busted simulation

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Dan 2026-01-28 15:26:12 +00:00
parent 9214d13054
commit 90d6c5c926
6 changed files with 1215 additions and 33 deletions

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@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://br6hgvb4buyji"] [gd_scene format=3 uid="uid://br6hgvb4buyji"]
[ext_resource type="Script" uid="uid://bup76ad02kuse" path="res://scripts/sim_cached.gd" id="1_sim"] [ext_resource type="Script" uid="uid://citjokiv6skqi" path="res://scripts/sim_direct.gd" id="1_sim"]
[node name="Simulator" type="Control" unique_id=1833845714] [node name="Simulator" type="Control" unique_id=1833845714]
layout_mode = 3 layout_mode = 3

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scripts/sim_direct.gd Normal file

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uid://citjokiv6skqi

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@ -2,11 +2,16 @@ class_name TickProcess
extends Node extends Node
# Dependency injection - can be overridden for simulation # Dependency injection - can be overridden for simulation
var unlocks_provider: Node = null # Using Variant to accept both Node (singletons) and RefCounted (IsolatedGameState)
var inventory_provider: Node = null var unlocks_provider = null
var inventory_provider = null
func _ready(): func _ready():
# Default to singletons if not explicitly set # Default to singletons if not explicitly set
_ensure_providers_initialized()
func _ensure_providers_initialized():
"""Ensure providers are set (called before every tick if needed)"""
if unlocks_provider == null: if unlocks_provider == null:
unlocks_provider = Unlocks unlocks_provider = Unlocks
if inventory_provider == null: if inventory_provider == null:
@ -19,71 +24,72 @@ func set_providers(unlocks, inventory):
func tick(): func tick():
# Log.pr("Tick Process Ticking...") # Log.pr("Tick Process Ticking...")
_ensure_providers_initialized() # Safety check before each tick
do_autowood() do_autowood()
do_whittling() do_whittling()
do_selling() do_selling()
func do_autowood(): func do_autowood():
# If the autowood unlock is unlocked then automatically gain wood based on the modifier # If the autowood unlock is unlocked then automatically gain wood based on the modifier
var autowood_unlock = Unlocks.get_unlock_by_id(Global.autowood_unlock_id) var autowood_unlock = unlocks_provider.get_unlock_by_id(Global.autowood_unlock_id)
if autowood_unlock and autowood_unlock.is_unlocked: if autowood_unlock and autowood_unlock.is_unlocked:
# Log.pr("Autowood modifier", str(Unlocks.get_modifier_value("autowood_modifier"))) # Log.pr("Autowood modifier", str(unlocks_provider.get_modifier_value("autowood_modifier")))
var wood_to_gather = max(Unlocks.get_wood_per_click() * Unlocks.get_modifier_value("autowood_modifier"), 1) var wood_to_gather = max(unlocks_provider.get_wood_per_click() * unlocks_provider.get_modifier_value("autowood_modifier"), 1)
Inventory.add_wood(wood_to_gather) inventory_provider.add_wood(wood_to_gather)
# Log.pr("Auto-gathered", str(wood_to_gather), "wood via autowood unlock.") # Log.pr("Auto-gathered", str(wood_to_gather), "wood via autowood unlock.")
func do_whittling(): func do_whittling():
# If there's more than 1 whole wood available, then whittle based on the efficiency modifier # If there's more than 1 whole wood available, then whittle based on the efficiency modifier
if Inventory.get_wood() >= 1: if inventory_provider.get_wood() >= 1:
whittle_max_wood_possible() whittle_max_wood_possible()
## If multicraft is unlocked, whittle additional wood based on multicraft unlock ## If multicraft is unlocked, whittle additional wood based on multicraft unlock
var multicraft_unlock = Unlocks.get_unlock_by_id(Global.multicraft_unlock_id) var multicraft_unlock = unlocks_provider.get_unlock_by_id(Global.multicraft_unlock_id)
if multicraft_unlock and multicraft_unlock.is_unlocked: if multicraft_unlock and multicraft_unlock.is_unlocked:
var additional_whittles = multicraft_unlock.current_rank # Each rank allows one additional whittling action var additional_whittles = multicraft_unlock.current_rank # Each rank allows one additional whittling action
for i in range(additional_whittles): for i in range(additional_whittles):
if Inventory.get_wood() >= 1: if inventory_provider.get_wood() >= 1:
whittle_max_wood_possible() whittle_max_wood_possible()
else: else:
break break
func do_selling(): func do_selling():
# If the wholesale unlock is purchased, sell blocks of 100 whittled wood if possible # If the wholesale unlock is purchased, sell blocks of 100 whittled wood if possible
var wholesale_unlock = Unlocks.get_unlock_by_id(Global.wholesale_unlock_id) var wholesale_unlock = unlocks_provider.get_unlock_by_id(Global.wholesale_unlock_id)
if wholesale_unlock and wholesale_unlock.is_unlocked: if wholesale_unlock and wholesale_unlock.is_unlocked:
while Inventory.get_stock() >= Global.wholesale_bundle_size: while inventory_provider.get_stock() >= Global.wholesale_bundle_size:
Inventory.spend_stock(Global.wholesale_bundle_size) inventory_provider.spend_stock(Global.wholesale_bundle_size)
var currency_earned = Global.wholesale_bundle_size * Unlocks.get_sale_price_per_item() * Global.wholesale_discount_multiplier var currency_earned = Global.wholesale_bundle_size * unlocks_provider.get_sale_price_per_item() * Global.wholesale_discount_multiplier
Inventory.add_currency(currency_earned) inventory_provider.add_currency(currency_earned)
# Log.pr("Sold 100 whittled wood for", str(currency_earned), "currency via wholesale unlock.") # Log.pr("Sold 100 whittled wood for", str(currency_earned), "currency via wholesale unlock.")
# If there's whittled wood available to sell, sell it for currency # If there's whittled wood available to sell, sell it for currency
if Inventory.get_stock() > 0: if inventory_provider.get_stock() > 0:
var whittle_wood_to_sell = Inventory.get_stock() var whittle_wood_to_sell = inventory_provider.get_stock()
# Sell whatever people are willing to buy # Sell whatever people are willing to buy
var purchase_rate = Global.base_purchase_rate * Unlocks.get_modifier_value("purchase_rate_modifier") var purchase_rate = Global.base_purchase_rate * unlocks_provider.get_modifier_value("purchase_rate_modifier")
var max_stock_to_sell = floor(purchase_rate) var max_stock_to_sell = floor(purchase_rate)
# Sell up to the max stock to sell this tick, but no more than available stock # Sell up to the max stock to sell this tick, but no more than available stock
# We should always sell at least one, up to the max # We should always sell at least one, up to the max
var actual_stock_to_sell = min(whittle_wood_to_sell, max(1, max_stock_to_sell)) var actual_stock_to_sell = min(whittle_wood_to_sell, max(1, max_stock_to_sell))
Inventory.spend_stock(actual_stock_to_sell) inventory_provider.spend_stock(actual_stock_to_sell)
var currency_earned = actual_stock_to_sell * Unlocks.get_sale_price_per_item() var currency_earned = actual_stock_to_sell * unlocks_provider.get_sale_price_per_item()
Inventory.add_currency(currency_earned) inventory_provider.add_currency(currency_earned)
func whittle_max_wood_possible(): func whittle_max_wood_possible():
# Get the items that can be produced per tick # Get the items that can be produced per tick
var items_produced_per_tick = Unlocks.get_items_produced_per_tick() var items_produced_per_tick = unlocks_provider.get_items_produced_per_tick()
# Log.pr("Items produced per tick:", str(items_produced_per_tick)) # Log.pr("Items produced per tick:", str(items_produced_per_tick))
var wood_needed = ceil(items_produced_per_tick) var wood_needed = ceil(items_produced_per_tick)
# Whittle as much wood as possible this tick, up to the max allowed by efficiency # Whittle as much wood as possible this tick, up to the max allowed by efficiency
var wood_to_whittle = min(Inventory.get_wood(), wood_needed) var wood_to_whittle = min(inventory_provider.get_wood(), wood_needed)
var actual_items_produced = wood_to_whittle var actual_items_produced = wood_to_whittle
Inventory.spend_wood(wood_to_whittle) inventory_provider.spend_wood(wood_to_whittle)
Inventory.add_stock(actual_items_produced) inventory_provider.add_stock(actual_items_produced)
# Log.pr("Whittled", str(wood_to_whittle), "wood into", str(actual_items_produced), "whittle wood.") # Log.pr("Whittled", str(wood_to_whittle), "wood into", str(actual_items_produced), "whittle wood.")

