496 lines
16 KiB
GDScript
496 lines
16 KiB
GDScript
class_name PrestigeManager
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extends Node
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signal prestige_state_changed(total_prestige: BigNumber, pending_gain: BigNumber)
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signal prestige_performed(gain: BigNumber, total_prestige: BigNumber)
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signal prestige_threshold_changed(next_threshold: BigNumber)
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const SAVE_KEY: String = "prestige_state"
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const TOTAL_PRESTIGE_KEY: String = "total_prestige_earned"
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const CURRENT_PRESTIGE_UNSPENT_KEY: String = "current_prestige_unspent"
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const PRESTIGE_RESETS_COUNT_KEY: String = "prestige_resets_count"
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const RUN_START_TOTAL_SOURCE_KEY: String = "run_start_total_source_currency"
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const RUN_PEAK_SOURCE_KEY: String = "run_peak_source_currency"
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const LAST_RESET_TIME_KEY: String = "last_reset_time"
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const BASIS_LIFETIME_TOTAL: int = 0
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const BASIS_RUN_TOTAL: int = 1
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const BASIS_RUN_MAX: int = 2
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const FORMULA_POWER: int = 0
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const FORMULA_TRIANGULAR_INVERSE: int = 1
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const MULTIPLIER_MODE_ADDITIVE: int = 0
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const MULTIPLIER_MODE_MULTIPLICATIVE_POWER: int = 1
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@export var config: Resource
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@export var game_state: LevelGameState
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var total_prestige_earned: BigNumber = BigNumber.from_float(0.0)
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var current_prestige_unspent: BigNumber = BigNumber.from_float(0.0)
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var prestige_resets_count: int = 0
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var run_start_total_source_currency: BigNumber = BigNumber.from_float(0.0)
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var run_peak_source_currency: BigNumber = BigNumber.from_float(0.0)
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var last_reset_time: int = 0
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func _ready() -> void:
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if config == null:
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config = load("res://docs/gyms/tiny_sword/prestige/primary_prestige.tres") as Resource
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if not _is_config_valid():
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push_warning("PrestigeManager has invalid or missing config; prestige is disabled.")
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return
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if game_state == null:
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push_warning("PrestigeManager: game_state reference is not set.")
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return
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var loaded_state: Dictionary = game_state.get_external_save_data(SAVE_KEY)
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if loaded_state.is_empty():
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_initialize_run_tracking_from_current_state()
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else:
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_deserialize_state(loaded_state)
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_validate_loaded_run_tracking()
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_save_state_to_game_state()
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game_state.currency_changed.connect(_on_currency_changed)
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prestige_state_changed.emit(get_total_prestige(), calculate_pending_gain())
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prestige_threshold_changed.emit(get_next_prestige_threshold())
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func get_config() -> Resource:
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return config
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func get_source_currency_id() -> StringName:
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if not _is_config_valid():
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return &""
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return _normalize_currency_id(_get_config_string_name("source_currency_id", &""))
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func get_total_prestige() -> BigNumber:
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return _copy_big_number(total_prestige_earned)
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func get_current_prestige_unspent() -> BigNumber:
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return _copy_big_number(current_prestige_unspent)
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func get_total_multiplier() -> float:
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if not _is_config_valid():
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return 1.0
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var base: float = maxf(_get_config_float("base_multiplier", 1.0), 0.0)
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var prestige_value: float = _big_number_to_float(total_prestige_earned)
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if prestige_value <= 0.0:
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return base
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match _get_config_int("multiplier_mode", MULTIPLIER_MODE_ADDITIVE):
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MULTIPLIER_MODE_MULTIPLICATIVE_POWER:
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var growth_base: float = 1.0 + maxf(_get_config_float("multiplier_per_prestige", 0.0), 0.0)
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if growth_base <= 0.0:
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return base
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var effective_power: float = pow(prestige_value, maxf(_get_config_float("multiplier_exponent", 1.0), 0.0))
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var mult: float = base * pow(growth_base, effective_power)
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if not is_finite(mult):
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return INF
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return maxf(mult, 0.0)
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_:
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return maxf(base + prestige_value * maxf(_get_config_float("multiplier_per_prestige", 0.0), 0.0), 0.0)
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func calculate_pending_gain() -> BigNumber:
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if not _is_config_valid():
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return BigNumber.from_float(0.0)
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var basis_value: BigNumber = _get_basis_value()
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if basis_value.mantissa <= 0.0:
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return BigNumber.from_float(0.0)
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var raw_gain: float = _calculate_raw_gain_float(basis_value)
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if not is_finite(raw_gain):
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raw_gain = 0.0
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raw_gain = maxf(raw_gain, 0.0)
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var rounded_gain: float = _round_gain(raw_gain)
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if not is_finite(rounded_gain):
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rounded_gain = 0.0
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rounded_gain = maxf(rounded_gain, 0.0)
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if rounded_gain > 0.0:
