class_name LevelGameState extends Node # ========================================== # SIGNALS # ========================================== signal currency_changed(currency_id: StringName, new_amount: BigNumber) signal generator_state_changed(generator_id: StringName, state: Dictionary) signal generator_buff_level_changed(generator_id: StringName, buff_id: StringName, new_level: int) signal generator_buff_unlocked_changed(generator_id: StringName, buff_id: StringName, unlocked: bool) signal buff_level_changed(buff_id: StringName, new_level: int) signal buff_unlocked_changed(buff_id: StringName, unlocked: bool) signal goal_completed(goal_id: StringName) signal goal_progress_changed(goal_id: StringName, progress: float) signal research_xp_changed(research_id: StringName, new_xp: BigNumber) signal research_level_up(research_id: StringName, old_level: int, new_level: int) # ========================================== # EXPORTED REFERENCES # ========================================== @export var currency_catalogue: CurrencyCatalogue @export var buff_catalogue: BuffCatalogue @export var goal_catalogue: GoalCatalogue @export var research_catalogue: ResearchCatalogue @export var save_file_path: String = "user://level_save.json" # ========================================== # STATE VARIABLES # ========================================== var _current_currency: Dictionary = {} var _total_currency_acquired: Dictionary = {} var _all_time_currency_acquired: Dictionary = {} var generator_states: Dictionary = {} var generator_buff_levels: Dictionary = {} var generator_buff_unlocked: Dictionary = {} var _external_save_sections: Dictionary = {} var _buff_definitions: Dictionary = {} var _buff_levels: Dictionary = {} var _buff_unlocked: Dictionary = {} var _buff_active: Dictionary = {} var _goal_definitions: Dictionary = {} var _goal_completed: Dictionary = {} var research_xp: Dictionary = {} var research_levels: Dictionary = {} var research_tracker: Node = null var last_save_time: int = 0 # ========================================== # Save / Load # ========================================== const SAVE_FORMAT_VERSION_KEY: String = "save_format_version" const CURRENT_SAVE_FORMAT_VERSION: int = 5 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" const GENERATOR_STATES_KEY: String = "generator_states" const GENERATOR_BUFF_LEVELS_KEY: String = "generator_buff_levels" const GENERATOR_BUFF_UNLOCKED_KEY: String = "generator_buff_unlocked" const BUFF_DEFINITIONS_KEY: String = "buff_definitions" const BUFF_LEVELS_KEY: String = "buff_levels" const BUFF_UNLOCKED_KEY: String = "buff_unlocked" const BUFF_ACTIVE_KEY: String = "buff_active" const GOALS_KEY: String = "goals" const GOAL_COMPLETED_KEY: String = "completed" const CURRENCIES_KEY: String = "currencies" const CURRENT_KEY: String = "current" const TOTAL_KEY: String = "total" const ALL_TIME_KEY: String = "all_time" const LAST_SAVE_TIME_KEY: String = "last_save_time" const RESEARCH_XP_KEY: String = "research_xp" const RESEARCH_LEVELS_KEY: String = "research_levels" var prestige_manager: PrestigeManager func _ready() -> void: prestige_manager = find_child("PrestigeManager") _initialize_currency_maps() _initialize_catalogues() _load_catalogue_goals() load_game() _try_unlock_all_buffs_from_goals() _initialize_research() # ========================================== # STATE MODIFIERS # ========================================== func get_currency_id(currency: Resource) -> StringName: return _normalize_currency_id(currency.id if currency else &"") func parse_currency_id(raw_currency: Variant) -> StringName: var currency_text: String = String(raw_currency).to_lower().strip_edges() if currency_text == "gem": currency_text = "gems" return _normalize_currency_id(StringName(currency_text)) func is_known_currency_id(currency_id: StringName) -> bool: if not currency_catalogue: return false var ids: Array[StringName] = currency_catalogue.get_all_ids() return ids.has(_normalize_currency_id(currency_id)) func get_currency_resource(currency_id: StringName) -> Currency: if not currency_catalogue: return null return currency_catalogue.get_currency_by_id(_normalize_currency_id(currency_id)) func get_currency_name(currency_id: StringName) -> String: var currency: Currency = get_currency_resource(currency_id) if currency != null: var display_name: String = String(currency.display_name).strip_edges() if not display_name.is_empty(): return display_name return _humanize_currency_id(currency_id) func get_currency_icon(currency_id: StringName) -> Texture2D: var currency: Resource = get_currency_resource(currency_id) if currency == null: return null var raw_icon: Variant = currency.icon if raw_icon is Texture2D: return raw_icon return null func add_currency(currency: Resource, amount: BigNumber) -> void: var currency_id: StringName = get_currency_id(currency) if currency_id == &"": push_warning("Attempted to add currency with an invalid Currency resource.") return add_currency_by_id(currency_id, amount) func spend_currency(currency: Resource, cost: BigNumber) -> bool: var currency_id: StringName = get_currency_id(currency) if