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idle/core/goals/README.md
2026-04-04 16:04:51 +02:00

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# Goals Module Documentation
## Overview
The `goals/` subfolder contains the achievement system. Goals track player progress and can unlock generators or buffs when conditions are met.
## Files
| File | Purpose |
|------|---------|
| `goal_data.gd` | Goal definition resource |
| `goal_requirement_data.gd` | Individual requirement criteria |
## GoalData
Resource class defining an achievement.
### Properties
```gdscript
class_name GoalData
extends Resource
@export var id: StringName = &"" # Unique identifier
@export var requirements: Array[GoalRequirementData] # Conditions to complete
```
### Methods
```gdscript
func is_valid() -> bool # Has id and valid requirements
func is_met() -> bool # All requirements satisfied
func get_progress() -> float # 0.0 to 1.0 based on closest requirement
func get_first_requirement_summary() -> String # "100 Gold" format
```
## GoalRequirementData
Single condition within a goal.
### Properties
```gdscript
class_name GoalRequirementData
extends Resource
@export var currency: Currency # Currency to track
@export var amount_mantissa: float = 0.0 # Required amount (scientific notation)
@export var amount_exponent: int = 0
```
### Methods
```gdscript
func get_amount() -> BigNumber # Required amount
func is_met() -> bool # Current >= required
func get_progress() -> float # Log-scaled 0.0-1.0
func get_summary_text() -> String # "100 Gold" format
```
### Progress Calculation
Uses **logarithmic scaling** for better visual feedback on huge numbers:
```gdscript
# Convert to log space
current_log = log(current_mantissa) / log(10) + current_exponent
required_log = log(required_mantissa) / log(10) + required_exponent
# Progress ratio
progress = clampf(current_log / required_log, 0.0, 1.0)
```
This means reaching 50% progress on a 1e100 goal requires ~1e50 currency.
## Goal Evaluation
### Automatic Checking
`GameState` evaluates goals whenever currency changes:
```gdscript
func _on_currency_changed(currency_id, new_amount):
GameState.evaluate_all_goals()
```
### Completion Flow
1. Currency updated → signal emitted
2. `GameState.evaluate_all_goals()` called
3. Each uncompleted goal checked via `is_met()`
4. If met → `goal_completed` signal emitted
5. Buffs with unlock goals checked → unlocked if goal complete
### Manual Unlock vs Automatic
Generators can be configured to:
- **Automatic**: Unlock immediately when goal completes
- **Manual**: Goal completion enables a button player must click
## Usage Example
### Defining a Goal
Create `res://sandbox/goals/first_million.tres`:
```
[gd_resource type="Resource" script_class="GoalData"]
[resource]
id = &"first_million"
requirements = [
preload("res://sandbox/goals/first_million_req.tres")
]
```
### Defining a Requirement
Create `res://sandbox/goals/first_million_req.tres`:
```
[gd_resource type="Resource" script_class="GoalRequirementData"]
[resource]
currency = preload("res://sandbox/currencies/gold.tres")
amount_mantissa = 1.0
amount_exponent = 6 # 1,000,000
```
### Connecting to Generator
In `CurrencyGeneratorData`:
```gdscript
@export var unlock_goal: GoalData # Assign goal resource
@export var unlock_goal_behavior: UnlockGoalBehavior = AUTOMATIC
```
## Signals
```gdscript
signal goal_completed(goal_id: StringName)
signal goal_progress_changed(goal_id: StringName, progress: float)
```
## Integration Points
### With GameState
- Goals auto-discovered from `res://sandbox/goals/`
- Completion state saved to JSON
- Buff unlock goals checked automatically
### With Buffs
```gdscript
# In GeneratorBuffData
@export var unlock_goal: GoalData
# When goal completes, buff auto-unlocks:
GameState._try_unlock_buff_from_goal(buff)
```
### With Prestige
- Goal completion state persists through prestige
- Reset via `GameState.reset_for_prestige()`
## See Also
- `core/game_state.gd` - Goal state management
- `generator/currency_generator_data.gd` - Generator unlock goals
- `generator/generator_buff_data.gd` - Buff unlock goals