Files
idle/core/level_game_state.gd
2026-05-06 23:37:52 +02:00

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59 KiB
GDScript

## Central state authority for the idle game. Manages currencies, generators, buffs, goals, research, and persistence.
## Acts as the single source of truth for all gameplay state, emitting signals for UI and other systems to react.
class_name LevelGameState
extends Node
# ==============================================================================
# SIGNALS
# ==============================================================================
## Emitted when any currency balance changes. [param currency_id] identifies the currency, [param new_amount] is the updated balance.
signal currency_changed(currency_id: StringName, new_amount: BigNumber)
## Emitted when a generator's state changes (owned count, unlocked status, etc.).
signal generator_state_changed(generator_id: StringName, state: Dictionary)
## Emitted when a global buff level changes.
signal buff_level_changed(buff_id: StringName, new_level: int)
## Emitted when a global buff unlock state changes.
signal buff_unlocked_changed(buff_id: StringName, unlocked: bool)
## Emitted when a goal is completed.
signal goal_completed(goal_id: StringName)
## Emitted when goal progress changes (for UI progress bars).
signal goal_progress_changed(goal_id: StringName, progress: float)
## Emitted when research XP changes.
signal research_xp_changed(research_id: StringName, new_xp: BigNumber)
## Emitted when a research track levels up.
signal research_level_up(research_id: StringName, old_level: int, new_level: int)
## Emitted when worker count changes (derived from currency balance).
signal worker_count_changed(currency_id: StringName, new_count: int)
## Emitted when research workers change.
signal research_workers_changed(new_count: int)
## Emitted when an prestige buff node is unlocked.
signal prestige_buff_unlocked(buff_id: StringName)
# ==============================================================================
# EXPORTED REFERENCES
# ==============================================================================
## Catalog of all defined currencies in the game.
@export var currency_catalogue: CurrencyCatalogue
## Catalog of all defined buffs in the game.
@export var buff_catalogue: BuffCatalogue
## Catalog of all defined goals in the game.
@export var goal_catalogue: GoalCatalogue
## Catalog of all defined research tracks in the game.
@export var research_catalogue: ResearchCatalogue
## Catalog of all prestige buff nodes in the graph.
@export var prestige_buff_catalogue: PrestigeBuffCatalogue
## File path for save/load persistence. Defaults to user directory.
@export var save_file_path: String = "user://level_save.json"
# ==============================================================================
# STATE VARIABLES
# ==============================================================================
## Current balance for each currency (resets on prestige).
var _current_currency: Dictionary = {}
## Total currency acquired this run (resets on prestige).
var _total_currency_acquired: Dictionary = {}
## All-time currency acquired (never resets, persists across prestige).
var _all_time_currency_acquired: Dictionary = {}
## Generator states (owned count, unlocked status, availability).
var generator_states: Dictionary = {}
## External save data sections for other systems (e.g., PrestigeManager).
var _external_save_sections: Dictionary = {}
## Global buff definitions by ID.
var _buff_definitions: Dictionary = {}
## Global buff levels (shared across all targets).
var _buff_levels: Dictionary = {}
## Global buff unlock states.
var _buff_unlocked: Dictionary = {}
## Global buff active states (true when unlocked and active).
var _buff_active: Dictionary = {}
## Goal definitions by ID.
var _goal_definitions: Dictionary = {}
## Goal completion state (true if completed).
var _goal_completed: Dictionary = {}
## Research XP by research ID (BigNumber).
var research_xp: Dictionary = {}
## Research levels by research ID.
var research_levels: Dictionary = {}
## Workers assigned to research (total across all tracks).
var research_workers: int = 0
## Ascension buff unlock state: maps node_id (StringName) → bool (true if unlocked). Persists across prestige.
var _prestige_buff_unlocked: Dictionary = {}
## Unix timestamp of last save.
var last_save_time: int = 0
# ==============================================================================
# SAVE / LOAD CONSTANTS
# ==============================================================================
## JSON key for save format version.
const SAVE_FORMAT_VERSION_KEY: String = "save_format_version"
## Current save format version (7 includes research workers tracking).
const CURRENT_SAVE_FORMAT_VERSION: int = 8
## JSON key for generator owned count.
const GENERATOR_OWNED_KEY: String = "owned"
## JSON key for generator purchased count.
const GENERATOR_PURCHASED_COUNT_KEY: String = "purchased_count"
## JSON key for generator unlocked status.
const GENERATOR_UNLOCKED_KEY: String = "unlocked"
## JSON key for generator availability.
const GENERATOR_AVAILABLE_KEY: String = "available"
## JSON key for generator states section.
const GENERATOR_STATES_KEY: String = "generator_states"
## JSON key for buff definitions section.
const BUFF_DEFINITIONS_KEY: String = "buff_definitions"
## JSON key for buff levels section.
const BUFF_LEVELS_KEY: String = "buff_levels"
## JSON key for buff unlocked section.
const BUFF_UNLOCKED_KEY: String = "buff_unlocked"
## JSON key for buff active section.
const BUFF_ACTIVE_KEY: String = "buff_active"
## JSON key for goals section.
const GOALS_KEY: String = "goals"
## JSON key for goal completed array.
const GOAL_COMPLETED_KEY: String = "completed"
## JSON key for currencies section.
const CURRENCIES_KEY: String = "currencies"
## JSON key for current currency balance.
const CURRENT_KEY: String = "current"
## JSON key for total currency acquired.
const TOTAL_KEY: String = "total"
## JSON key for all-time currency acquired.
const ALL_TIME_KEY: String = "all_time"
## JSON key for last save timestamp.
const LAST_SAVE_TIME_KEY: String = "last_save_time"
## JSON key for research XP section.
const RESEARCH_XP_KEY: String = "research_xp"
## JSON key for research levels section.
const RESEARCH_LEVELS_KEY: String = "research_levels"
## JSON key for research workers section.
const RESEARCH_WORKERS_KEY: String = "research_workers"
## JSON key for prestige buff unlocked array.
const PRESTIGE_BUFF_UNLOCKED_KEY: String = "prestige_buff_unlocked"
