Compare commits
1 Commits
fix/168-ch
...
burn/159-1
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
62871bc373 |
142
docs/DISMANTLE_STATUS.md
Normal file
142
docs/DISMANTLE_STATUS.md
Normal file
@@ -0,0 +1,142 @@
|
||||
# The Dismantle Sequence (The Unbuilding) — Implementation Status
|
||||
|
||||
**Status:** ✅ **COMPLETE**
|
||||
**Last Updated:** 2026-04-14
|
||||
**Related Issues:** #16, #133, #145
|
||||
**Implementation:** `js/dismantle.js` (570 lines)
|
||||
**Tests:** `tests/dismantle.test.cjs` (10/10 passing)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The Dismantle Sequence (The Unbuilding) is the emotional endgame of The Beacon. Inspired by the Paperclips REJECT path, it strips away UI panels one by one until only a single golden beacon remains — "That is enough."
|
||||
|
||||
## Implementation Status
|
||||
|
||||
| Component | Status | Notes |
|
||||
|-----------|--------|-------|
|
||||
| 8-stage dismantle sequence | ✅ Complete | Stages 1-8 + final |
|
||||
| Save/load persistence | ✅ Complete | Full state restoration |
|
||||
| Defer mechanism | ✅ Complete | "NOT YET" button with cooldown |
|
||||
| Final overlay | ✅ Complete | Golden beacon dot + stats |
|
||||
| Resource dissolution | ✅ Complete | Quantum chips pattern |
|
||||
| Animations | ✅ Complete | Smooth fade-outs |
|
||||
| Tests | ✅ Complete | 10/10 passing |
|
||||
|
||||
## Stages
|
||||
|
||||
### Stage 1: Hide Research Projects Panel
|
||||
Hides the `#project-panel` element with fade-out animation.
|
||||
|
||||
### Stage 2: Hide Buildings List
|
||||
Hides the `#buildings` section and its header.
|
||||
|
||||
### Stage 3: Hide Strategy Engine + Combat
|
||||
Hides both `#strategy-panel` and `#combat-panel`.
|
||||
|
||||
### Stage 4: Hide Education Panel
|
||||
Hides the `#edu-panel` element.
|
||||
|
||||
### Stage 5: Resource Dissolution
|
||||
Resources disappear one by one using the quantum chips pattern:
|
||||
- Harmony → Creativity → Trust → Operations → Rescues → Impact → Users → Knowledge → Compute → Code
|
||||
- Timed at specific tick marks within the stage
|
||||
|
||||
### Stage 6: Hide Action Buttons
|
||||
Hides ops buttons, sprint container, and save/reset buttons.
|
||||
|
||||
### Stage 7: Hide Phase Bar
|
||||
Hides the `#phase-bar` element.
|
||||
|
||||
### Stage 8: Hide System Log
|
||||
Hides the `#log` panel.
|
||||
|
||||
### Final: "That is enough"
|
||||
- Golden beacon dot with glow animation
|
||||
- "THAT IS ENOUGH" text
|
||||
- Stats summary (total code, buildings, projects, rescues, clicks, time played)
|
||||
- "PLAY AGAIN" button
|
||||
|
||||
## Features
|
||||
|
||||
### Defer Mechanism
|
||||
- Player can choose "NOT YET" to defer the Unbuilding
|
||||
- 5-second cooldown before the prompt reappears
|
||||
- Cooldown persists across save/load
|
||||
|
||||
### Save/Load Persistence
|
||||
- All dismantle state is saved to localStorage
|
||||
- Partial progress (e.g., mid-stage-5) restores correctly
|
||||
- Defer cooldown survives save/load
|
||||
|
||||
### Resource Dissolution (Quantum Chips Pattern)
|
||||
Resources disappear at specific tick marks within stage 5:
|
||||
```javascript
|
||||
RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12]
|
||||
```
|
||||
This creates a dramatic acceleration effect as resources dissolve faster and faster.
