feat(mastervega): add second branching pass with 20+ new alternate techs and fieldTechLevel
- Add 21 new alternate techs across all 6 fields (computers, construction, forcefields, planetology, propulsion, weapons), using icon frames 78-96 - Set research video paths for human and kestrelli species - Expand tech sprite sheet from 8 to 10 rows to accommodate new frames - Add fieldTechLevel() to VegaLogic: displays per-field level as highest known tier × 5 plus extra known techs below the frontier - Display field level in research screen headers - Add verification tests for 3-way branching rungs, fieldTechLevel calculations, and refine availability roll tests to measure unbranched rungs only
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@ -195,8 +195,8 @@
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"_researchVideosReadme": "Research-screen ambient loops — one per species, showing that species' scientists at work, muted, looping continuously (setLoop(true), unlike the audience screen's play-once mood clips above). Recorded 2:3 (portrait). JIT-loaded like colonyVideos/audienceVideos, NOT eager via assetManifest.js — Research only ever shows the human player's own species, so there is no reason to fetch the other nine at game-room entry. A species with no clip recorded falls back to its portraitVideos clip (256x256, letterboxed to 2:3), then portraitStills — same three-tier fallback convention as makeSpeciesPortrait. Naming: assets/videos/vega/research-<speciesId>.mp4.",
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"researchVideos": {
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"human": { "key": "vega-research-human", "path": null },
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"kestrelli": { "key": "vega-research-kestrelli", "path": null },
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"human": { "key": "vega-research-human", "path": "assets/videos/vega/research-human.mp4" },
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"kestrelli": { "key": "vega-research-kestrelli", "path": "assets/videos/vega/research-kestrelli.mp4" },
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"ursaal": { "key": "vega-research-ursaal", "path": null },
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"umbrix": { "key": "vega-research-umbrix", "path": null },
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"kkrix": { "key": "vega-research-kkrix", "path": null },
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@ -275,8 +275,8 @@
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"frameWidth": 48,
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"frameHeight": 48,
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"cols": 10,
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"rows": 8,
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"_layout": "Frames 0-5 are the six tech FIELDS (techFields[].iconFrame); frames 6-65 are the original 60 individual techs, 66-77 are the MOO1-branching alternates added alongside them (techs[].iconFrame). 78-79 spare."
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"rows": 10,
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"_layout": "Frames 0-5 are the six tech FIELDS (techFields[].iconFrame); frames 6-65 are the original 60 individual techs, 66-77 are the first MOO1-branching alternates, 78-96 are a second branching pass (techs[].iconFrame). 97-99 spare."
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}
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}
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}
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@ -15,51 +15,63 @@
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"techs": [
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{ "id": "electroniccomputer", "name": "Electronic Computer", "field": "computers", "tier": 0, "prereqs": [], "cost": 60, "iconFrame": 6, "desc": "Mark I battle computer. +1 to hit.", "effects": { "targeting": 1 } },
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{ "id": "battlescanner", "name": "Battle Scanner", "field": "computers", "tier": 1, "prereqs": ["electroniccomputer"], "cost": 150, "iconFrame": 7, "desc": "Reveals enemy fleet composition and adds combat initiative.", "effects": { "initiative": 2, "scanRange": 1 } },
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{ "id": "securecommarray", "name": "Secure Comm Array", "field": "computers", "tier": 1, "prereqs": ["electroniccomputer"], "cost": 150, "iconFrame": 78, "desc": "Encrypted fleet channels. Enemy spies have a harder time reading your signals.", "effects": { "counterEspionage": 14, "scanRange": 1 } },
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{ "id": "optroniccomputer", "name": "Optronic Computer", "field": "computers", "tier": 2, "prereqs": ["battlescanner"], "cost": 400, "iconFrame": 8, "desc": "Mark II battle computer. +2 to hit.", "effects": { "targeting": 2 } },
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{ "id": "neuralscanner", "name": "Neural Scanner", "field": "computers", "tier": 3, "prereqs": ["optroniccomputer"], "cost": 900, "iconFrame": 9, "desc": "Deep-scan interrogation. Espionage missions far more likely.", "effects": { "espionage": 15 } },
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{ "id": "tachyoncomputer", "name": "Tachyon Computer", "field": "computers", "tier": 3, "prereqs": ["optroniccomputer"], "cost": 900, "iconFrame": 66, "desc": "Overclocked targeting matrix, no spycraft. +4 to hit.", "effects": { "targeting": 4 } },
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{ "id": "positroniccomputer", "name": "Positronic Computer", "field": "computers", "tier": 4, "prereqs": ["neuralscanner"], "cost": 1800, "iconFrame": 10, "desc": "Mark III battle computer. +3 to hit.", "effects": { "targeting": 3 } },
