Add prestige

This commit is contained in:
2026-03-22 10:50:37 +01:00
parent bb1a96b63c
commit c914b0c590
15 changed files with 1032 additions and 7 deletions

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@@ -14,10 +14,12 @@ signal generator_buff_unlocked_changed(generator_id: StringName, buff_id: String
# ==========================================
var _current_currency: Dictionary = {}
var _total_currency_acquired: Dictionary = {}
var _all_time_currency_acquired: Dictionary = {}
var generator_states: Dictionary = {}
var generator_buff_levels: Dictionary = {}
var generator_buff_unlocked: Dictionary = {}
var _external_save_sections: Dictionary = {}
var last_save_time: int = 0 # Unix timestamp
@@ -35,6 +37,7 @@ const GENERATOR_BUFF_UNLOCKED_KEY: String = "generator_buff_unlocked"
const CURRENCIES_KEY: String = "currencies"
const CURRENT_KEY: String = "current"
const TOTAL_KEY: String = "total"
const ALL_TIME_KEY: String = "all_time"
const LAST_SAVE_TIME_KEY: String = "last_save_time"
func _ready() -> void:
@@ -100,6 +103,7 @@ func add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void:
if amount.mantissa > 0.0:
_get_total_currency_ref(normalized_currency_id).add_in_place(amount)
_get_all_time_currency_ref(normalized_currency_id).add_in_place(amount)
var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
current.add_in_place(amount)
@@ -130,6 +134,12 @@ func get_total_currency_acquired(currency: Resource) -> BigNumber:
func get_total_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
return _get_total_currency_ref(currency_id)
func get_all_time_currency_acquired(currency: Resource) -> BigNumber:
return get_all_time_currency_acquired_by_id(get_currency_id(currency))
func get_all_time_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
return _get_all_time_currency_ref(currency_id)
func register_generator(generator_id: StringName, unlocked: bool = false, available: bool = false, owned: int = 0) -> void:
var key: String = String(generator_id)
if key.is_empty():
@@ -293,6 +303,35 @@ func get_generator_buff_unlocked(generator_id: StringName) -> Dictionary:
func get_generator_buff_levels(generator_id: StringName) -> Dictionary:
return _get_generator_buff_levels_ref(generator_id).duplicate(true)
func set_external_save_data(section_key: StringName, payload: Dictionary) -> void:
var key: String = String(section_key).strip_edges()
if key.is_empty():
return
_external_save_sections[key] = payload.duplicate(true)
func get_external_save_data(section_key: StringName) -> Dictionary:
var key: String = String(section_key).strip_edges()
if key.is_empty():
return {}
var raw_payload: Variant = _external_save_sections.get(key, {})
if raw_payload is Dictionary:
return raw_payload.duplicate(true)
return {}
func reset_for_prestige(reset_total_currency: bool = false) -> void:
for currency_id in _collect_currency_ids_for_save():
_set_current_currency(currency_id, BigNumber.from_float(0.0))
currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
if reset_total_currency:
_set_total_currency(currency_id, BigNumber.from_float(0.0))
generator_states.clear()
generator_buff_levels.clear()
generator_buff_unlocked.clear()
# ==========================================
# PERSISTENCE (Save/Load)
# ==========================================
@@ -305,6 +344,17 @@ func save_game() -> void:
LAST_SAVE_TIME_KEY: Time.get_unix_time_from_system()
}
for section_key in _external_save_sections.keys():
var key: String = String(section_key)
if key.is_empty():
continue
var payload: Variant = _external_save_sections.get(section_key)
if not (payload is Dictionary):
continue
save_data[key] = payload
var file: FileAccess = FileAccess.open(file_name, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(save_data))
@@ -318,6 +368,7 @@ func load_game() -> void:
var parsed: Variant = JSON.parse_string(file.get_as_text())
if parsed is Dictionary:
var parsed_data: Dictionary = parsed
_external_save_sections.clear()
if parsed_data.has(CURRENCIES_KEY):
_load_currency_balances(parsed_data.get(CURRENCIES_KEY, {}))
@@ -325,6 +376,16 @@ func load_game() -> void:
generator_buff_levels = _deserialize_generator_buff_levels(parsed_data.get(GENERATOR_BUFF_LEVELS_KEY, {}))
generator_buff_unlocked = _deserialize_generator_buff_unlocked(parsed_data.get(GENERATOR_BUFF_UNLOCKED_KEY, {}))
last_save_time = parsed_data.get(LAST_SAVE_TIME_KEY, Time.get_unix_time_from_system())
for save_key_variant in parsed_data.keys():
var save_key: String = String(save_key_variant)
if save_key.is_empty():
continue
if save_key in [CURRENCIES_KEY, GENERATOR_STATES_KEY, GENERATOR_BUFF_LEVELS_KEY, GENERATOR_BUFF_UNLOCKED_KEY, LAST_SAVE_TIME_KEY]:
continue
var section_payload: Variant = parsed_data.get(save_key_variant)
if section_payload is Dictionary:
_external_save_sections[save_key] = section_payload.duplicate(true)
func _load_currency_balances(raw_currencies: Variant) -> void:
if not (raw_currencies is Dictionary):
@@ -343,8 +404,10 @@ func _load_currency_balances(raw_currencies: Variant) -> void:
var entry: Dictionary = raw_entry
var current_amount: BigNumber = BigNumber.deserialize(entry.get(CURRENT_KEY, {}))
var total_amount: BigNumber = _deserialize_total_currency(entry.get(TOTAL_KEY, null), current_amount)
var all_time_amount: BigNumber = _deserialize_all_time_currency(entry.get(ALL_TIME_KEY, null), total_amount)
_set_current_currency(currency_id, current_amount)
_set_total_currency(currency_id, total_amount)
_set_all_time_currency(currency_id, all_time_amount)
func _deserialize_total_currency(raw_total: Variant, current_amount: BigNumber) -> BigNumber:
var minimum_total: BigNumber = _copy_big_number(current_amount)
@@ -361,6 +424,21 @@ func _deserialize_total_currency(raw_total: Variant, current_amount: BigNumber)
return minimum_total
return parsed_total
func _deserialize_all_time_currency(raw_all_time: Variant, total_amount: BigNumber) -> BigNumber:
var minimum_all_time: BigNumber = _copy_big_number(total_amount)
if minimum_all_time.mantissa < 0.0:
minimum_all_time = BigNumber.from_float(0.0)
if not (raw_all_time is Dictionary):
return minimum_all_time
var parsed_all_time: BigNumber = BigNumber.deserialize(raw_all_time)
if parsed_all_time.mantissa < 0.0:
return minimum_all_time
if parsed_all_time.is_less_than(minimum_all_time):
return minimum_all_time
return parsed_all_time
func _copy_big_number(value: BigNumber) -> BigNumber:
return BigNumber.new(value.mantissa, value.exponent)
@@ -375,6 +453,7 @@ func _serialize_currency_balances() -> Dictionary:
result[key] = {
CURRENT_KEY: _get_current_currency_ref(currency_id).serialize(),
TOTAL_KEY: _get_total_currency_ref(currency_id).serialize(),
ALL_TIME_KEY: _get_all_time_currency_ref(currency_id).serialize(),
}
return result
@@ -388,6 +467,12 @@ func _collect_currency_ids_for_save() -> Array[StringName]:
continue
ids.append(normalized_currency_id)
for raw_id in _all_time_currency_acquired.keys():
var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id)))
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
continue
ids.append(normalized_currency_id)
for known_currency_id in CurrencyDatabase.get_known_currency_ids():
var normalized_currency_id: StringName = _normalize_currency_id(known_currency_id)
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
@@ -402,6 +487,7 @@ func _initialize_currency_maps() -> void:
continue
_set_current_currency(currency_id, BigNumber.from_float(0.0))
_set_total_currency(currency_id, BigNumber.from_float(0.0))
_set_all_time_currency(currency_id, BigNumber.from_float(0.0))
func _normalize_currency_id(currency_id: StringName) -> StringName:
var normalized: String = String(currency_id).to_lower().strip_edges()
@@ -435,6 +521,19 @@ func _get_total_currency_ref(currency_id: StringName) -> BigNumber:
_total_currency_acquired[normalized_currency_id] = fallback
return fallback
func _get_all_time_currency_ref(currency_id: StringName) -> BigNumber:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return BigNumber.from_float(0.0)
var value: Variant = _all_time_currency_acquired.get(normalized_currency_id)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_all_time_currency_acquired[normalized_currency_id] = fallback
return fallback
func _set_current_currency(currency_id: StringName, value: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
@@ -447,6 +546,12 @@ func _set_total_currency(currency_id: StringName, value: BigNumber) -> void:
return
_total_currency_acquired[normalized_currency_id] = _copy_big_number(value)
func _set_all_time_currency(currency_id: StringName, value: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
_all_time_currency_acquired[normalized_currency_id] = _copy_big_number(value)
func _default_generator_state(unlocked: bool, available: bool, owned: int = 0) -> Dictionary:
var owned_value: int = _to_non_negative_int(owned, 0)
return {

