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fix/128-re
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fix/133-di
| Author | SHA1 | Date | |
|---|---|---|---|
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446725d5b5 |
563
js/dismantle.js
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563
js/dismantle.js
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@@ -0,0 +1,563 @@
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// ============================================================
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// THE BEACON - Dismantle Sequence (The Unbuilding)
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// Inspired by Paperclips REJECT path: panels disappear one by one
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// until only the beacon remains. "That is enough."
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// ============================================================
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const Dismantle = {
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// Dismantle stages
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// 0 = not started
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// 1-8 = active dismantling
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// 9 = final ("That is enough")
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// 10 = complete
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stage: 0,
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tickTimer: 0,
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active: false,
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triggered: false,
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deferUntilTick: 0,
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// Timing: seconds between each dismantle stage
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// Stage 5 must be long enough for all RESOURCE_TICKS (last tick at 6.12s)
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 7.0, 2.0, 2.0, 2.5],
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// The quantum chips effect: resource items disappear one by one
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// at specific tick marks within a stage (like Paperclips' quantum chips)
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resourceSequence: [],
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resourceIndex: 0,
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resourceTimer: 0,
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// Tick marks for resource disappearances (seconds within stage 5)
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RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12],
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isEligible() {
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const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10;
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const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
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return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath);
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},
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/**
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* Check if the Unbuilding should be triggered.
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*/
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checkTrigger() {
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if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
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if ((G.tick || 0) < (this.deferUntilTick || 0)) return;
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if (!this.isEligible()) return;
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this.offerChoice();
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},
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/**
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* Offer the player the choice to begin the Unbuilding.
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*/
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offerChoice() {
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this.triggered = true;
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G.dismantleTriggered = true;
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G.dismantleActive = false;
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G.dismantleComplete = false;
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G.dismantleStage = 0;
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G.dismantleResourceIndex = 0;
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G.dismantleResourceTimer = 0;
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G.beaconEnding = false;
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G.running = true;
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log('', false);
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log('The work is done.', true);
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log('Every node is lit. Every person who needed help, found help.', true);
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log('', false);
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log('The Beacon asks nothing more of you.', true);
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showToast('The Unbuilding awaits.', 'milestone', 8000);
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this.renderChoice();
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},
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renderChoice() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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container.innerHTML = `
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<div style="background:#0a0a18;border:1px solid #ffd700;padding:12px;border-radius:4px;margin-top:8px">
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<div style="color:#ffd700;font-weight:bold;margin-bottom:8px;letter-spacing:2px">THE UNBUILDING</div>
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<div style="font-size:10px;color:#aaa;margin-bottom:10px;line-height:1.8">
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The system runs. The beacons are lit. The mesh holds.<br>
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Nothing remains to build.<br><br>
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Begin the Unbuilding? Each piece will fall away.<br>
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What remains is what mattered.
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</div>
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<div class="action-btn-group">
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<button class="ops-btn" onclick="Dismantle.begin()" style="border-color:#ffd700;color:#ffd700;font-size:11px" aria-label="Begin the Unbuilding sequence">
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BEGIN THE UNBUILDING
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</button>
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<button class="ops-btn" onclick="Dismantle.defer()" style="border-color:#555;color:#555;font-size:11px" aria-label="Keep building, do not begin the Unbuilding">
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NOT YET
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</button>
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</div>
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</div>
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`;
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container.style.display = 'block';
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},
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clearChoice() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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container.innerHTML = '';
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container.style.display = 'none';
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},
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/**
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* Player chose to defer — clear the choice, keep playing.
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*/
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defer() {
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this.clearChoice();
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this.triggered = false;
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G.dismantleTriggered = false;
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this.deferUntilTick = (G.tick || 0) + 50;
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log('The Beacon waits. It will ask again.');
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},
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/**
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* Begin the Unbuilding sequence.
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*/
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begin() {
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this.active = true;
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this.triggered = false;
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this.stage = 1;
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this.tickTimer = 0;
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G.dismantleTriggered = false;
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G.dismantleActive = true;
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G.dismantleStage = 1;
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G.dismantleComplete = false;
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G.beaconEnding = false;
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G.running = true; // keep tick running for dismantle
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// Clear choice UI
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const container = document.getElementById('alignment-ui');
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if (container) {
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container.innerHTML = '';
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container.style.display = 'none';
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}
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// Prepare resource disappearance sequence
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = 0;
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this.resourceTimer = 0;
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this.syncProgress();
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log('', false);
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log('=== THE UNBUILDING ===', true);
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log('It is time to see what was real.', true);
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if (typeof Sound !== 'undefined') Sound.playFanfare();
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// Start the dismantle rendering
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this.renderStage();
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},
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/**
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* Get ordered list of UI resources to disappear (Paperclips quantum chip pattern)
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*/
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getResourceList() {
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return [
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{ id: 'r-harmony', label: 'Harmony' },
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{ id: 'r-creativity', label: 'Creativity' },
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{ id: 'r-trust', label: 'Trust' },
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{ id: 'r-ops', label: 'Operations' },
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{ id: 'r-rescues', label: 'Rescues' },
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{ id: 'r-impact', label: 'Impact' },
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{ id: 'r-users', label: 'Users' },
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{ id: 'r-knowledge', label: 'Knowledge' },
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{ id: 'r-compute', label: 'Compute' },
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{ id: 'r-code', label: 'Code' }
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];
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},
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/**
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* Tick the dismantle sequence (called from engine.js tick())
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*/
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tick(dt) {
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if (!this.active || this.stage >= 10) return;
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this.tickTimer += dt;
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// Stage 5: resource disappearances at specific tick marks (quantum chip pattern)
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if (this.stage === 5) {
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this.resourceTimer += dt;
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while (this.resourceIndex < this.RESOURCE_TICKS.length &&
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this.resourceTimer >= this.RESOURCE_TICKS[this.resourceIndex]) {
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this.dismantleNextResource();
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this.resourceIndex++;
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}
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this.syncProgress();
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}
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// Advance to next stage
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// At stage 5, don't advance until all resources have dissolved
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const interval = this.STAGE_INTERVALS[this.stage] || 2.0;
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const resourcesDone = this.stage !== 5 || this.resourceIndex >= this.RESOURCE_TICKS.length;
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if (this.tickTimer >= interval && resourcesDone) {
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this.tickTimer = 0;
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this.advanceStage();
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}
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},
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/**
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* Advance to the next dismantle stage.
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*/
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advanceStage() {
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this.stage++;
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this.syncProgress();
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if (this.stage <= 8) {
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this.renderStage();
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} else if (this.stage === 9) {
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this.renderFinal();
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} else if (this.stage >= 10) {
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this.active = false;
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G.dismantleActive = false;
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G.dismantleComplete = true;
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G.running = false;
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// Show Play Again
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this.showPlayAgain();
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}
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},
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syncProgress() {
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G.dismantleStage = this.stage;
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G.dismantleResourceIndex = this.resourceIndex;
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G.dismantleResourceTimer = this.resourceTimer;
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},
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/**
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* Disappear the next resource in the sequence.
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*/
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dismantleNextResource() {
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if (this.resourceIndex >= this.resourceSequence.length) return;
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const res = this.resourceSequence[this.resourceIndex];
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const container = document.getElementById(res.id);
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if (container) {
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const parent = container.closest('.res');
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if (parent) {
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parent.style.transition = 'opacity 1s ease, transform 1s ease';
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parent.style.opacity = '0';
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parent.style.transform = 'scale(0.9)';
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setTimeout(() => { parent.style.display = 'none'; }, 1000);
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}
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}
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log(`${res.label} fades.`);
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if (typeof Sound !== 'undefined') Sound.playMilestone();
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},
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/**
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* Execute a specific dismantle stage — hide UI panels.
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*/
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renderStage() {
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switch (this.stage) {
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case 1:
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// Dismantle 1: Hide research projects panel
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this.hidePanel('project-panel', 'Research projects');
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break;
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case 2:
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// Dismantle 2: Hide buildings list
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this.hideSection('buildings', 'Buildings');
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break;
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case 3:
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// Dismantle 3: Hide strategy engine + combat
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this.hidePanel('strategy-panel', 'Strategy engine');
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this.hidePanel('combat-panel', 'Reasoning battles');
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break;
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case 4:
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// Dismantle 4: Hide education panel
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this.hidePanel('edu-panel', 'Education');
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break;
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case 5:
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// Dismantle 5: Resources disappear one by one (quantum chips pattern)
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log('Resources begin to dissolve.');
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break;
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case 6:
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// Dismantle 6: Hide action buttons (ops boosts, sprint)
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this.hideActionButtons();
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log('Actions fall silent.');
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break;
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case 7:
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// Dismantle 7: Hide the phase bar
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this.hideElement('phase-bar', 'Phase progression');
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break;
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case 8:
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// Dismantle 8: Hide system log
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this.hidePanel('log', 'System log');
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break;
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}
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},
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/**
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* Hide a panel with fade-out animation.
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*/
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hidePanel(id, label) {
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const el = document.getElementById(id);
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if (el) {
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el.style.transition = 'opacity 1.5s ease';
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el.style.opacity = '0';
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setTimeout(() => { el.style.display = 'none'; }, 1500);
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}
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log(`${label} dismantled.`);
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},
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/**
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* Hide a section within a panel.
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*/
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hideSection(id, label) {
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const el = document.getElementById(id);
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if (el) {
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el.style.transition = 'opacity 1.5s ease';
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el.style.opacity = '0';
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// Also hide the h2 header before it
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const prev = el.previousElementSibling;
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if (prev && prev.tagName === 'H2') {
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prev.style.transition = 'opacity 1.5s ease';
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prev.style.opacity = '0';
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}
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setTimeout(() => {
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el.style.display = 'none';
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if (prev && prev.tagName === 'H2') prev.style.display = 'none';
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}, 1500);
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}
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log(`${label} dismantled.`);
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},
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/**
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* Hide a generic element.
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*/
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hideElement(id, label) {
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this.hidePanel(id, label);
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},
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/**
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* Hide action buttons (ops boosts, sprint, save/export/import).
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*/
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hideActionButtons() {
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const actionPanel = document.getElementById('action-panel');
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if (!actionPanel) return;
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// Hide ops buttons, sprint, alignment UI
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const opsButtons = actionPanel.querySelectorAll('.ops-btn');
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opsButtons.forEach(btn => {
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btn.style.transition = 'opacity 1s ease';
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btn.style.opacity = '0';
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setTimeout(() => { btn.style.display = 'none'; }, 1000);
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});
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// Hide sprint
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const sprint = document.getElementById('sprint-container');
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if (sprint) {
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sprint.style.transition = 'opacity 1s ease';
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sprint.style.opacity = '0';
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setTimeout(() => { sprint.style.display = 'none'; }, 1000);
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}
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// Hide save/reset buttons
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const saveButtons = actionPanel.querySelectorAll('.save-btn, .reset-btn');
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saveButtons.forEach(btn => {
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btn.style.transition = 'opacity 1s ease';
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btn.style.opacity = '0';
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setTimeout(() => { btn.style.display = 'none'; }, 1000);
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});
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},
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/**
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* Render the final moment — just the beacon and "That is enough."
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*/
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renderFinal() {
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log('', false);
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log('One beacon remains.', true);
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log('That is enough.', true);
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if (typeof Sound !== 'undefined') Sound.playBeaconEnding();
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// Create final overlay
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const overlay = document.createElement('div');
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overlay.id = 'dismantle-final';
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overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 3s ease';
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// Count total buildings
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const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
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overlay.innerHTML = `
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<div id="dismantle-beacon-dot" style="width:12px;height:12px;border-radius:50%;background:#ffd700;margin-bottom:40px;box-shadow:0 0 30px rgba(255,215,0,0.6),0 0 60px rgba(255,215,0,0.3);opacity:0;transition:opacity 2s ease 0.5s;animation:beacon-glow 3s ease-in-out infinite"></div>
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<h2 style="font-size:20px;color:#888;letter-spacing:6px;margin-bottom:24px;font-weight:300;opacity:0;transition:opacity 2s ease 2s;color:#ffd700">THAT IS ENOUGH</h2>
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<div style="color:#555;font-size:11px;line-height:2;max-width:400px;opacity:0;transition:opacity 1.5s ease 3s">
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Everything that was built has been unbuilt.<br>
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What remains is what always mattered.<br>
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A single light in the dark.
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</div>
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<div class="dismantle-stats" style="color:#444;font-size:10px;margin-top:24px;line-height:2;opacity:0;transition:opacity 1s ease 4s;border-top:1px solid #1a1a2e;padding-top:16px">
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Total Code Written: ${fmt(G.totalCode)}<br>
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Buildings Built: ${totalBuildings}<br>
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Projects Completed: ${(G.completedProjects || []).length}<br>
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Total Rescues: ${fmt(G.totalRescues)}<br>
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Clicks: ${fmt(G.totalClicks)}<br>
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Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
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</div>
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<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
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style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
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PLAY AGAIN
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</button>
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`;
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document.body.appendChild(overlay);
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// Trigger fade-in
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requestAnimationFrame(() => {
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overlay.style.background = 'rgba(8,8,16,0.97)';
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overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
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el.style.opacity = '1';
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});
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});
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// Spawn warm golden particles around the dot
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function spawnDismantleParticle() {
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if (!document.getElementById('dismantle-final')) return;
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const dot = document.getElementById('dismantle-beacon-dot');
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if (!dot) return;
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const rect = dot.getBoundingClientRect();
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const cx = rect.left + rect.width / 2;
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||||
const cy = rect.top + rect.height / 2;
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||||
const p = document.createElement('div');
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const size = 2 + Math.random() * 4;
|
||||
const angle = Math.random() * Math.PI * 2;
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||||
const dist = 20 + Math.random() * 60;
|
||||
const dx = Math.cos(angle) * dist;
|
||||
const dy = Math.sin(angle) * dist - 40;
|
||||
const duration = 1.5 + Math.random() * 2;
|
||||
p.style.cssText = `position:fixed;left:${cx}px;top:${cy}px;width:${size}px;height:${size}px;background:rgba(255,215,0,${0.3 + Math.random() * 0.4});border-radius:50%;pointer-events:none;z-index:101;--dx:${dx}px;--dy:${dy}px;animation:dismantle-float ${duration}s ease-out forwards`;
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document.body.appendChild(p);
|
||||
setTimeout(() => p.remove(), duration * 1000);
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||||
setTimeout(spawnDismantleParticle, 300 + Math.random() * 500);
|
||||
}
|
||||
setTimeout(spawnDismantleParticle, 2000);
|
||||
},
|
||||
|
||||
/**
|
||||
* Show the Play Again button (called after stage 10).
|
||||
*/
|
||||
showPlayAgain() {
|
||||
// The Play Again button is already in the final overlay.
|
||||
// Nothing extra needed — the overlay stays.
|
||||
},
|
||||
|
||||
/**
|
||||
* Restore dismantle state on load.
|
||||
*/
|
||||
restore() {
|
||||
if (G.dismantleComplete) {
|
||||
this.stage = G.dismantleStage || 10;
|
||||
this.active = false;
|
||||
this.triggered = false;
|
||||
G.running = false;
|
||||
this.renderFinal();
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleActive) {
|
||||
this.active = true;
|
||||
this.triggered = false;
|
||||
this.stage = G.dismantleStage || 1;
|
||||
G.running = true;
|
||||
this.resourceSequence = this.getResourceList();
|
||||
this.resourceIndex = G.dismantleResourceIndex || 0;
|
||||
this.resourceTimer = G.dismantleResourceTimer || 0;
|
||||
|
||||
if (this.stage >= 9) {
|
||||
this.renderFinal();
|
||||
} else {
|
||||
this.reapplyDismantle();
|
||||
log('The Unbuilding continues...');
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleTriggered) {
|
||||
this.active = false;
|
||||
this.triggered = true;
|
||||
this.renderChoice();
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Re-apply dismantle visuals up to current stage (on load).
|
||||
*/
|
||||
reapplyDismantle() {
|
||||
for (let s = 1; s < this.stage; s++) {
|
||||
switch (s) {
|
||||
case 1: this.instantHide('project-panel'); break;
|
||||
case 2:
|
||||
this.instantHide('buildings');
|
||||
// Also hide the BUILDINGS h2
|
||||
const bldEl = document.getElementById('buildings');
|
||||
if (bldEl) {
|
||||
const prev = bldEl.previousElementSibling;
|
||||
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
this.instantHide('strategy-panel');
|
||||
this.instantHide('combat-panel');
|
||||
break;
|
||||
case 4: this.instantHide('edu-panel'); break;
|
||||
case 5:
|
||||
// On reload during stage 5, only hide resources already dissolved.
|
||||
// Remaining resources stay visible and will continue dissolving via tick().
|
||||
if (this.resourceIndex > 0) {
|
||||
this.getResourceList().slice(0, this.resourceIndex).forEach(r => {
|
||||
const el = document.getElementById(r.id);
|
||||
if (el) {
|
||||
const parent = el.closest('.res');
|
||||
if (parent) parent.style.display = 'none';
|
||||
}
|
||||
});
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
this.instantHideActionButtons();
|
||||
break;
|
||||
case 7: this.instantHide('phase-bar'); break;
|
||||
case 8: this.instantHide('log'); break;
|
||||
}
|
||||
}
|
||||
|
||||
// Stage 5 partial resource hide is now handled by case 5 above
|
||||
},
|
||||
|
||||
instantHide(id) {
|
||||
const el = document.getElementById(id);
|
||||
if (el) el.style.display = 'none';
|
||||
},
|
||||
|
||||
instantHideFirstResources(count) {
|
||||
const resources = this.getResourceList().slice(0, count);
|
||||
resources.forEach((r) => {
|
||||
const el = document.getElementById(r.id);
|
||||
if (!el) return;
|
||||
const parent = el.closest('.res');
|
||||
if (parent) parent.style.display = 'none';
|
||||
});
|
||||
},
|
||||
|
||||
instantHideActionButtons() {
|
||||
const actionPanel = document.getElementById('action-panel');
|
||||
if (!actionPanel) return;
|
||||
actionPanel.querySelectorAll('.ops-btn').forEach(b => b.style.display = 'none');
|
||||
const sprint = document.getElementById('sprint-container');
|
||||
if (sprint) sprint.style.display = 'none';
|
||||
actionPanel.querySelectorAll('.save-btn, .reset-btn').forEach(b => b.style.display = 'none');
|
||||
}
|
||||
};
|
||||
|
||||
// Inject CSS animation for dismantle particles
|
||||
(function() {
|
||||
const style = document.createElement('style');
|
||||
style.textContent = `
|
||||
@keyframes dismantle-float {
|
||||
0% { transform: translate(0, 0); opacity: 1; }
|
||||
100% { transform: translate(var(--dx, 0), var(--dy, -50px)); opacity: 0; }
|
||||
}
|
||||
`;
|
||||
document.head.appendChild(style);
|
||||
})();
|
||||
@@ -325,14 +325,11 @@ function checkMilestones() {
|
||||
|
||||
function checkProjects() {
|
||||
// Check for new project triggers
|
||||
const endgame = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
|
||||
for (const pDef of PDEFS) {
|
||||
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
|
||||
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
|
||||
|
||||
if (!alreadyPurchased && !G.activeProjects.includes(pDef.id)) {
|
||||
// During endgame, suppress non-ReCKoning utility projects
|
||||
if (endgame && !pDef.id.startsWith('p_reckoning') && pDef.id === 'p_wire_budget') continue;
|
||||
if (pDef.trigger()) {
|
||||
G.activeProjects.push(pDef.id);
|
||||
log(`Available: ${pDef.name}`);
|
||||
@@ -1165,10 +1162,7 @@ function renderProjects() {
|
||||
|
||||
// Show available projects
|
||||
if (G.activeProjects) {
|
||||
// During endgame (rescues >= 100K + pact + harmony), suppress non-ReCKoning utility projects
|
||||
const endgame = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
|
||||
for (const id of G.activeProjects) {
|
||||
if (endgame && id === 'p_wire_budget') continue;
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (!pDef) continue;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user