## Reference to the PrestigeManager autoload node (set in _ready).
var prestige_manager: PrestigeManager
## Called when the node enters the scene tree. Initializes all game systems, loads saved data, and restores state.
func _ready() -> void:
prestige_manager = find_child("PrestigeManager")
assert(prestige_manager != null)
_initialize_currency_maps()
_initialize_catalogues()
_initialize_prestige_buffs()
_load_catalogue_goals()
load_game()
_try_unlock_all_buffs_from_goals()
_initialize_research()
#region currency
# ==============================================================================
# CURRENCY API
# ==============================================================================
## Returns the normalized ID from a Currency resource.
func get_currency_id(currency: Currency) -> StringName:
return _normalize_currency_id(currency.id if currency else &"")
## Parses and normalizes a currency ID from raw input (handles special cases like "gem" -> "gems").
func parse_currency_id(raw_currency: Variant) -> StringName:
var currency_text: String = String(raw_currency).to_lower().strip_edges()
if currency_text == "gem":
currency_text = "gems"
return _normalize_currency_id(StringName(currency_text))
## Checks if a currency ID is known in the catalogue.
func is_known_currency_id(currency_id: StringName) -> bool:
if not currency_catalogue:
return false
var ids: Array[StringName] = currency_catalogue.get_all_ids()
return ids.has(_normalize_currency_id(currency_id))
## Returns the Currency resource for a given ID, or null if not found.
func get_currency_resource(currency_id: StringName) -> Currency:
if not currency_catalogue:
return null
return currency_catalogue.get_currency_by_id(_normalize_currency_id(currency_id))
## Returns the display name for a currency ID, falling back to a humanized ID if not found.
func get_currency_name(currency_id: StringName) -> String:
var currency: Currency = get_currency_resource(currency_id)
if currency != null:
var display_name: String = String(currency.display_name).strip_edges()
if not display_name.is_empty():
return display_name
return _humanize_currency_id(currency_id)
## Returns the icon texture for a currency ID, or null if not found.
func get_currency_icon(currency_id: StringName) -> Texture2D:
var currency: Currency = get_currency_resource(currency_id)
if currency == null:
return null
var raw_icon: Variant = currency.icon
if raw_icon is Texture2D:
return raw_icon
return null
## Adds currency from a Currency resource. Emits [signal currency_changed] on success.
func add_currency(currency: Currency, amount: BigNumber) -> void:
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
push_warning("Attempted to add currency with an invalid Currency resource.")
return
add_currency_by_id(currency_id, amount)
## Spends currency from a Currency resource. Returns false if insufficient funds.
func spend_currency(currency: Currency, cost: BigNumber) -> bool:
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
push_warning("Attempted to spend currency with an invalid Currency resource.")
return false
return spend_currency_by_id(currency_id, cost)
## Adds currency by ID. Updates current, total, and all-time tracking. Emits [signal currency_changed].
func add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
if amount.mantissa > 0.0:
_get_total_currency_ref(normalized_currency_id).add_in_place(amount)
_get_all_time_currency_ref(normalized_currency_id).add_in_place(amount)
var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
current.add_in_place(amount)
currency_changed.emit(normalized_currency_id, current)
## Spends currency by ID. Returns true if successful, false if insufficient funds. Emits [signal currency_changed].
func spend_currency_by_id(currency_id: StringName, cost: BigNumber) -> bool:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return false
var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
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(normalized_currency_id, current)
return true
return false
## Returns the current balance for a Currency resource.
func get_currency_amount(currency: Currency) -> BigNumber:
return get_currency_amount_by_id(get_currency_id(currency))
## Returns the current balance for a currency ID.
func get_currency_amount_by_id(currency_id: StringName) -> BigNumber:
return _get_current_currency_ref(currency_id)
## Returns the total acquired this run for a Currency resource.
func get_total_currency_acquired(currency: Currency) -> BigNumber:
return get_total_currency_acquired_by_id(get_currency_id(currency))
## Returns the total acquired this run for a currency ID (resets on prestige).
func get_total_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
return _get_total_currency_ref(currency_id)
## Returns the all-time total for a Currency resource.
func get_all_time_currency_acquired(currency: Currency) -> BigNumber:
return get_all_time_currency_acquired_by_id(get_currency_id(currency))
## Returns the all-time total for a currency ID (never resets).
func get_all_time_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
return _get_all_time_currency_ref(currency_id)
#endregion
#region generator
# ==============================================================================
# GENERATOR STATE API
# ==============================================================================
## Registers a generator with the game state. Creates default state if not exists, sanitizes existing state otherwise.
## Emits [signal generator_state_changed] on registration or update.
func register_generator(generator_id: StringName, unlocked: bool = false, available: bool = false, owned: int = 0) -> void:
var key: String = String(generator_id)
if key.is_empty():
return
var default_owned: int = _to_non_negative_int(owned, 0)
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, default_owned)
return
var new_state: Dictionary = _default_generator_state(unlocked, available, default_owned)
generator_states[key] = new_state
generator_state_changed.emit(StringName(key), new_state.duplicate(true))
## Returns a copy of the full state dictionary for a generator.
func get_generator_state(generator_id: StringName) -> Dictionary:
return _get_generator_state(generator_id).duplicate(true)
## Returns the owned count for a generator.
func get_generator_owned(generator_id: StringName) -> int:
var state: Dictionary = _get_generator_state(generator_id)
return int(state.get(GENERATOR_OWNED_KEY, 0))
## Sets the owned count for a generator. Also updates purchased_count to be at least the new owned value.
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)
## Returns the total purchased count for a generator (lifetime purchases, never decreases).
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))
## Sets the purchased count for a generator. Ensures it never drops below owned count.
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)
## Returns true if a generator is unlocked (visible and accessible to player).
func is_generator_unlocked(generator_id: StringName) -> bool:
var state: Dictionary = _get_generator_state(generator_id)
return bool(state.get(GENERATOR_UNLOCKED_KEY, false))
## Sets the unlocked state for a generator. Emits [signal generator_state_changed].
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)
## Returns true if a generator is available (may differ from unlocked for goal-locked generators).
func is_generator_available(generator_id: StringName) -> bool:
var state: Dictionary = _get_generator_state(generator_id)
return bool(state.get(GENERATOR_AVAILABLE_KEY, false))
