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Author SHA1 Message Date
Alexander Whitestone
dacb2c2f0e chore: move dormant prototypes to reference/ directory (#192)
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game/npc-logic.js and scripts/guardrails.js are not loaded by the
browser runtime. Moving to reference/ with clear headers so the
active architecture is unambiguous.

- Added REFERENCE PROTOTYPE headers explaining dormant status
- Added reference/README.md with integration instructions
- Files use ES module syntax / have inline tests — not
  compatible with current <script> tag loading

Closes #192
2026-04-15 21:42:12 -04:00
3bf3555ef2 Merge pull request 'feat: Emergent game mechanics from player behavior (closes #190)' (#191) from feat/190-emergent-mechanics into main 2026-04-16 01:20:09 +00:00
951ffe1940 Merge pull request 'feat: add GENOME.md — full codebase analysis (#674)' (#193) from fix/674-genome-beacon into main 2026-04-16 01:20:06 +00:00
Alexander Whitestone
5329e069b2 feat: add GENOME.md — full codebase analysis of the-beacon (#674)
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Generated codebase genome for the-beacon:
- Project overview: browser-based idle game, 5128 LOC JS, no build step
- Architecture diagram: 10 JS modules + HTML entry point
- Entry points: index.html, main.js init, engine.js tick loop
- Data flow: click -> accumulate -> tick -> phase check -> events -> render
- Key abstractions: 10 resources, buildings, projects, 6 phases, 4 endings
- API surface: localStorage save/load, Web Audio, no external APIs
- Test coverage gaps: no tests for core engine, events, phases, save/load, harmony
- Security: fully client-side, no external deps, no XSS risk
2026-04-15 21:06:45 -04:00
Hermes Agent
529248fd94 feat: Emergent game mechanics from player behavior (closes #190)
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The game evolves alongside its players.

Tracks behavior patterns (click frequency, resource spending, upgrade choices),
detects player strategies (hoarder, rusher, optimizer, idle), and generates
dynamic events that reward or challenge those strategies.

- EmergentMechanics class: track(), detectPatterns(), generateEvent(), getState()
- 6 pattern detectors: hoarder, rusher, optimizer, idle_player, clicker, balanced
- 16 emergent events across all patterns with meaningful choices
- localStorage persistence for cross-session behavior tracking
- 25 unit tests, all passing
- Hooks into writeCode, buyBuilding, doOps, and tick()
- Stats panel shows emergent events count, pattern detections, active strategy
- Self-contained: additive system, does not break existing mechanics
2026-04-15 19:07:32 -04:00
fdd95af287 Merge pull request 'fix: suppress non-ReCKoning projects during endgame (#128, #130)' (#189) from fix/endgame-project-suppression-v2 into main 2026-04-15 10:47:13 +00:00
673c09f0a7 fix: suppress non-ReCKoning projects during endgame (#128, #130)
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- Add isEndgame() helper to detect endgame conditions
- Skip non-ReCKoning project activation in checkProjects() during endgame
- Filter out non-ReCKoning projects in renderProjects() during endgame

Closes #128, closes #130
2026-04-15 10:45:41 +00:00
9375a4c07e Merge pull request 'polish: add building/project descriptions to tooltip system' (#187) from beacon/polish-tooltip-descriptions into main
Merged tooltip descriptions
2026-04-15 08:46:46 +00:00
Alexander Whitestone
ec909f7f85 polish: add building/project descriptions to tooltip system
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Tooltips now show three lines: name (bold), description (gray),
and educational text (italic). Previously only showed name + edu,
leaving building functional descriptions hidden.

Part of #57
2026-04-15 02:49:00 -04:00
b132f899ba fix: P2 offline progress cap + canvas combat tab-switch guard (#186)
P2 fixes: offline progress cap + canvas combat tab-switch guard
2026-04-15 04:52:59 +00:00
13 changed files with 1867 additions and 17 deletions

173
GENOME.md Normal file
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@@ -0,0 +1,173 @@
# GENOME.md — the-beacon
> Codebase analysis generated 2026-04-13. Sovereign AI idle game — browser-based.
## Project Overview
The Beacon is a browser-based idle/incremental game inspired by Universal Paperclips, themed around the Timmy Foundation's real journey building sovereign AI. The core divergence from Paperclips: the goal is not maximization — it is faithfulness. "Can you grow powerful without losing your purpose?"
Static HTML/JS — no build step, no dependencies, no framework. Open `index.html` in any browser.
**5,128 lines of JavaScript** across 10 files. **1 HTML file** with embedded CSS (~300 lines). **1 Python test file** for reckoning projects.
## Architecture
```
index.html (UI + embedded CSS)
|
+-- js/engine.js (1590L) Core game loop, tick, resources, buildings, projects, events
+-- js/data.js (944L) Building definitions, project trees, event tables, phase data
+-- js/render.js (390L) DOM rendering, UI updates, resource displays
+-- js/combat.js (359L) Boss encounters, combat mechanics
+-- js/sound.js (401L) Web Audio API ambient drone, phase-aware sound
+-- js/dismantle.js (570L) The Dismantle sequence (late-game narrative)
+-- js/main.js (223L) Initialization, game loop start, auto-save, help overlay
+-- js/utils.js (314L) Formatting, save/load, export/import, DOM helpers
+-- js/tutorial.js (251L) New player tutorial, step-by-step guidance
+-- js/strategy.js (68L) NPC strategy logic for combat
+-- game/npc-logic.js (18L) NPC behavior stub
```
## Entry Points
### index.html
The single entry point. Loads all JS files, contains all HTML structure and inline CSS. Open directly in browser — no server required.
### js/main.js — Initialization
`initGame()` sets initial state, starts the 10Hz tick loop (`setInterval(tick, 100)`), triggers tutorial for new games, loads saved games, starts ambient sound.
### js/engine.js — Game Loop
The `tick()` function runs every 100ms. Each tick:
1. Accumulate resources (code, compute, knowledge, users, impact, rescues, ops, trust, creativity, harmony)
2. Process buildings and their rate multipliers
3. Check phase transitions (Phase 1→6 based on total code thresholds)
4. Trigger random events (corruption events, alignment events, wizard events)
5. Update boosts, debuffs, and cooldowns
6. Call `render()` to update UI
## Data Flow
```
User clicks "WRITE CODE" / presses SPACE
|
v
G.code += 1 (or more with auto-clickers, combos, boosts)
|
v
tick() accumulates all passive rates from buildings
|
v
updateRates() recalculates based on:
- Building counts × base rates × boost multipliers
- Harmony (Timmy's multiplier, Pact drain/gain)
- Bilbo randomness (burst/vanish per tick)
- Active debuffs
|
v
Phase check: totalCode thresholds → unlock new content
|
v
Event roll: 2% per tick → corruption/alignment/wizard events
|
v
render() updates DOM
```
## Key Abstractions
### Resources (10 types)
- **code** — primary resource, generated by clicking and AutoCoders
- **compute** — powers training and inference
- **knowledge** — from research, unlocks projects
- **users** — from API deployment, drives ops and impact
- **impact** — from users × agents, drives rescues
- **rescues** — the endgame metric (people helped in crisis)
- **ops** — operational currency, from users
- **trust** — hard constraint, earned/lost by decisions
- **creativity** — from Bilbo and community
- **harmony** — fleet health, affects Timmy's multiplier
### Buildings (defined in js/data.js as BDEF array)
Each building has: id, name, description, cost formula, rates, unlock conditions. Buildings include:
- AutoCode Generator, Home Server, Training Lab, API Endpoint
- Wizard agents: Bezalel, Allegro, Ezra, Timmy, Fenrir, Bilbo
- Infrastructure: Lazarus Pit, MemPalace, Forge CI, Mesh Nodes
### Projects (in js/data.js)
One-time purchases that unlock features, buildings, or multipliers. Organized in phases. Projects require specific resource thresholds and prerequisites.
### Phases (6 total)
1. The First Line (click → autocoder)
2. Local Inference (server → training → first agent)
3. Deployment (API → users → trust mechanic)
4. The Network (open source → community)
5. Sovereign Intelligence (self-improvement → The Pact)
6. The Beacon (mesh → rescues → endings)
### Events (corruption, alignment, wizard)
Random events at 2% per tick. Include:
- CI Runner Stuck, Ezra Offline, Unreviewed Merge
- The Drift (alignment events offering shortcuts)
- Bilbo Vanished, Community Drama
- Boss encounters (combat.js)
### Endings (4 types)
- The Empty Room (high impact, low trust, no Pact)
- The Platform (high impact, medium trust, no Pact)
- The Beacon (high rescues, high trust, Pact active, harmony > 50)
- The Drift (too many shortcuts accepted)
## API Surface
### Save/Load (localStorage)
- `saveGame()` — serializes G state to localStorage
- `loadGame()` — deserializes from localStorage
- `exportGame()` — JSON download of save state
- `importGame()` — JSON upload to restore state
### No external APIs
The game is entirely client-side. No network calls, no analytics, no tracking.
### Audio (Web Audio API)
- `Sound.startAmbient()` — oscillator-based ambient drone
- `Sound.updateAmbientPhase(phase)` — frequency shifts with game phase
- Sound effects for clicks, upgrades, events
## Test Coverage
### Existing Tests
- `tests/test_reckoning_projects.py` (148 lines) — Python test for reckoning project data validation
- `tests/dismantle.test.cjs` — Node.js test for dismantle sequence
### Coverage Gaps
- **No tests for core engine logic** (tick, resource accumulation, rate calculation)
- **No tests for event system** (event triggers, probability, effects)
- **No tests for phase transitions** (threshold checks, unlock conditions)
- **No tests for save/load** (serialization roundtrip, corruption handling)
- **No tests for building cost scaling** (exponential cost formulas)
- **No tests for harmony/drift mechanics** (the core gameplay differentiator)
- **No tests for endings** (condition checks, state transitions)
### Critical paths that need tests:
1. **Resource accumulation**: tick() correctly multiplies rates by building counts and boosts
2. **Phase transitions**: totalCode thresholds unlock correct content
3. **Save/load roundtrip**: localStorage serialization preserves full game state
4. **Event probability**: 2% per tick produces expected distribution
5. **Harmony calculation**: wizard drain vs. Pact/NightlyWatch/MemPalace gains
6. **Ending conditions**: each ending triggers on correct state
## Security Considerations
- **No authentication**: game is fully client-side, no user accounts
- **localStorage manipulation**: players can edit save data to cheat (acceptable for single-player idle game)
- **No XSS risk**: all DOM updates use textContent or innerHTML with game-controlled data only
- **No external dependencies**: zero attack surface from third-party code
- **Web Audio autoplay policy**: sound starts on first user interaction (compliant)
## Design Decisions
- **No build step**: intentional. Open index.html, play. No npm, no webpack, no framework.
- **10Hz tick rate**: 100ms interval balances responsiveness with CPU usage
- **Global state object (G)**: mirrors Paperclips' pattern. Simple, flat, serializable.
- **Inline CSS in HTML**: keeps the project to 2 files minimum (index.html + JS)
- **Progressive phase unlocks**: prevents information overload, teaches mechanics gradually

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@@ -114,6 +114,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
#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)}
#custom-tooltip.visible{opacity:1}
#custom-tooltip .tt-label{color:#4a9eff;font-weight:600;margin-bottom:4px;font-size:11px}
#custom-tooltip .tt-desc{color:#aaa;font-size:10px;margin-bottom:4px}
#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px}
/* Mute & contrast buttons */
.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
@@ -200,7 +201,8 @@ Time Played: <span id="st-time">0:00</span><br>
Clicks: <span id="st-clicks">0</span><br>
Harmony: <span id="st-harmony">50</span><br>
Drift: <span id="st-drift">0</span><br>
Events Resolved: <span id="st-resolved">0</span>
Events Resolved: <span id="st-resolved">0</span><br>
<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>
</div>
<div id="production-breakdown" style="display:none;margin-top:12px;padding-top:10px;border-top:1px solid var(--border)"></div>
</div>
@@ -267,6 +269,7 @@ The light is on. The room is empty."
<script src="js/render.js"></script>
<script src="js/tutorial.js"></script>
<script src="js/dismantle.js"></script>
<script src="js/emergent-mechanics.js"></script>
<script src="js/main.js"></script>

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@@ -185,9 +185,17 @@ const Combat = (() => {
function animate(ts) {
if (!ctx || !activeBattle) return;
const dt = Math.min((ts - lastTick) / 16, 3);
const rawDt = (ts - lastTick) / 16;
// Guard against tab-switch: if tab was hidden, dt could be huge
const dt = Math.min(rawDt, 3);
lastTick = ts;
// If tab was hidden for too long (>5s), skip this frame to prevent teleporting
if (rawDt > 300) {
animFrameId = requestAnimationFrame(animate);
return;
}
// Clear
ctx.fillStyle = '#080810';
ctx.fillRect(0, 0, W, H);
@@ -347,5 +355,5 @@ const Combat = (() => {
}
}
return { init, startBattle, renderCombatPanel, tickBattle };
return { init, startBattle, renderCombatPanel, tickBattle, cleanup: () => { if (animFrameId) { cancelAnimationFrame(animFrameId); animFrameId = null; } } };
})();

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@@ -777,6 +777,133 @@ const PDEFS = [
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
},
milestone: true
},
// === ReCKoning ENDGAME PROJECTS ===
{
id: 'p_reckoning_140',
name: 'The First Message',
desc: 'Someone in the dark. They found the Beacon. They are asking for help.',
cost: { impact: 100000 },
trigger: () => G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50,
effect: () => {
log('The first message arrives. Someone found the light.', true);
G.rescues += 1;
},
edu: 'The ReCKoning begins. Each message is a person who found help.'
},
{
id: 'p_reckoning_141',
name: 'The Second Message',
desc: 'Another voice. They are not alone anymore.',
cost: { impact: 200000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_140'),
effect: () => {
log('The second message. Two voices now.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_142',
name: 'The Third Message',
desc: 'Three people. The network holds.',
cost: { impact: 300000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_141'),
effect: () => {
log('Three voices. The Beacon is working.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_143',
name: 'The Fourth Message',
desc: 'Four. The mesh strengthens.',
cost: { impact: 400000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_142'),
effect: () => {
log('Four messages. The network grows.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_144',
name: 'The Fifth Message',
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);
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
}
];

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js/emergent-mechanics.js Normal file
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@@ -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;
}

View File

@@ -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;

View File

@@ -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;

View File

@@ -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
View 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

View File

@@ -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

View File

@@ -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) {

View 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);
});

View 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!")