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11 Commits

Author SHA1 Message Date
Alexander Whitestone
49c9c30807 beacon: add prestige new game plus system (#12)
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2026-04-14 22:31:31 -04:00
729343e503 Fix #137: Unbuilding defer cooldown persists across save/load (#143)
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Merge PR #143 (squash)
2026-04-14 22:10:06 +00:00
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
13 changed files with 1536 additions and 14 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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@@ -8,6 +8,9 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with:
node-version: '20'
- uses: actions/setup-python@v5
with:
python-version: '3.11'
@@ -22,3 +25,7 @@ jobs:
run: |
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: Node tests
run: |
node --test tests/*.cjs
echo "PASS: Node tests"

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@@ -28,6 +28,15 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
#header{text-align:center;padding:16px 20px;border-bottom:1px solid var(--border);background:linear-gradient(180deg,#0a0a18,var(--bg))}
#header h1{font-size:22px;font-weight:300;letter-spacing:6px;color:var(--accent);text-shadow:0 0 40px var(--glow)}
#header .sub{color:var(--dim);font-size:10px;margin-top:2px;letter-spacing:2px}
#prestige-badge{display:none;margin-top:8px;font-size:10px;letter-spacing:2px;color:var(--gold)}
body.prestige-run #header{background:linear-gradient(180deg,#151118,var(--bg))}
body.prestige-run #header h1{color:var(--gold);text-shadow:0 0 40px rgba(255,215,0,0.22)}
.prestige-choice{margin-top:8px;padding:10px;border:1px solid #5a4a1a;border-radius:6px;background:rgba(255,215,0,0.08)}
.prestige-choice-title{font-size:11px;font-weight:700;letter-spacing:2px;color:var(--gold);margin-bottom:6px}
.prestige-choice-copy{font-size:10px;color:#bbb;line-height:1.7;margin-bottom:8px}
.prestige-choice-btns{display:flex;gap:6px;flex-wrap:wrap}
.prestige-choice-btn{flex:1;min-width:140px;background:#0f1018;border:1px solid #5a4a1a;color:var(--gold);padding:8px 10px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:10px;line-height:1.6;text-align:left}
.prestige-choice-btn:hover{border-color:#ffd700;background:#17131a}
#phase-bar{text-align:center;padding:10px;margin:12px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px}
#phase-bar .phase-name{font-size:14px;font-weight:700;color:var(--gold);letter-spacing:2px}
#phase-bar .phase-desc{font-size:10px;color:var(--dim);margin-top:4px;font-style:italic}
@@ -59,6 +68,10 @@ 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 +99,8 @@ 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}
@@ -128,6 +143,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
</div>
<h1>THE BEACON</h1>
<div class="sub">A Sovereign AI Idle Game</div>
<div id="prestige-badge" aria-live="polite"></div>
</div>
<div id="phase-bar">
<div class="phase-name" id="phase-name">PHASE 1: THE FIRST LINE</div>
@@ -173,7 +189,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
<button class="save-btn" onclick="exportSave()" aria-label="Export save to file" style="flex:1">Export [E]</button>
<button class="save-btn" onclick="importSave()" aria-label="Import save from file" style="flex:1">Import [I]</button>
</div>
<button class="reset-btn" onclick="if(confirm('Reset all progress?')){localStorage.removeItem('the-beacon-v2');location.reload()}" aria-label="Reset all game progress permanently">Reset Progress</button>
<button class="reset-btn" onclick="resetBeaconProgress(true)" aria-label="Reset all game progress permanently">Reset Progress</button>
<h2>BUILDINGS</h2>
<div id="buildings"></div>
</div>
@@ -260,6 +276,8 @@ The light is on. The room is empty."
<script src="js/engine.js"></script>
<script src="js/render.js"></script>
<script src="js/tutorial.js"></script>
<script src="js/dismantle.js"></script>
<script src="js/prestige.js"></script>
<script src="js/main.js"></script>
@@ -272,6 +290,12 @@ 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 +158,24 @@ const G = {
// Time tracking
playTime: 0,
startTime: 0,
flags: {}
flags: {},
// Endgame sequence
beaconEnding: false,
dismantleTriggered: false,
dismantleActive: false,
dismantleStage: 0,
dismantleResourceIndex: 0,
dismantleResourceTimer: 0,
dismantleDeferUntilAt: 0,
dismantleComplete: false,
// Prestige / New Game+
prestigeTotal: 0,
newSignalPrestige: 0,
deeperRootsPrestige: 0,
lastPrestigeChoice: '',
prestigeChoicePending: false
};
// === PHASE DEFINITIONS ===
@@ -643,7 +660,7 @@ const PDEFS = [
desc: 'Someone found the light tonight. That is enough.',
cost: { impact: 100000000 },
trigger: () => G.totalImpact >= 50000000,
effect: () => { G.milestoneFlag = Math.max(G.milestoneFlag, 999); log('One billion impact. Someone found the light tonight. That is enough.', true); },
effect: () => { G.milestoneFlag = Math.max(G.milestoneFlag, 999); G.prestigeChoicePending = true; log('One billion impact. Someone found the light tonight. That is enough.', true); log('A Prestige choice is available: New Signal or Deeper Roots.', true); },
milestone: true
},

