Add shop supplies and rebalance early economy
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41 changed files with 1159 additions and 52 deletions
65
progression/player_cooler_capacity.gd
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65
progression/player_cooler_capacity.gd
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class_name PlayerCoolerCapacity
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extends Node
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const PlayerWalletType = preload("res://economy/player_wallet.gd")
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signal capacity_changed(level: int, capacity: int)
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const CAPACITIES: Array[int] = [12, 18, 24, 32, 40]
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const EXPANSION_COSTS: Array[int] = [75, 175, 400, 850]
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const MAX_LEVEL: int = 4
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var _capacity_level: int = 0
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func get_level() -> int:
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return _capacity_level
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func get_capacity() -> int:
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return CAPACITIES[_capacity_level]
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func get_next_capacity() -> int:
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if _capacity_level >= MAX_LEVEL:
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return -1
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return CAPACITIES[_capacity_level + 1]
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func get_next_cost() -> int:
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if _capacity_level >= MAX_LEVEL:
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return -1
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return EXPANSION_COSTS[_capacity_level]
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func can_purchase(wallet: PlayerWalletType) -> bool:
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var cost: int = get_next_cost()
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return wallet != null and cost >= 0 and wallet.can_afford(cost)
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func purchase(wallet: PlayerWalletType) -> bool:
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if not can_purchase(wallet):
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return false
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var cost: int = get_next_cost()
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if not wallet.debit(cost):
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return false
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_capacity_level += 1
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capacity_changed.emit(_capacity_level, get_capacity())
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return true
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func restore_level(level: int) -> bool:
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var validated: int = clampi(level, 0, MAX_LEVEL)
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var changed: bool = _capacity_level != validated
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_capacity_level = validated
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if changed:
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capacity_changed.emit(_capacity_level, get_capacity())
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return true
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func reset_to_defaults() -> void:
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restore_level(0)
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func to_save_data() -> Dictionary:
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return {"capacity_level": _capacity_level}
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