# Core Module Documentation ## Overview The `core/` directory contains the fundamental systems for the idle game. It provides: - **Numeric Foundation**: `BigNumber` for handling huge idle game values - **Game State Management**: `LevelGameState` for all persistent state - **Currency System**: `CurrencyCatalogue` and tracking for multiple currency types - **Generator System**: Automated resource production with scaling costs - **Buff System**: Upgrades that modify generator behavior - **Goal System**: Achievement tracking and unlock triggers - **Prestige System**: Rebirth mechanics with permanent multipliers - **Research System**: XP-based progression with production multipliers ## Architecture ``` core/ ├── big_number.gd # Core numeric API ├── level_game_state.gd # Main state management (Node) ├── currency/ # Currency data structures + CurrencyCatalogue ├── currency_catalogue.gd # Currency catalogue resource ├── buff_catalogue.gd # Buff catalogue resource ├── goal_catalogue.gd # Goal catalogue resource ├── generator/ # Generator logic and data ├── goals/ # Goal/achievement system ├── prestige/ # Prestige/rebirth system └── research/ # Research XP and progression ``` ## Data Flow 1. **Game Start**: `LevelGameState._ready()` initializes currencies, loads save 2. **Player Action**: Generator bought → `LevelGameState` updated → signals emitted 3. **UI Reaction**: Listeners respond to signals → update display 4. **Goal Check**: Currency changed → goals evaluated → buffs unlocked 5. **Save**: `LevelGameState.save_game()` → JSON to `user://level_save.json` ## Save Format **Version**: 5 ```json { "save_format_version": 5, "currencies": { "": { "current": {"m": float, "e": int}, "total": {"m": float, "e": int}, "all_time": {"m": float, "e": int} } }, "generator_states": { "": { "owned": int, "purchased_count": int, "unlocked": bool, "available": bool } }, "buff_levels": { "": int }, "buff_unlocked": { "": true }, "buff_active": { "": true }, "goals": { "completed": ["", ...] }, "research_xp": { "": {"m": float, "e": int} }, "research_levels": { "": int }, "last_save_time": unix_timestamp } ``` ## Key Signals | Signal | Emitted When | |--------|--------------| | `currency_changed(currency_id, new_amount)` | Any currency balance changes | | `generator_state_changed(generator_id, state)` | Generator owned/unlocked changes | | `generator_buff_level_changed(gen_id, buff_id, level)` | Buff level increased | | `buff_unlocked_changed(buff_id, unlocked)` | Buff unlock state changed | | `goal_completed(goal_id)` | Goal criteria met | ## BigNumber Serialization All large numbers use scientific notation internally: ```gdscript # Value = mantissa * 10^exponent var num = BigNumber.new(1.5, 24) # 1.5e24 var dict = num.serialize() # {"m": 1.5, "e": 24} var restored = BigNumber.deserialize(dict) ``` ## Extending the Core ### Adding a New Currency 1. Create `res://sandbox/currencies/.tres` extending `Currency` 2. Set `id`, `display_name`, and `icon` 3. Add to `CurrencyCatalogue` resource assigned to `LevelGameState` ### Adding a New Generator 1. Create `res://sandbox/generators/.tres` extending `CurrencyGeneratorData` 2. Configure costs, production, and unlock goals 3. Instance `CurrencyGenerator` scene with this data ### Adding a New Buff 1. Create `res://sandbox/buffs/.tres` extending `GeneratorBuffData` 2. Set `target_ids`, `kind`, `effect_increment`, and `cost` 3. Add to `BuffCatalogue` resource assigned to `LevelGameState` ### Adding New Research 1. Create `res://sandbox/research/.tres` extending `ResearchData` 2. Link to a generator via `generator_id` 3. Add to `ResearchCatalogue` resource assigned to `LevelGameState` ## See Also - `currency/` - Currency data structures - `generator/` - Generator production system - `goals/` - Achievement system - `prestige/` - Rebirth mechanics