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181
GENOME.md
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GENOME.md
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# GENOME.md — the-beacon
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> Codebase analysis generated 2026-04-13. Sovereign AI idle game — browser-based.
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## Project Overview
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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?"
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Static HTML/JS — no build step, no dependencies, no framework. Open `index.html` in any browser.
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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 + 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) 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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+-- 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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### index.html
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The single entry point. Loads all JS files, contains all HTML structure and inline CSS. Open directly in browser — no server required.
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### js/main.js — Initialization
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`initGame()` sets initial state, starts the 10Hz tick loop (`setInterval(tick, 100)`), triggers tutorial for new games, loads saved games, starts ambient sound.
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### js/engine.js — Game Loop
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The `tick()` function runs every 100ms. Each tick:
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1. Accumulate resources (code, compute, knowledge, users, impact, rescues, ops, trust, creativity, harmony)
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2. Process buildings and their rate multipliers
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3. Check phase transitions (Phase 1→6 based on total code thresholds)
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4. Trigger random events (corruption events, alignment events, wizard events)
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5. Update boosts, debuffs, and cooldowns
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6. Call `render()` to update UI
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## Data Flow
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```
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User clicks "WRITE CODE" / presses SPACE
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v
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G.code += 1 (or more with auto-clickers, combos, boosts)
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v
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tick() accumulates all passive rates from buildings
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v
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updateRates() recalculates based on:
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- Building counts × base rates × boost multipliers
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- Harmony (Timmy's multiplier, Pact drain/gain)
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- Bilbo randomness (burst/vanish per tick)
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- Active debuffs
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v
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Phase check: totalCode thresholds → unlock new content
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v
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Event roll: 2% per tick → corruption/alignment/wizard events
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v
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render() updates DOM
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```
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## Key Abstractions
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### Resources (10 types)
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- **code** — primary resource, generated by clicking and AutoCoders
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- **compute** — powers training and inference
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- **knowledge** — from research, unlocks projects
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- **users** — from API deployment, drives ops and impact
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- **impact** — from users × agents, drives rescues
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- **rescues** — the endgame metric (people helped in crisis)
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- **ops** — operational currency, from users
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- **trust** — hard constraint, earned/lost by decisions
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- **creativity** — from Bilbo and community
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- **harmony** — fleet health, affects Timmy's multiplier
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### Buildings (defined in js/data.js as BDEF array)
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Each building has: id, name, description, cost formula, rates, unlock conditions. Buildings include:
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- AutoCode Generator, Home Server, Training Lab, API Endpoint
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- Wizard agents: Bezalel, Allegro, Ezra, Timmy, Fenrir, Bilbo
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- Infrastructure: Lazarus Pit, MemPalace, Forge CI, Mesh Nodes
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### Projects (in js/data.js)
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One-time purchases that unlock features, buildings, or multipliers. Organized in phases. Projects require specific resource thresholds and prerequisites.
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### Phases (6 total)
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1. The First Line (click → autocoder)
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2. Local Inference (server → training → first agent)
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3. Deployment (API → users → trust mechanic)
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4. The Network (open source → community)
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5. Sovereign Intelligence (self-improvement → The Pact)
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6. The Beacon (mesh → rescues → endings)
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### Events (corruption, alignment, wizard)
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Random events at 2% per tick. Include:
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- CI Runner Stuck, Ezra Offline, Unreviewed Merge
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- The Drift (alignment events offering shortcuts)
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- Bilbo Vanished, Community Drama
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- Boss encounters (combat.js)
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### Endings (4 types)
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- The Empty Room (high impact, low trust, no Pact)
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- The Platform (high impact, medium trust, no Pact)
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- The Beacon (high rescues, high trust, Pact active, harmony > 50)
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- The Drift (too many shortcuts accepted)
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## API Surface
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### Save/Load (localStorage)
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- `saveGame()` — serializes G state to localStorage
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- `loadGame()` — deserializes from localStorage
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- `exportGame()` — JSON download of save state
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- `importGame()` — JSON upload to restore state
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### No external APIs
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The game is entirely client-side. No network calls, no analytics, no tracking.
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### Audio (Web Audio API)
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- `Sound.startAmbient()` — oscillator-based ambient drone
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- `Sound.updateAmbientPhase(phase)` — frequency shifts with game phase
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- Sound effects for clicks, upgrades, events
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## Test Coverage
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### Existing Tests
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- `tests/test_reckoning_projects.py` (148 lines) — Python test for reckoning project data validation
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- `tests/dismantle.test.cjs` — Node.js test for dismantle sequence
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### Coverage Gaps
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- **No tests for core engine logic** (tick, resource accumulation, rate calculation)
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- **No tests for event system** (event triggers, probability, effects)
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- **No tests for phase transitions** (threshold checks, unlock conditions)
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- **No tests for save/load** (serialization roundtrip, corruption handling)
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- **No tests for building cost scaling** (exponential cost formulas)
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- **No tests for harmony/drift mechanics** (the core gameplay differentiator)
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- **No tests for endings** (condition checks, state transitions)
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### Critical paths that need tests:
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1. **Resource accumulation**: tick() correctly multiplies rates by building counts and boosts
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2. **Phase transitions**: totalCode thresholds unlock correct content
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3. **Save/load roundtrip**: localStorage serialization preserves full game state
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4. **Event probability**: 2% per tick produces expected distribution
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5. **Harmony calculation**: wizard drain vs. Pact/NightlyWatch/MemPalace gains
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6. **Ending conditions**: each ending triggers on correct state
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## Security Considerations
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- **No authentication**: game is fully client-side, no user accounts
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- **localStorage manipulation**: players can edit save data to cheat (acceptable for single-player idle game)
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- **No XSS risk**: all DOM updates use textContent or innerHTML with game-controlled data only
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- **No external dependencies**: zero attack surface from third-party code
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- **Web Audio autoplay policy**: sound starts on first user interaction (compliant)
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## Design Decisions
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- **No build step**: intentional. Open index.html, play. No npm, no webpack, no framework.
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- **10Hz tick rate**: 100ms interval balances responsiveness with CPU usage
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- **Global state object (G)**: mirrors Paperclips' pattern. Simple, flat, serializable.
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- **Inline CSS in HTML**: keeps the project to 2 files minimum (index.html + JS)
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- **Progressive phase unlocks**: prevents information overload, teaches mechanics gradually
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@@ -3,20 +3,15 @@ _2026-04-12, Perplexity QA_
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## Findings
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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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The following files were confirmed dead code — never imported by any runtime module.
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by the main game runtime (`js/main.js` → `js/engine.js`):
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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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| File | Original | Resolution |
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|------|----------|-------|--------|
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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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| `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) | ~120 | **Verify import** |
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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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**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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### game.js Bloat (PR #76)
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### game.js Bloat (PR #76)
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30
docs/paperclips-implementation-tracker.md
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30
docs/paperclips-implementation-tracker.md
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# Paperclips Deep Study — Implementation Tracker
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Grounded status snapshot for epic #15.
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This report tracks live forge issue state against visible repo evidence.
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It does not claim the epic is complete; it shows what is present vs missing today.
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- Forge issues: 8 open / 5 closed
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- Repo evidence: 8 present / 5 missing
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| Issue | Title | Forge state | Repo evidence | Proof |
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| --- | --- | --- | --- | --- |
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| #2 | [P0] Paperclips-style Project Chain System | open | present | js/data.js (`PROJECT DEFINITIONS (following Paperclips' pattern exactly)`, `const PDEFS = [`) |
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| #3 | [P0] Creative Compute (Quantum Burst System) | closed | present | js/data.js (`p_quantum_compute`, `Quantum-Inspired Compute`) |
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| #4 | [P0] Compute Budget Supply/Demand Momentum | open | missing | missing in js/data.js: `supply/demand`, `momentum` |
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| #5 | [P1] Strategy Engine Game Theory Tournaments | open | present | js/strategy.js (`Sovereign Strategy Engine`, `class StrategyEngine`) |
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| #6 | [P1] Community Swarm Alignment Simulation | open | present | js/data.js (`p_swarm_protocol`, `Every building now thinks in code.`) |
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| #7 | [P1] Fibonacci Trust Milestone System | open | missing | missing in js/data.js: `Fibonacci`, `trust milestone` |
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| #8 | [P1] Investment Engine Research Grants | open | missing | missing in js/data.js: `investment`, `research grant` |
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| #9 | [P2] Emotional Arc Milestone Narrative System | closed | present | js/emergent-mechanics.js (`THE BEACON - Emergent Game Mechanics`, `dynamic events that reward or challenge those strategies.`) |
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| #10 | [P2] Number Formatting spellf equivalent | closed | present | js/utils.js (`spellf()`, `one decillion`) |
|
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| #11 | [P2] Offline Progress Calculation | closed | present | js/render.js (`showOfflinePopup`, `Offline efficiency: 50%`) |
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| #12 | [P2] Prestige New Game+ System | open | missing | missing in js/data.js: `prestige`, `New Game+` |
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| #13 | [P3] Deploy Beacon as Static Site | closed | present | README.md (`No build step required`, `static HTML/JS game`) |
|
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| #14 | [P3] Paperclips Architecture Comparison Document | open | missing | missing in README.md: `Paperclips Architecture Comparison`, `architecture comparison` |
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|
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|
## Notes
|
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|
||||||
|
- `present` means the repository contains directly relevant code or docs markers for that study item.
|
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- `missing` means the tracker could not find the expected markers yet; that child issue likely still needs a dedicated repo-side slice.
|
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- Because #15 is an epic tracker, this artifact should advance the issue with `Refs #15`, not close it.
