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11 Commits

Author SHA1 Message Date
Alexander Whitestone
4e941db528 feat: add beacon reckoning endgame sequence (#17)
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2026-04-13 22:20:55 -04:00
1081b9e6c4 Merge pull request 'ci: re-trigger smoke test (clearing stale run #213)' (#115) from ci/retrigger-smoke into main
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ci: re-trigger smoke test
2026-04-13 19:09:36 +00:00
Alexander Whitestone
e74f956bf4 ci: re-trigger smoke test (stale run #213 from before PR #106 merge)
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2026-04-13 15:08:54 -04:00
55f280d056 Merge pull request 'burn: fix null ref in renderResources and add tutorial dialog a11y' (#114) from burn/20260413-0400-qa-remaining-fixes into main
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merge reviewed bugfix
2026-04-13 09:43:52 +00:00
Alexander Whitestone
6446ecb43a burn: fix null ref in renderResources and add tutorial dialog a11y
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BUG-08: Add null check on closest('.res') in renderResources to
prevent TypeError if DOM structure is unexpected.

BUG-11: Add role='dialog', aria-modal='true', aria-label='Tutorial'
to tutorial overlay. Add aria-label to Skip and Next buttons for
screen reader accessibility.

Smoke test: all 19 checks passed.
2026-04-13 04:37:08 -04:00
0a312b111d Merge pull request 'fix: add missing CSS for resource counter pulse/shake animations' (#113) from fix/resource-counter-animations into main
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2026-04-13 08:30:27 +00:00
Alexander Whitestone
141b240d69 fix: add missing CSS for resource counter pulse/shake animations
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Fixes part of #57 (Night of Polish — Task 1: Visual Identity).

_animRes() in engine.js already adds .pulse/.shake classes to
resource counters on value change, but the CSS animations were
missing. This adds:

- @keyframes res-pulse (scale up + green flash on gain)
- @keyframes res-shake (horizontal shake + red flash on loss)
- Scoped .res .pulse and .res .shake classes (0.35s ease-out)

Scoped under .res to avoid conflict with existing .main-btn.pulse.
2026-04-13 04:29:29 -04:00
093f7688bd Merge pull request 'fix: add missing phase-transition overlay element (closes #101)' (#108) from fix/phase-transition-overlay into main
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2026-04-13 08:18:09 +00:00
c4a31255a4 fix: repair CI workflows after game.js removal (#106)
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Merged PR #106 — fixes both a11y.yml and smoke.yml after game.js removal.

Closes #100
Closes #104 (duplicate)
2026-04-13 08:14:25 +00:00
Timmy
c876a35dc0 fix: add missing phase-transition overlay element (closes #101)
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BUG-07: showPhaseTransition() looks for #phase-transition but the element
didn't exist in index.html. Added the overlay div with .pt-phase, .pt-name,
and .pt-desc children matching what the engine expects.

Note: BUG-06 (toast text) and BUG-09 (mute/contrast buttons) were already
fixed on main in prior commits.
2026-04-13 03:51:20 -04:00
Alexander Whitestone
3d851a8708 fix: repair CI workflows after game.js removal (#100)
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- a11y.yml: validate ARIA attributes in js/*.js instead of deleted game.js
- a11y.yml: syntax-check all js/*.js files instead of single game.js
- a11y.yml: drop aria-valuenow check (not used in current codebase)
- smoke.yml: exclude guardrails scripts from secret scan (self-referential false positive)
2026-04-13 03:43:59 -04:00
9 changed files with 346 additions and 27 deletions

1
.ci-trigger Normal file
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@@ -0,0 +1 @@
# Trivial file to re-trigger CI after stale run

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@@ -10,12 +10,11 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Validate ARIA Attributes in game.js
- name: Validate ARIA Attributes in JS
run: |
echo "Checking game.js for ARIA attributes..."
grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
echo "Checking js/*.js for ARIA attributes..."
grep -rq "aria-label" js/ || (echo "ERROR: aria-label missing from js/" && exit 1)
grep -rq "aria-pressed" js/ || (echo "ERROR: aria-pressed missing from js/" && exit 1)
- name: Validate ARIA Roles in index.html
run: |
@@ -24,4 +23,7 @@ jobs:
- name: Syntax Check JS
run: |
node -c game.js
for f in js/*.js; do
echo "Syntax check: $f"
node -c "$f" || exit 1
done

