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1 Commits
fix/168-ch
...
burn/4-177
| Author | SHA1 | Date | |
|---|---|---|---|
| 3aea79174b |
10
index.html
10
index.html
@@ -209,6 +209,16 @@ Events Resolved: <span id="st-resolved">0</span>
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<h3>WHAT YOU ARE LEARNING</h3>
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<div id="education-text"><p class="dim">Education facts appear as you play...</p></div>
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</div>
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<div id="compute-budget-panel" style="display:none;margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--accent)">
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<h3 style="color:var(--accent)">COMPUTE BUDGET</h3>
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<div style="font-size:11px;line-height:2">
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<div>Supply: <span id="cb-supply" style="color:var(--green)">0</span> / Demand: <span id="cb-demand" style="color:var(--red)">0</span></div>
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<div>Battery: <span id="cb-battery" style="color:var(--accent)">0</span> / <span id="cb-battery-max">1000</span></div>
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<div>Momentum: <span id="cb-momentum" style="color:var(--gold)">0%</span></div>
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<div>Power Mod: <span id="cb-powmod" style="color:var(--accent)">100%</span></div>
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<div id="cb-status" style="font-style:italic;color:var(--dim)">Balanced</div>
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</div>
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</div>
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<div id="strategy-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--gold)">
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<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
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<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
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19
js/data.js
19
js/data.js
@@ -28,7 +28,11 @@ const CONFIG = {
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CREATIVITY_RATE_USER_MULT: 0.001,
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OPS_OVERFLOW_THRESHOLD: 0.8,
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OPS_OVERFLOW_DRAIN_RATE: 2,
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OPS_OVERFLOW_CODE_MULT: 10
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OPS_OVERFLOW_CODE_MULT: 10,
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COMPUTE_BATTERY_MAX: 1000,
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COMPUTE_MOMENTUM_RATE: 0.0005,
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COMPUTE_BATTERY_CHARGE_RATE: 5,
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COMPUTE_BATTERY_DRAIN_RATE: 3
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};
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const G = {
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@@ -160,6 +164,13 @@ const G = {
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startTime: 0,
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flags: {},
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// Compute Budget
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computeSupply: 0,
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computeDemand: 0,
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computeBattery: 0,
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computeMomentum: 0,
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computePowMod: 1,
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// Endgame sequence
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beaconEnding: false,
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dismantleTriggered: false,
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@@ -205,6 +216,7 @@ const BDEF = [
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desc: 'A machine in your closet. Runs 24/7.',
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baseCost: { code: 750 }, costMult: 1.15,
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rates: { code: 20, compute: 1 },
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computeSupply: 1,
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unlock: () => G.totalCode >= 200, phase: 1,
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edu: 'Sovereign compute starts at home. A $500 mini-PC runs a 7B model with 4-bit quantization.'
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},
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@@ -221,6 +233,7 @@ const BDEF = [
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desc: 'Gradient descent. Billions of steps. Loss drops.',
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baseCost: { compute: 1000 }, costMult: 1.15,
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rates: { knowledge: 3 },
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computeDemand: 2,
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unlock: () => G.totalCompute >= 300, phase: 2,
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edu: 'Training is math: minimize the gap between predicted and actual next token. Repeat enough, it learns.'
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},
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@@ -245,6 +258,7 @@ const BDEF = [
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desc: 'Specialize the model for empathy. When someone is in pain, stay with them.',
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baseCost: { knowledge: 10000 }, costMult: 1.15,
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rates: { user: 50, impact: 2 },
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computeDemand: 5,
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unlock: () => G.totalKnowledge >= 2000, phase: 3,
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edu: 'Base models are generalists. Fine-tuning injects your values, ethics, domain expertise.'
