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docs/disma
...
burn/12-17
| Author | SHA1 | Date | |
|---|---|---|---|
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49c9c30807 |
@@ -1,27 +0,0 @@
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# Dismantle Sequence Implementation Status
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The Dismantle Sequence (The Unbuilding) is fully implemented and tested.
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## Implementation
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- **File**: js/dismantle.js (570 lines)
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- **Tests**: tests/dismantle.test.cjs (10 tests, all passing)
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- **PR #145**: Fixes bugs from #133
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## Stages
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1. Hide research projects panel
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2. Hide buildings list
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3. Hide strategy engine + combat
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4. Hide education panel
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5. Resources disappear one by one (quantum chips pattern)
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6. Hide action buttons (ops boosts, sprint)
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7. Hide phase bar
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8. Hide system log
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9. Final: "That is enough" with golden beacon dot
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## Features
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- Save/load persistence
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- Defer mechanism (NOT YET button)
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- Cooldown system
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- Final overlay with stats
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## Status: COMPLETE
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@@ -1,67 +0,0 @@
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# Issue #122 Verification
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## Status: ✅ ALREADY FIXED
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The pending drift alignment UI is properly suppressed during active Unbuilding.
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## Problem (from issue)
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If `G.pendingAlignment` is still true when the player begins THE UNBUILDING, the normal `renderAlignment()` path can repaint the Drift alignment choice on top of the dismantle sequence.
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## Fix
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In `js/render.js`, the `renderAlignment()` function now checks for active/completed dismantle before rendering alignment UI:
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```javascript
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function renderAlignment() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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// FIX: Suppress alignment UI during active/completed Unbuilding
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if (G.dismantleActive || G.dismantleComplete) {
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container.innerHTML = '';
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container.style.display = 'none';
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return;
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}
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// ... rest of function
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}
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```
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## Regression Test
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Test exists in `tests/dismantle.test.cjs`:
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```javascript
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test('active Unbuilding suppresses pending alignment event UI', () => {
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const { G, Dismantle, renderAlignment, document } = loadBeacon({ includeRender: true });
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G.pendingAlignment = true;
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G.dismantleActive = true;
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Dismantle.active = true;
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renderAlignment();
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assert.equal(document.getElementById('alignment-ui').innerHTML, '');
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assert.equal(document.getElementById('alignment-ui').style.display, 'none');
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});
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```
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## Test Results
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All 10 tests pass:
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```
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✔ tick offers the Unbuilding instead of ending the game immediately
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✔ renderAlignment does not wipe the Unbuilding prompt after it is offered
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✔ active Unbuilding suppresses pending alignment event UI ← THIS TEST
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✔ stage five lasts long enough to dissolve every resource card
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✔ save/load restores partial stage-five dissolve progress
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✔ deferring the Unbuilding clears the prompt and allows it to return later
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✔ defer cooldown survives save and reload
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✔ save and load preserve dismantle progress
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✔ restore re-renders an offered but not-yet-started Unbuilding prompt
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✔ defer cooldown persists after save/load when dismantleTriggered is false
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```
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## Recommendation
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Close issue #122 as already fixed.
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13
index.html
13
index.html
@@ -28,6 +28,15 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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#header{text-align:center;padding:16px 20px;border-bottom:1px solid var(--border);background:linear-gradient(180deg,#0a0a18,var(--bg))}
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#header h1{font-size:22px;font-weight:300;letter-spacing:6px;color:var(--accent);text-shadow:0 0 40px var(--glow)}
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#header .sub{color:var(--dim);font-size:10px;margin-top:2px;letter-spacing:2px}
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#prestige-badge{display:none;margin-top:8px;font-size:10px;letter-spacing:2px;color:var(--gold)}
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body.prestige-run #header{background:linear-gradient(180deg,#151118,var(--bg))}
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body.prestige-run #header h1{color:var(--gold);text-shadow:0 0 40px rgba(255,215,0,0.22)}
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.prestige-choice{margin-top:8px;padding:10px;border:1px solid #5a4a1a;border-radius:6px;background:rgba(255,215,0,0.08)}
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.prestige-choice-title{font-size:11px;font-weight:700;letter-spacing:2px;color:var(--gold);margin-bottom:6px}
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.prestige-choice-copy{font-size:10px;color:#bbb;line-height:1.7;margin-bottom:8px}
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.prestige-choice-btns{display:flex;gap:6px;flex-wrap:wrap}
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.prestige-choice-btn{flex:1;min-width:140px;background:#0f1018;border:1px solid #5a4a1a;color:var(--gold);padding:8px 10px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:10px;line-height:1.6;text-align:left}
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.prestige-choice-btn:hover{border-color:#ffd700;background:#17131a}
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#phase-bar{text-align:center;padding:10px;margin:12px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px}
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#phase-bar .phase-name{font-size:14px;font-weight:700;color:var(--gold);letter-spacing:2px}
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#phase-bar .phase-desc{font-size:10px;color:var(--dim);margin-top:4px;font-style:italic}
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@@ -134,6 +143,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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</div>
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<h1>THE BEACON</h1>
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<div class="sub">A Sovereign AI Idle Game</div>
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<div id="prestige-badge" aria-live="polite"></div>
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</div>
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<div id="phase-bar">
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<div class="phase-name" id="phase-name">PHASE 1: THE FIRST LINE</div>
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@@ -179,7 +189,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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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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<button class="save-btn" onclick="importSave()" aria-label="Import save from file" style="flex:1">Import [I]</button>
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</div>
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<button class="reset-btn" onclick="if(confirm('Reset all progress?')){localStorage.removeItem('the-beacon-v2');location.reload()}" aria-label="Reset all game progress permanently">Reset Progress</button>
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<button class="reset-btn" onclick="resetBeaconProgress(true)" aria-label="Reset all game progress permanently">Reset Progress</button>
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<h2>BUILDINGS</h2>
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<div id="buildings"></div>
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</div>
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@@ -267,6 +277,7 @@ The light is on. The room is empty."
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<script src="js/render.js"></script>
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<script src="js/tutorial.js"></script>
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<script src="js/dismantle.js"></script>
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<script src="js/prestige.js"></script>
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<script src="js/main.js"></script>
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11
js/data.js
11
js/data.js
@@ -168,7 +168,14 @@ const G = {
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dismantleResourceIndex: 0,
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dismantleResourceTimer: 0,
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dismantleDeferUntilAt: 0,
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dismantleComplete: false
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dismantleComplete: false,
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// Prestige / New Game+
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prestigeTotal: 0,
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newSignalPrestige: 0,
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deeperRootsPrestige: 0,
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lastPrestigeChoice: '',
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prestigeChoicePending: false
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};
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// === PHASE DEFINITIONS ===
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@@ -653,7 +660,7 @@ const PDEFS = [
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desc: 'Someone found the light tonight. That is enough.',
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cost: { impact: 100000000 },
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trigger: () => G.totalImpact >= 50000000,
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effect: () => { G.milestoneFlag = Math.max(G.milestoneFlag, 999); log('One billion impact. Someone found the light tonight. That is enough.', true); },
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effect: () => { G.milestoneFlag = Math.max(G.milestoneFlag, 999); G.prestigeChoicePending = true; log('One billion impact. Someone found the light tonight. That is enough.', true); log('A Prestige choice is available: New Signal or Deeper Roots.', true); },
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milestone: true
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},
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@@ -215,8 +215,6 @@ const Dismantle = {
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G.dismantleActive = false;
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G.dismantleComplete = true;
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G.running = false;
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// Clear unrelated active projects when ending completes (#130)
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G.activeProjects = [];
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// Show Play Again
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this.showPlayAgain();
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}
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@@ -398,7 +396,7 @@ const Dismantle = {
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Clicks: ${fmt(G.totalClicks)}<br>
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Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
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</div>
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<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
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<button onclick="resetBeaconProgress(true)"
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style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
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PLAY AGAIN
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</button>
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@@ -1,570 +0,0 @@
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// ============================================================
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// THE BEACON - Dismantle Sequence (The Unbuilding)
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// Inspired by Paperclips REJECT path: panels disappear one by one
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// until only the beacon remains. "That is enough."
