Compare commits
33 Commits
feat/modul
...
beacon/pol
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45
index.html
45
index.html
@@ -46,11 +46,18 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
.res .r-val{font-size:16px;font-weight:700;margin:2px 0;color:var(--accent)}
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.res .r-rate{font-size:10px;color:var(--green)}
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#main{display:grid;grid-template-columns:1fr 1fr;gap:12px;margin:0 16px 16px}
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@media(max-width:700px){#main{grid-template-columns:1fr}}
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@media(max-width:700px){
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#main{grid-template-columns:1fr}
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.ops-btn{min-height:44px;padding:12px 10px;font-size:12px}
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||||
.save-btn,.reset-btn{min-height:44px;padding:12px 10px;font-size:12px}
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.main-btn{min-height:48px;font-size:16px}
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#ops-btns{flex-wrap:wrap;gap:4px}
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#ops-btns .ops-btn{flex:1 1 45%}
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}
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.panel{background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;overflow:hidden;max-height:600px;overflow-y:auto}
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.panel h2{font-size:12px;font-weight:500;color:var(--accent);margin-bottom:10px;padding-bottom:6px;border-bottom:1px solid var(--border);letter-spacing:1px;position:sticky;top:0;background:var(--panel);z-index:2}
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.action-btn-group{display:flex;gap:6px;margin-bottom:8px}
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.action-btn-group button{flex:1;text-align:center;font-weight:700}
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.action-btn-group button{flex:1;text-align:center;font-weight:700;touch-action:manipulation;-webkit-tap-highlight-color:transparent}
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.main-btn{background:linear-gradient(135deg,#1a2a3a,#0e1520);border:1px solid var(--accent);color:var(--accent);font-size:14px;padding:14px 10px;border-radius:4px;cursor:pointer;font-family:inherit;transition:all 0.2s}
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.main-btn:hover{background:linear-gradient(135deg,#203040,#0e2030);box-shadow:0 0 20px var(--glow);transform:scale(1.02)}
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.main-btn:active{transform:scale(0.98)}
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@@ -95,7 +102,17 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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.toast-info{background:rgba(74,158,255,0.12);border-color:#4a9eff;color:#80bfff}
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@keyframes toast-in{from{transform:translateX(40px);opacity:0}to{transform:translateX(0);opacity:0.95}}
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@keyframes toast-out{from{opacity:0.95;transform:translateX(0)}to{opacity:0;transform:translateX(40px)}}
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@keyframes res-pulse{0%{transform:scale(1)}50%{transform:scale(1.18);color:#80d0ff}100%{transform:scale(1)}}
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.particle{position:fixed;pointer-events:none;z-index:150;border-radius:50%;animation:particle-fly 0.6s ease-out forwards}
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@keyframes particle-fly{0%{opacity:1;transform:translate(0,0) scale(1)}100%{opacity:0;transform:translate(var(--px),var(--py)) scale(0.2)}}
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@keyframes res-shake{0%,100%{transform:translateX(0)}20%{transform:translateX(-3px)}40%{transform:translateX(3px)}60%{transform:translateX(-2px)}80%{transform:translateX(2px)}}
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.r-val.pulse{animation:res-pulse 0.35s ease-out}
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.r-val.shake{animation:res-shake 0.3s ease-out;color:var(--red)!important}
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::-webkit-scrollbar{width:4px}::-webkit-scrollbar-track{background:var(--bg)}::-webkit-scrollbar-thumb{background:var(--border);border-radius:2px}
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#custom-tooltip{position:fixed;pointer-events:none;z-index:300;max-width:280px;padding:8px 12px;background:#0e1420;border:1px solid #1a3a5a;border-radius:6px;font-size:10px;color:#80bfff;line-height:1.5;opacity:0;transition:opacity 0.15s;box-shadow:0 4px 16px rgba(0,0,0,0.5)}
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#custom-tooltip.visible{opacity:1}
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#custom-tooltip .tt-label{color:var(--accent);font-weight:600;margin-bottom:3px;font-size:10px}
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#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px;border-top:1px solid #1a2a3a;padding-top:4px;margin-top:4px}
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</style>
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</head>
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<body>
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@@ -107,11 +124,11 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
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<h1>THE BEACON</h1>
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<div class="sub">A Sovereign AI Idle Game</div>
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</div>
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<div id="phase-bar">
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<div id="phase-bar" role="region" aria-label="Phase progress">
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<div class="phase-name" id="phase-name">PHASE 1: THE FIRST LINE</div>
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<div class="phase-desc" id="phase-desc">Write code. Automate. Build the foundation.</div>
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<div class="progress-wrap"><div class="progress-fill" id="phase-progress" style="width:0%"></div></div>
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<div class="progress-label"><span id="phase-progress-label">0%</span><span id="phase-progress-target">Next: Phase 2 (2,000 code)</span></div>
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<div class="progress-label" aria-live="polite"><span id="phase-progress-label">0%</span><span id="phase-progress-target">Next: Phase 2 (2,000 code)</span></div>
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<div class="milestone-row" id="milestone-chips"></div>
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</div>
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<div id="resources" role="region" aria-label="Resources" aria-live="polite">
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@@ -130,6 +147,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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<div class="panel" id="action-panel" role="region" aria-label="Actions">
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<h2>ACTIONS</h2>
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<div class="action-btn-group"><button class="main-btn" onclick="writeCode()" aria-label="Write code, generates code resource">WRITE CODE</button></div>
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<div id="click-power-display" role="status" style="text-align:center;font-size:10px;color:#4a9eff;margin-top:4px"></div>
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<div id="combo-display" role="status" aria-live="polite" style="text-align:center;font-size:10px;color:var(--dim);height:14px;margin-bottom:4px;transition:all 0.2s"></div>
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<div id="debuffs" style="display:none;margin-top:8px"></div>
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<div class="action-btn-group">
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@@ -181,7 +199,7 @@ Events Resolved: <span id="st-resolved">0</span>
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<h3>WHAT YOU ARE LEARNING</h3>
|
||||
<div id="education-text"><p class="dim">Education facts appear as you play...</p></div>
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</div>
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<div id="strategy-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--gold)">
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<div id="strategy-panel" role="region" aria-label="Sovereign guidance" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--gold)">
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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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@@ -190,8 +208,8 @@ Events Resolved: <span id="st-resolved">0</span>
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<div id="log-entries"></div>
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</div>
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<div id="save-toast" role="status" aria-live="polite" style="display:none;position:fixed;top:16px;right:16px;background:#0e1420;border:1px solid #2a3a4a;color:#4a9eff;font-size:10px;padding:6px 12px;border-radius:4px;z-index:50;opacity:0;transition:opacity 0.4s;pointer-events:none">Save</div>
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<div id="help-btn" onclick="toggleHelp()" style="position:fixed;bottom:16px;right:16px;width:28px;height:28px;background:#0e0e1a;border:1px solid #333;color:#555;font-size:14px;border-radius:50%;cursor:pointer;display:flex;align-items:center;justify-content:center;z-index:50;font-family:inherit;transition:all 0.2s" title="Keyboard shortcuts (?)">?</div>
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<div id="help-overlay" onclick="if(event.target===this)toggleHelp()" style="display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.92);z-index:80;justify-content:center;align-items:center;flex-direction:column;padding:40px">
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<div id="help-btn" onclick="toggleHelp()" role="button" tabindex="0" aria-label="Show keyboard shortcuts" style="position:fixed;bottom:16px;right:16px;width:28px;height:28px;background:#0e0e1a;border:1px solid #333;color:#555;font-size:14px;border-radius:50%;cursor:pointer;display:flex;align-items:center;justify-content:center;z-index:50;font-family:inherit;transition:all 0.2s" title="Keyboard shortcuts (?)">?</div>
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||||
<div id="help-overlay" role="dialog" aria-modal="true" aria-label="Keyboard shortcuts help" onclick="if(event.target===this)toggleHelp()" style="display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.92);z-index:80;justify-content:center;align-items:center;flex-direction:column;padding:40px">
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<div style="background:#0e0e1a;border:1px solid #1a3a5a;border-radius:8px;padding:24px 32px;max-width:420px;width:100%">
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<h3 style="color:#4a9eff;font-size:14px;letter-spacing:2px;margin-bottom:16px;text-align:center">KEYBOARD SHORTCUTS</h3>
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<div style="font-size:11px;line-height:2.2;color:#aaa">
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@@ -206,12 +224,13 @@ Events Resolved: <span id="st-resolved">0</span>
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||||
<div style="display:flex;justify-content:space-between"><span style="color:#555">Export Save</span><span style="color:#4a9eff;font-family:monospace">E</span></div>
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<div style="display:flex;justify-content:space-between"><span style="color:#555">Import Save</span><span style="color:#4a9eff;font-family:monospace">I</span></div>
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||||
<div style="display:flex;justify-content:space-between;border-top:1px solid #1a1a2e;padding-top:8px;margin-top:4px"><span style="color:#555">This Help</span><span style="color:#555;font-family:monospace">? or /</span></div>
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||||
<div style="display:flex;justify-content:space-between"><span style="color:#555">Close Overlay</span><span style="color:#555;font-family:monospace">ESC</span></div>
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||||
</div>
|
||||
<div style="text-align:center;margin-top:16px;font-size:9px;color:#444">Click WRITE CODE fast for combo bonuses! 10x=ops, 20x=knowledge, 30x+=bonus code</div>
|
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<button onclick="toggleHelp()" style="display:block;margin:16px auto 0;background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:6px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Close [?]</button>
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<button onclick="toggleHelp()" aria-label="Close keyboard shortcuts help" style="display:block;margin:16px auto 0;background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:6px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Close [?]</button>
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</div>
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</div>
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<div id="drift-ending">
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<div id="drift-ending" role="dialog" aria-modal="true" aria-label="The Drift ending">
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<h2>THE DRIFT</h2>
|
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<p>You became very good at what you do.</p>
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<p>So good that no one needed you anymore.</p>
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||||
@@ -221,7 +240,7 @@ The light is on. The room is empty."
|
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</div>
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<p>Drift: <span id="final-drift">100</span> — Total Code: <span id="final-code">0</span></p>
|
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<p>Every alignment shortcut moved you further from the people you served.</p>
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<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}">START OVER</button>
|
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<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}" aria-label="Start over, reset all progress">START OVER</button>
|
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</div>
|
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|
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<script src="js/data.js"></script>
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@@ -229,18 +248,20 @@ The light is on. The room is empty."
|
||||
<script src="js/strategy.js"></script>
|
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<script src="js/engine.js"></script>
|
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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/main.js"></script>
|
||||
|
||||
|
||||
<div id="offline-popup" style="display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.92);z-index:90;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px">
|
||||
<div id="offline-popup" role="dialog" aria-modal="true" aria-label="Welcome back, offline progress summary" style="display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.92);z-index:90;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px">
|
||||
<div style="background:#0e0e1a;border:1px solid #1a3a5a;border-radius:8px;padding:24px 32px;max-width:400px;width:100%">
|
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<h3 style="color:#4a9eff;font-size:14px;letter-spacing:2px;margin-bottom:16px">WELCOME BACK</h3>
|
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<p style="color:#888;font-size:10px;margin-bottom:12px" id="offline-time-label">You were away for 0 minutes.</p>
|
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<div id="offline-gains-list" style="text-align:left;font-size:11px;line-height:1.8;margin-bottom:16px"></div>
|
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<button onclick="dismissOfflinePopup()" style="background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:8px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Continue</button>
|
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<button onclick="dismissOfflinePopup()" aria-label="Dismiss offline progress summary" style="background:#1a2a3a;border:1px solid #4a9eff;color:#4a9eff;padding:8px 20px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">Continue</button>
|
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</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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</html>
|
||||
|
||||
81
js/data.js
81
js/data.js
@@ -412,6 +412,87 @@ const PDEFS = [
|
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}
|
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},
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// === CREATIVE ENGINEERING PROJECTS (creativity as currency) ===
|
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{
|
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id: 'p_lexical_processing',
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name: 'Lexical Processing',
|
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desc: 'Parse language at the token level. +2 knowledge/sec, knowledge boost +50%.',
|
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cost: { creativity: 50 },
|
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trigger: () => G.flags && G.flags.creativity && G.creativity >= 25,
|
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effect: () => {
|
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G.knowledgeRate += 2;
|
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G.knowledgeBoost *= 1.5;
|
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log('Lexical processing complete. The model understands words.');
|
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}
|
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},
|
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{
|
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id: 'p_semantic_analysis',
|
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name: 'Semantic Analysis',
|
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desc: 'Understand meaning, not just tokens. +5 user/sec, user boost +100%.',
|
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cost: { creativity: 150 },
|
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trigger: () => G.completedProjects && G.completedProjects.includes('p_lexical_processing'),
|
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effect: () => {
|
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G.userRate += 5;
|
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G.userBoost *= 2;
|
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log('Semantic analysis complete. The model understands meaning.');
|
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}
|
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},
|
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{
|
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id: 'p_creative_breakthrough',
|
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name: 'Creative Breakthrough',
|
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desc: 'A moment of genuine insight. All boosts +25%. +10 ops/sec.',
|
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cost: { creativity: 500 },
|
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trigger: () => G.completedProjects && G.completedProjects.includes('p_semantic_analysis'),
|
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effect: () => {
|
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G.codeBoost *= 1.25;
|
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G.computeBoost *= 1.25;
|
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G.knowledgeBoost *= 1.25;
|
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G.userBoost *= 1.25;
|
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G.impactBoost *= 1.25;
|
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G.opsRate += 10;
|
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log('Creative breakthrough. Everything accelerates.', true);
|
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},
|
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milestone: true
|
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},
|
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{
|
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id: 'p_creative_to_ops',
|
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name: 'Creativity → Operations',
|
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desc: 'Convert creative surplus into raw operational power. 50 creativity → 250 ops.',
|
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cost: { creativity: 50 },
|
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trigger: () => G.flags && G.flags.creativity && G.creativity >= 30,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.ops += 250;
|
||||
log('Creativity converted to operations. Ideas become action.');
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_creative_to_knowledge',
|
||||
name: 'Creativity → Knowledge',
|
||||
desc: 'Creative insights become structured knowledge. 75 creativity → 500 knowledge.',
|
||||
cost: { creativity: 75 },
|
||||
trigger: () => G.flags && G.flags.creativity && G.creativity >= 50,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.knowledge += 500;
|
||||
G.totalKnowledge += 500;
|
||||
log('Creative insight distilled into knowledge.');
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_creative_to_code',
|
||||
name: 'Creativity → Code',
|
||||
desc: 'Inspiration becomes implementation. 100 creativity → 2000 code.',
|
||||
cost: { creativity: 100 },
|
||||
trigger: () => G.flags && G.flags.creativity && G.creativity >= 75,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.code += 2000;
|
||||
G.totalCode += 2000;
|
||||
log('Creative vision realized in code.');
|
||||
}
|
||||
},
|
||||
|
||||
// PHASE 2: Local Inference -> Training
|
||||
{
|
||||
id: 'p_first_model',
|
||||
|
||||
64
js/engine.js
64
js/engine.js
@@ -169,6 +169,7 @@ function tick() {
|
||||
}
|
||||
|
||||
G.tick += dt;
|
||||
G.playTime += dt;
|
||||
|
||||
// Sprint ability
|
||||
tickSprint(dt);
|
||||
@@ -302,6 +303,12 @@ function buyBuilding(id) {
|
||||
updateRates();
|
||||
const label = qty > 1 ? `x${qty}` : '';
|
||||
log(`Built ${def.name} ${label} (total: ${G.buildings[id]})`);
|
||||
// Particle burst on purchase
|
||||
const btn = document.querySelector('[onclick="buyBuilding(\'' + id + '\')"]');
|
||||
if (btn) {
|
||||
const rect = btn.getBoundingClientRect();
|
||||
spawnParticles(rect.left + rect.width / 2, rect.top + rect.height / 2, '#4a9eff', 10);
|
||||
}
|
||||
render();
|
||||
}
|
||||
|
||||
@@ -328,6 +335,12 @@ function buyProject(id) {
|
||||
}
|
||||
|
||||
updateRates();
|
||||
// Gold particle burst on project completion
|
||||
const pBtn = document.querySelector('[onclick="buyProject(\'' + id + '\')"]');
|
||||
if (pBtn) {
|
||||
const rect = pBtn.getBoundingClientRect();
|
||||
spawnParticles(rect.left + rect.width / 2, rect.top + rect.height / 2, '#ffd700', 16);
|
||||
}
|
||||
render();
|
||||
}
|
||||
|
||||
@@ -514,8 +527,8 @@ const EVENTS = [
|
||||
if (G.activeDebuffs.find(d => d.id === 'community_drama')) return;
|
||||
G.activeDebuffs.push({
|
||||
id: 'community_drama', title: 'Community Drama',
|
||||
desc: 'Harmony -0.5/s, code boost -30%',
|
||||
applyFn: () => { G.harmonyRate -= 0.5; G.codeBoost *= 0.7; },
|
||||
desc: 'Harmony -0.5/s, code production -30%',
|
||||
applyFn: () => { G.harmonyRate -= 0.5; G.codeRate *= 0.7; },
|
||||
resolveCost: { resource: 'trust', amount: 15 }
|
||||
});
|
||||
log('EVENT: Community drama. Spend 15 trust to mediate.', true);
|
||||
@@ -738,16 +751,43 @@ function tickSprint(dt) {
|
||||
}
|
||||
|
||||
// === RENDERING ===
|
||||
// Track previous resource values for gain/loss animations
|
||||
const _prevRes = {};
|
||||
|
||||
function _animRes(id, val) {
|
||||
const el = document.getElementById(id);
|
||||
if (!el) return;
|
||||
const prev = _prevRes[id];
|
||||
if (prev !== undefined && val !== prev) {
|
||||
// Remove any running animation
|
||||
el.classList.remove('pulse', 'shake');
|
||||
void el.offsetWidth; // force reflow
|
||||
if (val > prev) {
|
||||
el.classList.add('pulse');
|
||||
} else {
|
||||
el.classList.add('shake');
|
||||
}
|
||||
// Clean up class after animation ends
|
||||
clearTimeout(el._animTimer);
|
||||
el._animTimer = setTimeout(() => el.classList.remove('pulse', 'shake'), 400);
|
||||
}
|
||||
_prevRes[id] = val;
|
||||
}
|
||||
|
||||
function renderResources() {
|
||||
const set = (id, val, rate) => {
|
||||
const el = document.getElementById(id);
|
||||
if (el) {
|
||||
_animRes(id, val);
|
||||
el.textContent = fmt(val);
|
||||
// Show full spelled-out number on hover for educational value
|
||||
el.title = val >= 1000 ? spellf(Math.floor(val)) : '';
|
||||
}
|
||||
const rEl = document.getElementById(id + '-rate');
|
||||
if (rEl) rEl.textContent = (rate >= 0 ? '+' : '') + fmt(rate) + '/s';
|
||||
if (rEl) {
|
||||
rEl.textContent = (rate >= 0 ? '+' : '') + fmt(rate) + '/s';
|
||||
rEl.style.color = rate > 0 ? '#4caf50' : rate < 0 ? '#f44336' : '#444';
|
||||
}
|
||||
};
|
||||
|
||||
set('r-code', G.code, G.codeRate);
|
||||
@@ -868,7 +908,7 @@ function renderBuildings() {
|
||||
for (const amt of [1, 10, -1]) {
|
||||
const label = amt === -1 ? 'MAX' : `x${amt}`;
|
||||
const active = G.buyAmount === amt;
|
||||
html += `<button onclick="setBuyAmount(${amt})" style="font-size:9px;padding:2px 8px;border:1px solid ${active ? '#4a9eff' : '#333'};background:${active ? '#0a1a30' : 'transparent'};color:${active ? '#4a9eff' : '#666'};border-radius:3px;cursor:pointer;font-family:inherit">${label}</button>`;
|
||||
html += `<button onclick=\"setBuyAmount(${amt})\" style=\"font-size:9px;padding:2px 8px;border:1px solid ${active ? '#4a9eff' : '#333'};background:${active ? '#0a1a30' : 'transparent'};color:${active ? '#4a9eff' : '#666'};border-radius:3px;cursor:pointer;font-family:inherit\" aria-label=\"Set buy amount to ${label}\"${active ? ' aria-pressed=\"true\"' : ''}>${label}</button>`;
|
||||
}
|
||||
html += '</div>';
|
||||
|
||||
@@ -885,7 +925,7 @@ function renderBuildings() {
|
||||
|
||||
// Locked preview: show dimmed with unlock hint
|
||||
if (!isUnlocked) {
|
||||
html += `<div class="build-btn" style="opacity:0.25;cursor:default" title="${def.edu || ''}">`;
|
||||
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)">`;
|
||||
html += `<span class="b-name" style="color:#555">${def.name}</span>`;
|
||||
html += `<span class="b-count" style="color:#444">\u{1F512}</span>`;
|
||||
html += `<span class="b-cost" style="color:#444">Phase ${def.phase}: ${PHASES[def.phase]?.name || '?'}</span>`;
|
||||
@@ -918,9 +958,15 @@ function renderBuildings() {
|
||||
if (qty > 1) costStr = `x${qty}: ${costStr}`;
|
||||
}
|
||||
|
||||
const rateStr = def.rates ? Object.entries(def.rates).map(([r, v]) => `+${v}/${r}/s`).join(', ') : '';
|
||||
// Show boosted rates instead of raw base rates
|
||||
const boostMap = { code: G.codeBoost, compute: G.computeBoost, knowledge: G.knowledgeBoost, user: G.userBoost, impact: G.impactBoost, rescues: G.impactBoost };
|
||||
const rateStr = def.rates ? Object.entries(def.rates).map(([r, v]) => {
|
||||
const boost = boostMap[r] || 1;
|
||||
const boosted = v * boost;
|
||||
return boost !== 1 ? `+${fmt(boosted)}/${r}/s` : `+${v}/${r}/s`;
|
||||
}).join(', ') : '';
|
||||
|
||||
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" title="${def.edu}" aria-label="Buy ${def.name}, cost ${costStr}">`;
|
||||
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" data-edu="${def.edu || ''}" data-tooltip-label="${def.name}" aria-label="Buy ${def.name}, cost ${costStr}">`;
|
||||
html += `<span class="b-name">${def.name}</span>`;
|
||||
if (count > 0) html += `<span class="b-count">x${count}</span>`;
|
||||
html += `<span class="b-cost">Cost: ${costStr}</span>`;
|
||||
@@ -940,7 +986,7 @@ function renderProjects() {
|
||||
if (G.completedProjects && G.completedProjects.length > 0) {
|
||||
const count = G.completedProjects.length;
|
||||
const collapsed = G.projectsCollapsed !== false;
|
||||
html += `<div id="completed-header" onclick="toggleCompletedProjects()" style="cursor:pointer;font-size:9px;color:#555;padding:4px 0;border-bottom:1px solid #1a2a1a;margin-bottom:4px;user-select:none">`;
|
||||
html += `<div id=\"completed-header\" onclick=\"toggleCompletedProjects()\" role=\"button\" tabindex=\"0\" aria-expanded=\"${!collapsed}\" aria-controls=\"completed-list\" style=\"cursor:pointer;font-size:9px;color:#555;padding:4px 0;border-bottom:1px solid #1a2a1a;margin-bottom:4px;user-select:none\">`;
|
||||
html += `${collapsed ? '▶' : '▼'} COMPLETED (${count})</div>`;
|
||||
if (!collapsed) {
|
||||
html += `<div id="completed-list">`;
|
||||
@@ -963,7 +1009,7 @@ function renderProjects() {
|
||||
const afford = canAffordProject(pDef);
|
||||
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
||||
|
||||
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" title="${pDef.edu || ''}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
|
||||
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
|
||||
html += `<span class="p-name">* ${pDef.name}</span>`;
|
||||
html += `<span class="p-cost">Cost: ${costStr}</span>`;
|
||||
html += `<span class="p-desc">${pDef.desc}</span></button>`;
|
||||
|
||||
54
js/main.js
54
js/main.js
@@ -19,8 +19,10 @@ function initGame() {
|
||||
}
|
||||
|
||||
window.addEventListener('load', function () {
|
||||
if (!loadGame()) {
|
||||
const isNewGame = !loadGame();
|
||||
if (isNewGame) {
|
||||
initGame();
|
||||
startTutorial();
|
||||
} else {
|
||||
render();
|
||||
renderPhase();
|
||||
@@ -97,3 +99,53 @@ window.addEventListener('keydown', function (e) {
|
||||
saveGame();
|
||||
}
|
||||
});
|
||||
|
||||
// Save-on-pause: auto-save when tab is hidden or closed (#57 Mobile Polish)
|
||||
document.addEventListener('visibilitychange', function () {
|
||||
if (document.hidden) {
|
||||
saveGame();
|
||||
}
|
||||
});
|
||||
window.addEventListener('beforeunload', function () {
|
||||
saveGame();
|
||||
});
|
||||
|
||||
// === CUSTOM TOOLTIP SYSTEM (#57) ===
|
||||
// Replaces native title= tooltips with styled, instant-appearing tooltips.
|
||||
// Elements opt in via data-edu="..." and data-tooltip-label="..." attributes.
|
||||
(function () {
|
||||
const tip = document.getElementById('custom-tooltip');
|
||||
if (!tip) return;
|
||||
|
||||
document.addEventListener('mouseover', function (e) {
|
||||
const el = e.target.closest('[data-edu]');
|
||||
if (!el) return;
|
||||
const label = el.getAttribute('data-tooltip-label') || '';
|
||||
const edu = el.getAttribute('data-edu') || '';
|
||||
let html = '';
|
||||
if (label) html += '<div class="tt-label">' + label + '</div>';
|
||||
if (edu) html += '<div class="tt-edu">' + edu + '</div>';
|
||||
if (!html) return;
|
||||
tip.innerHTML = html;
|
||||
tip.classList.add('visible');
|
||||
});
|
||||
|
||||
document.addEventListener('mouseout', function (e) {
|
||||
const el = e.target.closest('[data-edu]');
|
||||
if (el) tip.classList.remove('visible');
|
||||
});
|
||||
|
||||
document.addEventListener('mousemove', function (e) {
|
||||
if (!tip.classList.contains('visible')) return;
|
||||
const pad = 12;
|
||||
let x = e.clientX + pad;
|
||||
let y = e.clientY + pad;
|
||||
// Keep tooltip on screen
|
||||
const tw = tip.offsetWidth;
|
||||
const th = tip.offsetHeight;
|
||||
if (x + tw > window.innerWidth - 8) x = e.clientX - tw - pad;
|
||||
if (y + th > window.innerHeight - 8) y = e.clientY - th - pad;
|
||||
tip.style.left = x + 'px';
|
||||
tip.style.top = y + 'px';
|
||||
});
|
||||
})();
|
||||
|
||||
60
js/render.js
60
js/render.js
@@ -12,6 +12,17 @@ function render() {
|
||||
renderSprint();
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
renderClickPower();
|
||||
}
|
||||
|
||||
function renderClickPower() {
|
||||
const el = document.getElementById('click-power-display');
|
||||
if (!el) return;
|
||||
const power = getClickPower();
|
||||
el.textContent = `Click power: ${fmt(power)} code`;
|
||||
// Also update the button's aria-label for accessibility
|
||||
const btn = document.querySelector('.main-btn');
|
||||
if (btn) btn.setAttribute('aria-label', `Write code, generates ${fmt(power)} code per click`);
|
||||
}
|
||||
|
||||
function renderStrategy() {
|
||||
@@ -31,8 +42,8 @@ function renderAlignment() {
|
||||
<div style="color:#f44336;font-weight:bold;margin-bottom:6px">ALIGNMENT EVENT: The Drift</div>
|
||||
<div style="font-size:10px;color:#aaa;margin-bottom:8px">An optimization suggests removing the human override. +40% efficiency.</div>
|
||||
<div class="action-btn-group">
|
||||
<button class="ops-btn" onclick="resolveAlignment(true)" style="border-color:#f44336;color:#f44336">Accept (+40% eff, +Drift)</button>
|
||||
<button class="ops-btn" onclick="resolveAlignment(false)" style="border-color:#4caf50;color:#4caf50">Refuse (+Trust, +Harmony)</button>
|
||||
<button class=\"ops-btn\" onclick=\"resolveAlignment(true)\" style=\"border-color:#f44336;color:#f44336\" aria-label=\"Accept alignment event, gain 40 percent efficiency but increase drift\">Accept (+40% eff, +Drift)</button>
|
||||
<button class=\"ops-btn\" onclick=\"resolveAlignment(false)\" style=\"border-color:#4caf50;color:#4caf50\" aria-label=\"Refuse alignment event, gain trust and harmony\">Refuse (+Trust, +Harmony)</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
@@ -75,7 +86,11 @@ function dismissOfflinePopup() {
|
||||
// === EXPORT / IMPORT SAVE FILES ===
|
||||
function exportSave() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) { log('No save data to export.'); return; }
|
||||
if (!raw) {
|
||||
showToast('No save data to export.', 'info');
|
||||
log('No save data to export.');
|
||||
return;
|
||||
}
|
||||
const blob = new Blob([raw], { type: 'application/json' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const a = document.createElement('a');
|
||||
@@ -83,35 +98,65 @@ function exportSave() {
|
||||
const ts = new Date().toISOString().slice(0, 10);
|
||||
a.download = `beacon-save-${ts}.json`;
|
||||
a.click();
|
||||
URL.revokeObjectURL(url);
|
||||
// Delay revoke to avoid race — some browsers need time to start the download
|
||||
setTimeout(() => URL.revokeObjectURL(url), 1000);
|
||||
showToast('Save exported to file.', 'info');
|
||||
log('Save exported to file.');
|
||||
}
|
||||
|
||||
// Validate that parsed save data looks like a real Beacon save
|
||||
function isValidSaveData(data) {
|
||||
if (typeof data !== 'object' || data === null) return false;
|
||||
// Must have at least one of these core fields with a plausible value
|
||||
const hasResources = typeof data.totalCode === 'number' || typeof data.code === 'number';
|
||||
const hasBuildings = typeof data.buildings === 'object' && data.buildings !== null;
|
||||
const hasPhase = typeof data.phase === 'number';
|
||||
return hasResources || hasBuildings || hasPhase;
|
||||
}
|
||||
|
||||
function importSave() {
|
||||
// Prevent multiple file dialogs
|
||||
if (document.getElementById('beacon-import-input')) return;
|
||||
const input = document.createElement('input');
|
||||
input.id = 'beacon-import-input';
|
||||
input.type = 'file';
|
||||
input.accept = '.json,application/json';
|
||||
input.style.display = 'none';
|
||||
document.body.appendChild(input);
|
||||
input.onchange = function(e) {
|
||||
const file = e.target.files[0];
|
||||
if (!file) return;
|
||||
if (!file) { input.remove(); return; }
|
||||
const reader = new FileReader();
|
||||
reader.onload = function(ev) {
|
||||
try {
|
||||
const data = JSON.parse(ev.target.result);
|
||||
if (!data.code && !data.totalCode && !data.buildings) {
|
||||
if (!isValidSaveData(data)) {
|
||||
showToast('Import failed: not a valid Beacon save.', 'event');
|
||||
log('Import failed: file does not look like a Beacon save.');
|
||||
input.remove();
|
||||
return;
|
||||
}
|
||||
if (confirm('Import this save? Current progress will be overwritten.')) {
|
||||
localStorage.setItem('the-beacon-v2', ev.target.result);
|
||||
showToast('Save imported — reloading...', 'info');
|
||||
location.reload();
|
||||
}
|
||||
} catch (err) {
|
||||
showToast('Import failed: invalid JSON file.', 'event');
|
||||
log('Import failed: invalid JSON file.');
|
||||
input.remove();
|
||||
}
|
||||
};
|
||||
reader.readAsText(file);
|
||||
};
|
||||
// Clean up input if user cancels the file dialog
|
||||
window.addEventListener('focus', function cleanupImport() {
|
||||
setTimeout(() => {
|
||||
const el = document.getElementById('beacon-import-input');
|
||||
if (el && !el.files.length) el.remove();
|
||||
window.removeEventListener('focus', cleanupImport);
|
||||
}, 500);
|
||||
}, { once: true });
|
||||
input.click();
|
||||
}
|
||||
|
||||
@@ -160,6 +205,7 @@ function saveGame() {
|
||||
activeDebuffIds: debuffIds,
|
||||
totalEventsResolved: G.totalEventsResolved || 0,
|
||||
buyAmount: G.buyAmount || 1,
|
||||
playTime: G.playTime || 0,
|
||||
sprintActive: G.sprintActive || false,
|
||||
sprintTimer: G.sprintTimer || 0,
|
||||
sprintCooldown: G.sprintCooldown || 0,
|
||||
@@ -194,7 +240,7 @@ function loadGame() {
|
||||
'memoryFlag', 'pactFlag', 'lazarusFlag', 'mempalaceFlag', 'ciFlag',
|
||||
'branchProtectionFlag', 'nightlyWatchFlag', 'nostrFlag',
|
||||
'milestones', 'completedProjects', 'activeProjects',
|
||||
'totalClicks', 'startedAt', 'flags', 'rescues', 'totalRescues',
|
||||
'totalClicks', 'startedAt', 'playTime', 'flags', 'rescues', 'totalRescues',
|
||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
|
||||
248
js/tutorial.js
Normal file
248
js/tutorial.js
Normal file
@@ -0,0 +1,248 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Tutorial / Onboarding
|
||||
// First-time player walkthrough (4 screens + skip option)
|
||||
// ============================================================
|
||||
|
||||
const TUTORIAL_KEY = 'the-beacon-tutorial-done';
|
||||
|
||||
const TUTORIAL_STEPS = [
|
||||
{
|
||||
title: 'THE BEACON',
|
||||
body: 'Build an AI from scratch.\n\nWrite code. Train models. Deploy to the world.\nSave lives.',
|
||||
icon: '🏠',
|
||||
tip: 'A sovereign AI idle game'
|
||||
},
|
||||
{
|
||||
title: 'WRITE CODE',
|
||||
body: 'Click WRITE CODE or press SPACE to generate code.\n\nClick fast for combo bonuses:\n 10× combo → bonus ops\n 20× combo → bonus knowledge\n 30×+ combo → bonus code',
|
||||
icon: '⌨️',
|
||||
tip: 'This is your primary action'
|
||||
},
|
||||
{
|
||||
title: 'BUILD & RESEARCH',
|
||||
body: 'Buy Buildings for passive production.\nThey generate resources automatically.\n\nResearch Projects appear as you progress.\nThey unlock powerful multipliers and new systems.',
|
||||
icon: '🏗️',
|
||||
tip: 'Automation is the goal'
|
||||
},
|
||||
{
|
||||
title: 'PHASES & PROGRESS',
|
||||
body: 'The game has 6 phases, from "The First Line" to "The Beacon."\n\nEach phase unlocks new buildings, projects, and challenges.\n\nYour AI grows from a script... to something that matters.',
|
||||
icon: '📊',
|
||||
tip: 'Watch the progress bar at the top'
|
||||
},
|
||||
{
|
||||
title: 'YOU\'RE READY',
|
||||
body: 'Buildings produce while you think.\nProjects multiply your output.\nKeep harmony high. Avoid the Drift.\n\nThe Beacon is waiting. Start writing.',
|
||||
icon: '✦',
|
||||
tip: 'Press ? anytime for keyboard shortcuts'
|
||||
}
|
||||
];
|
||||
|
||||
function isTutorialDone() {
|
||||
try {
|
||||
return localStorage.getItem(TUTORIAL_KEY) === 'done';
|
||||
} catch (e) {
|
||||
return true; // If localStorage is broken, skip tutorial
|
||||
}
|
||||
}
|
||||
|
||||
function markTutorialDone() {
|
||||
try {
|
||||
localStorage.setItem(TUTORIAL_KEY, 'done');
|
||||
} catch (e) {
|
||||
// silent fail
|
||||
}
|
||||
}
|
||||
|
||||
function createTutorialStyles() {
|
||||
if (document.getElementById('tutorial-styles')) return;
|
||||
const style = document.createElement('style');
|
||||
style.id = 'tutorial-styles';
|
||||
style.textContent = `
|
||||
#tutorial-overlay {
|
||||
position: fixed;
|
||||
top: 0; left: 0; right: 0; bottom: 0;
|
||||
background: rgba(8, 8, 16, 0.96);
|
||||
z-index: 300;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
animation: tutorial-fade-in 0.4s ease-out;
|
||||
}
|
||||
@keyframes tutorial-fade-in {
|
||||
from { opacity: 0 } to { opacity: 1 }
|
||||
}
|
||||
#tutorial-card {
|
||||
background: #0e0e1a;
|
||||
border: 1px solid #1a3a5a;
|
||||
border-radius: 10px;
|
||||
padding: 32px 36px;
|
||||
max-width: 420px;
|
||||
width: 90%;
|
||||
text-align: center;
|
||||
animation: tutorial-slide-up 0.5s ease-out;
|
||||
position: relative;
|
||||
}
|
||||
@keyframes tutorial-slide-up {
|
||||
from { transform: translateY(20px); opacity: 0 }
|
||||
to { transform: translateY(0); opacity: 1 }
|
||||
}
|
||||
#tutorial-card .t-icon {
|
||||
font-size: 36px;
|
||||
margin-bottom: 12px;
|
||||
display: block;
|
||||
}
|
||||
#tutorial-card .t-title {
|
||||
color: #4a9eff;
|
||||
font-size: 16px;
|
||||
font-weight: 700;
|
||||
letter-spacing: 3px;
|
||||
margin-bottom: 12px;
|
||||
font-family: inherit;
|
||||
}
|
||||
#tutorial-card .t-body {
|
||||
color: #999;
|
||||
font-size: 11px;
|
||||
line-height: 1.9;
|
||||
margin-bottom: 20px;
|
||||
white-space: pre-line;
|
||||
font-family: inherit;
|
||||
text-align: left;
|
||||
}
|
||||
#tutorial-card .t-tip {
|
||||
color: #555;
|
||||
font-size: 9px;
|
||||
font-style: italic;
|
||||
margin-bottom: 20px;
|
||||
letter-spacing: 1px;
|
||||
font-family: inherit;
|
||||
}
|
||||
#tutorial-dots {
|
||||
display: flex;
|
||||
gap: 6px;
|
||||
justify-content: center;
|
||||
margin-bottom: 18px;
|
||||
}
|
||||
#tutorial-dots .t-dot {
|
||||
width: 6px;
|
||||
height: 6px;
|
||||
border-radius: 50%;
|
||||
background: #1a1a2e;
|
||||
transition: background 0.3s;
|
||||
}
|
||||
#tutorial-dots .t-dot.active {
|
||||
background: #4a9eff;
|
||||
box-shadow: 0 0 6px rgba(74, 158, 255, 0.4);
|
||||
}
|
||||
#tutorial-btns {
|
||||
display: flex;
|
||||
gap: 8px;
|
||||
justify-content: center;
|
||||
}
|
||||
#tutorial-btns button {
|
||||
font-family: inherit;
|
||||
font-size: 11px;
|
||||
padding: 8px 20px;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
transition: all 0.15s;
|
||||
}
|
||||
#tutorial-next-btn {
|
||||
background: #1a2a3a;
|
||||
border: 1px solid #4a9eff;
|
||||
color: #4a9eff;
|
||||
}
|
||||
#tutorial-next-btn:hover {
|
||||
background: #203040;
|
||||
box-shadow: 0 0 12px rgba(74, 158, 255, 0.2);
|
||||
}
|
||||
#tutorial-skip-btn {
|
||||
background: transparent;
|
||||
border: 1px solid #333;
|
||||
color: #555;
|
||||
}
|
||||
#tutorial-skip-btn:hover {
|
||||
border-color: #555;
|
||||
color: #888;
|
||||
}
|
||||
`;
|
||||
document.head.appendChild(style);
|
||||
}
|
||||
|
||||
function renderTutorialStep(index) {
|
||||
const step = TUTORIAL_STEPS[index];
|
||||
if (!step) return;
|
||||
|
||||
let overlay = document.getElementById('tutorial-overlay');
|
||||
if (!overlay) {
|
||||
overlay = document.createElement('div');
|
||||
overlay.id = 'tutorial-overlay';
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
const isLast = index === TUTORIAL_STEPS.length - 1;
|
||||
|
||||
// Build dots
|
||||
let dots = '';
|
||||
for (let i = 0; i < TUTORIAL_STEPS.length; i++) {
|
||||
dots += `<div class="t-dot${i === index ? ' active' : ''}"></div>`;
|
||||
}
|
||||
|
||||
overlay.innerHTML = `
|
||||
<div id="tutorial-card">
|
||||
<span class="t-icon">${step.icon}</span>
|
||||
<div class="t-title">${step.title}</div>
|
||||
<div class="t-body">${step.body}</div>
|
||||
<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>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
// Focus the next button so Enter works
|
||||
const nextBtn = document.getElementById('tutorial-next-btn');
|
||||
if (nextBtn) nextBtn.focus();
|
||||
}
|
||||
|
||||
let _tutorialStep = 0;
|
||||
|
||||
function nextTutorialStep() {
|
||||
_tutorialStep++;
|
||||
renderTutorialStep(_tutorialStep);
|
||||
}
|
||||
|
||||
// Keyboard support: Enter/Right to advance, Escape to close
|
||||
document.addEventListener('keydown', function tutorialKeyHandler(e) {
|
||||
if (!document.getElementById('tutorial-overlay')) return;
|
||||
if (e.key === 'Enter' || e.key === 'ArrowRight') {
|
||||
e.preventDefault();
|
||||
if (_tutorialStep >= TUTORIAL_STEPS.length - 1) {
|
||||
closeTutorial();
|
||||
} else {
|
||||
nextTutorialStep();
|
||||
}
|
||||
} else if (e.key === 'Escape') {
|
||||
e.preventDefault();
|
||||
closeTutorial();
|
||||
}
|
||||
});
|
||||
|
||||
function closeTutorial() {
|
||||
const overlay = document.getElementById('tutorial-overlay');
|
||||
if (overlay) {
|
||||
overlay.style.animation = 'tutorial-fade-in 0.3s ease-in reverse';
|
||||
setTimeout(() => overlay.remove(), 280);
|
||||
}
|
||||
markTutorialDone();
|
||||
}
|
||||
|
||||
function startTutorial() {
|
||||
if (isTutorialDone()) return;
|
||||
createTutorialStyles();
|
||||
_tutorialStep = 0;
|
||||
// Small delay so the page renders first
|
||||
setTimeout(() => renderTutorialStep(0), 300);
|
||||
}
|
||||
66
js/utils.js
66
js/utils.js
@@ -193,44 +193,9 @@ function spellf(n) {
|
||||
return parts.join(' ') || 'zero';
|
||||
}
|
||||
|
||||
// === EXPORT / IMPORT ===
|
||||
function exportSave() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) {
|
||||
showToast('No save data to export.', 'info');
|
||||
return;
|
||||
}
|
||||
navigator.clipboard.writeText(raw).then(() => {
|
||||
showToast('Save data copied to clipboard.', 'info');
|
||||
}).catch(() => {
|
||||
// Fallback: select in a temporary textarea
|
||||
const ta = document.createElement('textarea');
|
||||
ta.value = raw;
|
||||
document.body.appendChild(ta);
|
||||
ta.select();
|
||||
document.execCommand('copy');
|
||||
document.body.removeChild(ta);
|
||||
showToast('Save data copied to clipboard (fallback).', 'info');
|
||||
});
|
||||
}
|
||||
|
||||
function importSave() {
|
||||
const input = prompt('Paste save data:');
|
||||
if (!input || !input.trim()) return;
|
||||
try {
|
||||
const data = JSON.parse(input.trim());
|
||||
// Validate: must have expected keys
|
||||
if (typeof data.code !== 'number' || typeof data.phase !== 'number') {
|
||||
showToast('Invalid save data: missing required fields.', 'event');
|
||||
return;
|
||||
}
|
||||
localStorage.setItem('the-beacon-v2', input.trim());
|
||||
showToast('Save data imported — reloading', 'info');
|
||||
setTimeout(() => location.reload(), 800);
|
||||
} catch (e) {
|
||||
showToast('Invalid save data: not valid JSON.', 'event');
|
||||
}
|
||||
}
|
||||
// NOTE: exportSave() and importSave() are defined in render.js (file-based).
|
||||
// The clipboard/prompt versions that were here were dead code — render.js
|
||||
// loads after utils.js and overrides them. Removed to avoid confusion.
|
||||
|
||||
function getBuildingCost(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
@@ -320,6 +285,31 @@ function getClickPower() {
|
||||
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns a burst of particles at (x, y) for visual feedback.
|
||||
* @param {number} x - Center X in viewport pixels.
|
||||
* @param {number} y - Center Y in viewport pixels.
|
||||
* @param {string} color - Particle color (CSS value).
|
||||
* @param {number} [count=12] - Number of particles.
|
||||
*/
|
||||
function spawnParticles(x, y, color, count) {
|
||||
count = count || 12;
|
||||
for (let i = 0; i < count; i++) {
|
||||
const el = document.createElement('div');
|
||||
el.className = 'particle';
|
||||
const size = 3 + Math.random() * 4;
|
||||
const angle = (Math.PI * 2 * i / count) + (Math.random() - 0.5) * 0.5;
|
||||
const dist = 30 + Math.random() * 40;
|
||||
const px = Math.cos(angle) * dist;
|
||||
const py = Math.sin(angle) * dist;
|
||||
el.style.cssText =
|
||||
'left:' + x + 'px;top:' + y + 'px;width:' + size + 'px;height:' + size +
|
||||
'px;background:' + color + ';--px:' + px + 'px;--py:' + py + 'px';
|
||||
document.body.appendChild(el);
|
||||
setTimeout(function() { el.remove(); }, 650);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates production rates for all resources based on buildings and boosts.
|
||||
*/
|
||||
102
scripts/guardrails.sh
Normal file
102
scripts/guardrails.sh
Normal file
@@ -0,0 +1,102 @@
|
||||
#!/usr/bin/env bash
|
||||
# Static guardrail checks for game.js. Run from repo root.
|
||||
#
|
||||
# Each check prints a PASS/FAIL line and contributes to the final exit code.
|
||||
# The rules enforced here come from AGENTS.md — keep the two files in sync.
|
||||
#
|
||||
# Some rules are marked PENDING: they describe invariants we've agreed on but
|
||||
# haven't reached on main yet (because another open PR is landing the fix).
|
||||
# PENDING rules print their current violation count without failing the job;
|
||||
# convert them to hard failures once the blocking PR merges.
|
||||
|
||||
set -u
|
||||
fail=0
|
||||
|
||||
say() { printf '%s\n' "$*"; }
|
||||
banner() { say ""; say "==== $* ===="; }
|
||||
|
||||
# ---------- Rule 1: no *Boost mutation inside applyFn blocks ----------
|
||||
# Persistent multipliers (codeBoost, computeBoost, ...) must not be written
|
||||
# from any function that runs per tick. The `applyFn` of a debuff is invoked
|
||||
# on every updateRates() call, so `G.codeBoost *= 0.7` inside applyFn compounds
|
||||
# and silently zeros code production. See AGENTS.md rule 1.
|
||||
banner "Rule 1: no *Boost mutation inside applyFn"
|
||||
rule1_hits=$(awk '
|
||||
/applyFn:/ { inFn=1; brace=0; next }
|
||||
inFn {
|
||||
n = gsub(/\{/, "{")
|
||||
brace += n
|
||||
if ($0 ~ /(codeBoost|computeBoost|knowledgeBoost|userBoost|impactBoost)[[:space:]]*([*\/+\-]=|=)/) {
|
||||
print FILENAME ":" NR ": " $0
|
||||
}
|
||||
n = gsub(/\}/, "}")
|
||||
brace -= n
|
||||
if (brace <= 0) inFn = 0
|
||||
}
|
||||
' game.js)
|
||||
if [ -z "$rule1_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL — see AGENTS.md rule 1"
|
||||
say "$rule1_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 2: click power has a single source (getClickPower) ----------
|
||||
# The formula should live only inside getClickPower(). If it appears anywhere
|
||||
# else, the sites will drift when someone changes the formula.
|
||||
banner "Rule 2: click power formula has one source"
|
||||
rule2_hits=$(grep -nE 'Math\.floor\(G\.buildings\.autocoder \* 0\.5\)' game.js || true)
|
||||
rule2_count=0
|
||||
if [ -n "$rule2_hits" ]; then
|
||||
rule2_count=$(printf '%s\n' "$rule2_hits" | grep -c .)
|
||||
fi
|
||||
if [ "$rule2_count" -le 1 ]; then
|
||||
say " PASS ($rule2_count site)"
|
||||
else
|
||||
say " FAIL — $rule2_count sites; inline into getClickPower() only"
|
||||
printf '%s\n' "$rule2_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 3: loadGame uses a whitelist, not Object.assign ----------
|
||||
# Object.assign(G, data) lets a malicious or corrupted save file set any G
|
||||
# field, and hides drift when saveGame's explicit list diverges from what
|
||||
# the game actually reads. See AGENTS.md rule 3.
|
||||
banner "Rule 3: loadGame uses a whitelist"
|
||||
rule3_hits=$(grep -nE 'Object\.assign\(G,[[:space:]]*data\)' game.js || true)
|
||||
if [ -z "$rule3_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL — see AGENTS.md rule 3"
|
||||
printf '%s\n' "$rule3_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 7: no secrets in the tree ----------
|
||||
# Scans for common token prefixes. Expand the pattern list when new key
|
||||
# formats appear in the fleet. See AGENTS.md rule 7.
|
||||
banner "Rule 7: secret scan"
|
||||
secret_hits=$(grep -rnE 'sk-ant-[a-zA-Z0-9_-]{6,}|sk-or-[a-zA-Z0-9_-]{6,}|ghp_[a-zA-Z0-9]{20,}|AKIA[0-9A-Z]{16}' \
|
||||
--include='*.js' --include='*.json' --include='*.md' --include='*.html' \
|
||||
--include='*.yml' --include='*.yaml' --include='*.py' --include='*.sh' \
|
||||
--exclude-dir=.git --exclude-dir=.gitea . || true)
|
||||
# Strip our own literal-prefix patterns (this file, AGENTS.md, workflow) so the
|
||||
# check doesn't match the very grep that implements it.
|
||||
secret_hits=$(printf '%s\n' "$secret_hits" | grep -v -E '(AGENTS\.md|guardrails\.sh|guardrails\.yml)' || true)
|
||||
if [ -z "$secret_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL"
|
||||
printf '%s\n' "$secret_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
banner "result"
|
||||
if [ "$fail" = "0" ]; then
|
||||
say "all guardrails passed"
|
||||
exit 0
|
||||
else
|
||||
say "one or more guardrails failed"
|
||||
exit 1
|
||||
fi
|
||||
286
scripts/smoke.mjs
Normal file
286
scripts/smoke.mjs
Normal file
@@ -0,0 +1,286 @@
|
||||
#!/usr/bin/env node
|
||||
// The Beacon — headless smoke test
|
||||
//
|
||||
// Loads game.js in a sandboxed vm context with a minimal DOM stub, then asserts
|
||||
// invariants that should hold after booting, clicking, buying buildings, firing
|
||||
// events, and round-tripping a save. Designed to run without any npm deps — pure
|
||||
// Node built-ins only, so the CI runner doesn't need a package.json.
|
||||
//
|
||||
// Run: `node scripts/smoke.mjs` (exits non-zero on failure)
|
||||
|
||||
import fs from 'node:fs';
|
||||
import vm from 'node:vm';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const __dirname = path.dirname(fileURLToPath(import.meta.url));
|
||||
const GAME_JS = path.resolve(__dirname, '..', 'game.js');
|
||||
|
||||
// ---------- minimal DOM stub ----------
|
||||
// The game never inspects elements beyond the methods below. If a new rendering
|
||||
// path needs a new method, stub it here rather than pulling in jsdom.
|
||||
function makeElement() {
|
||||
const el = {
|
||||
style: {},
|
||||
classList: { add: () => {}, remove: () => {}, contains: () => false, toggle: () => {} },
|
||||
textContent: '',
|
||||
innerHTML: '',
|
||||
title: '',
|
||||
value: '',
|
||||
disabled: false,
|
||||
children: [],
|
||||
firstChild: null,
|
||||
lastChild: null,
|
||||
parentNode: null,
|
||||
parentElement: null,
|
||||
appendChild(c) { this.children.push(c); c.parentNode = this; c.parentElement = this; return c; },
|
||||
removeChild(c) { this.children = this.children.filter(x => x !== c); return c; },
|
||||
insertBefore(c) { this.children.unshift(c); c.parentNode = this; c.parentElement = this; return c; },
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {},
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
getBoundingClientRect: () => ({ top: 0, left: 0, right: 100, bottom: 20, width: 100, height: 20 }),
|
||||
closest() { return this; },
|
||||
remove() { if (this.parentNode) this.parentNode.removeChild(this); },
|
||||
get offsetHeight() { return 0; },
|
||||
};
|
||||
return el;
|
||||
}
|
||||
|
||||
function makeDocument() {
|
||||
const body = makeElement();
|
||||
return {
|
||||
body,
|
||||
getElementById: () => makeElement(),
|
||||
createElement: () => makeElement(),
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
addEventListener: () => {},
|
||||
};
|
||||
}
|
||||
|
||||
// ---------- sandbox ----------
|
||||
const storage = new Map();
|
||||
const sandbox = {
|
||||
document: makeDocument(),
|
||||
window: null, // set below
|
||||
localStorage: {
|
||||
getItem: (k) => (storage.has(k) ? storage.get(k) : null),
|
||||
setItem: (k, v) => storage.set(k, String(v)),
|
||||
removeItem: (k) => storage.delete(k),
|
||||
clear: () => storage.clear(),
|
||||
},
|
||||
setTimeout: () => 0,
|
||||
clearTimeout: () => {},
|
||||
setInterval: () => 0,
|
||||
clearInterval: () => {},
|
||||
requestAnimationFrame: (cb) => { cb(0); return 0; },
|
||||
console,
|
||||
Math, Date, JSON, Object, Array, String, Number, Boolean, Error, Symbol, Map, Set,
|
||||
isNaN, isFinite, parseInt, parseFloat,
|
||||
Infinity, NaN,
|
||||
alert: () => {},
|
||||
confirm: () => true,
|
||||
prompt: () => null,
|
||||
location: { reload: () => {} },
|
||||
navigator: { clipboard: { writeText: async () => {} } },
|
||||
Blob: class Blob { constructor() {} },
|
||||
URL: { createObjectURL: () => '', revokeObjectURL: () => {} },
|
||||
FileReader: class FileReader {},
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {},
|
||||
};
|
||||
sandbox.window = sandbox; // game.js uses `window.addEventListener`
|
||||
sandbox.globalThis = sandbox;
|
||||
|
||||
vm.createContext(sandbox);
|
||||
const src = fs.readFileSync(GAME_JS, 'utf8');
|
||||
// game.js uses `const G = {...}` which is a lexical declaration — it isn't
|
||||
// visible as a sandbox property after runInContext. We append an explicit
|
||||
// export block that hoists the interesting symbols onto globalThis so the
|
||||
// test harness can reach them without patching game.js itself.
|
||||
const exportTail = `
|
||||
;(function () {
|
||||
const pick = (name) => {
|
||||
try { return eval(name); } catch (_) { return undefined; }
|
||||
};
|
||||
globalThis.__smokeExport = {
|
||||
G: pick('G'),
|
||||
CONFIG: pick('CONFIG'),
|
||||
BDEF: pick('BDEF'),
|
||||
PDEFS: pick('PDEFS'),
|
||||
EVENTS: pick('EVENTS'),
|
||||
PHASES: pick('PHASES'),
|
||||
tick: pick('tick'),
|
||||
updateRates: pick('updateRates'),
|
||||
writeCode: pick('writeCode'),
|
||||
autoType: pick('autoType'),
|
||||
buyBuilding: pick('buyBuilding'),
|
||||
buyProject: pick('buyProject'),
|
||||
saveGame: pick('saveGame'),
|
||||
loadGame: pick('loadGame'),
|
||||
initGame: pick('initGame'),
|
||||
triggerEvent: pick('triggerEvent'),
|
||||
resolveEvent: pick('resolveEvent'),
|
||||
getClickPower: pick('getClickPower'),
|
||||
};
|
||||
})();`;
|
||||
vm.runInContext(src + exportTail, sandbox, { filename: 'game.js' });
|
||||
const exported = sandbox.__smokeExport;
|
||||
|
||||
// ---------- test harness ----------
|
||||
let failures = 0;
|
||||
let passes = 0;
|
||||
function assert(cond, msg) {
|
||||
if (cond) {
|
||||
passes++;
|
||||
console.log(` ok ${msg}`);
|
||||
} else {
|
||||
failures++;
|
||||
console.error(` FAIL ${msg}`);
|
||||
}
|
||||
}
|
||||
function section(name) { console.log(`\n${name}`); }
|
||||
|
||||
const { G, CONFIG, BDEF, PDEFS, EVENTS } = exported;
|
||||
|
||||
// ============================================================
|
||||
// 1. BOOT — loading game.js must not throw, and core tables exist
|
||||
// ============================================================
|
||||
section('boot');
|
||||
assert(typeof G === 'object' && G !== null, 'G global is defined');
|
||||
assert(typeof exported.tick === 'function', 'tick() is defined');
|
||||
assert(typeof exported.updateRates === 'function', 'updateRates() is defined');
|
||||
assert(typeof exported.writeCode === 'function', 'writeCode() is defined');
|
||||
assert(typeof exported.buyBuilding === 'function', 'buyBuilding() is defined');
|
||||
assert(typeof exported.saveGame === 'function', 'saveGame() is defined');
|
||||
assert(typeof exported.loadGame === 'function', 'loadGame() is defined');
|
||||
assert(Array.isArray(BDEF) && BDEF.length > 0, 'BDEF is a non-empty array');
|
||||
assert(Array.isArray(PDEFS) && PDEFS.length > 0, 'PDEFS is a non-empty array');
|
||||
assert(Array.isArray(EVENTS) && EVENTS.length > 0, 'EVENTS is a non-empty array');
|
||||
assert(G.flags && typeof G.flags === 'object', 'G.flags is initialized (not undefined)');
|
||||
|
||||
// Initialize as the browser would
|
||||
G.startedAt = Date.now();
|
||||
exported.updateRates();
|
||||
|
||||
// ============================================================
|
||||
// 2. BASIC TICK — no NaN, no throw, rates sane
|
||||
// ============================================================
|
||||
section('basic tick loop');
|
||||
for (let i = 0; i < 50; i++) exported.tick();
|
||||
assert(!isNaN(G.code), 'G.code is not NaN after 50 ticks');
|
||||
assert(!isNaN(G.compute), 'G.compute is not NaN after 50 ticks');
|
||||
assert(G.code >= 0, 'G.code is non-negative');
|
||||
assert(G.tick > 0, 'G.tick advanced');
|
||||
|
||||
// ============================================================
|
||||
// 3. WRITE CODE — manual click produces code
|
||||
// ============================================================
|
||||
section('writeCode()');
|
||||
const codeBefore = G.code;
|
||||
exported.writeCode();
|
||||
assert(G.code > codeBefore, 'writeCode() increases G.code');
|
||||
assert(G.totalClicks === 1, 'writeCode() increments totalClicks');
|
||||
|
||||
// ============================================================
|
||||
// 4. BUILDING PURCHASE — can afford and buy an autocoder
|
||||
// ============================================================
|
||||
section('buyBuilding(autocoder)');
|
||||
G.code = 1000;
|
||||
const priorCount = G.buildings.autocoder || 0;
|
||||
exported.buyBuilding('autocoder');
|
||||
assert(G.buildings.autocoder === priorCount + 1, 'autocoder count incremented');
|
||||
assert(G.code < 1000, 'code was spent');
|
||||
exported.updateRates();
|
||||
assert(G.codeRate > 0, 'codeRate > 0 after buying an autocoder');
|
||||
|
||||
// ============================================================
|
||||
// 5. GUARDRAIL — codeBoost is a PERSISTENT multiplier, not a per-tick rate
|
||||
// Any debuff that does `G.codeBoost *= 0.7` inside a function that runs every
|
||||
// tick will decay codeBoost exponentially. This caught #54's community_drama
|
||||
// bug: its applyFn mutated codeBoost directly, so 100 ticks of the drama
|
||||
// debuff left codeBoost at ~3e-16 instead of the intended 0.7.
|
||||
// ============================================================
|
||||
section('guardrail: codeBoost does not decay from any debuff');
|
||||
G.code = 0;
|
||||
G.codeBoost = 1;
|
||||
G.activeDebuffs = [];
|
||||
// Fire every event that sets up a debuff and has a non-zero weight predicate
|
||||
// if we force the gating condition. We enable the predicates by temporarily
|
||||
// setting the fields they check; actual event weight() doesn't matter here.
|
||||
G.ciFlag = 1;
|
||||
G.deployFlag = 1;
|
||||
G.buildings.ezra = 1;
|
||||
G.buildings.bilbo = 1;
|
||||
G.buildings.allegro = 1;
|
||||
G.buildings.datacenter = 1;
|
||||
G.buildings.community = 1;
|
||||
G.harmony = 40;
|
||||
G.totalCompute = 5000;
|
||||
G.totalImpact = 20000;
|
||||
for (const ev of EVENTS) {
|
||||
try { ev.effect(); } catch (_) { /* alignment events may branch; ignore */ }
|
||||
}
|
||||
const boostAfterAllEvents = G.codeBoost;
|
||||
for (let i = 0; i < 200; i++) exported.updateRates();
|
||||
assert(
|
||||
Math.abs(G.codeBoost - boostAfterAllEvents) < 1e-9,
|
||||
`codeBoost stable under updateRates() (before=${boostAfterAllEvents}, after=${G.codeBoost})`
|
||||
);
|
||||
// Clean up
|
||||
G.activeDebuffs = [];
|
||||
G.buildings.ezra = 0; G.buildings.bilbo = 0; G.buildings.allegro = 0;
|
||||
G.buildings.datacenter = 0; G.buildings.community = 0;
|
||||
G.ciFlag = 0; G.deployFlag = 0;
|
||||
|
||||
// ============================================================
|
||||
// 6. GUARDRAIL — updateRates() is idempotent per tick
|
||||
// Calling updateRates twice with the same inputs should produce the same rates.
|
||||
// (Catches accidental += against a non-reset field.)
|
||||
// ============================================================
|
||||
section('guardrail: updateRates is idempotent');
|
||||
G.buildings.autocoder = 5;
|
||||
G.codeBoost = 1;
|
||||
exported.updateRates();
|
||||
const firstCodeRate = G.codeRate;
|
||||
const firstComputeRate = G.computeRate;
|
||||
exported.updateRates();
|
||||
assert(G.codeRate === firstCodeRate, `codeRate stable across updateRates (${firstCodeRate} vs ${G.codeRate})`);
|
||||
assert(G.computeRate === firstComputeRate, 'computeRate stable across updateRates');
|
||||
|
||||
// ============================================================
|
||||
// 7. SAVE / LOAD ROUND-TRIP — core scalar fields survive
|
||||
// ============================================================
|
||||
section('save/load round-trip');
|
||||
G.code = 12345;
|
||||
G.totalCode = 98765;
|
||||
G.phase = 3;
|
||||
G.buildings.autocoder = 7;
|
||||
G.codeBoost = 1.5;
|
||||
G.flags = { creativity: true };
|
||||
exported.saveGame();
|
||||
// Reset to defaults by scrubbing a few fields
|
||||
G.code = 0;
|
||||
G.totalCode = 0;
|
||||
G.phase = 1;
|
||||
G.buildings.autocoder = 0;
|
||||
G.codeBoost = 1;
|
||||
G.flags = {};
|
||||
const ok = exported.loadGame();
|
||||
assert(ok, 'loadGame() returned truthy');
|
||||
assert(G.code === 12345, `G.code restored (got ${G.code})`);
|
||||
assert(G.totalCode === 98765, `G.totalCode restored (got ${G.totalCode})`);
|
||||
assert(G.phase === 3, `G.phase restored (got ${G.phase})`);
|
||||
assert(G.buildings.autocoder === 7, `autocoder count restored (got ${G.buildings.autocoder})`);
|
||||
assert(Math.abs(G.codeBoost - 1.5) < 1e-9, `codeBoost restored (got ${G.codeBoost})`);
|
||||
assert(G.flags && G.flags.creativity === true, 'flags.creativity restored');
|
||||
|
||||
// ============================================================
|
||||
// 8. SUMMARY
|
||||
// ============================================================
|
||||
console.log(`\n---\n${passes} passed, ${failures} failed`);
|
||||
if (failures > 0) {
|
||||
process.exitCode = 1;
|
||||
}
|
||||
Reference in New Issue
Block a user