ProductionGame/backend/engine.py

490 lines
22 KiB
Python

import math
import time
# Drug Catalog mirroring config.js
DRUG_CONFIGS = {
'weed': {'rawCost': 10, 'sellPrice': 16, 'produceRate': 1.0, 'sellRate': 1.0, 'supplyRate': 1.0, 'supplierCost': 75, 'workerCost': 100, 'dealerCost': 150, 'unlockCost': 0},
'shrooms': {'rawCost': 35, 'sellPrice': 65, 'produceRate': 0.8, 'sellRate': 0.8, 'supplyRate': 0.8, 'supplierCost': 300, 'workerCost': 450, 'dealerCost': 650, 'unlockCost': 500},
'adderall': {'rawCost': 120, 'sellPrice': 240, 'produceRate': 0.6, 'sellRate': 0.6, 'supplyRate': 0.6, 'supplierCost': 1500, 'workerCost': 2000, 'dealerCost': 3000, 'unlockCost': 2500},
'meth': {'rawCost': 400, 'sellPrice': 950, 'produceRate': 0.5, 'sellRate': 0.5, 'supplyRate': 0.5, 'supplierCost': 6000, 'workerCost': 8000, 'dealerCost': 12000, 'unlockCost': 10000},
'mdma': {'rawCost': 1200, 'sellPrice': 3200, 'produceRate': 0.4, 'sellRate': 0.4, 'supplyRate': 0.4, 'supplierCost': 20000, 'workerCost': 28000, 'dealerCost': 40000, 'unlockCost': 35000},
'ketamine': {'rawCost': 3800, 'sellPrice': 11000, 'produceRate': 0.35, 'sellRate': 0.35, 'supplyRate': 0.35, 'supplierCost': 75000, 'workerCost': 95000, 'dealerCost': 140000, 'unlockCost': 120000},
'cocaine': {'rawCost': 12000, 'sellPrice': 38000, 'produceRate': 0.3, 'sellRate': 0.3, 'supplyRate': 0.3, 'supplierCost': 250000, 'workerCost': 320000, 'dealerCost': 480000, 'unlockCost': 400000},
'crack': {'rawCost': 35000, 'sellPrice': 115000, 'produceRate': 0.25, 'sellRate': 0.25, 'supplyRate': 0.25, 'supplierCost': 700000, 'workerCost': 900000, 'dealerCost': 1400000, 'unlockCost': 1200000},
'heroin': {'rawCost': 110000, 'sellPrice': 420000, 'produceRate': 0.2, 'sellRate': 0.2, 'supplyRate': 0.2, 'supplierCost': 2800000, 'workerCost': 3500000, 'dealerCost': 5500000, 'unlockCost': 4500000},
'fentanyl': {'rawCost': 450000, 'sellPrice': 2100000, 'produceRate': 0.15, 'sellRate': 0.15, 'supplyRate': 0.15, 'supplierCost': 12000000, 'workerCost': 15000000, 'dealerCost': 24000000, 'unlockCost': 20000000}
}
SYNTHESIS_RECIPES = {
'calvin_klein': {'ingredients': {'cocaine': 5, 'ketamine': 5}, 'payout': 95000},
'speedball': {'ingredients': {'heroin': 3, 'cocaine': 3}, 'payout': 850000},
'candy_flip': {'ingredients': {'shrooms': 15, 'mdma': 10}, 'payout': 75000}
}
SKILL_COSTS = {
'chem_1': 500, 'chem_2': 15000, 'chem_3': 250000,
'king_1': 1000, 'king_2': 35000, 'king_3': 600000,
'smug_1': 2000, 'smug_2': 50000, 'smug_3': 1000000
}
UNIT_MILESTONES = [1, 5, 10, 25, 50, 100, 200, 300, 400, 500, 750, 1000, 1500, 2000]
OFFSHORE_PERK_COSTS = {
'swiss_vault': [1, 3, 8, 20, 50],
'auto_contracts': [2, 5, 12, 30],
'corrupt_judiciary': [2, 6, 15, 40],
'bulk_discount': [5, 15, 35, 80],
'compound_interest': [4, 10, 25, 60, 150]
}
ACHIEVEMENT_TIER_REQS = {
'dirty_empire': [10000, 250000, 5000000, 100000000, 1000000000],
'master_synthesizer': [100, 1000, 15000, 200000, 2500000],
'street_monopoly': [100, 1500, 25000, 300000, 3000000],
'supply_baron': [250, 3000, 50000, 500000],
'vault_hoarder': [50000, 500000, 10000000, 250000000],
'syndicate_army': [25, 100, 500, 2500],
'purity_legend': [5, 25, 100, 500],
'shadow_cartel': [3, 10, 30],
'swiss_kingpin': [1, 3, 10, 25],
'formula_expansion': [3, 6, 8, 10]
}
def clean_round(val: float) -> float:
"""Rounds float gracefully to 1 decimal place without floating point anomalies."""
