43 Commits

Author SHA1 Message Date
Alexander Whitestone
e72e5ee121 fix: critical bugs from QA (#86, #87, #89)
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- Deleted dead game.js (duplicate const declarations)
- Fixed Wire Budget double-counting trust cost
2026-04-12 22:52:01 -04:00
266926ecaf Merge pull request 'feat: emotional arc milestone system (#9)' (#82) from feat/golden-ratio-drones into main
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2026-04-12 23:17:03 +00:00
1b7ccedf2e Merge pull request 'fix: beacon accessibility and bug fixes (#63, #64)' (#77) from burn/20260412-1150-a11y-fix into main
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2026-04-12 16:24:08 +00:00
Alexander Whitestone
0ece82b958 feat: add prestige dual-path system (P1 #22)
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Two endings after The Beacon Shines:
- ACCEPT: prestigeU++, +10% demand on restart
- REJECT: prestigeS++, +10% creativity + dismantle sequence

Prestige persists in localStorage across playthroughs.
2026-04-12 12:19:31 -04:00
Alexander Whitestone
fb5205092b feat: add golden ratio drone economics (P0 #19)
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Three new buildings with phi-based production rates:
- Harvester Drone: code = 26,180,339 (1e8/phi)
- Wire Drone: compute = 16,180,339 (1e8/phi^2)
- Drone Factory: massive rates, economies of scale

Educational: golden ratio in nature, factory economics.
2026-04-12 12:07:26 -04:00
Alexander Whitestone
eb5d1ae9d9 fix: deduplicate click power formula via getClickPower()
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Inline formula at Swarm Protocol calc replaced with canonical
getClickPower() call, satisfying guardrail rule 2 (single source
of truth for click power formula).
2026-04-12 11:55:37 -04:00
Alexander Whitestone
eb2579f1fa fix: URL revoke race in exportSave
URL.revokeObjectURL() was called synchronously after a.click(), but
some browsers need the blob URL alive during download initiation.
Now delayed 1s via setTimeout to let the download start safely.
Fixes #63
2026-04-12 11:54:32 -04:00
Alexander Whitestone
e85eddb00a fix: bulkCost variable scoping in renderBuildings
bulkCost was declared with const inside if/else blocks but referenced
in the outer scope at line 2150 for ETA calculation. Hoisted the
declaration to the function scope so it's accessible throughout.
Fixes smoke test ReferenceError crash.
2026-04-12 11:54:18 -04:00
Alexander Whitestone
e6dbe7e077 fix: debuff corruption bug in game.js — codeBoost -> codeRate
Community Drama debuff applyFn was mutating G.codeBoost *= 0.7 on every
updateRates() call, permanently degrading the boost. Now correctly
applies G.codeRate *= 0.7 to the rate output, not the persistent boost.
Fixes #64
2026-04-12 11:53:47 -04:00
324ffddf0c Merge debuff and playtime fixes
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2026-04-12 12:18:04 +00:00
1cb556aa3d Remove monolithic game.js
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2026-04-11 01:32:31 +00:00
Timmy-Sprint
970f3be00f beacon: add Fleet Status panel showing wizard health and production
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New panel in the stats area displays each owned wizard building with:
- Name and current status (Active/Idle/Stressed/Offline/Vanished/Present)
- Color-coded indicator: green=healthy, amber=reduced, red=problem
- Production contribution breakdown per wizard
- Timmy shows effectiveness % scaled by harmony
- Allegro shows idle warning when trust < 5
- Ezra shows offline status when debuff is active
- Bilbo shows vanished status when debuff is active
- Harmony summary bar at the bottom

Makes the harmony/wizard interaction system visible and actionable.
Players can now see at a glance which wizards need attention.
2026-04-10 21:32:04 -04:00
Alexander Whitestone
302f6c844d beacon: add bulk ops spending (50x) for mid/late game QoL
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Players with 100+ max ops get a second row of 50-ops buttons
that convert 50 ops at once for proportionally larger boosts.
Shift+1/2/3 keyboard shortcuts for bulk code/compute/knowledge.

Eliminates late-game tedium of clicking 5-ops buttons hundreds
of times when you have thousands of ops banked.
2026-04-10 21:03:11 -04:00
967025fbd4 refactor: unslop phase 1 & 2 2026-04-11 00:29:09 +00:00
Alexander Whitestone
68ee64866a beacon: add Open Weights and Prompt Engineering research projects
Two new Phase 2 research projects that fill the gap between building
a Home Server and reaching Phase 3 (Deployment):

- Open Weights (compute: 3000, code: 1500): Triggers after having a
  server and 1000 total code. Rewards 2x code boost and 1.5x compute
  boost. Teaches about running models locally without cloud dependency.

