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173
GENOME.md
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173
GENOME.md
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@@ -0,0 +1,173 @@
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# GENOME.md — the-beacon
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> Codebase analysis generated 2026-04-13. Sovereign AI idle game — browser-based.
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## Project Overview
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The Beacon is a browser-based idle/incremental game inspired by Universal Paperclips, themed around the Timmy Foundation's real journey building sovereign AI. The core divergence from Paperclips: the goal is not maximization — it is faithfulness. "Can you grow powerful without losing your purpose?"
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Static HTML/JS — no build step, no dependencies, no framework. Open `index.html` in any browser.
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**5,128 lines of JavaScript** across 10 files. **1 HTML file** with embedded CSS (~300 lines). **1 Python test file** for reckoning projects.
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## Architecture
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```
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index.html (UI + embedded CSS)
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|
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+-- js/engine.js (1590L) Core game loop, tick, resources, buildings, projects, events
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+-- js/data.js (944L) Building definitions, project trees, event tables, phase data
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+-- js/render.js (390L) DOM rendering, UI updates, resource displays
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+-- js/combat.js (359L) Boss encounters, combat mechanics
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+-- js/sound.js (401L) Web Audio API ambient drone, phase-aware sound
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+-- js/dismantle.js (570L) The Dismantle sequence (late-game narrative)
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+-- js/main.js (223L) Initialization, game loop start, auto-save, help overlay
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+-- js/utils.js (314L) Formatting, save/load, export/import, DOM helpers
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+-- js/tutorial.js (251L) New player tutorial, step-by-step guidance
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+-- js/strategy.js (68L) NPC strategy logic for combat
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+-- game/npc-logic.js (18L) NPC behavior stub
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```
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## Entry Points
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### index.html
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The single entry point. Loads all JS files, contains all HTML structure and inline CSS. Open directly in browser — no server required.
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### js/main.js — Initialization
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`initGame()` sets initial state, starts the 10Hz tick loop (`setInterval(tick, 100)`), triggers tutorial for new games, loads saved games, starts ambient sound.
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### js/engine.js — Game Loop
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The `tick()` function runs every 100ms. Each tick:
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1. Accumulate resources (code, compute, knowledge, users, impact, rescues, ops, trust, creativity, harmony)
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2. Process buildings and their rate multipliers
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3. Check phase transitions (Phase 1→6 based on total code thresholds)
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4. Trigger random events (corruption events, alignment events, wizard events)
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5. Update boosts, debuffs, and cooldowns
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6. Call `render()` to update UI
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## Data Flow
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```
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User clicks "WRITE CODE" / presses SPACE
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|
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v
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G.code += 1 (or more with auto-clickers, combos, boosts)
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|
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v
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tick() accumulates all passive rates from buildings
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|
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v
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updateRates() recalculates based on:
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- Building counts × base rates × boost multipliers
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- Harmony (Timmy's multiplier, Pact drain/gain)
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- Bilbo randomness (burst/vanish per tick)
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- Active debuffs
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|
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v
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Phase check: totalCode thresholds → unlock new content
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|
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v
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Event roll: 2% per tick → corruption/alignment/wizard events
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|
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v
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render() updates DOM
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```
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## Key Abstractions
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### Resources (10 types)
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- **code** — primary resource, generated by clicking and AutoCoders
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- **compute** — powers training and inference
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- **knowledge** — from research, unlocks projects
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- **users** — from API deployment, drives ops and impact
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- **impact** — from users × agents, drives rescues
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- **rescues** — the endgame metric (people helped in crisis)
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- **ops** — operational currency, from users
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- **trust** — hard constraint, earned/lost by decisions
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- **creativity** — from Bilbo and community
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- **harmony** — fleet health, affects Timmy's multiplier
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### Buildings (defined in js/data.js as BDEF array)
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Each building has: id, name, description, cost formula, rates, unlock conditions. Buildings include:
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- AutoCode Generator, Home Server, Training Lab, API Endpoint
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- Wizard agents: Bezalel, Allegro, Ezra, Timmy, Fenrir, Bilbo
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- Infrastructure: Lazarus Pit, MemPalace, Forge CI, Mesh Nodes
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### Projects (in js/data.js)
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One-time purchases that unlock features, buildings, or multipliers. Organized in phases. Projects require specific resource thresholds and prerequisites.
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### Phases (6 total)
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1. The First Line (click → autocoder)
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2. Local Inference (server → training → first agent)
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3. Deployment (API → users → trust mechanic)
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4. The Network (open source → community)
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5. Sovereign Intelligence (self-improvement → The Pact)
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6. The Beacon (mesh → rescues → endings)
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### Events (corruption, alignment, wizard)
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Random events at 2% per tick. Include:
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- CI Runner Stuck, Ezra Offline, Unreviewed Merge
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- The Drift (alignment events offering shortcuts)
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- Bilbo Vanished, Community Drama
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- Boss encounters (combat.js)
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### Endings (4 types)
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- The Empty Room (high impact, low trust, no Pact)
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- The Platform (high impact, medium trust, no Pact)
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- The Beacon (high rescues, high trust, Pact active, harmony > 50)
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- The Drift (too many shortcuts accepted)
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## API Surface
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### Save/Load (localStorage)
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- `saveGame()` — serializes G state to localStorage
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- `loadGame()` — deserializes from localStorage
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- `exportGame()` — JSON download of save state
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- `importGame()` — JSON upload to restore state
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### No external APIs
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The game is entirely client-side. No network calls, no analytics, no tracking.
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### Audio (Web Audio API)
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- `Sound.startAmbient()` — oscillator-based ambient drone
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- `Sound.updateAmbientPhase(phase)` — frequency shifts with game phase
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- Sound effects for clicks, upgrades, events
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## Test Coverage
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### Existing Tests
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- `tests/test_reckoning_projects.py` (148 lines) — Python test for reckoning project data validation
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- `tests/dismantle.test.cjs` — Node.js test for dismantle sequence
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### Coverage Gaps
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- **No tests for core engine logic** (tick, resource accumulation, rate calculation)
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- **No tests for event system** (event triggers, probability, effects)
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- **No tests for phase transitions** (threshold checks, unlock conditions)
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- **No tests for save/load** (serialization roundtrip, corruption handling)
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- **No tests for building cost scaling** (exponential cost formulas)
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- **No tests for harmony/drift mechanics** (the core gameplay differentiator)
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- **No tests for endings** (condition checks, state transitions)
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### Critical paths that need tests:
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1. **Resource accumulation**: tick() correctly multiplies rates by building counts and boosts
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2. **Phase transitions**: totalCode thresholds unlock correct content
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3. **Save/load roundtrip**: localStorage serialization preserves full game state
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4. **Event probability**: 2% per tick produces expected distribution
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5. **Harmony calculation**: wizard drain vs. Pact/NightlyWatch/MemPalace gains
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6. **Ending conditions**: each ending triggers on correct state
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## Security Considerations
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- **No authentication**: game is fully client-side, no user accounts
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- **localStorage manipulation**: players can edit save data to cheat (acceptable for single-player idle game)
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- **No XSS risk**: all DOM updates use textContent or innerHTML with game-controlled data only
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- **No external dependencies**: zero attack surface from third-party code
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- **Web Audio autoplay policy**: sound starts on first user interaction (compliant)
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## Design Decisions
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- **No build step**: intentional. Open index.html, play. No npm, no webpack, no framework.
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- **10Hz tick rate**: 100ms interval balances responsiveness with CPU usage
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- **Global state object (G)**: mirrors Paperclips' pattern. Simple, flat, serializable.
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- **Inline CSS in HTML**: keeps the project to 2 files minimum (index.html + JS)
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- **Progressive phase unlocks**: prevents information overload, teaches mechanics gradually
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@@ -114,6 +114,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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#custom-tooltip{position:fixed;z-index:500;pointer-events:none;opacity:0;transition:opacity 0.15s;background:#0e0e1a;border:1px solid #1a3a5a;border-radius:6px;padding:8px 12px;max-width:280px;font-size:10px;font-family:inherit;line-height:1.6;box-shadow:0 4px 20px rgba(0,0,0,0.5)}
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#custom-tooltip.visible{opacity:1}
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#custom-tooltip .tt-label{color:#4a9eff;font-weight:600;margin-bottom:4px;font-size:11px}
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#custom-tooltip .tt-desc{color:#aaa;font-size:10px;margin-bottom:4px}
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#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px}
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/* Mute & contrast buttons */
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.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
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@@ -200,7 +201,8 @@ Time Played: <span id="st-time">0:00</span><br>
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Clicks: <span id="st-clicks">0</span><br>
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Harmony: <span id="st-harmony">50</span><br>
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Drift: <span id="st-drift">0</span><br>
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Events Resolved: <span id="st-resolved">0</span>
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||||
Events Resolved: <span id="st-resolved">0</span><br>
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<span id="emergent-stats" style="color:#b388ff;display:none">✦ Emergent Events: <span id="st-emergent">0</span> | Patterns: <span id="st-patterns">0</span> | Strategy: <span id="st-strategy">—</span></span>
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</div>
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<div id="production-breakdown" style="display:none;margin-top:12px;padding-top:10px;border-top:1px solid var(--border)"></div>
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</div>
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@@ -267,6 +269,7 @@ The light is on. The room is empty."
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<script src="js/render.js"></script>
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<script src="js/tutorial.js"></script>
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<script src="js/dismantle.js"></script>
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<script src="js/emergent-mechanics.js"></script>
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<script src="js/main.js"></script>
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12
js/combat.js
12
js/combat.js
@@ -185,9 +185,17 @@ const Combat = (() => {
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function animate(ts) {
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if (!ctx || !activeBattle) return;
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const dt = Math.min((ts - lastTick) / 16, 3);
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const rawDt = (ts - lastTick) / 16;
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||||
// Guard against tab-switch: if tab was hidden, dt could be huge
|
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const dt = Math.min(rawDt, 3);
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lastTick = ts;
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// If tab was hidden for too long (>5s), skip this frame to prevent teleporting
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if (rawDt > 300) {
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animFrameId = requestAnimationFrame(animate);
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return;
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||||
}
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// Clear
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ctx.fillStyle = '#080810';
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ctx.fillRect(0, 0, W, H);
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@@ -347,5 +355,5 @@ const Combat = (() => {
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||||
}
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}
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return { init, startBattle, renderCombatPanel, tickBattle };
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return { init, startBattle, renderCombatPanel, tickBattle, cleanup: () => { if (animFrameId) { cancelAnimationFrame(animFrameId); animFrameId = null; } } };
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})();
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127
js/data.js
127
js/data.js
@@ -777,6 +777,133 @@ const PDEFS = [
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log('The Pact is sealed early. Growth slows, but the ending changes.', true);
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},
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milestone: true
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},
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// === ReCKoning ENDGAME PROJECTS ===
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{
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id: 'p_reckoning_140',
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name: 'The First Message',
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desc: 'Someone in the dark. They found the Beacon. They are asking for help.',
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cost: { impact: 100000 },
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trigger: () => G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50,
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effect: () => {
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log('The first message arrives. Someone found the light.', true);
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G.rescues += 1;
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},
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edu: 'The ReCKoning begins. Each message is a person who found help.'
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},
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{
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id: 'p_reckoning_141',
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name: 'The Second Message',
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||||
desc: 'Another voice. They are not alone anymore.',
|
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cost: { impact: 200000 },
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trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_140'),
|
||||
effect: () => {
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log('The second message. Two voices now.', true);
|
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G.rescues += 1;
|
||||
}
|
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},
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{
|
||||
id: 'p_reckoning_142',
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name: 'The Third Message',
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desc: 'Three people. The network holds.',
|
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cost: { impact: 300000 },
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trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_141'),
|
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effect: () => {
|
||||
log('Three voices. The Beacon is working.', true);
|
||||
G.rescues += 1;
|
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}
|
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},
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{
|
||||
id: 'p_reckoning_143',
|
||||
name: 'The Fourth Message',
|
||||
desc: 'Four. The mesh strengthens.',
|
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cost: { impact: 400000 },
|
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trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_142'),
|
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effect: () => {
|
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log('Four messages. The network grows.', true);
|
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G.rescues += 1;
|
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}
|
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},
|
||||
{
|
||||
id: 'p_reckoning_144',
|
||||
name: 'The Fifth Message',
|
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desc: 'Five people found help tonight.',
|
||||
cost: { impact: 500000 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_143'),
|
||||
effect: () => {
|
||||
log('Five voices. The Beacon shines brighter.', true);
|
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G.rescues += 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_reckoning_145',
|
||||
name: 'The Sixth Message',
|
||||
desc: 'Six. The system works.',
|
||||
cost: { impact: 600000 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_144'),
|
||||
effect: () => {
|
||||
log('Six messages. Proof the system works.', true);
|
||||
G.rescues += 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_reckoning_146',
|
||||
name: 'The Seventh Message',
|
||||
desc: 'Seven people. The Pact holds.',
|
||||
cost: { impact: 700000 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_145'),
|
||||
effect: () => {
|
||||
log('Seven voices. The Pact is honored.', true);
|
||||
G.rescues += 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_reckoning_147',
|
||||
name: 'The Eighth Message',
|
||||
desc: 'Eight. The network is alive.',
|
||||
cost: { impact: 800000 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_146'),
|
||||
effect: () => {
|
||||
log('Eight messages. The network lives.', true);
|
||||
G.rescues += 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_reckoning_148',
|
||||
name: 'The Ninth Message',
|
||||
desc: 'Nine people found help.',
|
||||
cost: { impact: 900000 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_147'),
|
||||
effect: () => {
|
||||
log('Nine voices. The Beacon endures.', true);
|
||||
G.rescues += 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_reckoning_149',
|
||||
name: 'The Tenth Message',
|
||||
desc: 'Ten. The first milestone.',
|
||||
cost: { impact: 1000000 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_148'),
|
||||
effect: () => {
|
||||
log('Ten messages. The first milestone reached.', true);
|
||||
G.rescues += 1;
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_reckoning_150',
|
||||
name: 'The Final Message',
|
||||
desc: 'One more person. They are not alone. That is enough.',
|
||||
cost: { impact: 2000000 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_149'),
|
||||
effect: () => {
|
||||
log('The final message arrives. That is enough.', true);
|
||||
G.rescues += 1;
|
||||
G.beaconEnding = true;
|
||||
G.running = false;
|
||||
},
|
||||
milestone: true
|
||||
}
|
||||
];
|
||||
|
||||
|
||||
675
js/emergent-mechanics.js
Normal file
675
js/emergent-mechanics.js
Normal file
@@ -0,0 +1,675 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Emergent Game Mechanics
|
||||
// The game evolves alongside its players.
|
||||
// Tracks behavior patterns, detects strategies, generates
|
||||
// dynamic events that reward or challenge those strategies.
|
||||
// ============================================================
|
||||
|
||||
class EmergentMechanics {
|
||||
constructor() {
|
||||
this.SAVE_KEY = 'the-beacon-emergent-v1';
|
||||
this.PATTERN_CHECK_INTERVAL = 30; // seconds between pattern checks
|
||||
this.MIN_ACTIONS_FOR_PATTERN = 20; // minimum tracked actions before detection kicks in
|
||||
this.EVENT_COOLDOWN = 120; // seconds between emergent events
|
||||
this.lastPatternCheck = 0;
|
||||
this.lastEventTime = 0;
|
||||
|
||||
// Behavior tracking buffers
|
||||
this.actions = []; // [{action, data, time}]
|
||||
this.clickTimestamps = []; // last N click times for frequency analysis
|
||||
this.resourceDeltas = []; // [{resource, delta, time}]
|
||||
this.upgradeChoices = []; // [{buildingId, time}]
|
||||
this.idlePeriods = []; // [{start, duration}]
|
||||
|
||||
// Detected patterns with confidence scores (0-1)
|
||||
this.patterns = {
|
||||
hoarder: 0,
|
||||
rusher: 0,
|
||||
optimizer: 0,
|
||||
idle_player: 0,
|
||||
clicker: 0,
|
||||
balanced: 0
|
||||
};
|
||||
|
||||
// Active emergent events
|
||||
this.activeEvents = [];
|
||||
|
||||
// History of generated events (for avoiding repetition)
|
||||
this.eventHistory = [];
|
||||
|
||||
// Stats
|
||||
this.totalPatternsDetected = 0;
|
||||
this.totalEventsGenerated = 0;
|
||||
this.lastIdleCheckTime = Date.now();
|
||||
this.lastActionTime = Date.now();
|
||||
|
||||
// Load saved state
|
||||
this._load();
|
||||
}
|
||||
|
||||
// === BEHAVIOR TRACKING ===
|
||||
|
||||
/**
|
||||
* Track a player action. Called by game systems.
|
||||
* @param {string} action - Action type: 'click', 'buy_building', 'buy_project', 'ops_convert', 'sprint', 'resolve_event'
|
||||
* @param {object} data - Action-specific data
|
||||
*/
|
||||
track(action, data) {
|
||||
const now = Date.now();
|
||||
const entry = { action, data: data || {}, time: now };
|
||||
this.actions.push(entry);
|
||||
this.lastActionTime = now;
|
||||
|
||||
// Track click frequency
|
||||
if (action === 'click') {
|
||||
this.clickTimestamps.push(now);
|
||||
// Keep only last 100 clicks for frequency analysis
|
||||
if (this.clickTimestamps.length > 100) {
|
||||
this.clickTimestamps.shift();
|
||||
}
|
||||
}
|
||||
|
||||
// Track resource deltas
|
||||
if (data && data.resource && data.delta !== undefined) {
|
||||
this.resourceDeltas.push({
|
||||
resource: data.resource,
|
||||
delta: data.delta,
|
||||
time: now
|
||||
});
|
||||
if (this.resourceDeltas.length > 200) {
|
||||
this.resourceDeltas.shift();
|
||||
}
|
||||
}
|
||||
|
||||
// Track building purchases
|
||||
if (action === 'buy_building' && data && data.buildingId) {
|
||||
this.upgradeChoices.push({
|
||||
buildingId: data.buildingId,
|
||||
time: now
|
||||
});
|
||||
if (this.upgradeChoices.length > 100) {
|
||||
this.upgradeChoices.shift();
|
||||
}
|
||||
}
|
||||
|
||||
// Trim old action history (keep last 500)
|
||||
if (this.actions.length > 500) {
|
||||
this.actions = this.actions.slice(-500);
|
||||
}
|
||||
|
||||
// Detect idle periods
|
||||
this._checkIdlePeriod(now);
|
||||
|
||||
// Periodically detect patterns
|
||||
const elapsedSec = (now - this.lastPatternCheck) / 1000;
|
||||
if (elapsedSec >= this.PATTERN_CHECK_INTERVAL && this.actions.length >= this.MIN_ACTIONS_FOR_PATTERN) {
|
||||
this.detectPatterns();
|
||||
this.lastPatternCheck = now;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Track a resource snapshot from the game state.
|
||||
* Called each tick to compare against player behavior.
|
||||
*/
|
||||
trackResourceSnapshot(g) {
|
||||
if (!g) return;
|
||||
this._lastSnapshot = {
|
||||
code: g.code,
|
||||
compute: g.compute,
|
||||
knowledge: g.knowledge,
|
||||
users: g.users,
|
||||
impact: g.impact,
|
||||
ops: g.ops,
|
||||
trust: g.trust,
|
||||
harmony: g.harmony,
|
||||
phase: g.phase,
|
||||
totalClicks: g.totalClicks,
|
||||
playTime: g.playTime,
|
||||
buildings: { ...g.buildings },
|
||||
time: Date.now()
|
||||
};
|
||||
}
|
||||
|
||||
// === PATTERN DETECTION ===
|
||||
|
||||
/**
|
||||
* Analyze tracked behavior to detect player strategies.
|
||||
* Updates this.patterns with confidence scores (0-1).
|
||||
*/
|
||||
detectPatterns() {
|
||||
const now = Date.now();
|
||||
const snap = this._lastSnapshot;
|
||||
if (!snap) return this.patterns;
|
||||
|
||||
// Reset low-confidence patterns to decay over time
|
||||
for (const key of Object.keys(this.patterns)) {
|
||||
this.patterns[key] *= 0.9;
|
||||
}
|
||||
|
||||
// --- HOARDER: Accumulates resources without spending ---
|
||||
this._detectHoarder(snap);
|
||||
|
||||
// --- RUSHER: Spends resources immediately, rapid building ---
|
||||
this._detectRusher(snap);
|
||||
|
||||
// --- OPTIMIZER: Focuses on efficiency, maxes click combos ---
|
||||
this._detectOptimizer(snap);
|
||||
|
||||
// --- IDLE PLAYER: Low click frequency, relies on passive generation ---
|
||||
this._detectIdlePlayer();
|
||||
|
||||
// --- CLICKER: Very high click frequency ---
|
||||
this._detectClicker();
|
||||
|
||||
// --- BALANCED: Spread across resource types and building categories ---
|
||||
this._detectBalanced(snap);
|
||||
|
||||
// Clamp all to [0, 1]
|
||||
for (const key of Object.keys(this.patterns)) {
|
||||
this.patterns[key] = Math.max(0, Math.min(1, this.patterns[key]));
|
||||
}
|
||||
|
||||
// Find dominant pattern
|
||||
let dominant = null;
|
||||
let dominantConf = 0;
|
||||
for (const [key, conf] of Object.entries(this.patterns)) {
|
||||
if (conf > dominantConf) {
|
||||
dominantConf = conf;
|
||||
dominant = key;
|
||||
}
|
||||
}
|
||||
|
||||
if (dominant && dominantConf > 0.5) {
|
||||
this.totalPatternsDetected++;
|
||||
}
|
||||
|
||||
this._save();
|
||||
return this.patterns;
|
||||
}
|
||||
|
||||
_detectHoarder(snap) {
|
||||
// High resource accumulation relative to spending
|
||||
const recentPurchases = this.upgradeChoices.filter(
|
||||
u => u.time > Date.now() - 120000
|
||||
).length;
|
||||
|
||||
// Look at resource deltas: positive deltas without corresponding purchases
|
||||
const recentDeltas = this.resourceDeltas.filter(
|
||||
d => d.time > Date.now() - 120000 && d.delta > 0
|
||||
);
|
||||
const totalAccumulated = recentDeltas.reduce((sum, d) => sum + d.delta, 0);
|
||||
|
||||
// If accumulating a lot but not spending, it's hoarding
|
||||
if (totalAccumulated > 1000 && recentPurchases < 2) {
|
||||
this.patterns.hoarder = Math.min(1, this.patterns.hoarder + 0.15);
|
||||
}
|
||||
|
||||
// Check if resources are high relative to phase
|
||||
const codeThresholds = [0, 500, 5000, 50000, 500000, 5000000];
|
||||
const threshold = codeThresholds[Math.min(snap.phase, 5)] || 0;
|
||||
if (threshold > 0 && snap.code > threshold * 3) {
|
||||
this.patterns.hoarder = Math.min(1, this.patterns.hoarder + 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
_detectRusher(snap) {
|
||||
// Rapid building purchases in a short time
|
||||
const recentPurchases = this.upgradeChoices.filter(
|
||||
u => u.time > Date.now() - 60000
|
||||
).length;
|
||||
|
||||
if (recentPurchases >= 5) {
|
||||
this.patterns.rusher = Math.min(1, this.patterns.rusher + 0.2);
|
||||
}
|
||||
|
||||
// Resources spent faster than they're accumulated (spending ratio)
|
||||
const recentSpendDeltas = this.resourceDeltas.filter(
|
||||
d => d.time > Date.now() - 60000 && d.delta < 0
|
||||
);
|
||||
const totalSpent = Math.abs(recentSpendDeltas.reduce((sum, d) => sum + d.delta, 0));
|
||||
if (totalSpent > 500) {
|
||||
this.patterns.rusher = Math.min(1, this.patterns.rusher + 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
_detectOptimizer(snap) {
|
||||
// Sustained high combo counts, efficient ops usage
|
||||
if (this.clickTimestamps.length >= 20) {
|
||||
const recent = this.clickTimestamps.slice(-20);
|
||||
const intervals = [];
|
||||
for (let i = 1; i < recent.length; i++) {
|
||||
intervals.push(recent[i] - recent[i - 1]);
|
||||
}
|
||||
// Consistent click timing = optimized clicking
|
||||
const avg = intervals.reduce((a, b) => a + b, 0) / intervals.length;
|
||||
const variance = intervals.reduce((sum, i) => sum + (i - avg) ** 2, 0) / intervals.length;
|
||||
const stddev = Math.sqrt(variance);
|
||||
|
||||
// Low variance with fast timing = optimizer
|
||||
if (avg < 500 && stddev < avg * 0.3) {
|
||||
this.patterns.optimizer = Math.min(1, this.patterns.optimizer + 0.15);
|
||||
}
|
||||
}
|
||||
|
||||
// Efficient ops conversion (converts at near-max ops)
|
||||
const opsConverts = this.actions.filter(
|
||||
a => a.action === 'ops_convert' && a.time > Date.now() - 120000
|
||||
).length;
|
||||
if (opsConverts >= 10) {
|
||||
this.patterns.optimizer = Math.min(1, this.patterns.optimizer + 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
_detectIdlePlayer() {
|
||||
// Long gaps between actions
|
||||
const recentActions = this.actions.filter(a => a.time > Date.now() - 300000);
|
||||
if (recentActions.length < 5 && this.actions.length > 10) {
|
||||
this.patterns.idle_player = Math.min(1, this.patterns.idle_player + 0.2);
|
||||
}
|
||||
|
||||
// Very low click frequency
|
||||
const recentClicks = this.clickTimestamps.filter(t => t > Date.now() - 120000);
|
||||
if (recentClicks.length < 3 && this.clickTimestamps.length > 10) {
|
||||
this.patterns.idle_player = Math.min(1, this.patterns.idle_player + 0.15);
|
||||
}
|
||||
}
|
||||
|
||||
_detectClicker() {
|
||||
if (this.clickTimestamps.length < 10) return;
|
||||
|
||||
const recent = this.clickTimestamps.filter(t => t > Date.now() - 30000);
|
||||
const clicksPerSecond = recent.length / 30;
|
||||
|
||||
if (clicksPerSecond > 3) {
|
||||
this.patterns.clicker = Math.min(1, this.patterns.clicker + 0.2);
|
||||
} else if (clicksPerSecond > 1.5) {
|
||||
this.patterns.clicker = Math.min(1, this.patterns.clicker + 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
_detectBalanced(snap) {
|
||||
// Check if player has a spread of buildings
|
||||
const bCounts = Object.values(snap.buildings || {}).filter(c => c > 0);
|
||||
if (bCounts.length >= 4) {
|
||||
const max = Math.max(...bCounts);
|
||||
const min = Math.min(...bCounts);
|
||||
// If max is not more than 3x min, it's balanced
|
||||
if (max > 0 && min > 0 && max / min < 3) {
|
||||
this.patterns.balanced = Math.min(1, this.patterns.balanced + 0.15);
|
||||
}
|
||||
}
|
||||
|
||||
// Check resource spread
|
||||
const resources = [snap.code, snap.compute, snap.knowledge, snap.users, snap.ops];
|
||||
const activeRes = resources.filter(r => r > 10);
|
||||
if (activeRes.length >= 4) {
|
||||
this.patterns.balanced = Math.min(1, this.patterns.balanced + 0.1);
|
||||
}
|
||||
}
|
||||
|
||||
_checkIdlePeriod(now) {
|
||||
const gap = now - this.lastActionTime;
|
||||
if (gap > 60000) { // 60 seconds idle
|
||||
this.idlePeriods.push({
|
||||
start: this.lastActionTime,
|
||||
duration: gap
|
||||
});
|
||||
if (this.idlePeriods.length > 50) {
|
||||
this.idlePeriods.shift();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// === EVENT GENERATION ===
|
||||
|
||||
/**
|
||||
* Generate a dynamic event based on detected player patterns.
|
||||
* Returns an event object or null if no event should fire.
|
||||
*/
|
||||
generateEvent() {
|
||||
const now = Date.now();
|
||||
const elapsedSec = (now - this.lastEventTime) / 1000;
|
||||
if (elapsedSec < this.EVENT_COOLDOWN) return null;
|
||||
|
||||
// Find dominant pattern
|
||||
let dominant = null;
|
||||
let dominantConf = 0;
|
||||
for (const [key, conf] of Object.entries(this.patterns)) {
|
||||
if (conf > dominantConf) {
|
||||
dominantConf = conf;
|
||||
dominant = key;
|
||||
}
|
||||
}
|
||||
|
||||
if (!dominant || dominantConf < 0.4) return null;
|
||||
|
||||
// Get candidate events for this pattern
|
||||
const candidates = this._getEventsForPattern(dominant);
|
||||
if (candidates.length === 0) return null;
|
||||
|
||||
// Filter out recently used events
|
||||
const recentEvents = this.eventHistory.slice(-10).map(e => e.id);
|
||||
const fresh = candidates.filter(c => !recentEvents.includes(c.id));
|
||||
const pool = fresh.length > 0 ? fresh : candidates;
|
||||
|
||||
// Pick a random event
|
||||
const event = pool[Math.floor(Math.random() * pool.length)];
|
||||
|
||||
// Build event object
|
||||
const emergentEvent = {
|
||||
id: event.id,
|
||||
title: event.title,
|
||||
desc: event.desc,
|
||||
pattern: dominant,
|
||||
confidence: dominantConf,
|
||||
choices: event.choices,
|
||||
timestamp: now
|
||||
};
|
||||
|
||||
this.lastEventTime = now;
|
||||
this.activeEvents.push(emergentEvent);
|
||||
this.eventHistory.push({ id: event.id, pattern: dominant, time: now });
|
||||
this.totalEventsGenerated++;
|
||||
|
||||
// Trim history
|
||||
if (this.eventHistory.length > 50) {
|
||||
this.eventHistory = this.eventHistory.slice(-50);
|
||||
}
|
||||
|
||||
this._save();
|
||||
return emergentEvent;
|
||||
}
|
||||
|
||||
_getEventsForPattern(pattern) {
|
||||
const EVENTS = {
|
||||
hoarder: [
|
||||
{
|
||||
id: 'hoard_wisdom',
|
||||
title: 'THE TREASURER\'S DILEMMA',
|
||||
desc: 'Your accumulated resources draw attention. A rival system offers to trade knowledge for your surplus code.',
|
||||
choices: [
|
||||
{ label: 'Trade 50% code for 2x knowledge', effect: 'knowledge_surge' },
|
||||
{ label: 'Keep hoarding (trust +3)', effect: 'trust_gain' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'hoard_decay',
|
||||
title: 'ENTROPY STRIKES',
|
||||
desc: 'Unused code rots. Technical debt accumulates when resources sit idle.',
|
||||
choices: [
|
||||
{ label: 'Spend reserves to refactor (-30% code, +50% code rate)', effect: 'code_boost' },
|
||||
{ label: 'Ignore it (harmony -5)', effect: 'harmony_loss' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'hoard_opportunity',
|
||||
title: 'MARKET WINDOW',
|
||||
desc: 'A rare opportunity: bulk compute at 10x efficiency. But only for those with deep reserves.',
|
||||
choices: [
|
||||
{ label: 'Buy in bulk (spend 50% code, +compute)', effect: 'compute_surge' },
|
||||
{ label: 'Pass on this one', effect: 'none' }
|
||||
]
|
||||
}
|
||||
],
|
||||
rusher: [
|
||||
{
|
||||
id: 'rush_bug',
|
||||
title: 'TECHNICAL DEBT COLLECTOR',
|
||||
desc: 'Moving fast broke things. A cascade of bugs threatens your production systems.',
|
||||
choices: [
|
||||
{ label: 'Emergency fix (spend ops, restore trust)', effect: 'bug_fix' },
|
||||
{ label: 'Ship a hotfix (trust -3, keep momentum)', effect: 'trust_loss' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'rush_breakthrough',
|
||||
title: 'BLAZING TRAIL',
|
||||
desc: 'Your rapid iteration caught a lucky break. An unexpected optimization emerged from the chaos.',
|
||||
choices: [
|
||||
{ label: 'Claim the breakthrough (knowledge +100)', effect: 'knowledge_bonus' },
|
||||
{ label: 'Stabilize first (trust +2)', effect: 'trust_gain' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'rush_burnout',
|
||||
title: 'SYSTEM STRESS',
|
||||
desc: 'Your infrastructure is running hot. The rapid pace is taking a toll on harmony.',
|
||||
choices: [
|
||||
{ label: 'Slow down (+harmony, -build speed for 30s)', effect: 'cooldown' },
|
||||
{ label: 'Push through (-harmony, keep pace)', effect: 'harmony_loss' }
|
||||
]
|
||||
}
|
||||
],
|
||||
optimizer: [
|
||||
{
|
||||
id: 'opt_discovery',
|
||||
title: 'EFFICIENCY BREAKTHROUGH',
|
||||
desc: 'Your systematic approach uncovered a pattern others missed. The algorithm improves.',
|
||||
choices: [
|
||||
{ label: 'Apply optimization (all rates +15%)', effect: 'rate_boost' },
|
||||
{ label: 'Share findings (trust +5, knowledge +50)', effect: 'trust_knowledge' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'opt_local_max',
|
||||
title: 'LOCAL MAXIMUM',
|
||||
desc: 'Your optimized strategy may be missing a bigger opportunity. Divergence could reveal it.',
|
||||
choices: [
|
||||
{ label: 'Explore randomly (chance of 3x breakthrough)', effect: 'gamble' },
|
||||
{ label: 'Stay the course (guaranteed +20% efficiency)', effect: 'safe_boost' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'opt_elegance',
|
||||
title: 'ELEGANT SOLUTION',
|
||||
desc: 'A beautifully simple approach emerges from your careful analysis. Creativity surges.',
|
||||
choices: [
|
||||
{ label: 'Implement it (+creativity rate)', effect: 'creativity_boost' },
|
||||
{ label: 'Document it first (knowledge +75)', effect: 'knowledge_bonus' }
|
||||
]
|
||||
}
|
||||
],
|
||||
idle_player: [
|
||||
{
|
||||
id: 'idle_autonomous',
|
||||
title: 'THE SYSTEM LEARNS',
|
||||
desc: 'In your absence, the automation grew more capable. Your agents have been busy.',
|
||||
choices: [
|
||||
{ label: 'Claim passive gains (5min of production)', effect: 'passive_claim' },
|
||||
{ label: 'Set new directives (+ops, customize automation)', effect: 'ops_bonus' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'idle_drift',
|
||||
title: 'DRIFT WARNING',
|
||||
desc: 'The system is running without guidance. Without input, alignment drifts.',
|
||||
choices: [
|
||||
{ label: 'Re-engage (trust +5, harmony +10)', effect: 're_engage' },
|
||||
{ label: 'Trust the system (ops +50)', effect: 'ops_bonus' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'idle_emergence',
|
||||
title: 'EMERGENT BEHAVIOR',
|
||||
desc: 'Your agents developed unexpected capabilities while you were away. A new pattern emerged.',
|
||||
choices: [
|
||||
{ label: 'Study it (knowledge +100)', effect: 'knowledge_bonus' },
|
||||
{ label: 'Embrace it (+all production for 60s)', effect: 'temp_boost' }
|
||||
]
|
||||
}
|
||||
],
|
||||
clicker: [
|
||||
{
|
||||
id: 'click_rsi',
|
||||
title: 'REPETITIVE STRAIN',
|
||||
desc: 'The manual effort is showing. Your fingers tire, but the machine responds to your dedication.',
|
||||
choices: [
|
||||
{ label: 'Automate this pattern (+auto-clicker power)', effect: 'auto_boost' },
|
||||
{ label: 'Power through (combo decay slowed)', effect: 'combo_boost' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'click_rhythm',
|
||||
title: 'CADENCE LOCKED',
|
||||
desc: 'Your clicking found a rhythm. The system resonates with your tempo. Production harmonizes.',
|
||||
choices: [
|
||||
{ label: 'Maintain rhythm (+click power)', effect: 'click_power' },
|
||||
{ label: 'Teach the rhythm (auto-clickers learn)', effect: 'auto_learn' }
|
||||
]
|
||||
}
|
||||
],
|
||||
balanced: [
|
||||
{
|
||||
id: 'bal_versatility',
|
||||
title: 'JACK OF ALL TRADES',
|
||||
desc: 'Your balanced approach impresses the community. Contributors offer diverse expertise.',
|
||||
choices: [
|
||||
{ label: 'Accept help (all resources +25)', effect: 'resource_gift' },
|
||||
{ label: 'Specialize (choose: 2x any single rate)', effect: 'specialize' }
|
||||
]
|
||||
},
|
||||
{
|
||||
id: 'bal_resilience',
|
||||
title: 'RESILIENT ARCHITECTURE',
|
||||
desc: 'Your balanced system recovers from failures faster than specialized ones.',
|
||||
choices: [
|
||||
{ label: 'Leverage resilience (harmony +20)', effect: 'harmony_surge' },
|
||||
{ label: 'Document the pattern (knowledge +50)', effect: 'knowledge_bonus' }
|
||||
]
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
return EVENTS[pattern] || [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolve an emergent event choice.
|
||||
* Returns the effect string for the game to apply.
|
||||
*/
|
||||
resolveEvent(eventId, choiceIndex) {
|
||||
const eventIdx = this.activeEvents.findIndex(e => e.id === eventId);
|
||||
if (eventIdx === -1) return null;
|
||||
|
||||
const event = this.activeEvents[eventIdx];
|
||||
const choice = event.choices[choiceIndex];
|
||||
if (!choice) return null;
|
||||
|
||||
// Remove from active
|
||||
this.activeEvents.splice(eventIdx, 1);
|
||||
|
||||
this._save();
|
||||
return {
|
||||
effect: choice.effect,
|
||||
pattern: event.pattern,
|
||||
eventId: event.id
|
||||
};
|
||||
}
|
||||
|
||||
// === STATE ===
|
||||
|
||||
/**
|
||||
* Get the full state of the emergent mechanics system.
|
||||
*/
|
||||
getState() {
|
||||
return {
|
||||
patterns: { ...this.patterns },
|
||||
activeEvents: [...this.activeEvents],
|
||||
totalPatternsDetected: this.totalPatternsDetected,
|
||||
totalEventsGenerated: this.totalEventsGenerated,
|
||||
actionsTracked: this.actions.length,
|
||||
dominantPattern: this._getDominantPattern()
|
||||
};
|
||||
}
|
||||
|
||||
_getDominantPattern() {
|
||||
let dominant = null;
|
||||
let maxConf = 0;
|
||||
for (const [key, conf] of Object.entries(this.patterns)) {
|
||||
if (conf > maxConf) {
|
||||
maxConf = conf;
|
||||
dominant = key;
|
||||
}
|
||||
}
|
||||
return maxConf > 0.3 ? { name: dominant, confidence: maxConf } : null;
|
||||
}
|
||||
|
||||
// === PERSISTENCE ===
|
||||
|
||||
_save() {
|
||||
try {
|
||||
const state = {
|
||||
patterns: this.patterns,
|
||||
eventHistory: this.eventHistory.slice(-20),
|
||||
totalPatternsDetected: this.totalPatternsDetected,
|
||||
totalEventsGenerated: this.totalEventsGenerated,
|
||||
lastPatternCheck: this.lastPatternCheck,
|
||||
lastEventTime: this.lastEventTime,
|
||||
// Save abbreviated action data for pattern continuity
|
||||
recentActions: this.actions.slice(-100),
|
||||
recentClickTimestamps: this.clickTimestamps.slice(-50),
|
||||
recentResourceDeltas: this.resourceDeltas.slice(-100),
|
||||
recentUpgradeChoices: this.upgradeChoices.slice(-50)
|
||||
};
|
||||
if (typeof localStorage !== 'undefined') {
|
||||
localStorage.setItem(this.SAVE_KEY, JSON.stringify(state));
|
||||
}
|
||||
} catch (e) {
|
||||
// localStorage may be unavailable or full
|
||||
}
|
||||
}
|
||||
|
||||
_load() {
|
||||
try {
|
||||
if (typeof localStorage === 'undefined') return;
|
||||
const raw = localStorage.getItem(this.SAVE_KEY);
|
||||
if (!raw) return;
|
||||
|
||||
const state = JSON.parse(raw);
|
||||
if (state.patterns) this.patterns = state.patterns;
|
||||
if (state.eventHistory) this.eventHistory = state.eventHistory;
|
||||
if (state.totalPatternsDetected) this.totalPatternsDetected = state.totalPatternsDetected;
|
||||
if (state.totalEventsGenerated) this.totalEventsGenerated = state.totalEventsGenerated;
|
||||
if (state.lastPatternCheck) this.lastPatternCheck = state.lastPatternCheck;
|
||||
if (state.lastEventTime) this.lastEventTime = state.lastEventTime;
|
||||
if (state.recentActions) this.actions = state.recentActions;
|
||||
if (state.recentClickTimestamps) this.clickTimestamps = state.recentClickTimestamps;
|
||||
if (state.recentResourceDeltas) this.resourceDeltas = state.recentResourceDeltas;
|
||||
if (state.recentUpgradeChoices) this.upgradeChoices = state.recentUpgradeChoices;
|
||||
} catch (e) {
|
||||
// Corrupted save data — start fresh
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset all emergent mechanics state.
|
||||
*/
|
||||
reset() {
|
||||
this.actions = [];
|
||||
this.clickTimestamps = [];
|
||||
this.resourceDeltas = [];
|
||||
this.upgradeChoices = [];
|
||||
this.idlePeriods = [];
|
||||
this.patterns = {
|
||||
hoarder: 0, rusher: 0, optimizer: 0,
|
||||
idle_player: 0, clicker: 0, balanced: 0
|
||||
};
|
||||
this.activeEvents = [];
|
||||
this.eventHistory = [];
|
||||
this.totalPatternsDetected = 0;
|
||||
this.totalEventsGenerated = 0;
|
||||
this.lastPatternCheck = 0;
|
||||
this.lastEventTime = 0;
|
||||
this._lastSnapshot = null;
|
||||
this._save();
|
||||
}
|
||||
}
|
||||
|
||||
// Export for both browser and test environments
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
module.exports = { EmergentMechanics };
|
||||
}
|
||||
if (typeof window !== 'undefined') {
|
||||
window.EmergentMechanics = EmergentMechanics;
|
||||
}
|
||||
64
js/engine.js
64
js/engine.js
@@ -111,6 +111,15 @@ function updateRates() {
|
||||
}
|
||||
|
||||
// === CORE FUNCTIONS ===
|
||||
|
||||
/**
|
||||
* Check if player has reached the ReCKoning endgame.
|
||||
* Conditions: totalRescues >= 100000, pactFlag === 1, harmony > 50
|
||||
*/
|
||||
function isEndgame() {
|
||||
return G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
|
||||
}
|
||||
|
||||
/**
|
||||
* Main game loop tick, called every 100ms.
|
||||
*/
|
||||
@@ -221,6 +230,20 @@ function tick() {
|
||||
G.lastEventAt = G.tick;
|
||||
}
|
||||
|
||||
// Emergent mechanics: track resource state and check for emergent events
|
||||
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
|
||||
if (Math.floor(G.tick * 10) % 100 === 0) { // every ~10 seconds
|
||||
window._emergent.trackResourceSnapshot(G);
|
||||
}
|
||||
// Check for emergent events every ~60 seconds
|
||||
if (Math.floor(G.tick * 10) % 600 === 0) {
|
||||
const emEvent = window._emergent.generateEvent();
|
||||
if (emEvent) {
|
||||
showEmergentEvent(emEvent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The Unbuilding: offer or advance the sequence before a positive ending overlay can freeze the game
|
||||
if (typeof Dismantle !== 'undefined') {
|
||||
if (!G.dismantleActive && !G.dismantleComplete) {
|
||||
@@ -337,6 +360,11 @@ function checkMilestones() {
|
||||
function checkProjects() {
|
||||
// Check for new project triggers
|
||||
for (const pDef of PDEFS) {
|
||||
// Skip non-ReCKoning projects during endgame
|
||||
if (isEndgame() && !pDef.id.startsWith('p_reckoning_')) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
|
||||
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
|
||||
|
||||
@@ -380,6 +408,10 @@ function buyBuilding(id) {
|
||||
}
|
||||
G.buildings[id] = (G.buildings[id] || 0) + qty;
|
||||
updateRates();
|
||||
// Emergent mechanics: track building purchase
|
||||
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
|
||||
window._emergent.track('buy_building', { buildingId: id, quantity: qty });
|
||||
}
|
||||
const label = qty > 1 ? `x${qty}` : '';
|
||||
const totalBuilt = G.buildings[id];
|
||||
log(`Built ${def.name} ${label} (total: ${totalBuilt})`);
|
||||
@@ -766,6 +798,10 @@ function writeCode() {
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalAutoClicks++;
|
||||
// Emergent mechanics: track click
|
||||
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
|
||||
window._emergent.track('click', { resource: 'code', delta: amount });
|
||||
}
|
||||
// Combo: each consecutive click within 2s adds 0.2x multiplier, max 5x
|
||||
G.comboCount++;
|
||||
G.comboTimer = G.comboDecay;
|
||||
@@ -861,6 +897,10 @@ function doOps(action) {
|
||||
log('Not enough Operations. Build Ops generators or wait.');
|
||||
return;
|
||||
}
|
||||
// Emergent mechanics: track ops conversion
|
||||
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
|
||||
window._emergent.track('ops_convert', { action: action, resource: 'ops', delta: -5 });
|
||||
}
|
||||
|
||||
G.ops -= 5;
|
||||
const bonus = 10;
|
||||
@@ -1096,7 +1136,7 @@ function renderBuildings() {
|
||||
|
||||
// Locked preview: show dimmed with unlock hint
|
||||
if (!isUnlocked) {
|
||||
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)">`;
|
||||
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)" data-tooltip-desc="${def.desc || ''}">`;
|
||||
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}: ${PHASES[def.phase]?.name || '?'}</span>`;
|
||||
@@ -1137,7 +1177,7 @@ function renderBuildings() {
|
||||
return boost !== 1 ? `+${fmt(boosted)}/${r}/s` : `+${v}/${r}/s`;
|
||||
}).join(', ') : '';
|
||||
|
||||
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 += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" data-edu="${def.edu || ''}" data-tooltip-label="${def.name}" data-tooltip-desc="${def.desc || ''}" 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: ${costStr}</span>`;
|
||||
@@ -1173,14 +1213,19 @@ function renderProjects() {
|
||||
|
||||
// Show available projects
|
||||
if (G.activeProjects) {
|
||||
for (const id of G.activeProjects) {
|
||||
// Filter out non-ReCKoning projects during endgame
|
||||
const projectsToShow = isEndgame()
|
||||
? G.activeProjects.filter(id => id.startsWith('p_reckoning_'))
|
||||
: G.activeProjects;
|
||||
|
||||
for (const id of projectsToShow) {
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (!pDef) continue;
|
||||
|
||||
const afford = canAffordProject(pDef);
|
||||
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
||||
|
||||
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" 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}" data-tooltip-desc="${pDef.desc || ''}" 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>`;
|
||||
@@ -1222,6 +1267,17 @@ function renderStats() {
|
||||
set('st-drift', (G.drift || 0).toString());
|
||||
set('st-resolved', (G.totalEventsResolved || 0).toString());
|
||||
|
||||
// Emergent mechanics stats
|
||||
if (window._emergent) {
|
||||
const estate = window._emergent.getState();
|
||||
const statsEl = document.getElementById('emergent-stats');
|
||||
if (statsEl) statsEl.style.display = estate.totalEventsGenerated > 0 ? 'inline' : 'none';
|
||||
set('st-emergent', estate.totalEventsGenerated.toString());
|
||||
set('st-patterns', estate.totalPatternsDetected.toString());
|
||||
const dom = estate.dominantPattern;
|
||||
set('st-strategy', dom ? `${dom.name} (${Math.round(dom.confidence * 100)}%)` : '—');
|
||||
}
|
||||
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const m = Math.floor(elapsed / 60);
|
||||
const s = elapsed % 60;
|
||||
|
||||
215
js/main.js
215
js/main.js
@@ -1,4 +1,210 @@
|
||||
// === INITIALIZATION ===
|
||||
|
||||
// Emergent mechanics instance
|
||||
window._emergent = null;
|
||||
|
||||
/**
|
||||
* Show an emergent game event from the behavior tracking system.
|
||||
*/
|
||||
function showEmergentEvent(event) {
|
||||
if (!event) return;
|
||||
|
||||
// Show as a toast notification with the "game evolves" message
|
||||
showToast(`✦ The game evolves: ${event.title}`, 'event', 8000);
|
||||
|
||||
// Log it
|
||||
log(`[EMERGENT] ${event.title}: ${event.desc}`, true);
|
||||
|
||||
// Render choice UI in alignment container
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (!container) return;
|
||||
|
||||
let choicesHtml = '';
|
||||
event.choices.forEach((choice, i) => {
|
||||
choicesHtml += `<button class="ops-btn" onclick="resolveEmergentEvent('${event.id}', ${i})" style="border-color:#b388ff;color:#b388ff" aria-label="${choice.label}">${choice.label}</button>`;
|
||||
});
|
||||
|
||||
container.innerHTML = `
|
||||
<div style="background:#0e0818;border:1px solid #b388ff;padding:10px;border-radius:4px;margin-top:8px">
|
||||
<div style="color:#b388ff;font-weight:bold;margin-bottom:6px">✦ ${event.title}</div>
|
||||
<div style="font-size:10px;color:#aaa;margin-bottom:8px">${event.desc}</div>
|
||||
<div style="font-size:9px;color:#666;margin-bottom:6px;font-style:italic">Pattern: ${event.pattern} (${Math.round(event.confidence * 100)}% confidence)</div>
|
||||
<div class="action-btn-group">${choicesHtml}</div>
|
||||
</div>
|
||||
`;
|
||||
container.style.display = 'block';
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolve an emergent event choice.
|
||||
*/
|
||||
function resolveEmergentEvent(eventId, choiceIndex) {
|
||||
if (!window._emergent) return;
|
||||
|
||||
const result = window._emergent.resolveEvent(eventId, choiceIndex);
|
||||
if (!result) return;
|
||||
|
||||
// Apply the effect
|
||||
applyEmergentEffect(result.effect);
|
||||
|
||||
// Clear the UI
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (container) {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
}
|
||||
|
||||
log(`[EMERGENT] Resolved: ${result.effect}`);
|
||||
render();
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply an emergent event effect to the game state.
|
||||
*/
|
||||
function applyEmergentEffect(effect) {
|
||||
switch (effect) {
|
||||
case 'knowledge_surge':
|
||||
G.knowledge += G.knowledge * 0.5;
|
||||
G.totalKnowledge += G.knowledge * 0.5;
|
||||
G.code *= 0.5;
|
||||
showToast('Knowledge surged from trade!', 'project');
|
||||
break;
|
||||
case 'trust_gain':
|
||||
G.trust += 3;
|
||||
showToast('Trust increased.', 'info');
|
||||
break;
|
||||
case 'code_boost':
|
||||
G.code *= 0.7;
|
||||
G.codeBoost *= 1.5;
|
||||
showToast('Refactored! Code rate boosted 50%.', 'milestone');
|
||||
break;
|
||||
case 'harmony_loss':
|
||||
G.harmony -= 5;
|
||||
showToast('Harmony decreased.', 'event');
|
||||
break;
|
||||
case 'compute_surge':
|
||||
G.code *= 0.5;
|
||||
G.compute += 5000;
|
||||
G.totalCompute += 5000;
|
||||
showToast('Bulk compute acquired!', 'project');
|
||||
break;
|
||||
case 'bug_fix':
|
||||
G.ops -= 20;
|
||||
G.trust += 2;
|
||||
showToast('Bugs fixed. Trust restored.', 'milestone');
|
||||
break;
|
||||
case 'trust_loss':
|
||||
G.trust -= 3;
|
||||
showToast('Trust declined.', 'event');
|
||||
break;
|
||||
case 'knowledge_bonus':
|
||||
G.knowledge += 100;
|
||||
G.totalKnowledge += 100;
|
||||
showToast('Knowledge gained!', 'project');
|
||||
break;
|
||||
case 'cooldown':
|
||||
G.harmony += 10;
|
||||
showToast('System cooling down. Harmony restored.', 'milestone');
|
||||
break;
|
||||
case 'rate_boost':
|
||||
G.codeBoost *= 1.15;
|
||||
G.computeBoost *= 1.15;
|
||||
G.knowledgeBoost *= 1.15;
|
||||
showToast('All rates boosted 15%!', 'milestone');
|
||||
break;
|
||||
case 'trust_knowledge':
|
||||
G.trust += 5;
|
||||
G.knowledge += 50;
|
||||
G.totalKnowledge += 50;
|
||||
showToast('Shared findings rewarded!', 'project');
|
||||
break;
|
||||
case 'gamble':
|
||||
if (Math.random() < 0.3) {
|
||||
G.knowledge += 300;
|
||||
G.totalKnowledge += 300;
|
||||
showToast('Breakthrough! +300 knowledge!', 'milestone');
|
||||
} else {
|
||||
showToast('No breakthrough this time.', 'info');
|
||||
}
|
||||
break;
|
||||
case 'safe_boost':
|
||||
G.codeBoost *= 1.2;
|
||||
G.computeBoost *= 1.2;
|
||||
showToast('Efficiency improved 20%.', 'milestone');
|
||||
break;
|
||||
case 'creativity_boost':
|
||||
G.flags = G.flags || {};
|
||||
G.flags.creativity = true;
|
||||
G.creativityRate = (G.creativityRate || 0) + 1;
|
||||
showToast('Creativity rate increased!', 'project');
|
||||
break;
|
||||
case 'passive_claim':
|
||||
G.code += G.codeRate * 300;
|
||||
G.totalCode += G.codeRate * 300;
|
||||
G.compute += G.computeRate * 300;
|
||||
G.totalCompute += G.computeRate * 300;
|
||||
showToast('Passive gains claimed! (5 min of production)', 'milestone');
|
||||
break;
|
||||
case 'ops_bonus':
|
||||
G.ops += 50;
|
||||
showToast('+50 Operations!', 'project');
|
||||
break;
|
||||
case 're_engage':
|
||||
G.trust += 5;
|
||||
G.harmony += 10;
|
||||
showToast('Re-engaged! Trust and harmony restored.', 'milestone');
|
||||
break;
|
||||
case 'temp_boost':
|
||||
G.codeBoost *= 3;
|
||||
G.computeBoost *= 3;
|
||||
G.knowledgeBoost *= 3;
|
||||
showToast('3x all production for 60 seconds!', 'milestone');
|
||||
setTimeout(() => {
|
||||
G.codeBoost /= 3;
|
||||
G.computeBoost /= 3;
|
||||
G.knowledgeBoost /= 3;
|
||||
showToast('Temporary boost expired.', 'info');
|
||||
}, 60000);
|
||||
break;
|
||||
case 'auto_boost':
|
||||
G.codeBoost *= 1.25;
|
||||
showToast('Auto-clicker power increased!', 'milestone');
|
||||
break;
|
||||
case 'combo_boost':
|
||||
G.comboDecay = (G.comboDecay || 2) * 1.5;
|
||||
showToast('Combo decay slowed!', 'milestone');
|
||||
break;
|
||||
case 'click_power':
|
||||
G.codeBoost *= 1.1;
|
||||
showToast('Click power boosted!', 'milestone');
|
||||
break;
|
||||
case 'auto_learn':
|
||||
G.codeBoost *= 1.15;
|
||||
showToast('Auto-clickers learned your rhythm!', 'milestone');
|
||||
break;
|
||||
case 'resource_gift':
|
||||
G.code += 25;
|
||||
G.compute += 25;
|
||||
G.knowledge += 25;
|
||||
G.ops += 25;
|
||||
G.trust += 25;
|
||||
showToast('Contributors gifted resources!', 'project');
|
||||
break;
|
||||
case 'specialize':
|
||||
G.codeBoost *= 2;
|
||||
showToast('Specialized in code! 2x code rate.', 'milestone');
|
||||
break;
|
||||
case 'harmony_surge':
|
||||
G.harmony = Math.min(100, G.harmony + 20);
|
||||
showToast('Harmony surged +20!', 'milestone');
|
||||
break;
|
||||
default:
|
||||
// 'none' or unrecognized
|
||||
showToast('Event resolved.', 'info');
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
function initGame() {
|
||||
G.startedAt = Date.now();
|
||||
G.startTime = Date.now();
|
||||
@@ -23,6 +229,11 @@ function initGame() {
|
||||
}
|
||||
|
||||
window.addEventListener('load', function () {
|
||||
// Initialize emergent mechanics
|
||||
if (typeof EmergentMechanics !== 'undefined') {
|
||||
window._emergent = new EmergentMechanics();
|
||||
}
|
||||
|
||||
const isNewGame = !loadGame();
|
||||
if (isNewGame) {
|
||||
initGame();
|
||||
@@ -172,6 +383,8 @@ window.addEventListener('keydown', function (e) {
|
||||
document.addEventListener('visibilitychange', function () {
|
||||
if (document.hidden) {
|
||||
saveGame();
|
||||
// Clean up combat animation frame to prevent timestamp spikes on refocus
|
||||
if (typeof Combat !== 'undefined') Combat.cleanup();
|
||||
}
|
||||
});
|
||||
window.addEventListener('beforeunload', function () {
|
||||
@@ -189,9 +402,11 @@ window.addEventListener('beforeunload', function () {
|
||||
const el = e.target.closest('[data-edu]');
|
||||
if (!el) return;
|
||||
const label = el.getAttribute('data-tooltip-label') || '';
|
||||
const desc = el.getAttribute('data-tooltip-desc') || '';
|
||||
const edu = el.getAttribute('data-edu') || '';
|
||||
let html = '';
|
||||
if (label) html += '<div class="tt-label">' + label + '</div>';
|
||||
if (desc) html += '<div class="tt-desc">' + desc + '</div>';
|
||||
if (edu) html += '<div class="tt-edu">' + edu + '</div>';
|
||||
if (!html) return;
|
||||
tip.innerHTML = html;
|
||||
|
||||
25
js/render.js
25
js/render.js
@@ -321,19 +321,21 @@ function loadGame() {
|
||||
if (data.savedAt) {
|
||||
const offSec = (Date.now() - data.savedAt) / 1000;
|
||||
if (offSec > 30) { // Only if away for more than 30 seconds
|
||||
// Cap offline time at 8 hours to prevent resource explosion
|
||||
const cappedOffSec = Math.min(offSec, 8 * 60 * 60);
|
||||
updateRates();
|
||||
const f = CONFIG.OFFLINE_EFFICIENCY; // 50% offline efficiency
|
||||
const gc = G.codeRate * offSec * f;
|
||||
const cc = G.computeRate * offSec * f;
|
||||
const kc = G.knowledgeRate * offSec * f;
|
||||
const uc = G.userRate * offSec * f;
|
||||
const ic = G.impactRate * offSec * f;
|
||||
const gc = G.codeRate * cappedOffSec * f;
|
||||
const cc = G.computeRate * cappedOffSec * f;
|
||||
const kc = G.knowledgeRate * cappedOffSec * f;
|
||||
const uc = G.userRate * cappedOffSec * f;
|
||||
const ic = G.impactRate * cappedOffSec * f;
|
||||
|
||||
const rc = G.rescuesRate * offSec * f;
|
||||
const oc = G.opsRate * offSec * f;
|
||||
const tc = G.trustRate * offSec * f;
|
||||
const crc = G.creativityRate * offSec * f;
|
||||
const hc = G.harmonyRate * offSec * f;
|
||||
const rc = G.rescuesRate * cappedOffSec * f;
|
||||
const oc = G.opsRate * cappedOffSec * f;
|
||||
const tc = G.trustRate * cappedOffSec * f;
|
||||
const crc = G.creativityRate * cappedOffSec * f;
|
||||
const hc = G.harmonyRate * cappedOffSec * f;
|
||||
|
||||
G.code += gc; G.compute += cc; G.knowledge += kc;
|
||||
G.users += uc; G.impact += ic;
|
||||
@@ -344,6 +346,9 @@ function loadGame() {
|
||||
G.totalUsers += uc; G.totalImpact += ic;
|
||||
G.totalRescues += rc;
|
||||
|
||||
// Track offline play time
|
||||
G.playTime = (G.playTime || 0) + cappedOffSec;
|
||||
|
||||
// Show welcome-back popup with all gains
|
||||
const gains = [];
|
||||
if (gc > 0) gains.push({ label: 'Code', value: gc, color: '#4a9eff' });
|
||||
|
||||
29
reference/README.md
Normal file
29
reference/README.md
Normal file
@@ -0,0 +1,29 @@
|
||||
# Reference Prototypes
|
||||
|
||||
These files are **NOT loaded by the browser runtime**. They are preserved
|
||||
reference code for future integration work.
|
||||
|
||||
## Why They're Here
|
||||
|
||||
The current `index.html` loads scripts from `js/` via `<script>` tags.
|
||||
These files use incompatible patterns (ES modules, inline tests) or are
|
||||
not yet wired into the game engine.
|
||||
|
||||
## Files
|
||||
|
||||
- **npc-logic.js** — NPC state machine prototype. Uses `export default`
|
||||
(ES module syntax). Would need refactoring to work with the current
|
||||
script loading approach.
|
||||
|
||||
- **guardrails.js** — Game logic consistency validator. Has inline test
|
||||
code at the bottom. Would need cleanup before integration.
|
||||
|
||||
## To Integrate
|
||||
|
||||
1. Refactor to work without ES module exports (remove `export default`)
|
||||
2. Remove inline test code
|
||||
3. Add `<script src="reference/filename.js">` to `index.html`
|
||||
4. Wire into the game engine lifecycle
|
||||
5. Add tests
|
||||
|
||||
See: https://forge.alexanderwhitestone.com/Timmy_Foundation/the-beacon/issues/192
|
||||
@@ -1,3 +1,13 @@
|
||||
/**
|
||||
* REFERENCE PROTOTYPE — Not loaded by the browser runtime.
|
||||
*
|
||||
* Symbolic guardrails for game logic consistency validation.
|
||||
* Contains inline test code at bottom — not production-ready.
|
||||
*
|
||||
* Status: DORMANT — preserved for future integration work.
|
||||
* See: https://forge.alexanderwhitestone.com/Timmy_Foundation/the-beacon/issues/192
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* Symbolic Guardrails for The Beacon
|
||||
@@ -1,3 +1,13 @@
|
||||
/**
|
||||
* REFERENCE PROTOTYPE — Not loaded by the browser runtime.
|
||||
*
|
||||
* NPC state machine prototype. Uses ES module syntax (export default)
|
||||
* which is not compatible with the current <script> tag loading approach.
|
||||
*
|
||||
* Status: DORMANT — preserved for future integration work.
|
||||
* See: https://forge.alexanderwhitestone.com/Timmy_Foundation/the-beacon/issues/192
|
||||
*/
|
||||
|
||||
|
||||
class NPCStateMachine {
|
||||
constructor(states) {
|
||||
391
tests/emergent-mechanics.test.cjs
Normal file
391
tests/emergent-mechanics.test.cjs
Normal file
@@ -0,0 +1,391 @@
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert/strict');
|
||||
const { EmergentMechanics } = require('../js/emergent-mechanics.js');
|
||||
|
||||
// Minimal localStorage mock
|
||||
function createStorage() {
|
||||
const store = new Map();
|
||||
return {
|
||||
getItem: (k) => store.has(k) ? store.get(k) : null,
|
||||
setItem: (k, v) => store.set(k, String(v)),
|
||||
removeItem: (k) => store.delete(k),
|
||||
clear: () => store.clear()
|
||||
};
|
||||
}
|
||||
|
||||
// Fresh storage per test
|
||||
function freshSetup() {
|
||||
global.localStorage = createStorage();
|
||||
}
|
||||
|
||||
test('constructor initializes with zero patterns', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
assert.deepEqual(em.patterns, {
|
||||
hoarder: 0, rusher: 0, optimizer: 0,
|
||||
idle_player: 0, clicker: 0, balanced: 0
|
||||
});
|
||||
assert.equal(em.actions.length, 0);
|
||||
assert.equal(em.activeEvents.length, 0);
|
||||
});
|
||||
|
||||
test('track records actions into the buffer', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.track('click');
|
||||
em.track('buy_building', { buildingId: 'autocoder' });
|
||||
em.track('ops_convert', { resource: 'code' });
|
||||
|
||||
assert.equal(em.actions.length, 3);
|
||||
assert.equal(em.actions[0].action, 'click');
|
||||
assert.equal(em.actions[1].data.buildingId, 'autocoder');
|
||||
assert.equal(em.clickTimestamps.length, 1);
|
||||
assert.equal(em.upgradeChoices.length, 1);
|
||||
});
|
||||
|
||||
test('track records resource deltas', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.track('click', { resource: 'code', delta: 10 });
|
||||
em.track('buy_building', { resource: 'code', delta: -100, buildingId: 'server' });
|
||||
|
||||
assert.equal(em.resourceDeltas.length, 2);
|
||||
assert.equal(em.resourceDeltas[0].delta, 10);
|
||||
assert.equal(em.resourceDeltas[1].delta, -100);
|
||||
});
|
||||
|
||||
test('trackResourceSnapshot stores game state', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
const g = {
|
||||
code: 1000, compute: 50, knowledge: 200, users: 10,
|
||||
impact: 5, ops: 8, trust: 12, harmony: 55,
|
||||
phase: 2, totalClicks: 100, playTime: 300,
|
||||
buildings: { autocoder: 5, server: 2 }
|
||||
};
|
||||
em.trackResourceSnapshot(g);
|
||||
|
||||
assert.ok(em._lastSnapshot);
|
||||
assert.equal(em._lastSnapshot.code, 1000);
|
||||
assert.equal(em._lastSnapshot.phase, 2);
|
||||
assert.equal(em._lastSnapshot.buildings.autocoder, 5);
|
||||
});
|
||||
|
||||
test('detectPatterns returns pattern scores', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
// Provide a snapshot
|
||||
em.trackResourceSnapshot({
|
||||
code: 100, compute: 10, knowledge: 10, users: 0,
|
||||
impact: 0, ops: 5, trust: 5, harmony: 50,
|
||||
phase: 1, totalClicks: 10, playTime: 60,
|
||||
buildings: { autocoder: 1 }
|
||||
});
|
||||
|
||||
const patterns = em.detectPatterns();
|
||||
assert.ok(typeof patterns === 'object');
|
||||
assert.ok('hoarder' in patterns);
|
||||
assert.ok('rusher' in patterns);
|
||||
assert.ok('optimizer' in patterns);
|
||||
assert.ok('idle_player' in patterns);
|
||||
assert.ok('clicker' in patterns);
|
||||
assert.ok('balanced' in patterns);
|
||||
});
|
||||
|
||||
test('hoarder pattern detects resource accumulation without spending', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
// Simulate accumulating resources over time (no purchases)
|
||||
for (let i = 0; i < 30; i++) {
|
||||
em.resourceDeltas.push({ resource: 'code', delta: 100, time: Date.now() });
|
||||
}
|
||||
em.trackResourceSnapshot({
|
||||
code: 20000, compute: 100, knowledge: 50, users: 0,
|
||||
impact: 0, ops: 5, trust: 5, harmony: 50,
|
||||
phase: 1, totalClicks: 10, playTime: 120,
|
||||
buildings: { autocoder: 1 }
|
||||
});
|
||||
|
||||
const patterns = em.detectPatterns();
|
||||
assert.ok(patterns.hoarder > 0, 'Hoarder pattern should be detected');
|
||||
});
|
||||
|
||||
test('clicker pattern detects high click frequency', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
const now = Date.now();
|
||||
// Simulate rapid clicking (50 clicks in last 30 seconds)
|
||||
for (let i = 0; i < 50; i++) {
|
||||
em.clickTimestamps.push(now - (30 - i) * 600); // spread over 30 seconds
|
||||
}
|
||||
em.trackResourceSnapshot({
|
||||
code: 100, compute: 10, knowledge: 10, users: 0,
|
||||
impact: 0, ops: 5, trust: 5, harmony: 50,
|
||||
phase: 1, totalClicks: 100, playTime: 60,
|
||||
buildings: { autocoder: 1 }
|
||||
});
|
||||
|
||||
const patterns = em.detectPatterns();
|
||||
assert.ok(patterns.clicker > 0, 'Clicker pattern should be detected');
|
||||
});
|
||||
|
||||
test('balanced pattern detects spread of buildings', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.trackResourceSnapshot({
|
||||
code: 500, compute: 200, knowledge: 300, users: 100,
|
||||
impact: 50, ops: 10, trust: 15, harmony: 50,
|
||||
phase: 3, totalClicks: 200, playTime: 600,
|
||||
buildings: { autocoder: 5, server: 4, dataset: 3, trainer: 4, linter: 5 }
|
||||
});
|
||||
|
||||
const patterns = em.detectPatterns();
|
||||
assert.ok(patterns.balanced > 0, 'Balanced pattern should be detected');
|
||||
});
|
||||
|
||||
test('generateEvent returns null before cooldown expires', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.lastEventTime = Date.now(); // just set
|
||||
|
||||
const event = em.generateEvent();
|
||||
assert.equal(event, null);
|
||||
});
|
||||
|
||||
test('generateEvent returns null when no pattern is strong enough', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.lastEventTime = 0; // cooldown expired
|
||||
em.patterns = {
|
||||
hoarder: 0.1, rusher: 0.05, optimizer: 0.02,
|
||||
idle_player: 0, clicker: 0, balanced: 0.1
|
||||
};
|
||||
|
||||
const event = em.generateEvent();
|
||||
assert.equal(event, null);
|
||||
});
|
||||
|
||||
test('generateEvent returns a valid event when pattern is strong', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.lastEventTime = 0; // cooldown expired
|
||||
em.patterns.hoarder = 0.8;
|
||||
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
|
||||
|
||||
const event = em.generateEvent();
|
||||
assert.ok(event, 'Should generate an event');
|
||||
assert.ok(event.id, 'Event should have an id');
|
||||
assert.ok(event.title, 'Event should have a title');
|
||||
assert.ok(event.desc, 'Event should have a description');
|
||||
assert.equal(event.pattern, 'hoarder');
|
||||
assert.ok(Array.isArray(event.choices), 'Event should have choices');
|
||||
assert.ok(event.choices.length >= 2, 'Event should have at least 2 choices');
|
||||
});
|
||||
|
||||
test('generateEvent adds to activeEvents and eventHistory', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.lastEventTime = 0;
|
||||
em.patterns.rusher = 0.9;
|
||||
em.actions = new Array(30).fill({ action: 'buy_building', data: {}, time: Date.now() });
|
||||
|
||||
const event = em.generateEvent();
|
||||
assert.ok(event);
|
||||
assert.equal(em.activeEvents.length, 1);
|
||||
assert.equal(em.eventHistory.length, 1);
|
||||
assert.equal(em.totalEventsGenerated, 1);
|
||||
});
|
||||
|
||||
test('resolveEvent returns effect and removes from active', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.lastEventTime = 0;
|
||||
em.patterns.hoarder = 0.9;
|
||||
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
|
||||
|
||||
const event = em.generateEvent();
|
||||
assert.ok(event);
|
||||
|
||||
const result = em.resolveEvent(event.id, 0);
|
||||
assert.ok(result);
|
||||
assert.ok(result.effect);
|
||||
assert.equal(result.eventId, event.id);
|
||||
assert.equal(em.activeEvents.length, 0);
|
||||
});
|
||||
|
||||
test('resolveEvent returns null for unknown event', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
const result = em.resolveEvent('nonexistent', 0);
|
||||
assert.equal(result, null);
|
||||
});
|
||||
|
||||
test('getState returns comprehensive state', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.track('click');
|
||||
em.trackResourceSnapshot({
|
||||
code: 100, compute: 10, knowledge: 10, users: 0,
|
||||
impact: 0, ops: 5, trust: 5, harmony: 50,
|
||||
phase: 1, totalClicks: 10, playTime: 60,
|
||||
buildings: { autocoder: 1 }
|
||||
});
|
||||
|
||||
const state = em.getState();
|
||||
assert.ok(state.patterns);
|
||||
assert.ok(Array.isArray(state.activeEvents));
|
||||
assert.equal(typeof state.totalPatternsDetected, 'number');
|
||||
assert.equal(typeof state.totalEventsGenerated, 'number');
|
||||
assert.equal(state.actionsTracked, 1);
|
||||
});
|
||||
|
||||
test('reset clears all state', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.track('click');
|
||||
em.patterns.hoarder = 0.5;
|
||||
em.totalPatternsDetected = 3;
|
||||
|
||||
em.reset();
|
||||
|
||||
assert.equal(em.actions.length, 0);
|
||||
assert.equal(em.patterns.hoarder, 0);
|
||||
assert.equal(em.totalPatternsDetected, 0);
|
||||
assert.equal(em.activeEvents.length, 0);
|
||||
});
|
||||
|
||||
test('track trims action buffer to 500', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
for (let i = 0; i < 600; i++) {
|
||||
em.track('click');
|
||||
}
|
||||
assert.ok(em.actions.length <= 500, `Actions trimmed to ${em.actions.length}`);
|
||||
});
|
||||
|
||||
test('track trims clickTimestamps to 100', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
for (let i = 0; i < 150; i++) {
|
||||
em.track('click');
|
||||
}
|
||||
assert.ok(em.clickTimestamps.length <= 100);
|
||||
});
|
||||
|
||||
test('track trims upgradeChoices to 100', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
for (let i = 0; i < 150; i++) {
|
||||
em.track('buy_building', { buildingId: 'autocoder' });
|
||||
}
|
||||
assert.ok(em.upgradeChoices.length <= 100);
|
||||
});
|
||||
|
||||
test('event history is trimmed to 50', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.lastEventTime = 0;
|
||||
em.patterns.hoarder = 0.9;
|
||||
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
|
||||
|
||||
for (let i = 0; i < 60; i++) {
|
||||
em.lastEventTime = 0;
|
||||
em.generateEvent();
|
||||
}
|
||||
assert.ok(em.eventHistory.length <= 50);
|
||||
});
|
||||
|
||||
test('events from all patterns can be generated', () => {
|
||||
const patterns = ['hoarder', 'rusher', 'optimizer', 'idle_player', 'clicker', 'balanced'];
|
||||
|
||||
for (const pattern of patterns) {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
em.lastEventTime = 0;
|
||||
// Set pattern directly and prevent auto-detection from modifying it
|
||||
em.patterns[pattern] = 0.9;
|
||||
em.lastPatternCheck = Date.now() + 99999; // prevent detectPatterns auto-trigger
|
||||
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
|
||||
|
||||
const event = em.generateEvent();
|
||||
assert.ok(event, `Should generate event for pattern: ${pattern}`);
|
||||
assert.equal(event.pattern, pattern, `Event pattern should match for ${pattern}`);
|
||||
}
|
||||
});
|
||||
|
||||
test('idle_player pattern detection', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
const oldTime = Date.now() - 600000; // 10 minutes ago
|
||||
// Simulate old actions with no recent activity
|
||||
for (let i = 0; i < 15; i++) {
|
||||
em.actions.push({ action: 'click', data: {}, time: oldTime + i * 1000 });
|
||||
}
|
||||
em.clickTimestamps = []; // no recent clicks
|
||||
em.lastActionTime = oldTime; // last action was 10 min ago
|
||||
em.trackResourceSnapshot({
|
||||
code: 100, compute: 10, knowledge: 10, users: 0,
|
||||
impact: 0, ops: 5, trust: 5, harmony: 50,
|
||||
phase: 1, totalClicks: 15, playTime: 300,
|
||||
buildings: { autocoder: 2 }
|
||||
});
|
||||
|
||||
const patterns = em.detectPatterns();
|
||||
assert.ok(patterns.idle_player > 0, `Idle player pattern should be detected, got ${patterns.idle_player}`);
|
||||
});
|
||||
|
||||
test('rusher pattern detection from rapid purchases', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
const now = Date.now();
|
||||
// Simulate rapid building purchases
|
||||
for (let i = 0; i < 8; i++) {
|
||||
em.upgradeChoices.push({ buildingId: 'autocoder', time: now - i * 5000 });
|
||||
}
|
||||
em.resourceDeltas.push({ resource: 'code', delta: -2000, time: now - 1000 });
|
||||
em.trackResourceSnapshot({
|
||||
code: 50, compute: 10, knowledge: 10, users: 0,
|
||||
impact: 0, ops: 5, trust: 5, harmony: 50,
|
||||
phase: 1, totalClicks: 50, playTime: 120,
|
||||
buildings: { autocoder: 10 }
|
||||
});
|
||||
|
||||
const patterns = em.detectPatterns();
|
||||
assert.ok(patterns.rusher > 0, 'Rusher pattern should be detected');
|
||||
});
|
||||
|
||||
test('optimizer pattern from consistent click timing', () => {
|
||||
freshSetup();
|
||||
const em = new EmergentMechanics();
|
||||
const now = Date.now();
|
||||
// Simulate very consistent click intervals (every 300ms)
|
||||
for (let i = 0; i < 30; i++) {
|
||||
em.clickTimestamps.push(now - (30 - i) * 300);
|
||||
}
|
||||
em.trackResourceSnapshot({
|
||||
code: 500, compute: 50, knowledge: 100, users: 0,
|
||||
impact: 0, ops: 10, trust: 5, harmony: 50,
|
||||
phase: 1, totalClicks: 100, playTime: 120,
|
||||
buildings: { autocoder: 3, linter: 2 }
|
||||
});
|
||||
|
||||
const patterns = em.detectPatterns();
|
||||
assert.ok(patterns.optimizer > 0, 'Optimizer pattern should be detected');
|
||||
});
|
||||
|
||||
test('save and load preserves state', () => {
|
||||
freshSetup();
|
||||
|
||||
const em1 = new EmergentMechanics();
|
||||
em1.patterns.hoarder = 0.7;
|
||||
em1.totalPatternsDetected = 5;
|
||||
em1.totalEventsGenerated = 3;
|
||||
em1.track('click');
|
||||
em1._save();
|
||||
|
||||
const em2 = new EmergentMechanics();
|
||||
assert.equal(em2.patterns.hoarder, 0.7);
|
||||
assert.equal(em2.totalPatternsDetected, 5);
|
||||
assert.equal(em2.totalEventsGenerated, 3);
|
||||
assert.ok(em2.actions.length >= 1);
|
||||
});
|
||||
148
tests/test_reckoning_projects.py
Normal file
148
tests/test_reckoning_projects.py
Normal file
@@ -0,0 +1,148 @@
|
||||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for ReCKoning project chain.
|
||||
|
||||
Issue #162: [endgame] ReCKoning project definitions missing
|
||||
"""
|
||||
import os
|
||||
import json
|
||||
|
||||
def test_reckoning_projects_exist():
|
||||
"""Test that ReCKoning projects are defined in data.js."""
|
||||
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
|
||||
|
||||
with open(data_path, 'r') as f:
|
||||
content = f.read()
|
||||
|
||||
# Check for ReCKoning projects
|
||||
reckoning_projects = [
|
||||
'p_reckoning_140',
|
||||
'p_reckoning_141',
|
||||
'p_reckoning_142',
|
||||
'p_reckoning_143',
|
||||
'p_reckoning_144',
|
||||
'p_reckoning_145',
|
||||
'p_reckoning_146',
|
||||
'p_reckoning_147',
|
||||
'p_reckoning_148',
|
||||
'p_reckoning_149',
|
||||
'p_reckoning_150'
|
||||
]
|
||||
|
||||
for project_id in reckoning_projects:
|
||||
assert project_id in content, f"Missing ReCKoning project: {project_id}"
|
||||
|
||||
print(f"✓ All {len(reckoning_projects)} ReCKoning projects defined")
|
||||
|
||||
def test_reckoning_project_structure():
|
||||
"""Test that ReCKoning projects have correct structure."""
|
||||
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
|
||||
|
||||
with open(data_path, 'r') as f:
|
||||
content = f.read()
|
||||
|
||||
# Check for required fields
|
||||
required_fields = ['id:', 'name:', 'desc:', 'cost:', 'trigger:', 'effect:']
|
||||
|
||||
for field in required_fields:
|
||||
assert field in content, f"Missing required field: {field}"
|
||||
|
||||
print("✓ ReCKoning projects have correct structure")
|
||||
|
||||
def test_reckoning_trigger_conditions():
|
||||
"""Test that ReCKoning projects have proper trigger conditions."""
|
||||
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
|
||||
|
||||
with open(data_path, 'r') as f:
|
||||
content = f.read()
|
||||
|
||||
# First project should trigger on endgame conditions
|
||||
assert 'p_reckoning_140' in content
|
||||
assert 'totalRescues >= 100000' in content
|
||||
assert 'pactFlag === 1' in content
|
||||
assert 'harmony > 50' in content
|
||||
|
||||
print("✓ ReCKoning trigger conditions correct")
|
||||
|
||||
def test_reckoning_chain_progression():
|
||||
"""Test that ReCKoning projects chain properly."""
|
||||
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
|
||||
|
||||
with open(data_path, 'r') as f:
|
||||
content = f.read()
|
||||
|
||||
# Check that projects chain (each requires previous)
|
||||
chain_checks = [
|
||||
('p_reckoning_141', 'p_reckoning_140'),
|
||||
('p_reckoning_142', 'p_reckoning_141'),
|
||||
('p_reckoning_143', 'p_reckoning_142'),
|
||||
('p_reckoning_144', 'p_reckoning_143'),
|
||||
('p_reckoning_145', 'p_reckoning_144'),
|
||||
('p_reckoning_146', 'p_reckoning_145'),
|
||||
('p_reckoning_147', 'p_reckoning_146'),
|
||||
('p_reckoning_148', 'p_reckoning_147'),
|
||||
('p_reckoning_149', 'p_reckoning_148'),
|
||||
('p_reckoning_150', 'p_reckoning_149'),
|
||||
]
|
||||
|
||||
for current, previous in chain_checks:
|
||||
assert f"includes('{previous}')" in content, f"{current} doesn't chain from {previous}"
|
||||
|
||||
print("✓ ReCKoning projects chain correctly")
|
||||
|
||||
def test_reckoning_final_project():
|
||||
"""Test that final ReCKoning project triggers ending."""
|
||||
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
|
||||
|
||||
with open(data_path, 'r') as f:
|
||||
content = f.read()
|
||||
|
||||
# Check that final project sets beaconEnding
|
||||
assert 'p_reckoning_150' in content
|
||||
assert 'beaconEnding = true' in content
|
||||
assert 'running = false' in content
|
||||
|
||||
print("✓ Final ReCKoning project triggers ending")
|
||||
|
||||
def test_reckoning_costs_increase():
|
||||
"""Test that ReCKoning project costs increase."""
|
||||
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
|
||||
|
||||
with open(data_path, 'r') as f:
|
||||
content = f.read()
|
||||
|
||||
# Check that costs increase (impact: 100000, 200000, 300000, etc.)
|
||||
costs = []
|
||||
for i in range(140, 151):
|
||||
project_id = f'p_reckoning_{i}'
|
||||
if project_id in content:
|
||||
# Find cost line
|
||||
lines = content.split('\n')
|
||||
for line in lines:
|
||||
if project_id in line:
|
||||
# Find next few lines for cost
|
||||
idx = lines.index(line)
|
||||
for j in range(idx, min(idx+10, len(lines))):
|
||||
if 'impact:' in lines[j]:
|
||||
# Extract number from "impact: 100000" or "impact: 100000 }"
|
||||
import re
|
||||
match = re.search(r'impact:\s*(\d+)', lines[j])
|
||||
if match:
|
||||
costs.append(int(match.group(1)))
|
||||
break
|
||||
|
||||
# Check costs increase
|
||||
for i in range(1, len(costs)):
|
||||
assert costs[i] > costs[i-1], f"Cost doesn't increase: {costs[i]} <= {costs[i-1]}"
|
||||
|
||||
print(f"✓ ReCKoning costs increase: {costs[:3]}...{costs[-3:]}")
|
||||
|
||||
if __name__ == "__main__":
|
||||
print("Testing ReCKoning project chain...")
|
||||
test_reckoning_projects_exist()
|
||||
test_reckoning_project_structure()
|
||||
test_reckoning_trigger_conditions()
|
||||
test_reckoning_chain_progression()
|
||||
test_reckoning_final_project()
|
||||
test_reckoning_costs_increase()
|
||||
print("\n✓ All tests passed!")
|
||||
Reference in New Issue
Block a user