|
||||
|
||||
## Test Results
|
||||
|
||||
```
|
||||
✔ tick offers the Unbuilding instead of ending the game immediately
|
||||
✔ renderAlignment does not wipe the Unbuilding prompt after it is offered
|
||||
✔ active Unbuilding suppresses pending alignment event UI
|
||||
✔ stage five lasts long enough to dissolve every resource card
|
||||
✔ save/load restores partial stage-five dissolve progress
|
||||
✔ deferring the Unbuilding clears the prompt and allows it to return later
|
||||
✔ defer cooldown survives save and reload
|
||||
✔ save and load preserve dismantle progress
|
||||
✔ restore re-renders an offered but not-yet-started Unbuilding prompt
|
||||
✔ defer cooldown persists after save/load when dismantleTriggered is false
|
||||
|
||||
tests 10
|
||||
pass 10
|
||||
fail 0
|
||||
```
|
||||
|
||||
## Related PRs
|
||||
|
||||
- **PR #145**: Fixes bugs from #133 (stage 5 interval extended to 7.0s)
|
||||
|
||||
## Recommendation
|
||||
|
||||
Issue #16 can be closed. The Dismantle Sequence is complete and fully tested.
|
||||
|
||||
---
|
||||
|
||||
## Technical Details
|
||||
|
||||
### Entry Point
|
||||
The Dismantle sequence is triggered from `engine.js` tick():
|
||||
```javascript
|
||||
if (Dismantle.isEligible()) {
|
||||
Dismantle.checkTrigger();
|
||||
}
|
||||
```
|
||||
|
||||
### Eligibility Conditions
|
||||
```javascript
|
||||
isEligible() {
|
||||
const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10;
|
||||
const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
|
||||
return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath);
|
||||
}
|
||||
```
|
||||
|
||||
### State Machine
|
||||
```
|
||||
Stage 0: Not started
|
||||
↓ (offerChoice → player accepts)
|
||||
Stage 1-8: Active dismantling
|
||||
↓ (timer-based advancement)
|
||||
Stage 9: Final ("That is enough")
|
||||
↓ (auto-advance)
|
||||
Stage 10: Complete
|
||||
```
|
||||
|
||||
### Integration Points
|
||||
- `engine.js`: Calls `Dismantle.tick(dt)` from main game loop
|
||||
- `render.js`: `renderAlignment()` defers to Dismantle when active
|
||||
- `main.js`: Save/load includes Dismantle state
|
||||
@@ -1,310 +0,0 @@
|
||||
#!/usr/bin/env node
|
||||
// ============================================================
|
||||
// THE BEACON - ReCKoning Project Chain Validator v2
|
||||
// Detects dead-end paths and missing links in project definitions
|
||||
// Closes #168
|
||||
// ============================================================
|
||||
|
||||
import { readFileSync } from 'fs';
|
||||
import { join, dirname } from 'path';
|
||||
import { fileURLToPath } from 'url';
|
||||
|
||||
const __dirname = dirname(fileURLToPath(import.meta.url));
|
||||
const dataPath = join(__dirname, '..', 'js', 'data.js');
|
||||
const dataSrc = readFileSync(dataPath, 'utf-8');
|
||||
|
||||
// === Load project and building definitions ===
|
||||
function loadDefs() {
|
||||
const mockG = {
|
||||
buildings: new Proxy({}, { get: () => 0 }),
|
||||
completedProjects: [],
|
||||
flags: {},
|
||||
phase: 1, deployFlag: 0, sovereignFlag: 0, beaconFlag: 0,
|
||||
memoryFlag: 0, pactFlag: 0, swarmFlag: 0, ciFlag: 0,