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{ "id": "cybersecuritylink", "name": "Cyber Security Link", "field": "computers", "tier": 5, "prereqs": ["positroniccomputer"], "cost": 3200, "iconFrame": 11, "desc": "Hardened colony networks. Enemy spies rarely get through.", "effects": { "counterEspionage": 25 } },
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{ "id": "adaptiveresearchalgorithms", "name": "Adaptive Research Algorithms", "field": "computers", "tier": 5, "prereqs": ["positroniccomputer"], "cost": 3200, "iconFrame": 79, "desc": "Machine-learning heuristics comb through lab data around the clock. Research output up 10%, though the network offers no extra hardening against spies.", "effects": { "researchMult": 1.1 } },
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{ "id": "emissionsguidance", "name": "Emissions Guidance", "field": "computers", "tier": 6, "prereqs": ["cybersecuritylink"], "cost": 5400, "iconFrame": 12, "desc": "Mark IV battle computer. +4 to hit.", "effects": { "targeting": 4 } },
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{ "id": "oracleinterface", "name": "Oracle Interface", "field": "computers", "tier": 7, "prereqs": ["emissionsguidance"], "cost": 8600, "iconFrame": 13, "desc": "Mark V battle computer, and research output climbs sharply.", "effects": { "targeting": 5, "researchMult": 1.15 } },
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{ "id": "omniscanarray", "name": "Omniscan Array", "field": "computers", "tier": 7, "prereqs": ["emissionsguidance"], "cost": 8600, "iconFrame": 67, "desc": "Full-spectrum battle sensors. +5 to hit and always strikes first.", "effects": { "targeting": 5, "initiative": 5 } },
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{ "id": "cybertroniccomputer","name": "Cybertronic Computer", "field": "computers", "tier": 8, "prereqs": ["oracleinterface"], "cost": 13000, "iconFrame": 14, "desc": "Mark VI battle computer. +6 to hit.", "effects": { "targeting": 6 } },
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{ "id": "deepfieldsensorarray","name": "Deep Field Sensor Array", "field": "computers", "tier": 8, "prereqs": ["oracleinterface"], "cost": 13000, "iconFrame": 80, "desc": "Long-baseline sensor net. Fleets see further and react faster, at the cost of raw fire-control precision.", "effects": { "scanRange": 2, "initiative": 2 } },
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{ "id": "galacticcybernet", "name": "Galactic Cybernet", "field": "computers", "tier": 9, "prereqs": ["cybertroniccomputer"], "cost": 20000, "iconFrame": 15, "desc": "Mark VII battle computer and an empire-wide research grid.", "effects": { "targeting": 7, "researchMult": 1.3 } },
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{ "id": "reinforcedhull", "name": "Reinforced Hull", "field": "construction", "tier": 0, "prereqs": [], "cost": 60, "iconFrame": 16, "desc": "Cross-braced spaceframes. Hulls absorb 25% more damage.", "effects": { "armor": { "name": "Reinforced", "hpMult": 1.25 } } },
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{ "id": "duralloyarmor", "name": "Duralloy Armour", "field": "construction", "tier": 1, "prereqs": ["reinforcedhull"], "cost": 160, "iconFrame": 17, "desc": "Duralloy plating. Hulls absorb 50% more damage.", "effects": { "armor": { "name": "Duralloy", "hpMult": 1.5 } } },
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{ "id": "modularhullframes", "name": "Modular Hull Frames", "field": "construction", "tier": 1, "prereqs": ["reinforcedhull"], "cost": 160, "iconFrame": 81, "desc": "Standardised hull sections. Ships refit for less, though the plating itself is no thicker than reinforced hull.", "effects": { "refitCostMult": 0.85 } },
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{ "id": "improvedindustrial", "name": "Improved Industrial Tech","field": "construction","tier": 2,"prereqs": ["duralloyarmor"], "cost": 420, "iconFrame": 18, "desc": "Factories cost 20% less to build and to run.", "effects": { "factoryCostMult": 0.8 } },
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{ "id": "nanitehullsealant", "name": "Nanite Hull Sealant", "field": "construction", "tier": 2, "prereqs": ["duralloyarmor"], "cost": 420, "iconFrame": 68, "desc": "Self-sealing microfractures. Ships repair 2% of their hull between combat rounds.", "effects": { "repairPerRound": 0.02 } },
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{ "id": "zortriumarmor", "name": "Zortrium Armour", "field": "construction", "tier": 3, "prereqs": ["improvedindustrial"], "cost": 950, "iconFrame": 19, "desc": "Zortrium plating. Hulls absorb 80% more damage.", "effects": { "armor": { "name": "Zortrium", "hpMult": 1.8 } } },
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{ "id": "autorepairunit", "name": "Automated Repair Unit", "field": "construction", "tier": 4, "prereqs": ["zortriumarmor"], "cost": 1900, "iconFrame": 20, "desc": "Ships repair 3% of their hull between combat rounds.", "effects": { "repairPerRound": 0.03 } },
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{ "id": "roboticassemblylines","name": "Robotic Assembly Lines", "field": "construction", "tier": 4, "prereqs": ["zortriumarmor"], "cost": 1900, "iconFrame": 82, "desc": "Fully robotic production lines undercut even Improved Industrial Tech. Factories cost 25% less to build and run, though the yards spend no effort on hull repair drones.", "effects": { "factoryCostMult": 0.75 } },