if math.isnan(val) or math.isinf(val) or val < 0:
return 0.0
return round(float(val), 1)
def get_unit_milestone_multiplier(count: int) -> float:
"""Calculates 2x multiplier for each milestone threshold achieved."""
reached = sum(1 for m in UNIT_MILESTONES if count >= m)
return float(math.pow(2.0, reached))
def get_all_tier_milestone_multiplier(state: dict, unit_key: str) -> float:
"""Calculates 2x global set multiplier when all unlocked drugs reach a milestone."""
unlocked = [d for d in state.get('drugs', {}).values() if d.get('unlocked')]
if not unlocked:
return 1.0
min_count = min(d.get(unit_key, 0) for d in unlocked)
reached = sum(1 for m in UNIT_MILESTONES if min_count >= m)
return float(math.pow(2.0, reached))
def get_initial_state() -> dict:
state = {
'cash': 25.0,
'cleanBonds': 0,
'totalCleanBonds': 0,
'heat': 0.0,
'totalEarned': 0.0,
'stats': {
'totalProduced': 0.0,
'totalSold': 0.0,
'totalSupplied': 0.0,
'purityProcs': 0,
'raidsSurvived': 0,
'prestigeCount': 0
},
'achievements': {}, # { ach_id: claimed_tier_int }
'offshorePerks': {}, # { perk_id: level_int }
'skills': {s: False for s in SKILL_COSTS},
'synthesis': {r: 0 for r in SYNTHESIS_RECIPES},
'drugs': {},
'lastTick': time.time()
}
for drug_id, cfg in DRUG_CONFIGS.items():
state['drugs'][drug_id] = {
'unlocked': (drug_id == 'weed'),
'raw': 0.0,
'product': 0.0,
'suppliers': 0,
'workers': 0,
'dealers': 0
}
return state
def get_multipliers(state: dict):
# Total lifetime bonds provide permanent base boost
total_bonds = max(state.get('totalCleanBonds', 0), state.get('cleanBonds', 0))
skills = state.get('skills', {})
ach = state.get('achievements', {})
perks = state.get('offshorePerks', {})
# Compound interest perk raises bond sale value
compound_lvl = perks.get('compound_interest', 0)
bond_sell_rate = 0.04 + (compound_lvl * 0.02)
bond_prod_rate = 0.03
prod_m = 1.0 + (total_bonds * bond_prod_rate)
if skills.get('chem_1'): prod_m += 0.15
# Achievement bonuses for production
synth_tier = ach.get('master_synthesizer', 0)
prod_m += [0.0, 0.05, 0.10, 0.15, 0.25, 0.50][min(5, synth_tier)]
formula_tier = ach.get('formula_expansion', 0)
prod_m += [0.0, 0.05, 0.10, 0.15, 0.30][min(4, formula_tier)]
# Sales multiplier
sell_m = 1.0 + (total_bonds * bond_sell_rate)
if skills.get('king_2'): sell_m += 0.25
empire_tier = ach.get('dirty_empire', 0)
sell_m += [0.0, 0.05, 0.10, 0.15, 0.25, 0.50][min(5, empire_tier)]
# Raw material cost multiplier
raw_m = 0.85 if skills.get('chem_2') else 1.0
vault_tier = ach.get('vault_hoarder', 0)
raw_discount = [0.0, 0.05, 0.10, 0.15, 0.25][min(4, vault_tier)]
raw_m = max(0.1, raw_m - raw_discount)
# Dealer speed multiplier
dealer_m = 1.0
if skills.get('king_1'): dealer_m += 0.20
if skills.get('king_3'): dealer_m += 0.50
street_tier = ach.get('street_monopoly', 0)
dealer_m += [0.0, 0.05, 0.10, 0.15, 0.25, 0.50][min(5, street_tier)]
# Supplier speed multiplier
supply_tier = ach.get('supply_baron', 0)
supplier_m = 1.0 + [0.0, 0.05, 0.10, 0.15, 0.25][min(4, supply_tier)]
# Syndicate Army all speed multiplier
army_tier = ach.get('syndicate_army', 0)
all_unit_m = 1.0 + [0.0, 0.05, 0.10, 0.15, 0.25][min(4, army_tier)]
dealer_m *= all_unit_m
supplier_m *= all_unit_m
worker_m = all_unit_m
return prod_m, sell_m, raw_m, dealer_m, supplier_m, worker_m
def get_current_stat_value(state: dict, stat_key: str) -> float:
"""Helper to query current progress for an achievement category."""
