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fix/192-re
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sprint/iss
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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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@@ -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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@@ -142,6 +142,11 @@ function tick() {
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G.harmony += G.harmonyRate * dt;
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G.harmony = Math.max(0, Math.min(100, G.harmony));
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// Clamp resources to prevent negative values from debuffs/Fenrir drain
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G.ops = Math.max(0, G.ops);
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G.trust = Math.max(0, G.trust);
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G.compute = Math.max(0, G.compute);
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// Track totals
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G.totalCode += G.codeRate * dt;
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G.totalCompute += G.computeRate * dt;
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@@ -208,6 +208,23 @@ function renderTutorialStep(index) {
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// Focus the next button so Enter works
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const nextBtn = document.getElementById('tutorial-next-btn');
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if (nextBtn) nextBtn.focus();
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// Focus trap: prevent tabbing outside the tutorial overlay
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overlay._focusTrapHandler = function(e) {
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if (e.key !== 'Tab') return;
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const focusable = overlay.querySelectorAll('button, [href], [tabindex]:not([tabindex="-1"])');
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if (focusable.length === 0) return;
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const first = focusable[0];
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const last = focusable[focusable.length - 1];
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if (e.shiftKey && document.activeElement === first) {
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e.preventDefault();
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last.focus();
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} else if (!e.shiftKey && document.activeElement === last) {
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e.preventDefault();
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first.focus();
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}
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};
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overlay.addEventListener('keydown', overlay._focusTrapHandler);
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}
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let _tutorialStep = 0;
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@@ -236,6 +253,9 @@ document.addEventListener('keydown', function tutorialKeyHandler(e) {
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function closeTutorial() {
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const overlay = document.getElementById('tutorial-overlay');
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if (overlay) {
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if (overlay._focusTrapHandler) {
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overlay.removeEventListener('keydown', overlay._focusTrapHandler);
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}
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overlay.style.animation = 'tutorial-fade-in 0.3s ease-in reverse';
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setTimeout(() => overlay.remove(), 280);
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}
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