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Unit & building definitions for the first skirmish slice.
Costs are in the planet's own deposit commodities (see engine/map.js)
so the resources you gather are the resources you spend β no separate
RTS-only currency.
============================================================ */
"use strict";
import { RECIPES } from "../data.js";
export const BUILDINGS = {
command: {
id: "command", name: "Command Center", hp: 1000, radius: 26,
cost: { ore: 400 }, buildTime: 30, // steep + slow: an expansion is a long-game commitment
// The starting CC is still seeded finished by state.js's seedPlayer β
// makeBuilding without { constructing: true } spawns complete regardless
// of buildTime. cost/buildTime only gate the issueBuild path.
produces: ["worker", "ranger", "colonyship", "hauler", "heavyhauler", "bulkfreighter"], // the Odyssey-only ones are gated by queueProduction (def.odysseyOnly)
isCommandCenter: true,
supplyGrants: 10, // the seeded CC already houses the starting 3 workers with room to grow
sight: 220,
category: "infrastructure",
},
barracks: {
id: "barracks", name: "Barracks", hp: 500, radius: 20,
cost: { ore: 150 }, buildTime: 20,
produces: ["skiff", "bastion", "lancer", "breacher", "dreadnought", "mender", "wraith", "aegis", "colossus"],
sight: 150,
category: "military",
},
refinery: {
id: "refinery", name: "Refinery", hp: 400, radius: 18,
cost: { ore: 200 }, buildTime: 16,
sight: 140,
// No `produces` β it researches upgrades instead of building units,
// which is also what keeps it out of the rally-point UI (input.js
// only offers that for buildings with a `produces` list).
category: "industrial",
},
turret: {
id: "turret", name: "Sentinel Turret", hp: 350, radius: 12,
cost: { ore: 150, crystals: 100 }, buildTime: 12,
sight: 170,
// Static defense: same combat stat names units use, so combat.js's
// acquireTarget/attackDamage apply verbatim. aggroRange === range on
// purpose β a turret can't chase, so acquiring beyond range is useless.
attack: 20, range: 130, cooldown: 1, aggroRange: 130,
category: "military",
},
// ---- Static-defense ladder, tiers 2-3 (docs/improvement-proposals.md). One turret type used
// to serve all four tiers; these two round it out into a real ladder, each rationalized against
// the SAME invariant: every siege unit (Breacher 150, Colossus 185, Leviathan 200) must still
// strictly outrange every static defense structure here β static defense holds ground by hp and
// attrition, never by out-ranging siege. See the Torpedo Battery below (Strategic tier) for the
// one deliberate, documented narrowing of that rule.
bastille: {
id: "bastille", name: "Bastille", hp: 600, radius: 16,
cost: { ore: 200, crystals: 150, radioactives: 60 }, buildTime: 22,
sight: 150,
// A second, Foundry-gated static-defense tier: a TANKIER, SHORTER-ranged brawler than the
// Sentinel Turret (115 vs 130) β deliberately not a longer-ranged sniper, so the "outranging
// the turret" siege identity (and the cracksBase balance invariant) survives intact even
// though this hits harder and soaks more. Same combat stat field NAMES the turret uses, so
// combat.js's updateBuildingCombat works on it verbatim, zero changes to that function.
// Crystals + radioactives priced (same rare goods an attacker spends on Breachers/doctrines),
// so the defender's fortification investment scales with the same economy the Foundry gates.
attack: 32, range: 115, cooldown: 1.4, aggroRange: 115,
requires: ["foundry"],
category: "military",
},
aegisbastion: {
id: "aegisbastion", name: "Aegis Bastion", hp: 500, radius: 16,
cost: { ore: 250, crystals: 180 }, buildTime: 26,
sight: 150,
// Arsenal-gated static guard-aura projector: no `attack` of its own β it never fires, and
// combat.js's updateBuildingCombat is already a no-op for any building without one. Instead it
// projects the SAME kind of cryo-armour bubble the Aegis UNIT's guardAura does (see UNITS.aegis
// above): every friendly unit AND building inside `range` takes `damageTakenMult` less damage
// (engine/sim.js collectAnvils' buildings pass feeds engine/combat.js's anvilAura). It defends
// by ATTRITION MATH, never by out-ranging siege β Breacher/Colossus/Leviathan can all still
// shell it (or anything it shields) with impunity from outside its 130-range bubble; it just
// buys the defender time for an army to answer. No `produces`/`supplyGrants`, so
// isElectrifiable already excludes it, same as the Refinery/Foundry/Arsenal above.
guardAura: { range: 130, damageTakenMult: 0.8 },
requires: ["arsenal"],
category: "military",
},
habitat: {
id: "habitat", name: "Habitat", hp: 250, radius: 14,
cost: { ore: 75 }, buildTime: 10,
supplyGrants: 8, // ~one economist mix cycle's worth of headroom per dome
sight: 100,
// No `produces` β like the Refinery, this keeps it out of the
// rally-point UI and rally rendering automatically. Softest building
// on the roster (hp 250): a legitimate raid target to choke supply.
category: "infrastructure",
},
foundry: {
id: "foundry", name: "Foundry", hp: 450, radius: 18,
cost: { ore: 175 }, buildTime: 22, sight: 140,
// The military tech gate: a pure prerequisite building (no `produces`, so
// it stays out of the rally UI). It unlocks the Tier-2 combat units
// (Lancer, Breacher) β the Barracks still trains them. Ore-only on purpose,
// so the Tier-2 units stay reachable on every world (ore is guaranteed near
// every base) rather than being walled off on a crystal-poor map.
requires: ["barracks"],
// Category is "industrial" (not "military") despite gating Tier-2 combat units β
// it groups with the other production-tech buildings in the build menu.
category: "industrial",
// Standing bonus: while a COMPLETED Foundry stands, military unit production runs ~8%
// faster β not just the Lancer/Breacher it gates, so razing it costs an ongoing tempo edge,
// not just access to Tier-2 units. Live-scanned (structureMult below, mirroring
// committedDoctrine's own live scan) β production.js's updateProductionQueue applies it only
// to role:"combat" jobs, so economy production (Workers, Rangers, freighters, β¦) is untouched.
produceTimeMult: 0.92,
},
arsenal: {
id: "arsenal", name: "Arsenal", hp: 550, radius: 18,
cost: { ore: 220 }, buildTime: 26, sight: 140,
// The Tier-3 gate, one step past the Foundry: unlocks the Dreadnought
// capital unit. Also a pure gate (no `produces`), ore-only so the tech path
// stays reachable on every world.
requires: ["foundry"],
category: "industrial", // same reasoning as the Foundry above
// A standing Arsenal stacks a SECOND ~8% step atop a standing Foundry's β structureMult
// multiplies every standing structure's own field, so both apply together if both stand.
produceTimeMult: 0.92,
},
spaceport: {
id: "spaceport", name: "Spaceport", hp: 600, radius: 22,
cost: { ore: 300 }, buildTime: 30, sight: 160,
// Odyssey only (offered in the Odyssey build menu): the interplanetary launch
// pad. Selecting a finished Spaceport lets you relocate your single Command
// Center β plus the units staged nearby β to another world (engine/galaxy.js).
// Gated behind the Foundry so leaving the planet is a mid-game milestone.
requires: ["foundry"],
category: "infrastructure",
},
market: {
id: "market", name: "Market", hp: 150, radius: 12,
cost: { ore: 40 }, buildTime: 6, sight: 90,
// The cheapest, fastest building on the roster β Odyssey's on-ramp into trading, and
// meant to be the first thing a worker raises. A finished Market opens the commodity
// trade panel (hudSelection.js renderMarket) β buy/sell local goods for galaxy credits
// (engine/market.js) β which used to sit on the Command Center; it's moved here so a
// destroyed/absent CC doesn't strand a colony without a market. No `produces`/`recipe`:
// a pure UI gate, so it stays out of the rally-point UI and updateProduction
// (engine/industry.js) skips it like any other non-recipe building.
odysseyOnly: true,
category: "infrastructure",
},
/* ---- INDUSTRY (Odyssey only) β the production chain that turns raw hauls into
refined goods worth real credits. All ore-costed (ore is guaranteed near every
base, so the chain is reachable on any world) and flagged `odysseyOnly`: they
never appear in a skirmish build menu, the skirmish AI never builds one, and
engine/industry.js's updateProduction is a no-op for any building without a
`recipe` β so a skirmish match never instantiates one and its byte-identical
replay is untouched. A building's `recipe` names an entry in data.js RECIPES;
`prodRate` is how many batches/sec it runs at full power. `energyGrants` is
industrial Power capacity (a per-tick flow, like supply β see engine/industry.js). ---- */
reactor: {
id: "reactor", name: "Reactor", hp: 400, radius: 16,
cost: { ore: 120 }, buildTime: 16, sight: 130,
energyGrants: 30, // the power that runs the factories below; short power throttles them all
powerRange: 1, // the reference grid reach β a consumer's efficiency tier is its distance / this (industry.js)
// The original power station burns radioactives too β a real fission reactor runs on fissile
// material, not free once built. Its own local fuel larder (entities.js inputCapOf), filled by
// a worker SERVICE run (engine/haul.js), same mechanism as its smaller combust siblings below β
// just at double their burn rate (0.12/s vs 0.06/s), matching its double energyGrants and reach.