if stat_key == 'totalEarned':
return float(state.get('totalEarned', 0.0))
elif stat_key == 'cash':
return float(state.get('cash', 0.0))
elif stat_key == 'totalPersonnel':
total = 0
for d in state.get('drugs', {}).values():
total += d.get('suppliers', 0) + d.get('workers', 0) + d.get('dealers', 0)
return float(total)
elif stat_key == 'unlockedCount':
return float(sum(1 for d in state.get('drugs', {}).values() if d.get('unlocked')))
else:
return float(state.get('stats', {}).get(stat_key, 0.0))
def validate_achievement_claim(state: dict, ach_id: str, tier: int) -> bool:
reqs = ACHIEVEMENT_TIER_REQS.get(ach_id)
if not reqs or tier < 1 or tier > len(reqs):
return False
current_claimed = state.get('achievements', {}).get(ach_id, 0)
if tier != current_claimed + 1:
return False
req_val = reqs[tier - 1]
stat_key_map = {
'dirty_empire': 'totalEarned',
'master_synthesizer': 'totalProduced',
'street_monopoly': 'totalSold',
'supply_baron': 'totalSupplied',
'vault_hoarder': 'cash',
'syndicate_army': 'totalPersonnel',
'purity_legend': 'purityProcs',
'shadow_cartel': 'raidsSurvived',
'swiss_kingpin': 'prestigeCount',
'formula_expansion': 'unlockedCount'
}
stat_key = stat_key_map.get(ach_id, 'totalEarned')
current_val = get_current_stat_value(state, stat_key)
return current_val >= req_val
def process_offline_and_ticks(state: dict) -> dict:
now = time.time()
last = state.get('lastTick', now)
delta = min(max(0.0, now - last), 86400.0) # Cap at 24h offline
state['lastTick'] = now
if delta <= 0:
return sanitize_state(state)
prod_m, sell_m, raw_m, dealer_m, supplier_m, worker_m = get_multipliers(state)
# All-tier milestone multipliers
all_tier_sup = get_all_tier_milestone_multiplier(state, 'suppliers')
all_tier_work = get_all_tier_milestone_multiplier(state, 'workers')
all_tier_deal = get_all_tier_milestone_multiplier(state, 'dealers')
stats = state.setdefault('stats', {})
for drug_id, data in state.get('drugs', {}).items():
cfg = DRUG_CONFIGS.get(drug_id)
if not cfg or not data.get('unlocked'):
continue
# Suppliers automatic raw cultivation / procurement
suppliers = data.get('suppliers', 0)
if suppliers > 0:
unit_milestone_m = get_unit_milestone_multiplier(suppliers)
supply_speed = suppliers * cfg.get('supplyRate', 1.0) * prod_m * supplier_m * unit_milestone_m * all_tier_sup
added_raw = supply_speed * delta
data['raw'] = data.get('raw', 0.0) + added_raw
stats['totalSupplied'] = stats.get('totalSupplied', 0.0) + added_raw
# Workers production (Refining raw -> product)
workers = data.get('workers', 0)
raw = data.get('raw', 0.0)
if workers > 0 and raw > 0:
unit_milestone_m = get_unit_milestone_multiplier(workers)
potential_prod = workers * cfg['produceRate'] * prod_m * worker_m * unit_milestone_m * all_tier_work * delta
actual_prod = min(raw, potential_prod)
data['raw'] = max(0.0, raw - actual_prod)
data['product'] = data.get('product', 0.0) + actual_prod
stats['totalProduced'] = stats.get('totalProduced', 0.0) + actual_prod
# Dealers selling (Product -> Cash)
dealers = data.get('dealers', 0)
product = data.get('product', 0.0)
