Overhaul infrastructure: replace GPU model with rack-centric system
CI / build-and-push (push) Successful in 33s
CI / build-and-push (push) Successful in 33s
Replace flat GPU buying with a realistic data center + rack pipeline: - 4 DC tiers (small/medium/large/mega) with construction time, dual capacity constraints (rack slots + power budget kW), and era/research gating - 10 predefined rack SKUs from consumer GPUs through custom ASICs, each with unique FLOPS, power draw, cost, and pipeline timings - 6-stage procurement pipeline (order → mfg → receive → install → test → production) with Kanban UI, talent-influenced speed bonuses - Test failures (5-25% base rate) reduced by cooling, ops talent, and QA research; auto-repair with cost and re-test cycle - Production failures at low per-tick rate, racks sent to repair pipeline - Cooling and redundancy upgrades per DC (reduce failure rates) - 4 new tech tree nodes (DC Engineering II/III/IV, Quality Assurance) - Save version bump (1→2) with migration that resets old saves - Updated economy system to account for rack repair costs - Redesigned Infrastructure page with pipeline Kanban, capacity bars, rack ordering, and DC upgrade panels Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -39,7 +39,9 @@ export function setAchievementDefinitions(defs: AchievementDefinition[]) {
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export function processTick(state: GameState): Partial<GameState> {
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const notifications: TickNotification[] = [];
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const infrastructure = processInfrastructure(state);
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const infraResult = processInfrastructure(state);
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const infrastructure = infraResult.infrastructure;
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notifications.push(...infraResult.notifications);
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const stateWithInfra = { ...state, infrastructure };
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const modelResult = processModels(stateWithInfra);
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@@ -82,7 +84,7 @@ export function processTick(state: GameState): Partial<GameState> {
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type: 'danger',
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});
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}
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const economy = processEconomy(stateWithTalent, market, infrastructure);
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const economy = processEconomy(stateWithTalent, market, infrastructure, infraResult.repairCosts);
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const data = processData(stateWithTalent);
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const competitors = processCompetitors(stateWithTalent);
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