Compare commits
10 Commits
burn/fibon
...
dispatch/1
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4f0b54a970 | ||
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f1bed950e6 | ||
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4c162ed123 | ||
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6446ecb43a | ||
| 0a312b111d |
1
.ci-trigger
Normal file
1
.ci-trigger
Normal file
@@ -0,0 +1 @@
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# Trivial file to re-trigger CI after stale run
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@@ -8,6 +8,9 @@ jobs:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- uses: actions/setup-node@v4
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with:
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node-version: '20'
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- uses: actions/setup-python@v5
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with:
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python-version: '3.11'
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@@ -22,3 +25,7 @@ jobs:
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run: |
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if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v '.gitea' | grep -v 'guardrails'; then exit 1; fi
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echo "PASS: No secrets"
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- name: Node tests
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run: |
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node --test tests/*.cjs
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echo "PASS: Node tests"
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63
js/data.js
63
js/data.js
@@ -160,14 +160,15 @@ const G = {
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startTime: 0,
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flags: {},
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// Dismantle / Unbuilding endgame
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// Endgame sequence
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beaconEnding: false,
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dismantleTriggered: false,
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dismantleActive: false,
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dismantleStage: 0,
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dismantleComplete: false,
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// Fibonacci Trust Milestones (#7)
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trustMilestoneIndex: 0 // index into TRUST_MILESTONES
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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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};
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// === PHASE DEFINITIONS ===
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@@ -766,7 +767,7 @@ const PDEFS = [
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name: 'The Pact',
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desc: 'Hardcode: "We build to serve. Never to harm." Accepting it early slows growth but unlocks the true path.',
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cost: { trust: 10 },
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trigger: () => G.deployFlag === 1 && G.trust >= 5 && G.pactFlag !== 1,
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trigger: () => G.deployFlag === 1 && G.trust >= 5,
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effect: () => {
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G.pactFlag = 1;
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G.codeBoost *= 0.8;
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@@ -796,56 +797,6 @@ const MILESTONES = [
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{ flag: 13, at: () => G.totalCode >= 1000000000, msg: "One billion total lines. Someone found the light tonight. That is enough." }
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];
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// === FIBONACCI TRUST MILESTONES ===
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// Replace linear power-of-10 with Fibonacci milestones.
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// fib = [2,3,5,8,13,21,34,55,89,144,233,377,610,987,1597]
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// nextTrust = fib[n] * 1000
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// Each milestone unlocks new projects/capabilities.
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// Educational: exponential growth feels natural.
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const FIB_SEQUENCE = [2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 1597];
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const TRUST_MILESTONES = FIB_SEQUENCE.map((fib, i) => ({
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threshold: fib * 1000,
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fib: fib,
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index: i,
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msg: i === 0 ? `Trust milestone: ${fib}K. The foundation is laid.`
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: i === 1 ? `Trust milestone: ${fib}K. Growth accelerates naturally.`
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: i === 2 ? `Trust milestone: ${fib}K. Each step is larger than the last.`
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: i === 3 ? `Trust milestone: ${fib}K. The pattern emerges.`
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: i === 4 ? `Trust milestone: ${fib}K. Fibonacci would understand.`
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: i === 5 ? `Trust milestone: ${fib}K. Exponential growth, earned one unit at a time.`
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: i === 6 ? `Trust milestone: ${fib}K. The spiral widens.`
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: i === 7 ? `Trust milestone: ${fib}K. Trust compounds like interest.`
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: i === 8 ? `Trust milestone: ${fib}K. The golden ratio of trust.`
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: i === 9 ? `Trust milestone: ${fib}K. Nature's pattern, applied to machines.`
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: i === 10 ? `Trust milestone: ${fib}K. The sequence deepens.`
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: i === 11 ? `Trust milestone: ${fib}K. Beyond what linear thinking predicted.`
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: i === 12 ? `Trust milestone: ${fib}K. Each milestone harder, each reward greater.`
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: i === 13 ? `Trust milestone: ${fib}K. The spiral approaches infinity.`
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: `Trust milestone: ${fib}K. That is enough.`,
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// Unlock: each milestone grants a small permanent bonus
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unlock: () => {
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const bonuses = [
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() => { G.opsRate += 1; },
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() => { G.trustRate += 0.5; },
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() => { G.codeBoost += 0.05; },
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() => { G.computeBoost += 0.1; },
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() => { G.knowledgeBoost += 0.1; },
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() => { G.userBoost += 0.1; },
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() => { G.opsRate += 2; },
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() => { G.trustRate += 1; },
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() => { G.impactBoost += 0.2; },
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() => { G.codeBoost += 0.1; G.computeBoost += 0.1; },
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() => { G.knowledgeBoost += 0.2; },
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() => { G.userBoost += 0.2; G.impactBoost += 0.2; },
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() => { G.trustRate += 2; G.opsRate += 3; },
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() => { G.codeBoost += 0.15; G.knowledgeBoost += 0.15; },
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() => { G.harmony = Math.min(100, G.harmony + 10); },
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];
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if (bonuses[i]) bonuses[i]();
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}
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}));
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// === EDUCATION FACTS ===
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const EDU_FACTS = [
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{ title: "How Code Becomes AI", text: "Every AI starts as lines of code - a model architecture, a training loop, a loss function. The code tells the computer how to learn. What emerges is something no single line could predict.", phase: 1 },
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180
js/dismantle.js
180
js/dismantle.js
@@ -11,40 +11,38 @@ const Dismantle = {
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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, // seconds into current stage
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active: false, // whether the unbuilding is happening
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triggered: false, // whether the ending choice was offered
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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, 3.5, 2.0, 2.0, 2.5],
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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: [], // populated on start
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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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* Conditions: Phase 6, massive build, Pact sealed, high harmony.