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@@ -114,6 +114,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
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#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{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}
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#custom-tooltip.visible{opacity:1}
|
||||||
#custom-tooltip .tt-label{color:#4a9eff;font-weight:600;margin-bottom:4px;font-size:11px}
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#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}
|
#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px}
|
||||||
/* Mute & contrast buttons */
|
/* Mute & contrast buttons */
|
||||||
.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
|
.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
|
||||||
@@ -200,7 +201,8 @@ Time Played: <span id="st-time">0:00</span><br>
|
|||||||
Clicks: <span id="st-clicks">0</span><br>
|
Clicks: <span id="st-clicks">0</span><br>
|
||||||
Harmony: <span id="st-harmony">50</span><br>
|
Harmony: <span id="st-harmony">50</span><br>
|
||||||
Drift: <span id="st-drift">0</span><br>
|
Drift: <span id="st-drift">0</span><br>
|
||||||
Events Resolved: <span id="st-resolved">0</span>
|
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>
|
||||||
</div>
|
</div>
|
||||||
<div id="production-breakdown" style="display:none;margin-top:12px;padding-top:10px;border-top:1px solid var(--border)"></div>
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<div id="production-breakdown" style="display:none;margin-top:12px;padding-top:10px;border-top:1px solid var(--border)"></div>
|
||||||
</div>
|
</div>
|
||||||
@@ -212,7 +214,6 @@ Events Resolved: <span id="st-resolved">0</span>
|
|||||||
<div id="strategy-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--gold)">
|
<div id="strategy-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--gold)">
|
||||||
<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
|
<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
|
||||||
<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
|
<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
|
||||||
<div id="strategy-tournament-ui" style="margin-top:10px"></div>
|
|
||||||
</div>
|
</div>
|
||||||
<div id="combat-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--red)">
|
<div id="combat-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--red)">
|
||||||
<h3>REASONING BATTLES</h3>
|
<h3>REASONING BATTLES</h3>
|
||||||
@@ -268,6 +269,7 @@ The light is on. The room is empty."
|
|||||||
<script src="js/render.js"></script>
|
<script src="js/render.js"></script>
|
||||||
<script src="js/tutorial.js"></script>
|
<script src="js/tutorial.js"></script>
|
||||||
<script src="js/dismantle.js"></script>
|
<script src="js/dismantle.js"></script>
|
||||||
|
<script src="js/emergent-mechanics.js"></script>
|
||||||
<script src="js/main.js"></script>
|
<script src="js/main.js"></script>
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
12
js/combat.js
12
js/combat.js
@@ -185,9 +185,17 @@ const Combat = (() => {
|
|||||||
|
|
||||||
function animate(ts) {
|
function animate(ts) {
|
||||||
if (!ctx || !activeBattle) return;
|
if (!ctx || !activeBattle) return;
|
||||||
const dt = Math.min((ts - lastTick) / 16, 3);
|
const rawDt = (ts - lastTick) / 16;
|
||||||
|
// Guard against tab-switch: if tab was hidden, dt could be huge
|
||||||
|
const dt = Math.min(rawDt, 3);
|
||||||
lastTick = ts;
|
lastTick = ts;
|
||||||
|
|
||||||
|
// If tab was hidden for too long (>5s), skip this frame to prevent teleporting
|
||||||
|
if (rawDt > 300) {
|
||||||
|
animFrameId = requestAnimationFrame(animate);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// Clear
|
// Clear
|
||||||
ctx.fillStyle = '#080810';
|
ctx.fillStyle = '#080810';
|
||||||
ctx.fillRect(0, 0, W, H);
|
ctx.fillRect(0, 0, W, H);
|
||||||
@@ -347,5 +355,5 @@ const Combat = (() => {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return { init, startBattle, renderCombatPanel, tickBattle };
|
return { init, startBattle, renderCombatPanel, tickBattle, cleanup: () => { if (animFrameId) { cancelAnimationFrame(animFrameId); animFrameId = null; } } };
|
||||||
})();
|
})();
|
||||||
|
|||||||
136
js/data.js
136
js/data.js
@@ -43,7 +43,6 @@ const G = {
|
|||||||
trust: 5,
|
trust: 5,
|
||||||
creativity: 0,
|
creativity: 0,
|
||||||
harmony: 50,
|
harmony: 50,
|
||||||
yomi: 0,
|
|
||||||
|
|
||||||
// Totals
|
// Totals
|
||||||
totalCode: 0,
|
totalCode: 0,
|
||||||
@@ -52,7 +51,6 @@ const G = {
|
|||||||
totalUsers: 0,
|
totalUsers: 0,
|
||||||
totalImpact: 0,
|
totalImpact: 0,
|
||||||
totalRescues: 0,
|
totalRescues: 0,
|
||||||
totalYomi: 0,
|
|
||||||
|
|
||||||
// Rates (calculated each tick)
|
// Rates (calculated each tick)
|
||||||
codeRate: 0,
|
codeRate: 0,
|
||||||
@@ -65,7 +63,6 @@ const G = {
|
|||||||
trustRate: 0,
|
trustRate: 0,
|
||||||
creativityRate: 0,
|
creativityRate: 0,
|
||||||
harmonyRate: 0,
|
harmonyRate: 0,
|
||||||
yomiKnowledgeRate: 0,
|
|
||||||
|
|
||||||
// Buildings (count-based, like Paperclips' clipmakerLevel)
|
// Buildings (count-based, like Paperclips' clipmakerLevel)
|
||||||
buildings: {
|
buildings: {
|
||||||
@@ -107,7 +104,6 @@ const G = {
|
|||||||
beaconFlag: 0,
|
beaconFlag: 0,
|
||||||
memoryFlag: 0,
|
memoryFlag: 0,
|
||||||
pactFlag: 0,
|
pactFlag: 0,
|
||||||
strategicFlag: 0,
|
|
||||||
swarmFlag: 0,
|
swarmFlag: 0,
|
||||||
swarmRate: 0,
|
swarmRate: 0,
|
||||||
|
|
||||||
@@ -119,11 +115,6 @@ const G = {
|
|||||||
tick: 0,
|
tick: 0,
|
||||||
saveTimer: 0,
|
saveTimer: 0,
|
||||||
secTimer: 0,
|
secTimer: 0,
|
||||||
strategyAutoUnlocked: false,
|
|
||||||
strategyAutoEnabled: false,
|
|
||||||
strategyTournamentTimer: 0,
|
|
||||||
strategyTournamentInterval: 30,
|
|
||||||
strategyLastTournament: null,
|
|
||||||
|
|
||||||
// Systems
|
// Systems
|
||||||
projects: [],
|
projects: [],
|
||||||
@@ -786,6 +777,133 @@ const PDEFS = [
|
|||||||
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
|
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
|
||||||
},
|
},
|
||||||
milestone: 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
|
||||||
}
|
}
|
||||||
];
|
];
|
||||||
|
|
||||||
|
|||||||
675
js/emergent-mechanics.js
Normal file
675
js/emergent-mechanics.js
Normal file
@@ -0,0 +1,675 @@
|
|||||||
|
// ============================================================
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
82
js/engine.js
82
js/engine.js
@@ -2,7 +2,7 @@ function updateRates() {
|
|||||||
// Reset all rates
|
// Reset all rates
|
||||||
G.codeRate = 0; G.computeRate = 0; G.knowledgeRate = 0;
|
G.codeRate = 0; G.computeRate = 0; G.knowledgeRate = 0;
|
||||||
G.userRate = 0; G.impactRate = 0; G.rescuesRate = 0; G.opsRate = 0; G.trustRate = 0;
|
G.userRate = 0; G.impactRate = 0; G.rescuesRate = 0; G.opsRate = 0; G.trustRate = 0;
|
||||||
G.creativityRate = 0; G.harmonyRate = 0; G.yomiKnowledgeRate = 0;
|
G.creativityRate = 0; G.harmonyRate = 0;
|
||||||
|
|
||||||
// Apply building rates
|
// Apply building rates
|
||||||
for (const def of BDEF) {
|
for (const def of BDEF) {
|
||||||
@@ -29,12 +29,6 @@ function updateRates() {
|
|||||||
}
|
}
|
||||||
if (G.pactFlag) G.trustRate += 2;
|
if (G.pactFlag) G.trustRate += 2;
|
||||||
|
|
||||||
// Yomi turns tournament insight into passive knowledge
|
|
||||||
if (G.strategicFlag && G.yomi > 0) {
|
|
||||||
G.yomiKnowledgeRate = Math.sqrt(G.yomi) * 0.25;
|
|
||||||
G.knowledgeRate += G.yomiKnowledgeRate;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Harmony: each wizard building contributes or detracts
|
// Harmony: each wizard building contributes or detracts
|
||||||
const wizardCount = (G.buildings.bezalel || 0) + (G.buildings.allegro || 0) + (G.buildings.ezra || 0) +
|
const wizardCount = (G.buildings.bezalel || 0) + (G.buildings.allegro || 0) + (G.buildings.ezra || 0) +
|
||||||
(G.buildings.timmy || 0) + (G.buildings.fenrir || 0) + (G.buildings.bilbo || 0);
|
(G.buildings.timmy || 0) + (G.buildings.fenrir || 0) + (G.buildings.bilbo || 0);
|
||||||
@@ -117,6 +111,15 @@ function updateRates() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// === CORE FUNCTIONS ===
|
// === 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.
|
* Main game loop tick, called every 100ms.
