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Author SHA1 Message Date
Alexander Whitestone
686e5c0d0c wip: wire strategy tournaments and yomi generation for #5
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2026-04-14 23:25:10 -04:00
Alexander Whitestone
a23fbad19d wip: add strategy tournament regression tests for #5 2026-04-14 23:18:40 -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
12 changed files with 1695 additions and 43 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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@@ -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}
@@ -206,6 +212,7 @@ 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)">
<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-tournament-ui" style="margin-top:10px"></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)">
<h3>REASONING BATTLES</h3>
@@ -260,6 +267,7 @@ 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/main.js"></script>
@@ -272,6 +280,12 @@ 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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@@ -43,6 +43,7 @@ const G = {
trust: 5,
creativity: 0,
harmony: 50,
yomi: 0,
// Totals
totalCode: 0,
@@ -51,6 +52,7 @@ const G = {
totalUsers: 0,
totalImpact: 0,
totalRescues: 0,
totalYomi: 0,
// Rates (calculated each tick)
codeRate: 0,
@@ -63,6 +65,7 @@ const G = {
trustRate: 0,
creativityRate: 0,
harmonyRate: 0,
yomiKnowledgeRate: 0,
// Buildings (count-based, like Paperclips' clipmakerLevel)
buildings: {
@@ -104,6 +107,7 @@ const G = {
beaconFlag: 0,
memoryFlag: 0,
pactFlag: 0,
strategicFlag: 0,
swarmFlag: 0,
swarmRate: 0,
@@ -115,6 +119,11 @@ const G = {
tick: 0,
saveTimer: 0,
secTimer: 0,
strategyAutoUnlocked: false,
strategyAutoEnabled: false,
strategyTournamentTimer: 0,
strategyTournamentInterval: 30,
strategyLastTournament: null,
// Systems
projects: [],
@@ -158,7 +167,17 @@ 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
};
// === PHASE DEFINITIONS ===

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: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
</div>
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
PLAY AGAIN
</button>
`;
document.body.appendChild(overlay);
// Trigger fade-in
requestAnimationFrame(() => {
overlay.style.background = 'rgba(8,8,16,0.97)';
overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
el.style.opacity = '1';
});
});
// Spawn warm golden particles around the dot
function spawnDismantleParticle() {
if (!document.getElementById('dismantle-final')) return;
const dot = document.getElementById('dismantle-beacon-dot');
if (!dot) return;
const rect = dot.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
const p = document.createElement('div');
const size = 2 + Math.random() * 4;
const angle = Math.random() * Math.PI * 2;
const dist = 20 + Math.random() * 60;
const dx = Math.cos(angle) * dist;
const dy = Math.sin(angle) * dist - 40;
const duration = 1.5 + Math.random() * 2;
p.style.cssText = `position:fixed;left:${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

@@ -2,7 +2,7 @@ function updateRates() {
// Reset all rates
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.creativityRate = 0; G.harmonyRate = 0;
G.creativityRate = 0; G.harmonyRate = 0; G.yomiKnowledgeRate = 0;
// Apply building rates
for (const def of BDEF) {
@@ -29,6 +29,12 @@ function updateRates() {
}
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
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);
@@ -184,6 +190,11 @@ function tick() {
// Sprint ability
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
// Each autocoder level auto-types once per interval, giving visual feedback
if (G.buildings.autocoder > 0) {
@@ -216,20 +227,31 @@ 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();
@@ -964,7 +986,10 @@ 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);
}
@@ -1286,6 +1311,11 @@ function renderProductionBreakdown() {
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
const accounted = contributions.reduce((s, c) => s + c.rate, 0);
let delta = totalRate - accounted;

View File

@@ -6,6 +6,10 @@ function initGame() {
G.deployFlag = 0;
G.sovereignFlag = 0;
G.beaconFlag = 0;
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleStage = 0;
G.dismantleComplete = false;
updateRates();
render();
renderPhase();
@@ -31,6 +35,8 @@ 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();