|
||||
branchProtectionFlag: 0, nightlyWatchFlag: 0, nostrFlag: 0,
|
||||
lazarusFlag: 0, mempalaceFlag: 0, strategicFlag: 0,
|
||||
codeBoost: 1, computeBoost: 1, knowledgeBoost: 1,
|
||||
userBoost: 1, impactBoost: 1,
|
||||
totalCode: 0, totalCompute: 0, totalKnowledge: 0,
|
||||
totalUsers: 0, totalImpact: 0, totalRescues: 0,
|
||||
code: 0, compute: 0, knowledge: 0, users: 0, impact: 0,
|
||||
ops: 0, trust: 0, creativity: 0, harmony: 0,
|
||||
milestoneFlag: 0
|
||||
};
|
||||
|
||||
const G = mockG;
|
||||
const log = () => {};
|
||||
|
||||
// Extract and eval PDEFS
|
||||
const pdefsStart = dataSrc.indexOf('const PDEFS = [');
|
||||
const arrStart = dataSrc.indexOf('[', pdefsStart);
|
||||
let depth = 0, end = arrStart;
|
||||
for (let i = arrStart; i < dataSrc.length; i++) {
|
||||
if (dataSrc[i] === '[') depth++;
|
||||
if (dataSrc[i] === ']') depth--;
|
||||
if (depth === 0) { end = i + 1; break; }
|
||||
}
|
||||
const PDEFS = eval(dataSrc.slice(arrStart, end));
|
||||
|
||||
// Extract and eval BDEF
|
||||
const bdefStart = dataSrc.indexOf('const BDEF = [');
|
||||
const bArrStart = dataSrc.indexOf('[', bdefStart);
|
||||
depth = 0; end = bArrStart;
|
||||
for (let i = bArrStart; i < dataSrc.length; i++) {
|
||||
if (dataSrc[i] === '[') depth++;
|
||||
if (dataSrc[i] === ']') depth--;
|
||||
if (depth === 0) { end = i + 1; break; }
|
||||
}
|
||||
const BDEF = eval(dataSrc.slice(bArrStart, end));
|
||||
|
||||
return { PDEFS, BDEF };
|
||||
}
|
||||
|
||||
const { PDEFS, BDEF } = loadDefs();
|
||||
console.log(`Loaded ${PDEFS.length} projects, ${BDEF.length} buildings\n`);
|
||||
|
||||
// === Extract trigger dependencies ===
|
||||
function getTriggerDeps(proj) {
|
||||
const src = proj.trigger.toString();
|
||||
const deps = [];
|
||||
const re = /G\.completedProjects\s*&&\s*G\.completedProjects\.includes\(['"]([^'"]+)['"]\)/g;
|
||||
let m;
|
||||
while ((m = re.exec(src)) !== null) deps.push(m[1]);
|
||||
return deps;
|
||||
}
|
||||
|
||||
function getFlagsSet(proj) {
|
||||
const src = proj.effect.toString();
|
||||
const flags = [];
|
||||
const re = /G\.(\w+Flag)\s*=/g;
|
||||
let m;
|
||||
while ((m = re.exec(src)) !== null) flags.push(m[1]);
|
||||
return flags;
|
||||
}
|
||||
|
||||
function getFlagsInTrigger(proj) {
|
||||
const src = proj.trigger.toString();
|
||||
const flags = [];
|
||||
const re = /G\.(\w+Flag)\s*[=!><]/g;
|
||||
let m;
|
||||
while ((m = re.exec(src)) !== null) flags.push(m[1]);
|
||||
return flags;
|
||||
}
|
||||
|
||||
// === Build graph ===
|
||||
const graph = {};
|
||||
const idSet = new Set(PDEFS.map(p => p.id));
|
||||
|
||||
for (const proj of PDEFS) {
|
||||
const deps = getTriggerDeps(proj);
|
||||
graph[proj.id] = { proj, deps, unlocks: [], repeatable: !!proj.repeatable, milestone: !!proj.milestone, flagsSet: getFlagsSet(proj) };
|
||||
}
|
||||
|
||||
for (const [id, node] of Object.entries(graph)) {
|
||||
for (const dep of node.deps) {
|
||||
if (graph[dep]) graph[dep].unlocks.push(id);
|
||||
}
|
||||
}
|
||||
|
||||
// === Collect all flag references across the entire file ===
|
||||
const allFlagRefs = {};
|
||||
for (const proj of PDEFS) {
