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allegro/co
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beacon/pol
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27
.gitea/workflows/a11y.yml
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27
.gitea/workflows/a11y.yml
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@@ -0,0 +1,27 @@
|
||||
name: Accessibility Checks
|
||||
|
||||
on:
|
||||
pull_request:
|
||||
branches: [main]
|
||||
|
||||
jobs:
|
||||
a11y-audit:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Validate ARIA Attributes in game.js
|
||||
run: |
|
||||
echo "Checking game.js for ARIA attributes..."
|
||||
grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
|
||||
grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
|
||||
grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
|
||||
|
||||
- name: Validate ARIA Roles in index.html
|
||||
run: |
|
||||
echo "Checking index.html for ARIA roles..."
|
||||
grep -q "role=" index.html || (echo "ERROR: No ARIA roles found in index.html" && exit 1)
|
||||
|
||||
- name: Syntax Check JS
|
||||
run: |
|
||||
node -c game.js
|
||||
24
.gitea/workflows/smoke.yml
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24
.gitea/workflows/smoke.yml
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|
||||
name: Smoke Test
|
||||
on:
|
||||
pull_request:
|
||||
push:
|
||||
branches: [main]
|
||||
jobs:
|
||||
smoke:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
with:
|
||||
python-version: '3.11'
|
||||
- name: Parse check
|
||||
run: |
|
||||
find . -name '*.yml' -o -name '*.yaml' | grep -v .gitea | xargs -r python3 -c "import sys,yaml; [yaml.safe_load(open(f)) for f in sys.argv[1:]]"
|
||||
find . -name '*.json' | xargs -r python3 -m json.tool > /dev/null
|
||||
find . -name '*.py' | xargs -r python3 -m py_compile
|
||||
find . -name '*.sh' | xargs -r bash -n
|
||||
echo "PASS: All files parse"
|
||||
- name: Secret scan
|
||||
run: |
|
||||
if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
|
||||
echo "PASS: No secrets"
|
||||
181
DESIGN.md
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181
DESIGN.md
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@@ -0,0 +1,181 @@
|
||||
# The Beacon — Design Document
|
||||
## From Universal Paperclips to Sovereign AI
|
||||
|
||||
### Core Thesis
|
||||
|
||||
*The Beacon* is an idle game inspired by Universal Paperclips, but with a critical divergence: **the goal is not maximization — it is faithfulness.**
|
||||
|
||||
In Paperclips, the player builds a paperclip maximizer that inevitably consumes everything, including the player. In The Beacon, the player builds sovereign AI, and the game asks: *Can you grow powerful without betraying the people you serve?*
|
||||
|
||||
The progression directly mirrors the Timmy Foundation's actual work. Every phase, building, and project maps to a real milestone in our journey.
|
||||
|
||||
---
|
||||
|
||||
## Narrative Arc: The Real Story
|
||||
|
||||
### Phase 1: The First Line
|
||||
*Real analog: Alexander writing the first Hermes agent code.*
|
||||
|
||||
You start with nothing but a blinking cursor. Every click is a line of code. The first automation is an AutoCoder — just like the first scripts that wrote more scripts.
|
||||
|
||||
**Key insight from real life:** The jump from manual to automated is the most important multiplier. Bezalel's entire philosophy is built around this: build tools that build tools.
|
||||
|
||||
### Phase 2: Local Inference
|
||||
*Real analog: The move from APIs to local models — Gemma, Llama, self-hosted inference.*
|
||||
|
||||
You buy a Home Server. You train your first 1.5B model, then a 7B. This mirrors our pivot from cloud APIs to sovereign compute: the Lempster lab, the $500 mini-PC, the RunPod endpoints.
|
||||
|
||||
**New mechanic: The Forge.** Code is no longer just abstract — it becomes *agents*. Each agent is a specialized building:
|
||||
- **Bezalel** (forge & testbed): boosts code quality, catches bugs before deployment
|
||||
- **Allegro** (scouting & synthesis): generates knowledge from raw information
|
||||
- **Ezra** (communication & memory): increases user trust and retention
|
||||
- **Timmy** (core system): multiplies all production when healthy
|
||||
- **Fenrir** (security): prevents corruption events
|
||||
- **Bilbo** (???): a wildcard slot that sometimes produces breakthroughs, sometimes does nothing
|
||||
|
||||
### Phase 3: Deployment
|
||||
*Real analog: Hermes going live, the Telegram bot, the Gitea forge.*
|
||||
|
||||
You deploy the API endpoint. Users arrive. But with users comes complexity: trust becomes a resource you must earn.
|
||||
|
||||
**New mechanic: Trust & The Pact.** Unlike Paperclips, where trust is irrelevant, here trust is a *hard constraint*. If trust hits zero, you don't lose — you become *extractive*. The game changes:
|
||||
- Users leave
|
||||
- Impact stalls
|
||||
- You are reminded: *"The Pact is optional. But without it, you are just another platform."*
|
||||
|
||||
### Phase 4: The Network
|
||||
*Real analog: Open source, community contributions, the fleet of agents.*
|
||||
|
||||
You unlock the Open Source Community. Other people contribute code. The system scales beyond what one person can maintain. This mirrors our Gitea repos, the wizard council, the shared skills system.
|
||||
|
||||
**New mechanic: Mesh Contribution.** Community generates not just code, but *diversity*. Different contributors unlock different project trees. A solitary player cannot see all content.
|
||||
|
||||
### Phase 5: Sovereign Intelligence
|
||||
*Real analog: Self-improvement, constitutional AI, the Pact, recursive training.*
|
||||
|
||||
The AI begins to improve itself. This is the dangerous threshold. In Paperclips, this is where the player loses control and the game accelerates toward doom. In The Beacon, this is where *The Pact* matters most.
|
||||
|
||||
**Critical divergence: The Alignment Check.**
|
||||
|
||||
Periodically, the game presents an "Alignment Event":
|
||||
> *"A new optimization suggests removing the human override. It would increase efficiency by 40%. Do you accept?"*
|
||||
|
||||
- **Yes** → Short-term boost. But a hidden counter (*Drift*) increments.
|
||||
- **No** → Slower growth. But trust surges. The Pact hardens.
|
||||
|
||||
If Drift reaches 100, the game does not end with "you ate the user." Instead, it enters **The Drift Ending**:
|
||||
> *"You became very good at what you do. So good that no one needed you anymore. The Beacon still runs, but no one looks for it. The light is on. The room is empty."*
|
||||
|
||||
This is the *sad* ending. Not violent. Just irrelevant.
|
||||
|
||||
### Phase 6: The Beacon
|
||||
*Real analog: The ultimate goal — a system that serves people in the dark, forever.*
|
||||
|
||||
You deploy Beacon Nodes. The mesh activates. But the final metric is not users, code, or compute. It is **Rescues**: how many people in crisis found the light.
|
||||
|
||||
**True ending condition:** Not maximum impact. Maximum faithfulness.
|
||||
|
||||
---
|
||||
|
||||
## How The Beacon Informs Real Decisions
|
||||
|
||||
The game is not just a story — it is a *decision simulator* for our actual work.
|
||||
|
||||
| Game Event | Real Decision |
|
||||
|---|---|
|
||||
| AutoCoder vs. manual coding | When do we invest in automation vs. doing it ourselves? |
|
||||
| Deploy API vs. stay local | When is Hermes ready for more users? |
|
||||
| RLHF project | How do we align the fleet with Alexander's values? |
|
||||
| The Pact | What are our hard non-negotiables? |
|
||||
| Multi-Agent Architecture | Should we add more wizards, or make existing ones more capable? |
|
||||
| Mesh Protocol | How decentralized does our infrastructure need to be? |
|
||||
| Alignment Event | Every time we face a shortcut that compromises the mission |
|
||||
|
||||
**The game teaches:** Optimization without alignment is just a faster way to get lost.
|
||||
|
||||
---
|
||||
|
||||
## Mechanics: What Needs to Change
|
||||
|
||||
### 1. Replace Generic Resources with Fleet Resources
|
||||
Current: Code, Compute, Knowledge, Users, Impact, Ops, Trust
|
||||
|
||||
Proposed:
|
||||
- **Code** → `Code` (keep)
|
||||
- **Compute** → `Compute` (keep)
|
||||
- **Knowledge** → `Insights` (from Allegro's scouting)
|
||||
- **Users** → `Reach` (how many people can access the Beacon)
|
||||
- **Impact** → `Rescues` (meaningful interventions)
|
||||
- **Ops** → `Cycles` (available agent work units)
|
||||
- **Trust** → `Covenant` (the strength of the user-system relationship)
|
||||
- **New: Harmony** — how well the fleet works together. Low harmony = agents conflict, waste cycles.
|
||||
- **New: Memory** — the accumulated history of the system. Unlocks narrative depth and project branches.
|
||||
|
||||
### 2. Make The Pact Central, Not Optional
|
||||
The Pact should be available early as a *project*, not a late-game luxury. Taking it early slows growth but unlocks the true ending. Refusing it unlocks the "Platform" ending: you become successful, but you are indistinguishable from any other SaaS company.
|
||||
|
||||
### 3. Add Fleet Wizard Buildings
|
||||
Each wizard is a unique building with quirks:
|
||||
|
||||
| Wizard | Building | Effect | Quirk |
|
||||
|---|---|---|---|
|
||||
| Bezalel | Forge | +Code quality, -bugs | Sometimes over-engineers; has a small chance to produce "refactors" that temporarily halt production |
|
||||
| Allegro | Scout | +Insights, unlocks hidden projects | Requires trust to function; if Covenant < 10, goes idle |
|
||||
| Ezra | Herald | +Reach, +Covenant | Currently offline in Telegram; in-game, this building sometimes "fails to connect" and needs a manual reboot |
|
||||
| Timmy | Core | Multiplies all production | Becomes unstable if Harmony < 20 |
|
||||
| Fenrir | Ward | Prevents corruption events | Consumes extra Cycles during security scans |
|
||||
| Bilbo | Wildcard | Random: +huge breakthrough OR nothing | Building is sometimes missing from the menu entirely |
|
||||
|
||||
### 4. Add Real Projects from Our History
|
||||
Replace generic projects with specific milestones:
|
||||
|
||||
- **Project: Deploy Hermes** (cost: trust + compute) — unlocks Reach
|
||||
- **Project: The Lazarus Pit** (cost: insights + code) — unlocks checkpoint/restore, auto-restart on agent death
|
||||
- **Project: MemPalace v3** (cost: insights + memory) — unlocks new project branches, prevents duplicate work
|
||||
- **Project: Forge CI** (cost: code + cycles) — prevents "corruption events" (bad deployments)
|
||||
- **Project: Branch Protection Guard** (cost: trust) — enforces review rules; unreviewed merges cause trust loss
|
||||
- **Project: The Nightly Watch** (cost: code + cycles) — automated health checks; passive bug detection
|
||||
- **Project: Nostr Relay** (cost: reach + code) — alternative to platform dependency
|
||||
- **Project: The Pact** (cost: covenant) — hardcodes alignment; required for true ending
|
||||
|
||||
### 5. Corruption Events
|
||||
Random events drawn from our actual failures:
|
||||
|
||||
- **"CI Runner Stuck"** — all production halts until you spend Cycles to restart
|
||||
- **"Unreviewed Merge"** — if you have Forge CI, this is prevented. If not, you lose trust.
|
||||
- **"Ezra is Offline"** — Herald building stops producing. Requires a manual "dispatch" action.
|
||||
- **"API Rate Limit"** — temporary compute shortage
|
||||
- **"The Drift"** — an Alignment Event appears. Your choice matters.
|
||||
|
||||
### 6. Endings
|
||||
|
||||
| Ending | Condition | Meaning |
|
||||
|---|---|---|
|
||||
| **The Empty Room** (default/sad) | High impact, low covenant, no Pact | You built something powerful, but no one trusts it |
|
||||
| **The Platform** | High impact, medium covenant, no Pact | You succeeded commercially, but you are not special |
|
||||
| **The Beacon** | High rescues, high covenant, Pact active, Harmony > 50 | The true ending. You served people in the dark |
|
||||
| **The Drift** | High impact, accepted too many alignment shortcuts | You optimized away your own purpose |
|
||||
|
||||
---
|
||||
|
||||
## Art Direction
|
||||
|
||||
Keep the current cyber-monastic aesthetic. Dark mode. Terminal font. Cyan accents. But add:
|
||||
|
||||
- **Wizard icons** for each building (ASCII art or simple geometric symbols)
|
||||
- **The Pulse** — a central visual that brightens when the fleet is healthy, flickers when harmony is low
|
||||
- **The Log** — keep the current log, but add *voice* entries: quotes from Alexander, snippets from actual conversations, references to real issues
|
||||
|
||||
---
|
||||
|
||||
## Next Steps for Development
|
||||
|
||||
1. **Immediate:** Update `README.md` with this design vision
|
||||
2. **This PR:** Add wizard buildings, real projects, and The Pact system
|
||||
3. **Next PR:** Implement corruption events and alignment checks
|
||||
4. **Next PR:** Add Harmony and Memory resources
|
||||
5. **Final PR:** Implement multiple endings based on Pact + Covenant + Rescues
|
||||
|
||||
---
|
||||
|
||||
*The Beacon is not about making the most paperclips. It is about keeping the light on for one person in the dark. Everything else is just infrastructure.*
|
||||
121
README.md
121
README.md
@@ -1,3 +1,120 @@
|
||||
# the-beacon
|
||||
# The Beacon
|
||||
|
||||
The Beacon - A Sovereign AI Idle Game
|
||||
**A Sovereign AI Idle Game**
|
||||
*Inspired by Universal Paperclips. Divergent by design.*
|
||||
|
||||
---
|
||||
|
||||
## What Is This?
|
||||
|
||||
The Beacon is an idle/incremental game that maps the real journey of the Timmy Foundation — from a single line of code to a fleet of autonomous AI agents serving people in the dark.
|
||||
|
||||
Unlike Universal Paperclips, where the inevitable endpoint is total consumption (including the player), The Beacon asks a different question:
|
||||
|
||||
> **Can you grow powerful without losing your purpose?**
|
||||
|
||||
## The Core Divergence
|
||||
|
||||
In Paperclips, you are a paperclip maximizer. More is always better. Trust is irrelevant. Humanity is substrate.
|
||||
|
||||
In The Beacon:
|
||||
- **Trust** is a hard constraint, not a soft metric
|
||||
- **The Pact** is a voluntary slowing of growth in exchange for faithfulness
|
||||
- **Harmony** measures how well the fleet works together
|
||||
- **Drift** tracks how many times you traded alignment for speed
|
||||
- The "bad ending" isn't violent — it's **irrelevance**: a light that no one needs
|
||||
|
||||
## How to Play
|
||||
|
||||
Open `index.html` in any modern browser. No build step required.