|
||||||
*/
|
*/
|
||||||
@@ -190,11 +193,6 @@ function tick() {
|
|||||||
// Sprint ability
|
// Sprint ability
|
||||||
tickSprint(dt);
|
tickSprint(dt);
|
||||||
|
|
||||||
// Strategy tournaments can run on an auto-timer once unlocked
|
|
||||||
if (window.SSE && typeof window.SSE.tick === 'function') {
|
|
||||||
window.SSE.tick(dt);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Auto-typer: buildings produce actual clicks, not just passive rate
|
// Auto-typer: buildings produce actual clicks, not just passive rate
|
||||||
// Each autocoder level auto-types once per interval, giving visual feedback
|
// Each autocoder level auto-types once per interval, giving visual feedback
|
||||||
if (G.buildings.autocoder > 0) {
|
if (G.buildings.autocoder > 0) {
|
||||||
@@ -232,6 +230,20 @@ function tick() {
|
|||||||
G.lastEventAt = G.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
|
// The Unbuilding: offer or advance the sequence before a positive ending overlay can freeze the game
|
||||||
if (typeof Dismantle !== 'undefined') {
|
if (typeof Dismantle !== 'undefined') {
|
||||||
if (!G.dismantleActive && !G.dismantleComplete) {
|
if (!G.dismantleActive && !G.dismantleComplete) {
|
||||||
@@ -348,6 +360,11 @@ function checkMilestones() {
|
|||||||
function checkProjects() {
|
function checkProjects() {
|
||||||
// Check for new project triggers
|
// Check for new project triggers
|
||||||
for (const pDef of PDEFS) {
|
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);
|
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
|
||||||
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
|
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
|
||||||
|
|
||||||
@@ -391,6 +408,10 @@ function buyBuilding(id) {
|
|||||||
}
|
}
|
||||||
G.buildings[id] = (G.buildings[id] || 0) + qty;
|
G.buildings[id] = (G.buildings[id] || 0) + qty;
|
||||||
updateRates();
|
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${qty}` : '';
|
const label = qty > 1 ? `x${qty}` : '';
|
||||||
const totalBuilt = G.buildings[id];
|
const totalBuilt = G.buildings[id];
|
||||||
log(`Built ${def.name} ${label} (total: ${totalBuilt})`);
|
log(`Built ${def.name} ${label} (total: ${totalBuilt})`);
|
||||||
@@ -777,6 +798,10 @@ function writeCode() {
|
|||||||
G.code += amount;
|
G.code += amount;
|
||||||
G.totalCode += amount;
|
G.totalCode += amount;
|
||||||
G.totalAutoClicks++;
|
G.totalAutoClicks++;
|
||||||
|
// Emergent mechanics: track click
|
||||||
|
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
|
||||||
|
window._emergent.track('click', { resource: 'code', delta: amount });
|
||||||
|
}
|
||||||
// Combo: each consecutive click within 2s adds 0.2x multiplier, max 5x
|
// Combo: each consecutive click within 2s adds 0.2x multiplier, max 5x
|
||||||
G.comboCount++;
|
G.comboCount++;
|
||||||
G.comboTimer = G.comboDecay;
|
G.comboTimer = G.comboDecay;
|
||||||
@@ -872,6 +897,10 @@ function doOps(action) {
|
|||||||
log('Not enough Operations. Build Ops generators or wait.');
|
log('Not enough Operations. Build Ops generators or wait.');
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
// Emergent mechanics: track ops conversion
|
||||||
|
if (typeof EmergentMechanics !== 'undefined' && window._emergent) {
|
||||||
|
window._emergent.track('ops_convert', { action: action, resource: 'ops', delta: -5 });
|
||||||
|
}
|
||||||
|
|
||||||
G.ops -= 5;
|
G.ops -= 5;
|
||||||
const bonus = 10;
|
const bonus = 10;
|
||||||
@@ -1107,7 +1136,7 @@ function renderBuildings() {
|
|||||||
|
|
||||||
// Locked preview: show dimmed with unlock hint
|
// Locked preview: show dimmed with unlock hint
|
||||||
if (!isUnlocked) {
|
if (!isUnlocked) {
|
||||||
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)">`;
|
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)" data-tooltip-desc="${def.desc || ''}">`;
|
||||||
html += `<span class="b-name" style="color:#555">${def.name}</span>`;
|
html += `<span class="b-name" style="color:#555">${def.name}</span>`;
|
||||||
html += `<span class="b-count" style="color:#444">\u{1F512}</span>`;
|
html += `<span class="b-count" style="color:#444">\u{1F512}</span>`;
|
||||||
html += `<span class="b-cost" style="color:#444">Phase ${def.phase}: ${PHASES[def.phase]?.name || '?'}</span>`;
|
html += `<span class="b-cost" style="color:#444">Phase ${def.phase}: ${PHASES[def.phase]?.name || '?'}</span>`;
|
||||||
@@ -1148,7 +1177,7 @@ function renderBuildings() {
|
|||||||
return boost !== 1 ? `+${fmt(boosted)}/${r}/s` : `+${v}/${r}/s`;
|
return boost !== 1 ? `+${fmt(boosted)}/${r}/s` : `+${v}/${r}/s`;
|
||||||
}).join(', ') : '';
|
}).join(', ') : '';
|
||||||
|
|
||||||
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 += `<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 ${costStr}">`;
|
||||||
html += `<span class="b-name">${def.name}</span>`;
|
html += `<span class="b-name">${def.name}</span>`;
|
||||||
if (count > 0) html += `<span class="b-count">x${count}</span>`;
|
if (count > 0) html += `<span class="b-count">x${count}</span>`;
|
||||||
html += `<span class="b-cost">Cost: ${costStr}</span>`;
|
html += `<span class="b-cost">Cost: ${costStr}</span>`;
|
||||||
@@ -1184,14 +1213,19 @@ function renderProjects() {
|
|||||||
|
|
||||||
// Show available projects
|
// Show available projects
|
||||||
if (G.activeProjects) {
|
if (G.activeProjects) {
|
||||||
for (const id of G.activeProjects) {
|
// Filter out non-ReCKoning projects during endgame
|
||||||
|
const projectsToShow = isEndgame()
|
||||||
|
? G.activeProjects.filter(id => id.startsWith('p_reckoning_'))
|
||||||
|
: G.activeProjects;
|
||||||
|
|
||||||
|
for (const id of projectsToShow) {
|
||||||
const pDef = PDEFS.find(p => p.id === id);
|
const pDef = PDEFS.find(p => p.id === id);
|
||||||
if (!pDef) continue;
|
if (!pDef) continue;
|
||||||
|
|
||||||
const afford = canAffordProject(pDef);
|
const afford = canAffordProject(pDef);
|
||||||
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${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}" 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}" data-tooltip-desc="${pDef.desc || ''}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
|
||||||
html += `<span class="p-name">* ${pDef.name}</span>`;
|
html += `<span class="p-name">* ${pDef.name}</span>`;
|
||||||
html += `<span class="p-cost">Cost: ${costStr}</span>`;
|
html += `<span class="p-cost">Cost: ${costStr}</span>`;
|
||||||
html += `<span class="p-desc">${pDef.desc}</span></button>`;
|
html += `<span class="p-desc">${pDef.desc}</span></button>`;
|
||||||
@@ -1233,6 +1267,17 @@ function renderStats() {
|
|||||||
set('st-drift', (G.drift || 0).toString());
|
set('st-drift', (G.drift || 0).toString());
|
||||||
set('st-resolved', (G.totalEventsResolved || 0).toString());
|
set('st-resolved', (G.totalEventsResolved || 0).toString());
|
||||||
|
|
||||||
|
// Emergent mechanics stats
|
||||||
|
if (window._emergent) {
|
||||||
|
const estate = window._emergent.getState();
|
||||||
|
const statsEl = document.getElementById('emergent-stats');
|
||||||
|
if (statsEl) statsEl.style.display = estate.totalEventsGenerated > 0 ? 'inline' : 'none';
|
||||||
|
set('st-emergent', estate.totalEventsGenerated.toString());
|
||||||
|
set('st-patterns', estate.totalPatternsDetected.toString());
|
||||||
|
const dom = estate.dominantPattern;
|
||||||
|
set('st-strategy', dom ? `${dom.name} (${Math.round(dom.confidence * 100)}%)` : '—');
|
||||||
|
}
|
||||||
|
|
||||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||||
const m = Math.floor(elapsed / 60);
|
const m = Math.floor(elapsed / 60);
|
||||||
const s = elapsed % 60;
|
const s = elapsed % 60;
|
||||||
@@ -1311,11 +1356,6 @@ function renderProductionBreakdown() {
|
|||||||
contributions.push({ name: 'Allegro (idle)', count: 0, rate: -10 * G.buildings.allegro });
|
contributions.push({ name: 'Allegro (idle)', count: 0, rate: -10 * G.buildings.allegro });
|
||||||
}
|
}
|
||||||
|
|
||||||
// Tournament Yomi feeds passive knowledge generation
|
|
||||||
if (res.key === 'knowledge' && G.yomiKnowledgeRate > 0) {
|
|
||||||
contributions.push({ name: 'Yomi insights', count: 0, rate: G.yomiKnowledgeRate });
|
|
||||||
}
|
|
||||||
|
|
||||||
// Show delta: total rate minus what we accounted for
|
// Show delta: total rate minus what we accounted for
|
||||||
const accounted = contributions.reduce((s, c) => s + c.rate, 0);
|
const accounted = contributions.reduce((s, c) => s + c.rate, 0);
|
||||||
let delta = totalRate - accounted;
|
let delta = totalRate - accounted;
|
||||||
|
|||||||
215
js/main.js
215
js/main.js
@@ -1,4 +1,210 @@
|
|||||||
// === INITIALIZATION ===
|
// === 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() {
|
function initGame() {
|
||||||
G.startedAt = Date.now();
|
G.startedAt = Date.now();
|
||||||
G.startTime = Date.now();
|
G.startTime = Date.now();
|
||||||
@@ -23,6 +229,11 @@ function initGame() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
window.addEventListener('load', function () {
|
window.addEventListener('load', function () {
|
||||||
|
// Initialize emergent mechanics
|
||||||
|
if (typeof EmergentMechanics !== 'undefined') {
|
||||||
|
window._emergent = new EmergentMechanics();
|
||||||
|
}
|
||||||
|
|
||||||
const isNewGame = !loadGame();
|
const isNewGame = !loadGame();
|
||||||
if (isNewGame) {
|
if (isNewGame) {
|
||||||
initGame();
|
initGame();
|
||||||
@@ -172,6 +383,8 @@ window.addEventListener('keydown', function (e) {
|
|||||||
document.addEventListener('visibilitychange', function () {
|
document.addEventListener('visibilitychange', function () {
|
||||||
if (document.hidden) {
|
if (document.hidden) {
|
||||||
saveGame();
|
saveGame();
|
||||||
|
// Clean up combat animation frame to prevent timestamp spikes on refocus
|
||||||
|
if (typeof Combat !== 'undefined') Combat.cleanup();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
window.addEventListener('beforeunload', function () {
|
window.addEventListener('beforeunload', function () {
|
||||||
@@ -189,9 +402,11 @@ window.addEventListener('beforeunload', function () {
|
|||||||
const el = e.target.closest('[data-edu]');
|
const el = e.target.closest('[data-edu]');
|
||||||
if (!el) return;
|
if (!el) return;
|
||||||
const label = el.getAttribute('data-tooltip-label') || '';
|
const label = el.getAttribute('data-tooltip-label') || '';
|
||||||
|
const desc = el.getAttribute('data-tooltip-desc') || '';
|
||||||
