buffs are now decoupled from generators
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@@ -219,18 +219,18 @@ func buy_max() -> int:
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func get_buffs() -> Array[GeneratorBuffData]:
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if data == null:
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return []
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return data.buffs
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return GameState.get_buffs_for_generator(_generator_id)
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func get_buff_level(buff_id: StringName) -> int:
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_ensure_registered()
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return GameState.get_generator_buff_level(_generator_id, buff_id)
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return GameState.get_buff_level(buff_id)
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func is_buff_unlocked(buff_id: StringName) -> bool:
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_ensure_registered()
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return GameState.is_generator_buff_unlocked(_generator_id, buff_id)
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return GameState.is_buff_unlocked(buff_id)
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func get_buff_cost(buff_id: StringName) -> BigNumber:
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var buff: GeneratorBuffData = _find_buff(buff_id)
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var buff: GeneratorBuffData = GameState.get_buff(buff_id)
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if buff == null:
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return BigNumber.from_float(0.0)
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if not is_buff_unlocked(buff.id):
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@@ -240,7 +240,7 @@ func get_buff_cost(buff_id: StringName) -> BigNumber:
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return buff.get_cost_for_level(level)
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func get_buff_cost_currency_id(buff_id: StringName) -> StringName:
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var buff: GeneratorBuffData = _find_buff(buff_id)
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var buff: GeneratorBuffData = GameState.get_buff(buff_id)
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if buff == null:
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return &""
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return _resolve_buff_cost_currency_id(buff)
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@@ -249,7 +249,7 @@ func can_buy_buff(buff_id: StringName) -> bool:
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if not is_available_to_player():
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return false
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var buff: GeneratorBuffData = _find_buff(buff_id)
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var buff: GeneratorBuffData = GameState.get_buff(buff_id)
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if buff == null:
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return false
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@@ -272,14 +272,14 @@ func buy_buff(buff_id: StringName) -> bool:
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if not is_available_to_player():
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return false
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var buff: GeneratorBuffData = _find_buff(buff_id)
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var buff: GeneratorBuffData = GameState.get_buff(buff_id)
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if buff == null:
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return false
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if not is_buff_unlocked(buff.id):
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if not GameState.is_buff_unlocked(buff.id):
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return false
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var current_level: int = get_buff_level(buff.id)
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var current_level: int = GameState.get_buff_level(buff.id)
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if not buff.can_purchase_next_level(current_level):
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return false
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@@ -293,19 +293,19 @@ func buy_buff(buff_id: StringName) -> bool:
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return false
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var next_level: int = current_level + 1
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GameState.set_generator_buff_level(_generator_id, buff.id, next_level)
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GameState.set_buff_level(buff.id, next_level)
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_apply_resource_purchase_buff(buff, next_level)
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buff_purchased.emit(buff.id, next_level, cost, cost_currency_id)
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return true
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func is_buff_maxed(buff_id: StringName) -> bool:
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var buff: GeneratorBuffData = _find_buff(buff_id)
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var buff: GeneratorBuffData = GameState.get_buff(buff_id)
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if buff == null:
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return true
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if not is_buff_unlocked(buff.id):
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if not GameState.is_buff_unlocked(buff.id):
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return false
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return not buff.can_purchase_next_level(get_buff_level(buff.id))
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return not buff.can_purchase_next_level(GameState.get_buff_level(buff.id))
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func get_automatic_production_multiplier() -> float:
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return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.AUTO_PRODUCTION_MULTIPLIER)
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@@ -477,11 +477,6 @@ func _big_number_to_float(value: BigNumber) -> float:
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return 0.0
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return value.mantissa * pow(10.0, float(value.exponent))
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func _find_buff(buff_id: StringName) -> GeneratorBuffData:
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if data == null:
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return null
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return data.find_buff(buff_id)
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func _resolve_buff_cost_currency_id(buff: GeneratorBuffData) -> StringName:
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if buff == null:
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return &""
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@@ -509,18 +504,7 @@ func _resolve_buff_target_currency_id(buff: GeneratorBuffData) -> StringName:
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return GameState.get_currency_id(target_currency)
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func _get_multiplier_for_buff_kind(kind: GeneratorBuffData.BuffKind) -> float:
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var multiplier: float = 1.0
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for buff in get_buffs():
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if buff == null:
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continue
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if buff.kind != kind:
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continue
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if not is_buff_unlocked(buff.id):
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continue
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multiplier *= buff.get_effect_multiplier(get_buff_level(buff.id))
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return maxf(multiplier, 0.0)
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return GameState.get_effective_multiplier(_generator_id, kind)
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func _apply_resource_purchase_buff(buff: GeneratorBuffData, level: int) -> void:
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if buff == null:
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@@ -581,34 +565,21 @@ func _register_buffs() -> void:
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continue
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var buff_id: StringName = StringName(buff_id_text)
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GameState.register_generator_buff(_generator_id, buff_id, 0)
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var persisted_level: int = GameState.get_generator_buff_level(_generator_id, buff_id)
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var starts_unlocked: bool = buff.unlocked or persisted_level > 0
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GameState.register_generator_buff_unlocked(_generator_id, buff_id, starts_unlocked)
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GameState.register_buff(buff)
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if not GameState.is_buff_unlocked(buff_id):
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var persisted_level: int = GameState.get_buff_level(buff_id)
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var starts_unlocked: bool = buff.unlocked or persisted_level > 0
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GameState.set_buff_unlocked(buff_id, starts_unlocked)
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_evaluate_buff_unlock_goals()
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_try_unlock_buff_from_goal(buff)
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func _evaluate_buff_unlock_goals() -> void:
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for buff in get_buffs():
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_try_unlock_buff_from_goal(buff)
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GameState._try_unlock_buff_from_goal(buff)
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func _try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void:
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if buff == null:
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return
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var buff_id_text: String = String(buff.id).strip_edges()
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if buff_id_text.is_empty():
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return
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var buff_id: StringName = StringName(buff_id_text)
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if GameState.is_generator_buff_unlocked(_generator_id, buff_id):
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return
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if not buff.has_unlock_goal():
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return
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if not buff.is_unlock_goal_met():
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return
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GameState.set_generator_buff_unlocked(_generator_id, buff_id, true)
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GameState._try_unlock_buff_from_goal(buff)
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func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
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_evaluate_generator_unlock_goal(false)
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