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rounded_gain = maxf(rounded_gain, float(maxi(_get_config_int("minimum_gain", 0), 0)))
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return BigNumber.from_float(rounded_gain)
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func can_prestige() -> bool:
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if not _is_config_valid():
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return false
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var pending: BigNumber = calculate_pending_gain()
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if pending.mantissa > 0.0:
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return true
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return _get_config_bool("allow_prestige_without_gain", false)
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func perform_prestige() -> bool:
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if not can_prestige():
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return false
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var gain: BigNumber = calculate_pending_gain()
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if gain.mantissa > 0.0:
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total_prestige_earned.add_in_place(gain)
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current_prestige_unspent.add_in_place(gain)
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prestige_resets_count += 1
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last_reset_time = Time.get_unix_time_from_system()
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if game_state:
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game_state.reset_for_prestige(true, false)
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_reset_all_buff_levels()
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_reinitialize_generators_after_prestige_reset()
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if game_state:
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game_state.emit_currency_changed_for_all()
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_initialize_run_tracking_from_current_state()
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_save_state_to_game_state()
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if game_state:
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game_state.save_game()
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var total: BigNumber = get_total_prestige()
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var next_threshold: BigNumber = get_next_prestige_threshold()
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prestige_performed.emit(gain, total)
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prestige_state_changed.emit(total, calculate_pending_gain())
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prestige_threshold_changed.emit(next_threshold)
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return true
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func get_next_prestige_threshold() -> BigNumber:
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if not _is_config_valid():
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return BigNumber.from_float(0.0)
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match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
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BASIS_RUN_TOTAL:
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return _get_config_threshold()
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_:
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var current_total: float = _big_number_to_float(total_prestige_earned)
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var next_target: float = _calculate_target_for_prestige(current_total + 1.0)
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return BigNumber.from_float(next_target)
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func get_basis_value_for_display() -> BigNumber:
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return _get_basis_value()
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func get_basis_label() -> String:
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if not _is_config_valid():
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return "-"
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match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
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BASIS_RUN_TOTAL:
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return "Run Total"
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BASIS_RUN_MAX:
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return "Run Max"
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_:
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return "Lifetime Total"
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func _on_currency_changed(changed_currency_id: StringName, new_amount: BigNumber) -> void:
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if config == null:
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return
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var source_currency_id: StringName = get_source_currency_id()
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if source_currency_id == &"":
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return
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if changed_currency_id != source_currency_id:
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return
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if new_amount.is_greater_than(run_peak_source_currency):
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run_peak_source_currency = _copy_big_number(new_amount)
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_save_state_to_game_state()
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var next_threshold: BigNumber = get_next_prestige_threshold()
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prestige_state_changed.emit(get_total_prestige(), calculate_pending_gain())
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prestige_threshold_changed.emit(next_threshold)
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func _calculate_target_for_prestige(prestige_level: float) -> float:
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if config == null:
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return 0.0
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var threshold_value: float = _big_number_to_float(_get_config_threshold())
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if threshold_value <= 0.0:
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return 0.0
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match _get_config_int("formula", FORMULA_POWER):
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FORMULA_TRIANGULAR_INVERSE:
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var target_total: float = prestige_level
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var k: float = target_total * (target_total + 1.0) * 0.5
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return k * threshold_value
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_:
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var scale: float = maxf(_get_config_float("scale", 1.0), 0.0001)
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var exponent: float = maxf(_get_config_float("exponent", 1.0), 0.0001)
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var flat_bonus: float = _get_config_float("flat_bonus", 0.0)
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if scale <= 0.0:
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scale = 0.0001
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if exponent <= 0.0:
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exponent = 0.0001
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var ratio: float = pow((prestige_level - flat_bonus) / scale, 1.0 / exponent)
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if ratio <= 0.0:
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return threshold_value
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return ratio * threshold_value
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func _calculate_raw_gain_float(basis_value: BigNumber) -> float:
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if config == null:
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return 0.0
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match _get_config_int("formula", FORMULA_POWER):