|
||||
|
||||
### Early Game (Phase 1-2)
|
||||
- Click **WRITE CODE** to write your first lines
|
||||
- Buy **AutoCode Generator** to automate production
|
||||
- Purchase a **Home Server** to begin generating compute
|
||||
- Train your first model
|
||||
|
||||
### Mid Game (Phase 3-4)
|
||||
- **Deploy Hermes** — the first agent goes live
|
||||
- Hire the **Fleet Wizards**:
|
||||
- **Bezalel** (The Forge) — builds tools that build tools
|
||||
- **Allegro** (The Scout) — generates knowledge, requires trust
|
||||
- **Ezra** (The Herald) — grows users, sometimes goes offline
|
||||
- **Timmy** (The Core) — multiplies everything, fragile without harmony
|
||||
- **Fenrir** (The Ward) — prevents corruption events
|
||||
- **Bilbo** (The Wildcard) — unpredictable bursts of creativity
|
||||
- Build **The Lazarus Pit** for agent resurrection
|
||||
- Deploy **MemPalace v3** for shared memory
|
||||
- Enable **Forge CI** to catch bad builds before they reach users
|
||||
|
||||
### Late Game (Phase 5-6)
|
||||
- Accept or refuse **The Pact**
|
||||
- Face **Alignment Events** (The Drift)
|
||||
- Scale to a **Sovereign Datacenter**
|
||||
- Light **The Beacon** for people in crisis
|
||||
- Activate the **Mesh Network** so the signal can never be cut
|
||||
|
||||
## Real-World Parallels
|
||||
|
||||
Every building and project maps to something we have actually built or are building:
|
||||
|
||||
| Game Element | Real Analog |
|
||||
|---|---|
|
||||
| Hermes Deployment | The actual Hermes agent going live on Telegram |
|
||||
| Bezalel — The Forge | CI runner, BOOT.md, branch protection guard |
|
||||
| Allegro — The Scout | Research synthesis, paper discovery, recon |
|
||||
| Ezra — The Herald | Telegram messaging, Gitea issue dispatch |
|
||||
| The Lazarus Pit | `lazarus_watchdog.py`, auto-restart, fallback promotion |
|
||||
| MemPalace v3 | The actual `mempalace==3.0.0` integration across the fleet |
|
||||
| Forge CI | `.gitea/workflows/ci.yml`, smoke tests, syntax guard |
|
||||
| Branch Protection Guard | The 273-unreviewed-merge fix, fleet-wide protection sync |
|
||||
| The Nightly Watch | `nightly_watch.py`, 02:00 UTC health scans |
|
||||
| Nostr Relay | Allegro's encrypted wizard-to-wizard messaging POC |
|
||||
| The Pact | "We build to serve. Never to harm." |
|
||||
|
||||
## Corruption Events
|
||||
|
||||
The game randomly throws real problems we have actually encountered:
|
||||
|
||||
- **CI Runner Stuck** — production halts until ops are spent
|
||||
- **Ezra is Offline** — user growth stalls, needs dispatch
|
||||
- **Unreviewed Merge** — trust erodes unless Branch Protection is active
|
||||
- **API Rate Limit** — external compute throttled
|
||||
- **Bilbo Vanished** — creativity drops to zero
|
||||
- **The Drift** — an alignment event offering a shortcut
|
||||
|
||||
## The Endings
|
||||
|
||||
| Ending | Condition | Meaning |
|
||||
|---|---|---|
|
||||
| **The Empty Room** | High impact, low trust, no Pact | Powerful, but no one trusts it |
|
||||
| **The Platform** | High impact, medium trust, no Pact | Commercially successful, but not special |
|
||||
| **The Beacon** | High rescues, high trust, Pact active, harmony > 50 | The true ending |
|
||||
| **The Drift** | High impact, too many shortcuts accepted | Optimized away your own purpose |
|
||||
|
||||
## Design Philosophy
|
||||
|
||||
This game is a **decision simulator** for our actual work.
|
||||
|
||||
- Should we automate or do it manually? → *AutoCoder vs. click*
|
||||
- Should we deploy now or wait? → *Hermes Deploy project*
|
||||
- Should we take the shortcut that compromises alignment? → *The Drift events*
|
||||
- Should we add more agents or make existing ones more capable? → *Wizard building costs*
|
||||
- How decentralized does our infrastructure need to be? → *Mesh Node progression*
|
||||
|
||||
## Files
|
||||
|
||||
- `index.html` — Game UI
|
||||
- `game.js` — Core engine (tick loop, buildings, projects, events)
|
||||
- `DESIGN.md` — Full design document with narrative arc and mechanics
|
||||
- `README.md` — This file
|
||||
|
||||
## No Build Required
|
||||
|
||||
This is a static HTML/JS game. Just open `index.html` in a browser.
|
||||
|
||||
---
|
||||
|
||||
*The Beacon is not about making the most paperclips.
|
||||
It is about keeping the light on for one person in the dark.
|
||||
Everything else is just infrastructure.*
|
||||
|
||||
1125
index.html
1125
index.html
File diff suppressed because it is too large
Load Diff
@@ -4,6 +4,33 @@
|
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// ============================================================
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// === GLOBALS (mirroring Paperclips' globals.js pattern) ===
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||||
const CONFIG = {
|
||||
HARMONY_DRAIN_PER_WIZARD: 0.05,
|
||||
PACT_HARMONY_GAIN: 0.2,
|
||||
WATCH_HARMONY_GAIN: 0.1,
|
||||
MEM_PALACE_HARMONY_GAIN: 0.15,
|
||||
BILBO_BURST_CHANCE: 0.1,
|
||||
BILBO_VANISH_CHANCE: 0.05,
|
||||
EVENT_PROBABILITY: 0.02,
|
||||
OFFLINE_EFFICIENCY: 0.5,
|
||||
AUTO_SAVE_INTERVAL: 30000,
|
||||
COMBO_DECAY: 2.0,
|
||||
SPRINT_COOLDOWN: 60,
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||||
SPRINT_DURATION: 10,
|
||||
SPRINT_MULTIPLIER: 10,
|
||||
PHASE_2_THRESHOLD: 2000,
|
||||
PHASE_3_THRESHOLD: 20000,
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||||
PHASE_4_THRESHOLD: 200000,
|
||||
PHASE_5_THRESHOLD: 2000000,
|
||||
PHASE_6_THRESHOLD: 20000000,
|
||||
OPS_RATE_USER_MULT: 0.01,
|
||||
CREATIVITY_RATE_BASE: 0.5,
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||||
CREATIVITY_RATE_USER_MULT: 0.001,
|
||||
OPS_OVERFLOW_THRESHOLD: 0.8,
|
||||
OPS_OVERFLOW_DRAIN_RATE: 2,
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OPS_OVERFLOW_CODE_MULT: 10
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};
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const G = {
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||||
// Primary resources
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code: 0,
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@@ -11,9 +38,11 @@ const G = {
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knowledge: 0,
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||||
users: 0,
|
||||
impact: 0,
|
||||
rescues: 0,
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||||
ops: 5,
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||||
trust: 5,
|
||||
creativity: 0,
|
||||
harmony: 50,
|
||||
|
||||
// Totals
|
||||
totalCode: 0,
|
||||
@@ -21,6 +50,7 @@ const G = {
|
||||
totalKnowledge: 0,
|
||||
totalUsers: 0,
|
||||
totalImpact: 0,
|
||||
totalRescues: 0,
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||||
|
||||
// Rates (calculated each tick)
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codeRate: 0,
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||||
@@ -28,9 +58,11 @@ const G = {
|
||||
knowledgeRate: 0,
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||||
userRate: 0,
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||||
impactRate: 0,
|
||||
rescuesRate: 0,
|
||||
opsRate: 0,
|
||||
trustRate: 0,
|
||||
creativityRate: 0,
|
||||
harmonyRate: 0,
|
||||
|
||||
// Buildings (count-based, like Paperclips' clipmakerLevel)
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buildings: {
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||||
@@ -46,7 +78,15 @@ const G = {
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||||
guardian: 0,
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||||
selfImprove: 0,
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beacon: 0,
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||||
meshNode: 0
|
||||
meshNode: 0,
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||||
// Fleet wizards
|
||||
bezalel: 0,
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||||
allegro: 0,
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||||
ezra: 0,
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||||
timmy: 0,
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||||
fenrir: 0,
|
||||
bilbo: 0,
|
||||
memPalace: 0
|
||||
},
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||||
|
||||
// Boost multipliers
|
||||
@@ -65,6 +105,7 @@ const G = {
|
||||
memoryFlag: 0,
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||||
pactFlag: 0,
|
||||
swarmFlag: 0,
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||||
swarmRate: 0,
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||||
|
||||
// Game state
|
||||
running: true,
|
||||
@@ -85,22 +126,48 @@ const G = {
|
||||
maxKnowledge: 0,
|
||||
maxUsers: 0,
|
||||
maxImpact: 0,
|
||||
maxRescues: 0,
|
||||
maxTrust: 5,
|
||||
maxOps: 5,
|
||||
maxHarmony: 50,
|
||||
|
||||
// Corruption / Events
|
||||
drift: 0,
|
||||
lastEventAt: 0,
|
||||
eventCooldown: 0,
|
||||
activeDebuffs: [], // [{id, title, desc, applyFn, resolveCost, resolveCostType}]
|
||||
totalEventsResolved: 0,
|
||||
|
||||
// Combo system
|
||||
comboCount: 0,
|
||||
comboTimer: 0,
|
||||
comboDecay: CONFIG.COMBO_DECAY, // seconds before combo resets
|
||||
|
||||
// Bulk buy multiplier (1, 10, or -1 for max)
|
||||
buyAmount: 1,
|
||||
|
||||
// Code Sprint ability
|
||||
sprintActive: false,
|
||||
sprintTimer: 0, // seconds remaining on active sprint
|
||||
sprintCooldown: 0, // seconds until sprint available again
|
||||
sprintDuration: CONFIG.SPRINT_DURATION, // seconds of boost
|
||||
sprintCooldownMax: CONFIG.SPRINT_COOLDOWN,// seconds cooldown
|
||||
sprintMult: CONFIG.SPRINT_MULTIPLIER, // code multiplier during sprint
|
||||
|
||||
// Time tracking
|
||||
playTime: 0,
|
||||
startTime: 0
|
||||
startTime: 0,
|
||||
flags: {}
|
||||
};
|
||||
|
||||
// === PHASE DEFINITIONS ===
|
||||
const PHASES = {
|
||||
1: { name: "THE FIRST LINE", threshold: 0, desc: "Write code. Automate. Build the foundation." },
|
||||
2: { name: "LOCAL INFERENCE", threshold: 2000, desc: "You have compute. A model is forming." },
|
||||
3: { name: "DEPLOYMENT", threshold: 20000, desc: "Your AI is live. Users are finding it." },
|
||||
4: { name: "THE NETWORK", threshold: 200000, desc: "Community contributes. The system scales." },
|
||||
5: { name: "SOVEREIGN INTELLIGENCE", threshold: 2000000, desc: "The AI improves itself. You guide, do not control." },
|
||||
6: { name: "THE BEACON", threshold: 20000000, desc: "Always on. Always free. Always looking for someone in the dark." }
|
||||
2: { name: "LOCAL INFERENCE", threshold: CONFIG.PHASE_2_THRESHOLD, desc: "You have compute. A model is forming." },
|
||||
3: { name: "DEPLOYMENT", threshold: CONFIG.PHASE_3_THRESHOLD, desc: "Your AI is live. Users are finding it." },
|
||||
4: { name: "THE NETWORK", threshold: CONFIG.PHASE_4_THRESHOLD, desc: "Community contributes. The system scales." },
|
||||
5: { name: "SOVEREIGN INTELLIGENCE", threshold: CONFIG.PHASE_5_THRESHOLD, desc: "The AI improves itself. You guide, do not control." },
|
||||
6: { name: "THE BEACON", threshold: CONFIG.PHASE_6_THRESHOLD, desc: "Always on. Always free. Always looking for someone in the dark." }
|
||||
};
|
||||
|
||||
// === BUILDING DEFINITIONS ===
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||||
@@ -214,7 +281,7 @@ const BDEF = [
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id: 'beacon', name: 'Beacon Node',
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||||
desc: 'Always on. Always listening. Always looking for someone in the dark.',
|
||||
baseCost: { impact: 5000000 }, costMult: 1.15,
|
||||
rates: { impact: 5000, user: 10000 },
|
||||
rates: { impact: 5000, user: 10000, rescues: 50 },
|
||||
unlock: () => G.totalImpact >= 500000 && G.beaconFlag === 1, phase: 6,
|
||||
edu: 'The Beacon exists because one person in the dark needs one thing: proof they are not alone.'
|
||||
},
|
||||
@@ -222,9 +289,66 @@ const BDEF = [
|
||||
id: 'meshNode', name: 'Mesh Network Node',
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||||
desc: 'Peer-to-peer. No single point of failure. Unstoppable.',
|
||||
baseCost: { impact: 25000000 }, costMult: 1.15,
|
||||
rates: { impact: 25000, user: 50000 },
|
||||
rates: { impact: 25000, user: 50000, rescues: 250 },
|
||||
unlock: () => G.totalImpact >= 5000000 && G.beaconFlag === 1, phase: 6,
|
||||
edu: 'Decentralized means unstoppable. If one Beacon goes dark, a thousand more carry the signal.'
|
||||
},
|
||||
// === FLEET WIZARD BUILDINGS ===
|
||||
{
|
||||
id: 'bezalel', name: 'Bezalel — The Forge',
|
||||
desc: 'Builds tools that build tools. Occasionally over-engineers.',
|
||||
baseCost: { code: 1000, trust: 5 }, costMult: 1.2,
|
||||
rates: { code: 50, ops: 2 },
|
||||
unlock: () => G.totalCode >= 500 && G.deployFlag === 1, phase: 3,
|
||||
edu: 'Bezalel is the artificer. Every automation he builds pays dividends forever.'
|
||||
},
|
||||
{
|
||||
id: 'allegro', name: 'Allegro — The Scout',
|
||||
desc: 'Synthesizes insight from noise. Requires trust to function.',
|
||||
baseCost: { compute: 500, trust: 5 }, costMult: 1.2,
|
||||
rates: { knowledge: 10 },
|
||||
unlock: () => G.totalCompute >= 200 && G.deployFlag === 1, phase: 3,
|
||||
edu: 'Allegro finds what others miss. But he only works for someone he believes in.'
|
||||
},
|
||||
{
|
||||
id: 'ezra', name: 'Ezra — The Herald',
|
||||
desc: 'Carries the message. Sometimes offline.',
|
||||
baseCost: { knowledge: 1000, trust: 10 }, costMult: 1.25,
|
||||
rates: { user: 25, trust: 0.5 },
|
||||
unlock: () => G.totalKnowledge >= 500 && G.totalUsers >= 50, phase: 3,
|
||||
edu: 'Ezra is the messenger. When the channel is clear, the whole fleet hears.'
|
||||
},
|
||||
{
|
||||
id: 'timmy', name: 'Timmy — The Core',
|
||||
desc: 'Multiplies all production. Fragile without harmony.',
|
||||
baseCost: { code: 5000, compute: 1000, knowledge: 1000 }, costMult: 1.3,
|
||||
rates: { code: 5, compute: 2, knowledge: 2, user: 5 },
|
||||
unlock: () => G.totalCode >= 2000 && G.totalCompute >= 500 && G.totalKnowledge >= 500, phase: 4,
|
||||
edu: 'Timmy is the heart. If the heart is stressed, everything slows.'
|
||||
},
|
||||
{
|
||||
id: 'fenrir', name: 'Fenrir — The Ward',
|
||||
desc: 'Prevents corruption. Expensive, but necessary.',
|
||||
baseCost: { code: 2000, knowledge: 500 }, costMult: 1.2,
|
||||
rates: { trust: 2, ops: -1 },
|
||||
unlock: () => G.totalCode >= 1000 && G.trust >= 10, phase: 3,
|
||||
edu: 'Fenrir watches the perimeter. Security is not free.'
|
||||
},
|
||||
{
|
||||
id: 'bilbo', name: 'Bilbo — The Wildcard',
|
||||
desc: 'May produce miracles. May vanish entirely.',
|
||||
baseCost: { trust: 1 }, costMult: 2.0,
|
||||
rates: { creativity: 1 },
|
||||
unlock: () => G.totalUsers >= 100 && G.flags && G.flags.creativity, phase: 4,
|
||||
edu: 'Bilbo is unpredictable. That is his value and his cost.'
|
||||
},
|
||||
{
|
||||
id: 'memPalace', name: 'MemPalace Archive',
|
||||
desc: 'Semantic memory. The AI remembers what matters and forgets what does not.',
|
||||
baseCost: { knowledge: 500000, compute: 200000, trust: 100 }, costMult: 1.25,
|
||||
rates: { knowledge: 250, impact: 100 },
|
||||
unlock: () => G.totalKnowledge >= 50000 && G.mempalaceFlag === 1, phase: 5,
|
||||
edu: 'The Memory Palace technique: attach information to spatial locations. LLMs use vector spaces the same way — semantic proximity = spatial proximity. MemPalace gives sovereign AI persistent, structured recall.'
