Commit Graph

7 Commits

Author SHA1 Message Date
Timmy
a97e86dfe2 feat: Implement Dismantle Sequence - The Unbuilding (endgame) #16
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Paperclips-style endgame sequence. When the player reaches maximum
(1B total code OR 10+ beacon nodes, Phase 6, Pact sealed), the game
offers THE UNBUILDING choice.

8-stage dismantle sequence:
1. Research projects fade
2. Buildings dismantle
3. Strategy engine + combat dissolve
4. Education panel vanishes
5. Resources disappear one by one (quantum chip pattern)
6. Actions fall silent
7. Phase bar dissolves
8. System log goes dark

Final moment: single golden beacon dot remains.
"That is enough."

Features:
- Timed intervals between stages (Paperclips pacing)
- Resource disappearances at specific tick marks (quantum chip effect)
- Warm golden particles around final dot
- Sound effects per stage
- Full save/load persistence of dismantle state
- "NOT YET" deferral option — player controls when it starts
- Stats summary + Play Again on final screen
- Events suppressed during dismantle
- Restore visuals on reload (instant-hide for already-dismantled panels)
2026-04-13 17:45:05 -04:00
Timmy
f15b35618c fix: 3 QA bugs — pact guard, null reference, negative resources (closes #112)
BUG-03: Add pactFlag guard to early Pact trigger preventing double-buy
BUG-08: Null check on closest('.res') in renderResources
BUG-15: Clamp all resources to non-negative after production tick

SAV-01 was already fixed (showToast/log both check G.isLoading).
2026-04-13 04:36:56 -04:00
Alexander Whitestone
a2f345593c fix: restore manual click counting in QA bug sweep
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2026-04-13 02:21:39 -04:00
Alexander Whitestone
8e006897a4 fix: QA bug sweep — 5 fixes (closes #95)
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1. Memory Leak toast: "trust draining" → "compute draining"
2. Harmony tooltip: remove 10× multiplier (values already per-second)
3. autoType(): track as totalAutoClicks instead of totalClicks
4. The Pact (late): guard trigger with pactFlag !== 1
5. Typo: "AutoCod" → "AutoCoder"
2026-04-13 02:02:59 -04:00
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
Alexander Whitestone
a5babe10b8 feat: add Creative Engineering projects — creativity as currency
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Implements #20: Creative-to-Ops Conversion

Added 6 new projects that use creativity as a resource currency:

1. Lexical Processing (50 creativity) — +2 knowledge/sec, +50% knowledge boost
2. Semantic Analysis (150 creativity) — +5 user/sec, +100% user boost
3. Creative Breakthrough (500 creativity) — all boosts +25%, +10 ops/sec
4. Creativity → Operations (repeatable, 50 creativity → 250 ops)
5. Creativity → Knowledge (repeatable, 75 creativity → 500 knowledge)
6. Creativity → Code (repeatable, 100 creativity → 2000 code)

The one-shot projects form a progression chain (lexical → semantic → breakthrough).
The three conversion projects are repeatable, giving players ongoing reasons to
generate creativity and meaningful choices about how to spend it.
2026-04-11 16:31:01 -04:00
1b41ce740f Create js/data.js
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Smoke Test / smoke (push) Has been cancelled
2026-04-11 01:32:24 +00:00