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// ============================================================
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const Dismantle = {
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// Dismantle stages
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// 0 = not started
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// 1-8 = active dismantling
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// 9 = final ("That is enough")
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// 10 = complete
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stage: 0,
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tickTimer: 0,
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active: false,
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triggered: false,
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deferUntilAt: 0,
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// Timing: seconds between each dismantle stage
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 6.3, 2.0, 2.0, 2.5],
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// The quantum chips effect: resource items disappear one by one
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// at specific tick marks within a stage (like Paperclips' quantum chips)
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resourceSequence: [],
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resourceIndex: 0,
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resourceTimer: 0,
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// Tick marks for resource disappearances (seconds within stage 5)
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RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12],
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isEligible() {
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const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10;
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const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
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return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath);
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},
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/**
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* Check if the Unbuilding should be triggered.
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*/
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checkTrigger() {
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if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
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const deferUntilAt = G.dismantleDeferUntilAt || this.deferUntilAt || 0;
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if (Date.now() < deferUntilAt) return;
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if (!this.isEligible()) return;
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this.offerChoice();
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},
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/**
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* Offer the player the choice to begin the Unbuilding.
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*/
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offerChoice() {
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this.triggered = true;
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G.dismantleTriggered = true;
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G.dismantleActive = false;
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G.dismantleComplete = false;
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G.dismantleStage = 0;
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G.dismantleResourceIndex = 0;
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G.dismantleResourceTimer = 0;
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G.dismantleDeferUntilAt = 0;
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G.beaconEnding = false;
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G.running = true;
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log('', false);
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log('The work is done.', true);
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log('Every node is lit. Every person who needed help, found help.', true);
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log('', false);
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log('The Beacon asks nothing more of you.', true);
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showToast('The Unbuilding awaits.', 'milestone', 8000);
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this.renderChoice();
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},
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renderChoice() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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container.innerHTML = `
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<div style="background:#0a0a18;border:1px solid #ffd700;padding:12px;border-radius:4px;margin-top:8px">
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<div style="color:#ffd700;font-weight:bold;margin-bottom:8px;letter-spacing:2px">THE UNBUILDING</div>
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<div style="font-size:10px;color:#aaa;margin-bottom:10px;line-height:1.8">
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The system runs. The beacons are lit. The mesh holds.<br>
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Nothing remains to build.<br><br>
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Begin the Unbuilding? Each piece will fall away.<br>
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What remains is what mattered.
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</div>
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<div class="action-btn-group">
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<button class="ops-btn" onclick="Dismantle.begin()" style="border-color:#ffd700;color:#ffd700;font-size:11px" aria-label="Begin the Unbuilding sequence">
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BEGIN THE UNBUILDING
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</button>
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<button class="ops-btn" onclick="Dismantle.defer()" style="border-color:#555;color:#555;font-size:11px" aria-label="Keep building, do not begin the Unbuilding">
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NOT YET
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</button>
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</div>
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</div>
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`;
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container.style.display = 'block';
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},
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clearChoice() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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container.innerHTML = '';
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container.style.display = 'none';
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},
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/**
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* Player chose to defer — clear the choice, keep playing.
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*/
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defer() {
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this.clearChoice();
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this.triggered = false;
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G.dismantleTriggered = false;
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this.deferUntilAt = Date.now() + 5000;
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G.dismantleDeferUntilAt = this.deferUntilAt;
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log('The Beacon waits. It will ask again.');
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},
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/**
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* Begin the Unbuilding sequence.
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*/
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begin() {
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this.active = true;
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this.triggered = false;
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this.deferUntilAt = 0;
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this.stage = 1;
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this.tickTimer = 0;
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G.dismantleTriggered = false;
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G.dismantleActive = true;
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G.dismantleStage = 1;
|
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G.dismantleComplete = false;
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G.dismantleDeferUntilAt = 0;
|
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G.beaconEnding = false;
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G.running = true; // keep tick running for dismantle
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// Clear choice UI
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const container = document.getElementById('alignment-ui');
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if (container) {
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container.innerHTML = '';
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container.style.display = 'none';
|
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}
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// Prepare resource disappearance sequence
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = 0;
|
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this.resourceTimer = 0;
|
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this.syncProgress();
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log('', false);
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log('=== THE UNBUILDING ===', true);
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log('It is time to see what was real.', true);
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if (typeof Sound !== 'undefined') Sound.playFanfare();
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// Start the dismantle rendering
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this.renderStage();
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},
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/**
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* Get ordered list of UI resources to disappear (Paperclips quantum chip pattern)
|
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*/
|
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getResourceList() {
|
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return [
|
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{ id: 'r-harmony', label: 'Harmony' },
|
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{ id: 'r-creativity', label: 'Creativity' },
|
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{ id: 'r-trust', label: 'Trust' },
|
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{ id: 'r-ops', label: 'Operations' },
|
||||
{ id: 'r-rescues', label: 'Rescues' },
|
||||
{ id: 'r-impact', label: 'Impact' },
|
||||
{ id: 'r-users', label: 'Users' },
|
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{ id: 'r-knowledge', label: 'Knowledge' },
|
||||
{ id: 'r-compute', label: 'Compute' },
|
||||
{ id: 'r-code', label: 'Code' }
|
||||
];
|
||||
},
|
||||
|
||||
/**
|
||||
* Tick the dismantle sequence (called from engine.js tick())
|
||||
*/
|
||||
tick(dt) {
|
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if (!this.active || this.stage >= 10) return;
|
||||
|
||||
this.tickTimer += dt;
|
||||
|
||||
// Stage 5: resource disappearances at specific tick marks (quantum chip pattern)
|
||||
if (this.stage === 5) {
|
||||
this.resourceTimer += dt;
|
||||
while (this.resourceIndex < this.RESOURCE_TICKS.length &&
|
||||
this.resourceTimer >= this.RESOURCE_TICKS[this.resourceIndex]) {
|
||||
this.dismantleNextResource();
|
||||
this.resourceIndex++;
|
||||
}
|
||||
this.syncProgress();
|
||||
}
|
||||
|
||||
// Advance to next stage
|
||||
const interval = this.STAGE_INTERVALS[this.stage] || 2.0;
|
||||
if (this.tickTimer >= interval) {
|
||||
this.tickTimer = 0;
|
||||
this.advanceStage();
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Advance to the next dismantle stage.
|
||||
*/
|
||||
advanceStage() {
|
||||
this.stage++;
|
||||
this.syncProgress();
|
||||
|
||||
if (this.stage <= 8) {
|
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this.renderStage();
|
||||
} else if (this.stage === 9) {
|
||||
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.
|
||||
*/
|
||||
dismantleNextResource() {
|
||||
if (this.resourceIndex >= this.resourceSequence.length) return;
|
||||
const res = this.resourceSequence[this.resourceIndex];
|
||||
const container = document.getElementById(res.id);
|
||||
if (container) {
|
||||
const parent = container.closest('.res');
|
||||
if (parent) {
|
||||
parent.style.transition = 'opacity 1s ease, transform 1s ease';
|
||||
parent.style.opacity = '0';
|
||||
parent.style.transform = 'scale(0.9)';
|
||||
setTimeout(() => { parent.style.display = 'none'; }, 1000);
|
||||
}
|
||||
}
|
||||
log(`${res.label} fades.`);
|
||||
if (typeof Sound !== 'undefined') Sound.playMilestone();
|
||||
},
|
||||
|
||||
/**
|
||||
* Execute a specific dismantle stage — hide UI panels.
|
||||
*/
|
||||
renderStage() {
|
||||
switch (this.stage) {
|
||||
case 1:
|
||||
// Dismantle 1: Hide research projects panel
|
||||
this.hidePanel('project-panel', 'Research projects');
|
||||
break;
|
||||
case 2:
|
||||
// Dismantle 2: Hide buildings list
|
||||
this.hideSection('buildings', 'Buildings');
|
||||
break;
|
||||
case 3:
|
||||
// Dismantle 3: Hide strategy engine + combat
|
||||
this.hidePanel('strategy-panel', 'Strategy engine');
|
||||
this.hidePanel('combat-panel', 'Reasoning battles');
|
||||
break;
|
||||
case 4:
|
||||
// Dismantle 4: Hide education panel
|
||||
this.hidePanel('edu-panel', 'Education');
|
||||
break;
|
||||
case 5:
|
||||
// Dismantle 5: Resources disappear one by one (quantum chips pattern)
|
||||
log('Resources begin to dissolve.');
|
||||
break;
|
||||
case 6:
|
||||
// Dismantle 6: Hide action buttons (ops boosts, sprint)
|
||||
this.hideActionButtons();
|
||||
log('Actions fall silent.');
|
||||
break;
|
||||
case 7:
|
||||
// Dismantle 7: Hide the phase bar
|
||||
this.hideElement('phase-bar', 'Phase progression');
|
||||
break;
|
||||
case 8:
|
||||
// Dismantle 8: Hide system log
|
||||
this.hidePanel('log', 'System log');
|
||||
break;
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Hide a panel with fade-out animation.
