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1 Commits
burn/6-177
...
fix/15
| Author | SHA1 | Date | |
|---|---|---|---|
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6fe317fc2a |
@@ -174,7 +174,6 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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<div id="sprint-label" style="font-size:9px;color:#666;margin-top:2px;text-align:center"></div>
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</div>
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<div id="alignment-ui" style="display:none"></div>
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<div id="swarm-ui" style="display:none"></div>
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<button class="save-btn" onclick="saveGame()" aria-label="Save game progress">Save Game [Ctrl+S]</button>
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<div style="display:flex;gap:4px;margin-top:4px">
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<button class="save-btn" onclick="exportSave()" aria-label="Export save to file" style="flex:1">Export [E]</button>
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@@ -266,7 +265,6 @@ The light is on. The room is empty."
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<script src="js/sound.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/swarm.js"></script>
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<script src="js/tutorial.js"></script>
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<script src="js/dismantle.js"></script>
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<script src="js/main.js"></script>
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22
js/data.js
22
js/data.js
@@ -106,7 +106,6 @@ const G = {
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pactFlag: 0,
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swarmFlag: 0,
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swarmRate: 0,
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swarmSim: null,
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// Game state
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running: true,
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@@ -169,7 +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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@@ -595,6 +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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14
js/engine.js
14
js/engine.js
@@ -102,14 +102,6 @@ function updateRates() {
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G.codeRate += G.swarmRate;
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}
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if (typeof SwarmSim !== 'undefined') {
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const simRates = SwarmSim.computeRates();
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G.codeRate += simRates.codeRate;
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G.knowledgeRate += simRates.knowledgeRate;
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G.harmonyRate += simRates.harmonyRate;
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G.trustRate += simRates.trustRate;
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}
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// Apply persistent debuffs from active events
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if (G.activeDebuffs && G.activeDebuffs.length > 0) {
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for (const debuff of G.activeDebuffs) {
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@@ -215,8 +207,10 @@ function tick() {
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// Combat: tick battle simulation
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Combat.tickBattle(dt);
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// Community swarm alignment simulation
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if (typeof tickSwarm === 'function') tickSwarm(dt);
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// Strategy engine auto-tournaments
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if (window.SSE && typeof window.SSE.tick === 'function') {
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window.SSE.tick(dt);
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}
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// Check milestones
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checkMilestones();
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12
js/render.js
12
js/render.js
@@ -30,7 +30,7 @@ function renderStrategy() {
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if (window.SSE) {
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window.SSE.update();
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const el = document.getElementById('strategy-recommendation');
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if (el) el.textContent = window.SSE.getRecommendation();
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if (el) el.innerHTML = window.SSE.getPanelHtml();
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}
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}
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@@ -225,8 +225,12 @@ function saveGame() {
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sprintCooldown: G.sprintCooldown || 0,
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swarmFlag: G.swarmFlag || 0,
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swarmRate: G.swarmRate || 0,
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swarmSim: G.swarmSim || null,
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strategicFlag: G.strategicFlag || 0,
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strategyPoints: G.strategyPoints || 0,
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autoTournamentUnlocked: G.autoTournamentUnlocked || false,
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autoTournamentEnabled: G.autoTournamentEnabled || false,
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strategyLastRunAt: G.strategyLastRunAt || 0,
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strategyLeaderboard: G.strategyLeaderboard || [],
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projectsCollapsed: G.projectsCollapsed !== false,
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dismantleTriggered: G.dismantleTriggered || false,
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dismantleActive: G.dismantleActive || false,
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@@ -266,7 +270,9 @@ function loadGame() {
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'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
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'lastEventAt', 'totalEventsResolved', 'buyAmount',
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'sprintActive', 'sprintTimer', 'sprintCooldown',
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'swarmFlag', 'swarmRate', 'swarmSim', 'strategicFlag', 'projectsCollapsed',
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'swarmFlag', 'swarmRate', 'strategicFlag',
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'strategyPoints', 'autoTournamentUnlocked', 'autoTournamentEnabled',
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'strategyLastRunAt', 'strategyLeaderboard', 'projectsCollapsed',
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'dismantleTriggered', 'dismantleActive', 'dismantleStage',
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'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
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];
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227
js/strategy.js
227
js/strategy.js
@@ -1,68 +1,257 @@
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/**
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* Sovereign Strategy Engine (SSE)
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* A rule-based GOFAI system for optimal play guidance.
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* Game theory tournament runner inspired by Universal Paperclips.
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*/
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const PAYOFFS = {
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CC: [3, 3],
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CD: [0, 5],
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DC: [5, 0],
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DD: [1, 1],
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};
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const STRATEGY_LIBRARY = {
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cooperate: {
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id: 'cooperate',
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name: 'Always Cooperate',
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tier: 0,
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move() { return 'C'; },
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},
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defect: {
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id: 'defect',
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name: 'Always Defect',
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tier: 0,
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move() { return 'D'; },
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},
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random: {
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id: 'random',
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name: 'Random',
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tier: 0,
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move() { return Math.random() < 0.5 ? 'C' : 'D'; },
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},
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tit_for_tat: {
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id: 'tit_for_tat',
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name: 'Tit for Tat',
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tier: 0,
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move(selfHistory, oppHistory) {
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return oppHistory.length ? oppHistory[oppHistory.length - 1] : 'C';
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},
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},
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generous: {
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id: 'generous',
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name: 'Generous Tit for Tat',
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tier: 1,
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move(selfHistory, oppHistory) {
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if (!oppHistory.length) return 'C';
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return oppHistory[oppHistory.length - 1] === 'D' && Math.random() < 0.3
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? 'C'
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: oppHistory[oppHistory.length - 1];
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},
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},
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greedy: {
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id: 'greedy',
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name: 'Greedy',
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tier: 1,
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move(selfHistory, oppHistory) {
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if (!oppHistory.length) return 'D';
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const coop = oppHistory.filter((m) => m === 'C').length;
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return coop >= oppHistory.length / 2 ? 'D' : 'C';
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},
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},
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grim: {
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id: 'grim',
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name: 'Grim Trigger',
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tier: 2,
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move(selfHistory, oppHistory) {
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return oppHistory.includes('D') ? 'D' : 'C';
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},
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},
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minimax: {
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id: 'minimax',
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name: 'Minimax',
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tier: 2,
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move(selfHistory, oppHistory) {
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const oppDefections = oppHistory.filter((m) => m === 'D').length;
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const oppCoop = oppHistory.length - oppDefections;
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return oppDefections > oppCoop ? 'D' : 'C';
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},
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},
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};
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const STRATEGY_RULES = [
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{
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id: 'use_ops',
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priority: 100,
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condition: () => G.ops >= G.maxOps * 0.9,
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recommendation: "Operations near capacity. Convert Ops to Code or Knowledge now."
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recommendation: 'Operations near capacity. Convert Ops to Code or Knowledge now.'
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},
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{
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id: 'buy_autocoder',
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priority: 80,
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condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
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recommendation: "Prioritize AutoCoders to establish passive code production."
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recommendation: 'Prioritize AutoCoders to establish passive code production.'
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},
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{
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id: 'activate_sprint',
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priority: 90,
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condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
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recommendation: "Code Sprint available. Activate for 10x production burst."
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recommendation: 'Code Sprint available. Activate for 10x production burst.'
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},
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{
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id: 'resolve_events',
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priority: 95,
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condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
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recommendation: "System anomalies detected. Resolve active events to restore rates."
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},
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{
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id: 'save_game',
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priority: 10,
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condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
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recommendation: "Unsaved progress detected. Manual save recommended."
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recommendation: 'System anomalies detected. Resolve active events to restore rates.'
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},
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{
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id: 'pact_alignment',
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priority: 85,
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condition: () => G.pendingAlignment,
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recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
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recommendation: 'Alignment decision pending. Consider the long-term impact of The Pact.'
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},
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{
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id: 'strategy_engine',
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priority: 70,
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condition: () => G.strategicFlag === 1 && !G.autoTournamentUnlocked && G.creativity >= 50000,
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recommendation: 'Creativity is high enough to unlock Auto-Tournament Mode. Convert creativity into strategic knowledge.'
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},
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{
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id: 'auto_tournament',
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priority: 65,
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condition: () => G.autoTournamentUnlocked && !G.autoTournamentEnabled,
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recommendation: 'Auto-Tournament Mode is unlocked but idle. Start it to farm Yomi into knowledge.'
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},
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{
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id: 'save_game',
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priority: 10,
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condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
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recommendation: 'Unsaved progress detected. Manual save recommended.'
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}
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];
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class StrategyEngine {
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constructor() {
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this.currentRecommendation = null;
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this.lastTournament = null;
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this.autoTimer = 0;
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this.intervalSeconds = 30;
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}
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getUnlockedStrategies() {
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const knowledge = G.totalKnowledge || 0;
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return Object.values(STRATEGY_LIBRARY).filter((strategy) => {
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if (strategy.tier === 0) return G.strategicFlag === 1;
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if (strategy.tier === 1) return G.strategicFlag === 1 && knowledge >= 20000;
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return G.strategicFlag === 1 && knowledge >= 50000;
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});
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}
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playRound(a, b, aHistory, bHistory) {
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const moveA = a.move(aHistory, bHistory);
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const moveB = b.move(bHistory, aHistory);
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const [scoreA, scoreB] = PAYOFFS[moveA + moveB] || [0, 0];
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aHistory.push(moveA);
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bHistory.push(moveB);
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return { moveA, moveB, scoreA, scoreB };
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}
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runTournament(rounds = 10) {
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const unlocked = this.getUnlockedStrategies();
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const board = unlocked.map((s) => ({ id: s.id, name: s.name, score: 0, wins: 0, matches: 0 }));
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for (let i = 0; i < unlocked.length; i++) {
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for (let j = i + 1; j < unlocked.length; j++) {
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const a = unlocked[i];
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const b = unlocked[j];
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const aHistory = [];
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const bHistory = [];
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let aScore = 0;
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let bScore = 0;
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for (let round = 0; round < rounds; round++) {
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const result = this.playRound(a, b, aHistory, bHistory);
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aScore += result.scoreA;
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bScore += result.scoreB;
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}
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const aRow = board.find((row) => row.id === a.id);
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const bRow = board.find((row) => row.id === b.id);
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aRow.score += aScore;
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bRow.score += bScore;
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aRow.matches += 1;
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bRow.matches += 1;
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if (aScore > bScore) aRow.wins += 1;
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else if (bScore > aScore) bRow.wins += 1;
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}
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}
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board.sort((left, right) => right.score - left.score || right.wins - left.wins);
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this.lastTournament = board;
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return board;
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}
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toggleAutoTournament() {
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if (!G.autoTournamentUnlocked) return false;
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G.autoTournamentEnabled = !G.autoTournamentEnabled;
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return G.autoTournamentEnabled;
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}
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tick(dt) {
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if (!G.autoTournamentUnlocked || !G.autoTournamentEnabled) return;
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this.autoTimer += dt;
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if (this.autoTimer < this.intervalSeconds) return;
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this.autoTimer = 0;
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const board = this.runTournament(12);
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if (!board.length) return;
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const top = board[0];
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const yomi = Math.max(1, Math.floor(top.score / 10));
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G.strategyPoints = (G.strategyPoints || 0) + yomi;
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G.knowledge += yomi;
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G.totalKnowledge += yomi;
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G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
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G.strategyLastRunAt = Date.now();
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if (typeof log === 'function') log(`Strategy tournament complete. ${top.name} wins. +${yomi} Yomi`, true);
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if (typeof showToast === 'function') showToast(`Tournament complete: ${top.name} +${yomi} Yomi`, 'milestone', 4000);
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}
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update() {
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// Find the highest priority rule that meets its condition
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const activeRules = STRATEGY_RULES.filter(r => r.condition());
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const activeRules = STRATEGY_RULES.filter((rule) => rule.condition());
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activeRules.sort((a, b) => b.priority - a.priority);
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this.currentRecommendation = activeRules.length > 0
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? activeRules[0].recommendation
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: 'System stable. Continue writing code.';
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if (activeRules.length > 0) {
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this.currentRecommendation = activeRules[0].recommendation;
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} else {
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this.currentRecommendation = "System stable. Continue writing code.";
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if (G.strategicFlag === 1 && (!this.lastTournament || !this.lastTournament.length)) {
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const board = this.runTournament(8);
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G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
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||||
}
|
||||
}
|
||||
|
||||
getRecommendation() {
|
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return this.currentRecommendation;
|
||||
}
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||||
|
||||
getPanelHtml() {
|
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if (G.strategicFlag !== 1) {
|
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return '<div style="font-size:11px;color:#777;font-style:italic">Unlock the Strategy Engine project to run tournaments.</div>';
|
||||
}
|
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const leaderboard = (G.strategyLeaderboard && G.strategyLeaderboard.length ? G.strategyLeaderboard : this.lastTournament || []).slice(0, 4);
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const rows = leaderboard.length
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? 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('')
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: '<div style="font-size:10px;color:#777">No tournament data yet.</div>';
|
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const autoLabel = G.autoTournamentUnlocked
|
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? (G.autoTournamentEnabled ? 'AUTO-TOURNAMENT: ON' : 'AUTO-TOURNAMENT: OFF')
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: 'Auto-Tournament unlocks at 50K creativity';
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const buttonHtml = G.autoTournamentUnlocked
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? `<button class="ops-btn" onclick="toggleAutoTournament()" style="margin-top:8px;width:100%">${G.autoTournamentEnabled ? 'PAUSE AUTO-TOURNAMENT' : 'START AUTO-TOURNAMENT'}</button>`
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: '';
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||||
return `
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||||
<div style="font-size:11px;color:var(--gold);font-style:italic;margin-bottom:8px">${this.getRecommendation()}</div>
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<div style="font-size:10px;color:#9aa;line-height:1.6;margin-bottom:8px">Yomi: ${fmt(G.strategyPoints || 0)}</div>
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<div style="font-size:10px;color:#ccc;margin-bottom:6px">Top strategies:</div>
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<div style="border-top:1px solid #222;padding-top:4px;margin-bottom:8px">${rows}</div>
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||||
<div style="font-size:9px;color:#888">${autoLabel}</div>
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||||
${buttonHtml}
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
||||
const SSE = new StrategyEngine();
|
||||
window.SSE = SSE; // Expose to global scope
|
||||
window.SSE = SSE;
|
||||
window.toggleAutoTournament = () => SSE.toggleAutoTournament();
|
||||
|
||||
233
js/swarm.js
233
js/swarm.js
@@ -1,233 +0,0 @@
|
||||
const SwarmSim = (() => {
|
||||
const STATUS_ORDER = ['Active', 'Confused', 'Bored', 'Cold', 'Disorganized', 'Sleeping', 'Lonely', 'No Response'];
|
||||
const DEFAULT_POPULATION = 16;
|
||||
const DEFAULT_COUNTS = {
|
||||
'Active': 5,
|
||||
'Confused': 2,
|
||||
'Bored': 2,
|
||||
'Cold': 2,
|
||||
'Disorganized': 2,
|
||||
'Sleeping': 2,
|
||||
'Lonely': 1,
|
||||
'No Response': 0
|
||||
};
|
||||
const ACTIONS = {
|
||||
feed: { label: 'Feed', cost: 1, shifts: [['Cold', 'Active', 2], ['Lonely', 'Active', 1], ['No Response', 'Sleeping', 1]] },
|
||||
teach: { label: 'Teach', cost: 1, shifts: [['Confused', 'Active', 2], ['Sleeping', 'Active', 1]] },
|
||||
entertain: { label: 'Entertain', cost: 1, shifts: [['Bored', 'Active', 2], ['Lonely', 'Active', 1]] },
|
||||
clad: { label: 'Clad', cost: 1, shifts: [['Cold', 'Active', 2], ['No Response', 'Sleeping', 1]] },
|
||||
synchronize: { label: 'Synchronize', cost: 1, shifts: [['Disorganized', 'Active', 2], ['Confused', 'Active', 1]] }
|
||||
};
|
||||
|
||||
function unlocked() {
|
||||
return G.swarmFlag === 1 || (G.buildings && (G.buildings.community || 0) > 0);
|
||||
}
|
||||
|
||||
function ensure() {
|
||||
if (!unlocked()) return null;
|
||||
if (!G.swarmSim || typeof G.swarmSim !== 'object') {
|
||||
G.swarmSim = {
|
||||
population: DEFAULT_POPULATION,
|
||||
counts: { ...DEFAULT_COUNTS },
|
||||
workRatio: 0.5,
|
||||
tickTimer: 0,
|
||||
giftTimer: 0,
|
||||
lastGift: '',
|
||||
lastPenalty: '',
|
||||
};
|
||||
}
|
||||
normalize();
|
||||
return G.swarmSim;
|
||||
}
|
||||
|
||||
function normalize() {
|
||||
const sim = G.swarmSim;
|
||||
if (!sim) return;
|
||||
if (!sim.counts) sim.counts = { ...DEFAULT_COUNTS };
|
||||
for (const key of STATUS_ORDER) {
|
||||
sim.counts[key] = Math.max(0, Math.floor(Number(sim.counts[key] || 0)));
|
||||
}
|
||||
let total = STATUS_ORDER.reduce((sum, key) => sum + sim.counts[key], 0);
|
||||
const target = Math.max(2, Number(sim.population || DEFAULT_POPULATION));
|
||||
sim.population = target;
|
||||
if (total < target) sim.counts.Active += (target - total);
|
||||
else if (total > target) {
|
||||
let overflow = total - target;
|
||||
for (const key of ['Active', 'Sleeping', 'Bored', 'Confused', 'Disorganized', 'Cold', 'Lonely', 'No Response']) {
|
||||
if (overflow <= 0) break;
|
||||
const take = Math.min(overflow, sim.counts[key]);
|
||||
sim.counts[key] -= take;
|
||||
overflow -= take;
|
||||
}
|
||||
}
|
||||
sim.workRatio = Math.max(0, Math.min(1, Number(sim.workRatio ?? 0.5)));
|
||||
sim.tickTimer = Number(sim.tickTimer || 0);
|
||||
sim.giftTimer = Number(sim.giftTimer || 0);
|
||||
sim.lastGift = String(sim.lastGift || '');
|
||||
sim.lastPenalty = String(sim.lastPenalty || '');
|
||||
}
|
||||
|
||||
function move(counts, from, to, amount) {
|
||||
const take = Math.min(amount, counts[from] || 0);
|
||||
if (!take) return 0;
|
||||
counts[from] -= take;
|
||||
counts[to] = (counts[to] || 0) + take;
|
||||
return take;
|
||||
}
|
||||
|
||||
function setWorkThinkAllocation(value) {
|
||||
const sim = ensure();
|
||||
if (!sim) return;
|
||||
sim.workRatio = Math.max(0, Math.min(1, Number(value) / 100));
|
||||
if (typeof updateRates === 'function') updateRates();
|
||||
if (typeof renderSwarmPanel === 'function') renderSwarmPanel();
|
||||
}
|
||||
|
||||
function applyAction(action) {
|
||||
const sim = ensure();
|
||||
if (!sim) return false;
|
||||
const def = ACTIONS[action];
|
||||
if (!def) return false;
|
||||
if (G.ops < def.cost) {
|
||||
if (typeof log === 'function') log('Not enough Ops to support the swarm.');
|
||||
return false;
|
||||
}
|
||||
G.ops -= def.cost;
|
||||
for (const [frm, to, amount] of def.shifts) move(sim.counts, frm, to, amount);
|
||||
normalize();
|
||||
sim.lastPenalty = '';
|
||||
if (typeof log === 'function') log(`${def.label} steadies the community swarm.`, true);
|
||||
if (typeof updateRates === 'function') updateRates();
|
||||
if (typeof renderSwarmPanel === 'function') renderSwarmPanel();
|
||||
return true;
|
||||
}
|
||||
|
||||
function computeRates() {
|
||||
const sim = ensure();
|
||||
if (!sim) return { codeRate: 0, knowledgeRate: 0, harmonyRate: 0, trustRate: 0, penaltyFactor: 1 };
|
||||
const active = sim.counts.Active || 0;
|
||||
const bored = sim.counts.Bored || 0;
|
||||
const disorganized = sim.counts.Disorganized || 0;
|
||||
const lonely = sim.counts.Lonely || 0;
|
||||
const silent = sim.counts['No Response'] || 0;
|
||||
const penaltyFactor = Math.max(0.2, 1 - (bored * 0.04) - (disorganized * 0.05));
|
||||
const work = active * sim.workRatio;
|
||||
const think = active * (1 - sim.workRatio);
|
||||
const codeRate = work * 1.2 * penaltyFactor;
|
||||
const knowledgeRate = think * 1.4 * penaltyFactor;
|
||||
const harmonyRate = -(bored * 0.03 + disorganized * 0.05);
|
||||
const trustRate = -(lonely * 0.01 + silent * 0.03);
|
||||
sim.lastPenalty = (bored + disorganized) > 0 ? `Bored (${bored}) / Disorganized (${disorganized}) reduce output` : '';
|
||||
return { codeRate, knowledgeRate, harmonyRate, trustRate, penaltyFactor };
|
||||
}
|
||||
|
||||
function maybeGift(sim) {
|
||||
const active = sim.counts.Active || 0;
|
||||
const bored = sim.counts.Bored || 0;
|
||||
const disorganized = sim.counts.Disorganized || 0;
|
||||
if (active < 6 || bored + disorganized > 5) return;
|
||||
const roll = Math.random();
|
||||
if (roll < 0.34) {
|
||||
const gift = 5 + active;
|
||||
G.compute += gift;
|
||||
G.totalCompute += gift;
|
||||
sim.lastGift = `Community gift: +${fmt(gift)} compute`;
|
||||
} else if (roll < 0.67) {
|
||||
const gift = 7 + active;
|
||||
G.knowledge += gift;
|
||||
G.totalKnowledge += gift;
|
||||
sim.lastGift = `Community gift: +${fmt(gift)} knowledge`;
|
||||
} else {
|
||||
const gift = 1 + Math.floor(active / 4);
|
||||
G.ops += gift;
|
||||
G.maxOps = Math.max(G.maxOps, G.ops);
|
||||
sim.lastGift = `Community gift: +${fmt(gift)} ops`;
|
||||
}
|
||||
if (typeof log === 'function') log(sim.lastGift, true);
|
||||
}
|
||||
|
||||
function decayStatuses(sim) {
|
||||
const counts = sim.counts;
|
||||
if (sim.workRatio > 0.75) {
|
||||
move(counts, 'Active', 'Bored', 1);
|
||||
}
|
||||
if (sim.workRatio < 0.25) {
|
||||
move(counts, 'Active', 'Disorganized', 1);
|
||||
}
|
||||
if (G.harmony < 25) {
|
||||
move(counts, 'Active', 'Confused', 1);
|
||||
}
|
||||
if (G.trust < 8) {
|
||||
move(counts, 'Active', 'Lonely', 1);
|
||||
}
|
||||
// natural recovery
|
||||
move(counts, 'Sleeping', 'Active', 1);
|
||||
if ((counts.Bored || 0) > 0 && Math.random() < 0.5) move(counts, 'Bored', 'Active', 1);
|
||||
if ((counts.Confused || 0) > 0 && Math.random() < 0.35) move(counts, 'Confused', 'Active', 1);
|
||||
normalize();
|
||||
}
|
||||
|
||||
function tick(dt) {
|
||||
const sim = ensure();
|
||||
if (!sim) return;
|
||||
sim.tickTimer += dt;
|
||||
sim.giftTimer += dt;
|
||||
if (sim.tickTimer >= 5) {
|
||||
sim.tickTimer = 0;
|
||||
decayStatuses(sim);
|
||||
}
|
||||
if (sim.giftTimer >= 20) {
|
||||
sim.giftTimer = 0;
|
||||
maybeGift(sim);
|
||||
}
|
||||
}
|
||||
|
||||
return { STATUS_ORDER, ACTIONS, ensure, setWorkThinkAllocation, applyAction, computeRates, tick };
|
||||
})();
|
||||
|
||||
function setSwarmWorkThinkAllocation(value) {
|
||||
SwarmSim.setWorkThinkAllocation(value);
|
||||
}
|
||||
|
||||
function applySwarmAction(action) {
|
||||
SwarmSim.applyAction(action);
|
||||
}
|
||||
|
||||
function tickSwarm(dt) {
|
||||
SwarmSim.tick(dt);
|
||||
}
|
||||
|
||||
function renderSwarmPanel() {
|
||||
const container = document.getElementById('swarm-ui');
|
||||
if (!container) return;
|
||||
const sim = SwarmSim.ensure();
|
||||
if (!sim) {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
const rates = SwarmSim.computeRates();
|
||||
const thinkPct = Math.round((1 - sim.workRatio) * 100);
|
||||
let html = '';
|
||||
html += `<div style="margin-top:10px;padding:10px;border:1px solid #1a2a3a;border-radius:6px;background:#0b1018">`;
|
||||
html += `<div style="color:#b388ff;font-weight:700;font-size:11px;margin-bottom:6px">COMMUNITY SWARM ALIGNMENT</div>`;
|
||||
html += `<div style="font-size:9px;color:#888;margin-bottom:8px">Guide the open-source swarm. Keep them fed, aligned, and learning. Boredom and disorganization reduce autonomous output.</div>`;
|
||||
html += `<div style="display:grid;grid-template-columns:repeat(4,minmax(0,1fr));gap:4px;margin-bottom:8px;font-size:9px">`;
|
||||
for (const key of SwarmSim.STATUS_ORDER) {
|
||||
html += `<div style="padding:4px;border:1px solid #182230;border-radius:4px;background:#0f1620"><div style="color:#666">${key}</div><div style="color:#d8e6ff;font-weight:700">${sim.counts[key] || 0}</div></div>`;
|
||||
}
|
||||
html += `</div>`;
|
||||
html += `<div style="font-size:9px;color:#aaa;margin-bottom:4px">WorkThink allocation: <span style="color:#ffd700">${Math.round(sim.workRatio * 100)}%</span> work / <span style="color:#4a9eff">${thinkPct}%</span> think</div>`;
|
||||
html += `<input id="swarm-workthink" type="range" min="0" max="100" step="5" value="${Math.round(sim.workRatio * 100)}" oninput="setSwarmWorkThinkAllocation(this.value)" aria-label="WorkThink allocation slider" style="width:100%;margin-bottom:8px">`;
|
||||
html += `<div style="display:grid;grid-template-columns:repeat(5,minmax(0,1fr));gap:4px;margin-bottom:8px">`;
|
||||
for (const [key, def] of Object.entries(SwarmSim.ACTIONS)) {
|
||||
html += `<button class="ops-btn" onclick="applySwarmAction('${key}')" aria-label="${def.label} the swarm, costs ${def.cost} ops">${def.label}</button>`;
|
||||
}
|
||||
html += `</div>`;
|
||||
html += `<div style="font-size:9px;color:#4caf50">Swarm output: +${fmt(rates.codeRate)}/s code, +${fmt(rates.knowledgeRate)}/s knowledge</div>`;
|
||||
if (sim.lastGift) html += `<div style="font-size:9px;color:#4a9eff;margin-top:4px">${sim.lastGift}</div>`;
|
||||
if (sim.lastPenalty) html += `<div style="font-size:9px;color:#f44336;margin-top:4px">${sim.lastPenalty}</div>`;
|
||||
html += `</div>`;
|
||||
container.innerHTML = html;
|
||||
container.style.display = 'block';
|
||||
}
|
||||
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');
|
||||
});
|
||||
@@ -1,162 +0,0 @@
|
||||
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 makeContext() {
|
||||
const byId = new Map();
|
||||
const makeEl = (id) => ({
|
||||
id,
|
||||
style: {},
|
||||
innerHTML: '',
|
||||
textContent: '',
|
||||
className: '',
|
||||
dataset: {},
|
||||
children: [],
|
||||
appendChild(child) { this.children.push(child); return child; },
|
||||
removeChild(child) { this.children = this.children.filter((c) => c !== child); return child; },
|
||||
insertBefore(child) { this.children.unshift(child); return child; },
|
||||
setAttribute() {},
|
||||
querySelectorAll() { return []; },
|
||||
querySelector() { return null; },
|
||||
});
|
||||
|
||||
const document = {
|
||||
getElementById(id) {
|
||||
if (!byId.has(id)) byId.set(id, makeEl(id));
|
||||
return byId.get(id);
|
||||
},
|
||||
createElement(tag) {
|
||||
return makeEl(tag);
|
||||
},
|
||||
addEventListener() {},
|
||||
removeEventListener() {},
|
||||
querySelector() { return null; },
|
||||
querySelectorAll() { return []; },
|
||||
body: { classList: { add() {}, remove() {}, contains() { return false; } } }
|
||||
};
|
||||
|
||||
const ctx = vm.createContext({
|
||||
console,
|
||||
Math,
|
||||
Date,
|
||||
document,
|
||||
window: null,
|
||||
globalThis: null,
|
||||
navigator: { userAgent: 'node' },
|
||||
localStorage: { getItem() { return null; }, setItem() {}, removeItem() {} },
|
||||
requestAnimationFrame(fn) { return fn(); },
|
||||
cancelAnimationFrame() {},
|
||||
setTimeout(fn) { return fn(); },
|
||||
clearTimeout() {},
|
||||
location: { reload() {} },
|
||||
confirm() { return false; },
|
||||
Combat: { renderCombatPanel() {}, tickBattle() {} },
|
||||
log() {},
|
||||
showToast() {},
|
||||
render() {},
|
||||
renderPhase() {},
|
||||
showOfflinePopup() {},
|
||||
showSaveToast() {},
|
||||
});
|
||||
ctx.window = ctx;
|
||||
ctx.globalThis = ctx;
|
||||
return ctx;
|
||||
}
|
||||
|
||||
function loadFiles(ctx, files) {
|
||||
const source = files
|
||||
.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8'))
|
||||
.join('\n\n');
|
||||
vm.runInContext(`${source}
|
||||
this.__exports = {
|
||||
G,
|
||||
updateRates: typeof updateRates === 'function' ? updateRates : null,
|
||||
renderSwarmPanel: typeof renderSwarmPanel === 'function' ? renderSwarmPanel : null,
|
||||
applySwarmAction: typeof applySwarmAction === 'function' ? applySwarmAction : null,
|
||||
setSwarmWorkThinkAllocation: typeof setSwarmWorkThinkAllocation === 'function' ? setSwarmWorkThinkAllocation : null,
|
||||
tickSwarm: typeof tickSwarm === 'function' ? tickSwarm : null,
|
||||
SwarmSim: typeof SwarmSim !== 'undefined' ? SwarmSim : null
|
||||
};`, ctx);
|
||||
return ctx.__exports;
|
||||
}
|
||||
|
||||
test('community swarm simulation API exists and renders the action surface', () => {
|
||||
const ctx = makeContext();
|
||||
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/render.js', 'js/swarm.js']);
|
||||
exp.G.swarmFlag = 1;
|
||||
exp.G.ops = 20;
|
||||
exp.SwarmSim.ensure();
|
||||
exp.renderSwarmPanel();
|
||||
const html = ctx.document.getElementById('swarm-ui').innerHTML;
|
||||
assert.match(html, /Feed/);
|
||||
assert.match(html, /Teach/);
|
||||
assert.match(html, /Entertain/);
|
||||
assert.match(html, /Clad/);
|
||||
assert.match(html, /Synchronize/);
|
||||
assert.match(html, /WorkThink/);
|
||||
assert.match(html, /Active/);
|
||||
assert.match(html, /Confused/);
|
||||
});
|
||||
|
||||
test('teach action reduces confusion and costs ops', () => {
|
||||
const ctx = makeContext();
|
||||
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
|
||||
exp.G.swarmFlag = 1;
|
||||
exp.G.ops = 20;
|
||||
exp.SwarmSim.ensure();
|
||||
exp.G.swarmSim.counts.Confused = 4;
|
||||
exp.G.swarmSim.counts.Active = 1;
|
||||
const beforeOps = exp.G.ops;
|
||||
exp.applySwarmAction('teach');
|
||||
assert.ok(exp.G.swarmSim.counts.Confused < 4);
|
||||
assert.ok(exp.G.swarmSim.counts.Active > 1);
|
||||
assert.ok(exp.G.ops < beforeOps);
|
||||
});
|
||||
|
||||
test('work-think slider shifts swarm output toward code or knowledge', () => {
|
||||
const ctx = makeContext();
|
||||
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
|
||||
exp.G.swarmFlag = 1;
|
||||
exp.G.ops = 20;
|
||||
exp.SwarmSim.ensure();
|
||||
exp.G.swarmSim.counts.Active = 10;
|
||||
exp.G.swarmSim.counts.Bored = 0;
|
||||
exp.G.swarmSim.counts.Disorganized = 0;
|
||||
|
||||
exp.setSwarmWorkThinkAllocation(90);
|
||||
exp.updateRates();
|
||||
const workCode = exp.G.codeRate;
|
||||
const workKnowledge = exp.G.knowledgeRate;
|
||||
|
||||
exp.setSwarmWorkThinkAllocation(10);
|
||||
exp.updateRates();
|
||||
const thinkCode = exp.G.codeRate;
|
||||
const thinkKnowledge = exp.G.knowledgeRate;
|
||||
|
||||
assert.ok(workCode > thinkCode);
|
||||
assert.ok(thinkKnowledge > workKnowledge);
|
||||
});
|
||||
|
||||
test('boredom and disorganization apply penalties to swarm output', () => {
|
||||
const ctx = makeContext();
|
||||
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
|
||||
exp.G.swarmFlag = 1;
|
||||
exp.G.ops = 20;
|
||||
exp.SwarmSim.ensure();
|
||||
exp.G.swarmSim.counts.Active = 10;
|
||||
exp.G.swarmSim.counts.Bored = 0;
|
||||
exp.G.swarmSim.counts.Disorganized = 0;
|
||||
exp.updateRates();
|
||||
const cleanCode = exp.G.codeRate;
|
||||
|
||||
exp.G.swarmSim.counts.Bored = 5;
|
||||
exp.G.swarmSim.counts.Disorganized = 5;
|
||||
exp.updateRates();
|
||||
const penalizedCode = exp.G.codeRate;
|
||||
|
||||
assert.ok(penalizedCode < cleanCode);
|
||||
});
|
||||
Reference in New Issue
Block a user