extends Node # This script is added as an Autoload named 'GameState' # ========================================== # SIGNALS # ========================================== signal gold_changed(new_amount: BigNumber) signal gems_changed(new_amount: BigNumber) signal generator_state_changed(generator_id: StringName, state: Dictionary) enum CurrencyType { gold, gems } # ========================================== # STATE VARIABLES # ========================================== var gold: BigNumber = BigNumber.from_float(0.0) var gems: BigNumber = BigNumber.from_float(0.0) var generator_states: Dictionary = {} var last_save_time: int = 0 # Unix timestamp static var file_name: String = "user://idle_save.json" const GENERATOR_OWNED_KEY: String = "owned" const GENERATOR_PURCHASED_COUNT_KEY: String = "purchased_count" const GENERATOR_UNLOCKED_KEY: String = "unlocked" const GENERATOR_AVAILABLE_KEY: String = "available" func _ready() -> void: load_game() # ========================================== # STATE MODIFIERS # ========================================== func add_gold(amount: BigNumber) -> void: gold.add_in_place(amount) gold_changed.emit(gold) func spend_gold(cost: BigNumber) -> bool: if gold.is_greater_than(cost) or gold.is_equal_to(cost): var negative_cost = BigNumber.new(-cost.mantissa, cost.exponent) gold.add_in_place(negative_cost) gold_changed.emit(gold) return true return false func add_gems(amount: BigNumber) -> void: gems.add_in_place(amount) gems_changed.emit(gems) func spend_gems(cost: BigNumber) -> bool: if gems.is_greater_than(cost) or gems.is_equal_to(cost): var negative_cost = BigNumber.new(-cost.mantissa, cost.exponent) gems.add_in_place(negative_cost) gems_changed.emit(gems) return true return false func register_generator(generator_id: StringName, unlocked: bool = false, available: bool = false) -> void: var key: String = String(generator_id) if key.is_empty(): return if generator_states.has(key): var existing_raw: Variant = generator_states.get(key) if existing_raw is Dictionary: generator_states[key] = _sanitize_generator_state(existing_raw, unlocked, available) return var new_state: Dictionary = _default_generator_state(unlocked, available) generator_states[key] = new_state generator_state_changed.emit(StringName(key), new_state.duplicate(true)) func get_generator_state(generator_id: StringName) -> Dictionary: return _get_generator_state(generator_id).duplicate(true) func get_generator_owned(generator_id: StringName) -> int: var state: Dictionary = _get_generator_state(generator_id) return int(state.get(GENERATOR_OWNED_KEY, 0)) func set_generator_owned(generator_id: StringName, value: int) -> void: var state: Dictionary = _get_generator_state(generator_id) var next_owned: int = maxi(value, 0) if int(state.get(GENERATOR_OWNED_KEY, 0)) == next_owned: return state[GENERATOR_OWNED_KEY] = next_owned state[GENERATOR_PURCHASED_COUNT_KEY] = maxi(int(state.get(GENERATOR_PURCHASED_COUNT_KEY, 0)), next_owned) _set_generator_state(generator_id, state) func get_generator_purchased_count(generator_id: StringName) -> int: var state: Dictionary = _get_generator_state(generator_id) return int(state.get(GENERATOR_PURCHASED_COUNT_KEY, 0)) func set_generator_purchased_count(generator_id: StringName, value: int) -> void: var state: Dictionary = _get_generator_state(generator_id) var min_purchased: int = int(state.get(GENERATOR_OWNED_KEY, 0)) var next_purchased: int = maxi(value, min_purchased) if int(state.get(GENERATOR_PURCHASED_COUNT_KEY, 0)) == next_purchased: return state[GENERATOR_PURCHASED_COUNT_KEY] = next_purchased _set_generator_state(generator_id, state) func is_generator_unlocked(generator_id: StringName) -> bool: var state: Dictionary = _get_generator_state(generator_id) return bool(state.get(GENERATOR_UNLOCKED_KEY, false)) func set_generator_unlocked(generator_id: StringName, value: bool) -> void: var state: Dictionary = _get_generator_state(generator_id) if bool(state.get(GENERATOR_UNLOCKED_KEY, false)) == value: return state[GENERATOR_UNLOCKED_KEY] = value _set_generator_state(generator_id, state) func is_generator_available(generator_id: StringName) -> bool: var state: Dictionary = _get_generator_state(generator_id) return bool(state.get(GENERATOR_AVAILABLE_KEY, false)) func set_generator_available(generator_id: StringName, value: bool) -> void: var state: Dictionary = _get_generator_state(generator_id) if bool(state.get(GENERATOR_AVAILABLE_KEY, false)) == value: return state[GENERATOR_AVAILABLE_KEY] = value _set_generator_state(generator_id, state) # ========================================== # PERSISTENCE (Save/Load) # ========================================== func save_game() -> void: var save_data = { "gold": gold.serialize(), "gems": gems.serialize(), "generator_states": _serialize_generator_states(), "last_save_time": Time.get_unix_time_from_system() } var