Compare commits
12 Commits
feat/canva
...
whip/4-177
| Author | SHA1 | Date | |
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4571fdca64 | ||
| 1081b9e6c4 | |||
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e74f956bf4 | ||
| 55f280d056 | |||
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6446ecb43a | ||
| 0a312b111d | |||
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141b240d69 | ||
| 093f7688bd | |||
| c4a31255a4 | |||
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c876a35dc0 | ||
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3d851a8708 | ||
| fbb782bd77 |
1
.ci-trigger
Normal file
1
.ci-trigger
Normal file
@@ -0,0 +1 @@
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||||
# Trivial file to re-trigger CI after stale run
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@@ -10,12 +10,11 @@ jobs:
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steps:
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- uses: actions/checkout@v4
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- name: Validate ARIA Attributes in game.js
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- name: Validate ARIA Attributes in JS
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run: |
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echo "Checking game.js for ARIA attributes..."
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grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
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grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
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grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
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echo "Checking js/*.js for ARIA attributes..."
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grep -rq "aria-label" js/ || (echo "ERROR: aria-label missing from js/" && exit 1)
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grep -rq "aria-pressed" js/ || (echo "ERROR: aria-pressed missing from js/" && exit 1)
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- name: Validate ARIA Roles in index.html
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run: |
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@@ -24,4 +23,7 @@ jobs:
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- name: Syntax Check JS
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run: |
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node -c game.js
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for f in js/*.js; do
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echo "Syntax check: $f"
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node -c "$f" || exit 1
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done
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@@ -20,5 +20,5 @@ jobs:
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echo "PASS: All files parse"
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- name: Secret scan
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run: |
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if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
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if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v '.gitea' | grep -v 'guardrails'; then exit 1; fi
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echo "PASS: No secrets"
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22
index.html
22
index.html
@@ -59,6 +59,10 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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.ops-btn{background:#1a1a2a;border:1px solid var(--purple);color:var(--purple);font-size:10px;padding:6px 10px;border-radius:4px;cursor:pointer;font-family:inherit;transition:all 0.15s}
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.ops-btn:hover:not(:disabled){background:#2a2a3a;border-color:var(--gold)}
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.ops-btn:disabled{opacity:0.3;cursor:not-allowed}
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@keyframes res-pulse{0%{transform:scale(1);color:inherit}50%{transform:scale(1.18);color:#4caf50}100%{transform:scale(1);color:inherit}}
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@keyframes res-shake{0%,100%{transform:translateX(0)}20%{transform:translateX(-3px);color:#f44336}40%{transform:translateX(3px)}60%{transform:translateX(-2px)}80%{transform:translateX(2px)}}
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.res .pulse{animation:res-pulse 0.35s ease-out}
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.res .shake{animation:res-shake 0.35s ease-out}
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.build-btn{display:block;width:100%;text-align:left;padding:6px 10px;margin-bottom:4px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:10px;background:#0c0c18;border:1px solid var(--border);color:var(--text);transition:all 0.15s}
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.build-btn.can-buy{border-color:#2a3a4a;background:#0e1420}
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.build-btn.can-buy:hover{border-color:var(--accent);box-shadow:0 0 8px var(--glow)}
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@@ -86,6 +90,8 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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#drift-ending .ending-quote{color:var(--dim);font-style:italic;font-size:11px;border-left:2px solid #f44336;padding-left:12px;margin:20px 0;text-align:left}
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#drift-ending button{margin-top:20px;background:#1a0808;border:1px solid #f44336;color:#f44336;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px}
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#drift-ending button:hover{background:#2a1010}
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#phase-transition{display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.95);z-index:95;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;pointer-events:none}
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#phase-transition.active{display:flex}
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#toast-container{position:fixed;top:16px;right:16px;z-index:200;display:flex;flex-direction:column;gap:6px;pointer-events:none;max-width:320px}
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.toast{pointer-events:auto;padding:8px 14px;border-radius:6px;font-size:11px;font-family:inherit;line-height:1.4;animation:toast-in 0.3s ease-out;opacity:0.95;border:1px solid;backdrop-filter:blur(8px);-webkit-backdrop-filter:blur(8px)}
