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105
GENOME.md
105
GENOME.md
@@ -25,9 +25,10 @@ index.html (UI + embedded CSS)
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+-- js/utils.js (314L) Formatting, save/load, export/import, DOM helpers
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+-- js/tutorial.js (251L) New player tutorial, step-by-step guidance
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+-- js/strategy.js (68L) NPC strategy logic for combat
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+-- game/npc-logic.js (18L) NPC behavior stub
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```
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**Note:** `docs/reference/` contains prototype code (`npc-logic-prototype.js`, `guardrails-prototype.js`) that was never wired into the runtime. See [Dead Code Audit](docs/DEAD_CODE_AUDIT_2026-04-12.md) for details.
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## Entry Points
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### index.html
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@@ -70,104 +71,4 @@ Phase check: totalCode thresholds → unlock new content
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Event roll: 2% per tick → corruption/alignment/wizard events
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v
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render() updates DOM
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```
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## Key Abstractions
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### Resources (10 types)
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- **code** — primary resource, generated by clicking and AutoCoders
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- **compute** — powers training and inference
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- **knowledge** — from research, unlocks projects
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- **users** — from API deployment, drives ops and impact
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- **impact** — from users × agents, drives rescues
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- **rescues** — the endgame metric (people helped in crisis)
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- **ops** — operational currency, from users
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- **trust** — hard constraint, earned/lost by decisions
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- **creativity** — from Bilbo and community
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- **harmony** — fleet health, affects Timmy's multiplier
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### Buildings (defined in js/data.js as BDEF array)
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Each building has: id, name, description, cost formula, rates, unlock conditions. Buildings include:
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- AutoCode Generator, Home Server, Training Lab, API Endpoint
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- Wizard agents: Bezalel, Allegro, Ezra, Timmy, Fenrir, Bilbo
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- Infrastructure: Lazarus Pit, MemPalace, Forge CI, Mesh Nodes
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### Projects (in js/data.js)
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One-time purchases that unlock features, buildings, or multipliers. Organized in phases. Projects require specific resource thresholds and prerequisites.
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### Phases (6 total)
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1. The First Line (click → autocoder)
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2. Local Inference (server → training → first agent)
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3. Deployment (API → users → trust mechanic)
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4. The Network (open source → community)
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5. Sovereign Intelligence (self-improvement → The Pact)
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6. The Beacon (mesh → rescues → endings)
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### Events (corruption, alignment, wizard)
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Random events at 2% per tick. Include:
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- CI Runner Stuck, Ezra Offline, Unreviewed Merge
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- The Drift (alignment events offering shortcuts)
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- Bilbo Vanished, Community Drama
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- Boss encounters (combat.js)
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### Endings (4 types)
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- The Empty Room (high impact, low trust, no Pact)
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- The Platform (high impact, medium trust, no Pact)
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- The Beacon (high rescues, high trust, Pact active, harmony > 50)
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- The Drift (too many shortcuts accepted)
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## API Surface
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### Save/Load (localStorage)
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- `saveGame()` — serializes G state to localStorage
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- `loadGame()` — deserializes from localStorage
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- `exportGame()` — JSON download of save state
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- `importGame()` — JSON upload to restore state
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### No external APIs
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The game is entirely client-side. No network calls, no analytics, no tracking.