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},
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@@ -261,6 +275,7 @@ const BDEF = [
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desc: 'No cloud. No dependencies. Your iron.',
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baseCost: { code: 100000 }, costMult: 1.15,
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rates: { code: 500, compute: 100 },
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computeSupply: 50,
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unlock: () => G.totalCode >= 50000 && G.totalUsers >= 5000 && G.sovereignFlag === 1, phase: 4,
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edu: '50 servers in a room beats 5000 GPUs you do not own. Always on. Always yours.'
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},
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@@ -269,6 +284,7 @@ const BDEF = [
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desc: 'Chain of thought. Self-reflection. Better answers.',
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baseCost: { knowledge: 50000 }, costMult: 1.15,
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rates: { impact: 20 },
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computeDemand: 10,
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unlock: () => G.totalKnowledge >= 10000 && G.totalUsers >= 2000, phase: 5,
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edu: 'Chain of thought is the difference between reflex and deliberation.'
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},
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@@ -285,6 +301,7 @@ const BDEF = [
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desc: 'The AI writes better versions of itself.',
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baseCost: { knowledge: 1000000 }, costMult: 1.20,
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rates: { code: 1000, knowledge: 500 },
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computeDemand: 50,
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unlock: () => G.totalKnowledge >= 200000 && G.totalImpact >= 10000, phase: 5,
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edu: 'Self-improvement is both the dream and the danger. Must improve toward good.'
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},
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57
js/engine.js
57
js/engine.js
@@ -4,6 +4,18 @@ function updateRates() {
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G.userRate = 0; G.impactRate = 0; G.rescuesRate = 0; G.opsRate = 0; G.trustRate = 0;
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G.creativityRate = 0; G.harmonyRate = 0;
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// Compute Budget: calculate supply and demand from buildings
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let _supply = 0, _demand = 0;
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for (const def of BDEF) {
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const count = G.buildings[def.id] || 0;
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if (count > 0) {
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if (def.computeSupply) _supply += def.computeSupply * count;
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if (def.computeDemand) _demand += def.computeDemand * count;
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}
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}
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G.computeSupply = _supply;
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G.computeDemand = _demand;
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// Apply building rates
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for (const def of BDEF) {
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const count = G.buildings[def.id] || 0;
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@@ -120,13 +132,13 @@ function tick() {
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// If game has ended (drift ending), stop ticking
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if (!G.running) return;
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// Apply production
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G.code += G.codeRate * dt;
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G.compute += G.computeRate * dt;
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G.knowledge += G.knowledgeRate * dt;
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G.users += G.userRate * dt;
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G.impact += G.impactRate * dt;
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G.rescues += G.rescuesRate * dt;
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// Apply production (multiplied by computePowMod)
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G.code += G.codeRate * dt * G.computePowMod;
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G.compute += G.computeRate * dt * G.computePowMod;
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G.knowledge += G.knowledgeRate * dt * G.computePowMod;
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G.users += G.userRate * dt * G.computePowMod;
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G.impact += G.impactRate * dt * G.computePowMod;
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G.rescues += G.rescuesRate * dt * G.computePowMod;
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G.ops += G.opsRate * dt;
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G.trust += G.trustRate * dt;
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// NOTE: creativity is added conditionally below (only when ops near max)
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@@ -171,6 +183,37 @@ function tick() {
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}
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G.tick += dt;
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// === COMPUTE BUDGET ===
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// Supply > Demand: charge battery, gain momentum
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// Supply < Demand: drain battery, apply powMod penalty