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{ "id": "andriumarmor", "name": "Andrium Armour", "field": "construction", "tier": 5, "prereqs": ["autorepairunit"], "cost": 3400, "iconFrame": 21, "desc": "Andrium plating. Hulls absorb 110% more damage.", "effects": { "armor": { "name": "Andrium", "hpMult": 2.1 } } },
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{ "id": "damagecontrol", "name": "Advanced Damage Control","field": "construction","tier": 6, "prereqs": ["andriumarmor"], "cost": 5600, "iconFrame": 22, "desc": "Damaged ships rejoin the line faster and cost less to refit.", "effects": { "repairPerRound": 0.06, "refitCostMult": 0.7 } },
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{ "id": "redundantlifesupport","name": "Redundant Life Support","field": "construction", "tier": 6, "prereqs": ["andriumarmor"], "cost": 5600, "iconFrame": 69, "desc": "Backup systems patch hulls faster in the heat of battle. Ships repair 7% each round.", "effects": { "repairPerRound": 0.07 } },
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{ "id": "tritaniumarmor", "name": "Tritanium Armour", "field": "construction", "tier": 7, "prereqs": ["damagecontrol"], "cost": 9000, "iconFrame": 23, "desc": "Tritanium plating. Hulls absorb 150% more damage.", "effects": { "armor": { "name": "Tritanium", "hpMult": 2.5 } } },
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{ "id": "adamantiumarmor", "name": "Adamantium Armour", "field": "construction", "tier": 8, "prereqs": ["tritaniumarmor"], "cost": 14000, "iconFrame": 24, "desc": "Adamantium plating. Hulls absorb 200% more damage.", "effects": { "armor": { "name": "Adamantium", "hpMult": 3.0 } } },
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{ "id": "autonomousrepairswarms","name": "Autonomous Repair Swarms", "field": "construction", "tier": 8, "prereqs": ["tritaniumarmor"], "cost": 14000, "iconFrame": 83, "desc": "Self-directing nanite swarms patch hull breaches faster than any yard crew. Ships repair 9% of their hull between combat rounds, though plating stays at Tritanium grade.", "effects": { "repairPerRound": 0.09 } },
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{ "id": "neutroniumarmor", "name": "Neutronium Armour", "field": "construction", "tier": 9, "prereqs": ["adamantiumarmor"], "cost": 21000, "iconFrame": 25, "desc": "Degenerate-matter plating. Hulls absorb 260% more damage.", "effects": { "armor": { "name": "Neutronium", "hpMult": 3.6 } } },
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{ "id": "deflectori", "name": "Class I Deflector Shield","field": "forcefields","tier": 0, "prereqs": [], "cost": 80, "iconFrame": 26, "desc": "Absorbs 1 point from every incoming hit.", "effects": { "shield": 1 } },
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{ "id": "personalshield", "name": "Personal Shield", "field": "forcefields", "tier": 1, "prereqs": ["deflectori"], "cost": 200, "iconFrame": 27, "desc": "Shielded infantry. +10 to ground combat on attack and defence.","effects": { "groundAttack": 10, "groundDefense": 10 } },
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{ "id": "pointdefensegrid", "name": "Point-Defense Grid", "field": "forcefields", "tier": 1, "prereqs": ["deflectori"], "cost": 200, "iconFrame": 70, "desc": "Automated point-defense turrets. Fleets react a beat faster in combat.", "effects": { "initiative": 1 } },
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{ "id": "deflectoriii", "name": "Class III Deflector", "field": "forcefields", "tier": 2, "prereqs": ["personalshield"], "cost": 500, "iconFrame": 28, "desc": "Absorbs 2 points from every incoming hit.", "effects": { "shield": 2 } },
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{ "id": "modulardeflectorcoils","name": "Modular Deflector Coils","field": "forcefields", "tier": 2, "prereqs": ["personalshield"], "cost": 500, "iconFrame": 84, "desc": "Standardised shield generators drop into any hull. Fleets refit for 15% less, though the coils themselves absorb no extra damage.", "effects": { "refitCostMult": 0.85 } },
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{ "id": "planetaryshield5", "name": "Planetary Shield V", "field": "forcefields", "tier": 3, "prereqs": ["deflectoriii"], "cost": 1100, "iconFrame": 29, "desc": "Colonies shrug off 5 points from every orbital bombardment.", "effects": { "planetaryShield": 5 } },
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{ "id": "deflectorv", "name": "Class V Deflector", "field": "forcefields", "tier": 4, "prereqs": ["planetaryshield5"], "cost": 2100, "iconFrame": 30, "desc": "Absorbs 3 points from every incoming hit.", "effects": { "shield": 3 } },
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{ "id": "stealthfield", "name": "Stealth Field", "field": "forcefields", "tier": 5, "prereqs": ["deflectorv"], "cost": 3600, "iconFrame": 31, "desc": "Cloaked hulls. Fleets move unseen and strike first.", "effects": { "cloaked": true, "initiative": 3 } },
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{ "id": "colonialdeflectorgrid","name": "Colonial Deflector Grid","field": "forcefields", "tier": 5, "prereqs": ["deflectorv"], "cost": 3600, "iconFrame": 85, "desc": "Extends deflector coverage down to the colony surface. Absorbs 8 points from every orbital bombardment, though fleets stay visible on enemy scopes.", "effects": { "planetaryShield": 8 } },
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{ "id": "deflectorvii", "name": "Class VII Deflector", "field": "forcefields", "tier": 6, "prereqs": ["stealthfield"], "cost": 6000, "iconFrame": 32, "desc": "Absorbs 5 points from every incoming hit.", "effects": { "shield": 5 } },
