Minor improvements
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@@ -154,8 +154,12 @@ func can_buy(amount: int = 1) -> bool:
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if not is_available_to_player():
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return false
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var purchase_currency_id: StringName = get_purchase_currency_id()
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if purchase_currency_id == &"":
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return false
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var cost: BigNumber = get_cost_for_amount(amount)
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var current: BigNumber = _get_currency_amount()
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var current: BigNumber = _get_currency_amount_by_id(purchase_currency_id)
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return current.is_greater_than(cost) or current.is_equal_to(cost)
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## Attempts to buy `amount` units and emits purchase success/failure signals.
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@@ -164,11 +168,14 @@ func buy(amount: int = 1) -> bool:
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return false
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if not is_available_to_player():
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return false
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var purchase_currency_id: StringName = get_purchase_currency_id()
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if purchase_currency_id == &"":
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return false
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var safe_amount: int = maxi(amount, 1)
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var total_cost: BigNumber = get_cost_for_amount(safe_amount)
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if not _spend_currency(total_cost):
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purchase_failed.emit(safe_amount, total_cost, _get_currency_amount())
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if not _spend_currency_by_id(purchase_currency_id, total_cost):
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purchase_failed.emit(safe_amount, total_cost, _get_currency_amount_by_id(purchase_currency_id))
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return false
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owned += safe_amount
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@@ -182,8 +189,11 @@ func buy_max() -> int:
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return 0
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if not is_available_to_player():
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return 0
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var purchase_currency_id: StringName = get_purchase_currency_id()
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if purchase_currency_id == &"":
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return 0
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var available_currency: float = _big_number_to_float(_get_currency_amount())
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var available_currency: float = _big_number_to_float(_get_currency_amount_by_id(purchase_currency_id))
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var estimated_max: int = data.max_affordable(owned, available_currency)
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if estimated_max <= 0:
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return 0
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@@ -368,6 +378,13 @@ func get_generator_id() -> StringName:
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func get_currency_id() -> StringName:
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return GameState.get_currency_id(currency)
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func get_purchase_currency_id() -> StringName:
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var purchase_currency: Currency = _resolve_purchase_currency()
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if purchase_currency == null:
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return &""
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return GameState.get_currency_id(purchase_currency)
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## True when the generator is both unlocked and available.
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func is_available_to_player() -> bool:
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return is_unlocked and is_available
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@@ -406,6 +423,12 @@ func _get_currency_amount() -> BigNumber:
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return BigNumber.from_float(0.0)
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return GameState.get_currency_amount(currency)
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func _get_currency_amount_by_id(currency_id: StringName) -> BigNumber:
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if currency_id == &"":
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return BigNumber.from_float(0.0)
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return GameState.get_currency_amount_by_id(currency_id)
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## Safely converts finite float values into BigNumber costs.
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func _float_to_big_number(value: float) -> BigNumber:
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if value <= 0.0:
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@@ -439,6 +462,12 @@ func _resolve_buff_cost_currency_id(buff: GeneratorBuffData) -> StringName:
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return GameState.get_currency_id(cost_currency)
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func _resolve_purchase_currency() -> Currency:
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if data != null and data.purchase_currency != null:
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return data.purchase_currency
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return currency
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func _resolve_buff_target_currency_id(buff: GeneratorBuffData) -> StringName:
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if buff == null:
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return &""
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@@ -501,7 +530,12 @@ func _ensure_registered() -> void:
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if _generator_id == &"":
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return
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GameState.register_generator(_generator_id, _default_unlocked_state(), _default_available_state())
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GameState.register_generator(
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_generator_id,
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_default_unlocked_state(),
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_default_available_state(),
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_default_owned_state()
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)
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_register_buffs()
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_is_registered = true
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@@ -580,6 +614,11 @@ func _default_available_state() -> bool:
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return false
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return data.starts_available
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func _default_owned_state() -> int:
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if data == null:
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return 0
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return maxi(data.initial_owned, 0)
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## Area2D callback: pointer entered generator interaction region.
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func _on_area_2d_mouse_entered() -> void:
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_mouse_entered = true
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