Implement miracle unlock management and update tooltip logic for MiracleButton
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@@ -7,7 +7,7 @@ namespace ParasiticGod.Scripts.Core;
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public class GameState
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{
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private readonly Dictionary<Stat, StatData> _stats = new();
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private readonly Dictionary<string, MiracleDefinition> _miraclesInHand = new();
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private readonly HashSet<string> _unlockedMiracleIds = [];
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public List<Buff> ActiveBuffs { get; } = [];
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@@ -36,5 +36,7 @@ public class GameState
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public void Unsubscribe(Stat stat, Action<double> listener) => _stats[stat].OnChanged -= listener;
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public Dictionary<string, MiracleDefinition> MiraclesInHand() => _miraclesInHand;
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public bool IsMiracleUnlocked(string miracleId) => _unlockedMiracleIds.Contains(miracleId);
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public void AddUnlockedMiracle(string miracleId) => _unlockedMiracleIds.Add(miracleId);
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public void RemoveUnlockedMiracle(string miracleId) => _unlockedMiracleIds.Remove(miracleId);
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}
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@@ -63,18 +63,17 @@ public partial class GameBus : Node
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{
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foreach (var id in unlockEffect.MiraclesToUnlock)
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{
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if (AllMiracles.TryGetValue(id, out var def))
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if (AllMiracles.TryGetValue(id, out var def) && !_gameState.IsMiracleUnlocked(id))
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{
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if (miraclesToUnlock.Contains(def) || _gameState.MiraclesInHand().ContainsKey(id)) continue;
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miraclesToUnlock.Add(def);
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_gameState.MiraclesInHand().Add(id, def);
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_gameState.AddUnlockedMiracle(id);
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}
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}
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}
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else if (effect is DestroySelfEffect)
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{
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MiracleCompleted?.Invoke(miracle);
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_gameState.MiraclesInHand().Remove(miracle.Id);
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_gameState.RemoveUnlockedMiracle(miracle.Id);
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}
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}
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