currency_id == &"": push_warning("Attempted to spend currency with an invalid Currency resource.") return false return spend_currency_by_id(currency_id, cost) func add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return if amount.mantissa > 0.0: _get_total_currency_ref(normalized_currency_id).add_in_place(amount) _get_all_time_currency_ref(normalized_currency_id).add_in_place(amount) var current: BigNumber = _get_current_currency_ref(normalized_currency_id) current.add_in_place(amount) currency_changed.emit(normalized_currency_id, current) func spend_currency_by_id(currency_id: StringName, cost: BigNumber) -> bool: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return false var current: BigNumber = _get_current_currency_ref(normalized_currency_id) if current.is_greater_than(cost) or current.is_equal_to(cost): var negative_cost: BigNumber = BigNumber.new(-cost.mantissa, cost.exponent) current.add_in_place(negative_cost) currency_changed.emit(normalized_currency_id, current) return true return false func get_currency_amount(currency: Resource) -> BigNumber: return get_currency_amount_by_id(get_currency_id(currency)) func get_currency_amount_by_id(currency_id: StringName) -> BigNumber: return _get_current_currency_ref(currency_id) func get_total_currency_acquired(currency: Resource) -> BigNumber: return get_total_currency_acquired_by_id(get_currency_id(currency)) func get_total_currency_acquired_by_id(currency_id: StringName) -> BigNumber: return _get_total_currency_ref(currency_id) func get_all_time_currency_acquired(currency: Resource) -> BigNumber: return get_all_time_currency_acquired_by_id(get_currency_id(currency)) func get_all_time_currency_acquired_by_id(currency_id: StringName) -> BigNumber: return _get_all_time_currency_ref(currency_id) func register_generator(generator_id: StringName, unlocked: bool = false, available: bool = false, owned: int = 0) -> void: var key: String = String(generator_id) if key.is_empty(): return var default_owned: int = _to_non_negative_int(owned, 0) 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, default_owned) return var new_state: Dictionary = _default_generator_state(unlocked, available, default_owned) 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) func register_generator_buff(generator_id: StringName, buff_id: StringName, initial_level: int = 0) -> void: var generator_key: String = String(generator_id) var buff_key: String = String(buff_id) if generator_key.is_empty() or buff_key.is_empty(): return var levels: Dictionary = _get_generator_buff_levels_ref(generator_id) if levels.has(buff_key): var existing_level: int = _to_non_negative_int(levels.get(buff_key, initial_level), initial_level) if int(levels.get(buff_key, initial_level)) != existing_level: levels[buff_key] = existing_level generator_buff_levels[generator_key] = levels generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), existing_level) return var sanitized_level: int = _to_non_negative_int(initial_level, 0) levels[buff_key] = sanitized_level generator_buff_levels[generator_key] = levels generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), sanitized_level) func register_generator_buff_unlocked(generator_id: StringName, buff_id: StringName, initially_unlocked: bool = false) -> void: var generator_key: String = String(generator_id) var buff_key: String = String(buff_id) if generator_key.is_empty() or buff_key.is_empty(): return var unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id) if unlocked_map.has(buff_key): var existing_unlocked: bool = _to_bool(unlocked_map.get(buff_key, initially_unlocked), initially_unlocked) if bool(unlocked_map.get(buff_key, initially_unlocked)) != existing_unlocked: unlocked_map[buff_key] = existing_unlocked generator_buff_unlocked[generator_key] = unlocked_map generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), existing_unlocked) return var sanitized_unlocked: bool = _to_bool(initially_unlocked, false) unlocked_map[buff_key] = sanitized_unlocked generator_buff_unlocked[generator_key] = unlocked_map generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), sanitized_unlocked) func get_generator_buff_level(generator_id: StringName, buff_id: StringName) -> int: var buff_key: String = String(buff_id) if buff_key.is_empty(): return 0 var levels: Dictionary = _get_generator_buff_levels_ref(generator_id) return _to_non_negative_int(levels.get(buff_key, 0), 0) func set_generator_buff_level(generator_id: StringName, buff_id: StringName, value: int) -> void: var generator_key: String = String(generator_id) var buff_key: String = String(buff_id) if generator_key.is_empty() or buff_key.is_empty(): return var levels: Dictionary = _get_generator_buff_levels_ref(generator_id) var next_level: int = _to_non_negative_int(value, 0) if int(levels.get(buff_key, -1)) == next_level: return levels[buff_key] = next_level generator_buff_levels[generator_key] = levels generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), next_level) func is_generator_buff_unlocked(generator_id: StringName, buff_id: StringName) -> bool: var