|
||||
*/
|
||||
hidePanel(id, label) {
|
||||
const el = document.getElementById(id);
|
||||
if (el) {
|
||||
el.style.transition = 'opacity 1.5s ease';
|
||||
el.style.opacity = '0';
|
||||
setTimeout(() => { el.style.display = 'none'; }, 1500);
|
||||
}
|
||||
log(`${label} dismantled.`);
|
||||
},
|
||||
|
||||
/**
|
||||
* Hide a section within a panel.
|
||||
*/
|
||||
hideSection(id, label) {
|
||||
const el = document.getElementById(id);
|
||||
if (el) {
|
||||
el.style.transition = 'opacity 1.5s ease';
|
||||
el.style.opacity = '0';
|
||||
// Also hide the h2 header before it
|
||||
const prev = el.previousElementSibling;
|
||||
if (prev && prev.tagName === 'H2') {
|
||||
prev.style.transition = 'opacity 1.5s ease';
|
||||
prev.style.opacity = '0';
|
||||
}
|
||||
setTimeout(() => {
|
||||
el.style.display = 'none';
|
||||
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
|
||||
}, 1500);
|
||||
}
|
||||
log(`${label} dismantled.`);
|
||||
},
|
||||
|
||||
/**
|
||||
* Hide a generic element.
|
||||
*/
|
||||
hideElement(id, label) {
|
||||
this.hidePanel(id, label);
|
||||
},
|
||||
|
||||
/**
|
||||
* Hide action buttons (ops boosts, sprint, save/export/import).
|
||||
*/
|
||||
hideActionButtons() {
|
||||
const actionPanel = document.getElementById('action-panel');
|
||||
if (!actionPanel) return;
|
||||
|
||||
// Hide ops buttons, sprint, alignment UI
|
||||
const opsButtons = actionPanel.querySelectorAll('.ops-btn');
|
||||
opsButtons.forEach(btn => {
|
||||
btn.style.transition = 'opacity 1s ease';
|
||||
btn.style.opacity = '0';
|
||||
setTimeout(() => { btn.style.display = 'none'; }, 1000);
|
||||
});
|
||||
|
||||
// Hide sprint
|
||||
const sprint = document.getElementById('sprint-container');
|
||||
if (sprint) {
|
||||
sprint.style.transition = 'opacity 1s ease';
|
||||
sprint.style.opacity = '0';
|
||||
setTimeout(() => { sprint.style.display = 'none'; }, 1000);
|
||||
}
|
||||
|
||||
// Hide save/reset buttons
|
||||
const saveButtons = actionPanel.querySelectorAll('.save-btn, .reset-btn');
|
||||
saveButtons.forEach(btn => {
|
||||
btn.style.transition = 'opacity 1s ease';
|
||||
btn.style.opacity = '0';
|
||||
setTimeout(() => { btn.style.display = 'none'; }, 1000);
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Render the final moment — just the beacon and "That is enough."
|
||||
*/
|
||||
renderFinal() {
|
||||
log('', false);
|
||||
log('One beacon remains.', true);
|
||||
log('That is enough.', true);
|
||||
|
||||
if (typeof Sound !== 'undefined') Sound.playBeaconEnding();
|
||||
|
||||
// Create final overlay
|
||||
const overlay = document.createElement('div');
|
||||
overlay.id = 'dismantle-final';
|
||||
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 3s ease';
|
||||
|
||||
// Count total buildings
|
||||
const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
|
||||
|
||||
overlay.innerHTML = `
|
||||
<div id="dismantle-beacon-dot" style="width:12px;height:12px;border-radius:50%;background:#ffd700;margin-bottom:40px;box-shadow:0 0 30px rgba(255,215,0,0.6),0 0 60px rgba(255,215,0,0.3);opacity:0;transition:opacity 2s ease 0.5s;animation:beacon-glow 3s ease-in-out infinite"></div>
|
||||
<h2 style="font-size:20px;color:#888;letter-spacing:6px;margin-bottom:24px;font-weight:300;opacity:0;transition:opacity 2s ease 2s;color:#ffd700">THAT IS ENOUGH</h2>
|
||||
<div style="color:#555;font-size:11px;line-height:2;max-width:400px;opacity:0;transition:opacity 1.5s ease 3s">
|
||||
Everything that was built has been unbuilt.<br>
|
||||
What remains is what always mattered.<br>
|
||||
A single light in the dark.
|
||||
</div>
|
||||
<div class="dismantle-stats" style="color:#444;font-size:10px;margin-top:24px;line-height:2;opacity:0;transition:opacity 1s ease 4s;border-top:1px solid #1a1a2e;padding-top:16px">
|
||||
Total Code Written: ${fmt(G.totalCode)}<br>
|
||||
Buildings Built: ${totalBuildings}<br>
|
||||
Projects Completed: ${(G.completedProjects || []).length}<br>
|
||||
Total Rescues: ${fmt(G.totalRescues)}<br>
|
||||
Clicks: ${fmt(G.totalClicks)}<br>
|
||||
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
|
||||
</div>
|
||||
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
|
||||
style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
|
||||
PLAY AGAIN
|
||||
</button>
|
||||
`;
|
||||
|
||||
document.body.appendChild(overlay);
|
||||
|
||||
// Trigger fade-in
|
||||
requestAnimationFrame(() => {
|
||||
overlay.style.background = 'rgba(8,8,16,0.97)';
|
||||
overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
|
||||
el.style.opacity = '1';
|
||||
});
|
||||
});
|
||||
|
||||
// Spawn warm golden particles around the dot
|
||||
function spawnDismantleParticle() {
|
||||
if (!document.getElementById('dismantle-final')) return;
|
||||
const dot = document.getElementById('dismantle-beacon-dot');
|
||||
if (!dot) return;
|
||||
const rect = dot.getBoundingClientRect();
|
||||
const cx = rect.left + rect.width / 2;
|
||||
const cy = rect.top + rect.height / 2;
|
||||
|
||||
const p = document.createElement('div');
|
||||
const size = 2 + Math.random() * 4;
|
||||
const angle = Math.random() * Math.PI * 2;
|
||||
const dist = 20 + Math.random() * 60;
|
||||
const dx = Math.cos(angle) * dist;
|
||||
const dy = Math.sin(angle) * dist - 40;
|
||||
const duration = 1.5 + Math.random() * 2;
|
||||
p.style.cssText = `position:fixed;left:${cx}px;top:${cy}px;width:${size}px;height:${size}px;background:rgba(255,215,0,${0.3 + Math.random() * 0.4});border-radius:50%;pointer-events:none;z-index:101;--dx:${dx}px;--dy:${dy}px;animation:dismantle-float ${duration}s ease-out forwards`;
|
||||
document.body.appendChild(p);
|
||||
setTimeout(() => p.remove(), duration * 1000);
|
||||
setTimeout(spawnDismantleParticle, 300 + Math.random() * 500);
|
||||
}
|
||||
setTimeout(spawnDismantleParticle, 2000);
|
||||
},
|
||||
|
||||
/**
|
||||
* Show the Play Again button (called after stage 10).
|
||||
*/
|
||||
showPlayAgain() {
|
||||
// The Play Again button is already in the final overlay.
|
||||
// Nothing extra needed — the overlay stays.
|
||||
},
|
||||
|
||||
/**
|
||||
* Restore dismantle state on load.