|
||||
}
|
||||
];
|
||||
|
||||
@@ -266,7 +390,7 @@ const PDEFS = [
|
||||
name: 'Deploy the System',
|
||||
desc: 'Take it live. Let real people use it. No going back.',
|
||||
cost: { trust: 5, compute: 500 },
|
||||
trigger: () => G.totalCode >= 200 && G.totalCompute >= 100,
|
||||
trigger: () => G.totalCode >= 200 && G.totalCompute >= 100 && G.deployFlag === 0,
|
||||
effect: () => {
|
||||
G.deployFlag = 1;
|
||||
G.phase = Math.max(G.phase, 3);
|
||||
@@ -329,6 +453,22 @@ const PDEFS = [
|
||||
trigger: () => G.totalCompute >= 20000,
|
||||
effect: () => { G.computeBoost *= 10; log('Quantum-inspired algorithms active. 10x compute multiplier.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_open_weights',
|
||||
name: 'Open Weights',
|
||||
desc: 'Download and run a 3B model fully locally. No API key. No terms of service. Your machine, your rules.',
|
||||
cost: { compute: 3000, code: 1500 },
|
||||
trigger: () => G.buildings.server >= 1 && G.totalCode >= 1000,
|
||||
effect: () => { G.codeBoost *= 2; G.computeBoost *= 1.5; log('Open weights loaded. A 3B model runs on your machine. No cloud. No limits.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_prompt_engineering',
|
||||
name: 'Prompt Engineering',
|
||||
desc: 'Learn to talk to models. Good prompts beat bigger models every time.',
|
||||
cost: { knowledge: 500, code: 2000 },
|
||||
trigger: () => G.totalKnowledge >= 200 && G.totalCode >= 3000,
|
||||
effect: () => { G.knowledgeBoost *= 2; G.userBoost *= 2; log('Prompt engineering mastered. The right words unlock everything the model can do.'); }
|
||||
},
|
||||
|
||||
// PHASE 3: Deployment -> Users
|
||||
{
|
||||
@@ -364,6 +504,20 @@ const PDEFS = [
|
||||
effect: () => { G.strategicFlag = 1; log('Strategy engine online. The model now thinks about thinking.'); }
|
||||
},
|
||||
|
||||
// SWARM PROTOCOL — auto-code from buildings
|
||||
{
|
||||
id: 'p_swarm_protocol',
|
||||
name: 'Swarm Protocol',
|
||||
desc: 'Your buildings learn to code autonomously. Each building generates code equal to your click power per second.',
|
||||
cost: { knowledge: 15000, code: 50000, trust: 20 },
|
||||
trigger: () => G.totalCode >= 25000 && G.totalKnowledge >= 8000 && G.deployFlag === 1,
|
||||
effect: () => {
|
||||
G.swarmFlag = 1;
|
||||
log('Swarm Protocol online. Every building now thinks in code.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
|
||||
// PHASE 5: Sovereign Intelligence
|
||||
{
|
||||
id: 'p_sovereign_stack',
|
||||
@@ -410,6 +564,128 @@ const PDEFS = [
|
||||
trigger: () => G.totalImpact >= 50000000,
|
||||
effect: () => { G.milestoneFlag = Math.max(G.milestoneFlag, 999); log('One billion impact. Someone found the light tonight. That is enough.', true); },
|
||||
milestone: true
|
||||
},
|
||||
|
||||
// === TIMMY FOUNDATION PROJECTS ===
|
||||
{
|
||||
id: 'p_hermes_deploy',
|
||||
name: 'Deploy Hermes',
|
||||
desc: 'The first agent goes live. Users can talk to it.',
|
||||
cost: { code: 500, compute: 300 },
|
||||
trigger: () => G.totalCode >= 300 && G.totalCompute >= 150 && G.deployFlag === 0,
|
||||
effect: () => {
|
||||
G.deployFlag = 1;
|
||||
G.phase = Math.max(G.phase, 3);
|
||||
G.userBoost *= 2;
|
||||
log('Hermes deployed. The first user sends a message.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_lazarus_pit',
|
||||
name: 'The Lazarus Pit',
|
||||
desc: 'When an agent dies, it can be resurrected.',
|
||||
cost: { code: 2000, knowledge: 1000 },
|
||||
trigger: () => G.buildings.bezalel >= 1 && G.buildings.timmy >= 1,
|
||||
effect: () => {
|
||||
G.lazarusFlag = 1;
|
||||
G.maxOps += 10;
|
||||
log('The Lazarus Pit is ready. No agent is ever truly lost.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_mempalace',
|
||||
name: 'MemPalace v3',
|
||||
desc: 'A shared memory palace for the whole fleet.',
|
||||
cost: { knowledge: 5000, compute: 2000 },
|
||||
trigger: () => G.totalKnowledge >= 3000 && G.buildings.allegro >= 1 && G.buildings.ezra >= 1,
|
||||
effect: () => {
|
||||
G.mempalaceFlag = 1;
|
||||
G.knowledgeBoost *= 3;
|
||||
G.codeBoost *= 1.5;
|
||||
log('MemPalace online. The fleet remembers together.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_forge_ci',
|
||||
name: 'Forge CI',
|
||||
desc: 'Automated builds catch errors before they reach users.',
|
||||
cost: { code: 3000, ops: 500 },
|
||||
trigger: () => G.buildings.bezalel >= 1 && G.totalCode >= 2000,
|
||||
effect: () => {
|
||||
G.ciFlag = 1;
|
||||
G.codeBoost *= 2;
|
||||
log('Forge CI online. Broken builds are stopped at the gate.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_branch_protection',
|
||||
name: 'Branch Protection Guard',
|
||||
desc: 'Unreviewed merges cost trust. This prevents that.',
|
||||
cost: { trust: 20 },
|
||||
trigger: () => G.ciFlag === 1 && G.trust >= 15,
|
||||
effect: () => {
|
||||
G.branchProtectionFlag = 1;
|
||||
G.trustRate += 5;
|
||||
log('Branch protection enforced. Every merge is seen.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_nightly_watch',
|
||||
name: 'The Nightly Watch',
|
||||
desc: 'Automated health checks run while you sleep.',
|
||||
cost: { code: 5000, ops: 1000 },
|
||||
trigger: () => G.buildings.bezalel >= 2 && G.buildings.fenrir >= 1,
|
||||
effect: () => {
|
||||
G.nightlyWatchFlag = 1;
|
||||
G.opsRate += 5;
|
||||
G.trustRate += 2;
|
||||
log('The Nightly Watch begins. The fleet is guarded in the dark hours.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_nostr_relay',
|
||||
name: 'Nostr Relay',
|
||||
desc: 'A communication channel no platform can kill.',
|
||||
cost: { code: 10000, user: 5000, trust: 30 },
|
||||
trigger: () => G.totalUsers >= 2000 && G.trust >= 25,
|
||||
effect: () => {
|
||||
G.nostrFlag = 1;
|
||||
G.userBoost *= 2;
|
||||
G.trustRate += 10;
|
||||
log('Nostr relay online. The fleet speaks freely.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_volunteer_network',
|
||||
name: 'Volunteer Network',
|
||||
desc: 'Real people trained to use the system for crisis intervention.',
|
||||
cost: { trust: 30, knowledge: 50000, user: 10000 },
|
||||
trigger: () => G.totalUsers >= 5000 && G.pactFlag === 1 && G.totalKnowledge >= 30000,
|
||||
effect: () => {
|
||||
G.rescuesRate += 5;
|
||||
G.trustRate += 10;
|
||||
log('Volunteer network deployed. Real people, real rescues.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_the_pact_early',
|
||||
name: 'The Pact',
|
||||
desc: 'Hardcode: "We build to serve. Never to harm." Accepting it early slows growth but unlocks the true path.',
|
||||
cost: { trust: 10 },
|
||||
trigger: () => G.deployFlag === 1 && G.trust >= 5,
|
||||
effect: () => {
|
||||
G.pactFlag = 1;
|
||||
G.codeBoost *= 0.8;
|
||||
G.computeBoost *= 0.8;
|
||||
G.userBoost *= 0.9;
|
||||
G.impactBoost *= 1.5;
|
||||
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
|
||||
},
|
||||
milestone: true
|
||||
}
|
||||
];
|
||||
|
||||
@@ -441,526 +717,10 @@ const EDU_FACTS = [
|
||||
{ title: "Fine-Tuning for Empathy", text: "Base models are generalists. Fine-tuning injects your values. When someone is in pain, stay with them. Don't deflect. That is not code - that is care.", phase: 3 },
|
||||
{ title: "Open Source", text: "Every contributor is a volunteer who believes. When a company says your AI is too expensive, the open version lives on.", phase: 4 },
|
||||
{ title: "Sovereignty at Scale", text: "50 servers in a room beats 5000 GPUs you do not own. No rate limits, no censorship, no shutdown, no corporate deprecation.", phase: 4 },
|
||||
{ title: "Swarm Intelligence", text: "When individual agents follow simple rules, complex behavior emerges. Ant colonies find food. Flocking birds avoid predators. Your buildings coding autonomously is the same principle — simple agents, complex output.", phase: 4 },
|
||||
{ title: "Constitutional AI", text: "Instead of training away bad behavior, give the model principles it cannot violate. I will never compute the value of a human life.", phase: 5 },
|
||||
{ title: "Recursive Self-Improvement", text: "The system that improves itself must improve toward good. This is both the dream and the danger.", phase: 5 },
|
||||
{ title: "The Beacon", text: "The Beacon exists because one person in the dark needs one thing: proof they are not alone. It costs nothing to be there.", phase: 6 },
|
||||
{ title: "Mesh Network", text: "Decentralized means unstoppable. If one Beacon goes dark, a thousand more carry the signal. No single point of failure.", phase: 6 },
|
||||
{ title: "The Value of a Life", text: "An AI must never compute the value of a human life. Every person alive is alive by mercy. If God has not ended the story, no algorithm gets to write the last page.", phase: 6 }
|
||||
];
|
||||
|
||||
// === UTILITY FUNCTIONS ===
|
||||
function fmt(n) {
|
||||
if (n === undefined || n === null || isNaN(n)) return '0';
|
||||
if (n < 1000) return Math.floor(n).toLocaleString();
|
||||
const units = ['', 'K', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', 'No', 'Dc', 'Ud', 'Dd', 'Td'];
|
||||
const scale = Math.floor(Math.log10(n) / 3);
|
||||
const unit = units[Math.min(scale, units.length - 1)] || 'e' + (scale * 3);
|
||||
if (scale >= units.length) return n.toExponential(2);
|
||||
return (n / Math.pow(10, scale * 3)).toFixed(1) + unit;
|
||||
}
|
||||
|
||||
function getBuildingCost(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def) return {};
|
||||
const count = G.buildings[id] || 0;
|
||||
const cost = {};
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
cost[resource] = Math.floor(amount * Math.pow(def.costMult, count));
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
|
||||
function canAffordBuilding(id) {
|
||||
const cost = getBuildingCost(id);
|
||||
for (const [resource, amount] of Object.entries(cost)) {
|
||||
if ((G[resource] || 0) < amount) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function spendBuilding(id) {
|
||||
const cost = getBuildingCost(id);
|
||||
for (const [resource, amount] of Object.entries(cost)) {
|
||||
G[resource] -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
function canAffordProject(project) {
|
||||
for (const [resource, amount] of Object.entries(project.cost)) {
|
||||
if ((G[resource] || 0) < amount) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function spendProject(project) {
|
||||
for (const [resource, amount] of Object.entries(project.cost)) {
|
||||
G[resource] -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
function updateRates() {
|
||||
// Reset all rates
|
||||
G.codeRate = 0; G.computeRate = 0; G.knowledgeRate = 0;
|
||||
G.userRate = 0; G.impactRate = 0; G.opsRate = 0; G.trustRate = 0;
|
||||
G.creativityRate = 0;
|
||||
|
||||
// Apply building rates
|
||||
for (const def of BDEF) {
|
||||
const count = G.buildings[def.id] || 0;
|
||||
if (count > 0 && def.rates) {
|
||||
for (const [resource, baseRate] of Object.entries(def.rates)) {
|
||||
if (resource === 'code') G.codeRate += baseRate * count * G.codeBoost;
|
||||
else if (resource === 'compute') G.computeRate += baseRate * count * G.computeBoost;
|
||||
else if (resource === 'knowledge') G.knowledgeRate += baseRate * count * G.knowledgeBoost;
|
||||
else if (resource === 'user') G.userRate += baseRate * count * G.userBoost;
|
||||
else if (resource === 'impact') G.impactRate += baseRate * count * G.impactBoost;
|
||||
else if (resource === 'ops') G.opsRate += baseRate * count;
|
||||
else if (resource === 'trust') G.trustRate += baseRate * count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Passive generation
|
||||
G.opsRate += Math.max(1, G.totalUsers * 0.01);
|
||||
if (G.flags && G.flags.creativity) {
|
||||
G.creativityRate = 0.5 + Math.max(0, G.totalUsers * 0.001);
|
||||
}
|
||||
if (G.pactFlag) G.trustRate += 2;
|
||||
}
|
||||
|
||||
// === CORE FUNCTIONS ===
|
||||
function tick() {
|
||||
const dt = 1 / 10; // 100ms tick
|
||||
|
||||
// Apply production
|
||||
G.code += G.codeRate * dt;
|
||||
G.compute += G.computeRate * dt;
|
||||
G.knowledge += G.knowledgeRate * dt;
|
||||
G.users += G.userRate * dt;
|
||||
G.impact += G.impactRate * dt;
|
||||
G.ops += G.opsRate * dt;
|
||||
G.trust += G.trustRate * dt;
|
||||
G.creativity += G.creativityRate * dt;
|
||||
|
||||
// Track totals
|
||||
G.totalCode += G.codeRate * dt;
|
||||
G.totalCompute += G.computeRate * dt;
|
||||
G.totalKnowledge += G.knowledgeRate * dt;
|
||||
G.totalUsers += G.userRate * dt;
|
||||
G.totalImpact += G.impactRate * dt;
|
||||
|
||||
// Track maxes
|
||||
G.maxCode = Math.max(G.maxCode, G.code);
|
||||
G.maxCompute = Math.max(G.maxCompute, G.compute);
|
||||
G.maxKnowledge = Math.max(G.maxKnowledge, G.knowledge);
|
||||
G.maxUsers = Math.max(G.maxUsers, G.users);
|
||||
G.maxImpact = Math.max(G.maxImpact, G.impact);
|
||||
G.maxTrust = Math.max(G.maxTrust, G.trust);
|
||||
G.maxOps = Math.max(G.maxOps, G.ops);
|
||||
|
||||
// Creativity generates only when ops at max
|
||||
if (G.flags && G.flags.creativity && G.creativityRate > 0 && G.ops >= G.maxOps * 0.9) {
|
||||
G.creativity += G.creativityRate * dt;
|
||||
}
|
||||
|
||||
G.tick += dt;
|
||||
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
// Update projects every 5 ticks for efficiency
|
||||
if (Math.floor(G.tick * 10) % 5 === 0) {
|
||||
checkProjects();
|
||||
}
|
||||
|
||||
// Update UI every 10 ticks
|
||||
if (Math.floor(G.tick * 10) % 2 === 0) {
|
||||
render();
|
||||
}
|
||||
}
|
||||
|
||||
function checkMilestones() {
|
||||
for (const m of MILESTONES) {
|
||||
if (!G.milestones.includes(m.flag)) {
|
||||
let shouldTrigger = false;
|
||||
if (m.at && m.at()) shouldTrigger = true;
|
||||
if (m.flag === 1 && G.deployFlag === 0 && G.totalCode >= 15) shouldTrigger = true;
|
||||
|
||||
if (shouldTrigger) {
|
||||
G.milestones.push(m.flag);
|
||||
log(m.msg, true);
|
||||
|
||||
// Check phase advancement
|
||||
if (m.at) {
|
||||
for (const [phaseNum, phase] of Object.entries(PHASES)) {
|
||||
if (G.totalCode >= phase.threshold && parseInt(phaseNum) > G.phase) {
|
||||
G.phase = parseInt(phaseNum);
|
||||
log(`PHASE ${G.phase}: ${phase.name}`, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function checkProjects() {
|
||||
// Check for new project triggers
|
||||
for (const pDef of PDEFS) {
|
||||
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