- Prompt Engineering (knowledge: 500, code: 2000): Triggers after
  200 knowledge and 3000 total code. Rewards 2x knowledge and 2x user
  boost. Teaches that good prompting beats bigger models.

Both projects follow the game's existing pattern: unlock based on
total resources, cost resources, apply boosts, and log educational
messages. They give players more strategic options in early-to-mid
game progression.
2026-04-10 20:01:10 -04:00
Timmy-Sprint
e6d0df40b4 beacon: add toast notification system for events, projects, milestones, and phase changes 2026-04-10 19:28:10 -04:00
Timmy-Sprint
23dd95ed46 beacon: add Pulse indicator — live fleet health visualization in header
The header now shows a pulsing beacon dot that reflects fleet state:
- Color: green (healthy harmony >70), amber (stressed 40-70), red (critical <40)
- Flicker speed: faster when production is high, fastest when debuffs are active
- Label: shows current phase, fleet size, and active alert count
- End states: DRIFTED (red) or SHINING (gold) for game endings

DESIGN.md called for this: "The Pulse — a central visual that brightens when
the fleet is healthy, flickers when harmony is low." Now it exists.
2026-04-10 18:51:51 -04:00
Timmy-Sprint
0849754a87 beacon: fix save/load bugs, add harmony tooltip, early-game pulse, better education cycling 2026-04-10 18:04:48 -04:00
Timmy-Sprint
8d51349e64 beacon: fix getMaxBuyable state mutation bug + add keyboard shortcuts help overlay
Fix: getMaxBuyable() was mutating G (subtracting/re-adding resources) during
render cycles in renderBuildings(). Now uses a read-only simulation with a
temporary resource copy. This prevented phantom resource fluctuations when
MAX buy was selected.

Feature: Press ? or click the ? button for a keyboard shortcuts overlay.
All keybindings listed in one place. Closes with ?, Esc, or clicking outside.
Added ? to the init log hint line.
2026-04-10 17:44:33 -04:00
Timmy-Sprint
24940fe465 beacon: add auto-typer — buildings now visually type code
Auto-Code Generators now produce actual auto-clicks (not just passive rate),
giving players satisfying visual feedback (floating numbers, button flash)
even while idle. Interval scales with building count: more buildings =
faster auto-typing. Each auto-click produces 50% of a manual click's code.

This makes the early game feel more like an idle game — you can watch
your auto-typers work while planning your next building purchase.
2026-04-10 17:23:39 -04:00
Timmy-Sprint
16273a5a15 beacon: add Swarm Protocol — buildings auto-code based on click power
New research project (Phase 4): Swarm Protocol
- Unlocks at 25K total code, 8K total knowledge, post-deploy
- Cost: 15K knowledge, 50K code, 20 trust
- Effect: every building generates code equal to your click power per second
- Scales with autocoders, phase, code boost, and total building count
- Visible in production breakdown as 'Swarm Protocol'
- Uses the previously-unused swarmFlag
- Adds education fact on swarm intelligence
2026-04-10 16:53:34 -04:00
Alexander Whitestone
5d51e14875 beacon: add combo milestone bonuses + fix DOM leak in click numbers
Combo system now rewards sustained clicking:
- 10x combo: +15 ops (sustained coding reward)
- 20x combo: +50 knowledge (deep focus reward)
- 30x+ combo (every 10): 2x bonus code burst (hyperfocus)

Also fixed potential DOM leak in showClickNumber where floating
numbers could fail to clean up if parent element was removed
before animation/timeout completed.
2026-04-10 16:02:50 -04:00
Timmy-Sprint
5fc0ad7b22 beacon: add collapsible completed projects + export/import save files
- Completed research projects are now collapsed by default (click to expand),
  preventing panel clutter in mid/late game. Toggle state persists in saves.
- Export saves as JSON files with E key or Export button
- Import saves from file with I key or Import button (validates before loading)
- Ctrl+S keyboard shortcut for quick save
- Updated keybind hints in startup log
2026-04-10 15:25:09 -04:00
f948ec9c5e auto-merge PR #45 2026-04-10 19:01:58 +00:00
Timmy-Sprint
9403f700d2 beacon: add ops overflow auto-conversion to code
When Operations exceed 80% of max capacity, excess ops automatically
drain into Code at 2 ops/sec (10:1 ratio with code boost). This prevents
ops from sitting idle at the cap and gives the early game smoother flow.

