Update READMEs
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core/README.md
135
core/README.md
@@ -37,6 +37,141 @@ core/
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4. **Goal Check**: Currency changed → goals evaluated → buffs unlocked
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5. **Save**: `LevelGameState.save_game()` → JSON to `user://level_save.json`
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## Production Multiplier Chain
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All multipliers compose multiplicatively from callee to caller. The entry point is
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`_grant_cycle_income()` in `CurrencyGenerator`.
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### Entry: `CurrencyGenerator._grant_cycle_income()` (`currency_generator.gd:134`)
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```
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var effective = get_effective_auto_run_multiplier()
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var per_cycle = data.production_per_cycle(owned, effective, purchased_count)
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var produced = per_cycle × cycle_count
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```
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### Layer 1 — `CurrencyGeneratorData.production_per_cycle()` (`currency_generator_data.gd:117`)
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```
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production_per_cycle = initial_productivity × owned × run_multiplier × milestone_mult × purchased_mult
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```
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| Sub-multiplier | Method | Formula |
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|---|---|---|
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| **milestone_mult** | `milestone_multiplier_total(owned)` | `milestone_multiplier ^ floor(owned / milestone_step)` |
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| **purchased_mult** | `purchased_multiplier(purchased)` | `1.0 + purchased × (purchased_boost_percent / 100)` |
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### Layer 2 — `CurrencyGenerator.get_effective_auto_run_multiplier()` (`currency_generator.gd:357`)
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This is the `run_multiplier` value passed into Layer 1 above:
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```
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effective_run_multiplier = run_multiplier × research_multiplier × auto_production_buffs × prestige_multiplier
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```
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#### 2a. `run_multiplier`
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Exported `float` on the `CurrencyGenerator` node. Default `1.0`. A scene-level tweak.
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#### 2b. `research_multiplier` → `LevelGameState.get_research_multiplier(id)` (`level_game_state.gd:488`) → `ResearchData.get_multiplier_for_level(level)` (`research/research_data.gd:52`)
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```
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research_multiplier = base_multiplier + (multiplier_per_level × research_level)
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```
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Level is auto-calculated from accumulated BigNumber XP. Both constants are exports on `ResearchData`.
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#### 2c. `auto_production_buffs` → `LevelGameState.get_effective_multiplier(generator_id, AUTO_PRODUCTION_MULTIPLIER)` (`level_game_state.gd:441`)
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```gdscript
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# For every active buff of kind AUTO_PRODUCTION_MULTIPLIER targeting this generator:
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mult = 1.0
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for buff in buffs:
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if buff.active and buff.kind == AUTO_PRODUCTION_MULTIPLIER:
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mult *= buff.get_effect_multiplier(level)
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```
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`GeneratorBuffData.get_effect_multiplier(level)` (`generator_buff_data.gd:97`):
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```
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buff_effect = base_effect + (effect_increment × level)
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```
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Multiple buffs of the same kind stack **multiplicatively**: `∏ (base_effect_i + increment_i × level_i)`.
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#### 2d. `prestige_multiplier` → `PrestigeManager.get_total_multiplier()` (`prestige_manager.gd:107`)
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Configured via `PrestigeConfig.multiplier_mode`:
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| Mode | Formula |
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|---|---|
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| `ADDITIVE` | `base + prestige_points × multiplier_per_prestige` |
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| `MULTIPLICATIVE_POWER` | `base × (1 + multiplier_per_prestige) ^ (prestige_points ^ exponent)` |
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### Layer 3 — Production per second
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```
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production_per_second = production_per_cycle / maxf(initial_time, 0.0001)
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```
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(`currency_generator_data.gd:128`)
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### Full Formula (one production cycle)
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```
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produced = initial_productivity × owned
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# --- effective_run_multiplier ---
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× run_multiplier
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× (base_multiplier + multiplier_per_level × research_level)
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× ∏(base_effect_i + effect_increment_i × buff_level_i) [auto-production buffs]
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× prestige_multiplier [from PrestigeManager]
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# --- milestone & purchased ---
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× milestone_multiplier ^ floor(owned / milestone_step)
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× (1.0 + purchased_count × purchased_boost_percent / 100)
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```
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### Manual Click Formula (separate path)
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`_try_grant_click_currency()` (`currency_generator.gd:460`):
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```
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click_reward = (click_mantissa × 10^click_exponent) × ∏ buff_effect_i [MANUAL_CLICK_MULTIPLIER buffs]
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```
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Uses the same `get_effective_multiplier()` loop filtered to `BuffKind.MANUAL_CLICK_MULTIPLIER`.
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Research, prestige, milestone, and purchased multipliers are **not** applied to clicks.
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### Research XP Awarded (production side-effect)
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Awarded inside `_grant_cycle_income()` when the generator has an associated `ResearchData`:
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```
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base_xp = produced_currency × xp_per_currency_produced
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scaled_xp = base_xp × (1.0 + research_workers × worker_scaling_factor)
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actual_xp = scaled_xp × ∏ buff_effect_i [RESEARCH_XP_MULTIPLIER buffs]
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```
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Buff multiplier for XP is applied later in `LevelGameState.add_research_xp()`
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via `ResearchBuffCalculator.apply_buffs()` (`core/generator/research_buff_calculator.gd`).
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### Cascade Diagram
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```
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┌─────────────────────────────────┐
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│ run_multiplier (node export) │
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│ research_multiplier (XP level) │─── effective_run_multiplier ──┐
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│ auto-production buffs (∏) │ │
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│ prestige_multiplier │ │
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└─────────────────────────────────┘ │
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▼
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production_per_cycle = initial_productivity × owned × effective_run_multiplier × milestone × purchased
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│
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▼
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production_per_second = production_per_cycle / initial_time
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```
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## Save Format
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**Version**: 5
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