Balancing

This commit is contained in:
Dan 2026-01-28 20:18:44 +00:00
parent 90d6c5c926
commit 22d7326565
6 changed files with 116 additions and 105 deletions

View file

@ -13,7 +13,7 @@ var wood_color: Color = Color(0.95, 0.6, 0.35) # Light pumpkin orange (autumn le
var stock_color: Color = Color(0.6, 0.75, 0.95) # Light periwinkle blue (clear autumn sky)
# GAMEPLAY VALUES
var target_currency: float = 1000
var target_currency: float = 1000000
var base_sale_price: float = 30
var base_wood_respawn: float = 5 # seconds
var wood_per_click: float = 5
@ -22,8 +22,11 @@ var base_purchase_rate: float = 1
var wholesale_unlock_id: int = 5
var wholesale_bundle_size: int = 100
var wholesale_discount_multiplier: float = 1.2
var wholesale_discount_multiplier: float = 0.8
var multicraft_unlock_id: int = 6
var autowood_unlock_id: int = 7
var premium_crafts_unlock_id: int = 8
var reputation_unlock_id: int = 9

View file

@ -28,6 +28,7 @@ func tick():
do_autowood()
do_whittling()
do_selling()
do_reputation_income()
func do_autowood():
# If the autowood unlock is unlocked then automatically gain wood based on the modifier
@ -93,3 +94,9 @@ func whittle_max_wood_possible():
inventory_provider.spend_wood(wood_to_whittle)
inventory_provider.add_stock(actual_items_produced)
# Log.pr("Whittled", str(wood_to_whittle), "wood into", str(actual_items_produced), "whittle wood.")
func do_reputation_income():
# Add passive income from reputation unlock
var reputation_income = unlocks_provider.get_modifier_value("reputation_income")
if reputation_income > 0:
inventory_provider.add_currency(reputation_income)

View file

@ -18,10 +18,8 @@ var cost_scaling_multiplier: float = 1.5
var cost_linear_increase: int = 100
var cost_ladder: Array[int] = []
# Effect scaling
var effect_scaling_type: int = 1 # 0=Linear, 1=Exponential
var effect_scaling_multiplier: float = 1.2
var effect_linear_increase: float = 0.1
# Effect ladder
var effect_ladder: Array[float] = []
# Base modifiers
var base_modifiers: Dictionary = {}
@ -38,9 +36,7 @@ static func from_resource(resource: UnlockDataResource) -> UnlockDataLightweight
data.cost_scaling_multiplier = resource.cost_scaling_multiplier
data.cost_linear_increase = resource.cost_linear_increase
data.cost_ladder = resource.cost_ladder.duplicate()
data.effect_scaling_type = resource.effect_scaling_type
data.effect_scaling_multiplier = resource.effect_scaling_multiplier
data.effect_linear_increase = resource.effect_linear_increase
data.effect_ladder = resource.effect_ladder.duplicate()
data.base_modifiers = resource.base_modifiers.duplicate(true)
# Start fresh
data.is_unlocked = false
@ -59,9 +55,7 @@ func clone() -> UnlockDataLightweight:
copy.cost_scaling_multiplier = cost_scaling_multiplier
copy.cost_linear_increase = cost_linear_increase
copy.cost_ladder = cost_ladder # Shared - read-only
copy.effect_scaling_type = effect_scaling_type
copy.effect_scaling_multiplier = effect_scaling_multiplier
copy.effect_linear_increase = effect_linear_increase
copy.effect_ladder = effect_ladder # Shared - read-only
copy.base_modifiers = base_modifiers # Shared - read-only
# Mutable state
copy.is_unlocked = false
@ -85,33 +79,25 @@ func get_next_cost() -> int:
func get_current_modifiers() -> Dictionary:
if not is_unlocked or current_rank == 0:
return {}
if current_rank == 1:
return base_modifiers.duplicate()
return get_modifiers_at_rank(current_rank)
## Same logic as UnlockDataResource.get_modifiers_at_rank()
func get_modifiers_at_rank(rank: int) -> Dictionary:
if not is_scaling or rank == 0:
if rank == 0:
return {}
# For one-shot unlocks or empty ladder, return base_modifiers
if effect_ladder.size() == 0:
return base_modifiers.duplicate()
if rank == 1:
return base_modifiers.duplicate()
var ladder_index = rank - 1
if ladder_index >= effect_ladder.size():
ladder_index = effect_ladder.size() - 1 # Use last value if rank exceeds ladder
var scaled_modifiers = {}
var result = {}
for key in base_modifiers.keys():
var base_value = base_modifiers[key]
if effect_scaling_type == 0: # Linear
var additional_ranks = rank - 1
scaled_modifiers[key] = base_value + (effect_linear_increase * additional_ranks)
else: # Exponential
var base_bonus = base_value - 1.0
var scaled_bonus = base_bonus * pow(effect_scaling_multiplier, rank - 1)
scaled_modifiers[key] = 1.0 + scaled_bonus
return scaled_modifiers
result[key] = effect_ladder[ladder_index]
return result
## Same logic as UnlockDataResource.can_rank_up()
func can_rank_up() -> bool:

View file

@ -10,7 +10,9 @@ var base_modifiers: Dictionary = {
"wood_respawn_modifier": 1.0,
"wood_per_click_modifier": 1.0,
"purchase_rate_modifier": 1.0,
"autowood_modifier": 1.0
"autowood_modifier": 1.0,
"premium_price_modifier": 1.0,
"reputation_income": 0.0
}
var current_modifiers: Dictionary = base_modifiers.duplicate()
@ -31,7 +33,11 @@ func apply_modifiers():
for key in apply_unlock_modifiers.keys():
if current_modifiers.has(key):
Log.pr(" - Current", key, "modifier before:", current_modifiers[key])
current_modifiers[key] *= apply_unlock_modifiers[key]
# Reputation income is additive, not multiplicative
if key == "reputation_income":
current_modifiers[key] = apply_unlock_modifiers[key]
else:
current_modifiers[key] *= apply_unlock_modifiers[key]
Log.pr(" - Applied", key, "modifier:", apply_unlock_modifiers[key], "New value:", current_modifiers[key])
else:
Log.pr(" - Warning: Unknown modifier key:", key)
@ -88,7 +94,7 @@ func unlock_item(unlock_id: int) -> bool:
return false
func get_sale_price_per_item():
return Global.base_sale_price * get_modifier_value("sale_price_modifier")
return Global.base_sale_price * get_modifier_value("sale_price_modifier") * get_modifier_value("premium_price_modifier")
func get_wood_per_click():
return Global.wood_per_click * get_modifier_value("wood_per_click_modifier")
@ -102,5 +108,8 @@ func get_items_produced_per_tick():
func get_sale_demand():
return Global.base_purchase_rate * get_modifier_value("purchase_rate_modifier")
func get_reputation_income():
return get_modifier_value("reputation_income")
func _refresh_ui():
item_unlocked.emit()