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 +1,128 @@
extends SceneTree
var passed: int = 0
var failed: int = 0
var _game_root: Node = null
var _test_complete: bool = false
func _init():
print("\n=== TEST: Research Level and XP Reset After Prestige ===\n")
TestUtils.set_test_name("research_prestige_reset")
var scene = load("res://docs/gyms/tiny_sword/tiny_sword.tscn")
change_scene_to_packed(scene)
await _wait()
_game_root = root.get_child(0)
var game_state: LevelGameState = _game_root.find_child("LevelGameState")
var prestige_manager = _game_root.find_child("PrestigeManager") as PrestigeManager
if game_state == null:
print("[ERROR] LevelGameState not found")
_print_summary()
_test_complete = true
quit(1)
return
if prestige_manager == null:
print("[ERROR] PrestigeManager not found")
_print_summary()
_test_complete = true
quit(1)
return
var research_id: StringName = &"gold_research"
var initial_xp: BigNumber = game_state.get_research_xp(research_id)
var initial_level: int = game_state.get_research_level(research_id)
print("[TARGET] initial_research_xp: mantissa=%s, exponent=%s" % [initial_xp.mantissa, initial_xp.exponent])
print("[TARGET] initial_research_level: %d" % initial_level)
TestUtils.assert_equals(
0,
initial_xp.mantissa,
"Initial research XP should be 0"
)
TestUtils.assert_equals(
0,
initial_level,
"Initial research level should be 0"
)
game_state.add_currency_by_id(&"gold", BigNumber.from_float(100000.0))
game_state.add_currency_by_id(&"gems", BigNumber.from_float(100.0))
await _wait()
for i in range(10):
game_state.add_research_xp(research_id, BigNumber.from_float(500.0))
await _wait(0.05)
var pre_prestige_xp: BigNumber = game_state.get_research_xp(research_id)
var pre_prestige_level: int = game_state.get_research_level(research_id)
print("[TARGET] pre_prestige_research_xp: mantissa=%s, exponent=%s" % [pre_prestige_xp.mantissa, pre_prestige_xp.exponent])
print("[TARGET] pre_prestige_research_level: %d" % pre_prestige_level)
TestUtils.assert_true(
pre_prestige_xp.mantissa > 0,
"Research XP should be > 0 before prestige"
)
TestUtils.assert_true(
pre_prestige_level > 0,
"Research level should be > 0 before prestige"
)
var can_prestige: bool = prestige_manager.can_prestige()
print("[TARGET] can_prestige: %s" % str(can_prestige))
TestUtils.assert_true(
can_prestige,
"Should be able to prestige after accumulating currencies"
)
if can_prestige:
prestige_manager.perform_prestige()
await _wait()
var post_prestige_xp: BigNumber = game_state.get_research_xp(research_id)
var post_prestige_level: int = game_state.get_research_level(research_id)
print("[TARGET] post_prestige_research_xp: mantissa=%s, exponent=%s" % [post_prestige_xp.mantissa, post_prestige_xp.exponent])
print("[TARGET] post_prestige_research_level: %d" % post_prestige_level)
TestUtils.assert_equals(
0,
post_prestige_xp.mantissa,
"Research XP should be reset to 0 after prestige"
)
TestUtils.assert_equals(
0,
post_prestige_level,
"Research level should be reset to 0 after prestige"
)
_print_summary()
_test_complete = true
if failed == 0:
quit(0)
else:
quit(1)
func _wait(seconds: float = 0.1) -> void:
await create_timer(seconds).timeout
func _print_summary():
TestUtils.print_result()
passed = TestUtils.get_passed()
failed = TestUtils.get_failed()
func get_passed() -> int:
return passed
func get_failed() -> int:
return failed