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README.md
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# Idles - Systems Architecture Report
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## Scope Covered
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This report covers all tracked files in the repository (62 total at time of analysis), including:
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1. Project configuration.
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2. Core runtime scripts.
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3. Gameplay/economy systems.
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4. Goal/unlock systems.
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5. UI adapter scripts and scenes.
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6. Data resources (`.tres`).
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7. Technical docs and metadata/import files.
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The focus below is on behavior-bearing files and how they interact.
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## Architecture Summary
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1. Global startup and singleton wiring is defined in `project.godot`.
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2. Two autoload services power the runtime: `CurrencyDatabase` and `GameState`.
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3. `BigNumber` is the numeric backbone used by currency amounts, costs, goals, production, and persistence.
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4. Generator behavior is runtime-driven by `CurrencyGenerator`, parameterized by `CurrencyGeneratorData` and `GeneratorBuffData` resources.
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5. Goal-based progression uses reusable goal primitives (`GoalData`, `GoalRequirementData`) plus unlock bindings (`GeneratorUnlockGoalData`) and runtime evaluator (`generator_unlock_system.gd`).
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6. UI scripts are thin adapters listening to `GameState` signals.
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## Core Systems
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### 1) Numeric System (`BigNumber`)
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File: `core/big_number.gd`
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`BigNumber` stores values as mantissa + exponent (scientific notation style), normalizes them, and provides:
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1. Arithmetic operations (`add`, `subtract`, `multiply`, `divide`).
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2. In-place fast accumulation (`add_in_place`) for frame-loop performance.
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3. Safe comparisons (`compare_to`, `is_greater_than`, etc.).
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4. Ratio conversion for progress UI (`get_ratio`).
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5. Display formatting (`to_string_sci`, `to_string_suffix`).
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6. JSON-friendly serialization/deserialization.
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This class is used everywhere currency values move.
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### 2) Currency Catalog System
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Files: `core/currency/currency.gd`, `core/currency_database.gd`, `idles/currencies/*.tres`
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`CurrencyDatabase` scans `res://idles/currencies`, loads typed `Currency` resources, normalizes IDs, and resolves names/icons.
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Current data assets:
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1. `idles/currencies/magic.tres` (`id = magic`).
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2. `idles/currencies/knowledge.tres` (`id = knowledge`).
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This creates a data-driven currency catalog that `GameState`, goals, and UI can query consistently.
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### 3) Global State + Persistence (`GameState`)
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File: `core/game_state.gd`
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`GameState` is the central state authority and signal bus.
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It owns:
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1. Current currency map by currency ID.
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2. Total acquired currency map by currency ID.
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3. Generator states (`owned`, `purchased_count`, `unlocked`, `available`).
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4. Generator buff levels.
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5. Generator buff unlocked flags.
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6. `last_save_time`.
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Important signals:
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1. `currency_changed`.
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2. `generator_state_changed`.
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3. `generator_buff_level_changed`.
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4. `generator_buff_unlocked_changed`.
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Persistence:
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1. Save path: `user://idle_save.json`.
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2. Save payload includes currencies, generator states, buff levels, buff unlocked map, and timestamp.
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3. Load path includes defensive sanitization and backward-compatible defaulting.
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### 4) Generator Economy Runtime
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Files: `core/generator/currency_generator.gd`, `core/generator/currency_generator_data.gd`, `core/generator/currency_generator.tscn`
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`CurrencyGenerator` implements active gameplay behavior:
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1. Auto production cycles (`_process`, cycle accumulation).
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2. Click/hover grants with cooldown.
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3. Buy-one and buy-max generator purchases.
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4. Buff purchase logic and buff effect application.
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5. State registration and lookup through `GameState`.
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`CurrencyGeneratorData` provides formulas and tuning knobs:
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1. Exponential cost growth.
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2. Bulk-buy geometric cost.
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3. Max-affordable estimate.
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4. Milestone multipliers.
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5. Purchased-count multiplier.
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6. Production/cycle and production/second helpers.
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7. ROI-like helpers (`payback_seconds`, `income_to_cost_ratio`).