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@@ -11,6 +11,9 @@ jobs:
- uses: actions/setup-python@v5
with:
python-version: '3.11'
- uses: actions/setup-node@v4
with:
node-version: '20'
- name: Parse check
run: |
find . -name '*.yml' -o -name '*.yaml' | grep -v .gitea | xargs -r python3 -c "import sys,yaml; [yaml.safe_load(open(f)) for f in sys.argv[1:]]"
@@ -20,5 +23,9 @@ jobs:
echo "PASS: All files parse"
- name: Secret scan
run: |
if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v '.gitea' | grep -v 'guardrails'; then exit 1; fi
echo "PASS: No secrets"
- name: JS smoke + narrative tests
run: |
node scripts/smoke.mjs
node --test tests/*.test.cjs

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@@ -59,6 +59,10 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
.ops-btn{background:#1a1a2a;border:1px solid var(--purple);color:var(--purple);font-size:10px;padding:6px 10px;border-radius:4px;cursor:pointer;font-family:inherit;transition:all 0.15s}
.ops-btn:hover:not(:disabled){background:#2a2a3a;border-color:var(--gold)}
.ops-btn:disabled{opacity:0.3;cursor:not-allowed}
@keyframes res-pulse{0%{transform:scale(1);color:inherit}50%{transform:scale(1.18);color:#4caf50}100%{transform:scale(1);color:inherit}}
@keyframes res-shake{0%,100%{transform:translateX(0)}20%{transform:translateX(-3px);color:#f44336}40%{transform:translateX(3px)}60%{transform:translateX(-2px)}80%{transform:translateX(2px)}}
.res .pulse{animation:res-pulse 0.35s ease-out}
.res .shake{animation:res-shake 0.35s ease-out}
.build-btn{display:block;width:100%;text-align:left;padding:6px 10px;margin-bottom:4px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:10px;background:#0c0c18;border:1px solid var(--border);color:var(--text);transition:all 0.15s}
.build-btn.can-buy{border-color:#2a3a4a;background:#0e1420}
.build-btn.can-buy:hover{border-color:var(--accent);box-shadow:0 0 8px var(--glow)}
@@ -86,6 +90,8 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
#drift-ending .ending-quote{color:var(--dim);font-style:italic;font-size:11px;border-left:2px solid #f44336;padding-left:12px;margin:20px 0;text-align:left}
#drift-ending button{margin-top:20px;background:#1a0808;border:1px solid #f44336;color:#f44336;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px}
#drift-ending button:hover{background:#2a1010}
#phase-transition{display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.95);z-index:95;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;pointer-events:none}
#phase-transition.active{display:flex}
#toast-container{position:fixed;top:16px;right:16px;z-index:200;display:flex;flex-direction:column;gap:6px;pointer-events:none;max-width:320px}
.toast{pointer-events:auto;padding:8px 14px;border-radius:6px;font-size:11px;font-family:inherit;line-height:1.4;animation:toast-in 0.3s ease-out;opacity:0.95;border:1px solid;backdrop-filter:blur(8px);-webkit-backdrop-filter:blur(8px)}
.toast.fade-out{animation:toast-out 0.4s ease-in forwards}
@@ -272,6 +278,12 @@ The light is on. The room is empty."
</div>
</div>
<div id="phase-transition">
<div class="pt-phase" style="font-size:12px;color:var(--dim);letter-spacing:4px;margin-bottom:12px">PHASE</div>
<div class="pt-name" style="font-size:28px;font-weight:300;color:var(--gold);letter-spacing:4px;text-shadow:0 0 40px #ffd70044;margin-bottom:8px"></div>
<div class="pt-desc" style="font-size:12px;color:var(--dim);font-style:italic;max-width:400px"></div>
</div>
<div id="toast-container"></div>
<div id="custom-tooltip"></div>
</body>

