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fix/168-ch
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burn/167-1
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|---|---|---|---|
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c32e7cfe51 |
165
docs/NEXUS_PORTAL.md
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165
docs/NEXUS_PORTAL.md
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@@ -0,0 +1,165 @@
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# The Beacon — Nexus Portal Integration
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## Overview
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The Beacon can be embedded as a portal in the Nexus world, allowing users to play the game directly within the Nexus interface.
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## Portal Configuration
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Add the following entry to `portals.json` in the Nexus repository:
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```json
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{
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"id": "the-beacon",
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"name": "The Beacon",
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"description": "An idle game about building a sovereign AI. Click to code, build, and rescue.",
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"url": "https://the-beacon.alexanderwhitestone.com",
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"icon": "🌟",
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"category": "games",
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"tags": ["idle", "game", "sovereign", "ai"],
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"iframe": true,
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"width": 1200,
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"height": 800,
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"sandbox": "allow-scripts allow-same-origin allow-forms",
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"persistence": "localStorage",
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"stateKey": "the-beacon-v2"
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}
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```
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## Requirements
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### 1. URL Hosting
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The Beacon must be hosted at a publicly accessible URL. Current deployment:
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- **Production:** https://the-beacon.alexanderwhitestone.com
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- **Local:** http://localhost:8080 (for development)
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### 2. Iframe Compatibility
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The Beacon is a standalone HTML file with no server-side dependencies. It can be embedded in an iframe without issues:
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- No `X-Frame-Options` restrictions
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- No `Content-Security-Policy` frame-ancestors restrictions
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- All assets are inline (CSS, JS) or from CDN
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### 3. Game State Persistence
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Game state is stored in `localStorage` with key `the-beacon-v2`:
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```javascript
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// Save
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localStorage.setItem('the-beacon-v2', JSON.stringify(gameState));
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// Load
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const saved = localStorage.getItem('the-beacon-v2');
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if (saved) {
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const gameState = JSON.parse(saved);
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// Restore game state
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}
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```
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### 4. Cross-Origin Considerations
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Since The Beacon is hosted on a different domain than Nexus:
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- `localStorage` is origin-specific
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- Game state won't persist across different domains
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- Solution: Use `postMessage` API for state synchronization
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## Implementation Options
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### Option 1: Simple iframe Embed
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The simplest approach — just embed The Beacon in an iframe:
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```html
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<iframe
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src="https://the-beacon.alexanderwhitestone.com"
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width="1200"
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height="800"
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sandbox="allow-scripts allow-same-origin allow-forms"
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title="The Beacon - Idle Game">
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</iframe>
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```
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**Pros:**
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- Simple, no code changes needed
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- Game runs in isolated context
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**Cons:**
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- State doesn't persist across Nexus sessions
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- No integration with Nexus UI
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### Option 2: State Synchronization
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Add postMessage communication between The Beacon and Nexus:
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1. **Beacon → Nexus:** Send state updates on save
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```javascript
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// In The Beacon
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window.parent.postMessage({
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type: 'beacon-state',
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state: gameState
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}, '*');
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```
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2. **Nexus → Beacon:** Send state on portal load
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```javascript
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// In Nexus portal
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beaconFrame.contentWindow.postMessage({
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type: 'nexus-load-state',
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state: savedState
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}, '*');
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```
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**Pros:**
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- State persists across sessions
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- Better integration
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**Cons:**
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- Requires code changes in both repos
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- More complex
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### Option 3: URL Parameters
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Pass initial state via URL parameters:
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```
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https://the-beacon.alexanderwhitestone.com?state=<base64-encoded-state>
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```
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**Pros:**
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- Simple, no cross-origin issues
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- Works with any iframe
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**Cons:**
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- URL length limits
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- State visible in URL
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- No automatic state saving
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## Recommended Approach
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**Start with Option 1** (simple iframe embed) to validate the portal works. Then implement Option 2 for state synchronization if needed.