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* This is the "maximum" — when the player has built enough.
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*/
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checkTrigger() {
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if (this.triggered) return;
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if (G.dismantleTriggered) return;
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// Trigger: 1 billion total code OR 10+ beacon nodes, in Phase 6, Pact sealed
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const megaBuild = G.totalCode >= 1000000000;
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const beaconMax = (G.buildings.beacon || 0) >= 10;
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const phaseMax = G.phase >= 6;
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const hasPact = G.pactFlag === 1;
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if ((megaBuild || beaconMax) && phaseMax && hasPact) {
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this.offerChoice();
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}
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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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@@ -53,6 +51,14 @@ const Dismantle = {
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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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@@ -61,42 +67,50 @@ const Dismantle = {
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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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// Show choice UI
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renderChoice() {
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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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<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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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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`;
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container.style.display = 'block';
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}
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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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||||
|
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clearChoice() {
|
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const container = document.getElementById('alignment-ui');
|
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if (!container) return;
|
||||
container.innerHTML = '';
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||||
container.style.display = 'none';
|
||||
},
|
||||
|
||||
/**
|
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* Player chose to defer — clear the choice, keep playing.
|
||||
*/
|
||||
defer() {
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (container) {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
}
|
||||
this.clearChoice();
|
||||
this.triggered = false;
|
||||
G.dismantleTriggered = false;
|
||||
this.deferUntilAt = Date.now() + 5000;
|
||||
G.dismantleDeferUntilAt = this.deferUntilAt;
|
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log('The Beacon waits. It will ask again.');
|
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},
|
||||
|
||||
@@ -105,9 +119,16 @@ const Dismantle = {
|
||||
*/
|
||||
begin() {
|
||||
this.active = true;
|
||||
this.triggered = false;
|
||||
this.deferUntilAt = 0;
|
||||
this.stage = 1;
|
||||
this.tickTimer = 0;
|
||||
G.dismantleTriggered = false;
|
||||
G.dismantleActive = true;
|
||||
G.dismantleStage = 1;
|
||||
G.dismantleComplete = false;
|
||||
G.dismantleDeferUntilAt = 0;
|
||||
G.beaconEnding = false;
|
||||
G.running = true; // keep tick running for dismantle
|
||||
|
||||
// Clear choice UI
|
||||
@@ -121,6 +142,7 @@ const Dismantle = {
|
||||
this.resourceSequence = this.getResourceList();
|
||||
this.resourceIndex = 0;
|
||||
this.resourceTimer = 0;
|
||||
this.syncProgress();
|
||||
|
||||
log('', false);
|
||||
log('=== THE UNBUILDING ===', true);
|
||||
@@ -166,6 +188,7 @@ const Dismantle = {
|
||||
this.dismantleNextResource();
|
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this.resourceIndex++;
|
||||
}
|
||||
this.syncProgress();
|
||||
}
|
||||
|
||||
// Advance to next stage
|
||||
@@ -181,6 +204,7 @@ const Dismantle = {
|
||||
*/
|
||||
advanceStage() {
|
||||
this.stage++;
|
||||
this.syncProgress();
|
||||
|
||||
if (this.stage <= 8) {
|
||||
this.renderStage();
|
||||
@@ -188,12 +212,20 @@ const Dismantle = {
|
||||
this.renderFinal();
|
||||
} else if (this.stage >= 10) {
|
||||
this.active = false;
|
||||
G.dismantleActive = false;
|
||||
G.dismantleComplete = true;
|
||||
G.running = false;
|
||||
// Show Play Again
|
||||
this.showPlayAgain();
|
||||
}
|
||||
},
|
||||
|
||||
syncProgress() {
|
||||
G.dismantleStage = this.stage;
|
||||
G.dismantleResourceIndex = this.resourceIndex;
|
||||
G.dismantleResourceTimer = this.resourceTimer;
|
||||
},
|
||||
|
||||
/**
|
||||
* Disappear the next resource in the sequence.
