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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@@ -5,44 +5,44 @@ extends PanelContainer
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@onready var _pending_value: Label = $MarginContainer/VBoxContainer/StatsGrid/PendingValue
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@onready var _multiplier_value: Label = $MarginContainer/VBoxContainer/StatsGrid/MultiplierValue
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@onready var _basis_label: Label = $MarginContainer/VBoxContainer/StatsGrid/BasisValue
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@onready var _progress_bar: Node = $MarginContainer/VBoxContainer/PrestigeProgressBar
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@onready var _reset_button: Button = $MarginContainer/VBoxContainer/Buttons/ResetButton
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@onready var _save_button: Button = $MarginContainer/VBoxContainer/Buttons/SaveButton
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@onready var _confirm_dialog: ConfirmationDialog = $ConfirmDialog
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@onready var game_state: LevelGameState = find_parent("LevelGameState")
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var _is_waiting_for_confirm: bool = false
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func _ready() -> void:
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var manager: Node = _get_prestige_manager()
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if manager != null and manager.has_signal("prestige_state_changed"):
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manager.prestige_state_changed.connect(_on_prestige_state_changed)
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if manager != null and manager.has_signal("prestige_performed"):
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manager.prestige_performed.connect(_on_prestige_performed)
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if not GameState.currency_changed.is_connected(_on_currency_changed):
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GameState.currency_changed.connect(_on_currency_changed)
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game_state.ready.connect(_on_game_state_ready)
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func _on_game_state_ready() -> void:
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var manager: PrestigeManager = _get_prestige_manager()
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manager.prestige_state_changed.connect(_on_prestige_state_changed)
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manager.prestige_performed.connect(_on_prestige_performed)
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game_state.currency_changed.connect(_on_currency_changed)
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_refresh_ui()
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func _on_reset_button_pressed() -> void:
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var manager: Node = _get_prestige_manager()
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if manager == null or not manager.has_method("can_prestige"):
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var manager: PrestigeManager = _get_prestige_manager()
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if not bool(manager.can_prestige()):
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return
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if not bool(manager.call("can_prestige")):
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return
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var pending: BigNumber = manager.call("calculate_pending_gain")
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var source_currency_id: StringName = manager.call("get_source_currency_id")
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var source_currency_name: String = GameState.get_currency_name(source_currency_id)
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var pending: BigNumber = manager.calculate_pending_gain()
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var basis_label: String = String(manager.get_basis_label())
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var basis_value: BigNumber = manager.get_basis_value_for_display()
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var confirm_message: String = "Reset this run for +%s prestige?\n\nThis resets currencies, owned generators, and buff levels. Lifetime totals and prestige are kept." % pending.to_string_suffix(2)
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if not source_currency_name.is_empty():
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confirm_message = "%s\n\nBased on %s progression." % [confirm_message, source_currency_name]
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confirm_message = "%s\n\nBased on %s: %s" % [confirm_message, basis_label, basis_value.to_string_suffix(2)]
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_confirm_dialog.dialog_text = confirm_message
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_is_waiting_for_confirm = true
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_confirm_dialog.popup_centered_ratio(0.4)
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func _on_save_button_pressed() -> void:
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GameState.save_game()
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if game_state:
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game_state.save_game()
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func _on_prestige_state_changed(_total: BigNumber, _pending: BigNumber) -> void:
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_refresh_ui()
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@@ -58,33 +58,33 @@ func _on_confirm_dialog_confirmed() -> void:
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return
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_is_waiting_for_confirm = false
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var manager: Node = _get_prestige_manager()
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var manager: PrestigeManager = _get_prestige_manager()
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if manager == null:
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return
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manager.call("perform_prestige")
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manager.perform_prestige()
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func _on_confirm_dialog_canceled() -> void:
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_is_waiting_for_confirm = false
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func _refresh_ui() -> void:
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var manager: Node = _get_prestige_manager()
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var manager: PrestigeManager = _get_prestige_manager()
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if manager == null:
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visible = false
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return
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visible = true
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var total: BigNumber = manager.call("get_total_prestige")
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var pending: BigNumber = manager.call("calculate_pending_gain")
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var multiplier: float = float(manager.call("get_total_multiplier"))
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var basis_text: String = String(manager.call("get_basis_label"))
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var basis_value: BigNumber = manager.call("get_basis_value_for_display")
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var total: BigNumber = manager.get_total_prestige()
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var pending: BigNumber = manager.calculate_pending_gain()
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var multiplier: float = float(manager.get_total_multiplier())
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var basis_text: String = String(manager.get_basis_label())
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var basis_value: BigNumber = manager.get_basis_value_for_display()
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_total_value.text = total.to_string_suffix(2)
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_pending_value.text = pending.to_string_suffix(2)
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_multiplier_value.text = "x%.2f" % multiplier
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_basis_label.text = "%s (%s)" % [basis_text, basis_value.to_string_suffix(2)]
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_reset_button.disabled = not bool(manager.call("can_prestige"))
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_reset_button.disabled = not bool(manager.can_prestige())
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func _get_prestige_manager() -> Node:
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return get_node_or_null("/root/PrestigeManager")
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func _get_prestige_manager() -> PrestigeManager:
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return game_state.prestige_manager
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