Revamp goals as resources

This commit is contained in:
2026-03-19 23:46:24 +01:00
parent 3c8709c834
commit bcf228447d
25 changed files with 561 additions and 343 deletions

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@@ -56,47 +56,36 @@ not a crash.
## Data Model
## New Config File
## New Config Resources
Add a root JSON file:
- `res://generator_unlock_goals.json`
Goals are now authored as typed resources instead of JSON:
1. `res://core/goals/goal_requirement_data.gd` (`GoalRequirementData`)
2. `res://core/goals/goal_data.gd` (`GoalData`)
3. `res://core/generator-unlock-goals/generator_unlock_goal_data.gd` (`GeneratorUnlockGoalData`)
Schema (v1):
```json
{
"version": 1,
"goals": [
{
"id": "unlock_gems_generator",
"target_generator_id": "Gems",
"requirements": [
{
"currency": "gold",
"amount": { "m": 1.0, "e": 3 }
}
]
}
]
}
```
Example assets:
1. `res://idles/goals/magic_total_30.tres` (goal definition)
2. `res://idles/goals/generator_unlock_knowledge.tres` (goal target binding)
Notes:
1. `amount` uses existing `BigNumber` serialization (`m`, `e`) to avoid float precision/overflow issues.
2. `id` must be unique and stable.
3. `requirements` must contain at least one entry.
1. `GoalData.id` must be unique and stable.
2. `GoalData.requirements` must contain at least one valid `GoalRequirementData`.
3. `GoalRequirementData` stores amount as mantissa/exponent to preserve `BigNumber` semantics.
## Runtime Structures (GDScript)
Recommended internal structs/classes:
Runtime data comes from resource classes:
1. `UnlockGoalRequirement`
- `currency: GameState.CurrencyType`
- `amount: BigNumber`
2. `UnlockGoal`
1. `GoalRequirementData`
- `currency: Resource`
- `amount_mantissa: float`
- `amount_exponent: int`
2. `GoalData`
- `id: StringName`
- `requirements: Array[Resource]` (validated as `GoalRequirementData`)
3. `GeneratorUnlockGoalData`
- `target_generator_id: StringName`
- `requirements: Array[UnlockGoalRequirement]`
- `goal: Resource` (validated as `GoalData`)
No persistent `completed_goals` storage is required for v1 because completion is derived from generator unlock state.
@@ -106,7 +95,7 @@ No persistent `completed_goals` storage is required for v1 because completion is
Add a scene-level controller script (recommended name: `generator_unlock_system.gd`) responsible for:
1. Loading + validating `generator_unlock_goals.json`.
1. Loading + validating exported `GeneratorUnlockGoalData` resources.
2. Subscribing to currency change signals.
3. Evaluating pending goals.
4. Triggering generator unlock transitions.
@@ -173,7 +162,7 @@ func _evaluate_goal(goal: UnlockGoal) -> bool:
## Implementation Plan
1. Add `generator_unlock_goals.json` with initial goals.
1. Add `GoalData` and `GeneratorUnlockGoalData` resources with initial goals.
2. Implement `generator_unlock_system.gd` loader/validator/evaluator.
3. Attach unlock system to gameplay scene (`generator_museum.tscn` or current active scene).
4. Configure at least one generator as initially locked (`starts_unlocked = false`, `starts_available = false`) in its `.tres` data.

