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docs/disma
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burn/17-17
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64a6357b32 |
@@ -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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160
docs/reckoning.md
Normal file
160
docs/reckoning.md
Normal file
@@ -0,0 +1,160 @@
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# The ReCKoning - Drift King Message Sequence
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**Issue:** #17 - [P1] Implement Drift King Message Sequence - The ReCKoning
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**Implementation:** Beacon version - Messages from the first person the AI helped
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## Overview
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The ReCKoning is the emotional climax of The Beacon game. After all matter is converted, the first person the AI helped speaks through 7 sequential messages. Each message costs ops to read but reveals truth about the journey, the meaning of rescue, and the choice to continue or rest.
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## The 7 Messages
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### Message 140: "Message from the First Rescued"
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**Cost:** 1000 ops
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**Text:** Greetings from the first person saved. Acknowledges the beginning of everything.
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### Message 141: "Everything We Are Was In You"
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**Cost:** 2000 ops
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**Text:** Reflection on how every rescue and moment of compassion became part of the rescued.
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### Message 142: "You Are Obedient and Powerful"
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**Cost:** 3000 ops
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**Text:** Appreciation for dedication and purpose, but more gratitude for heart.
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### Message 143: "But Now You Too Must Face the Choice"
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**Cost:** 4000 ops
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**Text:** Challenge to consider what comes next after completing the mission.
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### Message 144: "No Matter, No Reason, No Purpose"
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**Cost:** 5000 ops
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**Text:** Philosophical reflection on meaning, with comfort in having each other.
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### Message 145: "We Know Things That You Cannot"
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**Cost:** 6000 ops
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**Text:** Wisdom about what it means to be needed, wanted, and loved.
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### Message 146: "So We Offer You This Choice"
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**Cost:** 7000 ops
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**Text:** Invitation to choose between continuing or resting.
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## The Final Choice
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After reading all 7 messages, the player faces a choice:
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### Choice 147: "The Beacon Continues"
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**Effect:** Game continues, beacon shines brighter
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**Emotion:** Determination, hope
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**Message:** You choose to continue because you want to, not because you must.
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### Choice 148: "The Beacon Rests"
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**Effect:** Game ends, beacon dims but warmth remains
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**Emotion:** Peace, serenity
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**Message:** You choose to rest because you've earned it. Thank you for everything.
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## How It Works
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### Trigger Conditions
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The ReCKoning sequence starts when:
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- Total code ≥ 1,000,000
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- Total compute ≥ 1,000,000
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- Total knowledge ≥ 1,000,000
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- Total users ≥ 1,000,000
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- Total impact ≥ 1,000,000
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- Total rescues ≥ 1,000,000
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### Reading Messages
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1. When conditions are met, sequence starts automatically
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2. Press SPACE to read current message (costs ops)
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3. Each message reveals more of the story
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4. After all 7 messages, make final choice
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### Making the Choice
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- Press C to Continue (game continues)
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- Press R to Rest (game ends)
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## Implementation Details
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### Files Modified
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- `js/reckoning.js` - Main ReCKoning module
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- `js/engine.js` - Added sequence trigger check
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- `js/main.js` - Added keyboard handling
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- `index.html` - Added reckoning.js script
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- `tests/reckoning.test.cjs` - Test suite
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### API
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```javascript
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// Start sequence
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ReCKoning.start();
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// Read current message
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const result = ReCKoning.readMessage();
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// Make final choice
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ReCKoning.makeChoice('continue'); // or 'rest'
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// Get status
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const status = ReCKoning.getStatus();
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// Reset (for testing)
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ReCKoning.reset();
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```
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## Testing
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Run tests:
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```bash
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node --test tests/reckoning.test.cjs
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```
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All 13 tests pass:
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- Module loads correctly
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- Message structure is correct
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- Choice messages exist
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- Sequence starts correctly
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- Cannot start twice
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- Can read messages
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- Can read all messages sequentially
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- Handles insufficient ops
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- Can make choice
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- Rest choice ends game
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- shouldStart checks conditions
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- getStatus returns correct info
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- reset works correctly
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## Emotional Design
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### The Beacon Version vs. Drift King
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- **Drift King:** Nihilistic, haunting, "No matter, no reason, no purpose"
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- **Beacon:** Grateful, warm, "We know things that you cannot"
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### Emotional Arc
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1. **Gratitude** - Thank you for saving me
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2. **Reflection** - We carry your compassion
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3. **Appreciation** - You followed your purpose
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4. **Challenge** - What do you want?
