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