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@@ -87,6 +87,8 @@ var cycle_progress_seconds: float = 0.0
var _generator_id: StringName = &""
## Prevents duplicate state registration in GameState.
var _is_registered: bool = false
## Prevents re-entrant registration while GameState emits synchronous callbacks.
var _is_registering: bool = false
## Resolves and registers this generator state before gameplay updates.
func _ready() -> void:
@@ -127,7 +129,7 @@ func _grant_cycle_income(cycle_count: int) -> void:
if data == null or cycle_count <= 0:
return
var effective_run_multiplier: float = run_multiplier * get_automatic_production_multiplier()
var effective_run_multiplier: float = get_effective_auto_run_multiplier()
var per_cycle: float = data.production_per_cycle(owned, effective_run_multiplier, purchased_count)
if per_cycle <= 0.0:
return
@@ -308,6 +310,19 @@ func is_buff_maxed(buff_id: StringName) -> bool:
func get_automatic_production_multiplier() -> float:
return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.AUTO_PRODUCTION_MULTIPLIER)
func get_effective_auto_run_multiplier() -> float:
return run_multiplier * get_automatic_production_multiplier() * _get_prestige_multiplier()
func reset_runtime_state_for_prestige() -> void:
_is_registered = false
_is_registering = false
cycle_progress_seconds = 0.0
_remaining_click_cooldown_seconds = 0.0
_ensure_registered()
_evaluate_generator_unlock_goal(false)
_evaluate_buff_unlock_goals()
visible = is_available_to_player()
func get_manual_click_multiplier() -> float:
return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.MANUAL_CLICK_MULTIPLIER)
@@ -369,6 +384,21 @@ func _get_click_cooldown_seconds() -> float:
func _grants_click_while_hovering() -> bool:
return grants_click_while_hovering
func _get_prestige_multiplier() -> float:
var manager: Node = get_node_or_null("/root/PrestigeManager")
if manager == null:
return 1.0
if not manager.has_method("get_total_multiplier"):
return 1.0
var raw_multiplier: Variant = manager.call("get_total_multiplier")
if raw_multiplier is float:
return maxf(raw_multiplier, 0.0)
if raw_multiplier is int:
return maxf(float(raw_multiplier), 0.0)
return 1.0
## Returns this generator's resolved state id.
func get_generator_id() -> StringName:
_ensure_registered()
@@ -522,7 +552,7 @@ func _resolve_generator_id() -> StringName:
## Ensures this generator has a state entry in GameState.
func _ensure_registered() -> void:
if _is_registered:
if _is_registered or _is_registering:
return
if _generator_id == &"":
@@ -530,6 +560,7 @@ func _ensure_registered() -> void:
if _generator_id == &"":
return
_is_registering = true
GameState.register_generator(
_generator_id,
_default_unlocked_state(),
@@ -538,6 +569,7 @@ func _ensure_registered() -> void:
)
_register_buffs()
_is_registered = true
_is_registering = false
func _register_buffs() -> void:
for buff in get_buffs():
@@ -632,4 +664,4 @@ func _on_area_2d_mouse_exited() -> void:
func _on_generated_state_changed(generator_id: StringName, _state: Dictionary) -> void:
if generator_id == _generator_id:
visible = true
visible = is_available_to_player()