View File

@@ -27,16 +27,31 @@ function renderClickPower() {
}
function renderStrategy() {
if (window.SSE) {
window.SSE.update();
const el = document.getElementById('strategy-recommendation');
if (el) el.textContent = window.SSE.getRecommendation();
if (!window.SSE) return;
window.SSE.update();
const el = document.getElementById('strategy-recommendation');
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();
}
}
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">
@@ -185,9 +200,9 @@ function saveGame() {
const saveData = {
version: 1,
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,
ops: G.ops, trust: G.trust, creativity: G.creativity, harmony: G.harmony, yomi: G.yomi || 0,
totalCode: G.totalCode, totalCompute: G.totalCompute, totalKnowledge: G.totalKnowledge,
totalUsers: G.totalUsers, totalImpact: G.totalImpact,
totalUsers: G.totalUsers, totalImpact: G.totalImpact, totalYomi: G.totalYomi || 0,
buildings: G.buildings,
codeBoost: G.codeBoost, computeBoost: G.computeBoost, knowledgeBoost: G.knowledgeBoost,
userBoost: G.userBoost, impactBoost: G.impactBoost,
@@ -214,7 +229,19 @@ function saveGame() {
swarmFlag: G.swarmFlag || 0,
swarmRate: G.swarmRate || 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,
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()
};
@@ -235,8 +262,8 @@ function loadGame() {
// Whitelist properties that can be loaded
const whitelist = [
'code', 'compute', 'knowledge', 'users', 'impact', 'ops', 'trust', 'creativity', 'harmony',
'totalCode', 'totalCompute', 'totalKnowledge', 'totalUsers', 'totalImpact',
'code', 'compute', 'knowledge', 'users', 'impact', 'ops', 'trust', 'creativity', 'harmony', 'yomi',
'totalCode', 'totalCompute', 'totalKnowledge', 'totalUsers', 'totalImpact', 'totalYomi',
'buildings', 'codeBoost', 'computeBoost', 'knowledgeBoost', 'userBoost', 'impactBoost',
'milestoneFlag', 'phase', 'deployFlag', 'sovereignFlag', 'beaconFlag',
'memoryFlag', 'pactFlag', 'lazarusFlag', 'mempalaceFlag', 'ciFlag',
@@ -246,7 +273,10 @@ function loadGame() {
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
'swarmFlag', 'swarmRate', 'strategicFlag', 'strategyAutoUnlocked', 'strategyAutoEnabled',
'strategyTournamentTimer', 'strategyTournamentInterval', 'strategyLastTournament', 'projectsCollapsed',
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
];
G.isLoading = true;

View File

@@ -1,6 +1,7 @@
/**
* Sovereign Strategy Engine (SSE)
* A rule-based GOFAI system for optimal play guidance.
* A rule-based GOFAI system for optimal play guidance plus
* Paperclips-inspired game theory tournaments that generate Yomi.
*/
const STRATEGY_RULES = [
@@ -8,59 +9,414 @@ const STRATEGY_RULES = [
id: 'use_ops',
priority: 100,
condition: () => G.ops >= G.maxOps * 0.9,
recommendation: "Operations near capacity. Convert Ops to Code or Knowledge now."
},
{
id: 'buy_autocoder',
priority: 80,
condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
recommendation: "Prioritize AutoCoders to establish passive code production."
},
{
id: 'activate_sprint',
priority: 90,
condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
recommendation: "Code Sprint available. Activate for 10x production burst."
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."
recommendation: () => 'System anomalies detected. Resolve active events to restore rates.'
},
{
id: 'save_game',
priority: 10,
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
recommendation: "Unsaved progress detected. Manual save recommended."
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."
recommendation: () => 'Alignment decision pending. Consider the long-term impact of The Pact.'
},
{
id: 'buy_autocoder',
priority: 80,
condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
recommendation: () => 'Prioritize AutoCoders to establish passive code production.'
},
{
id: 'unlock_auto_tournaments',
priority: 72,
condition: () => G.strategicFlag === 1 && !G.strategyAutoUnlocked && G.creativity >= 50000,
recommendation: () => 'Auto-Tournament mode is affordable. Spend 50k creativity to automate Yomi generation.'
},
{
id: 'run_tournament',
priority: 68,
condition: () => G.strategicFlag === 1 && (!G.strategyLastTournament || !G.strategyLastTournament.scoreboard || G.strategyLastTournament.scoreboard.length === 0),
recommendation: () => 'Run a game theory tournament. Tournament Yomi becomes passive knowledge.'
},
{
id: 'save_game',
priority: 10,
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
recommendation: () => 'Unsaved progress detected. Manual save recommended.'
}
];
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 opponents 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 opponents 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 {
constructor() {
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() {
// Find the highest priority rule that meets its condition
const activeRules = STRATEGY_RULES.filter(r => r.condition());
const activeRules = STRATEGY_RULES.filter((rule) => rule.condition());
activeRules.sort((a, b) => b.priority - a.priority);
if (activeRules.length > 0) {
this.currentRecommendation = activeRules[0].recommendation;
const top = activeRules[0];
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 {
this.currentRecommendation = "System stable. Continue writing code.";
this.currentRecommendation = 'System stable. Continue writing code.';
}
}
getRecommendation() {
return this.currentRecommendation;
return this.currentRecommendation || 'System stable. Continue writing code.';
}
}

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>
`;

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');
});

162
tests/strategy.test.cjs Normal file
View File

@@ -0,0 +1,162 @@
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');
});