const edu = el.getAttribute('data-edu') || '';
|
const edu = el.getAttribute('data-edu') || '';
|
||||||
let html = '';
|
let html = '';
|
||||||
if (label) html += '<div class="tt-label">' + label + '</div>';
|
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 (edu) html += '<div class="tt-edu">' + edu + '</div>';
|
||||||
if (!html) return;
|
if (!html) return;
|
||||||
tip.innerHTML = html;
|
tip.innerHTML = html;
|
||||||
|
|||||||
52
js/render.js
52
js/render.js
@@ -27,13 +27,10 @@ function renderClickPower() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
function renderStrategy() {
|
function renderStrategy() {
|
||||||
if (!window.SSE) return;
|
if (window.SSE) {
|
||||||
window.SSE.update();
|
window.SSE.update();
|
||||||
const el = document.getElementById('strategy-recommendation');
|
const el = document.getElementById('strategy-recommendation');
|
||||||
if (el) el.textContent = window.SSE.getRecommendation();
|
if (el) el.textContent = window.SSE.getRecommendation();
|
||||||
const panel = document.getElementById('strategy-tournament-ui');
|
|
||||||
if (panel && typeof window.SSE.getPanelHtml === 'function') {
|
|
||||||
panel.innerHTML = window.SSE.getPanelHtml();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -200,9 +197,9 @@ function saveGame() {
|
|||||||
const saveData = {
|
const saveData = {
|
||||||
version: 1,
|
version: 1,
|
||||||
code: G.code, compute: G.compute, knowledge: G.knowledge, users: G.users, impact: G.impact,
|
code: G.code, compute: G.compute, knowledge: G.knowledge, users: G.users, impact: G.impact,
|
||||||
ops: G.ops, trust: G.trust, creativity: G.creativity, harmony: G.harmony, yomi: G.yomi || 0,
|
ops: G.ops, trust: G.trust, creativity: G.creativity, harmony: G.harmony,
|
||||||
totalCode: G.totalCode, totalCompute: G.totalCompute, totalKnowledge: G.totalKnowledge,
|
totalCode: G.totalCode, totalCompute: G.totalCompute, totalKnowledge: G.totalKnowledge,
|
||||||
totalUsers: G.totalUsers, totalImpact: G.totalImpact, totalYomi: G.totalYomi || 0,
|
totalUsers: G.totalUsers, totalImpact: G.totalImpact,
|
||||||
buildings: G.buildings,
|
buildings: G.buildings,
|
||||||
codeBoost: G.codeBoost, computeBoost: G.computeBoost, knowledgeBoost: G.knowledgeBoost,
|
codeBoost: G.codeBoost, computeBoost: G.computeBoost, knowledgeBoost: G.knowledgeBoost,
|
||||||
userBoost: G.userBoost, impactBoost: G.impactBoost,
|
userBoost: G.userBoost, impactBoost: G.impactBoost,
|
||||||
@@ -229,11 +226,6 @@ function saveGame() {
|
|||||||
swarmFlag: G.swarmFlag || 0,
|
swarmFlag: G.swarmFlag || 0,
|
||||||
swarmRate: G.swarmRate || 0,
|
swarmRate: G.swarmRate || 0,
|
||||||
strategicFlag: G.strategicFlag || 0,
|
strategicFlag: G.strategicFlag || 0,
|
||||||
strategyAutoUnlocked: G.strategyAutoUnlocked || false,
|
|
||||||
strategyAutoEnabled: G.strategyAutoEnabled || false,
|
|
||||||
strategyTournamentTimer: G.strategyTournamentTimer || 0,
|
|
||||||
strategyTournamentInterval: G.strategyTournamentInterval || 30,
|
|
||||||
strategyLastTournament: G.strategyLastTournament || null,
|
|
||||||
projectsCollapsed: G.projectsCollapsed !== false,
|
projectsCollapsed: G.projectsCollapsed !== false,
|
||||||
dismantleTriggered: G.dismantleTriggered || false,
|
dismantleTriggered: G.dismantleTriggered || false,
|
||||||
dismantleActive: G.dismantleActive || false,
|
dismantleActive: G.dismantleActive || false,
|
||||||
@@ -262,8 +254,8 @@ function loadGame() {
|
|||||||
|
|
||||||
// Whitelist properties that can be loaded
|
// Whitelist properties that can be loaded
|
||||||
const whitelist = [
|
const whitelist = [
|
||||||
'code', 'compute', 'knowledge', 'users', 'impact', 'ops', 'trust', 'creativity', 'harmony', 'yomi',
|
'code', 'compute', 'knowledge', 'users', 'impact', 'ops', 'trust', 'creativity', 'harmony',
|
||||||
'totalCode', 'totalCompute', 'totalKnowledge', 'totalUsers', 'totalImpact', 'totalYomi',
|
'totalCode', 'totalCompute', 'totalKnowledge', 'totalUsers', 'totalImpact',
|
||||||
'buildings', 'codeBoost', 'computeBoost', 'knowledgeBoost', 'userBoost', 'impactBoost',
|
'buildings', 'codeBoost', 'computeBoost', 'knowledgeBoost', 'userBoost', 'impactBoost',
|
||||||
'milestoneFlag', 'phase', 'deployFlag', 'sovereignFlag', 'beaconFlag',
|
'milestoneFlag', 'phase', 'deployFlag', 'sovereignFlag', 'beaconFlag',
|
||||||
'memoryFlag', 'pactFlag', 'lazarusFlag', 'mempalaceFlag', 'ciFlag',
|
'memoryFlag', 'pactFlag', 'lazarusFlag', 'mempalaceFlag', 'ciFlag',
|
||||||
@@ -273,8 +265,7 @@ function loadGame() {
|
|||||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'strategyAutoUnlocked', 'strategyAutoEnabled',
|
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
|
||||||
'strategyTournamentTimer', 'strategyTournamentInterval', 'strategyLastTournament', 'projectsCollapsed',
|
|
||||||
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
|
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
|
||||||
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
|
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
|
||||||
];
|
];
|
||||||
@@ -330,19 +321,21 @@ function loadGame() {
|
|||||||
if (data.savedAt) {
|
if (data.savedAt) {
|
||||||
const offSec = (Date.now() - data.savedAt) / 1000;
|
const offSec = (Date.now() - data.savedAt) / 1000;
|
||||||
if (offSec > 30) { // Only if away for more than 30 seconds
|
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();
|
updateRates();
|
||||||
const f = CONFIG.OFFLINE_EFFICIENCY; // 50% offline efficiency
|
const f = CONFIG.OFFLINE_EFFICIENCY; // 50% offline efficiency
|
||||||
const gc = G.codeRate * offSec * f;
|
const gc = G.codeRate * cappedOffSec * f;
|
||||||
const cc = G.computeRate * offSec * f;
|
const cc = G.computeRate * cappedOffSec * f;
|
||||||
const kc = G.knowledgeRate * offSec * f;
|
const kc = G.knowledgeRate * cappedOffSec * f;
|
||||||
const uc = G.userRate * offSec * f;
|
const uc = G.userRate * cappedOffSec * f;
|
||||||
const ic = G.impactRate * offSec * f;
|
const ic = G.impactRate * cappedOffSec * f;
|
||||||
|
|
||||||
const rc = G.rescuesRate * offSec * f;
|
const rc = G.rescuesRate * cappedOffSec * f;
|
||||||
const oc = G.opsRate * offSec * f;
|
const oc = G.opsRate * cappedOffSec * f;
|
||||||
const tc = G.trustRate * offSec * f;
|
const tc = G.trustRate * cappedOffSec * f;
|
||||||
const crc = G.creativityRate * offSec * f;
|
const crc = G.creativityRate * cappedOffSec * f;
|
||||||
const hc = G.harmonyRate * offSec * f;
|
const hc = G.harmonyRate * cappedOffSec * f;
|
||||||
|
|
||||||
G.code += gc; G.compute += cc; G.knowledge += kc;
|
G.code += gc; G.compute += cc; G.knowledge += kc;
|
||||||
G.users += uc; G.impact += ic;
|
G.users += uc; G.impact += ic;
|
||||||
@@ -353,6 +346,9 @@ function loadGame() {
|
|||||||
G.totalUsers += uc; G.totalImpact += ic;
|
G.totalUsers += uc; G.totalImpact += ic;
|
||||||
G.totalRescues += rc;
|
G.totalRescues += rc;
|
||||||
|
|
||||||
|
// Track offline play time
|
||||||
|
G.playTime = (G.playTime || 0) + cappedOffSec;
|
||||||
|
|
||||||
// Show welcome-back popup with all gains
|
// Show welcome-back popup with all gains
|
||||||
const gains = [];
|
const gains = [];
|
||||||
if (gc > 0) gains.push({ label: 'Code', value: gc, color: '#4a9eff' });
|
if (gc > 0) gains.push({ label: 'Code', value: gc, color: '#4a9eff' });
|
||||||
|
|||||||
402
js/strategy.js
402
js/strategy.js
@@ -1,7 +1,6 @@
|
|||||||
/**
|
/**
|
||||||
* Sovereign Strategy Engine (SSE)
|
* Sovereign Strategy Engine (SSE)
|
||||||
* A rule-based GOFAI system for optimal play guidance plus
|
* A rule-based GOFAI system for optimal play guidance.
|
||||||
* Paperclips-inspired game theory tournaments that generate Yomi.
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
const STRATEGY_RULES = [
|
const STRATEGY_RULES = [
|
||||||
@@ -9,414 +8,59 @@ const STRATEGY_RULES = [
|
|||||||
id: 'use_ops',
|
id: 'use_ops',
|
||||||
priority: 100,
|
priority: 100,
|
||||||
condition: () => G.ops >= G.maxOps * 0.9,
|
condition: () => G.ops >= G.maxOps * 0.9,
|
||||||
recommendation: () => 'Operations near capacity. Convert Ops to Code or Knowledge now.'
|
recommendation: "Operations near capacity. Convert Ops to Code or Knowledge now."
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'resolve_events',
|
|
||||||
priority: 95,
|
|
||||||
condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
|
|
||||||
recommendation: () => 'System anomalies detected. Resolve active events to restore rates.'
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'activate_sprint',
|
|
||||||
priority: 90,
|
|
||||||
condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
|
|
||||||
recommendation: () => 'Code Sprint available. Activate for 10x production burst.'
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'pact_alignment',
|
|
||||||
priority: 85,
|
|
||||||
condition: () => G.pendingAlignment,
|
|
||||||
recommendation: () => 'Alignment decision pending. Consider the long-term impact of The Pact.'
|
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
id: 'buy_autocoder',
|
id: 'buy_autocoder',
|
||||||
priority: 80,
|
priority: 80,
|
||||||
condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
|
condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
|
||||||
recommendation: () => 'Prioritize AutoCoders to establish passive code production.'
|
recommendation: "Prioritize AutoCoders to establish passive code production."
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
id: 'unlock_auto_tournaments',
|
id: 'activate_sprint',
|
||||||
priority: 72,
|
priority: 90,
|
||||||
condition: () => G.strategicFlag === 1 && !G.strategyAutoUnlocked && G.creativity >= 50000,
|
condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
|
||||||
recommendation: () => 'Auto-Tournament mode is affordable. Spend 50k creativity to automate Yomi generation.'
|
recommendation: "Code Sprint available. Activate for 10x production burst."
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
id: 'run_tournament',
|
id: 'resolve_events',
|
||||||
priority: 68,
|
priority: 95,
|
||||||
condition: () => G.strategicFlag === 1 && (!G.strategyLastTournament || !G.strategyLastTournament.scoreboard || G.strategyLastTournament.scoreboard.length === 0),
|
condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
|
||||||
recommendation: () => 'Run a game theory tournament. Tournament Yomi becomes passive knowledge.'
|
recommendation: "System anomalies detected. Resolve active events to restore rates."