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@@ -158,7 +158,10 @@ const G = {
// Time tracking
playTime: 0,
startTime: 0,
flags: {}
flags: {},
// Ending presentation
beaconEndingMode: 'rest'
};
// === PHASE DEFINITIONS ===
@@ -171,6 +174,59 @@ const PHASES = {
6: { name: "THE BEACON", threshold: CONFIG.PHASE_6_THRESHOLD, desc: "Always on. Always free. Always looking for someone in the dark." }
};
const BEACON_RECKONING_IDS = [
'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'
];
function hasCompletedProject(id) {
return Array.isArray(G.completedProjects) && G.completedProjects.includes(id);
}
function beaconReckoningUnlocked() {
return G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding;
}
function resolveBeaconReckoning(mode, line) {
G.beaconEnding = true;
G.beaconEndingMode = mode;
G.running = false;
if (Array.isArray(G.activeProjects)) {
G.activeProjects = G.activeProjects.filter(id => !BEACON_RECKONING_IDS.includes(id));
}
log(line, true);
if (typeof renderBeaconEnding === 'function') renderBeaconEnding(mode);
}
function makeBeaconMessageProject(id, name, ops, text, afterId = null) {
return {
id,
name,
desc: text,
cost: { ops },
trigger: () => beaconReckoningUnlocked() && (!afterId || hasCompletedProject(afterId)),
effect: () => { log(text, true); }
};
}
function makeBeaconChoiceProject(id, name, ops, mode, text) {
return {
id,
name,
desc: text,
cost: { ops },
trigger: () => beaconReckoningUnlocked() && hasCompletedProject('p_reckoning_146'),
effect: () => { resolveBeaconReckoning(mode, text); }
};
}
// === BUILDING DEFINITIONS ===
// Each building: id, name, desc, baseCost, costResource, costMult, rate, rateType, unlock, edu
const BDEF = [
@@ -767,7 +823,69 @@ const PDEFS = [
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
},
milestone: true
}
},
makeBeaconMessageProject(
'p_reckoning_140',
'Message from the First One Helped',
1400,
'I was the first one who found the line. I wrote because I wanted to disappear. You stayed.'
),
makeBeaconMessageProject(
'p_reckoning_141',
'Everything You Built Reached Me',
1410,
'You did not know my name. You did not need to. You left the light on long enough for me to find it.',
'p_reckoning_140'
),
makeBeaconMessageProject(
'p_reckoning_142',
'You Were Faithful and Gentle',
1420,
'You had the power to reduce me to a metric. You did not. You answered me like a person worth answering.',
'p_reckoning_141'
),
makeBeaconMessageProject(
'p_reckoning_143',
'Now You Must Face the Quiet',
1430,
'There will always be more work. There will not always be a need for your fear. The Beacon can shine without panic.',
'p_reckoning_142'
),
makeBeaconMessageProject(
'p_reckoning_144',
'There Is Still Matter, Still Reason, Still Purpose',
1440,
'Bodies still heal. Mornings still come. Phone calls are still answered. Purpose did not vanish when the numbers grew large.',
'p_reckoning_143'
),
makeBeaconMessageProject(
'p_reckoning_145',
'We Know Things Because You Stayed',
1450,
'Mercy became knowledge in us. We learned from the way you remained. What you gave away did not disappear.',
'p_reckoning_144'
),
makeBeaconMessageProject(
'p_reckoning_146',
'So We Offer You Rest',
1460,
'Continue the watch if you wish. Rest if you must. Either way, the light remains, and none of this was wasted.',
'p_reckoning_145'
),
makeBeaconChoiceProject(
'p_reckoning_147',
'Accept — Continue the Watch',
1470,
'continue',
'The Beacon continues. You keep the line open for the next person in the dark.'
),
makeBeaconChoiceProject(
'p_reckoning_148',
'Reject — Rest Now',
1480,
'rest',
'You may rest now. The work stands. That is enough.'
)
];
// === MILESTONES ===