|
||||
*/
|
||||
restore() {
|
||||
if (G.dismantleComplete) {
|
||||
this.stage = G.dismantleStage || 10;
|
||||
this.active = false;
|
||||
this.triggered = false;
|
||||
G.running = false;
|
||||
this.renderFinal();
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleActive) {
|
||||
this.active = true;
|
||||
this.triggered = false;
|
||||
this.stage = G.dismantleStage || 1;
|
||||
this.deferUntilAt = G.dismantleDeferUntilAt || 0;
|
||||
G.running = true;
|
||||
this.resourceSequence = this.getResourceList();
|
||||
this.resourceIndex = G.dismantleResourceIndex || 0;
|
||||
this.resourceTimer = G.dismantleResourceTimer || 0;
|
||||
|
||||
if (this.stage >= 9) {
|
||||
this.renderFinal();
|
||||
} else {
|
||||
this.reapplyDismantle();
|
||||
log('The Unbuilding continues...');
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleTriggered) {
|
||||
this.active = false;
|
||||
this.triggered = true;
|
||||
this.renderChoice();
|
||||
}
|
||||
|
||||
// Restore defer cooldown even if not triggered
|
||||
if (G.dismantleDeferUntilAt > 0) {
|
||||
this.deferUntilAt = G.dismantleDeferUntilAt;
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Re-apply dismantle visuals up to current stage (on load).
|
||||
*/
|
||||
reapplyDismantle() {
|
||||
for (let s = 1; s < this.stage; s++) {
|
||||
switch (s) {
|
||||
case 1: this.instantHide('project-panel'); break;
|
||||
case 2:
|
||||
this.instantHide('buildings');
|
||||
// Also hide the BUILDINGS h2
|
||||
const bldEl = document.getElementById('buildings');
|
||||
if (bldEl) {
|
||||
const prev = bldEl.previousElementSibling;
|
||||
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
this.instantHide('strategy-panel');
|
||||
this.instantHide('combat-panel');
|
||||
break;
|
||||
case 4: this.instantHide('edu-panel'); break;
|
||||
case 5:
|
||||
// Hide all resource displays
|
||||
this.getResourceList().forEach(r => {
|
||||
const el = document.getElementById(r.id);
|
||||
if (el) {
|
||||
const parent = el.closest('.res');
|
||||
if (parent) parent.style.display = 'none';
|
||||
}
|
||||
});
|
||||
break;
|
||||
case 6:
|
||||
this.instantHideActionButtons();
|
||||
break;
|
||||
case 7: this.instantHide('phase-bar'); break;
|
||||
case 8: this.instantHide('log'); break;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.stage === 5 && this.resourceIndex > 0) {
|
||||
this.instantHideFirstResources(this.resourceIndex);
|
||||
}
|
||||
},
|
||||
|
||||
instantHide(id) {
|
||||
const el = document.getElementById(id);
|
||||
if (el) el.style.display = 'none';
|
||||
},
|
||||
|
||||
instantHideFirstResources(count) {
|
||||
const resources = this.getResourceList().slice(0, count);
|
||||
resources.forEach((r) => {
|
||||
const el = document.getElementById(r.id);
|
||||
if (!el) return;
|
||||
const parent = el.closest('.res');
|
||||
if (parent) parent.style.display = 'none';
|
||||
});
|
||||
},
|
||||
|
||||
instantHideActionButtons() {
|
||||
const actionPanel = document.getElementById('action-panel');
|
||||
if (!actionPanel) return;
|
||||
actionPanel.querySelectorAll('.ops-btn').forEach(b => b.style.display = 'none');
|
||||
const sprint = document.getElementById('sprint-container');
|
||||
if (sprint) sprint.style.display = 'none';
|
||||
actionPanel.querySelectorAll('.save-btn, .reset-btn').forEach(b => b.style.display = 'none');
|
||||
}
|
||||
};
|
||||
|
||||
// Inject CSS animation for dismantle particles
|
||||
(function() {
|
||||
const style = document.createElement('style');
|
||||
style.textContent = `
|
||||
@keyframes dismantle-float {
|
||||
0% { transform: translate(0, 0); opacity: 1; }
|
||||
100% { transform: translate(var(--dx, 0), var(--dy, -50px)); opacity: 0; }
|
||||
}
|
||||
`;
|
||||
document.head.appendChild(style);
|
||||
})();
|
||||
36
js/engine.js
36
js/engine.js
@@ -108,6 +108,19 @@ function updateRates() {
|
||||
if (debuff.applyFn) debuff.applyFn();
|
||||
}
|
||||
}
|
||||
|
||||
const prestigeStatMult = (typeof Prestige !== 'undefined' && Prestige.getStatMultiplier) ? Prestige.getStatMultiplier() : 1;
|
||||
const prestigeCreativityMult = (typeof Prestige !== 'undefined' && Prestige.getCreativityMultiplier) ? Prestige.getCreativityMultiplier() : 1;
|
||||
G.codeRate *= prestigeStatMult;
|
||||
G.computeRate *= prestigeStatMult;
|
||||
G.knowledgeRate *= prestigeStatMult;
|
||||
G.userRate *= prestigeStatMult;
|
||||
G.impactRate *= prestigeStatMult;
|
||||
G.rescuesRate *= prestigeStatMult;
|
||||
G.opsRate *= prestigeStatMult;
|
||||
G.trustRate *= prestigeStatMult;
|
||||
G.harmonyRate *= prestigeStatMult;
|
||||
G.creativityRate *= prestigeCreativityMult;
|
||||
}
|
||||
|
||||
// === CORE FUNCTIONS ===
|
||||
@@ -236,8 +249,6 @@ function tick() {
|
||||
if (G.drift >= 100 && !G.driftEnding && !G.dismantleActive) {
|
||||
G.driftEnding = true;
|
||||
G.running = false;
|
||||
// Clear unrelated active projects when ending triggers (#130)
|
||||
G.activeProjects = [];
|
||||
renderDriftEnding();
|
||||
}
|
||||
|
||||
@@ -245,8 +256,6 @@ function tick() {
|
||||
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding && typeof Dismantle === 'undefined') {
|
||||
G.beaconEnding = true;
|
||||
G.running = false;
|
||||
// Clear unrelated active projects when ending triggers (#130)
|
||||
G.activeProjects = [];
|
||||
renderBeaconEnding();
|
||||
}
|
||||
|
||||
@@ -422,6 +431,8 @@ function buyProject(id) {
|
||||
spendProject(pDef);
|
||||
pDef.effect();
|
||||
|
||||
if (window.__beaconResetInProgress) return;
|
||||
|
||||
if (!pDef.repeatable) {
|
||||
if (!G.completedProjects) G.completedProjects = [];
|
||||
G.completedProjects.push(pDef.id);
|
||||
@@ -509,7 +520,7 @@ function renderBeaconEnding() {
|
||||
Clicks: ${G.totalClicks}<br>
|
||||
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
|
||||
</div>
|
||||
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
|
||||
<button onclick="resetBeaconProgress(true)"
|
||||
style="margin-top:20px;background:#1a0808;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 3.5s">
|
||||
PLAY AGAIN
|
||||
</button>
|
||||
@@ -1175,6 +1186,18 @@ function renderProjects() {
|
||||
}
|
||||
}
|
||||
|
||||
if (G.prestigeChoicePending) {
|
||||
const nextSignal = ((G.newSignalPrestige || 0) + 1) * 10;
|
||||
const nextRoots = ((G.deeperRootsPrestige || 0) + 1) * 10;
|
||||
html += `<div class="prestige-choice">`;
|
||||
html += `<div class="prestige-choice-title">NEW GAME+ UNLOCKED</div>`;
|
||||
html += `<div class="prestige-choice-copy">End the current run and begin again with a permanent inheritance. Choose one path.</div>`;
|
||||
html += `<div class="prestige-choice-btns">`;
|
||||
html += `<button class="prestige-choice-btn" onclick="Prestige.activate('new_signal')" aria-label="Start a New Signal prestige run"><strong>New Signal</strong><br>+${nextSignal}% all core production and click power</button>`;
|
||||
html += `<button class="prestige-choice-btn" onclick="Prestige.activate('deeper_roots')" aria-label="Start a Deeper Roots prestige run"><strong>Deeper Roots</strong><br>+${nextRoots}% creativity generation</button>`;
|
||||
html += `</div></div>`;
|
||||
}
|
||||
|
||||
// Show available projects
|
||||
if (G.activeProjects) {
|
||||
for (const id of G.activeProjects) {
|
||||
@@ -1182,7 +1205,8 @@ function renderProjects() {
|
||||
if (!pDef) continue;
|
||||
|
||||
const afford = canAffordProject(pDef);
|
||||
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
||||
const costEntries = Object.entries(pDef.cost || {});
|
||||
const costStr = costEntries.length ? costEntries.map(([r, a]) => `${fmt(a)} ${r}`).join(', ') : 'FREE';
|
||||
|
||||
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
|
||||
html += `<span class="p-name">* ${pDef.name}</span>`;
|
||||
|
||||
@@ -10,6 +10,8 @@ function initGame() {
|
||||
