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

@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="Currency" format=3 uid="uid://bfrb0ayrljac2"]
[ext_resource type="Texture2D" uid="uid://d3nymghus6x3" path="res://sandbox/tiny_swords/UI Elements/UI Elements/Icons/Icon_03.png" id="1_icon"]
[ext_resource type="Script" uid="uid://dtgqjf3bl7pm8" path="res://core/currency/currency.gd" id="2_script"]
[resource]
script = ExtResource("2_script")
id = &"ascension"
display_name = "Ascension"
icon = ExtResource("1_icon")
metadata/_custom_type_script = "uid://dtgqjf3bl7pm8"