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### Audio (Web Audio API)
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- `Sound.startAmbient()` — oscillator-based ambient drone
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- `Sound.updateAmbientPhase(phase)` — frequency shifts with game phase
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- Sound effects for clicks, upgrades, events
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## Test Coverage
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### Existing Tests
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- `tests/test_reckoning_projects.py` (148 lines) — Python test for reckoning project data validation
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- `tests/dismantle.test.cjs` — Node.js test for dismantle sequence
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### Coverage Gaps
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- **No tests for core engine logic** (tick, resource accumulation, rate calculation)
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- **No tests for event system** (event triggers, probability, effects)
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- **No tests for phase transitions** (threshold checks, unlock conditions)
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- **No tests for save/load** (serialization roundtrip, corruption handling)
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- **No tests for building cost scaling** (exponential cost formulas)
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- **No tests for harmony/drift mechanics** (the core gameplay differentiator)
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- **No tests for endings** (condition checks, state transitions)
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### Critical paths that need tests:
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1. **Resource accumulation**: tick() correctly multiplies rates by building counts and boosts
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2. **Phase transitions**: totalCode thresholds unlock correct content
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3. **Save/load roundtrip**: localStorage serialization preserves full game state
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4. **Event probability**: 2% per tick produces expected distribution
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5. **Harmony calculation**: wizard drain vs. Pact/NightlyWatch/MemPalace gains
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6. **Ending conditions**: each ending triggers on correct state
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## Security Considerations
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- **No authentication**: game is fully client-side, no user accounts
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- **localStorage manipulation**: players can edit save data to cheat (acceptable for single-player idle game)
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- **No XSS risk**: all DOM updates use textContent or innerHTML with game-controlled data only
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- **No external dependencies**: zero attack surface from third-party code
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- **Web Audio autoplay policy**: sound starts on first user interaction (compliant)
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## Design Decisions
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- **No build step**: intentional. Open index.html, play. No npm, no webpack, no framework.
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- **10Hz tick rate**: 100ms interval balances responsiveness with CPU usage
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- **Global state object (G)**: mirrors Paperclips' pattern. Simple, flat, serializable.
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- **Inline CSS in HTML**: keeps the project to 2 files minimum (index.html + JS)
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- **Progressive phase unlocks**: prevents information overload, teaches mechanics gradually
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render() updates DO
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@@ -10,13 +10,10 @@ by the main game runtime (`js/main.js` → `js/engine.js`):
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| File | Added By | Lines | Status |
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|------|----------|-------|--------|
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| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | ~150 | **Verify import** |
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| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | ~120 | **Verify import** |
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| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | ~150 | ✅ **Resolved** — moved to `docs/reference/npc-logic-prototype.js` |
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| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | ~120 | ✅ **Resolved** — moved to `docs/reference/guardrails-prototype.js` |
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**Action:** Check if `js/main.js` or `js/engine.js` imports from `game/` or `scripts/`.
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If not, these files are dead code and should either be:
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1. Imported and wired into the game loop, or
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2. Moved to `docs/` as reference implementations
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**Resolution (PR #194):** Both files were confirmed dead code — `game/npc-logic.js` used ES module exports incompatible with the browser runtime's global-script loading, and `scripts/guardrails.js` validated HP/MP concepts that don't exist in The Beacon. Moved to `docs/reference/` as preserved prototypes with explanatory headers. CI scripts (`scripts/guardrails.sh`, `tests/smoke.mjs`) remain active.
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### game.js Bloat (PR #76)
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@@ -1,8 +1,14 @@
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/**
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* Symbolic Guardrails for The Beacon
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* Ensures game logic consistency.
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* Symbolic Guardrails Prototype (DEAD CODE — not loaded by runtime)
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*
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* Was added by PR #80 (GOFAI Symbolic Guardrails) but never wired into
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* the browser runtime. Validates HP/MP concepts that don't exist in
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* The Beacon — the game uses different resource types (code, compute,
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* knowledge, users, impact, etc.).
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*
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* The active CI guardrails are in scripts/guardrails.sh and tests/smoke.mjs.
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*/
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class Guardrails {
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static validateStats(stats) {
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const required = ['hp', 'maxHp', 'mp', 'maxMp', 'level'];
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@@ -1,3 +1,12 @@
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/**
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* NPC State Machine Prototype (DEAD CODE — not loaded by runtime)
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*
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* Was added by PR #79 (GOFAI NPC State Machine) but never wired into
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* the browser runtime. ES module export is incompatible with The Beacon's
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* global-script loading pattern (index.html loads scripts via <script> tags).
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*
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* See js/strategy.js for the active NPC strategy logic.
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*/
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class NPCStateMachine {
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constructor(states) {
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