{#if gameStore.state.prestigeCount >= 1}
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}