// Out of fuel (or paused) it grants nothing, same as them. See engine/industry.js updateCombustors.
combust: { fuels: ["radioactives"], rate: 0.12 },
odysseyOnly: true,
category: "industrial",
},
combustor: {
id: "combustor", name: "Combustion Generator", hp: 300, radius: 13,
cost: { ore: 70 }, buildTime: 12, sight: 110,
// A cheap, fuel-burning alternative to the Reactor: it GRANTS less Power (energyGrants 15 vs 30)
// over a SMALLER grid (powerRange 0.55 shrinks its efficiency zones β industry.js) and burns fuel
// at half the Reactor's rate too β cheaper to raise and run, just less of a grid. It burns gas
// (Helium-3) from its own local fuel buffer β a real WORKER hauls it in from the treasury, same
// as a factory's input larder (engine/haul.js SERVICE), same mechanism the Reactor now uses. Out
// of fuel (or paused) it grants nothing. See engine/industry.js updateCombustors. Its
// biomass-burning sibling is the Biomass Reactor below.
energyGrants: 15, powerRange: 0.55,
combust: { fuels: ["gas"], rate: 0.06 },
odysseyOnly: true,
category: "industrial",
},
biomassreactor: {
id: "biomassreactor", name: "Biomass Reactor", hp: 300, radius: 13,
cost: { ore: 70 }, buildTime: 12, sight: 110,
// The Combustion Generator's sibling, for a claim rich in biomass instead of Helium-3 β same
// cheap-but-fed deal (energyGrants/powerRange/rate all match), just its own single fuel and a
// worker hauling it in the same way (engine/haul.js SERVICE, engine/industry.js updateCombustors).
energyGrants: 15, powerRange: 0.55,
combust: { fuels: ["biomass"], rate: 0.06 },
odysseyOnly: true,
category: "industrial",
},
substation: {
id: "substation", name: "Grid Substation", hp: 180, radius: 11,
cost: { ore: 60, crystals: 30 }, buildTime: 10, sight: 90,
// A passive one-hop RELAY, not a power station β no `energyGrants` (it grants zero Power
// capacity of its own) and no `combust` (it burns no fuel). Every base otherwise collapses
// into one dense blob around its Reactors, because the only remedy for grid tax used to be
// ANOTHER fuel-burning station; this is the cheap alternative: while it stands within the
// 'linked' band of one of the owner's own ACTIVE power sources, it counts as a second,
// shorter-range virtual source point for GRID-TIER purposes (engine/industry.js bestGridDist's
// relay pass) β so a factory too far from the Reactor to be worth powering directly can
// huddle near a cheap relay instead. One hop only: a relay never extends through another
// relay, so the grid-distance scan stays O(sources Γ relays), trivially deterministic.
// `powerRange` here is the relay's OWN (shorter) reach for whoever measures distance TO it β
// unrelated to the reach it itself needs to reach a real source (POWER_TIERS[0], fixed).
powerRelay: true, powerRange: 0.8,
odysseyOnly: true,
category: "industrial",
},
smelter: {
id: "smelter", name: "Smelter", hp: 420, radius: 16,
cost: { ore: 160 }, buildTime: 18, sight: 140,
dropOff: true, // an industrial building doubles as a resource drop-off
recipe: "smelt", prodRate: 2, // ore + power β metals (data.js RECIPES.smelt)
odysseyOnly: true,
category: "industrial",
},
assembler: {
id: "assembler", name: "Assembly Plant", hp: 440, radius: 17,
cost: { ore: 180 }, buildTime: 20, sight: 140,
dropOff: true,
recipe: "alloy", prodRate: 1.5, // metals + power β alloys (data.js RECIPES.alloy)
// The chain reads as a chain (needs a Smelter for metals) AND is the first
// thing the tech tree gates: Metallurgy research (engine/techtree.js) unlocks
// it, so the free tier (Smelter β metals) gives an immediate payoff while
// deeper refining is an investment. `metallurgy` is a tech-node token that
// prereqsMet resolves out of player.upgrades, exactly like a building token.
requires: ["smelter", "metallurgy"],
odysseyOnly: true,
category: "industrial",
},
/* ---- Phase 2 research + deeper industry (Odyssey only). The Datacenter hosts
the tech tree (engine/techtree.js); the Chip Fab and Machine Works are the
next two hops of the chain, each gated behind a research node so unlocking a
node visibly unlocks new production. All ore-costed and odysseyOnly, like the
Phase-1 factories. ---- */
datacenter: {
id: "datacenter", name: "Datacenter", hp: 420, radius: 17,
cost: { ore: 200 }, buildTime: 22, sight: 140,
odysseyOnly: true,
// Hosts research β no `recipe` (updateProduction ignores it) and no `produces`
// (stays out of the rally UI). Selecting it opens the research panel (hud.js).
category: "infrastructure",
},
chipfab: {
id: "chipfab", name: "Chip Fab", hp: 440, radius: 17,
cost: { ore: 190 }, buildTime: 20, sight: 140, dropOff: true,
recipe: "chipfab", prodRate: 1.5, // crystals + metals + power β electronics
requires: ["smelter", "electronics"], // needs the metals chain + Microelectronics research
odysseyOnly: true,
category: "industrial",
},
machineworks: {
id: "machineworks", name: "Machine Works", hp: 460, radius: 18,
cost: { ore: 220 }, buildTime: 24, sight: 140, dropOff: true,
recipe: "machine", prodRate: 1, // alloys + electronics + power β machinery
requires: ["assembler", "chipfab", "machining"], // the capstone: the whole chain + Precision Machining
odysseyOnly: true,
category: "industrial",
},
/* ---- Phase 3: the Strategic tier + the endgame (Odyssey only). The Antimatter
Forge tops the chain (machinery β antimatter), and the Antimatter Gate is the
WONDER that consumes antimatter to WIN the galaxy β Odyssey's first victory
condition (engine/wonder.js + engine/victory.js checkEndlessWin). ---- */
antimatterforge: {
id: "antimatterforge", name: "Antimatter Forge", hp: 460, radius: 18,
cost: { ore: 240 }, buildTime: 26, sight: 140, dropOff: true,
recipe: "antifab", prodRate: 0.7, // machinery + radioactives + power β antimatter (RTS-recost recipe)
requires: ["machineworks", "antimatter"], // needs the full chain + Antimatter Containment research
odysseyOnly: true,
category: "industrial",
},
aifoundry: {
id: "aifoundry", name: "AI Foundry", hp: 460, radius: 18,
cost: { ore: 240 }, buildTime: 26, sight: 140, dropOff: true,
recipe: "aifab", prodRate: 0.7, // electronics + crystals + power β AI Cores
requires: ["chipfab", "aicores"],
odysseyOnly: true,
category: "industrial",
},
torpedoworks: {
id: "torpedoworks", name: "Torpedo Works", hp: 460, radius: 18,
cost: { ore: 240 }, buildTime: 26, sight: 140, dropOff: true,
recipe: "plasmafab", prodRate: 0.7, // antimatter + alloys + radioactives + power β Plasma Torpedoes
requires: ["antimatterforge", "aicores"],
odysseyOnly: true,
category: "industrial",
},
plasmarig: {
id: "plasmarig", name: "Plasma Rig", hp: 560, radius: 18,
// Expensive and high-tech: MANUFACTURED materials to build (machinery + electronics) and an
// installed AI to pilot it (ai cores), on top of a big ore frame.