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### 5) Buff System
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Files: `core/generator/generator_buff_data.gd`, `idles/buffs/*.tres`
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Buff kinds:
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1. Auto production multiplier.
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2. Manual click multiplier.
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3. Resource purchase (instant grant on buff buy).
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Each buff resource defines:
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1. Unlock rules (`unlocked` and optional `unlock_goal`).
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2. Effect scaling (`base_effect`, `effect_increment`).
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3. Cost scaling (`base_cost`, `cost_multiplier`).
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4. Optional target currency and resource grant scaling.
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### 6) Goals and Unlock Progression
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Files:
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1. `core/goals/goal_requirement_data.gd`
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2. `core/goals/goal_data.gd`
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3. `core/generator-unlock-goals/generator_unlock_goal_data.gd`
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4. `core/generator-unlock-goals/generator_unlock_system.gd`
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5. `idles/goals/*.tres`
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Key behavior:
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1. Goal requirements validate currency + target amount.
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2. Requirement completion checks **total acquired currency**, not current wallet.
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3. Unlock system evaluates goals on currency change and generator state changes.
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4. If a goal is met and target generator is resolvable, it sets both `unlocked = true` and `available = true`.
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### 7) UI Adapter Layer
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Files:
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1. `generator_container.gd` + `generator_container.tscn`.
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2. `generator_buff_tile.gd` + `generator_buff_tile.tscn`.
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3. `currency_label.gd` + `currency_tile.tscn`.
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4. `big_number_progress_bar.gd` + `big_number_progress_bar.tscn`.
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5. `core/generator-unlock-goals/goals_debug_ui.gd` + `.tscn`.
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These scripts primarily:
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1. Subscribe to `GameState` and generator signals.
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2. Convert runtime values to UI strings/states.
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3. Trigger user actions (buy generator, buy buff, debug unlock).
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The architecture is mostly event-driven and avoids polling for state refresh.
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## Scene Composition
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### Active Gameplay Prototype
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File: `docs/museums/generator_museum.tscn`
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It composes:
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1. `MagicGenerator` instance.
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2. `KnowledgeGenerator` instance (initially hidden and starts locked via data).
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3. Currency tiles for `magic` and `knowledge`.
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4. Goals debug UI panel.
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5. Runtime `GeneratorUnlockSystem` node with configured unlock goals.
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### Legacy/Secondary Museum
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Files: `docs/museums/big_number_museum.tscn`, `docs/museums/big_number_museum.gd`
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This appears to be an older/placeholder scene and not the current gameplay focus.
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## Data-Driven Content Snapshot
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### Generators
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1. `primary_generator.tres`: `Magic Orb`, active from start, includes 3 buffs.
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2. `secondary_generator.tres`: `Library`, starts locked/unavailable.
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### Buffs (Magic)
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1. `magic_auto_flux.tres`: auto-production buff, unlocked by default.
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2. `magic_click_focus.tres`: manual-click buff.
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3. `magic_supply_cache.tres`: resource-purchase buff.
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### Goals
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1. `magic_total_30.tres`: reach total magic 30.
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2. `magic_total_1300.tres`: reach total magic 1300.
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3. `generator_unlock_knowledge.tres`: maps `magic_total_30` to generator `Knowledge`.
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4. `generator_unlock_wood.tres`: maps `magic_total_1300` to generator `Wood`.
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## End-to-End Runtime Flow
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1. `project.godot` autoloads `CurrencyDatabase` and `GameState`.
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2. `CurrencyDatabase` builds currency catalog from `idles/currencies`.
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3. `GameState` initializes per-currency maps and loads save data.
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4. Scene nodes initialize and connect to `GameState` and local gameplay signals.
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5. Generators produce currency automatically and via click/hover paths.
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6. Currency updates emit `currency_changed` and drive UI refresh + unlock checks.
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7. Goal unlock evaluator may transition generator state to unlocked/available.
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8. Generator and buff purchases route all balance/state mutations through `GameState`.
