/** * Galaxy Strike Online — Research System (GDD §16) * Tech tree: Engineering · Propulsion · Weapons · Science * Effects are accumulated in playerData.research.effects and applied by: * - ResourceSystem (miningBonus, buildTimeReduction) * - MissionSystem (travelSpeed) * - _simulatePvpBattle in server.js (weaponDamage, armorBonus, hullBonus) * - GalaxySystem (sensorRange) * - CraftingSystem (craftingSpeed) */ const RESEARCH_TREE = { // ── Weapons ─────────────────────────────────────────────────────────────── basic_lasers: { id:'basic_lasers', name:'Basic Lasers', branch:'weapons', tier:1, cost:{credits:500, gems:0 }, time:60, effects:{ weaponDamage:10 }, requires:[] }, pulse_lasers: { id:'pulse_lasers', name:'Pulse Lasers', branch:'weapons', tier:2, cost:{credits:1200, gems:0 }, time:180, effects:{ weaponDamage:25 }, requires:['basic_lasers'] }, advanced_lasers: { id:'advanced_lasers', name:'Advanced Lasers', branch:'weapons', tier:3, cost:{credits:3000, gems:5 }, time:600, effects:{ weaponDamage:50 }, requires:['pulse_lasers'] }, railgun_tech: { id:'railgun_tech', name:'Railgun Tech', branch:'weapons', tier:2, cost:{credits:2000, gems:0 }, time:240, effects:{ armorPierce:20 }, requires:['basic_lasers'] }, smart_warheads: { id:'smart_warheads', name:'Smart Warheads', branch:'weapons', tier:4, cost:{credits:9000, gems:10}, time:1200, effects:{ weaponDamage:30, armorPierce:15 }, requires:['railgun_tech'] }, emp_technology: { id:'emp_technology', name:'EMP Technology', branch:'weapons', tier:3, cost:{credits:4000, gems:5 }, time:720, effects:{ empChance:15 }, requires:['pulse_lasers'] }, quantum_torpedoes: { id:'quantum_torpedoes', name:'Quantum Torpedoes', branch:'weapons', tier:5, cost:{credits:18000, gems:20}, time:2400, effects:{ weaponDamage:80, critChanceBonus:10 }, requires:['smart_warheads','emp_technology'] }, // ── Engineering ─────────────────────────────────────────────────────────── structural_analysis:{ id:'structural_analysis', name:'Structural Analysis', branch:'engineering', tier:1, cost:{credits:400, gems:0 }, time:60, effects:{ hullBonus:10 }, requires:[] }, nano_composites: { id:'nano_composites', name:'Nano-Composites', branch:'engineering', tier:2, cost:{credits:1000, gems:0 }, time:180, effects:{ hullBonus:25 }, requires:['structural_analysis'] }, reactive_armor: { id:'reactive_armor', name:'Reactive Armor', branch:'engineering', tier:3, cost:{credits:3500, gems:5 }, time:600, effects:{ armorBonus:40 }, requires:['nano_composites'] }, construction_eff: { id:'construction_eff', name:'Construction Efficiency',branch:'engineering',tier:1, cost:{credits:350, gems:0 }, time:60, effects:{ buildTimeReduction:10 }, requires:[] }, mass_production: { id:'mass_production', name:'Mass Production', branch:'engineering', tier:3, cost:{credits:5000, gems:5 }, time:900, effects:{ buildTimeReduction:25 }, requires:['construction_eff'] }, megastructure_eng: { id:'megastructure_eng', name:'Megastructure Engineering',branch:'engineering',tier:5,cost:{credits:22000,gems:25},time:3600, effects:{ buildTimeReduction:40, hullBonus:30 }, requires:['mass_production','reactive_armor'] }, shield_matrix: { id:'shield_matrix', name:'Shield Matrix', branch:'engineering', tier:2, cost:{credits:1200, gems:0 }, time:180, effects:{ shieldRegen:50 }, requires:[] }, heavy_armor_plating:{ id:'heavy_armor_plating', name:'Heavy Armor Plating', branch:'engineering', tier:4, cost:{credits:12000, gems:15}, time:1800, effects:{ armorBonus:80 }, requires:['reactive_armor'] }, auto_repair: { id:'auto_repair', name:'Auto-Repair Drones', branch:'engineering', tier:3, cost:{credits:4000, gems:5 }, time:720, effects:{ hullRegen:2 }, requires:['shield_matrix'] }, // ── Propulsion ──────────────────────────────────────────────────────────── improved_engines: { id:'improved_engines', name:'Improved Engines', branch:'propulsion', tier:1, cost:{credits:300, gems:0 }, time:60, effects:{ travelSpeed:10 }, requires:[] }, afterburners: { id:'afterburners', name:'Afterburners', branch:'propulsion', tier:2, cost:{credits:800, gems:0 }, time:150, effects:{ travelSpeed:20 }, requires:['improved_engines'] }, ion_drives: { id:'ion_drives', name:'Ion Drives', branch:'propulsion', tier:3, cost:{credits:2500, gems:5 }, time:480, effects:{ travelSpeed:35, fuelEfficiency:15 }, requires:['afterburners'] }, warp_drive: { id:'warp_drive', name:'Warp Drive', branch:'propulsion', tier:4, cost:{credits:8000, gems:10}, time:1200, effects:{ travelSpeed:60 }, requires:['ion_drives'] }, quantum_slip: { id:'quantum_slip', name:'Quantum Slipstream', branch:'propulsion', tier:5, cost:{credits:20000, gems:20}, time:3600, effects:{ travelSpeed:100, fuelEfficiency:30 }, requires:['warp_drive'] }, long_range_sensors: { id:'long_range_sensors', name:'Long Range Sensors', branch:'propulsion', tier:1, cost:{credits:300, gems:0 }, time:60, effects:{ sensorRange:2 }, requires:[] }, deep_space_nav: { id:'deep_space_nav', name:'Deep Space Navigation', branch:'propulsion', tier:3, cost:{credits:4000, gems:5 }, time:720, effects:{ sensorRange:3, travelSpeed:15 }, requires:['long_range_sensors','ion_drives'] }, wormhole_nav: { id:'wormhole_nav', name:'Wormhole Navigation', branch:'propulsion', tier:4, cost:{credits:8000, gems:15}, time:1200, effects:{ warpCooldown:50, sensorRange:2 }, requires:['deep_space_nav'] }, // ── Science ─────────────────────────────────────────────────────────────── enhanced_mining: { id:'enhanced_mining', name:'Enhanced Mining', branch:'science', tier:1, cost:{credits:200, gems:0 }, time:60, effects:{ miningBonus:15 }, requires:[] }, deep_core_drills: { id:'deep_core_drills', name:'Deep-Core Drills', branch:'science', tier:3, cost:{credits:2500, gems:5 }, time:600, effects:{ miningBonus:35 }, requires:['enhanced_mining'] }, trade_protocols: { id:'trade_protocols', name:'Trade Protocols', branch:'science', tier:2, cost:{credits:600, gems:0 }, time:120, effects:{ tradeFeeReduction:10 }, requires:[] }, advanced_alchemy: { id:'advanced_alchemy', name:'Advanced Alchemy', branch:'science', tier:2, cost:{credits:700, gems:0 }, time:150, effects:{ craftingSpeed:15 }, requires:[] }, nano_fabrication: { id:'nano_fabrication', name:'Nano-Fabrication', branch:'science', tier:3, cost:{credits:3000, gems:5 }, time:600, effects:{ craftingSpeed:30, miningBonus:10 }, requires:['advanced_alchemy'] }, xenobiology: { id:'xenobiology', name:'Xenobiology', branch:'science', tier:2, cost:{credits:900, gems:0 }, time:180, effects:{ xpBonus:10 }, requires:[] }, consciousness_uplink:{ id:'consciousness_uplink',name:'Consciousness Uplink', branch:'science', tier:4, cost:{credits:10000, gems:10}, time:1800, effects:{ xpBonus:25, craftingSpeed:20 }, requires:['xenobiology','nano_fabrication'] }, dark_matter_theory: { id:'dark_matter_theory', name:'Dark Matter Theory', branch:'science', tier:4, cost:{credits:12000, gems:15}, time:2100, effects:{ miningBonus:50, darkMatterBonus:25 }, requires:['deep_core_drills'] }, omega_synthesis: { id:'omega_synthesis', name:'Omega Synthesis', branch:'science', tier:5, cost:{credits:25000, gems:30}, time:4800, effects:{ craftingSpeed:50, miningBonus:30, xpBonus:20 }, requires:['dark_matter_theory','consciousness_uplink'] }, }; class ResearchSystem { constructor() { this.tree = RESEARCH_TREE; } getTree() { return Object.values(this.tree); } getBranches() { const branches = {}; for (const tech of Object.values(this.tree)) { if (!branches[tech.branch]) branches[tech.branch] = []; branches[tech.branch].push(tech); } // Sort each branch by tier for (const b of Object.values(branches)) b.sort((a, z) => a.tier - z.tier); return branches; } /** Return full tree annotated with per-player status */ getAvailableResearch(playerData) { const completed = new Set(playerData.research?.completed || []); const inProgress = playerData.research?.inProgress || null; return Object.values(this.tree).map(tech => ({ ...tech, status: completed.has(tech.id) ? 