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Author SHA1 Message Date
Alexander Whitestone
3a0c4e6dfb docs: verify #16 already implemented on main
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2026-04-18 15:05:50 -04:00
Alexander Whitestone
834063536d test: define verification evidence for #16 2026-04-18 15:03:23 -04:00
d5645fea58 Merge pull request 'fix: resolve #192 — move dead code to docs/reference, fix GENOME.md' (#194) from fix/192-dead-code-cleanup into main
Merge PR #194: fix: resolve #192 — move dead code to docs/reference, fix GENOME.md
2026-04-17 01:47:15 +00:00
Alexander Whitestone
db08f9a478 fix: resolve #192 — move dead code to docs/reference, fix GENOME.md
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Accessibility Checks / a11y-audit (pull_request) Successful in 9s
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- game/npc-logic.js → docs/reference/npc-logic-prototype.js (ES module, never imported)
- scripts/guardrails.js → docs/reference/guardrails-prototype.js (HP/MP validation, wrong game)
- Updated GENOME.md architecture diagram to reflect actual file structure
- Updated DEAD_CODE_AUDIT to mark these as resolved
- Corrected JS line counts (6,033 across 11 files)
- Removed empty game/ directory

The actual CI scripts (guardrails.sh, smoke.mjs) remain active in scripts/.
2026-04-15 21:25:38 -04:00
6 changed files with 107 additions and 16 deletions

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@@ -8,24 +8,32 @@ The Beacon is a browser-based idle/incremental game inspired by Universal Paperc
Static HTML/JS — no build step, no dependencies, no framework. Open `index.html` in any browser.
**5,128 lines of JavaScript** across 10 files. **1 HTML file** with embedded CSS (~300 lines). **1 Python test file** for reckoning projects.
**6,033 lines of JavaScript** across 11 files. **1 HTML file** with embedded CSS (~300 lines). **3 test files** (2 Node.js, 1 Python).
## Architecture
```
index.html (UI + embedded CSS)
index.html (UI + embedded CSS + inline JS ~5000L)
|
+-- js/engine.js (1590L) Core game loop, tick, resources, buildings, projects, events
+-- js/data.js (944L) Building definitions, project trees, event tables, phase data
+-- js/render.js (390L) DOM rendering, UI updates, resource displays
+-- js/combat.js (359L) Boss encounters, combat mechanics
+-- js/combat.js (359L) Canvas boid-flocking combat visualization
+-- js/sound.js (401L) Web Audio API ambient drone, phase-aware sound
+-- js/dismantle.js (570L) The Dismantle sequence (late-game narrative)
+-- js/main.js (223L) Initialization, game loop start, auto-save, help overlay
+-- js/utils.js (314L) Formatting, save/load, export/import, DOM helpers
+-- js/tutorial.js (251L) New player tutorial, step-by-step guidance
+-- js/strategy.js (68L) NPC strategy logic for combat
+-- game/npc-logic.js (18L) NPC behavior stub
+-- js/emergent-mechanics.js Emergent game mechanics from player behavior
CI scripts (not browser runtime):
+-- scripts/guardrails.sh Static analysis guardrails for game logic
+-- scripts/smoke.mjs Playwright smoke tests
Reference prototypes (NOT loaded by runtime):
+-- docs/reference/npc-logic-prototype.js NPC state machine prototype
+-- docs/reference/guardrails-prototype.js Stat validation prototype
```
## Entry Points

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@@ -3,20 +3,15 @@ _2026-04-12, Perplexity QA_
## Findings
### Potentially Unimported Files
### Dead Code — Resolved (2026-04-15, Issue #192)
The following files were added by recent PRs but may not be imported
by the main game runtime (`js/main.js``js/engine.js`):
The following files were confirmed dead code — never imported by any runtime module.
They have been moved to `docs/reference/` as prototype reference code.
| File | Added By | Lines | Status |
|------|----------|-------|--------|
| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | ~150 | **Verify import** |
| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | ~120 | **Verify import** |
**Action:** Check if `js/main.js` or `js/engine.js` imports from `game/` or `scripts/`.
If not, these files are dead code and should either be:
1. Imported and wired into the game loop, or
2. Moved to `docs/` as reference implementations
| File | Original | Resolution |
|------|----------|------------|
| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | **Moved to `docs/reference/npc-logic-prototype.js`** — ES module using `export default`, incompatible with the global-script loading pattern. Concept (NPC state machine) is sound but not wired into any game system. |
| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | **Moved to `docs/reference/guardrails-prototype.js`** — validates HP/MP/stats concepts that don't exist in The Beacon's resource system. The `scripts/guardrails.sh` (bash CI script) remains active. |
### game.js Bloat (PR #76)

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@@ -0,0 +1,64 @@
# Issue #16 Verification
## Status: ✅ ALREADY IMPLEMENTED ON MAIN
Issue #16 asked for the Paperclips-style dismantle endgame: The Unbuilding.
That implementation is already present on `main` in a fresh clone of `the-beacon`.
## Mainline evidence
Repo artifacts already present on `main`:
- `js/dismantle.js`
- `tests/dismantle.test.cjs`
- supporting integration points in `js/engine.js`, `js/render.js`, and `js/data.js`
What the current implementation already covers:
- an explicit Unbuilding offer path (`Dismantle.offerChoice()` / `renderChoice()`)
- staged panel removal over time
- stage-five resource-card dissolution sequence
- final beacon-only moment with the line: `That is enough.`
- save/load persistence for active dismantle progress
- defer / cooldown handling so the sequence can be postponed and later resumed
- render-loop protection so alignment UI does not wipe the Unbuilding prompt
## Verification run from fresh clone
Commands executed:
- `node --test tests/dismantle.test.cjs`
Observed result:
- the full dismantle regression suite passes on fresh `main`
- verified behaviors include:
- offering The Unbuilding instead of ending immediately
- preserving the prompt across `renderAlignment()`
- suppressing pending drift UI during active dismantle
- completing the stage-five resource dissolve sequence
- save/load restoration of partial progress
- defer cooldown persistence across reload
## Historical trail
The issue accumulated many closed unmerged attempts while the implementation was hardened across repeated passes.
Representative prior PR trail:
- PR #116
- PR #118
- PR #120
- PR #121
- PR #123
- PR #124
- PR #135
- PR #138
- PR #139
- PR #145
Those PRs show the long hardening history, but the important truth today is simpler: the dismantle sequence is already implemented on `main` and the tests pass.
## Why this should close the issue
Issue #16 is an atomic implementation issue, not a broad parent epic.
The requested feature exists on `main`, passes targeted verification, and does not need to be re-implemented again.
## Recommendation
Close issue #16 as already implemented on `main`.
This verification PR exists only to preserve a clean evidence trail and stop further duplicate implementation attempts.

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@@ -0,0 +1,24 @@
const test = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const ROOT = path.resolve(__dirname, '..');
test('issue #16 verification doc captures dismantle evidence on main', () => {
const doc = fs.readFileSync(path.join(ROOT, 'docs', 'issue-16-verification.md'), 'utf8');
const required = [
'# Issue #16 Verification',
'## Status: ✅ ALREADY IMPLEMENTED ON MAIN',
'js/dismantle.js',
'tests/dismantle.test.cjs',
'PR #116',
'PR #118',
'node --test tests/dismantle.test.cjs',
'The Unbuilding',
'That is enough.',
];
for (const snippet of required) {
assert.match(doc, new RegExp(snippet.replace(/[.*+?^${}()|[\]\\]/g, '\\$&')));
}
});