Update Godot core rules to version 4.7; refactor production logic and add entity batch processing
This commit is contained in:
+275
-120
@@ -12,7 +12,7 @@ var items_to_update: Dictionary[String, float] = {}
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var auto_production: Array = []
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var locked_entities: Array = []
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var cumulative_amount: Dictionary[String, float] = {}
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#var cumulative_amount: Dictionary[String, float] = {}
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var current_amount: Dictionary[String, float] = {}
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@@ -42,7 +42,6 @@ var speed: int:
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func evolute(delta: float) -> Owniverse:
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var new_owniverse := Owniverse.new()
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_add_time_delta(new_owniverse, delta)
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# produce and evolute
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@@ -64,114 +63,274 @@ func _add_time_delta(new_owniverse: Owniverse, delta: float):
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new_owniverse.state.year = floorf(new_owniverse.state.datetime)
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func produce_hs(entity_id: String, value: float) -> float:
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var _to_produce: float = floorf(value)
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_to_produce = min(_to_produce, state.energy)
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state.energy -= _to_produce
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state.amount[entity_id] += _to_produce
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stats.total_amount[entity_id] += _to_produce
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return _to_produce
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# ----------
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#region auto production and evolution
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func _produce_automatically(year_delta: float) -> void:
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var _cycle_production = {"S": 0.0, "H": 0.0}
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for entity: OwniverseEntity in auto_production:
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if current_amount[entity.id] == 0:
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continue
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_cycle_production[entity.product_per_year_type] += \
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current_amount[entity.id] * entity.product_per_year_amount * year_delta
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for item in _cycle_production:
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_count_amount(item, _cycle_production[item])
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func _get_distribution(source: Dictionary) -> Dictionary:
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var distribution: Dictionary = {}
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var total: float = 0
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for id in source:
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if source[id] != 0:
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total += source[id]
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distribution[id] = source[id]
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for id in distribution:
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distribution[id] /= total
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return distribution
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#endregion
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#region Production
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## Produces entities with cost and bind constraints
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## @param item_id - entity id to produce
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## @param desired_amount - desired quantity to produce
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## @return actual amount produced based on available resources
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func produce(item_id: String, desired_amount: float) -> float:
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# Use special production for S and H
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if item_id == "S" or item_id == "H":
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return produce_hs(item_id, desired_amount)
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var entity: OwniverseEntity = entities[item_id]
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if desired_amount <= 0:
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return 0.0
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var max_producible = calculate_max_producible(entity, desired_amount)
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if max_producible <= 0:
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return 0.0
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apply_costs(entity, max_producible)
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apply_binds(item_id, entity, max_producible)
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# Add produced entities
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_process_enitity(item_id, max_producible)
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return max_producible
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## Produces S (space) or H (hydrogen) using energy from state.energy
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## @param entity_id - entity id to produce ("S" or "H")
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## @param value - desired amount to produce
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## @return actual amount produced (limited by available energy)
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func produce_hs(entity_id: String, value: float) -> float:
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if value <= 0:
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return 0.0
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var to_produce: float = floorf(value)
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to_produce = min(to_produce, state.energy)
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if to_produce <= 0:
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return 0.0
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state.energy -= to_produce
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_process_enitity(entity_id, to_produce)
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stats.total_amount[entity_id] = stats.total_amount.get(entity_id, 0.0) + to_produce
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return to_produce
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## Calculates maximum producible amount based on cost and bind constraints
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## @param entity - entity to produce
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## @param desired_amount - desired quantity
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## @return maximum producible amount considering all constraints
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func calculate_max_producible(entity: OwniverseEntity, desired_amount: float) -> float:
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var max_producible: float = desired_amount
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# Check cost constraints - resources consumed during production
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for cost_item in entity.cost:
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if entity.cost[cost_item] == 0:
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continue
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var available = current_amount.get(cost_item, 0.0)
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var max_from_cost = floorf(available / entity.cost[cost_item])
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max_producible = min(max_producible, max_from_cost)
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# Check bind constraints - resources locked by produced entity
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for bind_item in entity.bind:
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if entity.bind[bind_item] == 0:
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continue
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var available = current_amount.get(bind_item, 0.0)
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var max_from_bind = floorf(available / entity.bind[bind_item])
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max_producible = min(max_producible, max_from_bind)