## Sets the availability state for a generator. Emits [signal generator_state_changed].
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)
#endregion
#region buff
# ==============================================================================
# BUFF API
# ==============================================================================
## Registers a global buff definition for runtime lookup. Initializes level, unlock, and active state.
func register_buff(buff: GeneratorBuffData) -> void:
if buff == null:
return
var buff_id: StringName = buff.id
if buff_id == &"":
push_warning("Attempted to register buff with invalid id")
return
_buff_definitions[buff_id] = buff
if not _buff_levels.has(buff_id):
_buff_levels[buff_id] = 0
if not _buff_unlocked.has(buff_id):
_buff_unlocked[buff_id] = false
if not _buff_active.has(buff_id):
_buff_active[buff_id] = false
## Returns the buff definition for a given ID, or null if not registered.
func get_buff(buff_id: StringName) -> GeneratorBuffData:
return _buff_definitions.get(buff_id, null)
## Returns all registered global buffs as an array.
func get_all_buffs() -> Array[GeneratorBuffData]:
var result: Array[GeneratorBuffData] = []
for buff in _buff_definitions.values():
if buff is GeneratorBuffData:
result.append(buff)
return result
## Returns the current level of a global buff (0 if not registered).
func get_buff_level(buff_id: StringName) -> int:
return _buff_levels.get(buff_id, 0)
## Sets the level of a global buff. Emits [signal buff_level_changed].
func set_buff_level(buff_id: StringName, level: int) -> void:
if level < 0:
level = 0
var current_level: int = _buff_levels.get(buff_id, 0)
if current_level == level:
return
_buff_levels[buff_id] = level
buff_level_changed.emit(buff_id, level)
## Returns true if a global buff is unlocked.
func is_buff_unlocked(buff_id: StringName) -> bool:
return _buff_unlocked.get(buff_id, false)
## Sets the unlock state for a global buff. Emits [signal buff_unlocked_changed] and activates the buff if unlocked.
func set_buff_unlocked(buff_id: StringName, unlocked: bool) -> void:
if bool(_buff_unlocked.get(buff_id, false)) == unlocked:
return
_buff_unlocked[buff_id] = unlocked
buff_unlocked_changed.emit(buff_id, unlocked)
if unlocked and not _buff_active.get(buff_id, false):
_buff_active[buff_id] = true
## Returns true if a global buff is currently active (unlocked and applied).
func is_buff_active(buff_id: StringName) -> bool:
return _buff_active.get(buff_id, false)
## Returns the list of generators targeted by a global buff.
func get_generators_targeted_by(buff_id: StringName) -> Array[StringName]:
var buff: GeneratorBuffData = get_buff(buff_id)
if buff == null:
return []
return buff.get_target_generators()
## Returns all buffs that affect a specific generator.
func get_buffs_for_generator(generator_id: StringName) -> Array[GeneratorBuffData]:
if buff_catalogue:
return buff_catalogue.get_buffs_for_generator(generator_id)
var result: Array[GeneratorBuffData] = []
for buff in _buff_definitions.values():
if buff is GeneratorBuffData and buff.targets_generator(generator_id):
result.append(buff)
return result
## Calculates the effective production multiplier for a generator by combining all active buffs of the specified kind.
func get_effective_multiplier(generator_id: StringName, kind: int) -> float:
var multiplier: float = 1.0
for buff in get_buffs_for_generator(generator_id):
if buff == null:
continue
if not is_buff_active(buff.id):
continue
if buff.kind != kind:
continue
var level: int = get_buff_level(buff.id)
if level <= 0:
continue
var buff_multiplier: float = buff.get_effect_multiplier(level)
multiplier *= buff_multiplier
return multiplier
#endregion
#region research
# ==============================================================================
# RESEARCH API
# ==============================================================================
## Initializes all research tracks from the catalogue on game start.
func _initialize_research() -> void:
if research_catalogue:
for research in research_catalogue.get_all_research():
register_research(research.id)
## Registers a research track, initializing XP and level storage.
func register_research(research_id: StringName) -> void:
if not research_xp.has(research_id):
research_xp[research_id] = BigNumber.new(0.0, 0)
if not research_levels.has(research_id):
research_levels[research_id] = 0
## Returns the current XP for a research track.
func get_research_xp(research_id: StringName) -> BigNumber:
var val: Variant = research_xp.get(research_id, BigNumber.new(0.0, 0))
return val as BigNumber
## Returns the current level for a research track.
func get_research_level(research_id: StringName) -> int:
return research_levels.get(research_id, 0)
## Returns the production multiplier provided by a research track at its current level.
func get_research_multiplier(research_id: StringName) -> float:
var level: int = get_research_level(research_id)
var research: ResearchData = _get_research_data(research_id)
if research == null:
return 1.0
return research.get_multiplier_for_level(level)
## Returns the total number of workers assigned to research.
func get_research_workers() -> int:
return research_workers
## Assigns a worker to research (called when spending worker currency on research).
func assign_worker_to_research() -> bool:
var worker_currency: BigNumber = get_currency_amount_by_id("worker")
if worker_currency.mantissa < 1.0:
return false
spend_currency_by_id("worker", BigNumber.from_float(1.0))
research_workers += 1
research_workers_changed.emit(research_workers)
return true
## Removes a worker from research (returns to worker currency).
func remove_worker_from_research() -> bool:
if research_workers <= 0:
return false
research_workers -= 1
add_currency_by_id("worker", BigNumber.from_float(1.0))
research_workers_changed.emit(research_workers)
return true
## Adds XP to a research track, applying buff modifiers and emitting signals on level up.
func add_research_xp(research_id: StringName, xp: BigNumber) -> void:
var actual_xp: BigNumber = ResearchBuffCalculator.apply_buffs(self, research_id, xp)
var old_level: int = get_research_level(research_id)
var current_xp: BigNumber = get_research_xp(research_id)
research_xp[research_id] = current_xp.add(actual_xp)
var research: ResearchData = _get_research_data(research_id)
if research != null:
var new_level: int = research.get_level_for_xp(research_xp[research_id])
if new_level > old_level:
research_levels[research_id] = new_level
research_level_up.emit(research_id, old_level, new_level)
research_xp_changed.emit(research_id, research_xp[research_id])
## Retrieves the ResearchData resource for a given ID from the catalogue.
func _get_research_data(research_id: StringName) -> ResearchData:
if research_catalogue == null:
return null
return research_catalogue.get_research_by_id(research_id)