cost: { ore: 500, machinery: 8, electronics: 5, ai: 3 },
buildTime: 46, sight: 130,
requires: ["aifoundry", "reactor"], // needs the AI (pilot) and a Reactor (the plasma/power grid)
odysseyOnly: true,
// Deep-core extraction: an UNLIMITED source of one raw commodity (its "vein", fixed by where
// you place it), dug in cycles at a PROBABILISTIC yield tier (low β overwhelming) whose odds
// rise with the spot's + planet's richness. Draws heavy Power (the plasma arc β taxes the grid
// like a factory, so digs slow when power is short) and burns radioactives per dig ("nuclear to
// exploit"). See engine/rig.js.
rig: { power: 16, nuclear: 1.4, digTime: 6, base: 6 },
// Its dug ore doesn't teleport into your treasury: it piles up in a FINITE output buffer
// (storeCap) that workers must haul to a Command Center. Full buffer β the rig stalls until
// it's cleared β logistics, not free money. See engine/haul.js.
storeCap: 120,
category: "industrial",
},
stardock: {
id: "stardock", name: "Star Dock", hp: 600, radius: 22,
cost: { ore: 350 }, buildTime: 40, sight: 160,
produces: ["leviathan", "heliumbomb"], // the strategic-good capital ship, and the doomsday device beside it
requires: ["aifoundry", "torpedoworks"], // building it proves you've teched the whole Strategic tree
odysseyOnly: true,
category: "military",
},
torpedobattery: {
id: "torpedobattery", name: "Plasma Torpedo Battery", hp: 420, radius: 14,
cost: { ore: 250, alloys: 10 }, buildTime: 24, sight: 210,
// The static-defense ladder's Strategic-tier rung: the Sentinel Turret is wallpaper by
// this point, exactly when the player needs to hold ground for the Antimatter Gate's 150s
// charge. Real ammo-fed logistics, not a free-fire structure: `ammo` joins recipe/combust as
// a real haulable input commodity (realInputComs/inputCapOf below), so engine/haul.js's
// existing SERVICE machinery delivers plasma torpedoes into building.input the same way a
// Reactor's fuel larder gets fed β engine/combat.js's updateBuildingCombat then requires
// input[ammo.com] >= ammo.perShot before firing, decrementing on every shot; a dry battery
// holds fire rather than shooting for free.
attack: 55, range: 180, cooldown: 2.5, aggroRange: 180,
ammo: { com: "plasmatorp", perShot: 0.25 },
// Deliberately out-ranges the Breacher (150) β by the Strategic tier the early siege tool
// stops being enough on its own β but the Colossus (185) and Leviathan (200) both still
// out-range it, so sieging a battery line stays the intended top-tier answer.
requires: ["torpedoworks"],
odysseyOnly: true,
category: "military",
},
antimatter_gate: {
id: "antimatter_gate", name: "Antimatter Gate", hp: 1200, radius: 28,
cost: { ore: 800 }, buildTime: 60, sight: 200,
requires: ["antimatterforge", "aifoundry", "torpedoworks"], // the true capstone: the whole Strategic tier
odysseyOnly: true,
// The wonder: charges by consuming `feed` goods over `chargeTime` seconds of
// full-power charging (engine/wonder.js), clamped to the scarcest one β so the
// win demands the WHOLE Strategic tier flowing, not just antimatter. At full
// charge the player wins the galaxy. Razed mid-charge, the whole investment is
// lost with it. The Leviathan (below) draws on the same strategic goods β feed
// the Gate or build the fleet.
wonder: true, feed: { ai: 0.2, antimatter: 0.3, plasmatorp: 0.1 }, chargeTime: 150,
powerDraw: 8, // a charging Gate loads the grid β it competes with your factories for Reactor Power
category: "infrastructure",
},
/* ---- TRADE INDUSTRY (Odyssey only): a genuinely SEPARATE branch off the Datacenter, not a
continuation of the ore -> metals -> alloys -> machinery -> antimatter spine above (docs/
improvement-proposals.md "Promote the legacy consumer-goods recipes into a trade-industry
branch"). data.js RECIPES documents 'chem'/'consumer' as legacy β "no producer" β reserved
for exactly this promotion; the recipes themselves are untouched, only wired here (see
engine/techtree.js TECHS.chemistry/consumerfab for the tech-gate half).
The Chemical Plant needs NO metallurgy/Smelter prereq at all β `chemistry` is a second ROOT
tech, the same shape as `metallurgy` itself β so a biomass/spice world that never touches
ore/crystals still gets a real industrial identity of its own. The Fabricator is where the
two spines actually MEET: its recipe (alloys + chemicals -> goods) needs an Assembly Plant's
alloys the same way the Machine Works needs one for its own alloys+electronics merge, so it
converges on the metallurgy branch without ever touching the antimatter/military one β no
Foundry, Arsenal, Barracks, machining, or antimatter token anywhere in this branch. A
genuinely different way up the tree: a credits engine for fuel/tribute/freight (finished
goods sell dear on a low-industry world, engine/aiArchetypes.js "Verdani the low-industry
agri contrast") rather than strategic goods. Ore-costed like every other factory (the
reachability convention β ore is guaranteed near every base, regardless of what the recipe
itself consumes), odysseyOnly, and dropOff/recipe/prodRate follow the Smelter/Assembly Plant
idiom exactly. ---- */
chemplant: {
id: "chemplant", name: "Chemical Plant", hp: 420, radius: 16,
cost: { ore: 165 }, buildTime: 18, sight: 140,
dropOff: true,
recipe: "chem", prodRate: 2, // biomass + power β chemicals (data.js RECIPES.chem)
requires: ["chemistry"], // tech-gated only β no Smelter, no metallurgy: a true off-spine root
odysseyOnly: true,
category: "industrial",
},
fabricator: {
id: "fabricator", name: "Fabricator", hp: 450, radius: 17,
cost: { ore: 200 }, buildTime: 21, sight: 140,
dropOff: true,
recipe: "consumer", prodRate: 1, // alloys + chemicals + power β goods (data.js RECIPES.consumer)
// The merge point: needs the metallurgy branch's Assembly Plant (alloys) AND this branch's own
// Chemical Plant (chemicals), plus its own unlock tech β the same two-supplying-buildings-
// plus-tech shape Machine Works uses for its own alloys+electronics merge.
requires: ["assembler", "chemplant", "consumerfab"],
odysseyOnly: true,
category: "industrial",
},
};
// Prerequisites are satisfied for `owner` when: every building-type token in
// `def.requires` has a COMPLETED (non-constructing) building of that type, and
// every other token is a researched upgrade id. No `requires` field β always
// available. Pure and state-reading β the single source of truth shared by the
// production gate, the build gate, the AI, and the UI's locked buttons.
export function prereqsMet(state, owner, def) {
const reqs = def.requires;
if (!reqs || reqs.length === 0) return true;
const player = state.players[owner];
return reqs.every(req => {
if (BUILDINGS[req]) {
for (const b of state.buildings.values())
if (b.owner === owner && b.type === req && !b.constructing) return true;
return false;
}
return !!(player && player.upgrades && player.upgrades[req]);
});
}
// A building is a resource drop-off if it's the Command Center or a building flagged
// `dropOff` in its def (the Odyssey-only factory chain β smelter, assembler, chipfab,
// etc. β flags this; no skirmish building besides the Command Center does). Workers
// deposit their haul at the NEAREST drop-off (see gather.js). Single source of truth
// for the routing, tests, and any future UI.
export function isDropOff(type) {
const def = BUILDINGS[type];
return !!(def && (def.isCommandCenter || def.dropOff));
}
// Where a gatherer may DEPOSIT a raw haul: the Command Center, or a `dropOff` building
// with no `recipe` β NOT a factory, which drops its raws-as-inputs elsewhere and whose
// `store` is its refined OUTPUT buffer, not a raw-intake bin. In practice every `dropOff`
// building in the roster carries a `recipe` (the Odyssey factory chain), so this resolves
// to the Command Center alone β there is no forward/decentralized collection point.
export function isGatherDropOff(type) {
const def = BUILDINGS[type];
return !!(def && (def.isCommandCenter || (def.dropOff && !def.recipe)));
}
// ---- Worker capability: which unit types may found/assist-build a building category, gather a
// raw node, or run a haul/service/ferry job β end to end through recycling (recycling itself
// stays universal, see recycle.js: it's the target tearing itself down, not a worker action, so
// it needs no gate here). Mirrors isDropOff/isGatherDropOff's shape: a small pure predicate over a
// def flag. `UNITS[type].buildCategories` lists which of BUILDINGS[type].category values that
// unit may found/assist-build; `canGather`/`canLogistics` gate gathering and haul/service/ferry
// the same way. Worker is the one generalist that carries all three (every category, gather,
// logistics). Repair (Mender, role:"support") is intentionally untouched by all of this β it's
// its own separate specialist, ungated by any of these three.
export function canBuildCategory(unitType, category) {
return !!category && !!UNITS[unitType]?.buildCategories?.includes(category);
}
/** Whether `unitType` may found/assist-build `buildingType` (its BUILDINGS[type].category). */
export function canBuildType(unitType, buildingType) {
return canBuildCategory(unitType, BUILDINGS[buildingType]?.category);
}
/** Whether `unitType` may be issued a gather order (mine a raw resource node). */
export function canGatherType(unitType) {
return !!UNITS[unitType]?.canGather;
}
/** Whether `unitType` may be offered/issued a haul, service, or ferry job (engine/haul.js). */
export function canLogisticsType(unitType) {
return !!UNITS[unitType]?.canLogistics;
}
// Whether a building type can be ELECTRIFIED (Odyssey): wired into the power grid to run 30%
// better β a producer (Command Center / Barracks / Star Dock) trains faster, a Habitat houses
// more (engine/industry.js electrifyBoost; production.js, supply.js apply it). Eligible = a
// building that doesn't ALREADY live on the power economy (no recipe to run, no Power to grant,
// no rig/wonder draw) and has something worth boosting (`produces` a unit, or `supplyGrants`).