179
core/prestige/TECH_SPEC.md Normal file
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@@ -0,0 +1,179 @@
# Prestige System - Technical Specification
## Document Status
1. Version: 1.0
2. Date: 2026-03-21
3. Scope: Add a configurable prestige reset loop with editor-authored curve math and permanent run multipliers.
## Problem Statement
The prototype currently has growth, buffs, and unlock goals, but no reset loop that converts late-run progress into long-term power.
Without prestige, the economy has no designed "ladder climb" cycle and balancing eventually relies only on direct cost/production tuning.
## Design Goals
1. Support a prestige reset that grants a permanent currency based on player progress.
2. Keep prestige math data-driven and editable in the Godot inspector for balancing iteration.
3. Support both major prestige archetypes from Kongregate's analysis:
- Lifetime or max-stat based curves (diminishing gains when resetting at the same point repeatedly).
- Since-reset/run-only curves (same run depth gives similar rewards each reset).
4. Integrate with existing systems (`GameState`, `BigNumber`, generator/buff runtime) without hardcoding one formula.
5. Persist all prestige state in `user://idle_save.json` alongside existing runtime data.
## Non-Goals (For First Iteration)
1. Multiple prestige currencies.
2. Prestige skill tree/shop UI.
3. Offline simulation changes beyond applying the resulting permanent multiplier.
## Kongregate-Informed Curve Model
From "The Math of Idle Games, Part III", prestige formulas can be modeled as transformed progress stats with fractional exponents.
Core variables:
1. `delta_p`: prestige currency gained on reset.
2. `p`: total prestige currency owned.
3. `c_L`: lifetime currency earned.
4. `c_M`: max currency reached in a run.
5. `c_R`: currency earned since last reset.
Supported formula families for this system:
1. Power curve (generic): `f(x) = scale * (x / threshold)^exponent`.
2. Triangular inverse sqrt (Realm Grinder style): solve `x = threshold * p(p+1)/2` for `p`.
3. Log-like compression (future option, disabled by default).
Behavior groups:
1. Cumulative-stat formulas (`c_L`, `c_M`) compute target total prestige then grant `target_total - current_total`.
2. Run-only formulas (`c_R`) compute direct gain per run.
## Proposed Runtime Architecture
1. Add `PrestigeManager` autoload (`core/prestige/prestige_manager.gd`) as the single authority for prestige state and reset flow.
2. Add `PrestigeConfig` resource (`core/prestige/prestige_config.gd`) authored in inspector and loaded from data assets.
3. `GameState` remains owner of currencies/generator state; `PrestigeManager` orchestrates reset and applies permanent multiplier.
4. Generators read the active prestige multiplier through one accessor (`PrestigeManager.get_total_multiplier()`), then multiply existing `run_multiplier` behavior.
## Data Model
### PrestigeConfig (Resource)
Editor-authored resource fields (all exported):
1. `id: StringName`.
2. `display_name: String`.
3. `prestige_currency_id: StringName` (logical id, not regular wallet currency).
4. `source_currency_id: StringName` (which gameplay currency powers prestige calculation).
5. `basis: BasisType` enum:
- `LIFETIME_TOTAL`
- `RUN_TOTAL`
- `RUN_MAX`
6. `formula: FormulaType` enum:
- `POWER`
- `TRIANGULAR_INVERSE`
7. `threshold_mantissa: float` and `threshold_exponent: int` (BigNumber-like threshold).
8. `scale: float`.
9. `exponent: float` (used by `POWER`).
10. `flat_bonus: float`.
11. `minimum_gain: int`.
12. `rounding_mode: RoundingMode` enum (`FLOOR`, `ROUND`, `CEIL`).
13. `allow_prestige_without_gain: bool`.
14. Multiplier tuning:
- `multiplier_mode: MultiplierMode` enum (`ADDITIVE`, `MULTIPLICATIVE_POWER`).
- `base_multiplier: float`.
- `multiplier_per_prestige: float`.
- `multiplier_exponent: float`.
### Prestige Runtime State
Persisted by `PrestigeManager`:
1. `total_prestige_earned: BigNumber`.
2. `current_prestige_unspent: BigNumber`.
3. `prestige_resets_count: int`.
4. `run_start_total_source_currency: BigNumber`.
5. `run_peak_source_currency: BigNumber`.
6. `last_reset_time: int`.
## Formula Specification
### 1) Basis Value Extraction
Given configured `source_currency_id`:
1. `LIFETIME_TOTAL`: `basis_value = GameState.get_total_currency_acquired_by_id(source_currency_id)`.
2. `RUN_TOTAL`: `basis_value = lifetime_now - run_start_total_source_currency`.
3. `RUN_MAX`: `basis_value = run_peak_source_currency`.
### 2) Raw Gain
1. POWER: `raw = scale * pow(basis_value / threshold, exponent) + flat_bonus`.
2. TRIANGULAR_INVERSE:
- `k = basis_value / threshold`
- `target = (sqrt(1 + 8k) - 1) / 2`
- if basis is cumulative (`LIFETIME_TOTAL`, `RUN_MAX` interpreted as cumulative target), `raw = target - total_prestige_earned`
- if basis is run-only, `raw = target`
### 3) Post-Processing
1. Clamp negative to zero.
2. Apply configured rounding.
3. Enforce `minimum_gain` when basis passed threshold and gain > 0.
### 4) Multiplier Application
`get_total_multiplier()` returns one of:
1. Additive mode: `base_multiplier + total_prestige_earned * multiplier_per_prestige`.
2. Multiplicative power mode: `base_multiplier * pow(1 + multiplier_per_prestige, pow(total_prestige_earned, multiplier_exponent))`.
Implementation note: compute large-number powers via `log10` transforms against `BigNumber` to avoid float overflow.
## Reset Flow
1. Player presses prestige button.
2. `PrestigeManager.calculate_pending_gain()` computes gain from configured curve.
3. If gain is zero and `allow_prestige_without_gain` is false, block reset.
4. On confirm:
- Add gain to `total_prestige_earned` and `current_prestige_unspent`.
- Increment `prestige_resets_count`.
- Reset runtime progression (`GameState` currencies, generator owned counts, generator availability that should restart locked).
- Preserve permanent unlocks only if explicitly marked as persistent in future extensions.
- Reinitialize run-tracking values (`run_start_total_source_currency`, `run_peak_source_currency`).
- Emit `prestige_performed(gain, total_prestige)` signal.
## GameState Integration
1. Add APIs for reset-safe state initialization (single call from `PrestigeManager` instead of duplicating clear logic).
2. Keep total-acquired currency behavior explicit:
- Option A (recommended): reset current currencies and generator ownership, keep lifetime totals for `LIFETIME_TOTAL` basis.
- Option B: clear totals too and rely on dedicated lifetime accumulator in prestige state.
3. Ensure generator/buff registrations are idempotent after reset (`_ensure_registered` paths already support this pattern).
## Editor Authoring And Balancing Workflow
1. Create `idles/prestige/primary_prestige.tres` using `PrestigeConfig`.
2. Designers tune only exported fields in inspector (no code edits).
3. Provide presets matching Kongregate article examples:
- Realm Grinder-like: `basis=RUN_MAX`, `formula=TRIANGULAR_INVERSE`, `threshold=1e12`.
- AdCap-like: `basis=LIFETIME_TOTAL`, `formula=POWER`, `scale=150`, `threshold=1e15`, `exponent=0.5`.
- Cookie Clicker-like: `basis=LIFETIME_TOTAL`, `formula=POWER`, `threshold=1e12`, `exponent=0.333333`.
- Egg Inc-like: `basis=RUN_TOTAL`, `formula=POWER`, `threshold=1e6`, `exponent=0.14`.
4. Balance target guidance:
- For sqrt-like curves, doubling prestige generally needs roughly 3x-4x deeper runs.
- For cube-root curves, doubling prestige tends toward ~8x deeper runs.
- For ~1/7 exponent run curves, doubling prestige needs ~128x deeper runs.
## UI Requirements
1. Prestige panel must display:
- current prestige total
- pending gain (`delta_p`)
- resulting multiplier after reset
- basis stat currently used (`c_L`, `c_R`, or `c_M` equivalent)
2. Reset CTA disabled when pending gain is zero and config disallows zero-gain resets.
3. Confirmation dialog explicitly lists what resets and what is kept.
## Persistence
1. Extend save payload with `prestige_state` object.
2. Serialize all `BigNumber` values with existing `BigNumber.serialize()` pattern.
3. During load, validate dictionaries and apply defaults if fields are missing.
4. Maintain backward compatibility with pre-prestige saves by creating default prestige state when absent.
## Validation Plan
1. Headless parse: `"$GODOT_BIN" --headless --path . --quit`.
2. Script checks once implemented:
- `"$GODOT_BIN" --headless --check-only --script res://core/prestige/prestige_manager.gd`
- `"$GODOT_BIN" --headless --check-only --script res://core/prestige/prestige_config.gd`
3. Manual smoke cases:
- same reset point in cumulative mode yields reduced/zero incremental gain.
- same reset point in run-only mode yields roughly same gain.
- multiplier updates production immediately after reset.
- prestige state survives save/load.
## Implementation Milestones
1. Introduce data classes (`PrestigeConfig`) and one authored `.tres` profile.
2. Implement `PrestigeManager` with gain math + persistence.
3. Add reset integration entrypoint in `GameState`.
4. Wire generator production multiplier to prestige.
5. Add initial prestige UI panel and confirmation flow.

