(_generator_id, buff_id, 0)
var persisted_level: int = GameState.get_generator_buff_level(_generator_id, buff_id)
var starts_unlocked: bool = buff.unlocked or persisted_level > 0
GameState.register_generator_buff_unlocked(_generator_id, buff_id, starts_unlocked)
game_state.register_buff(buff)
if not game_state.is_buff_unlocked(buff_id):
var persisted_level: int = game_state.get_buff_level(buff_id)
var starts_unlocked: bool = buff.unlocked or persisted_level > 0
game_state.set_buff_unlocked(buff_id, starts_unlocked)
_evaluate_buff_unlock_goals()
func _evaluate_buff_unlock_goals() -> void:
for buff in get_buffs():
_try_unlock_buff_from_goal(buff)
func _try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void:
if buff == null:
return
var buff_id_text: String = String(buff.id).strip_edges()
if buff_id_text.is_empty():
return
var buff_id: StringName = StringName(buff_id_text)
if GameState.is_generator_buff_unlocked(_generator_id, buff_id):
return
if not buff.has_unlock_goal():
return
if not buff.is_unlock_goal_met():
return
GameState.set_generator_buff_unlocked(_generator_id, buff_id, true)
game_state.try_unlock_buff_from_goal(buff)
func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
_evaluate_generator_unlock_goal(false)
_evaluate_buff_unlock_goals()
if game_state == null:
return
game_state.evaluate_all_goals()
func try_unlock_from_goal() -> bool:
return _evaluate_generator_unlock_goal(true)
func _evaluate_generator_unlock_goal(allow_manual_unlock: bool) -> bool:
if data == null:
return false
func _on_goal_completed(goal_id: StringName) -> void:
if data == null or not data.has_unlock_goal():
return
if data.get_unlock_goal_id() != goal_id:
return
if is_available_to_player():
return false
if not data.has_unlock_goal():
return false
if not data.unlocks_automatically_from_goal() and not allow_manual_unlock:
return false
if not data.is_unlock_goal_met():
return false
return
GameState.set_generator_unlocked(_generator_id, true)
GameState.set_generator_available(_generator_id, true)
goal_achieved.emit(_generator_id, data.get_unlock_goal_id())
return true
if game_state == null:
return
game_state.set_generator_unlocked(_generator_id, true)
game_state.set_generator_available(_generator_id, true)
goal_achieved.emit(_generator_id, goal_id)
_on_generated_state_changed(_generator_id, game_state._get_generator_state(_generator_id))
## Default unlocked state loaded from generator data.
func _default_unlocked_state() -> bool:
@@ -665,3 +727,5 @@ func _on_area_2d_mouse_exited() -> void:
func _on_generated_state_changed(generator_id: StringName, _state: Dictionary) -> void:
if generator_id == _generator_id:
visible = is_available_to_player()
if info_generator_container != null:
info_generator_container._refresh_generator_ui()