if dealers > 0 and product > 0:
unit_milestone_m = get_unit_milestone_multiplier(dealers)
potential_sell = dealers * cfg['sellRate'] * dealer_m * unit_milestone_m * all_tier_deal * delta
actual_sell = min(product, potential_sell)
data['product'] = max(0.0, product - actual_sell)
rev = actual_sell * cfg['sellPrice'] * sell_m
state['cash'] = state.get('cash', 0.0) + rev
state['totalEarned'] = state.get('totalEarned', 0.0) + rev
stats['totalSold'] = stats.get('totalSold', 0.0) + actual_sell
# Heat decay
state['heat'] = max(0.0, state.get('heat', 0.0) - (0.5 * delta))
return sanitize_state(state)
def apply_actions(state: dict, actions: list) -> dict:
"""Applies and authorizes player actions sequentially against server authority."""
prod_m, sell_m, raw_m, dealer_m, supplier_m, worker_m = get_multipliers(state)
# Unit price scaling factor (1.15 down to 1.11 via bulk_discount perk)
discount_lvl = state.get('offshorePerks', {}).get('bulk_discount', 0)
scaling_r = max(1.10, 1.15 - (discount_lvl * 0.01))
for act in actions:
action_type = act.get('type')
drug_id = act.get('drug_id')
if action_type == 'buy_raw' and drug_id in DRUG_CONFIGS:
cfg = DRUG_CONFIGS[drug_id]
cost = cfg['rawCost'] * raw_m
amount = max(1, int(act.get('amount', 1)))
total_cost = cost * amount
if state['cash'] >= total_cost:
state['cash'] -= total_cost
state['drugs'][drug_id]['raw'] = state['drugs'][drug_id].get('raw', 0.0) + amount
state.setdefault('stats', {})['totalSupplied'] = state['stats'].get('totalSupplied', 0.0) + amount
elif action_type == 'manufacture' and drug_id in DRUG_CONFIGS:
data = state['drugs'][drug_id]
amount = max(1, int(act.get('amount', 1)))
actual = min(amount, int(data.get('raw', 0)))
if actual > 0:
data['raw'] -= actual
yield_count = actual
if state.get('skills', {}).get('chem_3'):
# 10% chance on client for 3x yield
yield_count *= 1.3
state.setdefault('stats', {})['purityProcs'] = state['stats'].get('purityProcs', 0) + 1
data['product'] = data.get('product', 0.0) + yield_count
state.setdefault('stats', {})['totalProduced'] = state['stats'].get('totalProduced', 0.0) + yield_count
# Swiss vault secrecy perk reduces heat generation
vault_lvl = state.get('offshorePerks', {}).get('swiss_vault', 0)
heat_rise = max(0.2, (0.5 * actual) * (1.0 - vault_lvl * 0.12))
state['heat'] = min(100.0, state.get('heat', 0.0) + heat_rise)
elif action_type == 'sell_manual' and drug_id in DRUG_CONFIGS:
data = state['drugs'][drug_id]
cfg = DRUG_CONFIGS[drug_id]
amount = max(1, int(act.get('amount', 1)))
actual = min(amount, int(data.get('product', 0)))
if actual > 0:
data['product'] -= actual
profit = actual * cfg['sellPrice'] * sell_m
state['cash'] += profit
state['totalEarned'] += profit
state.setdefault('stats', {})['totalSold'] = state['stats'].get('totalSold', 0.0) + actual
vault_lvl = state.get('offshorePerks', {}).get('swiss_vault', 0)
heat_rise = max(0.3, (0.8 * actual) * (1.0 - vault_lvl * 0.12))
state['heat'] = min(100.0, state.get('heat', 0.0) + heat_rise)
elif action_type == 'hire_supplier' and drug_id in DRUG_CONFIGS:
cfg = DRUG_CONFIGS[drug_id]
