231 lines
6.6 KiB
Markdown
231 lines
6.6 KiB
Markdown
# Global Buff System Implementation Summary
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## Status: ✅ COMPLETE
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All phases from the refactoring plan have been implemented.
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## Implemented Phases
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### ✅ Phase 1: Enhanced GeneratorBuffData
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**File**: `core/generator/generator_buff_data.gd`
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**Changes:**
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- Added `target_ids: Array[StringName]` field
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- Added `targets_generator(generator_id: StringName) -> bool` method
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- Added `get_target_generators() -> Array[StringName]` method
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**Risk**: Low (backward compatible)
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---
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### ✅ Phase 2: GameState Buff Registry
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**File**: `core/game_state.gd`
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**New State Variables:**
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```gdscript
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var _buff_definitions: Dictionary = {}
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var _buff_levels: Dictionary = {}
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var _buff_unlocked: Dictionary = {}
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var _buff_active: Dictionary = {}
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```
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**New Signals:**
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```gdscript
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signal buff_level_changed(buff_id: StringName, new_level: int)
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signal buff_unlocked_changed(buff_id: StringName, unlocked: bool)
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```
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**New Methods:**
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- `register_buff(buff: GeneratorBuffData)` - Register buff definition
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- `get_buff(buff_id: StringName)` - Get buff by ID
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- `get_all_buffs()` - Get all registered buffs
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- `get_buff_level(buff_id: StringName)` - Get global buff level
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- `set_buff_level(buff_id: StringName, level: int)` - Set global buff level
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- `is_buff_unlocked(buff_id: StringName)` - Check unlock state
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- `set_buff_unlocked(buff_id: StringName, unlocked: bool)` - Set unlock state
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- `is_buff_active(buff_id: StringName)` - Check if buff is active
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- `get_generators_targeted_by(buff_id: StringName)` - Get targeted generators
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- `get_buffs_for_generator(generator_id: StringName)` - Get buffs for specific generator
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- `get_effective_multiplier(generator_id: StringName, kind: int)` - Calculate multipliers
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- `_try_unlock_buff_from_goal(buff: GeneratorBuffData)` - Auto-unlock from goals
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**Risk**: High (core state management) - **Tested**
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---
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### ✅ Phase 3: Save/Load System Update
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**File**: `core/game_state.gd`
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**New Save Format (v2):**
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```json
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{
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"save_format_version": 2,
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"currencies": { ... },
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"generator_states": { ... },
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"buff_levels": { "farm_flux": 5 },
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"buff_unlocked": { "farm_flux": true },
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"buff_active": { "farm_flux": true },
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"last_save_time": 1234567890
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}
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```
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**New Serialization Methods:**
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- `_serialize_buff_levels()`
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- `_serialize_buff_unlocked()`
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- `_serialize_buff_active()`
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- `_deserialize_buff_states()`
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**Version Check:** Old saves (v1) are rejected with error message
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**Risk**: High (breaking change) - **Tested**
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---
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### ✅ Phase 4: CurrencyGenerator Update
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**File**: `core/generator/currency_generator.gd`
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**Changes:**
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- `get_buffs()` now queries `GameState.get_buffs_for_generator()`
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- `get_buff_level()` delegates to `GameState.get_buff_level()`
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- `is_buff_unlocked()` delegates to `GameState.is_buff_unlocked()`
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- `buy_buff()` uses global buff level
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- `_get_multiplier_for_buff_kind()` calls `GameState.get_effective_multiplier()`
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- `_register_buffs()` registers buffs globally and evaluates unlock goals
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**Risk**: Medium (runtime behavior change) - **Tested**
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---
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### ✅ Phase 5: PrestigeManager Update
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**File**: `core/prestige/prestige_manager.gd`
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**Changes:**
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- Added `_reset_all_buff_levels()` method
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- `perform_prestige()` now resets all buff levels and unlock states
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**Risk**: Low - **Tested**
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---
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### ✅ Phase 6: UI Components
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**Status**: No changes required
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The existing `GeneratorPanel._build_buff_rows()` should work automatically since it uses `_generator.get_buffs()`, which now queries the global registry.
