Files
idle/game_state.gd

570 lines
21 KiB
GDScript

extends Node
# This script is added as an Autoload named 'GameState'
# ==========================================
# SIGNALS
# ==========================================
signal currency_changed(currency_id: StringName, new_amount: BigNumber)
signal generator_state_changed(generator_id: StringName, state: Dictionary)
signal generator_buff_level_changed(generator_id: StringName, buff_id: StringName, new_level: int)
# ==========================================
# STATE VARIABLES
# ==========================================
var _current_currency: Dictionary = {}
var _total_currency_acquired: Dictionary = {}
var generator_states: Dictionary = {}
var generator_buff_levels: Dictionary = {}
var last_save_time: int = 0 # Unix timestamp
# ==========================================
# Save / Load
# ==========================================
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"
const GENERATOR_STATES_KEY: String = "generator_states"
const GENERATOR_BUFF_LEVELS_KEY: String = "generator_buff_levels"
const CURRENCIES_KEY: String = "currencies"
const CURRENT_KEY: String = "current"
const TOTAL_KEY: String = "total"
const LAST_SAVE_TIME_KEY: String = "last_save_time"
func _ready() -> void:
_initialize_currency_maps()
load_game()
# ==========================================
# STATE MODIFIERS
# ==========================================
#func add_gold(amount: BigNumber) -> void:
#add_currency_by_id(GOLD_CURRENCY_ID, amount)
#
#func spend_gold(cost: BigNumber) -> bool:
#return spend_currency_by_id(GOLD_CURRENCY_ID, cost)
#
#func add_gems(amount: BigNumber) -> void:
#add_currency_by_id(GEMS_CURRENCY_ID, amount)
#
#func spend_gems(cost: BigNumber) -> bool:
#return spend_currency_by_id(GEMS_CURRENCY_ID, cost)
func get_known_currencies() -> Array[Resource]:
return CurrencyDatabase.get_known_currencies()
func get_currency_id(currency: Resource) -> StringName:
return CurrencyDatabase.get_currency_id(currency)
func parse_currency_id(raw_currency: Variant) -> StringName:
return CurrencyDatabase.parse_currency_id(raw_currency)
func is_known_currency_id(currency_id: StringName) -> bool:
return CurrencyDatabase.is_known_currency_id(currency_id)
func get_currency_resource(currency_id: StringName) -> Resource:
return CurrencyDatabase.get_currency_resource(currency_id)
func get_currency_name(currency_id: StringName) -> String:
return CurrencyDatabase.get_currency_name(currency_id)
func get_currency_icon(currency_id: StringName) -> Texture2D:
return CurrencyDatabase.get_currency_icon(currency_id)
func add_currency(currency: Resource, 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)
func spend_currency(currency: Resource, 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)
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)
var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
current.add_in_place(amount)
currency_changed.emit(normalized_currency_id, current)
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
func get_currency_amount(currency: Resource) -> BigNumber:
return get_currency_amount_by_id(get_currency_id(currency))
func get_currency_amount_by_id(currency_id: StringName) -> BigNumber:
return _get_current_currency_ref(currency_id)
func get_total_currency_acquired(currency: Resource) -> BigNumber:
return get_total_currency_acquired_by_id(get_currency_id(currency))
func get_total_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
return _get_total_currency_ref(currency_id)
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)
func register_generator_buff(generator_id: StringName, buff_id: StringName, initial_level: int = 0) -> void:
var generator_key: String = String(generator_id)
var buff_key: String = String(buff_id)
if generator_key.is_empty() or buff_key.is_empty():
return
var levels: Dictionary = _get_generator_buff_levels_ref(generator_id)
if levels.has(buff_key):
var existing_level: int = _to_non_negative_int(levels.get(buff_key, initial_level), initial_level)
if int(levels.get(buff_key, initial_level)) != existing_level:
levels[buff_key] = existing_level
generator_buff_levels[generator_key] = levels
generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), existing_level)
return
var sanitized_level: int = _to_non_negative_int(initial_level, 0)
levels[buff_key] = sanitized_level
generator_buff_levels[generator_key] = levels
generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), sanitized_level)
func get_generator_buff_level(generator_id: StringName, buff_id: StringName) -> int:
var buff_key: String = String(buff_id)
if buff_key.is_empty():
return 0
var levels: Dictionary = _get_generator_buff_levels_ref(generator_id)
return _to_non_negative_int(levels.get(buff_key, 0), 0)
func set_generator_buff_level(generator_id: StringName, buff_id: StringName, value: int) -> void:
var generator_key: String = String(generator_id)
var buff_key: String = String(buff_id)
if generator_key.is_empty() or buff_key.is_empty():
return
var levels: Dictionary = _get_generator_buff_levels_ref(generator_id)
var next_level: int = _to_non_negative_int(value, 0)
if int(levels.get(buff_key, -1)) == next_level:
return
levels[buff_key] = next_level
generator_buff_levels[generator_key] = levels
generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), next_level)
func get_generator_buff_levels(generator_id: StringName) -> Dictionary:
return _get_generator_buff_levels_ref(generator_id).duplicate(true)
# ==========================================
# PERSISTENCE (Save/Load)
# ==========================================
func save_game() -> void:
var save_data = {
CURRENCIES_KEY: _serialize_currency_balances(),
GENERATOR_STATES_KEY: _serialize_generator_states(),
GENERATOR_BUFF_LEVELS_KEY: _serialize_generator_buff_levels(),
LAST_SAVE_TIME_KEY: Time.get_unix_time_from_system()
}
var file: FileAccess = 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 = FileAccess.open(file_name, FileAccess.READ)
if file:
var parsed: Variant = JSON.parse_string(file.get_as_text())
if parsed is Dictionary:
var parsed_data: Dictionary = parsed
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, {}))
generator_buff_levels = _deserialize_generator_buff_levels(parsed_data.get(GENERATOR_BUFF_LEVELS_KEY, {}))
last_save_time = parsed_data.get(LAST_SAVE_TIME_KEY, Time.get_unix_time_from_system())
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)
_set_current_currency(currency_id, current_amount)
_set_total_currency(currency_id, total_amount)
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 _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(),
}
return result
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 known_currency_id in CurrencyDatabase.get_known_currency_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
func _initialize_currency_maps() -> void:
for currency_id in CurrencyDatabase.get_known_currency_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))
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)
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
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
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] = _copy_big_number(value)
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] = _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 _get_generator_buff_levels_ref(generator_id: StringName) -> Dictionary:
var key: String = String(generator_id)
if key.is_empty():
return {}
var existing_raw: Variant = generator_buff_levels.get(key, {})
if existing_raw is Dictionary:
var sanitized: Dictionary = _sanitize_generator_buff_levels(existing_raw)
generator_buff_levels[key] = sanitized
return sanitized
var fallback: Dictionary = {}
generator_buff_levels[key] = fallback
return fallback
func _sanitize_generator_buff_levels(raw_levels: Dictionary) -> Dictionary:
var sanitized_levels: Dictionary = {}
for buff_key_variant in raw_levels.keys():
var buff_key: String = String(buff_key_variant)
if buff_key.is_empty():
continue
sanitized_levels[buff_key] = _to_non_negative_int(raw_levels.get(buff_key_variant, 0), 0)
return sanitized_levels
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_buff_levels() -> Dictionary:
var result: Dictionary = {}
for generator_key_variant in generator_buff_levels.keys():
var generator_key: String = String(generator_key_variant)
if generator_key.is_empty():
continue
var raw_levels: Variant = generator_buff_levels.get(generator_key_variant)
if raw_levels is Dictionary:
result[generator_key] = _sanitize_generator_buff_levels(raw_levels)
return result
func _deserialize_generator_buff_levels(raw_value: Variant) -> Dictionary:
var result: Dictionary = {}
if not (raw_value is Dictionary):
return result
for generator_key_variant in raw_value.keys():
var generator_key: String = String(generator_key_variant)
if generator_key.is_empty():
continue
var raw_levels: Variant = raw_value.get(generator_key_variant)
if raw_levels is Dictionary:
result[generator_key] = _sanitize_generator_buff_levels(raw_levels)
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