// So the factories (already power-hungry), Reactors/Generators (they GRANT power), turrets and
// other non-producers (Refinery, Foundry, Arsenal, Datacenter) are all excluded. Pure def
// predicate β deterministic, shared by the draw math, the boost application, and the HUD toggle.
export function isElectrifiable(type) {
const def = BUILDINGS[type];
if (!def) return false;
if (def.recipe || def.energyGrants || def.rig || def.wonder || def.combust) return false;
return !!(def.produces || def.supplyGrants);
}
// ---- Finite storage (Odyssey logistics) ---------------------------------------
// A producing building banks its OUTPUT into a finite `building.store` buffer, and a
// factory OR a fuel-burning power station draws its INPUTS (a recipe's ingredients, or a
// Combustion Generator's / Biomass Reactor's fuel) from a finite `building.input` buffer β
// both commodityβqty maps, capped by the def. Goods aren't spendable (or consumable) until a
// worker moves them (engine/haul.js): output is hauled to a Command Center, inputs are
// carried in from the treasury. So storage is a real, mindful constraint, not an infinite sink.
//
// Caps: a def can pin `storeCap` / `inputCap` explicitly (the Plasma Rig pins a big storeCap
// and has no input buffer β it digs its own raw ore, nothing to feed it); any building with a
// `recipe` (the factories) OR a `combust` (the fuel-burning power stations) otherwise gets the
// shared default. Everything else has no buffer (cap 0), so these helpers are no-ops for the
// whole skirmish roster.
const DEFAULT_FACTORY_STORE = 80; // a factory's output backlog before it stalls, ~tens of batches
const DEFAULT_FACTORY_INPUT = 80; // a factory's WHOLE input larder before it starves β split evenly
// per real input commodity below, NOT one pool every commodity races for
const RECIPE_BY_ID = Object.fromEntries(RECIPES.map(r => [r.id, r]));
/** The output-buffer capacity of a building type, or 0 if it has no buffer. */
export function storeCapOf(type) {
const def = BUILDINGS[type];
if (!def) return 0;
if (def.storeCap != null) return def.storeCap;
return def.recipe ? DEFAULT_FACTORY_STORE : 0;
}
// The REAL (haulable) input commodities a building needs hauled in β a recipe's ingredients
// (every key but "energy", which is a live per-tick Power draw, engine/industry.js, never a
// hauled/stored good), a fuel-burning power station's acceptable fuels (def.combust.fuels β
// gas for the Combustion Generator, biomass for the Biomass Reactor; a building CAN accept more
// than one β ANY ONE of them keeps it running, not all at once β see haul.js inputNeedsOf/
// neededInput, which already treats "pick whichever's neediest" the same way for both an
// AND-recipe and an OR-fuel-choice), or an ammo-fed static defense's single feed commodity
// (def.ammo.com β the Torpedo Battery's plasmatorp). Empty for a building with none of the
// three (or an unknown recipe id β belt-and-suspenders for stale data).
function realInputComs(type) {
const def = BUILDINGS[type];
const recipe = RECIPE_BY_ID[def?.recipe];
if (recipe) return Object.keys(recipe.in).filter(c => c !== "energy");
if (def?.combust) return def.combust.fuels;
if (def?.ammo) return [def.ammo.com];
return [];
}
// The input larder's total capacity is split EVENLY across however many real commodities the
// recipe needs, so each gets its OWN guaranteed slice β a 2-input recipe (e.g. chipfab: crystals +
// metals) gets 40 each of an 80 total, a 3-input one (e.g. plasmafab) gets ~26.7 each. Without
// this a single over-supplied input (workers keep bringing whichever the treasury happens to have
// plenty of) can fill the WHOLE shared pool on its own, leaving zero room for whichever OTHER
// input the recipe is actually starved of β the factory then sits stalled forever on a "Starved"
// input it can never actually receive, since haul.js's inputRoom check (below) always reads 0.
/** The per-commodity input-buffer capacity of a building type (a factory, a fuel-burning power
* station, or an ammo-fed static defense), or 0 if it has none. */
export function inputCapOf(type) {
const def = BUILDINGS[type];
if (!def) return 0;
const total = def.inputCap != null ? def.inputCap : ((def.recipe || def.combust || def.ammo) ? DEFAULT_FACTORY_INPUT : 0);
if (total <= 0) return 0;
const n = realInputComs(type).length;
return n > 0 ? total / n : total;
}
/** Sum a commodityβqty buffer (order-independent β deterministic); 0 for a missing buffer. */
function bufTotal(buf) {
let t = 0;
if (buf) for (const c in buf) t += buf[c] || 0;
return t;
}
/** How much is currently sitting in a building's output buffer (0 if none). */
export function storeTotal(building) { return bufTotal(building.store); }
/** The free room left in a building's output buffer (clamped β₯ 0). */
export function storeRoom(building) {
return Math.max(0, storeCapOf(building.type) - storeTotal(building));
}
/** How much (of every commodity combined) is currently sitting in a factory's input buffer. */
export function inputTotal(building) { return bufTotal(building.input); }
/** The free room left for ONE SPECIFIC input commodity (clamped β₯ 0) β each real input commodity
* gets its own independent slice of the larder (inputCapOf), so one oversupplied input can never
* crowd out room for another the recipe still needs. @param {Building} building @param {string} com */
export function inputRoom(building, com) {
return Math.max(0, inputCapOf(building.type) - (building.input?.[com] || 0));
}
// ---- Freighter cargo hold (Odyssey freight) ------------------------------------
// A freighter's `freight` is a multi-commodity hold (unlike a worker's single-slot `cargo`),
// capped by `def.cargoHold`. Lives here (not engine/galaxy.js, where the player-manual
// load/unload panel logic lives) so engine/haul.js can read a freighter's room/fill too β the
// workerβfreighter physical loading path β without importing galaxy.js, which itself imports
// engine/sim.js -> engine/haul.js and would otherwise be a cycle. galaxy.js re-exports both.
/** How much is currently aboard a freighter's hold (0 for a non-freighter unit). */
export function freightUsed(unit) { return unit ? bufTotal(unit.freight) : 0; }
/** A freighter's remaining hold room = its cargoHold minus what's aboard (0 for a non-freighter). */
export function freightRoom(unit) {
const cap = unit ? (UNITS[unit.type]?.cargoHold || 0) : 0;
return Math.max(0, cap - freightUsed(unit));
}
// Player-wide Refinery upgrades, arranged as three MUTUALLY EXCLUSIVE doctrines, each three tiers
// deep (docs/improvement-proposals.md's doctrine-depth redesign brought Assault and Bulwark up to
// the depth Logistics already had). You commit to Assault (offense), Bulwark (defense), or
// Logistics (economy/tempo) β researching any upgrade of one doctrine locks the others β and can
// then deepen your chosen path tier by tier (each requiring the tier right below it, via the same
// prereqsMet machinery the tech tree uses). So "which upgrade" is a real strategic fork with an
// opportunity cost, not a buy-both no-brainer. Like the Odyssey tech tree's TECHS
// (engine/techtree.js), each entry is PAID ON ENQUEUE and DEVELOPED OVER TIME β `time` is seconds
// to develop at a tech-5 world, scaled by researchTimeScale β queued at a Refinery via
// production.js's researchUpgrade and ticked by the SAME updateResearch loop the Datacenter uses
// (it resolves TECHS or UPGRADES by building.type). Effects apply live, army-wide (and base-wide
// β see reinforcedPlating/reinforcedBulwark below), the instant a queued upgrade completes;
// multipliers stack multiplicatively in combat.js. Assault costs radioactives, Bulwark crystals β
// so a world's deposit specialty tilts which combat doctrine comes easier.
