whittler/resources/UnlockDataResource.gd
2026-01-28 20:18:44 +00:00

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GDScript

class_name UnlockDataResource
extends Resource
@export var unlock_id: int = 0
@export var unlock_name: String = ""
@export var unlock_description: String = ""
@export var base_cost: int = 0
@export var is_unlocked: bool = false
@export_group("Scaling Settings")
@export var is_scaling: bool = false
@export var current_rank: int = 0
@export var max_rank: int = -1 # -1 means infinite scaling
@export_subgroup("Cost Scaling")
@export_enum("Linear", "Exponential") var cost_scaling_type: int = 1 # Default to Exponential
@export var cost_scaling_multiplier: float = 1.5 # Exponential: multiplier per rank, Linear: flat increase
@export var cost_linear_increase: int = 100 # Only used if cost_scaling_type is Linear
@export var cost_ladder: Array[int] = [] # Fixed costs per rank (overrides scaling if defined)
@export var effect_ladder: Array[float] = [] # Effect values per rank
@export_group("Base Modifiers")
@export var base_modifiers: Dictionary = {}
## Returns the cost for the next rank/unlock
func get_next_cost() -> int:
if not is_scaling:
return base_cost
# Use fixed cost ladder if defined (overrides scaling)
if cost_ladder.size() > 0 and current_rank < cost_ladder.size():
return cost_ladder[current_rank]
# Fallback to scaling formulas for backwards compatibility
# Cost scaling should start from rank 0 (first purchase at base_cost)
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))
## Returns the current modifiers based on rank
func get_current_modifiers() -> Dictionary:
if not is_unlocked or current_rank == 0:
return {}
return get_modifiers_at_rank(current_rank)
## Returns modifiers for a specific rank (useful for preview)
func get_modifiers_at_rank(rank: int) -> Dictionary:
if rank == 0:
return {}
# For one-shot unlocks or empty ladder, return base_modifiers
if effect_ladder.size() == 0:
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 result = {}
for key in base_modifiers.keys():
result[key] = effect_ladder[ladder_index]
return result
## Convert a modifier value to a percentage string
func _modifier_to_percentage(value: float) -> String:
var percentage = (value - 1.0) * 100.0
if percentage >= 0:
return "+%.1f%%" % percentage
else:
return "%.1f%%" % percentage
## Get a formatted string of current modifiers with percentages
func get_current_modifiers_string() -> String:
var modifiers = get_current_modifiers()
if modifiers.is_empty():
return "No modifiers"
var lines = []
for key in modifiers.keys():
var display_name = key.replace("_", " ").capitalize()
var percentage = _modifier_to_percentage(modifiers[key])
lines.append("%s: %s" % [display_name, percentage])
return "\n".join(lines)
## Get a formatted string of next rank modifiers with percentages
func get_next_modifiers_string() -> String:
if not can_rank_up():
return "Max rank reached"
var next_rank = get_next_rank()
var modifiers = get_modifiers_at_rank(next_rank)
if modifiers.is_empty():
return "No modifiers"
var lines = []
for key in modifiers.keys():
var display_name = key.replace("_", " ").capitalize()
var percentage = _modifier_to_percentage(modifiers[key])
lines.append("%s: %s" % [display_name, percentage])
return "\n".join(lines)
## Get comparison string showing current -> next modifiers
func get_modifiers_comparison_string() -> String:
if not can_rank_up():
return get_current_modifiers_string()
var current = get_current_modifiers()
var next_rank = get_next_rank()
var next = get_modifiers_at_rank(next_rank)
var lines = []
# If no current modifiers (not unlocked yet), show next only
if current.is_empty():
for key in next.keys():
var display_name = key.replace("_", " ").capitalize()
var next_pct = _modifier_to_percentage(next[key])
lines.append("%s: %s" % [display_name, next_pct])
return "\n".join(lines)
for key in current.keys():
var display_name = key.replace("_", " ").capitalize()
var current_pct = _modifier_to_percentage(current[key])
var next_pct = _modifier_to_percentage(next[key])
lines.append("%s: %s%s" % [display_name, current_pct, next_pct])
return "\n".join(lines)
## Get a single-line summary of modifiers
func get_modifiers_summary() -> String:
var modifiers = get_current_modifiers()
if modifiers.is_empty():
return "No effects"
var parts = []
for key in modifiers.keys():
var display_name = key.replace("_modifier", "").replace("_", " ").capitalize()
var percentage = _modifier_to_percentage(modifiers[key])
parts.append("%s %s" % [display_name, percentage])
return ", ".join(parts)
## Check if the unlock can be purchased/ranked up
func can_rank_up() -> bool:
# Non-scaling: can only unlock once
if not is_scaling:
return not is_unlocked
# Scaling: check if we haven't hit max rank
if max_rank > 0 and current_rank >= max_rank:
return false
return true
## Check if this is a one-off unlock (non-scaling)
func is_one_off() -> bool:
return not is_scaling
## Check if max rank has been reached (for scaling unlocks)
func is_max_rank() -> bool:
if not is_scaling:
return is_unlocked
if max_rank <= 0: # Infinite scaling
return false
return current_rank >= max_rank
## Unlock or rank up the unlock
func unlock() -> bool:
if not can_rank_up():
return false
if not is_scaling:
# Simple one-off unlock
is_unlocked = true
current_rank = 1
else:
# Scaling unlock - increase rank
current_rank += 1
is_unlocked = true
return true
## Get the next rank number (for display purposes)
func get_next_rank() -> int:
if not is_scaling:
return 1 if not is_unlocked else 1
return current_rank + 1
## Get display text for current status
func get_rank_display() -> String:
if not is_scaling:
return "Unlocked" if is_unlocked else "Locked"
if max_rank > 0:
return "Rank %d/%d" % [current_rank, max_rank]
else:
return "Rank %d" % current_rank