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{ "id": "planetaryshield15", "name": "Planetary Shield XV", "field": "forcefields", "tier": 7, "prereqs": ["deflectorvii"], "cost": 9500, "iconFrame": 33, "desc": "Colonies shrug off 15 points from every orbital bombardment.", "effects": { "planetaryShield": 15 } },
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{ "id": "deepshieldharmonics","name": "Deep Shield Harmonics", "field": "forcefields", "tier": 7, "prereqs": ["deflectorvii"], "cost": 9500, "iconFrame": 71, "desc": "Ship-side shield regenerators. Absorbs 6 points from every incoming hit.", "effects": { "shield": 6 } },
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{ "id": "deflectorx", "name": "Class X Deflector", "field": "forcefields", "tier": 8, "prereqs": ["planetaryshield15"], "cost": 15000, "iconFrame": 34, "desc": "Absorbs 7 points from every incoming hit.", "effects": { "shield": 7 } },
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{ "id": "harmonicdeflectorarray","name": "Harmonic Deflector Array","field": "forcefields","tier": 8, "prereqs": ["planetaryshield15"], "cost": 15000, "iconFrame": 86, "desc": "Shield harmonics tuned to scramble infiltration attempts. +18 counter-espionage empire-wide, though the array trades depth of coverage for breadth.", "effects": { "counterEspionage": 18 } },
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{ "id": "blackholegenerator", "name": "Black Hole Generator", "field": "forcefields", "tier": 9, "prereqs": ["deflectorx"], "cost": 22000, "iconFrame": 35, "desc": "Folds enemy hulls into a singularity. Devastating in battle.", "effects": { "shield": 9, "singularity": true } },
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{ "id": "ecorestoration", "name": "Ecological Restoration","field": "planetology", "tier": 0, "prereqs": [], "cost": 70, "iconFrame": 36, "desc": "Industrial waste costs 25% less to clean up.", "effects": { "wasteMult": 0.75 } },
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{ "id": "controlledbarren", "name": "Controlled Barren Environment","field": "planetology","tier": 1,"prereqs": ["ecorestoration"], "cost": 180, "iconFrame": 37, "desc": "Sealed habitats let you colonise barren worlds.", "effects": { "colonizeHostility": 1 } },
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{ "id": "preemptivewastefiltration","name": "Preemptive Waste Filtration","field": "planetology","tier": 1,"prereqs": ["ecorestoration"], "cost": 180, "iconFrame": 87, "desc": "Filters industrial runoff before it ever reaches the surface. Waste cleanup costs another 15% less, though it does nothing to open up barren worlds.", "effects": { "wasteMult": 0.65 } },
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{ "id": "enhancedeco", "name": "Enhanced Eco Restoration","field": "planetology","tier": 2, "prereqs": ["controlledbarren"], "cost": 460, "iconFrame": 38, "desc": "Industrial waste costs 50% less to clean up.", "effects": { "wasteMult": 0.5 } },
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{ "id": "biosphereresearchinitiative","name": "Biosphere Research Initiative","field": "planetology","tier": 2,"prereqs": ["controlledbarren"], "cost": 460, "iconFrame": 88, "desc": "Terraforming survey data doubles as pure science. Research output up 8%, though colonies keep producing waste at the old rate.", "effects": { "researchMult": 1.08 } },
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{ "id": "controlleddead", "name": "Controlled Dead Environment","field": "planetology","tier": 3,"prereqs": ["enhancedeco"], "cost": 1000, "iconFrame": 39, "desc": "Colonise dead worlds stripped of atmosphere.", "effects": { "colonizeHostility": 2 } },
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{ "id": "soilenrichment", "name": "Soil Enrichment", "field": "planetology", "tier": 4, "prereqs": ["controlleddead"], "cost": 2000, "iconFrame": 40, "desc": "Every colony supports 15 more population.", "effects": { "maxPopBonus": 15 } },
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{ "id": "efficientwastereclamation","name": "Efficient Waste Reclamation","field": "planetology","tier": 4,"prereqs": ["controlleddead"], "cost": 2000, "iconFrame": 72, "desc": "Industrial waste is recycled almost as fast as it's produced. Cleanup costs 40% less.", "effects": { "wasteMult": 0.6 } },
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{ "id": "controlledinferno", "name": "Controlled Inferno Environment","field": "planetology","tier": 5,"prereqs": ["soilenrichment"], "cost": 3500, "iconFrame": 41, "desc": "Colonise inferno worlds.", "effects": { "colonizeHostility": 3 } },
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{ "id": "atmosphericterraforming","name": "Atmospheric Terraforming","field": "planetology","tier": 6,"prereqs": ["controlledinferno"], "cost": 5800, "iconFrame": 42, "desc": "Every colony supports 25 more population.", "effects": { "maxPopBonus": 25 } },
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{ "id": "xenobotanicalresearchstations","name": "Xenobotanical Research Stations","field": "planetology","tier": 6,"prereqs": ["controlledinferno"], "cost": 5800, "iconFrame": 89, "desc": "Terraforming labs double as pure research outposts. Research output up 10%, though colonies grow no larger for it.", "effects": { "researchMult": 1.1 } },
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{ "id": "controlledtoxic", "name": "Controlled Toxic Environment","field": "planetology","tier": 7,"prereqs": ["atmosphericterraforming"],"cost": 9200,"iconFrame": 43,"desc": "Colonise toxic worlds.", "effects": { "colonizeHostility": 4 } },
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{ "id": "advancedsoil", "name": "Advanced Soil Enrichment","field": "planetology","tier": 8, "prereqs": ["controlledtoxic"], "cost": 14500, "iconFrame": 44, "desc": "Every colony supports 40 more population.", "effects": { "maxPopBonus": 40 } },
