Files
idle/game_state.gd
Michele Rossi 1041fc917d Add goals
2026-03-14 11:12:05 +01:00

362 lines
13 KiB
GDScript

extends Node
# This script is added as an Autoload named 'GameState'
# ==========================================
# SIGNALS
# ==========================================
signal currency_changed(currency_type: CurrencyType, new_amount: BigNumber)
signal generator_state_changed(generator_id: StringName, state: Dictionary)
enum CurrencyType { gold, gems }
# ==========================================
# STATE VARIABLES
# ==========================================
var _current_currency: Dictionary = {}
var _total_currency_acquired: Dictionary = {}
var gold: BigNumber:
get:
return _get_current_currency_ref(CurrencyType.gold)
set(value):
_set_current_currency(CurrencyType.gold, value)
var gems: BigNumber:
get:
return _get_current_currency_ref(CurrencyType.gems)
set(value):
_set_current_currency(CurrencyType.gems, value)
var total_gold_acquired: BigNumber:
get:
return _get_total_currency_ref(CurrencyType.gold)
set(value):
_set_total_currency(CurrencyType.gold, value)
var total_gems_acquired: BigNumber:
get:
return _get_total_currency_ref(CurrencyType.gems)
set(value):
_set_total_currency(CurrencyType.gems, value)
var generator_states: Dictionary = {}
var last_save_time: int = 0 # Unix timestamp
static var file_name: String = "user://idle_save.json"
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"
func _ready() -> void:
_initialize_currency_maps()
load_game()
# ==========================================
# STATE MODIFIERS
# ==========================================
func add_gold(amount: BigNumber) -> void:
add_currency(CurrencyType.gold, amount)
func spend_gold(cost: BigNumber) -> bool:
return spend_currency(CurrencyType.gold, cost)
func add_gems(amount: BigNumber) -> void:
add_currency(CurrencyType.gems, amount)
func spend_gems(cost: BigNumber) -> bool:
return spend_currency(CurrencyType.gems, cost)
func add_currency(currency: CurrencyType, amount: BigNumber) -> void:
if amount.mantissa > 0.0:
_get_total_currency_ref(currency).add_in_place(amount)
var current: BigNumber = _get_current_currency_ref(currency)
current.add_in_place(amount)
currency_changed.emit(currency, current)
func spend_currency(currency: CurrencyType, cost: BigNumber) -> bool:
var current: BigNumber = _get_current_currency_ref(currency)
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(currency, current)
return true
return false
func get_currency_amount(currency: CurrencyType) -> BigNumber:
return _get_current_currency_ref(currency)
func get_total_currency_acquired(currency: CurrencyType) -> BigNumber:
return _get_total_currency_ref(currency)
func register_generator(generator_id: StringName, unlocked: bool = false, available: bool = false) -> void:
var key: String = String(generator_id)
if key.is_empty():
return
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)
return
var new_state: Dictionary = _default_generator_state(unlocked, available)
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)
# ==========================================
# PERSISTENCE (Save/Load)
# ==========================================
func save_game() -> void:
var save_data = {
"gold": gold.serialize(),
"gems": gems.serialize(),
"total_gold_acquired": total_gold_acquired.serialize(),
"total_gems_acquired": total_gems_acquired.serialize(),
"generator_states": _serialize_generator_states(),
"last_save_time": Time.get_unix_time_from_system()
}
var file = FileAccess.open(file_name, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(save_data))
func load_game() -> void:
if not FileAccess.file_exists(file_name):
return
var file = FileAccess.open(file_name, FileAccess.READ)
if file:
var parsed = JSON.parse_string(file.get_as_text())
if parsed is Dictionary:
gold = BigNumber.deserialize(parsed.get("gold", {}))
gems = BigNumber.deserialize(parsed.get("gems", {}))
total_gold_acquired = _deserialize_total_currency(parsed.get("total_gold_acquired", null), gold)
total_gems_acquired = _deserialize_total_currency(parsed.get("total_gems_acquired", null), gems)
generator_states = _deserialize_generator_states(parsed.get("generator_states", {}))
last_save_time = parsed.get("last_save_time", Time.get_unix_time_from_system())
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 _copy_big_number(value: BigNumber) -> BigNumber:
return BigNumber.new(value.mantissa, value.exponent)
func _initialize_currency_maps() -> void:
_set_current_currency(CurrencyType.gold, BigNumber.from_float(0.0))
_set_current_currency(CurrencyType.gems, BigNumber.from_float(0.0))
_set_total_currency(CurrencyType.gold, BigNumber.from_float(0.0))
_set_total_currency(CurrencyType.gems, BigNumber.from_float(0.0))
func _get_current_currency_ref(currency: CurrencyType) -> BigNumber:
var value: Variant = _current_currency.get(currency)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_current_currency[currency] = fallback
return fallback
func _get_total_currency_ref(currency: CurrencyType) -> BigNumber:
var value: Variant = _total_currency_acquired.get(currency)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_total_currency_acquired[currency] = fallback
return fallback
func _set_current_currency(currency: CurrencyType, value: BigNumber) -> void:
_current_currency[currency] = _copy_big_number(value)
func _set_total_currency(currency: CurrencyType, value: BigNumber) -> void:
_total_currency_acquired[currency] = _copy_big_number(value)
func _default_generator_state(unlocked: bool, available: bool) -> Dictionary:
return {
GENERATOR_OWNED_KEY: 0,
GENERATOR_PURCHASED_COUNT_KEY: 0,
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)
if not generator_states.has(key):
register_generator(generator_id)
var existing_raw: Variant = generator_states.get(key, _default_generator_state(false, false))
if existing_raw is Dictionary:
var state: Dictionary = existing_raw
var sanitized: Dictionary = _sanitize_generator_state(state, false, false)
generator_states[key] = sanitized
return sanitized
var fallback: Dictionary = _default_generator_state(false, false)
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 sanitized: Dictionary = _sanitize_generator_state(state, false, false)
generator_states[key] = sanitized
generator_state_changed.emit(StringName(key), sanitized.duplicate(true))
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_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) -> 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)
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