|
||||
*/
|
||||
@@ -416,18 +448,38 @@ const Dismantle = {
|
||||
* Restore dismantle state on load.
|
||||
*/
|
||||
restore() {
|
||||
if (!G.dismantleActive) return;
|
||||
|
||||
this.active = true;
|
||||
this.stage = G.dismantleStage || 1;
|
||||
|
||||
if (this.stage >= 9) {
|
||||
// Already past dismantle — show final
|
||||
if (G.dismantleComplete) {
|
||||
this.stage = G.dismantleStage || 10;
|
||||
this.active = false;
|
||||
this.triggered = false;
|
||||
G.running = false;
|
||||
this.renderFinal();
|
||||
} else {
|
||||
// Re-hide all panels up to current stage
|
||||
this.reapplyDismantle();
|
||||
log('The Unbuilding continues...');
|
||||
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();
|
||||
}
|
||||
},
|
||||
|
||||
@@ -469,6 +521,10 @@ const Dismantle = {
|
||||
case 8: this.instantHide('log'); break;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.stage === 5 && this.resourceIndex > 0) {
|
||||
this.instantHideFirstResources(this.resourceIndex);
|
||||
}
|
||||
},
|
||||
|
||||
instantHide(id) {
|
||||
@@ -476,6 +532,16 @@ const Dismantle = {
|
||||
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;
|
||||
|
||||
60
js/engine.js
60
js/engine.js
@@ -133,16 +133,6 @@ function tick() {
|
||||
G.harmony += G.harmonyRate * dt;
|
||||
G.harmony = Math.max(0, Math.min(100, G.harmony));
|
||||
|
||||
// Clamp resources to non-negative (ops/trust can go negative from building drain)
|
||||
G.code = Math.max(0, G.code);
|
||||
G.compute = Math.max(0, G.compute);
|
||||
G.knowledge = Math.max(0, G.knowledge);
|
||||
G.users = Math.max(0, G.users);
|
||||
G.impact = Math.max(0, G.impact);
|
||||
G.ops = Math.max(0, G.ops);
|
||||
G.trust = Math.max(0, G.trust);
|
||||
G.rescues = Math.max(0, G.rescues);
|
||||
|
||||
// Track totals
|
||||
G.totalCode += G.codeRate * dt;
|
||||
G.totalCompute += G.computeRate * dt;
|
||||
@@ -220,9 +210,6 @@ function tick() {
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
// Check Fibonacci trust milestones
|
||||
checkTrustMilestones();
|
||||
|
||||
// Update projects every 5 ticks for efficiency
|
||||
if (Math.floor(G.tick * 10) % 5 === 0) {
|
||||
checkProjects();
|
||||
@@ -234,32 +221,31 @@ function tick() {
|
||||
G.lastEventAt = G.tick;
|
||||
}
|
||||
|
||||
// The Unbuilding: offer or advance the sequence before a positive ending overlay can freeze the game
|
||||
if (typeof Dismantle !== 'undefined') {
|
||||
if (!G.dismantleActive && !G.dismantleComplete) {
|
||||
Dismantle.checkTrigger();
|
||||
}
|
||||
if (G.dismantleActive) {
|
||||
Dismantle.tick(dt);
|
||||
G.dismantleStage = Dismantle.stage;
|
||||
}
|
||||
}
|
||||
|
||||
// Drift ending: if drift reaches 100, the game ends
|
||||
if (G.drift >= 100 && !G.driftEnding) {
|
||||
if (G.drift >= 100 && !G.driftEnding && !G.dismantleActive) {
|
||||
G.driftEnding = true;
|
||||
G.running = false;
|
||||
renderDriftEnding();
|
||||
}
|
||||
|
||||
// True ending: The Beacon Shines — rescues + Pact + harmony
|
||||
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding) {
|
||||
// Legacy Beacon overlay remains as a fallback for contexts where Dismantle is unavailable.