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{ "id": "deepterraforming", "name": "Deep Terraforming", "field": "planetology", "tier": 8, "prereqs": ["controlledtoxic"], "cost": 14500, "iconFrame": 73, "desc": "Near-total reclamation. Industrial waste costs 65% less to clean up.", "effects": { "wasteMult": 0.35 } },
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{ "id": "deuteriumcells", "name": "Deuterium Fuel Cells", "field": "propulsion", "tier": 1, "prereqs": ["nuclearengines"], "cost": 170, "iconFrame": 47, "desc": "Fuel range 7 parsecs. The map opens a little.", "effects": { "fuelRange": 7 } },
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{ "id": "reactionthrusters", "name": "Reaction Thrusters", "field": "propulsion", "tier": 1, "prereqs": ["nuclearengines"], "cost": 170, "iconFrame": 74, "desc": "Snap-fire manoeuvring jets. Fleets react a beat faster in combat, though range stays short.", "effects": { "initiative": 1 } },
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{ "id": "fusiondrive", "name": "Fusion Drive", "field": "propulsion", "tier": 2, "prereqs": ["deuteriumcells"], "cost": 440, "iconFrame": 48, "desc": "Warp 2 drives.", "effects": { "engine": { "name": "Fusion", "speed": 2 } } },
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{ "id": "auxiliaryfueltanks", "name": "Auxiliary Fuel Tanks", "field": "propulsion", "tier": 2, "prereqs": ["deuteriumcells"], "cost": 440, "iconFrame": 90, "desc": "Bolt-on tankage extends the envelope. Fuel range 8 parsecs, though the hull still tops out at Warp 1.", "effects": { "fuelRange": 8 } },
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{ "id": "iridiumcells", "name": "Iridium Fuel Cells", "field": "propulsion", "tier": 3, "prereqs": ["fusiondrive"], "cost": 980, "iconFrame": 49, "desc": "Fuel range 9 parsecs.", "effects": { "fuelRange": 9 } },
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{ "id": "sublightdrive", "name": "Sub-Light Drive", "field": "propulsion", "tier": 4, "prereqs": ["iridiumcells"], "cost": 2000, "iconFrame": 50, "desc": "Warp 3 drives.", "effects": { "engine": { "name": "Sub-Light", "speed": 3 } } },
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{ "id": "uridiumcells", "name": "Uridium Fuel Cells", "field": "propulsion", "tier": 5, "prereqs": ["sublightdrive"], "cost": 3600, "iconFrame": 51, "desc": "Fuel range 12 parsecs. Half the galaxy lights up.", "effects": { "fuelRange": 12 } },
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{ "id": "tachyondrivecoils", "name": "Tachyon Drive Coils", "field": "propulsion", "tier": 5, "prereqs": ["sublightdrive"], "cost": 3600, "iconFrame": 75, "desc": "Precognitive drive telemetry. A further edge in combat tempo, at the cost of range.", "effects": { "initiative": 2 } },
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{ "id": "impulsedrive", "name": "Impulse Drive", "field": "propulsion", "tier": 6, "prereqs": ["uridiumcells"], "cost": 5900, "iconFrame": 52, "desc": "Warp 4 drives.", "effects": { "engine": { "name": "Impulse", "speed": 4 } } },
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{ "id": "deepscanrelays", "name": "Deep Scan Relays", "field": "propulsion", "tier": 6, "prereqs": ["uridiumcells"], "cost": 5900, "iconFrame": 91, "desc": "Automated relay buoys dropped along your travel lanes extend detection well past the fleet itself. +2 scan range empire-wide, though the drive itself stays at Warp 3.", "effects": { "scanRange": 2 } },
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{ "id": "thoriumcells", "name": "Thorium Fuel Cells", "field": "propulsion", "tier": 7, "prereqs": ["impulsedrive"], "cost": 9400, "iconFrame": 53, "desc": "Fuel range 18 parsecs. Range stops being a constraint.", "effects": { "fuelRange": 18 } },
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{ "id": "interphaseddrive", "name": "Interphased Drive", "field": "propulsion", "tier": 8, "prereqs": ["thoriumcells"], "cost": 14800, "iconFrame": 54, "desc": "Warp 5 drives.", "effects": { "engine": { "name": "Interphased", "speed": 5 } } },
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{ "id": "deepspacefuelcells", "name": "Deep-Space Fuel Cells", "field": "propulsion", "tier": 8, "prereqs": ["thoriumcells"], "cost": 14800, "iconFrame": 92, "desc": "The last word in tankage before hyperspace renders range moot. Fuel range 22 parsecs, though the hull stays at Warp 4.", "effects": { "fuelRange": 22 } },
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{ "id": "hyperspacecomms", "name": "Hyperspace Communications","field": "propulsion","tier": 9,"prereqs": ["interphaseddrive"], "cost": 21000, "iconFrame": 55, "desc": "Warp 6 drives and fleets redirected in mid-flight.", "effects": { "engine": { "name": "Hyperspace", "speed": 6 }, "redirectInFlight": true } },
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{ "id": "lasercannon", "name": "Laser Cannon", "field": "weapons", "tier": 0, "prereqs": [], "cost": 60, "iconFrame": 56, "desc": "The first real gun. 1-4 damage.", "effects": { "weapon": { "id": "laser", "name": "Laser Cannon", "kind": "beam", "min": 1, "max": 4, "shots": 1, "space": 2, "cost": 8 } } },
|
||||
{ "id": "hypervrockets", "name": "Hyper-V Rockets", "field": "weapons", "tier": 1, "prereqs": ["lasercannon"], "cost": 160, "iconFrame": 57, "desc": "Cheap standoff missiles. 6 damage, 2 salvoes.", "effects": { "weapon": { "id": "hyperv", "name": "Hyper-V Rocket", "kind": "missile", "min": 6, "max": 6, "shots": 4, "space": 4, "cost": 10 } } },
|
||||
