Files
idle/core/level_game_state.gd
2026-04-15 12:01:28 +02:00

1400 lines
48 KiB
GDScript

class_name LevelGameState
extends Node
# ==========================================
# 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)
signal generator_buff_unlocked_changed(generator_id: StringName, buff_id: StringName, unlocked: bool)
signal buff_level_changed(buff_id: StringName, new_level: int)
signal buff_unlocked_changed(buff_id: StringName, unlocked: bool)
signal goal_completed(goal_id: StringName)
signal goal_progress_changed(goal_id: StringName, progress: float)
signal research_xp_changed(research_id: StringName, new_xp: BigNumber)
signal research_level_up(research_id: StringName, old_level: int, new_level: int)
# ==========================================
# EXPORTED REFERENCES
# ==========================================
@export var currency_catalogue: CurrencyCatalogue
@export var buff_catalogue: BuffCatalogue
@export var goal_catalogue: GoalCatalogue
@export var research_catalogue: ResearchCatalogue
@export var save_file_path: String = "user://level_save.json"
# ==========================================
# STATE VARIABLES
# ==========================================
var _current_currency: Dictionary = {}
var _total_currency_acquired: Dictionary = {}
var _all_time_currency_acquired: Dictionary = {}
var generator_states: Dictionary = {}
var generator_buff_levels: Dictionary = {}
var generator_buff_unlocked: Dictionary = {}
var _external_save_sections: Dictionary = {}
var _buff_definitions: Dictionary = {}
var _buff_levels: Dictionary = {}
var _buff_unlocked: Dictionary = {}
var _buff_active: Dictionary = {}
var _goal_definitions: Dictionary = {}
var _goal_completed: Dictionary = {}
var research_xp: Dictionary = {}
var research_levels: Dictionary = {}
var research_tracker: Node = null
var last_save_time: int = 0
# ==========================================
# Save / Load
# ==========================================
const SAVE_FORMAT_VERSION_KEY: String = "save_format_version"
const CURRENT_SAVE_FORMAT_VERSION: int = 5
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 GENERATOR_BUFF_UNLOCKED_KEY: String = "generator_buff_unlocked"
const BUFF_DEFINITIONS_KEY: String = "buff_definitions"
const BUFF_LEVELS_KEY: String = "buff_levels"
const BUFF_UNLOCKED_KEY: String = "buff_unlocked"
const BUFF_ACTIVE_KEY: String = "buff_active"
const GOALS_KEY: String = "goals"
const GOAL_COMPLETED_KEY: String = "completed"
const CURRENCIES_KEY: String = "currencies"
const CURRENT_KEY: String = "current"
const TOTAL_KEY: String = "total"
const ALL_TIME_KEY: String = "all_time"
const LAST_SAVE_TIME_KEY: String = "last_save_time"
const RESEARCH_XP_KEY: String = "research_xp"
const RESEARCH_LEVELS_KEY: String = "research_levels"
var prestige_manager: PrestigeManager
func _ready() -> void:
prestige_manager = find_child("PrestigeManager")
_initialize_currency_maps()
_initialize_catalogues()
_load_catalogue_goals()
load_game()
_try_unlock_all_buffs_from_goals()
_initialize_research()
# ==========================================
# STATE MODIFIERS
# ==========================================
func get_currency_id(currency: Resource) -> StringName:
return _normalize_currency_id(currency.id if currency else &"")
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))
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))
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))
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)
func get_currency_icon(currency_id: StringName) -> Texture2D:
var currency: Resource = 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
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)
_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)
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 get_all_time_currency_acquired(currency: Resource) -> BigNumber:
return get_all_time_currency_acquired_by_id(get_currency_id(currency))
func get_all_time_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
return _get_all_time_currency_ref(currency_id)
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))
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 register_generator_buff_unlocked(generator_id: StringName, buff_id: StringName, initially_unlocked: bool = false) -> 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 unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id)
if unlocked_map.has(buff_key):
var existing_unlocked: bool = _to_bool(unlocked_map.get(buff_key, initially_unlocked), initially_unlocked)
if bool(unlocked_map.get(buff_key, initially_unlocked)) != existing_unlocked:
unlocked_map[buff_key] = existing_unlocked
generator_buff_unlocked[generator_key] = unlocked_map
generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), existing_unlocked)
return
var sanitized_unlocked: bool = _to_bool(initially_unlocked, false)
unlocked_map[buff_key] = sanitized_unlocked
generator_buff_unlocked[generator_key] = unlocked_map
generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), sanitized_unlocked)
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 is_generator_buff_unlocked(generator_id: StringName, buff_id: StringName) -> bool:
var buff_key: String = String(buff_id)
if buff_key.is_empty():
return false
var unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id)
return _to_bool(unlocked_map.get(buff_key, false), false)
func set_generator_buff_unlocked(generator_id: StringName, buff_id: StringName, value: bool) -> 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 unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id)
var next_unlocked: bool = _to_bool(value, false)
if _to_bool(unlocked_map.get(buff_key, false), false) == next_unlocked:
return
unlocked_map[buff_key] = next_unlocked
generator_buff_unlocked[generator_key] = unlocked_map
generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), next_unlocked)
func get_generator_buff_unlocked(generator_id: StringName) -> Dictionary:
return _get_generator_buff_unlocked_ref(generator_id).duplicate(true)
func get_generator_buff_levels(generator_id: StringName) -> Dictionary:
return _get_generator_buff_levels_ref(generator_id).duplicate(true)
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
func get_buff(buff_id: StringName) -> GeneratorBuffData:
return _buff_definitions.get(buff_id, null)
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
func get_buff_level(buff_id: StringName) -> int:
return _buff_levels.get(buff_id, 0)
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)
func is_buff_unlocked(buff_id: StringName) -> bool:
return _buff_unlocked.get(buff_id, false)
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
func is_buff_active(buff_id: StringName) -> bool:
return _buff_active.get(buff_id, false)
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()
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
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
func _initialize_research() -> void:
research_tracker = Node.new()
research_tracker.set_script(load("res://core/research/research_xp_tracker.gd"))
add_child(research_tracker)
var tracker: ResearchXPTracker = research_tracker as ResearchXPTracker
