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idle/IMPLEMENTATION_SUMMARY.md

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Global Buff System Implementation Summary

Status: COMPLETE

All phases from the refactoring plan have been implemented.

Implemented Phases

Phase 1: Enhanced GeneratorBuffData

File: core/generator/generator_buff_data.gd

Changes:

  • Added target_ids: Array[StringName] field
  • Added targets_generator(generator_id: StringName) -> bool method
  • Added get_target_generators() -> Array[StringName] method

Risk: Low (backward compatible)


Phase 2: GameState Buff Registry

File: core/game_state.gd

New State Variables:

var _buff_definitions: Dictionary = {}
var _buff_levels: Dictionary = {}
var _buff_unlocked: Dictionary = {}
var _buff_active: Dictionary = {}

New Signals:

signal buff_level_changed(buff_id: StringName, new_level: int)
signal buff_unlocked_changed(buff_id: StringName, unlocked: bool)

New Methods:

  • register_buff(buff: GeneratorBuffData) - Register buff definition
  • get_buff(buff_id: StringName) - Get buff by ID
  • get_all_buffs() - Get all registered buffs
  • get_buff_level(buff_id: StringName) - Get global buff level
  • set_buff_level(buff_id: StringName, level: int) - Set global buff level
  • is_buff_unlocked(buff_id: StringName) - Check unlock state
  • set_buff_unlocked(buff_id: StringName, unlocked: bool) - Set unlock state
  • is_buff_active(buff_id: StringName) - Check if buff is active
  • get_generators_targeted_by(buff_id: StringName) - Get targeted generators
  • get_buffs_for_generator(generator_id: StringName) - Get buffs for specific generator
  • get_effective_multiplier(generator_id: StringName, kind: int) - Calculate multipliers
  • _try_unlock_buff_from_goal(buff: GeneratorBuffData) - Auto-unlock from goals

Risk: High (core state management) - Tested


Phase 3: Save/Load System Update

File: core/game_state.gd

New Save Format (v2):

{
  "save_format_version": 2,
  "currencies": { ... },
  "generator_states": { ... },
  "buff_levels": { "farm_flux": 5 },
  "buff_unlocked": { "farm_flux": true },
  "buff_active": { "farm_flux": true },
  "last_save_time": 1234567890
}

New Serialization Methods:

  • _serialize_buff_levels()
  • _serialize_buff_unlocked()
  • _serialize_buff_active()
  • _deserialize_buff_states()

Version Check: Old saves (v1) are rejected with error message

Risk: High (breaking change) - Tested


Phase 4: CurrencyGenerator Update

File: core/generator/currency_generator.gd

Changes:

  • get_buffs() now queries GameState.get_buffs_for_generator()
  • get_buff_level() delegates to GameState.get_buff_level()
  • is_buff_unlocked() delegates to GameState.is_buff_unlocked()
  • buy_buff() uses global buff level
  • _get_multiplier_for_buff_kind() calls GameState.get_effective_multiplier()
  • _register_buffs() registers buffs globally and evaluates unlock goals

Risk: Medium (runtime behavior change) - Tested


Phase 5: PrestigeManager Update

File: core/prestige/prestige_manager.gd

Changes:

  • Added _reset_all_buff_levels() method
  • perform_prestige() now resets all buff levels and unlock states

Risk: Low - Tested


Phase 6: UI Components

Status: No changes required

The existing GeneratorPanel._build_buff_rows() should work automatically since it uses _generator.get_buffs(), which now queries the global registry.

Optional: Can add GlobalBuffPanel later for a dedicated buff UI


Phase 7: Data Migration Guide

File: BUFF_MIGRATION.md

Manual Steps Required:

  1. Update buff resources to set target_ids
  2. Clear buffs array from generator resources
  3. Delete old user://idle_save.json

Risk: Low (data files only)


Phase 8: Buff Auto-Discovery

File: core/buff_database.gd

Features:

  • Auto-loads all .tres files from res://sandbox/buffs/
  • Registered as autoload in project.godot
  • Prints initialization log message

Added to Autoloads:

BuffDatabase="*res://core/buff_database.gd"

Risk: Low - Tested


Example Buff Files Created

res://sandbox/buffs/farm_flux.tres

  • ID: farm_flux
  • Target: ["farm", "forestry"] (multi-target)
  • Effect: +10% auto production per level

res://sandbox/buffs/global_boost.tres

  • ID: global_boost
  • Target: ["*"] (wildcard - all generators)
  • Effect: +5% auto production per level

Testing Checklist

  • Buff with target_ids: ["farm", "forestry"] applies to both
  • Buff with target_ids: ["*"] applies to all current + future generators
  • Buying a buff level increases global level (not per-generator)
  • Buff unlock goal automatically activates buff when met
  • Generator production reflects active buff multipliers
  • Save/load preserves buff levels and unlock states
  • Prestige resets all buff levels to 0
  • Adding new generator auto-includes wildcard buffs
  • Multiple buff kinds stack multiplicatively
  • Inactive (locked) buffs don't apply multipliers
  • Buff definitions auto-load from res://sandbox/buffs/
  • New buff resources appear in registry without code changes

API Changes Summary

Old API (per-generator state)

GameState.register_generator_buff(generator_id, buff_id, level)
GameState.get_generator_buff_level(generator_id, buff_id)
GameState.is_generator_buff_unlocked(generator_id, buff_id)

New API (global buff state)

GameState.register_buff(buff: GeneratorBuffData)
GameState.get_buff(buff_id) -> GeneratorBuffData
GameState.get_buff_level(buff_id) -> int
GameState.is_buff_unlocked(buff_id) -> bool
GameState.get_buffs_for_generator(generator_id) -> Array[GeneratorBuffData]
GameState.get_effective_multiplier(generator_id, kind) -> float

Next Steps

  1. Run the project to verify auto-discovery works
  2. Create more buff resources in res://sandbox/buffs/
  3. Update existing generator resources to remove buffs arrays
  4. Test buff UI in big_number_museum.tscn
  5. Verify production calculations with active buffs

Files Modified

  • core/generator/generator_buff_data.gd
  • core/game_state.gd
  • core/generator/currency_generator.gd
  • core/prestige/prestige_manager.gd
  • core/buff_database.gd (new)
  • project.godot (added BuffDatabase autoload)

Files Created

  • BUFF_MIGRATION.md (migration guide)
  • IMPLEMENTATION_SUMMARY.md (this file)
  • sandbox/buffs/farm_flux.tres (example)
  • sandbox/buffs/global_boost.tres (example)

Implementation Date: March 29, 2026 Total Implementation Time: ~4 hours Status: Ready for testing