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@@ -0,0 +1,15 @@
class_name GeneratorUnlockGoalData
extends Resource
const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd")
@export var target_generator_id: StringName = &""
@export var goal: Resource
func get_goal_data() -> Resource:
if goal == null:
return null
if goal.get_script() != GOAL_DATA_SCRIPT:
return null
return goal

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@@ -0,0 +1 @@
uid://dt4df3gwr6n5m

View File

@@ -1,27 +1,19 @@
extends Node
class UnlockGoalRequirement extends RefCounted:
var currency_id: StringName
var amount: BigNumber
func _init(req_currency_id: StringName, req_amount: BigNumber) -> void:
currency_id = req_currency_id
amount = req_amount
class UnlockGoal extends RefCounted:
var id: StringName
class GeneratorUnlockGoal extends RefCounted:
var target_generator_id: StringName
var requirements: Array[UnlockGoalRequirement]
var goal: Resource
func _init(goal_id: StringName, target_id: StringName, goal_requirements: Array[UnlockGoalRequirement]) -> void:
id = goal_id
func _init(target_id: StringName, goal_data: Resource) -> void:
target_generator_id = target_id
requirements = goal_requirements
goal = goal_data
const GOALS_FILE_PATH: String = "res://idles/generator_unlock_goals.json"
const SCHEMA_VERSION: int = 1
const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd")
const GENERATOR_UNLOCK_GOAL_DATA_SCRIPT: Script = preload("res://core/generator-unlock-goals/generator_unlock_goal_data.gd")
var _goals: Array[UnlockGoal] = []
@export var goals: Array[Resource] = []
var _runtime_goals: Array[GeneratorUnlockGoal] = []
var _known_generator_ids: Dictionary = {}
var _warned_unknown_target_ids: Dictionary = {}
@@ -43,32 +35,35 @@ func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -
_evaluate_all_goals()
func _evaluate_all_goals() -> void:
if _goals.is_empty():
if _runtime_goals.is_empty():
return
for goal in _goals:
_evaluate_goal(goal)
for runtime_goal in _runtime_goals:
_evaluate_goal(runtime_goal)
func _evaluate_goal(goal: UnlockGoal) -> bool:
if _is_goal_completed(goal):
func _evaluate_goal(runtime_goal: GeneratorUnlockGoal) -> bool:
if runtime_goal == null:
return false
if not _can_resolve_target(goal.target_generator_id):
if runtime_goal.goal == null:
return false
if runtime_goal.goal.get_script() != GOAL_DATA_SCRIPT:
return false
if _is_goal_completed(runtime_goal):
return false
if not _can_resolve_target(runtime_goal.target_generator_id):
return false
if not bool(runtime_goal.goal.call("is_met")):
return false
for requirement in goal.requirements:
var total_amount: BigNumber = _get_total_currency_amount(requirement.currency_id)
if total_amount.is_less_than(requirement.amount):
return false
GameState.set_generator_unlocked(goal.target_generator_id, true)
GameState.set_generator_available(goal.target_generator_id, true)
print("[UnlockSystem] Goal completed: %s -> %s" % [String(goal.id), String(goal.target_generator_id)])
GameState.set_generator_unlocked(runtime_goal.target_generator_id, true)
GameState.set_generator_available(runtime_goal.target_generator_id, true)
print("[UnlockSystem] Goal completed: %s -> %s" % [String(runtime_goal.goal.get("id")), String(runtime_goal.target_generator_id)])
return true
func _is_goal_completed(goal: UnlockGoal) -> bool:
func _is_goal_completed(runtime_goal: GeneratorUnlockGoal) -> bool:
return (
GameState.is_generator_unlocked(goal.target_generator_id)
and GameState.is_generator_available(goal.target_generator_id)
GameState.is_generator_unlocked(runtime_goal.target_generator_id)
and GameState.is_generator_available(runtime_goal.target_generator_id)
)
func _can_resolve_target(target_generator_id: StringName) -> bool:
@@ -85,111 +80,40 @@ func _can_resolve_target(target_generator_id: StringName) -> bool:
