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AIHostingTycoon/packages/game-engine/src/systems/achievementSystem.ts
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josh 4c1c0e9ff2
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Overhaul model system with multi-stage training, variants, benchmarks, and eval
Replace the single-stage training + flat capability score with a realistic AI
development pipeline: pre-training with Chinchilla scaling laws, SFT with
specializations, alignment with safety/capability tradeoffs (RLHF/DPO/Constitutional),
model families with distillation/fine-tuning/quantization variants, named benchmark
suite with compute-costing eval jobs, and segment-specific market quality.

Phases 1-6 of the model rework plan: new types, engine rewrite, save migration,
training events/risk system, concurrent training, variant creation, benchmark
evaluation with leaderboard, and market integration.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-25 07:36:34 -04:00

57 lines
1.9 KiB
TypeScript

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