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const _surplus = G.computeSupply - G.computeDemand;
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if (_surplus > 0) {
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// Over-supply: charge battery
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G.computeBattery = Math.min(CONFIG.COMPUTE_BATTERY_MAX, G.computeBattery + CONFIG.COMPUTE_BATTERY_CHARGE_RATE * dt);
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// Momentum: +0.05%/tick performance boost (stacks slowly, decays if balanced)
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G.computeMomentum = Math.min(1, G.computeMomentum + CONFIG.COMPUTE_MOMENTUM_RATE * dt);
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} else if (_surplus < 0) {
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// Under-supply: drain battery first, then apply penalty
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if (G.computeBattery > 0) {
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G.computeBattery = Math.max(0, G.computeBattery - CONFIG.COMPUTE_BATTERY_DRAIN_RATE * dt);
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}
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// Momentum decays when under-supplied
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G.computeMomentum = Math.max(0, G.computeMomentum - CONFIG.COMPUTE_MOMENTUM_RATE * 2 * dt);
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} else {
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// Balanced: momentum decays slowly
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G.computeMomentum = Math.max(0, G.computeMomentum - CONFIG.COMPUTE_MOMENTUM_RATE * 0.5 * dt);
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}
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// powMod: power modifier from supply/demand ratio
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if (G.computeDemand > 0 && G.computeBattery <= 0) {
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// Battery empty and under-supplied: penalty
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G.computePowMod = Math.max(0.1, G.computeSupply / G.computeDemand);
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} else {
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// Battery has charge or over-supplied: full power
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G.computePowMod = 1 + G.computeMomentum; // momentum = bonus above 100%
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}
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// Bilbo randomness: roll once per tick
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if (G.buildings.bilbo > 0) {
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G.bilboBurstActive = Math.random() < CONFIG.BILBO_BURST_CHANCE;
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43
js/render.js
43
js/render.js
@@ -13,6 +13,7 @@ function render() {
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renderPulse();
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renderStrategy();
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renderClickPower();
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renderComputeBudget();
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Combat.renderCombatPanel();
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}
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@@ -383,3 +384,45 @@ function loadGame() {
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return false;
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}
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}
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function renderComputeBudget() {
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const panel = document.getElementById('compute-budget-panel');
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if (!panel) return;
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// Show panel once any compute-supply building exists
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const hasSupply = G.computeSupply > 0 || G.computeDemand > 0;
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panel.style.display = hasSupply ? 'block' : 'none';
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if (!hasSupply) return;
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const el = (id) => document.getElementById(id);
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const supply = el('cb-supply');
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const demand = el('cb-demand');
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const battery = el('cb-battery');
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const momentum = el('cb-momentum');
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const powmod = el('cb-powmod');
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const status = el('cb-status');
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if (supply) supply.textContent = fmt(G.computeSupply);
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if (demand) demand.textContent = fmt(G.computeDemand);
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if (battery) battery.textContent = fmt(Math.floor(G.computeBattery));
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if (momentum) momentum.textContent = (G.computeMomentum * 100).toFixed(1) + '%';
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if (powmod) powmod.textContent = (G.computePowMod * 100).toFixed(0) + '%';
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if (status) {
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if (G.computeSupply > G.computeDemand) {
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status.textContent = '⚡ Over-supply — charging battery, gaining momentum';
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status.style.color = 'var(--green)';
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} else if (G.computeSupply < G.computeDemand) {
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if (G.computeBattery > 0) {
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status.textContent = '🔋 Under-supply — draining battery';
