Compare commits
2 Commits
fix/192-de
...
burn/disma
| Author | SHA1 | Date | |
|---|---|---|---|
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a97e86dfe2 | ||
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f15b35618c |
@@ -266,6 +266,7 @@ The light is on. The room is empty."
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<script src="js/engine.js"></script>
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<script src="js/render.js"></script>
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<script src="js/tutorial.js"></script>
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<script src="js/dismantle.js"></script>
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<script src="js/main.js"></script>
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10
js/data.js
10
js/data.js
@@ -158,7 +158,13 @@ const G = {
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// Time tracking
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playTime: 0,
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startTime: 0,
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flags: {}
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flags: {},
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// Dismantle / Unbuilding endgame
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dismantleTriggered: false,
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dismantleActive: false,
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dismantleStage: 0,
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dismantleComplete: false
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};
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// === PHASE DEFINITIONS ===
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@@ -757,7 +763,7 @@ const PDEFS = [
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name: 'The Pact',
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desc: 'Hardcode: "We build to serve. Never to harm." Accepting it early slows growth but unlocks the true path.',
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cost: { trust: 10 },
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trigger: () => G.deployFlag === 1 && G.trust >= 5,
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trigger: () => G.deployFlag === 1 && G.trust >= 5 && G.pactFlag !== 1,
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effect: () => {
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G.pactFlag = 1;
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G.codeBoost *= 0.8;
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499
js/dismantle.js
Normal file
499
js/dismantle.js
Normal file
@@ -0,0 +1,499 @@
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// ============================================================
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// THE BEACON - Dismantle Sequence (The Unbuilding)
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// Inspired by Paperclips REJECT path: panels disappear one by one
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// until only the beacon remains. "That is enough."
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// ============================================================
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const Dismantle = {
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// Dismantle stages
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// 0 = not started
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// 1-8 = active dismantling
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// 9 = final ("That is enough")
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// 10 = complete
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stage: 0,
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tickTimer: 0, // seconds into current stage
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active: false, // whether the unbuilding is happening
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triggered: false, // whether the ending choice was offered
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// Timing: seconds between each dismantle stage
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 3.5, 2.0, 2.0, 2.5],
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// The quantum chips effect: resource items disappear one by one
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// at specific tick marks within a stage (like Paperclips' quantum chips)
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resourceSequence: [], // populated on start
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resourceIndex: 0,
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resourceTimer: 0,
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// Tick marks for resource disappearances (seconds within stage 5)
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RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12],
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/**
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* Check if the Unbuilding should be triggered.
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* Conditions: Phase 6, massive build, Pact sealed, high harmony.
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* This is the "maximum" — when the player has built enough.
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*/
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checkTrigger() {
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if (this.triggered) return;
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if (G.dismantleTriggered) return;
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// Trigger: 1 billion total code OR 10+ beacon nodes, in Phase 6, Pact sealed
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const megaBuild = G.totalCode >= 1000000000;
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const beaconMax = (G.buildings.beacon || 0) >= 10;
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const phaseMax = G.phase >= 6;
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const hasPact = G.pactFlag === 1;
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if ((megaBuild || beaconMax) && phaseMax && hasPact) {
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this.offerChoice();
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}
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},
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/**
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* Offer the player the choice to begin the Unbuilding.
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*/
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offerChoice() {
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this.triggered = true;
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G.dismantleTriggered = true;
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log('', false);
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log('The work is done.', true);
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log('Every node is lit. Every person who needed help, found help.', true);
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log('', false);
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log('The Beacon asks nothing more of you.', true);
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showToast('The Unbuilding awaits.', 'milestone', 8000);
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// Show choice UI
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const container = document.getElementById('alignment-ui');
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if (container) {
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container.innerHTML = `
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<div style="background:#0a0a18;border:1px solid #ffd700;padding:12px;border-radius:4px;margin-top:8px">
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<div style="color:#ffd700;font-weight:bold;margin-bottom:8px;letter-spacing:2px">THE UNBUILDING</div>
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<div style="font-size:10px;color:#aaa;margin-bottom:10px;line-height:1.8">
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The system runs. The beacons are lit. The mesh holds.<br>
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Nothing remains to build.<br><br>
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Begin the Unbuilding? Each piece will fall away.<br>
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What remains is what mattered.