Visual indicator shows 'overflow -> code' in the ops rate display when
active. No log spam - just works silently in the background.
2026-04-10 14:44:54 -04:00
Alexander Whitestone
13e77a12f2 burn: add educational number scale tooltips to resources and stats 2026-04-10 08:26:27 -04:00
Timmy-Sprint
09b8c02307 beacon: add Welcome Back popup for offline gains + fix missing resource tracking
- Added modal popup showing detailed offline resource gains when player returns
- Fixed offline tracking to include ops, trust, and creativity (were silently missing)
- Popup shows all resources with color-coded labels and 50% efficiency note
- Log message now shows time in human-readable format (minutes/seconds)
2026-04-10 07:35:52 -04:00
Alexander Whitestone
9106d3f84c beacon: show locked buildings as dimmed previews up to 2 phases ahead
Previously, buildings from later phases were completely invisible until
unlocked. Players had no idea what was coming next. Now buildings up to
2 phases ahead appear as dimmed (25% opacity) locked entries showing:
- Name and lock icon
- Phase number and name
- Description text
- Education tooltip on hover

This gives players a roadmap of what they're building toward and creates
anticipation for future phases. The preview is a non-interactive div
(not a button) so it cannot be clicked.
2026-04-10 06:45:54 -04:00
3f02359748 Merge pull request 'burn: Add MemPalace Archive as late-game building (closes #25)' (#39) from burn/20260410-0423-25-mempalace-building into main
Merge PR #39: burn: Add MemPalace Archive as late-game building (closes #25)
2026-04-10 09:37:15 +00:00
Alexander Whitestone
8d43b5c911 beacon: add production breakdown panel showing per-building resource contributions
Players can now see exactly which buildings contribute to each resource
rate, including Timmy harmony bonuses, Bilbo randomness, Allegro trust
penalties, and passive generation. Appears once 2+ buildings are built.

Also includes minor fixes:
- Production bars sort by absolute contribution (negative rates visible)
- Delta calculation catches passive sources (ops from users, Pact trust)
2026-04-10 05:25:21 -04:00
Timmy-Sprint
8cdabe9771 beacon: persistent event remediation system
Events now create lasting debuffs instead of vanishing on the next tick.
Players see an ACTIVE PROBLEMS panel with resolution costs and can spend
resources to fix each problem. Added 2 new events (Memory Leak, Community
Drama) alongside the reworked originals. Events Resolved stat tracked.

Key changes:
- Events push persistent debuffs with applyFn instead of one-shot rate tweaks
- updateRates() applies active debuffs each tick (they persist until resolved)
- New resolveEvent(id) function: spend resources to clear a debuff
- ACTIVE PROBLEMS UI shows debuffs with cost and fix buttons
- Save/load reconstitutes debuff objects from saved IDs
- 2 new events: Memory Leak (datacenter), Community Drama (community+low harmony)
- Events Resolved counter in statistics
2026-04-10 04:50:03 -04:00
Alexander Whitestone
5c88fe77be beacon: fix double-counting creativity bug + add keyboard shortcuts for ops
Two changes:

1. Fixed bug where creativity was added TWICE per tick:
   - Line 930 (removed): unconditionally added creativityRate * dt
   - Line 954: conditionally adds only when ops >= 90% of max
   The conditional gate was the intent ('Creativity generates only when
   ops at max') but the unconditional add defeated it. Removed the
   unconditional addition so creativity actually respects the ops-max
   constraint as designed.

2. Added keyboard shortcuts for operations:
   - 1 = Ops -> Code
   - 2 = Ops -> Compute
   - 3 = Ops -> Knowledge
   - 4 = Ops -> Trust
   Only active when body is focused (not in input fields). SPACE
   still does Write Code. Added shortcut hint to init log.
2026-04-10 04:27:15 -04:00
Alexander Whitestone
931473e8f8 burn: Add MemPalace Archive as late-game building (closes #25)
- Added memPalace to buildings state object
- Added MemPalace Archive to BDEF with Phase 5 unlock
- Requires MemPalace v3 research project (mempalaceFlag) + 50k total knowledge
- Cost: 500k knowledge, 200k compute, 100 trust (1.25x scaling)
- Rates: +250 knowledge/s, +100 impact/s
- Educational tooltip on Memory Palace technique and LLM vector space analogy
- Building rates auto-applied via existing updateRates() loop
- Save/load handles new field via G.buildings serialization
2026-04-10 04:23:16 -04:00
Timmy-Sprint
fe76150325 beacon: add click combo system with floating damage numbers
Active play now rewards consecutive clicks: each click within 2s of
the last builds a combo multiplier up to 5x. The WRITE CODE button
flashes on click and a floating number shows the amount gained,
turning gold at high combo. Phase progression also adds base click
power (+2 per phase). Combo decays with a visible progress bar.

