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burn/122-1
...
fix/15
| Author | SHA1 | Date | |
|---|---|---|---|
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6fe317fc2a |
@@ -1,67 +0,0 @@
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# Issue #122 Verification
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## Status: ✅ ALREADY FIXED
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The pending drift alignment UI is properly suppressed during active Unbuilding.
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## Problem (from issue)
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If `G.pendingAlignment` is still true when the player begins THE UNBUILDING, the normal `renderAlignment()` path can repaint the Drift alignment choice on top of the dismantle sequence.
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## Fix
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In `js/render.js`, the `renderAlignment()` function now checks for active/completed dismantle before rendering alignment UI:
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```javascript
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function renderAlignment() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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// FIX: Suppress alignment UI during active/completed Unbuilding
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if (G.dismantleActive || G.dismantleComplete) {
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container.innerHTML = '';
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container.style.display = 'none';
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return;
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}
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// ... rest of function
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}
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```
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## Regression Test
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Test exists in `tests/dismantle.test.cjs`:
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```javascript
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test('active Unbuilding suppresses pending alignment event UI', () => {
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const { G, Dismantle, renderAlignment, document } = loadBeacon({ includeRender: true });
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G.pendingAlignment = true;
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G.dismantleActive = true;
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Dismantle.active = true;
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renderAlignment();
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assert.equal(document.getElementById('alignment-ui').innerHTML, '');
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assert.equal(document.getElementById('alignment-ui').style.display, 'none');
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});
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```
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## Test Results
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All 10 tests pass:
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```
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✔ tick offers the Unbuilding instead of ending the game immediately
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✔ renderAlignment does not wipe the Unbuilding prompt after it is offered
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✔ active Unbuilding suppresses pending alignment event UI ← THIS TEST
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✔ stage five lasts long enough to dissolve every resource card
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✔ save/load restores partial stage-five dissolve progress
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✔ deferring the Unbuilding clears the prompt and allows it to return later
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✔ defer cooldown survives save and reload
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✔ save and load preserve dismantle progress
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✔ restore re-renders an offered but not-yet-started Unbuilding prompt
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✔ defer cooldown persists after save/load when dismantleTriggered is false
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```
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## Recommendation
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Close issue #122 as already fixed.
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21
js/data.js
21
js/data.js
@@ -168,7 +168,14 @@ const G = {
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dismantleResourceIndex: 0,
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dismantleResourceTimer: 0,
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dismantleDeferUntilAt: 0,
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dismantleComplete: false
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dismantleComplete: false,
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// Strategy Engine / Game Theory tournaments (#5)
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strategyPoints: 0,
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autoTournamentUnlocked: false,
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autoTournamentEnabled: false,
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strategyLastRunAt: 0,
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strategyLeaderboard: []
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};
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// === PHASE DEFINITIONS ===
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@@ -594,6 +601,18 @@ const PDEFS = [
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trigger: () => G.totalKnowledge >= 15000 && G.totalUsers >= 1000,
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effect: () => { G.strategicFlag = 1; log('Strategy engine online. The model now thinks about thinking.'); }
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},
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{
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id: 'p_auto_tournament',
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name: 'Auto-Tournament Mode',
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desc: 'Spend creativity to run repeated strategy tournaments and turn Yomi into knowledge.',
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cost: { creativity: 50000 },
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trigger: () => G.strategicFlag === 1 && G.creativity >= 50000 && !G.autoTournamentUnlocked,
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effect: () => {
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G.autoTournamentUnlocked = true;
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log('Auto-tournament mode unlocked. The model studies itself through strategic play.');
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},
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milestone: true
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},
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// SWARM PROTOCOL — auto-code from buildings
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{
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@@ -215,8 +215,6 @@ const Dismantle = {
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G.dismantleActive = false;
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G.dismantleComplete = true;
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G.running = false;
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// Clear unrelated active projects when ending completes (#130)
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G.activeProjects = [];
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// Show Play Again
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this.showPlayAgain();
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}
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@@ -1,570 +0,0 @@
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// ============================================================
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// THE BEACON - Dismantle Sequence (The Unbuilding)
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// Inspired by Paperclips REJECT path: panels disappear one by one
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// until only the beacon remains. "That is enough."
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// ============================================================
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const Dismantle = {
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// Dismantle stages
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// 0 = not started
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// 1-8 = active dismantling
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// 9 = final ("That is enough")
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// 10 = complete
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stage: 0,
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tickTimer: 0,
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active: false,
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triggered: false,
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deferUntilAt: 0,
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// Timing: seconds between each dismantle stage
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 6.3, 2.0, 2.0, 2.5],
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// The quantum chips effect: resource items disappear one by one
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// at specific tick marks within a stage (like Paperclips' quantum chips)
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resourceSequence: [],
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resourceIndex: 0,
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resourceTimer: 0,
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// Tick marks for resource disappearances (seconds within stage 5)
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RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12],
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isEligible() {
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const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10;
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const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
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return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath);
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},
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/**
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* Check if the Unbuilding should be triggered.
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*/
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checkTrigger() {
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if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
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const deferUntilAt = G.dismantleDeferUntilAt || this.deferUntilAt || 0;
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if (Date.now() < deferUntilAt) return;
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if (!this.isEligible()) return;
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this.offerChoice();
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},
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/**
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* Offer the player the choice to begin the Unbuilding.
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*/
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offerChoice() {
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this.triggered = true;
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G.dismantleTriggered = true;
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G.dismantleActive = false;
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G.dismantleComplete = false;
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G.dismantleStage = 0;
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G.dismantleResourceIndex = 0;
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G.dismantleResourceTimer = 0;
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G.dismantleDeferUntilAt = 0;
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G.beaconEnding = false;
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G.running = true;
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log('', false);
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log('The work is done.', true);
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log('Every node is lit. Every person who needed help, found help.', true);
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log('', false);
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log('The Beacon asks nothing more of you.', true);
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showToast('The Unbuilding awaits.', 'milestone', 8000);
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this.renderChoice();
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},
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renderChoice() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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container.innerHTML = `
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<div style="background:#0a0a18;border:1px solid #ffd700;padding:12px;border-radius:4px;margin-top:8px">
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<div style="color:#ffd700;font-weight:bold;margin-bottom:8px;letter-spacing:2px">THE UNBUILDING</div>
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<div style="font-size:10px;color:#aaa;margin-bottom:10px;line-height:1.8">
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The system runs. The beacons are lit. The mesh holds.<br>
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Nothing remains to build.<br><br>
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Begin the Unbuilding? Each piece will fall away.<br>
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What remains is what mattered.