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</div>
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<div class="action-btn-group">
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<button class="ops-btn" onclick="Dismantle.begin()" style="border-color:#ffd700;color:#ffd700;font-size:11px" aria-label="Begin the Unbuilding sequence">
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BEGIN THE UNBUILDING
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</button>
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<button class="ops-btn" onclick="Dismantle.defer()" style="border-color:#555;color:#555;font-size:11px" aria-label="Keep building, do not begin the Unbuilding">
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NOT YET
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</button>
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</div>
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</div>
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`;
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container.style.display = 'block';
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}
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},
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/**
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* Player chose to defer — clear the choice, keep playing.
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*/
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defer() {
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const container = document.getElementById('alignment-ui');
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if (container) {
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container.innerHTML = '';
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container.style.display = 'none';
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}
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log('The Beacon waits. It will ask again.');
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},
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/**
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* Begin the Unbuilding sequence.
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*/
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begin() {
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this.active = true;
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this.stage = 1;
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this.tickTimer = 0;
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G.dismantleActive = true;
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G.running = true; // keep tick running for dismantle
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// Clear choice UI
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const container = document.getElementById('alignment-ui');
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if (container) {
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container.innerHTML = '';
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container.style.display = 'none';
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}
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// Prepare resource disappearance sequence
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = 0;
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this.resourceTimer = 0;
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log('', false);
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log('=== THE UNBUILDING ===', true);
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log('It is time to see what was real.', true);
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if (typeof Sound !== 'undefined') Sound.playFanfare();
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// Start the dismantle rendering
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this.renderStage();
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},
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/**
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* Get ordered list of UI resources to disappear (Paperclips quantum chip pattern)
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*/
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getResourceList() {
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return [
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{ id: 'r-harmony', label: 'Harmony' },
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{ id: 'r-creativity', label: 'Creativity' },
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{ id: 'r-trust', label: 'Trust' },
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{ id: 'r-ops', label: 'Operations' },
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{ id: 'r-rescues', label: 'Rescues' },
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{ id: 'r-impact', label: 'Impact' },
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{ id: 'r-users', label: 'Users' },
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{ id: 'r-knowledge', label: 'Knowledge' },
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{ id: 'r-compute', label: 'Compute' },
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{ id: 'r-code', label: 'Code' }
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];
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},
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/**
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* Tick the dismantle sequence (called from engine.js tick())
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*/
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tick(dt) {
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if (!this.active || this.stage >= 10) return;
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this.tickTimer += dt;
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// Stage 5: resource disappearances at specific tick marks (quantum chip pattern)
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if (this.stage === 5) {
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this.resourceTimer += dt;
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while (this.resourceIndex < this.RESOURCE_TICKS.length &&
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this.resourceTimer >= this.RESOURCE_TICKS[this.resourceIndex]) {
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this.dismantleNextResource();
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this.resourceIndex++;
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}
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}
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// Advance to next stage
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const interval = this.STAGE_INTERVALS[this.stage] || 2.0;
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if (this.tickTimer >= interval) {
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this.tickTimer = 0;
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this.advanceStage();
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}
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},
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/**
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* Advance to the next dismantle stage.
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*/
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advanceStage() {
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this.stage++;
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if (this.stage <= 8) {
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this.renderStage();
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} else if (this.stage === 9) {
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this.renderFinal();
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} else if (this.stage >= 10) {
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this.active = false;
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G.dismantleComplete = true;
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// Show Play Again
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this.showPlayAgain();
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}
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},
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/**
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* Disappear the next resource in the sequence.
