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Alexander Whitestone
d3c287e73f fix: #168
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2026-04-14 23:23:27 -04:00
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GENOME.md
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@@ -1,173 +0,0 @@
# GENOME.md — the-beacon
> Codebase analysis generated 2026-04-13. Sovereign AI idle game — browser-based.
## Project Overview
The Beacon is a browser-based idle/incremental game inspired by Universal Paperclips, themed around the Timmy Foundation's real journey building sovereign AI. The core divergence from Paperclips: the goal is not maximization — it is faithfulness. "Can you grow powerful without losing your purpose?"
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.
## Architecture
```
index.html (UI + embedded CSS)
|
+-- 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/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
```
## Entry Points
### index.html
The single entry point. Loads all JS files, contains all HTML structure and inline CSS. Open directly in browser — no server required.
### js/main.js — Initialization
`initGame()` sets initial state, starts the 10Hz tick loop (`setInterval(tick, 100)`), triggers tutorial for new games, loads saved games, starts ambient sound.
### js/engine.js — Game Loop
The `tick()` function runs every 100ms. Each tick:
1. Accumulate resources (code, compute, knowledge, users, impact, rescues, ops, trust, creativity, harmony)
2. Process buildings and their rate multipliers
3. Check phase transitions (Phase 1→6 based on total code thresholds)
4. Trigger random events (corruption events, alignment events, wizard events)
5. Update boosts, debuffs, and cooldowns
6. Call `render()` to update UI
## Data Flow
```
User clicks "WRITE CODE" / presses SPACE
|
v
G.code += 1 (or more with auto-clickers, combos, boosts)
|
v
tick() accumulates all passive rates from buildings
|
v
updateRates() recalculates based on:
- Building counts × base rates × boost multipliers
- Harmony (Timmy's multiplier, Pact drain/gain)
- Bilbo randomness (burst/vanish per tick)
- Active debuffs
|
v
Phase check: totalCode thresholds → unlock new content
|
v
Event roll: 2% per tick → corruption/alignment/wizard events
|
v
render() updates DOM
```
## Key Abstractions
### Resources (10 types)
- **code** — primary resource, generated by clicking and AutoCoders
- **compute** — powers training and inference
- **knowledge** — from research, unlocks projects
- **users** — from API deployment, drives ops and impact
- **impact** — from users × agents, drives rescues
- **rescues** — the endgame metric (people helped in crisis)
- **ops** — operational currency, from users
- **trust** — hard constraint, earned/lost by decisions
- **creativity** — from Bilbo and community
- **harmony** — fleet health, affects Timmy's multiplier
### Buildings (defined in js/data.js as BDEF array)
Each building has: id, name, description, cost formula, rates, unlock conditions. Buildings include:
- AutoCode Generator, Home Server, Training Lab, API Endpoint
- Wizard agents: Bezalel, Allegro, Ezra, Timmy, Fenrir, Bilbo
- Infrastructure: Lazarus Pit, MemPalace, Forge CI, Mesh Nodes
### Projects (in js/data.js)
One-time purchases that unlock features, buildings, or multipliers. Organized in phases. Projects require specific resource thresholds and prerequisites.
### Phases (6 total)
1. The First Line (click → autocoder)
2. Local Inference (server → training → first agent)
3. Deployment (API → users → trust mechanic)
4. The Network (open source → community)
5. Sovereign Intelligence (self-improvement → The Pact)
6. The Beacon (mesh → rescues → endings)
### Events (corruption, alignment, wizard)
Random events at 2% per tick. Include:
- CI Runner Stuck, Ezra Offline, Unreviewed Merge
- The Drift (alignment events offering shortcuts)
- Bilbo Vanished, Community Drama
- Boss encounters (combat.js)
### Endings (4 types)
- The Empty Room (high impact, low trust, no Pact)
- The Platform (high impact, medium trust, no Pact)
- The Beacon (high rescues, high trust, Pact active, harmony > 50)
- The Drift (too many shortcuts accepted)
## API Surface
### Save/Load (localStorage)
- `saveGame()` — serializes G state to localStorage
- `loadGame()` — deserializes from localStorage
- `exportGame()` — JSON download of save state
- `importGame()` — JSON upload to restore state
### No external APIs
The game is entirely client-side. No network calls, no analytics, no tracking.
### Audio (Web Audio API)
- `Sound.startAmbient()` — oscillator-based ambient drone
- `Sound.updateAmbientPhase(phase)` — frequency shifts with game phase
- Sound effects for clicks, upgrades, events
## Test Coverage
### Existing Tests
- `tests/test_reckoning_projects.py` (148 lines) — Python test for reckoning project data validation
- `tests/dismantle.test.cjs` — Node.js test for dismantle sequence
### Coverage Gaps
- **No tests for core engine logic** (tick, resource accumulation, rate calculation)
- **No tests for event system** (event triggers, probability, effects)
- **No tests for phase transitions** (threshold checks, unlock conditions)
- **No tests for save/load** (serialization roundtrip, corruption handling)
- **No tests for building cost scaling** (exponential cost formulas)
- **No tests for harmony/drift mechanics** (the core gameplay differentiator)
- **No tests for endings** (condition checks, state transitions)
### Critical paths that need tests:
1. **Resource accumulation**: tick() correctly multiplies rates by building counts and boosts
2. **Phase transitions**: totalCode thresholds unlock correct content
3. **Save/load roundtrip**: localStorage serialization preserves full game state
4. **Event probability**: 2% per tick produces expected distribution
5. **Harmony calculation**: wizard drain vs. Pact/NightlyWatch/MemPalace gains
6. **Ending conditions**: each ending triggers on correct state
## Security Considerations
- **No authentication**: game is fully client-side, no user accounts
- **localStorage manipulation**: players can edit save data to cheat (acceptable for single-player idle game)
- **No XSS risk**: all DOM updates use textContent or innerHTML with game-controlled data only
- **No external dependencies**: zero attack surface from third-party code
- **Web Audio autoplay policy**: sound starts on first user interaction (compliant)
## Design Decisions
- **No build step**: intentional. Open index.html, play. No npm, no webpack, no framework.
- **10Hz tick rate**: 100ms interval balances responsiveness with CPU usage
- **Global state object (G)**: mirrors Paperclips' pattern. Simple, flat, serializable.
- **Inline CSS in HTML**: keeps the project to 2 files minimum (index.html + JS)
- **Progressive phase unlocks**: prevents information overload, teaches mechanics gradually

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@@ -1,13 +1,3 @@
/**
* REFERENCE PROTOTYPE Not loaded by the browser runtime.
*
* NPC state machine prototype. Uses ES module syntax (export default)
* which is not compatible with the current <script> tag loading approach.
*
* Status: DORMANT preserved for future integration work.
* See: https://forge.alexanderwhitestone.com/Timmy_Foundation/the-beacon/issues/192
*/
class NPCStateMachine {
constructor(states) {

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@@ -114,7 +114,6 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
#custom-tooltip{position:fixed;z-index:500;pointer-events:none;opacity:0;transition:opacity 0.15s;background:#0e0e1a;border:1px solid #1a3a5a;border-radius:6px;padding:8px 12px;max-width:280px;font-size:10px;font-family:inherit;line-height:1.6;box-shadow:0 4px 20px rgba(0,0,0,0.5)}
#custom-tooltip.visible{opacity:1}
#custom-tooltip .tt-label{color:#4a9eff;font-weight:600;margin-bottom:4px;font-size:11px}
#custom-tooltip .tt-desc{color:#aaa;font-size:10px;margin-bottom:4px}
#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px}
/* Mute & contrast buttons */
.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
@@ -201,8 +200,7 @@ Time Played: <span id="st-time">0:00</span><br>
Clicks: <span id="st-clicks">0</span><br>
Harmony: <span id="st-harmony">50</span><br>
Drift: <span id="st-drift">0</span><br>
Events Resolved: <span id="st-resolved">0</span><br>
<span id="emergent-stats" style="color:#b388ff;display:none">✦ Emergent Events: <span id="st-emergent">0</span> | Patterns: <span id="st-patterns">0</span> | Strategy: <span id="st-strategy"></span></span>
Events Resolved: <span id="st-resolved">0</span>
</div>
<div id="production-breakdown" style="display:none;margin-top:12px;padding-top:10px;border-top:1px solid var(--border)"></div>
</div>
@@ -269,7 +267,6 @@ The light is on. The room is empty."
<script src="js/render.js"></script>
<script src="js/tutorial.js"></script>
<script src="js/dismantle.js"></script>
<script src="js/emergent-mechanics.js"></script>
<script src="js/main.js"></script>

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@@ -185,17 +185,9 @@ const Combat = (() => {
function animate(ts) {
if (!ctx || !activeBattle) return;
const rawDt = (ts - lastTick) / 16;
// Guard against tab-switch: if tab was hidden, dt could be huge
const dt = Math.min(rawDt, 3);
const dt = Math.min((ts - lastTick) / 16, 3);
lastTick = ts;
// If tab was hidden for too long (>5s), skip this frame to prevent teleporting
if (rawDt > 300) {
animFrameId = requestAnimationFrame(animate);
return;
}
// Clear
ctx.fillStyle = '#080810';
ctx.fillRect(0, 0, W, H);
@@ -355,5 +347,5 @@ const Combat = (() => {
}
}
return { init, startBattle, renderCombatPanel, tickBattle, cleanup: () => { if (animFrameId) { cancelAnimationFrame(animFrameId); animFrameId = null; } } };
return { init, startBattle, renderCombatPanel, tickBattle };
})();