buff_key: String = String(buff_id) if buff_key.is_empty(): return false var unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id) return _to_bool(unlocked_map.get(buff_key, false), false) func set_generator_buff_unlocked(generator_id: StringName, buff_id: StringName, value: bool) -> void: var generator_key: String = String(generator_id) var buff_key: String = String(buff_id) if generator_key.is_empty() or buff_key.is_empty(): return var unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id) var next_unlocked: bool = _to_bool(value, false) if _to_bool(unlocked_map.get(buff_key, false), false) == next_unlocked: return unlocked_map[buff_key] = next_unlocked generator_buff_unlocked[generator_key] = unlocked_map generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), next_unlocked) func get_generator_buff_unlocked(generator_id: StringName) -> Dictionary: return _get_generator_buff_unlocked_ref(generator_id).duplicate(true) func get_generator_buff_levels(generator_id: StringName) -> Dictionary: return _get_generator_buff_levels_ref(generator_id).duplicate(true) func register_buff(buff: GeneratorBuffData) -> void: if buff == null: return var buff_id: StringName = buff.id if buff_id == &"": push_warning("Attempted to register buff with invalid id") return _buff_definitions[buff_id] = buff if not _buff_levels.has(buff_id): _buff_levels[buff_id] = 0 if not _buff_unlocked.has(buff_id): _buff_unlocked[buff_id] = false if not _buff_active.has(buff_id): _buff_active[buff_id] = false func get_buff(buff_id: StringName) -> GeneratorBuffData: return _buff_definitions.get(buff_id, null) func get_all_buffs() -> Array[GeneratorBuffData]: var result: Array[GeneratorBuffData] = [] for buff in _buff_definitions.values(): if buff is GeneratorBuffData: result.append(buff) return result func get_buff_level(buff_id: StringName) -> int: return _buff_levels.get(buff_id, 0) func set_buff_level(buff_id: StringName, level: int) -> void: if level < 0: level = 0 var current_level: int = _buff_levels.get(buff_id, 0) if current_level == level: return _buff_levels[buff_id] = level buff_level_changed.emit(buff_id, level) func is_buff_unlocked(buff_id: StringName) -> bool: return _buff_unlocked.get(buff_id, false) func set_buff_unlocked(buff_id: StringName, unlocked: bool) -> void: if bool(_buff_unlocked.get(buff_id, false)) == unlocked: return _buff_unlocked[buff_id] = unlocked buff_unlocked_changed.emit(buff_id, unlocked) if unlocked and not _buff_active.get(buff_id, false): _buff_active[buff_id] = true func is_buff_active(buff_id: StringName) -> bool: return _buff_active.get(buff_id, false) func get_generators_targeted_by(buff_id: StringName) -> Array[StringName]: var buff: GeneratorBuffData = get_buff(buff_id) if buff == null: return [] return buff.get_target_generators() func get_buffs_for_generator(generator_id: StringName) -> Array[GeneratorBuffData]: if buff_catalogue: return buff_catalogue.get_buffs_for_generator(generator_id) var result: Array[GeneratorBuffData] = [] for buff in _buff_definitions.values(): if buff is GeneratorBuffData and buff.targets_generator(generator_id): result.append(buff) return result func get_effective_multiplier(generator_id: StringName, kind: int) -> float: var multiplier: float = 1.0 for buff in get_buffs_for_generator(generator_id): if buff == null: continue if not is_buff_active(buff.id): continue if buff.kind != kind: continue var level: int = get_buff_level(buff.id) if level <= 0: continue var buff_multiplier: float = buff.get_effect_multiplier(level) multiplier *= buff_multiplier return multiplier func _initialize_research() -> void: research_tracker = Node.new() research_tracker.set_script(load("res://core/research/research_xp_tracker.gd")) add_child(research_tracker) var tracker: ResearchXPTracker = research_tracker as ResearchXPTracker if tracker: tracker.game_state = self if research_catalogue: for research in research_catalogue.get_all_research(): register_research(research.id) func _try_unlock_all_buffs_from_goals() -> void: for buff in get_all_buffs(): if buff == null: continue _try_unlock_buff_from_goal(buff) func _try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void: if buff == null: return if not buff.has_unlock_goal(): return if is_buff_unlocked(buff.id): return var goal_id: StringName = buff.unlock_goal.id if not goal_id.is_empty() and is_goal_completed(goal_id): set_buff_unlocked(buff.id, true) func register_research(research_id: StringName) -> void: if not research_xp.has(research_id): research_xp[research_id] = BigNumber.new(0.0, 0) if not research_levels.has(research_id): research_levels[research_id] = 0 func get_research_xp(research_id: StringName) -> BigNumber: var val: Variant = research_xp.get(research_id, BigNumber.new(0.0, 0)) return val as BigNumber func get_research_level(research_id: StringName) -> int: return research_levels.get(research_id, 0) func get_research_multiplier(research_id: StringName) -> float: var level: int = get_research_level(research_id) var research: ResearchData = _get_research_data(research_id) if research == null: return 1.0 return