111 lines
8.6 KiB
JavaScript
111 lines
8.6 KiB
JavaScript
/**
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* Galaxy Strike Online - Research System
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* Manages the research tree and player tech progress
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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:{missileBonus:30}, 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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// ── 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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improved_engines: { id:'improved_engines', name:'Improved Engines', branch:'engineering',tier:1, cost:{credits:300, gems:0}, time:60, effects:{speedBonus:10}, requires:[] },
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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'] },
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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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// ── Economy ─────────────────────────────────────────────────────────────
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enhanced_mining: { id:'enhanced_mining', name:'Enhanced Mining', branch:'economy', 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:'economy', 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:'economy', tier:2, cost:{credits:600, gems:0}, time:120, effects:{tradeFeeReduction:10}, requires:[] },
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construction_eff: { id:'construction_eff', name:'Construction Efficiency', branch:'economy', 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:'economy', tier:4, cost:{credits:10000,gems:10},time:1800, effects:{buildTimeReduction:35}, requires:['construction_eff'] },
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// ── Exploration ─────────────────────────────────────────────────────────
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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:[] },
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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'] },
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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'] },
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// ── Defense ─────────────────────────────────────────────────────────────
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point_defense: { id:'point_defense', name:'Point Defense', branch:'defense', tier:1, cost:{credits:400, gems:0}, time:60, effects:{missileDefense:20}, requires:[] },
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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'] },
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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'] },
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};
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class ResearchSystem {
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constructor() {
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this.tree = RESEARCH_TREE;
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}
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getTree() { return Object.values(this.tree); }
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/** Return what a player can currently research */
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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: 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'
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: 'locked',
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progressPercent: inProgress?.techId === tech.id
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? 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 */
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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');
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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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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 = { techId, startedAt: Date.now(), completesAt: Date.now() + tech.time * 1000 };
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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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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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// Apply 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 — refund 75% */
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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 += Math.floor(tech.cost.credits * 0.75);
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playerData.stats.gems += 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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}
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module.exports = { ResearchSystem, RESEARCH_TREE };
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