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>
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import type { GameState, AchievementState, AchievementDefinition } from '@ai-tycoon/shared';
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export interface AchievementTickResult {
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achievements: AchievementState;
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newAchievements: string[];
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}
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const ERA_INDEX: Record<string, number> = { startup: 0, scaleup: 1, bigtech: 2, agi: 3 };
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function getFieldValue(state: GameState, field: string): number {
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if (field === 'meta._eraIndex') return ERA_INDEX[state.meta.currentEra] ?? 0;
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if (field === 'meta._deployedModelCount') return state.models.trainedModels.filter(m => m.isDeployed).length;
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if (field === 'infrastructure._totalGpuCount') {
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return state.infrastructure.dataCenters.reduce(
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(sum, dc) => sum + dc.gpus.reduce((s, g) => s + g.count, 0), 0,
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);
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}
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const parts = field.split('.');
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let current: unknown = state;
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for (const part of parts) {
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if (current == null || typeof current !== 'object') return 0;
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current = (current as Record<string, unknown>)[part];
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}
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return typeof current === 'number' ? current : 0;
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}
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function checkCondition(state: GameState, def: AchievementDefinition): boolean {
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const value = getFieldValue(state, def.condition.field);
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switch (def.condition.operator) {
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case 'gt': return value > def.condition.value;
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case 'gte': return value >= def.condition.value;
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case 'eq': return value === def.condition.value;
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default: return false;
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}
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}
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export function processAchievements(
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state: GameState,
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definitions: AchievementDefinition[],
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): AchievementTickResult {
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if (state.meta.tickCount % 10 !== 0) {
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return { achievements: state.achievements, newAchievements: [] };
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}
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const unlockedIds = new Set(state.achievements.unlocked.map(a => a.id));
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const newAchievements: string[] = [];
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const unlocked = [...state.achievements.unlocked];
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for (const def of definitions) {
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if (unlockedIds.has(def.id)) continue;
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if (checkCondition(state, def)) {
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unlocked.push({ id: def.id, unlockedAtTick: state.meta.tickCount });
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newAchievements.push(def.name);
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}
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}
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return {
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achievements: { ...state.achievements, unlocked },
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newAchievements,
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};
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}
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