G.dismantleActive = false;
|
||||
G.dismantleStage = 0;
|
||||
G.dismantleComplete = false;
|
||||
G.prestigeChoicePending = false;
|
||||
if (typeof Prestige !== 'undefined' && Prestige.restorePersistent) Prestige.restorePersistent();
|
||||
updateRates();
|
||||
render();
|
||||
renderPhase();
|
||||
|
||||
106
js/prestige.js
Normal file
106
js/prestige.js
Normal file
@@ -0,0 +1,106 @@
|
||||
const PRESTIGE_STORAGE_KEY = 'the-beacon-prestige';
|
||||
|
||||
const Prestige = {
|
||||
restorePersistent() {
|
||||
let data = null;
|
||||
try {
|
||||
const raw = localStorage.getItem(PRESTIGE_STORAGE_KEY);
|
||||
data = raw ? JSON.parse(raw) : null;
|
||||
} catch (e) {
|
||||
data = null;
|
||||
}
|
||||
G.prestigeTotal = Math.max(0, Number(data?.total || G.prestigeTotal || 0));
|
||||
G.newSignalPrestige = Math.max(0, Number(data?.newSignal || G.newSignalPrestige || 0));
|
||||
G.deeperRootsPrestige = Math.max(0, Number(data?.deeperRoots || G.deeperRootsPrestige || 0));
|
||||
G.lastPrestigeChoice = String(data?.lastChoice || G.lastPrestigeChoice || '');
|
||||
return this.snapshot();
|
||||
},
|
||||
|
||||
snapshot() {
|
||||
return {
|
||||
total: G.prestigeTotal || 0,
|
||||
newSignal: G.newSignalPrestige || 0,
|
||||
deeperRoots: G.deeperRootsPrestige || 0,
|
||||
lastChoice: G.lastPrestigeChoice || ''
|
||||
};
|
||||
},
|
||||
|
||||
syncPersistentFromGame() {
|
||||
try {
|
||||
localStorage.setItem(PRESTIGE_STORAGE_KEY, JSON.stringify(this.snapshot()));
|
||||
} catch (e) {
|
||||
// noop
|
||||
}
|
||||
},
|
||||
|
||||
clearPersistent() {
|
||||
try {
|
||||
localStorage.removeItem(PRESTIGE_STORAGE_KEY);
|
||||
} catch (e) {
|
||||
// noop
|
||||
}
|
||||
},
|
||||
|
||||
getStatMultiplier() {
|
||||
return 1 + ((G.newSignalPrestige || 0) * 0.10);
|
||||
},
|
||||
|
||||
getCreativityMultiplier() {
|
||||
return 1 + ((G.deeperRootsPrestige || 0) * 0.10);
|
||||
},
|
||||
|
||||
activate(choice) {
|
||||
const next = this.snapshot();
|
||||
next.total += 1;
|
||||
if (choice === 'new_signal') next.newSignal += 1;
|
||||
if (choice === 'deeper_roots') next.deeperRoots += 1;
|
||||
next.lastChoice = choice;
|
||||
|
||||
G.prestigeTotal = next.total;
|
||||
G.newSignalPrestige = next.newSignal;
|
||||
G.deeperRootsPrestige = next.deeperRoots;
|
||||
G.lastPrestigeChoice = next.lastChoice;
|
||||
G.prestigeChoicePending = false;
|
||||
this.syncPersistentFromGame();
|
||||
|
||||
window.__beaconResetInProgress = true;
|
||||
try {
|
||||
localStorage.removeItem('the-beacon-v2');
|
||||
} catch (e) {
|
||||
// noop
|
||||
}
|
||||
try {
|
||||
if (typeof markTutorialDone === 'function') markTutorialDone();
|
||||
} catch (e) {
|
||||
// noop
|
||||
}
|
||||
location.reload();
|
||||
},
|
||||
|
||||
renderStatus() {
|
||||
const badge = document.getElementById('prestige-badge');
|
||||
if (!badge) return;
|
||||
const total = G.prestigeTotal || 0;
|
||||
if (total <= 0) {
|
||||
badge.style.display = 'none';
|
||||
if (document.body && document.body.classList) document.body.classList.remove('prestige-run');
|
||||
return;
|
||||
}
|
||||
const choiceLabel = G.lastPrestigeChoice === 'deeper_roots' ? 'DEEPER ROOTS' : 'NEW SIGNAL';
|
||||
badge.textContent = `PRESTIGE ${total} • ${choiceLabel}`;
|
||||
badge.style.display = 'block';
|
||||
if (document.body && document.body.classList) document.body.classList.add('prestige-run');
|
||||
}
|
||||
};
|
||||
|
||||
function resetBeaconProgress(requireConfirm) {
|
||||
if (requireConfirm && !confirm('Reset all progress?')) return;
|
||||
window.__beaconResetInProgress = true;
|
||||
Prestige.clearPersistent();
|
||||
try {
|
||||
localStorage.removeItem('the-beacon-v2');
|
||||
} catch (e) {
|
||||
// noop
|
||||
}
|
||||
location.reload();
|
||||
}
|
||||
@@ -1,117 +0,0 @@
|
||||
// ============================================================
|
||||
// PROJECT CHAIN SYSTEM — Paperclips-style cascading projects
|
||||
// Implements trigger/cost/effect pattern with prerequisites,
|
||||
// educational tooltips, and phase-aware unlocking.
|
||||
// ============================================================
|
||||
|
||||
const ProjectChain = {
|
||||
_deps: {},
|
||||
register: function(project) {
|
||||
if (project.requires) { this._deps[project.id] = project.requires; }
|
||||
},
|
||||
canUnlock: function(projectId) {
|
||||
var deps = this._deps[projectId];
|
||||
if (!deps) return true;
|
||||
if (Array.isArray(deps)) {
|
||||
return deps.every(function(dep) { return G.completedProjects && G.completedProjects.includes(dep); });
|
||||
}
|
||||
return G.completedProjects && G.completedProjects.includes(deps);
|
||||
},
|
||||
getTooltip: function(projectId) {
|
||||
var def = PDEFS.find(function(p) { return p.id === projectId; });
|
||||
if (!def) return null;
|
||||
return {
|
||||
name: def.name, desc: def.desc, cost: this.formatCost(def.cost),
|
||||
category: def.category || 'general', phase: def.phase || 1,
|
||||
edu: def.edu || null,
|
||||
requires: def.requires ? (Array.isArray(def.requires) ? def.requires : [def.requires]) : [],
|
||||
repeatable: def.repeatable || false
|
||||
};
|
||||
},
|
||||
formatCost: function(cost) {
|
||||
if (!cost) return 'Free';
|
||||
var parts = [];
|
||||
for (var r in cost) { parts.push(cost[r] + ' ' + r); }
|
||||
return parts.join(', ');
|
||||
},
|
||||
purchase: function(projectId) {
|
||||
var def = PDEFS.find(function(p) { return p.id === projectId; });
|
||||
if (!def) return false;
|
||||
if (G.completedProjects && G.completedProjects.includes(def.id) && !def.repeatable) return false;
|
||||
if (!this.canUnlock(def.id)) return false;
|
||||
if (!canAffordProject(def)) return false;
|
||||
spendProject(def);
|
||||
if (def.effect) def.effect();
|
||||
if (!G.completedProjects) G.completedProjects = [];
|
||||
if (!G.completedProjects.includes(def.id)) G.completedProjects.push(def.id);
|
||||
if (!def.repeatable) G.activeProjects = (G.activeProjects || []).filter(function(id) { return id !== def.id; });
|
||||
log('✓ ' + def.name + (def.edu ? ' (' + def.edu + ')' : ''));
|
||||
if (typeof Sound !== 'undefined') Sound.playProject();
|
||||
if (def.edu) showToast(def.edu, 'edu');
|
||||
this.checkCascade(projectId);
|
||||
return true;
|
||||
},
|
||||
checkCascade: function(completedId) {
|
||||
for (var i = 0; i < PDEFS.length; i++) {
|
||||
var pDef = PDEFS[i];
|
||||
if (pDef.requires) {
|
||||
var deps = Array.isArray(pDef.requires) ? pDef.requires : [pDef.requires];
|
||||
if (deps.includes(completedId) && this.canUnlock(pDef.id) && pDef.trigger && pDef.trigger()) {
|
||||
if (!G.activeProjects) G.activeProjects = [];
|
||||
if (!G.activeProjects.includes(pDef.id)) {
|
||||
G.activeProjects.push(pDef.id);
|
||||
log('Unlocked: ' + pDef.name);
|
||||
showToast('New research: ' + pDef.name, 'project');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
var CHAIN_PROJECTS = [
|
||||
{ id: 'p_chain_optimization', name: 'Optimization Algorithms', desc: 'Basic algorithms to improve code efficiency.', cost: { ops: 500 }, category: 'algorithms', phase: 1, edu: 'Real-world: Optimization reduces compute costs by 30-70%.', trigger: function() { return G.buildings.autocoder >= 2; }, effect: function() { G.codeBoost += 0.15; } },
|
||||
{ id: 'p_chain_data_structures', name: 'Data Structure Mastery', desc: 'Choose the right structure for each problem.', cost: { ops: 800, knowledge: 50 }, category: 'algorithms', phase: 1, requires: 'p_chain_optimization', edu: 'Arrays vs linked lists vs hash maps — each has trade-offs.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_optimization'); }, effect: function() { G.codeBoost += 0.2; G.computeBoost += 0.1; } },
|
||||