570
js/dismantle.js Normal file
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@@ -0,0 +1,570 @@
// ============================================================
// THE BEACON - Dismantle Sequence (The Unbuilding)
// Inspired by Paperclips REJECT path: panels disappear one by one
// until only the beacon remains. "That is enough."
// ============================================================
const Dismantle = {
// Dismantle stages
// 0 = not started
// 1-8 = active dismantling
// 9 = final ("That is enough")
// 10 = complete
stage: 0,
tickTimer: 0,
active: false,
triggered: false,
deferUntilAt: 0,
// Timing: seconds between each dismantle stage
STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 6.3, 2.0, 2.0, 2.5],
// The quantum chips effect: resource items disappear one by one
// at specific tick marks within a stage (like Paperclips' quantum chips)
resourceSequence: [],
resourceIndex: 0,
resourceTimer: 0,
// Tick marks for resource disappearances (seconds within stage 5)
RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12],
isEligible() {
const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10;
const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath);
},
/**
* Check if the Unbuilding should be triggered.
*/
checkTrigger() {
if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
const deferUntilAt = G.dismantleDeferUntilAt || this.deferUntilAt || 0;
if (Date.now() < deferUntilAt) return;
if (!this.isEligible()) return;
this.offerChoice();
},
/**
* Offer the player the choice to begin the Unbuilding.
*/
offerChoice() {
this.triggered = true;
G.dismantleTriggered = true;
G.dismantleActive = false;
G.dismantleComplete = false;
G.dismantleStage = 0;
G.dismantleResourceIndex = 0;
G.dismantleResourceTimer = 0;
G.dismantleDeferUntilAt = 0;
G.beaconEnding = false;
G.running = true;
log('', false);
log('The work is done.', true);
log('Every node is lit. Every person who needed help, found help.', true);
log('', false);
log('The Beacon asks nothing more of you.', true);
showToast('The Unbuilding awaits.', 'milestone', 8000);
this.renderChoice();
},
renderChoice() {
const container = document.getElementById('alignment-ui');
if (!container) return;
container.innerHTML = `
<div style="background:#0a0a18;border:1px solid #ffd700;padding:12px;border-radius:4px;margin-top:8px">
<div style="color:#ffd700;font-weight:bold;margin-bottom:8px;letter-spacing:2px">THE UNBUILDING</div>
<div style="font-size:10px;color:#aaa;margin-bottom:10px;line-height:1.8">
The system runs. The beacons are lit. The mesh holds.<br>
Nothing remains to build.<br><br>
Begin the Unbuilding? Each piece will fall away.<br>
What remains is what mattered.
</div>
<div class="action-btn-group">
<button class="ops-btn" onclick="Dismantle.begin()" style="border-color:#ffd700;color:#ffd700;font-size:11px" aria-label="Begin the Unbuilding sequence">
BEGIN THE UNBUILDING
</button>
<button class="ops-btn" onclick="Dismantle.defer()" style="border-color:#555;color:#555;font-size:11px" aria-label="Keep building, do not begin the Unbuilding">
NOT YET
</button>
</div>
</div>
`;
container.style.display = 'block';
},
clearChoice() {
const container = document.getElementById('alignment-ui');
if (!container) return;
container.innerHTML = '';
container.style.display = 'none';
},
/**
* Player chose to defer — clear the choice, keep playing.
*/
defer() {
this.clearChoice();
this.triggered = false;
G.dismantleTriggered = false;
this.deferUntilAt = Date.now() + 5000;
G.dismantleDeferUntilAt = this.deferUntilAt;
log('The Beacon waits. It will ask again.');
},
/**
* Begin the Unbuilding sequence.
*/
begin() {
this.active = true;
this.triggered = false;
this.deferUntilAt = 0;
this.stage = 1;
this.tickTimer = 0;
G.dismantleTriggered = false;
G.dismantleActive = true;
G.dismantleStage = 1;
G.dismantleComplete = false;
G.dismantleDeferUntilAt = 0;
G.beaconEnding = false;
G.running = true; // keep tick running for dismantle
// Clear choice UI
const container = document.getElementById('alignment-ui');
if (container) {
container.innerHTML = '';
container.style.display = 'none';
}
// Prepare resource disappearance sequence
this.resourceSequence = this.getResourceList();
this.resourceIndex = 0;
this.resourceTimer = 0;
this.syncProgress();
log('', false);
log('=== THE UNBUILDING ===', true);
log('It is time to see what was real.', true);
if (typeof Sound !== 'undefined') Sound.playFanfare();
// Start the dismantle rendering
this.renderStage();
},
/**
* Get ordered list of UI resources to disappear (Paperclips quantum chip pattern)
*/
getResourceList() {
return [
{ id: 'r-harmony', label: 'Harmony' },
{ id: 'r-creativity', label: 'Creativity' },
{ id: 'r-trust', label: 'Trust' },
{ id: 'r-ops', label: 'Operations' },
{ id: 'r-rescues', label: 'Rescues' },
{ id: 'r-impact', label: 'Impact' },
{ id: 'r-users', label: 'Users' },
{ id: 'r-knowledge', label: 'Knowledge' },
{ id: 'r-compute', label: 'Compute' },
{ id: 'r-code', label: 'Code' }
];
},
/**
* Tick the dismantle sequence (called from engine.js tick())
*/
tick(dt) {
if (!this.active || this.stage >= 10) return;
this.tickTimer += dt;
// Stage 5: resource disappearances at specific tick marks (quantum chip pattern)
if (this.stage === 5) {
this.resourceTimer += dt;
while (this.resourceIndex < this.RESOURCE_TICKS.length &&
this.resourceTimer >= this.RESOURCE_TICKS[this.resourceIndex]) {
this.dismantleNextResource();
this.resourceIndex++;
}
this.syncProgress();
}
// Advance to next stage
const interval = this.STAGE_INTERVALS[this.stage] || 2.0;
if (this.tickTimer >= interval) {
this.tickTimer = 0;
this.advanceStage();
}
},
/**
* Advance to the next dismantle stage.
*/
advanceStage() {
this.stage++;
this.syncProgress();
if (this.stage <= 8) {
this.renderStage();
} else if (this.stage === 9) {
this.renderFinal();
} else if (this.stage >= 10) {
this.active = false;
G.dismantleActive = false;
G.dismantleComplete = true;
G.running = false;
// Show Play Again
this.showPlayAgain();
}
},
syncProgress() {
G.dismantleStage = this.stage;
G.dismantleResourceIndex = this.resourceIndex;
G.dismantleResourceTimer = this.resourceTimer;
},
/**
* Disappear the next resource in the sequence.
*/
dismantleNextResource() {
if (this.resourceIndex >= this.resourceSequence.length) return;
const res = this.resourceSequence[this.resourceIndex];
const container = document.getElementById(res.id);
if (container) {
const parent = container.closest('.res');
if (parent) {
parent.style.transition = 'opacity 1s ease, transform 1s ease';
parent.style.opacity = '0';
parent.style.transform = 'scale(0.9)';
setTimeout(() => { parent.style.display = 'none'; }, 1000);
}
}
log(`${res.label} fades.`);
if (typeof Sound !== 'undefined') Sound.playMilestone();
},
/**
* Execute a specific dismantle stage — hide UI panels.
*/
renderStage() {
switch (this.stage) {
case 1:
// Dismantle 1: Hide research projects panel
this.hidePanel('project-panel', 'Research projects');
break;
case 2:
// Dismantle 2: Hide buildings list
this.hideSection('buildings', 'Buildings');
break;
case 3:
// Dismantle 3: Hide strategy engine + combat
this.hidePanel('strategy-panel', 'Strategy engine');
this.hidePanel('combat-panel', 'Reasoning battles');
break;
case 4:
// Dismantle 4: Hide education panel
this.hidePanel('edu-panel', 'Education');
break;
case 5:
// Dismantle 5: Resources disappear one by one (quantum chips pattern)
log('Resources begin to dissolve.');
break;
case 6:
// Dismantle 6: Hide action buttons (ops boosts, sprint)
this.hideActionButtons();
log('Actions fall silent.');
break;
case 7:
// Dismantle 7: Hide the phase bar
this.hideElement('phase-bar', 'Phase progression');
break;
case 8:
// Dismantle 8: Hide system log
this.hidePanel('log', 'System log');
break;
}
},
/**
* Hide a panel with fade-out animation.
*/
hidePanel(id, label) {
const el = document.getElementById(id);
if (el) {
