feat: click scales with generators (types + quantity), not prod/s
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clickGain = base × prestige × tree × (1 + types×2 + totalOwned×0.05)

Click power is now its own system:
- Each generator TYPE owned: +2 to click mult (diversity = power)
- Each generator UNIT owned: +0.05 (stacking helps but less)
- 5 types × 10 each = x13.5 click multiplier from infra alone
- Decoupled from prod/s — buying generators boosts BOTH systems

ClickPanel shows infra breakdown (types bonus + units bonus).
This commit is contained in:
2026-03-28 21:13:20 +01:00
parent 45b89ebae1
commit f9dd4c3ca4
2 changed files with 22 additions and 10 deletions

View File

@@ -611,12 +611,18 @@ export function applyIdleGains(state: GameState, now: number): GameState {
};
}
// Gain par clic — scale avec la production passive (1% de prod/s en bonus)
// Bonus clic depuis les générateurs (diversité + quantité)
export function getGeneratorClickBonus(generators: Generator[]): number {
const typesOwned = generators.filter((g) => g.owned > 0).length;
const totalOwned = generators.reduce((sum, g) => sum + g.owned, 0);
return 1 + typesOwned * 2 + totalOwned * 0.05;
}
// Gain par clic — scaling propre : base × prestige × arbre × generateurs
export function getClickGain(state: GameState): number {
const treeClickMult = getClickMultiplierFromTree(state.evolutionTree);
const base = state.clickMultiplier * state.prestigeMultiplier * treeClickMult;
const prodBonus = 1 + totalProductionPerSecond(state) * 0.01;
return Math.floor(base * prodBonus);
const genBonus = getGeneratorClickBonus(state.generators);
return Math.floor(state.clickMultiplier * state.prestigeMultiplier * treeClickMult * genBonus);
}
// Breakdown complet du clic (pour affichage cockpit)
@@ -624,7 +630,9 @@ export interface ClickBreakdown {
base: number;
prestigeMult: number;
treeMult: number;
prodBonus: number; // multiplicateur depuis prod passive (1 + prod/s × 0.01)
genBonus: number; // multiplicateur depuis generateurs (types + quantite)
genTypes: number; // types possedes
genTotal: number; // total unites possedees
total: number; // gain par clic (floor)
doubleChance: number;
critChance: number;
@@ -636,15 +644,16 @@ export function getClickBreakdown(state: GameState): ClickBreakdown {
const base = state.clickMultiplier;
const prestigeMult = state.prestigeMultiplier;
const treeMult = getClickMultiplierFromTree(state.evolutionTree);
const pps = totalProductionPerSecond(state);
const prodBonus = 1 + pps * 0.01;
const total = Math.floor(base * prestigeMult * treeMult * prodBonus);
const genBonus = getGeneratorClickBonus(state.generators);
const genTypes = state.generators.filter((g) => g.owned > 0).length;
const genTotal = state.generators.reduce((sum, g) => sum + g.owned, 0);
const total = Math.floor(base * prestigeMult * treeMult * genBonus);
const doubleChance = getDoubleClickChance(state.evolutionTree);
const critChance = getCritClickChance(state.evolutionTree);
const autoClicksPerSec = getAutoClicksPerSecond(state.evolutionTree);
const effectivePerSec = autoClicksPerSec * total;
return { base, prestigeMult, treeMult, prodBonus, total, doubleChance, critChance, autoClicksPerSec, effectivePerSec };
return { base, prestigeMult, treeMult, genBonus, genTypes, genTotal, total, doubleChance, critChance, autoClicksPerSec, effectivePerSec };
}
export interface ClickResult {