feat(sprint1-step2): core economy TS + useEconomy hook (lazy calc) + 13 tests vitest

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2026-03-17 06:36:51 +01:00
parent c414cf2d07
commit c69da320cc
13 changed files with 2627 additions and 174 deletions

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// economy.ts — Core clicker logic (lazy calculation pattern)
// Jamais de timer actif : tout est calculé au read depuis lastTick
export interface Generator {
id: string;
name: string;
baseCost: number;
baseProduction: number; // ressource/s
owned: number;
}
export interface GameState {
resources: number;
clickMultiplier: number;
generators: Generator[];
lastTick: number; // timestamp ms — lazy calc reference
prestigeCount: number;
prestigeMultiplier: number; // 1 + prestigeCount * 0.1
}
// Coût d'achat du N-ième générateur : baseCost × 1.15^owned
export function generatorCost(gen: Generator): number {
return Math.floor(gen.baseCost * Math.pow(1.15, gen.owned));
}
// Production totale par seconde de tous les générateurs
export function totalProductionPerSecond(state: GameState): number {
const base = state.generators.reduce(
(sum, gen) => sum + gen.baseProduction * gen.owned,
0
);
return base * state.prestigeMultiplier;
}
// Lazy calculation : ressources accumulées depuis lastTick
export function computeIdleGains(state: GameState, now: number): number {
const elapsedSeconds = (now - state.lastTick) / 1000;
return totalProductionPerSecond(state) * elapsedSeconds;
}
// Applique les gains idle et met à jour lastTick
export function applyIdleGains(state: GameState, now: number): GameState {
const gains = computeIdleGains(state, now);
return {
...state,
resources: state.resources + gains,
lastTick: now,
};
}
// Clic manuel
export function applyClick(state: GameState): GameState {
return {
...state,
resources: state.resources + state.clickMultiplier * state.prestigeMultiplier,
};
}
// Achat d'un générateur (retourne null si fonds insuffisants)
export function buyGenerator(state: GameState, genId: string): GameState | null {
const genIndex = state.generators.findIndex((g) => g.id === genId);
if (genIndex === -1) return null;
const gen = state.generators[genIndex];
const cost = generatorCost(gen);
if (state.resources < cost) return null;
const updatedGenerators = [...state.generators];
updatedGenerators[genIndex] = { ...gen, owned: gen.owned + 1 };
return {
...state,
resources: state.resources - cost,
generators: updatedGenerators,
};
}
// Prestige : reset ressources + générateurs, +0.1× multiplicateur permanent
export function canPrestige(state: GameState): boolean {
return state.resources >= 1_000_000;
}
export function applyPrestige(state: GameState): GameState {
const newPrestigeCount = state.prestigeCount + 1;
return {
...state,
resources: 0,
generators: state.generators.map((g) => ({ ...g, owned: 0 })),
prestigeCount: newPrestigeCount,
prestigeMultiplier: 1 + newPrestigeCount * 0.1,
lastTick: Date.now(),
};
}
// Valeurs par défaut — 5 tiers alignés GDD (x10 coût / tier, x5 production)
export const DEFAULT_GENERATORS: Generator[] = [
{ id: "manic", name: "Manic", baseCost: 10, baseProduction: 0.1, owned: 0 },
{ id: "coffee", name: "Tasse à café", baseCost: 100, baseProduction: 0.5, owned: 0 },
{ id: "sugar", name: "Sucre", baseCost: 1_000, baseProduction: 3, owned: 0 },
{ id: "factory", name: "Usine", baseCost: 10_000, baseProduction: 20, owned: 0 },
{ id: "portal", name: "Portail", baseCost: 100_000, baseProduction: 150, owned: 0 },
];
export const DEFAULT_STATE: GameState = {
resources: 0,
clickMultiplier: 1,
generators: DEFAULT_GENERATORS,
lastTick: Date.now(),
prestigeCount: 0,
prestigeMultiplier: 1,
};