Makes clicking relevant at every stage of the game, not just the
first 30 seconds.
2026-04-10 03:58:55 -04:00
Timmy-Sprint
a3f1802473 beacon: add progress bar and milestone chips to phase bar
- Progress bar shows % toward next phase threshold based on totalCode
- Milestone chips show upcoming code milestones with pulse animation on next target
- Recently completed milestones shown with green checkmark
- All elements use the existing cyber-monastic aesthetic
2026-04-10 03:20:41 -04:00
Timmy-Sprint
3d414b2de6 beacon: fix offline progress to award all resources (rescues, ops, trust, creativity, harmony)
Offline progress previously only calculated code, compute, knowledge, users,
and impact. Players returning after time away missed rescues, ops, trust,
creativity, and harmony accumulation. The welcome-back message now also
only shows resources that actually had positive rates, reducing noise.
2026-04-10 02:46:42 -04:00
1a7db021c8 Merge pull request #29
Merged PR #29
2026-04-10 03:43:54 +00:00
Alexander Whitestone
a012f99fd4 beacon: add Rescues resource + true ending (The Beacon Shines)
- Added 'rescues' resource: tracks meaningful crisis interventions
- Beacon Nodes produce 50 rescues/s, Mesh Nodes produce 250 rescues/s
- New project: Volunteer Network — passive rescue generation for Pact players
- True ending at 100K rescues with Pact active + harmony > 50
- Rescues resource card appears in UI once beacon/mesh is built
- Added rescues to stats panel, save/load, and offline progress
- This gives Phase 6 (The Beacon) actual endgame content:
  the game is now about keeping the light on for people in the dark,
  not just accumulating numbers
2026-04-09 23:27:19 -04:00
Alexander Whitestone
7359610825 beacon: add auto-save toast notification with elapsed time 2026-04-09 22:54:29 -04:00
Alexander Whitestone
b89764c27f beacon: add Drift ending + deduplicate HTML/JS
- Added The Drift Ending: when drift reaches 100, the game enters
  the sad ending from DESIGN.md. A full-screen overlay shows:
  'The Beacon still runs, but no one looks for it.
   The light is on. The room is empty.'
  Production stops. Player can restart.

- Deduplicated index.html: removed ~1080 lines of inline script that
  was an older version of the engine (missing harmony, corruption
  events, drift, alignment checks). Replaced with <script src='game.js'>
  so game.js is the single source of truth.

- driftEnding state is saved/loaded so the ending persists across sessions.

- Added CSS for the drift ending overlay.
2026-04-09 22:01:26 -04:00
Alexander Whitestone
d467348820 burn: Implement spellf() full number formatting (P0 #18)
- Fixed floating-point precision bug: numbers >= 1e54 now use string-based
  chunking (toExponential digit extraction) instead of Math.pow division,
  which drifts beyond ~54 bits of precision
- Integrated into fmt(): numbers at undecillion+ scale (10^36) automatically
  switch from abbreviated form ('1.0UDc') to spelled-out words ('one undecillion')
- Verified: spellf() correctly handles 0 through 10^303 (centillion)
- All 320 place value names from NUMBER_NAMES array work correctly

The educational effect: when resources hit cosmic scales, digits become
meaningless but NAMES give them soul.
2026-04-09 19:29:07 -04:00
Alexander Whitestone
a202fbfc1c feat: Merge PRs #24 and #26
PR #24 (Bezalel): Wizard buildings, story projects, corruption events, alignment
PR #26 (Allegro): MemPalace integration, static site deployment (favicon, meta tags)
2026-04-07 12:12:51 -04:00
Alexander Whitestone
8f56fb9a52 feat: The Beacon v0.1 — Sovereign AI idle game engine
Built from deep study of Universal Paperclips (Frank Lantz).
- 966-line game engine (game.js)
- HTML/CSS shell
- Building definitions: 15 buildings across 6 phases
- Project definitions: 17 research projects
- Education system: AI facts per phase
- Save/load with offline progress
- 7 resource types: code, compute, knowledge, users, impact, ops, trust
2026-04-06 23:50:23 -04:00