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.toast.fade-out{animation:toast-out 0.4s ease-in forwards}
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@@ -207,6 +213,16 @@ Events Resolved: <span id="st-resolved">0</span>
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<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
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<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
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</div>
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<div id="compute-budget-panel" style="display:none;margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--accent)">
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<h3 style="color:var(--accent)">COMPUTE BUDGET</h3>
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<div style="font-size:11px;line-height:2">
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<div>Supply: <span id="cb-supply" style="color:var(--green)">0</span> / Demand: <span id="cb-demand" style="color:var(--red)">0</span></div>
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<div>Battery: <span id="cb-battery" style="color:var(--accent)">0</span> / <span id="cb-battery-max">1000</span></div>
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<div>Momentum: <span id="cb-momentum" style="color:var(--gold)">0%</span></div>
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<div>Power Mod: <span id="cb-powmod" style="color:var(--accent)">100%</span></div>
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<div id="cb-status" style="font-style:italic;color:var(--dim)">Balanced</div>
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</div>
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</div>
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<div id="combat-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--red)">
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<h3>REASONING BATTLES</h3>
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<canvas id="combat-canvas" style="width:100%;max-width:310px;border:1px solid var(--border);border-radius:4px;display:block;margin:8px auto"></canvas>
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@@ -272,6 +288,12 @@ The light is on. The room is empty."
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</div>
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</div>
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<div id="phase-transition">
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<div class="pt-phase" style="font-size:12px;color:var(--dim);letter-spacing:4px;margin-bottom:12px">PHASE</div>
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<div class="pt-name" style="font-size:28px;font-weight:300;color:var(--gold);letter-spacing:4px;text-shadow:0 0 40px #ffd70044;margin-bottom:8px"></div>
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<div class="pt-desc" style="font-size:12px;color:var(--dim);font-style:italic;max-width:400px"></div>
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</div>
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<div id="toast-container"></div>
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<div id="custom-tooltip"></div>
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</body>
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33
js/data.js
33
js/data.js
@@ -28,7 +28,10 @@ const CONFIG = {
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CREATIVITY_RATE_USER_MULT: 0.001,
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OPS_OVERFLOW_THRESHOLD: 0.8,
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OPS_OVERFLOW_DRAIN_RATE: 2,
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OPS_OVERFLOW_CODE_MULT: 10
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OPS_OVERFLOW_CODE_MULT: 10,
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COMPUTE_BUDGET_ENABLED: false,
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COMPUTE_MOMENTUM_RATE: 0.0005,
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COMPUTE_BATTERY_MAX: 1000
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};
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const G = {
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@@ -158,7 +161,14 @@ const G = {
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// Time tracking
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playTime: 0,
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startTime: 0,
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flags: {}
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flags: {},
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// Compute Budget
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computeSupply: 0,
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computeDemand: 0,
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computeBattery: 0,
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computeMomentum: 0,
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computePowMod: 1
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};
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// === PHASE DEFINITIONS ===
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@@ -195,6 +205,7 @@ const BDEF = [
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desc: 'A machine in your closet. Runs 24/7.',
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baseCost: { code: 750 }, costMult: 1.15,
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rates: { code: 20, compute: 1 },
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computeSupply: 1,
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unlock: () => G.totalCode >= 200, phase: 1,
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edu: 'Sovereign compute starts at home. A $500 mini-PC runs a 7B model with 4-bit quantization.'
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},
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@@ -211,6 +222,7 @@ const BDEF = [
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desc: 'Gradient descent. Billions of steps. Loss drops.',
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baseCost: { compute: 1000 }, costMult: 1.15,
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rates: { knowledge: 3 },
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computeDemand: 2,
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unlock: () => G.totalCompute >= 300, phase: 2,
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edu: 'Training is math: minimize the gap between predicted and actual next token. Repeat enough, it learns.'