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## Signal Guide (Emitters and Listeners)
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### Custom Gameplay Signals
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| Signal | Declared In | Emitted By | Emitted When | Listeners |
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| --- | --- | --- | --- | --- |
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| `currency_changed(currency_id, new_amount)` | `core/game_state.gd` | `GameState.add_currency_by_id`, `GameState.spend_currency_by_id` | Any currency balance increases/decreases | `CurrencyGenerator._on_currency_changed`, `GeneratorPanel._on_currency_changed`, `CurrencyTile._on_currency_changed`, `BigNumberProgressBar._on_currency_changed`, `GeneratorUnlockSystem._on_currency_changed`, `GoalsDebugUI._on_currency_changed` |
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| `generator_state_changed(generator_id, state)` | `core/game_state.gd` | `GameState.register_generator`, `GameState._set_generator_state` | Generator state created or changed (`owned`, `purchased_count`, `unlocked`, `available`) | `CurrencyGenerator._on_generated_state_changed`, `GeneratorPanel._on_generator_state_changed`, `GeneratorUnlockSystem._on_generator_state_changed`, `GoalsDebugUI._on_generator_state_changed` |
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| `generator_buff_level_changed(generator_id, buff_id, new_level)` | `core/game_state.gd` | `GameState.register_generator_buff`, `GameState.set_generator_buff_level` | Buff level created/sanitized/updated | `GeneratorPanel._on_generator_buff_level_changed` |
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| `generator_buff_unlocked_changed(generator_id, buff_id, unlocked)` | `core/game_state.gd` | `GameState.register_generator_buff_unlocked`, `GameState.set_generator_buff_unlocked` | Buff unlock state created/sanitized/updated | `GeneratorPanel._on_generator_buff_unlocked_changed` |
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| `purchase_completed(amount, total_owned, total_purchased, total_cost)` | `core/generator/currency_generator.gd` | `CurrencyGenerator.buy` | Generator purchase succeeds | `GeneratorPanel._on_generator_updated` |
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| `purchase_failed(requested_amount, required_cost, available_currency)` | `core/generator/currency_generator.gd` | `CurrencyGenerator.buy` | Generator purchase fails for insufficient funds | `GeneratorPanel._on_generator_updated` |
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| `production_tick(amount, cycle_count, total_owned)` | `core/generator/currency_generator.gd` | `CurrencyGenerator._grant_cycle_income` | One or more automatic production cycles complete | `GeneratorPanel._on_generator_updated` |
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| `buff_purchased(buff_id, new_level, cost, cost_currency_id)` | `core/generator/currency_generator.gd` | `CurrencyGenerator.buy_buff` | Buff purchase succeeds | `GeneratorPanel._on_generator_updated` |
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| `buff_purchase_failed(buff_id, required_cost, cost_currency_id)` | `core/generator/currency_generator.gd` | `CurrencyGenerator.buy_buff` | Buff purchase fails for insufficient funds | `GeneratorPanel._on_generator_updated` |
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| `goal_achieved(goal_id, target_generator_id)` | `core/generator-unlock-goals/generator_unlock_system.gd` | `GeneratorUnlockSystem._evaluate_goal` | Unlock goal transitions target generator to unlocked+available | None currently (available for gameplay/UI hooks) |
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| `buy_pressed(buff_id)` | `generator_buff_tile.gd` | `GeneratorBuffTile._on_buy_button_pressed` | User presses buff buy button in a buff row | `GeneratorPanel._on_buy_buff_pressed` |
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### Built-In Godot Signals Wired In This Project
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| Source Signal | Connected In | Listener Method | Purpose |
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| --- | --- | --- | --- |
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| `Area2D.mouse_entered` | `core/generator/currency_generator.tscn` | `CurrencyGenerator._on_area_2d_mouse_entered` | Enter generator hover zone; mark hover true and show generator panel |
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| `Area2D.mouse_exited` | `core/generator/currency_generator.tscn` | `CurrencyGenerator._on_area_2d_mouse_exited` | Exit generator hover zone; mark hover false and hide generator panel |