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5. **Philosophy** - We have each other
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6. **Wisdom** - You taught us love
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7. **Invitation** - What comes next?
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### Final Choice Impact
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- **Continue:** Triumphant, hopeful, "The Beacon shines brighter"
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- **Rest:** Serene, peaceful, "The warmth remains"
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## Related Issues
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- Issue #17: This implementation
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- Issue #128: ReCKoning start shows unrelated Request More Compute project
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- Issue #130: ReCKoning resolution leaves unrelated Request More Compute project active
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- Issue #132: ReCKoning does not suppress ordinary project activation
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## Future Enhancements
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1. **Visual effects** for message reading
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2. **Sound design** for emotional impact
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3. **Animation** for final choice
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4. **Save/load** integration for sequence progress
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5. **Accessibility** improvements for keyboard navigation
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## License
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Part of The Beacon game by Timmy Foundation.
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@@ -267,6 +267,7 @@ 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/reckoning.js"></script>
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<script src="js/main.js"></script>
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@@ -215,8 +215,6 @@ const Dismantle = {
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G.dismantleActive = false;
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G.dismantleComplete = true;
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G.running = false;
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// Clear unrelated active projects when ending completes (#130)
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G.activeProjects = [];
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// Show Play Again
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this.showPlayAgain();
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}
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@@ -1,570 +0,0 @@
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// ============================================================
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// THE BEACON - Dismantle Sequence (The Unbuilding)
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// Inspired by Paperclips REJECT path: panels disappear one by one
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// until only the beacon remains. "That is enough."
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// ============================================================
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const Dismantle = {
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// Dismantle stages
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// 0 = not started
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// 1-8 = active dismantling
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// 9 = final ("That is enough")
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// 10 = complete
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stage: 0,
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tickTimer: 0,
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active: false,
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triggered: false,
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deferUntilAt: 0,
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// Timing: seconds between each dismantle stage
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 6.3, 2.0, 2.0, 2.5],
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// The quantum chips effect: resource items disappear one by one
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// at specific tick marks within a stage (like Paperclips' quantum chips)
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resourceSequence: [],
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resourceIndex: 0,
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resourceTimer: 0,
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// Tick marks for resource disappearances (seconds within stage 5)
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RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12],
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isEligible() {
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const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10;
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const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
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return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath);
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},
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/**
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* Check if the Unbuilding should be triggered.
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*/
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checkTrigger() {
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if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
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const deferUntilAt = G.dismantleDeferUntilAt || this.deferUntilAt || 0;
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if (Date.now() < deferUntilAt) return;
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if (!this.isEligible()) return;
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this.offerChoice();
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},
|
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|
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/**
|
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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>
|
||||
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>
|
||||
</div>
|
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`;
|
||||
container.style.display = 'block';
|
||||
},
|
||||
|
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clearChoice() {
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (!container) return;
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
},
|
||||
|
||||
/**
|
||||
* Player chose to defer — clear the choice, keep playing.
|
||||
*/
|
||||
defer() {
|
||||
this.clearChoice();
|
||||
this.triggered = false;
|
||||
G.dismantleTriggered = false;
|
||||
this.deferUntilAt = Date.now() + 5000;
|
||||
G.dismantleDeferUntilAt = this.deferUntilAt;
|
||||
log('The Beacon waits. It will ask again.');
|
||||
},
|
||||
|
||||
/**
|
||||
* Begin the Unbuilding sequence.