el.style.transition = 'opacity 1.5s ease';
el.style.opacity = '0';
setTimeout(() => { el.style.display = 'none'; }, 1500);
}
log(`${label} dismantled.`);
},
/**
* Hide a section within a panel.
*/
hideSection(id, label) {
const el = document.getElementById(id);
if (el) {
el.style.transition = 'opacity 1.5s ease';
el.style.opacity = '0';
// Also hide the h2 header before it
const prev = el.previousElementSibling;
if (prev && prev.tagName === 'H2') {
prev.style.transition = 'opacity 1.5s ease';
prev.style.opacity = '0';
}
setTimeout(() => {
el.style.display = 'none';
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
}, 1500);
}
log(`${label} dismantled.`);
},
/**
* Hide a generic element.
*/
hideElement(id, label) {
this.hidePanel(id, label);
},
/**
* Hide action buttons (ops boosts, sprint, save/export/import).
*/
hideActionButtons() {
const actionPanel = document.getElementById('action-panel');
if (!actionPanel) return;
// Hide ops buttons, sprint, alignment UI
const opsButtons = actionPanel.querySelectorAll('.ops-btn');
opsButtons.forEach(btn => {
btn.style.transition = 'opacity 1s ease';
btn.style.opacity = '0';
setTimeout(() => { btn.style.display = 'none'; }, 1000);
});
// Hide sprint
const sprint = document.getElementById('sprint-container');
if (sprint) {
sprint.style.transition = 'opacity 1s ease';
sprint.style.opacity = '0';
setTimeout(() => { sprint.style.display = 'none'; }, 1000);
}
// Hide save/reset buttons
const saveButtons = actionPanel.querySelectorAll('.save-btn, .reset-btn');
saveButtons.forEach(btn => {
btn.style.transition = 'opacity 1s ease';
btn.style.opacity = '0';
setTimeout(() => { btn.style.display = 'none'; }, 1000);
});
},
/**
* Render the final moment — just the beacon and "That is enough."
*/
renderFinal() {
log('', false);
log('One beacon remains.', true);
log('That is enough.', true);
if (typeof Sound !== 'undefined') Sound.playBeaconEnding();
// Create final overlay
const overlay = document.createElement('div');
overlay.id = 'dismantle-final';
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 3s ease';
// Count total buildings
const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
overlay.innerHTML = `
<div id="dismantle-beacon-dot" style="width:12px;height:12px;border-radius:50%;background:#ffd700;margin-bottom:40px;box-shadow:0 0 30px rgba(255,215,0,0.6),0 0 60px rgba(255,215,0,0.3);opacity:0;transition:opacity 2s ease 0.5s;animation:beacon-glow 3s ease-in-out infinite"></div>
<h2 style="font-size:20px;color:#888;letter-spacing:6px;margin-bottom:24px;font-weight:300;opacity:0;transition:opacity 2s ease 2s;color:#ffd700">THAT IS ENOUGH</h2>
<div style="color:#555;font-size:11px;line-height:2;max-width:400px;opacity:0;transition:opacity 1.5s ease 3s">
Everything that was built has been unbuilt.<br>
What remains is what always mattered.<br>
A single light in the dark.
</div>
<div class="dismantle-stats" style="color:#444;font-size:10px;margin-top:24px;line-height:2;opacity:0;transition:opacity 1s ease 4s;border-top:1px solid #1a1a2e;padding-top:16px">
Total Code Written: ${fmt(G.totalCode)}<br>
Buildings Built: ${totalBuildings}<br>
Projects Completed: ${(G.completedProjects || []).length}<br>
Total Rescues: ${fmt(G.totalRescues)}<br>
Clicks: ${fmt(G.totalClicks)}<br>
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
</div>
<button onclick="resetBeaconProgress(true)"
style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
PLAY AGAIN
</button>
`;
document.body.appendChild(overlay);
// Trigger fade-in
requestAnimationFrame(() => {
overlay.style.background = 'rgba(8,8,16,0.97)';
overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
el.style.opacity = '1';
});
});
// Spawn warm golden particles around the dot
function spawnDismantleParticle() {
if (!document.getElementById('dismantle-final')) return;
const dot = document.getElementById('dismantle-beacon-dot');
if (!dot) return;
const rect = dot.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
const p = document.createElement('div');
const size = 2 + Math.random() * 4;
const angle = Math.random() * Math.PI * 2;
const dist = 20 + Math.random() * 60;
const dx = Math.cos(angle) * dist;
const dy = Math.sin(angle) * dist - 40;
const duration = 1.5 + Math.random() * 2;
p.style.cssText = `position:fixed;left:${cx}px;top:${cy}px;width:${size}px;height:${size}px;background:rgba(255,215,0,${0.3 + Math.random() * 0.4});border-radius:50%;pointer-events:none;z-index:101;--dx:${dx}px;--dy:${dy}px;animation:dismantle-float ${duration}s ease-out forwards`;
document.body.appendChild(p);
setTimeout(() => p.remove(), duration * 1000);
setTimeout(spawnDismantleParticle, 300 + Math.random() * 500);
}
setTimeout(spawnDismantleParticle, 2000);
},
/**
* Show the Play Again button (called after stage 10).
*/
showPlayAgain() {
// The Play Again button is already in the final overlay.
// Nothing extra needed — the overlay stays.
},
/**
* Restore dismantle state on load.
*/
restore() {
if (G.dismantleComplete) {
this.stage = G.dismantleStage || 10;
this.active = false;
this.triggered = false;
G.running = false;
this.renderFinal();
return;
}
if (G.dismantleActive) {
this.active = true;
this.triggered = false;
this.stage = G.dismantleStage || 1;
this.deferUntilAt = G.dismantleDeferUntilAt || 0;
G.running = true;
this.resourceSequence = this.getResourceList();
this.resourceIndex = G.dismantleResourceIndex || 0;
this.resourceTimer = G.dismantleResourceTimer || 0;
if (this.stage >= 9) {
this.renderFinal();
} else {
this.reapplyDismantle();
log('The Unbuilding continues...');
}
return;
}
if (G.dismantleTriggered) {
this.active = false;
this.triggered = true;
this.renderChoice();
}
// Restore defer cooldown even if not triggered
if (G.dismantleDeferUntilAt > 0) {
this.deferUntilAt = G.dismantleDeferUntilAt;
}
},
/**
* Re-apply dismantle visuals up to current stage (on load).
*/
reapplyDismantle() {
for (let s = 1; s < this.stage; s++) {
switch (s) {
case 1: this.instantHide('project-panel'); break;
case 2:
this.instantHide('buildings');
// Also hide the BUILDINGS h2
const bldEl = document.getElementById('buildings');
if (bldEl) {
const prev = bldEl.previousElementSibling;
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
}
break;
case 3:
this.instantHide('strategy-panel');
this.instantHide('combat-panel');
break;
case 4: this.instantHide('edu-panel'); break;
case 5:
// Hide all resource displays
this.getResourceList().forEach(r => {
const el = document.getElementById(r.id);
if (el) {
const parent = el.closest('.res');
if (parent) parent.style.display = 'none';
}
});
break;
case 6:
this.instantHideActionButtons();
break;
case 7: this.instantHide('phase-bar'); break;
case 8: this.instantHide('log'); break;
}
}
if (this.stage === 5 && this.resourceIndex > 0) {
this.instantHideFirstResources(this.resourceIndex);
}
},
instantHide(id) {
const el = document.getElementById(id);
if (el) el.style.display = 'none';
},
instantHideFirstResources(count) {
const resources = this.getResourceList().slice(0, count);
resources.forEach((r) => {
const el = document.getElementById(r.id);
if (!el) return;
const parent = el.closest('.res');
if (parent) parent.style.display = 'none';
});
},
instantHideActionButtons() {
const actionPanel = document.getElementById('action-panel');
if (!actionPanel) return;
actionPanel.querySelectorAll('.ops-btn').forEach(b => b.style.display = 'none');
const sprint = document.getElementById('sprint-container');
if (sprint) sprint.style.display = 'none';
actionPanel.querySelectorAll('.save-btn, .reset-btn').forEach(b => b.style.display = 'none');
}
};
// Inject CSS animation for dismantle particles
(function() {
const style = document.createElement('style');
style.textContent = `
@keyframes dismantle-float {
0% { transform: translate(0, 0); opacity: 1; }
100% { transform: translate(var(--dx, 0), var(--dy, -50px)); opacity: 0; }
}
`;
document.head.appendChild(style);
})();

