Files
idle/core/prestige/prestige_buff_graph_tile.gd
Michele Rossi 81a4058b04 systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content.

   Key changes:
   - Prestige: node-based buff tech tree, graph panel, progress bar
   - Research: multi-worker system, per-generator research, xp generation
   - Ascension: meta-currency layer via multi-currency prestige resets
   - Buffs: refactored as generator-independent via catalogues
   - UI: currency panel, edge-scrolling camera + zoom, current-goal panel
   - Alchemy Tower: crafting building with recipe/cost system
   - Testing: 7 test suites (ascension, prestige, research, goals)
   - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
2026-05-07 20:36:21 +00:00

123 lines
4.1 KiB
GDScript

## Individual tile in the prestige buff graph UI.
## Visually represents a single PrestigeBuffNode with locked/available/unlocked states.
## The PrestigeBuffNode resource is assigned directly via the editor export.
class_name PrestigeBuffGraphTile
extends PanelContainer
## The prestige buff node this tile represents. Set in the scene editor.
@export var prestige_buff: PrestigeBuffNode
@onready var _button: Button = $Button
@onready var _icon: TextureRect = $Button/HBoxContainer/Icon
@onready var _name_label: Label = $Button/HBoxContainer/VBoxContainer/NameLabel
@onready var _effect_label: Label = $Button/HBoxContainer/VBoxContainer/EffectLabel
@onready var _cost_label: Label = $Button/HBoxContainer/VBoxContainer/CostLabel
@onready var _state_label: Label = $Button/HBoxContainer/StateLabel
var _game_state: LevelGameState
func _ready() -> void:
_game_state = find_parent("LevelGameState")
_button.pressed.connect(_on_button_pressed)
if _game_state:
_game_state.prestige_buff_unlocked.connect(_on_prestige_buff_unlocked)
_game_state.currency_changed.connect(_on_currency_changed)
if prestige_buff == null:
push_warning("PrestigeBuffGraphTile: prestige_buff is not set")
return
_refresh_visuals()
_refresh_state()
func get_node_id() -> StringName:
if prestige_buff:
return prestige_buff.id
return &""
func _refresh_visuals() -> void:
if prestige_buff == null:
return
_name_label.text = prestige_buff.display_name
_cost_label.text = "Cost: %s" % prestige_buff.get_cost().to_string_suffix(2)
if prestige_buff.icon:
_icon.texture = prestige_buff.icon
var effect_text: String = _format_effect_description()
_effect_label.text = effect_text
_effect_label.visible = not effect_text.is_empty()
func _refresh_state() -> void:
if prestige_buff == null or _game_state == null:
return
var unlocked: bool = _game_state.is_prestige_buff_unlocked(prestige_buff.id)
var available: bool = _game_state.can_purchase_prestige_buff(prestige_buff.id)
if unlocked:
_state_label.text = "✓ Unlocked"
_button.disabled = true
modulate = Color.GREEN
elif available:
_state_label.text = "Available"
_button.disabled = false
modulate = Color.WHITE
else:
_state_label.text = "Locked"
_button.disabled = true
modulate = Color(0.5, 0.5, 0.5, 1.0)
func _format_effect_description() -> String:
if prestige_buff == null:
return ""
match prestige_buff.effect_type:
PrestigeBuffNode.EffectType.CURRENCY_PRODUCTION_MULTIPLIER:
if prestige_buff.target_id != &"":
return "+%.0f%% %s production" % [((prestige_buff.effect_value - 1.0) * 100.0), prestige_buff.target_id]
return "+%.0f%% all production" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.BUILDING_CREATION_BONUS:
return "+%.0f%% gain on build" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.WORKER_THRESHOLD_MULTIPLIER:
return "+%.0f%% with 10+ workers" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.CARRYOVER_BUILDINGS:
return "Keep %d buildings on prestige" % int(prestige_buff.effect_value)
PrestigeBuffNode.EffectType.UNLOCK_AUTO_BUY_WORKER:
return "Unlock auto-buy worker"
PrestigeBuffNode.EffectType.HOVER_SPEED_BOOST:
return "Hover to speed up workers"
PrestigeBuffNode.EffectType.UNLOCK_BUILDING:
return "Unlock %s building" % prestige_buff.target_id
PrestigeBuffNode.EffectType.WORKER_PRODUCTIVITY:
return "+%.0f%% worker productivity" % ((prestige_buff.effect_value - 1.0) * 100.0)
PrestigeBuffNode.EffectType.RESEARCH_XP_MULTIPLIER:
return "+%.0f%% research XP" % ((prestige_buff.effect_value - 1.0) * 100.0)
_:
return ""
func _on_button_pressed() -> void:
if _game_state and prestige_buff:
_game_state.purchase_prestige_buff(prestige_buff.id)
func _on_prestige_buff_unlocked(buff_id: StringName) -> void:
if prestige_buff and buff_id == prestige_buff.id:
_refresh_state()
func _on_currency_changed(currency_id: StringName, _new_amount: BigNumber) -> void:
if _game_state == null or prestige_buff == null:
return
var asc_id: StringName = _game_state.get_prestige_currency_id()
if currency_id == asc_id:
_refresh_state()