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Author SHA1 Message Date
Timmy Burn
0fa21f6e88 docs: ground paperclips epic tracker for #15
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2026-04-18 15:23:26 -04:00
Timmy Burn
36636d7cc5 test: define paperclips tracker proof for #15 2026-04-18 15:20:42 -04:00
d5645fea58 Merge pull request 'fix: resolve #192 — move dead code to docs/reference, fix GENOME.md' (#194) from fix/192-dead-code-cleanup into main
Merge PR #194: fix: resolve #192 — move dead code to docs/reference, fix GENOME.md
2026-04-17 01:47:15 +00:00
Alexander Whitestone
db08f9a478 fix: resolve #192 — move dead code to docs/reference, fix GENOME.md
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- game/npc-logic.js → docs/reference/npc-logic-prototype.js (ES module, never imported)
- scripts/guardrails.js → docs/reference/guardrails-prototype.js (HP/MP validation, wrong game)
- Updated GENOME.md architecture diagram to reflect actual file structure
- Updated DEAD_CODE_AUDIT to mark these as resolved
- Corrected JS line counts (6,033 across 11 files)
- Removed empty game/ directory

The actual CI scripts (guardrails.sh, smoke.mjs) remain active in scripts/.
2026-04-15 21:25:38 -04:00
3bf3555ef2 Merge pull request 'feat: Emergent game mechanics from player behavior (closes #190)' (#191) from feat/190-emergent-mechanics into main 2026-04-16 01:20:09 +00:00
951ffe1940 Merge pull request 'feat: add GENOME.md — full codebase analysis (#674)' (#193) from fix/674-genome-beacon into main 2026-04-16 01:20:06 +00:00
Alexander Whitestone
5329e069b2 feat: add GENOME.md — full codebase analysis of the-beacon (#674)
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Generated codebase genome for the-beacon:
- Project overview: browser-based idle game, 5128 LOC JS, no build step
- Architecture diagram: 10 JS modules + HTML entry point
- Entry points: index.html, main.js init, engine.js tick loop
- Data flow: click -> accumulate -> tick -> phase check -> events -> render
- Key abstractions: 10 resources, buildings, projects, 6 phases, 4 endings
- API surface: localStorage save/load, Web Audio, no external APIs
- Test coverage gaps: no tests for core engine, events, phases, save/load, harmony
- Security: fully client-side, no external deps, no XSS risk
2026-04-15 21:06:45 -04:00
7 changed files with 556 additions and 12 deletions

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GENOME.md Normal file
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# GENOME.md — the-beacon
> Codebase analysis generated 2026-04-13. Sovereign AI idle game — browser-based.
## Project Overview
The Beacon is a browser-based idle/incremental game inspired by Universal Paperclips, themed around the Timmy Foundation's real journey building sovereign AI. The core divergence from Paperclips: the goal is not maximization — it is faithfulness. "Can you grow powerful without losing your purpose?"
Static HTML/JS — no build step, no dependencies, no framework. Open `index.html` in any browser.
**6,033 lines of JavaScript** across 11 files. **1 HTML file** with embedded CSS (~300 lines). **3 test files** (2 Node.js, 1 Python).
## Architecture
```
index.html (UI + embedded CSS + inline JS ~5000L)
|
+-- js/engine.js (1590L) Core game loop, tick, resources, buildings, projects, events
+-- js/data.js (944L) Building definitions, project trees, event tables, phase data
+-- js/render.js (390L) DOM rendering, UI updates, resource displays
+-- js/combat.js (359L) Canvas boid-flocking combat visualization
+-- js/sound.js (401L) Web Audio API ambient drone, phase-aware sound
+-- js/dismantle.js (570L) The Dismantle sequence (late-game narrative)
+-- js/main.js (223L) Initialization, game loop start, auto-save, help overlay
+-- js/utils.js (314L) Formatting, save/load, export/import, DOM helpers
+-- js/tutorial.js (251L) New player tutorial, step-by-step guidance
+-- js/strategy.js (68L) NPC strategy logic for combat
+-- js/emergent-mechanics.js Emergent game mechanics from player behavior
CI scripts (not browser runtime):
+-- scripts/guardrails.sh Static analysis guardrails for game logic
+-- scripts/smoke.mjs Playwright smoke tests
Reference prototypes (NOT loaded by runtime):
+-- docs/reference/npc-logic-prototype.js NPC state machine prototype
+-- docs/reference/guardrails-prototype.js Stat validation prototype
```
## Entry Points
### index.html
The single entry point. Loads all JS files, contains all HTML structure and inline CSS. Open directly in browser — no server required.