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| `BuyOneButton.pressed` | `generator_container.tscn` | `GeneratorPanel._on_buy_pressed` | Buy one generator |
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| `BuyMaxButton.pressed` | `generator_container.tscn` | `GeneratorPanel._on_buy_max_pressed` | Buy max affordable generators |
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| `GeneratorContainer.mouse_entered` | `generator_container.tscn` | `GeneratorPanel._on_mouse_entered` | Intended hover hook on panel container (method currently missing) |
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| `GeneratorContainer.mouse_exited` | `generator_container.tscn` | `GeneratorPanel._on_mouse_exited` | Intended hover hook on panel container (method currently missing) |
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| `BuyButton.pressed` | `generator_buff_tile.tscn` | `GeneratorBuffTile._on_buy_button_pressed` | Emit tile-level `buy_pressed` custom signal |
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| `DebugIncomeButton.pressed` | `currency_tile.tscn` | `CurrencyTile._on_debug_income_button_pressed` | Add debug income to the tile currency |
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| `Button.pressed` (runtime-created unlock button) | `core/generator-unlock-goals/goals_debug_ui.gd` | `GoalsDebugUI._on_unlock_pressed` (bound with goal id) | Manual debug unlock when a goal is ready |
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### Common Signal Chains
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1. Currency gain/spend chain: generator or debug action mutates `GameState` currency, `GameState` emits `currency_changed`, UI widgets and unlock systems recompute and redraw.
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2. Generator purchase chain: panel button triggers `CurrencyGenerator.buy`, generator updates `GameState` state, generator emits purchase signal, panel refreshes stats and buttons.
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3. Buff purchase chain: buff tile emits `buy_pressed`, panel calls `CurrencyGenerator.buy_buff`, generator updates buff level/unlock and optionally grants currency, `GameState` emits buff/currency/state signals, panel and other listeners refresh.
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4. Goal unlock chain: `currency_changed` triggers unlock evaluator, evaluator sets generator `unlocked/available`, emits `goal_achieved(goal_id, target_generator_id)`, `GameState` emits `generator_state_changed`, generator and UI become interactable/visible.
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## Key Findings and Risks
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1. `project.godot` has no explicit `run/main_scene` entry, so startup scene is not pinned in tracked config.
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2. Save/load is only partially wired: `load_game()` runs at startup, but `save_game()` is not invoked anywhere else in the repository.
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3. `currency_label.gd` and `big_number_progress_bar.gd` reference `GameState.GOLD_CURRENCY_ID`, but that constant does not exist in `core/game_state.gd`.
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4. `generator_container.tscn` connects `mouse_entered`/`mouse_exited` to methods that do not exist in `generator_container.gd`.
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5. `generator_unlock_wood.tres` targets generator ID `Wood`, but no generator with that ID appears in current runtime scene/content, so this goal is currently non-functional.
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6. `KnowledgeGenerator` visibility logic may be inconsistent because `currency_generator.gd` sets `visible = true` whenever its generator state changes.
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7. Two buffs are configured locked with no unlock-goal path, so they remain permanently inaccessible under current logic.
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8. `core/generator-unlock-goals/TECH_SPEC.md` contains some outdated assumptions relative to current `.tres`-based implementation.
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## Additional Notes
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1. `.uid` files are identity metadata used by Godot and contain no runtime logic.
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2. `icon.svg` and `icon.svg.import` are standard icon/import metadata.
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3. Root config files (`.editorconfig`, `.gitattributes`, `.gitignore`) are minimal and conventional.
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class_name GeneratorUnlockGoalData
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class_name GeneratorUnlockGoalData
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extends Resource
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extends Resource
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const GOAL_DATA_SCRIPT: Script = preload("res://core/goals/goal_data.gd")
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@export var target_generator_id: StringName = &""
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@export var target_generator_id: StringName = &""
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@export var goal: Resource
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@export var goal: GoalData
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func get_goal_data() -> Resource:
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func get_goal_data() -> GoalData:
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if goal == null:
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if goal == null:
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return null
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return null
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if goal.get_script() != GOAL_DATA_SCRIPT:
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return null
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return goal
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return goal
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@@ -1,5 +1,7 @@
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extends Node
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extends Node
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signal goal_achieved(goal_id: StringName, target_generator_id: StringName)
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class GeneratorUnlockGoal extends RefCounted:
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class GeneratorUnlockGoal extends RefCounted:
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var target_generator_id: StringName
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var target_generator_id: StringName
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var goal: Resource
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var goal: Resource
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@@ -16,6 +18,8 @@ const GENERATOR_UNLOCK_GOAL_DATA_SCRIPT: Script = preload("res://core/generator-
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var _runtime_goals: Array[GeneratorUnlockGoal] = []
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var _runtime_goals: Array[GeneratorUnlockGoal] = []
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var _known_generator_ids: Dictionary = {}
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var _known_generator_ids: Dictionary = {}
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var _warned_unknown_target_ids: Dictionary = {}
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var _warned_unknown_target_ids: Dictionary = {}
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var _is_evaluating_goals: bool = false
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var _pending_goal_evaluation: bool = false
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func _ready() -> void:
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func _ready() -> void:
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_collect_known_generator_ids()
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_collect_known_generator_ids()
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@@ -37,10 +41,20 @@ func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -
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func _evaluate_all_goals() -> void:
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func _evaluate_all_goals() -> void:
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if _runtime_goals.is_empty():
|
if _runtime_goals.is_empty():
|
||||||
return
|
return
|
||||||
|
if _is_evaluating_goals:
|
||||||
|
_pending_goal_evaluation = true
|
||||||
|
return
|
||||||
|
|
||||||
|
_is_evaluating_goals = true
|
||||||
|
|
||||||
for runtime_goal in _runtime_goals:
|
for runtime_goal in _runtime_goals:
|
||||||
_evaluate_goal(runtime_goal)
|
_evaluate_goal(runtime_goal)
|
||||||
|
|
||||||
|
_is_evaluating_goals = false
|
||||||
|
if _pending_goal_evaluation:
|
||||||
|
_pending_goal_evaluation = false
|
||||||
|
_evaluate_all_goals.call_deferred()
|
||||||
|
|
||||||
func _evaluate_goal(runtime_goal: GeneratorUnlockGoal) -> bool:
|
func _evaluate_goal(runtime_goal: GeneratorUnlockGoal) -> bool:
|
||||||
if runtime_goal == null:
|
if runtime_goal == null:
|
||||||
return false
|
return false
|
||||||
@@ -55,11 +69,23 @@ func _evaluate_goal(runtime_goal: GeneratorUnlockGoal) -> bool:
|
|||||||
if not bool(runtime_goal.goal.call("is_met")):
|
if not bool(runtime_goal.goal.call("is_met")):
|
||||||
return false
|
return false
|
||||||
|
|
||||||
|
var goal_id: StringName = _extract_goal_id(runtime_goal.goal)
|
||||||
GameState.set_generator_unlocked(runtime_goal.target_generator_id, true)
|
GameState.set_generator_unlocked(runtime_goal.target_generator_id, true)
|
||||||
GameState.set_generator_available(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)])
|
goal_achieved.emit(goal_id, runtime_goal.target_generator_id)
|
||||||
|
print("[UnlockSystem] Goal completed: %s -> %s" % [String(goal_id), String(runtime_goal.target_generator_id)])
|
||||||
return true
|
return true
|
||||||
|
|
||||||
|
func _extract_goal_id(goal: Resource) -> StringName:
|
||||||
|
if goal == null:
|
||||||
|
return &""
|
||||||
|
|
||||||
|
var goal_id_text: String = String(goal.get("id")).strip_edges()
|
||||||
|
if goal_id_text.is_empty():
|
||||||
|
return &""
|
||||||
|
|
||||||
|
return StringName(goal_id_text)
|
||||||
|
|
||||||
func _is_goal_completed(runtime_goal: GeneratorUnlockGoal) -> bool:
|
func _is_goal_completed(runtime_goal: GeneratorUnlockGoal) -> bool:
|
||||||
return (
|
return (
|
||||||
GameState.is_generator_unlocked(runtime_goal.target_generator_id)
|
GameState.is_generator_unlocked(runtime_goal.target_generator_id)
|
||||||
|
|||||||
Reference in New Issue
Block a user