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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@@ -5,38 +5,11 @@ extends Resource
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@export var amount_mantissa: float = 0.0
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@export var amount_exponent: int = 0
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func get_currency_id() -> StringName:
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if currency == null:
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return &""
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return GameState.get_currency_id(currency)
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func get_currency() -> Currency:
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return currency
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func get_amount() -> BigNumber:
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return BigNumber.new(amount_mantissa, amount_exponent)
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func has_valid_currency() -> bool:
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var currency_id: StringName = get_currency_id()
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if currency_id == &"":
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return false
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return GameState.is_known_currency_id(currency_id)
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func has_valid_amount() -> bool:
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return get_amount().mantissa >= 0.0
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func is_valid() -> bool:
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return has_valid_currency() and has_valid_amount()
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func is_met() -> bool:
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if not is_valid():
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return false
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var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(get_currency_id())
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return not total_amount.is_less_than(get_amount())
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func get_summary_text() -> String:
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if not is_valid():
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return ""
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var currency_name: String = GameState.get_currency_name(get_currency_id())
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return "%s %s" % [get_amount().to_string_suffix(2), currency_name]
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