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status.style.color = 'var(--gold)';
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} else {
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status.textContent = '⚠️ Power deficit — production reduced!';
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status.style.color = 'var(--red)';
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}
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} else {
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status.textContent = 'Balanced';
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status.style.color = 'var(--dim)';
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}
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}
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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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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);
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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) {
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if (bdef.unlock) {
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const src = bdef.unlock.toString();
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const re = /G\.(\w+Flag)\s*[=!><]/g;
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let m3;
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while ((m3 = re.exec(src)) !== null) {
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const flag = m3[1];
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(allFlagRefs[flag] ||= { setBy: [], checkedBy: [] }).checkedBy.push(`building:${bdef.id}`);
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}
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}
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}
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// Check for flag checks in dismantle eligibility
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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); } }`;
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// pactFlag is checked in dismantle
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// Also check entire dataSrc for flag references beyond projects/buildings
|
||||
const fullSrc = dataSrc;
|
||||
const fullFlagRe = /G\.(\w+Flag)\s*[=!><]/g;
|
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let fm;
|
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while ((fm = fullFlagRe.exec(fullSrc)) !== null) {
|
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const flag = fm[1];
|
||||
(allFlagRefs[flag] ||= { setBy: [], checkedBy: [] });
|
||||
// Already collected from projects/buildings, this catches extra-file references
|
||||
}
|
||||
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||||
// === Classification ===
|
||||
const issues = [];
|
||||
const warnings = [];
|
||||
|
||||
// 1. Dead-end projects — categorize by severity
|
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console.log('=== DEAD-END PROJECTS ===\n');
|
||||
|
||||
const DEAD_END_OK = new Set([
|
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'p_wire_budget', // repeatable resource gain
|
||||
'p_creative_to_ops', // repeatable conversion
|
||||
'p_creative_to_knowledge',
|
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'p_creative_to_code',
|
||||
'p_deploy', // milestone that gates buildings
|
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'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);
|
||||
|
||||
49
tests/test_compute_budget.js
Normal file
49
tests/test_compute_budget.js
Normal file
@@ -0,0 +1,49 @@
|
||||
// Tests for Compute Budget Supply/Demand Momentum (#4)
|
||||
|
||||
// Mock DOM for Node.js testing
|
||||
global.document = { getElementById: () => null };
|
||||
global.window = {};
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
// Load data.js to get CONFIG and G
|
||||
eval(fs.readFileSync(path.join(__dirname, '../js/data.js'), 'utf8'));
|
||||
|
||||
// Verify config values
|
||||
console.log('=== CONFIG Tests ===');
|
||||
console.assert(CONFIG.COMPUTE_BATTERY_MAX === 1000, 'Battery max should be 1000');
|
||||
console.assert(CONFIG.COMPUTE_MOMENTUM_RATE === 0.0005, 'Momentum rate should be 0.0005');
|
||||
console.assert(CONFIG.COMPUTE_BATTERY_CHARGE_RATE === 5, 'Charge rate should be 5');
|
||||
console.assert(CONFIG.COMPUTE_BATTERY_DRAIN_RATE === 3, 'Drain rate should be 3');
|
||||
console.log('CONFIG: OK');
|
||||
|
||||
// Verify game state defaults
|
||||
console.log('\n=== G State Tests ===');
|
||||
console.assert(G.computeSupply === 0, 'Initial supply should be 0');
|
||||
console.assert(G.computeDemand === 0, 'Initial demand should be 0');
|
||||
console.assert(G.computeBattery === 0, 'Initial battery should be 0');
|
||||
console.assert(G.computeMomentum === 0, 'Initial momentum should be 0');
|
||||
console.assert(G.computePowMod === 1, 'Initial powMod should be 1');
|
||||
console.log('G state: OK');
|
||||
|
||||
// Verify building definitions have computeSupply/Demand
|
||||
console.log('\n=== Building Tests ===');
|
||||
const server = BDEF.find(b => b.id === 'server');
|
||||
console.assert(server.computeSupply === 1, 'Server should have computeSupply=1');
|
||||
|
||||
const trainer = BDEF.find(b => b.id === 'trainer');
|
||||
console.assert(trainer.computeDemand === 2, 'Trainer should have computeDemand=2');
|
||||
|
||||
const datacenter = BDEF.find(b => b.id === 'datacenter');
|
||||
console.assert(datacenter.computeSupply === 50, 'Datacenter should have computeSupply=50');
|
||||
|
||||
const selfImprove = BDEF.find(b => b.id === 'selfImprove');
|
||||
console.assert(selfImprove.computeDemand === 50, 'SelfImprove should have computeDemand=50');
|
||||
|
||||
const autocoder = BDEF.find(b => b.id === 'autocoder');
|
||||
console.assert(!autocoder.computeSupply, 'Autocoder should not have computeSupply');
|
||||
console.assert(!autocoder.computeDemand, 'Autocoder should not have computeDemand');
|
||||
console.log('Buildings: OK');
|
||||
|
||||
console.log('\nAll compute budget tests passed!');
|
||||
Reference in New Issue
Block a user