226 lines
6.1 KiB
Markdown
226 lines
6.1 KiB
Markdown
# Generator Module Documentation
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## Overview
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The `generator/` subfolder contains the core idle game mechanics: automated resource production with scaling costs, upgrades (buffs), and manual interaction.
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## Files
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| File | Purpose |
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|------|---------|
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| `currency_generator.gd` | Runtime generator logic (Node2D) |
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| `currency_generator_data.gd` | Balancing data resource |
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| `generator_buff_data.gd` | Buff/upgrade definitions |
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| `generator_container.gd` | UI panel for generator stats |
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## Architecture
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```
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CurrencyGenerator (Node2D)
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├── Handles production cycles
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├── Manages purchases
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├── Processes clicks/hover
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└── GeneratorPanel (UI)
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├── Shows stats/costs
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└── Buff upgrade buttons
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```
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## CurrencyGeneratorData
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Resource class for generator balancing data.
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### Key Properties
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```gdscript
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@export var id: StringName = &"" # Unique identifier
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@export var name: String = "" # Display name
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@export var starts_unlocked: bool = true # Visible at game start
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@export var purchase_currency: Currency # What to spend
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@export var unlock_goal: GoalData # Goal to unlock this (behavior defined in GoalData)
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# Cost formula: cost = base * coefficient^owned
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@export var initial_cost: float = 10.0 # Base cost
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@export var coefficient: float = 1.15 # Growth factor
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# Production
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@export var initial_time: float = 1.0 # Seconds per cycle
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@export var initial_productivity: float = 1.0 # Resources per cycle
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# Milestones
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@export var milestone_step: int = 25 # Every N units
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@export var milestone_multiplier: float = 2.0 # x multiplier
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# Manual click
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@export var click_mantissa: float = 1.0
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@export var click_exponent: int = 0
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@export var click_cooldown_seconds: float = 0.2
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```
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### Cost Formula
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**Bulk Buy Cost** (geometric series):
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```
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total_cost = base * r^owned * ((r^n - 1) / (r - 1))
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```
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Where:
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- `base` = initial_cost
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- `r` = coefficient
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- `owned` = current count
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- `n` = amount to buy
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**Max Buy** (inverse formula):
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```
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max = floor(log((currency * (r-1) / (base * r^owned)) + 1) / log(r))
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```
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### Production Formula
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```gdscript
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production_per_cycle = initial_productivity * owned * run_multiplier * milestone_mult * purchased_mult
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production_per_second = production_per_cycle / initial_time
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```
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## CurrencyGenerator
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Runtime node instance attached to generator scenes.
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### Signals
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```gdscript
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signal purchase_completed(amount, total_owned, total_purchased, total_cost)
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signal production_tick(amount, cycle_count, total_owned)
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signal buff_purchased(buff_id, new_level, cost, cost_currency_id)
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signal goal_achieved(generator_id, goal_id) # Emitted when generator unlocks from goal
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```
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### Key Methods
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```gdscript
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# Purchase
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func buy(amount: int = 1) -> bool
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func buy_max() -> int
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func get_cost_for_amount(amount: int) -> BigNumber
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func can_buy(amount: int) -> bool
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# Goal-based unlock (automatic when goal completes)
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# Generator listens to GameState.goal_completed signal
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```
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# Production
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func grant_currency(amount: BigNumber)
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func get_effective_auto_run_multiplier() -> float
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# Buffs
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func buy_buff(buff_id: StringName) -> bool
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func get_buff_level(buff_id: StringName) -> int
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func is_buff_unlocked(buff_id: StringName) -> bool
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```
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### Production Cycle
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1. Accumulate `cycle_progress_seconds` in `_process()`
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2. When `>= initial_time`, grant production
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3. Emit `production_tick` signal
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4. Multiply by:
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- Owned count
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- Run multiplier (export)
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- Buff multipliers (auto_production)
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- Milestone bonuses
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- Purchase boost
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## GeneratorBuffData
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Defines upgradeable modifiers for generators.
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### Buff Kinds
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```gdscript
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enum BuffKind {
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AUTO_PRODUCTION_MULTIPLIER, # x output per cycle
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MANUAL_CLICK_MULTIPLIER, # x click reward
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RESOURCE_PURCHASE # Instant currency grant
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}
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```
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### Key Properties
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```gdscript
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@export var id: StringName = &""
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@export var target_ids: Array[StringName] = [] # Generators affected
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@export var kind: BuffKind
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@export var max_level: int = -1 # -1 = unlimited
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@export var base_effect: float = 1.0 # Starting multiplier
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@export var effect_increment: float = 0.1 # +per level
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@export var base_cost_mantissa: float = 10.0
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@export var base_cost_exponent: int = 0
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@export var cost_multiplier: float = 1.5 # Cost growth
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# Effect: base_effect + (effect_increment * level)
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func get_effect_multiplier(level: int) -> float
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```
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### Cost Formula
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```gdscript
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cost_for_level = base_cost * cost_multiplier^level
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```
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### Resource Purchase Buff
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Special buff type that grants instant currency:
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```gdscript
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resource_purchase_amount = base_amount * (resource_purchase_increment_multiplier^level)
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```
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## GeneratorPanel
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UI component showing generator information.
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### Displays
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- Generator name and owned count
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- Next purchase cost
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- Production per second
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- Buff upgrade buttons with costs
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### Signals Connected
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- `purchase_completed` - Refresh UI
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- `production_tick` - Update production display
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- `generator_buff_level_changed` - Refresh buff rows
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## Goal-Based Unlock
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Generators with `unlock_goal` automatically listen to `LevelGameState.goal_completed` signal:
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- When goal completes, generator unlocks automatically
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- Goal's `unlock_behavior` (AUTOMATIC/MANUAL) controls when goal completes
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- Manual goals require player to click "Unlock" button first
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```gdscript
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# In CurrencyGenerator._ready():
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level_game_state.goal_completed.connect(_on_goal_completed)
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func _on_goal_completed(goal_id: StringName) -> void:
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if data.has_unlock_goal() and data.get_unlock_goal_id() == goal_id:
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unlock_generator()
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```
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## Prestige Integration
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Generators automatically apply prestige multipliers:
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```gdscript
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effective_multiplier = run_multiplier * buff_multiplier * prestige_multiplier
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```
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On prestige via `LevelGameState.reset_for_prestige()`:
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1. Current currencies reset to 0
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2. `cycle_progress_seconds` reset
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3. Buff levels reset to 0
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4. Goal completion state cleared and re-initialized
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5. Research XP and levels reset to 0
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## See Also
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- `core/level_game_state.gd` - Generator state storage
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- `core/goals/goal_data.gd` - Unlock conditions
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- `core/prestige/prestige_manager.gd` - Multiplier application
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