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return max_producible
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## Applies cost (consumes resources)
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## @param entity - entity being produced
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## @param amount - amount to produce
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func apply_costs(entity: OwniverseEntity, amount: float) -> void:
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for cost_item in entity.cost:
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if entity.cost[cost_item] == 0:
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continue
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var cost_amount = amount * entity.cost[cost_item]
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_process_enitity(cost_item, -cost_amount)
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## Applies bind (locks resources)
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## @param item_id - id of entity being produced
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## @param entity - entity being produced
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## @param amount - amount to produce
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func apply_binds(item_id: String, entity: OwniverseEntity, amount: float) -> void:
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for bind_item in entity.bind:
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if entity.bind[bind_item] == 0:
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continue
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var bind_amount = amount * entity.bind[bind_item]
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# Initialize binds dictionary for this entity if needed
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if not state.binds.has(item_id):
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state.binds[item_id] = {}
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# Record bound amount
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state.binds[item_id][bind_item] = bind_amount
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# Decrease available amount (lock it)
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_process_enitity(bind_item, -bind_amount)
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## Computes a normalized distribution of dictionary values (sum equals 1.0)
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## @param values - dictionary containing numeric values
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## @return dictionary with normalized values, each ranging from 0.0 to 1.0
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func _normalize_distribution(values: Dictionary) -> Dictionary:
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var normalized_distribution: Dictionary = {}
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var distribution_total: float = 0
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for id in values:
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if values[id] != 0:
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distribution_total += values[id]
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normalized_distribution[id] = values[id]
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for id in normalized_distribution:
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normalized_distribution[id] /= distribution_total
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return normalized_distribution
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#endregion
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#region Batches
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## Consumes entities from batches based on current year
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## Iterates through batches and withdraws amount based on time period:
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## - If current_year >= end_year: consume entire batch
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## - If current_year in [start_year, end_year): consume proportional amount
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## @param entity - entity to consume from
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## @param current_year - current year in universe
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## @return total amount consumed from all applicable batches
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func consume_from_batches(entity: OwniverseEntity, current_year: float) -> float:
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var batches = state.batches[entity.id]
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var total_consumed: float = 0.0
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# Iterate backwards to safely remove completed batches
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state.amount[entity.id] = 0
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for i in range(batches.size() - 1, -1, -1):
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var batch = batches[i]
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# Skip batches that haven't started yet
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if current_year < batch["start_year"]:
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state.amount[entity.id] += batch["amount"]
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continue
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# If year is past batch end, consume entire batch
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if current_year >= batch["end_year"]:
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total_consumed += batch["amount"]
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batches.remove_at(i)
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else:
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# Consume proportional amount based on elapsed time
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var batch_duration = batch["end_year"] - batch["start_year"]
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var time_elapsed = current_year - batch["start_year"]
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var proportion = time_elapsed / batch_duration
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var consumed_amount = batch["amount"] * proportion
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total_consumed += consumed_amount
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batch["amount"] -= consumed_amount
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state.amount[entity.id] += batch["amount"]
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return total_consumed
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## Adds entity amount to appropriate batch based on current year
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## state.batches[entity_id] contains list of batches with intervals and amounts
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## Each batch: {start_year, end_year, amount}
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## @param entity_id - id of entity to add
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## @param amount - quantity of entity being added
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## @param current_year - current year in universe
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func add_entity_to_batch(entity: OwniverseEntity, amount: float, current_year: float) -> void:
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var batches = state.batches[entity]
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# Check if we can add to last batch
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var last_batch: Dictionary
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if batches.size() > 0:
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last_batch = batches[-1]
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if batches.size() == 0 or current_year >= last_batch["end_year"]:
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# Create new batch based on current_year
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last_batch = {
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"start_year": current_year,
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"end_year": current_year + entity.lifespan_delta,
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"amount": amount
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}
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batches.append(last_batch)
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else:
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# Add to existing batch
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last_batch["amount"] += amount
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#endregion
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#region ProductionLegacy
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#-----