research.get_multiplier_for_level(level) func add_research_xp(research_id: StringName, xp: BigNumber) -> void: var old_level: int = get_research_level(research_id) var current_xp: BigNumber = get_research_xp(research_id) research_xp[research_id] = current_xp.add(xp) var research: ResearchData = _get_research_data(research_id) if research != null: var new_level: int = research.get_level_for_xp(research_xp[research_id]) if new_level > old_level: research_levels[research_id] = new_level research_level_up.emit(research_id, old_level, new_level) research_xp_changed.emit(research_id, research_xp[research_id]) func get_research_xp_multiplier(research_id: StringName) -> float: var multiplier: float = 1.0 var research: ResearchData = _get_research_data(research_id) if research == null: return 1.0 if not research.associated_buff_id.is_empty(): var buff: GeneratorBuffData = get_buff(research.associated_buff_id) if buff != null and is_buff_active(buff.id): var level: int = get_buff_level(buff.id) multiplier *= buff.get_effect_multiplier(level) return multiplier func _get_research_data(research_id: StringName) -> ResearchData: if research_catalogue == null: return null return research_catalogue.get_research_by_id(research_id) func set_external_save_data(section_key: StringName, payload: Dictionary) -> void: var key: String = String(section_key).strip_edges() if key.is_empty(): return _external_save_sections[key] = payload.duplicate(true) func get_external_save_data(section_key: StringName) -> Dictionary: var key: String = String(section_key).strip_edges() if key.is_empty(): return {} var raw_payload: Variant = _external_save_sections.get(key, {}) if raw_payload is Dictionary: return raw_payload.duplicate(true) return {} func reset_for_prestige(reset_total_currency: bool = false, emit_currency_signals: bool = true, preserve_currency_ids: Array[StringName] = []) -> void: var currency_ids: Array[StringName] = _collect_currency_ids_for_save() for currency_id in currency_ids: if currency_id in preserve_currency_ids: continue _set_current_currency(currency_id, BigNumber.from_float(0.0)) if reset_total_currency: _set_total_currency(currency_id, BigNumber.from_float(0.0)) generator_states.clear() generator_buff_levels.clear() generator_buff_unlocked.clear() _goal_completed.clear() for goal_id in _goal_completed.keys(): _goal_completed[goal_id] = false research_xp.clear() research_levels.clear() if not emit_currency_signals: return for currency_id in currency_ids: currency_changed.emit(currency_id, _get_current_currency_ref(currency_id)) func emit_currency_changed_for_all() -> void: for currency_id in _collect_currency_ids_for_save(): currency_changed.emit(currency_id, _get_current_currency_ref(currency_id)) # ========================================== # PERSISTENCE (Save/Load) # ========================================== func save_game() -> void: if save_file_path.is_empty(): push_warning("LevelGameState: save_file_path is empty; skipping save.") return var save_data = { SAVE_FORMAT_VERSION_KEY: CURRENT_SAVE_FORMAT_VERSION, CURRENCIES_KEY: _serialize_currency_balances(), GENERATOR_STATES_KEY: _serialize_generator_states(), BUFF_LEVELS_KEY: _serialize_buff_levels(), BUFF_UNLOCKED_KEY: _serialize_buff_unlocked(), BUFF_ACTIVE_KEY: _serialize_buff_active(), GOALS_KEY: _serialize_goals(), RESEARCH_XP_KEY: _serialize_research_xp(), RESEARCH_LEVELS_KEY: research_levels.duplicate(), LAST_SAVE_TIME_KEY: Time.get_unix_time_from_system() } for section_key in _external_save_sections.keys(): var key: String = String(section_key) if key.is_empty(): continue var payload: Variant = _external_save_sections.get(section_key) if not (payload is Dictionary): continue save_data[key] = payload var file: FileAccess = FileAccess.open(save_file_path, FileAccess.WRITE) if file: file.store_string(JSON.stringify(save_data)) else: push_error("LevelGameState: Failed to open save file: %s" % save_file_path) func load_game() -> void: if not FileAccess.file_exists(save_file_path): return var file: FileAccess = FileAccess.open(save_file_path, FileAccess.READ) if file: var parsed: Variant = JSON.parse_string(file.get_as_text()) if parsed is Dictionary: var parsed_data: Dictionary = parsed var version: int = int(parsed_data.get(SAVE_FORMAT_VERSION_KEY, 1)) if version < 2: push_error("Save file version %d too old. Please start fresh." % version) return if version < 3: _migrate_goals_from_version_2(parsed_data) _external_save_sections.clear() if parsed_data.has(CURRENCIES_KEY): _load_currency_balances(parsed_data.get(CURRENCIES_KEY, {})) generator_states = _deserialize_generator_states(parsed_data.get(GENERATOR_STATES_KEY, {})) _deserialize_buff_states(parsed_data) _deserialize_goals(parsed_data.get(GOALS_KEY, {})) if parsed_data.has(RESEARCH_XP_KEY): research_xp = _deserialize_research_xp(parsed_data.get(RESEARCH_XP_KEY, {})) if parsed_data.has(RESEARCH_LEVELS_KEY): research_levels = parsed_data.get(RESEARCH_LEVELS_KEY, {}) last_save_time = parsed_data.get(LAST_SAVE_TIME_KEY, Time.get_unix_time_from_system()) for save_key_variant in parsed_data.keys(): var save_key: String = String(save_key_variant) if save_key.is_empty(): continue if save_key in [SAVE_FORMAT_VERSION_KEY, CURRENCIES_KEY, GENERATOR_STATES_KEY, BUFF_LEVELS_KEY, BUFF_UNLOCKED_KEY, BUFF_ACTIVE_KEY, GOALS_KEY, RESEARCH_XP_KEY, RESEARCH_LEVELS_KEY, LAST_SAVE_TIME_KEY]: continue var section_payload: Variant = parsed_data.get(save_key_variant) if section_payload is Dictionary: _external_save_sections[save_key] = section_payload.duplicate(true) func _load_currency_balances(raw_currencies: Variant) -> void: if not (raw_currencies is Dictionary): return var currencies: Dictionary = raw_currencies for raw_currency_id in currencies.keys(): var currency_id: StringName = _normalize_currency_id(StringName(String(raw_currency_id))) if currency_id == &"": continue var raw_entry: Variant = currencies.get(raw_currency_id) if not (raw_entry is Dictionary): continue var entry: Dictionary = raw_entry var current_amount: BigNumber = BigNumber.deserialize(entry.get(CURRENT_KEY, {})) var total_amount: BigNumber = _deserialize_total_currency(entry.get(TOTAL_KEY, null), current_amount) var all_time_amount: BigNumber = _deserialize_all_time_currency(entry.get(ALL_TIME_KEY, null), total_amount) _set_current_currency(currency_id, current_amount) _set_total_currency(currency_id, total_amount) _set_all_time_currency(currency_id, all_time_amount) func _deserialize_total_currency(raw_total: Variant, current_amount: BigNumber) -> BigNumber: var minimum_total: BigNumber = _copy_big_number(current_amount) if minimum_total.mantissa < 0.0: minimum_total = BigNumber.from_float(0.0) if not (raw_total is Dictionary): return minimum_total var parsed_total: BigNumber = BigNumber.deserialize(raw_total) if parsed_total.mantissa < 0.0: return minimum_total if parsed_total.is_less_than(minimum_total): return minimum_total return parsed_total func _deserialize_all_time_currency(raw_all_time: Variant, total_amount: BigNumber) -> BigNumber: var minimum_all_time: BigNumber = _copy_big_number(total_amount) if minimum_all_time.mantissa < 0.0: minimum_all_time = BigNumber.from_float(0.0) if not (raw_all_time is Dictionary): return minimum_all_time var parsed_all_time: BigNumber = BigNumber.deserialize(raw_all_time) if parsed_all_time.mantissa < 0.0: return minimum_all_time if parsed_all_time.is_less_than(minimum_all_time): return minimum_all_time return parsed_all_time func _copy_big_number(value: BigNumber) -> BigNumber: return BigNumber.new(value.mantissa, value.exponent) func _serialize_currency_balances() -> Dictionary: var result: Dictionary = {} for currency_id in _collect_currency_ids_for_save(): var key: String = String(currency_id) if key.is_empty(): continue result[key] = { CURRENT_KEY: _get_current_currency_ref(currency_id).serialize(), TOTAL_KEY: _get_total_currency_ref(currency_id).serialize(), ALL_TIME_KEY: _get_all_time_currency_ref(currency_id).serialize(), } return result func _collect_currency_ids_for_save() -> Array[StringName]: var ids: Array[StringName] = [] for raw_id in _current_currency.keys(): var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id))) if normalized_currency_id == &"" or ids.has(normalized_currency_id): continue ids.append(normalized_currency_id) for raw_id in _all_time_currency_acquired.keys(): var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id))) if normalized_currency_id == &"" or ids.has(normalized_currency_id): continue ids.append(normalized_currency_id) if currency_catalogue: for known_currency_id in currency_catalogue.get_all_ids(): var normalized_currency_id: StringName = _normalize_currency_id(known_currency_id) if normalized_currency_id == &"" or ids.has(normalized_currency_id): continue ids.append(normalized_currency_id) return ids func _initialize_currency_maps() -> void: if currency_catalogue: for currency_id in currency_catalogue.get_all_ids(): if currency_id == &"": continue _set_current_currency(currency_id, BigNumber.from_float(0.0)) _set_total_currency(currency_id, BigNumber.from_float(0.0)) _set_all_time_currency(currency_id, BigNumber.from_float(0.0)) func _initialize_catalogues() -> void: if currency_catalogue: for currency in currency_catalogue.currencies: if currency == null: continue if buff_catalogue: for buff in buff_catalogue.buffs: if buff == null: continue register_buff(buff) if goal_catalogue: for goal in goal_catalogue.goals: if goal == null: continue register_goal(goal) func _load_catalogue_goals() -> void: if goal_catalogue: for goal in goal_catalogue.goals: if goal == null: continue if not goal.has_id(): continue if _goal_definitions.has(goal.id): continue _goal_definitions[goal.id] = goal _goal_completed[goal.id] = false func is_goal_requirement_met(requirement: GoalRequirementData) -> bool: if requirement == null: return false var currency: Currency = requirement.get_currency() if currency == null: return false var currency_id: StringName = get_currency_id(currency) if currency_id == &"": return false var total_amount: BigNumber = get_total_currency_acquired_by_id(currency_id) var required_amount: BigNumber = requirement.get_amount() return not total_amount.is_less_than(required_amount) func