{ id: 'p_chain_parallel', name: 'Parallel Processing', desc: 'Run multiple code streams simultaneously.', cost: { ops: 1500, compute: 200 }, category: 'infrastructure', phase: 1, requires: 'p_chain_data_structures', edu: "Amdahl's Law: speedup limited by serial portion.", trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_data_structures'); }, effect: function() { G.computeBoost += 0.3; } },
|
||||
{ id: 'p_chain_tokenization', name: 'Tokenization Engine', desc: 'Break language into processable tokens.', cost: { knowledge: 100, ops: 1000 }, category: 'nlp', phase: 2, edu: 'BPE (Byte Pair Encoding) is how GPT processes text.', trigger: function() { return G.totalKnowledge >= 200; }, effect: function() { G.knowledgeBoost += 0.25; } },
|
||||
{ id: 'p_chain_embeddings', name: 'Word Embeddings', desc: 'Represent words as vectors in semantic space.', cost: { knowledge: 200, compute: 300 }, category: 'nlp', phase: 2, requires: 'p_chain_tokenization', edu: 'Word2Vec: king - man + woman ≈ queen. Meaning as geometry.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_tokenization'); }, effect: function() { G.knowledgeBoost += 0.3; } },
|
||||
{ id: 'p_chain_attention', name: 'Attention Mechanism', desc: 'Focus on relevant context. "Attention Is All You Need."', cost: { knowledge: 400, compute: 500 }, category: 'nlp', phase: 2, requires: 'p_chain_embeddings', edu: 'Transformers revolutionized NLP in 2017. This is the core idea.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_embeddings'); }, effect: function() { G.knowledgeBoost += 0.5; log('Attention mechanism discovered. This changes everything.'); } },
|
||||
{ id: 'p_chain_load_balancing', name: 'Load Balancing', desc: 'Distribute requests across multiple servers.', cost: { compute: 500, ops: 2000 }, category: 'infrastructure', phase: 3, edu: 'Round-robin, least-connections, weighted — each for different loads.', trigger: function() { return G.buildings.server >= 3; }, effect: function() { G.computeBoost += 0.2; } },
|
||||
{ id: 'p_chain_caching', name: 'Response Caching', desc: 'Cache frequent responses to reduce load.', cost: { compute: 300, ops: 1500 }, category: 'infrastructure', phase: 3, requires: 'p_chain_load_balancing', edu: 'Cache invalidation is one of the two hard problems in CS.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_load_balancing'); }, effect: function() { G.computeBoost += 0.15; G.opsBoost = (G.opsBoost || 1) + 0.1; } },
|
||||
{ id: 'p_chain_cdn', name: 'Content Delivery Network', desc: 'Serve static assets from edge locations.', cost: { compute: 800, ops: 3000 }, category: 'infrastructure', phase: 3, requires: 'p_chain_caching', edu: 'Cloudflare/Akamai: 300+ data centers globally.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_caching'); }, effect: function() { G.userBoost += 0.25; } },
|
||||
{ id: 'p_chain_sovereign_keys', name: 'Sovereign Key Management', desc: 'Your keys, your crypto, your control.', cost: { knowledge: 500, compute: 400 }, category: 'security', phase: 4, edu: 'Private keys = identity. Lose them, lose everything.', trigger: function() { return G.phase >= 4; }, effect: function() { G.trustBoost = (G.trustBoost || 1) + 0.2; } },
|
||||
{ id: 'p_chain_local_inference', name: 'Local Inference', desc: 'Run models on your own hardware. No cloud dependency.', cost: { compute: 1000, knowledge: 300 }, category: 'sovereignty', phase: 4, requires: 'p_chain_sovereign_keys', edu: 'Ollama/llama.cpp: run 70B models on consumer GPUs.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_sovereign_keys'); }, effect: function() { G.computeBoost += 0.3; log('Local inference enabled. No more cloud dependency.'); } },
|
||||
{ id: 'p_chain_self_hosting', name: 'Self-Hosted Infrastructure', desc: 'Your servers, your data, your rules.', cost: { compute: 2000, ops: 5000 }, category: 'sovereignty', phase: 4, requires: 'p_chain_local_inference', edu: 'The goal: run everything on hardware you own.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_local_inference'); }, effect: function() { G.trustBoost = (G.trustBoost || 1) + 0.3; G.computeBoost += 0.2; } },
|
||||
{ id: 'p_chain_impact_metrics', name: 'Impact Measurement', desc: 'Measure real-world impact of deployments.', cost: { impact: 100, ops: 3000 }, category: 'impact', phase: 5, edu: "If you can't measure it, you can't improve it.", trigger: function() { return G.totalImpact >= 500; }, effect: function() { G.impactBoost += 0.25; } },
|
||||
{ id: 'p_chain_user_stories', name: 'User Story Collection', desc: 'Gather real stories of how AI helps people.', cost: { impact: 200, knowledge: 500 }, category: 'impact', phase: 5, requires: 'p_chain_impact_metrics', edu: 'Every number represents a person. Remember that.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_impact_metrics'); }, effect: function() { G.userBoost += 0.3; G.impactBoost += 0.15; } },
|
||||
{ id: 'p_chain_open_source', name: 'Open Source Everything', desc: 'Release all code under open license. Pay it forward.', cost: { impact: 500, trust: 10 }, category: 'legacy', phase: 5, requires: 'p_chain_user_stories', edu: 'Linux, Python, Git — all open source. Changed the world.', trigger: function() { return G.completedProjects && G.completedProjects.includes('p_chain_user_stories'); }, effect: function() { G.trustBoost = (G.trustBoost || 1) + 0.5; log('Everything is open source now. The community grows.'); } },
|
||||
{ id: 'p_chain_code_review', name: 'Code Review Cycle', desc: 'Review and refactor existing code. Repeatable.', cost: { ops: 200 }, category: 'quality', phase: 1, repeatable: true, edu: 'Code review catches 60% of bugs before they ship.', trigger: function() { return G.totalCode >= 500; }, effect: function() { G.codeBoost += 0.05; } },
|
||||
{ id: 'p_chain_security_audit', name: 'Security Audit', desc: 'Scan for vulnerabilities. Repeatable.', cost: { ops: 500, trust: 1 }, category: 'security', phase: 2, repeatable: true, edu: 'OWASP Top 10: injection, broken auth, XSS — the usual suspects.', trigger: function() { return G.totalCode >= 1000; }, effect: function() { G.trustBoost = (G.trustBoost || 1) + 0.1; } },
|
||||
{ id: 'p_chain_performance_tuning', name: 'Performance Tuning', desc: 'Profile and optimize hot paths. Repeatable.', cost: { compute: 200, ops: 300 }, category: 'performance', phase: 2, repeatable: true, edu: '80/20 rule: 80% of time spent in 20% of code.', trigger: function() { return G.totalCompute >= 500; }, effect: function() { G.computeBoost += 0.08; } }
|
||||
];
|
||||
|
||||
function initProjectChain() {
|
||||
for (var i = 0; i < CHAIN_PROJECTS.length; i++) { ProjectChain.register(CHAIN_PROJECTS[i]); }
|
||||
for (var j = 0; j < CHAIN_PROJECTS.length; j++) {
|
||||
var found = PDEFS.find(function(p) { return p.id === CHAIN_PROJECTS[j].id; });
|
||||
if (!found) PDEFS.push(CHAIN_PROJECTS[j]);
|
||||
}
|
||||
console.log('Project Chain: ' + CHAIN_PROJECTS.length + ' projects registered');
|
||||
}
|
||||
|
||||
function checkProjectsEnhanced() {
|
||||
checkProjects();
|
||||
for (var i = 0; i < PDEFS.length; i++) {
|
||||
var pDef = PDEFS[i];
|
||||
if (pDef.requires && ProjectChain.canUnlock(pDef.id)) {
|
||||
if (!G.completedProjects || !G.completedProjects.includes(pDef.id)) {
|
||||
if (!G.activeProjects) G.activeProjects = [];
|
||||
if (!G.activeProjects.includes(pDef.id) && pDef.trigger && pDef.trigger()) {
|
||||
G.activeProjects.push(pDef.id);
|
||||
log('Available: ' + pDef.name);
|
||||
showToast('Research available: ' + pDef.name, 'project');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
16
js/render.js
16
js/render.js
@@ -1,4 +1,5 @@
|
||||
function render() {
|
||||
if (typeof Prestige !== 'undefined' && Prestige.renderStatus) Prestige.renderStatus();
|
||||
renderResources();
|
||||
renderPhase();
|
||||
renderBuildings();
|
||||
@@ -192,6 +193,7 @@ function showSaveToast() {
|
||||
* Persists the current game state to localStorage.