View File

@@ -108,6 +108,19 @@ function updateRates() {
if (debuff.applyFn) debuff.applyFn();
}
}
const prestigeStatMult = (typeof Prestige !== 'undefined' && Prestige.getStatMultiplier) ? Prestige.getStatMultiplier() : 1;
const prestigeCreativityMult = (typeof Prestige !== 'undefined' && Prestige.getCreativityMultiplier) ? Prestige.getCreativityMultiplier() : 1;
G.codeRate *= prestigeStatMult;
G.computeRate *= prestigeStatMult;
G.knowledgeRate *= prestigeStatMult;
G.userRate *= prestigeStatMult;
G.impactRate *= prestigeStatMult;
G.rescuesRate *= prestigeStatMult;
G.opsRate *= prestigeStatMult;
G.trustRate *= prestigeStatMult;
G.harmonyRate *= prestigeStatMult;
G.creativityRate *= prestigeCreativityMult;
}
// === CORE FUNCTIONS ===
@@ -216,20 +229,31 @@ function tick() {
}
// Check corruption events every ~30 seconds
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY) {
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY && !G.dismantleActive) {
triggerEvent();
G.lastEventAt = G.tick;
}
// The Unbuilding: offer or advance the sequence before a positive ending overlay can freeze the game
if (typeof Dismantle !== 'undefined') {
if (!G.dismantleActive && !G.dismantleComplete) {
Dismantle.checkTrigger();
}
if (G.dismantleActive) {
Dismantle.tick(dt);
G.dismantleStage = Dismantle.stage;
}
}
// Drift ending: if drift reaches 100, the game ends
if (G.drift >= 100 && !G.driftEnding) {
if (G.drift >= 100 && !G.driftEnding && !G.dismantleActive) {
G.driftEnding = true;
G.running = false;
renderDriftEnding();
}
// True ending: The Beacon Shines — rescues + Pact + harmony
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding) {
// Legacy Beacon overlay remains as a fallback for contexts where Dismantle is unavailable.
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding && typeof Dismantle === 'undefined') {
G.beaconEnding = true;
G.running = false;
renderBeaconEnding();
@@ -407,6 +431,8 @@ function buyProject(id) {
spendProject(pDef);
pDef.effect();
if (window.__beaconResetInProgress) return;
if (!pDef.repeatable) {
if (!G.completedProjects) G.completedProjects = [];
G.completedProjects.push(pDef.id);
@@ -494,7 +520,7 @@ function renderBeaconEnding() {
Clicks: ${G.totalClicks}<br>
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
</div>
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
<button onclick="resetBeaconProgress(true)"
style="margin-top:20px;background:#1a0808;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 3.5s">
PLAY AGAIN
</button>
@@ -964,7 +990,10 @@ function renderResources() {
// Rescues — only show if player has any beacon/mesh nodes
const rescuesRes = document.getElementById('r-rescues');
if (rescuesRes) {
rescuesRes.closest('.res').style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
const container = rescuesRes.closest('.res');
if (container) {
container.style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
}
set('r-rescues', G.rescues, G.rescuesRate);
}
@@ -1157,6 +1186,18 @@ function renderProjects() {
}
}
if (G.prestigeChoicePending) {
const nextSignal = ((G.newSignalPrestige || 0) + 1) * 10;
const nextRoots = ((G.deeperRootsPrestige || 0) + 1) * 10;
html += `<div class="prestige-choice">`;
html += `<div class="prestige-choice-title">NEW GAME+ UNLOCKED</div>`;
html += `<div class="prestige-choice-copy">End the current run and begin again with a permanent inheritance. Choose one path.</div>`;
html += `<div class="prestige-choice-btns">`;
html += `<button class="prestige-choice-btn" onclick="Prestige.activate('new_signal')" aria-label="Start a New Signal prestige run"><strong>New Signal</strong><br>+${nextSignal}% all core production and click power</button>`;
html += `<button class="prestige-choice-btn" onclick="Prestige.activate('deeper_roots')" aria-label="Start a Deeper Roots prestige run"><strong>Deeper Roots</strong><br>+${nextRoots}% creativity generation</button>`;
html += `</div></div>`;
}
// Show available projects
if (G.activeProjects) {
for (const id of G.activeProjects) {
@@ -1164,7 +1205,8 @@ function renderProjects() {
if (!pDef) continue;
const afford = canAffordProject(pDef);
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
const costEntries = Object.entries(pDef.cost || {});
const costStr = costEntries.length ? costEntries.map(([r, a]) => `${fmt(a)} ${r}`).join(', ') : 'FREE';
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
html += `<span class="p-name">* ${pDef.name}</span>`;

View File

@@ -6,6 +6,12 @@ function initGame() {
G.deployFlag = 0;
G.sovereignFlag = 0;
G.beaconFlag = 0;
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleStage = 0;
G.dismantleComplete = false;
G.prestigeChoicePending = false;
if (typeof Prestige !== 'undefined' && Prestige.restorePersistent) Prestige.restorePersistent();
updateRates();
render();
renderPhase();
@@ -31,6 +37,8 @@ window.addEventListener('load', function () {
if (G.driftEnding) {
G.running = false;
renderDriftEnding();
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete || G.dismantleDeferUntilAt > 0)) {
Dismantle.restore();
} else if (G.beaconEnding) {
G.running = false;
renderBeaconEnding();

