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>
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@@ -1,118 +0,0 @@
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import type { GameState, EventState, ActiveEvent, EventDefinition, EventCondition } from '@ai-tycoon/shared';
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import { uuid } from '@ai-tycoon/shared';
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export interface EventTickResult {
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events: EventState;
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newEvents: ActiveEvent[];
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}
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export function processEvents(
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state: GameState,
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definitions: EventDefinition[],
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): EventTickResult {
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const tick = state.meta.tickCount;
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const events = { ...state.events };
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const newEvents: ActiveEvent[] = [];
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// Remove expired events (auto-choose default)
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const stillActive: ActiveEvent[] = [];
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for (const event of events.activeEvents) {
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if (tick >= event.expiresAtTick) {
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events.eventHistory = [
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...events.eventHistory,
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{
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eventId: event.eventId,
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instanceId: event.instanceId,
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title: event.title,
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category: event.category,
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tick,
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chosenOptionIndex: event.defaultChoiceIndex,
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},
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];
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} else {
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stillActive.push(event);
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}
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}
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events.activeEvents = stillActive;
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if (events.eventHistory.length > 50) {
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events.eventHistory = events.eventHistory.slice(-50);
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}
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// Only try to fire a new event every 30 ticks, and max 1 active at a time
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if (tick % 30 !== 0 || events.activeEvents.length > 0) {
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return { events, newEvents };
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}
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const eraOrder = ['startup', 'scaleup', 'bigtech', 'agi'];
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const currentEraIdx = eraOrder.indexOf(state.meta.currentEra);
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const eligible = definitions.filter(def => {
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if (!def.eras.some(e => eraOrder.indexOf(e) <= currentEraIdx)) return false;
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const occ = events.eventOccurrences[def.id] ?? 0;
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if (occ >= def.maxOccurrences) return false;
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const cooldownEnd = events.eventCooldowns[def.id] ?? 0;
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if (tick < cooldownEnd) return false;
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if (def.prerequisites.some(p => !state.research.completedResearch.includes(p))) return false;
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if (!def.conditions.every(c => evaluateCondition(state, c))) return false;
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return true;
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});
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if (eligible.length === 0) return { events, newEvents };
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const totalWeight = eligible.reduce((s, d) => s + d.weight, 0);
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let roll = Math.random() * totalWeight;
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let chosen: EventDefinition | null = null;
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for (const def of eligible) {
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roll -= def.weight;
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if (roll <= 0) { chosen = def; break; }
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}
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if (!chosen) return { events, newEvents };
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// Only fire with 30% probability per check to space events out
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if (Math.random() > 0.3) return { events, newEvents };
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const activeEvent: ActiveEvent = {
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eventId: chosen.id,
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instanceId: uuid(),
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triggeredAtTick: tick,
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expiresAtTick: tick + chosen.expiryTicks,
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title: chosen.title,
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description: chosen.descriptionTemplate,
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category: chosen.category,
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choices: chosen.choices,
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defaultChoiceIndex: chosen.defaultChoiceIndex,
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};
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events.activeEvents = [...events.activeEvents, activeEvent];
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events.eventCooldowns = { ...events.eventCooldowns, [chosen.id]: tick + chosen.cooldownTicks };
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events.eventOccurrences = {
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...events.eventOccurrences,
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[chosen.id]: (events.eventOccurrences[chosen.id] ?? 0) + 1,
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};
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newEvents.push(activeEvent);
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return { events, newEvents };
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}
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function evaluateCondition(state: GameState, condition: EventCondition): boolean {
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const value = getNestedValue(state, condition.field);
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if (value === undefined) return false;
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switch (condition.operator) {
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case 'gt': return value > condition.value;
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case 'lt': return value < condition.value;
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case 'gte': return value >= condition.value;
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case 'lte': return value <= condition.value;
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case 'eq': return value === condition.value;
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}
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}
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function getNestedValue(obj: object, path: string): number | undefined {
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const parts = path.split('.');
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let current: unknown = obj;
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for (const part of parts) {
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if (current == null || typeof current !== 'object') return undefined;
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current = (current as Record<string, unknown>)[part];
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}
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return typeof current === 'number' ? current : undefined;
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}
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