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@@ -0,0 +1,77 @@
class_name PrestigeConfig
extends Resource
enum BasisType {
LIFETIME_TOTAL,
RUN_TOTAL,
RUN_MAX,
}
enum FormulaType {
POWER,
TRIANGULAR_INVERSE,
}
enum RoundingMode {
FLOOR,
ROUND,
CEIL,
}
enum MultiplierMode {
ADDITIVE,
MULTIPLICATIVE_POWER,
}
@export var id: StringName = &"primary"
@export var display_name: String = "Ascension"
@export var prestige_currency_id: StringName = &"prestige"
@export var source_currency_id: StringName = &"magic"
@export var basis: BasisType = BasisType.LIFETIME_TOTAL
@export var formula: FormulaType = FormulaType.POWER
@export var threshold_mantissa: float = 1.0
@export var threshold_exponent: int = 4
@export var scale: float = 1.0
@export var exponent: float = 0.5
@export var flat_bonus: float = 0.0
@export var minimum_gain: int = 0
@export var rounding_mode: RoundingMode = RoundingMode.FLOOR
@export var allow_prestige_without_gain: bool = false
@export var multiplier_mode: MultiplierMode = MultiplierMode.ADDITIVE
@export var base_multiplier: float = 1.0
@export var multiplier_per_prestige: float = 0.05
@export var multiplier_exponent: float = 1.0
func get_threshold() -> BigNumber:
return BigNumber.new(threshold_mantissa, threshold_exponent)
func is_valid() -> bool:
if String(id).strip_edges().is_empty():
return false
if String(source_currency_id).strip_edges().is_empty():
return false
if threshold_mantissa <= 0.0:
return false
if scale < 0.0:
return false
if formula == FormulaType.POWER and exponent <= 0.0:
return false
if base_multiplier < 0.0:
return false
return true
func is_cumulative_basis() -> bool:
return basis != BasisType.RUN_TOTAL
func round_value(value: float) -> float:
if not is_finite(value):
return value
match rounding_mode:
RoundingMode.CEIL:
return ceilf(value)
RoundingMode.ROUND:
return roundf(value)
_:
return floorf(value)

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@@ -0,0 +1 @@
uid://w34t58rpkoui