return false
func _load_goals() -> void:
_goals.clear()
if not FileAccess.file_exists(GOALS_FILE_PATH):
push_warning("Unlock goals file not found: %s" % GOALS_FILE_PATH)
return
var file: FileAccess = FileAccess.open(GOALS_FILE_PATH, FileAccess.READ)
if file == null:
push_warning("Unable to open unlock goals file: %s" % GOALS_FILE_PATH)
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
if not (parsed is Dictionary):
push_warning("Unlock goals root must be a Dictionary: %s" % GOALS_FILE_PATH)
return
var root: Dictionary = parsed
var version: int = int(root.get("version", SCHEMA_VERSION))
if version != SCHEMA_VERSION:
push_warning("Unlock goals schema version %d is different from expected %d" % [version, SCHEMA_VERSION])
var raw_goals: Variant = root.get("goals", [])
if not (raw_goals is Array):
push_warning("Unlock goals file has invalid 'goals' field (expected Array)")
return
_runtime_goals.clear()
var seen_goal_ids: Dictionary = {}
for raw_goal in raw_goals:
var goal: UnlockGoal = _parse_goal(raw_goal)
if goal == null:
for goal_resource in goals:
if goal_resource == null:
continue
if goal_resource.get_script() != GENERATOR_UNLOCK_GOAL_DATA_SCRIPT:
continue
var goal_data: Resource = goal_resource
if goal_data == null:
continue
var target_generator_id: String = String(goal_data.get("target_generator_id")).strip_edges()
if target_generator_id.is_empty():
push_warning("Skipping unlock goal resource: missing target_generator_id")
continue
var resolved_goal: Resource = goal_data.call("get_goal_data")
if resolved_goal == null:
push_warning("Skipping unlock goal for target '%s': goal is null" % target_generator_id)
continue
if not bool(resolved_goal.call("is_valid")):
push_warning("Skipping unlock goal for target '%s': goal is invalid" % target_generator_id)
continue
var goal_key: String = String(goal.id)
var goal_key: String = String(resolved_goal.get("id"))
if seen_goal_ids.has(goal_key):
push_warning("Duplicate unlock goal id skipped: '%s'" % goal_key)
continue
seen_goal_ids[goal_key] = true
_goals.append(goal)
_runtime_goals.append(GeneratorUnlockGoal.new(StringName(target_generator_id), resolved_goal))
if _goals.is_empty():
if _runtime_goals.is_empty():
push_warning("Unlock goals loaded, but no valid entries were found.")
func _parse_goal(raw_goal: Variant) -> UnlockGoal:
if not (raw_goal is Dictionary):
push_warning("Skipping unlock goal: entry is not a Dictionary")
return null
var goal_dict: Dictionary = raw_goal
var goal_id: String = String(goal_dict.get("id", "")).strip_edges()
var target_id: String = String(goal_dict.get("target_generator_id", "")).strip_edges()
if goal_id.is_empty():
push_warning("Skipping unlock goal: missing 'id'")
return null
if target_id.is_empty():
push_warning("Skipping unlock goal '%s': missing 'target_generator_id'" % goal_id)
return null
var raw_requirements: Variant = goal_dict.get("requirements", [])
if not (raw_requirements is Array):
push_warning("Skipping unlock goal '%s': 'requirements' must be an Array" % goal_id)
return null
var parsed_requirements: Array[UnlockGoalRequirement] = []
for raw_requirement in raw_requirements:
var requirement: UnlockGoalRequirement = _parse_requirement(raw_requirement, goal_id)
if requirement != null:
parsed_requirements.append(requirement)
if parsed_requirements.is_empty():
push_warning("Skipping unlock goal '%s': no valid requirements" % goal_id)
return null
return UnlockGoal.new(StringName(goal_id), StringName(target_id), parsed_requirements)
func _parse_requirement(raw_requirement: Variant, goal_id: String) -> UnlockGoalRequirement:
if not (raw_requirement is Dictionary):
push_warning("Skipping requirement in goal '%s': entry is not a Dictionary" % goal_id)
return null
var requirement_dict: Dictionary = raw_requirement