{ "id": "pulselaser", "name": "Pulse Laser", "field": "weapons", "tier": 1, "prereqs": ["lasercannon"], "cost": 160, "iconFrame": 93, "desc": "A faster-cycling beam. 2-5 damage every round, forever — no rack to run empty.", "effects": { "weapon": { "id": "pulselaser", "name": "Pulse Laser", "kind": "beam", "min": 2, "max": 5, "shots": 1, "space": 3, "cost": 9 } } },
|
||||
{ "id": "neutronpellet", "name": "Neutron Pellet Gun", "field": "weapons", "tier": 2, "prereqs": ["hypervrockets"], "cost": 430, "iconFrame": 58, "desc": "Shield-piercing pellets. 2-6 damage.", "effects": { "weapon": { "id": "pellet", "name": "Neutron Pellet Gun", "kind": "beam", "min": 2, "max": 6, "shots": 1, "space": 3, "cost": 12, "shieldPierce": 2 } } },
|
||||
{ "id": "protontorpedoes", "name": "Proton Torpedoes", "field": "weapons", "tier": 2, "prereqs": ["hypervrockets"], "cost": 430, "iconFrame": 76, "desc": "Slow, but heavier warheads than Hyper-V. 10 damage, 2 salvoes.", "effects": { "weapon": { "id": "protontorpedo", "name": "Proton Torpedo", "kind": "missile", "min": 10, "max": 10, "shots": 2, "space": 5, "cost": 14 } } },
|
||||
{ "id": "ioncannon", "name": "Ion Cannon", "field": "weapons", "tier": 3, "prereqs": ["neutronpellet"], "cost": 960, "iconFrame": 59, "desc": "3-8 damage.", "effects": { "weapon": { "id": "ion", "name": "Ion Cannon", "kind": "beam", "min": 3, "max": 8, "shots": 1, "space": 4, "cost": 18 } } },
|
||||
{ "id": "merculitemissiles", "name": "Merculite Missiles", "field": "weapons", "tier": 4, "prereqs": ["ioncannon"], "cost": 1950, "iconFrame": 60, "desc": "10 damage, 2 salvoes, long reach.", "effects": { "weapon": { "id": "merculite", "name": "Merculite Missile", "kind": "missile", "min": 10, "max": 10, "shots": 4, "space": 6, "cost": 20 } } },
|
||||
{ "id": "disruptorcannon", "name": "Disruptor Cannon", "field": "weapons", "tier": 4, "prereqs": ["ioncannon"], "cost": 1950, "iconFrame": 94, "desc": "Phase-shifted beam bleeds straight through deflectors. 4-9 damage, ignores 1 point of shield.", "effects": { "weapon": { "id": "disruptor", "name": "Disruptor Cannon", "kind": "beam", "min": 4, "max": 9, "shots": 1, "space": 5, "cost": 22, "shieldPierce": 1 } } },
|
||||
{ "id": "neutronblaster", "name": "Neutron Blaster", "field": "weapons", "tier": 5, "prereqs": ["merculitemissiles"], "cost": 3400, "iconFrame": 61, "desc": "5-12 damage and it kills crew through the hull.", "effects": { "weapon": { "id": "neutronblaster", "name": "Neutron Blaster", "kind": "beam", "min": 5, "max": 12, "shots": 1, "space": 5, "cost": 30, "shieldPierce": 1 } } },
|
||||
{ "id": "hyperxrockets", "name": "Hyper-X Rockets", "field": "weapons", "tier": 6, "prereqs": ["neutronblaster"], "cost": 5700, "iconFrame": 62, "desc": "14 damage, 3 salvoes.", "effects": { "weapon": { "id": "hyperx", "name": "Hyper-X Rocket", "kind": "missile", "min": 16, "max": 16, "shots": 5, "space": 8, "cost": 32 } } },
|
||||
{ "id": "gravitonbeam", "name": "Graviton Beam", "field": "weapons", "tier": 6, "prereqs": ["neutronblaster"], "cost": 5700, "iconFrame": 77, "desc": "Warps space directly onto the target. 12-20 damage, punches through shields.", "effects": { "weapon": { "id": "gravitonbeam", "name": "Graviton Beam", "kind": "beam", "min": 12, "max": 20, "shots": 1, "space": 7, "cost": 34, "shieldPierce": 2 } } },
|
||||
{ "id": "fusionbeam", "name": "Fusion Beam", "field": "weapons", "tier": 7, "prereqs": ["hyperxrockets"], "cost": 9100, "iconFrame": 63, "desc": "8-16 damage.", "effects": { "weapon": { "id": "fusionbeam", "name": "Fusion Beam", "kind": "beam", "min": 8, "max": 16, "shots": 1, "space": 6, "cost": 45 } } },
|
||||
{ "id": "deathray", "name": "Death Ray", "field": "weapons", "tier": 8, "prereqs": ["fusionbeam"], "cost": 14200, "iconFrame": 64, "desc": "15-40 damage. Fleets evaporate.", "effects": { "weapon": { "id": "deathray", "name": "Death Ray", "kind": "beam", "min": 15, "max": 40, "shots": 1, "space": 12, "cost": 90 } } },
|
||||
{ "id": "antimattertorpedoes","name": "Antimatter Torpedoes", "field": "weapons", "tier": 8, "prereqs": ["fusionbeam"], "cost": 14200, "iconFrame": 95, "desc": "Warhead payloads with a dozen years of R&D behind them. 22 damage, 4 salvoes, then the racks are empty.", "effects": { "weapon": { "id": "antimattertorpedo", "name": "Antimatter Torpedo", "kind": "missile", "min": 22, "max": 22, "shots": 4, "space": 10, "cost": 70 } } },
|
||||
{ "id": "disintegratorbeam", "name": "Disintegrator Beam", "field": "weapons", "tier": 8, "prereqs": ["fusionbeam"], "cost": 14200, "iconFrame": 96, "desc": "A narrower beam than Death Ray, but tuned to punch clean through deflector harmonics. 10-22 damage, ignores 3 points of shield.", "effects": { "weapon": { "id": "disintegratorbeam", "name": "Disintegrator Beam", "kind": "beam", "min": 10, "max": 22, "shots": 1, "space": 9, "cost": 60, "shieldPierce": 3 } } },
|
||||
{ "id": "stellarconverter", "name": "Stellar Converter", "field": "weapons", "tier": 9, "prereqs": ["deathray"], "cost": 21000, "iconFrame": 65, "desc": "30-70 damage, and it can crack a colony from orbit.", "effects": { "weapon": { "id": "stellarconverter", "name": "Stellar Converter", "kind": "beam", "min": 30, "max": 70, "shots": 1, "space": 20, "cost": 150, "planetCracker": true } } }
|
||||
],
|
||||
|
||||
|
|
|
|||
|
|
@ -632,6 +632,21 @@ export function nextResearchTarget(rules, state, e, field) {
|
|||
return null;
|
||||
}
|
||||
|
||||
// An original formula, not a MOO1 port — ×5 per known tier echoes the real
|
||||
// MOO1 fact that its 10 sub-fields each span 5 levels; +1 per extra known
|
||||
// tech below the frontier echoes the general shape (not the literals) of
|
||||
// MOO1's own scoring. Pure function of emp.known/rules.techsByField.
