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
+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;