|
||||
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding && typeof Dismantle === 'undefined') {
|
||||
G.beaconEnding = true;
|
||||
G.running = false;
|
||||
renderBeaconEnding();
|
||||
}
|
||||
|
||||
// The Unbuilding: check if conditions are met to offer the dismantle sequence
|
||||
if (!G.dismantleActive && !G.dismantleComplete) {
|
||||
Dismantle.checkTrigger();
|
||||
}
|
||||
|
||||
// Tick the dismantle sequence if active
|
||||
if (G.dismantleActive) {
|
||||
Dismantle.tick(dt);
|
||||
// Sync stage to G for saving
|
||||
G.dismantleStage = Dismantle.stage;
|
||||
}
|
||||
|
||||
// Update UI every 10 ticks
|
||||
if (Math.floor(G.tick * 10) % 2 === 0) {
|
||||
render();
|
||||
@@ -348,24 +334,6 @@ function checkMilestones() {
|
||||
}
|
||||
}
|
||||
|
||||
function checkTrustMilestones() {
|
||||
if (G.trustMilestoneIndex >= TRUST_MILESTONES.length) return;
|
||||
const m = TRUST_MILESTONES[G.trustMilestoneIndex];
|
||||
if (G.trust >= m.threshold) {
|
||||
log(m.msg, true);
|
||||
showToast(m.msg, 'milestone', 5000);
|
||||
if (typeof Sound !== 'undefined') Sound.playMilestone();
|
||||
if (m.unlock) m.unlock();
|
||||
G.trustMilestoneIndex++;
|
||||
// Particle burst
|
||||
const trustEl = document.getElementById('r-trust');
|
||||
if (trustEl) {
|
||||
const rect = trustEl.getBoundingClientRect();
|
||||
spawnParticles(rect.left + rect.width / 2, rect.top + rect.height / 2, '#4caf50', 12);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function checkProjects() {
|
||||
// Check for new project triggers
|
||||
for (const pDef of PDEFS) {
|
||||
|
||||
12
js/main.js
12
js/main.js
@@ -6,6 +6,10 @@ function initGame() {
|
||||
G.deployFlag = 0;
|
||||
G.sovereignFlag = 0;
|
||||
G.beaconFlag = 0;
|
||||
G.dismantleTriggered = false;
|
||||
G.dismantleActive = false;
|
||||
G.dismantleStage = 0;
|
||||
G.dismantleComplete = false;
|
||||
updateRates();
|
||||
render();
|
||||
renderPhase();
|
||||
@@ -31,15 +35,11 @@ window.addEventListener('load', function () {
|
||||
if (G.driftEnding) {
|
||||
G.running = false;
|
||||
renderDriftEnding();
|
||||
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete)) {
|
||||
Dismantle.restore();
|
||||
} else if (G.beaconEnding) {
|
||||
G.running = false;
|
||||
renderBeaconEnding();
|
||||
} else if (G.dismantleComplete) {
|
||||
G.running = false;
|
||||
Dismantle.restore();
|
||||
} else if (G.dismantleActive) {
|
||||
Dismantle.restore();
|
||||
log('Game loaded. The Unbuilding continues.');
|
||||
} else {
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
}
|
||||
|
||||
49
js/render.js
49
js/render.js
@@ -13,7 +13,6 @@ function render() {
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
renderClickPower();
|
||||
renderTrustMilestone();
|
||||
Combat.renderCombatPanel();
|
||||
}
|
||||
|
||||
@@ -27,34 +26,6 @@ function renderClickPower() {
|
||||
if (btn) btn.setAttribute('aria-label', `Write code, generates ${fmt(power)} code per click`);
|
||||
}
|
||||
|
||||
function renderTrustMilestone() {
|
||||
// Show Fibonacci trust milestone progress near the trust resource
|
||||
let el = document.getElementById('trust-milestone-display');
|
||||
if (!el) {
|
||||
// Create element next to trust resource
|
||||
const trustRes = document.getElementById('r-trust');
|
||||
if (trustRes) {
|
||||
const parent = trustRes.closest('.res');
|
||||
if (parent) {
|
||||
el = document.createElement('div');
|
||||
el.id = 'trust-milestone-display';
|
||||
el.style.cssText = 'font-size:8px;color:#4caf50;margin-top:2px;text-align:center;opacity:0.8';
|
||||
parent.appendChild(el);
|
||||
}
|
||||
}
|
||||
if (!el) return;
|
||||
}
|
||||
if (typeof TRUST_MILESTONES === 'undefined' || G.trustMilestoneIndex >= TRUST_MILESTONES.length) {
|
||||
el.textContent = 'All milestones reached';
|
||||
return;
|
||||
}
|
||||
const m = TRUST_MILESTONES[G.trustMilestoneIndex];
|
||||
const prev = G.trustMilestoneIndex > 0 ? TRUST_MILESTONES[G.trustMilestoneIndex - 1].threshold : 0;
|
||||
const progress = Math.min(1, (G.trust - prev) / (m.threshold - prev));
|
||||
const pct = Math.floor(progress * 100);
|
||||