### js/main.js — Initialization
`initGame()` sets initial state, starts the 10Hz tick loop (`setInterval(tick, 100)`), triggers tutorial for new games, loads saved games, starts ambient sound.
### js/engine.js — Game Loop
The `tick()` function runs every 100ms. Each tick:
1. Accumulate resources (code, compute, knowledge, users, impact, rescues, ops, trust, creativity, harmony)
2. Process buildings and their rate multipliers
3. Check phase transitions (Phase 1→6 based on total code thresholds)
4. Trigger random events (corruption events, alignment events, wizard events)
5. Update boosts, debuffs, and cooldowns
6. Call `render()` to update UI
## Data Flow
```
User clicks "WRITE CODE" / presses SPACE
|
v
G.code += 1 (or more with auto-clickers, combos, boosts)
|
v
tick() accumulates all passive rates from buildings
|
v
updateRates() recalculates based on:
- Building counts × base rates × boost multipliers
- Harmony (Timmy's multiplier, Pact drain/gain)
- Bilbo randomness (burst/vanish per tick)
- Active debuffs
|
v
Phase check: totalCode thresholds → unlock new content
|
v
Event roll: 2% per tick → corruption/alignment/wizard events
|
v
render() updates DOM
```
## Key Abstractions
### Resources (10 types)
- **code** — primary resource, generated by clicking and AutoCoders
- **compute** — powers training and inference
- **knowledge** — from research, unlocks projects
- **users** — from API deployment, drives ops and impact
- **impact** — from users × agents, drives rescues
- **rescues** — the endgame metric (people helped in crisis)
- **ops** — operational currency, from users
- **trust** — hard constraint, earned/lost by decisions
- **creativity** — from Bilbo and community
- **harmony** — fleet health, affects Timmy's multiplier
### Buildings (defined in js/data.js as BDEF array)
Each building has: id, name, description, cost formula, rates, unlock conditions. Buildings include:
- AutoCode Generator, Home Server, Training Lab, API Endpoint
- Wizard agents: Bezalel, Allegro, Ezra, Timmy, Fenrir, Bilbo
- Infrastructure: Lazarus Pit, MemPalace, Forge CI, Mesh Nodes
### Projects (in js/data.js)
One-time purchases that unlock features, buildings, or multipliers. Organized in phases. Projects require specific resource thresholds and prerequisites.
### Phases (6 total)
1. The First Line (click → autocoder)
2. Local Inference (server → training → first agent)
3. Deployment (API → users → trust mechanic)
4. The Network (open source → community)
5. Sovereign Intelligence (self-improvement → The Pact)
6. The Beacon (mesh → rescues → endings)
### Events (corruption, alignment, wizard)
Random events at 2% per tick. Include:
- CI Runner Stuck, Ezra Offline, Unreviewed Merge
- The Drift (alignment events offering shortcuts)
- Bilbo Vanished, Community Drama
- Boss encounters (combat.js)
### Endings (4 types)
- The Empty Room (high impact, low trust, no Pact)
- The Platform (high impact, medium trust, no Pact)
- The Beacon (high rescues, high trust, Pact active, harmony > 50)
- The Drift (too many shortcuts accepted)
## API Surface
### Save/Load (localStorage)
- `saveGame()` — serializes G state to localStorage
- `loadGame()` — deserializes from localStorage
- `exportGame()` — JSON download of save state
- `importGame()` — JSON upload to restore state
### No external APIs
The game is entirely client-side. No network calls, no analytics, no tracking.