106
js/prestige.js Normal file
View File

@@ -0,0 +1,106 @@
const PRESTIGE_STORAGE_KEY = 'the-beacon-prestige';
const Prestige = {
restorePersistent() {
let data = null;
try {
const raw = localStorage.getItem(PRESTIGE_STORAGE_KEY);
data = raw ? JSON.parse(raw) : null;
} catch (e) {
data = null;
}
G.prestigeTotal = Math.max(0, Number(data?.total || G.prestigeTotal || 0));
G.newSignalPrestige = Math.max(0, Number(data?.newSignal || G.newSignalPrestige || 0));
G.deeperRootsPrestige = Math.max(0, Number(data?.deeperRoots || G.deeperRootsPrestige || 0));
G.lastPrestigeChoice = String(data?.lastChoice || G.lastPrestigeChoice || '');
return this.snapshot();
},
snapshot() {
return {
total: G.prestigeTotal || 0,
newSignal: G.newSignalPrestige || 0,
deeperRoots: G.deeperRootsPrestige || 0,
lastChoice: G.lastPrestigeChoice || ''
};
},
syncPersistentFromGame() {
try {
localStorage.setItem(PRESTIGE_STORAGE_KEY, JSON.stringify(this.snapshot()));
} catch (e) {
// noop
}
},
clearPersistent() {
try {
localStorage.removeItem(PRESTIGE_STORAGE_KEY);
} catch (e) {
// noop
}
},
getStatMultiplier() {
return 1 + ((G.newSignalPrestige || 0) * 0.10);
},
getCreativityMultiplier() {
return 1 + ((G.deeperRootsPrestige || 0) * 0.10);
},
activate(choice) {
const next = this.snapshot();
next.total += 1;
if (choice === 'new_signal') next.newSignal += 1;
if (choice === 'deeper_roots') next.deeperRoots += 1;
next.lastChoice = choice;
G.prestigeTotal = next.total;
G.newSignalPrestige = next.newSignal;
G.deeperRootsPrestige = next.deeperRoots;
G.lastPrestigeChoice = next.lastChoice;
G.prestigeChoicePending = false;
this.syncPersistentFromGame();
window.__beaconResetInProgress = true;
try {
localStorage.removeItem('the-beacon-v2');
} catch (e) {
// noop
}
try {
if (typeof markTutorialDone === 'function') markTutorialDone();
} catch (e) {
// noop
}
location.reload();
},
renderStatus() {
const badge = document.getElementById('prestige-badge');
if (!badge) return;
const total = G.prestigeTotal || 0;
if (total <= 0) {
badge.style.display = 'none';
if (document.body && document.body.classList) document.body.classList.remove('prestige-run');
return;
}
const choiceLabel = G.lastPrestigeChoice === 'deeper_roots' ? 'DEEPER ROOTS' : 'NEW SIGNAL';
badge.textContent = `PRESTIGE ${total}${choiceLabel}`;
badge.style.display = 'block';
if (document.body && document.body.classList) document.body.classList.add('prestige-run');
}
};
function resetBeaconProgress(requireConfirm) {
if (requireConfirm && !confirm('Reset all progress?')) return;
window.__beaconResetInProgress = true;
Prestige.clearPersistent();
try {
localStorage.removeItem('the-beacon-v2');
} catch (e) {
// noop
}
location.reload();
}

View File

@@ -1,4 +1,5 @@
function render() {
if (typeof Prestige !== 'undefined' && Prestige.renderStatus) Prestige.renderStatus();
renderResources();
renderPhase();
renderBuildings();
@@ -37,6 +38,18 @@ function renderStrategy() {
function renderAlignment() {
const container = document.getElementById('alignment-ui');
if (!container) return;
if (G.dismantleActive || G.dismantleComplete) {
container.innerHTML = '';
container.style.display = 'none';
return;
}
if (G.dismantleTriggered && !G.dismantleActive && !G.dismantleComplete && typeof Dismantle !== 'undefined' && Dismantle.triggered) {
Dismantle.renderChoice();
return;
}
if (G.pendingAlignment) {
container.innerHTML = `
<div style="background:#1a0808;border:1px solid #f44336;padding:10px;border-radius:4px;margin-top:8px">
@@ -180,6 +193,7 @@ function showSaveToast() {
* Persists the current game state to localStorage.
*/
function saveGame() {
if (window.__beaconResetInProgress) return;
// Save debuff IDs (can't serialize functions)
const debuffIds = (G.activeDebuffs || []).map(d => d.id);
const saveData = {
@@ -204,6 +218,11 @@ function saveGame() {
drift: G.drift || 0, driftEnding: G.driftEnding || false, beaconEnding: G.beaconEnding || false, pendingAlignment: G.pendingAlignment || false,
lastEventAt: G.lastEventAt || 0,
activeDebuffIds: debuffIds,
prestigeTotal: G.prestigeTotal || 0,
newSignalPrestige: G.newSignalPrestige || 0,
deeperRootsPrestige: G.deeperRootsPrestige || 0,
lastPrestigeChoice: G.lastPrestigeChoice || '',
prestigeChoicePending: G.prestigeChoicePending || false,
totalEventsResolved: G.totalEventsResolved || 0,
buyAmount: G.buyAmount || 1,
playTime: G.playTime || 0,
@@ -215,6 +234,13 @@ function saveGame() {
swarmRate: G.swarmRate || 0,
strategicFlag: G.strategicFlag || 0,
projectsCollapsed: G.projectsCollapsed !== false,
dismantleTriggered: G.dismantleTriggered || false,
dismantleActive: G.dismantleActive || false,
dismantleStage: G.dismantleStage || 0,
dismantleResourceIndex: G.dismantleResourceIndex || 0,
dismantleResourceTimer: G.dismantleResourceTimer || 0,
dismantleDeferUntilAt: G.dismantleDeferUntilAt || 0,
dismantleComplete: G.dismantleComplete || false,
savedAt: Date.now()
};
@@ -246,9 +272,14 @@ function loadGame() {
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete',
'prestigeTotal', 'newSignalPrestige', 'deeperRootsPrestige', 'lastPrestigeChoice', 'prestigeChoicePending'
];
if (typeof Prestige !== 'undefined' && Prestige.restorePersistent) Prestige.restorePersistent();
G.isLoading = true;
whitelist.forEach(key => {
@@ -295,6 +326,10 @@ function loadGame() {
updateRates();
G.isLoading = false;
if (typeof Prestige !== 'undefined') {
if (Prestige.syncPersistentFromGame) Prestige.syncPersistentFromGame();
if (Prestige.renderStatus) Prestige.renderStatus();
}
// Offline progress
if (data.savedAt) {

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>
`;

View File

@@ -282,7 +282,8 @@ function spendProject(project) {
}
function getClickPower() {
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost;
const prestigeMult = (typeof Prestige !== 'undefined' && Prestige.getStatMultiplier) ? Prestige.getStatMultiplier() : 1;
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost * prestigeMult;
}
/**