hire_qty = max(1, int(act.get('count', 1)))
base_cost = cfg.get('supplierCost', 75)
for _ in range(hire_qty):
count = state['drugs'][drug_id].get('suppliers', 0)
cost = math.floor(base_cost * math.pow(scaling_r, count))
if state['cash'] >= cost:
state['cash'] -= cost
state['drugs'][drug_id]['suppliers'] = count + 1
else:
break
elif action_type == 'hire_worker' and drug_id in DRUG_CONFIGS:
cfg = DRUG_CONFIGS[drug_id]
hire_qty = max(1, int(act.get('count', 1)))
base_cost = cfg['workerCost']
for _ in range(hire_qty):
count = state['drugs'][drug_id].get('workers', 0)
cost = math.floor(base_cost * math.pow(scaling_r, count))
if state['cash'] >= cost:
state['cash'] -= cost
state['drugs'][drug_id]['workers'] = count + 1
else:
break
elif action_type == 'hire_dealer' and drug_id in DRUG_CONFIGS:
cfg = DRUG_CONFIGS[drug_id]
hire_qty = max(1, int(act.get('count', 1)))
base_cost = cfg['dealerCost']
for _ in range(hire_qty):
count = state['drugs'][drug_id].get('dealers', 0)
cost = math.floor(base_cost * math.pow(scaling_r, count))
if state['cash'] >= cost:
state['cash'] -= cost
state['drugs'][drug_id]['dealers'] = count + 1
else:
break
elif action_type == 'unlock_drug' and drug_id in DRUG_CONFIGS:
cfg = DRUG_CONFIGS[drug_id]
cost = cfg['unlockCost']
if state['cash'] >= cost and not state['drugs'][drug_id].get('unlocked'):
state['cash'] -= cost
state['drugs'][drug_id]['unlocked'] = True
# Procurement pipeline perk gives free starter units!
starter_units = state.get('offshorePerks', {}).get('auto_contracts', 0)
if starter_units > 0:
state['drugs'][drug_id]['suppliers'] = state['drugs'][drug_id].get('suppliers', 0) + starter_units
state['drugs'][drug_id]['workers'] = state['drugs'][drug_id].get('workers', 0) + starter_units
elif action_type == 'blend_recipe':
recipe_id = act.get('recipe_id')
if recipe_id in SYNTHESIS_RECIPES:
r = SYNTHESIS_RECIPES[recipe_id]
can_blend = True
for ingr_id, needed in r['ingredients'].items():
if state['drugs'].get(ingr_id, {}).get('product', 0) < needed:
can_blend = False
break
if can_blend:
for ingr_id, needed in r['ingredients'].items():
state['drugs'][ingr_id]['product'] -= needed
state['cash'] += r['payout']
state['totalEarned'] += r['payout']
state['heat'] = min(100.0, state.get('heat', 0.0) + 5.0)
elif action_type == 'buy_skill':
skill_id = act.get('skill_id')
if skill_id in SKILL_COSTS and not state.get('skills', {}).get(skill_id):
cost = SKILL_COSTS[skill_id]
if state['cash'] >= cost:
state['cash'] -= cost
state.setdefault('skills', {})[skill_id] = True
elif action_type == 'claim_achievement':
ach_id = act.get('ach_id')
tier = int(act.get('tier', 1))
if validate_achievement_claim(state, ach_id, tier):
state.setdefault('achievements', {})[ach_id] = tier
elif action_type == 'buy_offshore_perk':
perk_id = act.get('perk_id')
if perk_id in OFFSHORE_PERK_COSTS:
costs = OFFSHORE_PERK_COSTS[perk_id]
current_lvl = state.setdefault('offshorePerks', {}).get(perk_id, 0)
if current_lvl < len(costs):
cost = costs[current_lvl]
if state.get('cleanBonds', 0) >= cost:
state['cleanBonds'] -= cost
state['offshorePerks'][perk_id] = current_lvl + 1