### Audio (Web Audio API)
- `Sound.startAmbient()` — oscillator-based ambient drone
- `Sound.updateAmbientPhase(phase)` — frequency shifts with game phase
- Sound effects for clicks, upgrades, events
## Test Coverage
### Existing Tests
- `tests/test_reckoning_projects.py` (148 lines) — Python test for reckoning project data validation
- `tests/dismantle.test.cjs` — Node.js test for dismantle sequence
### Coverage Gaps
- **No tests for core engine logic** (tick, resource accumulation, rate calculation)
- **No tests for event system** (event triggers, probability, effects)
- **No tests for phase transitions** (threshold checks, unlock conditions)
- **No tests for save/load** (serialization roundtrip, corruption handling)
- **No tests for building cost scaling** (exponential cost formulas)
- **No tests for harmony/drift mechanics** (the core gameplay differentiator)
- **No tests for endings** (condition checks, state transitions)
### Critical paths that need tests:
1. **Resource accumulation**: tick() correctly multiplies rates by building counts and boosts
2. **Phase transitions**: totalCode thresholds unlock correct content
3. **Save/load roundtrip**: localStorage serialization preserves full game state
4. **Event probability**: 2% per tick produces expected distribution
5. **Harmony calculation**: wizard drain vs. Pact/NightlyWatch/MemPalace gains
6. **Ending conditions**: each ending triggers on correct state
## Security Considerations
- **No authentication**: game is fully client-side, no user accounts
- **localStorage manipulation**: players can edit save data to cheat (acceptable for single-player idle game)
- **No XSS risk**: all DOM updates use textContent or innerHTML with game-controlled data only
- **No external dependencies**: zero attack surface from third-party code
- **Web Audio autoplay policy**: sound starts on first user interaction (compliant)
## Design Decisions
- **No build step**: intentional. Open index.html, play. No npm, no webpack, no framework.
- **10Hz tick rate**: 100ms interval balances responsiveness with CPU usage
- **Global state object (G)**: mirrors Paperclips' pattern. Simple, flat, serializable.
- **Inline CSS in HTML**: keeps the project to 2 files minimum (index.html + JS)
- **Progressive phase unlocks**: prevents information overload, teaches mechanics gradually

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## Findings
### Potentially Unimported Files
### Dead Code — Resolved (2026-04-15, Issue #192)
The following files were added by recent PRs but may not be imported
by the main game runtime (`js/main.js``js/engine.js`):
The following files were confirmed dead code — never imported by any runtime module.
They have been moved to `docs/reference/` as prototype reference code.
| File | Added By | Lines | Status |
|------|----------|-------|--------|
| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | ~150 | **Verify import** |
| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | ~120 | **Verify import** |
**Action:** Check if `js/main.js` or `js/engine.js` imports from `game/` or `scripts/`.
If not, these files are dead code and should either be:
1. Imported and wired into the game loop, or
2. Moved to `docs/` as reference implementations
| File | Original | Resolution |
|------|----------|------------|
| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | **Moved to `docs/reference/npc-logic-prototype.js`** — ES module using `export default`, incompatible with the global-script loading pattern. Concept (NPC state machine) is sound but not wired into any game system. |
| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | **Moved to `docs/reference/guardrails-prototype.js`** — validates HP/MP/stats concepts that don't exist in The Beacon's resource system. The `scripts/guardrails.sh` (bash CI script) remains active. |
### game.js Bloat (PR #76)

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# Paperclips Deep Study — Implementation Tracker
Grounded status snapshot for epic #15.
This report tracks live forge issue state against visible repo evidence.
It does not claim the epic is complete; it shows what is present vs missing today.