## Returns the current worker count (derived from "worker" currency balance).
func get_worker_count() -> int:
var worker_amount: BigNumber = get_currency_amount_by_id("worker")
return int(worker_amount.mantissa) if worker_amount.mantissa >= 0 else 0
#endregion
# ==============================================================================
# EXTERNAL SAVE DATA API
# ==============================================================================
## Stores external save data from other systems (e.g., PrestigeManager). Creates or overwrites the section.
func set_external_save_data(section_key: StringName, payload: Dictionary) -> void:
var key: String = String(section_key).strip_edges()
if key.is_empty():
return
_external_save_sections[key] = payload.duplicate(true)
## Retrieves a saved data section by key. Returns empty dict if not found.
func get_external_save_data(section_key: StringName) -> Dictionary:
var key: String = String(section_key).strip_edges()
if key.is_empty():
return {}
var raw_payload: Variant = _external_save_sections.get(key, {})
if raw_payload is Dictionary:
return raw_payload.duplicate(true)
return {}
# ==============================================================================
# PRESTIGE RESET API
# ==============================================================================
## Resets all progress for a prestige reset. Optionally resets total currency, preserves specified currencies, and controls signal emission.
func reset_for_prestige(reset_total_currency: bool = false, emit_currency_signals: bool = true, preserve_currency_ids: Array[StringName] = []) -> void:
var currency_ids: Array[StringName] = _collect_currency_ids_for_save()
for currency_id in currency_ids:
if currency_id in preserve_currency_ids:
continue
_set_current_currency(currency_id, BigNumber.from_float(0.0))
if reset_total_currency:
_set_total_currency(currency_id, BigNumber.from_float(0.0))
generator_states.clear()
for goal_id in _goal_definitions.keys():
_goal_completed[goal_id] = false
var research_ids: Array = research_xp.keys()
research_xp.clear()
research_levels.clear()
for research_id in research_ids:
research_xp_changed.emit(research_id, BigNumber.from_float(0.0))
if not emit_currency_signals:
return
for currency_id in currency_ids:
currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
## Internal helper: Emits currency_changed signals for all currencies to refresh UI after a prestige load.
func emit_currency_changed_for_all() -> void:
for currency_id in _collect_currency_ids_for_save():
currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
# ==========================================
# PERSISTENCE (Save/Load)
# ==========================================
## Saves all game state to disk as JSON.
func save_game() -> void:
if save_file_path.is_empty():
push_warning("LevelGameState: save_file_path is empty; skipping save.")
return
var save_data = {
SAVE_FORMAT_VERSION_KEY: CURRENT_SAVE_FORMAT_VERSION,
CURRENCIES_KEY: _serialize_currency_balances(),
GENERATOR_STATES_KEY: _serialize_generator_states(),
BUFF_LEVELS_KEY: _serialize_buff_levels(),
BUFF_UNLOCKED_KEY: _serialize_buff_unlocked(),
BUFF_ACTIVE_KEY: _serialize_buff_active(),
GOALS_KEY: _serialize_goals(),
RESEARCH_XP_KEY: _serialize_research_xp(),
RESEARCH_LEVELS_KEY: research_levels.duplicate(),
RESEARCH_WORKERS_KEY: research_workers,
PRESTIGE_BUFF_UNLOCKED_KEY: _serialize_prestige_buff_unlocked(),
LAST_SAVE_TIME_KEY: Time.get_unix_time_from_system()
}
for section_key in _external_save_sections.keys():
var key: String = String(section_key)
if key.is_empty():
continue
var payload: Variant = _external_save_sections.get(section_key)
if not (payload is Dictionary):
continue
save_data[key] = payload
var file: FileAccess = FileAccess.open(save_file_path, FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(save_data))
else:
push_error("LevelGameState: Failed to open save file: %s" % save_file_path)
## Loads all game state from disk JSON.
func load_game() -> void:
if not FileAccess.file_exists(save_file_path):
return
var file: FileAccess = FileAccess.open(save_file_path, FileAccess.READ)
if file:
var parsed: Variant = JSON.parse_string(file.get_as_text())
if parsed is Dictionary:
var parsed_data: Dictionary = parsed
var version: int = int(parsed_data.get(SAVE_FORMAT_VERSION_KEY, 1))
if version < 2:
push_error("Save file version %d too old. Please start fresh." % version)
return
if version < 3:
_migrate_goals_from_version_2(parsed_data)
_external_save_sections.clear()
if parsed_data.has(CURRENCIES_KEY):
_load_currency_balances(parsed_data.get(CURRENCIES_KEY, {}))
generator_states = _deserialize_generator_states(parsed_data.get(GENERATOR_STATES_KEY, {}))
_deserialize_buff_states(parsed_data)
_deserialize_goals(parsed_data.get(GOALS_KEY, {}))
if parsed_data.has(RESEARCH_XP_KEY):
research_xp = _deserialize_research_xp(parsed_data.get(RESEARCH_XP_KEY, {}))
if parsed_data.has(RESEARCH_LEVELS_KEY):
research_levels = parsed_data.get(RESEARCH_LEVELS_KEY, {})
if parsed_data.has(RESEARCH_WORKERS_KEY):
research_workers = int(parsed_data.get(RESEARCH_WORKERS_KEY, 0))
last_save_time = parsed_data.get(LAST_SAVE_TIME_KEY, Time.get_unix_time_from_system())
if parsed_data.has(PRESTIGE_BUFF_UNLOCKED_KEY):
_deserialize_prestige_buff_unlocked(parsed_data.get(PRESTIGE_BUFF_UNLOCKED_KEY))
for save_key_variant in parsed_data.keys():
var save_key: String = String(save_key_variant)
if save_key.is_empty():
continue
if save_key in [SAVE_FORMAT_VERSION_KEY, CURRENCIES_KEY, GENERATOR_STATES_KEY, BUFF_LEVELS_KEY, BUFF_UNLOCKED_KEY, BUFF_ACTIVE_KEY, GOALS_KEY, RESEARCH_XP_KEY, RESEARCH_LEVELS_KEY, RESEARCH_WORKERS_KEY, PRESTIGE_BUFF_UNLOCKED_KEY, LAST_SAVE_TIME_KEY]:
continue
var section_payload: Variant = parsed_data.get(save_key_variant)
if section_payload is Dictionary:
_external_save_sections[save_key] = section_payload.duplicate(true)