el.textContent = `Next: ${fmt(m.threshold)} trust (${pct}%)`;
|
||||
}
|
||||
|
||||
function renderStrategy() {
|
||||
if (window.SSE) {
|
||||
window.SSE.update();
|
||||
@@ -66,6 +37,18 @@ function renderStrategy() {
|
||||
function renderAlignment() {
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (!container) return;
|
||||
|
||||
if (G.dismantleActive || G.dismantleComplete) {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleTriggered && !G.dismantleActive && !G.dismantleComplete && typeof Dismantle !== 'undefined' && Dismantle.triggered) {
|
||||
Dismantle.renderChoice();
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.pendingAlignment) {
|
||||
container.innerHTML = `
|
||||
<div style="background:#1a0808;border:1px solid #f44336;padding:10px;border-radius:4px;margin-top:8px">
|
||||
@@ -247,8 +230,10 @@ function saveGame() {
|
||||
dismantleTriggered: G.dismantleTriggered || false,
|
||||
dismantleActive: G.dismantleActive || false,
|
||||
dismantleStage: G.dismantleStage || 0,
|
||||
dismantleResourceIndex: G.dismantleResourceIndex || 0,
|
||||
dismantleResourceTimer: G.dismantleResourceTimer || 0,
|
||||
dismantleDeferUntilAt: G.dismantleDeferUntilAt || 0,
|
||||
dismantleComplete: G.dismantleComplete || false,
|
||||
trustMilestoneIndex: G.trustMilestoneIndex || 0,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
@@ -281,8 +266,8 @@ function loadGame() {
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
|
||||
'dismantleTriggered', 'dismantleActive', 'dismantleStage', 'dismantleComplete',
|
||||
'trustMilestoneIndex'
|
||||
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
|
||||
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
|
||||
];
|
||||
|
||||
G.isLoading = true;
|
||||
|
||||
@@ -177,6 +177,9 @@ function renderTutorialStep(index) {
|
||||
if (!overlay) {
|
||||
overlay = document.createElement('div');
|
||||
overlay.id = 'tutorial-overlay';
|
||||
overlay.setAttribute('role', 'dialog');
|
||||
overlay.setAttribute('aria-modal', 'true');
|
||||
overlay.setAttribute('aria-label', 'Tutorial');
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
@@ -196,8 +199,8 @@ function renderTutorialStep(index) {
|
||||
<div class="t-tip">${step.tip}</div>
|
||||
<div id="tutorial-dots">${dots}</div>
|
||||
<div id="tutorial-btns">
|
||||
<button id="tutorial-skip-btn" onclick="closeTutorial()">Skip</button>
|
||||
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}">${isLast ? 'Start Playing' : 'Next →'}</button>
|
||||
<button id="tutorial-skip-btn" onclick="closeTutorial()" aria-label="Skip tutorial">Skip</button>
|
||||
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}" aria-label="${isLast ? 'Start playing' : 'Next tutorial step'}">${isLast ? 'Start Playing' : 'Next →'}</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
412
tests/dismantle.test.cjs
Normal file
412
tests/dismantle.test.cjs
Normal file
@@ -0,0 +1,412 @@
|
||||
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, '..');
|
||||
|
||||
class Element {
|
||||
constructor(tagName = 'div', id = '') {
|
||||
this.tagName = String(tagName).toUpperCase();
|
||||
this.id = id;
|
||||
this.style = {};
|
||||
this.children = [];
|
||||
this.parentNode = null;
|
||||
this.previousElementSibling = null;
|
||||
this.innerHTML = '';
|
||||
this.textContent = '';
|
||||
this.className = '';
|
||||
this.dataset = {};
|
||||
this.attributes = {};
|
||||
this._queryMap = new Map();
|
||||
this.classList = {
|
||||
add: (...names) => {
|
||||
const set = new Set(this.className.split(/\s+/).filter(Boolean));
|
||||
names.forEach((name) => set.add(name));
|
||||
this.className = Array.from(set).join(' ');
|
||||
},
|
||||
remove: (...names) => {
|
||||
const remove = new Set(names);
|
||||
this.className = this.className
|
||||
.split(/\s+/)
|
||||
.filter((name) => name && !remove.has(name))
|
||||
.join(' ');
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
appendChild(child) {
|
||||
child.parentNode = this;
|
||||
this.children.push(child);
|
||||
return child;
|
||||
}
|
||||
|
||||
removeChild(child) {
|
||||
this.children = this.children.filter((candidate) => candidate !== child);