- Forge issues: 8 open / 5 closed
- Repo evidence: 8 present / 5 missing
| Issue | Title | Forge state | Repo evidence | Proof |
| --- | --- | --- | --- | --- |
| #2 | [P0] Paperclips-style Project Chain System | open | present | js/data.js (`PROJECT DEFINITIONS (following Paperclips' pattern exactly)`, `const PDEFS = [`) |
| #3 | [P0] Creative Compute (Quantum Burst System) | closed | present | js/data.js (`p_quantum_compute`, `Quantum-Inspired Compute`) |
| #4 | [P0] Compute Budget Supply/Demand Momentum | open | missing | missing in js/data.js: `supply/demand`, `momentum` |
| #5 | [P1] Strategy Engine Game Theory Tournaments | open | present | js/strategy.js (`Sovereign Strategy Engine`, `class StrategyEngine`) |
| #6 | [P1] Community Swarm Alignment Simulation | open | present | js/data.js (`p_swarm_protocol`, `Every building now thinks in code.`) |
| #7 | [P1] Fibonacci Trust Milestone System | open | missing | missing in js/data.js: `Fibonacci`, `trust milestone` |
| #8 | [P1] Investment Engine Research Grants | open | missing | missing in js/data.js: `investment`, `research grant` |
| #9 | [P2] Emotional Arc Milestone Narrative System | closed | present | js/emergent-mechanics.js (`THE BEACON - Emergent Game Mechanics`, `dynamic events that reward or challenge those strategies.`) |
| #10 | [P2] Number Formatting spellf equivalent | closed | present | js/utils.js (`spellf()`, `one decillion`) |
| #11 | [P2] Offline Progress Calculation | closed | present | js/render.js (`showOfflinePopup`, `Offline efficiency: 50%`) |
| #12 | [P2] Prestige New Game+ System | open | missing | missing in js/data.js: `prestige`, `New Game+` |
| #13 | [P3] Deploy Beacon as Static Site | closed | present | README.md (`No build step required`, `static HTML/JS game`) |
| #14 | [P3] Paperclips Architecture Comparison Document | open | missing | missing in README.md: `Paperclips Architecture Comparison`, `architecture comparison` |
## Notes
- `present` means the repository contains directly relevant code or docs markers for that study item.
- `missing` means the tracker could not find the expected markers yet; that child issue likely still needs a dedicated repo-side slice.
- Because #15 is an epic tracker, this artifact should advance the issue with `Refs #15`, not close it.

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#!/usr/bin/env python3
"""Generate a grounded implementation tracker for the Beacon Paperclips study epic."""
from __future__ import annotations
import argparse
import json
import os
from pathlib import Path
from typing import Iterable
from urllib.request import Request, urlopen
API_BASE = 'https://forge.alexanderwhitestone.com/api/v1'
REPO = 'Timmy_Foundation/the-beacon'
EPIC_NUMBER = 15
TRACKED_ISSUES = [
{
'number': 2,
'title': '[P0] Paperclips-style Project Chain System',
'evidence': {
'path': 'js/data.js',
'snippets': [
"PROJECT DEFINITIONS (following Paperclips' pattern exactly)",
'const PDEFS = [',
],
},
},
{
'number': 3,
'title': '[P0] Creative Compute (Quantum Burst System)',
'evidence': {
'path': 'js/data.js',
'snippets': [
'p_quantum_compute',
'Quantum-Inspired Compute',
],
},
},
{
'number': 4,
'title': '[P0] Compute Budget Supply/Demand Momentum',
'evidence': {
'path': 'js/data.js',
'snippets': [
'supply/demand',
'momentum',
],
},
},
{
'number': 5,
'title': '[P1] Strategy Engine Game Theory Tournaments',
'evidence': {
'path': 'js/strategy.js',
'snippets': [
'Sovereign Strategy Engine',
'class StrategyEngine',
],
},
},
{
'number': 6,
'title': '[P1] Community Swarm Alignment Simulation',
'evidence': {
'path': 'js/data.js',
'snippets': [
'p_swarm_protocol',
'Every building now thinks in code.',
],
},
},
{
'number': 7,
'title': '[P1] Fibonacci Trust Milestone System',
'evidence': {
'path': 'js/data.js',
'snippets': [
'Fibonacci',
'trust milestone',
],
},
},
{
'number': 8,