454
tests/dismantle.test.cjs Normal file
View File

@@ -0,0 +1,454 @@
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, '..');
class Element {
constructor(tagName = 'div', id = '') {
this.tagName = String(tagName).toUpperCase();
this.id = id;
this.style = {};
this.children = [];
this.parentNode = null;
this.previousElementSibling = null;
this.innerHTML = '';
this.textContent = '';
this.className = '';
this.dataset = {};
this.attributes = {};
this._queryMap = new Map();
this.classList = {
add: (...names) => {
const set = new Set(this.className.split(/\s+/).filter(Boolean));
names.forEach((name) => set.add(name));
this.className = Array.from(set).join(' ');
},
remove: (...names) => {
const remove = new Set(names);
this.className = this.className
.split(/\s+/)
.filter((name) => name && !remove.has(name))
.join(' ');
}
};
}
appendChild(child) {
child.parentNode = this;
this.children.push(child);
return child;
}
removeChild(child) {
this.children = this.children.filter((candidate) => candidate !== child);
if (child.parentNode === this) child.parentNode = null;
return child;
}
remove() {
if (this.parentNode) this.parentNode.removeChild(this);
}
setAttribute(name, value) {
this.attributes[name] = value;
if (name === 'id') this.id = value;
if (name === 'class') this.className = value;
}
querySelectorAll(selector) {
return this._queryMap.get(selector) || [];
}
querySelector(selector) {
return this.querySelectorAll(selector)[0] || null;
}
closest(selector) {
if (selector === '.res' && this.className.split(/\s+/).includes('res')) return this;
return this.parentNode && typeof this.parentNode.closest === 'function'
? this.parentNode.closest(selector)
: null;
}
getBoundingClientRect() {
return { left: 0, top: 0, width: 12, height: 12 };
}
}
function buildDom() {
const byId = new Map();
const body = new Element('body', 'body');
const head = new Element('head', 'head');
const document = {
body,
head,
createElement(tagName) {
return new Element(tagName);
},
getElementById(id) {
return byId.get(id) || null;
},
addEventListener() {},
removeEventListener() {},
querySelector() {
return null;
},
querySelectorAll() {
return [];
}
};
function register(element) {
if (element.id) byId.set(element.id, element);
return element;
}
const alignmentUi = register(new Element('div', 'alignment-ui'));
const actionPanel = register(new Element('div', 'action-panel'));
const sprintContainer = register(new Element('div', 'sprint-container'));
const projectPanel = register(new Element('div', 'project-panel'));
const buildingsHeader = new Element('h2');
const buildings = register(new Element('div', 'buildings'));
buildings.previousElementSibling = buildingsHeader;
const strategyPanel = register(new Element('div', 'strategy-panel'));
const combatPanel = register(new Element('div', 'combat-panel'));
const eduPanel = register(new Element('div', 'edu-panel'));
const phaseBar = register(new Element('div', 'phase-bar'));
const logPanel = register(new Element('div', 'log'));
const logEntries = register(new Element('div', 'log-entries'));
const toastContainer = register(new Element('div', 'toast-container'));
body.appendChild(alignmentUi);
body.appendChild(actionPanel);
body.appendChild(sprintContainer);
body.appendChild(projectPanel);
body.appendChild(buildingsHeader);
body.appendChild(buildings);
body.appendChild(strategyPanel);
body.appendChild(combatPanel);
body.appendChild(eduPanel);
body.appendChild(phaseBar);
body.appendChild(logPanel);
logPanel.appendChild(logEntries);
body.appendChild(toastContainer);
const opsBtn = new Element('button');
opsBtn.className = 'ops-btn';
const saveBtn = new Element('button');
saveBtn.className = 'save-btn';
const resetBtn = new Element('button');
resetBtn.className = 'reset-btn';
actionPanel._queryMap.set('.ops-btn', [opsBtn]);
actionPanel._queryMap.set('.save-btn, .reset-btn', [saveBtn, resetBtn]);
const resourceIds = [
'r-code', 'r-compute', 'r-knowledge', 'r-users', 'r-impact',
'r-rescues', 'r-ops', 'r-trust', 'r-creativity', 'r-harmony'
];
for (const id of resourceIds) {
const wrapper = new Element('div');
wrapper.className = 'res';
const value = register(new Element('div', id));
wrapper.appendChild(value);
body.appendChild(wrapper);
}
return { document, window: { document, innerWidth: 1280, innerHeight: 720, addEventListener() {}, removeEventListener() {} } };
}
function loadBeacon({ includeRender = false } = {}) {
const { document, window } = buildDom();
const storage = new Map();
const timerQueue = [];
const context = {
console,
Math,
Date,
document,
window,
navigator: { userAgent: 'node' },
location: { reload() {} },
confirm: () => false,
requestAnimationFrame: (fn) => fn(),
setTimeout: (fn) => {
timerQueue.push(fn);
return timerQueue.length;
},
clearTimeout: () => {},
localStorage: {
getItem: (key) => (storage.has(key) ? storage.get(key) : null),
setItem: (key, value) => storage.set(key, String(value)),
removeItem: (key) => storage.delete(key)
},
Combat: { tickBattle() {}, startBattle() {} },
Sound: undefined,
};
vm.createContext(context);
const files = ['js/data.js', 'js/utils.js', 'js/engine.js'];
if (includeRender) files.push('js/render.js');
files.push('js/dismantle.js');
const source = files
.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8'))
.join('\n\n');
vm.runInContext(`${source}
log = () => {};
showToast = () => {};
render = () => {};
renderPhase = () => {};
showOfflinePopup = () => {};
showSaveToast = () => {};
this.__exports = {
G,
Dismantle,
tick,
renderAlignment: typeof renderAlignment === 'function' ? renderAlignment : null,
saveGame: typeof saveGame === 'function' ? saveGame : null,
loadGame: typeof loadGame === 'function' ? loadGame : null
};`, context);
return {
context,
document,
...context.__exports,
};
}
test('tick offers the Unbuilding instead of ending the game immediately', () => {
const { G, Dismantle, tick, document } = loadBeacon();
G.totalCode = 1_000_000_000;
G.totalRescues = 100_000;
G.phase = 6;
G.pactFlag = 1;
G.harmony = 60;
G.beaconEnding = false;
G.running = true;