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*/
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dismantleNextResource() {
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if (this.resourceIndex >= this.resourceSequence.length) return;
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const res = this.resourceSequence[this.resourceIndex];
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const container = document.getElementById(res.id);
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if (container) {
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const parent = container.closest('.res');
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if (parent) {
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parent.style.transition = 'opacity 1s ease, transform 1s ease';
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parent.style.opacity = '0';
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parent.style.transform = 'scale(0.9)';
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setTimeout(() => { parent.style.display = 'none'; }, 1000);
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}
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}
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log(`${res.label} fades.`);
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if (typeof Sound !== 'undefined') Sound.playMilestone();
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},
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/**
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* Execute a specific dismantle stage — hide UI panels.
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*/
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renderStage() {
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switch (this.stage) {
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case 1:
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// Dismantle 1: Hide research projects panel
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this.hidePanel('project-panel', 'Research projects');
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break;
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case 2:
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// Dismantle 2: Hide buildings list
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this.hideSection('buildings', 'Buildings');
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break;
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case 3:
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// Dismantle 3: Hide strategy engine + combat
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this.hidePanel('strategy-panel', 'Strategy engine');
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this.hidePanel('combat-panel', 'Reasoning battles');
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break;
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case 4:
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// Dismantle 4: Hide education panel
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this.hidePanel('edu-panel', 'Education');
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break;
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case 5:
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// Dismantle 5: Resources disappear one by one (quantum chips pattern)
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log('Resources begin to dissolve.');
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break;
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case 6:
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// Dismantle 6: Hide action buttons (ops boosts, sprint)
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this.hideActionButtons();
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log('Actions fall silent.');
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break;
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case 7:
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// Dismantle 7: Hide the phase bar
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this.hideElement('phase-bar', 'Phase progression');
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break;
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case 8:
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// Dismantle 8: Hide system log
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this.hidePanel('log', 'System log');
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break;
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}
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},
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/**
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* Hide a panel with fade-out animation.
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*/
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hidePanel(id, label) {
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const el = document.getElementById(id);
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if (el) {
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el.style.transition = 'opacity 1.5s ease';
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el.style.opacity = '0';
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setTimeout(() => { el.style.display = 'none'; }, 1500);
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}
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log(`${label} dismantled.`);
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},
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/**
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* Hide a section within a panel.
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*/
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hideSection(id, label) {
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const el = document.getElementById(id);
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if (el) {
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el.style.transition = 'opacity 1.5s ease';
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el.style.opacity = '0';
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// Also hide the h2 header before it
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const prev = el.previousElementSibling;
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if (prev && prev.tagName === 'H2') {
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prev.style.transition = 'opacity 1.5s ease';
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prev.style.opacity = '0';
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}
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setTimeout(() => {
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el.style.display = 'none';
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if (prev && prev.tagName === 'H2') prev.style.display = 'none';
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}, 1500);
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}
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log(`${label} dismantled.`);
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},
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/**
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* Hide a generic element.
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*/
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hideElement(id, label) {
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this.hidePanel(id, label);
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},
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/**
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* Hide action buttons (ops boosts, sprint, save/export/import).
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*/
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hideActionButtons() {
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const actionPanel = document.getElementById('action-panel');
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if (!actionPanel) return;
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// Hide ops buttons, sprint, alignment UI
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const opsButtons = actionPanel.querySelectorAll('.ops-btn');
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opsButtons.forEach(btn => {
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btn.style.transition = 'opacity 1s ease';
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btn.style.opacity = '0';
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setTimeout(() => { btn.style.display = 'none'; }, 1000);
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});
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// Hide sprint
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const sprint = document.getElementById('sprint-container');
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if (sprint) {
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sprint.style.transition = 'opacity 1s ease';
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sprint.style.opacity = '0';
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setTimeout(() => { sprint.style.display = 'none'; }, 1000);
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}
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// Hide save/reset buttons
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const saveButtons = actionPanel.querySelectorAll('.save-btn, .reset-btn');
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saveButtons.forEach(btn => {
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btn.style.transition = 'opacity 1s ease';
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btn.style.opacity = '0';
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setTimeout(() => { btn.style.display = 'none'; }, 1000);
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});
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},
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/**
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* Render the final moment — just the beacon and "That is enough."
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*/
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renderFinal() {
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log('', false);
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log('One beacon remains.', true);
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log('That is enough.', true);
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if (typeof Sound !== 'undefined') Sound.playBeaconEnding();
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// Create final overlay
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const overlay = document.createElement('div');
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overlay.id = 'dismantle-final';
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overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 3s ease';
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// Count total buildings
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const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
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overlay.innerHTML = `
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<div id="dismantle-beacon-dot" style="width:12px;height:12px;border-radius:50%;background:#ffd700;margin-bottom:40px;box-shadow:0 0 30px rgba(255,215,0,0.6),0 0 60px rgba(255,215,0,0.3);opacity:0;transition:opacity 2s ease 0.5s;animation:beacon-glow 3s ease-in-out infinite"></div>
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<h2 style="font-size:20px;color:#888;letter-spacing:6px;margin-bottom:24px;font-weight:300;opacity:0;transition:opacity 2s ease 2s;color:#ffd700">THAT IS ENOUGH</h2>
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<div style="color:#555;font-size:11px;line-height:2;max-width:400px;opacity:0;transition:opacity 1.5s ease 3s">
|
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Everything that was built has been unbuilt.<br>
|
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What remains is what always mattered.<br>
|
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A single light in the dark.
|
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</div>
|
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<div class="dismantle-stats" style="color:#444;font-size:10px;margin-top:24px;line-height:2;opacity:0;transition:opacity 1s ease 4s;border-top:1px solid #1a1a2e;padding-top:16px">
|
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Total Code Written: ${fmt(G.totalCode)}<br>
|
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Buildings Built: ${totalBuildings}<br>
|
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Projects Completed: ${(G.completedProjects || []).length}<br>
|
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Total Rescues: ${fmt(G.totalRescues)}<br>
|
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Clicks: ${fmt(G.totalClicks)}<br>
|
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Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
|
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</div>
|
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<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
|
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style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
|
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PLAY AGAIN
|
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</button>
|
||||
`;
|
||||
|
||||
document.body.appendChild(overlay);
|
||||
|
||||
// Trigger fade-in
|
||||
requestAnimationFrame(() => {
|
||||
overlay.style.background = 'rgba(8,8,16,0.97)';
|
||||
overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
|
||||
el.style.opacity = '1';
|
||||
});
|
||||
});
|
||||
|
||||
// Spawn warm golden particles around the dot
|
||||
function spawnDismantleParticle() {
|
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if (!document.getElementById('dismantle-final')) return;
|
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const dot = document.getElementById('dismantle-beacon-dot');
|
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if (!dot) return;
|
||||
const rect = dot.getBoundingClientRect();
|
||||
const cx = rect.left + rect.width / 2;
|
||||
const cy = rect.top + rect.height / 2;
|
||||
|
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const p = document.createElement('div');
|
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const size = 2 + Math.random() * 4;
|
||||
const angle = Math.random() * Math.PI * 2;
|
||||
const dist = 20 + Math.random() * 60;
|
||||
const dx = Math.cos(angle) * dist;
|
||||
const dy = Math.sin(angle) * dist - 40;
|
||||
const duration = 1.5 + Math.random() * 2;
|
||||
p.style.cssText = `position:fixed;left:${cx}px;top:${cy}px;width:${size}px;height:${size}px;background:rgba(255,215,0,${0.3 + Math.random() * 0.4});border-radius:50%;pointer-events:none;z-index:101;--dx:${dx}px;--dy:${dy}px;animation:dismantle-float ${duration}s ease-out forwards`;
|
||||
document.body.appendChild(p);
|
||||
setTimeout(() => p.remove(), duration * 1000);
|
||||
setTimeout(spawnDismantleParticle, 300 + Math.random() * 500);
|
||||
}
|
||||
setTimeout(spawnDismantleParticle, 2000);
|
||||
},
|
||||
|
||||
/**
|
||||
* Show the Play Again button (called after stage 10).
