/** * Galaxy Strike Online - Research System * Manages the research tree and player tech progress */ 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:{missileBonus:30}, 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'] }, // ── 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'] }, improved_engines: { id:'improved_engines', name:'Improved Engines', branch:'engineering',tier:1, cost:{credits:300, gems:0}, time:60, effects:{speedBonus:10}, requires:[] }, warp_drive: { id:'warp_drive', name:'Warp Drive', branch:'engineering',tier:5, cost:{credits:20000,gems:20},time:3600, effects:{travelSpeed:60}, requires:['improved_engines'] }, shield_matrix: { id:'shield_matrix', name:'Shield Matrix', branch:'engineering',tier:2, cost:{credits:1200, gems:0}, time:180, effects:{shieldRegen:50}, requires:[] }, // ── Economy ───────────────────────────────────────────────────────────── enhanced_mining: { id:'enhanced_mining', name:'Enhanced Mining', branch:'economy', 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:'economy', tier:3, cost:{credits:2500, gems:5}, time:600, effects:{miningBonus:35}, requires:['enhanced_mining'] }, trade_protocols: { id:'trade_protocols', name:'Trade Protocols', branch:'economy', tier:2, cost:{credits:600, gems:0}, time:120, effects:{tradeFeeReduction:10}, requires:[] }, construction_eff: { id:'construction_eff', name:'Construction Efficiency', branch:'economy', tier:1, cost:{credits:350, gems:0}, time:60, effects:{buildTimeReduction:10}, requires:[] }, mass_production: { id:'mass_production', name:'Mass Production', branch:'economy', tier:4, cost:{credits:10000,gems:10},time:1800, effects:{buildTimeReduction:35}, requires:['construction_eff'] }, // ── Exploration ───────────────────────────────────────────────────────── long_range_sensors:{ id:'long_range_sensors',name:'Long Range Sensors',branch:'exploration',tier:1, cost:{credits:300, gems:0}, time:60, effects:{sensorRange:2}, requires:[] }, stealth_systems: { id:'stealth_systems', name:'Stealth Systems', branch:'exploration',tier:3, cost:{credits:5000, gems:10},time:900, effects:{stealthRating:30}, requires:['long_range_sensors'] }, wormhole_nav: { id:'wormhole_nav', name:'Wormhole Navigation',branch:'exploration',tier:4, cost:{credits:8000, gems:15},time:1200, effects:{warpCooldown:50}, requires:['long_range_sensors'] }, // ── Defense ───────────────────────────────────────────────────────────── point_defense: { id:'point_defense', name:'Point Defense', branch:'defense', tier:1, cost:{credits:400, gems:0}, time:60, effects:{missileDefense:20}, requires:[] }, heavy_armor_plating:{ id:'heavy_armor_plating', name:'Heavy Armor Plating', branch:'defense', 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:'defense', tier:3, cost:{credits:4000, gems:5}, time:720, effects:{hullRegen:2}, requires:['shield_matrix'] }, }; class ResearchSystem { constructor() { this.tree = RESEARCH_TREE; } getTree() { return Object.values(this.tree); } /** Return what a player can currently research */ 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.floor(((Date.now() - inProgress.startedAt) / (tech.time * 1000)) * 100) : 0, })); } /** Start researching a technology */ startResearch(playerData, techId) { const tech = this.tree[techId]; if (!tech) throw new Error('Unknown technology'); 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`); 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() + tech.time * 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]; playerData.research.completed = playerData.research.completed || []; playerData.research.completed.push(ip.techId); playerData.research.inProgress = null; // Apply 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 — refund 75% */ 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 += Math.floor(tech.cost.credits * 0.75); playerData.stats.gems += Math.floor(tech.cost.gems * 0.75); playerData.research.inProgress = null; return tech; } } module.exports = { ResearchSystem, RESEARCH_TREE };