Evolution
{formatNumber(gameStore.state.ancestralDna)} ADN
{#if hasUnlocked}
{/if}
{#each BRANCHES as branch}
{@const config = BRANCH_CONFIG[branch]}
{@const isActive = activeBranch === branch}
{/each}
{branchConfig.label}
{#each branchNodes as node}
{@const isExcluded = node.exclusive_with ? (gameStore.state.evolutionTree.find((n) => n.id === node.exclusive_with)?.unlocked ?? false) : false}
{@const canBuy = canBuyEvolutionNode(gameStore.state, node.id)}
{@const cost = node.repeatable && node.unlocked ? getRepeatableCost(node) : node.cost}
{#if node.capstone}★{/if}
{node.name}
{#if node.repeatable && node.unlocked}
x{node.purchased ?? 0}
{/if}
{#if node.exclusive_with && !node.unlocked && !isExcluded}
OU
{/if}
{EFFECT_LABELS[node.effect]?.(node.value, node) ?? node.effect}
{#if node.unlocked && !node.repeatable}
OK
{:else if isExcluded}
verrouille
{:else}
{/if}
{/each}
{#if conv}
Convergence {conv.unlocked ? ((conv.tier ?? 1) >= 2 ? 'Omega' : 'Alpha') : ''}
{#if conv.unlocked}
{@const tier = conv.tier ?? 1}
{@const maxTier = conv.maxTier ?? 2}
{tier >= 2 ? 'Omega' : 'Alpha'} (tier {tier}/{maxTier})
{tier >= 2 ? '+10% tous effets + -20% cout post-capstones' : "+10% a tous les effets de l'arbre"}
OK
{#if tier < maxTier}
{/if}
{:else}
Convergence Alpha
+10% a tous les effets de l'arbre
Requis : 1 capstone + tier 3 d'une 2e branche
{/if}
{/if}
{/if}