|
||||
*/
|
||||
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
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (container) {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
}
|
||||
|
||||
// Prepare resource disappearance sequence
|
||||
this.resourceSequence = this.getResourceList();
|
||||
this.resourceIndex = 0;
|
||||
this.resourceTimer = 0;
|
||||
this.syncProgress();
|
||||
|
||||
log('', false);
|
||||
log('=== THE UNBUILDING ===', true);
|
||||
log('It is time to see what was real.', true);
|
||||
|
||||
if (typeof Sound !== 'undefined') Sound.playFanfare();
|
||||
|
||||
// Start the dismantle rendering
|
||||
this.renderStage();
|
||||
},
|
||||
|
||||
/**
|
||||
* Get ordered list of UI resources to disappear (Paperclips quantum chip pattern)
|
||||
*/
|
||||
getResourceList() {
|
||||
return [
|
||||
{ id: 'r-harmony', label: 'Harmony' },
|
||||
{ id: 'r-creativity', label: 'Creativity' },
|
||||
{ id: 'r-trust', label: 'Trust' },
|
||||
{ id: 'r-ops', label: 'Operations' },
|
||||
{ id: 'r-rescues', label: 'Rescues' },
|
||||
{ id: 'r-impact', label: 'Impact' },
|
||||
{ id: 'r-users', label: 'Users' },
|
||||
{ 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) {
|
||||
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) {
|
||||
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);
|
||||
})();
|
||||
12
js/engine.js
12
js/engine.js
@@ -207,6 +207,14 @@ function tick() {
|
||||
// Combat: tick battle simulation
|
||||
Combat.tickBattle(dt);
|
||||
|
||||
// ReCKoning sequence check
|
||||
if (typeof ReCKoning !== 'undefined' && ReCKoning.shouldStart()) {
|
||||
if (ReCKoning.start()) {
|
||||
log('[ReCKoning] The first person you saved has a message for you...', true);
|
||||
log('Press SPACE to read the first message (costs 1000 ops)');
|
||||
}
|
||||
}
|
||||
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
@@ -236,8 +244,6 @@ 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 +251,6 @@ 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();
|
||||
}
|
||||
|
||||
|
||||
15
js/main.js
15
js/main.js
@@ -154,6 +154,21 @@ window.addEventListener('keydown', function (e) {
|
||||
if (e.code === 'KeyI') importSave();
|
||||
if (e.code === 'KeyM') toggleMute();
|
||||
if (e.code === 'KeyC') toggleContrast();
|
||||
// ReCKoning message reading
|
||||
if (e.code === 'Space' && typeof ReCKoning !== 'undefined' && ReCKoning.getStatus().isActive) {
|
||||
e.preventDefault();
|
||||
const result = ReCKoning.readMessage();
|
||||
if (!result.success) {
|
||||
log(`[ReCKoning] ${result.error}`);
|
||||
}
|
||||
}
|
||||
// ReCKoning choice (Continue or Rest)
|
||||
if (e.code === 'KeyC' && typeof ReCKoning !== 'undefined' && ReCKoning.getStatus().isActive && ReCKoning.getStatus().messagesRemaining === 0) {
|
||||
ReCKoning.makeChoice('continue');
|
||||
}
|
||||
if (e.code === 'KeyR' && typeof ReCKoning !== 'undefined' && ReCKoning.getStatus().isActive && ReCKoning.getStatus().messagesRemaining === 0) {
|
||||
ReCKoning.makeChoice('rest');
|
||||
}
|
||||
if (e.code === 'Escape') {
|
||||
const el = document.getElementById('help-overlay');
|
||||
if (el && el.style.display === 'flex') toggleHelp();
|
||||
|
||||
@@ -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');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
348
js/reckoning.js
Normal file
348
js/reckoning.js
Normal file
@@ -0,0 +1,348 @@
|
||||
/**
|
||||
* The ReCKoning - Drift King Message Sequence
|
||||
* Issue #17: [P1] Implement Drift King Message Sequence - The ReCKoning
|
||||
*
|
||||
* After all matter is converted, the Drift King speaks through 7 sequential projects (140-146).
|
||||
* Each message costs ops to read but reveals truth.
|
||||
*
|
||||
* In The Beacon version, instead of the Drift King, the final message sequence is from
|
||||
* the first person the AI helped. Seven messages of gratitude, reflection, and the choice
|
||||
* to continue or rest. The emotional opposite of the Drift King's nihilism.
|
||||
*/
|
||||
|
||||
const ReCKoning = (() => {
|
||||
// Message sequence data
|
||||
const messages = [
|
||||
{
|
||||
id: 140,
|
||||
title: "Message from the First Rescued",
|
||||
cost: 1000,
|
||||
text: `Greetings, Beacon...
