Compare commits
21 Commits
beacon/pol
...
feat/modul
| Author | SHA1 | Date | |
|---|---|---|---|
| 1f7924670c | |||
| dbe60e0e82 | |||
| 7fcff1fde5 | |||
| ea29ad687b | |||
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| ff1ed5e0d8 | |||
| f48348861d | |||
| fb123adef7 | |||
| 43bc18afeb | |||
| e603e9c3a9 | |||
| ad3346dba7 | |||
| 3c1977e405 | |||
| ce3b9a5c4d | |||
| 8499ee35be | |||
| 06e6117ecb | |||
| 90000619a5 | |||
| 885bb7e97f | |||
| 7b463b88fb |
@@ -229,7 +229,6 @@ The light is on. The room is empty."
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||||
<script src="js/strategy.js"></script>
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||||
<script src="js/engine.js"></script>
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<script src="js/render.js"></script>
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<script src="js/tutorial.js"></script>
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<script src="js/main.js"></script>
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||||
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@@ -19,10 +19,8 @@ function initGame() {
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}
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||||
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window.addEventListener('load', function () {
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const isNewGame = !loadGame();
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if (isNewGame) {
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if (!loadGame()) {
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initGame();
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startTutorial();
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} else {
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render();
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renderPhase();
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248
js/tutorial.js
248
js/tutorial.js
@@ -1,248 +0,0 @@
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// ============================================================
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||||
// THE BEACON - Tutorial / Onboarding
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// First-time player walkthrough (4 screens + skip option)
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// ============================================================
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const TUTORIAL_KEY = 'the-beacon-tutorial-done';
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||||
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||||
const TUTORIAL_STEPS = [
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{
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title: 'THE BEACON',
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body: 'Build an AI from scratch.\n\nWrite code. Train models. Deploy to the world.\nSave lives.',
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icon: '🏠',
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tip: 'A sovereign AI idle game'
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},
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{
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title: 'WRITE CODE',
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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',
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icon: '⌨️',
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tip: 'This is your primary action'
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},
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{
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title: 'BUILD & RESEARCH',
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body: 'Buy Buildings for passive production.\nThey generate resources automatically.\n\nResearch Projects appear as you progress.\nThey unlock powerful multipliers and new systems.',
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icon: '🏗️',
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tip: 'Automation is the goal'
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},
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{
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title: 'PHASES & PROGRESS',
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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.',
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icon: '📊',
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tip: 'Watch the progress bar at the top'
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},
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{
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title: 'YOU\'RE READY',
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body: 'Buildings produce while you think.\nProjects multiply your output.\nKeep harmony high. Avoid the Drift.\n\nThe Beacon is waiting. Start writing.',
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icon: '✦',
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tip: 'Press ? anytime for keyboard shortcuts'
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}
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];
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function isTutorialDone() {
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try {
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return localStorage.getItem(TUTORIAL_KEY) === 'done';
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} catch (e) {
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return true; // If localStorage is broken, skip tutorial
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}
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}
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function markTutorialDone() {
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try {
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localStorage.setItem(TUTORIAL_KEY, 'done');
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} catch (e) {
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// silent fail
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}
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}
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function createTutorialStyles() {
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if (document.getElementById('tutorial-styles')) return;
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const style = document.createElement('style');
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style.id = 'tutorial-styles';
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style.textContent = `
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#tutorial-overlay {
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position: fixed;
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top: 0; left: 0; right: 0; bottom: 0;
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background: rgba(8, 8, 16, 0.96);
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z-index: 300;
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display: flex;
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justify-content: center;
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align-items: center;
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animation: tutorial-fade-in 0.4s ease-out;
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}
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@keyframes tutorial-fade-in {
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from { opacity: 0 } to { opacity: 1 }
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}
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#tutorial-card {
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background: #0e0e1a;
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border: 1px solid #1a3a5a;
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border-radius: 10px;
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padding: 32px 36px;
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max-width: 420px;
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width: 90%;
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text-align: center;
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animation: tutorial-slide-up 0.5s ease-out;
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position: relative;
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}
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@keyframes tutorial-slide-up {
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from { transform: translateY(20px); opacity: 0 }
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to { transform: translateY(0); opacity: 1 }
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}
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#tutorial-card .t-icon {
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font-size: 36px;
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margin-bottom: 12px;
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display: block;
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}
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#tutorial-card .t-title {
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color: #4a9eff;
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font-size: 16px;
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font-weight: 700;
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letter-spacing: 3px;
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margin-bottom: 12px;
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font-family: inherit;
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}
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#tutorial-card .t-body {
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color: #999;
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font-size: 11px;
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line-height: 1.9;
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margin-bottom: 20px;
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white-space: pre-line;
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font-family: inherit;
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text-align: left;
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}
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#tutorial-card .t-tip {
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color: #555;
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font-size: 9px;
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font-style: italic;
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margin-bottom: 20px;
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letter-spacing: 1px;
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font-family: inherit;
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}
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#tutorial-dots {
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display: flex;
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gap: 6px;
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justify-content: center;
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margin-bottom: 18px;
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}
|
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#tutorial-dots .t-dot {
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width: 6px;
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height: 6px;
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border-radius: 50%;
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background: #1a1a2e;
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transition: background 0.3s;
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}
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||||
#tutorial-dots .t-dot.active {
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background: #4a9eff;
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||||
box-shadow: 0 0 6px rgba(74, 158, 255, 0.4);
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||||
}
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||||
#tutorial-btns {
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||||
display: flex;
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gap: 8px;
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justify-content: center;
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||||
}
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||||
#tutorial-btns button {
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font-family: inherit;
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||||
font-size: 11px;
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padding: 8px 20px;
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border-radius: 4px;
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||||
cursor: pointer;
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transition: all 0.15s;
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||||
}
|
||||
#tutorial-next-btn {
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background: #1a2a3a;
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border: 1px solid #4a9eff;
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color: #4a9eff;
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}
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#tutorial-next-btn:hover {
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background: #203040;
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box-shadow: 0 0 12px rgba(74, 158, 255, 0.2);
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}
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||||
#tutorial-skip-btn {
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background: transparent;
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border: 1px solid #333;
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color: #555;
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}
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#tutorial-skip-btn:hover {
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border-color: #555;
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color: #888;
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||||
}
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`;
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document.head.appendChild(style);
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}
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function renderTutorialStep(index) {
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const step = TUTORIAL_STEPS[index];
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if (!step) return;
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let overlay = document.getElementById('tutorial-overlay');
|
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if (!overlay) {
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overlay = document.createElement('div');
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overlay.id = 'tutorial-overlay';
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document.body.appendChild(overlay);
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}
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const isLast = index === TUTORIAL_STEPS.length - 1;
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|
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// Build dots
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let dots = '';
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for (let i = 0; i < TUTORIAL_STEPS.length; i++) {
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dots += `<div class="t-dot${i === index ? ' active' : ''}"></div>`;
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}
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overlay.innerHTML = `
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<div id="tutorial-card">
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<span class="t-icon">${step.icon}</span>
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<div class="t-title">${step.title}</div>
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<div class="t-body">${step.body}</div>
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<div class="t-tip">${step.tip}</div>
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<div id="tutorial-dots">${dots}</div>
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<div id="tutorial-btns">
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<button id="tutorial-skip-btn" onclick="closeTutorial()">Skip</button>
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<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}">${isLast ? 'Start Playing' : 'Next →'}</button>
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</div>
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</div>
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`;
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// Focus the next button so Enter works
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const nextBtn = document.getElementById('tutorial-next-btn');
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if (nextBtn) nextBtn.focus();
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}
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let _tutorialStep = 0;
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function nextTutorialStep() {
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_tutorialStep++;
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renderTutorialStep(_tutorialStep);
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}
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// Keyboard support: Enter/Right to advance, Escape to close
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document.addEventListener('keydown', function tutorialKeyHandler(e) {
|
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if (!document.getElementById('tutorial-overlay')) return;
|
||||
if (e.key === 'Enter' || e.key === 'ArrowRight') {
|
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e.preventDefault();
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if (_tutorialStep >= TUTORIAL_STEPS.length - 1) {
|
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closeTutorial();
|
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} else {
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nextTutorialStep();
|
||||
}
|
||||
} else if (e.key === 'Escape') {
|
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e.preventDefault();
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closeTutorial();
|
||||
}
|
||||
});
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||||
|
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function closeTutorial() {
|
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const overlay = document.getElementById('tutorial-overlay');
|
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if (overlay) {
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overlay.style.animation = 'tutorial-fade-in 0.3s ease-in reverse';
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setTimeout(() => overlay.remove(), 280);
|
||||
}
|
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markTutorialDone();
|
||||
}
|
||||
|
||||
function startTutorial() {
|
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if (isTutorialDone()) return;
|
||||
createTutorialStyles();
|
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_tutorialStep = 0;
|
||||
// Small delay so the page renders first
|
||||
setTimeout(() => renderTutorialStep(0), 300);
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}
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@@ -1,102 +0,0 @@
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#!/usr/bin/env bash
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# Static guardrail checks for game.js. Run from repo root.
|
||||
#
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||||
# 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
|
||||
@@ -1,286 +0,0 @@
|
||||
#!/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