Add Week 3 polish and late-game features

VC funding system (seed through IPO with requirements gating), 15
achievements with engine checker, model tuning presets and unlockable
sliders, overload policy controls, open-source mechanic with reputation
boost, enhanced Recharts analytics (subscriber/reputation/revenue vs
expenses charts), M&A acquisition system, sidebar NEW badges on era
transitions, tutorial hints, and wired-up settings toggles.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-24 17:56:40 -04:00
parent 8ea6c771a1
commit 8a8b49d934
20 changed files with 907 additions and 75 deletions
@@ -0,0 +1,62 @@
import type { GameState, AchievementState, AchievementDefinition } from '@ai-tycoon/shared';
export interface AchievementTickResult {
achievements: AchievementState;
newAchievements: string[];
}
const ERA_INDEX: Record<string, number> = { startup: 0, scaleup: 1, bigtech: 2, agi: 3 };
function getFieldValue(state: GameState, field: string): number {
if (field === 'meta._eraIndex') return ERA_INDEX[state.meta.currentEra] ?? 0;
if (field === 'meta._deployedModelCount') return state.models.trainedModels.filter(m => m.isDeployed).length;
if (field === 'infrastructure._totalGpuCount') {
return state.infrastructure.dataCenters.reduce(
(sum, dc) => sum + dc.gpus.reduce((s, g) => s + g.count, 0), 0,
);
}
const parts = field.split('.');
let current: unknown = state;
for (const part of parts) {
if (current == null || typeof current !== 'object') return 0;
current = (current as Record<string, unknown>)[part];
}
return typeof current === 'number' ? current : 0;
}
function checkCondition(state: GameState, def: AchievementDefinition): boolean {
const value = getFieldValue(state, def.condition.field);
switch (def.condition.operator) {
case 'gt': return value > def.condition.value;
case 'gte': return value >= def.condition.value;
case 'eq': return value === def.condition.value;
default: return false;
}
}
export function processAchievements(
state: GameState,
definitions: AchievementDefinition[],
): AchievementTickResult {
if (state.meta.tickCount % 10 !== 0) {
return { achievements: state.achievements, newAchievements: [] };
}
const unlockedIds = new Set(state.achievements.unlocked.map(a => a.id));
const newAchievements: string[] = [];
const unlocked = [...state.achievements.unlocked];
for (const def of definitions) {
if (unlockedIds.has(def.id)) continue;
if (checkCondition(state, def)) {
unlocked.push({ id: def.id, unlockedAtTick: state.meta.tickCount });
newAchievements.push(def.name);
}
}
return {
achievements: { ...state.achievements, unlocked },
newAchievements,
};
}