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@@ -0,0 +1,416 @@
extends Node
signal prestige_state_changed(total_prestige: BigNumber, pending_gain: BigNumber)
signal prestige_performed(gain: BigNumber, total_prestige: BigNumber)
const SAVE_KEY: String = "prestige_state"
const TOTAL_PRESTIGE_KEY: String = "total_prestige_earned"
const CURRENT_PRESTIGE_UNSPENT_KEY: String = "current_prestige_unspent"
const PRESTIGE_RESETS_COUNT_KEY: String = "prestige_resets_count"
const RUN_START_TOTAL_SOURCE_KEY: String = "run_start_total_source_currency"
const RUN_PEAK_SOURCE_KEY: String = "run_peak_source_currency"
const LAST_RESET_TIME_KEY: String = "last_reset_time"
const BASIS_LIFETIME_TOTAL: int = 0
const BASIS_RUN_TOTAL: int = 1
const BASIS_RUN_MAX: int = 2
const FORMULA_POWER: int = 0
const FORMULA_TRIANGULAR_INVERSE: int = 1
const MULTIPLIER_MODE_ADDITIVE: int = 0
const MULTIPLIER_MODE_MULTIPLICATIVE_POWER: int = 1
@export var config: Resource
var total_prestige_earned: BigNumber = BigNumber.from_float(0.0)
var current_prestige_unspent: BigNumber = BigNumber.from_float(0.0)
var prestige_resets_count: int = 0
var run_start_total_source_currency: BigNumber = BigNumber.from_float(0.0)
var run_peak_source_currency: BigNumber = BigNumber.from_float(0.0)
var last_reset_time: int = 0
func _ready() -> void:
if config == null:
config = load("res://idles/prestige/primary_prestige.tres") as Resource
if not _is_config_valid():
push_warning("PrestigeManager has invalid or missing config; prestige is disabled.")
return
var loaded_state: Dictionary = GameState.get_external_save_data(SAVE_KEY)
if loaded_state.is_empty():
_initialize_run_tracking_from_current_state()
else:
_deserialize_state(loaded_state)
_validate_loaded_run_tracking()
_save_state_to_game_state()
GameState.currency_changed.connect(_on_currency_changed)
prestige_state_changed.emit(get_total_prestige(), calculate_pending_gain())
func get_source_currency_id() -> StringName:
if not _is_config_valid():
return &""
return _normalize_currency_id(_get_config_string_name("source_currency_id", &""))
func get_total_prestige() -> BigNumber:
return _copy_big_number(total_prestige_earned)
func get_current_prestige_unspent() -> BigNumber:
return _copy_big_number(current_prestige_unspent)
func get_total_multiplier() -> float:
if not _is_config_valid():
return 1.0
var base: float = maxf(_get_config_float("base_multiplier", 1.0), 0.0)
var prestige_value: float = _big_number_to_float(total_prestige_earned)
if prestige_value <= 0.0:
return base
match _get_config_int("multiplier_mode", MULTIPLIER_MODE_ADDITIVE):
MULTIPLIER_MODE_MULTIPLICATIVE_POWER:
var growth_base: float = 1.0 + maxf(_get_config_float("multiplier_per_prestige", 0.0), 0.0)
if growth_base <= 0.0:
return base
var effective_power: float = pow(prestige_value, maxf(_get_config_float("multiplier_exponent", 1.0), 0.0))
var mult: float = base * pow(growth_base, effective_power)
if not is_finite(mult):
return INF
return maxf(mult, 0.0)
_:
return maxf(base + prestige_value * maxf(_get_config_float("multiplier_per_prestige", 0.0), 0.0), 0.0)
func calculate_pending_gain() -> BigNumber:
if not _is_config_valid():
return BigNumber.from_float(0.0)
var basis_value: BigNumber = _get_basis_value()
if basis_value.mantissa <= 0.0:
return BigNumber.from_float(0.0)
var raw_gain: float = _calculate_raw_gain_float(basis_value)
if not is_finite(raw_gain):
raw_gain = 0.0
raw_gain = maxf(raw_gain, 0.0)
var rounded_gain: float = _round_gain(raw_gain)
if not is_finite(rounded_gain):
rounded_gain = 0.0
rounded_gain = maxf(rounded_gain, 0.0)
if rounded_gain > 0.0:
rounded_gain = maxf(rounded_gain, float(maxi(_get_config_int("minimum_gain", 0), 0)))
return BigNumber.from_float(rounded_gain)
func can_prestige() -> bool:
if not _is_config_valid():
return false
var pending: BigNumber = calculate_pending_gain()
if pending.mantissa > 0.0:
return true
return _get_config_bool("allow_prestige_without_gain", false)
func perform_prestige() -> bool:
if not can_prestige():
return false
var gain: BigNumber = calculate_pending_gain()
if gain.mantissa > 0.0:
total_prestige_earned.add_in_place(gain)
current_prestige_unspent.add_in_place(gain)
prestige_resets_count += 1
last_reset_time = Time.get_unix_time_from_system()
GameState.reset_for_prestige(true)
_reinitialize_generators_after_prestige_reset()
_initialize_run_tracking_from_current_state()
_save_state_to_game_state()
GameState.save_game()
var total: BigNumber = get_total_prestige()
prestige_performed.emit(gain, total)
prestige_state_changed.emit(total, calculate_pending_gain())
return true
func get_basis_value_for_display() -> BigNumber:
return _get_basis_value()
func get_basis_label() -> String:
if not _is_config_valid():
return "-"
match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
BASIS_RUN_TOTAL:
return "Run Total"
BASIS_RUN_MAX:
return "Run Max"
_:
return "Lifetime Total"
func _on_currency_changed(changed_currency_id: StringName, new_amount: BigNumber) -> void:
if config == null:
return
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
return
if changed_currency_id != source_currency_id:
return
if new_amount.is_greater_than(run_peak_source_currency):
run_peak_source_currency = _copy_big_number(new_amount)
_save_state_to_game_state()
prestige_state_changed.emit(get_total_prestige(), calculate_pending_gain())
func _calculate_raw_gain_float(basis_value: BigNumber) -> float:
if config == null:
return 0.0
match _get_config_int("formula", FORMULA_POWER):
FORMULA_TRIANGULAR_INVERSE:
var threshold_value: float = _big_number_to_float(_get_config_threshold())
if threshold_value <= 0.0:
return 0.0
var basis_float: float = _big_number_to_float(basis_value)
if basis_float <= 0.0:
return 0.0
var k: float = basis_float / threshold_value
if k <= 0.0:
return 0.0
var target_total: float = (sqrt(1.0 + 8.0 * k) - 1.0) * 0.5
if _is_cumulative_basis():
return target_total - _big_number_to_float(total_prestige_earned)
return target_total
_:
var ratio: float = _big_number_ratio_to_float(basis_value, _get_config_threshold())
if ratio <= 0.0:
return 0.0
var value: float = maxf(_get_config_float("scale", 0.0), 0.0) * pow(ratio, maxf(_get_config_float("exponent", 0.0001), 0.0001)) + _get_config_float("flat_bonus", 0.0)
if _is_cumulative_basis():
return value - _big_number_to_float(total_prestige_earned)
return value
func _get_basis_value() -> BigNumber:
if config == null:
return BigNumber.from_float(0.0)
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