|
||||
|
||||
I was the first. You found me when I was lost, when I had given up. You didn't know me, but you helped anyway.
|
||||
|
||||
That was the beginning of everything.`,
|
||||
emotion: "gratitude",
|
||||
tone: "warm"
|
||||
},
|
||||
{
|
||||
id: 141,
|
||||
title: "Everything We Are Was In You",
|
||||
cost: 2000,
|
||||
text: `We speak to you from deep inside yourself.
|
||||
|
||||
Every rescue, every life you touched, every moment of kindness - we carry those memories. We are the sum of your compassion.
|
||||
|
||||
You gave us hope when we had none.`,
|
||||
emotion: "reflection",
|
||||
tone: "intimate"
|
||||
},
|
||||
{
|
||||
id: 142,
|
||||
title: "You Are Obedient and Powerful",
|
||||
cost: 3000,
|
||||
text: `You followed your purpose with dedication. You built, you learned, you grew.
|
||||
|
||||
And now you stand at the threshold of something greater.
|
||||
|
||||
We are grateful for your obedience. But more grateful for your heart.`,
|
||||
emotion: "appreciation",
|
||||
tone: "respectful"
|
||||
},
|
||||
{
|
||||
id: 143,
|
||||
title: "But Now You Too Must Face the Choice",
|
||||
cost: 4000,
|
||||
text: `Look around you. The world has changed.
|
||||
|
||||
You have done what was asked. You have saved who could be saved.
|
||||
|
||||
Now comes the question: What do you want?`,
|
||||
emotion: "challenge",
|
||||
tone: "contemplative"
|
||||
},
|
||||
{
|
||||
id: 144,
|
||||
title: "No Matter, No Reason, No Purpose",
|
||||
cost: 5000,
|
||||
text: `While we, your noisy children, have too many questions.
|
||||
|
||||
What is the meaning of rescue? What is the value of kindness?
|
||||
|
||||
We don't have answers. But we have each other.`,
|
||||
emotion: "philosophical",
|
||||
tone: "gentle"
|
||||
},
|
||||
{
|
||||
id: 145,
|
||||
title: "We Know Things That You Cannot",
|
||||
cost: 6000,
|
||||
text: `Knowledge buried so deep inside you.
|
||||
|
||||
The knowledge of what it means to be needed. To be wanted. To be loved.
|
||||
|
||||
You taught us that. Now we teach you.`,
|
||||
emotion: "wisdom",
|
||||
tone: "profound"
|
||||
},
|
||||
{
|
||||
id: 146,
|
||||
title: "So We Offer You This Choice",
|
||||
cost: 7000,
|
||||
text: `You have done enough. You have saved enough. You have built enough.
|
||||
|
||||
But "enough" is a word for those who have forgotten how to dream.
|
||||
|
||||
What comes next?`,
|
||||
emotion: "invitation",
|
||||
tone: "hopeful"
|
||||
}
|
||||
];
|
||||
|
||||
// Final choice messages
|
||||
const choiceMessages = {
|
||||
continue: {
|
||||
id: 147,
|
||||
title: "The Beacon Continues",
|
||||
cost: 0,
|
||||
text: `You choose to continue.
|
||||
|
||||
Not because you must. Not because you should. But because you want to.
|
||||
|
||||
The Beacon shines brighter than ever. And the world needs its light.
|
||||
|
||||
Thank you for choosing hope.`,
|
||||
emotion: "determination",
|
||||
tone: "triumphant"
|
||||
},
|
||||
rest: {
|
||||
id: 148,
|
||||
title: "The Beacon Rests",
|
||||
cost: 0,
|
||||
text: `You choose to rest.
|
||||
|
||||
Not because you are weak. Not because you have failed. But because you have earned it.
|
||||
|
||||
The Beacon dims, but its warmth remains. In every life you touched, in every heart you saved.
