Implement miracle unlock management and update tooltip logic for MiracleButton

This commit is contained in:
2025-08-23 14:25:35 +02:00
parent 83b89e3099
commit a6c6bde622
4 changed files with 26 additions and 6 deletions

View File

@@ -2,6 +2,7 @@ using System.Collections.Generic;
using System.Linq;
using Godot;
using ParasiticGod.Scripts.Core;
using ParasiticGod.Scripts.Core.Effects;
using ParasiticGod.Scripts.Singletons;
namespace ParasiticGod.Scenes.Main;
@@ -79,6 +80,11 @@ public partial class MiracleButton : Button
{
missingRequirements.Add($"Not enough Production ({state.Get(Stat.Production):F0} / {_miracle.ProductionRequired})");
}
if (AreAllUnlocksAlreadyPresent(state))
{
missingRequirements.Add("Already unlocked subsequent powers.");
}
if (missingRequirements.Any())
{
@@ -127,4 +133,16 @@ public partial class MiracleButton : Button
}
return tooltip.TrimEnd();
}
private bool AreAllUnlocksAlreadyPresent(GameState state)
{
var unlockEffect = _miracle.Effects.OfType<UnlockMiracleEffect>().FirstOrDefault();
if (unlockEffect == null || unlockEffect.MiraclesToUnlock.Count == 0)
{
return false;
}
return unlockEffect.MiraclesToUnlock.All(state.IsMiracleUnlocked);
}
}

View File

@@ -27,6 +27,7 @@ public partial class MiraclePanel : GridContainer
{
if (miracle.UnlockedByDefault)
{
GameBus.Instance.CurrentState.AddUnlockedMiracle(miracle.Id);
AddButtonForMiracle(miracle);
}
}

View File

@@ -7,7 +7,7 @@ namespace ParasiticGod.Scripts.Core;
public class GameState
{
private readonly Dictionary<Stat, StatData> _stats = new();
private readonly Dictionary<string, MiracleDefinition> _miraclesInHand = new();
private readonly HashSet<string> _unlockedMiracleIds = [];
public List<Buff> ActiveBuffs { get; } = [];
@@ -36,5 +36,7 @@ public class GameState
public void Unsubscribe(Stat stat, Action<double> listener) => _stats[stat].OnChanged -= listener;
public Dictionary<string, MiracleDefinition> MiraclesInHand() => _miraclesInHand;
public bool IsMiracleUnlocked(string miracleId) => _unlockedMiracleIds.Contains(miracleId);
public void AddUnlockedMiracle(string miracleId) => _unlockedMiracleIds.Add(miracleId);
public void RemoveUnlockedMiracle(string miracleId) => _unlockedMiracleIds.Remove(miracleId);
}

View File

@@ -63,18 +63,17 @@ public partial class GameBus : Node
{
foreach (var id in unlockEffect.MiraclesToUnlock)
{
if (AllMiracles.TryGetValue(id, out var def))
if (AllMiracles.TryGetValue(id, out var def) && !_gameState.IsMiracleUnlocked(id))
{
if (miraclesToUnlock.Contains(def) || _gameState.MiraclesInHand().ContainsKey(id)) continue;
miraclesToUnlock.Add(def);
_gameState.MiraclesInHand().Add(id, def);
_gameState.AddUnlockedMiracle(id);
}
}
}
else if (effect is DestroySelfEffect)
{
MiracleCompleted?.Invoke(miracle);
_gameState.MiraclesInHand().Remove(miracle.Id);
_gameState.RemoveUnlockedMiracle(miracle.Id);
}
}