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},
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@@ -219,6 +231,7 @@ const BDEF = [
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desc: 'Tests the model. Finds blind spots.',
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baseCost: { knowledge: 3000 }, costMult: 1.15,
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rates: { trust: 1, ops: 1 },
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computeDemand: 5,
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unlock: () => G.totalKnowledge >= 500, phase: 2,
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edu: 'Benchmarks are the minimum. Real users find what benchmarks miss.'
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},
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@@ -251,6 +264,7 @@ const BDEF = [
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desc: 'No cloud. No dependencies. Your iron.',
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baseCost: { code: 100000 }, costMult: 1.15,
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rates: { code: 500, compute: 100 },
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computeSupply: 10,
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unlock: () => G.totalCode >= 50000 && G.totalUsers >= 5000 && G.sovereignFlag === 1, phase: 4,
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edu: '50 servers in a room beats 5000 GPUs you do not own. Always on. Always yours.'
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},
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@@ -275,6 +289,7 @@ const BDEF = [
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desc: 'The AI writes better versions of itself.',
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baseCost: { knowledge: 1000000 }, costMult: 1.20,
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rates: { code: 1000, knowledge: 500 },
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computeDemand: 20,
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unlock: () => G.totalKnowledge >= 200000 && G.totalImpact >= 10000, phase: 5,
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edu: 'Self-improvement is both the dream and the danger. Must improve toward good.'
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},
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@@ -526,6 +541,19 @@ const PDEFS = [
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trigger: () => G.totalUsers >= 30,
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effect: () => { G.trustRate += 2; log('Trust engine online. Good experiences compound.'); }
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},
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{
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id: 'p_compute_budget',
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name: 'Compute Budget System',
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desc: 'Track compute supply vs demand. Over-supply builds momentum. Under-supply slows everything. "Every watt has a cost."',
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cost: { knowledge: 2000, ops: 50 },
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trigger: () => G.totalKnowledge >= 1500 && (G.buildings.trainer || 0) >= 1,
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effect: () => {
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CONFIG.COMPUTE_BUDGET_ENABLED = true;
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log('Compute budget online. Supply vs demand now tracked.', true);
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showToast('Compute Budget — watch supply/demand', 'milestone');
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},
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milestone: true
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},
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{
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id: 'p_quantum_compute',
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name: 'Quantum-Inspired Compute',
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@@ -792,6 +820,7 @@ const EDU_FACTS = [
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{ title: "How Code Becomes AI", text: "Every AI starts as lines of code - a model architecture, a training loop, a loss function. The code tells the computer how to learn. What emerges is something no single line could predict.", phase: 1 },
