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 +1,146 @@
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 XP Acquisition ===\n")
TestUtils.set_test_name("research_xp_acquisition")
# Load tiny_sword scene
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")
if game_state == null:
print("[ERROR] LevelGameState not found")
_print_summary()
_test_complete = true
quit(1)
return
# Find GoldMine CurrencyGenerator
var gold_mine: CurrencyGenerator = null
var world = game_state.get_node_or_null("World")
if world:
for child in world.get_children():
if child.get_name() == "GoldMine":
for gc_child in child.get_children():
if gc_child is CurrencyGenerator:
gold_mine = gc_child
break
if gold_mine == null:
print("[ERROR] GoldMine CurrencyGenerator node not found")
_print_summary()
_test_complete = true
quit(1)
return
# Give the generator initial ownership so clicks work properly
if gold_mine.owned <= 0:
game_state.add_currency_by_id(&"worker", BigNumber.from_float(100.0))
await _wait(0.05)
gold_mine.buy(1)
await _wait(0.05)
# Get initial gold currency
var initial_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold")
print("[TARGET] initial_gold: mantissa=%s, exponent=%s" % [initial_gold.mantissa, initial_gold.exponent])
# Get initial research XP
var initial_xp: BigNumber = game_state.get_research_xp(&"gold_research")
print("[TARGET] initial_research_xp: mantissa=%s, exponent=%s" % [initial_xp.mantissa, initial_xp.exponent])
# Set press_buys_generator to false so clicks grant currency instead of buying
gold_mine.press_buys_generator = false
# Simulate clicking the generator multiple times to produce currency
var click_count: int = 5
for i in range(click_count):
gold_mine._on_pressed()
await _wait(0.1)
# Check gold increased
var final_gold: BigNumber = game_state.get_currency_amount_by_id(&"gold")
print("[TARGET] final_gold: mantissa=%s, exponent=%s" % [final_gold.mantissa, final_gold.exponent])
# Check owned count
var owned: int = gold_mine.owned
print("[TARGET] gold_mine_owned: %d" % owned)
# Validate research XP increased
var final_xp: BigNumber = game_state.get_research_xp(&"gold_research")
print("[TARGET] final_research_xp: mantissa=%s, exponent=%s" % [final_xp.mantissa, final_xp.exponent])
TestUtils.assert_true(
final_xp.is_greater_than(initial_xp),
"Research XP increased after generator clicks"
)
# Test level calculation
var level: int = game_state.get_research_level(&"gold_research")
print("[TARGET] research_level: %d" % level)
TestUtils.assert_true(
level >= 0,
"Research level is non-negative"
)
# Test research multiplier
var multiplier: float = game_state.get_research_multiplier(&"gold_research")
print("[TARGET] research_multiplier: %f" % multiplier)
TestUtils.assert_greater_than(
multiplier,
0.0,
"Research multiplier is positive"
)
# Test BigNumber XP progress calculation
var research_data: ResearchData = game_state.research_catalogue.get_research_by_id(&"gold_research")
if research_data != null:
var progress: float = research_data.get_xp_progress(final_xp)
print("[TARGET] xp_progress: %f" % progress)
TestUtils.assert_true(
progress >= 0.0 and progress <= 1.0,
"XP progress is between 0.0 and 1.0"
)
# Test level calculation with BigNumber
var calculated_level: int = research_data.get_level_for_xp(final_xp)
print("[TARGET] calculated_level: %d" % calculated_level)
TestUtils.assert_true(
calculated_level >= 0,
"Calculated level is non-negative"
)
_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