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// Skill tree spiderweb — hover a node for name, description, and cost
const SKILL_TREE = {
node_start: {
id: 'node_start', name: 'The Awakening',
desc: 'Unlocks the skill matrix. Required before any other node can be purchased.',
maxLevel: 1, cost: 1, reqs: [],
x: 50, y: 50,
getEffect: (lvl) => lvl
},
node_click_mult: {
id: 'node_click_mult', name: 'Quantum Clicks',
desc: 'Base click power increased by +50% per level.',
maxLevel: 5, cost: 1, reqs: ['node_start'],
x: 22, y: 28,
getEffect: (lvl) => 1 + (lvl * 0.5)
},
node_crit_chance: {
id: 'node_crit_chance', name: 'Crit Protocol',
desc: 'Chance to land a critical click. +1.5% chance per level.',
maxLevel: 10, cost: 2, reqs: ['node_click_mult'],
x: 8, y: 14,
getEffect: (lvl) => lvl * 0.015
},
node_crit_power: {
id: 'node_crit_power', name: 'Overload Strike',
desc: 'Critical clicks deal extra damage. +2x crit multiplier per level (base crit is 10x).',
maxLevel: 5, cost: 3, reqs: ['node_crit_chance'],
x: 5, y: 5,
getEffect: (lvl) => 10 + (lvl * 2)
},
node_click_flat: {
id: 'node_click_flat', name: 'Manual Override',
desc: 'Adds a flat +2 BTC to every click, before multipliers, per level.',
maxLevel: 8, cost: 1, reqs: ['node_click_mult'],
x: 18, y: 48,
getEffect: (lvl) => lvl * 2
},
node_idle_boost: {
id: 'node_idle_boost', name: 'Overclocked Miners',
desc: 'All automatic miner production increased by +25% per level.',
maxLevel: 5, cost: 1, reqs: ['node_start'],
x: 78, y: 28,
getEffect: (lvl) => 1 + (lvl * 0.25)
},
node_idle_deep: {
id: 'node_idle_deep', name: 'Deep Hash Wells',
desc: 'Further multiplies miner output by +40% per level.',
maxLevel: 5, cost: 2, reqs: ['node_idle_boost'],
x: 92, y: 14,
getEffect: (lvl) => 1 + (lvl * 0.40)
},
node_offline: {
id: 'node_offline', name: 'Ghost Mining',
desc: 'Offline efficiency improved. +5% offline rate per level (base offline is 10%).',
maxLevel: 6, cost: 2, reqs: ['node_idle_boost'],
x: 88, y: 48,
getEffect: (lvl) => 0.10 + (lvl * 0.05)
},
node_discount: {
id: 'node_discount', name: 'Wholesale Hack',
desc: 'Reduces the cost of all miners and store upgrades by 5% per level.',
maxLevel: 5, cost: 2, reqs: ['node_start'],
x: 50, y: 78,
getEffect: (lvl) => 1 - (lvl * 0.05)
},
node_starting_capital: {
id: 'node_starting_capital', name: 'Seed Wallet',
desc: 'After each rebirth, start with bonus BTC. +500 BTC per level.',
maxLevel: 5, cost: 2, reqs: ['node_discount'],
x: 32, y: 92,
getEffect: (lvl) => lvl * 500
},
node_airdrop_value: {
id: 'node_airdrop_value', name: 'Signal Amplifier',
desc: 'Airdrop BTC rewards increased by +20% per level.',
maxLevel: 5, cost: 2, reqs: ['node_discount'],
x: 68, y: 92,
getEffect: (lvl) => 1 + (lvl * 0.20)
},
node_hybrid: {
id: 'node_hybrid', name: 'Dual Core Link',
desc: 'Both clicks and miner production gain +15% per level. Requires Quantum Clicks and Overclocked Miners.',
maxLevel: 4, cost: 3, reqs: ['node_click_mult', 'node_idle_boost'],
x: 50, y: 18,
getEffect: (lvl) => 1 + (lvl * 0.15)
},
node_prestige_power: {
id: 'node_prestige_power', name: 'Loop Resonance',
desc: 'Each rebirth permanently adds +3% global production per level of this node.',
maxLevel: 5, cost: 3, reqs: ['node_hybrid'],
x: 50, y: 6,
getEffect: (lvl) => lvl * 0.03
}
};
let skillTreeInitialized = false;
function initSkillTreeUI() {
const container = document.getElementById('skill-tree-nodes');
if (!container) return;
container.innerHTML = `
<div class="st-wrapper" id="st-wrapper">
<svg class="st-svg-layer" id="st-svg-layer"></svg>
<div id="st-nodes-layer"></div>
</div>
<div class="st-info-panel" id="st-info-panel">
<div class="st-info-title">HOVER OVER A NODE</div>
<div class="st-info-desc">Explore the web to see upgrade names, effects, and costs.</div>
<div class="st-info-cost"></div>
</div>
`;
const svgLayer = document.getElementById('st-svg-layer');
const nodesLayer = document.getElementById('st-nodes-layer');
let svgLines = '';
Object.keys(SKILL_TREE).forEach(key => {
const node = SKILL_TREE[key];
node.reqs.forEach(reqKey => {
const parent = SKILL_TREE[reqKey];
if (!parent) return;
svgLines += `<line id="line-${reqKey}-${key}" class="st-line"
x1="${parent.x}%" y1="${parent.y}%"
x2="${node.x}%" y2="${node.y}%" />`;
});
const div = document.createElement('div');
div.id = `st-node-${key}`;
div.className = 'st-node locked';
div.style.left = `${node.x}%`;
div.style.top = `${node.y}%`;
div.title = node.name;
div.onmouseenter = () => updateSkillInfoPanel(key);
div.onmouseleave = resetSkillInfoPanel;
div.onclick = () => buySkillNode(key);
nodesLayer.appendChild(div);
});
svgLayer.innerHTML = svgLines;
skillTreeInitialized = true;
}
function renderSkillTree() {
if (!skillTreeInitialized) initSkillTreeUI();
const rpEl = document.getElementById('st-rp-display');
if (rpEl) rpEl.innerText = window.gameData.rebirthPoints;
Object.keys(SKILL_TREE).forEach(key => {
const node = SKILL_TREE[key];
const uiNode = document.getElementById(`st-node-${key}`);
if (!uiNode) return;
const currentLevel = window.gameData.skillTreeLevels[key] || 0;
uiNode.innerText = `${currentLevel}/${node.maxLevel}`;
const reqsMet = node.reqs.length === 0 ||
node.reqs.every(req => (window.gameData.skillTreeLevels[req] || 0) > 0);
uiNode.className = 'st-node';
if (currentLevel >= node.maxLevel) uiNode.classList.add('maxed');
else if (currentLevel > 0) uiNode.classList.add('unlocked');
else if (reqsMet && window.gameData.rebirthPoints >= node.cost) uiNode.classList.add('available');
else uiNode.classList.add('locked');
node.reqs.forEach(reqKey => {
const line = document.getElementById(`line-${reqKey}-${key}`);
if (!line) return;
const parentLevel = window.gameData.skillTreeLevels[reqKey] || 0;
if (parentLevel > 0) line.classList.add('active');
else line.classList.remove('active');
});
});
}
function buySkillNode(key) {
const node = SKILL_TREE[key];
const currentLevel = window.gameData.skillTreeLevels[key] || 0;
if (currentLevel >= node.maxLevel) return;
if (window.gameData.rebirthPoints < node.cost) return;
const reqsMet = node.reqs.length === 0 ||
node.reqs.every(req => (window.gameData.skillTreeLevels[req] || 0) > 0);
if (!reqsMet) return;
window.gameData.rebirthPoints -= node.cost;
window.gameData.skillTreeLevels[key] = currentLevel + 1;
if (typeof saveGame === 'function') saveGame();
renderSkillTree();
updateSkillInfoPanel(key);
if (typeof updateDisplay === 'function') updateDisplay();
if (typeof fastColorCheck === 'function') fastColorCheck();
}
function updateSkillInfoPanel(key) {
const node = SKILL_TREE[key];
if (!node) return;
const currentLevel = window.gameData.skillTreeLevels[key] || 0;
const panel = document.getElementById('st-info-panel');
if (!panel) return;
const reqsMet = node.reqs.length === 0 ||
node.reqs.every(req => (window.gameData.skillTreeLevels[req] || 0) > 0);
let costText;
if (currentLevel >= node.maxLevel) {
costText = '<span style="color:#00ff9d;">[MAXED]</span>';
} else if (!reqsMet) {
const need = node.reqs
.filter(r => !(window.gameData.skillTreeLevels[r] || 0))
.map(r => SKILL_TREE[r] ? SKILL_TREE[r].name : r)
.join(', ');
costText = `<span style="color:#ff6666;">Requires: ${need}</span>`;
} else {
costText = `Cost: ${node.cost} RP` +
(window.gameData.rebirthPoints < node.cost
? ' <span style="color:#ff6666;">(not enough RP)</span>'
: '');
}
const status = currentLevel > 0
? ` (Level ${currentLevel}/${node.maxLevel})`
: ' (Locked)';
panel.innerHTML = `
<div class="st-info-title">${node.name}${status}</div>
<div class="st-info-desc">${node.desc}</div>
<div class="st-info-cost">${costText}</div>
`;
}
function resetSkillInfoPanel() {
const panel = document.getElementById('st-info-panel');
if (!panel) return;
panel.innerHTML = `
<div class="st-info-title">HOVER OVER A NODE</div>
<div class="st-info-desc">Explore the web to see upgrade names, effects, and costs.</div>
<div class="st-info-cost"></div>
`;
}
function loadSkillTree() {
if (!window.gameData.skillTreeLevels) {
window.gameData.skillTreeLevels = {};
}
}