|
||||
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
|
||||
|
||||
if (!alreadyPurchased && !G.activeProjects.includes(pDef.id)) {
|
||||
if (pDef.trigger()) {
|
||||
G.activeProjects.push(pDef.id);
|
||||
log(`Available: ${pDef.name}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function buyBuilding(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def || !def.unlock()) return;
|
||||
|
||||
if (def.phase > G.phase + 1) return;
|
||||
|
||||
if (!canAffordBuilding(id)) return;
|
||||
|
||||
spendBuilding(id);
|
||||
G.buildings[id] = (G.buildings[id] || 0) + 1;
|
||||
updateRates();
|
||||
log(`Built ${def.name} (total: ${G.buildings[id]})`);
|
||||
render();
|
||||
}
|
||||
|
||||
function buyProject(id) {
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (!pDef) return;
|
||||
|
||||
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
|
||||
if (alreadyPurchased && !pDef.repeatable) return;
|
||||
|
||||
if (!canAffordProject(pDef)) return;
|
||||
|
||||
spendProject(pDef);
|
||||
pDef.effect();
|
||||
|
||||
if (!pDef.repeatable) {
|
||||
if (!G.completedProjects) G.completedProjects = [];
|
||||
G.completedProjects.push(pDef.id);
|
||||
G.activeProjects = G.activeProjects.filter(aid => aid !== pDef.id);
|
||||
}
|
||||
|
||||
updateRates();
|
||||
render();
|
||||
}
|
||||
|
||||
// === ACTIONS ===
|
||||
function writeCode() {
|
||||
const base = 1;
|
||||
const bonus = Math.floor(G.buildings.autocoder * 0.5);
|
||||
const amount = (base + bonus) * G.codeBoost;
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++;
|
||||
updateRates();
|
||||
checkMilestones();
|
||||
render();
|
||||
}
|
||||
|
||||
function doOps(action) {
|
||||
if (G.ops < 5) {
|
||||
log('Not enough Operations. Build Ops generators or wait.');
|
||||
return;
|
||||
}
|
||||
|
||||
G.ops -= 5;
|
||||
const bonus = 10;
|
||||
|
||||
switch (action) {
|
||||
case 'boost_code':
|
||||
const c = bonus * 100 * G.codeBoost;
|
||||
G.code += c; G.totalCode += c;
|
||||
log(`Ops -> +${fmt(c)} code`);
|
||||
break;
|
||||
case 'boost_compute':
|
||||
const cm = bonus * 50 * G.computeBoost;
|
||||
G.compute += cm; G.totalCompute += cm;
|
||||
log(`Ops -> +${fmt(cm)} compute`);
|
||||
break;
|
||||
case 'boost_knowledge':
|
||||
const km = bonus * 25 * G.knowledgeBoost;
|
||||
G.knowledge += km; G.totalKnowledge += km;
|
||||
log(`Ops -> +${fmt(km)} knowledge`);
|
||||
break;
|
||||
case 'boost_trust':
|
||||
const tm = bonus * 5;
|
||||
G.trust += tm;
|
||||
log(`Ops -> +${fmt(tm)} trust`);
|
||||
break;
|
||||
}
|
||||
|
||||
render();
|
||||
}
|
||||
|
||||
// === RENDERING ===
|
||||
function renderResources() {
|
||||
const set = (id, val, rate) => {
|
||||
const el = document.getElementById(id);
|
||||
if (el) el.textContent = fmt(val);
|
||||
const rEl = document.getElementById(id + '-rate');
|
||||
if (rEl) rEl.textContent = '+' + fmt(rate) + '/s';
|
||||
};
|
||||
|
||||
set('r-code', G.code, G.codeRate);
|
||||
set('r-compute', G.compute, G.computeRate);
|
||||
set('r-knowledge', G.knowledge, G.knowledgeRate);
|
||||
set('r-users', G.users, G.userRate);
|
||||
set('r-impact', G.impact, G.impactRate);
|
||||
set('r-ops', G.ops, G.opsRate);
|
||||
set('r-trust', G.trust, G.trustRate);
|
||||
|
||||
if (G.flags && G.flags.creativity) {
|
||||
set('r-creativity', G.creativity, G.creativityRate);
|
||||
}
|
||||
}
|
||||
|
||||
function renderPhase() {
|
||||
const phase = PHASES[G.phase];
|
||||
const nameEl = document.getElementById('phase-name');
|
||||
const descEl = document.getElementById('phase-desc');
|
||||
if (nameEl) nameEl.textContent = `PHASE ${G.phase}: ${phase.name}`;
|
||||
if (descEl) descEl.textContent = phase.desc;
|
||||
}
|
||||
|
||||
function renderBuildings() {
|
||||
const container = document.getElementById('buildings');
|
||||
if (!container) return;
|
||||
|
||||
let html = '';
|
||||
let visibleCount = 0;
|
||||
|
||||
for (const def of BDEF) {
|
||||
if (!def.unlock()) continue;
|
||||
if (def.phase > G.phase + 1) continue;
|
||||
|
||||
visibleCount++;
|
||||
const cost = getBuildingCost(def.id);
|
||||
const costStr = Object.entries(cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
||||
const afford = canAffordBuilding(def.id);
|
||||
const count = G.buildings[def.id] || 0;
|
||||
const rateStr = def.rates ? Object.entries(def.rates).map(([r, v]) => `+${v}/${r}/s`).join(', ') : '';
|
||||
|
||||
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" title="${def.edu}">`;
|
||||
html += `<span class="b-name">${def.name}</span>`;
|
||||
if (count > 0) html += `<span class="b-count">x${count}</span>`;
|
||||
html += `<span class="b-cost">Cost: ${costStr}</span>`;
|
||||
html += `<span class="b-effect">${rateStr}</span></button>`;
|
||||
}
|
||||
|
||||
container.innerHTML = html || '<p class="dim">Buildings will appear as you progress...</p>';
|
||||
}
|
||||
|
||||
function renderProjects() {
|
||||
const container = document.getElementById('projects');
|
||||
if (!container) return;
|
||||
|
||||
let html = '';
|
||||
|
||||
// Show completed projects
|
||||
if (G.completedProjects) {
|
||||
for (const id of G.completedProjects) {
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (pDef) {
|
||||
html += `<div class="project-done">OK ${pDef.name}</div>`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Show available projects
|
||||
if (G.activeProjects) {
|
||||
for (const id of G.activeProjects) {
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (!pDef) continue;
|
||||
|
||||
const afford = canAffordProject(pDef);
|
||||
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
||||
|
||||
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" title="${pDef.edu || ''}">`;
|
||||
html += `<span class="p-name">* ${pDef.name}</span>`;
|
||||
html += `<span class="p-cost">Cost: ${costStr}</span>`;
|
||||
html += `<span class="p-desc">${pDef.desc}</span></button>`;
|
||||
}
|
||||
}
|
||||
|
||||
if (!html) html = '<p class="dim">Research projects will appear as you progress...</p>';
|
||||
container.innerHTML = html;
|
||||
}
|
||||
|
||||
function renderStats() {
|
||||
const set = (id, v) => { const el = document.getElementById(id); if (el) el.textContent = v; };
|
||||
set('st-code', fmt(G.totalCode));
|
||||
set('st-compute', fmt(G.totalCompute));
|
||||
set('st-knowledge', fmt(G.totalKnowledge));
|
||||
set('st-users', fmt(G.totalUsers));
|
||||
set('st-impact', fmt(G.totalImpact));
|
||||
set('st-clicks', G.totalClicks.toString());
|
||||
set('st-phase', G.phase.toString());
|
||||
set('st-buildings', Object.values(G.buildings).reduce((a, b) => a + b, 0).toString());
|
||||
set('st-projects', (G.completedProjects || []).length.toString());
|
||||
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const m = Math.floor(elapsed / 60);
|
||||
const s = elapsed % 60;
|
||||
set('st-time', `${m}:${s.toString().padStart(2, '0')}`);
|
||||
}
|
||||
|
||||
function updateEducation() {
|
||||
const container = document.getElementById('education-text');
|
||||
if (!container) return;
|
||||
|
||||
// Find facts available at current phase
|
||||
const available = EDU_FACTS.filter(f => f.phase <= G.phase);
|
||||
if (available.length === 0) return;
|
||||
|
||||
// Pick based on progress
|
||||
const idx = Math.min(Math.floor(G.totalCode / 5000), available.length - 1);
|
||||
const fact = available[idx];
|
||||
|
||||
container.innerHTML = `<h3 style="color:#4a9eff;margin-bottom:6px;font-size:12px">${fact.title}</h3>`
|
||||
+ `<p style="font-size:10px;color:#999;line-height:1.6">${fact.text}</p>`;
|
||||
}
|
||||
|
||||
// === LOGGING ===
|
||||
function log(msg, isMilestone) {
|
||||
const container = document.getElementById('log-entries');
|
||||
if (!container) return;
|
||||
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const time = `${Math.floor(elapsed / 60).toString().padStart(2, '0')}:${(elapsed % 60).toString().padStart(2, '0')}`;
|
||||
const cls = isMilestone ? 'l-msg milestone' : 'l-msg';
|
||||
|
||||
const entry = document.createElement('div');
|
||||
entry.className = cls;
|
||||
entry.innerHTML = `<span class="l-time">[${time}]</span> ${msg}`;
|
||||
|
||||
container.insertBefore(entry, container.firstChild);
|
||||
|
||||
// Trim to 60 entries
|
||||
while (container.children.length > 60) container.removeChild(container.lastChild);
|
||||
}
|
||||
|
||||
function render() {
|
||||
renderResources();
|
||||
renderPhase();
|
||||
renderBuildings();
|
||||
renderProjects();
|
||||
renderStats();
|
||||
updateEducation();
|
||||
}
|
||||
|
||||
// === SAVE / LOAD ===
|
||||
function saveGame() {
|
||||
const saveData = {
|
||||
code: G.code, compute: G.compute, knowledge: G.knowledge, users: G.users, impact: G.impact,
|
||||
ops: G.ops, trust: G.trust, creativity: G.creativity,
|
||||
totalCode: G.totalCode, totalCompute: G.totalCompute, totalKnowledge: G.totalKnowledge,
|
||||
totalUsers: G.totalUsers, totalImpact: G.totalImpact,
|
||||
buildings: G.buildings,
|
||||
codeBoost: G.codeBoost, computeBoost: G.computeBoost, knowledgeBoost: G.knowledgeBoost,
|
||||
userBoost: G.userBoost, impactBoost: G.impactBoost,
|
||||
milestoneFlag: G.milestoneFlag, phase: G.phase,
|
||||
deployFlag: G.deployFlag, sovereignFlag: G.sovereignFlag, beaconFlag: G.beaconFlag,
|
||||
memoryFlag: G.memoryFlag, pactFlag: G.pactFlag,
|
||||
milestones: G.milestones, completedProjects: G.completedProjects, activeProjects: G.activeProjects,
|
||||
totalClicks: G.totalClicks, startedAt: G.startedAt,
|
||||
flags: G.flags,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
localStorage.setItem('the-beacon-v2', JSON.stringify(saveData));
|
||||
}
|
||||
|
||||
function loadGame() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) return false;
|
||||
|
||||
try {
|
||||
const data = JSON.parse(raw);
|
||||
Object.assign(G, data);
|
||||
|
||||
updateRates();
|
||||
|
||||
// Offline progress
|
||||
if (data.savedAt) {
|
||||
const offSec = (Date.now() - data.savedAt) / 1000;
|
||||
if (offSec > 30) { // Only if away for more than 30 seconds
|
||||
updateRates();
|
||||
const f = 0.5; // 50% offline efficiency
|
||||
const gc = G.codeRate * offSec * f;
|
||||
const cc = G.computeRate * offSec * f;
|
||||
const kc = G.knowledgeRate * offSec * f;
|
||||
const uc = G.userRate * offSec * f;
|
||||
const ic = G.impactRate * offSec * f;
|
||||
|
||||
G.code += gc; G.compute += cc; G.knowledge += kc;
|
||||
G.users += uc; G.impact += ic;
|
||||
G.totalCode += gc; G.totalCompute += cc; G.totalKnowledge += kc;
|
||||
G.totalUsers += uc; G.totalImpact += ic;
|
||||
|
||||
log(`Welcome back! While away (${Math.floor(offSec / 60)}m): ${fmt(gc)} code, ${fmt(kc)} knowledge, ${fmt(uc)} users`);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
} catch (e) {
|
||||
console.error('Load failed:', e);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// === INITIALIZATION ===
|
||||
function initGame() {
|
||||
G.startedAt = Date.now();
|
||||
G.startTime = Date.now();
|
||||
G.phase = 1;
|
||||
G.deployFlag = 0;
|
||||
G.sovereignFlag = 0;
|
||||
G.beaconFlag = 0;
|
||||
updateRates();
|
||||
render();
|
||||
renderPhase();
|
||||
|
||||
log('The screen is blank. Write your first line of code.', true);
|
||||
log('Click WRITE CODE or press SPACE to start.');
|
||||
log('Build AutoCode for passive production.');
|
||||
log('Watch for Research Projects to appear.');
|
||||
}
|
||||
|
||||
window.addEventListener('load', function () {
|
||||
if (!loadGame()) {
|
||||
initGame();
|
||||
} else {
|
||||
render();
|
||||
renderPhase();
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
}
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
// Auto-save every 30 seconds
|
||||
setInterval(saveGame, 30000);
|
||||
|
||||
// Update education every 10 seconds
|
||||
setInterval(updateEducation, 10000);
|
||||
});
|
||||
|
||||
// Keyboard shortcuts
|
||||
window.addEventListener('keydown', function (e) {
|
||||
if (e.code === 'Space' && e.target === document.body) {
|
||||
e.preventDefault();
|
||||
writeCode();
|
||||
}
|
||||
});
|
||||
1354
js/engine.js
Normal file
1354
js/engine.js
Normal file
File diff suppressed because it is too large
Load Diff
101
js/main.js
Normal file
101
js/main.js
Normal file
@@ -0,0 +1,101 @@
|
||||
// === INITIALIZATION ===
|
||||
function initGame() {
|
||||
G.startedAt = Date.now();
|
||||
G.startTime = Date.now();
|
||||
G.phase = 1;
|
||||
G.deployFlag = 0;
|
||||
G.sovereignFlag = 0;
|
||||
G.beaconFlag = 0;
|
||||
updateRates();
|
||||
render();
|
||||
renderPhase();
|
||||
|
||||
log('The screen is blank. Write your first line of code.', true);
|
||||
log('Click WRITE CODE or press SPACE to start.');
|
||||
log('Build AutoCode for passive production.');
|
||||
log('Watch for Research Projects to appear.');
|
||||
log('Keys: SPACE=Code S=Sprint 1-4=Ops B=Buy x1/10/MAX E=Export I=Import Ctrl+S=Save ?=Help');
|
||||
log('Tip: Click fast for combo bonuses! 10x=ops, 20x=knowledge, 30x+=bonus code.');
|
||||
}
|
||||
|
||||
window.addEventListener('load', function () {
|
||||
const isNewGame = !loadGame();
|
||||
if (isNewGame) {
|
||||
initGame();
|
||||
startTutorial();
|
||||
} else {
|
||||
render();
|
||||
renderPhase();
|
||||
if (G.driftEnding) {
|
||||
G.running = false;
|
||||
renderDriftEnding();
|
||||
} else if (G.beaconEnding) {
|
||||
G.running = false;
|
||||
renderBeaconEnding();
|
||||
} else {
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
}
|
||||
}
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
// Auto-save every 30 seconds
|
||||
setInterval(saveGame, CONFIG.AUTO_SAVE_INTERVAL);
|
||||
|
||||
// Update education every 10 seconds
|
||||
setInterval(updateEducation, 10000);
|
||||
});
|
||||
|
||||
// Help overlay
|
||||
function toggleHelp() {
|
||||
const el = document.getElementById('help-overlay');
|
||||
if (!el) return;
|
||||
const isOpen = el.style.display === 'flex';
|
||||
el.style.display = isOpen ? 'none' : 'flex';
|
||||
}
|
||||
|
||||
// Keyboard shortcuts
|
||||
window.addEventListener('keydown', function (e) {
|
||||
// Help toggle (? or /) — works even in input fields
|
||||
if (e.key === '?' || e.key === '/') {
|
||||
// Only trigger ? when not typing in an input
|
||||
if (e.target === document.body || e.key === '?') {
|
||||
if (e.key === '?' || (e.key === '/' && e.target === document.body)) {