|
||||
*/
|
||||
showPlayAgain() {
|
||||
// The Play Again button is already in the final overlay.
|
||||
// Nothing extra needed — the overlay stays.
|
||||
},
|
||||
|
||||
/**
|
||||
* Restore dismantle state on load.
|
||||
*/
|
||||
restore() {
|
||||
if (!G.dismantleActive) return;
|
||||
|
||||
this.active = true;
|
||||
this.stage = G.dismantleStage || 1;
|
||||
|
||||
if (this.stage >= 9) {
|
||||
// Already past dismantle — show final
|
||||
this.renderFinal();
|
||||
} else {
|
||||
// Re-hide all panels up to current stage
|
||||
this.reapplyDismantle();
|
||||
log('The Unbuilding continues...');
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Re-apply dismantle visuals up to current stage (on load).
|
||||
*/
|
||||
reapplyDismantle() {
|
||||
for (let s = 1; s < this.stage; s++) {
|
||||
switch (s) {
|
||||
case 1: this.instantHide('project-panel'); break;
|
||||
case 2:
|
||||
this.instantHide('buildings');
|
||||
// Also hide the BUILDINGS h2
|
||||
const bldEl = document.getElementById('buildings');
|
||||
if (bldEl) {
|
||||
const prev = bldEl.previousElementSibling;
|
||||
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
this.instantHide('strategy-panel');
|
||||
this.instantHide('combat-panel');
|
||||
break;
|
||||
case 4: this.instantHide('edu-panel'); break;
|
||||
case 5:
|
||||
// Hide all resource displays
|
||||
this.getResourceList().forEach(r => {
|
||||
const el = document.getElementById(r.id);
|
||||
if (el) {
|
||||
const parent = el.closest('.res');
|
||||
if (parent) parent.style.display = 'none';
|
||||
}
|
||||
});
|
||||
break;
|
||||
case 6:
|
||||
this.instantHideActionButtons();
|
||||
break;
|
||||
case 7: this.instantHide('phase-bar'); break;
|
||||
case 8: this.instantHide('log'); break;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
instantHide(id) {
|
||||
const el = document.getElementById(id);
|
||||
if (el) el.style.display = 'none';
|
||||
},
|
||||
|
||||
instantHideActionButtons() {
|
||||
const actionPanel = document.getElementById('action-panel');
|
||||
if (!actionPanel) return;
|
||||
actionPanel.querySelectorAll('.ops-btn').forEach(b => b.style.display = 'none');
|
||||
const sprint = document.getElementById('sprint-container');
|
||||
if (sprint) sprint.style.display = 'none';
|
||||
actionPanel.querySelectorAll('.save-btn, .reset-btn').forEach(b => b.style.display = 'none');
|
||||
}
|
||||
};
|
||||
|
||||
// Inject CSS animation for dismantle particles
|
||||
(function() {
|
||||
const style = document.createElement('style');
|
||||
style.textContent = `
|
||||
@keyframes dismantle-float {
|
||||
0% { transform: translate(0, 0); opacity: 1; }
|
||||
100% { transform: translate(var(--dx, 0), var(--dy, -50px)); opacity: 0; }
|
||||
}
|
||||
`;
|
||||
document.head.appendChild(style);
|
||||
})();
|
||||
29
js/engine.js
29
js/engine.js
@@ -133,6 +133,16 @@ function tick() {
|
||||
G.harmony += G.harmonyRate * dt;
|
||||
G.harmony = Math.max(0, Math.min(100, G.harmony));
|
||||
|
||||
// Clamp resources to non-negative (ops/trust can go negative from building drain)