file = FileAccess.open(file_name, FileAccess.WRITE) if file: file.store_string(JSON.stringify(save_data)) func load_game() -> void: if not FileAccess.file_exists(file_name): return var file = FileAccess.open(file_name, FileAccess.READ) if file: var parsed = JSON.parse_string(file.get_as_text()) if parsed is Dictionary: gold = BigNumber.deserialize(parsed.get("gold", {})) gems = BigNumber.deserialize(parsed.get("gems", {})) generator_states = _deserialize_generator_states(parsed.get("generator_states", {})) last_save_time = parsed.get("last_save_time", Time.get_unix_time_from_system()) func _default_generator_state(unlocked: bool, available: bool) -> Dictionary: return { GENERATOR_OWNED_KEY: 0, GENERATOR_PURCHASED_COUNT_KEY: 0, GENERATOR_UNLOCKED_KEY: unlocked, GENERATOR_AVAILABLE_KEY: available, } func _get_generator_state(generator_id: StringName) -> Dictionary: var key: String = String(generator_id) if key.is_empty(): return _default_generator_state(false, false) if not generator_states.has(key): register_generator(generator_id) var existing_raw: Variant = generator_states.get(key, _default_generator_state(false, false)) if existing_raw is Dictionary: var state: Dictionary = existing_raw var sanitized: Dictionary = _sanitize_generator_state(state, false, false) generator_states[key] = sanitized return sanitized var fallback: Dictionary = _default_generator_state(false, false) generator_states[key] = fallback return fallback func _set_generator_state(generator_id: StringName, state: Dictionary) -> void: var key: String = String(generator_id) if key.is_empty(): return var sanitized: Dictionary = _sanitize_generator_state(state, false, false) generator_states[key] = sanitized generator_state_changed.emit(StringName(key), sanitized.duplicate(true)) func _serialize_generator_states() -> Dictionary: var result: Dictionary = {} for key_variant in generator_states.keys(): var key: String = String(key_variant) if key.is_empty(): continue var value: Variant = generator_states.get(key_variant) if value is Dictionary: result[key] = _serialize_generator_state_entry(value) return result func _deserialize_generator_states(raw_value: Variant) -> Dictionary: var result: Dictionary = {} if not (raw_value is Dictionary): return result for key_variant in raw_value.keys(): var key: String = String(key_variant) if key.is_empty(): continue var entry: Variant = raw_value.get(key_variant) if entry is Dictionary: result[key] = _deserialize_generator_state_entry(entry) return result func _serialize_generator_state_entry(raw_state: Dictionary) -> Dictionary: var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, 0), 0) var purchased_value: int = _to_non_negative_int(raw_state.get(GENERATOR_PURCHASED_COUNT_KEY, owned_value), owned_value) var serialized_state: Dictionary = { GENERATOR_OWNED_KEY: owned_value, GENERATOR_PURCHASED_COUNT_KEY: maxi(purchased_value, owned_value), } if raw_state.has(GENERATOR_UNLOCKED_KEY) and raw_state.get(GENERATOR_UNLOCKED_KEY) is bool: serialized_state[GENERATOR_UNLOCKED_KEY] = raw_state.get(GENERATOR_UNLOCKED_KEY) if raw_state.has(GENERATOR_AVAILABLE_KEY) and raw_state.get(GENERATOR_AVAILABLE_KEY) is bool: serialized_state[GENERATOR_AVAILABLE_KEY] = raw_state.get(GENERATOR_AVAILABLE_KEY) return serialized_state func _deserialize_generator_state_entry(raw_state: Dictionary) -> Dictionary: var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, 0), 0) var purchased_value: int = _to_non_negative_int(raw_state.get(GENERATOR_PURCHASED_COUNT_KEY, owned_value), owned_value) var parsed_state: Dictionary = { GENERATOR_OWNED_KEY: owned_value, GENERATOR_PURCHASED_COUNT_KEY: maxi(purchased_value, owned_value), } if raw_state.has(GENERATOR_UNLOCKED_KEY) and raw_state.get(GENERATOR_UNLOCKED_KEY) is bool: parsed_state[GENERATOR_UNLOCKED_KEY] = raw_state.get(GENERATOR_UNLOCKED_KEY) if raw_state.has(GENERATOR_AVAILABLE_KEY) and raw_state.get(GENERATOR_AVAILABLE_KEY) is bool: parsed_state[GENERATOR_AVAILABLE_KEY] = raw_state.get(GENERATOR_AVAILABLE_KEY) return parsed_state func _sanitize_generator_state(raw_state: Dictionary, default_unlocked: bool, default_available: bool) -> Dictionary: var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, 0), 0) var purchased_value: int = _to_non_negative_int(raw_state.get(GENERATOR_PURCHASED_COUNT_KEY, owned_value), owned_value) return { GENERATOR_OWNED_KEY: owned_value, GENERATOR_PURCHASED_COUNT_KEY: maxi(purchased_value, owned_value), GENERATOR_UNLOCKED_KEY: _to_bool(raw_state.get(GENERATOR_UNLOCKED_KEY, default_unlocked), default_unlocked), GENERATOR_AVAILABLE_KEY: _to_bool(raw_state.get(GENERATOR_AVAILABLE_KEY, default_available), default_available), } 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 _to_bool(value: Variant, fallback: bool) -> bool: if value is bool: return value return fallback