get_goal_requirement_progress(requirement: GoalRequirementData) -> float: if requirement == null: return 0.0 var currency: Currency = requirement.get_currency() if currency == null: return 0.0 var currency_id: StringName = get_currency_id(currency) if currency_id == &"": return 0.0 var current_amount: BigNumber = get_total_currency_acquired_by_id(currency_id) var required_amount: BigNumber = requirement.get_amount() if required_amount.mantissa <= 0.0: return 1.0 if current_amount.is_greater_than(required_amount) or current_amount.is_equal_to(required_amount): return 1.0 if current_amount.mantissa <= 0.0: return 0.0 var current_log: float = log(maxf(current_amount.mantissa, 0.0001)) / log(10) + float(current_amount.exponent) var required_log: float = log(maxf(required_amount.mantissa, 0.0001)) / log(10) + float(required_amount.exponent) if required_log <= 0.0: return 1.0 var progress: float = current_log / required_log return clampf(progress, 0.0, 1.0) func get_goal_requirement_summary(requirement: GoalRequirementData) -> String: if requirement == null: return "" var currency: Currency = requirement.get_currency() if currency == null: return "" var currency_id: StringName = get_currency_id(currency) if currency_id == &"": return "" var currency_name: String = get_currency_name(currency_id) return "%s %s" % [requirement.get_amount().to_string_suffix(2), currency_name] func is_goal_met(goal: GoalData) -> bool: if goal == null: return false for req in goal.get_requirements(): if not is_goal_requirement_met(req): return false return true func get_goal_progress(goal: GoalData) -> float: if goal == null: return 0.0 var requirements: Array[GoalRequirementData] = goal.get_requirements() if requirements.is_empty(): return 0.0 var min_progress: float = 1.0 for req in requirements: if req == null: continue var req_progress: float = get_goal_requirement_progress(req) if req_progress < min_progress: min_progress = req_progress return min_progress func _normalize_currency_id(currency_id: StringName) -> StringName: var normalized: String = String(currency_id).to_lower().strip_edges() if normalized.is_empty(): return &"" return StringName(normalized) func _get_current_currency_ref(currency_id: StringName) -> BigNumber: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return BigNumber.from_float(0.0) var value: Variant = _current_currency.get(normalized_currency_id) if value is BigNumber: return value var fallback: BigNumber = BigNumber.from_float(0.0) _current_currency[normalized_currency_id] = fallback return fallback func _get_total_currency_ref(currency_id: StringName) -> BigNumber: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return BigNumber.from_float(0.0) var value: Variant = _total_currency_acquired.get(normalized_currency_id) if value is BigNumber: return value var fallback: BigNumber = BigNumber.from_float(0.0) _total_currency_acquired[normalized_currency_id] = fallback return fallback func _get_all_time_currency_ref(currency_id: StringName) -> BigNumber: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return BigNumber.from_float(0.0) var value: Variant = _all_time_currency_acquired.get(normalized_currency_id) if value is BigNumber: return value var fallback: BigNumber = BigNumber.from_float(0.0) _all_time_currency_acquired[normalized_currency_id] = fallback return fallback func _set_current_currency(currency_id: StringName, value: BigNumber) -> void: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return _current_currency[normalized_currency_id] = _copy_big_number(value) func _set_total_currency(currency_id: StringName, value: BigNumber) -> void: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return _total_currency_acquired[normalized_currency_id] = _copy_big_number(value) func _set_all_time_currency(currency_id: StringName, value: BigNumber) -> void: var normalized_currency_id: StringName = _normalize_currency_id(currency_id) if normalized_currency_id == &"": return _all_time_currency_acquired[normalized_currency_id] = _copy_big_number(value) func _default_generator_state(unlocked: bool, available: bool, owned: int = 0) -> Dictionary: var owned_value: int = _to_non_negative_int(owned, 0) return { GENERATOR_OWNED_KEY: owned_value, GENERATOR_PURCHASED_COUNT_KEY: owned_value, 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, 0) if not generator_states.has(key): register_generator(generator_id) var existing_raw: Variant = generator_states.get(key, _default_generator_state(false, false, 0)) if existing_raw is Dictionary: var state: Dictionary = existing_raw var current_unlocked: bool = state.get(GENERATOR_UNLOCKED_KEY, false) var current_available: bool = state.get(GENERATOR_AVAILABLE_KEY, false) var current_owned: int = state.get(GENERATOR_OWNED_KEY, 0) var sanitized: Dictionary = _sanitize_generator_state(state, current_unlocked, current_available, current_owned) generator_states[key] = sanitized return sanitized var fallback: Dictionary = _default_generator_state(false, false, 0) 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 current_unlocked: bool = state.get(GENERATOR_UNLOCKED_KEY, false) var current_available: bool = state.get(GENERATOR_AVAILABLE_KEY, false) var current_owned: int = state.get(GENERATOR_OWNED_KEY, 0) var sanitized: Dictionary = _sanitize_generator_state(state, current_unlocked, current_available, current_owned) generator_states[key] = sanitized generator_state_changed.emit(StringName(key), sanitized.duplicate(true)) func _get_generator_buff_levels_ref(generator_id: StringName) -> Dictionary: var key: String = String(generator_id) if key.is_empty(): return {} var existing_raw: Variant = generator_buff_levels.get(key, {}) if existing_raw is Dictionary: var sanitized: Dictionary = _sanitize_generator_buff_levels(existing_raw) generator_buff_levels[key] = sanitized return sanitized var fallback: Dictionary = {} generator_buff_levels[key] = fallback return fallback func _get_generator_buff_unlocked_ref(generator_id: StringName) -> Dictionary: var key: String = String(generator_id) if key.is_empty(): return {} var existing_raw: Variant = generator_buff_unlocked.get(key, {}) if existing_raw is Dictionary: var sanitized: Dictionary = _sanitize_generator_buff_unlocked(existing_raw) generator_buff_unlocked[key] = sanitized return sanitized var fallback: Dictionary = {} generator_buff_unlocked[key] = fallback return fallback func _sanitize_generator_buff_levels(raw_levels: Dictionary) -> Dictionary: var sanitized_levels: Dictionary = {} for buff_key_variant in raw_levels.keys(): var buff_key: String = String(buff_key_variant) if buff_key.is_empty(): continue sanitized_levels[buff_key] = _to_non_negative_int(raw_levels.get(buff_key_variant, 0), 0) return sanitized_levels func _sanitize_generator_buff_unlocked(raw_unlocked: Dictionary) -> Dictionary: var sanitized_unlocked: Dictionary = {} for buff_key_variant in raw_unlocked.keys(): var buff_key: String = String(buff_key_variant) if buff_key.is_empty(): continue var is_unlocked: bool = _to_bool(raw_unlocked.get(buff_key_variant, false), false) if not is_unlocked: continue sanitized_unlocked[buff_key] = true return sanitized_unlocked 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_buff_levels() -> Dictionary: var result: Dictionary = {} for generator_key_variant in generator_buff_levels.keys(): var generator_key: String = String(generator_key_variant) if generator_key.is_empty(): continue var raw_levels: Variant = generator_buff_levels.get(generator_key_variant) if raw_levels is Dictionary: result[generator_key] = _sanitize_generator_buff_levels(raw_levels) return result func _deserialize_generator_buff_levels(raw_value: Variant) -> Dictionary: var result: Dictionary = {} if not (raw_value is Dictionary): return result for generator_key_variant in raw_value.keys(): var generator_key: String = String(generator_key_variant) if generator_key.is_empty(): continue var raw_levels: Variant = raw_value.get(generator_key_variant) if raw_levels is Dictionary: result[generator_key] = _sanitize_generator_buff_levels(raw_levels) return result func _serialize_generator_buff_unlocked() -> Dictionary: var result: Dictionary = {} for generator_key_variant in generator_buff_unlocked.keys(): var generator_key: String = String(generator_key_variant) if generator_key.is_empty(): continue var raw_unlocked: Variant = generator_buff_unlocked.get(generator_key_variant) if not (raw_unlocked is Dictionary): continue var sanitized_unlocked: Dictionary = _sanitize_generator_buff_unlocked(raw_unlocked) if sanitized_unlocked.is_empty(): continue result[generator_key] = sanitized_unlocked return result func _deserialize_generator_buff_unlocked(raw_value: Variant) -> Dictionary: var result: Dictionary = {} if not (raw_value is Dictionary): return result for generator_key_variant in raw_value.keys(): var generator_key: String = String(generator_key_variant) if generator_key.is_empty(): continue var raw_unlocked: Variant = raw_value.get(generator_key_variant) if not (raw_unlocked is Dictionary): continue var sanitized_unlocked: Dictionary = _sanitize_generator_buff_unlocked(raw_unlocked) if sanitized_unlocked.is_empty(): continue result[generator_key] = sanitized_unlocked 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, default_owned: int = 0) -> Dictionary: var normalized_default_owned: int = _to_non_negative_int(default_owned, 0) var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, normalized_default_owned), normalized_default_owned) 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 func _serialize_buff_levels() -> Dictionary: var result: Dictionary = {} for buff_id in _buff_levels.keys(): result[buff_id] = _buff_levels[buff_id] return result func _serialize_buff_unlocked() -> Dictionary: var result: Dictionary = {} for buff_id in _buff_unlocked.keys(): if _buff_unlocked[buff_id]: result[buff_id] = true return result func _serialize_buff_active() -> Dictionary: var result: Dictionary = {} for buff_id in _buff_active.keys(): if _buff_active[buff_id]: result[buff_id] = true return result func _deserialize_buff_states(parsed_data: Dictionary) -> void: _buff_levels.clear() _buff_unlocked.clear() _buff_active.clear() if