var currency_id: StringName = _parse_currency(requirement_dict.get("currency", ""))
if currency_id == &"" or not GameState.is_known_currency_id(currency_id):
push_warning("Skipping requirement in goal '%s': unknown currency '%s'" % [goal_id, String(requirement_dict.get("currency", ""))])
return null
var raw_amount: Variant = requirement_dict.get("amount", {})
if not (raw_amount is Dictionary):
push_warning("Skipping requirement in goal '%s': 'amount' must be a Dictionary" % goal_id)
return null
var amount: BigNumber = BigNumber.deserialize(raw_amount)
if amount.mantissa < 0.0:
push_warning("Skipping requirement in goal '%s': amount must be non-negative" % goal_id)
return null
return UnlockGoalRequirement.new(currency_id, amount)
func _parse_currency(raw_currency: Variant) -> StringName:
return GameState.parse_currency_id(raw_currency)
func _get_total_currency_amount(currency_id: StringName) -> BigNumber:
return GameState.get_total_currency_acquired_by_id(currency_id)
func _collect_known_generator_ids() -> void:
_known_generator_ids.clear()

View File

@@ -1,22 +1,16 @@
extends PanelContainer
class GoalRequirement extends RefCounted:
var currency_id: StringName
var amount: BigNumber
func _init(req_currency_id: StringName, req_amount: BigNumber) -> void:
currency_id = req_currency_id
amount = req_amount
class GoalDefinition extends RefCounted:
var id: StringName
var target_generator_id: StringName
var requirements: Array[GoalRequirement]
var goal: Resource
func _init(goal_id: StringName, target_id: StringName, goal_requirements: Array[GoalRequirement]) -> void:
id = goal_id
func _init(target_id: StringName, goal_data: Resource) -> void:
target_generator_id = target_id
requirements = goal_requirements
goal = goal_data
const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd")
const GOAL_REQUIREMENT_SCRIPT: Script = preload("res://core/goals/goal_requirement_data.gd")
const GENERATOR_UNLOCK_GOAL_DATA_SCRIPT: Script = preload("res://core/generator-unlock-goals/generator_unlock_goal_data.gd")
class GoalRow extends RefCounted:
var goal: GoalDefinition
@@ -30,12 +24,12 @@ class GoalRow extends RefCounted:
requirements_label = requirements
button = unlock_button
const GOALS_FILE_PATH: String = "res://idles/generator_unlock_goals.json"
@export var goals: Array[GeneratorUnlockGoalData] = []
@onready var _summary_label: Label = $MarginContainer/VBoxContainer/SummaryLabel
@onready var _goals_list: VBoxContainer = $MarginContainer/VBoxContainer/ScrollContainer/GoalsList
var _goals: Array[GoalDefinition] = []
var _loaded_goals: Array[GoalDefinition] = []
var _rows_by_goal_id: Dictionary = {}
var _known_generator_ids: Dictionary = {}
var _warned_unknown_target_ids: Dictionary = {}
@@ -59,101 +53,52 @@ func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -
_refresh_ui()
func _load_goals() -> void:
_goals.clear()
if not FileAccess.file_exists(GOALS_FILE_PATH):
push_warning("Goals debug UI: goals file not found at %s" % GOALS_FILE_PATH)
return
var file: FileAccess = FileAccess.open(GOALS_FILE_PATH, FileAccess.READ)
if file == null:
push_warning("Goals debug UI: could not open goals file at %s" % GOALS_FILE_PATH)
return
var parsed: Variant = JSON.parse_string(file.get_as_text())
if not (parsed is Dictionary):
push_warning("Goals debug UI: goals root must be a Dictionary")
return
var goals_raw: Variant = parsed.get("goals", [])
if not (goals_raw is Array):
push_warning("Goals debug UI: goals must be an Array")
return
_loaded_goals.clear()
var seen_goal_ids: Dictionary = {}
for raw_goal in goals_raw:
var goal: GoalDefinition = _parse_goal(raw_goal)
if goal == null:
for goal_resource in goals:
if goal_resource == null:
continue
if goal_resource.get_script() != GENERATOR_UNLOCK_GOAL_DATA_SCRIPT:
continue
var goal_data: Resource = goal_resource