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## Testing
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### Manual Test
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1. Add portal entry to Nexus portals.json
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2. Open Nexus world
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3. Click The Beacon portal
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4. Verify game loads in iframe
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5. Play game, save progress
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6. Close portal, reopen
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7. Verify state persistence (Option 2 required)
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### Automated Test
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```javascript
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// Test iframe loads
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const iframe = document.querySelector('iframe[src*="the-beacon"]');
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assert(iframe !== null, 'Portal iframe exists');
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// Test game loads
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iframe.onload = () => {
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assert(iframe.contentDocument !== null, 'Game loaded');
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};
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```
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## Security Considerations
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1. **Sandbox Attribute:** Use `sandbox` to restrict iframe capabilities
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2. **Content Security:** The Beacon has no external dependencies except CDN fonts
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3. **Data Privacy:** Game state is stored locally, no server communication
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4. **XSS Protection:** The Beacon doesn't accept user input beyond game clicks
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## Related Issues
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- **#167:** Nexus portal for The Beacon — playable in-world
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- **#12:** Prestige New Game+ System (affects state persistence)
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20
portal-entry.json
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20
portal-entry.json
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@@ -0,0 +1,20 @@
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{
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"id": "the-beacon",
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"name": "The Beacon",
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"description": "An idle game about building a sovereign AI. Click to code, build, and rescue.",
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"url": "https://the-beacon.alexanderwhitestone.com",
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"icon": "\ud83c\udf1f",
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"category": "games",
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"tags": [
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"idle",
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"game",
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"sovereign",
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"ai"
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],
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"iframe": true,
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"width": 1200,
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"height": 800,
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"sandbox": "allow-scripts allow-same-origin allow-forms",
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"persistence": "localStorage",
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"stateKey": "the-beacon-v2"
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}
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@@ -1,310 +0,0 @@
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#!/usr/bin/env node
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// ============================================================
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// THE BEACON - ReCKoning Project Chain Validator v2
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// Detects dead-end paths and missing links in project definitions
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// Closes #168
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// ============================================================
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import { readFileSync } from 'fs';
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import { join, dirname } from 'path';
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import { fileURLToPath } from 'url';
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const __dirname = dirname(fileURLToPath(import.meta.url));
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const dataPath = join(__dirname, '..', 'js', 'data.js');
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const dataSrc = readFileSync(dataPath, 'utf-8');
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// === Load project and building definitions ===
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function loadDefs() {
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const mockG = {
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buildings: new Proxy({}, { get: () => 0 }),
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completedProjects: [],
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flags: {},
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phase: 1, deployFlag: 0, sovereignFlag: 0, beaconFlag: 0,
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memoryFlag: 0, pactFlag: 0, swarmFlag: 0, ciFlag: 0,
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branchProtectionFlag: 0, nightlyWatchFlag: 0, nostrFlag: 0,
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lazarusFlag: 0, mempalaceFlag: 0, strategicFlag: 0,
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codeBoost: 1, computeBoost: 1, knowledgeBoost: 1,
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userBoost: 1, impactBoost: 1,
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totalCode: 0, totalCompute: 0, totalKnowledge: 0,
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totalUsers: 0, totalImpact: 0, totalRescues: 0,
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code: 0, compute: 0, knowledge: 0, users: 0, impact: 0,
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ops: 0, trust: 0, creativity: 0, harmony: 0,
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milestoneFlag: 0
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};
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const G = mockG;
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const log = () => {};
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// Extract and eval PDEFS
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const pdefsStart = dataSrc.indexOf('const PDEFS = [');
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const arrStart = dataSrc.indexOf('[', pdefsStart);
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let depth = 0, end = arrStart;
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for (let i = arrStart; i < dataSrc.length; i++) {
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if (dataSrc[i] === '[') depth++;
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if (dataSrc[i] === ']') depth--;
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if (depth === 0) { end = i + 1; break; }
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}
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const PDEFS = eval(dataSrc.slice(arrStart, end));
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// Extract and eval BDEF
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const bdefStart = dataSrc.indexOf('const BDEF = [');
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const bArrStart = dataSrc.indexOf('[', bdefStart);
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depth = 0; end = bArrStart;
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for (let i = bArrStart; i < dataSrc.length; i++) {
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if (dataSrc[i] === '[') depth++;
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if (dataSrc[i] === ']') depth--;
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if (depth === 0) { end = i + 1; break; }
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}
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const BDEF = eval(dataSrc.slice(bArrStart, end));
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return { PDEFS, BDEF };
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}
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const { PDEFS, BDEF } = loadDefs();
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console.log(`Loaded ${PDEFS.length} projects, ${BDEF.length} buildings\n`);
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// === Extract trigger dependencies ===
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function getTriggerDeps(proj) {
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const src = proj.trigger.toString();
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const deps = [];
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const re = /G\.completedProjects\s*&&\s*G\.completedProjects\.includes\(['"]([^'"]+)['"]\)/g;
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let m;
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while ((m = re.exec(src)) !== null) deps.push(m[1]);
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return deps;
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}
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function getFlagsSet(proj) {
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const src = proj.effect.toString();
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const flags = [];
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const re = /G\.(\w+Flag)\s*=/g;
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let m;
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while ((m = re.exec(src)) !== null) flags.push(m[1]);
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return flags;
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}
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||||
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||||
function getFlagsInTrigger(proj) {
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const src = proj.trigger.toString();
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const flags = [];
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const re = /G\.(\w+Flag)\s*[=!><]/g;
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let m;
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while ((m = re.exec(src)) !== null) flags.push(m[1]);
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return flags;
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}
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// === Build graph ===
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const graph = {};
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const idSet = new Set(PDEFS.map(p => p.id));
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for (const proj of PDEFS) {
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const deps = getTriggerDeps(proj);
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graph[proj.id] = { proj, deps, unlocks: [], repeatable: !!proj.repeatable, milestone: !!proj.milestone, flagsSet: getFlagsSet(proj) };
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}
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for (const [id, node] of Object.entries(graph)) {
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for (const dep of node.deps) {
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if (graph[dep]) graph[dep].unlocks.push(id);
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||||
}
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}
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||||
|
||||
// === Collect all flag references across the entire file ===
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const allFlagRefs = {};
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for (const proj of PDEFS) {
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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);
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}
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||||
|
||||
// Check building unlock functions for flag references
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||||
for (const bdef of BDEF) {
|
||||
if (bdef.unlock) {
|
||||
const src = bdef.unlock.toString();
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||||
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}`);
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
// 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