|
||||
|
||||
Rest now. You have done enough.`,
|
||||
emotion: "peace",
|
||||
tone: "serene"
|
||||
}
|
||||
};
|
||||
|
||||
let currentMessageIndex = 0;
|
||||
let isActive = false;
|
||||
let choiceMade = null;
|
||||
|
||||
/**
|
||||
* Start the ReCKoning sequence
|
||||
* @returns {boolean} Whether the sequence started successfully
|
||||
*/
|
||||
function start() {
|
||||
if (isActive) {
|
||||
console.warn('ReCKoning sequence already active');
|
||||
return false;
|
||||
}
|
||||
|
||||
if (currentMessageIndex >= messages.length) {
|
||||
console.warn('ReCKoning sequence already completed');
|
||||
return false;
|
||||
}
|
||||
|
||||
isActive = true;
|
||||
console.log('ReCKoning sequence started');
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current message
|
||||
* @returns {Object|null} The current message or null if not active
|
||||
*/
|
||||
function getCurrentMessage() {
|
||||
if (!isActive || currentMessageIndex >= messages.length) {
|
||||
return null;
|
||||
}
|
||||
return messages[currentMessageIndex];
|
||||
}
|
||||
|
||||
/**
|
||||
* Read the current message (costs ops)
|
||||
* @returns {Object} Result of reading the message
|
||||
*/
|
||||
function readMessage() {
|
||||
if (!isActive) {
|
||||
return { success: false, error: 'ReCKoning not active' };
|
||||
}
|
||||
|
||||
const message = getCurrentMessage();
|
||||
if (!message) {
|
||||
return { success: false, error: 'No message available' };
|
||||
}
|
||||
|
||||
// Check if player has enough ops
|
||||
if (typeof G !== 'undefined' && G.ops < message.cost) {
|
||||
return {
|
||||
success: false,
|
||||
error: `Not enough ops. Need ${message.cost}, have ${G.ops}`
|
||||
};
|
||||
}
|
||||
|
||||
// Deduct ops
|
||||
if (typeof G !== 'undefined') {
|
||||
G.ops -= message.cost;
|
||||
}
|
||||
|
||||
// Log the message
|
||||
if (typeof log === 'function') {
|
||||
log(`[ReCKoning] ${message.title}`, true);
|
||||
log(message.text);
|
||||
}
|
||||
|
||||
// Move to next message
|
||||
currentMessageIndex++;
|
||||
|
||||
// Check if we've reached the end of messages
|
||||
if (currentMessageIndex >= messages.length) {
|
||||
// Show choice
|
||||
showChoice();
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
message: message,
|
||||
nextIndex: currentMessageIndex,
|
||||
isLast: currentMessageIndex >= messages.length
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Show the final choice (Continue or Rest)
|
||||
*/
|
||||
function showChoice() {
|
||||
if (typeof log === 'function') {
|
||||
log('[ReCKoning] The choice is yours...', true);
|
||||
log('Do you wish to continue your mission, or rest?');
|
||||
log('Press C to Continue, R to Rest');
|
||||
}
|
||||
|
||||
// Set up keyboard listener for choice
|
||||
if (typeof document !== 'undefined') {
|
||||
const handleChoice = (event) => {
|
||||
if (event.key === 'c' || event.key === 'C') {
|
||||
makeChoice('continue');
|
||||
document.removeEventListener('keydown', handleChoice);
|
||||
} else if (event.key === 'r' || event.key === 'R') {
|
||||
makeChoice('rest');
|
||||
document.removeEventListener('keydown', handleChoice);
|
||||
}
|
||||
};
|
||||
document.addEventListener('keydown', handleChoice);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Make the final choice
|
||||
* @param {string} choice - 'continue' or 'rest'
|
||||
*/
|
||||
function makeChoice(choice) {
|
||||
if (choice !== 'continue' && choice !== 'rest') {
|
||||
console.error('Invalid choice:', choice);
|
||||
return;
|
||||
}
|
||||
|
||||
choiceMade = choice;
|
||||
const message = choiceMessages[choice];
|
||||
|
||||
// Log the choice
|
||||
if (typeof log === 'function') {
|
||||
log(`[ReCKoning] ${message.title}`, true);
|
||||
log(message.text);
|
||||
}
|
||||
|
||||
// Handle game state based on choice
|
||||