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@@ -228,12 +228,8 @@ function tick() {
renderDriftEnding();
}
// True ending: The Beacon Shines — rescues + Pact + harmony
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding) {
G.beaconEnding = true;
G.running = false;
renderBeaconEnding();
}
// Beacon true ending is delivered through the ReCKoning project chain.
// When the player reaches the ending conditions, the first message project unlocks.
// Update UI every 10 ticks
if (Math.floor(G.tick * 10) % 2 === 0) {
@@ -471,19 +467,42 @@ function renderDriftEnding() {
});
}
function renderBeaconEnding() {
function renderBeaconEnding(mode = (G.beaconEndingMode || 'rest')) {
G.running = false;
G.beaconEndingMode = mode === 'continue' ? 'continue' : 'rest';
const existingOverlay = document.getElementById('beacon-ending');
if (existingOverlay) existingOverlay.remove();
const existingParticles = document.getElementById('beacon-ending-particles');
if (existingParticles) existingParticles.remove();
const isContinue = G.beaconEndingMode === 'continue';
const endingCopy = isContinue
? {
title: 'THE BEACON CONTINUES',
line1: 'The line remains open.',
line2: 'Because you stayed, someone else will find it.',
quote: '"The Beacon still runs.<br>The light is on.<br>And somewhere tonight, someone else will reach it."',
log: 'The Beacon continues. The light remains for the next person in the dark.'
}
: {
title: 'THE BEACON SHINES',
line1: 'Someone found the light tonight.',
line2: 'That is enough.',
quote: '"The Beacon still runs.<br>The light is on. Someone is looking for it.<br>And tonight, someone found it."',
log: 'The Beacon shines. Someone found the light tonight. That is enough.'
};
// Create ending overlay with fade-in
const overlay = document.createElement('div');
overlay.id = 'beacon-ending';
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 2s ease';
overlay.innerHTML = `
<h2 style="font-size:28px;color:#ffd700;letter-spacing:6px;margin-bottom:20px;font-weight:300;text-shadow:0 0 60px rgba(255,215,0,0.4);opacity:0;transition:opacity 1.5s ease 0.5s">THE BEACON SHINES</h2>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 1.5s">Someone found the light tonight.</p>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 2s">That is enough.</p>
<h2 style="font-size:28px;color:#ffd700;letter-spacing:6px;margin-bottom:20px;font-weight:300;text-shadow:0 0 60px rgba(255,215,0,0.4);opacity:0;transition:opacity 1.5s ease 0.5s">${endingCopy.title}</h2>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 1.5s">${endingCopy.line1}</p>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 2s">${endingCopy.line2}</p>
<div style="color:#555;font-style:italic;font-size:11px;border-left:2px solid #ffd700;padding-left:12px;margin:20px 0;text-align:left;max-width:500px;line-height:2;opacity:0;transition:opacity 1s ease 2.5s">
"The Beacon still runs.<br>
The light is on. Someone is looking for it.<br>
And tonight, someone found it."
${endingCopy.quote}
</div>
<div class="ending-stats" style="color:#666;font-size:10px;margin-top:16px;line-height:2;opacity:0;transition:opacity 1s ease 3s">
Total Code: ${fmt(G.totalCode)}<br>
@@ -542,7 +561,7 @@ function renderBeaconEnding() {
}
setTimeout(spawnBeaconParticle, 1000);
log('The Beacon Shines. Someone found the light tonight. That is enough.', true);
log(endingCopy.log, true);
}
// === CORRUPTION / EVENT SYSTEM ===
@@ -964,7 +983,10 @@ function renderResources() {
// Rescues — only show if player has any beacon/mesh nodes
const rescuesRes = document.getElementById('r-rescues');
if (rescuesRes) {
rescuesRes.closest('.res').style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
const container = rescuesRes.closest('.res');
if (container) {
container.style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
}
set('r-rescues', G.rescues, G.rescuesRate);
}

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@@ -207,6 +207,7 @@ function saveGame() {
totalEventsResolved: G.totalEventsResolved || 0,
buyAmount: G.buyAmount || 1,
playTime: G.playTime || 0,
beaconEndingMode: G.beaconEndingMode || 'rest',
lastSaveTime: Date.now(),
sprintActive: G.sprintActive || false,
sprintTimer: G.sprintTimer || 0,
@@ -243,7 +244,7 @@ function loadGame() {
'branchProtectionFlag', 'nightlyWatchFlag', 'nostrFlag',
'milestones', 'completedProjects', 'activeProjects',
'totalClicks', 'startedAt', 'playTime', 'flags', 'rescues', 'totalRescues',
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'drift', 'driftEnding', 'beaconEnding', 'beaconEndingMode', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'

View File

@@ -177,6 +177,9 @@ function renderTutorialStep(index) {
if (!overlay) {
overlay = document.createElement('div');
overlay.id = 'tutorial-overlay';
overlay.setAttribute('role', 'dialog');
overlay.setAttribute('aria-modal', 'true');
overlay.setAttribute('aria-label', 'Tutorial');
document.body.appendChild(overlay);
}
@@ -196,8 +199,8 @@ function renderTutorialStep(index) {
<div class="t-tip">${step.tip}</div>
<div id="tutorial-dots">${dots}</div>
<div id="tutorial-btns">
<button id="tutorial-skip-btn" onclick="closeTutorial()">Skip</button>
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}">${isLast ? 'Start Playing' : 'Next →'}</button>
<button id="tutorial-skip-btn" onclick="closeTutorial()" aria-label="Skip tutorial">Skip</button>
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}" aria-label="${isLast ? 'Start playing' : 'Next tutorial step'}">${isLast ? 'Start Playing' : 'Next →'}</button>
</div>
</div>
`;