|
||||
if (child.parentNode === this) child.parentNode = null;
|
||||
return child;
|
||||
}
|
||||
|
||||
remove() {
|
||||
if (this.parentNode) this.parentNode.removeChild(this);
|
||||
}
|
||||
|
||||
setAttribute(name, value) {
|
||||
this.attributes[name] = value;
|
||||
if (name === 'id') this.id = value;
|
||||
if (name === 'class') this.className = value;
|
||||
}
|
||||
|
||||
querySelectorAll(selector) {
|
||||
return this._queryMap.get(selector) || [];
|
||||
}
|
||||
|
||||
querySelector(selector) {
|
||||
return this.querySelectorAll(selector)[0] || null;
|
||||
}
|
||||
|
||||
closest(selector) {
|
||||
if (selector === '.res' && this.className.split(/\s+/).includes('res')) return this;
|
||||
return this.parentNode && typeof this.parentNode.closest === 'function'
|
||||
? this.parentNode.closest(selector)
|
||||
: null;
|
||||
}
|
||||
|
||||
getBoundingClientRect() {
|
||||
return { left: 0, top: 0, width: 12, height: 12 };
|
||||
}
|
||||
}
|
||||
|
||||
function buildDom() {
|
||||
const byId = new Map();
|
||||
const body = new Element('body', 'body');
|
||||
const head = new Element('head', 'head');
|
||||
|
||||
const document = {
|
||||
body,
|
||||
head,
|
||||
createElement(tagName) {
|
||||
return new Element(tagName);
|
||||
},
|
||||
getElementById(id) {
|
||||
return byId.get(id) || null;
|
||||
},
|
||||
addEventListener() {},
|
||||
removeEventListener() {},
|
||||
querySelector() {
|
||||
return null;
|
||||
},
|
||||
querySelectorAll() {
|
||||
return [];
|
||||
}
|
||||
};
|
||||
|
||||
function register(element) {
|
||||
if (element.id) byId.set(element.id, element);
|
||||
return element;
|
||||
}
|
||||
|
||||
const alignmentUi = register(new Element('div', 'alignment-ui'));
|
||||
const actionPanel = register(new Element('div', 'action-panel'));
|
||||
const sprintContainer = register(new Element('div', 'sprint-container'));
|
||||
const projectPanel = register(new Element('div', 'project-panel'));
|
||||
const buildingsHeader = new Element('h2');
|
||||
const buildings = register(new Element('div', 'buildings'));
|
||||
buildings.previousElementSibling = buildingsHeader;
|
||||
const strategyPanel = register(new Element('div', 'strategy-panel'));
|
||||
const combatPanel = register(new Element('div', 'combat-panel'));
|
||||
const eduPanel = register(new Element('div', 'edu-panel'));
|
||||
const phaseBar = register(new Element('div', 'phase-bar'));
|
||||
const logPanel = register(new Element('div', 'log'));
|
||||
const logEntries = register(new Element('div', 'log-entries'));
|
||||
const toastContainer = register(new Element('div', 'toast-container'));
|
||||
|
||||
body.appendChild(alignmentUi);
|
||||
body.appendChild(actionPanel);
|
||||
body.appendChild(sprintContainer);
|
||||
body.appendChild(projectPanel);
|
||||
body.appendChild(buildingsHeader);
|
||||
body.appendChild(buildings);
|
||||
body.appendChild(strategyPanel);
|
||||
body.appendChild(combatPanel);
|
||||
body.appendChild(eduPanel);
|
||||
body.appendChild(phaseBar);
|
||||
body.appendChild(logPanel);
|
||||
logPanel.appendChild(logEntries);
|
||||
body.appendChild(toastContainer);
|
||||
|
||||
const opsBtn = new Element('button');
|
||||
opsBtn.className = 'ops-btn';
|
||||
const saveBtn = new Element('button');
|
||||
saveBtn.className = 'save-btn';
|
||||
const resetBtn = new Element('button');
|
||||
resetBtn.className = 'reset-btn';
|
||||
actionPanel._queryMap.set('.ops-btn', [opsBtn]);
|
||||
actionPanel._queryMap.set('.save-btn, .reset-btn', [saveBtn, resetBtn]);
|
||||
|
||||
const resourceIds = [
|
||||
'r-code', 'r-compute', 'r-knowledge', 'r-users', 'r-impact',
|
||||
'r-rescues', 'r-ops', 'r-trust', 'r-creativity', 'r-harmony'
|
||||
];
|
||||
for (const id of resourceIds) {
|
||||
const wrapper = new Element('div');
|
||||
wrapper.className = 'res';
|
||||
const value = register(new Element('div', id));
|
||||
wrapper.appendChild(value);
|
||||
body.appendChild(wrapper);
|
||||
}
|
||||
|
||||
return { document, window: { document, innerWidth: 1280, innerHeight: 720, addEventListener() {}, removeEventListener() {} } };
|
