Files
idle/core/prestige/prestige_panel.gd
Michele Rossi 81a4058b04 systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content.

   Key changes:
   - Prestige: node-based buff tech tree, graph panel, progress bar
   - Research: multi-worker system, per-generator research, xp generation
   - Ascension: meta-currency layer via multi-currency prestige resets
   - Buffs: refactored as generator-independent via catalogues
   - UI: currency panel, edge-scrolling camera + zoom, current-goal panel
   - Alchemy Tower: crafting building with recipe/cost system
   - Testing: 7 test suites (ascension, prestige, research, goals)
   - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
2026-05-07 20:36:21 +00:00

91 lines
3.4 KiB
GDScript

class_name PrestigePanel
extends PanelContainer
@onready var _total_value: Label = $MarginContainer/VBoxContainer/StatsGrid/TotalValue
@onready var _pending_value: Label = $MarginContainer/VBoxContainer/StatsGrid/PendingValue
@onready var _multiplier_value: Label = $MarginContainer/VBoxContainer/StatsGrid/MultiplierValue
@onready var _basis_label: Label = $MarginContainer/VBoxContainer/StatsGrid/BasisValue
@onready var _progress_bar: Node = $MarginContainer/VBoxContainer/PrestigeProgressBar
@onready var _reset_button: Button = $MarginContainer/VBoxContainer/Buttons/ResetButton
@onready var _save_button: Button = $MarginContainer/VBoxContainer/Buttons/SaveButton
@onready var _confirm_dialog: ConfirmationDialog = $ConfirmDialog
@onready var game_state: LevelGameState = find_parent("LevelGameState")
var _is_waiting_for_confirm: bool = false
func _ready() -> void:
game_state.ready.connect(_on_game_state_ready)
func _on_game_state_ready() -> void:
var manager: PrestigeManager = _get_prestige_manager()
manager.prestige_state_changed.connect(_on_prestige_state_changed)
manager.prestige_performed.connect(_on_prestige_performed)
game_state.currency_changed.connect(_on_currency_changed)
_refresh_ui()
func _on_reset_button_pressed() -> void:
var manager: PrestigeManager = _get_prestige_manager()
if not bool(manager.can_prestige()):
return
var pending: BigNumber = manager.calculate_pending_gain()
var basis_label: String = String(manager.get_basis_label())
var basis_value: BigNumber = manager.get_basis_value_for_display()
var confirm_message: String = "Reset this run for +%s prestige?\n\nThis resets currencies, owned generators, and buff levels. Lifetime totals and prestige are kept." % pending.to_string_suffix(2)
confirm_message = "%s\n\nBased on %s: %s" % [confirm_message, basis_label, basis_value.to_string_suffix(2)]
_confirm_dialog.dialog_text = confirm_message
_is_waiting_for_confirm = true
_confirm_dialog.popup_centered_ratio(0.4)
func _on_save_button_pressed() -> void:
if game_state:
game_state.save_game()
func _on_prestige_state_changed(_total: BigNumber, _pending: BigNumber) -> void:
_refresh_ui()
func _on_prestige_performed(_gain: BigNumber, _total: BigNumber) -> void:
_refresh_ui()
func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
_refresh_ui()
func _on_confirm_dialog_confirmed() -> void:
if not _is_waiting_for_confirm:
return
_is_waiting_for_confirm = false
var manager: PrestigeManager = _get_prestige_manager()
if manager == null:
return
manager.perform_prestige()
func _on_confirm_dialog_canceled() -> void:
_is_waiting_for_confirm = false
func _refresh_ui() -> void:
var manager: PrestigeManager = _get_prestige_manager()
if manager == null:
visible = false
return
visible = true
var total: BigNumber = manager.get_total_prestige()
var pending: BigNumber = manager.calculate_pending_gain()
var multiplier: float = float(manager.get_total_multiplier())
var basis_text: String = String(manager.get_basis_label())
var basis_value: BigNumber = manager.get_basis_value_for_display()
_total_value.text = total.to_string_suffix(2)
_pending_value.text = pending.to_string_suffix(2)
_multiplier_value.text = "x%.2f" % multiplier
_basis_label.text = "%s (%s)" % [basis_text, basis_value.to_string_suffix(2)]
_reset_button.disabled = not bool(manager.can_prestige())
func _get_prestige_manager() -> PrestigeManager:
return game_state.prestige_manager