Files
idle/generator/currency_generator.gd
2026-03-08 12:10:08 +01:00

163 lines
4.6 KiB
GDScript

class_name CurrencyGenerator
extends Node
signal purchase_completed(amount: int, total_owned: int, total_purchased: int, total_cost: BigNumber)
signal purchase_failed(requested_amount: int, required_cost: BigNumber, available_currency: BigNumber)
signal production_tick(amount: BigNumber, cycle_count: int, total_owned: int)
const HUGE_COST_EXPONENT: int = 1000000
@export var currency: GameState.CurrencyType = GameState.CurrencyType.gold
@export var data: CurrencyGeneratorData
@export var is_automatic: bool = true
@export var press_buys_generator: bool = true
@export var run_multiplier: float = 1.0
## Manual click fallback when no data is assigned.
@export var click_mantissa: float = 1.0
@export var click_exponent: int = 0
var owned: int = 0
var purchased_count: int = 0
var cycle_progress_seconds: float = 0.0
func _ready() -> void:
cycle_progress_seconds = 0.0
func _process(delta: float) -> void:
if not is_automatic:
return
if data == null or owned <= 0:
return
var cycle_seconds: float = maxf(data.initial_time, 0.0001)
cycle_progress_seconds += maxf(delta, 0.0)
if cycle_progress_seconds < cycle_seconds:
return
var completed_cycles: int = floori(cycle_progress_seconds / cycle_seconds)
cycle_progress_seconds -= cycle_seconds * float(completed_cycles)
_grant_cycle_income(completed_cycles)
func _grant_cycle_income(cycle_count: int) -> void:
if data == null or cycle_count <= 0:
return
var per_cycle: float = data.production_per_cycle(owned, run_multiplier, purchased_count)
if per_cycle <= 0.0:
return
var produced: BigNumber = BigNumber.from_float(per_cycle).multiply(BigNumber.from_float(float(cycle_count)))
_add_currency(produced)
production_tick.emit(produced, cycle_count, owned)
func get_next_cost() -> BigNumber:
return get_cost_for_amount(1)
func get_cost_for_amount(amount: int = 1) -> BigNumber:
if data == null:
return BigNumber.from_float(0.0)
var safe_amount: int = maxi(amount, 1)
var raw_cost: float = data.cost_for_amount(owned, safe_amount)
return _float_to_big_number(raw_cost)
func can_buy(amount: int = 1) -> bool:
var cost: BigNumber = get_cost_for_amount(amount)
var current: BigNumber = _get_currency_amount()
return current.is_greater_than(cost) or current.is_equal_to(cost)
func buy(amount: int = 1) -> bool:
if data == null:
return false
var safe_amount: int = maxi(amount, 1)
var total_cost: BigNumber = get_cost_for_amount(safe_amount)
if not _spend_currency(total_cost):
purchase_failed.emit(safe_amount, total_cost, _get_currency_amount())
return false
owned += safe_amount
purchased_count += safe_amount
purchase_completed.emit(safe_amount, owned, purchased_count, total_cost)
return true
func buy_max() -> int:
if data == null:
return 0
var available_currency: float = _big_number_to_float(_get_currency_amount())
var estimated_max: int = data.max_affordable(owned, available_currency)
if estimated_max <= 0:
return 0
# Keep max-buy accurate by validating affordability with BigNumber comparisons.
var low: int = 1
var high: int = estimated_max
var best: int = 0
while low <= high:
var mid: int = floori((float(low) + float(high)) * 0.5)
if can_buy(mid):
best = mid
low = mid + 1
else:
high = mid - 1
if best <= 0:
return 0
return best if buy(best) else 0
func _on_pressed() -> void:
if data != null and press_buys_generator:
buy(1)
return
_add_currency(BigNumber.new(click_mantissa, click_exponent))
func grant_currency(amount: BigNumber) -> void:
_add_currency(amount)
func _add_currency(amount: BigNumber) -> void:
match currency:
GameState.CurrencyType.gold:
GameState.add_gold(amount)
GameState.CurrencyType.gems:
GameState.add_gems(amount)
_:
push_error("Unknown currency type in CurrencyGenerator._add_currency")
func _spend_currency(cost: BigNumber) -> bool:
match currency:
GameState.CurrencyType.gold:
return GameState.spend_gold(cost)
GameState.CurrencyType.gems:
return GameState.spend_gems(cost)
_:
push_error("Unknown currency type in CurrencyGenerator._spend_currency")
return false
func _get_currency_amount() -> BigNumber:
match currency:
GameState.CurrencyType.gold:
return GameState.gold
GameState.CurrencyType.gems:
return GameState.gems
_:
return BigNumber.from_float(0.0)
func _float_to_big_number(value: float) -> BigNumber:
if value <= 0.0:
return BigNumber.from_float(0.0)
if not is_finite(value):
return BigNumber.new(1.0, HUGE_COST_EXPONENT)
return BigNumber.from_float(value)
func _big_number_to_float(value: BigNumber) -> float:
if value.mantissa <= 0.0:
return 0.0
if value.exponent > 308:
return INF
if value.exponent < -308:
return 0.0
return value.mantissa * pow(10.0, float(value.exponent))