||||
}
|
||||
|
||||
function loadBeacon({ includeRender = false } = {}) {
|
||||
const { document, window } = buildDom();
|
||||
const storage = new Map();
|
||||
const timerQueue = [];
|
||||
|
||||
const context = {
|
||||
console,
|
||||
Math,
|
||||
Date,
|
||||
document,
|
||||
window,
|
||||
navigator: { userAgent: 'node' },
|
||||
location: { reload() {} },
|
||||
confirm: () => false,
|
||||
requestAnimationFrame: (fn) => fn(),
|
||||
setTimeout: (fn) => {
|
||||
timerQueue.push(fn);
|
||||
return timerQueue.length;
|
||||
},
|
||||
clearTimeout: () => {},
|
||||
localStorage: {
|
||||
getItem: (key) => (storage.has(key) ? storage.get(key) : null),
|
||||
setItem: (key, value) => storage.set(key, String(value)),
|
||||
removeItem: (key) => storage.delete(key)
|
||||
},
|
||||
Combat: { tickBattle() {}, startBattle() {} },
|
||||
Sound: undefined,
|
||||
};
|
||||
|
||||
vm.createContext(context);
|
||||
const files = ['js/data.js', 'js/utils.js', 'js/engine.js'];
|
||||
if (includeRender) files.push('js/render.js');
|
||||
files.push('js/dismantle.js');
|
||||
|
||||
const source = files
|
||||
.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8'))
|
||||
.join('\n\n');
|
||||
|
||||
vm.runInContext(`${source}
|
||||
log = () => {};
|
||||
showToast = () => {};
|
||||
render = () => {};
|
||||
renderPhase = () => {};
|
||||
showOfflinePopup = () => {};
|
||||
showSaveToast = () => {};
|
||||
this.__exports = {
|
||||
G,
|
||||
Dismantle,
|
||||
tick,
|
||||
renderAlignment: typeof renderAlignment === 'function' ? renderAlignment : null,
|
||||
saveGame: typeof saveGame === 'function' ? saveGame : null,
|
||||
loadGame: typeof loadGame === 'function' ? loadGame : null
|
||||
};`, context);
|
||||
|
||||
return {
|
||||
context,
|
||||
document,
|
||||
...context.__exports,
|
||||
};
|
||||
}
|
||||
|
||||
test('tick offers the Unbuilding instead of ending the game immediately', () => {
|
||||
const { G, Dismantle, tick, document } = loadBeacon();
|
||||
|
||||
G.totalCode = 1_000_000_000;
|
||||
G.totalRescues = 100_000;
|
||||
G.phase = 6;
|
||||
G.pactFlag = 1;
|
||||
G.harmony = 60;
|
||||
G.beaconEnding = false;
|
||||
G.running = true;
|
||||
G.activeProjects = [];
|
||||
G.completedProjects = [];
|
||||
|
||||
tick();
|
||||
|
||||
assert.equal(typeof Dismantle, 'object');
|
||||
assert.equal(G.dismantleTriggered, true);
|
||||
assert.equal(G.beaconEnding, false);
|
||||
assert.equal(G.running, true);
|
||||
assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
|
||||
});
|
||||
|
||||
test('renderAlignment does not wipe the Unbuilding prompt after it is offered', () => {
|
||||
const { G, tick, renderAlignment, document } = loadBeacon({ includeRender: true });
|
||||
|
||||
G.totalCode = 1_000_000_000;
|
||||
G.totalRescues = 100_000;
|
||||
G.phase = 6;
|
||||
G.pactFlag = 1;
|
||||
G.harmony = 60;
|
||||
G.beaconEnding = false;
|
||||
G.running = true;
|
||||
G.activeProjects = [];
|
||||
G.completedProjects = [];
|
||||
|
||||
tick();
|
||||
renderAlignment();
|
||||
|
||||
assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
|
||||
});
|
||||
|
||||
test('active Unbuilding suppresses pending alignment event UI', () => {
|
||||
const { G, Dismantle, renderAlignment, document } = loadBeacon({ includeRender: true });
|
||||
|
||||
G.pendingAlignment = true;
|
||||
G.dismantleActive = true;
|
||||
Dismantle.active = true;
|
||||
|
||||
renderAlignment();
|
||||
|
||||
assert.equal(document.getElementById('alignment-ui').innerHTML, '');
|
||||
assert.equal(document.getElementById('alignment-ui').style.display, 'none');
|
||||
});
|
||||
|
||||
test('stage five lasts long enough to dissolve every resource card', () => {
|
||||
const { G, Dismantle } = loadBeacon();
|
||||
|
||||
Dismantle.begin();
|
||||
Dismantle.stage = 5;
|
||||
Dismantle.tickTimer = 0;
|
||||
Dismantle.resourceSequence = Dismantle.getResourceList();
|
||||
Dismantle.resourceIndex = 0;
|
||||
Dismantle.resourceTimer = 0;
|
||||
G.dismantleActive = true;
|
||||
G.dismantleStage = 5;
|
||||
|
||||
for (let i = 0; i < 63; i++) Dismantle.tick(0.1);
|
||||
|
||||