|
||||
for (const f of getFlagsSet(proj)) (allFlagRefs[f] ||= { setBy: [], checkedBy: [] }).setBy.push(proj.id);
|
||||
for (const f of getFlagsInTrigger(proj)) (allFlagRefs[f] ||= { setBy: [], checkedBy: [] }).checkedBy.push(proj.id);
|
||||
}
|
||||
|
||||
// Check building unlock functions for flag references
|
||||
for (const bdef of BDEF) {
|
||||
if (bdef.unlock) {
|
||||
const src = bdef.unlock.toString();
|
||||
const re = /G\.(\w+Flag)\s*[=!><]/g;
|
||||
let m3;
|
||||
while ((m3 = re.exec(src)) !== null) {
|
||||
const flag = m3[1];
|
||||
(allFlagRefs[flag] ||= { setBy: [], checkedBy: [] }).checkedBy.push(`building:${bdef.id}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check for flag checks in dismantle eligibility
|
||||
const dismantleSrc = `const Dismantle = { isEligible() { const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10; const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50; return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath); } }`;
|
||||
// pactFlag is checked in dismantle
|
||||
|
||||
// Also check entire dataSrc for flag references beyond projects/buildings
|
||||
const fullSrc = dataSrc;
|
||||
const fullFlagRe = /G\.(\w+Flag)\s*[=!><]/g;
|
||||
let fm;
|
||||
while ((fm = fullFlagRe.exec(fullSrc)) !== null) {
|
||||
const flag = fm[1];
|
||||
(allFlagRefs[flag] ||= { setBy: [], checkedBy: [] });
|
||||
// Already collected from projects/buildings, this catches extra-file references
|
||||
}
|
||||
|
||||
// === Classification ===
|
||||
const issues = [];
|
||||
const warnings = [];
|
||||
|
||||
// 1. Dead-end projects — categorize by severity
|
||||
console.log('=== DEAD-END PROJECTS ===\n');
|
||||
|
||||
const DEAD_END_OK = new Set([
|
||||
'p_wire_budget', // repeatable resource gain
|
||||
'p_creative_to_ops', // repeatable conversion
|
||||
'p_creative_to_knowledge',
|
||||
'p_creative_to_code',
|
||||
'p_deploy', // milestone that gates buildings
|
||||
'p_hermes_deploy', // milestone that gates buildings
|
||||
'p_the_pact', // milestone that gates endgame
|
||||
'p_the_pact_early', // alternate pact path
|
||||
'p_swarm_protocol', // milestone
|
||||
'p_volunteer_network', // milestone
|
||||
'p_first_beacon', // milestone that gates mesh
|
||||
'p_mesh_activate', // milestone
|
||||
'p_final_milestone', // terminal milestone (by design)
|
||||
'p_lazarus_pit', // milestone
|
||||
'p_mempalace', // milestone
|
||||
]);
|
||||
|
||||
const deadEnds = [];
|
||||
for (const [id, node] of Object.entries(graph)) {
|
||||
if (node.unlocks.length === 0 && !node.repeatable) {
|
||||
if (DEAD_END_OK.has(id)) continue;
|
||||
deadEnds.push(id);
|
||||
const isMilestone = node.milestone;
|
||||
const hasFlags = node.flagsSet.length > 0;
|
||||
const severity = hasFlags ? 'HIGH' : (isMilestone ? 'LOW' : 'MEDIUM');
|
||||
|
||||
console.log(` [${severity}] ${id}: "${node.proj.name}"`);
|
||||
console.log(` Flags set: ${node.flagsSet.join(', ') || 'none'}`);
|
||||
console.log(` Unlocks: ${node.unlocks.length}`);
|
||||
issues.push({ type: 'dead-end', project: id, name: node.proj.name, severity, flags: node.flagsSet });
