feat: New features (research, invest, gambling, new game+, trophies)
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// Legacy (prestige): restart the run for permanent points. Points are spent on
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// repeatable perks, and every point ever earned also gives a small passive bonus.
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// What survives a restart: see META_KEYS in state.js.
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import { modifiersFor } from './modifiers.js';
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import { createState, META_KEYS } from './state.js';
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/** Points a restart would grant right now (0 until the run is big enough). */
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export function legacyGain(state, ctx, mods) {
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const { threshold } = ctx.rules.legacy;
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if (state.totalProduced < threshold) return 0;
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return Math.floor(Math.sqrt(state.totalProduced / threshold) * mods.legacyGain);
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}
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export function perkLevel(state, perk) {
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return state.legacy.perks[perk.id] ?? 0;
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}
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export function perkCost(perk, level) {
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return Math.ceil(perk.baseCost * perk.costGrowth ** level);
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}
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export function buyPerk(state, ctx, id) {
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const perk = ctx.perksById.get(id);
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if (!perk) return false;
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const level = perkLevel(state, perk);
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const cost = perkCost(perk, level);
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if (level >= perk.maxLevel || state.legacy.points < cost) return false;
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state.legacy.points -= cost;
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state.legacy.perks[id] = level + 1;
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return true;
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}
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/** Restart the run in place. Returns the points gained, or 0 if not allowed. */
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export function prestige(state, ctx, now = Date.now()) {
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const gain = legacyGain(state, ctx, modifiersFor(state, ctx));
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if (gain < 1) return 0;
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const fresh = createState(ctx, now);
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const kept = Object.fromEntries(META_KEYS.map((key) => [key, state[key]]));
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kept.legacy = {
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...state.legacy,
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points: state.legacy.points + gain,
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earned: state.legacy.earned + gain,
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prestiges: state.legacy.prestiges + 1,
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};
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Object.assign(state, fresh, kept);
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// Perks like "head start" shape the new run.
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state.funds += modifiersFor(state, ctx).startFunds;
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return gain;
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}
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