## Internal helper: Loads currency balances from deserialized save data.
func _load_currency_balances(raw_currencies: Variant) -> void:
if not (raw_currencies is Dictionary):
return
var currencies: Dictionary = raw_currencies
for raw_currency_id in currencies.keys():
var currency_id: StringName = _normalize_currency_id(StringName(String(raw_currency_id)))
if currency_id == &"":
continue
var raw_entry: Variant = currencies.get(raw_currency_id)
if not (raw_entry is Dictionary):
continue
var entry: Dictionary = raw_entry
var current_amount: BigNumber = BigNumber.deserialize(entry.get(CURRENT_KEY, {}))
var total_amount: BigNumber = _deserialize_total_currency(entry.get(TOTAL_KEY, null), current_amount)
var all_time_amount: BigNumber = _deserialize_all_time_currency(entry.get(ALL_TIME_KEY, null), total_amount)
_set_current_currency(currency_id, current_amount)
_set_total_currency(currency_id, total_amount)
_set_all_time_currency(currency_id, all_time_amount)
## Internal helper: Deserializes total currency from save data with validation.
func _deserialize_total_currency(raw_total: Variant, current_amount: BigNumber) -> BigNumber:
var minimum_total: BigNumber = BigNumber.new(current_amount.mantissa, current_amount.exponent)
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
## Internal helper: Deserializes all-time currency from save data with validation.
func _deserialize_all_time_currency(raw_all_time: Variant, total_amount: BigNumber) -> BigNumber:
var minimum_all_time: BigNumber = BigNumber.new(total_amount.mantissa, total_amount.exponent)
if minimum_all_time.mantissa < 0.0:
minimum_all_time = BigNumber.from_float(0.0)
if not (raw_all_time is Dictionary):
return minimum_all_time
var parsed_all_time: BigNumber = BigNumber.deserialize(raw_all_time)
if parsed_all_time.mantissa < 0.0:
return minimum_all_time
if parsed_all_time.is_less_than(minimum_all_time):
return minimum_all_time
return parsed_all_time
## Internal helper: Serializes all currency balances for saving.
func _serialize_currency_balances() -> Dictionary:
var result: Dictionary = {}
for currency_id in _collect_currency_ids_for_save():
var key: String = String(currency_id)
if key.is_empty():
continue
result[key] = {
CURRENT_KEY: _get_current_currency_ref(currency_id).serialize(),
TOTAL_KEY: _get_total_currency_ref(currency_id).serialize(),
ALL_TIME_KEY: _get_all_time_currency_ref(currency_id).serialize(),
}
return result
## Internal helper: Collects all currency IDs for serialization.
func _collect_currency_ids_for_save() -> Array[StringName]:
var ids: Array[StringName] = []
for raw_id in _current_currency.keys():
var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id)))
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
continue
ids.append(normalized_currency_id)
for raw_id in _all_time_currency_acquired.keys():
var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id)))
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
continue
ids.append(normalized_currency_id)
if currency_catalogue:
for known_currency_id in currency_catalogue.get_all_ids():
var normalized_currency_id: StringName = _normalize_currency_id(known_currency_id)
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
continue
ids.append(normalized_currency_id)
return ids
## Internal helper: Initializes all currency maps from the catalogue.
func _initialize_currency_maps() -> void:
if currency_catalogue:
for currency_id in currency_catalogue.get_all_ids():
if currency_id == &"":
continue
_set_current_currency(currency_id, BigNumber.from_float(0.0))
_set_total_currency(currency_id, BigNumber.from_float(0.0))
_set_all_time_currency(currency_id, BigNumber.from_float(0.0))
## Internal helper: Initializes all catalogues (buffs, goals).
func _initialize_catalogues() -> void:
if currency_catalogue:
for currency in currency_catalogue.currencies:
if currency == null:
continue
if buff_catalogue:
for buff in buff_catalogue.buffs:
if buff == null:
continue
register_buff(buff)
if goal_catalogue:
for goal in goal_catalogue.goals:
if goal == null:
continue
register_goal(goal)
## Internal helper: Initializes prestige buff unlock state from the catalogue, filling missing node IDs as false.
func _initialize_prestige_buffs() -> void:
if prestige_buff_catalogue == null:
return
for node in prestige_buff_catalogue.nodes:
if node == null or node.id == &"":
continue
if not _prestige_buff_unlocked.has(node.id):
_prestige_buff_unlocked[node.id] = false
## Internal helper: Loads goal definitions from the catalogue.
func _load_catalogue_goals() -> void:
if goal_catalogue:
for goal in goal_catalogue.goals:
if goal == null:
continue
if not goal.has_id():
continue
if _goal_definitions.has(goal.id):
continue
_goal_definitions[goal.id] = goal
_goal_completed[goal.id] = false
# ==============================================================================
# GOAL EVALUATION HELPERS
# ==============================================================================
## Internal helper: Checks if a goal requirement's currency amount has been reached.
func is_goal_requirement_met(requirement: GoalRequirementData) -> bool:
if requirement == null:
return false
var currency: Currency = requirement.get_currency()
if currency == null:
return false
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
return false
var total_amount: BigNumber = get_total_currency_acquired_by_id(currency_id)
var required_amount: BigNumber = requirement.get_amount()
return not total_amount.is_less_than(required_amount)
## Internal helper: Returns progress (0.0-1.0) for a goal requirement using logarithmic scaling for large numbers.
func get_goal_requirement_progress(requirement: GoalRequirementData) -> float:
if requirement == null:
return 0.0
var currency: Currency = requirement.get_currency()
if currency == null:
return 0.0
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
return 0.0
var current_amount: BigNumber = get_total_currency_acquired_by_id(currency_id)
var required_amount: BigNumber = requirement.get_amount()
if required_amount.mantissa <= 0.0:
return 1.0
if current_amount.is_greater_than(required_amount) or current_amount.is_equal_to(required_amount):
return 1.0
if current_amount.mantissa <= 0.0:
return 0.0
var current_log: float = log(maxf(current_amount.mantissa, 0.0001)) / log(10) + float(current_amount.exponent)
var required_log: float = log(maxf(required_amount.mantissa, 0.0001)) / log(10) + float(required_amount.exponent)
if required_log <= 0.0:
return 1.0
var progress: float = current_log / required_log
return clampf(progress, 0.0, 1.0)