|
||||
export function fieldTechLevel(rules, state, e, field) {
|
||||
const emp = state.empires[e];
|
||||
const knownTiers = rules.techsByField[field]
|
||||
.filter((t) => emp.known[t.id])
|
||||
.map((t) => t.tier);
|
||||
if (knownTiers.length === 0) return 0;
|
||||
const highestKnownTier = Math.max(...knownTiers);
|
||||
const extraKnownBelowFrontier = knownTiers.filter((t) => t < highestKnownTier).length;
|
||||
return highestKnownTier * 5 + extraKnownBelowFrontier;
|
||||
}
|
||||
|
||||
// Player (or a future AI override) picks a specific tech within its field's
|
||||
// currently-open rung. Deliberately does not touch emp.beakers[field] — RP
|
||||
// banked in a field is a shared pool (see processResearch below), so
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ import * as Phaser from 'phaser';
|
|||
import { FONT, D, modalShell, slider } from './VegaScreens.js';
|
||||
import { techCost, techCostFactor } from './VegaRules.js';
|
||||
import {
|
||||
setResearchAlloc, nextResearchTarget, setResearchTarget, canResearch,
|
||||
setResearchAlloc, nextResearchTarget, setResearchTarget, canResearch, fieldTechLevel,
|
||||
} from './VegaLogic.js';
|
||||
import {
|
||||
makeSpeciesPortrait, sourceWidth, speciesResearchVideoKey, hasSpeciesResearchVideo,
|
||||
|
|
@ -216,7 +216,8 @@ export function openResearchScreen(scene, rules, state, e, art, onClose, { initi
|
|||
});
|
||||
gridLayer.add(bg);
|
||||
|
||||
gridLayer.add(scene.add.text(bx + 12, by + 8, field.name.toUpperCase(), {
|
||||
const lvl = fieldTechLevel(rules, state, e, field.id);
|
||||
gridLayer.add(scene.add.text(bx + 12, by + 8, `${field.name.toUpperCase()} · Lv ${lvl}`, {
|
||||
fontFamily: FONT, fontSize: '18px', color: '#cfe8ff',
|
||||
}));
|
||||
|
||||
|
|
@ -310,7 +311,8 @@ export function openResearchScreen(scene, rules, state, e, art, onClose, { initi
|
|||
shell.add(detailLayer);
|
||||
|
||||
const field = rules.techFields[selectedField];
|
||||
detailLayer.add(scene.add.text(detailX, headingY, `${field.name.toUpperCase()} — TECH TREE`, {
|
||||
const detailLvl = fieldTechLevel(rules, state, e, selectedField);
|
||||
detailLayer.add(scene.add.text(detailX, headingY, `${field.name.toUpperCase()} — TECH TREE (Level ${detailLvl})`, {
|
||||
fontFamily: FONT, fontSize: '18px', color: '#cfe8ff',
|
||||
}));
|
||||
|
||||
|
|
|
|||
|
|
@ -192,38 +192,91 @@ section('1. Rules integrity');
|
|||
!Logic.setResearchTarget(RULES, state, e, 'weapons', 'deathray'));
|
||||
}
|
||||
|
||||
// The weapons T8 rung is 3-way (second branching pass) — the same
|
||||
// rung-clearing logic already proven generic for 2-way rungs above must
|
||||
// also hold for 3.
|
||||
{
|
||||
const emp = { known: {}, available: Object.fromEntries(RULES.techList.map((t) => [t.id, true])) };
|
||||
const state = { empires: [emp] };
|
||||
const e = 0;
|
||||
for (const t of RULES.techsByField.weapons) if (t.tier < 8) emp.known[t.id] = true;
|
||||
const rung8 = RULES.techRungsByField.weapons.find((r) => r.tier === 8);
|
||||
check('the weapons T8 rung has three alternatives', rung8.techs.length === 3, `${rung8.techs.length}`);
|
||||
check('all three T8 weapons are researchable before any is known',
|
||||
rung8.techs.every((t) => Logic.canResearch(RULES, state, e, t)));
|
||||
emp.known[rung8.techs[0].id] = true; // pick one of the three
|
||||
const t9 = RULES.techsByField.weapons.find((t) => t.tier === 9);
|
||||
check('the T8 rung clears after only ONE of three siblings is known', Logic.canResearch(RULES, state, e, t9));
|
||||
check('the two un-picked T8 siblings stay researchable',
|
||||
rung8.techs.slice(1).every((t) => Logic.canResearch(RULES, state, e, t)));
|
||||
}
|
||||
|
||||
// fieldTechLevel (per-field level display): hand-computed against real
|
||||
// computers tiers (electroniccomputer T0, battlescanner T1, optroniccomputer
|
||||
// T2, securecommarray T1 sibling of battlescanner).