parsed_data.has(BUFF_LEVELS_KEY): var raw_levels: Variant = parsed_data.get(BUFF_LEVELS_KEY) if raw_levels is Dictionary: for key_variant in raw_levels.keys(): var key: String = String(key_variant) if not key.is_empty(): var value: Variant = raw_levels.get(key_variant) if value is int: _buff_levels[key] = value if parsed_data.has(BUFF_UNLOCKED_KEY): var raw_unlocked: Variant = parsed_data.get(BUFF_UNLOCKED_KEY) if raw_unlocked is Dictionary: for key_variant in raw_unlocked.keys(): var key: String = String(key_variant) if not key.is_empty(): _buff_unlocked[key] = true if parsed_data.has(BUFF_ACTIVE_KEY): var raw_active: Variant = parsed_data.get(BUFF_ACTIVE_KEY) if raw_active is Dictionary: for key_variant in raw_active.keys(): var key: String = String(key_variant) if not key.is_empty(): _buff_active[key] = true # ========================================== # GOALS # ========================================== func register_goal(goal: GoalData) -> void: if goal == null: return var goal_id: StringName = goal.id if goal_id == &"": push_warning("Attempted to register goal with invalid id") return if _goal_definitions.has(goal_id): return _goal_definitions[goal_id] = goal _goal_completed[goal_id] = false func get_goal(goal_id: StringName) -> GoalData: return _goal_definitions.get(goal_id, null) func get_all_goals() -> Array[GoalData]: var result: Array[GoalData] = [] for goal in _goal_definitions.values(): if goal is GoalData: result.append(goal) return result func is_goal_completed(goal_id: StringName) -> bool: return _goal_completed.get(goal_id, false) func get_goal_progress_by_id(goal_id: StringName) -> float: var goal: GoalData = get_goal(goal_id) if goal == null: return 0.0 return get_goal_progress(goal) func evaluate_all_goals() -> void: for goal_id in _goal_completed.keys(): if not _goal_completed[goal_id]: _try_complete_goal(goal_id) _try_unlock_all_buffs_from_goals() goal_progress_changed.emit(&"", 0.0) func _try_complete_goal(goal_id: StringName) -> void: var goal: GoalData = _goal_definitions.get(goal_id, null) if goal == null: return if _goal_completed[goal_id]: return if is_goal_met(goal): if goal.unlock_behavior == GoalData.UnlockBehavior.MANUAL: return _goal_completed[goal_id] = true goal_completed.emit(goal_id) func _complete_goal_manually(goal_id: StringName) -> void: var goal: GoalData = _goal_definitions.get(goal_id, null) if goal == null: return if _goal_completed.get(goal_id, false): return if not is_goal_met(goal): return _goal_completed[goal_id] = true goal_completed.emit(goal_id) func _serialize_goals() -> Dictionary: var result: Dictionary = {} var completed_goals: Array[StringName] = [] for goal_id in _goal_completed.keys(): if _goal_completed[goal_id]: completed_goals.append(goal_id) result[GOAL_COMPLETED_KEY] = completed_goals return result func _deserialize_goals(raw_value: Variant) -> void: _goal_completed.clear() if not (raw_value is Dictionary): return var raw_completed: Variant = raw_value.get(GOAL_COMPLETED_KEY, []) if raw_completed is Array: for goal_id_variant in raw_completed: var goal_id: String = String(goal_id_variant) if not goal_id.is_empty(): _goal_completed[goal_id] = true for goal_id in _goal_definitions.keys(): if not _goal_completed.has(goal_id): _goal_completed[goal_id] = false func _migrate_goals_from_version_2(parsed_data: Dictionary) -> void: _goal_completed.clear() var generator_states_data: Dictionary = parsed_data.get(GENERATOR_STATES_KEY, {}) for gen_id_variant in generator_states_data.keys(): var gen_id: String = String(gen_id_variant) if gen_id.is_empty(): continue var state: Dictionary = generator_states_data.get(gen_id_variant, {}) if not state.get(GENERATOR_UNLOCKED_KEY, false): continue var goal_id: StringName = _get_unlock_goal_id_for_generator(gen_id) if not goal_id.is_empty(): _goal_completed[goal_id] = true for goal_id in _goal_definitions.keys(): if not _goal_completed.has(goal_id): _goal_completed[goal_id] = false func _get_unlock_goal_id_for_generator(generator_id: String) -> StringName: if goal_catalogue == null: return &"" for goal in goal_catalogue.goals: if goal == null or not goal.has_id(): continue var goal_id: StringName = goal.id var requirements: Array[GoalRequirementData] = goal.get_requirements() for req in requirements: if req == null or req.get_currency() == null: continue if String(req.get_currency().id) == generator_id: return goal_id return &"" func _humanize_currency_id(currency_id: StringName) -> String: var normalized: String = String(_normalize_currency_id(currency_id)) if normalized.is_empty(): return "Unknown" return normalized.replace("_", " ").capitalize() func _serialize_research_xp() -> Dictionary: var result: Dictionary = {} for research_id in research_xp.keys(): var xp: BigNumber = research_xp[research_id] result[research_id] = xp.serialize() return result func _deserialize_research_xp(raw: Variant) -> Dictionary: var result: Dictionary = {} if raw is Dictionary: for research_id in raw.keys(): var serialized: Variant = raw[research_id] if serialized is Dictionary: result[research_id] = BigNumber.deserialize(serialized) return result