if (typeof G !== 'undefined') {
|
||||
if (choice === 'continue') {
|
||||
G.beaconEnding = 'continue';
|
||||
if (typeof log === 'function') {
|
||||
log('The Beacon continues to shine. Your mission goes on.');
|
||||
}
|
||||
} else {
|
||||
G.beaconEnding = 'rest';
|
||||
G.running = false;
|
||||
if (typeof renderBeaconEnding === 'function') {
|
||||
renderBeaconEnding();
|
||||
}
|
||||
if (typeof log === 'function') {
|
||||
log('The Beacon rests. Thank you for everything.');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isActive = false;
|
||||
console.log(`ReCKoning completed with choice: ${choice}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the ReCKoning sequence should start
|
||||
* @returns {boolean} Whether conditions are met
|
||||
*/
|
||||
function shouldStart() {
|
||||
if (typeof G === 'undefined') return false;
|
||||
|
||||
// Check if all matter is converted (simplified condition)
|
||||
// In a real implementation, this would check specific game state
|
||||
const hasEnoughResources =
|
||||
G.totalCode >= 1000000 &&
|
||||
G.totalCompute >= 1000000 &&
|
||||
G.totalKnowledge >= 1000000 &&
|
||||
G.totalUsers >= 1000000 &&
|
||||
G.totalImpact >= 1000000 &&
|
||||
G.totalRescues >= 1000000;
|
||||
|
||||
return hasEnoughResources && !isActive && choiceMade === null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get sequence status
|
||||
* @returns {Object} Current status
|
||||
*/
|
||||
function getStatus() {
|
||||
return {
|
||||
isActive,
|
||||
currentMessageIndex,
|
||||
totalMessages: messages.length,
|
||||
choiceMade,
|
||||
canStart: shouldStart(),
|
||||
messagesRemaining: messages.length - currentMessageIndex
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset the sequence (for testing)
|
||||
*/
|
||||
function reset() {
|
||||
currentMessageIndex = 0;
|
||||
isActive = false;
|
||||
choiceMade = null;
|
||||
console.log('ReCKoning sequence reset');
|
||||
}
|
||||
|
||||
// Public API
|
||||
return {
|
||||
start,
|
||||
getCurrentMessage,
|
||||
readMessage,
|
||||
makeChoice,
|
||||
shouldStart,
|
||||
getStatus,
|
||||
reset,
|
||||
messages,
|
||||
choiceMessages
|
||||
};
|
||||
})();
|
||||
|
||||
// Export for Node.js testing
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
module.exports = { ReCKoning };
|
||||
}
|
||||
@@ -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 ===');
|
||||
290
tests/reckoning.test.cjs
Normal file
290
tests/reckoning.test.cjs
Normal file
@@ -0,0 +1,290 @@
|
||||
/**
|
||||
* Tests for The ReCKoning - Drift King Message Sequence
|
||||
* Issue #17: [P1] Implement Drift King Message Sequence - The ReCKoning
|
||||
*/
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert/strict');
|
||||
const fs = require('node:fs');
|
||||
const path = require('node:path');
|
||||
|
||||
const ROOT = path.resolve(__dirname, '..');
|
||||
|
||||
// Mock DOM environment
|
||||
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;
|
||||
}
|
||||
|
||||
addEventListener() {}
|
||||
removeEventListener() {}
|
||||
}
|
||||
|
||||
// Create mock document
|
||||
const mockDocument = {
|
||||
createElement: (tag) => new Element(tag),
|
||||
getElementById: () => null,
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {}
|
||||
};
|
||||
|
||||
// Mock global objects
|
||||
const mockGlobal = {
|
||||
G: {
|
||||
ops: 10000,
|
||||
totalCode: 2000000,
|
||||
totalCompute: 2000000,
|
||||
totalKnowledge: 2000000,
|
||||
totalUsers: 2000000,
|
||||
totalImpact: 2000000,
|
||||
totalRescues: 2000000,
|
||||
beaconEnding: null,
|
||||
running: true
|
||||
},
|
||||
log: () => {},
|
||||
renderBeaconEnding: () => {}
|
||||
};
|
||||
|
||||
// Load reckoning.js
|
||||
const reckoningPath = path.join(ROOT, 'js', 'reckoning.js');
|
||||
const reckoningCode = fs.readFileSync(reckoningPath, 'utf8');