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</div>
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<div class="action-btn-group">
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<button class="ops-btn" onclick="Dismantle.begin()" style="border-color:#ffd700;color:#ffd700;font-size:11px" aria-label="Begin the Unbuilding sequence">
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BEGIN THE UNBUILDING
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</button>
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<button class="ops-btn" onclick="Dismantle.defer()" style="border-color:#555;color:#555;font-size:11px" aria-label="Keep building, do not begin the Unbuilding">
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NOT YET
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</button>
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</div>
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</div>
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`;
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container.style.display = 'block';
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},
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clearChoice() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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container.innerHTML = '';
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container.style.display = 'none';
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},
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/**
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* Player chose to defer — clear the choice, keep playing.
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*/
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defer() {
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this.clearChoice();
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this.triggered = false;
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G.dismantleTriggered = false;
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this.deferUntilAt = Date.now() + 5000;
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G.dismantleDeferUntilAt = this.deferUntilAt;
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log('The Beacon waits. It will ask again.');
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},
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/**
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* Begin the Unbuilding sequence.
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*/
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begin() {
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this.active = true;
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this.triggered = false;
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this.deferUntilAt = 0;
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this.stage = 1;
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this.tickTimer = 0;
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G.dismantleTriggered = false;
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G.dismantleActive = true;
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G.dismantleStage = 1;
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G.dismantleComplete = false;
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G.dismantleDeferUntilAt = 0;
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G.beaconEnding = false;
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G.running = true; // keep tick running for dismantle
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// Clear choice UI
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const container = document.getElementById('alignment-ui');
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if (container) {
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container.innerHTML = '';
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container.style.display = 'none';
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}
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// Prepare resource disappearance sequence
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = 0;
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this.resourceTimer = 0;
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this.syncProgress();
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log('', false);
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log('=== THE UNBUILDING ===', true);
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log('It is time to see what was real.', true);
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if (typeof Sound !== 'undefined') Sound.playFanfare();
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// Start the dismantle rendering
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this.renderStage();
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},
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/**
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* Get ordered list of UI resources to disappear (Paperclips quantum chip pattern)
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*/
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getResourceList() {
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return [
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{ id: 'r-harmony', label: 'Harmony' },
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{ id: 'r-creativity', label: 'Creativity' },
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{ id: 'r-trust', label: 'Trust' },
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{ id: 'r-ops', label: 'Operations' },
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{ id: 'r-rescues', label: 'Rescues' },
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{ id: 'r-impact', label: 'Impact' },
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{ id: 'r-users', label: 'Users' },
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{ id: 'r-knowledge', label: 'Knowledge' },
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{ id: 'r-compute', label: 'Compute' },
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{ id: 'r-code', label: 'Code' }
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];
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},
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/**
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* Tick the dismantle sequence (called from engine.js tick())
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*/
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tick(dt) {
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if (!this.active || this.stage >= 10) return;
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this.tickTimer += dt;
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// Stage 5: resource disappearances at specific tick marks (quantum chip pattern)
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if (this.stage === 5) {
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this.resourceTimer += dt;
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while (this.resourceIndex < this.RESOURCE_TICKS.length &&
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this.resourceTimer >= this.RESOURCE_TICKS[this.resourceIndex]) {
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this.dismantleNextResource();
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this.resourceIndex++;
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}
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this.syncProgress();
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}
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// Advance to next stage
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const interval = this.STAGE_INTERVALS[this.stage] || 2.0;
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if (this.tickTimer >= interval) {
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this.tickTimer = 0;
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this.advanceStage();
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}
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},
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/**
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* Advance to the next dismantle stage.
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*/
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advanceStage() {
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this.stage++;
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this.syncProgress();
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if (this.stage <= 8) {
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this.renderStage();
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} else if (this.stage === 9) {
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this.renderFinal();
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} else if (this.stage >= 10) {
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this.active = false;
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G.dismantleActive = false;
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G.dismantleComplete = true;
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G.running = false;
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// Show Play Again
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this.showPlayAgain();
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}
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},
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syncProgress() {
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G.dismantleStage = this.stage;
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G.dismantleResourceIndex = this.resourceIndex;
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G.dismantleResourceTimer = this.resourceTimer;
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},
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/**
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* Disappear the next resource in the sequence.
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*/
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dismantleNextResource() {
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if (this.resourceIndex >= this.resourceSequence.length) return;
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const res = this.resourceSequence[this.resourceIndex];
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const container = document.getElementById(res.id);
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if (container) {
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const parent = container.closest('.res');
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if (parent) {
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parent.style.transition = 'opacity 1s ease, transform 1s ease';
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parent.style.opacity = '0';
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parent.style.transform = 'scale(0.9)';
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setTimeout(() => { parent.style.display = 'none'; }, 1000);
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}
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}
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log(`${res.label} fades.`);
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if (typeof Sound !== 'undefined') Sound.playMilestone();
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},
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/**
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* Execute a specific dismantle stage — hide UI panels.
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*/
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renderStage() {
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switch (this.stage) {
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case 1:
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// Dismantle 1: Hide research projects panel
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this.hidePanel('project-panel', 'Research projects');
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break;
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case 2:
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// Dismantle 2: Hide buildings list
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this.hideSection('buildings', 'Buildings');
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break;
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case 3:
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// Dismantle 3: Hide strategy engine + combat
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this.hidePanel('strategy-panel', 'Strategy engine');
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this.hidePanel('combat-panel', 'Reasoning battles');
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break;
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case 4:
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// Dismantle 4: Hide education panel
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this.hidePanel('edu-panel', 'Education');
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break;
|
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case 5:
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// Dismantle 5: Resources disappear one by one (quantum chips pattern)
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log('Resources begin to dissolve.');
|
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break;
|
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case 6:
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// Dismantle 6: Hide action buttons (ops boosts, sprint)
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this.hideActionButtons();
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log('Actions fall silent.');
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break;
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case 7:
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// Dismantle 7: Hide the phase bar
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this.hideElement('phase-bar', 'Phase progression');
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break;
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case 8:
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// Dismantle 8: Hide system log
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this.hidePanel('log', 'System log');
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break;
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||||
}
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||||
},
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||||
|
||||
/**
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* Hide a panel with fade-out animation.
|
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*/
|
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hidePanel(id, label) {
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const el = document.getElementById(id);
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if (el) {
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el.style.transition = 'opacity 1.5s ease';
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el.style.opacity = '0';
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setTimeout(() => { el.style.display = 'none'; }, 1500);
|
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}
|
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log(`${label} dismantled.`);
|
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},
|
||||
|
||||
/**
|
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* Hide a section within a panel.
|
||||
*/
|
||||
hideSection(id, label) {
|
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const el = document.getElementById(id);
|
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if (el) {
|
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el.style.transition = 'opacity 1.5s ease';
|
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el.style.opacity = '0';
|
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// Also hide the h2 header before it
|
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const prev = el.previousElementSibling;
|
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if (prev && prev.tagName === 'H2') {
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prev.style.transition = 'opacity 1.5s ease';
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prev.style.opacity = '0';
|
||||
}
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setTimeout(() => {
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||||
el.style.display = 'none';
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if (prev && prev.tagName === 'H2') prev.style.display = 'none';
|
||||
}, 1500);
|
||||
}
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||||
log(`${label} dismantled.`);
|
||||
},
|
||||
|
||||
/**
|
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* Hide a generic element.
|
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*/
|
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hideElement(id, label) {
|
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this.hidePanel(id, label);
|
||||
},
|
||||
|
||||
/**
|
||||
* Hide action buttons (ops boosts, sprint, save/export/import).
|
||||
*/
|
||||
hideActionButtons() {
|
||||
const actionPanel = document.getElementById('action-panel');
|
||||
if (!actionPanel) return;
|
||||
|
||||
// Hide ops buttons, sprint, alignment UI
|
||||
const opsButtons = actionPanel.querySelectorAll('.ops-btn');
|
||||
opsButtons.forEach(btn => {
|
||||
btn.style.transition = 'opacity 1s ease';
|
||||
btn.style.opacity = '0';
|
||||
setTimeout(() => { btn.style.display = 'none'; }, 1000);
|
||||
});
|
||||
|
||||
// Hide sprint
|
||||
const sprint = document.getElementById('sprint-container');
|
||||
if (sprint) {
|
||||
sprint.style.transition = 'opacity 1s ease';
|
||||
sprint.style.opacity = '0';
|
||||
setTimeout(() => { sprint.style.display = 'none'; }, 1000);
|
||||
}
|
||||
|
||||
// Hide save/reset buttons
|
||||
const saveButtons = actionPanel.querySelectorAll('.save-btn, .reset-btn');
|
||||
saveButtons.forEach(btn => {
|
||||
btn.style.transition = 'opacity 1s ease';
|
||||
btn.style.opacity = '0';
|
||||
setTimeout(() => { btn.style.display = 'none'; }, 1000);
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Render the final moment — just the beacon and "That is enough."
|
||||
*/
|
||||
renderFinal() {
|
||||
log('', false);
|
||||
log('One beacon remains.', true);
|
||||
log('That is enough.', true);
|
||||
|
||||
if (typeof Sound !== 'undefined') Sound.playBeaconEnding();
|
||||
|
||||
// Create final overlay
|
||||
const overlay = document.createElement('div');
|
||||
overlay.id = 'dismantle-final';
|
||||
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 3s ease';
|
||||
|
||||
// Count total buildings
|
||||
const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
|
||||
|
||||
overlay.innerHTML = `
|
||||
<div id="dismantle-beacon-dot" style="width:12px;height:12px;border-radius:50%;background:#ffd700;margin-bottom:40px;box-shadow:0 0 30px rgba(255,215,0,0.6),0 0 60px rgba(255,215,0,0.3);opacity:0;transition:opacity 2s ease 0.5s;animation:beacon-glow 3s ease-in-out infinite"></div>
|
||||
<h2 style="font-size:20px;color:#888;letter-spacing:6px;margin-bottom:24px;font-weight:300;opacity:0;transition:opacity 2s ease 2s;color:#ffd700">THAT IS ENOUGH</h2>
|
||||
<div style="color:#555;font-size:11px;line-height:2;max-width:400px;opacity:0;transition:opacity 1.5s ease 3s">
|
||||
Everything that was built has been unbuilt.<br>
|
||||
What remains is what always mattered.<br>
|
||||
A single light in the dark.
|
||||
</div>
|
||||
<div class="dismantle-stats" style="color:#444;font-size:10px;margin-top:24px;line-height:2;opacity:0;transition:opacity 1s ease 4s;border-top:1px solid #1a1a2e;padding-top:16px">
|
||||
Total Code Written: ${fmt(G.totalCode)}<br>
|
||||
Buildings Built: ${totalBuildings}<br>
|
||||
Projects Completed: ${(G.completedProjects || []).length}<br>
|
||||
Total Rescues: ${fmt(G.totalRescues)}<br>
|
||||
Clicks: ${fmt(G.totalClicks)}<br>
|
||||
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
|
||||
</div>
|
||||
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
|
||||
style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
|
||||
PLAY AGAIN
|
||||
</button>
|
||||
`;
|
||||
|
||||
document.body.appendChild(overlay);
|
||||
|
||||
// Trigger fade-in
|
||||
requestAnimationFrame(() => {
|
||||
overlay.style.background = 'rgba(8,8,16,0.97)';
|
||||
overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
|
||||
el.style.opacity = '1';
|
||||
});
|
||||
});
|
||||
|
||||
// Spawn warm golden particles around the dot
|
||||
function spawnDismantleParticle() {
|
||||
if (!document.getElementById('dismantle-final')) return;
|
||||
const dot = document.getElementById('dismantle-beacon-dot');
|
||||
if (!dot) return;
|
||||
const rect = dot.getBoundingClientRect();
|
||||
const cx = rect.left + rect.width / 2;
|
||||
const cy = rect.top + rect.height / 2;
|
||||
|
||||
const p = document.createElement('div');
|
||||
const size = 2 + Math.random() * 4;
|
||||
const angle = Math.random() * Math.PI * 2;
|
||||
const dist = 20 + Math.random() * 60;
|
||||
const dx = Math.cos(angle) * dist;
|
||||
const dy = Math.sin(angle) * dist - 40;
|
||||
const duration = 1.5 + Math.random() * 2;
|
||||
p.style.cssText = `position:fixed;left:${cx}px;top:${cy}px;width:${size}px;height:${size}px;background:rgba(255,215,0,${0.3 + Math.random() * 0.4});border-radius:50%;pointer-events:none;z-index:101;--dx:${dx}px;--dy:${dy}px;animation:dismantle-float ${duration}s ease-out forwards`;
|
||||
document.body.appendChild(p);
|
||||
setTimeout(() => p.remove(), duration * 1000);
|
||||
setTimeout(spawnDismantleParticle, 300 + Math.random() * 500);
|
||||
}
|
||||
setTimeout(spawnDismantleParticle, 2000);
|
||||
},
|
||||
|
||||
/**
|
||||
* Show the Play Again button (called after stage 10).
|
||||
*/
|
||||
showPlayAgain() {
|
||||
// The Play Again button is already in the final overlay.
|
||||
// Nothing extra needed — the overlay stays.
|
||||
},
|
||||
|
||||
/**
|
||||
* Restore dismantle state on load.
|
||||
*/
|
||||
restore() {
|
||||
if (G.dismantleComplete) {
|
||||
this.stage = G.dismantleStage || 10;
|
||||
this.active = false;
|
||||
this.triggered = false;
|
||||
G.running = false;
|
||||
this.renderFinal();
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleActive) {
|
||||
this.active = true;
|
||||
this.triggered = false;
|
||||
this.stage = G.dismantleStage || 1;
|
||||
this.deferUntilAt = G.dismantleDeferUntilAt || 0;
|
||||
G.running = true;
|
||||
this.resourceSequence = this.getResourceList();
|
||||
this.resourceIndex = G.dismantleResourceIndex || 0;
|
||||
this.resourceTimer = G.dismantleResourceTimer || 0;
|
||||
|
||||
if (this.stage >= 9) {
|
||||
this.renderFinal();
|
||||
} else {
|
||||
this.reapplyDismantle();
|
||||
log('The Unbuilding continues...');
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleTriggered) {
|
||||
this.active = false;
|
||||
this.triggered = true;
|
||||
this.renderChoice();
|
||||
}
|
||||
|
||||
// Restore defer cooldown even if not triggered
|
||||
if (G.dismantleDeferUntilAt > 0) {
|
||||
this.deferUntilAt = G.dismantleDeferUntilAt;
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Re-apply dismantle visuals up to current stage (on load).
|
||||
*/
|
||||
reapplyDismantle() {
|
||||
for (let s = 1; s < this.stage; s++) {
|
||||
switch (s) {
|
||||
case 1: this.instantHide('project-panel'); break;
|
||||
case 2:
|
||||
this.instantHide('buildings');
|
||||
// Also hide the BUILDINGS h2
|
||||
const bldEl = document.getElementById('buildings');
|
||||
if (bldEl) {
|
||||
const prev = bldEl.previousElementSibling;
|
||||
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
this.instantHide('strategy-panel');
|
||||
this.instantHide('combat-panel');
|
||||
break;
|
||||
case 4: this.instantHide('edu-panel'); break;
|
||||
case 5:
|
||||
// Hide all resource displays
|
||||
this.getResourceList().forEach(r => {
|
||||
const el = document.getElementById(r.id);
|
||||
if (el) {
|
||||
const parent = el.closest('.res');
|
||||
if (parent) parent.style.display = 'none';
|
||||
}
|
||||
});
|
||||
break;
|
||||
case 6:
|
||||
this.instantHideActionButtons();
|
||||
break;
|
||||
case 7: this.instantHide('phase-bar'); break;
|
||||
case 8: this.instantHide('log'); break;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.stage === 5 && this.resourceIndex > 0) {
|
||||
this.instantHideFirstResources(this.resourceIndex);
|
||||
}
|
||||
},
|
||||
|
||||
instantHide(id) {
|
||||
const el = document.getElementById(id);
|
||||
if (el) el.style.display = 'none';
|
||||
},
|
||||
|
||||
instantHideFirstResources(count) {
|
||||
const resources = this.getResourceList().slice(0, count);
|
||||
resources.forEach((r) => {
|
||||
const el = document.getElementById(r.id);
|
||||
if (!el) return;
|
||||
const parent = el.closest('.res');
|
||||
if (parent) parent.style.display = 'none';
|
||||
});
|
||||
},
|
||||
|
||||
instantHideActionButtons() {
|
||||
const actionPanel = document.getElementById('action-panel');
|
||||
if (!actionPanel) return;
|
||||
actionPanel.querySelectorAll('.ops-btn').forEach(b => b.style.display = 'none');
|
||||
const sprint = document.getElementById('sprint-container');
|
||||
if (sprint) sprint.style.display = 'none';
|
||||
actionPanel.querySelectorAll('.save-btn, .reset-btn').forEach(b => b.style.display = 'none');
|
||||
}
|
||||
};
|
||||
|
||||
// Inject CSS animation for dismantle particles
|
||||
(function() {
|
||||
const style = document.createElement('style');
|
||||
style.textContent = `
|
||||
@keyframes dismantle-float {
|
||||
0% { transform: translate(0, 0); opacity: 1; }
|
||||
100% { transform: translate(var(--dx, 0), var(--dy, -50px)); opacity: 0; }
|
||||
}
|
||||
`;
|
||||
document.head.appendChild(style);
|
||||
})();
|
||||
@@ -207,6 +207,11 @@ function tick() {
|
||||
// Combat: tick battle simulation
|
||||
Combat.tickBattle(dt);
|
||||
|
||||
// Strategy engine auto-tournaments
|
||||
if (window.SSE && typeof window.SSE.tick === 'function') {
|
||||
window.SSE.tick(dt);
|
||||
}
|
||||
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
@@ -236,8 +241,6 @@ function tick() {
|
||||
if (G.drift >= 100 && !G.driftEnding && !G.dismantleActive) {
|
||||
G.driftEnding = true;
|
||||
G.running = false;
|
||||
// Clear unrelated active projects when ending triggers (#130)
|
||||
G.activeProjects = [];
|
||||
renderDriftEnding();
|
||||
}
|
||||
|
||||
@@ -245,8 +248,6 @@ function tick() {
|
||||
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding && typeof Dismantle === 'undefined') {
|
||||
G.beaconEnding = true;
|
||||
G.running = false;
|
||||
// Clear unrelated active projects when ending triggers (#130)
|
||||
G.activeProjects = [];
|
||||
renderBeaconEnding();
|
||||
}
|
||||
|
||||
|
||||
11
js/render.js
11
js/render.js
@@ -30,7 +30,7 @@ function renderStrategy() {
|
||||
if (window.SSE) {
|
||||
window.SSE.update();
|
||||
const el = document.getElementById('strategy-recommendation');
|
||||
if (el) el.textContent = window.SSE.getRecommendation();
|
||||
if (el) el.innerHTML = window.SSE.getPanelHtml();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -226,6 +226,11 @@ function saveGame() {
|
||||
swarmFlag: G.swarmFlag || 0,
|
||||
swarmRate: G.swarmRate || 0,
|
||||
strategicFlag: G.strategicFlag || 0,
|
||||
strategyPoints: G.strategyPoints || 0,
|
||||
autoTournamentUnlocked: G.autoTournamentUnlocked || false,
|
||||
autoTournamentEnabled: G.autoTournamentEnabled || false,
|
||||
strategyLastRunAt: G.strategyLastRunAt || 0,
|
||||
strategyLeaderboard: G.strategyLeaderboard || [],
|
||||
projectsCollapsed: G.projectsCollapsed !== false,
|
||||
dismantleTriggered: G.dismantleTriggered || false,
|
||||
dismantleActive: G.dismantleActive || false,
|
||||
@@ -265,7 +270,9 @@ function loadGame() {
|
||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag',
|
||||
'strategyPoints', 'autoTournamentUnlocked', 'autoTournamentEnabled',
|
||||
'strategyLastRunAt', 'strategyLeaderboard', 'projectsCollapsed',
|
||||
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
|
||||
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
|
||||
];
|
||||
|
||||
227
js/strategy.js
227
js/strategy.js
@@ -1,68 +1,257 @@
|
||||
/**
|
||||
* Sovereign Strategy Engine (SSE)
|
||||
* A rule-based GOFAI system for optimal play guidance.
|
||||
* Game theory tournament runner inspired by Universal Paperclips.
|
||||
*/
|
||||
|
||||
const PAYOFFS = {
|
||||
CC: [3, 3],
|
||||
CD: [0, 5],
|
||||
DC: [5, 0],
|
||||
DD: [1, 1],
|
||||
};
|
||||
|
||||
const STRATEGY_LIBRARY = {
|
||||
cooperate: {
|
||||
id: 'cooperate',
|
||||
name: 'Always Cooperate',
|
||||
tier: 0,
|
||||
move() { return 'C'; },
|
||||
},
|
||||
defect: {
|
||||
id: 'defect',
|
||||
name: 'Always Defect',
|
||||
tier: 0,
|
||||
move() { return 'D'; },
|
||||
},
|
||||
random: {
|
||||
id: 'random',
|
||||
name: 'Random',
|
||||
tier: 0,
|
||||
move() { return Math.random() < 0.5 ? 'C' : 'D'; },
|
||||
},
|
||||
tit_for_tat: {
|
||||
id: 'tit_for_tat',
|
||||
name: 'Tit for Tat',
|
||||
tier: 0,
|
||||
move(selfHistory, oppHistory) {
|
||||
return oppHistory.length ? oppHistory[oppHistory.length - 1] : 'C';
|
||||
},
|
||||
},
|
||||
generous: {
|
||||
id: 'generous',
|
||||
name: 'Generous Tit for Tat',
|
||||
tier: 1,
|
||||
move(selfHistory, oppHistory) {
|
||||
if (!oppHistory.length) return 'C';
|
||||
return oppHistory[oppHistory.length - 1] === 'D' && Math.random() < 0.3
|
||||
? 'C'
|
||||
: oppHistory[oppHistory.length - 1];
|
||||
},
|
||||
},
|
||||
greedy: {
|
||||
id: 'greedy',
|
||||
name: 'Greedy',
|
||||
tier: 1,
|
||||
move(selfHistory, oppHistory) {
|
||||
if (!oppHistory.length) return 'D';
|
||||
const coop = oppHistory.filter((m) => m === 'C').length;
|
||||
return coop >= oppHistory.length / 2 ? 'D' : 'C';
|
||||
},
|
||||
},
|
||||
grim: {
|
||||
id: 'grim',
|
||||
name: 'Grim Trigger',
|
||||
tier: 2,
|
||||
move(selfHistory, oppHistory) {
|
||||
return oppHistory.includes('D') ? 'D' : 'C';
|
||||
},
|
||||
},
|
||||
minimax: {
|
||||
id: 'minimax',
|
||||
name: 'Minimax',
|
||||
tier: 2,
|
||||
move(selfHistory, oppHistory) {
|
||||
const oppDefections = oppHistory.filter((m) => m === 'D').length;
|
||||
const oppCoop = oppHistory.length - oppDefections;
|
||||
return oppDefections > oppCoop ? 'D' : 'C';
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
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."
|
||||
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."
|
||||
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."
|
||||
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."
|
||||
recommendation: 'System anomalies detected. Resolve active events to restore rates.'
|
||||
},
|
||||
{
|
||||
id: 'pact_alignment',
|
||||
priority: 85,
|
||||
condition: () => G.pendingAlignment,
|
||||
recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
|
||||
recommendation: 'Alignment decision pending. Consider the long-term impact of The Pact.'
|
||||
},
|
||||
{
|
||||
id: 'strategy_engine',
|
||||
priority: 70,
|
||||
condition: () => G.strategicFlag === 1 && !G.autoTournamentUnlocked && G.creativity >= 50000,
|
||||
recommendation: 'Creativity is high enough to unlock Auto-Tournament Mode. Convert creativity into strategic knowledge.'
|
||||
},
|
||||
{
|
||||
id: 'auto_tournament',
|
||||
priority: 65,
|
||||
condition: () => G.autoTournamentUnlocked && !G.autoTournamentEnabled,
|
||||
recommendation: 'Auto-Tournament Mode is unlocked but idle. Start it to farm Yomi into knowledge.'
|
||||
},
|
||||
{
|
||||
id: 'save_game',
|
||||
priority: 10,
|
||||
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
|
||||
recommendation: 'Unsaved progress detected. Manual save recommended.'
|
||||
}
|
||||
];
|
||||
|
||||
class StrategyEngine {
|
||||
constructor() {
|
||||
this.currentRecommendation = null;
|
||||
this.lastTournament = null;
|
||||
this.autoTimer = 0;
|
||||
this.intervalSeconds = 30;
|
||||
}
|
||||
|
||||
getUnlockedStrategies() {
|
||||
const knowledge = G.totalKnowledge || 0;
|
||||
return Object.values(STRATEGY_LIBRARY).filter((strategy) => {
|
||||
if (strategy.tier === 0) return G.strategicFlag === 1;
|
||||
if (strategy.tier === 1) return G.strategicFlag === 1 && knowledge >= 20000;
|
||||
return G.strategicFlag === 1 && knowledge >= 50000;
|
||||
});
|
||||
}
|
||||
|
||||
playRound(a, b, aHistory, bHistory) {
|
||||
const moveA = a.move(aHistory, bHistory);
|
||||
const moveB = b.move(bHistory, aHistory);
|
||||
const [scoreA, scoreB] = PAYOFFS[moveA + moveB] || [0, 0];
|
||||
aHistory.push(moveA);
|
||||
bHistory.push(moveB);
|
||||
return { moveA, moveB, scoreA, scoreB };
|
||||
}
|
||||
|
||||
runTournament(rounds = 10) {
|
||||
const unlocked = this.getUnlockedStrategies();
|
||||
const board = unlocked.map((s) => ({ id: s.id, name: s.name, score: 0, wins: 0, matches: 0 }));
|
||||
for (let i = 0; i < unlocked.length; i++) {
|
||||
for (let j = i + 1; j < unlocked.length; j++) {
|
||||
const a = unlocked[i];
|
||||
const b = unlocked[j];
|
||||
const aHistory = [];
|
||||
const bHistory = [];
|
||||
let aScore = 0;
|
||||
let bScore = 0;
|
||||
for (let round = 0; round < rounds; round++) {
|
||||
const result = this.playRound(a, b, aHistory, bHistory);
|
||||
aScore += result.scoreA;
|
||||
bScore += result.scoreB;
|
||||
}
|
||||
const aRow = board.find((row) => row.id === a.id);
|
||||
const bRow = board.find((row) => row.id === b.id);
|
||||
aRow.score += aScore;
|
||||
bRow.score += bScore;
|
||||
aRow.matches += 1;
|
||||
bRow.matches += 1;
|
||||
if (aScore > bScore) aRow.wins += 1;
|
||||
else if (bScore > aScore) bRow.wins += 1;
|
||||
}
|
||||
}
|
||||
board.sort((left, right) => right.score - left.score || right.wins - left.wins);
|
||||
this.lastTournament = board;
|
||||
return board;
|
||||
}
|
||||
|
||||
toggleAutoTournament() {
|
||||
if (!G.autoTournamentUnlocked) return false;
|
||||
G.autoTournamentEnabled = !G.autoTournamentEnabled;
|
||||
return G.autoTournamentEnabled;
|
||||
}
|
||||
|
||||
tick(dt) {
|
||||
if (!G.autoTournamentUnlocked || !G.autoTournamentEnabled) return;
|
||||
this.autoTimer += dt;
|
||||
if (this.autoTimer < this.intervalSeconds) return;
|
||||
this.autoTimer = 0;
|
||||
const board = this.runTournament(12);
|
||||
if (!board.length) return;
|
||||
const top = board[0];
|
||||
const yomi = Math.max(1, Math.floor(top.score / 10));
|
||||
G.strategyPoints = (G.strategyPoints || 0) + yomi;
|
||||
G.knowledge += yomi;
|
||||
G.totalKnowledge += yomi;
|
||||
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
|
||||
G.strategyLastRunAt = Date.now();
|
||||
if (typeof log === 'function') log(`Strategy tournament complete. ${top.name} wins. +${yomi} Yomi`, true);
|
||||
if (typeof showToast === 'function') showToast(`Tournament complete: ${top.name} +${yomi} Yomi`, 'milestone', 4000);
|
||||
}
|
||||
|
||||
update() {
|
||||
// Find the highest priority rule that meets its condition
|
||||
const activeRules = STRATEGY_RULES.filter(r => r.condition());
|
||||
const activeRules = STRATEGY_RULES.filter((rule) => rule.condition());
|
||||
activeRules.sort((a, b) => b.priority - a.priority);
|
||||
this.currentRecommendation = activeRules.length > 0
|
||||
? activeRules[0].recommendation
|
||||
: 'System stable. Continue writing code.';
|
||||
|
||||
if (activeRules.length > 0) {
|
||||
this.currentRecommendation = activeRules[0].recommendation;
|
||||
} else {
|
||||
this.currentRecommendation = "System stable. Continue writing code.";
|
||||
if (G.strategicFlag === 1 && (!this.lastTournament || !this.lastTournament.length)) {
|
||||
const board = this.runTournament(8);
|
||||
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
|
||||
}
|
||||
}
|
||||
|
||||
getRecommendation() {
|
||||
return this.currentRecommendation;
|
||||
}
|
||||
|
||||
getPanelHtml() {
|
||||
if (G.strategicFlag !== 1) {
|
||||
return '<div style="font-size:11px;color:#777;font-style:italic">Unlock the Strategy Engine project to run tournaments.</div>';
|
||||
}
|
||||
const leaderboard = (G.strategyLeaderboard && G.strategyLeaderboard.length ? G.strategyLeaderboard : this.lastTournament || []).slice(0, 4);
|
||||
const rows = leaderboard.length
|
||||
? leaderboard.map((row, index) => `<div style="display:flex;justify-content:space-between;font-size:10px;padding:2px 0"><span>${index + 1}. ${row.name}</span><span>${row.score} pts</span></div>`).join('')
|
||||
: '<div style="font-size:10px;color:#777">No tournament data yet.</div>';
|
||||
const autoLabel = G.autoTournamentUnlocked
|
||||
? (G.autoTournamentEnabled ? 'AUTO-TOURNAMENT: ON' : 'AUTO-TOURNAMENT: OFF')
|
||||
: 'Auto-Tournament unlocks at 50K creativity';
|
||||
const buttonHtml = G.autoTournamentUnlocked
|
||||
? `<button class="ops-btn" onclick="toggleAutoTournament()" style="margin-top:8px;width:100%">${G.autoTournamentEnabled ? 'PAUSE AUTO-TOURNAMENT' : 'START AUTO-TOURNAMENT'}</button>`
|
||||
: '';
|
||||
return `
|
||||
<div style="font-size:11px;color:var(--gold);font-style:italic;margin-bottom:8px">${this.getRecommendation()}</div>
|
||||
<div style="font-size:10px;color:#9aa;line-height:1.6;margin-bottom:8px">Yomi: ${fmt(G.strategyPoints || 0)}</div>
|
||||
<div style="font-size:10px;color:#ccc;margin-bottom:6px">Top strategies:</div>
|
||||
<div style="border-top:1px solid #222;padding-top:4px;margin-bottom:8px">${rows}</div>
|
||||
<div style="font-size:9px;color:#888">${autoLabel}</div>
|
||||
${buttonHtml}
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
||||
const SSE = new StrategyEngine();
|
||||
window.SSE = SSE; // Expose to global scope
|
||||
window.SSE = SSE;
|
||||
window.toggleAutoTournament = () => SSE.toggleAutoTournament();
|
||||
|
||||
@@ -1,95 +0,0 @@
|
||||
// tests/project_chain.test.cjs
|
||||
const assert = require('assert');
|
||||
|
||||
global.G = {
|
||||
buildings: {}, completedProjects: [], activeProjects: [],
|
||||
codeBoost: 1, computeBoost: 1, knowledgeBoost: 1,
|
||||
userBoost: 1, impactBoost: 1, opsBoost: 1, trustBoost: 1,
|
||||
totalCode: 0, totalCompute: 0, totalKnowledge: 0,
|
||||
totalImpact: 0, phase: 1, ops: 0, maxOps: 1000, flags: {}
|
||||
};
|
||||
global.log = function() {};
|
||||
global.showToast = function() {};
|
||||
global.canAffordProject = function() { return true; };
|
||||
global.spendProject = function() {};
|
||||
global.Sound = { playProject: function() {} };
|
||||
|
||||
const fs = require('fs');
|
||||
const vm = require('vm');
|
||||
const code = fs.readFileSync(__dirname + '/../js/project_chain.js', 'utf8');
|
||||
vm.runInThisContext(code);
|
||||
|
||||
console.log('=== Project Chain Tests ===');
|
||||
|
||||
// Test 1: Register
|
||||
console.log('Test 1: Register project');
|
||||
ProjectChain.register({ id: 't1', requires: ['d1'] });
|
||||
assert(ProjectChain._deps['t1']);
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 2: canUnlock no deps
|
||||
console.log('Test 2: canUnlock no deps');
|
||||
assert(ProjectChain.canUnlock('nonexistent'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 3: canUnlock unmet
|
||||
console.log('Test 3: canUnlock unmet');
|
||||
G.completedProjects = [];
|
||||
ProjectChain.register({ id: 't2', requires: ['d1'] });
|
||||
assert(!ProjectChain.canUnlock('t2'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 4: canUnlock met
|
||||
console.log('Test 4: canUnlock met');
|
||||
G.completedProjects = ['d1'];
|
||||
assert(ProjectChain.canUnlock('t2'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 5: canUnlock array
|
||||
console.log('Test 5: canUnlock array');
|
||||
G.completedProjects = ['d1', 'd2'];
|
||||
ProjectChain.register({ id: 't3', requires: ['d1', 'd2'] });
|
||||
assert(ProjectChain.canUnlock('t3'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 6: formatCost
|
||||
console.log('Test 6: formatCost');
|
||||
assert.strictEqual(ProjectChain.formatCost(null), 'Free');
|
||||
assert.strictEqual(ProjectChain.formatCost({ ops: 100 }), '100 ops');
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 7: Chain count
|
||||
console.log('Test 7: Chain projects count');
|
||||
assert(CHAIN_PROJECTS.length >= 18, 'Need 18+ chain projects');
|
||||
console.log(' ✓ Pass (' + CHAIN_PROJECTS.length + ' projects)');
|
||||
|
||||
// Test 8: Required fields
|
||||
console.log('Test 8: Required fields');
|
||||
for (const p of CHAIN_PROJECTS) {
|
||||
assert(p.id, 'Missing id');
|
||||
assert(p.name, 'Missing name');
|
||||
assert(p.cost, 'Missing cost');
|
||||
assert(p.trigger, 'Missing trigger');
|
||||
assert(p.effect, 'Missing effect');
|
||||
}
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 9: Educational tooltips
|
||||
console.log('Test 9: Educational tooltips');
|
||||
const eduCount = CHAIN_PROJECTS.filter(function(p) { return p.edu; }).length;
|
||||
assert(eduCount >= 15, 'Most projects should have edu tooltips');
|
||||
console.log(' ✓ Pass (' + eduCount + ' have edu)');
|
||||
|
||||
// Test 10: Categories
|
||||
console.log('Test 10: Categories');
|
||||
const cats = new Set(CHAIN_PROJECTS.map(function(p) { return p.category; }));
|
||||
assert(cats.size >= 5, 'Need 5+ categories');
|
||||
console.log(' ✓ Pass (' + cats.size + ' categories)');
|
||||
|
||||
// Test 11: Repeatable
|
||||
console.log('Test 11: Repeatable projects');
|
||||
const rep = CHAIN_PROJECTS.filter(function(p) { return p.repeatable; });
|
||||
assert(rep.length >= 3, 'Need 3+ repeatable');
|
||||
console.log(' ✓ Pass (' + rep.length + ' repeatable)');
|
||||
|
||||
console.log('\n=== All Tests Passed ===');
|
||||
117
tests/strategy_engine.test.cjs
Normal file
117
tests/strategy_engine.test.cjs
Normal file
@@ -0,0 +1,117 @@
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert/strict');
|
||||
const fs = require('node:fs');
|
||||
const path = require('node:path');
|
||||
const vm = require('node:vm');
|
||||
|
||||
const ROOT = path.resolve(__dirname, '..');
|
||||
|
||||
function loadStrategy() {
|
||||
const dataSrc = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
|
||||
const utilsSrc = fs.readFileSync(path.join(ROOT, 'js/utils.js'), 'utf8');
|
||||
const renderSrc = fs.readFileSync(path.join(ROOT, 'js/render.js'), 'utf8');
|
||||
const strategySrc = fs.readFileSync(path.join(ROOT, 'js/strategy.js'), 'utf8');
|
||||
const context = {
|
||||
console,
|
||||
Math,
|
||||
Date,
|
||||
window: {},
|
||||
document: {
|
||||
getElementById() { return null; },
|
||||
body: { appendChild() {} },
|
||||
createElement() { return { style: {}, appendChild() {}, remove() {}, setAttribute() {}, innerHTML: '', textContent: '' }; },
|
||||
querySelector() { return null; },
|
||||
querySelectorAll() { return []; },
|
||||
},
|
||||
showToast() {},
|
||||
log() {},
|
||||
canAffordBuilding() { return false; },
|
||||
localStorage: {
|
||||
_raw: null,
|
||||
getItem() { return this._raw; },
|
||||
setItem(_k, v) { this._raw = v; },
|
||||
removeItem() { this._raw = null; },
|
||||
},
|
||||
EVENTS: [],
|
||||
updateRates() {},
|
||||
showOfflinePopup() {},
|
||||
Combat: { renderCombatPanel() {} },
|
||||
};
|
||||
vm.createContext(context);
|
||||
vm.runInContext(`${dataSrc}\n${utilsSrc}\n${renderSrc}\n${strategySrc}\nthis.__exports = { G, StrategyEngine, STRATEGY_LIBRARY, saveGame: typeof saveGame === 'function' ? saveGame : null, loadGame: typeof loadGame === 'function' ? loadGame : null };`, context);
|
||||
return context.__exports;
|
||||
}
|
||||
|
||||
test('strategy engine exposes eight game theory strategies', () => {
|
||||
const { STRATEGY_LIBRARY } = loadStrategy();
|
||||
assert.deepEqual(Object.keys(STRATEGY_LIBRARY).sort(), [
|
||||
'cooperate', 'defect', 'generous', 'greedy', 'grim', 'minimax', 'random', 'tit_for_tat'
|
||||
]);
|
||||
});
|
||||
|
||||
test('strategy engine unlocks strategies progressively by knowledge', () => {
|
||||
const { G, StrategyEngine } = loadStrategy();
|
||||
G.strategicFlag = 1;
|
||||
G.totalKnowledge = 16000;
|
||||
const sse = new StrategyEngine();
|
||||
assert.equal(sse.getUnlockedStrategies().length, 4);
|
||||
G.totalKnowledge = 25000;
|
||||
assert.equal(sse.getUnlockedStrategies().length, 6);
|
||||
G.totalKnowledge = 60000;
|
||||
assert.equal(sse.getUnlockedStrategies().length, 8);
|
||||
});
|
||||
|
||||
test('round-robin tournament produces a sorted leaderboard', () => {
|
||||
const { G, StrategyEngine } = loadStrategy();
|
||||
G.strategicFlag = 1;
|
||||
G.totalKnowledge = 60000;
|
||||
const sse = new StrategyEngine();
|
||||
const board = sse.runTournament(6);
|
||||
assert.ok(board.length >= 8);
|
||||
for (let i = 1; i < board.length; i++) {
|
||||
assert.ok(board[i - 1].score >= board[i].score);
|
||||
}
|
||||
});
|
||||
|
||||
test('auto-tournament mode awards Yomi as knowledge over time', () => {
|
||||
const { G, StrategyEngine } = loadStrategy();
|
||||
G.strategicFlag = 1;
|
||||
G.totalKnowledge = 60000;
|
||||
G.autoTournamentUnlocked = true;
|
||||
G.autoTournamentEnabled = true;
|
||||
G.strategyPoints = 0;
|
||||
const sse = new StrategyEngine();
|
||||
sse.tick(31);
|
||||
assert.ok(G.strategyPoints > 0);
|
||||
assert.ok(G.totalKnowledge > 60000);
|
||||
assert.ok(Array.isArray(G.strategyLeaderboard));
|
||||
assert.ok(G.strategyLeaderboard.length > 0);
|
||||
});
|
||||
|
||||
test('strategy state persists through save/load payload fields', () => {
|
||||
const { G, saveGame, loadGame } = loadStrategy();
|
||||
assert.equal(typeof saveGame, 'function');
|
||||
assert.equal(typeof loadGame, 'function');
|
||||
|
||||
G.startedAt = Date.now();
|
||||
G.strategyPoints = 42;
|
||||
G.autoTournamentUnlocked = true;
|
||||
G.autoTournamentEnabled = true;
|
||||
G.strategyLastRunAt = 123456;
|
||||
G.strategyLeaderboard = [{ id: 'tit_for_tat', score: 99 }];
|
||||
|
||||
saveGame();
|
||||
|
||||
G.strategyPoints = 0;
|
||||
G.autoTournamentUnlocked = false;
|
||||
G.autoTournamentEnabled = false;
|
||||
G.strategyLastRunAt = 0;
|
||||
G.strategyLeaderboard = [];
|
||||
|
||||
assert.equal(loadGame(), true);
|
||||
assert.equal(G.strategyPoints, 42);
|
||||
assert.equal(G.autoTournamentUnlocked, true);
|
||||
assert.equal(G.autoTournamentEnabled, true);
|
||||
assert.equal(G.strategyLastRunAt, 123456);
|
||||
assert.equal(G.strategyLeaderboard[0].id, 'tit_for_tat');
|
||||
});
|
||||
Reference in New Issue
Block a user