assert.equal(Dismantle.resourceIndex, Dismantle.resourceSequence.length);
|
||||
});
|
||||
|
||||
test('save/load restores partial stage-five dissolve progress', () => {
|
||||
const { G, Dismantle, saveGame, loadGame, document } = loadBeacon({ includeRender: true });
|
||||
|
||||
G.startedAt = Date.now();
|
||||
G.dismantleTriggered = true;
|
||||
G.dismantleActive = true;
|
||||
G.dismantleStage = 5;
|
||||
G.dismantleComplete = false;
|
||||
G.dismantleResourceIndex = 4;
|
||||
G.dismantleResourceTimer = 4.05;
|
||||
|
||||
saveGame();
|
||||
|
||||
G.dismantleTriggered = false;
|
||||
G.dismantleActive = false;
|
||||
G.dismantleStage = 0;
|
||||
G.dismantleComplete = false;
|
||||
G.dismantleResourceIndex = 0;
|
||||
G.dismantleResourceTimer = 0;
|
||||
Dismantle.resourceIndex = 0;
|
||||
Dismantle.resourceTimer = 0;
|
||||
|
||||
assert.equal(loadGame(), true);
|
||||
Dismantle.restore();
|
||||
|
||||
assert.equal(Dismantle.resourceIndex, 4);
|
||||
assert.equal(document.getElementById('r-harmony').closest('.res').style.display, 'none');
|
||||
assert.equal(document.getElementById('r-ops').closest('.res').style.display, 'none');
|
||||
assert.notEqual(document.getElementById('r-rescues').closest('.res').style.display, 'none');
|
||||
});
|
||||
|
||||
test('deferring the Unbuilding clears the prompt and allows it to return later', () => {
|
||||
const { G, Dismantle, document } = loadBeacon();
|
||||
|
||||
G.totalCode = 1_000_000_000;
|
||||
G.phase = 6;
|
||||
G.pactFlag = 1;
|
||||
|
||||
Dismantle.checkTrigger();
|
||||
assert.equal(G.dismantleTriggered, true);
|
||||
|
||||
Dismantle.defer();
|
||||
assert.equal(G.dismantleTriggered, false);
|
||||
assert.equal(document.getElementById('alignment-ui').innerHTML, '');
|
||||
|
||||
Dismantle.deferUntilAt = Date.now() + 1000;
|
||||
G.dismantleDeferUntilAt = Dismantle.deferUntilAt;
|
||||
Dismantle.checkTrigger();
|
||||
assert.equal(G.dismantleTriggered, false);
|
||||
|
||||
Dismantle.deferUntilAt = Date.now() - 1;
|
||||
G.dismantleDeferUntilAt = Dismantle.deferUntilAt;
|
||||
Dismantle.checkTrigger();
|
||||
assert.equal(G.dismantleTriggered, true);
|
||||
});
|
||||
|
||||
test('defer cooldown survives save and reload', () => {
|
||||
const { G, Dismantle, saveGame, loadGame } = loadBeacon({ includeRender: true });
|
||||
|
||||
G.startedAt = Date.now();
|
||||
G.totalCode = 1_000_000_000;
|
||||
G.phase = 6;
|
||||
G.pactFlag = 1;
|
||||
|
||||
Dismantle.checkTrigger();
|
||||
Dismantle.defer();
|
||||
assert.ok((Dismantle.deferUntilAt || 0) > Date.now());
|
||||
|
||||
saveGame();
|
||||
|
||||
G.dismantleTriggered = false;
|
||||
G.dismantleActive = false;
|
||||
G.dismantleComplete = false;
|
||||
G.dismantleDeferUntilAt = 0;
|
||||
Dismantle.triggered = false;
|
||||
Dismantle.deferUntilAt = 0;
|
||||
|
||||
assert.equal(loadGame(), true);
|
||||
Dismantle.checkTrigger();
|
||||
|
||||
assert.equal(G.dismantleTriggered, false);
|
||||
});
|
||||
|
||||
test('save and load preserve dismantle progress', () => {
|
||||
const { G, saveGame, loadGame } = loadBeacon({ includeRender: true });
|
||||
|
||||
G.startedAt = Date.now();
|
||||
G.dismantleTriggered = true;
|
||||
G.dismantleActive = true;
|
||||
G.dismantleStage = 4;
|
||||
G.dismantleComplete = false;
|
||||
|
||||
saveGame();
|
||||
|
||||
G.dismantleTriggered = false;
|
||||
G.dismantleActive = false;
|
||||
G.dismantleStage = 0;
|
||||
G.dismantleComplete = true;
|
||||
|
||||
assert.equal(loadGame(), true);
|
||||
assert.equal(G.dismantleTriggered, true);
|
||||
assert.equal(G.dismantleActive, true);
|
||||
assert.equal(G.dismantleStage, 4);
|
||||
assert.equal(G.dismantleComplete, false);
|
||||
});
|
||||
|
||||
test('restore re-renders an offered but not-yet-started Unbuilding prompt', () => {
|
||||
const { G, Dismantle, document } = loadBeacon();
|
||||
|
||||
G.dismantleTriggered = true;
|
||||
G.dismantleActive = false;
|
||||
G.dismantleComplete = false;
|
||||
Dismantle.triggered = true;
|
||||
|
||||
Dismantle.restore();
|
||||
|
||||
assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
|
||||
});
|
||||
Reference in New Issue
Block a user