// Each doctrine's Tier-3 is a CAPSTONE, additionally gated on a completed Arsenal (not just its
// own Tier-2) β Logistics' is a capability flag (recycling); Assault's and Bulwark's each change
// TEXTURE, not just magnitude, so the deepening tier adds a genuine tactical verb rather than a
// third copy of the same multiplier (see overdriveActuators/selfSealingPlating below).
// `ico` is the doctrine's emblem (assault βοΈ, bulwark π‘οΈ, logistics π¦), reused on the Refinery
// research buttons so the doctrine reads at a glance β same iconography as the rest of the HUD;
// a Tier-3 capstone breaks from its own doctrine's emblem for a more specific one instead
// (recycling β»οΈ, overdriveActuators β‘, selfSealingPlating π©Ή), the same way recycling already did.
export const UPGRADES = {
overchargedWeapons: {
id: "overchargedWeapons", name: "Overcharged Weapons", doctrine: "assault", tier: 1, ico: "βοΈ",
cost: { radioactives: 150 }, time: 25, desc: "+15% damage dealt by all combat units", damageDealtMult: 1.15,
},
// Doctrine depth (docs/improvement-proposals.md "Give the doctrine Tier-2s a verb"): a flat
// damage stack alone changes no decision a player makes IN a fight, so Tier-2 also grants a
// tactical verb on top of it β chaseSpeedMult moves an Assault army ~10% faster specifically
// while it's chasing an already-acquired target (the out-of-weapon-range chase branch in
// engine/combat.js updateCombat), never on a plain move order. Read by upgradeMult exactly like
// damageDealtMult β it's a genuine multiplier, just consumed at a different call site.
overchargedCore: {
id: "overchargedCore", name: "Overcharged Core", doctrine: "assault", tier: 2, ico: "βοΈ",
cost: { radioactives: 200, ore: 120 }, time: 32, requires: ["overchargedWeapons"],
desc: "+15% more damage dealt (stacks with Overcharged Weapons); +10% move speed while chasing an acquired target",
damageDealtMult: 1.15, chaseSpeedMult: 1.1,
},
// The Arsenal-gated capstone (docs/improvement-proposals.md "Tier-3 doctrine capstones"):
// texture, not just magnitude. Tier-2's chaseSpeedMult is about CLOSING a fight; this is about
// WINNING it once joined β a genuinely different tactical identity (tempo), so it needs no
// reconciliation with Tier-2 the way Bulwark's regen does below. Applied at every "reset the
// cooldown after a landed shot" site in engine/combat.js β the main unit attack path and
// updateWorkerCombat β but deliberately NOT updateBuildingCombat: this is the ARMY's tempo
// upgrade (mobile units only), not a base-defense buff. Bulwark, not Assault, is the doctrine
// that already reaches structures too (see reinforcedPlating's own comment below). Mixed
// building+upgrade requires β prereqsMet already resolves both token kinds.
overdriveActuators: {
id: "overdriveActuators", name: "Overdrive Actuators", doctrine: "assault", tier: 3, ico: "β‘",
cost: { radioactives: 220, ore: 140 }, time: 38, requires: ["overchargedCore", "arsenal"],
desc: "-10% attack cooldown β the army shoots faster once it's engaged", attackCooldownMult: 0.9,
},
// "all units and structures", not just combat units: attackDamage (engine/combat.js) applies
// damageTakenMult to EVERY target it computes damage for β units AND buildings alike, with no
// kind/role filter β so Bulwark already shields turrets, the Command Center, and Habitats too.
// Bulwark is the defense doctrine for the army AND the base.
reinforcedPlating: {
id: "reinforcedPlating", name: "Reinforced Plating", doctrine: "bulwark", tier: 1, ico: "π‘οΈ",
cost: { crystals: 150 }, time: 25, desc: "-12% damage taken by all units and structures", damageTakenMult: 0.88,
},
// Doctrine depth, the Bulwark half (docs/improvement-proposals.md "Give the doctrine Tier-2s a
// verb" AND "Tier-3 doctrine capstones" β RECONCILED into one mechanic here; see
// selfSealingPlating below for why there's only one regen system, not two independently-tracked
// ones). This is the verb itself: role:"combat" army units passively heal `regenRate` hp/s once
// `regenDelay` seconds have passed since they last took a hit (engine/repair.js
// updateBulwarkRegen reads these two fields directly, like recycling's capability flag below β
// NOT through the generic upgradeMult product, since a rate and a delay aren't multipliers to
// stack, they're the two knobs of one mechanic). "Win attrition wars by cycling out of fights" β
// strictly out-of-combat: a unit under continuous fire keeps restamping unit.lastHitAt
// (engine/combat.js) every hit, so it never crosses even this delay β see
// test/balance.test.js's auto-battle duels, untouched by design.
reinforcedBulwark: {
id: "reinforcedBulwark", name: "Reinforced Bulwark", doctrine: "bulwark", tier: 2, ico: "π‘οΈ",
cost: { crystals: 200, ore: 120 }, time: 32, requires: ["reinforcedPlating"],
desc: "-12% more damage taken (stacks with Reinforced Plating); army units regenerate hp once out of combat",
damageTakenMult: 0.88, regenRate: 0.5, regenDelay: 8,
},
// The Bulwark capstone (docs/improvement-proposals.md "Tier-3 doctrine capstones") β and the
// RECONCILIATION point with "Give the doctrine Tier-2s a verb" above, which independently
// proposed the exact same "out-of-combat hp regen" identity for reinforcedBulwark. Rather than
// ship two separately-tracked regen fields (a silent double-heal for a player who owns both, or
// a Tier-3 pick that just restates what Tier-2 already grants), this is ONE mechanic:
// engine/repair.js's updateBulwarkRegen reads regenRate/regenDelay off whichever of these two
// upgrades the player holds, this capstone's numbers winning whenever both are present β so a
// save can never double-apply both tiers at once. And this entry genuinely DEEPENS Tier-2's
// grant rather than repeating it: 3x the heal rate, well under half the unhit delay. A
// Tier-2-only army must fully disengage for 8s before it heals at all; a Tier-2+3 army peels a
// wounded unit out for a much shorter breather AND patches it up faster once it does β "armies
// that hold ground recover" (the proposal's own framing), a sustain identity that complements
// the Mender rather than replacing it. Still strictly out-of-combat at every tier: the
// shortened delay is still a real delay, so a continuously-hit unit (lastHitAt restamped every
// hit) never benefits at ANY tier β see test/repair.test.js's reconciliation-proving cases.
selfSealingPlating: {
id: "selfSealingPlating", name: "Self-Sealing Plating", doctrine: "bulwark", tier: 3, ico: "π©Ή",
cost: { crystals: 220, ore: 140 }, time: 38, requires: ["reinforcedBulwark", "arsenal"],
desc: "out-of-combat hp regen kicks in sooner and heals faster than Reinforced Bulwark alone",
regenRate: 1.5, regenDelay: 3,
},
// A third doctrine that isn't about the fight at all: Logistics trades combat
// upgrades for economy and tempo. Committing to it locks Assault AND Bulwark
// (and vice-versa) through the same committedDoctrine machinery, so "out-macro
// them" is a real, mutually-exclusive plan against "out-fight them" β not a
// free third buy. gatherYieldMult/produceTimeMult are read by gather.js and
// production.js the same data-driven way the damage mults are read by combat.js.
logisticsNetwork: {
id: "logisticsNetwork", name: "Logistics Network", doctrine: "logistics", tier: 1, ico: "π¦",
cost: { crystals: 140 }, time: 25, desc: "+25% resource yield from every haul", gatherYieldMult: 1.25,
},
rapidFabrication: {
id: "rapidFabrication", name: "Rapid Fabrication", doctrine: "logistics", tier: 2, ico: "π¦",
cost: { crystals: 160, ore: 120 }, time: 32, requires: ["logisticsNetwork"],
desc: "-20% unit & building production time", produceTimeMult: 0.8,
},
// No multiplier field: unlike its two Logistics siblings above, this GATES a capability
// (raises the recycling refund cap) rather than feeding the generic upgradeMult product β read
// directly by id, the same way FREIGHTER_AI_TECH is (engine/recycle.js RECYCLE_TECH). Shares
// that exact id with the Odyssey tech tree's own "recycling" node (engine/techtree.js) β only
// one of the two trees is ever active in a given match, so the shared key is safe and lets
// engine/recycle.js check a single flag regardless of mode.
