feat: click scales with generators (types + quantity), not prod/s
All checks were successful
CI/CD — Build & Deploy / Build & Deploy (push) Successful in 20s
All checks were successful
CI/CD — Build & Deploy / Build & Deploy (push) Successful in 20s
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:
@@ -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 {
|
||||
|
||||
Reference in New Issue
Block a user