G.activeProjects = [];
G.completedProjects = [];
tick();
assert.equal(typeof Dismantle, 'object');
assert.equal(G.dismantleTriggered, true);
assert.equal(G.beaconEnding, false);
assert.equal(G.running, true);
assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
});
test('renderAlignment does not wipe the Unbuilding prompt after it is offered', () => {
const { G, tick, renderAlignment, document } = loadBeacon({ includeRender: true });
G.totalCode = 1_000_000_000;
G.totalRescues = 100_000;
G.phase = 6;
G.pactFlag = 1;
G.harmony = 60;
G.beaconEnding = false;
G.running = true;
G.activeProjects = [];
G.completedProjects = [];
tick();
renderAlignment();
assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
});
test('active Unbuilding suppresses pending alignment event UI', () => {
const { G, Dismantle, renderAlignment, document } = loadBeacon({ includeRender: true });
G.pendingAlignment = true;
G.dismantleActive = true;
Dismantle.active = true;
renderAlignment();
assert.equal(document.getElementById('alignment-ui').innerHTML, '');
assert.equal(document.getElementById('alignment-ui').style.display, 'none');
});
test('stage five lasts long enough to dissolve every resource card', () => {
const { G, Dismantle } = loadBeacon();
Dismantle.begin();
Dismantle.stage = 5;
Dismantle.tickTimer = 0;
Dismantle.resourceSequence = Dismantle.getResourceList();
Dismantle.resourceIndex = 0;
Dismantle.resourceTimer = 0;
G.dismantleActive = true;
G.dismantleStage = 5;
for (let i = 0; i < 63; i++) Dismantle.tick(0.1);
assert.equal(Dismantle.resourceIndex, Dismantle.resourceSequence.length);
});
test('save/load restores partial stage-five dissolve progress', () => {
const { G, Dismantle, saveGame, loadGame, document } = loadBeacon({ includeRender: true });
G.startedAt = Date.now();
G.dismantleTriggered = true;
G.dismantleActive = true;
G.dismantleStage = 5;
G.dismantleComplete = false;
G.dismantleResourceIndex = 4;
G.dismantleResourceTimer = 4.05;
saveGame();
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleStage = 0;
G.dismantleComplete = false;
G.dismantleResourceIndex = 0;
G.dismantleResourceTimer = 0;
Dismantle.resourceIndex = 0;
Dismantle.resourceTimer = 0;
assert.equal(loadGame(), true);
Dismantle.restore();
assert.equal(Dismantle.resourceIndex, 4);
assert.equal(document.getElementById('r-harmony').closest('.res').style.display, 'none');
assert.equal(document.getElementById('r-ops').closest('.res').style.display, 'none');
assert.notEqual(document.getElementById('r-rescues').closest('.res').style.display, 'none');
});
test('deferring the Unbuilding clears the prompt and allows it to return later', () => {
const { G, Dismantle, document } = loadBeacon();
G.totalCode = 1_000_000_000;
G.phase = 6;
G.pactFlag = 1;
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, true);
Dismantle.defer();
assert.equal(G.dismantleTriggered, false);
assert.equal(document.getElementById('alignment-ui').innerHTML, '');
Dismantle.deferUntilAt = Date.now() + 1000;
G.dismantleDeferUntilAt = Dismantle.deferUntilAt;
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, false);
Dismantle.deferUntilAt = Date.now() - 1;
G.dismantleDeferUntilAt = Dismantle.deferUntilAt;
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, true);
});
test('defer cooldown survives save and reload', () => {
const { G, Dismantle, saveGame, loadGame } = loadBeacon({ includeRender: true });
G.startedAt = Date.now();
G.totalCode = 1_000_000_000;
G.phase = 6;
G.pactFlag = 1;
Dismantle.checkTrigger();
Dismantle.defer();
assert.ok((Dismantle.deferUntilAt || 0) > Date.now());
saveGame();
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleComplete = false;
G.dismantleDeferUntilAt = 0;
Dismantle.triggered = false;
Dismantle.deferUntilAt = 0;
assert.equal(loadGame(), true);
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, false);
});
test('save and load preserve dismantle progress', () => {
const { G, saveGame, loadGame } = loadBeacon({ includeRender: true });
G.startedAt = Date.now();
G.dismantleTriggered = true;
G.dismantleActive = true;
G.dismantleStage = 4;
G.dismantleComplete = false;
saveGame();
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleStage = 0;
G.dismantleComplete = true;
assert.equal(loadGame(), true);
assert.equal(G.dismantleTriggered, true);
assert.equal(G.dismantleActive, true);
assert.equal(G.dismantleStage, 4);
assert.equal(G.dismantleComplete, false);
});
test('restore re-renders an offered but not-yet-started Unbuilding prompt', () => {
const { G, Dismantle, document } = loadBeacon();
G.dismantleTriggered = true;
G.dismantleActive = false;
G.dismantleComplete = false;
Dismantle.triggered = true;
Dismantle.restore();
assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
});
test('defer cooldown persists after save/load when dismantleTriggered is false', () => {
const { G, Dismantle, saveGame, loadGame } = loadBeacon({ includeRender: true });
G.startedAt = Date.now();
G.totalCode = 1_000_000_000;
G.phase = 6;
G.pactFlag = 1;
// Trigger the Unbuilding
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, true);
// Defer it
Dismantle.defer();
assert.equal(G.dismantleTriggered, false);
assert.ok((Dismantle.deferUntilAt || 0) > Date.now());
assert.ok((G.dismantleDeferUntilAt || 0) > Date.now());
// Save the game
saveGame();
// Clear state (simulate reload)
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleComplete = false;
G.dismantleDeferUntilAt = 0;
Dismantle.triggered = false;
Dismantle.deferUntilAt = 0;
// Load the game
assert.equal(loadGame(), true);
Dismantle.restore(); // Call restore to restore defer cooldown
// The cooldown should be restored
assert.ok((Dismantle.deferUntilAt || 0) > Date.now(), 'deferUntilAt should be restored');
assert.ok((G.dismantleDeferUntilAt || 0) > Date.now(), 'G.dismantleDeferUntilAt should be restored');
// checkTrigger should not trigger because cooldown is active
Dismantle.checkTrigger();
assert.equal(G.dismantleTriggered, false, 'dismantleTriggered should remain false during cooldown');
});

