159 lines
13 KiB
JavaScript
159 lines
13 KiB
JavaScript
/**
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* Galaxy Strike Online — Research System (GDD §16)
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* Tech tree: Engineering · Propulsion · Weapons · Science
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* Effects are accumulated in playerData.research.effects and applied by:
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* - ResourceSystem (miningBonus, buildTimeReduction)
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* - MissionSystem (travelSpeed)
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* - _simulatePvpBattle in server.js (weaponDamage, armorBonus, hullBonus)
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* - GalaxySystem (sensorRange)
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* - CraftingSystem (craftingSpeed)
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*/
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const RESEARCH_TREE = {
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// ── Weapons ───────────────────────────────────────────────────────────────
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basic_lasers: { id:'basic_lasers', name:'Basic Lasers', branch:'weapons', tier:1, cost:{credits:500, gems:0 }, time:60, effects:{ weaponDamage:10 }, requires:[] },
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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'] },
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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'] },
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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'] },
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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'] },
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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'] },
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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'] },
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// ── Engineering ───────────────────────────────────────────────────────────
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structural_analysis:{ id:'structural_analysis', name:'Structural Analysis', branch:'engineering', tier:1, cost:{credits:400, gems:0 }, time:60, effects:{ hullBonus:10 }, requires:[] },
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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'] },
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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'] },
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construction_eff: { id:'construction_eff', name:'Construction Efficiency',branch:'engineering',tier:1, cost:{credits:350, gems:0 }, time:60, effects:{ buildTimeReduction:10 }, requires:[] },
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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'] },
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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'] },
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shield_matrix: { id:'shield_matrix', name:'Shield Matrix', branch:'engineering', tier:2, cost:{credits:1200, gems:0 }, time:180, effects:{ shieldRegen:50 }, requires:[] },
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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'] },
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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'] },
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// ── Propulsion ────────────────────────────────────────────────────────────
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improved_engines: { id:'improved_engines', name:'Improved Engines', branch:'propulsion', tier:1, cost:{credits:300, gems:0 }, time:60, effects:{ travelSpeed:10 }, requires:[] },
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afterburners: { id:'afterburners', name:'Afterburners', branch:'propulsion', tier:2, cost:{credits:800, gems:0 }, time:150, effects:{ travelSpeed:20 }, requires:['improved_engines'] },
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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'] },
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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'] },
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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'] },
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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:[] },
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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'] },
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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'] },
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// ── Science ───────────────────────────────────────────────────────────────
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enhanced_mining: { id:'enhanced_mining', name:'Enhanced Mining', branch:'science', tier:1, cost:{credits:200, gems:0 }, time:60, effects:{ miningBonus:15 }, requires:[] },
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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'] },
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trade_protocols: { id:'trade_protocols', name:'Trade Protocols', branch:'science', tier:2, cost:{credits:600, gems:0 }, time:120, effects:{ tradeFeeReduction:10 }, requires:[] },
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advanced_alchemy: { id:'advanced_alchemy', name:'Advanced Alchemy', branch:'science', tier:2, cost:{credits:700, gems:0 }, time:150, effects:{ craftingSpeed:15 }, requires:[] },
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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'] },
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xenobiology: { id:'xenobiology', name:'Xenobiology', branch:'science', tier:2, cost:{credits:900, gems:0 }, time:180, effects:{ xpBonus:10 }, requires:[] },
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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'] },
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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'] },
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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'] },
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};
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class ResearchSystem {
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constructor() { this.tree = RESEARCH_TREE; }
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getTree() { return Object.values(this.tree); }
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getBranches() {
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const branches = {};
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for (const tech of Object.values(this.tree)) {
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if (!branches[tech.branch]) branches[tech.branch] = [];
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branches[tech.branch].push(tech);
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}
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// Sort each branch by tier
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for (const b of Object.values(branches)) b.sort((a, z) => a.tier - z.tier);
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return branches;
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}
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/** Return full tree annotated with per-player status */
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getAvailableResearch(playerData) {
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const completed = new Set(playerData.research?.completed || []);
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const inProgress = playerData.research?.inProgress || null;
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return Object.values(this.tree).map(tech => ({
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...tech,
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status:
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completed.has(tech.id) ? 'completed' :
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inProgress?.techId === tech.id ? 'in_progress' :
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tech.requires.every(r => completed.has(r)) ? 'available' : 'locked',
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progressPercent: inProgress?.techId === tech.id
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? Math.min(100, Math.floor(((Date.now() - inProgress.startedAt) / (tech.time * 1000)) * 100))
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: 0,
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}));
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}
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/** Start researching a technology — deducts credits/gems, sets inProgress */
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startResearch(playerData, techId) {
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const tech = this.tree[techId];
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if (!tech) throw new Error('Unknown technology: ' + techId);
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const completed = new Set(playerData.research?.completed || []);
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if (completed.has(techId)) throw new Error('Already researched');
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if (playerData.research?.inProgress) throw new Error('Research already in progress');
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if (!tech.requires.every(r => completed.has(r))) throw new Error('Prerequisites not met');
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const stats = playerData.stats || {};
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if ((stats.credits || 0) < tech.cost.credits) throw new Error(`Need ${tech.cost.credits} credits`);
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if ((stats.gems || 0) < tech.cost.gems) throw new Error(`Need ${tech.cost.gems} gems`);
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// Apply research lab speed bonus (GDD §16)
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const labLevel = playerData.buildings?.research_lab?.level || 0;
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const labBonus = labLevel * 0.08; // 8% per level
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const effectTime = Math.max(10, Math.floor(tech.time * (1 - labBonus)));
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stats.credits = (stats.credits || 0) - tech.cost.credits;
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stats.gems = (stats.gems || 0) - tech.cost.gems;
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playerData.stats = stats;
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playerData.research = playerData.research || { completed: [], inProgress: null, effects: {} };
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playerData.research.inProgress = {
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techId,
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startedAt: Date.now(),
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completesAt: Date.now() + effectTime * 1000,
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};
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return { tech, completesAt: playerData.research.inProgress.completesAt };
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}
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/** Check and resolve completed research — call on tick or on request */
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checkCompletion(playerData) {
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const ip = playerData.research?.inProgress;
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if (!ip || Date.now() < ip.completesAt) return null;
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const tech = this.tree[ip.techId];
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if (!tech) { playerData.research.inProgress = null; return null; }
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playerData.research.completed = playerData.research.completed || [];
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playerData.research.completed.push(ip.techId);
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playerData.research.inProgress = null;
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// Accumulate effects
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playerData.research.effects = playerData.research.effects || {};
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for (const [k, v] of Object.entries(tech.effects || {})) {
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playerData.research.effects[k] = (playerData.research.effects[k] || 0) + v;
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}
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return tech;
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}
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/** Cancel in-progress research — 75% credit/gem refund */
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cancelResearch(playerData) {
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const ip = playerData.research?.inProgress;
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if (!ip) throw new Error('No research in progress');
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const tech = this.tree[ip.techId];
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playerData.stats.credits = (playerData.stats.credits || 0) + Math.floor(tech.cost.credits * 0.75);
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playerData.stats.gems = (playerData.stats.gems || 0) + Math.floor(tech.cost.gems * 0.75);
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playerData.research.inProgress = null;
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return tech;
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}
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/** Return a human-readable summary of a player's accumulated research effects */
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getEffectsSummary(playerData) {
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const e = playerData.research?.effects || {};
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return Object.entries(e)
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.filter(([, v]) => v !== 0)
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.map(([k, v]) => ({ effect: k, value: v }));
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}
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}
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module.exports = { ResearchSystem, RESEARCH_TREE };
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