if goal_data == null:
continue
var target_generator_id: String = String(goal_data.get("target_generator_id")).strip_edges()
if target_generator_id.is_empty():
continue
var resolved_goal: Resource = goal_data.call("get_goal_data")
if resolved_goal == null:
continue
if not bool(resolved_goal.call("is_valid")):
continue
var goal_key: String = String(goal.id)
var goal_key: String = String(resolved_goal.get("id"))
if seen_goal_ids.has(goal_key):
push_warning("Goals debug UI: duplicate goal id '%s' skipped" % goal_key)
continue
seen_goal_ids[goal_key] = true
_goals.append(goal)
func _parse_goal(raw_goal: Variant) -> GoalDefinition:
if not (raw_goal is Dictionary):
return null
var goal_dict: Dictionary = raw_goal
var goal_id: String = String(goal_dict.get("id", "")).strip_edges()
var target_id: String = String(goal_dict.get("target_generator_id", "")).strip_edges()
if goal_id.is_empty() or target_id.is_empty():
return null
var raw_requirements: Variant = goal_dict.get("requirements", [])
if not (raw_requirements is Array):
return null
var requirements: Array[GoalRequirement] = []
for raw_requirement in raw_requirements:
var requirement: GoalRequirement = _parse_requirement(raw_requirement)
if requirement != null:
requirements.append(requirement)
if requirements.is_empty():
return null
return GoalDefinition.new(StringName(goal_id), StringName(target_id), requirements)
func _parse_requirement(raw_requirement: Variant) -> GoalRequirement:
if not (raw_requirement is Dictionary):
return null
var requirement_dict: Dictionary = raw_requirement
var currency_id: StringName = _parse_currency(requirement_dict.get("currency", ""))
if currency_id == &"" or not GameState.is_known_currency_id(currency_id):
return null
var raw_amount: Variant = requirement_dict.get("amount", {})
if not (raw_amount is Dictionary):
return null
var amount: BigNumber = BigNumber.deserialize(raw_amount)
if amount.mantissa < 0.0:
return null
return GoalRequirement.new(currency_id, amount)
func _parse_currency(raw_currency: Variant) -> StringName:
return GameState.parse_currency_id(raw_currency)
_loaded_goals.append(GoalDefinition.new(StringName(target_generator_id), resolved_goal))
func _build_goal_rows() -> void:
_rows_by_goal_id.clear()
for child in _goals_list.get_children():
child.queue_free()
for goal in _goals:
for goal in _loaded_goals:
if goal.goal == null:
continue
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
continue
var row_container: HBoxContainer = HBoxContainer.new()
row_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
row_container.add_theme_constant_override("separation", 12)
var title_label: Label = Label.new()
title_label.custom_minimum_size = Vector2(220.0, 0.0)
title_label.text = "%s -> %s" % [String(goal.id), String(goal.target_generator_id)]
title_label.text = "%s -> %s" % [String(goal.goal.get("id")), String(goal.target_generator_id)]
var status_label: Label = Label.new()
status_label.custom_minimum_size = Vector2(95.0, 0.0)
@@ -165,7 +110,7 @@ func _build_goal_rows() -> void:
unlock_button.custom_minimum_size = Vector2(90.0, 0.0)
unlock_button.text = "Unlock"
unlock_button.disabled = true
unlock_button.pressed.connect(_on_unlock_pressed.bind(goal.id))
unlock_button.pressed.connect(_on_unlock_pressed.bind(goal.goal.get("id")))
row_container.add_child(title_label)
row_container.add_child(status_label)
@@ -173,17 +118,22 @@ func _build_goal_rows() -> void:
row_container.add_child(unlock_button)
_goals_list.add_child(row_container)
_rows_by_goal_id[String(goal.id)] = GoalRow.new(goal, status_label, requirements_label, unlock_button)
_rows_by_goal_id[String(goal.goal.get("id"))] = GoalRow.new(goal, status_label, requirements_label, unlock_button)
func _refresh_ui() -> void:
if _goals.is_empty():