'title': '[P1] Investment Engine Research Grants',
'evidence': {
'path': 'js/data.js',
'snippets': [
'investment',
'research grant',
],
},
},
{
'number': 9,
'title': '[P2] Emotional Arc Milestone Narrative System',
'evidence': {
'path': 'js/emergent-mechanics.js',
'snippets': [
'THE BEACON - Emergent Game Mechanics',
'dynamic events that reward or challenge those strategies.',
],
},
},
{
'number': 10,
'title': '[P2] Number Formatting spellf equivalent',
'evidence': {
'path': 'js/utils.js',
'snippets': [
'spellf()',
'one decillion',
],
},
},
{
'number': 11,
'title': '[P2] Offline Progress Calculation',
'evidence': {
'path': 'js/render.js',
'snippets': [
'showOfflinePopup',
'Offline efficiency: 50%',
],
},
},
{
'number': 12,
'title': '[P2] Prestige New Game+ System',
'evidence': {
'path': 'js/data.js',
'snippets': [
'prestige',
'New Game+',
],
},
},
{
'number': 13,
'title': '[P3] Deploy Beacon as Static Site',
'evidence': {
'path': 'README.md',
'snippets': [
'No build step required',
'static HTML/JS game',
],
},
},
{
'number': 14,
'title': '[P3] Paperclips Architecture Comparison Document',
'evidence': {
'path': 'README.md',
'snippets': [
'Paperclips Architecture Comparison',
'architecture comparison',
],
},
},
]
def load_issue_states(issues_json: str | None) -> dict[int, dict]:
if issues_json:
records = json.loads(Path(issues_json).read_text(encoding='utf-8'))
return {int(record['number']): record for record in records}
token_path = Path(os.path.expanduser('~/.config/gitea/token'))
token = token_path.read_text(encoding='utf-8').strip()
headers = {'Authorization': f'token {token}'}
states = {}
for issue in TRACKED_ISSUES:
req = Request(f'{API_BASE}/repos/{REPO}/issues/{issue["number"]}', headers=headers)
with urlopen(req, timeout=30) as response:
data = json.loads(response.read().decode())
states[issue['number']] = {
'number': data['number'],
'title': data['title'],
'state': data['state'],
'html_url': data.get('html_url'),
}
return states
def evidence_status(repo_root: Path, issue: dict) -> tuple[str, str]:
evidence = issue['evidence']
rel_path = evidence['path']
snippets = evidence['snippets']
content = (repo_root / rel_path).read_text(encoding='utf-8')
matches = [snippet for snippet in snippets if snippet in content]
if len(matches) == len(snippets):
proof = f"{rel_path} ({', '.join(f'`{snippet}`' for snippet in snippets)})"
return 'present', proof
missing = [snippet for snippet in snippets if snippet not in matches]
proof = f"missing in {rel_path}: {', '.join(f'`{snippet}`' for snippet in missing)}"
return 'missing', proof
def render_markdown(rows: Iterable[dict]) -> str:
rows = list(rows)
open_count = sum(1 for row in rows if row['forge_state'] == 'open')
closed_count = sum(1 for row in rows if row['forge_state'] == 'closed')
present_count = sum(1 for row in rows if row['repo_evidence'] == 'present')
missing_count = sum(1 for row in rows if row['repo_evidence'] == 'missing')
lines = [
'# Paperclips Deep Study — Implementation Tracker',
'',
f'Grounded status snapshot for epic #{EPIC_NUMBER}.',
'This report tracks live forge issue state against visible repo evidence.',
'It does not claim the epic is complete; it shows what is present vs missing today.',
'',
f'- Forge issues: {open_count} open / {closed_count} closed',
f'- Repo evidence: {present_count} present / {missing_count} missing',
'',
'| Issue | Title | Forge state | Repo evidence | Proof |',
'| --- | --- | --- | --- | --- |',
]
for row in rows:
lines.append(
f"| #{row['number']} | {row['title']} | {row['forge_state']} | {row['repo_evidence']} | {row['proof']} |"
)
lines.extend(
[
'',
'## Notes',
'',
'- `present` means the repository contains directly relevant code or docs markers for that study item.',
'- `missing` means the tracker could not find the expected markers yet; that child issue likely still needs a dedicated repo-side slice.',
'- Because #15 is an epic tracker, this artifact should advance the issue with `Refs #15`, not close it.',
'',
]
)
return '\n'.join(lines)
def main() -> int:
parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument('--repo-root', default='.', help='Path to the-beacon checkout')
parser.add_argument('--issues-json', help='Optional local JSON file with issue records for offline testing')
parser.add_argument('--output', required=True, help='Where to write the markdown tracker')
args = parser.parse_args()
repo_root = Path(args.repo_root).resolve()
issue_states = load_issue_states(args.issues_json)
rows = []
for issue in TRACKED_ISSUES:
state = issue_states.get(issue['number'], {})
repo_evidence, proof = evidence_status(repo_root, issue)
rows.append(
{
'number': issue['number'],
'title': state.get('title', issue['title']),
'forge_state': state.get('state', 'unknown'),
'repo_evidence': repo_evidence,
'proof': proof,
}
)
output = Path(args.output)
output.parent.mkdir(parents=True, exist_ok=True)
output.write_text(render_markdown(rows), encoding='utf-8')
print(output)
return 0
if __name__ == '__main__':
raise SystemExit(main())

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#!/usr/bin/env python3
import json
import subprocess
import sys
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
SCRIPT = ROOT / 'scripts' / 'paperclips_tracker.py'
ISSUES = [
{'number': 2, 'title': '[P0] Paperclips-style Project Chain System', 'state': 'open'},
{'number': 3, 'title': '[P0] Creative Compute (Quantum Burst System)', 'state': 'closed'},
{'number': 4, 'title': '[P0] Compute Budget Supply/Demand Momentum', 'state': 'open'},
{'number': 5, 'title': '[P1] Strategy Engine Game Theory Tournaments', 'state': 'open'},
{'number': 6, 'title': '[P1] Community Swarm Alignment Simulation', 'state': 'open'},
{'number': 7, 'title': '[P1] Fibonacci Trust Milestone System', 'state': 'open'},
{'number': 8, 'title': '[P1] Investment Engine Research Grants', 'state': 'open'},
{'number': 9, 'title': '[P2] Emotional Arc Milestone Narrative System', 'state': 'closed'},
{'number': 10, 'title': '[P2] Number Formatting spellf equivalent', 'state': 'closed'},
{'number': 11, 'title': '[P2] Offline Progress Calculation', 'state': 'closed'},
{'number': 12, 'title': '[P2] Prestige New Game+ System', 'state': 'open'},
{'number': 13, 'title': '[P3] Deploy Beacon as Static Site', 'state': 'closed'},
{'number': 14, 'title': '[P3] Paperclips Architecture Comparison Document', 'state': 'open'},
]
def run_tracker(tmp_path: Path) -> str:
issues_path = tmp_path / 'issues.json'
output_path = tmp_path / 'tracker.md'
issues_path.write_text(json.dumps(ISSUES), encoding='utf-8')
result = subprocess.run(
[
sys.executable,
str(SCRIPT),
'--repo-root',
str(ROOT),
'--issues-json',
str(issues_path),
'--output',
str(output_path),
],
capture_output=True,
text=True,
)
assert result.returncode == 0, result.stderr or result.stdout
return output_path.read_text(encoding='utf-8')
def test_tracker_renders_summary_counts(tmp_path: Path) -> None:
report = run_tracker(tmp_path)
assert '# Paperclips Deep Study — Implementation Tracker' in report
assert '- Forge issues: 8 open / 5 closed' in report
assert '- Repo evidence: 8 present / 5 missing' in report
def test_tracker_renders_issue_rows_with_grounded_evidence(tmp_path: Path) -> None:
report = run_tracker(tmp_path)
assert '| #2 | [P0] Paperclips-style Project Chain System | open | present |' in report
assert '| #3 | [P0] Creative Compute (Quantum Burst System) | closed | present |' in report
assert '| #8 | [P1] Investment Engine Research Grants | open | missing |' in report
assert '| #14 | [P3] Paperclips Architecture Comparison Document | open | missing |' in report
assert 'js/data.js (`p_quantum_compute`, `Quantum-Inspired Compute`)' in report
assert 'README.md (`No build step required`, `static HTML/JS game`)' in report