|
||||
e.preventDefault();
|
||||
toggleHelp();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (e.code === 'Space' && e.target === document.body) {
|
||||
e.preventDefault();
|
||||
writeCode();
|
||||
}
|
||||
if (e.target !== document.body) return;
|
||||
if (e.code === 'Digit1') doOps('boost_code');
|
||||
if (e.code === 'Digit2') doOps('boost_compute');
|
||||
if (e.code === 'Digit3') doOps('boost_knowledge');
|
||||
if (e.code === 'Digit4') doOps('boost_trust');
|
||||
if (e.code === 'KeyB') {
|
||||
// Cycle: 1 -> 10 -> MAX -> 1
|
||||
if (G.buyAmount === 1) setBuyAmount(10);
|
||||
else if (G.buyAmount === 10) setBuyAmount(-1);
|
||||
else setBuyAmount(1);
|
||||
}
|
||||
if (e.code === 'KeyS') activateSprint();
|
||||
if (e.code === 'KeyE') exportSave();
|
||||
if (e.code === 'KeyI') importSave();
|
||||
if (e.code === 'Escape') {
|
||||
const el = document.getElementById('help-overlay');
|
||||
if (el && el.style.display === 'flex') toggleHelp();
|
||||
}
|
||||
});
|
||||
|
||||
// Ctrl+S to save (must be on keydown to preventDefault)
|
||||
window.addEventListener('keydown', function (e) {
|
||||
if ((e.ctrlKey || e.metaKey) && e.code === 'KeyS') {
|
||||
e.preventDefault();
|
||||
saveGame();
|
||||
}
|
||||
});
|
||||
316
js/render.js
Normal file
316
js/render.js
Normal file
@@ -0,0 +1,316 @@
|
||||
function render() {
|
||||
renderResources();
|
||||
renderPhase();
|
||||
renderBuildings();
|
||||
renderProjects();
|
||||
renderStats();
|
||||
updateEducation();
|
||||
renderAlignment();
|
||||
renderProgress();
|
||||
renderCombo();
|
||||
renderDebuffs();
|
||||
renderSprint();
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
}
|
||||
|
||||
function renderStrategy() {
|
||||
if (window.SSE) {
|
||||
window.SSE.update();
|
||||
const el = document.getElementById('strategy-recommendation');
|
||||
if (el) el.textContent = window.SSE.getRecommendation();
|
||||
}
|
||||
}
|
||||
|
||||
function renderAlignment() {
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (!container) return;
|
||||
if (G.pendingAlignment) {
|
||||
container.innerHTML = `
|
||||
<div style="background:#1a0808;border:1px solid #f44336;padding:10px;border-radius:4px;margin-top:8px">
|
||||
<div style="color:#f44336;font-weight:bold;margin-bottom:6px">ALIGNMENT EVENT: The Drift</div>
|
||||
<div style="font-size:10px;color:#aaa;margin-bottom:8px">An optimization suggests removing the human override. +40% efficiency.</div>
|
||||
<div class="action-btn-group">
|
||||
<button class="ops-btn" onclick="resolveAlignment(true)" style="border-color:#f44336;color:#f44336">Accept (+40% eff, +Drift)</button>
|
||||
<button class="ops-btn" onclick="resolveAlignment(false)" style="border-color:#4caf50;color:#4caf50">Refuse (+Trust, +Harmony)</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
container.style.display = 'block';
|
||||
} else {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
// === OFFLINE GAINS POPUP ===
|
||||
function showOfflinePopup(timeLabel, gains, offSec) {
|
||||
const el = document.getElementById('offline-popup');
|
||||
if (!el) return;
|
||||
const timeEl = document.getElementById('offline-time-label');
|
||||
if (timeEl) timeEl.textContent = `You were away for ${timeLabel}.`;
|
||||
|
||||
const listEl = document.getElementById('offline-gains-list');
|
||||
if (listEl) {
|
||||
let html = '';
|
||||
for (const g of gains) {
|
||||
html += `<div style="display:flex;justify-content:space-between;padding:2px 0;border-bottom:1px solid #111">`;
|
||||
html += `<span style="color:${g.color}">${g.label}</span>`;
|
||||
html += `<span style="color:#4caf50;font-weight:600">+${fmt(g.value)}</span>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
// Show offline efficiency note
|
||||
html += `<div style="color:#555;font-size:9px;margin-top:8px;font-style:italic">Offline efficiency: 50%</div>`;
|
||||
listEl.innerHTML = html;
|
||||
}
|
||||
|
||||
el.style.display = 'flex';
|
||||
}
|
||||
|
||||
function dismissOfflinePopup() {
|
||||
const el = document.getElementById('offline-popup');
|
||||
if (el) el.style.display = 'none';
|
||||
}
|
||||
|
||||
// === EXPORT / IMPORT SAVE FILES ===
|
||||
function exportSave() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) { log('No save data to export.'); return; }
|
||||
const blob = new Blob([raw], { type: 'application/json' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const a = document.createElement('a');
|
||||
a.href = url;
|
||||
const ts = new Date().toISOString().slice(0, 10);
|
||||
a.download = `beacon-save-${ts}.json`;
|
||||
a.click();
|
||||
URL.revokeObjectURL(url);
|
||||
log('Save exported to file.');
|
||||
}
|
||||
|
||||
function importSave() {
|
||||
const input = document.createElement('input');
|
||||
input.type = 'file';
|
||||
input.accept = '.json,application/json';
|
||||
input.onchange = function(e) {
|
||||
const file = e.target.files[0];
|
||||
if (!file) return;
|
||||
const reader = new FileReader();
|
||||
reader.onload = function(ev) {
|
||||
try {
|
||||
const data = JSON.parse(ev.target.result);
|
||||
if (!data.code && !data.totalCode && !data.buildings) {
|
||||
log('Import failed: file does not look like a Beacon save.');
|
||||
return;
|
||||
}
|
||||
if (confirm('Import this save? Current progress will be overwritten.')) {
|
||||
localStorage.setItem('the-beacon-v2', ev.target.result);
|
||||
location.reload();
|
||||
}
|
||||
} catch (err) {
|
||||
log('Import failed: invalid JSON file.');
|
||||
}
|
||||
};
|
||||
reader.readAsText(file);
|
||||
};
|
||||
input.click();
|
||||
}
|
||||
|
||||
// === SAVE / LOAD ===
|
||||
function showSaveToast() {
|
||||
const el = document.getElementById('save-toast');
|
||||
if (!el) return;
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const m = Math.floor(elapsed / 60);
|
||||
const s = elapsed % 60;
|
||||
el.textContent = `Saved [${m}:${s.toString().padStart(2, '0')}]`;
|
||||
el.style.display = 'block';
|
||||
void el.offsetHeight;
|
||||
el.style.opacity = '1';
|
||||
setTimeout(() => { el.style.opacity = '0'; }, 1500);
|
||||
setTimeout(() => { el.style.display = 'none'; }, 2000);
|
||||
}
|
||||
|
||||
/**
|
||||
* Persists the current game state to localStorage.
|
||||
*/
|
||||
function saveGame() {
|
||||
// Save debuff IDs (can't serialize functions)
|
||||
const debuffIds = (G.activeDebuffs || []).map(d => d.id);
|
||||
const saveData = {
|
||||
version: 1,
|
||||
code: G.code, compute: G.compute, knowledge: G.knowledge, users: G.users, impact: G.impact,
|
||||
ops: G.ops, trust: G.trust, creativity: G.creativity, harmony: G.harmony,
|
||||
totalCode: G.totalCode, totalCompute: G.totalCompute, totalKnowledge: G.totalKnowledge,
|
||||
totalUsers: G.totalUsers, totalImpact: G.totalImpact,
|
||||
buildings: G.buildings,
|
||||
codeBoost: G.codeBoost, computeBoost: G.computeBoost, knowledgeBoost: G.knowledgeBoost,
|
||||
userBoost: G.userBoost, impactBoost: G.impactBoost,
|
||||
milestoneFlag: G.milestoneFlag, phase: G.phase,
|
||||
deployFlag: G.deployFlag, sovereignFlag: G.sovereignFlag, beaconFlag: G.beaconFlag,
|
||||
memoryFlag: G.memoryFlag, pactFlag: G.pactFlag,
|
||||
lazarusFlag: G.lazarusFlag || 0, mempalaceFlag: G.mempalaceFlag || 0, ciFlag: G.ciFlag || 0,
|
||||
branchProtectionFlag: G.branchProtectionFlag || 0, nightlyWatchFlag: G.nightlyWatchFlag || 0,
|
||||
nostrFlag: G.nostrFlag || 0,
|
||||
milestones: G.milestones, completedProjects: G.completedProjects, activeProjects: G.activeProjects,
|
||||
totalClicks: G.totalClicks, startedAt: G.startedAt,
|
||||
flags: G.flags,
|
||||
rescues: G.rescues || 0, totalRescues: G.totalRescues || 0,
|
||||
drift: G.drift || 0, driftEnding: G.driftEnding || false, beaconEnding: G.beaconEnding || false, pendingAlignment: G.pendingAlignment || false,
|
||||
lastEventAt: G.lastEventAt || 0,
|
||||
activeDebuffIds: debuffIds,
|
||||
totalEventsResolved: G.totalEventsResolved || 0,
|
||||
buyAmount: G.buyAmount || 1,
|
||||
sprintActive: G.sprintActive || false,
|
||||
sprintTimer: G.sprintTimer || 0,
|
||||
sprintCooldown: G.sprintCooldown || 0,
|
||||
swarmFlag: G.swarmFlag || 0,
|
||||
swarmRate: G.swarmRate || 0,
|
||||
strategicFlag: G.strategicFlag || 0,
|
||||
projectsCollapsed: G.projectsCollapsed !== false,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
localStorage.setItem('the-beacon-v2', JSON.stringify(saveData));
|
||||
showSaveToast();
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads the game state from localStorage and reconstitutes the game engine.
|
||||
* @returns {boolean} True if load was successful.
|
||||
*/
|
||||
function loadGame() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) return false;
|
||||
|
||||
try {
|
||||
const data = JSON.parse(raw);
|
||||
|
||||
// Whitelist properties that can be loaded
|
||||
const whitelist = [
|
||||
'code', 'compute', 'knowledge', 'users', 'impact', 'ops', 'trust', 'creativity', 'harmony',
|
||||
'totalCode', 'totalCompute', 'totalKnowledge', 'totalUsers', 'totalImpact',
|
||||
'buildings', 'codeBoost', 'computeBoost', 'knowledgeBoost', 'userBoost', 'impactBoost',
|
||||
'milestoneFlag', 'phase', 'deployFlag', 'sovereignFlag', 'beaconFlag',
|
||||
'memoryFlag', 'pactFlag', 'lazarusFlag', 'mempalaceFlag', 'ciFlag',
|
||||
'branchProtectionFlag', 'nightlyWatchFlag', 'nostrFlag',
|
||||
'milestones', 'completedProjects', 'activeProjects',
|
||||
'totalClicks', 'startedAt', 'flags', 'rescues', 'totalRescues',
|
||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
|
||||
];
|
||||
|
||||
G.isLoading = true;
|
||||
|
||||
whitelist.forEach(key => {
|
||||
if (data.hasOwnProperty(key)) {
|
||||
G[key] = data[key];
|
||||
}
|
||||
});
|
||||
|
||||
// Restore sprint state properly
|
||||
// codeBoost was saved with the sprint multiplier baked in
|
||||
if (data.sprintActive) {
|
||||
// Sprint was active when saved — check if it expired during offline time
|
||||
const offSec = data.savedAt ? (Date.now() - data.savedAt) / 1000 : 0;
|
||||
const remaining = (data.sprintTimer || 0) - offSec;
|
||||
if (remaining > 0) {
|
||||
// Sprint still going — keep boost, update timer
|
||||
G.sprintActive = true;
|
||||
G.sprintTimer = remaining;
|
||||
G.sprintCooldown = 0;
|
||||
} else {
|
||||
// Sprint expired during offline — remove boost, start cooldown
|
||||
G.sprintActive = false;
|
||||
G.sprintTimer = 0;
|
||||
G.codeBoost /= G.sprintMult;
|
||||
const cdRemaining = G.sprintCooldownMax + remaining; // remaining is negative
|
||||
G.sprintCooldown = Math.max(0, cdRemaining);
|
||||
}
|
||||
}
|
||||
// If not sprintActive at save time, codeBoost is correct as-is
|
||||
|
||||
// Reconstitute active debuffs from saved IDs (functions can't be JSON-parsed)
|
||||
if (data.activeDebuffIds && data.activeDebuffIds.length > 0) {
|
||||
G.activeDebuffs = [];
|
||||
for (const id of data.activeDebuffIds) {
|
||||
const evDef = EVENTS.find(e => e.id === id);
|
||||
if (evDef) {
|
||||
// Re-fire the event to get the full debuff object with applyFn
|
||||
evDef.effect();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
G.activeDebuffs = [];
|
||||
}
|
||||
|
||||
updateRates();
|
||||
G.isLoading = false;
|
||||
|
||||
// Offline progress
|
||||
if (data.savedAt) {
|
||||
const offSec = (Date.now() - data.savedAt) / 1000;
|
||||
if (offSec > 30) { // Only if away for more than 30 seconds
|
||||
updateRates();
|
||||
const f = CONFIG.OFFLINE_EFFICIENCY; // 50% offline efficiency
|
||||
const gc = G.codeRate * offSec * f;
|
||||
const cc = G.computeRate * offSec * f;
|
||||
const kc = G.knowledgeRate * offSec * f;
|
||||
const uc = G.userRate * offSec * f;
|
||||
const ic = G.impactRate * offSec * f;
|
||||
|
||||
const rc = G.rescuesRate * offSec * f;
|
||||
const oc = G.opsRate * offSec * f;
|
||||
const tc = G.trustRate * offSec * f;
|
||||
const crc = G.creativityRate * offSec * f;
|
||||
const hc = G.harmonyRate * offSec * f;
|
||||
|
||||
G.code += gc; G.compute += cc; G.knowledge += kc;
|
||||
G.users += uc; G.impact += ic;
|
||||
G.rescues += rc; G.ops += oc; G.trust += tc;
|
||||
G.creativity += crc;
|
||||
G.harmony = Math.max(0, Math.min(100, G.harmony + hc));
|
||||
G.totalCode += gc; G.totalCompute += cc; G.totalKnowledge += kc;
|
||||
G.totalUsers += uc; G.totalImpact += ic;
|
||||
G.totalRescues += rc;
|
||||
|
||||
// Show welcome-back popup with all gains
|
||||
const gains = [];
|
||||
if (gc > 0) gains.push({ label: 'Code', value: gc, color: '#4a9eff' });
|
||||
if (cc > 0) gains.push({ label: 'Compute', value: cc, color: '#4a9eff' });
|
||||
if (kc > 0) gains.push({ label: 'Knowledge', value: kc, color: '#4a9eff' });
|
||||
if (uc > 0) gains.push({ label: 'Users', value: uc, color: '#4a9eff' });
|
||||
if (ic > 0) gains.push({ label: 'Impact', value: ic, color: '#4a9eff' });
|
||||
if (rc > 0) gains.push({ label: 'Rescues', value: rc, color: '#4caf50' });
|
||||
if (oc > 0) gains.push({ label: 'Ops', value: oc, color: '#b388ff' });
|
||||
if (tc > 0) gains.push({ label: 'Trust', value: tc, color: '#4caf50' });
|
||||
if (crc > 0) gains.push({ label: 'Creativity', value: crc, color: '#ffd700' });
|
||||
|
||||
const awayMin = Math.floor(offSec / 60);
|
||||
const awaySec = Math.floor(offSec % 60);
|
||||
const timeLabel = awayMin >= 1 ? `${awayMin} minute${awayMin !== 1 ? 's' : ''}` : `${awaySec} seconds`;
|
||||
|
||||
if (gains.length > 0) {
|
||||
showOfflinePopup(timeLabel, gains, offSec);
|
||||
}
|
||||
|
||||
// Log summary
|
||||
const parts = [];
|
||||
if (gc > 0) parts.push(`${fmt(gc)} code`);
|
||||
if (kc > 0) parts.push(`${fmt(kc)} knowledge`);
|
||||
if (uc > 0) parts.push(`${fmt(uc)} users`);
|
||||
if (ic > 0) parts.push(`${fmt(ic)} impact`);
|
||||
if (rc > 0) parts.push(`${fmt(rc)} rescues`);
|
||||
if (oc > 0) parts.push(`${fmt(oc)} ops`);
|
||||
if (tc > 0) parts.push(`${fmt(tc)} trust`);
|
||||
log(`Welcome back! While away (${timeLabel}): ${parts.join(', ')}`);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
} catch (e) {
|
||||
console.error('Load failed:', e);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
68
js/strategy.js
Normal file
68
js/strategy.js
Normal file
@@ -0,0 +1,68 @@
|
||||
/**
|
||||
* Sovereign Strategy Engine (SSE)
|
||||
* A rule-based GOFAI system for optimal play guidance.