recycling: {
id: "recycling", name: "Field Recycling", doctrine: "logistics", tier: 3, ico: "β»οΈ",
cost: { crystals: 180, ore: 140 }, time: 38, requires: ["rapidFabrication"],
desc: "+30% of a recycled unit/building's cost reclaimed (up to an 80% cap)",
},
// Hard difficulty's economic edge (engine/aiDifficulty.js) β seeded straight onto
// state.players.ai.upgrades at creation (engine/state.js), never researched, so it needs
// none of a real entry's machinery: no cost, no time, no doctrine, no tier/requires. It rides
// the exact same gatherYieldMult/produceTimeMult fields logisticsNetwork/rapidFabrication use β
// gather.js/production.js need no changes at all to pick it up. `aiOnly` keeps it out of the
// player-facing Refinery research panel and its cost fingerprint (hudSelection.js); having no
// `doctrine` keeps it invisible to committedDoctrine (which now guards on `.doctrine`
// explicitly β see below) and to aiEconomy.js's per-doctrine research path.
hardEdge: {
id: "hardEdge", name: "Hard Edge", aiOnly: true,
gatherYieldMult: 1.1, produceTimeMult: 0.9,
},
};
// Product of a multiplier field across a player's RESEARCHED upgrades (1 when
// none apply) β the single place combat/gather/production read upgrade effects.
// A new upgrade is then pure data: give it a field, and its multiplier is picked
// up wherever that field is consumed (damageDealtMult, damageTakenMult,
// gatherYieldMult, produceTimeMult, ...).
export function upgradeMult(upgrades, field) {
let m = 1;
if (!upgrades) return m;
for (const id of Object.keys(upgrades)) {
if (upgrades[id] && UPGRADES[id] && UPGRADES[id][field]) m *= UPGRADES[id][field];
}
return m;
}
// The doctrine a player has committed to β the doctrine of any upgrade they've
// researched, OR is still developing (queued at a Refinery, not yet complete) β or
// null if neither. Researching (or queuing) an upgrade of the other doctrine is
// then locked out (see production.js's researchUpgrade). The queued half matters
// because doctrine research now DEVELOPS OVER TIME instead of landing instantly
// (engine/techtree.js updateResearch): the cost is paid up front on enqueue, so the
// commitment has to bite the instant it's queued, not only once the timer finishes
// β otherwise both doctrines could sit queued side-by-side during the development
// window, defeating the whole "real commitment" point above. Scoped to `type ===
// "refinery"` specifically (not just "any researchQueue"): a Datacenter's OWN queue
// uses the SAME field name but resolves against TECHS, which shares no doctrine
// tokens with UPGRADES except the deliberately-overlapping "recycling" id β cross-
// checking a Datacenter job against UPGRADES here would misread that shared id as a
// Logistics commitment. `state.buildings` is optional-chained so a bare test state
// (no buildings map at all) reads as "nothing queued", identical to before this queued
// half existed.
// Guards on `.doctrine` itself, not just UPGRADES membership: a non-doctrine entry
// (hardEdge, Hard difficulty's seeded economic edge) must stay invisible here, the same
// way researchUpgrade's own doctrine-lock check already reads `def.doctrine` rather than
// just `UPGRADES[id]` β without this, hardEdge being seeded before any real research would
// make this return `undefined` forever, silently disabling the doctrine lock entirely.
export function committedDoctrine(state, owner) {
const ups = state.players[owner].upgrades;
for (const id of Object.keys(ups)) if (ups[id] && UPGRADES[id]?.doctrine) return UPGRADES[id].doctrine;
for (const b of state.buildings?.values() || []) {
if (b.owner !== owner || b.type !== "refinery" || !b.researchQueue) continue;
for (const job of b.researchQueue) { const def = UPGRADES[job.techId]; if (def?.doctrine) return def.doctrine; }
}
return null;
}
// A STANDING structure's bonus: the product of a multiplier field across a player's own
// COMPLETED buildings whose def carries it (e.g. produceTimeMult on the Foundry/Arsenal above) β
// the live-scanned counterpart to upgradeMult/techMult, which read a RESEARCHED id instead of a
// building that has to keep standing. Mirrors committedDoctrine's own live scan just above: razing
// the building drops the bonus on the very next read, with no separate flag to track or clear.
// Multiple standing structures with the same field STACK multiplicatively (a Foundry AND an
// Arsenal both apply), same rule upgradeMult/techMult already use for stacking research. 1 (no-op)
// for an owner with no completed building carrying that field.
export function structureMult(state, owner, field) {
let m = 1;
for (const b of state.buildings?.values() || []) {
if (b.owner !== owner || b.constructing) continue;
const def = BUILDINGS[b.type];
if (def && def[field]) m *= def[field];
}
return m;
}
// Veterancy ranks (docs/improvement-proposals.md "Veterancy ranks: kills forge small combat
// multipliers and visible chevrons"): each rank layers on the same ~+6% damage-dealt / -6%
// damage-taken edge, so a whole campaign's survivors compound rather than jumping to full
// strength off one lucky trade. Thresholds (3/8/18 kills) are spaced so a single engagement
// rarely mints even rank 1 β combat.js's performAttack only increments `kills` on a CONFIRMED
// kill by a unit-kind attacker, so racking up 3 in one fight means winning three separate
// exchanges, not one. Verified against test/balance.test.js's whole auto-battle regression
// harness (the duel/cracksBase-style invariants), which stays green with veterancy folded in.
export const VETERANCY_RANKS = [
{ kills: 3, dealtMult: 1.06, takenMult: 0.94 },
{ kills: 8, dealtMult: 1.06 ** 2, takenMult: 0.94 ** 2 },
{ kills: 18, dealtMult: 1.06 ** 3, takenMult: 0.94 ** 3 },
];
// A unit's veterancy rank (0..VETERANCY_RANKS.length) and the two multipliers that go with it β
// 1/1 (no-op) below the first threshold, or for anything with no `kills` field at all (a fresh
// unit off the line, or a building/turret, which never accrues kills). Pure and side-effect-free
// so attackDamage (combat.js) and the chevron renderer (renderUnits.js) can both call it straight
// off the entity with no shared bookkeeping.
/** @param {Unit} unit @returns {{ rank: number, dealtMult: number, takenMult: number }} */
export function rankMults(unit) {
const kills = unit?.kills || 0;
let rank = 0;
for (const r of VETERANCY_RANKS) { if (kills < r.kills) break; rank++; }
const tier = VETERANCY_RANKS[rank - 1];
return { rank, dealtMult: tier ? tier.dealtMult : 1, takenMult: tier ? tier.takenMult : 1 };
}
// Skiff, Bastion and Lancer form a deliberate rock-paper-scissors: each
// one's bonusVs targets exactly the unit that would otherwise be its
// hardest matchup, and nothing beats all three at once.
// Skiff -> beats Lancer (fast raiders shred a lightly-armored gun platform before it can find its range)
// Bastion -> beats Skiff (heavy armor shrugs off skiff fire and tears through light hulls up close)
// Lancer -> beats Bastion (armor-piercing rounds built specifically to punch through heavy plating)
export const UNITS = {
worker: {
id: "worker", name: "Worker", hp: 40, radius: 6, speed: 60,
cost: { ore: 50 }, altCost: { biomass: 50 }, buildTime: 8, supplyCost: 1,
// `altCost` is an EITHER/OR price: a worker can be trained on ore (the default) or on
// biomass instead (engine/production.js queueProduction's `alt` flag) β so a crystal/ore-poor,
// biomass-rich claim can still grow its workforce. The queued job remembers which it paid, so a
// cancel refunds the right commodity.
role: "worker", gatherRate: 10, cargoCap: 10,
// Saturation: the first `minerSoftCap` workers on a deposit mine at full
// rate; each one past that pulls only `minerFalloff` of a full share (see
// gather.js's miningEfficiency), so over-piling a node has diminishing
// returns and spreading out / expanding to a fresh field is a real call.