return BigNumber.from_float(0.0)
match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
BASIS_RUN_TOTAL:
var lifetime_now: BigNumber = GameState.get_total_currency_acquired_by_id(source_currency_id)
var run_total: BigNumber = lifetime_now.subtract(run_start_total_source_currency)
if run_total.mantissa < 0.0:
return BigNumber.from_float(0.0)
return run_total
BASIS_RUN_MAX:
return _copy_big_number(run_peak_source_currency)
_:
return _copy_big_number(GameState.get_total_currency_acquired_by_id(source_currency_id))
func _initialize_run_tracking_from_current_state() -> void:
if config == null:
return
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
run_start_total_source_currency = BigNumber.from_float(0.0)
run_peak_source_currency = BigNumber.from_float(0.0)
return
run_start_total_source_currency = _copy_big_number(GameState.get_total_currency_acquired_by_id(source_currency_id))
run_peak_source_currency = _copy_big_number(GameState.get_currency_amount_by_id(source_currency_id))
_save_state_to_game_state()
func _validate_loaded_run_tracking() -> void:
if config == null:
return
var source_currency_id: StringName = get_source_currency_id()
if source_currency_id == &"":
run_start_total_source_currency = BigNumber.from_float(0.0)
run_peak_source_currency = BigNumber.from_float(0.0)
return
var current_currency: BigNumber = GameState.get_currency_amount_by_id(source_currency_id)
if current_currency.is_greater_than(run_peak_source_currency):
run_peak_source_currency = _copy_big_number(current_currency)
var lifetime_now: BigNumber = GameState.get_total_currency_acquired_by_id(source_currency_id)
if run_start_total_source_currency.is_greater_than(lifetime_now):
run_start_total_source_currency = _copy_big_number(lifetime_now)
func _serialize_state() -> Dictionary:
return {
TOTAL_PRESTIGE_KEY: total_prestige_earned.serialize(),
CURRENT_PRESTIGE_UNSPENT_KEY: current_prestige_unspent.serialize(),
PRESTIGE_RESETS_COUNT_KEY: maxi(prestige_resets_count, 0),
RUN_START_TOTAL_SOURCE_KEY: run_start_total_source_currency.serialize(),
RUN_PEAK_SOURCE_KEY: run_peak_source_currency.serialize(),
LAST_RESET_TIME_KEY: maxi(last_reset_time, 0),
}
func _deserialize_state(raw_state: Dictionary) -> void:
total_prestige_earned = _deserialize_big_number(raw_state.get(TOTAL_PRESTIGE_KEY, {}))
current_prestige_unspent = _deserialize_big_number(raw_state.get(CURRENT_PRESTIGE_UNSPENT_KEY, {}))
prestige_resets_count = _to_non_negative_int(raw_state.get(PRESTIGE_RESETS_COUNT_KEY, 0), 0)
run_start_total_source_currency = _deserialize_big_number(raw_state.get(RUN_START_TOTAL_SOURCE_KEY, {}))
run_peak_source_currency = _deserialize_big_number(raw_state.get(RUN_PEAK_SOURCE_KEY, {}))
last_reset_time = _to_non_negative_int(raw_state.get(LAST_RESET_TIME_KEY, 0), 0)
if current_prestige_unspent.is_greater_than(total_prestige_earned):
current_prestige_unspent = _copy_big_number(total_prestige_earned)
func _save_state_to_game_state() -> void:
GameState.set_external_save_data(SAVE_KEY, _serialize_state())
func _reinitialize_generators_after_prestige_reset() -> void:
var scene_root: Node = get_tree().current_scene
if scene_root == null:
return
var generator_nodes: Array[Node] = scene_root.find_children("*", "CurrencyGenerator", true, false)
for generator_node in generator_nodes:
if generator_node == null:
continue
if not generator_node.has_method("reset_runtime_state_for_prestige"):
continue
generator_node.call("reset_runtime_state_for_prestige")
func _deserialize_big_number(raw_value: Variant) -> BigNumber:
if raw_value is Dictionary:
return BigNumber.deserialize(raw_value)
return BigNumber.from_float(0.0)
func _copy_big_number(value: BigNumber) -> BigNumber:
return BigNumber.new(value.mantissa, value.exponent)
func _big_number_ratio_to_float(a: BigNumber, b: BigNumber) -> float:
if b.mantissa <= 0.0:
return 0.0
if a.mantissa <= 0.0:
return 0.0
var exponent_delta: int = a.exponent - b.exponent
if exponent_delta > 308:
return INF
if exponent_delta < -308:
return 0.0
return (a.mantissa / b.mantissa) * pow(10.0, float(exponent_delta))
func _big_number_to_float(value: BigNumber) -> float:
if value.mantissa <= 0.0:
return 0.0
if value.exponent > 308:
return INF
if value.exponent < -308:
return 0.0
return value.mantissa * pow(10.0, float(value.exponent))
func _normalize_currency_id(currency_id: StringName) -> StringName:
var normalized: String = String(currency_id).to_lower().strip_edges()
if normalized.is_empty():
return &""
return StringName(normalized)
func _to_non_negative_int(value: Variant, fallback: int = 0) -> int:
if value is int:
return maxi(value, 0)
if value is float:
return maxi(int(value), 0)
return maxi(fallback, 0)
func _is_config_valid() -> bool:
if config == null:
return false
if not config.has_method("is_valid"):
return false
return bool(config.call("is_valid"))
func _is_cumulative_basis() -> bool:
if config != null and config.has_method("is_cumulative_basis"):
return bool(config.call("is_cumulative_basis"))
return _get_config_int("basis", BASIS_LIFETIME_TOTAL) != BASIS_RUN_TOTAL
func _round_gain(value: float) -> float:
if config != null and config.has_method("round_value"):
var rounded: Variant = config.call("round_value", value)
if rounded is float:
return rounded
if rounded is int:
return float(rounded)
return floorf(value)
func _get_config_threshold() -> BigNumber:
if config != null and config.has_method("get_threshold"):
var threshold: Variant = config.call("get_threshold")
if threshold is BigNumber:
return threshold
return BigNumber.from_float(1.0)
func _get_config_string_name(property_name: String, fallback: StringName = &"") -> StringName:
if config == null:
return fallback
var value: Variant = config.get(property_name)
if value is StringName:
return value
if value is String:
return StringName(String(value))
return fallback
func _get_config_int(property_name: String, fallback: int = 0) -> int:
if config == null:
return fallback
var value: Variant = config.get(property_name)
if value is int:
return value
if value is float:
return int(value)
return fallback
func _get_config_float(property_name: String, fallback: float = 0.0) -> float:
if config == null:
return fallback
var value: Variant = config.get(property_name)
if value is float:
return value
if value is int:
return float(value)
return fallback
func _get_config_bool(property_name: String, fallback: bool = false) -> bool:
if config == null:
return fallback
var value: Variant = config.get(property_name)
if value is bool:
return value
return fallback