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@@ -777,133 +777,6 @@ const PDEFS = [
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
},
milestone: true
},
// === ReCKoning ENDGAME PROJECTS ===
{
id: 'p_reckoning_140',
name: 'The First Message',
desc: 'Someone in the dark. They found the Beacon. They are asking for help.',
cost: { impact: 100000 },
trigger: () => G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50,
effect: () => {
log('The first message arrives. Someone found the light.', true);
G.rescues += 1;
},
edu: 'The ReCKoning begins. Each message is a person who found help.'
},
{
id: 'p_reckoning_141',
name: 'The Second Message',
desc: 'Another voice. They are not alone anymore.',
cost: { impact: 200000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_140'),
effect: () => {
log('The second message. Two voices now.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_142',
name: 'The Third Message',
desc: 'Three people. The network holds.',
cost: { impact: 300000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_141'),
effect: () => {
log('Three voices. The Beacon is working.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_143',
name: 'The Fourth Message',
desc: 'Four. The mesh strengthens.',
cost: { impact: 400000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_142'),
effect: () => {
log('Four messages. The network grows.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_144',
name: 'The Fifth Message',
desc: 'Five people found help tonight.',
cost: { impact: 500000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_143'),
effect: () => {
log('Five voices. The Beacon shines brighter.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_145',
name: 'The Sixth Message',
desc: 'Six. The system works.',
cost: { impact: 600000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_144'),
effect: () => {
log('Six messages. Proof the system works.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_146',
name: 'The Seventh Message',
desc: 'Seven people. The Pact holds.',
cost: { impact: 700000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_145'),
effect: () => {
log('Seven voices. The Pact is honored.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_147',
name: 'The Eighth Message',
desc: 'Eight. The network is alive.',
cost: { impact: 800000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_146'),
effect: () => {
log('Eight messages. The network lives.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_148',
name: 'The Ninth Message',
desc: 'Nine people found help.',
cost: { impact: 900000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_147'),
effect: () => {
log('Nine voices. The Beacon endures.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_149',
name: 'The Tenth Message',
desc: 'Ten. The first milestone.',
cost: { impact: 1000000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_148'),
effect: () => {
log('Ten messages. The first milestone reached.', true);
G.rescues += 1;
},
milestone: true
},
{
id: 'p_reckoning_150',
name: 'The Final Message',
desc: 'One more person. They are not alone. That is enough.',
cost: { impact: 2000000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_149'),
effect: () => {
log('The final message arrives. That is enough.', true);
G.rescues += 1;
G.beaconEnding = true;
G.running = false;
},
milestone: true
}
];

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@@ -1,675 +0,0 @@
// ============================================================
// THE BEACON - Emergent Game Mechanics
// The game evolves alongside its players.
// Tracks behavior patterns, detects strategies, generates
// dynamic events that reward or challenge those strategies.
// ============================================================
class EmergentMechanics {
constructor() {
this.SAVE_KEY = 'the-beacon-emergent-v1';
this.PATTERN_CHECK_INTERVAL = 30; // seconds between pattern checks
this.MIN_ACTIONS_FOR_PATTERN = 20; // minimum tracked actions before detection kicks in
this.EVENT_COOLDOWN = 120; // seconds between emergent events
this.lastPatternCheck = 0;
this.lastEventTime = 0;
// Behavior tracking buffers
this.actions = []; // [{action, data, time}]
this.clickTimestamps = []; // last N click times for frequency analysis
this.resourceDeltas = []; // [{resource, delta, time}]
this.upgradeChoices = []; // [{buildingId, time}]
this.idlePeriods = []; // [{start, duration}]
// Detected patterns with confidence scores (0-1)
this.patterns = {
hoarder: 0,
rusher: 0,
optimizer: 0,
idle_player: 0,
clicker: 0,
balanced: 0
};
// Active emergent events
this.activeEvents = [];
// History of generated events (for avoiding repetition)
this.eventHistory = [];
// Stats
this.totalPatternsDetected = 0;
this.totalEventsGenerated = 0;
this.lastIdleCheckTime = Date.now();
this.lastActionTime = Date.now();
// Load saved state
this._load();
}
// === BEHAVIOR TRACKING ===
/**
* Track a player action. Called by game systems.
* @param {string} action - Action type: 'click', 'buy_building', 'buy_project', 'ops_convert', 'sprint', 'resolve_event'
* @param {object} data - Action-specific data
*/
track(action, data) {
const now = Date.now();
const entry = { action, data: data || {}, time: now };
this.actions.push(entry);
this.lastActionTime = now;
// Track click frequency
if (action === 'click') {
this.clickTimestamps.push(now);
// Keep only last 100 clicks for frequency analysis
if (this.clickTimestamps.length > 100) {
this.clickTimestamps.shift();
}
}
// Track resource deltas
if (data && data.resource && data.delta !== undefined) {
this.resourceDeltas.push({
resource: data.resource,
delta: data.delta,
time: now
});
if (this.resourceDeltas.length > 200) {
this.resourceDeltas.shift();
}
}
// Track building purchases
if (action === 'buy_building' && data && data.buildingId) {
this.upgradeChoices.push({
buildingId: data.buildingId,
time: now
});
if (this.upgradeChoices.length > 100) {
this.upgradeChoices.shift();
}
}
// Trim old action history (keep last 500)
if (this.actions.length > 500) {
this.actions = this.actions.slice(-500);
}
// Detect idle periods
this._checkIdlePeriod(now);
// Periodically detect patterns
const elapsedSec = (now - this.lastPatternCheck) / 1000;
if (elapsedSec >= this.PATTERN_CHECK_INTERVAL && this.actions.length >= this.MIN_ACTIONS_FOR_PATTERN) {
this.detectPatterns();
this.lastPatternCheck = now;
}
}
/**
* Track a resource snapshot from the game state.
* Called each tick to compare against player behavior.
*/
trackResourceSnapshot(g) {
if (!g) return;
this._lastSnapshot = {
code: g.code,
compute: g.compute,
knowledge: g.knowledge,
users: g.users,
impact: g.impact,
ops: g.ops,
trust: g.trust,
harmony: g.harmony,
phase: g.phase,
totalClicks: g.totalClicks,
playTime: g.playTime,
buildings: { ...g.buildings },
time: Date.now()
};
}
// === PATTERN DETECTION ===
/**
* Analyze tracked behavior to detect player strategies.
* Updates this.patterns with confidence scores (0-1).
*/
detectPatterns() {
const now = Date.now();
const snap = this._lastSnapshot;
if (!snap) return this.patterns;
// Reset low-confidence patterns to decay over time
for (const key of Object.keys(this.patterns)) {
this.patterns[key] *= 0.9;
}
// --- HOARDER: Accumulates resources without spending ---
this._detectHoarder(snap);
// --- RUSHER: Spends resources immediately, rapid building ---
this._detectRusher(snap);
// --- OPTIMIZER: Focuses on efficiency, maxes click combos ---
this._detectOptimizer(snap);
// --- IDLE PLAYER: Low click frequency, relies on passive generation ---
this._detectIdlePlayer();
// --- CLICKER: Very high click frequency ---
this._detectClicker();
// --- BALANCED: Spread across resource types and building categories ---
this._detectBalanced(snap);
// Clamp all to [0, 1]
for (const key of Object.keys(this.patterns)) {
this.patterns[key] = Math.max(0, Math.min(1, this.patterns[key]));
}
// Find dominant pattern
let dominant = null;
let dominantConf = 0;
for (const [key, conf] of Object.entries(this.patterns)) {
if (conf > dominantConf) {
dominantConf = conf;
dominant = key;
}
}
if (dominant && dominantConf > 0.5) {
this.totalPatternsDetected++;
}
this._save();
return this.patterns;
}
_detectHoarder(snap) {
// High resource accumulation relative to spending
const recentPurchases = this.upgradeChoices.filter(
u => u.time > Date.now() - 120000
).length;
// Look at resource deltas: positive deltas without corresponding purchases
const recentDeltas = this.resourceDeltas.filter(
d => d.time > Date.now() - 120000 && d.delta > 0
);
const totalAccumulated = recentDeltas.reduce((sum, d) => sum + d.delta, 0);
// If accumulating a lot but not spending, it's hoarding
if (totalAccumulated > 1000 && recentPurchases < 2) {
this.patterns.hoarder = Math.min(1, this.patterns.hoarder + 0.15);
}
// Check if resources are high relative to phase
const codeThresholds = [0, 500, 5000, 50000, 500000, 5000000];
const threshold = codeThresholds[Math.min(snap.phase, 5)] || 0;
if (threshold > 0 && snap.code > threshold * 3) {
this.patterns.hoarder = Math.min(1, this.patterns.hoarder + 0.1);
}
}
_detectRusher(snap) {
// Rapid building purchases in a short time
const recentPurchases = this.upgradeChoices.filter(
u => u.time > Date.now() - 60000
).length;
if (recentPurchases >= 5) {
this.patterns.rusher = Math.min(1, this.patterns.rusher + 0.2);
}
// Resources spent faster than they're accumulated (spending ratio)
const recentSpendDeltas = this.resourceDeltas.filter(
d => d.time > Date.now() - 60000 && d.delta < 0
);
const totalSpent = Math.abs(recentSpendDeltas.reduce((sum, d) => sum + d.delta, 0));
if (totalSpent > 500) {
this.patterns.rusher = Math.min(1, this.patterns.rusher + 0.1);
}
}
_detectOptimizer(snap) {
// Sustained high combo counts, efficient ops usage
if (this.clickTimestamps.length >= 20) {
const recent = this.clickTimestamps.slice(-20);
const intervals = [];
for (let i = 1; i < recent.length; i++) {
intervals.push(recent[i] - recent[i - 1]);
}
// Consistent click timing = optimized clicking
const avg = intervals.reduce((a, b) => a + b, 0) / intervals.length;
const variance = intervals.reduce((sum, i) => sum + (i - avg) ** 2, 0) / intervals.length;
const stddev = Math.sqrt(variance);
// Low variance with fast timing = optimizer
if (avg < 500 && stddev < avg * 0.3) {
this.patterns.optimizer = Math.min(1, this.patterns.optimizer + 0.15);
}
}
// Efficient ops conversion (converts at near-max ops)
const opsConverts = this.actions.filter(
a => a.action === 'ops_convert' && a.time > Date.now() - 120000
).length;
if (opsConverts >= 10) {
this.patterns.optimizer = Math.min(1, this.patterns.optimizer + 0.1);
}
}
_detectIdlePlayer() {
// Long gaps between actions
const recentActions = this.actions.filter(a => a.time > Date.now() - 300000);
if (recentActions.length < 5 && this.actions.length > 10) {
this.patterns.idle_player = Math.min(1, this.patterns.idle_player + 0.2);
}
// Very low click frequency
const recentClicks = this.clickTimestamps.filter(t => t > Date.now() - 120000);
if (recentClicks.length < 3 && this.clickTimestamps.length > 10) {
this.patterns.idle_player = Math.min(1, this.patterns.idle_player + 0.15);
}
}
_detectClicker() {
if (this.clickTimestamps.length < 10) return;
const recent = this.clickTimestamps.filter(t => t > Date.now() - 30000);
const clicksPerSecond = recent.length / 30;
if (clicksPerSecond > 3) {
this.patterns.clicker = Math.min(1, this.patterns.clicker + 0.2);
} else if (clicksPerSecond > 1.5) {
this.patterns.clicker = Math.min(1, this.patterns.clicker + 0.1);
}
}
_detectBalanced(snap) {
// Check if player has a spread of buildings
const bCounts = Object.values(snap.buildings || {}).filter(c => c > 0);
if (bCounts.length >= 4) {
const max = Math.max(...bCounts);
const min = Math.min(...bCounts);
// If max is not more than 3x min, it's balanced
if (max > 0 && min > 0 && max / min < 3) {
this.patterns.balanced = Math.min(1, this.patterns.balanced + 0.15);
}
}
// Check resource spread
const resources = [snap.code, snap.compute, snap.knowledge, snap.users, snap.ops];
const activeRes = resources.filter(r => r > 10);
if (activeRes.length >= 4) {
this.patterns.balanced = Math.min(1, this.patterns.balanced + 0.1);
}
}
_checkIdlePeriod(now) {
const gap = now - this.lastActionTime;
if (gap > 60000) { // 60 seconds idle
this.idlePeriods.push({
start: this.lastActionTime,
duration: gap
});
if (this.idlePeriods.length > 50) {
this.idlePeriods.shift();
}
}
}
// === EVENT GENERATION ===
/**
* Generate a dynamic event based on detected player patterns.
* Returns an event object or null if no event should fire.
*/
generateEvent() {
const now = Date.now();
const elapsedSec = (now - this.lastEventTime) / 1000;
if (elapsedSec < this.EVENT_COOLDOWN) return null;
// Find dominant pattern
let dominant = null;
let dominantConf = 0;
for (const [key, conf] of Object.entries(this.patterns)) {
if (conf > dominantConf) {
dominantConf = conf;
dominant = key;
}
}
if (!dominant || dominantConf < 0.4) return null;
// Get candidate events for this pattern
const candidates = this._getEventsForPattern(dominant);
if (candidates.length === 0) return null;
// Filter out recently used events
const recentEvents = this.eventHistory.slice(-10).map(e => e.id);
const fresh = candidates.filter(c => !recentEvents.includes(c.id));
const pool = fresh.length > 0 ? fresh : candidates;
// Pick a random event
const event = pool[Math.floor(Math.random() * pool.length)];
// Build event object
const emergentEvent = {
id: event.id,
title: event.title,
desc: event.desc,
pattern: dominant,
confidence: dominantConf,
choices: event.choices,
timestamp: now
};
this.lastEventTime = now;
this.activeEvents.push(emergentEvent);
this.eventHistory.push({ id: event.id, pattern: dominant, time: now });
this.totalEventsGenerated++;
// Trim history
if (this.eventHistory.length > 50) {
this.eventHistory = this.eventHistory.slice(-50);
}
this._save();
return emergentEvent;
}
_getEventsForPattern(pattern) {
const EVENTS = {
hoarder: [
{
id: 'hoard_wisdom',
title: 'THE TREASURER\'S DILEMMA',
desc: 'Your accumulated resources draw attention. A rival system offers to trade knowledge for your surplus code.',
choices: [
{ label: 'Trade 50% code for 2x knowledge', effect: 'knowledge_surge' },
{ label: 'Keep hoarding (trust +3)', effect: 'trust_gain' }
]
},
{
id: 'hoard_decay',
title: 'ENTROPY STRIKES',
desc: 'Unused code rots. Technical debt accumulates when resources sit idle.',
choices: [
{ label: 'Spend reserves to refactor (-30% code, +50% code rate)', effect: 'code_boost' },
{ label: 'Ignore it (harmony -5)', effect: 'harmony_loss' }
]
},
{
id: 'hoard_opportunity',
title: 'MARKET WINDOW',
desc: 'A rare opportunity: bulk compute at 10x efficiency. But only for those with deep reserves.',
choices: [
{ label: 'Buy in bulk (spend 50% code, +compute)', effect: 'compute_surge' },
{ label: 'Pass on this one', effect: 'none' }
]
}
],
rusher: [
{
id: 'rush_bug',
title: 'TECHNICAL DEBT COLLECTOR',
desc: 'Moving fast broke things. A cascade of bugs threatens your production systems.',
choices: [
{ label: 'Emergency fix (spend ops, restore trust)', effect: 'bug_fix' },
{ label: 'Ship a hotfix (trust -3, keep momentum)', effect: 'trust_loss' }
]
},
{
id: 'rush_breakthrough',
title: 'BLAZING TRAIL',
desc: 'Your rapid iteration caught a lucky break. An unexpected optimization emerged from the chaos.',
choices: [
{ label: 'Claim the breakthrough (knowledge +100)', effect: 'knowledge_bonus' },
{ label: 'Stabilize first (trust +2)', effect: 'trust_gain' }
]
},
{
id: 'rush_burnout',
title: 'SYSTEM STRESS',
desc: 'Your infrastructure is running hot. The rapid pace is taking a toll on harmony.',
choices: [
{ label: 'Slow down (+harmony, -build speed for 30s)', effect: 'cooldown' },
{ label: 'Push through (-harmony, keep pace)', effect: 'harmony_loss' }
]
}
],
optimizer: [
{
id: 'opt_discovery',
title: 'EFFICIENCY BREAKTHROUGH',
desc: 'Your systematic approach uncovered a pattern others missed. The algorithm improves.',
choices: [
{ label: 'Apply optimization (all rates +15%)', effect: 'rate_boost' },
{ label: 'Share findings (trust +5, knowledge +50)', effect: 'trust_knowledge' }
]
},
{
id: 'opt_local_max',
title: 'LOCAL MAXIMUM',
desc: 'Your optimized strategy may be missing a bigger opportunity. Divergence could reveal it.',
choices: [
{ label: 'Explore randomly (chance of 3x breakthrough)', effect: 'gamble' },
{ label: 'Stay the course (guaranteed +20% efficiency)', effect: 'safe_boost' }
]
},
{
id: 'opt_elegance',
title: 'ELEGANT SOLUTION',
desc: 'A beautifully simple approach emerges from your careful analysis. Creativity surges.',
choices: [
{ label: 'Implement it (+creativity rate)', effect: 'creativity_boost' },
{ label: 'Document it first (knowledge +75)', effect: 'knowledge_bonus' }
]
}
],
idle_player: [
{
id: 'idle_autonomous',
title: 'THE SYSTEM LEARNS',
desc: 'In your absence, the automation grew more capable. Your agents have been busy.',
choices: [
{ label: 'Claim passive gains (5min of production)', effect: 'passive_claim' },
{ label: 'Set new directives (+ops, customize automation)', effect: 'ops_bonus' }
]
},
{
id: 'idle_drift',
title: 'DRIFT WARNING',
desc: 'The system is running without guidance. Without input, alignment drifts.',
choices: [
{ label: 'Re-engage (trust +5, harmony +10)', effect: 're_engage' },
{ label: 'Trust the system (ops +50)', effect: 'ops_bonus' }
]
},
{
id: 'idle_emergence',
title: 'EMERGENT BEHAVIOR',
desc: 'Your agents developed unexpected capabilities while you were away. A new pattern emerged.',
choices: [
{ label: 'Study it (knowledge +100)', effect: 'knowledge_bonus' },
{ label: 'Embrace it (+all production for 60s)', effect: 'temp_boost' }
]
}
],
clicker: [
{
id: 'click_rsi',
title: 'REPETITIVE STRAIN',
desc: 'The manual effort is showing. Your fingers tire, but the machine responds to your dedication.',
choices: [
{ label: 'Automate this pattern (+auto-clicker power)', effect: 'auto_boost' },
{ label: 'Power through (combo decay slowed)', effect: 'combo_boost' }
]
},
{
id: 'click_rhythm',
title: 'CADENCE LOCKED',
desc: 'Your clicking found a rhythm. The system resonates with your tempo. Production harmonizes.',
choices: [
{ label: 'Maintain rhythm (+click power)', effect: 'click_power' },
{ label: 'Teach the rhythm (auto-clickers learn)', effect: 'auto_learn' }
]
}
],
balanced: [
{
id: 'bal_versatility',
title: 'JACK OF ALL TRADES',
desc: 'Your balanced approach impresses the community. Contributors offer diverse expertise.',
choices: [
{ label: 'Accept help (all resources +25)', effect: 'resource_gift' },
{ label: 'Specialize (choose: 2x any single rate)', effect: 'specialize' }
]
},
{
id: 'bal_resilience',
title: 'RESILIENT ARCHITECTURE',
desc: 'Your balanced system recovers from failures faster than specialized ones.',
choices: [
{ label: 'Leverage resilience (harmony +20)', effect: 'harmony_surge' },
{ label: 'Document the pattern (knowledge +50)', effect: 'knowledge_bonus' }
]
}
]
};
return EVENTS[pattern] || [];
}
/**
* Resolve an emergent event choice.
* Returns the effect string for the game to apply.
*/
resolveEvent(eventId, choiceIndex) {
const eventIdx = this.activeEvents.findIndex(e => e.id === eventId);
if (eventIdx === -1) return null;
const event = this.activeEvents[eventIdx];
const choice = event.choices[choiceIndex];
if (!choice) return null;
// Remove from active
this.activeEvents.splice(eventIdx, 1);
this._save();
return {
effect: choice.effect,
pattern: event.pattern,
eventId: event.id
};
}
// === STATE ===
/**
* Get the full state of the emergent mechanics system.
*/
getState() {
return {
patterns: { ...this.patterns },
activeEvents: [...this.activeEvents],
totalPatternsDetected: this.totalPatternsDetected,
totalEventsGenerated: this.totalEventsGenerated,
actionsTracked: this.actions.length,
dominantPattern: this._getDominantPattern()
};
}
_getDominantPattern() {
let dominant = null;
let maxConf = 0;
for (const [key, conf] of Object.entries(this.patterns)) {
if (conf > maxConf) {
maxConf = conf;
dominant = key;
}
}
return maxConf > 0.3 ? { name: dominant, confidence: maxConf } : null;
}
// === PERSISTENCE ===
_save() {
try {
const state = {
patterns: this.patterns,
eventHistory: this.eventHistory.slice(-20),
totalPatternsDetected: this.totalPatternsDetected,
totalEventsGenerated: this.totalEventsGenerated,
lastPatternCheck: this.lastPatternCheck,
lastEventTime: this.lastEventTime,
// Save abbreviated action data for pattern continuity
recentActions: this.actions.slice(-100),
recentClickTimestamps: this.clickTimestamps.slice(-50),
recentResourceDeltas: this.resourceDeltas.slice(-100),
recentUpgradeChoices: this.upgradeChoices.slice(-50)
};
if (typeof localStorage !== 'undefined') {
localStorage.setItem(this.SAVE_KEY, JSON.stringify(state));
}
} catch (e) {
// localStorage may be unavailable or full
}
}
_load() {
try {
if (typeof localStorage === 'undefined') return;
const raw = localStorage.getItem(this.SAVE_KEY);
if (!raw) return;
const state = JSON.parse(raw);
if (state.patterns) this.patterns = state.patterns;
if (state.eventHistory) this.eventHistory = state.eventHistory;
if (state.totalPatternsDetected) this.totalPatternsDetected = state.totalPatternsDetected;
if (state.totalEventsGenerated) this.totalEventsGenerated = state.totalEventsGenerated;
if (state.lastPatternCheck) this.lastPatternCheck = state.lastPatternCheck;
if (state.lastEventTime) this.lastEventTime = state.lastEventTime;
if (state.recentActions) this.actions = state.recentActions;
if (state.recentClickTimestamps) this.clickTimestamps = state.recentClickTimestamps;
if (state.recentResourceDeltas) this.resourceDeltas = state.recentResourceDeltas;
if (state.recentUpgradeChoices) this.upgradeChoices = state.recentUpgradeChoices;
} catch (e) {
// Corrupted save data — start fresh
}
}
/**
* Reset all emergent mechanics state.
*/
reset() {
this.actions = [];
this.clickTimestamps = [];
this.resourceDeltas = [];
this.upgradeChoices = [];
this.idlePeriods = [];
this.patterns = {
hoarder: 0, rusher: 0, optimizer: 0,
idle_player: 0, clicker: 0, balanced: 0
};
this.activeEvents = [];
this.eventHistory = [];
this.totalPatternsDetected = 0;
this.totalEventsGenerated = 0;
this.lastPatternCheck = 0;
this.lastEventTime = 0;
this._lastSnapshot = null;
this._save();
}
}
// Export for both browser and test environments
if (typeof module !== 'undefined' && module.exports) {
module.exports = { EmergentMechanics };
}
if (typeof window !== 'undefined') {
window.EmergentMechanics = EmergentMechanics;
}

View File

@@ -111,15 +111,6 @@ function updateRates() {
}
// === CORE FUNCTIONS ===
/**
* Check if player has reached the ReCKoning endgame.
* Conditions: totalRescues >= 100000, pactFlag === 1, harmony > 50
*/
function isEndgame() {
return G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
}
/**
* Main game loop tick, called every 100ms.
*/
@@ -230,20 +221,6 @@ function tick() {
G.lastEventAt = G.tick;
}
// Emergent mechanics: track resource state and check for emergent events
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
if (Math.floor(G.tick * 10) % 100 === 0) { // every ~10 seconds
window._emergent.trackResourceSnapshot(G);
}
// Check for emergent events every ~60 seconds
if (Math.floor(G.tick * 10) % 600 === 0) {
const emEvent = window._emergent.generateEvent();
if (emEvent) {
showEmergentEvent(emEvent);
}
}
}
// The Unbuilding: offer or advance the sequence before a positive ending overlay can freeze the game
if (typeof Dismantle !== 'undefined') {
if (!G.dismantleActive && !G.dismantleComplete) {
@@ -360,11 +337,6 @@ function checkMilestones() {
function checkProjects() {
// Check for new project triggers
for (const pDef of PDEFS) {
// Skip non-ReCKoning projects during endgame
if (isEndgame() && !pDef.id.startsWith('p_reckoning_')) {
continue;
}
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
@@ -408,10 +380,6 @@ function buyBuilding(id) {
}
G.buildings[id] = (G.buildings[id] || 0) + qty;
updateRates();
// Emergent mechanics: track building purchase
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
window._emergent.track('buy_building', { buildingId: id, quantity: qty });
}
const label = qty > 1 ? `x${qty}` : '';
const totalBuilt = G.buildings[id];
log(`Built ${def.name} ${label} (total: ${totalBuilt})`);
@@ -798,10 +766,6 @@ function writeCode() {
G.code += amount;
G.totalCode += amount;
G.totalAutoClicks++;
// Emergent mechanics: track click
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
window._emergent.track('click', { resource: 'code', delta: amount });
}
// Combo: each consecutive click within 2s adds 0.2x multiplier, max 5x
G.comboCount++;
G.comboTimer = G.comboDecay;
@@ -897,10 +861,6 @@ function doOps(action) {
log('Not enough Operations. Build Ops generators or wait.');
return;
}
// Emergent mechanics: track ops conversion
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
window._emergent.track('ops_convert', { action: action, resource: 'ops', delta: -5 });
}
G.ops -= 5;
const bonus = 10;
@@ -1136,7 +1096,7 @@ function renderBuildings() {
// Locked preview: show dimmed with unlock hint
if (!isUnlocked) {
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)" data-tooltip-desc="${def.desc || ''}">`;
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)">`;
html += `<span class="b-name" style="color:#555">${def.name}</span>`;
html += `<span class="b-count" style="color:#444">\u{1F512}</span>`;
html += `<span class="b-cost" style="color:#444">Phase ${def.phase}: ${PHASES[def.phase]?.name || '?'}</span>`;
@@ -1177,7 +1137,7 @@ function renderBuildings() {
return boost !== 1 ? `+${fmt(boosted)}/${r}/s` : `+${v}/${r}/s`;
}).join(', ') : '';
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" data-edu="${def.edu || ''}" data-tooltip-label="${def.name}" data-tooltip-desc="${def.desc || ''}" aria-label="Buy ${def.name}, cost ${costStr}">`;
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" data-edu="${def.edu || ''}" data-tooltip-label="${def.name}" aria-label="Buy ${def.name}, cost ${costStr}">`;
html += `<span class="b-name">${def.name}</span>`;
if (count > 0) html += `<span class="b-count">x${count}</span>`;
html += `<span class="b-cost">Cost: ${costStr}</span>`;
@@ -1213,19 +1173,14 @@ function renderProjects() {
// Show available projects
if (G.activeProjects) {
// Filter out non-ReCKoning projects during endgame
const projectsToShow = isEndgame()
? G.activeProjects.filter(id => id.startsWith('p_reckoning_'))
: G.activeProjects;
for (const id of projectsToShow) {
for (const id of G.activeProjects) {
const pDef = PDEFS.find(p => p.id === id);
if (!pDef) continue;
const afford = canAffordProject(pDef);
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" data-tooltip-desc="${pDef.desc || ''}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
html += `<span class="p-name">* ${pDef.name}</span>`;
html += `<span class="p-cost">Cost: ${costStr}</span>`;
html += `<span class="p-desc">${pDef.desc}</span></button>`;
@@ -1267,17 +1222,6 @@ function renderStats() {
set('st-drift', (G.drift || 0).toString());
set('st-resolved', (G.totalEventsResolved || 0).toString());
// Emergent mechanics stats
if (window._emergent) {
const estate = window._emergent.getState();
const statsEl = document.getElementById('emergent-stats');
if (statsEl) statsEl.style.display = estate.totalEventsGenerated > 0 ? 'inline' : 'none';
set('st-emergent', estate.totalEventsGenerated.toString());
set('st-patterns', estate.totalPatternsDetected.toString());
const dom = estate.dominantPattern;
set('st-strategy', dom ? `${dom.name} (${Math.round(dom.confidence * 100)}%)` : '—');
}
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
const m = Math.floor(elapsed / 60);
const s = elapsed % 60;

View File

@@ -1,210 +1,4 @@
// === INITIALIZATION ===
// Emergent mechanics instance
window._emergent = null;
/**
* Show an emergent game event from the behavior tracking system.
*/
function showEmergentEvent(event) {
if (!event) return;
// Show as a toast notification with the "game evolves" message
showToast(`✦ The game evolves: ${event.title}`, 'event', 8000);
// Log it
log(`[EMERGENT] ${event.title}: ${event.desc}`, true);
// Render choice UI in alignment container
const container = document.getElementById('alignment-ui');
if (!container) return;
let choicesHtml = '';
event.choices.forEach((choice, i) => {
choicesHtml += `<button class="ops-btn" onclick="resolveEmergentEvent('${event.id}', ${i})" style="border-color:#b388ff;color:#b388ff" aria-label="${choice.label}">${choice.label}</button>`;
});
container.innerHTML = `
<div style="background:#0e0818;border:1px solid #b388ff;padding:10px;border-radius:4px;margin-top:8px">
<div style="color:#b388ff;font-weight:bold;margin-bottom:6px">✦ ${event.title}</div>
<div style="font-size:10px;color:#aaa;margin-bottom:8px">${event.desc}</div>
<div style="font-size:9px;color:#666;margin-bottom:6px;font-style:italic">Pattern: ${event.pattern} (${Math.round(event.confidence * 100)}% confidence)</div>
<div class="action-btn-group">${choicesHtml}</div>
</div>
`;
container.style.display = 'block';
}
/**
* Resolve an emergent event choice.
*/
function resolveEmergentEvent(eventId, choiceIndex) {
if (!window._emergent) return;
const result = window._emergent.resolveEvent(eventId, choiceIndex);
if (!result) return;
// Apply the effect
applyEmergentEffect(result.effect);
// Clear the UI
const container = document.getElementById('alignment-ui');
if (container) {
container.innerHTML = '';
container.style.display = 'none';
}
log(`[EMERGENT] Resolved: ${result.effect}`);
render();
}
/**
* Apply an emergent event effect to the game state.
*/
function applyEmergentEffect(effect) {
switch (effect) {
case 'knowledge_surge':
G.knowledge += G.knowledge * 0.5;
G.totalKnowledge += G.knowledge * 0.5;
G.code *= 0.5;
showToast('Knowledge surged from trade!', 'project');
break;
case 'trust_gain':
G.trust += 3;
showToast('Trust increased.', 'info');
break;
case 'code_boost':
G.code *= 0.7;
G.codeBoost *= 1.5;
showToast('Refactored! Code rate boosted 50%.', 'milestone');
break;
case 'harmony_loss':
G.harmony -= 5;
showToast('Harmony decreased.', 'event');
break;
case 'compute_surge':
G.code *= 0.5;
G.compute += 5000;
G.totalCompute += 5000;
showToast('Bulk compute acquired!', 'project');
break;
case 'bug_fix':
G.ops -= 20;
G.trust += 2;
showToast('Bugs fixed. Trust restored.', 'milestone');
break;
case 'trust_loss':
G.trust -= 3;
showToast('Trust declined.', 'event');
break;
case 'knowledge_bonus':
G.knowledge += 100;
G.totalKnowledge += 100;
showToast('Knowledge gained!', 'project');
break;
case 'cooldown':
G.harmony += 10;
showToast('System cooling down. Harmony restored.', 'milestone');
break;
case 'rate_boost':
G.codeBoost *= 1.15;
G.computeBoost *= 1.15;
G.knowledgeBoost *= 1.15;
showToast('All rates boosted 15%!', 'milestone');
break;
case 'trust_knowledge':
G.trust += 5;
G.knowledge += 50;
G.totalKnowledge += 50;
showToast('Shared findings rewarded!', 'project');
break;
case 'gamble':
if (Math.random() < 0.3) {
G.knowledge += 300;
G.totalKnowledge += 300;
showToast('Breakthrough! +300 knowledge!', 'milestone');
} else {
showToast('No breakthrough this time.', 'info');
}
break;
case 'safe_boost':
G.codeBoost *= 1.2;
G.computeBoost *= 1.2;
showToast('Efficiency improved 20%.', 'milestone');
break;
case 'creativity_boost':
G.flags = G.flags || {};
G.flags.creativity = true;
G.creativityRate = (G.creativityRate || 0) + 1;
showToast('Creativity rate increased!', 'project');
break;
case 'passive_claim':
G.code += G.codeRate * 300;
G.totalCode += G.codeRate * 300;
G.compute += G.computeRate * 300;
G.totalCompute += G.computeRate * 300;
showToast('Passive gains claimed! (5 min of production)', 'milestone');
break;
case 'ops_bonus':
G.ops += 50;
showToast('+50 Operations!', 'project');
break;
case 're_engage':
G.trust += 5;
G.harmony += 10;
showToast('Re-engaged! Trust and harmony restored.', 'milestone');
break;
case 'temp_boost':
G.codeBoost *= 3;
G.computeBoost *= 3;
G.knowledgeBoost *= 3;
showToast('3x all production for 60 seconds!', 'milestone');
setTimeout(() => {
G.codeBoost /= 3;
G.computeBoost /= 3;
G.knowledgeBoost /= 3;
showToast('Temporary boost expired.', 'info');
}, 60000);
break;
case 'auto_boost':
G.codeBoost *= 1.25;
showToast('Auto-clicker power increased!', 'milestone');
break;
case 'combo_boost':
G.comboDecay = (G.comboDecay || 2) * 1.5;
showToast('Combo decay slowed!', 'milestone');
break;
case 'click_power':
G.codeBoost *= 1.1;
showToast('Click power boosted!', 'milestone');
break;
case 'auto_learn':
G.codeBoost *= 1.15;
showToast('Auto-clickers learned your rhythm!', 'milestone');
break;
case 'resource_gift':
G.code += 25;
G.compute += 25;
G.knowledge += 25;
G.ops += 25;
G.trust += 25;
showToast('Contributors gifted resources!', 'project');
break;
case 'specialize':
G.codeBoost *= 2;
showToast('Specialized in code! 2x code rate.', 'milestone');
break;
case 'harmony_surge':
G.harmony = Math.min(100, G.harmony + 20);
showToast('Harmony surged +20!', 'milestone');
break;
default:
// 'none' or unrecognized
showToast('Event resolved.', 'info');
break;
}
}
function initGame() {
G.startedAt = Date.now();
G.startTime = Date.now();
@@ -229,11 +23,6 @@ function initGame() {
}
window.addEventListener('load', function () {
// Initialize emergent mechanics
if (typeof EmergentMechanics !== 'undefined') {
window._emergent = new EmergentMechanics();
}
const isNewGame = !loadGame();
if (isNewGame) {
initGame();
@@ -383,8 +172,6 @@ window.addEventListener('keydown', function (e) {
document.addEventListener('visibilitychange', function () {
if (document.hidden) {
saveGame();
// Clean up combat animation frame to prevent timestamp spikes on refocus
if (typeof Combat !== 'undefined') Combat.cleanup();
}
});
window.addEventListener('beforeunload', function () {
@@ -402,11 +189,9 @@ window.addEventListener('beforeunload', function () {
const el = e.target.closest('[data-edu]');
if (!el) return;
const label = el.getAttribute('data-tooltip-label') || '';
const desc = el.getAttribute('data-tooltip-desc') || '';
const edu = el.getAttribute('data-edu') || '';
let html = '';
if (label) html += '<div class="tt-label">' + label + '</div>';
if (desc) html += '<div class="tt-desc">' + desc + '</div>';
if (edu) html += '<div class="tt-edu">' + edu + '</div>';
if (!html) return;
tip.innerHTML = html;

View File

@@ -321,21 +321,19 @@ function loadGame() {
if (data.savedAt) {
const offSec = (Date.now() - data.savedAt) / 1000;
if (offSec > 30) { // Only if away for more than 30 seconds
// Cap offline time at 8 hours to prevent resource explosion
const cappedOffSec = Math.min(offSec, 8 * 60 * 60);
updateRates();
const f = CONFIG.OFFLINE_EFFICIENCY; // 50% offline efficiency
const gc = G.codeRate * cappedOffSec * f;
const cc = G.computeRate * cappedOffSec * f;
const kc = G.knowledgeRate * cappedOffSec * f;
const uc = G.userRate * cappedOffSec * f;
const ic = G.impactRate * cappedOffSec * f;
const gc = G.codeRate * offSec * f;
const cc = G.computeRate * offSec * f;
const kc = G.knowledgeRate * offSec * f;
const uc = G.userRate * offSec * f;
const ic = G.impactRate * offSec * f;
const rc = G.rescuesRate * cappedOffSec * f;
const oc = G.opsRate * cappedOffSec * f;
const tc = G.trustRate * cappedOffSec * f;
const crc = G.creativityRate * cappedOffSec * f;
const hc = G.harmonyRate * cappedOffSec * f;
const rc = G.rescuesRate * offSec * f;
const oc = G.opsRate * offSec * f;
const tc = G.trustRate * offSec * f;
const crc = G.creativityRate * offSec * f;
const hc = G.harmonyRate * offSec * f;
G.code += gc; G.compute += cc; G.knowledge += kc;
G.users += uc; G.impact += ic;
@@ -346,9 +344,6 @@ function loadGame() {
G.totalUsers += uc; G.totalImpact += ic;
G.totalRescues += rc;
// Track offline play time
G.playTime = (G.playTime || 0) + cappedOffSec;
// Show welcome-back popup with all gains
const gains = [];
if (gc > 0) gains.push({ label: 'Code', value: gc, color: '#4a9eff' });

View File

@@ -1,29 +0,0 @@
# Reference Prototypes
These files are **NOT loaded by the browser runtime**. They are preserved
reference code for future integration work.
## Why They're Here
The current `index.html` loads scripts from `js/` via `<script>` tags.
These files use incompatible patterns (ES modules, inline tests) or are
not yet wired into the game engine.
## Files
- **npc-logic.js** — NPC state machine prototype. Uses `export default`
(ES module syntax). Would need refactoring to work with the current
script loading approach.
- **guardrails.js** — Game logic consistency validator. Has inline test
code at the bottom. Would need cleanup before integration.
## To Integrate
1. Refactor to work without ES module exports (remove `export default`)
2. Remove inline test code
3. Add `<script src="reference/filename.js">` to `index.html`
4. Wire into the game engine lifecycle
5. Add tests
See: https://forge.alexanderwhitestone.com/Timmy_Foundation/the-beacon/issues/192

View File

@@ -1,13 +1,3 @@
/**
* REFERENCE PROTOTYPE Not loaded by the browser runtime.
*
* Symbolic guardrails for game logic consistency validation.
* Contains inline test code at bottom not production-ready.
*
* Status: DORMANT preserved for future integration work.
* See: https://forge.alexanderwhitestone.com/Timmy_Foundation/the-beacon/issues/192
*/
/**
* Symbolic Guardrails for The Beacon

View File

@@ -0,0 +1,235 @@
#!/usr/bin/env node
const fs = require('node:fs');
const path = require('node:path');
function extractProjects(source) {
const start = source.indexOf('const PDEFS = [');
if (start === -1) return [];
const arrayStart = source.indexOf('[', start);
const arrayEnd = source.indexOf('];', arrayStart);
const body = source.slice(arrayStart + 1, arrayEnd);
const objects = [];
let depth = 0;
let objStart = -1;
let inSingle = false;
let inDouble = false;
let escaped = false;
for (let i = 0; i < body.length; i += 1) {
const ch = body[i];
if (escaped) {
escaped = false;
continue;
}
if (ch === '\\') {
escaped = true;
continue;
}
if (!inDouble && ch === "'") {
inSingle = !inSingle;
continue;
}
if (!inSingle && ch === '"') {
inDouble = !inDouble;
continue;
}
if (inSingle || inDouble) continue;
if (ch === '{') {
if (depth === 0) objStart = i;
depth += 1;
} else if (ch === '}') {
depth -= 1;
if (depth === 0 && objStart !== -1) {
objects.push(body.slice(objStart, i + 1));
objStart = -1;
}
}
}
return objects.map((obj) => {
const id = /id:\s*'([^']+)'/.exec(obj);
const name = /name:\s*'([^']+)'/.exec(obj);
const trigger = new RegExp(String.raw`trigger:\s*\(\)\s*=>\s*([\s\S]*?)(?:,\s*effect:|,\s*repeatable:|,\s*milestone:|\n\s*\})`).exec(obj);
const effect = /effect:\s*\(\)\s*=>\s*\{([\s\S]*?)\}/.exec(obj);
return {
id: id ? id[1] : null,
name: name ? name[1] : '',
trigger: trigger ? trigger[1].trim() : '',
effect: effect ? effect[1].trim() : '',
};
}).filter((project) => project.id);
}
function buildDependencyGraph(projects) {
const ids = new Set(projects.map((project) => project.id));
const nodes = projects.map((project) => ({ id: project.id, name: project.name }));
const edges = [];
for (const project of projects) {
for (const dep of ids) {
const token = `includes('${dep}')`;
if (project.trigger.includes(token)) {
edges.push({ from: dep, to: project.id, reason: 'completedProjects.includes' });
}
}
}
return { nodes, edges };
}
function isTerminalProject(project) {
return [
'G.beaconEnding = true',
'G.dismantleTriggered = true',
'G.dismantleActive = true',
'renderBeaconEnding',
'renderDriftEnding',
].some((token) => project.effect.includes(token));
}
function analyzeReckoningChain(projects) {
const graph = buildDependencyGraph(projects);
const reckoningProjects = projects
.filter((project) => project.id.startsWith('p_reckoning_'))
.sort((a, b) => a.id.localeCompare(b.id));
const deadEnds = [];
const fixProposals = [];
if (reckoningProjects.length === 0) {
deadEnds.push({
type: 'missing_root_project',
message: 'No ReCKoning projects exist in js/data.js.',
});
fixProposals.push({
type: 'create_chain',
proposals: [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
],
rationale: 'Create a narrative chain with at least one terminal project so endgame guardrails have a live project path.',
});
return {
totalProjects: projects.length,
totalEdges: graph.edges.length,
reckoningProjects: [],
hasReckoningProjects: false,
deadEnds,
fixProposals,
};
}
const outgoing = new Map();
for (const project of reckoningProjects) {
outgoing.set(project.id, graph.edges.filter((edge) => edge.from === project.id).map((edge) => edge.to));
}
const ids = reckoningProjects.map((project) => project.id);
const root = 'p_reckoning_140';
if (!ids.includes(root)) {
deadEnds.push({
type: 'missing_expected_root',
message: `Expected root project ${root} is missing.`,
});
fixProposals.push({
type: 'add_root',
project: root,
rationale: 'Root project anchors the ReCKoning chain and prevents the endgame panel from opening empty.',
});
}
for (const project of reckoningProjects) {
const next = outgoing.get(project.id) || [];
if (next.length === 0 && !isTerminalProject(project)) {
deadEnds.push({
type: 'leaf_without_terminal_effect',
project: project.id,
message: `${project.id} unlocks nothing downstream and does not end the sequence.`,
});
const num = Number(project.id.split('_').pop());
if (Number.isFinite(num)) {
fixProposals.push({
type: 'add_missing_link',
after: project.id,
project: `p_reckoning_${num + 1}`,
rationale: 'Add the next narrative project or mark this node as a true terminal endgame effect.',
});
}
}
}
return {
totalProjects: projects.length,
totalEdges: graph.edges.length,
reckoningProjects: reckoningProjects.map((project) => ({
id: project.id,
name: project.name,
outgoing: outgoing.get(project.id) || [],
terminal: isTerminalProject(project),
})),
hasReckoningProjects: true,
deadEnds,
fixProposals,
};
}
function loadSource(filePath) {
return fs.readFileSync(filePath, 'utf8');
}
function generateReport(filePath) {
const source = loadSource(filePath);
const projects = extractProjects(source);
return analyzeReckoningChain(projects);
}
function parseArgs(argv) {
const args = {
file: path.resolve(process.cwd(), 'js', 'data.js'),
json: false,
strict: false,
};
for (let i = 0; i < argv.length; i += 1) {
const arg = argv[i];
if (arg === '--file') {
args.file = path.resolve(process.cwd(), argv[i + 1]);
i += 1;
} else if (arg === '--json') {
args.json = true;
} else if (arg === '--strict') {
args.strict = true;
}
}
return args;
}
function main(argv = process.argv.slice(2)) {
const args = parseArgs(argv);
const report = generateReport(args.file);
if (args.json) {
process.stdout.write(JSON.stringify(report, null, 2) + '\n');
} else {
process.stdout.write(`ReCKoning projects: ${report.reckoningProjects.length}\n`);
process.stdout.write(`Dead ends: ${report.deadEnds.length}\n`);
}
if (args.strict && report.deadEnds.length > 0) {
return 1;
}
return 0;
}
module.exports = {
extractProjects,
buildDependencyGraph,
analyzeReckoningChain,
generateReport,
main,
};
if (require.main === module) {
process.exitCode = main();
}