## Internal helper: Returns a human-readable summary string for a goal requirement (amount + currency name).
func get_goal_requirement_summary(requirement: GoalRequirementData) -> String:
if requirement == null:
return ""
var currency: Currency = requirement.get_currency()
if currency == null:
return ""
var currency_id: StringName = get_currency_id(currency)
if currency_id == &"":
return ""
var currency_name: String = get_currency_name(currency_id)
return "%s %s" % [requirement.get_amount().to_string_suffix(2), currency_name]
## Internal helper: Returns true if all requirements for a goal are met.
func is_goal_met(goal: GoalData) -> bool:
if goal == null:
return false
for req in goal.get_requirements():
if not is_goal_requirement_met(req):
return false
return true
## Internal helper: Returns the overall progress (0.0-1.0) for a goal based on its slowest requirement.
func get_goal_progress(goal: GoalData) -> float:
if goal == null:
return 0.0
var requirements: Array[GoalRequirementData] = goal.get_requirements()
if requirements.is_empty():
return 0.0
var min_progress: float = 1.0
for req in requirements:
if req == null:
continue
var req_progress: float = get_goal_requirement_progress(req)
if req_progress < min_progress:
min_progress = req_progress
return min_progress
## Internal helper: Normalizes a currency ID (lowercase, trimmed).
func _normalize_currency_id(currency_id: StringName) -> StringName:
var normalized: String = String(currency_id).to_lower().strip_edges()
if normalized.is_empty():
return &""
return StringName(normalized)
## Internal helper: Gets or creates a reference to the current currency balance.
func _get_current_currency_ref(currency_id: StringName) -> BigNumber:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return BigNumber.from_float(0.0)
var value: Variant = _current_currency.get(normalized_currency_id)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_current_currency[normalized_currency_id] = fallback
return fallback
## Internal helper: Gets or creates a reference to the total currency acquired this run.
func _get_total_currency_ref(currency_id: StringName) -> BigNumber:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return BigNumber.from_float(0.0)
var value: Variant = _total_currency_acquired.get(normalized_currency_id)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_total_currency_acquired[normalized_currency_id] = fallback
return fallback
## Internal helper: Gets or creates a reference to the all-time currency acquired.
func _get_all_time_currency_ref(currency_id: StringName) -> BigNumber:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return BigNumber.from_float(0.0)
var value: Variant = _all_time_currency_acquired.get(normalized_currency_id)
if value is BigNumber:
return value
var fallback: BigNumber = BigNumber.from_float(0.0)
_all_time_currency_acquired[normalized_currency_id] = fallback
return fallback
## Internal helper: Sets the current currency balance.
func _set_current_currency(currency_id: StringName, value: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
_current_currency[normalized_currency_id] = BigNumber.new(value.mantissa, value.exponent)
## Internal helper: Sets the total currency acquired this run.
func _set_total_currency(currency_id: StringName, value: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
_total_currency_acquired[normalized_currency_id] = BigNumber.new(value.mantissa, value.exponent)
## Internal helper: Sets the all-time currency acquired.
func _set_all_time_currency(currency_id: StringName, value: BigNumber) -> void:
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
if normalized_currency_id == &"":
return
_all_time_currency_acquired[normalized_currency_id] = BigNumber.new(value.mantissa, value.exponent)
# ==============================================================================
# GENERATOR STATE HELPERS
# ==============================================================================
## Internal helper: Creates a default generator state dictionary with the specified values.
func _default_generator_state(unlocked: bool, available: bool, owned: int = 0) -> Dictionary:
var owned_value: int = _to_non_negative_int(owned, 0)
return {
GENERATOR_OWNED_KEY: owned_value,
GENERATOR_PURCHASED_COUNT_KEY: owned_value,
GENERATOR_UNLOCKED_KEY: unlocked,
GENERATOR_AVAILABLE_KEY: available,
}
## Internal helper: Gets or creates the state dictionary for a generator, ensuring it exists and is valid.
func _get_generator_state(generator_id: StringName) -> Dictionary:
var key: String = String(generator_id)
if key.is_empty():
return _default_generator_state(false, false, 0)
if not generator_states.has(key):
register_generator(generator_id)
var existing_raw: Variant = generator_states.get(key, _default_generator_state(false, false, 0))
if existing_raw is Dictionary:
var state: Dictionary = existing_raw
var current_unlocked: bool = state.get(GENERATOR_UNLOCKED_KEY, false)
var current_available: bool = state.get(GENERATOR_AVAILABLE_KEY, false)
var current_owned: int = state.get(GENERATOR_OWNED_KEY, 0)
var sanitized: Dictionary = _sanitize_generator_state(state, current_unlocked, current_available, current_owned)
generator_states[key] = sanitized
return sanitized
var fallback: Dictionary = _default_generator_state(false, false, 0)
generator_states[key] = fallback
return fallback
## Internal helper: Updates a generator's state dictionary and emits the change signal.
func _set_generator_state(generator_id: StringName, state: Dictionary) -> void:
var key: String = String(generator_id)
if key.is_empty():
return
var current_unlocked: bool = state.get(GENERATOR_UNLOCKED_KEY, false)
var current_available: bool = state.get(GENERATOR_AVAILABLE_KEY, false)
var current_owned: int = state.get(GENERATOR_OWNED_KEY, 0)
var sanitized: Dictionary = _sanitize_generator_state(state, current_unlocked, current_available, current_owned)
generator_states[key] = sanitized
generator_state_changed.emit(StringName(key), sanitized.duplicate(true))
# ==============================================================================
# GENERATOR SERIALIZATION HELPERS
# ==============================================================================
## Internal helper: Serializes all generator states for saving.
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
## Internal helper: Deserializes generator states from save data.
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
## Internal helper: Serializes a single generator state entry for saving.
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
## Internal helper: Deserializes a single generator state entry from save data.
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
## Internal helper: Sanitizes a generator state dictionary with default values.
func _sanitize_generator_state(raw_state: Dictionary, default_unlocked: bool, default_available: bool, default_owned: int = 0) -> Dictionary:
var normalized_default_owned: int = _to_non_negative_int(default_owned, 0)
var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, normalized_default_owned), normalized_default_owned)