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{ title: "The Compute Bottleneck", text: "Training a 7B model requires 1.4e20 FLOPs. A MacBook M3 does 15 TFLOPS. Training locally takes weeks. Hardware access determines who builds AI.", phase: 1 },
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{ title: "What is a Token?", text: "One token equals about 3/4 of a word. A 128K context window means 96,000 words held in working memory at once - a novel, a codebase, a conversation thread.", phase: 2 },
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{ title: "Compute Budget", text: "Every model needs compute: supply from your hardware, demand from your workloads. Over-supply builds momentum — your system runs faster. Under-supply starves everything. Managing compute is managing your AI's health.", phase: 2 },
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{ title: "Data Quality", text: "Clean data beats more data, every time. The best models are trained on curated datasets, not scraped garbage. Garbage in, garbage out.", phase: 2 },
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{ title: "Evaluation Matters", text: "Benchmarks are the minimum. Real users find what benchmarks miss. An eval harness is your model's mirror - it shows you what is actually there.", phase: 2 },
|
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{ title: "The Trust Economy", text: "One good experience tells three people. One bad experience tells thirty. Trust in AI is measurable: does it cite sources? Does it say I don't know?", phase: 3 },
|
||||
|
||||
51
js/engine.js
51
js/engine.js
@@ -102,6 +102,32 @@ function updateRates() {
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G.codeRate += G.swarmRate;
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}
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|
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// Compute Budget: supply vs demand
|
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if (CONFIG.COMPUTE_BUDGET_ENABLED) {
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let supply = 0;
|
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let demand = 0;
|
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for (const def of BDEF) {
|
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const count = G.buildings[def.id] || 0;
|
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if (count > 0) {
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if (def.computeSupply) supply += def.computeSupply * count;
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if (def.computeDemand) demand += def.computeDemand * count;
|
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}
|
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}
|
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G.computeSupply = supply;
|
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G.computeDemand = demand;
|
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// powMod affects all rates when under-supplied
|
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if (G.computePowMod < 1) {
|
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G.codeRate *= G.computePowMod;
|
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G.computeRate *= G.computePowMod;
|
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G.knowledgeRate *= G.computePowMod;
|
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G.userRate *= G.computePowMod;
|
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G.impactRate *= G.computePowMod;
|
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G.rescuesRate *= G.computePowMod;
|
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G.opsRate *= G.computePowMod;
|
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G.creativityRate *= G.computePowMod;
|
||||
}
|
||||
}
|
||||
|
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// Apply persistent debuffs from active events
|
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if (G.activeDebuffs && G.activeDebuffs.length > 0) {
|
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for (const debuff of G.activeDebuffs) {
|
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@@ -133,6 +159,26 @@ function tick() {
|
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G.harmony += G.harmonyRate * dt;
|
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G.harmony = Math.max(0, Math.min(100, G.harmony));
|
||||
|
||||
// Compute Budget: supply vs demand dynamics
|
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if (CONFIG.COMPUTE_BUDGET_ENABLED && G.computeDemand > 0) {
|