// The cap matches the ~3 home seams and the 3 starting workers, so the
// opening economy is never penalised.
minerSoftCap: 3, minerFalloff: 0.4,
sight: 110,
// Can defend itself in a pinch β a weak short-range strike β but only when
// explicitly ordered to attack. Workers never auto-acquire, so they don't
// abandon the economy to go pick fights; a handful ganging up can drive off
// a lone raider, but they're no substitute for real military units.
attack: 4, range: 15, cooldown: 1.4,
// The one economy unit, and it does everything: every build category, gather, AND
// logistics β no specialization, no gate.
buildCategories: ["infrastructure", "military", "industrial"], canGather: true, canLogistics: true,
},
ranger: {
id: "ranger", name: "Ranger", hp: 50, radius: 6, speed: 115,
cost: { ore: 45 }, buildTime: 10, supplyCost: 1,
// A dedicated recon unit, built at the Command Center like a Worker. Cheap
// and fragile β it scouts, it doesn't fight β with a token bite for
// self-defence only (role "scout" β it never auto-acquires, so it won't wander
// into a fight on its own; the attack fires only when explicitly ordered, like
// a Worker's). Its edges are the three things a scout wants:
role: "scout", attack: 6, range: 22, cooldown: 1.3,
sight: 340, // sees far β vision is the whole point of the unit
allTerrain: true, // ice fields and rough ground never slow it (movement.js honours this flag)
// ...and a "scout mode" (issueScout / order type "scout") where it ranges the
// map on its own, heading for the nearest unexplored ground β see scout.js.
},
colonyship: {
id: "colonyship", name: "Colony Ship", hp: 600, radius: 13, speed: 48,
cost: { ore: 500 }, buildTime: 40, supplyCost: 3,
// The mobile seed of a base (Odyssey only): move it to a site and DEPLOY it
// (engine/colony.js) into a Command Center; its colonists β the opening workers
// β disembark on deploy. Its own non-combat role: unarmed (no `attack`, so it
// can never be ordered to fight), never auto-acquires, and is transparent to the
// army/threat scans β but the main-acquire still lets enemies shoot it, so it's a
// real escort risk on the trek, not incidentally invincible. Pricier than the CC
// (400) it replaces: the mobility premium.
role: "colony", sight: 200,
odysseyOnly: true,
},
skiff: {
id: "skiff", name: "Skiff", hp: 72, radius: 7, speed: 90,
cost: { ore: 100 }, buildTime: 12, supplyCost: 1,
role: "combat", attack: 12, range: 40, cooldown: 1,
sight: 160, aggroRange: 120,
// Fast and cheap, but a touch fragile (72 hp): it wins by harassment and
// numbers, not by trading blows, so its counters punish it faster now.
bonusVs: { lancer: 10 },
},
bastion: {
id: "bastion", name: "Bastion", hp: 160, radius: 9, speed: 68,
cost: { ore: 160 }, buildTime: 18, supplyCost: 2,
role: "combat", attack: 10, range: 44, cooldown: 1.2,
sight: 130, aggroRange: 110,
// Its job is to catch and crush Skiffs. It now OUT-RANGES the Skiff (44 vs 40) β
// just barely, still under the AI's KITE_MIN_RANGE 50 so it stands and trades rather
// than kiting β so a player-microed Skiff can no longer sit at 40 and orbit forever
// outside the reach of the very unit built to hard-counter it. bonusVs trimmed to 10
// (from 14) so the head-on time-to-kill stays close to before despite the extra reach.
bonusVs: { skiff: 10 },
},
lancer: {
id: "lancer", name: "Lancer", hp: 70, radius: 8, speed: 75,
cost: { ore: 150 }, buildTime: 16, supplyCost: 2,
role: "combat", attack: 16, range: 55, cooldown: 1.4,
sight: 170, aggroRange: 130,
bonusVs: { bastion: 20 },
requires: ["foundry"], // Tier-2: the answer to a massed Bastion ball, but you must tech to it
},
breacher: {
id: "breacher", name: "Breacher", hp: 130, radius: 10, speed: 50,
cost: { ore: 100, radioactives: 60 }, buildTime: 20, supplyCost: 2,
role: "combat", attack: 10, range: 150, cooldown: 2,
sight: 180, aggroRange: 150,
// Deliberately OUTSIDE the Skiff/Lancer/Bastion triangle: no bonusVs
// any unit type, and no unit gets bonusVs breacher. Its whole identity
// is the class-wide structure bonus below plus outranging the turret.
bonusVsBuildings: 30,
prefersBuildings: true,
// Not a bonusVs-derived hard counter (this adds no new combat math) β a
// cost-parity Skiff swarm still crushes it in practice (test/balance.test.js),
// "folds to massed Skiffs for a fraction of its cost" per README. Data the
// AI's counter-pick (engine/aiMilitary.js COUNTER_OF) can fold in directly.
counteredBy: "skiff",
requires: ["foundry"], // Tier-2 siege: a tech investment, not a turn-one option
},
dreadnought: {
id: "dreadnought", name: "Dreadnought", hp: 340, radius: 12, speed: 42,
cost: { ore: 240, radioactives: 100 }, buildTime: 30, supplyCost: 4,
role: "combat", attack: 26, range: 68, cooldown: 1.6,
sight: 190, aggroRange: 150,
// Tier-3 capital platform: tanky, long-reaching, heavy-hitting β a real
// power spike you tech to (Barracks -> Foundry -> Arsenal). Deliberately
// OUTSIDE the rock-paper-scissors triangle, like the Breacher: no bonusVs
// any type and nothing bonuses against it, and its steep cost + 4 supply
// mean cheaper massed units still trade cost-effectively into it β so it
// anchors an army rather than hard-countering it.
counteredBy: "skiff", // the cost-efficiency answer above, certified by test/balance.test.js's supply-parity duel
requires: ["arsenal"],
},
mender: {
id: "mender", name: "Mender", hp: 70, radius: 8, speed: 78,
cost: { ore: 90, crystals: 60 }, buildTime: 16, supplyCost: 2,
// A pure-support drone: no attack of any kind (role "support" β it never
// auto-acquires and combat.js never gives it a weapon). It closes a real
// gap in the roster β until now every hp lost was permanent, so attrition
// always favoured whoever could out-produce. A Mender lets a bruised army
// heal between fights and lets a besieged base patch its buildings, so
// *keeping* an army alive becomes a strategy, not just re-buying it.
role: "support", requires: ["foundry"], sight: 130,
// Heals every damaged friendly unit AND building within repairRange at
// repairRate hp/sec each (see repair.js) β capped at each target's maxHp,
// never itself, never something still under construction. Fragile and
// unarmed, so it's a priority kill: escort it or lose it.
repairRate: 6, repairRange: 110,
},
// The convoy freighter β a defenceless cargo hauler used only by the scenario
// modes (engine/scenarios.js), never trained at a building. Slow, no weapon
// (role "freighter" β it never auto-acquires and combat.js never arms it), but
// a big hull so it can survive a raid long enough for its escort to answer.
// supplyCost/sight satisfy the roster invariants; cost is empty (it's spawned,
// not bought).
freighter: {
id: "freighter", name: "Freighter", hp: 220, radius: 11, speed: 46,
cost: {}, buildTime: 0, supplyCost: 1,
role: "freighter", sight: 130,
},
/* ---- ODYSSEY FREIGHT β cargo ships in three sizes. A jump's cargo hold is the combined
`cargoHold` of the cargo ships staged for it (engine/galaxy.js freightCapacity), so hauling
manufactured goods between worlds means building and staging shipping: a bigger fleet, or
bigger ships, moves more per trip. Role "freighter" β they carry no weapon (combat.js never
arms them), so they need escorting. Gated behind the Spaceport (no point shipping without a
jump pad) and Odyssey-only, so the skirmish roster + its byte-identical replay are untouched.
