fix: resolve #192 — move dead code to docs/reference, fix GENOME.md
- game/npc-logic.js → docs/reference/npc-logic-prototype.js (ES module, never imported) - scripts/guardrails.js → docs/reference/guardrails-prototype.js (HP/MP validation, wrong game) - Updated GENOME.md architecture diagram to reflect actual file structure - Updated DEAD_CODE_AUDIT to mark these as resolved - Corrected JS line counts (6,033 across 11 files) - Removed empty game/ directory The actual CI scripts (guardrails.sh, smoke.mjs) remain active in scripts/.
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docs/reference/guardrails-prototype.js
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26
docs/reference/guardrails-prototype.js
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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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*/
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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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required.forEach(r => {
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if (!(r in stats)) throw new Error(`Missing stat: ${r}`);
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});
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if (stats.hp > stats.maxHp) return { valid: false, reason: 'HP exceeds MaxHP' };
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return { valid: true };
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}
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static validateDebuff(debuff, stats) {
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if (debuff.type === 'drain' && stats.hp <= 1) {
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return { valid: false, reason: 'Drain debuff on critical HP' };
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}
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return { valid: true };
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}
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}
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// Test
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const playerStats = { hp: 50, maxHp: 100, mp: 20, maxMp: 50, level: 1 };
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console.log('Stats check:', Guardrails.validateStats(playerStats));
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18
docs/reference/npc-logic-prototype.js
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18
docs/reference/npc-logic-prototype.js
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class NPCStateMachine {
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constructor(states) {
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this.states = states;
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this.current = 'idle';
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}
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update(context) {
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const state = this.states[this.current];
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for (const transition of state.transitions) {
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if (transition.condition(context)) {
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this.current = transition.target;
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console.log(`NPC transitioned to ${this.current}`);
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break;
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}
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}
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}
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}
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export default NPCStateMachine;
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