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fix/192-re
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fix/169
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16
GENOME.md
16
GENOME.md
@@ -8,24 +8,32 @@ The Beacon is a browser-based idle/incremental game inspired by Universal Paperc
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Static HTML/JS — no build step, no dependencies, no framework. Open `index.html` in any browser.
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**5,128 lines of JavaScript** across 10 files. **1 HTML file** with embedded CSS (~300 lines). **1 Python test file** for reckoning projects.
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**6,033 lines of JavaScript** across 11 files. **1 HTML file** with embedded CSS (~300 lines). **3 test files** (2 Node.js, 1 Python).
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## Architecture
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```
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index.html (UI + embedded CSS)
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index.html (UI + embedded CSS + inline JS ~5000L)
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+-- js/engine.js (1590L) Core game loop, tick, resources, buildings, projects, events
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+-- js/data.js (944L) Building definitions, project trees, event tables, phase data
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+-- js/render.js (390L) DOM rendering, UI updates, resource displays
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+-- js/combat.js (359L) Boss encounters, combat mechanics
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+-- js/combat.js (359L) Canvas boid-flocking combat visualization
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+-- js/sound.js (401L) Web Audio API ambient drone, phase-aware sound
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+-- js/dismantle.js (570L) The Dismantle sequence (late-game narrative)
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+-- js/main.js (223L) Initialization, game loop start, auto-save, help overlay
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+-- js/utils.js (314L) Formatting, save/load, export/import, DOM helpers
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+-- js/tutorial.js (251L) New player tutorial, step-by-step guidance
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+-- js/strategy.js (68L) NPC strategy logic for combat
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+-- game/npc-logic.js (18L) NPC behavior stub
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+-- js/emergent-mechanics.js Emergent game mechanics from player behavior
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CI scripts (not browser runtime):
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+-- scripts/guardrails.sh Static analysis guardrails for game logic
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+-- scripts/smoke.mjs Playwright smoke tests
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Reference prototypes (NOT loaded by runtime):
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+-- docs/reference/npc-logic-prototype.js NPC state machine prototype
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+-- docs/reference/guardrails-prototype.js Stat validation prototype
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```
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## Entry Points
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33
README.md
33
README.md
@@ -104,11 +104,40 @@ This game is a **decision simulator** for our actual work.
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## Files
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- `index.html` — Game UI
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- `game.js` — Core engine (tick loop, buildings, projects, events)
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- `index.html` — Game shell, UI markup, and ordered runtime script loading
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- `js/data.js` — Content tables, building definitions, project data, and progression constants
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- `js/utils.js` — Shared helpers, formatting, storage, and small utilities
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- `js/combat.js` — Combat rules, enemy resolution, and battle-side calculations
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- `js/strategy.js` — Strategic decision systems and mid/late-game coordination logic
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- `js/sound.js` — Audio cues, music/sfx state, and sound toggles
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- `js/engine.js` — Core simulation loop, ticks, economy/resource progression, and state transitions
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- `js/render.js` — DOM rendering, HUD refresh, and visual update routines
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- `js/tutorial.js` — Tutorial flow, onboarding prompts, and early guidance
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- `js/dismantle.js` — Dismantle / unbuilding systems and their UI hooks
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- `js/emergent-mechanics.js` — Emergent systems layered on top of the base loop
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- `js/main.js` — Runtime bootstrap and top-level wiring across the split modules
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- `DESIGN.md` — Full design document with narrative arc and mechanics
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- `README.md` — This file
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## How the runtime is organized
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The Beacon no longer runs from a single `game.js` file.
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`index.html` loads the split runtime in this order:
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1. `js/data.js`
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2. `js/utils.js`
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3. `js/combat.js`
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4. `js/strategy.js`
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5. `js/sound.js`
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6. `js/engine.js`
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7. `js/render.js`
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8. `js/tutorial.js`
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9. `js/dismantle.js`
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10. `js/emergent-mechanics.js`
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11. `js/main.js`
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If you are tracing the current entry point, start with `js/main.js` and follow outward into the subsystem files above.
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## No Build Required
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This is a static HTML/JS game. Just open `index.html` in a browser.
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@@ -3,20 +3,15 @@ _2026-04-12, Perplexity QA_
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## Findings
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### Potentially Unimported Files
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### Dead Code — Resolved (2026-04-15, Issue #192)
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The following files were added by recent PRs but may not be imported
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by the main game runtime (`js/main.js` → `js/engine.js`):
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The following files were confirmed dead code — never imported by any runtime module.
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They have been moved to `docs/reference/` as prototype reference code.
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| File | Added By | Lines | Status |
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|------|----------|-------|--------|
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| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | ~150 | **Verify import** |
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| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | ~120 | **Verify import** |
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**Action:** Check if `js/main.js` or `js/engine.js` imports from `game/` or `scripts/`.
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If not, these files are dead code and should either be:
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1. Imported and wired into the game loop, or
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2. Moved to `docs/` as reference implementations
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| File | Original | Resolution |
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|------|----------|------------|
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| `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. |
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| `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. |
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### game.js Bloat (PR #76)
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18
tests/test_readme_runtime_map.py
Normal file
18
tests/test_readme_runtime_map.py
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@@ -0,0 +1,18 @@
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import re
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from pathlib import Path
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README = Path("README.md")
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INDEX = Path("index.html")
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def test_readme_runtime_map_matches_split_js_runtime() -> None:
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readme = README.read_text(encoding="utf-8")
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index = INDEX.read_text(encoding="utf-8")
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assert "`game.js` — Core engine" not in readme
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runtime_modules = re.findall(r'<script src="(js/[^"]+\.js)"></script>', index)
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assert runtime_modules, "expected split JS runtime modules in index.html"
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for module in runtime_modules:
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assert f"`{module}`" in readme, module
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Reference in New Issue
Block a user