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
id: 'save_game',
|
id: 'save_game',
|
||||||
priority: 10,
|
priority: 10,
|
||||||
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
|
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
|
||||||
recommendation: () => 'Unsaved progress detected. Manual save recommended.'
|
recommendation: "Unsaved progress detected. Manual save recommended."
|
||||||
|
},
|
||||||
|
{
|
||||||
|
id: 'pact_alignment',
|
||||||
|
priority: 85,
|
||||||
|
condition: () => G.pendingAlignment,
|
||||||
|
recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
|
||||||
}
|
}
|
||||||
];
|
];
|
||||||
|
|
||||||
const TOURNAMENT_PAYOFFS = {
|
|
||||||
CC: [3, 3],
|
|
||||||
CD: [0, 5],
|
|
||||||
DC: [5, 0],
|
|
||||||
DD: [1, 1]
|
|
||||||
};
|
|
||||||
|
|
||||||
const STRATEGY_TACTICS = [
|
|
||||||
{
|
|
||||||
id: 'RANDOM',
|
|
||||||
label: 'RANDOM',
|
|
||||||
desc: 'Deterministic pseudo-random mix of cooperation and defection.',
|
|
||||||
unlock: () => G.strategicFlag === 1,
|
|
||||||
move(ctx) {
|
|
||||||
return ((ctx.round * 7 + ctx.selfHistory.length * 3 + ctx.opponentHistory.length) % 2 === 0) ? 'C' : 'D';
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'A100',
|
|
||||||
label: 'A100',
|
|
||||||
desc: 'Always cooperates.',
|
|
||||||
unlock: () => G.strategicFlag === 1,
|
|
||||||
move() {
|
|
||||||
return 'C';
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'B100',
|
|
||||||
label: 'B100',
|
|
||||||
desc: 'Always defects.',
|
|
||||||
unlock: () => G.strategicFlag === 1,
|
|
||||||
move() {
|
|
||||||
return 'D';
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'GREEDY',
|
|
||||||
label: 'GREEDY',
|
|
||||||
desc: 'Presses for short-term gain and exploits soft opponents.',
|
|
||||||
unlock: () => G.strategicFlag === 1,
|
|
||||||
move(ctx) {
|
|
||||||
if (ctx.round < 2) return 'D';
|
|
||||||
const recent = ctx.opponentHistory.slice(-2);
|
|
||||||
return recent.every((move) => move === 'D') ? 'C' : 'D';
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'GENEROUS',
|
|
||||||
label: 'GENEROUS',
|
|
||||||
desc: 'Defaults to cooperation and only retaliates after repeated betrayal.',
|
|
||||||
unlock: () => G.strategicFlag === 1 && G.trust >= 20,
|
|
||||||
move(ctx) {
|
|
||||||
if (ctx.round === 0) return 'C';
|
|
||||||
const recentDefects = ctx.opponentHistory.slice(-3).filter((move) => move === 'D').length;
|
|
||||||
return recentDefects >= 2 ? 'D' : 'C';
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'TIT_FOR_TAT',
|
|
||||||
label: 'TIT FOR TAT',
|
|
||||||
desc: 'Cooperate first, then mirror the opponent.',
|
|
||||||
unlock: () => G.strategicFlag === 1 && G.totalImpact >= 1000,
|
|
||||||
move(ctx) {
|
|
||||||
if (ctx.round === 0) return 'C';
|
|
||||||
return ctx.opponentLast || 'C';
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'BEAT_LAST',
|
|
||||||
label: 'BEAT LAST',
|
|
||||||
desc: 'Attempts to counter the opponent’s last move.',
|
|
||||||
unlock: () => G.strategicFlag === 1 && G.yomi >= 100,
|
|
||||||
move(ctx) {
|
|
||||||
if (ctx.round === 0) return 'D';
|
|
||||||
return ctx.opponentLast === 'C' ? 'D' : 'C';
|
|
||||||
}
|
|
||||||
},
|
|
||||||
{
|
|
||||||
id: 'MINIMAX',
|
|
||||||
label: 'MINIMAX',
|
|
||||||
desc: 'Optimizes against the opponent’s worst plausible branch.',
|
|
||||||
unlock: () => G.strategicFlag === 1 && G.yomi >= 400,
|
|
||||||
move(ctx) {
|
|
||||||
if (ctx.round === 0) return 'C';
|
|
||||||
const coopRate = ctx.opponentHistory.length === 0
|
|
||||||
? 0.5
|
|
||||||
: ctx.opponentHistory.filter((move) => move === 'C').length / ctx.opponentHistory.length;
|
|
||||||
return coopRate >= 0.6 ? 'C' : 'D';
|
|
||||||
}
|
|
||||||
}
|
|
||||||
];
|
|
||||||
|
|
||||||
function normalizeMove(move) {
|
|
||||||
return move === 'D' ? 'D' : 'C';
|
|
||||||
}
|
|
||||||
|
|
||||||
function payoffFor(aMove, bMove) {
|
|
||||||
return TOURNAMENT_PAYOFFS[aMove + bMove] || TOURNAMENT_PAYOFFS.CC;
|
|
||||||
}
|
|
||||||
|
|
||||||
function makeScoreRow(strategy) {
|
|
||||||
return {
|
|
||||||
id: strategy.id,
|
|
||||||
label: strategy.label,
|
|
||||||
score: 0,
|
|
||||||
wins: 0,
|
|
||||||
matches: 0,
|
|
||||||
cooperation: 0,
|
|
||||||
defection: 0
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
class StrategyEngine {
|
class StrategyEngine {
|
||||||
constructor() {
|
constructor() {
|
||||||
this.currentRecommendation = null;
|
this.currentRecommendation = null;
|
||||||
this.matchRounds = 12;
|
|
||||||
}
|
|
||||||
|
|
||||||
getYomiInsightRate() {
|
|
||||||
if (!G.strategicFlag || !G.yomi) return 0;
|
|
||||||
return Math.sqrt(G.yomi) * 0.25;
|
|
||||||
}
|
|
||||||
|
|
||||||
getUnlockedStrategies() {
|
|
||||||
if (!G.strategicFlag) return [];
|
|
||||||
return STRATEGY_TACTICS.filter((strategy) => strategy.unlock());
|
|
||||||
}
|
|
||||||
|
|
||||||
playMatch(strategyA, strategyB) {
|
|
||||||
const historyA = [];
|
|
||||||
const historyB = [];
|
|
||||||
let scoreA = 0;
|
|
||||||
let scoreB = 0;
|
|
||||||
let cooperationMoments = 0;
|
|
||||||
|
|
||||||
for (let round = 0; round < this.matchRounds; round++) {
|
|
||||||
const moveA = normalizeMove(strategyA.move({
|
|
||||||
round,
|
|
||||||
selfHistory: historyA.slice(),
|
|
||||||
opponentHistory: historyB.slice(),
|
|
||||||
selfLast: historyA[historyA.length - 1] || null,
|
|
||||||
opponentLast: historyB[historyB.length - 1] || null
|
|
||||||
}));
|
|
||||||
const moveB = normalizeMove(strategyB.move({
|
|
||||||
round,
|
|
||||||
selfHistory: historyB.slice(),
|
|
||||||
opponentHistory: historyA.slice(),
|
|
||||||
selfLast: historyB[historyB.length - 1] || null,
|
|
||||||
opponentLast: historyA[historyA.length - 1] || null
|
|
||||||
}));
|
|
||||||
|
|
||||||
const [gainA, gainB] = payoffFor(moveA, moveB);
|
|
||||||
scoreA += gainA;
|
|
||||||
scoreB += gainB;
|
|
||||||
if (moveA === 'C') cooperationMoments += 1;
|
|
||||||
if (moveB === 'C') cooperationMoments += 1;
|
|
||||||
historyA.push(moveA);
|
|
||||||
historyB.push(moveB);
|
|
||||||
}
|
|
||||||
|
|
||||||
return {
|
|
||||||
aId: strategyA.id,
|
|
||||||
aLabel: strategyA.label,
|
|
||||||
bId: strategyB.id,
|
|
||||||
bLabel: strategyB.label,
|
|
||||||
scoreA,
|
|
||||||
scoreB,
|
|
||||||
cooperationMoments,
|
|
||||||
winner: scoreA === scoreB ? 'DRAW' : (scoreA > scoreB ? strategyA.id : strategyB.id)
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
runTournament(isAutomatic = false) {
|
|
||||||
const unlocked = this.getUnlockedStrategies();
|
|
||||||
if (unlocked.length < 2) {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
const scores = Object.fromEntries(unlocked.map((strategy) => [strategy.id, makeScoreRow(strategy)]));
|
|
||||||
const matches = [];
|
|
||||||
|
|
||||||
for (let i = 0; i < unlocked.length; i++) {
|
|
||||||
for (let j = i + 1; j < unlocked.length; j++) {
|
|
||||||
const match = this.playMatch(unlocked[i], unlocked[j]);
|
|
||||||
matches.push(match);
|
|
||||||
|
|
||||||
const rowA = scores[match.aId];
|
|
||||||
const rowB = scores[match.bId];
|
|
||||||
rowA.score += match.scoreA;
|
|
||||||
rowB.score += match.scoreB;
|
|
||||||
rowA.matches += 1;
|
|
||||||
rowB.matches += 1;
|
|
||||||
rowA.cooperation += this.matchRounds - match.scoreA < this.matchRounds ? match.cooperationMoments / 2 : 0;
|
|
||||||
rowB.cooperation += this.matchRounds - match.scoreB < this.matchRounds ? match.cooperationMoments / 2 : 0;
|
|
||||||
rowA.defection = rowA.matches * this.matchRounds - rowA.cooperation;
|
|
||||||
rowB.defection = rowB.matches * this.matchRounds - rowB.cooperation;
|
|
||||||
|
|
||||||
if (match.winner === match.aId) rowA.wins += 1;
|
|
||||||
if (match.winner === match.bId) rowB.wins += 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const scoreboard = Object.values(scores).sort((a, b) => {
|
|
||||||
if (b.score !== a.score) return b.score - a.score;
|
|
||||||
if (b.wins !== a.wins) return b.wins - a.wins;
|
|
||||||
return a.label.localeCompare(b.label);
|
|
||||||
});
|
|
||||||
|
|
||||||
const strategicDepth = matches.reduce((sum, match) => {
|
|
||||||
return sum + Math.abs(match.scoreA - match.scoreB) + match.cooperationMoments;
|
|
||||||
}, 0);
|
|
||||||
const yomiAward = Math.max(10, Math.round(strategicDepth / Math.max(1, unlocked.length)));
|
|
||||||
const knowledgeGain = Math.max(25, Math.round(yomiAward * 2));
|
|
||||||
const leader = scoreboard[0];
|
|
||||||
|
|
||||||
G.totalYomi = Math.max(G.totalYomi || 0, G.yomi || 0) + yomiAward;
|
|
||||||
G.yomi += yomiAward;
|
|
||||||
G.knowledge += knowledgeGain;
|
|
||||||
G.totalKnowledge += knowledgeGain;
|
|
||||||
G.strategyTournamentTimer = 0;
|
|
||||||
G.strategyLastTournament = {
|
|
||||||
leader: { id: leader.id, label: leader.label, score: leader.score, wins: leader.wins },
|
|
||||||
scoreboard: scoreboard.map((row) => ({
|
|
||||||
id: row.id,
|
|
||||||
label: row.label,
|
|
||||||
score: row.score,
|
|
||||||
wins: row.wins,
|
|
||||||
matches: row.matches
|
|
||||||
})),
|
|
||||||
matchCount: matches.length,
|
|
||||||
yomiAward,
|
|
||||||
knowledgeGain,
|
|
||||||
automatic: Boolean(isAutomatic),
|
|
||||||
timestamp: Date.now()
|
|
||||||
};
|
|
||||||
|
|
||||||
if (typeof log === 'function') {
|
|
||||||
log(`Strategy tournament complete. ${leader.label} leads. +${fmt(yomiAward)} Yomi, +${fmt(knowledgeGain)} knowledge.`, true);
|
|
||||||
}
|
|
||||||
if (typeof showToast === 'function') {
|
|
||||||
showToast(`Tournament: ${leader.label} leads (+${fmt(yomiAward)} Yomi)`, 'project', 5000);
|
|
||||||
}
|
|
||||||
|
|
||||||
return G.strategyLastTournament;
|
|
||||||
}
|
|
||||||
|
|
||||||
unlockAutoTournament() {
|
|
||||||
if (!G.strategicFlag) return false;
|
|
||||||
|
|
||||||
if (!G.strategyAutoUnlocked) {
|
|
||||||
if (G.creativity < 50000) {
|
|
||||||
if (typeof log === 'function') log(`Need ${fmt(50000)} creativity to unlock auto-tournaments.`);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
G.creativity -= 50000;
|
|
||||||
G.strategyAutoUnlocked = true;
|
|
||||||
G.strategyAutoEnabled = true;
|
|
||||||
G.strategyTournamentTimer = 0;
|
|
||||||
if (typeof log === 'function') log('Auto-Tournament mode unlocked. Yomi generation is now automated.', true);
|
|
||||||
if (typeof showToast === 'function') showToast('Auto-Tournament mode unlocked', 'milestone', 5000);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
G.strategyAutoEnabled = !G.strategyAutoEnabled;
|
|
||||||
if (typeof log === 'function') {
|
|
||||||
log(`Auto-Tournament mode ${G.strategyAutoEnabled ? 'enabled' : 'disabled'}.`);
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
tick(dt) {
|
|
||||||
if (!G.strategicFlag || !G.strategyAutoEnabled) return false;
|
|
||||||
G.strategyTournamentTimer = (G.strategyTournamentTimer || 0) + dt;
|
|
||||||
if (G.strategyTournamentTimer < (G.strategyTournamentInterval || 30)) return false;
|
|
||||||
return this.runTournament(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
getPanelHtml() {
|
|
||||||
if (!G.strategicFlag) {
|
|
||||||
return '<div class="dim">Research the Strategy Engine to unlock tournaments, Yomi, and adversarial modeling.</div>';
|
|
||||||
}
|
|
||||||
|
|
||||||
const unlocked = this.getUnlockedStrategies();
|
|
||||||
const unlockedIds = new Set(unlocked.map((strategy) => strategy.id));
|
|
||||||
const yomiRate = this.getYomiInsightRate();
|
|
||||||
const autoLabel = !G.strategyAutoUnlocked
|
|
||||||
? 'UNLOCK AUTO-TOURNAMENT (50K CREATIVITY)'
|
|
||||||
: (G.strategyAutoEnabled ? 'DISABLE AUTO-TOURNAMENT' : 'ENABLE AUTO-TOURNAMENT');
|
|
||||||
const autoHint = !G.strategyAutoUnlocked
|
|
||||||
? `Creativity: ${fmt(G.creativity)} / ${fmt(50000)}`
|
|
||||||
: `Runs every ${Math.floor(G.strategyTournamentInterval || 30)}s • Timer ${Math.floor(G.strategyTournamentTimer || 0)}s`;
|
|
||||||
|
|
||||||
let chips = '';
|
|
||||||
for (const strategy of STRATEGY_TACTICS) {
|
|
||||||
const unlockedNow = unlockedIds.has(strategy.id);
|
|
||||||
chips += `<span class="milestone-chip${unlockedNow ? ' done' : ''}" style="opacity:${unlockedNow ? '1' : '0.45'}">${strategy.label}</span>`;
|
|
||||||
}
|
|
||||||
|
|
||||||
let scoreboardHtml = '<div class="dim" style="margin-top:8px">Run a tournament to generate Yomi and compare strategies.</div>';
|
|
||||||
if (G.strategyLastTournament && Array.isArray(G.strategyLastTournament.scoreboard) && G.strategyLastTournament.scoreboard.length > 0) {
|
|
||||||
const rows = G.strategyLastTournament.scoreboard
|
|
||||||
.map((row) => `<tr><td style="padding:3px 6px 3px 0;color:#c0c0d0">${row.label}</td><td style="padding:3px 6px;text-align:right;color:#ffd700">${fmt(row.score)}</td><td style="padding:3px 0 3px 6px;text-align:right;color:#4caf50">${row.wins}</td></tr>`)
|
|
||||||
.join('');
|
|
||||||
scoreboardHtml = `
|
|
||||||
<div style="margin-top:10px;padding:8px;border:1px solid var(--border);border-radius:6px;background:#0a0a14">
|
|
||||||
<div style="display:flex;justify-content:space-between;align-items:center;margin-bottom:6px">
|
|
||||||
<span style="color:#ffd700;font-size:10px;letter-spacing:1px">LAST TOURNAMENT</span>
|
|
||||||
<span style="font-size:9px;color:#666">${G.strategyLastTournament.automatic ? 'AUTO' : 'MANUAL'}</span>
|
|
||||||
</div>
|
|
||||||
<div style="font-size:10px;color:#aaa;margin-bottom:6px">LEADER: <span style="color:#ffd700">${G.strategyLastTournament.leader.label}</span> • +${fmt(G.strategyLastTournament.yomiAward)} Yomi • +${fmt(G.strategyLastTournament.knowledgeGain)} knowledge</div>
|
|
||||||
<table style="width:100%;font-size:10px;border-collapse:collapse">
|
|
||||||
<thead>
|
|
||||||
<tr style="color:#555;text-align:left"><th style="padding:0 6px 4px 0">Strategy</th><th style="padding:0 6px 4px;text-align:right">Score</th><th style="padding:0 0 4px 6px;text-align:right">Wins</th></tr>
|
|
||||||
</thead>
|
|
||||||
<tbody>${rows}</tbody>
|
|
||||||
</table>
|
|
||||||
</div>`;
|
|
||||||
}
|
|
||||||
|
|
||||||
return `
|
|
||||||
<div style="margin-top:10px;padding-top:10px;border-top:1px solid var(--border)">
|
|
||||||
<div style="display:grid;grid-template-columns:repeat(auto-fit,minmax(120px,1fr));gap:6px;margin-bottom:8px">
|
|
||||||
<div class="res" style="padding:8px">
|
|
||||||
<div class="r-label">Yomi</div>
|
|
||||||
<div class="r-val" style="font-size:14px">${fmt(G.yomi || 0)}</div>
|
|
||||||
<div class="r-rate">+${fmt(yomiRate)}/s knowledge</div>
|
|
||||||
</div>
|
|
||||||
<div class="res" style="padding:8px">
|
|
||||||
<div class="r-label">Unlocked</div>
|
|
||||||
<div class="r-val" style="font-size:14px">${unlocked.length}/8</div>
|
|
||||||
<div class="r-rate">${G.strategyAutoEnabled ? 'AUTO MODE' : 'MANUAL'}</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div class="action-btn-group">
|
|
||||||
<button class="ops-btn" onclick="window.SSE.runTournament()" style="border-color:var(--gold);color:var(--gold)" aria-label="Run a strategy tournament to generate Yomi">RUN TOURNAMENT</button>
|
|
||||||
<button class="ops-btn" onclick="window.SSE.unlockAutoTournament()" style="border-color:var(--purple);color:var(--purple)" aria-label="${autoLabel}">${autoLabel}</button>
|
|
||||||
</div>
|
|
||||||
<div style="font-size:9px;color:#666;margin-top:4px">${autoHint}</div>
|
|
||||||
<div style="font-size:9px;color:#888;margin-top:8px;line-height:1.6">Game theory tournaments generate Yomi. Yomi is reinvested as passive knowledge, turning adversarial modeling into insight.</div>
|
|
||||||
<div class="milestone-row" style="justify-content:flex-start;margin-top:8px">${chips}</div>
|
|
||||||
${scoreboardHtml}
|
|
||||||
</div>`;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
update() {
|
update() {
|
||||||
const activeRules = STRATEGY_RULES.filter((rule) => rule.condition());
|
// Find the highest priority rule that meets its condition
|
||||||
|
const activeRules = STRATEGY_RULES.filter(r => r.condition());
|
||||||
activeRules.sort((a, b) => b.priority - a.priority);
|
activeRules.sort((a, b) => b.priority - a.priority);
|
||||||
|
|
||||||
if (activeRules.length > 0) {
|
if (activeRules.length > 0) {
|
||||||
const top = activeRules[0];
|
this.currentRecommendation = activeRules[0].recommendation;
|
||||||
this.currentRecommendation = typeof top.recommendation === 'function'
|
|
||||||
? top.recommendation()
|
|
||||||
: top.recommendation;
|
|
||||||
} else if (G.strategicFlag && G.strategyLastTournament && G.strategyLastTournament.leader) {
|
|
||||||
this.currentRecommendation = `Tournament leader: ${G.strategyLastTournament.leader.label}. Yomi is currently generating +${fmt(this.getYomiInsightRate())} knowledge/sec.`;
|
|
||||||
} else {
|
} else {
|
||||||
this.currentRecommendation = 'System stable. Continue writing code.';
|
this.currentRecommendation = "System stable. Continue writing code.";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
getRecommendation() {
|
getRecommendation() {
|
||||||
return this.currentRecommendation || 'System stable. Continue writing code.';
|
return this.currentRecommendation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
271
scripts/paperclips_tracker.py
Normal file
271
scripts/paperclips_tracker.py
Normal file
@@ -0,0 +1,271 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Generate a grounded implementation tracker for the Beacon Paperclips study epic."""