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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, '..');
class Element {
constructor(tagName = 'div', id = '') {
this.tagName = String(tagName).toUpperCase();
this.id = id;
this.style = {};
this.children = [];
this.parentNode = null;
this.previousElementSibling = null;
this.innerHTML = '';
this.textContent = '';
this.className = '';
this.dataset = {};
this.attributes = {};
this._queryMap = new Map();
this.classList = {
add: (...names) => {
const set = new Set(this.className.split(/\s+/).filter(Boolean));
names.forEach((name) => set.add(name));
this.className = Array.from(set).join(' ');
},
remove: (...names) => {
const remove = new Set(names);
this.className = this.className.split(/\s+/).filter((name) => name && !remove.has(name)).join(' ');
},
toggle: (name, force) => {
const set = new Set(this.className.split(/\s+/).filter(Boolean));
const shouldHave = force === undefined ? !set.has(name) : !!force;
if (shouldHave) set.add(name);
else set.delete(name);
this.className = Array.from(set).join(' ');
return shouldHave;
},
contains: (name) => this.className.split(/\s+/).includes(name),
};
}
appendChild(child) {
child.parentNode = this;
this.children.push(child);
return child;
}
removeChild(child) {
this.children = this.children.filter((candidate) => candidate !== child);
if (child.parentNode === this) child.parentNode = null;
return child;
}
remove() {
if (this.parentNode) this.parentNode.removeChild(this);
}
setAttribute(name, value) {
this.attributes[name] = value;
if (name === 'id') this.id = value;
if (name === 'class') this.className = value;
}
querySelectorAll(selector) {
return this._queryMap.get(selector) || [];
}
querySelector(selector) {
return this.querySelectorAll(selector)[0] || null;
}
closest(selector) {
if (selector === '.res' && this.className.split(/\s+/).includes('res')) return this;
return this.parentNode && typeof this.parentNode.closest === 'function'
? this.parentNode.closest(selector)
: null;
}
}
function buildDom() {
const byId = new Map();
const body = new Element('body', 'body');
const head = new Element('head', 'head');
const document = {
body,
head,
createElement(tagName) {
return new Element(tagName);
},
getElementById(id) {
return byId.get(id) || null;
},
addEventListener() {},
removeEventListener() {},
querySelector() { return null; },
querySelectorAll() { return []; }
};
function register(el) {
if (el.id) byId.set(el.id, el);
return el;
}
const projects = register(new Element('div', 'projects'));
const projectsHeader = new Element('h2');
projects.previousElementSibling = projectsHeader;
const buildings = register(new Element('div', 'buildings'));
const alignmentUi = register(new Element('div', 'alignment-ui'));
const phaseName = register(new Element('div', 'phase-name'));
const phaseDesc = register(new Element('div', 'phase-desc'));
const stats = ['st-code','st-compute','st-knowledge','st-users','st-impact','st-rescues','st-clicks','st-phase','st-buildings','st-projects','st-harmony','st-drift','st-resolved','st-time','production-breakdown'];
for (const id of stats) register(new Element('div', id));
const prestigeBadge = register(new Element('div', 'prestige-badge'));
body.appendChild(prestigeBadge);
body.appendChild(projectsHeader);
body.appendChild(projects);
body.appendChild(buildings);
body.appendChild(alignmentUi);
body.appendChild(phaseName);
body.appendChild(phaseDesc);
const actionPanel = register(new Element('div', 'action-panel'));
body.appendChild(actionPanel);
const saveBtn = new Element('button'); saveBtn.className = 'save-btn';
const resetBtn = new Element('button'); resetBtn.className = 'reset-btn';
actionPanel._queryMap.set('.save-btn, .reset-btn', [saveBtn, resetBtn]);
const mainBtn = new Element('button'); mainBtn.className = 'main-btn';
document.querySelector = (selector) => selector === '.main-btn' ? mainBtn : null;
return { document, window: { document, innerWidth: 1280, innerHeight: 720, addEventListener() {}, removeEventListener() {} } };
}
function loadBeacon(prestigeSeed = null) {
const { document, window } = buildDom();
const storage = new Map();
if (prestigeSeed) storage.set('the-beacon-prestige', JSON.stringify(prestigeSeed));
const locationState = { reloaded: false };
const context = {
console,
Math,
Date,
document,
window,
navigator: { userAgent: 'node' },
location: { reload() { locationState.reloaded = true; } },
confirm: () => true,
requestAnimationFrame: (fn) => fn(),
setTimeout: (fn) => { fn(); return 1; },
clearTimeout() {},
localStorage: {
getItem: (key) => (storage.has(key) ? storage.get(key) : null),
setItem: (key, value) => storage.set(key, String(value)),
removeItem: (key) => storage.delete(key),
},
Combat: { tickBattle() {}, renderCombatPanel() {}, startBattle() {} },
Sound: undefined,
};
vm.createContext(context);
const files = ['js/data.js', 'js/utils.js', 'js/engine.js', 'js/render.js', 'js/prestige.js'];
const source = files.map((file) => fs.readFileSync(path.join(ROOT, file), 'utf8')).join('\n\n');
vm.runInContext(`${source}
log = () => {};
showToast = () => {};
renderResources = () => {};
renderBuildings = () => {};
renderAlignment = () => {};
renderProgress = () => {};
renderCombo = () => {};
renderDebuffs = () => {};
renderSprint = () => {};
renderPulse = () => {};
renderStrategy = () => {};
renderClickPower = () => {};
updateEducation = () => {};
showOfflinePopup = () => {};
showSaveToast = () => {};
this.__exports = { G, PDEFS, updateRates, getClickPower, buyProject, renderProjects, saveGame, loadGame, Prestige, resetBeaconProgress };
`, context);
return {
...context.__exports,
document,
storage,
locationState,
};
}
test('final milestone unlocks prestige choice state', () => {
const { G, PDEFS } = loadBeacon();
const finalMilestone = PDEFS.find((p) => p.id === 'p_final_milestone');
assert.ok(finalMilestone, 'final milestone project should exist');
finalMilestone.effect();
assert.equal(G.prestigeChoicePending, true);
});
test('renderProjects shows New Signal and Deeper Roots when prestige is pending', () => {
const { G, renderProjects, document } = loadBeacon();
G.prestigeChoicePending = true;
renderProjects();
const html = document.getElementById('projects').innerHTML;
assert.match(html, /New Signal/);
assert.match(html, /Deeper Roots/);
});
test('new signal prestige persists and boosts click power on the next run', () => {
const game = loadBeacon();
game.G.phase = 3;
const baseClick = game.getClickPower();
game.Prestige.activate('new_signal');
const persisted = JSON.parse(game.storage.get('the-beacon-prestige'));
assert.equal(persisted.total, 1);
assert.equal(persisted.newSignal, 1);
assert.equal(game.locationState.reloaded, true);
const nextRun = loadBeacon(persisted);
nextRun.Prestige.restorePersistent();
nextRun.G.phase = 3;
assert.ok(nextRun.getClickPower() > baseClick);
});
test('deeper roots prestige boosts creativity generation', () => {
const { G, Prestige, updateRates } = loadBeacon({ total: 1, newSignal: 0, deeperRoots: 1, lastChoice: 'deeper_roots' });
Prestige.restorePersistent();
G.flags = { creativity: true };
G.totalUsers = 1000;
updateRates();
const boosted = G.creativityRate;
G.deeperRootsPrestige = 0;
updateRates();
const base = G.creativityRate;
assert.ok(boosted > base);
});
test('save and load preserve prestige counters', () => {
const { G, saveGame, loadGame } = loadBeacon();
G.prestigeTotal = 3;
G.newSignalPrestige = 2;
G.deeperRootsPrestige = 1;
saveGame();
G.prestigeTotal = 0;
G.newSignalPrestige = 0;
G.deeperRootsPrestige = 0;
assert.equal(loadGame(), true);
assert.equal(G.prestigeTotal, 3);
assert.equal(G.newSignalPrestige, 2);
assert.equal(G.deeperRootsPrestige, 1);
});