if tracker:
tracker.game_state = self
if research_catalogue:
for research in research_catalogue.get_all_research():
register_research(research.id)
func _try_unlock_all_buffs_from_goals() -> void:
for buff in get_all_buffs():
if buff == null:
continue
_try_unlock_buff_from_goal(buff)
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)
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
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
func get_research_level(research_id: StringName) -> int:
return research_levels.get(research_id, 0)
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)
func add_research_xp(research_id: StringName, xp: BigNumber) -> void:
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(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])
func get_research_xp_multiplier(research_id: StringName) -> float:
var multiplier: float = 1.0
var research: ResearchData = _get_research_data(research_id)
if research == null:
return 1.0
if not research.associated_buff_id.is_empty():
var buff: GeneratorBuffData = get_buff(research.associated_buff_id)
if buff != null and is_buff_active(buff.id):
var level: int = get_buff_level(buff.id)
multiplier *= buff.get_effect_multiplier(level)
return multiplier
func _get_research_data(research_id: StringName) -> ResearchData:
if research_catalogue == null:
return null
return research_catalogue.get_research_by_id(research_id)
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)
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 {}
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()
generator_buff_levels.clear()
generator_buff_unlocked.clear()
_goal_completed.clear()
for goal_id in _goal_completed.keys():
_goal_completed[goal_id] = false
research_xp.clear()
research_levels.clear()
if not emit_currency_signals:
return
for currency_id in currency_ids:
currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
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)
# ==========================================
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(),
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)
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, {})
last_save_time = parsed_data.get(LAST_SAVE_TIME_KEY, Time.get_unix_time_from_system())
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, 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)
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)
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 _deserialize_all_time_currency(raw_all_time: Variant, total_amount: BigNumber) -> BigNumber:
var minimum_all_time: BigNumber = _copy_big_number(total_amount)
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
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(),
ALL_TIME_KEY: _get_all_time_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 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
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))
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)
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
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)
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)
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]
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
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
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 _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
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 _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] = _copy_big_number(value)
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,
}
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
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))
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 _get_generator_buff_unlocked_ref(generator_id: StringName) -> Dictionary:
var key: String = String(generator_id)
if key.is_empty():
return {}
var existing_raw: Variant = generator_buff_unlocked.get(key, {})
if existing_raw is Dictionary:
var sanitized: Dictionary = _sanitize_generator_buff_unlocked(existing_raw)
generator_buff_unlocked[key] = sanitized
return sanitized
var fallback: Dictionary = {}
generator_buff_unlocked[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 _sanitize_generator_buff_unlocked(raw_unlocked: Dictionary) -> Dictionary:
var sanitized_unlocked: Dictionary = {}
for buff_key_variant in raw_unlocked.keys():
var buff_key: String = String(buff_key_variant)
if buff_key.is_empty():
continue
var is_unlocked: bool = _to_bool(raw_unlocked.get(buff_key_variant, false), false)
if not is_unlocked:
continue
sanitized_unlocked[buff_key] = true
return sanitized_unlocked
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_buff_unlocked() -> Dictionary:
var result: Dictionary = {}
for generator_key_variant in generator_buff_unlocked.keys():
var generator_key: String = String(generator_key_variant)
if generator_key.is_empty():
continue
var raw_unlocked: Variant = generator_buff_unlocked.get(generator_key_variant)
if not (raw_unlocked is Dictionary):
continue
var sanitized_unlocked: Dictionary = _sanitize_generator_buff_unlocked(raw_unlocked)
if sanitized_unlocked.is_empty():
continue
result[generator_key] = sanitized_unlocked
return result
func _deserialize_generator_buff_unlocked(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_unlocked: Variant = raw_value.get(generator_key_variant)
if not (raw_unlocked is Dictionary):
continue
var sanitized_unlocked: Dictionary = _sanitize_generator_buff_unlocked(raw_unlocked)
if sanitized_unlocked.is_empty():
continue
result[generator_key] = sanitized_unlocked
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, 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),
}
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
func _serialize_buff_levels() -> Dictionary:
var result: Dictionary = {}
for buff_id in _buff_levels.keys():
result[buff_id] = _buff_levels[buff_id]
return result
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
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
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
# ==========================================
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
func get_goal(goal_id: StringName) -> GoalData:
return _goal_definitions.get(goal_id, null)
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
func is_goal_completed(goal_id: StringName) -> bool:
return _goal_completed.get(goal_id, false)
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)
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)
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)
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)
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
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
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
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 &""
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()
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
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