|
||||
{
|
||||
const emp = { known: {} };
|
||||
const state = { empires: [emp] };
|
||||
const e = 0;
|
||||
check('an empire with nothing known is level 0 in every field',
|
||||
Object.keys(RULES.techFields).every((f) => Logic.fieldTechLevel(RULES, state, e, f) === 0));
|
||||
emp.known.electroniccomputer = true; // T0 freebie only
|
||||
check('T0-only (the free opener) is level 0', Logic.fieldTechLevel(RULES, state, e, 'computers') === 0);
|
||||
emp.known.battlescanner = true; // T1
|
||||
emp.known.optroniccomputer = true; // T2, new frontier: knownTiers=[0,1,2], extra(<2)=2 -> 2*5+2=12
|
||||
check('a clean T2 frontier is level 12', Logic.fieldTechLevel(RULES, state, e, 'computers') === 12,
|
||||
`${Logic.fieldTechLevel(RULES, state, e, 'computers')}`);
|
||||
emp.known.securecommarray = true; // T1 side-pick, sibling of battlescanner
|
||||
// knownTiers=[0,1,1,2], highest=2, extra(<2)=3 -> 2*5+3=13
|
||||
check('mopping up a T1 side-pick below the frontier adds exactly +1',
|
||||
Logic.fieldTechLevel(RULES, state, e, 'computers') === 13,
|
||||
`${Logic.fieldTechLevel(RULES, state, e, 'computers')}`);
|
||||
}
|
||||
|
||||
// Corrected MOO1 availability roll: flat per-tech odds regardless of
|
||||
// racial skill (skill affects cost only, techCostFactor above), 75% for
|
||||
// Cerebrai, 50% for everyone else, and a branched rung can never end up
|
||||
// with zero available techs. Statistical — one roll proves nothing.
|
||||
//
|
||||
// The "close to 50%/75%" claim is measured over UNBRANCHED (size-1) rungs
|
||||
// only, deliberately — a branched rung's guaranteed-survivor pass only
|
||||
// ever ADDS availability, never removes it, so the aggregate rate across
|
||||
// the WHOLE tree drifts upward from the raw roll chance by an amount that
|
||||
// scales with how much of the tree happens to be branched (61 of 85
|
||||
// non-tier-0 techs sit in a branched rung as of the second branching
|
||||
// pass, pulling the human aggregate to ~0.59 — a real, correct effect of
|
||||
// the guarantee, not a bug). Measuring size-1 rungs isolates the actual
|
||||
// unmodified flat roll, so this check stays accurate regardless of future
|
||||
// branching density changes instead of needing re-tuning every time.
|
||||
{
|
||||
const TRIALS = 4000;
|
||||
const rollRate = (spec) => {
|
||||
let availableCount = 0;
|
||||
let totalCount = 0;
|
||||
let flatAvailableCount = 0;
|
||||
let flatTotalCount = 0;
|
||||
let everEmpty = false;
|
||||
for (let seed = 1; seed <= TRIALS; seed += 1) {
|
||||
const state = { rngState: (seed * 2654435761) | 0 };
|
||||
const available = Logic.rollTechAvailability(state, RULES, {}, spec);
|
||||
for (const field of Object.keys(RULES.techFields)) {
|
||||
for (const rung of RULES.techRungsByField[field]) {
|
||||
if (rung.techs.length > 1 && rung.techs.every((t) => !available[t.id])) everEmpty = true;
|
||||
if (rung.tier === 0) continue;
|
||||
if (rung.techs.length === 1) {
|
||||
flatTotalCount += 1;
|
||||
if (available[rung.techs[0].id]) flatAvailableCount += 1;
|
||||
} else if (rung.techs.every((t) => !available[t.id])) {
|
||||
everEmpty = true;
|
||||
}
|
||||
}
|
||||
for (const t of RULES.techList) {
|
||||
if (t.tier === 0) continue;
|
||||
totalCount += 1;
|
||||
if (available[t.id]) availableCount += 1;
|
||||
}
|
||||
}
|
||||
return { rate: availableCount / totalCount, everEmpty };
|
||||
return { rate: flatAvailableCount / flatTotalCount, everEmpty };
|
||||
};
|
||||
const human = rollRate(RULES.species.human);
|
||||
check('human (flat 50%) empirical availability rate is close to 50%',
|
||||
check('human (flat 50%) empirical availability rate on unbranched rungs is close to 50%',
|
||||
human.rate > 0.45 && human.rate < 0.55, `${human.rate.toFixed(3)}`);
|
||||
check('no branched rung is ever left with zero available techs (human roll)', !human.everEmpty);
|
||||
const cerebrai = rollRate(RULES.species.cerebrai);
|
||||
check("Cerebrai's (75%) empirical availability rate is close to 75% and above human's",
|
||||
check("Cerebrai's (75%) empirical availability rate on unbranched rungs is close to 75% and above human's",
|
||||
cerebrai.rate > 0.70 && cerebrai.rate < 0.80 && cerebrai.rate > human.rate, `${cerebrai.rate.toFixed(3)}`);
|
||||
check('no branched rung is ever left with zero available techs (Cerebrai roll)', !cerebrai.everEmpty);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue