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