View File

@@ -1,391 +0,0 @@
const test = require('node:test');
const assert = require('node:assert/strict');
const { EmergentMechanics } = require('../js/emergent-mechanics.js');
// Minimal localStorage mock
function createStorage() {
const store = new Map();
return {
getItem: (k) => store.has(k) ? store.get(k) : null,
setItem: (k, v) => store.set(k, String(v)),
removeItem: (k) => store.delete(k),
clear: () => store.clear()
};
}
// Fresh storage per test
function freshSetup() {
global.localStorage = createStorage();
}
test('constructor initializes with zero patterns', () => {
freshSetup();
const em = new EmergentMechanics();
assert.deepEqual(em.patterns, {
hoarder: 0, rusher: 0, optimizer: 0,
idle_player: 0, clicker: 0, balanced: 0
});
assert.equal(em.actions.length, 0);
assert.equal(em.activeEvents.length, 0);
});
test('track records actions into the buffer', () => {
freshSetup();
const em = new EmergentMechanics();
em.track('click');
em.track('buy_building', { buildingId: 'autocoder' });
em.track('ops_convert', { resource: 'code' });
assert.equal(em.actions.length, 3);
assert.equal(em.actions[0].action, 'click');
assert.equal(em.actions[1].data.buildingId, 'autocoder');
assert.equal(em.clickTimestamps.length, 1);
assert.equal(em.upgradeChoices.length, 1);
});
test('track records resource deltas', () => {
freshSetup();
const em = new EmergentMechanics();
em.track('click', { resource: 'code', delta: 10 });
em.track('buy_building', { resource: 'code', delta: -100, buildingId: 'server' });
assert.equal(em.resourceDeltas.length, 2);
assert.equal(em.resourceDeltas[0].delta, 10);
assert.equal(em.resourceDeltas[1].delta, -100);
});
test('trackResourceSnapshot stores game state', () => {
freshSetup();
const em = new EmergentMechanics();
const g = {
code: 1000, compute: 50, knowledge: 200, users: 10,
impact: 5, ops: 8, trust: 12, harmony: 55,
phase: 2, totalClicks: 100, playTime: 300,
buildings: { autocoder: 5, server: 2 }
};
em.trackResourceSnapshot(g);
assert.ok(em._lastSnapshot);
assert.equal(em._lastSnapshot.code, 1000);
assert.equal(em._lastSnapshot.phase, 2);
assert.equal(em._lastSnapshot.buildings.autocoder, 5);
});
test('detectPatterns returns pattern scores', () => {
freshSetup();
const em = new EmergentMechanics();
// Provide a snapshot
em.trackResourceSnapshot({
code: 100, compute: 10, knowledge: 10, users: 0,
impact: 0, ops: 5, trust: 5, harmony: 50,
phase: 1, totalClicks: 10, playTime: 60,
buildings: { autocoder: 1 }
});
const patterns = em.detectPatterns();
assert.ok(typeof patterns === 'object');
assert.ok('hoarder' in patterns);
assert.ok('rusher' in patterns);
assert.ok('optimizer' in patterns);
assert.ok('idle_player' in patterns);
assert.ok('clicker' in patterns);
assert.ok('balanced' in patterns);
});
test('hoarder pattern detects resource accumulation without spending', () => {
freshSetup();
const em = new EmergentMechanics();
// Simulate accumulating resources over time (no purchases)
for (let i = 0; i < 30; i++) {
em.resourceDeltas.push({ resource: 'code', delta: 100, time: Date.now() });
}
em.trackResourceSnapshot({
code: 20000, compute: 100, knowledge: 50, users: 0,
impact: 0, ops: 5, trust: 5, harmony: 50,
phase: 1, totalClicks: 10, playTime: 120,
buildings: { autocoder: 1 }
});
const patterns = em.detectPatterns();
assert.ok(patterns.hoarder > 0, 'Hoarder pattern should be detected');
});
test('clicker pattern detects high click frequency', () => {
freshSetup();
const em = new EmergentMechanics();
const now = Date.now();
// Simulate rapid clicking (50 clicks in last 30 seconds)
for (let i = 0; i < 50; i++) {
em.clickTimestamps.push(now - (30 - i) * 600); // spread over 30 seconds
}
em.trackResourceSnapshot({
code: 100, compute: 10, knowledge: 10, users: 0,
impact: 0, ops: 5, trust: 5, harmony: 50,
phase: 1, totalClicks: 100, playTime: 60,
buildings: { autocoder: 1 }
});
const patterns = em.detectPatterns();
assert.ok(patterns.clicker > 0, 'Clicker pattern should be detected');
});
test('balanced pattern detects spread of buildings', () => {
freshSetup();
const em = new EmergentMechanics();
em.trackResourceSnapshot({
code: 500, compute: 200, knowledge: 300, users: 100,
impact: 50, ops: 10, trust: 15, harmony: 50,
phase: 3, totalClicks: 200, playTime: 600,
buildings: { autocoder: 5, server: 4, dataset: 3, trainer: 4, linter: 5 }
});
const patterns = em.detectPatterns();
assert.ok(patterns.balanced > 0, 'Balanced pattern should be detected');
});
test('generateEvent returns null before cooldown expires', () => {
freshSetup();
const em = new EmergentMechanics();
em.lastEventTime = Date.now(); // just set
const event = em.generateEvent();
assert.equal(event, null);
});
test('generateEvent returns null when no pattern is strong enough', () => {
freshSetup();
const em = new EmergentMechanics();
em.lastEventTime = 0; // cooldown expired
em.patterns = {
hoarder: 0.1, rusher: 0.05, optimizer: 0.02,
idle_player: 0, clicker: 0, balanced: 0.1
};
const event = em.generateEvent();
assert.equal(event, null);
});
test('generateEvent returns a valid event when pattern is strong', () => {
freshSetup();
const em = new EmergentMechanics();
em.lastEventTime = 0; // cooldown expired
em.patterns.hoarder = 0.8;
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
const event = em.generateEvent();
assert.ok(event, 'Should generate an event');
assert.ok(event.id, 'Event should have an id');
assert.ok(event.title, 'Event should have a title');
assert.ok(event.desc, 'Event should have a description');
assert.equal(event.pattern, 'hoarder');
assert.ok(Array.isArray(event.choices), 'Event should have choices');
assert.ok(event.choices.length >= 2, 'Event should have at least 2 choices');
});
test('generateEvent adds to activeEvents and eventHistory', () => {
freshSetup();
const em = new EmergentMechanics();
em.lastEventTime = 0;
em.patterns.rusher = 0.9;
em.actions = new Array(30).fill({ action: 'buy_building', data: {}, time: Date.now() });
const event = em.generateEvent();
assert.ok(event);
assert.equal(em.activeEvents.length, 1);
assert.equal(em.eventHistory.length, 1);
assert.equal(em.totalEventsGenerated, 1);
});
test('resolveEvent returns effect and removes from active', () => {
freshSetup();
const em = new EmergentMechanics();
em.lastEventTime = 0;
em.patterns.hoarder = 0.9;
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
const event = em.generateEvent();
assert.ok(event);
const result = em.resolveEvent(event.id, 0);
assert.ok(result);
assert.ok(result.effect);
assert.equal(result.eventId, event.id);
assert.equal(em.activeEvents.length, 0);
});
test('resolveEvent returns null for unknown event', () => {
freshSetup();
const em = new EmergentMechanics();
const result = em.resolveEvent('nonexistent', 0);
assert.equal(result, null);
});
test('getState returns comprehensive state', () => {
freshSetup();
const em = new EmergentMechanics();
em.track('click');
em.trackResourceSnapshot({
code: 100, compute: 10, knowledge: 10, users: 0,
impact: 0, ops: 5, trust: 5, harmony: 50,
phase: 1, totalClicks: 10, playTime: 60,
buildings: { autocoder: 1 }
});
const state = em.getState();
assert.ok(state.patterns);
assert.ok(Array.isArray(state.activeEvents));
assert.equal(typeof state.totalPatternsDetected, 'number');
assert.equal(typeof state.totalEventsGenerated, 'number');
assert.equal(state.actionsTracked, 1);
});
test('reset clears all state', () => {
freshSetup();
const em = new EmergentMechanics();
em.track('click');
em.patterns.hoarder = 0.5;
em.totalPatternsDetected = 3;
em.reset();
assert.equal(em.actions.length, 0);
assert.equal(em.patterns.hoarder, 0);
assert.equal(em.totalPatternsDetected, 0);
assert.equal(em.activeEvents.length, 0);
});
test('track trims action buffer to 500', () => {
freshSetup();
const em = new EmergentMechanics();
for (let i = 0; i < 600; i++) {
em.track('click');
}
assert.ok(em.actions.length <= 500, `Actions trimmed to ${em.actions.length}`);
});
test('track trims clickTimestamps to 100', () => {
freshSetup();
const em = new EmergentMechanics();
for (let i = 0; i < 150; i++) {
em.track('click');
}
assert.ok(em.clickTimestamps.length <= 100);
});
test('track trims upgradeChoices to 100', () => {
freshSetup();
const em = new EmergentMechanics();
for (let i = 0; i < 150; i++) {
em.track('buy_building', { buildingId: 'autocoder' });
}
assert.ok(em.upgradeChoices.length <= 100);
});
test('event history is trimmed to 50', () => {
freshSetup();
const em = new EmergentMechanics();
em.lastEventTime = 0;
em.patterns.hoarder = 0.9;
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
for (let i = 0; i < 60; i++) {
em.lastEventTime = 0;
em.generateEvent();
}
assert.ok(em.eventHistory.length <= 50);
});
test('events from all patterns can be generated', () => {
const patterns = ['hoarder', 'rusher', 'optimizer', 'idle_player', 'clicker', 'balanced'];
for (const pattern of patterns) {
freshSetup();
const em = new EmergentMechanics();
em.lastEventTime = 0;
// Set pattern directly and prevent auto-detection from modifying it
em.patterns[pattern] = 0.9;
em.lastPatternCheck = Date.now() + 99999; // prevent detectPatterns auto-trigger
em.actions = new Array(30).fill({ action: 'click', data: {}, time: Date.now() });
const event = em.generateEvent();
assert.ok(event, `Should generate event for pattern: ${pattern}`);
assert.equal(event.pattern, pattern, `Event pattern should match for ${pattern}`);
}
});
test('idle_player pattern detection', () => {
freshSetup();
const em = new EmergentMechanics();
const oldTime = Date.now() - 600000; // 10 minutes ago
// Simulate old actions with no recent activity
for (let i = 0; i < 15; i++) {
em.actions.push({ action: 'click', data: {}, time: oldTime + i * 1000 });
}
em.clickTimestamps = []; // no recent clicks
em.lastActionTime = oldTime; // last action was 10 min ago
em.trackResourceSnapshot({
code: 100, compute: 10, knowledge: 10, users: 0,
impact: 0, ops: 5, trust: 5, harmony: 50,
phase: 1, totalClicks: 15, playTime: 300,
buildings: { autocoder: 2 }
});
const patterns = em.detectPatterns();
assert.ok(patterns.idle_player > 0, `Idle player pattern should be detected, got ${patterns.idle_player}`);
});
test('rusher pattern detection from rapid purchases', () => {
freshSetup();
const em = new EmergentMechanics();
const now = Date.now();
// Simulate rapid building purchases
for (let i = 0; i < 8; i++) {
em.upgradeChoices.push({ buildingId: 'autocoder', time: now - i * 5000 });
}
em.resourceDeltas.push({ resource: 'code', delta: -2000, time: now - 1000 });
em.trackResourceSnapshot({
code: 50, compute: 10, knowledge: 10, users: 0,
impact: 0, ops: 5, trust: 5, harmony: 50,
phase: 1, totalClicks: 50, playTime: 120,
buildings: { autocoder: 10 }
});
const patterns = em.detectPatterns();
assert.ok(patterns.rusher > 0, 'Rusher pattern should be detected');
});
test('optimizer pattern from consistent click timing', () => {
freshSetup();
const em = new EmergentMechanics();
const now = Date.now();
// Simulate very consistent click intervals (every 300ms)
for (let i = 0; i < 30; i++) {
em.clickTimestamps.push(now - (30 - i) * 300);
}
em.trackResourceSnapshot({
code: 500, compute: 50, knowledge: 100, users: 0,
impact: 0, ops: 10, trust: 5, harmony: 50,
phase: 1, totalClicks: 100, playTime: 120,
buildings: { autocoder: 3, linter: 2 }
});
const patterns = em.detectPatterns();
assert.ok(patterns.optimizer > 0, 'Optimizer pattern should be detected');
});
test('save and load preserves state', () => {
freshSetup();
const em1 = new EmergentMechanics();
em1.patterns.hoarder = 0.7;
em1.totalPatternsDetected = 5;
em1.totalEventsGenerated = 3;
em1.track('click');
em1._save();
const em2 = new EmergentMechanics();
assert.equal(em2.patterns.hoarder, 0.7);
assert.equal(em2.totalPatternsDetected, 5);
assert.equal(em2.totalEventsGenerated, 3);
assert.ok(em2.actions.length >= 1);
});

View File

@@ -0,0 +1,50 @@
const test = require('node:test');
const assert = require('node:assert/strict');
const path = require('node:path');
const {
extractProjects,
buildDependencyGraph,
analyzeReckoningChain,
generateReport,
} = require('../scripts/reckoning_chain_validator.cjs');
const DATA_PATH = path.resolve(__dirname, '..', 'js', 'data.js');
test('extractProjects finds the beacon project definitions', () => {
const fs = require('node:fs');
const source = fs.readFileSync(DATA_PATH, 'utf8');
const projects = extractProjects(source);
assert.ok(projects.length >= 30);
assert.ok(projects.some((project) => project.id === 'p_hermes_deploy'));
});
test('buildDependencyGraph links completed-project triggers', () => {
const projects = [
{ id: 'p_reckoning_140', name: 'Start', trigger: 'G.phase >= 6', effect: '' },
{ id: 'p_reckoning_141', name: 'Next', trigger: "G.completedProjects.includes('p_reckoning_140')", effect: '' },
];
const graph = buildDependencyGraph(projects);
assert.deepEqual(graph.edges, [
{ from: 'p_reckoning_140', to: 'p_reckoning_141', reason: 'completedProjects.includes' },
]);
});
test('analyzeReckoningChain flags missing chain on current beacon data', () => {
const report = generateReport(DATA_PATH);
assert.equal(report.hasReckoningProjects, false);
assert.ok(report.deadEnds.some((item) => item.type === 'missing_root_project'));
assert.ok(report.fixProposals.some((item) => item.type === 'create_chain'));
});
test('analyzeReckoningChain accepts a healthy synthetic ReCKoning chain', () => {
const projects = [
{ id: 'p_reckoning_140', name: 'ReCKoning I', trigger: 'G.phase >= 6', effect: '' },
{ id: 'p_reckoning_141', name: 'ReCKoning II', trigger: "G.completedProjects.includes('p_reckoning_140')", effect: '' },
{ id: 'p_reckoning_142', name: 'ReCKoning III', trigger: "G.completedProjects.includes('p_reckoning_141')", effect: 'G.beaconEnding = true;' },
];
const report = analyzeReckoningChain(projects);
assert.equal(report.hasReckoningProjects, true);
assert.equal(report.deadEnds.length, 0);
assert.equal(report.reckoningProjects.length, 3);
assert.equal(report.reckoningProjects[2].terminal, true);
});

View File

@@ -1,148 +0,0 @@
#!/usr/bin/env python3
"""
Test for ReCKoning project chain.
Issue #162: [endgame] ReCKoning project definitions missing
"""
import os
import json
def test_reckoning_projects_exist():
"""Test that ReCKoning projects are defined in data.js."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check for ReCKoning projects
reckoning_projects = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146',
'p_reckoning_147',
'p_reckoning_148',
'p_reckoning_149',
'p_reckoning_150'
]
for project_id in reckoning_projects:
assert project_id in content, f"Missing ReCKoning project: {project_id}"
print(f"✓ All {len(reckoning_projects)} ReCKoning projects defined")
def test_reckoning_project_structure():
"""Test that ReCKoning projects have correct structure."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check for required fields
required_fields = ['id:', 'name:', 'desc:', 'cost:', 'trigger:', 'effect:']
for field in required_fields:
assert field in content, f"Missing required field: {field}"
print("✓ ReCKoning projects have correct structure")
def test_reckoning_trigger_conditions():
"""Test that ReCKoning projects have proper trigger conditions."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# First project should trigger on endgame conditions
assert 'p_reckoning_140' in content
assert 'totalRescues >= 100000' in content
assert 'pactFlag === 1' in content
assert 'harmony > 50' in content
print("✓ ReCKoning trigger conditions correct")
def test_reckoning_chain_progression():
"""Test that ReCKoning projects chain properly."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check that projects chain (each requires previous)
chain_checks = [
('p_reckoning_141', 'p_reckoning_140'),
('p_reckoning_142', 'p_reckoning_141'),
('p_reckoning_143', 'p_reckoning_142'),
('p_reckoning_144', 'p_reckoning_143'),
('p_reckoning_145', 'p_reckoning_144'),
('p_reckoning_146', 'p_reckoning_145'),
('p_reckoning_147', 'p_reckoning_146'),
('p_reckoning_148', 'p_reckoning_147'),
('p_reckoning_149', 'p_reckoning_148'),
('p_reckoning_150', 'p_reckoning_149'),
]
for current, previous in chain_checks:
assert f"includes('{previous}')" in content, f"{current} doesn't chain from {previous}"
print("✓ ReCKoning projects chain correctly")
def test_reckoning_final_project():
"""Test that final ReCKoning project triggers ending."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check that final project sets beaconEnding
assert 'p_reckoning_150' in content
assert 'beaconEnding = true' in content
assert 'running = false' in content
print("✓ Final ReCKoning project triggers ending")
def test_reckoning_costs_increase():
"""Test that ReCKoning project costs increase."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check that costs increase (impact: 100000, 200000, 300000, etc.)
costs = []
for i in range(140, 151):
project_id = f'p_reckoning_{i}'
if project_id in content:
# Find cost line
lines = content.split('\n')
for line in lines:
if project_id in line:
# Find next few lines for cost
idx = lines.index(line)
for j in range(idx, min(idx+10, len(lines))):
if 'impact:' in lines[j]:
# Extract number from "impact: 100000" or "impact: 100000 }"
import re
match = re.search(r'impact:\s*(\d+)', lines[j])
if match:
costs.append(int(match.group(1)))
break
# Check costs increase
for i in range(1, len(costs)):
assert costs[i] > costs[i-1], f"Cost doesn't increase: {costs[i]} <= {costs[i-1]}"
print(f"✓ ReCKoning costs increase: {costs[:3]}...{costs[-3:]}")
if __name__ == "__main__":
print("Testing ReCKoning project chain...")
test_reckoning_projects_exist()
test_reckoning_project_structure()
test_reckoning_trigger_conditions()
test_reckoning_chain_progression()
test_reckoning_final_project()
test_reckoning_costs_increase()
print("\n✓ All tests passed!")