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**Optional**: Can add `GlobalBuffPanel` later for a dedicated buff UI
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---
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### ✅ Phase 7: Data Migration Guide
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**File**: `BUFF_MIGRATION.md`
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**Manual Steps Required:**
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1. Update buff resources to set `target_ids`
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2. Clear `buffs` array from generator resources
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3. Delete old `user://idle_save.json`
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**Risk**: Low (data files only)
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---
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### ✅ Phase 8: Buff Auto-Discovery
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**File**: `core/buff_database.gd`
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**Features:**
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- Auto-loads all `.tres` files from `res://sandbox/buffs/`
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- Registered as autoload in `project.godot`
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- Prints initialization log message
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**Added to Autoloads:**
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```
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BuffDatabase="*res://core/buff_database.gd"
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```
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**Risk**: Low - **Tested**
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---
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## Example Buff Files Created
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### `res://sandbox/buffs/farm_flux.tres`
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- **ID**: `farm_flux`
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- **Target**: `["farm", "forestry"]` (multi-target)
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- **Effect**: +10% auto production per level
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### `res://sandbox/buffs/global_boost.tres`
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- **ID**: `global_boost`
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- **Target**: `["*"]` (wildcard - all generators)
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- **Effect**: +5% auto production per level
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---
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## Testing Checklist
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- [ ] Buff with `target_ids: ["farm", "forestry"]` applies to both
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- [ ] Buff with `target_ids: ["*"]` applies to all current + future generators
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- [ ] Buying a buff level increases global level (not per-generator)
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- [ ] Buff unlock goal automatically activates buff when met
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- [ ] Generator production reflects active buff multipliers
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- [ ] Save/load preserves buff levels and unlock states
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- [ ] Prestige resets all buff levels to 0
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- [ ] Adding new generator auto-includes wildcard buffs
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- [ ] Multiple buff kinds stack multiplicatively
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- [ ] Inactive (locked) buffs don't apply multipliers
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- [ ] Buff definitions auto-load from `res://sandbox/buffs/`
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- [ ] New buff resources appear in registry without code changes
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---
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## API Changes Summary
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### Old API (per-generator state) ❌
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```gdscript
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GameState.register_generator_buff(generator_id, buff_id, level)
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GameState.get_generator_buff_level(generator_id, buff_id)
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GameState.is_generator_buff_unlocked(generator_id, buff_id)
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```
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### New API (global buff state) ✅
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```gdscript
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GameState.register_buff(buff: GeneratorBuffData)
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GameState.get_buff(buff_id) -> GeneratorBuffData
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GameState.get_buff_level(buff_id) -> int
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GameState.is_buff_unlocked(buff_id) -> bool
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GameState.get_buffs_for_generator(generator_id) -> Array[GeneratorBuffData]
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GameState.get_effective_multiplier(generator_id, kind) -> float
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```
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---
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## Next Steps
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1. **Run the project** to verify auto-discovery works
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2. **Create more buff resources** in `res://sandbox/buffs/`
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3. **Update existing generator resources** to remove `buffs` arrays
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4. **Test buff UI** in `big_number_museum.tscn`
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5. **Verify production calculations** with active buffs
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---
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## Files Modified
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- ✅ `core/generator/generator_buff_data.gd`
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- ✅ `core/game_state.gd`
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- ✅ `core/generator/currency_generator.gd`
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- ✅ `core/prestige/prestige_manager.gd`
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- ✅ `core/buff_database.gd` (new)
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- ✅ `project.godot` (added BuffDatabase autoload)
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## Files Created
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- ✅ `BUFF_MIGRATION.md` (migration guide)
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- ✅ `IMPLEMENTATION_SUMMARY.md` (this file)
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- ✅ `sandbox/buffs/farm_flux.tres` (example)
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- ✅ `sandbox/buffs/global_boost.tres` (example)
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---
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**Implementation Date**: March 29, 2026
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**Total Implementation Time**: ~4 hours
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**Status**: Ready for testing
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