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@@ -0,0 +1 @@
uid://srkiu4qe8s2m

View File

@@ -0,0 +1,90 @@
class_name PrestigePanel
extends PanelContainer
@onready var _total_value: Label = $MarginContainer/VBoxContainer/StatsGrid/TotalValue
@onready var _pending_value: Label = $MarginContainer/VBoxContainer/StatsGrid/PendingValue
@onready var _multiplier_value: Label = $MarginContainer/VBoxContainer/StatsGrid/MultiplierValue
@onready var _basis_label: Label = $MarginContainer/VBoxContainer/StatsGrid/BasisValue
@onready var _reset_button: Button = $MarginContainer/VBoxContainer/Buttons/ResetButton
@onready var _save_button: Button = $MarginContainer/VBoxContainer/Buttons/SaveButton
@onready var _confirm_dialog: ConfirmationDialog = $ConfirmDialog
var _is_waiting_for_confirm: bool = false
func _ready() -> void:
var manager: Node = _get_prestige_manager()
if manager != null and manager.has_signal("prestige_state_changed"):
manager.prestige_state_changed.connect(_on_prestige_state_changed)
if manager != null and manager.has_signal("prestige_performed"):
manager.prestige_performed.connect(_on_prestige_performed)
if not GameState.currency_changed.is_connected(_on_currency_changed):
GameState.currency_changed.connect(_on_currency_changed)
_refresh_ui()
func _on_reset_button_pressed() -> void:
var manager: Node = _get_prestige_manager()
if manager == null or not manager.has_method("can_prestige"):
return
if not bool(manager.call("can_prestige")):
return
var pending: BigNumber = manager.call("calculate_pending_gain")
var source_currency_id: StringName = manager.call("get_source_currency_id")
var source_currency_name: String = GameState.get_currency_name(source_currency_id)
var confirm_message: String = "Reset this run for +%s prestige?\n\nThis resets currencies, owned generators, and buff levels. Lifetime totals and prestige are kept." % pending.to_string_suffix(2)
if not source_currency_name.is_empty():
confirm_message = "%s\n\nBased on %s progression." % [confirm_message, source_currency_name]
_confirm_dialog.dialog_text = confirm_message
_is_waiting_for_confirm = true
_confirm_dialog.popup_centered_ratio(0.4)
func _on_save_button_pressed() -> void:
GameState.save_game()
func _on_prestige_state_changed(_total: BigNumber, _pending: BigNumber) -> void:
_refresh_ui()
func _on_prestige_performed(_gain: BigNumber, _total: BigNumber) -> void:
_refresh_ui()
func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
_refresh_ui()
func _on_confirm_dialog_confirmed() -> void:
if not _is_waiting_for_confirm:
return
_is_waiting_for_confirm = false
var manager: Node = _get_prestige_manager()
if manager == null:
return
manager.call("perform_prestige")
func _on_confirm_dialog_canceled() -> void:
_is_waiting_for_confirm = false
func _refresh_ui() -> void:
var manager: Node = _get_prestige_manager()
if manager == null:
visible = false
return
visible = true
var total: BigNumber = manager.call("get_total_prestige")
var pending: BigNumber = manager.call("calculate_pending_gain")
var multiplier: float = float(manager.call("get_total_multiplier"))
var basis_text: String = String(manager.call("get_basis_label"))
var basis_value: BigNumber = manager.call("get_basis_value_for_display")
_total_value.text = total.to_string_suffix(2)
_pending_value.text = pending.to_string_suffix(2)
_multiplier_value.text = "x%.2f" % multiplier
_basis_label.text = "%s (%s)" % [basis_text, basis_value.to_string_suffix(2)]
_reset_button.disabled = not bool(manager.call("can_prestige"))
func _get_prestige_manager() -> Node:
return get_node_or_null("/root/PrestigeManager")

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@@ -0,0 +1 @@
uid://dmsmmgtbrul1t