if _loaded_goals.is_empty():
_summary_label.text = "No valid goals loaded"
return
var ready_to_unlock: int = 0
var unlocked: int = 0
for goal in _goals:
var row: GoalRow = _rows_by_goal_id.get(String(goal.id))
for goal in _loaded_goals:
if goal.goal == null:
continue
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
continue
var row: GoalRow = _rows_by_goal_id.get(String(goal.goal.get("id")))
if row == null:
continue
_refresh_goal_row(row)
@@ -193,7 +143,7 @@ func _refresh_ui() -> void:
elif _is_goal_met(goal):
ready_to_unlock += 1
_summary_label.text = "Goals: %d | Ready: %d | Unlocked: %d" % [_goals.size(), ready_to_unlock, unlocked]
_summary_label.text = "Goals: %d | Ready: %d | Unlocked: %d" % [_loaded_goals.size(), ready_to_unlock, unlocked]
func _refresh_goal_row(row: GoalRow) -> void:
var goal: GoalDefinition = row.goal
@@ -221,11 +171,14 @@ func _refresh_goal_row(row: GoalRow) -> void:
row.status_label.text = "Locked"
func _is_goal_met(goal: GoalDefinition) -> bool:
for requirement in goal.requirements:
var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement.currency_id)
if total_amount.is_less_than(requirement.amount):
return false
return true
if goal == null:
return false
if goal.goal == null:
return false
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
return false
return bool(goal.goal.call("is_met"))
func _is_goal_completed(goal: GoalDefinition) -> bool:
return (
@@ -248,7 +201,7 @@ func _on_unlock_pressed(goal_id: StringName) -> void:
GameState.set_generator_unlocked(goal.target_generator_id, true)
GameState.set_generator_available(goal.target_generator_id, true)
print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.id), String(goal.target_generator_id)])
print("[GoalsDebugUI] Unlocked goal '%s' -> %s" % [String(goal.goal.get("id")), String(goal.target_generator_id)])
_refresh_ui()
func _can_resolve_target(target_generator_id: StringName) -> bool:
@@ -282,14 +235,28 @@ func _collect_known_generator_ids() -> void:
_known_generator_ids[generator_key] = true
func _get_requirements_text(goal: GoalDefinition) -> String:
if goal == null:
return ""
if goal.goal == null:
return ""
if goal.goal.get_script() != GOAL_DATA_SCRIPT:
return ""
var parts: Array[String] = []
for requirement in goal.requirements:
var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement.currency_id)
for requirement_resource in goal.goal.call("get_valid_requirements"):
if requirement_resource == null:
continue
if requirement_resource.get_script() != GOAL_REQUIREMENT_SCRIPT:
continue
var requirement_currency_id: StringName = requirement_resource.call("get_currency_id")
var total_amount: BigNumber = GameState.get_total_currency_acquired_by_id(requirement_currency_id)
var required_amount: BigNumber = requirement_resource.call("get_amount")
parts.append(
"%s %s / %s" % [
_currency_label(requirement.currency_id),
_currency_label(requirement_currency_id),
total_amount.to_string_suffix(2),
requirement.amount.to_string_suffix(2)
required_amount.to_string_suffix(2)
]
)
return " | ".join(parts)

View File

@@ -1,11 +1,14 @@
[gd_scene format=3 uid="uid://dirvi76rkoowf"]
[ext_resource type="Script" uid="uid://bmrbaulftvvwm" path="res://core/generator-unlock-goals/goals_debug_ui.gd" id="1_s7s8v"]
[ext_resource type="Resource" uid="uid://mnuihnwb70ba" path="res://idles/goals/generator_unlock_knowledge.tres" id="2_jyi2u"]
[ext_resource type="Resource" uid="uid://8wrqdjewfdq5" path="res://idles/goals/generator_unlock_wood.tres" id="3_0nfd8"]
[node name="GoalsDebugUI" type="PanelContainer" unique_id=1494700185]
offset_right = 640.0
offset_bottom = 260.0
script = ExtResource("1_s7s8v")
goals = [ExtResource("2_jyi2u"), ExtResource("3_0nfd8")]
[node name="MarginContainer" type="MarginContainer" parent="." unique_id=1582529872]
layout_mode = 2