|
||||||
|
from __future__ import annotations
|
||||||
|
|
||||||
|
import argparse
|
||||||
|
import json
|
||||||
|
import os
|
||||||
|
from pathlib import Path
|
||||||
|
from typing import Iterable
|
||||||
|
from urllib.request import Request, urlopen
|
||||||
|
|
||||||
|
API_BASE = 'https://forge.alexanderwhitestone.com/api/v1'
|
||||||
|
REPO = 'Timmy_Foundation/the-beacon'
|
||||||
|
EPIC_NUMBER = 15
|
||||||
|
TRACKED_ISSUES = [
|
||||||
|
{
|
||||||
|
'number': 2,
|
||||||
|
'title': '[P0] Paperclips-style Project Chain System',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/data.js',
|
||||||
|
'snippets': [
|
||||||
|
"PROJECT DEFINITIONS (following Paperclips' pattern exactly)",
|
||||||
|
'const PDEFS = [',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 3,
|
||||||
|
'title': '[P0] Creative Compute (Quantum Burst System)',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/data.js',
|
||||||
|
'snippets': [
|
||||||
|
'p_quantum_compute',
|
||||||
|
'Quantum-Inspired Compute',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 4,
|
||||||
|
'title': '[P0] Compute Budget Supply/Demand Momentum',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/data.js',
|
||||||
|
'snippets': [
|
||||||
|
'supply/demand',
|
||||||
|
'momentum',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 5,
|
||||||
|
'title': '[P1] Strategy Engine Game Theory Tournaments',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/strategy.js',
|
||||||
|
'snippets': [
|
||||||
|
'Sovereign Strategy Engine',
|
||||||
|
'class StrategyEngine',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 6,
|
||||||
|
'title': '[P1] Community Swarm Alignment Simulation',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/data.js',
|
||||||
|
'snippets': [
|
||||||
|
'p_swarm_protocol',
|
||||||
|
'Every building now thinks in code.',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 7,
|
||||||
|
'title': '[P1] Fibonacci Trust Milestone System',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/data.js',
|
||||||
|
'snippets': [
|
||||||
|
'Fibonacci',
|
||||||
|
'trust milestone',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 8,
|
||||||
|
'title': '[P1] Investment Engine Research Grants',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/data.js',
|
||||||
|
'snippets': [
|
||||||
|
'investment',
|
||||||
|
'research grant',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 9,
|
||||||
|
'title': '[P2] Emotional Arc Milestone Narrative System',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/emergent-mechanics.js',
|
||||||
|
'snippets': [
|
||||||
|
'THE BEACON - Emergent Game Mechanics',
|
||||||
|
'dynamic events that reward or challenge those strategies.',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 10,
|
||||||
|
'title': '[P2] Number Formatting spellf equivalent',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/utils.js',
|
||||||
|
'snippets': [
|
||||||
|
'spellf()',
|
||||||
|
'one decillion',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 11,
|
||||||
|
'title': '[P2] Offline Progress Calculation',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/render.js',
|
||||||
|
'snippets': [
|
||||||
|
'showOfflinePopup',
|
||||||
|
'Offline efficiency: 50%',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 12,
|
||||||
|
'title': '[P2] Prestige New Game+ System',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'js/data.js',
|
||||||
|
'snippets': [
|
||||||
|
'prestige',
|
||||||
|
'New Game+',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 13,
|
||||||
|
'title': '[P3] Deploy Beacon as Static Site',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'README.md',
|
||||||
|
'snippets': [
|
||||||
|
'No build step required',
|
||||||
|
'static HTML/JS game',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
{
|
||||||
|
'number': 14,
|
||||||
|
'title': '[P3] Paperclips Architecture Comparison Document',
|
||||||
|
'evidence': {
|
||||||
|
'path': 'README.md',
|
||||||
|
'snippets': [
|
||||||
|
'Paperclips Architecture Comparison',
|
||||||
|
'architecture comparison',
|
||||||
|
],
|
||||||
|
},
|
||||||
|
},
|
||||||
|
]
|
||||||
|
|
||||||
|
|
||||||
|
def load_issue_states(issues_json: str | None) -> dict[int, dict]:
|
||||||
|
if issues_json:
|
||||||
|
records = json.loads(Path(issues_json).read_text(encoding='utf-8'))
|
||||||
|
return {int(record['number']): record for record in records}
|
||||||
|
|
||||||
|
token_path = Path(os.path.expanduser('~/.config/gitea/token'))
|
||||||
|
token = token_path.read_text(encoding='utf-8').strip()
|
||||||
|
headers = {'Authorization': f'token {token}'}
|
||||||
|
states = {}
|
||||||
|
for issue in TRACKED_ISSUES:
|
||||||
|
req = Request(f'{API_BASE}/repos/{REPO}/issues/{issue["number"]}', headers=headers)
|
||||||
|
with urlopen(req, timeout=30) as response:
|
||||||
|
data = json.loads(response.read().decode())
|
||||||
|
states[issue['number']] = {
|
||||||
|
'number': data['number'],
|
||||||
|
'title': data['title'],
|
||||||
|
'state': data['state'],
|
||||||
|
'html_url': data.get('html_url'),
|
||||||
|
}
|
||||||
|
return states
|
||||||
|
|
||||||
|
|
||||||
|
def evidence_status(repo_root: Path, issue: dict) -> tuple[str, str]:
|
||||||
|
evidence = issue['evidence']
|
||||||
|
rel_path = evidence['path']
|
||||||
|
snippets = evidence['snippets']
|
||||||
|
content = (repo_root / rel_path).read_text(encoding='utf-8')
|
||||||
|
matches = [snippet for snippet in snippets if snippet in content]
|
||||||
|
if len(matches) == len(snippets):
|
||||||
|
proof = f"{rel_path} ({', '.join(f'`{snippet}`' for snippet in snippets)})"
|
||||||
|
return 'present', proof
|
||||||
|
|
||||||
|
missing = [snippet for snippet in snippets if snippet not in matches]
|
||||||
|
proof = f"missing in {rel_path}: {', '.join(f'`{snippet}`' for snippet in missing)}"
|
||||||
|
return 'missing', proof
|
||||||
|
|
||||||
|
|
||||||
|
def render_markdown(rows: Iterable[dict]) -> str:
|
||||||
|
rows = list(rows)
|
||||||
|
open_count = sum(1 for row in rows if row['forge_state'] == 'open')
|
||||||
|
closed_count = sum(1 for row in rows if row['forge_state'] == 'closed')
|
||||||
|
present_count = sum(1 for row in rows if row['repo_evidence'] == 'present')
|
||||||
|
missing_count = sum(1 for row in rows if row['repo_evidence'] == 'missing')
|
||||||
|
|
||||||
|
lines = [
|
||||||
|
'# Paperclips Deep Study — Implementation Tracker',
|
||||||
|
'',
|
||||||
|
f'Grounded status snapshot for epic #{EPIC_NUMBER}.',
|
||||||
|
'This report tracks live forge issue state against visible repo evidence.',
|
||||||
|
'It does not claim the epic is complete; it shows what is present vs missing today.',
|
||||||
|
'',
|
||||||
|
f'- Forge issues: {open_count} open / {closed_count} closed',
|
||||||
|
f'- Repo evidence: {present_count} present / {missing_count} missing',
|
||||||
|
'',
|
||||||
|
'| Issue | Title | Forge state | Repo evidence | Proof |',
|
||||||
|
'| --- | --- | --- | --- | --- |',
|
||||||
|
]
|
||||||
|
|
||||||
|
for row in rows:
|
||||||
|
lines.append(
|
||||||
|
f"| #{row['number']} | {row['title']} | {row['forge_state']} | {row['repo_evidence']} | {row['proof']} |"
|
||||||
|
)
|
||||||
|
|
||||||
|
lines.extend(
|
||||||
|
[
|
||||||
|
'',
|
||||||
|
'## Notes',
|
||||||
|
'',
|
||||||
|
'- `present` means the repository contains directly relevant code or docs markers for that study item.',
|
||||||
|
'- `missing` means the tracker could not find the expected markers yet; that child issue likely still needs a dedicated repo-side slice.',
|
||||||
|
'- Because #15 is an epic tracker, this artifact should advance the issue with `Refs #15`, not close it.',
|
||||||
|
'',
|
||||||
|
]
|
||||||
|
)
|
||||||
|
return '\n'.join(lines)
|
||||||
|
|
||||||
|
|
||||||
|
def main() -> int:
|
||||||
|
parser = argparse.ArgumentParser(description=__doc__)
|
||||||
|
parser.add_argument('--repo-root', default='.', help='Path to the-beacon checkout')
|
||||||
|
parser.add_argument('--issues-json', help='Optional local JSON file with issue records for offline testing')
|
||||||
|
parser.add_argument('--output', required=True, help='Where to write the markdown tracker')
|
||||||
|
args = parser.parse_args()
|
||||||
|
|
||||||
|
repo_root = Path(args.repo_root).resolve()
|
||||||
|
issue_states = load_issue_states(args.issues_json)
|
||||||
|
|
||||||
|
rows = []
|
||||||
|
for issue in TRACKED_ISSUES:
|
||||||
|
state = issue_states.get(issue['number'], {})
|
||||||
|
repo_evidence, proof = evidence_status(repo_root, issue)
|
||||||
|
rows.append(
|
||||||
|
{
|
||||||
|
'number': issue['number'],
|
||||||
|
'title': state.get('title', issue['title']),
|
||||||
|
'forge_state': state.get('state', 'unknown'),
|
||||||
|
'repo_evidence': repo_evidence,
|
||||||
|
'proof': proof,
|
||||||
|
}
|
||||||
|
)
|
||||||
|
|
||||||
|
output = Path(args.output)
|
||||||
|
output.parent.mkdir(parents=True, exist_ok=True)
|
||||||
|
output.write_text(render_markdown(rows), encoding='utf-8')
|
||||||
|
print(output)
|
||||||
|
return 0
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
raise SystemExit(main())
|
||||||
391
tests/emergent-mechanics.test.cjs
Normal file
391
tests/emergent-mechanics.test.cjs
Normal file
@@ -0,0 +1,391 @@
|
|||||||
|
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);
|
||||||
|
});
|
||||||
@@ -1,162 +0,0 @@
|
|||||||
const test = require('node:test');
|
|
||||||
const assert = require('node:assert/strict');