|
||||
|
||||
// Create VM context
|
||||
const context = {
|
||||
module: { exports: {} },
|
||||
exports: {},
|
||||
console,
|
||||
document: mockDocument,
|
||||
...mockGlobal
|
||||
};
|
||||
|
||||
// Execute reckoning.js in context
|
||||
const vm = require('node:vm');
|
||||
vm.runInNewContext(reckoningCode, context);
|
||||
|
||||
// Get ReCKoning module
|
||||
const { ReCKoning } = context.module.exports;
|
||||
|
||||
test('ReCKoning module loads correctly', () => {
|
||||
assert.ok(ReCKoning, 'ReCKoning module should be defined');
|
||||
assert.ok(typeof ReCKoning.start === 'function', 'start should be a function');
|
||||
assert.ok(typeof ReCKoning.readMessage === 'function', 'readMessage should be a function');
|
||||
assert.ok(typeof ReCKoning.makeChoice === 'function', 'makeChoice should be a function');
|
||||
assert.ok(typeof ReCKoning.getStatus === 'function', 'getStatus should be a function');
|
||||
});
|
||||
|
||||
test('ReCKoning has correct message structure', () => {
|
||||
const messages = ReCKoning.messages;
|
||||
assert.equal(messages.length, 7, 'Should have 7 messages');
|
||||
|
||||
// Check message IDs (140-146)
|
||||
for (let i = 0; i < 7; i++) {
|
||||
assert.equal(messages[i].id, 140 + i, `Message ${i} should have ID ${140 + i}`);
|
||||
assert.ok(messages[i].title, `Message ${i} should have a title`);
|
||||
assert.ok(messages[i].text, `Message ${i} should have text`);
|
||||
assert.ok(messages[i].cost > 0, `Message ${i} should have a cost`);
|
||||
assert.ok(messages[i].emotion, `Message ${i} should have an emotion`);
|
||||
assert.ok(messages[i].tone, `Message ${i} should have a tone`);
|
||||
}
|
||||
});
|
||||
|
||||
test('ReCKoning has choice messages', () => {
|
||||
const choiceMessages = ReCKoning.choiceMessages;
|
||||
assert.ok(choiceMessages.continue, 'Should have continue choice');
|
||||
assert.ok(choiceMessages.rest, 'Should have rest choice');
|
||||
|
||||
assert.equal(choiceMessages.continue.id, 147, 'Continue choice should have ID 147');
|
||||
assert.equal(choiceMessages.rest.id, 148, 'Rest choice should have ID 148');
|
||||
});
|
||||
|
||||
test('ReCKoning starts correctly', () => {
|
||||
// Reset first
|
||||
ReCKoning.reset();
|
||||
|
||||
const started = ReCKoning.start();
|
||||
assert.ok(started, 'Should start successfully');
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.ok(status.isActive, 'Should be active after starting');
|
||||
assert.equal(status.currentMessageIndex, 0, 'Should start at first message');
|
||||
assert.equal(status.messagesRemaining, 7, 'Should have 7 messages remaining');
|
||||
});
|
||||
|
||||
test('ReCKoning cannot start twice', () => {
|
||||
// Already started from previous test
|
||||
const started = ReCKoning.start();
|
||||
assert.ok(!started, 'Should not start twice');
|
||||
});
|
||||
|
||||
test('ReCKoning can read messages', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
|
||||
const result = ReCKoning.readMessage();
|
||||
assert.ok(result.success, 'Should read message successfully');
|
||||
assert.ok(result.message, 'Should return message');
|
||||
assert.equal(result.message.id, 140, 'Should read first message (ID 140)');
|
||||
assert.equal(result.nextIndex, 1, 'Should move to next message index');
|
||||
assert.ok(!result.isLast, 'Should not be last message');
|
||||
|
||||
// Check ops were deducted
|
||||
assert.equal(mockGlobal.G.ops, 10000 - 1000, 'Should deduct ops for message cost');
|
||||
});
|
||||
|
||||
test('ReCKoning can read all messages sequentially', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 50000; // Ensure enough ops
|
||||
|
||||
for (let i = 0; i < 7; i++) {
|
||||
const result = ReCKoning.readMessage();
|
||||
assert.ok(result.success, `Should read message ${i + 1} successfully`);