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func produce(item_id: String, amount: float) -> void:
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var _entity: OwniverseEntity = entities[item_id]
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#func _produce_automatically(year_delta: float) -> void:
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#var cycle_production = {"S": 0.0, "H": 0.0}
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#for entity: OwniverseEntity in auto_production:
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#if current_amount[entity.id] == 0:
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#continue
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#cycle_production[entity.product_per_year_type] += \
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#current_amount[entity.id] * entity.product_per_year_amount * year_delta
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var entity_transaction = {}
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for elem in _entity.cost:
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if current_amount[elem] < amount * _entity.cost[elem]:
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return
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if _entity.cost[elem] == 0: continue
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entity_transaction[elem] = - amount * _entity.cost[elem]
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for elem in entity_transaction:
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_process_enitity(elem, entity_transaction[elem])
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_process_enitity(item_id, amount)
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#state.add(_entity, current_year, amount)
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#for item in cycle_production:
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#_count_amount(item, cycle_production[item])
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#
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#func automated_production(_delta: float) -> void:
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#for entity_id in auto_production:
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#var entity = entities[entity_id]
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#var _amount_to_produce = int(entity.amount * entity.product_per_year_amount * _delta)
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func automated_production(_delta: float) -> void:
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for entity_id in auto_production:
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var _entity = entities[entity_id]
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var _amount_to_produce = int(_entity.amount * _entity.product_per_year_amount * _delta)
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func get_available_to_produce(item_id: String) -> float:
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var entity: OwniverseEntity = entities[item_id]
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if entity.cost == {}: return 0
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var amount: float = 1E50
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for elem in entity.cost:
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amount = min(floorf(current_amount[elem] / entity.cost[elem]), amount)
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return amount
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#func get_available_to_produce(item_id: String) -> float:
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#var entity: OwniverseEntity = entities[item_id]
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#if entity.cost == {}: return 0
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#var amount: float = 1E50
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#for elem in entity.cost:
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#amount = min(floorf(current_amount[elem] / entity.cost[elem]), amount)
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#return amount
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# add to all lists
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## Processes entity production/consumption
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## @param entity_id - id of entity to process
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## @param amount - amount to change (positive for production, negative for consumption)
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func _process_enitity(entity_id: String, amount: float) -> void:
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if amount == 0: return
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_count_amount(entity_id, amount)
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func _count_amount(entity_id: String, amount: float) -> void:
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if amount == 0: return
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if amount == 0:
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return
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current_amount[entity_id] += amount
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var entity: OwniverseEntity = entities[entity_id]
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if entity.group_as != "":
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current_amount[entity.group_as] += amount
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# Update state amount
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state.amount[entity_id] = state.amount.get(entity_id, 0.0) + amount
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if amount < 0: return
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cumulative_amount[entity_id] += amount
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# Update items to display
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items_to_update[entity_id] = state.amount[entity_id]
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# Handle group updates if entity belongs to a group
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var entity = entities[entity_id]
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if entity.group_as != "":
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cumulative_amount[entity.group_as] += amount
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state.amount[entity.group_as] = state.amount.get(entity.group_as, 0.0) + amount
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items_to_update[entity.group_as] = state.amount[entity.group_as]
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items_to_update[entity_id] = current_amount[entity_id]
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#func _count_amount(entity_id: String, amount: float) -> void:
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#if amount == 0: return
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#
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#current_amount[entity_id] += amount
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#var entity: OwniverseEntity = entities[entity_id]
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#if entity.group_as != "":
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#current_amount[entity.group_as] += amount
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#
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#if amount < 0: return
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#
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#cumulative_amount[entity_id] += amount
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#if entity.group_as != "":
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#cumulative_amount[entity.group_as] += amount
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#
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#items_to_update[entity_id] = current_amount[entity_id]
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#endregion
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@@ -198,10 +357,10 @@ func load_data() -> bool:
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return false
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#entity_batches = game_data["entity_batches"]
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cumulative_amount = _game_data["cumulative_amount"]
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#cumulative_amount = _game_data["cumulative_amount"]
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current_amount = _game_data["current_amount"]
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#print("loaded ", _game_data)
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state = _game_data["state"]
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#state = _game_data["state"]
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stats = _game_data["stats"]
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for item in current_amount:
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@@ -214,7 +373,7 @@ func load_data() -> bool:
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func save_data() -> void:
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var _game_data: Dictionary = {}
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_game_data["cumulative_amount"] = cumulative_amount
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#_game_data["cumulative_amount"] = cumulative_amount
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_game_data["current_amount"] = current_amount
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_game_data["state"] = state
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_game_data["stats"] = stats
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@@ -225,48 +384,44 @@ func save_data() -> void:
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func init_enitities() -> Dictionary:
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var _result := {
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'locked_items' : [],
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'locked_items': [],
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}
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var _auto_production := []
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for _entity_id in Global.OwniverseEntities:
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var _entity = OwniverseEntity.new(Global.OwniverseEntities[_entity_id])
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entities[_entity_id] = _entity
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#var _auto_production := []
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for entity_id in Global.OwniverseEntities:
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var entity = OwniverseEntity.new(Global.OwniverseEntities[entity_id])
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entities[entity_id] = entity
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current_amount[_entity_id] = 0
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state.amount[_entity_id] = 0
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cumulative_amount[_entity_id] = 0
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stats.total_amount[_entity_id] = 0
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if _entity.group_as != "":
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current_amount[_entity.group_as] = 0
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state.amount[_entity.group_as] = 0
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current_amount[entity_id] = 0
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stats.total_amount[entity_id] = 0
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state.amount[entity_id] = 0
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if entity.lifespan > 0:
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state.batches[entity] = []
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add_entity_to_batch(entity, 0, 0)
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if entity.group_as != "":
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current_amount[entity.group_as] = 0
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state.amount[entity.group_as] = 0
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cumulative_amount[_entity.group_as] = 0
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stats.total_amount[_entity.group_as] = 0
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stats.total_amount[entity.group_as] = 0
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if _entity.unlock != {}:
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locked_entities.append(_entity)
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_result.locked_items.append(_entity.id)
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if entity.unlock != {}:
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locked_entities.append(entity)
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_result.locked_items.append(entity.id)
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#state.init_entity(_entity)
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if _entity.product_per_year_type != "":
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auto_production.append(_entity)
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_auto_production.append(_entity.id)
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if entity.product_per_year_type != "":
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auto_production.append(entity)
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# groups
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if _entity.group_as != "":
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if !entity_groups.has(_entity.group_as):
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entity_groups[_entity.group_as] = []
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entity_groups[_entity.group_as].append(_entity_id)
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if entity.group_as != "":
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if !entity_groups.has(entity.group_as):
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entity_groups[entity.group_as] = []
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entity_groups[entity.group_as].append(entity_id)
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if _entity.event_group != "":
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if !entity_event_groups.has(_entity.event_group):
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entity_event_groups[_entity.event_group] = []
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entity_event_groups[_entity.event_group].append(_entity_id)
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if entity.event_group != "":
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if !entity_event_groups.has(entity.event_group):
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entity_event_groups[entity.event_group] = []
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entity_event_groups[entity.event_group].append(entity_id)
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#evolution.init_batches(_auto_production)
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return _result
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -38,10 +38,11 @@ func _init(values: Dictionary) -> void:
|
||||
unlock = _parse_and_string(values.unlock)
|
||||
cost = _parse_and_string(values.cost)
|
||||
bind = _parse_and_string(values.bind)
|
||||
#print(id, " | ", cost, " | ", bind)
|
||||
mass = float(values.mass)
|
||||
space = int(values.space)
|
||||
lifespan = float(values.lifespan)
|
||||
lifespan_delta = lifespan / Global.batch_count / 2 if lifespan > 10 else lifespan
|
||||
lifespan_delta = lifespan / Global.batch_count if lifespan > 10 else lifespan
|
||||
auto = float(values.auto)
|
||||
gamma = float(values.gamma)
|
||||
blast = int(values.blast)
|
||||
|
||||
@@ -877,17 +877,5 @@ wait_time = 2.0
|
||||
autostart = true
|
||||
|
||||
[connection signal="timeout" from="Background/Timer" to="Background" method="randomize_parallax"]
|
||||
[connection signal="pressed" from="Stage/StageRows/TopMenu/BurgerButton" to="Stage" method="_on_topmenu_button_pressed" binds= ["Burger"]]
|
||||
[connection signal="pressed" from="Stage/StageRows/TopMenu/TimeMinus" to="Stage" method="_change_speed" binds= [-1]]
|
||||
[connection signal="pressed" from="Stage/StageRows/TopMenu/TimePlus" to="Stage" method="_change_speed" binds= [1]]
|
||||
[connection signal="pressed" from="Stage/StageRows/TopMenu/ReportButton" to="Stage" method="_on_topmenu_button_pressed" binds= ["Report"]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/ResourcePage/ResourceHeader/EnergyIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Energy", 1]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/ResourcePage/ResourceHeader/DensityIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Density", 1]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/StarPage/StarHeader/BurnabilityIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Burnability", 2]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/StarPage/StarHeader/ExplosivenessIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Explosiveness", 2]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/StructurePage/StructureHeader/EnergyIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Energy", 3]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/StructurePage/StructureHeader/DensityIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Density", 3]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/LifePage/LifeHeader/AggressionIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Aggression", 4]]
|
||||
[connection signal="pressed" from="Stage/StageRows/PageScroller/HBoxContainer/LifePage/LifeHeader/TrendIndicator" to="Stage" method="_on_indicator_pressed" binds= ["Trends", 4]]
|
||||
[connection signal="timeout" from="Stage/ItemAmountUpdate" to="Stage" method="set_owniverse_item_value"]
|
||||
[connection signal="timeout" from="Stage/Unlock&Save" to="Stage" method="_on_unlock_and_save_timeout"]
|
||||
|
||||
Reference in New Issue
Block a user