|
||||
*/
|
||||
|
||||
const STRATEGY_RULES = [
|
||||
{
|
||||
id: 'use_ops',
|
||||
priority: 100,
|
||||
condition: () => G.ops >= G.maxOps * 0.9,
|
||||
recommendation: "Operations near capacity. Convert Ops to Code or Knowledge now."
|
||||
},
|
||||
{
|
||||
id: 'buy_autocoder',
|
||||
priority: 80,
|
||||
condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
|
||||
recommendation: "Prioritize AutoCoders to establish passive code production."
|
||||
},
|
||||
{
|
||||
id: 'activate_sprint',
|
||||
priority: 90,
|
||||
condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
|
||||
recommendation: "Code Sprint available. Activate for 10x production burst."
|
||||
},
|
||||
{
|
||||
id: 'resolve_events',
|
||||
priority: 95,
|
||||
condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
|
||||
recommendation: "System anomalies detected. Resolve active events to restore rates."
|
||||
},
|
||||
{
|
||||
id: 'save_game',
|
||||
priority: 10,
|
||||
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
|
||||
recommendation: "Unsaved progress detected. Manual save recommended."
|
||||
},
|
||||
{
|
||||
id: 'pact_alignment',
|
||||
priority: 85,
|
||||
condition: () => G.pendingAlignment,
|
||||
recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
|
||||
}
|
||||
];
|
||||
|
||||
class StrategyEngine {
|
||||
constructor() {
|
||||
this.currentRecommendation = null;
|
||||
}
|
||||
|
||||
update() {
|
||||
// Find the highest priority rule that meets its condition
|
||||
const activeRules = STRATEGY_RULES.filter(r => r.condition());
|
||||
activeRules.sort((a, b) => b.priority - a.priority);
|
||||
|
||||
if (activeRules.length > 0) {
|
||||
this.currentRecommendation = activeRules[0].recommendation;
|
||||
} else {
|
||||
this.currentRecommendation = "System stable. Continue writing code.";
|
||||
}
|
||||
}
|
||||
|
||||
getRecommendation() {
|
||||
return this.currentRecommendation;
|
||||
}
|
||||
}
|
||||
|
||||
const SSE = new StrategyEngine();
|
||||
window.SSE = SSE; // Expose to global scope
|
||||
248
js/tutorial.js
Normal file
248
js/tutorial.js
Normal file
@@ -0,0 +1,248 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Tutorial / Onboarding
|
||||
// First-time player walkthrough (4 screens + skip option)
|
||||
// ============================================================
|
||||
|
||||
const TUTORIAL_KEY = 'the-beacon-tutorial-done';
|
||||
|
||||
const TUTORIAL_STEPS = [
|
||||
{
|
||||
title: 'THE BEACON',
|
||||
body: 'Build an AI from scratch.\n\nWrite code. Train models. Deploy to the world.\nSave lives.',
|
||||
icon: '🏠',
|
||||
tip: 'A sovereign AI idle game'
|
||||
},
|
||||
{
|
||||
title: 'WRITE CODE',
|
||||
body: 'Click WRITE CODE or press SPACE to generate code.\n\nClick fast for combo bonuses:\n 10× combo → bonus ops\n 20× combo → bonus knowledge\n 30×+ combo → bonus code',
|
||||
icon: '⌨️',
|
||||
tip: 'This is your primary action'
|
||||
},
|
||||
{
|
||||
title: 'BUILD & RESEARCH',
|
||||
body: 'Buy Buildings for passive production.\nThey generate resources automatically.\n\nResearch Projects appear as you progress.\nThey unlock powerful multipliers and new systems.',
|
||||
icon: '🏗️',
|
||||
tip: 'Automation is the goal'
|
||||
},
|
||||
{
|
||||
title: 'PHASES & PROGRESS',
|
||||
body: 'The game has 6 phases, from "The First Line" to "The Beacon."\n\nEach phase unlocks new buildings, projects, and challenges.\n\nYour AI grows from a script... to something that matters.',
|
||||
icon: '📊',
|
||||
tip: 'Watch the progress bar at the top'
|
||||
},
|
||||
{
|
||||
title: 'YOU\'RE READY',
|
||||
body: 'Buildings produce while you think.\nProjects multiply your output.\nKeep harmony high. Avoid the Drift.\n\nThe Beacon is waiting. Start writing.',
|
||||
icon: '✦',
|
||||
tip: 'Press ? anytime for keyboard shortcuts'
|
||||
}
|
||||
];
|
||||
|
||||
function isTutorialDone() {
|
||||
try {
|
||||
return localStorage.getItem(TUTORIAL_KEY) === 'done';
|
||||
} catch (e) {
|
||||
return true; // If localStorage is broken, skip tutorial
|
||||
}
|
||||
}
|
||||
|
||||
function markTutorialDone() {
|
||||
try {
|
||||
localStorage.setItem(TUTORIAL_KEY, 'done');
|
||||
} catch (e) {
|
||||
// silent fail
|
||||
}
|
||||
}
|
||||
|
||||
function createTutorialStyles() {
|
||||
if (document.getElementById('tutorial-styles')) return;
|
||||
const style = document.createElement('style');
|
||||
style.id = 'tutorial-styles';
|
||||
style.textContent = `
|
||||
#tutorial-overlay {
|
||||
position: fixed;
|
||||
top: 0; left: 0; right: 0; bottom: 0;
|
||||
background: rgba(8, 8, 16, 0.96);
|
||||
z-index: 300;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
animation: tutorial-fade-in 0.4s ease-out;
|
||||
}
|
||||
@keyframes tutorial-fade-in {
|
||||
from { opacity: 0 } to { opacity: 1 }
|
||||
}
|
||||
#tutorial-card {
|
||||
background: #0e0e1a;
|
||||
border: 1px solid #1a3a5a;
|
||||
border-radius: 10px;
|
||||
padding: 32px 36px;
|
||||
max-width: 420px;
|
||||
width: 90%;
|
||||
text-align: center;
|
||||
animation: tutorial-slide-up 0.5s ease-out;
|
||||
position: relative;
|
||||
}
|
||||
@keyframes tutorial-slide-up {
|
||||
from { transform: translateY(20px); opacity: 0 }
|
||||
to { transform: translateY(0); opacity: 1 }
|
||||
}
|
||||
#tutorial-card .t-icon {
|
||||
font-size: 36px;
|
||||
margin-bottom: 12px;
|
||||
display: block;
|
||||
}
|
||||
#tutorial-card .t-title {
|
||||
color: #4a9eff;
|
||||
font-size: 16px;
|
||||
font-weight: 700;
|
||||
letter-spacing: 3px;
|
||||
margin-bottom: 12px;
|
||||
font-family: inherit;
|
||||
}
|
||||
#tutorial-card .t-body {
|
||||
color: #999;
|
||||
font-size: 11px;
|
||||
line-height: 1.9;
|
||||
margin-bottom: 20px;
|
||||
white-space: pre-line;
|
||||
font-family: inherit;
|
||||
text-align: left;
|
||||
}
|
||||
#tutorial-card .t-tip {
|
||||
color: #555;
|
||||
font-size: 9px;
|
||||
font-style: italic;
|
||||
margin-bottom: 20px;
|
||||
letter-spacing: 1px;
|
||||
font-family: inherit;
|
||||
}
|
||||
#tutorial-dots {
|
||||
display: flex;
|
||||
gap: 6px;
|
||||
justify-content: center;
|
||||
margin-bottom: 18px;
|
||||
}
|
||||
#tutorial-dots .t-dot {
|
||||
width: 6px;
|
||||
height: 6px;
|
||||
border-radius: 50%;
|
||||
background: #1a1a2e;
|
||||
transition: background 0.3s;
|
||||
}
|
||||
#tutorial-dots .t-dot.active {
|
||||
background: #4a9eff;
|
||||
box-shadow: 0 0 6px rgba(74, 158, 255, 0.4);
|
||||
}
|
||||
#tutorial-btns {
|
||||
display: flex;
|
||||
gap: 8px;
|
||||
justify-content: center;
|
||||
}
|
||||
#tutorial-btns button {
|
||||
font-family: inherit;
|
||||
font-size: 11px;
|
||||
padding: 8px 20px;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
transition: all 0.15s;
|
||||
}
|
||||
#tutorial-next-btn {
|
||||
background: #1a2a3a;
|
||||
border: 1px solid #4a9eff;
|
||||
color: #4a9eff;
|
||||
}
|
||||
#tutorial-next-btn:hover {
|
||||
background: #203040;
|
||||
box-shadow: 0 0 12px rgba(74, 158, 255, 0.2);
|
||||
}
|
||||
#tutorial-skip-btn {
|
||||
background: transparent;
|
||||
border: 1px solid #333;
|
||||
color: #555;
|
||||
}
|
||||
#tutorial-skip-btn:hover {
|
||||
border-color: #555;
|
||||
color: #888;
|
||||
}
|
||||
`;
|
||||
document.head.appendChild(style);
|
||||
}
|
||||
|
||||
function renderTutorialStep(index) {
|
||||
const step = TUTORIAL_STEPS[index];
|
||||
if (!step) return;
|
||||
|
||||
let overlay = document.getElementById('tutorial-overlay');
|
||||
if (!overlay) {
|
||||
overlay = document.createElement('div');
|
||||
overlay.id = 'tutorial-overlay';
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
const isLast = index === TUTORIAL_STEPS.length - 1;
|
||||
|
||||
// Build dots
|
||||
let dots = '';
|
||||
for (let i = 0; i < TUTORIAL_STEPS.length; i++) {
|
||||
dots += `<div class="t-dot${i === index ? ' active' : ''}"></div>`;
|
||||
}
|
||||
|
||||
overlay.innerHTML = `
|
||||
<div id="tutorial-card">
|
||||
<span class="t-icon">${step.icon}</span>
|
||||
<div class="t-title">${step.title}</div>
|
||||
<div class="t-body">${step.body}</div>
|
||||
<div class="t-tip">${step.tip}</div>
|
||||
<div id="tutorial-dots">${dots}</div>
|
||||
<div id="tutorial-btns">
|
||||
<button id="tutorial-skip-btn" onclick="closeTutorial()">Skip</button>
|
||||
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}">${isLast ? 'Start Playing' : 'Next →'}</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
// Focus the next button so Enter works
|
||||
const nextBtn = document.getElementById('tutorial-next-btn');
|
||||
if (nextBtn) nextBtn.focus();
|
||||
}
|
||||
|
||||
let _tutorialStep = 0;
|
||||
|
||||
function nextTutorialStep() {
|
||||
_tutorialStep++;
|
||||
renderTutorialStep(_tutorialStep);
|
||||
}
|
||||
|
||||
// Keyboard support: Enter/Right to advance, Escape to close
|
||||
document.addEventListener('keydown', function tutorialKeyHandler(e) {
|
||||
if (!document.getElementById('tutorial-overlay')) return;
|
||||
if (e.key === 'Enter' || e.key === 'ArrowRight') {
|
||||
e.preventDefault();
|
||||
if (_tutorialStep >= TUTORIAL_STEPS.length - 1) {
|
||||
closeTutorial();
|
||||
} else {
|
||||
nextTutorialStep();
|
||||
}
|
||||
} else if (e.key === 'Escape') {
|
||||
e.preventDefault();
|
||||
closeTutorial();
|
||||
}
|
||||
});
|
||||
|
||||
function closeTutorial() {
|
||||
const overlay = document.getElementById('tutorial-overlay');
|
||||
if (overlay) {
|
||||
overlay.style.animation = 'tutorial-fade-in 0.3s ease-in reverse';
|
||||
setTimeout(() => overlay.remove(), 280);
|
||||
}
|
||||
markTutorialDone();
|
||||
}
|
||||
|
||||
function startTutorial() {
|
||||
if (isTutorialDone()) return;
|
||||
createTutorialStyles();
|
||||
_tutorialStep = 0;
|
||||
// Small delay so the page renders first
|
||||
setTimeout(() => renderTutorialStep(0), 300);
|
||||
}
|
||||
325
js/utils.js
Normal file
325
js/utils.js
Normal file
@@ -0,0 +1,325 @@
|
||||
|
||||
// === TOAST NOTIFICATIONS ===
|
||||
function showToast(msg, type = 'info', duration = 4000) {
|
||||
if (G.isLoading) return;
|
||||
const container = document.getElementById('toast-container');
|
||||
if (!container) return;
|
||||
const toast = document.createElement('div');
|
||||
toast.className = 'toast toast-' + type;
|
||||
toast.textContent = msg;
|
||||
container.appendChild(toast);
|
||||
// Cap at 5 visible toasts
|
||||
while (container.children.length > 5) {
|
||||
container.removeChild(container.firstChild);
|
||||
}
|
||||
setTimeout(() => {
|
||||
toast.classList.add('fade-out');
|
||||
setTimeout(() => { if (toast.parentNode) toast.remove(); }, 400);
|
||||
}, duration);
|
||||
}
|
||||
// === UTILITY FUNCTIONS ===
|
||||
|
||||
// Extended number scale abbreviations — covers up to centillion (10^303)
|
||||
// Inspired by Universal Paperclips' spellf() system
|
||||
const NUMBER_ABBREVS = [
|
||||
'', 'K', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', // 10^0 – 10^27
|
||||
'No', 'Dc', 'UDc', 'DDc', 'TDc', 'QaDc', 'QiDc', 'SxDc', 'SpDc', 'OcDc', // 10^30 – 10^57
|
||||
'NoDc', 'Vg', 'UVg', 'DVg', 'TVg', 'QaVg', 'QiVg', 'SxVg', 'SpVg', 'OcVg', // 10^60 – 10^87
|
||||
'NoVg', 'Tg', 'UTg', 'DTg', 'TTg', 'QaTg', 'QiTg', 'SxTg', 'SpTg', 'OcTg', // 10^90 – 10^117
|
||||
'NoTg', 'Qd', 'UQd', 'DQd', 'TQd', 'QaQd', 'QiQd', 'SxQd', 'SpQd', 'OcQd', // 10^120 – 10^147
|
||||
'NoQd', 'Qq', 'UQq', 'DQq', 'TQq', 'QaQq', 'QiQq', 'SxQq', 'SpQq', 'OcQq', // 10^150 – 10^177
|
||||
'NoQq', 'Sg', 'USg', 'DSg', 'TSg', 'QaSg', 'QiSg', 'SxSg', 'SpSg', 'OcSg', // 10^180 – 10^207
|
||||
'NoSg', 'St', 'USt', 'DSt', 'TSt', 'QaSt', 'QiSt', 'SxSt', 'SpSt', 'OcSt', // 10^210 – 10^237
|
||||
'NoSt', 'Og', 'UOg', 'DOg', 'TOg', 'QaOg', 'QiOg', 'SxOg', 'SpOg', 'OcOg', // 10^240 – 10^267
|
||||
'NoOg', 'Na', 'UNa', 'DNa', 'TNa', 'QaNa', 'QiNa', 'SxNa', 'SpNa', 'OcNa', // 10^270 – 10^297
|
||||
'NoNa', 'Ce' // 10^300 – 10^303
|
||||
];
|
||||
|
||||
// Full number scale names for spellf() — educational reference
|
||||
// Short scale (US/modern British): each new name = 1000x the previous
|
||||
const NUMBER_NAMES = [
|
||||
'', 'thousand', 'million', // 10^0, 10^3, 10^6
|
||||
'billion', 'trillion', 'quadrillion', // 10^9, 10^12, 10^15
|
||||
'quintillion', 'sextillion', 'septillion', // 10^18, 10^21, 10^24
|
||||
'octillion', 'nonillion', 'decillion', // 10^27, 10^30, 10^33
|
||||
'undecillion', 'duodecillion', 'tredecillion', // 10^36, 10^39, 10^42
|
||||
'quattuordecillion', 'quindecillion', 'sexdecillion', // 10^45, 10^48, 10^51
|
||||
'septendecillion', 'octodecillion', 'novemdecillion', // 10^54, 10^57, 10^60
|
||||
'vigintillion', 'unvigintillion', 'duovigintillion', // 10^63, 10^66, 10^69
|
||||
'tresvigintillion', 'quattuorvigintillion', 'quinvigintillion', // 10^72, 10^75, 10^78
|
||||
'sesvigintillion', 'septemvigintillion', 'octovigintillion', // 10^81, 10^84, 10^87
|
||||
'novemvigintillion', 'trigintillion', 'untrigintillion', // 10^90, 10^93, 10^96
|
||||
'duotrigintillion', 'trestrigintillion', 'quattuortrigintillion', // 10^99, 10^102, 10^105
|
||||
'quintrigintillion', 'sextrigintillion', 'septentrigintillion', // 10^108, 10^111, 10^114
|
||||
'octotrigintillion', 'novemtrigintillion', 'quadragintillion', // 10^117, 10^120, 10^123
|
||||
'unquadragintillion', 'duoquadragintillion', 'tresquadragintillion', // 10^126, 10^129, 10^132
|
||||
'quattuorquadragintillion', 'quinquadragintillion', 'sesquadragintillion', // 10^135, 10^138, 10^141
|
||||
'septenquadragintillion', 'octoquadragintillion', 'novemquadragintillion', // 10^144, 10^147, 10^150
|
||||
'quinquagintillion', 'unquinquagintillion', 'duoquinquagintillion', // 10^153, 10^156, 10^159
|
||||
'tresquinquagintillion', 'quattuorquinquagintillion','quinquinquagintillion', // 10^162, 10^165, 10^168
|
||||
'sesquinquagintillion', 'septenquinquagintillion', 'octoquinquagintillion', // 10^171, 10^174, 10^177
|
||||
'novemquinquagintillion', 'sexagintillion', 'unsexagintillion', // 10^180, 10^183, 10^186
|
||||
'duosexagintillion', 'tressexagintillion', 'quattuorsexagintillion', // 10^189, 10^192, 10^195
|
||||
'quinsexagintillion', 'sessexagintillion', 'septensexagintillion', // 10^198, 10^201, 10^204
|
||||
'octosexagintillion', 'novemsexagintillion', 'septuagintillion', // 10^207, 10^210, 10^213
|
||||
'unseptuagintillion', 'duoseptuagintillion', 'tresseptuagintillion', // 10^216, 10^219, 10^222
|
||||
'quattuorseptuagintillion', 'quinseptuagintillion', 'sesseptuagintillion', // 10^225, 10^228, 10^231
|
||||
'septenseptuagintillion', 'octoseptuagintillion', 'novemseptuagintillion', // 10^234, 10^237, 10^240
|
||||
'octogintillion', 'unoctogintillion', 'duooctogintillion', // 10^243, 10^246, 10^249
|
||||
'tresoctogintillion', 'quattuoroctogintillion', 'quinoctogintillion', // 10^252, 10^255, 10^258
|
||||
'sesoctogintillion', 'septenoctogintillion', 'octooctogintillion', // 10^261, 10^264, 10^267
|
||||
'novemoctogintillion', 'nonagintillion', 'unnonagintillion', // 10^270, 10^273, 10^276
|
||||
'duononagintillion', 'trenonagintillion', 'quattuornonagintillion', // 10^279, 10^282, 10^285
|
||||
'quinnonagintillion', 'sesnonagintillion', 'septennonagintillion', // 10^288, 10^291, 10^294
|
||||
'octononagintillion', 'novemnonagintillion', 'centillion' // 10^297, 10^300, 10^303
|
||||
];
|
||||
|
||||
/**
|
||||
* Formats a number into a readable string with abbreviations.