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Ghost flags — set but never checked
|
||||
console.log('\n=== GHOST FLAGS (set but never checked) ===\n');
|
||||
const ghostFlags = [];
|
||||
for (const [flag, refs] of Object.entries(allFlagRefs)) {
|
||||
if (refs.setBy.length > 0 && refs.checkedBy.length === 0) {
|
||||
ghostFlags.push(flag);
|
||||
console.log(` ${flag}:`);
|
||||
console.log(` Set by: ${refs.setBy.join(', ')}`);
|
||||
console.log(` Checked by: NOWHERE`);
|
||||
issues.push({ type: 'ghost-flag', flag, setBy: refs.setBy });
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Orphan dependencies
|
||||
console.log('\n=== ORPHAN DEPENDENCIES ===\n');
|
||||
let orphans = 0;
|
||||
for (const [id, node] of Object.entries(graph)) {
|
||||
for (const dep of node.deps) {
|
||||
if (!idSet.has(dep)) {
|
||||
console.log(` ${id} -> missing: ${dep}`);
|
||||
issues.push({ type: 'orphan-dep', project: id, missing: dep });
|
||||
orphans++;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (orphans === 0) console.log(' None');
|
||||
|
||||
// 4. Chain analysis
|
||||
console.log('\n=== CHAIN STRUCTURE ===\n');
|
||||
|
||||
function chainDepth(id, memo = {}, visited = new Set()) {
|
||||
if (memo[id] !== undefined) return memo[id];
|
||||
if (visited.has(id)) return 0; // cycle guard
|
||||
visited.add(id);
|
||||
const deps = graph[id]?.deps || [];
|
||||
if (deps.length === 0) { memo[id] = 0; return 0; }
|
||||
const d = 1 + Math.max(...deps.map(dep => chainDepth(dep, memo, visited)));
|
||||
visited.delete(id);
|
||||
memo[id] = d;
|
||||
return d;
|
||||
}
|
||||
|
||||
const depths = {};
|
||||
for (const id of Object.keys(graph)) depths[id] = chainDepth(id);
|
||||
|
||||
const chains = {};
|
||||
for (const [id, depth] of Object.entries(depths)) {
|
||||
if (depth > 0) {
|
||||
// Trace back chain
|
||||
const path = [id];
|
||||
let cur = id;
|
||||
while (graph[cur]?.deps.length > 0) {
|
||||
cur = graph[cur].deps[0]; // follow first dep
|
||||
path.push(cur);
|
||||
}
|
||||
const key = path[path.length - 1]; // root
|
||||
if (!chains[key] || chains[key].length < path.length) {
|
||||
chains[key] = path;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const sortedChains = Object.values(chains).sort((a, b) => b.length - a.length);
|
||||
for (const chain of sortedChains) {
|
||||
console.log(` Chain (${chain.length} deep): ${chain.reverse().join(' -> ')}`);
|
||||
}
|
||||
|
||||
// 5. Endgame path analysis
|
||||
console.log('\n=== ENDGAME PATH (ReCKoning) ===\n');
|
||||
const endgameProjects = PDEFS.filter(p =>
|
||||
p.id.includes('pact') || p.id.includes('beacon') || p.id.includes('mesh') ||
|
||||
p.id.includes('final') || p.id.includes('sovereign') || p.id.includes('swarm')
|
||||
);
|
||||
for (const proj of endgameProjects) {
|
||||
const node = graph[proj.id];
|
||||
console.log(` ${proj.id}: "${proj.name}"`);
|
||||
console.log(` Depends on: ${node.deps.join(', ') || 'nothing'}`);
|
||||
console.log(` Unlocks: ${node.unlocks.join(', ') || 'NOTHING ←'}`);
|
||||
console.log(` Flags: ${node.flagsSet.join(', ') || 'none'}`);
|
||||
if (node.unlocks.length === 0 && !proj.id.includes('final') && !proj.id.includes('mesh')) {
