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# Prestige Module Documentation
## Overview
The `prestige/` subfolder implements the rebirth/reset system. Players can reset progress in exchange for a permanent multiplier that accelerates future runs.
## Files
| File | Purpose |
|------|---------|
| `prestige_config.gd` | Configuration resource for prestige rules |
| `prestige_manager.gd` | Core logic and state management |
| `prestige_panel.gd` | UI panel for prestige interaction |
| `TECH_SPEC.md` | Detailed technical specification |
## Architecture
```
PrestigeManager (autoload node)
├── Tracks prestige currency
├── Calculates pending gain
├── Applies multipliers to generators
└── PrestigePanel (UI)
├── Shows current/pending prestige
└── Trigger reset button
```
## PrestigeConfig
Resource defining prestige rules.
### Enums
```gdscript
enum BasisType {
LIFETIME_TOTAL, # All-time currency acquired
RUN_TOTAL, # Currency this run
RUN_MAX # Peak currency this run
}
enum FormulaType {
POWER, # gain = scale * (ratio^exponent)
TRIANGULAR_INVERSE # gain based on triangular number inverse
}
enum RoundingMode {
FLOOR, ROUND, CEIL
}
enum MultiplierMode {
ADDITIVE, # +X per prestige
MULTIPLICATIVE_POWER # x^(multiplier_per_prestige)
}
```
### Key Properties
```gdscript
@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" # What to measure
@export var basis: BasisType = LIFETIME_TOTAL
@export var formula: FormulaType = POWER
# Threshold: minimum source currency needed
@export var threshold_mantissa: float = 1.0
@export var threshold_exponent: int = 4 # 1e4 = 10,000
# Formula parameters
@export var scale: float = 1.0
@export var exponent: float = 0.5 # Square root
# Multiplier growth
@export var multiplier_per_prestige: float = 0.05 # +5% per prestige
@export var multiplier_mode: MultiplierMode = ADDITIVE
```
## PrestigeManager
Autoload node managing prestige state.
### Signals
```gdscript
signal prestige_state_changed(total_prestige, pending_gain)
signal prestige_performed(gain, total_prestige)
```
### State Variables
```gdscript
var total_prestige_earned: BigNumber # Lifetime prestige
var current_prestige_unspent: BigNumber # Available to spend
var prestige_resets_count: int # How many resets
var run_start_total_source_currency: BigNumber # Track run start
var run_peak_source_currency: BigNumber # Peak this run
```
### Key Methods
```gdscript
# Query state
func get_total_prestige() -> BigNumber
func calculate_pending_gain() -> BigNumber
func can_prestige() -> bool
func get_total_multiplier() -> float
# Perform prestige
func perform_prestige() -> bool
```
### Gain Calculation
**Power Formula** (default):
```gdscript
ratio = basis_value / threshold
raw_gain = scale * (ratio^exponent) + flat_bonus
# Cumulative basis subtracts already earned
if basis == LIFETIME_TOTAL:
gain = raw_gain - total_prestige_earned
```
**Triangular Inverse Formula**:
```gdscript
# Based on inverse triangular number: n = (sqrt(1 + 8k) - 1) / 2
k = basis_value / threshold
target_total = (sqrt(1 + 8k) - 1) * 0.5
if basis == LIFETIME_TOTAL:
gain = target_total - total_prestige_earned
```
### Multiplier Application
**Additive Mode**:
```gdscript
multiplier = base_multiplier + (total_prestige * multiplier_per_prestige)
# e.g., 1.0 + (5 * 0.05) = 1.25 (25% bonus)
```
**Multiplicative Power Mode**:
```gdscript
growth_base = 1.0 + multiplier_per_prestige
multiplier = base_multiplier * (growth_base ^ total_prestige)
# e.g., 1.0 * (1.05 ^ 5) = 1.276 (27.6% bonus)
```
### Prestige Reset Flow
1. Player clicks "Prestige" button
2. `perform_prestige()` called
3. Gain calculated and added to total
4. `GameState.reset_for_prestige()` called:
- Current currencies reset to 0
- Generator states cleared
- Buff levels reset to 0
- Goal completion cleared
- Lifetime totals preserved
5. Generators reinitialized
6. Save triggered
## PrestigePanel
UI component for prestige interaction.
### Displays
```gdscript
_total_value.text = "123.45" # Total prestige earned
_pending_value.text = "56.78" # Gain available now
_multiplier_value.text = "x2.34" # Current multiplier
_basis_label.text = "Lifetime Total (1.50e6 Magic)"
```
### Buttons
- **Reset**: Triggers `perform_prestige()` after confirmation
- **Save**: Manually saves game state
## Integration with Generators
Generators apply prestige multipliers automatically:
```gdscript
func get_effective_auto_run_multiplier() -> float:
return run_multiplier * buff_multiplier * _get_prestige_multiplier()
func _get_prestige_multiplier() -> float:
var manager = get_node_or_null("/root/PrestigeManager")
if manager:
return manager.get_total_multiplier()
return 1.0
```
## Save Integration
Prestige state stored in `GameState` external save:
```json
{
"prestige": {
"total_prestige_earned": {"m": 10.0, "e": 0},
"current_prestige_unspent": {"m": 5.0, "e": 0},
"prestige_resets_count": 3,
"run_start_total_source_currency": {"m": 1000.0, "e": 0},
"run_peak_source_currency": {"m": 5000.0, "e": 0},
"last_reset_time": 1234567890
}
}
```
## Configuration Example
For a typical idle game:
```gdscript
# Primary prestige currency
id = &"primary"
display_name = "Ascension"
source_currency_id = &"magic"
# Based on lifetime total of Magic currency
basis = LIFETIME_TOTAL
# Need 1e6 Magic to get first prestige
threshold_mantissa = 1.0
threshold_exponent = 6
# Square root scaling (diminishing returns)
formula = POWER
exponent = 0.5
# +10% multiplier per prestige point
multiplier_mode = ADDITIVE
multiplier_per_prestige = 0.10
```
## See Also
- `core/game_state.gd` - State persistence
- `generator/currency_generator.gd` - Multiplier application
- `core/big_number.gd` - Large number math