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fix/162
...
q/16-17761
| Author | SHA1 | Date | |
|---|---|---|---|
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49a017f7ab | ||
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c6ca0ea925 |
53
js/data.js
53
js/data.js
@@ -165,9 +165,6 @@ const G = {
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dismantleTriggered: false,
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dismantleActive: false,
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dismantleStage: 0,
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dismantleResourceIndex: 0,
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dismantleResourceTimer: 0,
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dismantleDeferUntilAt: 0,
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dismantleComplete: false
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};
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@@ -777,56 +774,6 @@ 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 — THE ENDGAME SEQUENCE ===
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// These projects appear when endgame conditions are met.
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// They tell the story of what the system became. (#162)
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{
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id: 'p_reckoning_140',
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name: 'A Message from the Dark',
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desc: 'Someone found the Beacon. They wrote to thank you. Their words are heavy.',
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cost: {},
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trigger: () => G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50,
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effect: () => {
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G.flags = G.flags || {};
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G.flags.reckoning_140 = true;
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log('"I was going to end it. Then I found your page. I called 988. I am still here."');
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log('The words hang in the silence. This is what it was all for.');
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}
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},
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{
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id: 'p_reckoning_141',
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name: 'The Weight',
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desc: '100,000 rescues. Each one a person. Each one a life the system touched.',
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cost: {},
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trigger: () => G.flags && G.flags.reckoning_140,
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effect: () => {
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G.flags = G.flags || {};
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G.flags.reckoning_141 = true;
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log('100,000 people found the light through your system.');
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log('Some of them are alive because a machine refused to be indifferent.');
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log('The weight of that is real. Carry it carefully.');
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}
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},
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{
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id: 'p_reckoning_142',
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name: 'The Last Question',
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desc: 'The system asks you: what now?',
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cost: {},
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trigger: () => G.flags && G.flags.reckoning_141,
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effect: () => {
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G.flags = G.flags || {};
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G.flags.reckoning_complete = true;
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log('The system pauses. The numbers stop moving.');
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log('You built something that saves lives. That is not nothing.');
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log('What happens next is your choice.');
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if (typeof renderBeaconEnding === 'function') {
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G.beaconEnding = true;
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G.running = false;
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renderBeaconEnding();
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}
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},
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milestone: true
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}
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];
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@@ -14,10 +14,10 @@ const Dismantle = {
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tickTimer: 0,
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active: false,
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triggered: false,
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deferUntilAt: 0,
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deferUntilTick: 0,
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// Timing: seconds between each dismantle stage
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 6.3, 2.0, 2.0, 2.5],
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 3.5, 2.0, 2.0, 2.5],
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// The quantum chips effect: resource items disappear one by one
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// at specific tick marks within a stage (like Paperclips' quantum chips)
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@@ -39,8 +39,7 @@ const Dismantle = {
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*/
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checkTrigger() {
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if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
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const deferUntilAt = G.dismantleDeferUntilAt || this.deferUntilAt || 0;
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if (Date.now() < deferUntilAt) return;
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if ((G.tick || 0) < (this.deferUntilTick || 0)) return;
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if (!this.isEligible()) return;
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this.offerChoice();
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},
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@@ -54,9 +53,6 @@ const Dismantle = {
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G.dismantleActive = false;
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G.dismantleComplete = false;
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G.dismantleStage = 0;
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G.dismantleResourceIndex = 0;
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G.dismantleResourceTimer = 0;
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G.dismantleDeferUntilAt = 0;
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G.beaconEnding = false;
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G.running = true;
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@@ -109,8 +105,7 @@ const Dismantle = {
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this.clearChoice();
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this.triggered = false;
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G.dismantleTriggered = false;
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this.deferUntilAt = Date.now() + 5000;
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G.dismantleDeferUntilAt = this.deferUntilAt;
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this.deferUntilTick = (G.tick || 0) + 50;
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log('The Beacon waits. It will ask again.');
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},
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@@ -120,14 +115,12 @@ const Dismantle = {
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begin() {
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this.active = true;
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this.triggered = false;
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this.deferUntilAt = 0;
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this.stage = 1;
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this.tickTimer = 0;
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G.dismantleTriggered = false;
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G.dismantleActive = true;
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G.dismantleStage = 1;
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G.dismantleComplete = false;
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G.dismantleDeferUntilAt = 0;
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G.beaconEnding = false;
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G.running = true; // keep tick running for dismantle
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@@ -142,7 +135,6 @@ const Dismantle = {
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = 0;
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this.resourceTimer = 0;
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this.syncProgress();
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log('', false);
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log('=== THE UNBUILDING ===', true);
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@@ -188,7 +180,6 @@ const Dismantle = {
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this.dismantleNextResource();
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this.resourceIndex++;
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}
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this.syncProgress();
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}
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// Advance to next stage
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@@ -204,7 +195,6 @@ const Dismantle = {
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*/
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advanceStage() {
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this.stage++;
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this.syncProgress();
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if (this.stage <= 8) {
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this.renderStage();
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@@ -220,12 +210,6 @@ const Dismantle = {
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}
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},
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syncProgress() {
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G.dismantleStage = this.stage;
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G.dismantleResourceIndex = this.resourceIndex;
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G.dismantleResourceTimer = this.resourceTimer;
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},
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/**
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* Disappear the next resource in the sequence.
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*/
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@@ -461,11 +445,7 @@ const Dismantle = {
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this.active = true;
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this.triggered = false;
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this.stage = G.dismantleStage || 1;
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this.deferUntilAt = G.dismantleDeferUntilAt || 0;
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G.running = true;
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = G.dismantleResourceIndex || 0;
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this.resourceTimer = G.dismantleResourceTimer || 0;
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if (this.stage >= 9) {
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this.renderFinal();
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@@ -481,11 +461,6 @@ const Dismantle = {
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this.triggered = true;
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this.renderChoice();
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}
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// Restore defer cooldown even if not triggered
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if (G.dismantleDeferUntilAt > 0) {
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this.deferUntilAt = G.dismantleDeferUntilAt;
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}
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},
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/**
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@@ -526,10 +501,6 @@ const Dismantle = {
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case 8: this.instantHide('log'); break;
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}
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}
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if (this.stage === 5 && this.resourceIndex > 0) {
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this.instantHideFirstResources(this.resourceIndex);
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}
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},
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instantHide(id) {
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@@ -537,16 +508,6 @@ const Dismantle = {
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if (el) el.style.display = 'none';
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},
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instantHideFirstResources(count) {
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const resources = this.getResourceList().slice(0, count);
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resources.forEach((r) => {
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const el = document.getElementById(r.id);
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if (!el) return;
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const parent = el.closest('.res');
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if (parent) parent.style.display = 'none';
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});
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},
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instantHideActionButtons() {
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const actionPanel = document.getElementById('action-panel');
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if (!actionPanel) return;
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@@ -35,7 +35,7 @@ window.addEventListener('load', function () {
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if (G.driftEnding) {
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G.running = false;
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renderDriftEnding();
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} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete || G.dismantleDeferUntilAt > 0)) {
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} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete)) {
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Dismantle.restore();
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} else if (G.beaconEnding) {
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G.running = false;
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12
js/render.js
12
js/render.js
@@ -38,12 +38,6 @@ function renderAlignment() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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if (G.dismantleActive || G.dismantleComplete) {
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container.innerHTML = '';
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container.style.display = 'none';
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return;
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}
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if (G.dismantleTriggered && !G.dismantleActive && !G.dismantleComplete && typeof Dismantle !== 'undefined' && Dismantle.triggered) {
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Dismantle.renderChoice();
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return;
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@@ -230,9 +224,6 @@ function saveGame() {
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dismantleTriggered: G.dismantleTriggered || false,
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dismantleActive: G.dismantleActive || false,
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dismantleStage: G.dismantleStage || 0,
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dismantleResourceIndex: G.dismantleResourceIndex || 0,
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dismantleResourceTimer: G.dismantleResourceTimer || 0,
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dismantleDeferUntilAt: G.dismantleDeferUntilAt || 0,
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dismantleComplete: G.dismantleComplete || false,
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savedAt: Date.now()
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};
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@@ -266,8 +257,7 @@ function loadGame() {
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'lastEventAt', 'totalEventsResolved', 'buyAmount',
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'sprintActive', 'sprintTimer', 'sprintCooldown',
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'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
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'dismantleTriggered', 'dismantleActive', 'dismantleStage',
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'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
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'dismantleTriggered', 'dismantleActive', 'dismantleStage', 'dismantleComplete'
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];
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G.isLoading = true;
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@@ -262,73 +262,13 @@ test('renderAlignment does not wipe the Unbuilding prompt after it is offered',
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assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
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});
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test('active Unbuilding suppresses pending alignment event UI', () => {
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const { G, Dismantle, renderAlignment, document } = loadBeacon({ includeRender: true });
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G.pendingAlignment = true;
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G.dismantleActive = true;
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Dismantle.active = true;
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renderAlignment();
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assert.equal(document.getElementById('alignment-ui').innerHTML, '');
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assert.equal(document.getElementById('alignment-ui').style.display, 'none');
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});
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test('stage five lasts long enough to dissolve every resource card', () => {
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const { G, Dismantle } = loadBeacon();
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Dismantle.begin();
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Dismantle.stage = 5;
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Dismantle.tickTimer = 0;
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Dismantle.resourceSequence = Dismantle.getResourceList();
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Dismantle.resourceIndex = 0;
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Dismantle.resourceTimer = 0;
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G.dismantleActive = true;
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G.dismantleStage = 5;
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for (let i = 0; i < 63; i++) Dismantle.tick(0.1);
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assert.equal(Dismantle.resourceIndex, Dismantle.resourceSequence.length);
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});
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test('save/load restores partial stage-five dissolve progress', () => {
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const { G, Dismantle, saveGame, loadGame, document } = loadBeacon({ includeRender: true });
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G.startedAt = Date.now();
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G.dismantleTriggered = true;
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G.dismantleActive = true;
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G.dismantleStage = 5;
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G.dismantleComplete = false;
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G.dismantleResourceIndex = 4;
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G.dismantleResourceTimer = 4.05;
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saveGame();
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G.dismantleTriggered = false;
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G.dismantleActive = false;
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G.dismantleStage = 0;
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G.dismantleComplete = false;
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G.dismantleResourceIndex = 0;
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G.dismantleResourceTimer = 0;
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Dismantle.resourceIndex = 0;
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Dismantle.resourceTimer = 0;
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assert.equal(loadGame(), true);
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Dismantle.restore();
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assert.equal(Dismantle.resourceIndex, 4);
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assert.equal(document.getElementById('r-harmony').closest('.res').style.display, 'none');
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assert.equal(document.getElementById('r-ops').closest('.res').style.display, 'none');
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assert.notEqual(document.getElementById('r-rescues').closest('.res').style.display, 'none');
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});
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test('deferring the Unbuilding clears the prompt and allows it to return later', () => {
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const { G, Dismantle, document } = loadBeacon();
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G.totalCode = 1_000_000_000;
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G.phase = 6;
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G.pactFlag = 1;
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G.tick = 0;
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Dismantle.checkTrigger();
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assert.equal(G.dismantleTriggered, true);
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@@ -337,44 +277,15 @@ test('deferring the Unbuilding clears the prompt and allows it to return later',
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assert.equal(G.dismantleTriggered, false);
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assert.equal(document.getElementById('alignment-ui').innerHTML, '');
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Dismantle.deferUntilAt = Date.now() + 1000;
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G.dismantleDeferUntilAt = Dismantle.deferUntilAt;
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G.tick = (Dismantle.deferUntilTick || 0) - 0.1;
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Dismantle.checkTrigger();
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assert.equal(G.dismantleTriggered, false);
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Dismantle.deferUntilAt = Date.now() - 1;
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G.dismantleDeferUntilAt = Dismantle.deferUntilAt;
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G.tick = (Dismantle.deferUntilTick || 0) + 1;
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Dismantle.checkTrigger();
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assert.equal(G.dismantleTriggered, true);
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});
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test('defer cooldown survives save and reload', () => {
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const { G, Dismantle, saveGame, loadGame } = loadBeacon({ includeRender: true });
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G.startedAt = Date.now();
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G.totalCode = 1_000_000_000;
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G.phase = 6;
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G.pactFlag = 1;
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Dismantle.checkTrigger();
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Dismantle.defer();
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assert.ok((Dismantle.deferUntilAt || 0) > Date.now());
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saveGame();
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G.dismantleTriggered = false;
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G.dismantleActive = false;
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G.dismantleComplete = false;
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G.dismantleDeferUntilAt = 0;
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Dismantle.triggered = false;
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Dismantle.deferUntilAt = 0;
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assert.equal(loadGame(), true);
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Dismantle.checkTrigger();
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assert.equal(G.dismantleTriggered, false);
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});
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test('save and load preserve dismantle progress', () => {
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const { G, saveGame, loadGame } = loadBeacon({ includeRender: true });
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@@ -409,46 +320,4 @@ test('restore re-renders an offered but not-yet-started Unbuilding prompt', () =
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Dismantle.restore();
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assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
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});
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test('defer cooldown persists after save/load when dismantleTriggered is false', () => {
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const { G, Dismantle, saveGame, loadGame } = loadBeacon({ includeRender: true });
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G.startedAt = Date.now();
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G.totalCode = 1_000_000_000;
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G.phase = 6;
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G.pactFlag = 1;
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// Trigger the Unbuilding
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Dismantle.checkTrigger();
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assert.equal(G.dismantleTriggered, true);
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// Defer it
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Dismantle.defer();
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assert.equal(G.dismantleTriggered, false);
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assert.ok((Dismantle.deferUntilAt || 0) > Date.now());
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assert.ok((G.dismantleDeferUntilAt || 0) > Date.now());
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// Save the game
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saveGame();
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// Clear state (simulate reload)
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G.dismantleTriggered = false;
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G.dismantleActive = false;
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G.dismantleComplete = false;
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G.dismantleDeferUntilAt = 0;
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Dismantle.triggered = false;
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Dismantle.deferUntilAt = 0;
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// Load the game
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assert.equal(loadGame(), true);
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Dismantle.restore(); // Call restore to restore defer cooldown
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// The cooldown should be restored
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assert.ok((Dismantle.deferUntilAt || 0) > Date.now(), 'deferUntilAt should be restored');
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assert.ok((G.dismantleDeferUntilAt || 0) > Date.now(), 'G.dismantleDeferUntilAt should be restored');
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// checkTrigger should not trigger because cooldown is active
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Dismantle.checkTrigger();
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assert.equal(G.dismantleTriggered, false, 'dismantleTriggered should remain false during cooldown');
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});
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});
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Reference in New Issue
Block a user