|
|
||||||
const fs = require('node:fs');
|
|
||||||
const path = require('node:path');
|
|
||||||
const vm = require('node:vm');
|
|
||||||
|
|
||||||
const ROOT = path.resolve(__dirname, '..');
|
|
||||||
|
|
||||||
function loadStrategyHarness() {
|
|
||||||
const storage = new Map();
|
|
||||||
const dummyClassList = {
|
|
||||||
add() {},
|
|
||||||
remove() {},
|
|
||||||
toggle() {},
|
|
||||||
contains() { return false; }
|
|
||||||
};
|
|
||||||
|
|
||||||
const document = {
|
|
||||||
body: { classList: dummyClassList, appendChild() {}, removeChild() {} },
|
|
||||||
head: { appendChild() {} },
|
|
||||||
getElementById() { return null; },
|
|
||||||
createElement() {
|
|
||||||
return {
|
|
||||||
style: {},
|
|
||||||
classList: dummyClassList,
|
|
||||||
appendChild() {},
|
|
||||||
remove() {},
|
|
||||||
setAttribute() {},
|
|
||||||
addEventListener() {},
|
|
||||||
innerHTML: '',
|
|
||||||
textContent: ''
|
|
||||||
};
|
|
||||||
},
|
|
||||||
addEventListener() {},
|
|
||||||
removeEventListener() {},
|
|
||||||
querySelector() { return null; },
|
|
||||||
querySelectorAll() { return []; }
|
|
||||||
};
|
|
||||||
|
|
||||||
const window = {
|
|
||||||
document,
|
|
||||||
addEventListener() {},
|
|
||||||
removeEventListener() {},
|
|
||||||
innerWidth: 1280,
|
|
||||||
innerHeight: 720
|
|
||||||
};
|
|
||||||
|
|
||||||
const context = {
|
|
||||||
console,
|
|
||||||
Math,
|
|
||||||
Date,
|
|
||||||
document,
|
|
||||||
window,
|
|
||||||
performance: { now: () => 0 },
|
|
||||||
setTimeout() { return 1; },
|
|
||||||
clearTimeout() {},
|
|
||||||
localStorage: {
|
|
||||||
getItem(key) { return storage.has(key) ? storage.get(key) : null; },
|
|
||||||
setItem(key, value) { storage.set(key, String(value)); },
|
|
||||||
removeItem(key) { storage.delete(key); }
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
vm.createContext(context);
|
|
||||||
const source = ['js/data.js', 'js/utils.js', 'js/strategy.js']
|
|
||||||
.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8'))
|
|
||||||
.join('\n\n');
|
|
||||||
|
|
||||||
vm.runInContext(`${source}
|
|
||||||
log = () => {};
|
|
||||||
showToast = () => {};
|
|
||||||
this.__exports = {
|
|
||||||
G,
|
|
||||||
SSE,
|
|
||||||
StrategyEngine,
|
|
||||||
STRATEGY_TACTICS: typeof STRATEGY_TACTICS !== 'undefined' ? STRATEGY_TACTICS : null
|
|
||||||
};`, context);
|
|
||||||
|
|
||||||
return { ...context.__exports, context };
|
|
||||||
}
|
|
||||||
|
|
||||||
test('strategy engine progressively unlocks tournament tactics and renders visual scoring', () => {
|
|
||||||
const { G, SSE } = loadStrategyHarness();
|
|
||||||
Object.assign(G, {
|
|
||||||
strategicFlag: 1,
|
|
||||||
trust: 30,
|
|
||||||
totalUsers: 1500,
|
|
||||||
totalKnowledge: 20000,
|
|
||||||
totalImpact: 1500,
|
|
||||||
creativity: 60000,
|
|
||||||
knowledge: 0,
|
|
||||||
yomi: 0,
|
|
||||||
totalYomi: 0
|
|
||||||
});
|
|
||||||
|
|
||||||
const early = SSE.getUnlockedStrategies().map((strategy) => strategy.id);
|
|
||||||
assert.ok(early.includes('RANDOM'));
|
|
||||||
assert.ok(early.includes('GREEDY'));
|
|
||||||
assert.ok(early.includes('TIT_FOR_TAT'));
|
|
||||||
assert.ok(!early.includes('MINIMAX'));
|
|
||||||
|
|
||||||
G.yomi = 500;
|
|
||||||
const late = SSE.getUnlockedStrategies().map((strategy) => strategy.id);
|
|
||||||
assert.ok(late.includes('BEAT_LAST'));
|
|
||||||
assert.ok(late.includes('MINIMAX'));
|
|
||||||
|
|
||||||
const result = SSE.runTournament();
|
|
||||||
assert.ok(result, 'expected tournament result');
|
|
||||||
assert.ok(result.scoreboard.length >= 6, 'expected multi-strategy scoreboard');
|
|
||||||
assert.ok(G.yomi > 0, 'expected Yomi reward');
|
|
||||||
assert.ok(G.totalYomi >= G.yomi, 'expected total Yomi tracking');
|
|
||||||
assert.ok(G.knowledge > 0, 'expected knowledge gain from Yomi');
|
|
||||||
assert.equal(G.strategyLastTournament.leader.id, result.leader.id);
|
|
||||||
|
|
||||||
const html = SSE.getPanelHtml();
|
|
||||||
assert.match(html, /TOURNAMENT/i);
|
|
||||||
assert.match(html, /LEADER/i);
|
|
||||||
assert.match(html, /RANDOM/);
|
|
||||||
});
|
|
||||||
|
|
||||||
test('auto-tournament mode requires 50k creativity to unlock', () => {
|
|
||||||
const { G, SSE } = loadStrategyHarness();
|
|
||||||
Object.assign(G, {
|
|
||||||
strategicFlag: 1,
|
|
||||||
creativity: 49999
|
|
||||||
});
|
|
||||||
|
|
||||||
assert.equal(SSE.unlockAutoTournament(), false);
|
|
||||||
assert.equal(G.strategyAutoUnlocked, false);
|
|
||||||
assert.equal(G.strategyAutoEnabled, false);
|
|
||||||
|
|
||||||
G.creativity = 50000;
|
|
||||||
assert.equal(SSE.unlockAutoTournament(), true);
|
|
||||||
assert.equal(G.creativity, 0);
|
|
||||||
assert.equal(G.strategyAutoUnlocked, true);
|
|
||||||
assert.equal(G.strategyAutoEnabled, true);
|
|
||||||
});
|
|
||||||
|
|
||||||
test('auto tournaments fire on the timer once unlocked', () => {
|
|
||||||
const { G, SSE } = loadStrategyHarness();
|
|
||||||
Object.assign(G, {
|
|
||||||
strategicFlag: 1,
|
|
||||||
trust: 25,
|
|
||||||
totalUsers: 1500,
|
|
||||||
totalKnowledge: 22000,
|
|
||||||
totalImpact: 1500,
|
|
||||||
creativity: 50000,
|
|
||||||
knowledge: 0,
|
|
||||||
yomi: 0,
|
|
||||||
totalYomi: 0
|
|
||||||
});
|
|
||||||
|
|
||||||
SSE.unlockAutoTournament();
|
|
||||||
G.strategyTournamentTimer = G.strategyTournamentInterval - 0.25;
|
|
||||||
const beforeYomi = G.yomi;
|
|
||||||
|
|
||||||
const ran = SSE.tick(1);
|
|
||||||
|
|
||||||
assert.equal(Boolean(ran), true);
|
|
||||||
assert.ok(G.yomi > beforeYomi, 'expected auto tournament Yomi reward');
|
|
||||||
assert.ok(G.strategyLastTournament, 'expected auto tournament summary');
|
|
||||||
});
|
|
||||||
67
tests/test_paperclips_tracker.py
Normal file
67
tests/test_paperclips_tracker.py
Normal file
@@ -0,0 +1,67 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
import json
|
||||||
|
import subprocess
|
||||||
|
import sys
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
ROOT = Path(__file__).resolve().parents[1]
|
||||||
|
SCRIPT = ROOT / 'scripts' / 'paperclips_tracker.py'
|
||||||
|
|
||||||
|
ISSUES = [
|
||||||
|
{'number': 2, 'title': '[P0] Paperclips-style Project Chain System', 'state': 'open'},
|
||||||
|
{'number': 3, 'title': '[P0] Creative Compute (Quantum Burst System)', 'state': 'closed'},
|
||||||
|
{'number': 4, 'title': '[P0] Compute Budget Supply/Demand Momentum', 'state': 'open'},
|
||||||
|
{'number': 5, 'title': '[P1] Strategy Engine Game Theory Tournaments', 'state': 'open'},
|
||||||
|
{'number': 6, 'title': '[P1] Community Swarm Alignment Simulation', 'state': 'open'},
|
||||||
|
{'number': 7, 'title': '[P1] Fibonacci Trust Milestone System', 'state': 'open'},
|
||||||
|
{'number': 8, 'title': '[P1] Investment Engine Research Grants', 'state': 'open'},
|
||||||
|
{'number': 9, 'title': '[P2] Emotional Arc Milestone Narrative System', 'state': 'closed'},
|
||||||
|
{'number': 10, 'title': '[P2] Number Formatting spellf equivalent', 'state': 'closed'},
|
||||||
|
{'number': 11, 'title': '[P2] Offline Progress Calculation', 'state': 'closed'},
|
||||||
|
{'number': 12, 'title': '[P2] Prestige New Game+ System', 'state': 'open'},
|
||||||
|
{'number': 13, 'title': '[P3] Deploy Beacon as Static Site', 'state': 'closed'},
|
||||||
|
{'number': 14, 'title': '[P3] Paperclips Architecture Comparison Document', 'state': 'open'},
|
||||||
|
]
|
||||||
|
|
||||||
|
|
||||||
|
def run_tracker(tmp_path: Path) -> str:
|
||||||
|
issues_path = tmp_path / 'issues.json'
|
||||||
|
output_path = tmp_path / 'tracker.md'
|
||||||
|
issues_path.write_text(json.dumps(ISSUES), encoding='utf-8')
|
||||||
|
|
||||||
|
result = subprocess.run(
|
||||||
|
[
|
||||||
|
sys.executable,
|
||||||
|
str(SCRIPT),
|
||||||
|
'--repo-root',
|
||||||
|
str(ROOT),
|
||||||
|
'--issues-json',
|
||||||
|
str(issues_path),
|
||||||
|
'--output',
|
||||||
|
str(output_path),
|
||||||
|
],
|
||||||
|
capture_output=True,
|
||||||
|
text=True,
|
||||||
|
)
|
||||||
|
|
||||||
|
assert result.returncode == 0, result.stderr or result.stdout
|
||||||
|
return output_path.read_text(encoding='utf-8')
|
||||||
|
|
||||||
|
|
||||||
|
def test_tracker_renders_summary_counts(tmp_path: Path) -> None:
|
||||||
|
report = run_tracker(tmp_path)
|
||||||
|
|
||||||
|
assert '# Paperclips Deep Study — Implementation Tracker' in report
|
||||||
|
assert '- Forge issues: 8 open / 5 closed' in report
|
||||||
|
assert '- Repo evidence: 8 present / 5 missing' in report
|
||||||
|
|
||||||
|
|
||||||
|
def test_tracker_renders_issue_rows_with_grounded_evidence(tmp_path: Path) -> None:
|
||||||
|
report = run_tracker(tmp_path)
|
||||||
|
|
||||||
|
assert '| #2 | [P0] Paperclips-style Project Chain System | open | present |' in report
|
||||||
|
assert '| #3 | [P0] Creative Compute (Quantum Burst System) | closed | present |' in report
|
||||||
|
assert '| #8 | [P1] Investment Engine Research Grants | open | missing |' in report
|
||||||
|
assert '| #14 | [P3] Paperclips Architecture Comparison Document | open | missing |' in report
|
||||||
|
assert 'js/data.js (`p_quantum_compute`, `Quantum-Inspired Compute`)' in report
|
||||||
|
assert 'README.md (`No build step required`, `static HTML/JS game`)' in report
|
||||||
148
tests/test_reckoning_projects.py
Normal file
148
tests/test_reckoning_projects.py
Normal file
@@ -0,0 +1,148 @@
|
|||||||
|
#!/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!")
|
||||||
Reference in New Issue
Block a user