Their supplyCost also draws on the Spaceport's per-jump capacity, so a Bulk Freighter needs a
bigger pad to lift alongside an army. ---- */
hauler: {
id: "hauler", name: "Hauler", hp: 180, radius: 9, speed: 58,
cost: { ore: 90 }, buildTime: 12, supplyCost: 1,
role: "freighter", sight: 130, cargoHold: 250, odysseyOnly: true, requires: ["spaceport"],
},
heavyhauler: {
id: "heavyhauler", name: "Heavy Hauler", hp: 350, radius: 12, speed: 44,
cost: { ore: 220 }, buildTime: 24, supplyCost: 3,
role: "freighter", sight: 140, cargoHold: 650, odysseyOnly: true, requires: ["spaceport"],
},
bulkfreighter: {
id: "bulkfreighter", name: "Bulk Freighter", hp: 600, radius: 15, speed: 32,
cost: { ore: 480 }, buildTime: 42, supplyCost: 6,
role: "freighter", sight: 150, cargoHold: 1600, odysseyOnly: true, requires: ["spaceport"],
},
/* ---- Tier-3 SPECIALTY units: one per "rare" surface commodity, so a world's
deposit specialty shapes which elite you can field (radioactives already
give the balanced Dreadnought above). All Arsenal-gated, all deliberately
OUTSIDE the Skiff/Bastion/Lancer triangle β situational power, not a hard
counter β and each pays in a commodity that was otherwise never spent (gas
on Vesper/Glacius/Nimbus, ice on Glacius, relics on Korrath/Oort). ---- */
wraith: {
id: "wraith", name: "Wraith", hp: 84, radius: 8, speed: 104,
cost: { ore: 120, gas: 60 }, buildTime: 18, supplyCost: 2,
role: "combat", attack: 22, range: 58, cooldown: 0.85,
sight: 175, aggroRange: 150,
// Helium-3-fuelled strike craft: the roster's fastest combatant and its
// hardest hitter per shot, but paper-thin β a glass cannon that shreds a
// line and then melts to any focused fire. Gas turns a dead deposit into
// the fuel for raids.
counteredBy: "skiff", // "melts to any focused fire" above, certified by test/balance.test.js's cost-parity duel
requires: ["arsenal"],
},
aegis: {
id: "aegis", name: "Aegis", hp: 360, radius: 11, speed: 48,
cost: { ore: 160, ice: 90 }, buildTime: 26, supplyCost: 4,
role: "combat", attack: 11, range: 26, cooldown: 1.3,
sight: 140, aggroRange: 110,
// A cryo-armoured wall: the tankiest hull in the game with an almost token gun. It
// doesn't kill things β it projects a cryo-armour bubble that REDUCES the damage its
// nearby allies take (guardAura, read in combat.js attackDamage), so the army fighting
// around it lives longer wherever it stands β no need to pre-position it as a literal
// wall, and enemy targeting doesn't have to cooperate. The anvil to the Wraith's hammer.
// Faster now (48) so it can keep formation with the line it shields. Ice is its armour.
guardAura: { range: 96, damageTakenMult: 0.82 },
// Out-shot, not out-tanked: armies are supply-capped lategame, not cost-capped
// (cost parity actually favours the Aegis β its hp pool buys more survivability
// per ore than the Lancer's), but at equal SUPPLY the Lancer's armor-piercing
// rounds out-DPS the almost-token gun before the huge hp pool matters β the
// Wraith's hammer needed an anvil; the Aegis needed a sharper spear. Certified
// by test/balance.test.js's supply-parity duel.
counteredBy: "lancer",
requires: ["arsenal"],
},
colossus: {
id: "colossus", name: "Colossus", hp: 150, radius: 12, speed: 32,
cost: { ore: 180, relics: 80 }, buildTime: 30, supplyCost: 4,
role: "combat", attack: 42, range: 185, cooldown: 2.6,
sight: 210, aggroRange: 185,
// A reactivated ancient siege engine: out-ranges everything on the field β
// the Sentinel Turret (130) and even the Breacher (150) β and hits like a
// truck, but fires slowly, crawls, and is fragile for its cost, so it must
// be screened or it's sniped/rushed down. A flat structure bonus makes it a
// base-cracker. Relics (ancient tech) are its ammunition.
bonusVsBuildings: 25,
// The T3 anti-mass verb (docs/improvement-proposals.md "Colossus splash"): the primary hit
// also rattles enemy units caught within `radius` of the impact point, for `frac` of this
// hit's damage, falling off linearly to zero at the edge (engine/combat.js performAttack).
// This is the mechanical answer to "spread out vs artillery" β a packed formation (exactly
// what separation.js's own same-owner packing produces) eats real splash; a spread one barely
// does. Enemy-only and units-only by construction (performAttack only ever walks
// state.unitGrid/state.units, never state.buildings) β never the Colossus's own side, and
// never a building, however close one stands to the impact. Tuned against
// test/balance.test.js the same way SALVAGE_FRAC once was: the Skiff counter (below) must
// still win head-on, cost-parity, splash included.
splash: { radius: 26, frac: 0.5 },
// "must be screened or it's sniped/rushed down" above, certified by
// test/balance.test.js's supply-parity duel: fragile and slow-firing, it
// folds to a mass it can't kill fast enough.
counteredBy: "skiff",
requires: ["arsenal"],
},
leviathan: {
id: "leviathan", name: "Leviathan", hp: 900, radius: 14, speed: 34,
cost: { ore: 300, ai: 3, plasmatorp: 4 }, buildTime: 60, supplyCost: 8,
role: "combat", attack: 70, range: 200, cooldown: 2.4,
sight: 220, aggroRange: 190,
// The Strategic-tier capital ship: built only at a Star Dock (Odyssey-only),
// costed in AI Cores + Plasma Torpedoes you must MANUFACTURE β the military
// half of the endgame. Huge hull, long reach, a base-cracker's structure
// bonus. Deliberately OUTSIDE the rock-paper-scissors triangle (no bonusVs,
// nothing hard-counters it) β but 8 supply and a strategic-good price mean a
// swarm of cheap units still trades into it, and every good spent on a
// Leviathan is one not fed to the Antimatter Gate.
bonusVsBuildings: 40,
requires: ["stardock"],
odysseyOnly: true, // the endgame capital ship deliberately exceeds the skirmish specialists (see entities.test)
},
heliumbomb: {
id: "heliumbomb", name: "Helium Bomb", hp: 80, radius: 10, speed: 60,
cost: { gas: 150, antimatter: 3, plasmatorp: 3 }, buildTime: 45, supplyCost: 3,
// A doomsday device, not a combatant: no `attack`, and role "bomb" (not
// "combat") means it never auto-fights and the AI's army/threat scans
// (which filter role === "combat") skip right past it, the same way they
// skip the Colony Ship. It's still a perfectly legal target for an ENEMY's
// own auto-acquire β combat.js's targeting picks the nearest live enemy of
// any role, not just role:"combat" β so shooting an armed one is the worst
// possible move (see engine/bomb.js: any hit on an armed bomb detonates it
// instead of just damaging it).
role: "bomb", sight: 150,
requires: ["stardock"],
odysseyOnly: true,
},
};
// Every commodity that anything (a unit, a building, an upgrade) actually costs β computed
// once. Shared by aiWorkers.js's assignIdleWorkers (so a poor-economy world's AI, e.g. Glacius'
// ice/gas it can never spend, prefers nodes it can actually use) and market.js's AI barter (so
// it never treats an already-dead-end commodity as a real "bottleneck" to trade toward).
export const SPENDABLE = (() => {
const coms = new Set();
for (const d of [...Object.values(UNITS), ...Object.values(BUILDINGS), ...Object.values(UPGRADES)])
for (const com of Object.keys(d.cost || {})) coms.add(com);
return coms;
})();
export function canAfford(resources, cost) {
return Object.entries(cost).every(([com, qty]) => (resources[com] || 0) >= qty);
}
// Clamp to a range. Byte-identical private copies lived in diplomacy.js and market.js, both on
// determinism-sensitive paths (stance drift and price math), so one being "fixed" without the other
// is a divergence no single-module suite would see.
/** @param {number} v @param {number} lo @param {number} hi @returns {number} */
export function clamp(v, lo, hi) { return v < lo ? lo : v > hi ? hi : v; }
// The refund delta for a cost bag. Lives here, beside payCost, because BOTH refund paths need it:
// engine/production.js (a cancelled unit) and engine/techtree.js (a cancelled research) each used to
// carry a byte-identical private copy, so a rounding or negative-zero fix applied to one and not the
// other would be a silent economy asymmetry no single-module suite could see.
/** @param {Resources} cost @returns {Resources} */
export function negate(cost) {
return Object.fromEntries(Object.entries(cost).map(([com, qty]) => [com, -qty]));
}
// Does `owner` have a FINISHED building of this type? The prereq question both UI surfaces ask β
// overlays.js's help panel and techChart.js's ladder β which used to carry the same body under two
// different names (hasBuilding / hasCompletedBuilding), which is why the duplication went unnoticed.
/** @param {State} state @param {string} owner @param {string} type @returns {boolean} */
export function hasCompletedBuilding(state, owner, type) {
for (const b of state.buildings.values()) if (b.owner === owner && b.type === type && !b.constructing) return true;
return false;
}
export function payCost(resources, cost) {
Object.entries(cost).forEach(([com, qty]) => { resources[com] = (resources[com] || 0) - qty; });
}
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