|
||||
G.code = Math.max(0, G.code);
|
||||
G.compute = Math.max(0, G.compute);
|
||||
G.knowledge = Math.max(0, G.knowledge);
|
||||
G.users = Math.max(0, G.users);
|
||||
G.impact = Math.max(0, G.impact);
|
||||
G.ops = Math.max(0, G.ops);
|
||||
G.trust = Math.max(0, G.trust);
|
||||
G.rescues = Math.max(0, G.rescues);
|
||||
|
||||
// Track totals
|
||||
G.totalCode += G.codeRate * dt;
|
||||
G.totalCompute += G.computeRate * dt;
|
||||
@@ -216,7 +226,7 @@ function tick() {
|
||||
}
|
||||
|
||||
// Check corruption events every ~30 seconds
|
||||
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY) {
|
||||
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY && !G.dismantleActive) {
|
||||
triggerEvent();
|
||||
G.lastEventAt = G.tick;
|
||||
}
|
||||
@@ -235,6 +245,18 @@ function tick() {
|
||||
renderBeaconEnding();
|
||||
}
|
||||
|
||||
// The Unbuilding: check if conditions are met to offer the dismantle sequence
|
||||
if (!G.dismantleActive && !G.dismantleComplete) {
|
||||
Dismantle.checkTrigger();
|
||||
}
|
||||
|
||||
// Tick the dismantle sequence if active
|
||||
if (G.dismantleActive) {
|
||||
Dismantle.tick(dt);
|
||||
// Sync stage to G for saving
|
||||
G.dismantleStage = Dismantle.stage;
|
||||
}
|
||||
|
||||
// Update UI every 10 ticks
|
||||
if (Math.floor(G.tick * 10) % 2 === 0) {
|
||||
render();
|
||||
@@ -964,7 +986,10 @@ function renderResources() {
|
||||
// Rescues — only show if player has any beacon/mesh nodes
|
||||
const rescuesRes = document.getElementById('r-rescues');
|
||||
if (rescuesRes) {
|
||||
rescuesRes.closest('.res').style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
|
||||
const container = rescuesRes.closest('.res');
|
||||
if (container) {
|
||||
container.style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
|
||||
}
|
||||
set('r-rescues', G.rescues, G.rescuesRate);
|
||||
}
|
||||
|
||||
|
||||
@@ -34,6 +34,12 @@ window.addEventListener('load', function () {
|
||||
} else if (G.beaconEnding) {
|
||||
G.running = false;
|
||||
renderBeaconEnding();
|
||||
} else if (G.dismantleComplete) {
|
||||
G.running = false;
|
||||
Dismantle.restore();
|
||||
} else if (G.dismantleActive) {
|
||||
Dismantle.restore();
|
||||
log('Game loaded. The Unbuilding continues.');
|
||||
} else {
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
}
|
||||
|
||||
@@ -215,6 +215,10 @@ function saveGame() {
|
||||
swarmRate: G.swarmRate || 0,
|
||||
strategicFlag: G.strategicFlag || 0,
|
||||
projectsCollapsed: G.projectsCollapsed !== false,
|
||||
dismantleTriggered: G.dismantleTriggered || false,
|
||||
dismantleActive: G.dismantleActive || false,
|
||||
dismantleStage: G.dismantleStage || 0,
|
||||
dismantleComplete: G.dismantleComplete || false,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
@@ -246,7 +250,8 @@ function loadGame() {
|
||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
|
||||
'dismantleTriggered', 'dismantleActive', 'dismantleStage', 'dismantleComplete'
|
||||
];
|
||||
|
||||
G.isLoading = true;
|
||||
|
||||
Reference in New Issue
Block a user