Commit Graph

5 Commits

Author SHA1 Message Date
josh a36617f9e3 Fix max update depth crash on Infrastructure page
CI / build-and-push (push) Successful in 34s
ToastContainer's useEffect had `seen` (a Set state) in its dependency
array — each setSeen created a new Set, re-fired the effect, and under
rapid notifications cascaded past React's 50-update limit. Replaced
with a ref since seen doesn't need to trigger re-renders.

Also added useShallow to DataCenterCard's pipeline selector to prevent
.filter() from causing spurious re-renders on unrelated store changes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 20:29:54 -04:00
josh 24278297f0 Add rack decommission pipeline stage
CI / build-and-push (push) Successful in 39s
Racks can now be marked for decommission from the DC view. The rack
leaves production immediately (freeing slot and power), enters the
pipeline as a timed decommission order, and is removed when complete.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 20:15:48 -04:00
josh 03ef94c22c Fix rack order race condition allowing slots/power to exceed DC limits
CI / build-and-push (push) Successful in 47s
Rapid clicks on order rack bypassed capacity checks because usedSlots
and usedPowerKW were only updated during the tick. Now both the store
action and UI compute slot/power usage live from racks + pipeline,
so each order immediately reflects in the next check.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 20:05:11 -04:00
josh 0005e580a7 Overhaul infrastructure: replace GPU model with rack-centric system
CI / build-and-push (push) Successful in 33s
Replace flat GPU buying with a realistic data center + rack pipeline:
- 4 DC tiers (small/medium/large/mega) with construction time, dual
  capacity constraints (rack slots + power budget kW), and era/research
  gating
- 10 predefined rack SKUs from consumer GPUs through custom ASICs, each
  with unique FLOPS, power draw, cost, and pipeline timings
- 6-stage procurement pipeline (order → mfg → receive → install → test
  → production) with Kanban UI, talent-influenced speed bonuses
- Test failures (5-25% base rate) reduced by cooling, ops talent, and QA
  research; auto-repair with cost and re-test cycle
- Production failures at low per-tick rate, racks sent to repair pipeline
- Cooling and redundancy upgrades per DC (reduce failure rates)
- 4 new tech tree nodes (DC Engineering II/III/IV, Quality Assurance)
- Save version bump (1→2) with migration that resets old saves
- Updated economy system to account for rack repair costs
- Redesigned Infrastructure page with pipeline Kanban, capacity bars,
  rack ordering, and DC upgrade panels

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 19:41:55 -04:00
josh fdc8e544ae Initial scaffold: AI Tycoon monorepo with core game loop
Turborepo monorepo with three packages:
- packages/shared: TypeScript types for all 14 game systems + balance constants + formatting utils
- packages/game-engine: Pure TS simulation engine with tick processor, economy, infrastructure, compute, research, market, and reputation systems
- apps/web: React + Vite + Tailwind + Zustand frontend with sidebar dashboard layout, new game screen, dashboard with charts, infrastructure management, and model training pages

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-24 16:53:46 -04:00