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),
}
## Internal helper: Converts a value to a non-negative integer.
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)
## Internal helper: Converts a value to a boolean with a fallback.
func _to_bool(value: Variant, fallback: bool) -> bool:
if value is bool:
return value
return fallback
## Internal helper: Serializes all global buff levels for saving.
func _serialize_buff_levels() -> Dictionary:
var result: Dictionary = {}
for buff_id in _buff_levels.keys():
result[buff_id] = _buff_levels[buff_id]
return result
## Internal helper: Serializes all global buff unlock states for saving.
func _serialize_buff_unlocked() -> Dictionary:
var result: Dictionary = {}
for buff_id in _buff_unlocked.keys():
if _buff_unlocked[buff_id]:
result[buff_id] = true
return result
## Internal helper: Serializes all global buff active states for saving.
func _serialize_buff_active() -> Dictionary:
var result: Dictionary = {}
for buff_id in _buff_active.keys():
if _buff_active[buff_id]:
result[buff_id] = true
return result
## Internal helper: Deserializes all global buff states from save data.
func _deserialize_buff_states(parsed_data: Dictionary) -> void:
_buff_levels.clear()
_buff_unlocked.clear()
_buff_active.clear()
if parsed_data.has(BUFF_LEVELS_KEY):
var raw_levels: Variant = parsed_data.get(BUFF_LEVELS_KEY)
if raw_levels is Dictionary:
for key_variant in raw_levels.keys():
var key: String = String(key_variant)
if not key.is_empty():
var value: Variant = raw_levels.get(key_variant)
if value is int:
_buff_levels[key] = value
if parsed_data.has(BUFF_UNLOCKED_KEY):
var raw_unlocked: Variant = parsed_data.get(BUFF_UNLOCKED_KEY)
if raw_unlocked is Dictionary:
for key_variant in raw_unlocked.keys():
var key: String = String(key_variant)
if not key.is_empty():
_buff_unlocked[key] = true
if parsed_data.has(BUFF_ACTIVE_KEY):
var raw_active: Variant = parsed_data.get(BUFF_ACTIVE_KEY)
if raw_active is Dictionary:
for key_variant in raw_active.keys():
var key: String = String(key_variant)
if not key.is_empty():
_buff_active[key] = true
# ==============================================================================
# GOALS API
# ==============================================================================
## Registers a goal definition and initializes its completion state.
func register_goal(goal: GoalData) -> void:
if goal == null:
return
var goal_id: StringName = goal.id
if goal_id == &"":
push_warning("Attempted to register goal with invalid id")
return
if _goal_definitions.has(goal_id):
return
_goal_definitions[goal_id] = goal
_goal_completed[goal_id] = false
## Returns the goal definition for a given ID, or null if not registered.
func get_goal(goal_id: StringName) -> GoalData:
return _goal_definitions.get(goal_id, null)
## Returns all registered goals as an array.
func get_all_goals() -> Array[GoalData]:
var result: Array[GoalData] = []
for goal in _goal_definitions.values():
if goal is GoalData:
result.append(goal)
return result
## Returns true if a goal has been completed.
func is_goal_completed(goal_id: StringName) -> bool:
return _goal_completed.get(goal_id, false)
## Returns the progress (0.0-1.0) for a goal by ID.
func get_goal_progress_by_id(goal_id: StringName) -> float:
var goal: GoalData = get_goal(goal_id)
if goal == null:
return 0.0
return get_goal_progress(goal)
## Unlocks a single buff if its unlock goal is completed.
func try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void:
if buff == null:
return
if not buff.has_unlock_goal():
return
if is_buff_unlocked(buff.id):
return
var goal_id: StringName = buff.unlock_goal.id
if not goal_id.is_empty() and is_goal_completed(goal_id):
set_buff_unlocked(buff.id, true)
## Evaluates all goals for completion and unlocks buffs from completed goals. Emits [signal goal_progress_changed].
func evaluate_all_goals() -> void:
for goal_id in _goal_completed.keys():
if not _goal_completed[goal_id]:
_try_complete_goal(goal_id)
_try_unlock_all_buffs_from_goals()
goal_progress_changed.emit(&"", 0.0)
## Internal helper: Attempts to complete a goal if its requirements are met and unlock behavior allows auto-completion.
func _try_complete_goal(goal_id: StringName) -> void:
var goal: GoalData = _goal_definitions.get(goal_id, null)
if goal == null:
return
if _goal_completed[goal_id]:
return
if is_goal_met(goal):
if goal.unlock_behavior == GoalData.UnlockBehavior.MANUAL:
return
_goal_completed[goal_id] = true
goal_completed.emit(goal_id)
## Internal helper: Manually completes a goal (for MANUAL unlock behavior). Emits [signal goal_completed].
func _complete_goal_manually(goal_id: StringName) -> void:
var goal: GoalData = _goal_definitions.get(goal_id, null)
if goal == null:
return
if _goal_completed.get(goal_id, false):
return
if not is_goal_met(goal):
return
_goal_completed[goal_id] = true
goal_completed.emit(goal_id)
## Internal helper: Unlocks all buffs from completed goals.
func _try_unlock_all_buffs_from_goals() -> void:
for buff in get_all_buffs():
if buff == null:
continue
try_unlock_buff_from_goal(buff)
# ==============================================================================
# PRESTIGE BUFF API
# ==============================================================================
## Returns the ascension currency ID used for purchasing buff nodes.
func get_prestige_currency_id() -> StringName:
return &"ascension"
## Attempts to purchase and unlock an prestige buff node. Returns true on success.
func purchase_prestige_buff(buff_id: StringName) -> bool:
if not can_purchase_prestige_buff(buff_id):
return false
var node: PrestigeBuffNode = _get_prestige_buff_node(buff_id)
if node == null:
return false
var cost: BigNumber = node.get_cost()
var currency_id: StringName = get_prestige_currency_id()
if not spend_currency_by_id(currency_id, cost):
return false
_prestige_buff_unlocked[buff_id] = true
prestige_buff_unlocked.emit(buff_id)
save_game()
return true
## Checks whether an prestige buff node can be purchased (all parents unlocked, not already unlocked, enough currency).
func can_purchase_prestige_buff(buff_id: StringName) -> bool:
var node: PrestigeBuffNode = _get_prestige_buff_node(buff_id)
if node == null:
return false
if is_prestige_buff_unlocked(buff_id):
return false
if not node.all_parents_unlocked(_prestige_buff_unlocked):
return false
var cost: BigNumber = node.get_cost()
var currency_id: StringName = get_prestige_currency_id()
var balance: BigNumber = get_currency_amount_by_id(currency_id)
return balance.is_greater_than(cost) or balance.is_equal_to(cost)
## Returns true if the given prestige buff node is unlocked.
func is_prestige_buff_unlocked(buff_id: StringName) -> bool:
return bool(_prestige_buff_unlocked.get(buff_id, false))
## Returns the fixed BigNumber cost for an prestige buff node.
func get_prestige_buff_cost(buff_id: StringName) -> BigNumber:
var node: PrestigeBuffNode = _get_prestige_buff_node(buff_id)
if node == null:
return BigNumber.from_float(0.0)
return node.get_cost()