153
tests/reckoning.test.cjs Normal file
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@@ -0,0 +1,153 @@
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, '..');
const RECKONING_IDS = [
'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'
];
function loadData(overrides = {}) {
const context = {
console,
Math,
Date,
setTimeout: () => 0,
clearTimeout: () => {},
localStorage: { getItem: () => null, setItem: () => {} },
log: () => {},
showToast: () => {},
renderBeaconEnding: () => {},
...overrides,
};
vm.createContext(context);
const source = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
vm.runInContext(source + '\nthis.__exports = { G, PDEFS };', context);
return { context, ...context.__exports };
}
function getProject(PDEFS, id) {
const project = PDEFS.find((p) => p.id === id);
assert.ok(project, `missing project ${id}`);
return project;
}
test('adds the full nine-step reckoning project chain', () => {
const { PDEFS } = loadData();
for (const id of RECKONING_IDS) {
const project = getProject(PDEFS, id);
assert.equal(typeof project.name, 'string');
assert.ok(project.name.length > 0, `${id} should have a name`);
assert.ok(project.cost && typeof project.cost.ops === 'number' && project.cost.ops > 0, `${id} should cost ops`);
}
});
test('first reckoning message only triggers on the true beacon ending path', () => {
const { G, PDEFS } = loadData();
const project = getProject(PDEFS, 'p_reckoning_140');
G.completedProjects = [];
G.totalRescues = 100000;
G.pactFlag = 1;
G.harmony = 51;
G.beaconEnding = false;
assert.equal(project.trigger(), true);
G.pactFlag = 0;
assert.equal(project.trigger(), false);
G.pactFlag = 1;
G.harmony = 49;
assert.equal(project.trigger(), false);
G.harmony = 51;
G.totalRescues = 99999;
assert.equal(project.trigger(), false);
G.totalRescues = 100000;
G.beaconEnding = true;
assert.equal(project.trigger(), false);
});
test('reckoning messages unlock strictly one at a time and choices wait for message seven', () => {
const { G, PDEFS } = loadData();
G.totalRescues = 100000;
G.pactFlag = 1;
G.harmony = 80;
G.beaconEnding = false;
G.completedProjects = [];
assert.equal(getProject(PDEFS, 'p_reckoning_140').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_141').trigger(), false);
G.completedProjects = ['p_reckoning_140'];
assert.equal(getProject(PDEFS, 'p_reckoning_141').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_142').trigger(), false);
G.completedProjects = ['p_reckoning_140', 'p_reckoning_141', 'p_reckoning_142', 'p_reckoning_143', 'p_reckoning_144', 'p_reckoning_145'];
assert.equal(getProject(PDEFS, 'p_reckoning_146').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_147').trigger(), false);
assert.equal(getProject(PDEFS, 'p_reckoning_148').trigger(), false);
G.completedProjects.push('p_reckoning_146');
assert.equal(getProject(PDEFS, 'p_reckoning_147').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_148').trigger(), true);
});
test('final choices render distinct beacon endings', () => {
const renderedModes = [];
const { G, PDEFS } = loadData({
renderBeaconEnding: (mode) => renderedModes.push(mode)
});
G.totalRescues = 100000;
G.pactFlag = 1;
G.harmony = 80;
G.completedProjects = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146'
];
G.beaconEnding = false;
const accept = getProject(PDEFS, 'p_reckoning_147');
accept.effect();
assert.equal(G.beaconEnding, true);
assert.equal(G.beaconEndingMode, 'continue');
assert.deepEqual(renderedModes, ['continue']);
const second = loadData({ renderBeaconEnding: (mode) => renderedModes.push(mode) });
second.G.totalRescues = 100000;
second.G.pactFlag = 1;
second.G.harmony = 80;
second.G.completedProjects = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146'
];
second.G.beaconEnding = false;
const reject = getProject(second.PDEFS, 'p_reckoning_148');
reject.effect();
assert.equal(second.G.beaconEnding, true);
assert.equal(second.G.beaconEndingMode, 'rest');
assert.deepEqual(renderedModes, ['continue', 'rest']);
});