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FORMULA_TRIANGULAR_INVERSE:
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var threshold_value: float = _big_number_to_float(_get_config_threshold())
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if threshold_value <= 0.0:
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return 0.0
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var basis_float: float = _big_number_to_float(basis_value)
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if basis_float <= 0.0:
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return 0.0
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var k: float = basis_float / threshold_value
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if k <= 0.0:
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return 0.0
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var target_total: float = (sqrt(1.0 + 8.0 * k) - 1.0) * 0.5
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if _is_cumulative_basis():
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return target_total - _big_number_to_float(total_prestige_earned)
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return target_total
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_:
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var ratio: float = _big_number_ratio_to_float(basis_value, _get_config_threshold())
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if ratio <= 0.0:
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return 0.0
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var value: float = maxf(_get_config_float("scale", 0.0), 0.0) * pow(ratio, maxf(_get_config_float("exponent", 0.0001), 0.0001)) + _get_config_float("flat_bonus", 0.0)
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if _is_cumulative_basis():
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return value - _big_number_to_float(total_prestige_earned)
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return value
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func _get_basis_value() -> BigNumber:
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if config == null:
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return BigNumber.from_float(0.0)
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var source_currency_id: StringName = get_source_currency_id()
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if source_currency_id == &"":
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return BigNumber.from_float(0.0)
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if game_state == null:
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return BigNumber.from_float(0.0)
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match _get_config_int("basis", BASIS_LIFETIME_TOTAL):
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BASIS_RUN_TOTAL:
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var lifetime_now: BigNumber = game_state.get_total_currency_acquired_by_id(source_currency_id)
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var run_total: BigNumber = lifetime_now.subtract(run_start_total_source_currency)
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if run_total.mantissa < 0.0:
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return BigNumber.from_float(0.0)
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return run_total
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BASIS_RUN_MAX:
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return _copy_big_number(run_peak_source_currency)
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_:
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return _copy_big_number(game_state.get_total_currency_acquired_by_id(source_currency_id))
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func _initialize_run_tracking_from_current_state() -> void:
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if config == null:
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return
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var source_currency_id: StringName = get_source_currency_id()
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if source_currency_id == &"":
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run_start_total_source_currency = BigNumber.from_float(0.0)
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run_peak_source_currency = BigNumber.from_float(0.0)
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return
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if game_state == null:
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run_start_total_source_currency = BigNumber.from_float(0.0)
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run_peak_source_currency = BigNumber.from_float(0.0)
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return
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run_start_total_source_currency = _copy_big_number(game_state.get_total_currency_acquired_by_id(source_currency_id))
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run_peak_source_currency = _copy_big_number(game_state.get_currency_amount_by_id(source_currency_id))
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_save_state_to_game_state()
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func _validate_loaded_run_tracking() -> void:
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if config == null:
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return
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var source_currency_id: StringName = get_source_currency_id()
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if source_currency_id == &"":
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run_start_total_source_currency = BigNumber.from_float(0.0)
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run_peak_source_currency = BigNumber.from_float(0.0)
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return
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if game_state == null:
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return
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var current_currency: BigNumber = game_state.get_currency_amount_by_id(source_currency_id)
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if current_currency.is_greater_than(run_peak_source_currency):
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run_peak_source_currency = _copy_big_number(current_currency)
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var lifetime_now: BigNumber = game_state.get_total_currency_acquired_by_id(source_currency_id)
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if run_start_total_source_currency.is_greater_than(lifetime_now):
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run_start_total_source_currency = _copy_big_number(lifetime_now)
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func _serialize_state() -> Dictionary:
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return {
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TOTAL_PRESTIGE_KEY: total_prestige_earned.serialize(),
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CURRENT_PRESTIGE_UNSPENT_KEY: current_prestige_unspent.serialize(),
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PRESTIGE_RESETS_COUNT_KEY: maxi(prestige_resets_count, 0),
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RUN_START_TOTAL_SOURCE_KEY: run_start_total_source_currency.serialize(),
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RUN_PEAK_SOURCE_KEY: run_peak_source_currency.serialize(),
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LAST_RESET_TIME_KEY: maxi(last_reset_time, 0),
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}
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func _deserialize_state(raw_state: Dictionary) -> void:
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total_prestige_earned = _deserialize_big_number(raw_state.get(TOTAL_PRESTIGE_KEY, {}))
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current_prestige_unspent = _deserialize_big_number(raw_state.get(CURRENT_PRESTIGE_UNSPENT_KEY, {}))
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prestige_resets_count = _to_non_negative_int(raw_state.get(PRESTIGE_RESETS_COUNT_KEY, 0), 0)
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run_start_total_source_currency = _deserialize_big_number(raw_state.get(RUN_START_TOTAL_SOURCE_KEY, {}))
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run_peak_source_currency = _deserialize_big_number(raw_state.get(RUN_PEAK_SOURCE_KEY, {}))
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last_reset_time = _to_non_negative_int(raw_state.get(LAST_RESET_TIME_KEY, 0), 0)
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if current_prestige_unspent.is_greater_than(total_prestige_earned):
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current_prestige_unspent = _copy_big_number(total_prestige_earned)
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func _save_state_to_game_state() -> void:
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if game_state:
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game_state.set_external_save_data(SAVE_KEY, _serialize_state())
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func _reset_all_buff_levels() -> void:
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if game_state == null:
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return
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for buff_id in game_state._buff_levels.keys():
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game_state.set_buff_level(buff_id, 0)
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game_state.set_buff_unlocked(buff_id, false)
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func _reinitialize_generators_after_prestige_reset() -> void:
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var scene_root: Node = get_tree().current_scene
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if scene_root == null:
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return
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var generator_nodes: Array[Node] = scene_root.find_children("*", "CurrencyGenerator", true, false)
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for generator_node in generator_nodes:
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if generator_node == null:
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continue
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if not generator_node.has_method("reset_runtime_state_for_prestige"):
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continue
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generator_node.call("reset_runtime_state_for_prestige")
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func _deserialize_big_number(raw_value: Variant) -> BigNumber:
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if raw_value is Dictionary:
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return BigNumber.deserialize(raw_value)
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return BigNumber.from_float(0.0)
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func _copy_big_number(value: BigNumber) -> BigNumber:
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return BigNumber.new(value.mantissa, value.exponent)
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func _big_number_ratio_to_float(a: BigNumber, b: BigNumber) -> float:
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if b.mantissa <= 0.0:
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return 0.0
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if a.mantissa <= 0.0:
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return 0.0
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var exponent_delta: int = a.exponent - b.exponent
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if exponent_delta > 308:
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return INF
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if exponent_delta < -308:
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return 0.0
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return (a.mantissa / b.mantissa) * pow(10.0, float(exponent_delta))
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func _big_number_to_float(value: BigNumber) -> float:
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if value.mantissa <= 0.0:
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return 0.0
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if value.exponent > 308:
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return INF
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if value.exponent < -308:
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return 0.0
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return value.mantissa * pow(10.0, float(value.exponent))
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func _normalize_currency_id(currency_id: StringName) -> StringName:
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var normalized: String = String(currency_id).to_lower().strip_edges()
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if normalized.is_empty():
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return &""
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return StringName(normalized)
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func _to_non_negative_int(value: Variant, fallback: int = 0) -> int:
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if value is int:
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return maxi(value, 0)
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if value is float:
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return maxi(int(value), 0)
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return maxi(fallback, 0)
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func _is_config_valid() -> bool:
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if config == null:
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return false
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if not config.has_method("is_valid"):
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return false
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return bool(config.call("is_valid"))
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func _is_cumulative_basis() -> bool:
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if config != null and config.has_method("is_cumulative_basis"):
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return bool(config.call("is_cumulative_basis"))
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return _get_config_int("basis", BASIS_LIFETIME_TOTAL) != BASIS_RUN_TOTAL
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func _round_gain(value: float) -> float:
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if config != null and config.has_method("round_value"):
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var rounded: Variant = config.call("round_value", value)
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if rounded is float:
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return rounded
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if rounded is int:
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return float(rounded)
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return floorf(value)
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func _get_config_threshold() -> BigNumber:
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if config != null and config.has_method("get_threshold"):
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var threshold: Variant = config.call("get_threshold")
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if threshold is BigNumber:
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return threshold
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return BigNumber.from_float(1.0)
|
|
|
|
func _get_config_string_name(property_name: String, fallback: StringName = &"") -> StringName:
|
|
if config == null:
|
|
return fallback
|
|
|
|
var value: Variant = config.get(property_name)
|
|
if value is StringName:
|
|
return value
|
|
if value is String:
|
|
return StringName(String(value))
|
|
|
|
return fallback
|
|
|
|
func _get_config_int(property_name: String, fallback: int = 0) -> int:
|
|
if config == null:
|
|
return fallback
|
|
|
|
var value: Variant = config.get(property_name)
|
|
if value is int:
|
|
return value
|
|
if value is float:
|
|
return int(value)
|
|
|
|
return fallback
|
|
|
|
func _get_config_float(property_name: String, fallback: float = 0.0) -> float:
|
|
if config == null:
|
|
return fallback
|
|
|
|
var value: Variant = config.get(property_name)
|
|
if value is float:
|
|
return value
|
|
if value is int:
|
|
return float(value)
|
|
|
|
return fallback
|
|
|
|
func _get_config_bool(property_name: String, fallback: bool = false) -> bool:
|
|
if config == null:
|
|
return fallback
|
|
|
|
var value: Variant = config.get(property_name)
|
|
if value is bool:
|
|
return value
|
|
|
|
return fallback
|