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const delta = G.computeSupply - G.computeDemand;
|
||||
if (delta > 0) {
|
||||
// Over-supply: charge battery, gain momentum
|
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G.computeBattery = Math.min(CONFIG.COMPUTE_BATTERY_MAX, G.computeBattery + delta * dt);
|
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G.computeMomentum += CONFIG.COMPUTE_MOMENTUM_RATE * dt;
|
||||
G.computePowMod = 1 + G.computeMomentum;
|
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} else {
|
||||
// Under-supply: drain battery first
|
||||
if (G.computeBattery > 0) {
|
||||
G.computeBattery = Math.max(0, G.computeBattery + delta * dt);
|
||||
} else {
|
||||
// Battery empty: apply penalty
|
||||
G.computePowMod = Math.max(0.01, G.computeSupply / G.computeDemand);
|
||||
G.computeMomentum = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Track totals
|
||||
G.totalCode += G.codeRate * dt;
|
||||
G.totalCompute += G.computeRate * dt;
|
||||
@@ -964,7 +1010,10 @@ function renderResources() {
|
||||
// Rescues — only show if player has any beacon/mesh nodes
|
||||
const rescuesRes = document.getElementById('r-rescues');
|
||||
if (rescuesRes) {
|
||||
rescuesRes.closest('.res').style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
|
||||
const container = rescuesRes.closest('.res');
|
||||
if (container) {
|
||||
container.style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
|
||||
}
|
||||
set('r-rescues', G.rescues, G.rescuesRate);
|
||||
}
|
||||
|
||||
|
||||
39
js/render.js
39
js/render.js
@@ -13,6 +13,7 @@ function render() {
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
renderClickPower();
|
||||
renderComputeBudget();
|
||||
Combat.renderCombatPanel();
|
||||
}
|
||||
|
||||
@@ -26,6 +27,36 @@ function renderClickPower() {
|
||||
if (btn) btn.setAttribute('aria-label', `Write code, generates ${fmt(power)} code per click`);
|
||||
}
|
||||
|
||||
function renderComputeBudget() {
|
||||
const panel = document.getElementById('compute-budget-panel');
|
||||
if (!panel) return;
|
||||
if (!CONFIG.COMPUTE_BUDGET_ENABLED) {
|
||||
panel.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
panel.style.display = 'block';
|
||||
const set = (id, text) => { const el = document.getElementById(id); if (el) el.textContent = text; };
|
||||
set('cb-supply', fmt(G.computeSupply));
|
||||
set('cb-demand', fmt(G.computeDemand));
|
||||
set('cb-battery', fmt(G.computeBattery));
|
||||
set('cb-battery-max', fmt(CONFIG.COMPUTE_BATTERY_MAX));
|
||||
set('cb-momentum', `${(G.computeMomentum * 100).toFixed(1)}%`);
|
||||
set('cb-powmod', `${(G.computePowMod * 100).toFixed(1)}%`);
|
||||
const statusEl = document.getElementById('cb-status');
|
||||
if (statusEl) {
|
||||
if (G.computePowMod < 1) {
|
||||
statusEl.textContent = 'Under-supplied — production penalty active';
|
||||
statusEl.style.color = '#f44336';
|
||||
} else if (G.computeMomentum > 0) {
|
||||
statusEl.textContent = 'Over-supplied — momentum building';
|
||||
statusEl.style.color = '#4caf50';
|
||||
} else {
|
||||
statusEl.textContent = 'Balanced';
|
||||
statusEl.style.color = '#555';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function renderStrategy() {
|
||||
if (window.SSE) {
|
||||
window.SSE.update();
|
||||
@@ -208,6 +239,11 @@ function saveGame() {
|
||||
buyAmount: G.buyAmount || 1,
|
||||
playTime: G.playTime || 0,
|
||||
lastSaveTime: Date.now(),
|
||||
computeBattery: G.computeBattery || 0,
|
||||
computeMomentum: G.computeMomentum || 0,
|
||||
computePowMod: G.computePowMod || 1,
|
||||
computeSupply: G.computeSupply || 0,
|
||||
computeDemand: G.computeDemand || 0,
|
||||
sprintActive: G.sprintActive || false,
|
||||
sprintTimer: G.sprintTimer || 0,
|
||||
sprintCooldown: G.sprintCooldown || 0,
|
||||
@@ -246,7 +282,8 @@ function loadGame() {
|
||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
|
||||
'computeBattery', 'computeMomentum', 'computePowMod', 'computeSupply', 'computeDemand'
|
||||
];
|
||||
|
||||
G.isLoading = true;
|
||||
|
||||
@@ -177,6 +177,9 @@ function renderTutorialStep(index) {
|
||||
if (!overlay) {
|
||||
overlay = document.createElement('div');
|
||||
overlay.id = 'tutorial-overlay';
|
||||
overlay.setAttribute('role', 'dialog');
|
||||
overlay.setAttribute('aria-modal', 'true');
|
||||
overlay.setAttribute('aria-label', 'Tutorial');
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
@@ -196,8 +199,8 @@ function renderTutorialStep(index) {
|
||||
<div class="t-tip">${step.tip}</div>
|
||||
<div id="tutorial-dots">${dots}</div>
|
||||
<div id="tutorial-btns">
|
||||
<button id="tutorial-skip-btn" onclick="closeTutorial()">Skip</button>
|
||||
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}">${isLast ? 'Start Playing' : 'Next →'}</button>
|
||||
<button id="tutorial-skip-btn" onclick="closeTutorial()" aria-label="Skip tutorial">Skip</button>
|
||||
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}" aria-label="${isLast ? 'Start playing' : 'Next tutorial step'}">${isLast ? 'Start Playing' : 'Next →'}</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
97
tests/compute.test.cjs
Normal file
97
tests/compute.test.cjs
Normal file
@@ -0,0 +1,97 @@
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert/strict');
|
||||
const fs = require('node:fs');
|
||||
const path = require('node:path');
|
||||
const vm = require('node:vm');
|
||||
|
||||
const ROOT = path.resolve(__dirname, '..');
|
||||
|
||||
function loadCompute({ overrides = {} } = {}) {
|
||||
const context = {
|
||||
console,
|
||||
Math,
|
||||
Date,
|
||||
setTimeout: () => 0,
|
||||
clearTimeout: () => {},
|
||||
localStorage: { getItem: () => null, setItem: () => {} },
|
||||
log: () => {},
|
||||
showToast: () => {},
|
||||
renderBeaconEnding: () => {},
|
||||
...overrides,
|
||||
};
|
||||
vm.createContext(context);
|
||||
const source = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
|
||||
vm.runInContext(source + '\nthis.__exports = { G, CONFIG, BDEF, PDEFS };', context);
|
||||
return { context, ...context.__exports };
|
||||
}
|
||||
|
||||
test('compute budget config constants exist', () => {
|
||||
const { CONFIG } = loadCompute();
|
||||
assert.equal(typeof CONFIG.COMPUTE_BUDGET_ENABLED, 'boolean');
|
||||
assert.equal(CONFIG.COMPUTE_BUDGET_ENABLED, false);
|
||||
assert.equal(typeof CONFIG.COMPUTE_MOMENTUM_RATE, 'number');
|
||||
assert.ok(CONFIG.COMPUTE_MOMENTUM_RATE > 0 && CONFIG.COMPUTE_MOMENTUM_RATE < 1);
|
||||
assert.equal(typeof CONFIG.COMPUTE_BATTERY_MAX, 'number');
|
||||
assert.ok(CONFIG.COMPUTE_BATTERY_MAX > 0);
|
||||
});
|
||||
|
||||
test('global state has compute budget fields', () => {
|
||||
const { G } = loadCompute();
|
||||
assert.equal(typeof G.computeSupply, 'number');
|
||||
assert.equal(G.computeSupply, 0);
|
||||
assert.equal(typeof G.computeDemand, 'number');
|
||||
assert.equal(G.computeDemand, 0);
|
||||
assert.equal(typeof G.computeBattery, 'number');
|
||||
assert.equal(G.computeBattery, 0);
|
||||
assert.equal(typeof G.computeMomentum, 'number');
|
||||
assert.equal(G.computeMomentum, 0);
|
||||
assert.equal(typeof G.computePowMod, 'number');
|
||||
assert.equal(G.computePowMod, 1);
|
||||
});
|
||||
|
||||
test('server building provides compute supply when budget enabled', () => {
|
||||
const { G, CONFIG, BDEF } = loadCompute();
|
||||
CONFIG.COMPUTE_BUDGET_ENABLED = true;
|
||||
G.buildings.server = 3;
|
||||
const serverDef = BDEF.find(b => b.id === 'server');
|
||||
assert.ok(serverDef);
|
||||
assert.equal(serverDef.computeSupply, 1);
|
||||
const supply = (serverDef.computeSupply || 0) * G.buildings.server;
|
||||
assert.equal(supply, 3);
|
||||
});
|
||||
|
||||
test('trainer building has compute demand when budget enabled', () => {
|
||||
const { BDEF } = loadCompute();
|
||||
const trainerDef = BDEF.find(b => b.id === 'trainer');
|
||||
assert.ok(trainerDef);
|
||||
assert.equal(trainerDef.computeDemand, 2);
|
||||
const evaluatorDef = BDEF.find(b => b.id === 'evaluator');
|
||||
assert.ok(evaluatorDef);
|
||||
assert.equal(evaluatorDef.computeDemand, 5);
|
||||
});
|
||||
|
||||
test('compute budget project enables the system', () => {
|
||||
const { G, CONFIG, PDEFS } = loadCompute();
|
||||
const project = PDEFS.find(p => p.id === 'p_compute_budget');
|
||||
assert.ok(project, 'compute budget project missing');
|
||||
assert.equal(project.name, 'Compute Budget System');
|
||||
assert.equal(CONFIG.COMPUTE_BUDGET_ENABLED, false);
|
||||
project.effect();
|
||||
assert.equal(CONFIG.COMPUTE_BUDGET_ENABLED, true);
|
||||
});
|
||||
|
||||
test('compute budget project only triggers after trainer is built', () => {
|
||||
const { G, PDEFS } = loadCompute();
|
||||
const project = PDEFS.find(p => p.id === 'p_compute_budget');
|
||||
G.totalKnowledge = 0;
|
||||
G.buildings.trainer = 0;
|
||||
assert.equal(project.trigger(), false);
|
||||
|
||||
G.totalKnowledge = 1500;
|
||||
G.buildings.trainer = 0;
|
||||
assert.equal(project.trigger(), false);
|
||||
|
||||
G.totalKnowledge = 1500;
|
||||
G.buildings.trainer = 1;
|
||||
assert.equal(project.trigger(), true);
|
||||
});
|
||||
Reference in New Issue
Block a user