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

@@ -12,15 +12,10 @@ config_version=5
config/name="Idles"
config/version="0.0.1"
run/main_scene="uid://dadeowsvaywpp"
config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
CurrencyDatabase="*res://core/currency_database.gd"
GameState="*uid://d2j7tvlgxr2jp"
PrestigeManager="*res://core/prestige/prestige_manager.gd"
[display]
window/size/viewport_width=1920