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class_name UnlockDataLightweight
## Lightweight unlock data structure for simulations
## Contains the same calculation logic as UnlockDataResource but without Resource overhead
var unlock_id: int = 0
var unlock_name: String = ""
var base_cost: int = 0
var is_unlocked: bool = false
# Scaling settings
var is_scaling: bool = false
var current_rank: int = 0
var max_rank: int = -1
# Cost scaling
var cost_scaling_type: int = 1 # 0=Linear, 1=Exponential
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
# Base modifiers
var base_modifiers: Dictionary = {}
## Static factory method to create from UnlockDataResource (one-time conversion)
static func from_resource(resource: UnlockDataResource) -> UnlockDataLightweight:
var data = UnlockDataLightweight.new()
data.unlock_id = resource.unlock_id
data.unlock_name = resource.unlock_name
data.base_cost = resource.base_cost
data.is_scaling = resource.is_scaling
data.max_rank = resource.max_rank
data.cost_scaling_type = resource.cost_scaling_type
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.base_modifiers = resource.base_modifiers.duplicate(true)
# Start fresh
data.is_unlocked = false
data.current_rank = 0
return data
## Clone for thread safety (fast - no Resource creation)
func clone() -> UnlockDataLightweight:
var copy = UnlockDataLightweight.new()
copy.unlock_id = unlock_id
copy.unlock_name = unlock_name
copy.base_cost = base_cost
copy.is_scaling = is_scaling
copy.max_rank = max_rank
copy.cost_scaling_type = cost_scaling_type
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.base_modifiers = base_modifiers # Shared - read-only
# Mutable state
copy.is_unlocked = false
copy.current_rank = 0
return copy
## Same logic as UnlockDataResource.get_next_cost()
func get_next_cost() -> int:
if not is_scaling:
return base_cost
if cost_ladder.size() > 0 and current_rank < cost_ladder.size():
return cost_ladder[current_rank]
if cost_scaling_type == 0: # Linear
return base_cost + (cost_linear_increase * current_rank)
else: # Exponential
return int(base_cost * pow(cost_scaling_multiplier, current_rank))
## Same logic as UnlockDataResource.get_current_modifiers()
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:
return base_modifiers.duplicate()
if rank == 1:
return base_modifiers.duplicate()
var scaled_modifiers = {}
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
## Same logic as UnlockDataResource.can_rank_up()
func can_rank_up() -> bool:
if not is_scaling:
return not is_unlocked
if max_rank > 0 and current_rank >= max_rank:
return false
return true
## Same logic as UnlockDataResource.unlock()
func unlock() -> bool:
if not can_rank_up():
return false
if not is_scaling:
is_unlocked = true
current_rank = 1
else:
current_rank += 1
is_unlocked = true
return true

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uid://yx6cnoob2can