elif action_type == 'bribe_police':
base_bribe = max(100.0, state['cash'] * 0.15)
judiciary_lvl = state.get('offshorePerks', {}).get('corrupt_judiciary', 0)
bribe_cost = max(25.0, base_bribe * (1.0 - judiciary_lvl * 0.20))
if state['cash'] >= bribe_cost:
state['cash'] -= bribe_cost
state['heat'] = 0.0
state.setdefault('stats', {})['raidsSurvived'] = state['stats'].get('raidsSurvived', 0) + 1
elif action_type == 'flush_stash':
state['heat'] = 20.0
state.setdefault('stats', {})['raidsSurvived'] = state['stats'].get('raidsSurvived', 0) + 1
elif action_type == 'breakout_raid':
success = bool(act.get('success', False))
if success:
state['heat'] = 0.0
state.setdefault('stats', {})['raidsSurvived'] = state['stats'].get('raidsSurvived', 0) + 1
elif action_type == 'launder_prestige':
bonds_to_earn = math.floor(math.sqrt(max(0.0, state.get('totalEarned', 0.0)) / 25000.0))
gain = max(0, bonds_to_earn - state.get('totalCleanBonds', 0))
if gain >= 1:
state['totalCleanBonds'] = state.get('totalCleanBonds', 0) + gain
state['cleanBonds'] = state.get('cleanBonds', 0) + gain
stats = state.setdefault('stats', {})
stats['prestigeCount'] = stats.get('prestigeCount', 0) + 1
# Calculate start cash with bond and swiss kingpin bonuses
start_cash = 50.0 + (state['totalCleanBonds'] * 25.0)
swiss_tier = state.get('achievements', {}).get('swiss_kingpin', 0)
if swiss_tier >= 1: start_cash += 250.0
if swiss_tier >= 2: start_cash += 2500.0
if swiss_tier >= 3: start_cash += 25000.0
if swiss_tier >= 4: start_cash += 250000.0
state['cash'] = start_cash
state['heat'] = 0.0
# Starter units from auto_contracts perk
free_starter = state.get('offshorePerks', {}).get('auto_contracts', 0)
for d_id, d_data in state['drugs'].items():
d_data['unlocked'] = (d_id == 'weed')
d_data['raw'] = 0.0
d_data['product'] = 0.0
d_data['suppliers'] = free_starter if d_data['unlocked'] else 0
d_data['workers'] = free_starter if d_data['unlocked'] else 0
d_data['dealers'] = 0
return sanitize_state(state)
def sanitize_state(state: dict) -> dict:
"""Enforces max 1 decimal and prevents negative or runaway numbers."""
state['cash'] = clean_round(state.get('cash', 0.0))
state['heat'] = clean_round(min(100.0, max(0.0, state.get('heat', 0.0))))
state['totalEarned'] = clean_round(state.get('totalEarned', 0.0))
state['cleanBonds'] = max(0, int(state.get('cleanBonds', 0)))
state['totalCleanBonds'] = max(state['cleanBonds'], int(state.get('totalCleanBonds', 0)))
stats = state.setdefault('stats', {})
for k in ['totalProduced', 'totalSold', 'totalSupplied']:
stats[k] = clean_round(stats.get(k, 0.0))
for k in ['purityProcs', 'raidsSurvived', 'prestigeCount']:
stats[k] = int(stats.get(k, 0))
state.setdefault('achievements', {})
state.setdefault('offshorePerks', {})
for d_id, data in state.get('drugs', {}).items():
data['raw'] = clean_round(data.get('raw', 0.0))
data['product'] = clean_round(data.get('product', 0.0))
data['suppliers'] = int(data.get('suppliers', 0))
data['workers'] = int(data.get('workers', 0))
data['dealers'] = int(data.get('dealers', 0))
return state