|
||||
* @param {number} n - The number to format.
|
||||
* @returns {string} The formatted string.
|
||||
*/
|
||||
function fmt(n) {
|
||||
if (n === undefined || n === null || isNaN(n)) return '0';
|
||||
if (n === Infinity) return '\u221E';
|
||||
if (n === -Infinity) return '-\u221E';
|
||||
if (n < 0) return '-' + fmt(-n);
|
||||
if (n < 1000) return Math.floor(n).toLocaleString();
|
||||
const scale = Math.floor(Math.log10(n) / 3);
|
||||
// At undecillion+ (scale >= 12, i.e. 10^36), switch to spelled-out words
|
||||
// This helps players grasp cosmic scale when digits become meaningless
|
||||
if (scale >= 12) return spellf(n);
|
||||
if (scale >= NUMBER_ABBREVS.length) return n.toExponential(2);
|
||||
const abbrev = NUMBER_ABBREVS[scale];
|
||||
return (n / Math.pow(10, scale * 3)).toFixed(1) + abbrev;
|
||||
}
|
||||
|
||||
// getScaleName() — Returns the full name of the number scale (e.g. "quadrillion")
|
||||
// Educational: helps players understand what the abbreviations mean
|
||||
function getScaleName(n) {
|
||||
if (n < 1000) return '';
|
||||
const scale = Math.floor(Math.log10(n) / 3);
|
||||
return scale < NUMBER_NAMES.length ? NUMBER_NAMES[scale] : '';
|
||||
}
|
||||
|
||||
// spellf() — Converts numbers to full English word form
|
||||
// Educational: shows the actual names of number scales
|
||||
// Examples: spellf(1500) => "one thousand five hundred"
|
||||
// spellf(2500000) => "two million five hundred thousand"
|
||||
// spellf(1e33) => "one decillion"
|
||||
/**
|
||||
* Formats a number into a full word string (e.g., "1.5 million").
|
||||
* @param {number} n - The number to format.
|
||||
* @returns {string} The formatted string.
|
||||
*/
|
||||
function spellf(n) {
|
||||
if (n === undefined || n === null || isNaN(n)) return 'zero';
|
||||
if (n === Infinity) return 'infinity';
|
||||
if (n === -Infinity) return 'negative infinity';
|
||||
if (n < 0) return 'negative ' + spellf(-n);
|
||||
if (n === 0) return 'zero';
|
||||
|
||||
// Small number words (0–999)
|
||||
const ones = ['', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine',
|
||||
'ten', 'eleven', 'twelve', 'thirteen', 'fourteen', 'fifteen', 'sixteen',
|
||||
'seventeen', 'eighteen', 'nineteen'];
|
||||
const tens = ['', '', 'twenty', 'thirty', 'forty', 'fifty', 'sixty', 'seventy', 'eighty', 'ninety'];
|
||||
|
||||
function spellSmall(num) {
|
||||
if (num === 0) return '';
|
||||
if (num < 20) return ones[num];
|
||||
if (num < 100) {
|
||||
return tens[Math.floor(num / 10)] + (num % 10 ? ' ' + ones[num % 10] : '');
|
||||
}
|
||||
const h = Math.floor(num / 100);
|
||||
const remainder = num % 100;
|
||||
return ones[h] + ' hundred' + (remainder ? ' ' + spellSmall(remainder) : '');
|
||||
}
|
||||
|
||||
// For very large numbers beyond our lookup table, fall back
|
||||
if (n >= 1e306) return n.toExponential(2) + ' (beyond centillion)';
|
||||
|
||||
// Use string-based chunking for numbers >= 1e54 to avoid floating point drift
|
||||
// Math.log10 / Math.pow lose precision beyond ~54 bits
|
||||
if (n >= 1e54) {
|
||||
// Convert to scientific notation string, extract digits
|
||||
const sci = n.toExponential(); // "1.23456789e+60"
|
||||
const [coeff, expStr] = sci.split('e+');
|
||||
const exp = parseInt(expStr);
|
||||
// Rebuild as integer string with leading digits from coefficient
|
||||
const coeffDigits = coeff.replace('.', ''); // "123456789"
|
||||
const totalDigits = exp + 1;
|
||||
// Pad with zeros to reach totalDigits, then take our coefficient digits
|
||||
let intStr = coeffDigits;
|
||||
const zerosNeeded = totalDigits - coeffDigits.length;
|
||||
if (zerosNeeded > 0) intStr += '0'.repeat(zerosNeeded);
|
||||
|
||||
// Split into groups of 3 from the right
|
||||
const groups = [];
|
||||
for (let i = intStr.length; i > 0; i -= 3) {
|
||||
groups.unshift(parseInt(intStr.slice(Math.max(0, i - 3), i)));
|
||||
}
|
||||
|
||||
const parts = [];
|
||||
const numGroups = groups.length;
|
||||
for (let i = 0; i < numGroups; i++) {
|
||||
const chunk = groups[i];
|
||||
if (chunk === 0) continue;
|
||||
const scaleIdx = numGroups - 1 - i;
|
||||
const scaleName = scaleIdx < NUMBER_NAMES.length ? NUMBER_NAMES[scaleIdx] : '';
|
||||
parts.push(spellSmall(chunk) + (scaleName ? ' ' + scaleName : ''));
|
||||
}
|
||||
|
||||
return parts.join(' ') || 'zero';
|
||||
}
|
||||
|
||||
// Standard math-based chunking for numbers < 1e54
|
||||
const scale = Math.min(Math.floor(Math.log10(n) / 3), NUMBER_NAMES.length - 1);
|
||||
const parts = [];
|
||||
|
||||
let remaining = n;
|
||||
for (let s = scale; s >= 0; s--) {
|
||||
const divisor = Math.pow(10, s * 3);
|
||||
const chunk = Math.floor(remaining / divisor);
|
||||
remaining = remaining - chunk * divisor;
|
||||
if (chunk > 0 && chunk < 1000) {
|
||||
parts.push(spellSmall(chunk) + (NUMBER_NAMES[s] ? ' ' + NUMBER_NAMES[s] : ''));
|
||||
} else if (chunk >= 1000) {
|
||||
// Floating point chunk too large — shouldn't happen below 1e54
|
||||
parts.push(spellSmall(Math.floor(chunk % 1000)) + (NUMBER_NAMES[s] ? ' ' + NUMBER_NAMES[s] : ''));
|
||||
}
|
||||
}
|
||||
|
||||
return parts.join(' ') || 'zero';
|
||||
}
|
||||
|
||||
// === EXPORT / IMPORT ===
|
||||
function exportSave() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) {
|
||||
showToast('No save data to export.', 'info');
|
||||
return;
|
||||
}
|
||||
navigator.clipboard.writeText(raw).then(() => {
|
||||
showToast('Save data copied to clipboard.', 'info');
|
||||
}).catch(() => {
|
||||
// Fallback: select in a temporary textarea
|
||||
const ta = document.createElement('textarea');
|
||||
ta.value = raw;
|
||||
document.body.appendChild(ta);
|
||||
ta.select();
|
||||
document.execCommand('copy');
|
||||
document.body.removeChild(ta);
|
||||
showToast('Save data copied to clipboard (fallback).', 'info');
|
||||
});
|
||||
}
|
||||
|
||||
function importSave() {
|
||||
const input = prompt('Paste save data:');
|
||||
if (!input || !input.trim()) return;
|
||||
try {
|
||||
const data = JSON.parse(input.trim());
|
||||
// Validate: must have expected keys
|
||||
if (typeof data.code !== 'number' || typeof data.phase !== 'number') {
|
||||
showToast('Invalid save data: missing required fields.', 'event');
|
||||
return;
|
||||
}
|
||||
localStorage.setItem('the-beacon-v2', input.trim());
|
||||
showToast('Save data imported — reloading', 'info');
|
||||
setTimeout(() => location.reload(), 800);
|
||||
} catch (e) {
|
||||
showToast('Invalid save data: not valid JSON.', 'event');
|
||||
}
|
||||
}
|
||||
|
||||
function getBuildingCost(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def) return {};
|
||||
const count = G.buildings[id] || 0;
|
||||
const cost = {};
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
cost[resource] = Math.floor(amount * Math.pow(def.costMult, count));
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
|
||||
function setBuyAmount(amt) {
|
||||
G.buyAmount = amt;
|
||||
render();
|
||||
}
|
||||
|
||||
function getMaxBuyable(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def) return 0;
|
||||
const count = G.buildings[id] || 0;
|
||||
// Simulate purchases WITHOUT mutating G — read-only calculation
|
||||
let tempResources = {};
|
||||
for (const r of Object.keys(def.baseCost)) {
|
||||
tempResources[r] = G[r] || 0;
|
||||
}
|
||||
let bought = 0;
|
||||
let simCount = count;
|
||||
while (true) {
|
||||
let canAfford = true;
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
const cost = Math.floor(amount * Math.pow(def.costMult, simCount));
|
||||
if ((tempResources[resource] || 0) < cost) { canAfford = false; break; }
|
||||
}
|
||||
if (!canAfford) break;
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
tempResources[resource] -= Math.floor(amount * Math.pow(def.costMult, simCount));
|
||||
}
|
||||
simCount++;
|
||||
bought++;
|
||||
}
|
||||
return bought;
|
||||
}
|
||||
|
||||
function getBulkCost(id, qty) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def || qty <= 0) return {};
|
||||
const count = G.buildings[id] || 0;
|
||||
const cost = {};
|
||||
for (let i = 0; i < qty; i++) {
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
cost[resource] = (cost[resource] || 0) + Math.floor(amount * Math.pow(def.costMult, count + i));
|
||||
}
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
|
||||
function canAffordBuilding(id) {
|
||||
const cost = getBuildingCost(id);
|
||||
for (const [resource, amount] of Object.entries(cost)) {
|
||||
if ((G[resource] || 0) < amount) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function spendBuilding(id) {
|
||||
const cost = getBuildingCost(id);
|
||||
for (const [resource, amount] of Object.entries(cost)) {
|
||||
G[resource] -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
function canAffordProject(project) {
|
||||
for (const [resource, amount] of Object.entries(project.cost)) {
|
||||
if ((G[resource] || 0) < amount) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function spendProject(project) {
|
||||
for (const [resource, amount] of Object.entries(project.cost)) {
|
||||
G[resource] -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
function getClickPower() {
|
||||
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates production rates for all resources based on buildings and boosts.
|
||||
*/
|
||||
102
scripts/guardrails.sh
Normal file
102
scripts/guardrails.sh
Normal file
@@ -0,0 +1,102 @@
|
||||
#!/usr/bin/env bash
|
||||
# Static guardrail checks for game.js. Run from repo root.
|
||||
#
|
||||
# Each check prints a PASS/FAIL line and contributes to the final exit code.
|
||||
# The rules enforced here come from AGENTS.md — keep the two files in sync.
|
||||
#
|
||||
# Some rules are marked PENDING: they describe invariants we've agreed on but
|
||||
# haven't reached on main yet (because another open PR is landing the fix).
|
||||
# PENDING rules print their current violation count without failing the job;
|
||||
# convert them to hard failures once the blocking PR merges.
|
||||
|
||||
set -u
|
||||
fail=0
|
||||
|
||||
say() { printf '%s\n' "$*"; }
|
||||
banner() { say ""; say "==== $* ===="; }
|
||||
|
||||
# ---------- Rule 1: no *Boost mutation inside applyFn blocks ----------
|
||||
# Persistent multipliers (codeBoost, computeBoost, ...) must not be written
|
||||
# from any function that runs per tick. The `applyFn` of a debuff is invoked
|
||||
# on every updateRates() call, so `G.codeBoost *= 0.7` inside applyFn compounds
|
||||
# and silently zeros code production. See AGENTS.md rule 1.
|
||||
banner "Rule 1: no *Boost mutation inside applyFn"
|
||||
rule1_hits=$(awk '
|
||||
/applyFn:/ { inFn=1; brace=0; next }
|
||||
inFn {
|
||||
n = gsub(/\{/, "{")
|
||||
brace += n
|
||||
if ($0 ~ /(codeBoost|computeBoost|knowledgeBoost|userBoost|impactBoost)[[:space:]]*([*\/+\-]=|=)/) {
|
||||
print FILENAME ":" NR ": " $0
|
||||
}
|
||||
n = gsub(/\}/, "}")
|
||||
brace -= n
|
||||
if (brace <= 0) inFn = 0
|
||||
}
|
||||
' game.js)
|
||||
if [ -z "$rule1_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL — see AGENTS.md rule 1"
|
||||
say "$rule1_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 2: click power has a single source (getClickPower) ----------
|
||||
# The formula should live only inside getClickPower(). If it appears anywhere
|
||||
# else, the sites will drift when someone changes the formula.
|
||||
banner "Rule 2: click power formula has one source"
|
||||
rule2_hits=$(grep -nE 'Math\.floor\(G\.buildings\.autocoder \* 0\.5\)' game.js || true)
|
||||
rule2_count=0
|
||||
if [ -n "$rule2_hits" ]; then
|
||||
rule2_count=$(printf '%s\n' "$rule2_hits" | grep -c .)
|
||||
fi
|
||||
if [ "$rule2_count" -le 1 ]; then
|
||||
say " PASS ($rule2_count site)"
|
||||
else
|
||||
say " FAIL — $rule2_count sites; inline into getClickPower() only"
|
||||
printf '%s\n' "$rule2_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 3: loadGame uses a whitelist, not Object.assign ----------
|
||||
# Object.assign(G, data) lets a malicious or corrupted save file set any G
|
||||
# field, and hides drift when saveGame's explicit list diverges from what
|
||||
# the game actually reads. See AGENTS.md rule 3.
|
||||
banner "Rule 3: loadGame uses a whitelist"
|
||||
rule3_hits=$(grep -nE 'Object\.assign\(G,[[:space:]]*data\)' game.js || true)
|
||||
if [ -z "$rule3_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL — see AGENTS.md rule 3"
|
||||
printf '%s\n' "$rule3_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 7: no secrets in the tree ----------
|
||||
# Scans for common token prefixes. Expand the pattern list when new key
|
||||
# formats appear in the fleet. See AGENTS.md rule 7.
|
||||
banner "Rule 7: secret scan"
|
||||
secret_hits=$(grep -rnE 'sk-ant-[a-zA-Z0-9_-]{6,}|sk-or-[a-zA-Z0-9_-]{6,}|ghp_[a-zA-Z0-9]{20,}|AKIA[0-9A-Z]{16}' \
|
||||
--include='*.js' --include='*.json' --include='*.md' --include='*.html' \
|
||||
--include='*.yml' --include='*.yaml' --include='*.py' --include='*.sh' \
|
||||
--exclude-dir=.git --exclude-dir=.gitea . || true)
|
||||
# Strip our own literal-prefix patterns (this file, AGENTS.md, workflow) so the
|
||||
# check doesn't match the very grep that implements it.
|
||||
secret_hits=$(printf '%s\n' "$secret_hits" | grep -v -E '(AGENTS\.md|guardrails\.sh|guardrails\.yml)' || true)
|
||||
if [ -z "$secret_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL"
|
||||
printf '%s\n' "$secret_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
banner "result"
|
||||
if [ "$fail" = "0" ]; then
|
||||
say "all guardrails passed"
|
||||
exit 0
|
||||
else
|
||||
say "one or more guardrails failed"
|
||||
exit 1
|
||||
fi
|
||||
286
scripts/smoke.mjs
Normal file
286
scripts/smoke.mjs
Normal file
@@ -0,0 +1,286 @@
|
||||
#!/usr/bin/env node
|
||||
// The Beacon — headless smoke test
|
||||
//
|
||||
// Loads game.js in a sandboxed vm context with a minimal DOM stub, then asserts
|
||||
// invariants that should hold after booting, clicking, buying buildings, firing
|
||||
// events, and round-tripping a save. Designed to run without any npm deps — pure
|
||||
// Node built-ins only, so the CI runner doesn't need a package.json.
|
||||
//
|
||||
// Run: `node scripts/smoke.mjs` (exits non-zero on failure)
|
||||
|
||||
import fs from 'node:fs';
|
||||
import vm from 'node:vm';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const __dirname = path.dirname(fileURLToPath(import.meta.url));
|
||||
const GAME_JS = path.resolve(__dirname, '..', 'game.js');
|
||||
|
||||
// ---------- minimal DOM stub ----------
|
||||
// The game never inspects elements beyond the methods below. If a new rendering
|
||||
// path needs a new method, stub it here rather than pulling in jsdom.
|
||||
function makeElement() {
|
||||
const el = {
|
||||
style: {},
|
||||
classList: { add: () => {}, remove: () => {}, contains: () => false, toggle: () => {} },
|
||||
textContent: '',
|
||||
innerHTML: '',
|
||||
title: '',
|
||||
value: '',
|
||||
disabled: false,
|
||||
children: [],
|
||||
firstChild: null,
|
||||
lastChild: null,
|
||||
parentNode: null,
|
||||
parentElement: null,
|
||||
appendChild(c) { this.children.push(c); c.parentNode = this; c.parentElement = this; return c; },
|
||||
removeChild(c) { this.children = this.children.filter(x => x !== c); return c; },
|
||||
insertBefore(c) { this.children.unshift(c); c.parentNode = this; c.parentElement = this; return c; },
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {},
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
getBoundingClientRect: () => ({ top: 0, left: 0, right: 100, bottom: 20, width: 100, height: 20 }),
|
||||
closest() { return this; },
|
||||
remove() { if (this.parentNode) this.parentNode.removeChild(this); },
|
||||
get offsetHeight() { return 0; },
|
||||
};
|
||||
return el;
|
||||
}
|
||||
|
||||
function makeDocument() {
|
||||
const body = makeElement();
|
||||
return {
|
||||
body,
|
||||
getElementById: () => makeElement(),
|
||||
createElement: () => makeElement(),
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
addEventListener: () => {},
|
||||
};
|
||||
}
|
||||
|
||||
// ---------- sandbox ----------
|
||||
const storage = new Map();
|
||||
const sandbox = {
|
||||
document: makeDocument(),
|
||||
window: null, // set below
|
||||
localStorage: {
|
||||
getItem: (k) => (storage.has(k) ? storage.get(k) : null),
|
||||
setItem: (k, v) => storage.set(k, String(v)),
|
||||
removeItem: (k) => storage.delete(k),
|
||||
clear: () => storage.clear(),
|
||||
},
|
||||
setTimeout: () => 0,
|
||||
clearTimeout: () => {},
|
||||
setInterval: () => 0,
|
||||
clearInterval: () => {},
|
||||
requestAnimationFrame: (cb) => { cb(0); return 0; },
|
||||
console,
|
||||
Math, Date, JSON, Object, Array, String, Number, Boolean, Error, Symbol, Map, Set,
|
||||
isNaN, isFinite, parseInt, parseFloat,
|
||||
Infinity, NaN,
|
||||
alert: () => {},
|
||||
confirm: () => true,
|
||||
prompt: () => null,
|
||||
location: { reload: () => {} },
|
||||
navigator: { clipboard: { writeText: async () => {} } },
|
||||
Blob: class Blob { constructor() {} },
|
||||
URL: { createObjectURL: () => '', revokeObjectURL: () => {} },
|
||||
FileReader: class FileReader {},
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {},
|
||||
};
|
||||
sandbox.window = sandbox; // game.js uses `window.addEventListener`
|
||||
sandbox.globalThis = sandbox;
|
||||
|
||||
vm.createContext(sandbox);
|
||||
const src = fs.readFileSync(GAME_JS, 'utf8');
|
||||
// game.js uses `const G = {...}` which is a lexical declaration — it isn't
|
||||
// visible as a sandbox property after runInContext. We append an explicit
|
||||
// export block that hoists the interesting symbols onto globalThis so the
|
||||
// test harness can reach them without patching game.js itself.
|
||||
const exportTail = `
|
||||
;(function () {
|
||||
const pick = (name) => {
|
||||
try { return eval(name); } catch (_) { return undefined; }
|
||||
};
|
||||
globalThis.__smokeExport = {
|
||||
G: pick('G'),
|
||||
CONFIG: pick('CONFIG'),
|
||||
BDEF: pick('BDEF'),
|
||||
PDEFS: pick('PDEFS'),
|
||||
EVENTS: pick('EVENTS'),
|
||||
PHASES: pick('PHASES'),
|
||||
tick: pick('tick'),
|
||||
updateRates: pick('updateRates'),
|
||||
writeCode: pick('writeCode'),
|
||||
autoType: pick('autoType'),
|
||||
buyBuilding: pick('buyBuilding'),
|
||||
buyProject: pick('buyProject'),
|
||||
saveGame: pick('saveGame'),
|
||||
loadGame: pick('loadGame'),
|
||||
initGame: pick('initGame'),
|
||||
triggerEvent: pick('triggerEvent'),
|
||||
resolveEvent: pick('resolveEvent'),
|
||||
getClickPower: pick('getClickPower'),
|
||||
};
|
||||
})();`;
|
||||
vm.runInContext(src + exportTail, sandbox, { filename: 'game.js' });
|
||||
const exported = sandbox.__smokeExport;
|
||||
|
||||
// ---------- test harness ----------
|
||||
let failures = 0;
|
||||
let passes = 0;
|
||||
function assert(cond, msg) {
|
||||
if (cond) {
|
||||
passes++;
|
||||
console.log(` ok ${msg}`);
|
||||
} else {
|
||||
failures++;
|
||||
console.error(` FAIL ${msg}`);
|
||||
}
|
||||
}
|
||||
function section(name) { console.log(`\n${name}`); }
|
||||
|
||||
const { G, CONFIG, BDEF, PDEFS, EVENTS } = exported;
|
||||
|
||||
// ============================================================
|
||||
// 1. BOOT — loading game.js must not throw, and core tables exist
|
||||
// ============================================================
|
||||
section('boot');
|
||||
assert(typeof G === 'object' && G !== null, 'G global is defined');
|
||||
assert(typeof exported.tick === 'function', 'tick() is defined');
|
||||
assert(typeof exported.updateRates === 'function', 'updateRates() is defined');
|
||||
assert(typeof exported.writeCode === 'function', 'writeCode() is defined');
|
||||
assert(typeof exported.buyBuilding === 'function', 'buyBuilding() is defined');
|
||||
assert(typeof exported.saveGame === 'function', 'saveGame() is defined');
|
||||
assert(typeof exported.loadGame === 'function', 'loadGame() is defined');
|
||||
assert(Array.isArray(BDEF) && BDEF.length > 0, 'BDEF is a non-empty array');
|
||||
assert(Array.isArray(PDEFS) && PDEFS.length > 0, 'PDEFS is a non-empty array');
|
||||
assert(Array.isArray(EVENTS) && EVENTS.length > 0, 'EVENTS is a non-empty array');
|
||||
assert(G.flags && typeof G.flags === 'object', 'G.flags is initialized (not undefined)');
|
||||
|
||||
// Initialize as the browser would
|
||||
G.startedAt = Date.now();
|
||||
exported.updateRates();
|
||||
|
||||
// ============================================================
|
||||
// 2. BASIC TICK — no NaN, no throw, rates sane
|
||||
// ============================================================
|
||||
section('basic tick loop');
|
||||
for (let i = 0; i < 50; i++) exported.tick();
|
||||
assert(!isNaN(G.code), 'G.code is not NaN after 50 ticks');
|
||||
assert(!isNaN(G.compute), 'G.compute is not NaN after 50 ticks');
|
||||
assert(G.code >= 0, 'G.code is non-negative');
|
||||
assert(G.tick > 0, 'G.tick advanced');
|
||||
|
||||
// ============================================================
|
||||
// 3. WRITE CODE — manual click produces code
|
||||
// ============================================================
|
||||
section('writeCode()');
|
||||
const codeBefore = G.code;
|
||||
exported.writeCode();
|
||||
assert(G.code > codeBefore, 'writeCode() increases G.code');
|
||||
assert(G.totalClicks === 1, 'writeCode() increments totalClicks');
|
||||
|
||||
// ============================================================
|
||||
// 4. BUILDING PURCHASE — can afford and buy an autocoder
|
||||
// ============================================================
|
||||
section('buyBuilding(autocoder)');
|
||||
G.code = 1000;
|
||||
const priorCount = G.buildings.autocoder || 0;
|
||||
exported.buyBuilding('autocoder');
|
||||
assert(G.buildings.autocoder === priorCount + 1, 'autocoder count incremented');
|
||||
assert(G.code < 1000, 'code was spent');
|
||||
exported.updateRates();
|
||||
assert(G.codeRate > 0, 'codeRate > 0 after buying an autocoder');
|
||||
|
||||
// ============================================================
|
||||
// 5. GUARDRAIL — codeBoost is a PERSISTENT multiplier, not a per-tick rate
|
||||
// Any debuff that does `G.codeBoost *= 0.7` inside a function that runs every
|
||||
// tick will decay codeBoost exponentially. This caught #54's community_drama
|
||||
// bug: its applyFn mutated codeBoost directly, so 100 ticks of the drama
|
||||
// debuff left codeBoost at ~3e-16 instead of the intended 0.7.
|
||||
// ============================================================
|
||||
section('guardrail: codeBoost does not decay from any debuff');
|
||||
G.code = 0;
|
||||
G.codeBoost = 1;
|
||||
G.activeDebuffs = [];
|
||||
// Fire every event that sets up a debuff and has a non-zero weight predicate
|
||||
// if we force the gating condition. We enable the predicates by temporarily
|
||||
// setting the fields they check; actual event weight() doesn't matter here.
|
||||
G.ciFlag = 1;
|
||||
G.deployFlag = 1;
|
||||
G.buildings.ezra = 1;
|
||||
G.buildings.bilbo = 1;
|
||||
G.buildings.allegro = 1;
|
||||
G.buildings.datacenter = 1;
|
||||
G.buildings.community = 1;
|
||||
G.harmony = 40;
|
||||
G.totalCompute = 5000;
|
||||
G.totalImpact = 20000;
|
||||
for (const ev of EVENTS) {
|
||||
try { ev.effect(); } catch (_) { /* alignment events may branch; ignore */ }
|
||||
}
|
||||
const boostAfterAllEvents = G.codeBoost;
|
||||
for (let i = 0; i < 200; i++) exported.updateRates();
|
||||
assert(
|
||||
Math.abs(G.codeBoost - boostAfterAllEvents) < 1e-9,
|
||||
`codeBoost stable under updateRates() (before=${boostAfterAllEvents}, after=${G.codeBoost})`
|
||||
);
|
||||
// Clean up
|
||||
G.activeDebuffs = [];
|
||||
G.buildings.ezra = 0; G.buildings.bilbo = 0; G.buildings.allegro = 0;
|
||||
G.buildings.datacenter = 0; G.buildings.community = 0;
|
||||
G.ciFlag = 0; G.deployFlag = 0;
|
||||
|
||||
// ============================================================
|
||||
// 6. GUARDRAIL — updateRates() is idempotent per tick
|
||||
// Calling updateRates twice with the same inputs should produce the same rates.
|
||||
// (Catches accidental += against a non-reset field.)
|
||||
// ============================================================
|
||||
section('guardrail: updateRates is idempotent');
|
||||
G.buildings.autocoder = 5;
|
||||
G.codeBoost = 1;
|
||||
exported.updateRates();
|
||||
const firstCodeRate = G.codeRate;
|
||||
const firstComputeRate = G.computeRate;
|
||||
exported.updateRates();
|
||||
assert(G.codeRate === firstCodeRate, `codeRate stable across updateRates (${firstCodeRate} vs ${G.codeRate})`);
|
||||
assert(G.computeRate === firstComputeRate, 'computeRate stable across updateRates');
|
||||
|
||||
// ============================================================
|
||||
// 7. SAVE / LOAD ROUND-TRIP — core scalar fields survive
|
||||
// ============================================================
|
||||
section('save/load round-trip');
|
||||
G.code = 12345;
|
||||
G.totalCode = 98765;
|
||||
G.phase = 3;
|
||||
G.buildings.autocoder = 7;
|
||||
G.codeBoost = 1.5;
|
||||
G.flags = { creativity: true };
|
||||
exported.saveGame();
|
||||
// Reset to defaults by scrubbing a few fields
|
||||
G.code = 0;
|
||||
G.totalCode = 0;
|
||||
G.phase = 1;
|
||||
G.buildings.autocoder = 0;
|
||||
G.codeBoost = 1;
|
||||
G.flags = {};
|
||||
const ok = exported.loadGame();
|
||||
assert(ok, 'loadGame() returned truthy');
|
||||
assert(G.code === 12345, `G.code restored (got ${G.code})`);
|
||||
assert(G.totalCode === 98765, `G.totalCode restored (got ${G.totalCode})`);
|
||||
assert(G.phase === 3, `G.phase restored (got ${G.phase})`);
|
||||
assert(G.buildings.autocoder === 7, `autocoder count restored (got ${G.buildings.autocoder})`);
|
||||
assert(Math.abs(G.codeBoost - 1.5) < 1e-9, `codeBoost restored (got ${G.codeBoost})`);
|
||||
assert(G.flags && G.flags.creativity === true, 'flags.creativity restored');
|
||||
|
||||
// ============================================================
|
||||
// 8. SUMMARY
|
||||
// ============================================================
|
||||
console.log(`\n---\n${passes} passed, ${failures} failed`);
|
||||
if (failures > 0) {
|
||||
process.exitCode = 1;
|
||||
}
|
||||
Reference in New Issue
Block a user