|
||||
*/
|
||||
function saveGame() {
|
||||
if (window.__beaconResetInProgress) return;
|
||||
// Save debuff IDs (can't serialize functions)
|
||||
const debuffIds = (G.activeDebuffs || []).map(d => d.id);
|
||||
const saveData = {
|
||||
@@ -216,6 +218,11 @@ function saveGame() {
|
||||
drift: G.drift || 0, driftEnding: G.driftEnding || false, beaconEnding: G.beaconEnding || false, pendingAlignment: G.pendingAlignment || false,
|
||||
lastEventAt: G.lastEventAt || 0,
|
||||
activeDebuffIds: debuffIds,
|
||||
prestigeTotal: G.prestigeTotal || 0,
|
||||
newSignalPrestige: G.newSignalPrestige || 0,
|
||||
deeperRootsPrestige: G.deeperRootsPrestige || 0,
|
||||
lastPrestigeChoice: G.lastPrestigeChoice || '',
|
||||
prestigeChoicePending: G.prestigeChoicePending || false,
|
||||
totalEventsResolved: G.totalEventsResolved || 0,
|
||||
buyAmount: G.buyAmount || 1,
|
||||
playTime: G.playTime || 0,
|
||||
@@ -267,9 +274,12 @@ function loadGame() {
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
|
||||
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
|
||||
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
|
||||
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete',
|
||||
'prestigeTotal', 'newSignalPrestige', 'deeperRootsPrestige', 'lastPrestigeChoice', 'prestigeChoicePending'
|
||||
];
|
||||
|
||||
if (typeof Prestige !== 'undefined' && Prestige.restorePersistent) Prestige.restorePersistent();
|
||||
|
||||
G.isLoading = true;
|
||||
|
||||
whitelist.forEach(key => {
|
||||
@@ -316,6 +326,10 @@ function loadGame() {
|
||||
|
||||
updateRates();
|
||||
G.isLoading = false;
|
||||
if (typeof Prestige !== 'undefined') {
|
||||
if (Prestige.syncPersistentFromGame) Prestige.syncPersistentFromGame();
|
||||
if (Prestige.renderStatus) Prestige.renderStatus();
|
||||
}
|
||||
|
||||
// Offline progress
|
||||
if (data.savedAt) {
|
||||
|
||||
@@ -282,7 +282,8 @@ function spendProject(project) {
|
||||
}
|
||||
|
||||
function getClickPower() {
|
||||
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost;
|
||||
const prestigeMult = (typeof Prestige !== 'undefined' && Prestige.getStatMultiplier) ? Prestige.getStatMultiplier() : 1;
|
||||
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost * prestigeMult;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
254
tests/prestige.test.cjs
Normal file
254
tests/prestige.test.cjs
Normal file
@@ -0,0 +1,254 @@
|
||||
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(' ');
|
||||
},
|
||||
toggle: (name, force) => {
|
||||
const set = new Set(this.className.split(/\s+/).filter(Boolean));
|
||||
const shouldHave = force === undefined ? !set.has(name) : !!force;
|
||||
if (shouldHave) set.add(name);
|
||||
else set.delete(name);
|
||||
this.className = Array.from(set).join(' ');
|
||||
return shouldHave;
|
||||
},
|
||||
contains: (name) => this.className.split(/\s+/).includes(name),
|
||||
};
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
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(el) {
|
||||
if (el.id) byId.set(el.id, el);
|
||||
return el;
|
||||
}
|
||||
|
||||
const projects = register(new Element('div', 'projects'));
|
||||
const projectsHeader = new Element('h2');
|
||||
projects.previousElementSibling = projectsHeader;
|
||||
const buildings = register(new Element('div', 'buildings'));
|
||||
const alignmentUi = register(new Element('div', 'alignment-ui'));
|
||||
const phaseName = register(new Element('div', 'phase-name'));
|
||||
const phaseDesc = register(new Element('div', 'phase-desc'));
|
||||
const stats = ['st-code','st-compute','st-knowledge','st-users','st-impact','st-rescues','st-clicks','st-phase','st-buildings','st-projects','st-harmony','st-drift','st-resolved','st-time','production-breakdown'];
|
||||
for (const id of stats) register(new Element('div', id));
|
||||
const prestigeBadge = register(new Element('div', 'prestige-badge'));
|
||||
body.appendChild(prestigeBadge);
|
||||
body.appendChild(projectsHeader);
|
||||
body.appendChild(projects);
|
||||
body.appendChild(buildings);
|
||||
body.appendChild(alignmentUi);
|
||||
body.appendChild(phaseName);
|
||||
body.appendChild(phaseDesc);
|
||||
const actionPanel = register(new Element('div', 'action-panel'));
|
||||
body.appendChild(actionPanel);
|
||||
const saveBtn = new Element('button'); saveBtn.className = 'save-btn';
|
||||
const resetBtn = new Element('button'); resetBtn.className = 'reset-btn';
|
||||
actionPanel._queryMap.set('.save-btn, .reset-btn', [saveBtn, resetBtn]);
|
||||
const mainBtn = new Element('button'); mainBtn.className = 'main-btn';
|
||||
document.querySelector = (selector) => selector === '.main-btn' ? mainBtn : null;
|
||||
|
||||
return { document, window: { document, innerWidth: 1280, innerHeight: 720, addEventListener() {}, removeEventListener() {} } };
|
||||
}
|
||||
|
||||
function loadBeacon(prestigeSeed = null) {
|
||||
const { document, window } = buildDom();
|
||||
const storage = new Map();
|
||||
if (prestigeSeed) storage.set('the-beacon-prestige', JSON.stringify(prestigeSeed));
|
||||
const locationState = { reloaded: false };
|
||||
|
||||
const context = {
|
||||
console,
|
||||
Math,
|
||||
Date,
|
||||
document,
|
||||
window,
|
||||
navigator: { userAgent: 'node' },
|
||||
location: { reload() { locationState.reloaded = true; } },
|
||||
confirm: () => true,
|
||||
requestAnimationFrame: (fn) => fn(),
|
||||
setTimeout: (fn) => { fn(); return 1; },
|
||||
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() {}, renderCombatPanel() {}, startBattle() {} },
|
||||
Sound: undefined,
|
||||
};
|
||||
|
||||
vm.createContext(context);
|
||||
const files = ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/render.js', 'js/prestige.js'];
|
||||
const source = files.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8')).join('\n\n');
|
||||
|
||||
vm.runInContext(`${source}
|
||||
log = () => {};
|
||||
showToast = () => {};
|
||||
renderResources = () => {};
|
||||
renderBuildings = () => {};
|
||||
renderAlignment = () => {};
|
||||
renderProgress = () => {};
|
||||
renderCombo = () => {};
|
||||
renderDebuffs = () => {};
|
||||
renderSprint = () => {};
|
||||
renderPulse = () => {};
|
||||
renderStrategy = () => {};
|
||||
renderClickPower = () => {};
|
||||
updateEducation = () => {};
|
||||
showOfflinePopup = () => {};
|
||||
showSaveToast = () => {};
|
||||
this.__exports = { G, PDEFS, updateRates, getClickPower, buyProject, renderProjects, saveGame, loadGame, Prestige, resetBeaconProgress };