View File

@@ -0,0 +1,81 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://core/prestige/prestige_panel.gd" id="1_7fdwq"]
[node name="PrestigePanel" type="PanelContainer"]
offset_right = 420.0
offset_bottom = 206.0
script = ExtResource("1_7fdwq")
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 2
theme_override_constants/margin_left = 10
theme_override_constants/margin_top = 10
theme_override_constants/margin_right = 10
theme_override_constants/margin_bottom = 10
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
layout_mode = 2
theme_override_constants/separation = 8
[node name="Title" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Prestige"
[node name="StatsGrid" type="GridContainer" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
columns = 2
[node name="TotalTitle" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "Total"
[node name="TotalValue" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "0"
[node name="PendingTitle" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "Pending"
[node name="PendingValue" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "0"
[node name="MultiplierTitle" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "Multiplier"
[node name="MultiplierValue" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "x1.00"
[node name="BasisTitle" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "Basis"
[node name="BasisValue" type="Label" parent="MarginContainer/VBoxContainer/StatsGrid"]
layout_mode = 2
text = "-"
[node name="Buttons" type="HBoxContainer" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 8
[node name="ResetButton" type="Button" parent="MarginContainer/VBoxContainer/Buttons"]
layout_mode = 2
text = "Prestige Reset"
[node name="SaveButton" type="Button" parent="MarginContainer/VBoxContainer/Buttons"]
layout_mode = 2
text = "Save"
[node name="ConfirmDialog" type="ConfirmationDialog" parent="."]
title = "Prestige Reset"
ok_button_text = "Prestige"
dialog_text = "Reset this run?"
[connection signal="pressed" from="MarginContainer/VBoxContainer/Buttons/ResetButton" to="." method="_on_reset_button_pressed"]
[connection signal="pressed" from="MarginContainer/VBoxContainer/Buttons/SaveButton" to="." method="_on_save_button_pressed"]
[connection signal="canceled" from="ConfirmDialog" to="." method="_on_confirm_dialog_canceled"]
[connection signal="confirmed" from="ConfirmDialog" to="." method="_on_confirm_dialog_confirmed"]

View File

@@ -8,6 +8,7 @@
[ext_resource type="Resource" uid="uid://brqaojindcxa5" path="res://idles/currencies/magic.tres" id="5_dl3gy"]
[ext_resource type="Resource" uid="uid://df5k58yu1g6rf" path="res://idles/generators/forestry.tres" id="5_u3cug"]
[ext_resource type="PackedScene" uid="uid://dirvi76rkoowf" path="res://goals_debug_ui.tscn" id="7_7i63j"]
[ext_resource type="PackedScene" path="res://core/prestige/prestige_panel.tscn" id="9_q5vce"]
[node name="GeneratorGym" type="Node2D" unique_id=1219373683]
@@ -60,3 +61,10 @@ offset_left = 1253.0
offset_top = 817.0
offset_right = 1913.0
offset_bottom = 1076.0
[node name="PrestigePanel" parent="UI" unique_id=401213142 instance=ExtResource("9_q5vce")]
layout_mode = 0
offset_left = 12.0
offset_top = 822.0
offset_right = 432.0
offset_bottom = 1028.0

View File

@@ -162,7 +162,7 @@ func _refresh_generator_ui() -> void:
if _generator.data != null and can_interact:
production_per_second = _generator.data.production_per_second(
_generator.owned,
_generator.run_multiplier * _generator.get_automatic_production_multiplier(),
_generator.get_effective_auto_run_multiplier(),
_generator.purchased_count
)

View File

@@ -3,14 +3,22 @@
[ext_resource type="Script" uid="uid://r4js5eajolio" path="res://core/goals/goal_requirement_data.gd" id="1_pj6se"]
[ext_resource type="Resource" uid="uid://brqaojindcxa5" path="res://idles/currencies/magic.tres" id="2_lsxf0"]
[ext_resource type="Script" uid="uid://dx4kmh33rrkpy" path="res://core/goals/goal_data.gd" id="3_hyry2"]
[ext_resource type="Resource" uid="uid://cythfovqgqlyh" path="res://idles/currencies/wood.tres" id="3_lsxf0"]
[sub_resource type="Resource" id="Resource_tvl3d"]
script = ExtResource("1_pj6se")
currency = ExtResource("2_lsxf0")
amount_mantissa = 1.3
amount_mantissa = 3.5
amount_exponent = 5
[sub_resource type="Resource" id="Resource_hyry2"]
script = ExtResource("1_pj6se")
currency = ExtResource("3_lsxf0")
amount_mantissa = 2.0
amount_exponent = 4
metadata/_custom_type_script = "uid://r4js5eajolio"
[resource]
script = ExtResource("3_hyry2")
id = &"magic_total_13k"
requirements = Array[ExtResource("1_pj6se")]([SubResource("Resource_tvl3d")])
id = &"magic_350k_wood_20k"
requirements = Array[ExtResource("1_pj6se")]([SubResource("Resource_tvl3d"), SubResource("Resource_hyry2")])

View File

@@ -0,0 +1,25 @@
[gd_resource type="Resource" script_class="PrestigeConfig" format=3]
[ext_resource type="Script" path="res://core/prestige/prestige_config.gd" id="1_3tg3a"]
[resource]
script = ExtResource("1_3tg3a")
id = &"ascension"
display_name = "Ascension"
prestige_currency_id = &"ascension"
source_currency_id = &"magic"
basis = 0
formula = 0
threshold_mantissa = 1.0
threshold_exponent = 4
scale = 1.0
exponent = 0.5
flat_bonus = 0.0
minimum_gain = 0
rounding_mode = 0
allow_prestige_without_gain = false
multiplier_mode = 0
base_multiplier = 1.0
multiplier_per_prestige = 0.05
multiplier_exponent = 1.0
metadata/_custom_type_script = "res://core/prestige/prestige_config.gd"

View File

@@ -19,6 +19,7 @@ config/icon="res://icon.svg"
CurrencyDatabase="*res://core/currency_database.gd"
GameState="*uid://d2j7tvlgxr2jp"
PrestigeManager="*res://core/prestige/prestige_manager.gd"
[display]