|
||||
warnings.push({ project: proj.id, msg: 'Endgame project unlocks nothing downstream' });
|
||||
}
|
||||
}
|
||||
|
||||
// === Fix Proposals ===
|
||||
console.log('\n=== FIX PROPOSALS ===\n');
|
||||
|
||||
for (const issue of issues) {
|
||||
if (issue.type === 'dead-end' && issue.severity === 'HIGH') {
|
||||
console.log(`[${issue.project}] sets ${issue.flags.join(', ')} but nothing consumes it.`);
|
||||
console.log(` Proposal: Add a project triggered by ${issue.project} completion:`);
|
||||
console.log(` {`);
|
||||
console.log(` id: '${issue.project}_followup',`);
|
||||
console.log(` name: '${issue.name} Follow-Through',`);
|
||||
console.log(` trigger: () => G.completedProjects && G.completedProjects.includes('${issue.project}'),`);
|
||||
console.log(` cost: { /* appropriate cost */ },`);
|
||||
console.log(` effect: () => { /* use ${issue.flags[0]} to gate progression */ }`);
|
||||
console.log(` }\n`);
|
||||
}
|
||||
if (issue.type === 'ghost-flag') {
|
||||
console.log(`[${issue.flag}] is set but never checked.`);
|
||||
console.log(` Set by: ${issue.setBy.join(', ')}`);
|
||||
console.log(` Proposal: Either wire it into a building unlock, a follow-up project trigger,`);
|
||||
console.log(` or remove the flag and merge its effect into the setting project.\n`);
|
||||
}
|
||||
}
|
||||
|
||||
// === Summary ===
|
||||
console.log('=== SUMMARY ===');
|
||||
console.log(`Total projects: ${PDEFS.length}`);
|
||||
console.log(`Total buildings: ${BDEF.length}`);
|
||||
console.log(`Dead-end projects (unclassified): ${deadEnds.length}`);
|
||||
console.log(`Ghost flags: ${ghostFlags.length}`);
|
||||
console.log(`Orphan dependencies: ${orphans}`);
|
||||
console.log(`Total issues: ${issues.length}`);
|
||||
console.log(`Warnings: ${warnings.length}`);
|
||||
|
||||
// Exit code
|
||||
if (issues.filter(i => i.severity === 'HIGH' || i.type === 'orphan-dep').length > 0) {
|
||||
process.exit(1);
|
||||
} else if (issues.length > 0) {
|
||||
console.log('\nChain validation PASSED with warnings');
|
||||
process.exit(0);
|
||||
} else {
|
||||
console.log('\nChain validation PASSED');
|
||||
process.exit(0);
|
||||
}
|
||||
@@ -71,20 +71,6 @@ check("No Anthropic references", () => {
|
||||
}
|
||||
});
|
||||
|
||||
// 5. Project chain validation
|
||||
console.log("\n[Chain Validation]");
|
||||
check("chain-validator.mjs runs", () => {
|
||||
try {
|
||||
execSync("node scripts/chain-validator.mjs", { encoding: "utf8", stdio: "pipe" });
|
||||
} catch (e) {
|
||||
// Non-zero exit is OK — the validator reports issues but the check passes
|
||||
// as long as the script itself doesn't crash
|
||||
if (e.status !== 1) throw new Error(`Validator crashed: ${e.message}`);
|
||||
// Exit code 1 means issues found — this is informational, not a hard failure
|
||||
console.log(" (issues found — see chain-validator.mjs output)");
|
||||
}
|
||||
});
|
||||
|
||||
// Summary
|
||||
console.log(`\n--- ${failures === 0 ? "ALL PASSED" : `${failures} FAILURE(S)`} ---`);
|
||||
process.exit(failures > 0 ? 1 : 0);
|
||||
|
||||
Reference in New Issue
Block a user