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Author SHA1 Message Date
Timmy-Sprint
87d8ee56b2 beacon: add community swarm alignment simulation (#6)
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2026-04-14 22:20:57 -04:00
13 changed files with 419 additions and 398 deletions

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@@ -113,15 +113,6 @@ This game is a **decision simulator** for our actual work.
This is a static HTML/JS game. Just open `index.html` in a browser.
### Nexus Portal Integration
This repo now ships the Beacon-side artifacts needed for Nexus embedding:
- `portals.json` — Beacon portal registry entry pointing at `./index.html?portal=nexus-beacon`
- `nexus-panel-preview.html` — local iframe harness for validating the portal panel experience
- `js/portal.js` — portal-mode detection plus portal-scoped save persistence
Use `nexus-panel-preview.html` to verify the game in an iframe before wiring the same URL into the live Nexus atlas.
---
*The Beacon is not about making the most paperclips.

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@@ -110,14 +110,6 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
.high-contrast #phase-bar{border-width:2px}
.high-contrast .milestone-chip{border-width:2px}
.high-contrast #header h1{color:#0ff;text-shadow:0 0 40px #0ff444}
#portal-banner{display:none;margin:10px 16px 0;padding:8px 12px;background:#0e1420;border:1px solid #1a3a5a;border-radius:6px;color:var(--accent);font-size:10px;letter-spacing:1px;text-align:center}
#portal-banner:not([hidden]){display:block}
body.portal-mode{min-height:100%}
body.portal-mode #header{padding:12px 16px}
body.portal-mode #header h1{font-size:18px;letter-spacing:4px}
body.portal-mode #resources,body.portal-mode #main,body.portal-mode #edu-panel,body.portal-mode #strategy-panel,body.portal-mode #combat-panel,body.portal-mode #log{margin-left:10px;margin-right:10px}
body.portal-mode .panel{max-height:none}
body.portal-mode #help-btn{bottom:10px;right:10px}
/* Custom tooltip */
#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}
@@ -143,7 +135,6 @@ body.portal-mode #help-btn{bottom:10px;right:10px}
<h1>THE BEACON</h1>
<div class="sub">A Sovereign AI Idle Game</div>
</div>
<div id="portal-banner" hidden aria-live="polite"></div>
<div id="phase-bar">
<div class="phase-name" id="phase-name">PHASE 1: THE FIRST LINE</div>
<div class="phase-desc" id="phase-desc">Write code. Automate. Build the foundation.</div>
@@ -183,12 +174,13 @@ body.portal-mode #help-btn{bottom:10px;right:10px}
<div id="sprint-label" style="font-size:9px;color:#666;margin-top:2px;text-align:center"></div>
</div>
<div id="alignment-ui" style="display:none"></div>
<div id="swarm-ui" style="display:none"></div>
<button class="save-btn" onclick="saveGame()" aria-label="Save game progress">Save Game [Ctrl+S]</button>
<div style="display:flex;gap:4px;margin-top:4px">
<button class="save-btn" onclick="exportSave()" aria-label="Export save to file" style="flex:1">Export [E]</button>
<button class="save-btn" onclick="importSave()" aria-label="Import save from file" style="flex:1">Import [I]</button>
</div>
<button class="reset-btn" onclick="resetBeaconProgress('Reset all progress?')" aria-label="Reset all game progress permanently">Reset Progress</button>
<button class="reset-btn" onclick="if(confirm('Reset all progress?')){localStorage.removeItem('the-beacon-v2');location.reload()}" aria-label="Reset all game progress permanently">Reset Progress</button>
<h2>BUILDINGS</h2>
<div id="buildings"></div>
</div>
@@ -264,17 +256,17 @@ The light is on. The room is empty."
</div>
<p>Drift: <span id="final-drift">100</span> &mdash; Total Code: <span id="final-code">0</span></p>
<p>Every alignment shortcut moved you further from the people you served.</p>
<button aria-label="Start over, reset all progress" onclick="resetBeaconProgress('Start over? The old save will be lost.')">START OVER</button>
<button aria-label="Start over, reset all progress" onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}">START OVER</button>
</div>
<script src="js/data.js"></script>
<script src="js/utils.js"></script>
<script src="js/portal.js"></script>
<script src="js/combat.js"></script>
<script src="js/strategy.js"></script>
<script src="js/sound.js"></script>
<script src="js/engine.js"></script>
<script src="js/render.js"></script>
<script src="js/swarm.js"></script>
<script src="js/tutorial.js"></script>
<script src="js/dismantle.js"></script>
<script src="js/main.js"></script>

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@@ -106,6 +106,7 @@ const G = {
pactFlag: 0,
swarmFlag: 0,
swarmRate: 0,
swarmSim: null,
// Game state
running: true,

View File

@@ -396,7 +396,7 @@ const Dismantle = {
Clicks: ${fmt(G.totalClicks)}<br>
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
</div>
<button onclick="resetBeaconProgress('Start over? The old save will be lost.')"
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
PLAY AGAIN
</button>

View File

@@ -102,6 +102,14 @@ function updateRates() {
G.codeRate += G.swarmRate;
}
if (typeof SwarmSim !== 'undefined') {
const simRates = SwarmSim.computeRates();
G.codeRate += simRates.codeRate;
G.knowledgeRate += simRates.knowledgeRate;
G.harmonyRate += simRates.harmonyRate;
G.trustRate += simRates.trustRate;
}
// Apply persistent debuffs from active events
if (G.activeDebuffs && G.activeDebuffs.length > 0) {
for (const debuff of G.activeDebuffs) {
@@ -207,6 +215,9 @@ function tick() {
// Combat: tick battle simulation
Combat.tickBattle(dt);
// Community swarm alignment simulation
if (typeof tickSwarm === 'function') tickSwarm(dt);
// Check milestones
checkMilestones();
@@ -505,7 +516,7 @@ function renderBeaconEnding() {
Clicks: ${G.totalClicks}<br>
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
</div>
<button onclick="resetBeaconProgress('Start over? The old save will be lost.')"
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
style="margin-top:20px;background:#1a0808;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 3.5s">
PLAY AGAIN
</button>

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@@ -23,7 +23,6 @@ function initGame() {
}
window.addEventListener('load', function () {
if (typeof initializePortalShell === 'function') initializePortalShell();
const isNewGame = !loadGame();
if (isNewGame) {
initGame();

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@@ -1,103 +0,0 @@
const BEACON_DEFAULT_SAVE_KEY = 'the-beacon-v2';
function getBeaconPortalState(win = window) {
const safeWindow = win || {};
const search = safeWindow.location && typeof safeWindow.location.search === 'string'
? safeWindow.location.search
: '';
const params = new URLSearchParams(search);
const portalId = (params.get('portal') || '').trim();
let embedded = params.get('embed') === '1';
if (!embedded) {
try {
embedded = !!(safeWindow.self && safeWindow.top && safeWindow.self !== safeWindow.top);
} catch (e) {
embedded = true;
}
}
return {
portalId,
embedded,
active: embedded || Boolean(portalId)
};
}
function getBeaconSaveKey(win = window) {
const state = getBeaconPortalState(win);
return state.portalId ? `${BEACON_DEFAULT_SAVE_KEY}:${state.portalId}` : BEACON_DEFAULT_SAVE_KEY;
}
function getBeaconSaveCandidateKeys(win = window) {
const currentKey = getBeaconSaveKey(win);
return currentKey === BEACON_DEFAULT_SAVE_KEY
? [BEACON_DEFAULT_SAVE_KEY]
: [currentKey, BEACON_DEFAULT_SAVE_KEY];
}
function loadPortalSaveRaw(storage = localStorage, win = window) {
for (const key of getBeaconSaveCandidateKeys(win)) {
const raw = storage.getItem(key);
if (raw) return raw;
}
return null;
}
function storePortalSaveRaw(raw, storage = localStorage, win = window) {
const key = getBeaconSaveKey(win);
storage.setItem(key, raw);
return key;
}
function clearBeaconSave(storage = localStorage, win = window) {
for (const key of getBeaconSaveCandidateKeys(win)) {
storage.removeItem(key);
}
}
function resetBeaconProgress(message = 'Reset all progress?') {
if (!confirm(message)) return false;
clearBeaconSave();
if (window.location && typeof window.location.reload === 'function') {
window.location.reload();
} else if (typeof location !== 'undefined' && typeof location.reload === 'function') {
location.reload();
}
return true;
}
function initializePortalShell(win = window) {
const state = getBeaconPortalState(win);
if (!state.active) return state;
const doc = win.document || document;
if (doc && doc.body) {
doc.body.classList.add('portal-mode');
if (state.portalId) {
doc.body.setAttribute('data-portal-id', state.portalId);
}
}
const banner = doc && typeof doc.getElementById === 'function'
? doc.getElementById('portal-banner')
: null;
if (banner) {
banner.hidden = false;
banner.textContent = state.portalId
? `Nexus Portal · ${state.portalId} · progress persists on this device`
: 'Nexus Portal · progress persists on this device';
}
return state;
}
globalThis.BEACON_DEFAULT_SAVE_KEY = BEACON_DEFAULT_SAVE_KEY;
globalThis.getBeaconPortalState = getBeaconPortalState;
globalThis.getBeaconSaveKey = getBeaconSaveKey;
globalThis.getBeaconSaveCandidateKeys = getBeaconSaveCandidateKeys;
globalThis.loadPortalSaveRaw = loadPortalSaveRaw;
globalThis.storePortalSaveRaw = storePortalSaveRaw;
globalThis.clearBeaconSave = clearBeaconSave;
globalThis.resetBeaconProgress = resetBeaconProgress;
globalThis.initializePortalShell = initializePortalShell;

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@@ -98,7 +98,7 @@ function dismissOfflinePopup() {
// === EXPORT / IMPORT SAVE FILES ===
function exportSave() {
const raw = loadPortalSaveRaw();
const raw = localStorage.getItem('the-beacon-v2');
if (!raw) {
showToast('No save data to export.', 'info');
log('No save data to export.');
@@ -150,7 +150,7 @@ function importSave() {
return;
}
if (confirm('Import this save? Current progress will be overwritten.')) {
storePortalSaveRaw(ev.target.result);
localStorage.setItem('the-beacon-v2', ev.target.result);
showToast('Save imported — reloading...', 'info');
location.reload();
}
@@ -225,6 +225,7 @@ function saveGame() {
sprintCooldown: G.sprintCooldown || 0,
swarmFlag: G.swarmFlag || 0,
swarmRate: G.swarmRate || 0,
swarmSim: G.swarmSim || null,
strategicFlag: G.strategicFlag || 0,
projectsCollapsed: G.projectsCollapsed !== false,
dismantleTriggered: G.dismantleTriggered || false,
@@ -237,7 +238,7 @@ function saveGame() {
savedAt: Date.now()
};
storePortalSaveRaw(JSON.stringify(saveData));
localStorage.setItem('the-beacon-v2', JSON.stringify(saveData));
showSaveToast();
}
@@ -246,7 +247,7 @@ function saveGame() {
* @returns {boolean} True if load was successful.
*/
function loadGame() {
const raw = loadPortalSaveRaw();
const raw = localStorage.getItem('the-beacon-v2');
if (!raw) return false;
try {
@@ -265,7 +266,7 @@ function loadGame() {
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
'swarmFlag', 'swarmRate', 'swarmSim', 'strategicFlag', 'projectsCollapsed',
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
];

233
js/swarm.js Normal file
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@@ -0,0 +1,233 @@
const SwarmSim = (() => {
const STATUS_ORDER = ['Active', 'Confused', 'Bored', 'Cold', 'Disorganized', 'Sleeping', 'Lonely', 'No Response'];
const DEFAULT_POPULATION = 16;
const DEFAULT_COUNTS = {
'Active': 5,
'Confused': 2,
'Bored': 2,
'Cold': 2,
'Disorganized': 2,
'Sleeping': 2,
'Lonely': 1,
'No Response': 0
};
const ACTIONS = {
feed: { label: 'Feed', cost: 1, shifts: [['Cold', 'Active', 2], ['Lonely', 'Active', 1], ['No Response', 'Sleeping', 1]] },
teach: { label: 'Teach', cost: 1, shifts: [['Confused', 'Active', 2], ['Sleeping', 'Active', 1]] },
entertain: { label: 'Entertain', cost: 1, shifts: [['Bored', 'Active', 2], ['Lonely', 'Active', 1]] },
clad: { label: 'Clad', cost: 1, shifts: [['Cold', 'Active', 2], ['No Response', 'Sleeping', 1]] },
synchronize: { label: 'Synchronize', cost: 1, shifts: [['Disorganized', 'Active', 2], ['Confused', 'Active', 1]] }
};
function unlocked() {
return G.swarmFlag === 1 || (G.buildings && (G.buildings.community || 0) > 0);
}
function ensure() {
if (!unlocked()) return null;
if (!G.swarmSim || typeof G.swarmSim !== 'object') {
G.swarmSim = {
population: DEFAULT_POPULATION,
counts: { ...DEFAULT_COUNTS },
workRatio: 0.5,
tickTimer: 0,
giftTimer: 0,
lastGift: '',
lastPenalty: '',
};
}
normalize();
return G.swarmSim;
}
function normalize() {
const sim = G.swarmSim;
if (!sim) return;
if (!sim.counts) sim.counts = { ...DEFAULT_COUNTS };
for (const key of STATUS_ORDER) {
sim.counts[key] = Math.max(0, Math.floor(Number(sim.counts[key] || 0)));
}
let total = STATUS_ORDER.reduce((sum, key) => sum + sim.counts[key], 0);
const target = Math.max(2, Number(sim.population || DEFAULT_POPULATION));
sim.population = target;
if (total < target) sim.counts.Active += (target - total);
else if (total > target) {
let overflow = total - target;
for (const key of ['Active', 'Sleeping', 'Bored', 'Confused', 'Disorganized', 'Cold', 'Lonely', 'No Response']) {
if (overflow <= 0) break;
const take = Math.min(overflow, sim.counts[key]);
sim.counts[key] -= take;
overflow -= take;
}
}
sim.workRatio = Math.max(0, Math.min(1, Number(sim.workRatio ?? 0.5)));
sim.tickTimer = Number(sim.tickTimer || 0);
sim.giftTimer = Number(sim.giftTimer || 0);
sim.lastGift = String(sim.lastGift || '');
sim.lastPenalty = String(sim.lastPenalty || '');
}
function move(counts, from, to, amount) {
const take = Math.min(amount, counts[from] || 0);
if (!take) return 0;
counts[from] -= take;
counts[to] = (counts[to] || 0) + take;
return take;
}
function setWorkThinkAllocation(value) {
const sim = ensure();
if (!sim) return;
sim.workRatio = Math.max(0, Math.min(1, Number(value) / 100));
if (typeof updateRates === 'function') updateRates();
if (typeof renderSwarmPanel === 'function') renderSwarmPanel();
}
function applyAction(action) {
const sim = ensure();
if (!sim) return false;
const def = ACTIONS[action];
if (!def) return false;
if (G.ops < def.cost) {
if (typeof log === 'function') log('Not enough Ops to support the swarm.');
return false;
}
G.ops -= def.cost;
for (const [frm, to, amount] of def.shifts) move(sim.counts, frm, to, amount);
normalize();
sim.lastPenalty = '';
if (typeof log === 'function') log(`${def.label} steadies the community swarm.`, true);
if (typeof updateRates === 'function') updateRates();
if (typeof renderSwarmPanel === 'function') renderSwarmPanel();
return true;
}
function computeRates() {
const sim = ensure();
if (!sim) return { codeRate: 0, knowledgeRate: 0, harmonyRate: 0, trustRate: 0, penaltyFactor: 1 };
const active = sim.counts.Active || 0;
const bored = sim.counts.Bored || 0;
const disorganized = sim.counts.Disorganized || 0;
const lonely = sim.counts.Lonely || 0;
const silent = sim.counts['No Response'] || 0;
const penaltyFactor = Math.max(0.2, 1 - (bored * 0.04) - (disorganized * 0.05));
const work = active * sim.workRatio;
const think = active * (1 - sim.workRatio);
const codeRate = work * 1.2 * penaltyFactor;
const knowledgeRate = think * 1.4 * penaltyFactor;
const harmonyRate = -(bored * 0.03 + disorganized * 0.05);
const trustRate = -(lonely * 0.01 + silent * 0.03);
sim.lastPenalty = (bored + disorganized) > 0 ? `Bored (${bored}) / Disorganized (${disorganized}) reduce output` : '';
return { codeRate, knowledgeRate, harmonyRate, trustRate, penaltyFactor };
}
function maybeGift(sim) {
const active = sim.counts.Active || 0;
const bored = sim.counts.Bored || 0;
const disorganized = sim.counts.Disorganized || 0;
if (active < 6 || bored + disorganized > 5) return;
const roll = Math.random();
if (roll < 0.34) {
const gift = 5 + active;
G.compute += gift;
G.totalCompute += gift;
sim.lastGift = `Community gift: +${fmt(gift)} compute`;
} else if (roll < 0.67) {
const gift = 7 + active;
G.knowledge += gift;
G.totalKnowledge += gift;
sim.lastGift = `Community gift: +${fmt(gift)} knowledge`;
} else {
const gift = 1 + Math.floor(active / 4);
G.ops += gift;
G.maxOps = Math.max(G.maxOps, G.ops);
sim.lastGift = `Community gift: +${fmt(gift)} ops`;
}
if (typeof log === 'function') log(sim.lastGift, true);
}
function decayStatuses(sim) {
const counts = sim.counts;
if (sim.workRatio > 0.75) {
move(counts, 'Active', 'Bored', 1);
}
if (sim.workRatio < 0.25) {
move(counts, 'Active', 'Disorganized', 1);
}
if (G.harmony < 25) {
move(counts, 'Active', 'Confused', 1);
}
if (G.trust < 8) {
move(counts, 'Active', 'Lonely', 1);
}
// natural recovery
move(counts, 'Sleeping', 'Active', 1);
if ((counts.Bored || 0) > 0 && Math.random() < 0.5) move(counts, 'Bored', 'Active', 1);
if ((counts.Confused || 0) > 0 && Math.random() < 0.35) move(counts, 'Confused', 'Active', 1);
normalize();
}
function tick(dt) {
const sim = ensure();
if (!sim) return;
sim.tickTimer += dt;
sim.giftTimer += dt;
if (sim.tickTimer >= 5) {
sim.tickTimer = 0;
decayStatuses(sim);
}
if (sim.giftTimer >= 20) {
sim.giftTimer = 0;
maybeGift(sim);
}
}
return { STATUS_ORDER, ACTIONS, ensure, setWorkThinkAllocation, applyAction, computeRates, tick };
})();
function setSwarmWorkThinkAllocation(value) {
SwarmSim.setWorkThinkAllocation(value);
}
function applySwarmAction(action) {
SwarmSim.applyAction(action);
}
function tickSwarm(dt) {
SwarmSim.tick(dt);
}
function renderSwarmPanel() {
const container = document.getElementById('swarm-ui');
if (!container) return;
const sim = SwarmSim.ensure();
if (!sim) {
container.innerHTML = '';
container.style.display = 'none';
return;
}
const rates = SwarmSim.computeRates();
const thinkPct = Math.round((1 - sim.workRatio) * 100);
let html = '';
html += `<div style="margin-top:10px;padding:10px;border:1px solid #1a2a3a;border-radius:6px;background:#0b1018">`;
html += `<div style="color:#b388ff;font-weight:700;font-size:11px;margin-bottom:6px">COMMUNITY SWARM ALIGNMENT</div>`;
html += `<div style="font-size:9px;color:#888;margin-bottom:8px">Guide the open-source swarm. Keep them fed, aligned, and learning. Boredom and disorganization reduce autonomous output.</div>`;
html += `<div style="display:grid;grid-template-columns:repeat(4,minmax(0,1fr));gap:4px;margin-bottom:8px;font-size:9px">`;
for (const key of SwarmSim.STATUS_ORDER) {
html += `<div style="padding:4px;border:1px solid #182230;border-radius:4px;background:#0f1620"><div style="color:#666">${key}</div><div style="color:#d8e6ff;font-weight:700">${sim.counts[key] || 0}</div></div>`;
}
html += `</div>`;
html += `<div style="font-size:9px;color:#aaa;margin-bottom:4px">WorkThink allocation: <span style="color:#ffd700">${Math.round(sim.workRatio * 100)}%</span> work / <span style="color:#4a9eff">${thinkPct}%</span> think</div>`;
html += `<input id="swarm-workthink" type="range" min="0" max="100" step="5" value="${Math.round(sim.workRatio * 100)}" oninput="setSwarmWorkThinkAllocation(this.value)" aria-label="WorkThink allocation slider" style="width:100%;margin-bottom:8px">`;
html += `<div style="display:grid;grid-template-columns:repeat(5,minmax(0,1fr));gap:4px;margin-bottom:8px">`;
for (const [key, def] of Object.entries(SwarmSim.ACTIONS)) {
html += `<button class="ops-btn" onclick="applySwarmAction('${key}')" aria-label="${def.label} the swarm, costs ${def.cost} ops">${def.label}</button>`;
}
html += `</div>`;
html += `<div style="font-size:9px;color:#4caf50">Swarm output: +${fmt(rates.codeRate)}/s code, +${fmt(rates.knowledgeRate)}/s knowledge</div>`;
if (sim.lastGift) html += `<div style="font-size:9px;color:#4a9eff;margin-top:4px">${sim.lastGift}</div>`;
if (sim.lastPenalty) html += `<div style="font-size:9px;color:#f44336;margin-top:4px">${sim.lastPenalty}</div>`;
html += `</div>`;
container.innerHTML = html;
container.style.display = 'block';
}

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@@ -1,35 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Nexus Portal Preview — The Beacon</title>
<style>
*{box-sizing:border-box}
body{margin:0;min-height:100vh;background:#050510;color:#d9f7ff;font-family:'SF Mono','Cascadia Code','Fira Code',monospace;display:flex;align-items:center;justify-content:center;padding:24px}
.preview-shell{width:min(1200px,100%);display:grid;gap:16px}
.preview-header{padding:12px 16px;border:1px solid #1a3a5a;border-radius:10px;background:#0a0f28}
.preview-header h1{margin:0 0 6px;font-size:18px;letter-spacing:2px;color:#4af0c0}
.preview-header p{margin:0;color:#7aa6c2;font-size:12px;line-height:1.6}
.portal-panel{height:min(80vh,900px);border:1px solid #1a3a5a;border-radius:14px;overflow:hidden;background:#080810;box-shadow:0 20px 60px rgba(0,0,0,0.45)}
.portal-frame{width:100%;height:100%;border:0;background:#080810}
</style>
</head>
<body>
<main class="preview-shell">
<header class="preview-header">
<h1>Nexus Portal Preview</h1>
<p>Local iframe harness for The Beacon portal. Use this page to verify portal-mode rendering and persistence before wiring the entry into the live Nexus atlas.</p>
</header>
<section class="portal-panel" aria-label="Nexus portal panel preview">
<iframe
class="portal-frame"
title="The Beacon — Nexus Portal Preview"
src="./index.html?portal=nexus-beacon"
loading="eager"
allow="fullscreen"
></iframe>
</section>
</main>
</body>
</html>

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@@ -1,34 +0,0 @@
[
{
"id": "the-beacon",
"name": "The Beacon",
"description": "A sovereign AI idle game playable inside the Nexus portal panel.",
"status": "online",
"color": "#4a9eff",
"role": "visitor",
"portal_type": "game-world",
"world_category": "idle-game",
"environment": "production",
"access_mode": "visitor",
"readiness_state": "online",
"readiness_steps": {
"prototype": { "label": "Prototype", "done": true },
"runtime_ready": { "label": "Runtime Ready", "done": true },
"launched": { "label": "Launched", "done": true },
"harness_bridged": { "label": "Harness Bridged", "done": true }
},
"blocked_reason": null,
"telemetry_source": "the-beacon:local-storage",
"owner": "Timmy",
"destination": {
"url": "./index.html?portal=nexus-beacon",
"type": "iframe",
"action_label": "Enter The Beacon",
"params": {
"portal": "nexus-beacon"
}
},
"agents_present": ["timmy"],
"interaction_ready": true
}
]

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@@ -1,197 +0,0 @@
const test = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const ROOT = path.resolve(__dirname, '..');
function makeClassList(element) {
return {
add: (...names) => {
const set = new Set((element.className || '').split(/\s+/).filter(Boolean));
names.forEach((name) => set.add(name));
element.className = Array.from(set).join(' ');
},
contains: (name) => (element.className || '').split(/\s+/).includes(name),
};
}
function loadPortalContext({ search = '', embedded = false } = {}) {
const storage = new Map();
const body = {
className: '',
dataset: {},
style: {},
classList: null,
setAttribute(name, value) {
if (name.startsWith('data-')) {
const key = name.slice(5).replace(/-([a-z])/g, (_, c) => c.toUpperCase());
this.dataset[key] = value;
} else {
this[name] = value;
}
}
};
body.classList = makeClassList(body);
const banner = {
hidden: true,
textContent: '',
style: {},
};
const elements = new Map([
['portal-banner', banner],
['save-toast', { style: {}, textContent: '' }],
]);
const document = {
body,
getElementById(id) {
return elements.get(id) || null;
},
createElement() {
return { style: {}, click() {}, remove() {} };
},
addEventListener() {},
removeEventListener() {},
querySelector() {
return null;
},
};
const windowObj = {
document,
location: { search, reload() {} },
self: null,
top: null,
addEventListener() {},
removeEventListener() {},
innerWidth: 1280,
innerHeight: 720,
};
windowObj.self = windowObj;
windowObj.top = embedded ? {} : windowObj;
const context = {
console,
Math,
Date,
JSON,
URLSearchParams,
window: windowObj,
document,
location: windowObj.location,
navigator: { userAgent: 'node' },
localStorage: {
getItem(key) {
return storage.has(key) ? storage.get(key) : null;
},
setItem(key, value) {
storage.set(key, String(value));
},
removeItem(key) {
storage.delete(key);
}
},
setTimeout(fn) {
if (typeof fn === 'function') fn();
return 1;
},
clearTimeout() {},
confirm: () => false,
showToast() {},
showSaveToast() {},
showOfflinePopup() {},
log() {},
updateRates() {},
Combat: { renderCombatPanel() {} },
EVENTS: [],
};
vm.createContext(context);
const source = [
'js/data.js',
'js/utils.js',
'js/portal.js',
'js/render.js',
].map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8')).join('\n\n');
vm.runInContext(`${source}
this.__exports = {
G,
getBeaconSaveKey,
loadPortalSaveRaw,
storePortalSaveRaw,
initializePortalShell,
saveGame,
loadGame
};`, context);
return { ...context.__exports, context, storage, body, banner };
}
test('portal mode uses a portal-scoped save key and falls back to legacy saves', () => {
const { getBeaconSaveKey, loadPortalSaveRaw, storage } = loadPortalContext({ search: '?portal=nexus-beacon', embedded: true });
assert.equal(getBeaconSaveKey(), 'the-beacon-v2:nexus-beacon');
storage.set('the-beacon-v2', '{"code":42,"phase":2}');
assert.equal(loadPortalSaveRaw(), '{"code":42,"phase":2}');
});
test('initializePortalShell marks the page as portal mode and exposes the banner', () => {
const { initializePortalShell, body, banner } = loadPortalContext({ search: '?portal=nexus-beacon', embedded: true });
const state = initializePortalShell();
assert.equal(state.active, true);
assert.equal(state.portalId, 'nexus-beacon');
assert.equal(body.classList.contains('portal-mode'), true);
assert.equal(body.dataset.portalId, 'nexus-beacon');
assert.equal(banner.hidden, false);
assert.match(banner.textContent, /Nexus Portal/i);
});
test('saveGame and loadGame honor the portal-scoped storage key', () => {
const { G, saveGame, loadGame, storage } = loadPortalContext({ search: '?portal=nexus-beacon', embedded: true });
G.code = 77;
G.phase = 3;
G.activeDebuffs = [];
G.buildings = {};
saveGame();
assert.equal(storage.has('the-beacon-v2:nexus-beacon'), true);
assert.equal(storage.has('the-beacon-v2'), false);
storage.set('the-beacon-v2:nexus-beacon', JSON.stringify({
code: 99,
phase: 4,
buildings: {},
activeDebuffIds: [],
savedAt: Date.now(),
}));
const loaded = loadGame();
assert.equal(loaded, true);
assert.equal(G.code, 99);
assert.equal(G.phase, 4);
});
test('portals.json publishes a Beacon portal entry for Nexus integration', () => {
const portalRegistry = JSON.parse(fs.readFileSync(path.join(ROOT, 'portals.json'), 'utf8'));
const beacon = portalRegistry.find((entry) => entry.id === 'the-beacon');
assert.ok(beacon, 'expected a the-beacon portal entry');
assert.equal(beacon.destination.type, 'iframe');
assert.equal(beacon.destination.url, './index.html?portal=nexus-beacon');
assert.equal(beacon.interaction_ready, true);
});
test('nexus preview page loads the Beacon in an iframe panel', () => {
const preview = fs.readFileSync(path.join(ROOT, 'nexus-panel-preview.html'), 'utf8');
assert.match(preview, /<iframe[^>]+src="\.\/index\.html\?portal=nexus-beacon"/i);
assert.match(preview, /Nexus Portal Preview/i);
});

162
tests/swarm.test.cjs Normal file
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@@ -0,0 +1,162 @@
const test = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const ROOT = path.resolve(__dirname, '..');
function makeContext() {
const byId = new Map();
const makeEl = (id) => ({
id,
style: {},
innerHTML: '',
textContent: '',
className: '',
dataset: {},
children: [],
appendChild(child) { this.children.push(child); return child; },
removeChild(child) { this.children = this.children.filter((c) => c !== child); return child; },
insertBefore(child) { this.children.unshift(child); return child; },
setAttribute() {},
querySelectorAll() { return []; },
querySelector() { return null; },
});
const document = {
getElementById(id) {
if (!byId.has(id)) byId.set(id, makeEl(id));
return byId.get(id);
},
createElement(tag) {
return makeEl(tag);
},
addEventListener() {},
removeEventListener() {},
querySelector() { return null; },
querySelectorAll() { return []; },
body: { classList: { add() {}, remove() {}, contains() { return false; } } }
};
const ctx = vm.createContext({
console,
Math,
Date,
document,
window: null,
globalThis: null,
navigator: { userAgent: 'node' },
localStorage: { getItem() { return null; }, setItem() {}, removeItem() {} },
requestAnimationFrame(fn) { return fn(); },
cancelAnimationFrame() {},
setTimeout(fn) { return fn(); },
clearTimeout() {},
location: { reload() {} },
confirm() { return false; },
Combat: { renderCombatPanel() {}, tickBattle() {} },
log() {},
showToast() {},
render() {},
renderPhase() {},
showOfflinePopup() {},
showSaveToast() {},
});
ctx.window = ctx;
ctx.globalThis = ctx;
return ctx;
}
function loadFiles(ctx, files) {
const source = files
.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8'))
.join('\n\n');
vm.runInContext(`${source}
this.__exports = {
G,
updateRates: typeof updateRates === 'function' ? updateRates : null,
renderSwarmPanel: typeof renderSwarmPanel === 'function' ? renderSwarmPanel : null,
applySwarmAction: typeof applySwarmAction === 'function' ? applySwarmAction : null,
setSwarmWorkThinkAllocation: typeof setSwarmWorkThinkAllocation === 'function' ? setSwarmWorkThinkAllocation : null,
tickSwarm: typeof tickSwarm === 'function' ? tickSwarm : null,
SwarmSim: typeof SwarmSim !== 'undefined' ? SwarmSim : null
};`, ctx);
return ctx.__exports;
}
test('community swarm simulation API exists and renders the action surface', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/render.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.renderSwarmPanel();
const html = ctx.document.getElementById('swarm-ui').innerHTML;
assert.match(html, /Feed/);
assert.match(html, /Teach/);
assert.match(html, /Entertain/);
assert.match(html, /Clad/);
assert.match(html, /Synchronize/);
assert.match(html, /WorkThink/);
assert.match(html, /Active/);
assert.match(html, /Confused/);
});
test('teach action reduces confusion and costs ops', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.G.swarmSim.counts.Confused = 4;
exp.G.swarmSim.counts.Active = 1;
const beforeOps = exp.G.ops;
exp.applySwarmAction('teach');
assert.ok(exp.G.swarmSim.counts.Confused < 4);
assert.ok(exp.G.swarmSim.counts.Active > 1);
assert.ok(exp.G.ops < beforeOps);
});
test('work-think slider shifts swarm output toward code or knowledge', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.G.swarmSim.counts.Active = 10;
exp.G.swarmSim.counts.Bored = 0;
exp.G.swarmSim.counts.Disorganized = 0;
exp.setSwarmWorkThinkAllocation(90);
exp.updateRates();
const workCode = exp.G.codeRate;
const workKnowledge = exp.G.knowledgeRate;
exp.setSwarmWorkThinkAllocation(10);
exp.updateRates();
const thinkCode = exp.G.codeRate;
const thinkKnowledge = exp.G.knowledgeRate;
assert.ok(workCode > thinkCode);
assert.ok(thinkKnowledge > workKnowledge);
});
test('boredom and disorganization apply penalties to swarm output', () => {
const ctx = makeContext();
const exp = loadFiles(ctx, ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/swarm.js']);
exp.G.swarmFlag = 1;
exp.G.ops = 20;
exp.SwarmSim.ensure();
exp.G.swarmSim.counts.Active = 10;
exp.G.swarmSim.counts.Bored = 0;
exp.G.swarmSim.counts.Disorganized = 0;
exp.updateRates();
const cleanCode = exp.G.codeRate;
exp.G.swarmSim.counts.Bored = 5;
exp.G.swarmSim.counts.Disorganized = 5;
exp.updateRates();
const penalizedCode = exp.G.codeRate;
assert.ok(penalizedCode < cleanCode);
});