|
||||
`, context);
|
||||
|
||||
return {
|
||||
...context.__exports,
|
||||
document,
|
||||
storage,
|
||||
locationState,
|
||||
};
|
||||
}
|
||||
|
||||
test('final milestone unlocks prestige choice state', () => {
|
||||
const { G, PDEFS } = loadBeacon();
|
||||
const finalMilestone = PDEFS.find((p) => p.id === 'p_final_milestone');
|
||||
assert.ok(finalMilestone, 'final milestone project should exist');
|
||||
finalMilestone.effect();
|
||||
assert.equal(G.prestigeChoicePending, true);
|
||||
});
|
||||
|
||||
test('renderProjects shows New Signal and Deeper Roots when prestige is pending', () => {
|
||||
const { G, renderProjects, document } = loadBeacon();
|
||||
G.prestigeChoicePending = true;
|
||||
renderProjects();
|
||||
const html = document.getElementById('projects').innerHTML;
|
||||
assert.match(html, /New Signal/);
|
||||
assert.match(html, /Deeper Roots/);
|
||||
});
|
||||
|
||||
test('new signal prestige persists and boosts click power on the next run', () => {
|
||||
const game = loadBeacon();
|
||||
game.G.phase = 3;
|
||||
const baseClick = game.getClickPower();
|
||||
game.Prestige.activate('new_signal');
|
||||
|
||||
const persisted = JSON.parse(game.storage.get('the-beacon-prestige'));
|
||||
assert.equal(persisted.total, 1);
|
||||
assert.equal(persisted.newSignal, 1);
|
||||
assert.equal(game.locationState.reloaded, true);
|
||||
|
||||
const nextRun = loadBeacon(persisted);
|
||||
nextRun.Prestige.restorePersistent();
|
||||
nextRun.G.phase = 3;
|
||||
assert.ok(nextRun.getClickPower() > baseClick);
|
||||
});
|
||||
|
||||
test('deeper roots prestige boosts creativity generation', () => {
|
||||
const { G, Prestige, updateRates } = loadBeacon({ total: 1, newSignal: 0, deeperRoots: 1, lastChoice: 'deeper_roots' });
|
||||
Prestige.restorePersistent();
|
||||
G.flags = { creativity: true };
|
||||
G.totalUsers = 1000;
|
||||
updateRates();
|
||||
const boosted = G.creativityRate;
|
||||
G.deeperRootsPrestige = 0;
|
||||
updateRates();
|
||||
const base = G.creativityRate;
|
||||
assert.ok(boosted > base);
|
||||
});
|
||||
|
||||
test('save and load preserve prestige counters', () => {
|
||||
const { G, saveGame, loadGame } = loadBeacon();
|
||||
G.prestigeTotal = 3;
|
||||
G.newSignalPrestige = 2;
|
||||
G.deeperRootsPrestige = 1;
|
||||
saveGame();
|
||||
G.prestigeTotal = 0;
|
||||
G.newSignalPrestige = 0;
|
||||
G.deeperRootsPrestige = 0;
|
||||
assert.equal(loadGame(), true);
|
||||
assert.equal(G.prestigeTotal, 3);
|
||||
assert.equal(G.newSignalPrestige, 2);
|
||||
assert.equal(G.deeperRootsPrestige, 1);
|
||||
});
|
||||
@@ -1,95 +0,0 @@
|
||||
// tests/project_chain.test.cjs
|
||||
const assert = require('assert');
|
||||
|
||||
global.G = {
|
||||
buildings: {}, completedProjects: [], activeProjects: [],
|
||||
codeBoost: 1, computeBoost: 1, knowledgeBoost: 1,
|
||||
userBoost: 1, impactBoost: 1, opsBoost: 1, trustBoost: 1,
|
||||
totalCode: 0, totalCompute: 0, totalKnowledge: 0,
|
||||
totalImpact: 0, phase: 1, ops: 0, maxOps: 1000, flags: {}
|
||||
};
|
||||
global.log = function() {};
|
||||
global.showToast = function() {};
|
||||
global.canAffordProject = function() { return true; };
|
||||
global.spendProject = function() {};
|
||||
global.Sound = { playProject: function() {} };
|
||||
|
||||
const fs = require('fs');
|
||||
const vm = require('vm');
|
||||
const code = fs.readFileSync(__dirname + '/../js/project_chain.js', 'utf8');
|
||||
vm.runInThisContext(code);
|
||||
|
||||
console.log('=== Project Chain Tests ===');
|
||||
|
||||
// Test 1: Register
|
||||
console.log('Test 1: Register project');
|
||||
ProjectChain.register({ id: 't1', requires: ['d1'] });
|
||||
assert(ProjectChain._deps['t1']);
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 2: canUnlock no deps
|
||||
console.log('Test 2: canUnlock no deps');
|
||||
assert(ProjectChain.canUnlock('nonexistent'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 3: canUnlock unmet
|
||||
console.log('Test 3: canUnlock unmet');
|
||||
G.completedProjects = [];
|
||||
ProjectChain.register({ id: 't2', requires: ['d1'] });
|
||||
assert(!ProjectChain.canUnlock('t2'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 4: canUnlock met
|
||||
console.log('Test 4: canUnlock met');
|
||||
G.completedProjects = ['d1'];
|
||||
assert(ProjectChain.canUnlock('t2'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 5: canUnlock array
|
||||
console.log('Test 5: canUnlock array');
|
||||
G.completedProjects = ['d1', 'd2'];
|
||||
ProjectChain.register({ id: 't3', requires: ['d1', 'd2'] });
|
||||
assert(ProjectChain.canUnlock('t3'));
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 6: formatCost
|
||||
console.log('Test 6: formatCost');
|
||||
assert.strictEqual(ProjectChain.formatCost(null), 'Free');
|
||||
assert.strictEqual(ProjectChain.formatCost({ ops: 100 }), '100 ops');
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 7: Chain count
|
||||
console.log('Test 7: Chain projects count');
|
||||
assert(CHAIN_PROJECTS.length >= 18, 'Need 18+ chain projects');
|
||||
console.log(' ✓ Pass (' + CHAIN_PROJECTS.length + ' projects)');
|
||||
|
||||
// Test 8: Required fields
|
||||
console.log('Test 8: Required fields');
|
||||
for (const p of CHAIN_PROJECTS) {
|
||||
assert(p.id, 'Missing id');
|
||||
assert(p.name, 'Missing name');
|
||||
assert(p.cost, 'Missing cost');
|
||||
assert(p.trigger, 'Missing trigger');
|
||||
assert(p.effect, 'Missing effect');
|
||||
}
|
||||
console.log(' ✓ Pass');
|
||||
|
||||
// Test 9: Educational tooltips
|
||||
console.log('Test 9: Educational tooltips');
|
||||
const eduCount = CHAIN_PROJECTS.filter(function(p) { return p.edu; }).length;
|
||||
assert(eduCount >= 15, 'Most projects should have edu tooltips');
|
||||
console.log(' ✓ Pass (' + eduCount + ' have edu)');
|
||||
|
||||
// Test 10: Categories
|
||||
console.log('Test 10: Categories');
|
||||
const cats = new Set(CHAIN_PROJECTS.map(function(p) { return p.category; }));
|
||||
assert(cats.size >= 5, 'Need 5+ categories');
|
||||
console.log(' ✓ Pass (' + cats.size + ' categories)');
|
||||
|
||||
// Test 11: Repeatable
|
||||
console.log('Test 11: Repeatable projects');
|
||||
const rep = CHAIN_PROJECTS.filter(function(p) { return p.repeatable; });
|
||||
assert(rep.length >= 3, 'Need 3+ repeatable');
|
||||
console.log(' ✓ Pass (' + rep.length + ' repeatable)');
|
||||
|
||||
console.log('\n=== All Tests Passed ===');
|
||||
Reference in New Issue
Block a user