buffs are now decoupled from generators

This commit is contained in:
2026-03-29 17:50:39 +02:00
parent 85bbe51956
commit f1e08c848e
9 changed files with 604 additions and 73 deletions

View File

@@ -130,6 +130,7 @@ func perform_prestige() -> bool:
last_reset_time = Time.get_unix_time_from_system()
GameState.reset_for_prestige(true, false)
_reset_all_buff_levels()
_reinitialize_generators_after_prestige_reset()
GameState.emit_currency_changed_for_all()
_initialize_run_tracking_from_current_state()
@@ -280,6 +281,11 @@ func _deserialize_state(raw_state: Dictionary) -> void:
func _save_state_to_game_state() -> void:
GameState.set_external_save_data(SAVE_KEY, _serialize_state())
func _reset_all_buff_levels() -> void:
for buff_id in GameState._buff_levels.keys():
GameState.set_buff_level(buff_id, 0)
GameState.set_buff_unlocked(buff_id, false)
func _reinitialize_generators_after_prestige_reset() -> void:
var scene_root: Node = get_tree().current_scene
if scene_root == null: