Remove events system entirely
CI / build-and-push (push) Successful in 36s

The random events (GPU shortages, regulatory hearings, PR crises, etc.)
added interruption without enough gameplay value. Removed all event
types, definitions (~1800 lines of event data), the event processor,
EventModal UI, store actions, and tick integration. Updated docs to
reflect the removal. Bundle size drops ~47kB.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-24 19:54:44 -04:00
parent 0005e580a7
commit 95f2f97121
16 changed files with 16 additions and 2191 deletions
@@ -1,84 +0,0 @@
import { AlertTriangle, Newspaper, Building2, Users, TrendingUp, X } from 'lucide-react';
import { useGameStore } from '@/store';
import type { ActiveEvent, EventCategory } from '@ai-tycoon/shared';
const CATEGORY_ICONS: Record<EventCategory, typeof AlertTriangle> = {
industry: Newspaper,
regulatory: Building2,
pr: Users,
internal: AlertTriangle,
market: TrendingUp,
};
const CATEGORY_COLORS: Record<EventCategory, string> = {
industry: 'border-blue-500/50 bg-blue-500/5',
regulatory: 'border-yellow-500/50 bg-yellow-500/5',
pr: 'border-purple-500/50 bg-purple-500/5',
internal: 'border-orange-500/50 bg-orange-500/5',
market: 'border-green-500/50 bg-green-500/5',
};
export function EventModal() {
const activeEvents = useGameStore((s) => s.events.activeEvents);
const resolveEvent = useGameStore((s) => s.resolveEvent);
if (activeEvents.length === 0) return null;
const event = activeEvents[0];
const Icon = CATEGORY_ICONS[event.category];
return (
<div className="fixed inset-0 bg-black/60 flex items-center justify-center z-50 p-4">
<div className={`bg-surface-900 border-2 rounded-xl max-w-lg w-full shadow-2xl ${CATEGORY_COLORS[event.category]}`}>
<div className="p-5">
<div className="flex items-start justify-between mb-3">
<div className="flex items-center gap-2">
<Icon size={20} className="text-accent-light" />
<h3 className="text-lg font-bold">{event.title}</h3>
</div>
<span className="text-xs text-surface-400 uppercase">{event.category}</span>
</div>
<p className="text-sm text-surface-300 mb-5 leading-relaxed">{event.description}</p>
<div className="space-y-2">
{event.choices.map((choice, idx) => (
<button
key={idx}
onClick={() => resolveEvent(event.instanceId, idx)}
className="w-full text-left bg-surface-800 hover:bg-surface-700 border border-surface-600 hover:border-surface-500 rounded-lg p-3 transition-all group"
>
<div className="text-sm font-medium group-hover:text-accent-light transition-colors">
{choice.label}
</div>
<div className="text-xs text-surface-400 mt-1">{choice.description}</div>
<div className="flex gap-2 mt-2">
{choice.consequences.map((c, i) => (
<ConsequenceTag key={i} type={c.type} value={c.value} />
))}
</div>
</button>
))}
</div>
</div>
</div>
</div>
);
}
function ConsequenceTag({ type, value }: { type: string; value: number }) {
const isPositive = value > 0;
const label = type === 'money' ? `$${Math.abs(value).toLocaleString()}`
: type === 'reputation' ? `${Math.abs(value)} rep`
: type === 'talent' ? `${Math.abs(value)} talent`
: type === 'research_speed' ? `${Math.round(Math.abs(value) * 100)}% R&D`
: `${type}: ${value}`;
return (
<span className={`text-[10px] px-1.5 py-0.5 rounded ${
isPositive ? 'bg-success/20 text-success' : 'bg-danger/20 text-danger'
}`}>
{isPositive ? '+' : '-'}{label}
</span>
);
}
@@ -32,7 +32,7 @@ export function OfflineCatchUp({ missedTicks, onComplete }: { missedTicks: numbe
meta: s.meta, economy: s.economy, infrastructure: s.infrastructure,
compute: s.compute, research: s.research, models: s.models,
market: s.market, competitors: s.competitors, talent: s.talent,
data: s.data, reputation: s.reputation, events: s.events,
data: s.data, reputation: s.reputation,
achievements: s.achievements,
};
},
@@ -1,7 +1,6 @@
import { Sidebar } from './Sidebar';
import { TopBar } from './TopBar';
import { ToastContainer } from '@/components/common/ToastContainer';
import { EventModal } from '@/components/game/EventModal';
import { useGameStore } from '@/store';
import { DashboardPage } from '@/pages/DashboardPage';
import { InfrastructurePage } from '@/pages/InfrastructurePage';
@@ -29,7 +28,6 @@ export function MainLayout() {
</main>
</div>
<ToastContainer />
<EventModal />
</div>
);
}
+1 -3
View File
@@ -1,5 +1,5 @@
import { useEffect, useRef } from 'react';
import { GameEngine, setEventDefinitions, setAchievementDefinitions, EVENT_DEFINITIONS, ACHIEVEMENT_DEFINITIONS } from '@ai-tycoon/game-engine';
import { GameEngine, setAchievementDefinitions, ACHIEVEMENT_DEFINITIONS } from '@ai-tycoon/game-engine';
import type { TickNotification } from '@ai-tycoon/game-engine';
import { useGameStore } from '@/store';
@@ -11,7 +11,6 @@ export function useGameLoop(skip = false) {
useEffect(() => {
if (!companyName || skip) return;
setEventDefinitions(EVENT_DEFINITIONS);
setAchievementDefinitions(ACHIEVEMENT_DEFINITIONS);
const engine = new GameEngine({
@@ -29,7 +28,6 @@ export function useGameLoop(skip = false) {
talent: state.talent,
data: state.data,
reputation: state.reputation,
events: state.events,
achievements: state.achievements,
};
},
+1 -1
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@@ -21,7 +21,7 @@ export function FinancePage() {
meta: state.meta, economy: state.economy, infrastructure: state.infrastructure,
compute: state.compute, research: state.research, models: state.models,
market: state.market, competitors: state.competitors, talent: state.talent,
data: state.data, reputation: state.reputation, events: state.events,
data: state.data, reputation: state.reputation,
achievements: state.achievements,
};
const fundingStatus = canRaiseFunding(gameStateForFunding);
+3 -54
View File
@@ -5,9 +5,9 @@ import type {
EconomyState, InfrastructureState, ComputeState,
ResearchState, ModelsState, MarketState,
CompetitorState, TalentState, DataState,
ReputationState, EventState, AchievementState,
ReputationState, AchievementState,
DataCenter, DCTier, RackSkuId, TrainingJob,
ActiveResearch, EventConsequence, OwnedDataset, LocationId,
ActiveResearch, OwnedDataset, LocationId,
} from '@ai-tycoon/shared';
import type { FundingRoundType, OverloadPolicy, TuningPreset, ModelTuning } from '@ai-tycoon/shared';
import {
@@ -15,7 +15,7 @@ import {
INITIAL_ECONOMY, INITIAL_INFRASTRUCTURE, INITIAL_COMPUTE,
INITIAL_RESEARCH, INITIAL_MODELS, INITIAL_MARKET,
INITIAL_COMPETITORS, INITIAL_TALENT, INITIAL_DATA,
INITIAL_REPUTATION, INITIAL_EVENTS, INITIAL_ACHIEVEMENTS,
INITIAL_REPUTATION, INITIAL_ACHIEVEMENTS,
DC_TIER_CONFIGS, RACK_SKU_CONFIGS,
PIPELINE_ORDER_BASE_TICKS, DC_UPGRADE_COST_FRACTION, DC_UPGRADE_INCREMENT,
FUNDING_ROUNDS,
@@ -57,7 +57,6 @@ interface Actions {
setProductPricing: (productLineId: string, field: string, value: number) => void;
toggleProductLine: (productLineId: string) => void;
startResearch: (research: ActiveResearch) => void;
resolveEvent: (instanceId: string, choiceIndex: number) => void;
hireDepartment: (departmentId: string, count: number) => void;
purchaseDataset: (dataset: OwnedDataset, cost: number) => void;
raiseFunding: (roundType: FundingRoundType) => void;
@@ -93,7 +92,6 @@ const initialGameState: GameState = {
talent: INITIAL_TALENT,
data: INITIAL_DATA,
reputation: INITIAL_REPUTATION,
events: INITIAL_EVENTS,
achievements: INITIAL_ACHIEVEMENTS,
};
@@ -293,55 +291,6 @@ export const useGameStore = create<Store>()(
};
}),
resolveEvent: (instanceId, choiceIndex) => set((s) => {
const event = s.events.activeEvents.find(e => e.instanceId === instanceId);
if (!event) return s;
const choice = event.choices[choiceIndex];
if (!choice) return s;
let money = s.economy.money;
let reputation = { ...s.reputation };
let talent = { ...s.talent };
const consequences = choice.consequences;
for (const c of consequences) {
switch (c.type) {
case 'money': money += c.value; break;
case 'reputation': reputation = { ...reputation, score: Math.min(100, Math.max(0, reputation.score + c.value)), publicPerception: Math.min(100, Math.max(0, reputation.publicPerception + c.value)) }; break;
case 'regulation': reputation = { ...reputation, regulatoryStanding: Math.min(100, Math.max(0, reputation.regulatoryStanding + c.value)) }; break;
case 'talent': {
const dept = c.target as keyof typeof talent.departments | undefined;
if (dept && talent.departments[dept]) {
talent = { ...talent, departments: { ...talent.departments, [dept]: { ...talent.departments[dept], headcount: Math.max(0, talent.departments[dept].headcount + c.value) } } };
}
break;
}
}
}
return {
economy: { ...s.economy, money: Math.max(0, money) },
reputation,
talent,
events: {
...s.events,
activeEvents: s.events.activeEvents.filter(e => e.instanceId !== instanceId),
eventHistory: [
...s.events.eventHistory,
{
eventId: event.eventId,
instanceId,
title: event.title,
category: event.category,
tick: s.meta.tickCount,
chosenOptionIndex: choiceIndex,
},
],
},
};
}),
hireDepartment: (departmentId, count) => set((s) => {
const costPerHire = 2000;
const totalCost = costPerHire * count;
+8 -18
View File
@@ -24,7 +24,7 @@ ai-tycoon/
├── apps/
│ ├── web/ # React frontend (Vite)
│ │ └── src/
│ │ ├── components/ # layout/, common/, charts/, events/, game/
│ │ ├── components/ # layout/, common/, charts/, game/
│ │ ├── pages/ # One page per game system
│ │ ├── store/ # Zustand store with slice pattern
│ │ ├── hooks/ # useGameLoop, useOfflineCatchUp, etc.
@@ -49,7 +49,7 @@ ai-tycoon/
├── engine.ts # GameEngine class (tick scheduling)
├── tick.ts # Tick processor (orchestrates systems)
├── systems/ # One file per simulation system
└── data/ # Event definitions, tech tree, datasets
└── data/ # Tech tree, achievements, datasets
```
## Tick System
@@ -83,10 +83,9 @@ Each tick runs these systems sequentially, since later systems depend on earlier
8. Economy — Revenue, expenses, net cash flow
9. Data — Data acquisition, user data flywheel
10. Competitors — AI rival decisions and actions
11. Events Random + condition-triggered events
12. Era checkThreshold-based era transitions
13. Valuation — Dynamic company valuation
14. Achievements — Milestone checks (every 10 ticks)
11. Era checkThreshold-based era transitions
12. ValuationDynamic company valuation
13. Achievements — Milestone checks (every 10 ticks)
```
### Offline Catch-Up
@@ -118,7 +117,6 @@ The store uses a slice pattern with 14 slices, each owning a portion of the game
| `talentSlice` | Departments, headcount, morale, hiring |
| `dataSlice` | Datasets, quality, user data generation |
| `reputationSlice` | Safety record, public perception, regulatory standing |
| `eventSlice` | Active events, history, cooldowns |
| `achievementSlice` | Unlocked achievements |
| `uiSlice` | Active page, notifications, modals (not persisted) |
@@ -188,20 +186,12 @@ Training a model:
Composite score (0-100) from four factors:
- **Safety record** (30%): Damaged by safety incidents
- **Public perception** (30%): Affected by events and incidents
- **Public perception** (30%): Affected by incidents and open-sourcing models
- **Employee satisfaction** (20%): Driven by department morale averages
- **Regulatory standing** (20%): `50 + safetyResearch * 8 - eraIndex * 5`
Safety incidents trigger when deployed models have safety scores below `LOW_SAFETY_THRESHOLD` (40), checked every 60 ticks with probability `SAFETY_INCIDENT_PROBABILITY_BASE * (threshold - safetyLevel)`.
### Event System (`eventSystem.ts`)
- 40+ event definitions across 6 categories
- Events have conditions (era, tick count, state thresholds), weights, cooldowns, and max occurrences
- Most events present 2-3 choices with consequences affecting money, reputation, compute, or other state
- Template system with variable interpolation prevents repetition
- Geopolitical events (export controls, energy crises, natural disasters) affect specific regions
### Competitor System (`competitorSystem.ts`)
- 3+ AI rival labs with archetypes (safety-first, move-fast, big tech, open-source)
@@ -283,7 +273,7 @@ Anonymous-first: players get a UUID token on first visit. Optional email/passwor
## Performance Considerations
- Game engine runs outside React's render cycle; single `setState` per tick
- Achievements check every 10 ticks, events every 30 ticks
- Achievements check every 10 ticks
- History arrays use circular buffers with configurable max sizes
- Snapshots sample at intervals (every 60-120 ticks), not every tick
- All systems are bounded O(n) where n is small (number of GPUs, models, competitors)
@@ -299,4 +289,4 @@ Anonymous-first: players get a UUID token on first visit. Optional email/passwor
4. **Notifications via `_notifications`**: The tick processor attaches notifications as a side-channel property on the result, keeping the return type clean while enabling the UI to show contextual alerts.
5. **Cached definitions**: Event and achievement definitions are set once at game start via `setEventDefinitions` / `setAchievementDefinitions`, avoiding repeated imports in the hot tick path.
5. **Cached definitions**: Achievement definitions are set once at game start via `setAchievementDefinitions`, avoiding repeated imports in the hot tick path.
-14
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@@ -145,19 +145,6 @@ Three rival AI labs compete with you. Each has a personality:
In later eras (Big Tech and AGI), you can **acquire** competitors, absorbing their talent and technology.
### Events
Random and conditional events keep the game dynamic. Categories include:
- **Industry**: Breakthroughs, open-source releases, benchmarks
- **Regulatory**: Hearings, compliance requirements, AI bills
- **PR/Cultural**: Media coverage, safety debates, public opinion shifts
- **Internal**: Employee issues, technical problems
- **Market**: Demand spikes, pricing pressure
- **Geopolitical**: Export controls, energy crises, natural disasters
Most events present 2-3 choices with meaningful tradeoffs. Some trigger chain events with delayed consequences.
### Funding
Raise capital through VC rounds as you grow:
@@ -215,7 +202,6 @@ Invest in multiple specializations and diverse products. Spread your compute acr
- **Timing funding rounds matters.** Raise too early and you give up equity cheaply. Raise too late and you run out of runway.
- **Safety research compounds.** Each safety project improves all future models.
- **Check competitor activity.** If a rival just released a strong model, expect to lose some subscribers unless you respond.
- **Events have lasting consequences.** Read the options carefully — some choices trigger follow-up events.
- **The data flywheel is real.** More users generate more data, which trains better models, which attract more users.
- **Deploy your models.** A trained model sitting idle generates zero revenue.
- **Use speed controls.** Pause when making big decisions. Speed up during waiting periods.
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+1 -2
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@@ -1,10 +1,9 @@
export { GameEngine } from './engine';
export { processTick, setEventDefinitions, setAchievementDefinitions } from './tick';
export { processTick, setAchievementDefinitions } from './tick';
export type { TickNotification } from './tick';
export { getAvailableResearch, getResearchNode } from './systems/researchSystem';
export { canRaiseFunding, getNextFundingRound, computeValuation } from './systems/fundingSystem';
export { TECH_TREE } from './data/techTree';
export { INITIAL_RIVALS } from './data/competitors';
export { KEY_HIRE_POOL } from './data/keyHires';
export { EVENT_DEFINITIONS } from './data/events';
export { ACHIEVEMENT_DEFINITIONS } from './data/achievements';
@@ -1,118 +0,0 @@
import type { GameState, EventState, ActiveEvent, EventDefinition, EventCondition } from '@ai-tycoon/shared';
import { uuid } from '@ai-tycoon/shared';
export interface EventTickResult {
events: EventState;
newEvents: ActiveEvent[];
}
export function processEvents(
state: GameState,
definitions: EventDefinition[],
): EventTickResult {
const tick = state.meta.tickCount;
const events = { ...state.events };
const newEvents: ActiveEvent[] = [];
// Remove expired events (auto-choose default)
const stillActive: ActiveEvent[] = [];
for (const event of events.activeEvents) {
if (tick >= event.expiresAtTick) {
events.eventHistory = [
...events.eventHistory,
{
eventId: event.eventId,
instanceId: event.instanceId,
title: event.title,
category: event.category,
tick,
chosenOptionIndex: event.defaultChoiceIndex,
},
];
} else {
stillActive.push(event);
}
}
events.activeEvents = stillActive;
if (events.eventHistory.length > 50) {
events.eventHistory = events.eventHistory.slice(-50);
}
// Only try to fire a new event every 30 ticks, and max 1 active at a time
if (tick % 30 !== 0 || events.activeEvents.length > 0) {
return { events, newEvents };
}
const eraOrder = ['startup', 'scaleup', 'bigtech', 'agi'];
const currentEraIdx = eraOrder.indexOf(state.meta.currentEra);
const eligible = definitions.filter(def => {
if (!def.eras.some(e => eraOrder.indexOf(e) <= currentEraIdx)) return false;
const occ = events.eventOccurrences[def.id] ?? 0;
if (occ >= def.maxOccurrences) return false;
const cooldownEnd = events.eventCooldowns[def.id] ?? 0;
if (tick < cooldownEnd) return false;
if (def.prerequisites.some(p => !state.research.completedResearch.includes(p))) return false;
if (!def.conditions.every(c => evaluateCondition(state, c))) return false;
return true;
});
if (eligible.length === 0) return { events, newEvents };
const totalWeight = eligible.reduce((s, d) => s + d.weight, 0);
let roll = Math.random() * totalWeight;
let chosen: EventDefinition | null = null;
for (const def of eligible) {
roll -= def.weight;
if (roll <= 0) { chosen = def; break; }
}
if (!chosen) return { events, newEvents };
// Only fire with 30% probability per check to space events out
if (Math.random() > 0.3) return { events, newEvents };
const activeEvent: ActiveEvent = {
eventId: chosen.id,
instanceId: uuid(),
triggeredAtTick: tick,
expiresAtTick: tick + chosen.expiryTicks,
title: chosen.title,
description: chosen.descriptionTemplate,
category: chosen.category,
choices: chosen.choices,
defaultChoiceIndex: chosen.defaultChoiceIndex,
};
events.activeEvents = [...events.activeEvents, activeEvent];
events.eventCooldowns = { ...events.eventCooldowns, [chosen.id]: tick + chosen.cooldownTicks };
events.eventOccurrences = {
...events.eventOccurrences,
[chosen.id]: (events.eventOccurrences[chosen.id] ?? 0) + 1,
};
newEvents.push(activeEvent);
return { events, newEvents };
}
function evaluateCondition(state: GameState, condition: EventCondition): boolean {
const value = getNestedValue(state, condition.field);
if (value === undefined) return false;
switch (condition.operator) {
case 'gt': return value > condition.value;
case 'lt': return value < condition.value;
case 'gte': return value >= condition.value;
case 'lte': return value <= condition.value;
case 'eq': return value === condition.value;
}
}
function getNestedValue(obj: object, path: string): number | undefined {
const parts = path.split('.');
let current: unknown = obj;
for (const part of parts) {
if (current == null || typeof current !== 'object') return undefined;
current = (current as Record<string, unknown>)[part];
}
return typeof current === 'number' ? current : undefined;
}
+1 -21
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@@ -1,4 +1,4 @@
import type { GameState, EventDefinition, AchievementDefinition } from '@ai-tycoon/shared';
import type { GameState, AchievementDefinition } from '@ai-tycoon/shared';
import { processEconomy } from './systems/economySystem';
import { processInfrastructure } from './systems/infrastructureSystem';
import { processCompute } from './systems/computeSystem';
@@ -7,7 +7,6 @@ import { processModels } from './systems/modelSystem';
import { processMarket } from './systems/marketSystem';
import { processReputation } from './systems/reputationSystem';
import { processTalent } from './systems/talentSystem';
import { processEvents } from './systems/eventSystem';
import { processCompetitors } from './systems/competitorSystem';
import { processData } from './systems/dataSystem';
import { checkEraTransition } from './systems/eraSystem';
@@ -25,13 +24,8 @@ export interface TickNotification {
type: 'info' | 'success' | 'warning' | 'danger';
}
let cachedEventDefs: EventDefinition[] | null = null;
let cachedAchievementDefs: AchievementDefinition[] | null = null;
export function setEventDefinitions(defs: EventDefinition[]) {
cachedEventDefs = defs;
}
export function setAchievementDefinitions(defs: AchievementDefinition[]) {
cachedAchievementDefs = defs;
}
@@ -88,18 +82,6 @@ export function processTick(state: GameState): Partial<GameState> {
const data = processData(stateWithTalent);
const competitors = processCompetitors(stateWithTalent);
const eventResult = cachedEventDefs
? processEvents(stateWithTalent, cachedEventDefs)
: { events: state.events, newEvents: [] };
for (const evt of eventResult.newEvents) {
notifications.push({
title: evt.title,
message: evt.description,
type: evt.category === 'regulatory' ? 'warning' : 'info',
});
}
const tickCount = state.meta.tickCount + 1;
let meta = {
@@ -137,7 +119,6 @@ export function processTick(state: GameState): Partial<GameState> {
reputation,
data,
competitors,
events: eventResult.events,
achievements: state.achievements,
};
@@ -165,7 +146,6 @@ export function processTick(state: GameState): Partial<GameState> {
reputation,
data,
competitors,
events: eventResult.events,
achievements: achievementResult.achievements,
};
@@ -7,7 +7,6 @@ export const FAST_FORWARD_BATCH_SIZE = 100;
export const AUTO_SAVE_INTERVAL_TICKS = 60;
export const FINANCIAL_SNAPSHOT_INTERVAL = 60;
export const MAX_FINANCIAL_HISTORY = 1000;
export const MAX_EVENT_HISTORY = 50;
export const MAX_REPUTATION_HISTORY = 500;
export const STARTING_MONEY = 50_000;
-1
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@@ -9,7 +9,6 @@ export * from './types/competitors';
export * from './types/talent';
export * from './types/data';
export * from './types/reputation';
export * from './types/events';
export * from './types/achievements';
export * from './utils/formatting';
export * from './constants/gameBalance';
-74
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@@ -1,74 +0,0 @@
import type { Era } from './gameState';
export interface EventState {
activeEvents: ActiveEvent[];
eventHistory: EventHistoryEntry[];
eventCooldowns: Record<string, number>;
eventOccurrences: Record<string, number>;
}
export interface ActiveEvent {
eventId: string;
instanceId: string;
triggeredAtTick: number;
expiresAtTick: number;
title: string;
description: string;
category: EventCategory;
choices: EventChoice[];
defaultChoiceIndex: number;
}
export type EventCategory = 'industry' | 'regulatory' | 'pr' | 'internal' | 'market';
export interface EventChoice {
label: string;
description: string;
consequences: EventConsequence[];
}
export interface EventConsequence {
type: 'money' | 'reputation' | 'compute' | 'talent' | 'research_speed'
| 'regulation' | 'competitor' | 'unlock' | 'lock' | 'chain_event';
value: number;
target?: string;
delay?: number;
}
export interface EventHistoryEntry {
eventId: string;
instanceId: string;
title: string;
category: EventCategory;
tick: number;
chosenOptionIndex: number;
}
export interface EventDefinition {
id: string;
title: string;
descriptionTemplate: string;
category: EventCategory;
eras: Era[];
weight: number;
cooldownTicks: number;
maxOccurrences: number;
prerequisites: string[];
conditions: EventCondition[];
choices: EventChoice[];
defaultChoiceIndex: number;
expiryTicks: number;
}
export interface EventCondition {
field: string;
operator: 'gt' | 'lt' | 'gte' | 'lte' | 'eq';
value: number;
}
export const INITIAL_EVENTS: EventState = {
activeEvents: [],
eventHistory: [],
eventCooldowns: {},
eventOccurrences: {},
};
-2
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@@ -8,7 +8,6 @@ import type { CompetitorState } from './competitors';
import type { TalentState } from './talent';
import type { DataState } from './data';
import type { ReputationState } from './reputation';
import type { EventState } from './events';
import type { AchievementState } from './achievements';
export interface GameState {
@@ -23,7 +22,6 @@ export interface GameState {
talent: TalentState;
data: DataState;
reputation: ReputationState;
events: EventState;
achievements: AchievementState;
}