# TODO ## Ascension Buff Tree — Needs Review Before Implementation ### Goal Add a permanent buff tree system: - **Separate** from existing `GeneratorBuffData` (which resets on prestige). - **Permanent** — prestige does NOT reset ascension buff state. - **Unlocked** by spending ascension currency (earned during prestige). - **Tree/DAG-structured** — nodes have prerequisites (parent_ids) that must be met before a node can be purchased. - **Multi-level** — nodes can be one-shot unlocks (`max_level=1`) or repeatable upgrades (`max_level>1` or `-1` for infinite). ### Data Structure #### `AscensionBuffNode` (Resource) Single node in the tree. | Field | Type | Notes | |-------|------|-------| | `id` | `StringName` | Unique node ID | | `display_name` | `String` | UI label | | `description` | `String` (multiline) | Tooltip | | `icon` | `Texture2D` | Visual | | `parent_ids` | `Array[StringName]` | Prerequisites (DAG, not strict tree — multiple parents allowed) | | `effect_type` | `enum EffectType` | What this buff does | | `effect_value` | `float` | Base effect magnitude | | `effect_per_level` | `float` | Extra effect per level beyond first (default 0.0) | | `target_id` | `StringName` | Target generator/currency for type-specific effects (empty = global) | | `cost_mantissa` | `float` | Ascension currency cost base | | `cost_exponent` | `int` | | | `cost_multiplier` | `float` | Cost scaling per level | | `max_level` | `int` | How many times it can be upgraded (1 = one-time, -1 = infinite) | | `tier` | `int` | Row in tree UI (visual grouping) | | `x_position` | `float` | Column in tree UI | **Effect types** (extensible enum): ``` GLOBAL_PRODUCTION_MULTIPLIER → multiply all generator output GENERATOR_PRODUCTION_MULTIPLIER → multiply one generator's output CURRENCY_PER_RUN → start each prestige with this currency COST_REDUCTION → reduce all generator purchase costs PRESTIGE_GAIN_MULTIPLIER → earn more ascension currency per prestige GENERATOR_COUNT_MULTIPLIER → scaling based on owned generator count RESEARCH_XP_MULTIPLIER → faster research leveling ``` #### `AscensionBuffCatalogue` (Resource) Flat list of nodes. The tree emerges from `parent_ids`. Follows existing catalogue pattern (`BuffCatalogue`, `GoalCatalogue`, etc.). | Field | Type | |-------|------| | `nodes` | `Array[AscensionBuffNode]` | #### State in `LevelGameState` ```gdscript @export var ascension_buff_catalogue: AscensionBuffCatalogue var _ascension_buff_levels: Dictionary = {} # {StringName: int} — node_id → unlock count ``` - Never cleared by `reset_for_prestige()` (unlike `_buff_levels` for generator buffs, which IS cleared). - Normalized/sanitized on load (like generator states). ### Save Format - Bump `CURRENT_SAVE_FORMAT_VERSION` from 7 → 8. - New key: `"ascension_buff_levels"` → `{ "node_id": level_int, ... }`. ### API on LevelGameState | Method | Purpose | |--------|---------| | `purchase_ascension_buff(buff_id) → bool` | Spend ascension currency, increment level, emit signal, save | | `can_purchase_ascension_buff(buff_id) → bool` | All parent_ids met? Under max_level? Enough currency? | | `get_ascension_buff_cost(buff_id) → BigNumber` | Cost for the NEXT level (scaled by `cost_multiplier`) | | `get_ascension_buff_level(buff_id) → int` | Current unlock count | | `get_ascension_buff_multiplier(effect_type, target_id) → float` | Walk tree, compute combined effect | | `get_available_ascension_buffs() → Array[AscensionBuffNode]` | Nodes with prerequisites met | ### Signals ```gdscript signal ascension_buff_changed(buff_id: StringName, new_level: int) signal ascension_currency_changed(new_unspent: BigNumber) ``` ### Prestige Integration No changes needed to `PrestigeManager._reset_all_buff_levels()` — it only touches `_buff_levels` (generator buffs), not `_ascension_buff_levels`. The new dictionary naturally survives the reset. ### Purchase Flow ``` Player clicks upgrade node → can_purchase_ascension_buff(node_id) → All parent_ids at required level? (max_level for prerequisite, or just ≥1) → Current level < max_level? → Enough ascension currency? → YES: spend_currency_by_id(ascension_currency, cost) → _ascension_buff_levels[node_id] += 1 → emit ascension_buff_changed → save_game() ``` ### Example Tree Content (Illustrative) ``` Tier 0 (roots): strong_start → +10 gold/run cost: 1 parents: [] efficiency → +10% global prod cost: 1 parents: [] thrifty → -5% gen costs cost: 2 parents: [] Tier 1: better_start → +100 gold/run cost: 3 parents: [strong_start] enhanced_efficiency → +25% global prod cost: 3 parents: [efficiency] double_dip → +50% gold from forestry cost: 5 parents: [strong_start, efficiency] Tier 2: power_surge → +100% global prod cost: 10 parents: [better_start, enhanced_efficiency] ``` ### Files to Create/Modify | File | Action | Purpose | |------|--------|---------| | `core/ascension/ascension_buff_node.gd` | Create | Node resource | | `core/ascension/ascension_buff_catalogue.gd` | Create | Catalogue resource | | `core/ascension/ascension_buff_tree_panel.gd` | Create | UI panel (or integrate into prestige panel) | | `core/level_game_state.gd` | Modify | Add catalogue ref, `_ascension_buff_levels`, purchase/query methods, save/load, signals | | `core/prestige/prestige_manager.gd` | Modify (light) | Emit `ascension_currency_changed` on spend/earn | | `docs/gyms/tiny_sword/ascension/*.tres` | Create | `.tres` resources for actual tree content | ### Open Questions for Review 1. **Prerequisite level requirement**: Should a parent need to be at `max_level`, or is level 1 sufficient? (Leaning: `max_level` is required, otherwise the tree loses structural meaning.) 2. **Effect stacking**: For `GLOBAL_PRODUCTION_MULTIPLIER`, should separate nodes multiply together or add? (Leaning: multiply — consistent with the existing generator buff multiplier pattern.) 3. **UI placement**: Should the tree panel be a tab in the prestige panel, a separate screen, or inlined somewhere? 4. **Ascension currency unspent tracking**: Currently `PrestigeManager.current_prestige_unspent` tracks unspent prestige currency. Should the buff tree consume from this directly, or should ascension currency be a proper `Currency` in the catalogue that the tree spends via `LevelGameState.spend_currency_by_id()`? (Leaning: use `spend_currency_by_id()` for consistency — ascension currency is already added to the currency catalogue.) 5. **Content**: What actual buffs and tree shape should the first version ship with?