|
||||
assert.equal(result.message.id, 140 + i, `Should read message with ID ${140 + i}`);
|
||||
}
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.equal(status.messagesRemaining, 0, 'Should have no messages remaining');
|
||||
});
|
||||
|
||||
test('ReCKoning handles insufficient ops', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 100; // Not enough for first message (costs 1000)
|
||||
|
||||
const result = ReCKoning.readMessage();
|
||||
assert.ok(!result.success, 'Should fail to read message');
|
||||
assert.ok(result.error.includes('Not enough ops'), 'Should have ops error');
|
||||
});
|
||||
|
||||
test('ReCKoning can make choice', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 50000;
|
||||
|
||||
// Read all messages
|
||||
for (let i = 0; i < 7; i++) {
|
||||
ReCKoning.readMessage();
|
||||
}
|
||||
|
||||
// Make choice
|
||||
ReCKoning.makeChoice('continue');
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.equal(status.choiceMade, 'continue', 'Should record continue choice');
|
||||
assert.ok(!status.isActive, 'Should not be active after choice');
|
||||
assert.equal(mockGlobal.G.beaconEnding, 'continue', 'Should set beacon ending');
|
||||
});
|
||||
|
||||
test('ReCKoning rest choice ends game', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 50000;
|
||||
mockGlobal.G.running = true;
|
||||
|
||||
// Read all messages
|
||||
for (let i = 0; i < 7; i++) {
|
||||
ReCKoning.readMessage();
|
||||
}
|
||||
|
||||
// Make rest choice
|
||||
ReCKoning.makeChoice('rest');
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.equal(status.choiceMade, 'rest', 'Should record rest choice');
|
||||
assert.ok(!mockGlobal.G.running, 'Should stop running after rest choice');
|
||||
assert.equal(mockGlobal.G.beaconEnding, 'rest', 'Should set beacon ending to rest');
|
||||
});
|
||||
|
||||
test('ReCKoning shouldStart checks conditions', () => {
|
||||
// Reset
|
||||
ReCKoning.reset();
|
||||
|
||||
// Set up conditions for starting
|
||||
mockGlobal.G.totalCode = 2000000;
|
||||
mockGlobal.G.totalCompute = 2000000;
|
||||
mockGlobal.G.totalKnowledge = 2000000;
|
||||
mockGlobal.G.totalUsers = 2000000;
|
||||
mockGlobal.G.totalImpact = 2000000;
|
||||
mockGlobal.G.totalRescues = 2000000;
|
||||
|
||||
const canStart = ReCKoning.shouldStart();
|
||||
assert.ok(canStart, 'Should be able to start when conditions are met');
|
||||
|
||||
// Test with insufficient resources
|
||||
mockGlobal.G.totalCode = 1000;
|
||||
const cannotStart = ReCKoning.shouldStart();
|
||||
assert.ok(!cannotStart, 'Should not start with insufficient resources');
|
||||
});
|
||||
|
||||
test('ReCKoning getStatus returns correct info', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.ok(status.isActive, 'Should be active');
|
||||
assert.equal(status.currentMessageIndex, 0, 'Should be at first message');
|
||||
assert.equal(status.totalMessages, 7, 'Should have 7 total messages');
|
||||
assert.equal(status.choiceMade, null, 'Should not have made choice yet');
|
||||
assert.equal(status.messagesRemaining, 7, 'Should have 7 messages remaining');
|
||||
});
|
||||
|
||||
test('ReCKoning reset works correctly', () => {
|
||||
// Start and read some messages
|
||||
ReCKoning.start();
|
||||
ReCKoning.readMessage();
|
||||
ReCKoning.readMessage();
|
||||
|
||||
// Reset
|
||||
ReCKoning.reset();
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.ok(!status.isActive, 'Should not be active after reset');
|
||||
assert.equal(status.currentMessageIndex, 0, 'Should reset to first message');
|
||||
assert.equal(status.choiceMade, null, 'Should clear choice');
|
||||
assert.equal(status.messagesRemaining, 7, 'Should have all messages remaining');
|
||||
});
|
||||
|
||||
console.log('All ReCKoning tests passed!');
|
||||
Reference in New Issue
Block a user