'completed' : inProgress?.techId === tech.id ? 'in_progress' : tech.requires.every(r => completed.has(r)) ? 'available' : 'locked', progressPercent: inProgress?.techId === tech.id ? Math.min(100, Math.floor(((Date.now() - inProgress.startedAt) / (tech.time * 1000)) * 100)) : 0, })); } /** Start researching a technology — deducts credits/gems, sets inProgress */ startResearch(playerData, techId) { const tech = this.tree[techId]; if (!tech) throw new Error('Unknown technology: ' + techId); const completed = new Set(playerData.research?.completed || []); if (completed.has(techId)) throw new Error('Already researched'); if (playerData.research?.inProgress) throw new Error('Research already in progress'); if (!tech.requires.every(r => completed.has(r))) throw new Error('Prerequisites not met'); const stats = playerData.stats || {}; if ((stats.credits || 0) < tech.cost.credits) throw new Error(`Need ${tech.cost.credits} credits`); if ((stats.gems || 0) < tech.cost.gems) throw new Error(`Need ${tech.cost.gems} gems`); // Apply research lab speed bonus (GDD §16) const labLevel = playerData.buildings?.research_lab?.level || 0; const labBonus = labLevel * 0.08; // 8% per level const effectTime = Math.max(10, Math.floor(tech.time * (1 - labBonus))); stats.credits = (stats.credits || 0) - tech.cost.credits; stats.gems = (stats.gems || 0) - tech.cost.gems; playerData.stats = stats; playerData.research = playerData.research || { completed: [], inProgress: null, effects: {} }; playerData.research.inProgress = { techId, startedAt: Date.now(), completesAt: Date.now() + effectTime * 1000, }; return { tech, completesAt: playerData.research.inProgress.completesAt }; } /** Check and resolve completed research — call on tick or on request */ checkCompletion(playerData) { const ip = playerData.research?.inProgress; if (!ip || Date.now() < ip.completesAt) return null; const tech = this.tree[ip.techId]; if (!tech) { playerData.research.inProgress = null; return null; } playerData.research.completed = playerData.research.completed || []; playerData.research.completed.push(ip.techId); playerData.research.inProgress = null; // Accumulate effects playerData.research.effects = playerData.research.effects || {}; for (const [k, v] of Object.entries(tech.effects || {})) { playerData.research.effects[k] = (playerData.research.effects[k] || 0) + v; } return tech; } /** Cancel in-progress research — 75% credit/gem refund */ cancelResearch(playerData) { const ip = playerData.research?.inProgress; if (!ip) throw new Error('No research in progress'); const tech = this.tree[ip.techId]; playerData.stats.credits = (playerData.stats.credits || 0) + Math.floor(tech.cost.credits * 0.75); playerData.stats.gems = (playerData.stats.gems || 0) + Math.floor(tech.cost.gems * 0.75); playerData.research.inProgress = null; return tech; } /** Return a human-readable summary of a player's accumulated research effects */ getEffectsSummary(playerData) { const e = playerData.research?.effects || {}; return Object.entries(e) .filter(([, v]) => v !== 0) .map(([k, v]) => ({ effect: k, value: v })); } } module.exports = { ResearchSystem, RESEARCH_TREE };