## Computes the combined multiplier from all unlocked prestige buff nodes matching the given effect type.
## [param target_id] filters to nodes targeting this ID (or global nodes when empty).
func get_prestige_buff_multiplier(effect_type: int, target_id: StringName = &"") -> float:
var multiplier: float = 1.0
for node_id in _prestige_buff_unlocked.keys():
if not bool(_prestige_buff_unlocked.get(node_id, false)):
continue
var node: PrestigeBuffNode = _get_prestige_buff_node(node_id)
if node == null:
continue
if node.effect_type != effect_type:
continue
if target_id != &"" and node.target_id != &"" and node.target_id != target_id:
continue
multiplier *= node.effect_value
return multiplier
## Returns all prestige buff nodes whose prerequisites are met but are not yet unlocked.
func get_available_prestige_buffs() -> Array[PrestigeBuffNode]:
if prestige_buff_catalogue == null:
return []
var available: Array[PrestigeBuffNode] = []
for node in prestige_buff_catalogue.nodes:
if node == null or node.id == &"":
continue
if is_prestige_buff_unlocked(node.id):
continue
if node.all_parents_unlocked(_prestige_buff_unlocked):
available.append(node)
return available
## Returns the PrestigeBuffNode resource for a given ID, or null if not found.
func _get_prestige_buff_node(buff_id: StringName) -> PrestigeBuffNode:
if prestige_buff_catalogue == null:
return null
return prestige_buff_catalogue.get_node_by_id(buff_id)
# ==============================================================================
# PERSISTENCE HELPERS
# ==============================================================================
## Serializes goal completion state for saving.
func _serialize_goals() -> Dictionary:
var result: Dictionary = {}
var completed_goals: Array[StringName] = []
for goal_id in _goal_completed.keys():
if _goal_completed[goal_id]:
completed_goals.append(goal_id)
result[GOAL_COMPLETED_KEY] = completed_goals
return result
## Deserializes goal completion state from save data.
func _deserialize_goals(raw_value: Variant) -> void:
_goal_completed.clear()
if not (raw_value is Dictionary):
return
var raw_completed: Variant = raw_value.get(GOAL_COMPLETED_KEY, [])
if raw_completed is Array:
for goal_id_variant in raw_completed:
var goal_id: String = String(goal_id_variant)
if not goal_id.is_empty():
_goal_completed[goal_id] = true
for goal_id in _goal_definitions.keys():
if not _goal_completed.has(goal_id):
_goal_completed[goal_id] = false
## Internal helper: Migrates goal completion state from save format version 2 (generator unlock-based) to current format.
func _migrate_goals_from_version_2(parsed_data: Dictionary) -> void:
_goal_completed.clear()
var generator_states_data: Dictionary = parsed_data.get(GENERATOR_STATES_KEY, {})
for gen_id_variant in generator_states_data.keys():
var gen_id: String = String(gen_id_variant)
if gen_id.is_empty():
continue
var state: Dictionary = generator_states_data.get(gen_id_variant, {})
if not state.get(GENERATOR_UNLOCKED_KEY, false):
continue
var goal_id: StringName = _get_unlock_goal_id_for_generator(gen_id)
if not goal_id.is_empty():
_goal_completed[goal_id] = true
for goal_id in _goal_definitions.keys():
if not _goal_completed.has(goal_id):
_goal_completed[goal_id] = false
## Internal helper: Finds the goal ID that unlocks a specific generator (used in save migration).
func _get_unlock_goal_id_for_generator(generator_id: String) -> StringName:
if goal_catalogue == null:
return &""
for goal in goal_catalogue.goals:
if goal == null or not goal.has_id():
continue
var goal_id: StringName = goal.id
var requirements: Array[GoalRequirementData] = goal.get_requirements()
for req in requirements:
if req == null or req.get_currency() == null:
continue
if String(req.get_currency().id) == generator_id:
return goal_id
return &""
## Internal helper: Converts a currency ID to a human-readable display name.
func _humanize_currency_id(currency_id: StringName) -> String:
var normalized: String = String(_normalize_currency_id(currency_id))
if normalized.is_empty():
return "Unknown"
return normalized.replace("_", " ").capitalize()
## Serializes research XP data for saving (includes BigNumber mantissa/exponent).
func _serialize_research_xp() -> Dictionary:
var result: Dictionary = {}
for research_id in research_xp.keys():
var xp: BigNumber = research_xp[research_id]
result[research_id] = xp.serialize()
return result
## Deserializes research XP data from save data.
func _deserialize_research_xp(raw: Variant) -> Dictionary:
var result: Dictionary = {}
if raw is Dictionary:
for research_id in raw.keys():
var serialized: Variant = raw[research_id]
if serialized is Dictionary:
result[research_id] = BigNumber.deserialize(serialized)
return result
## Serializes prestige buff unlock state as an array of unlocked node IDs.
func _serialize_prestige_buff_unlocked() -> Array:
var unlocked: Array = []
for node_id in _prestige_buff_unlocked.keys():
if _prestige_buff_unlocked.get(node_id, false):
unlocked.append(node_id)
return unlocked
## Deserializes prestige buff unlock state from an array of unlocked node ID strings, then fills missing catalogue entries.
func _deserialize_prestige_buff_unlocked(raw: Variant) -> void:
_prestige_buff_unlocked.clear()
if raw is Array:
for element in raw:
var node_id: StringName = StringName(String(element))
if node_id != &"":
_prestige_buff_unlocked[node_id] = true
_initialize_prestige_buffs()
# Notify tiles that were waiting for state to load
for node_id in _prestige_buff_unlocked.keys():
if _prestige_buff_unlocked.get(node_id, false):
prestige_buff_unlocked.emit(node_id)