Refactor state management; update unlock logic and enhance signal bindings in scene
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+6
-6
@@ -97,7 +97,7 @@ func _unlock_items():
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#print(_item_id ' | ', _entity.unlock)
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var _flag_to_unlock = true
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for _elem in owniverse.entities[_item_id].unlock:
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if owniverse.stats.total_amount[_elem] < owniverse.entities[_item_id].unlock[_elem]:
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if owniverse.state.stats.total_amount[_elem] < owniverse.entities[_item_id].unlock[_elem]:
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_flag_to_unlock = false
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break
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@@ -246,7 +246,7 @@ func _set_active_page_actions() -> void:
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#var amount = owniverse.get_available_to_produce(entity)
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var amount = owniverse.calculate_max_producible(entity)
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print(item_id, " : ", amount)
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#print(item_id, " : ", amount)
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page_actions[pa].set_actions(item_id, amount)
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@@ -264,8 +264,8 @@ func _page_action_pressed(page_id: int, action_amount: float) -> void:
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func _ready() -> void:
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var _output = owniverse.init_enitities()
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locked_items = _output.locked_items
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var inited_result = owniverse.init_enitities()
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locked_items = inited_result.locked_items
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owniverse.load_data()
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_init_owniverse_items()
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@@ -278,7 +278,7 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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owniverse = owniverse.evolute(delta)
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owniverse.evolute(delta)
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set_datetime(owniverse.state.year)
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#owniverse.cycle(delta)
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@@ -315,7 +315,7 @@ func _change_speed(delta: int) -> void:
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func _on_topmenu_button_pressed(ButtonName) -> void:
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print(ButtonName)
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print("Debug: ", owniverse.state)
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#var s: float = 1E15
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#var z = 1.0
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#for i in range(30):
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