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fix/issue-
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burn/128-1
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f610ceb4c2 | ||
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458ba172f6 |
67
docs/issue-122-verification.md
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67
docs/issue-122-verification.md
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# Issue #122 Verification
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## Status: ✅ ALREADY FIXED
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The pending drift alignment UI is properly suppressed during active Unbuilding.
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## Problem (from issue)
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If `G.pendingAlignment` is still true when the player begins THE UNBUILDING, the normal `renderAlignment()` path can repaint the Drift alignment choice on top of the dismantle sequence.
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## Fix
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In `js/render.js`, the `renderAlignment()` function now checks for active/completed dismantle before rendering alignment UI:
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```javascript
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function renderAlignment() {
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const container = document.getElementById('alignment-ui');
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if (!container) return;
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// FIX: Suppress alignment UI during active/completed Unbuilding
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if (G.dismantleActive || G.dismantleComplete) {
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container.innerHTML = '';
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container.style.display = 'none';
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return;
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}
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// ... rest of function
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}
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```
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## Regression Test
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Test exists in `tests/dismantle.test.cjs`:
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```javascript
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test('active Unbuilding suppresses pending alignment event UI', () => {
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const { G, Dismantle, renderAlignment, document } = loadBeacon({ includeRender: true });
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G.pendingAlignment = true;
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G.dismantleActive = true;
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Dismantle.active = true;
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renderAlignment();
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assert.equal(document.getElementById('alignment-ui').innerHTML, '');
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assert.equal(document.getElementById('alignment-ui').style.display, 'none');
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});
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```
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## Test Results
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All 10 tests pass:
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```
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✔ tick offers the Unbuilding instead of ending the game immediately
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✔ renderAlignment does not wipe the Unbuilding prompt after it is offered
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✔ active Unbuilding suppresses pending alignment event UI ← THIS TEST
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✔ stage five lasts long enough to dissolve every resource card
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✔ save/load restores partial stage-five dissolve progress
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✔ deferring the Unbuilding clears the prompt and allows it to return later
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✔ defer cooldown survives save and reload
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✔ save and load preserve dismantle progress
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✔ restore re-renders an offered but not-yet-started Unbuilding prompt
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✔ defer cooldown persists after save/load when dismantleTriggered is false
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```
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## Recommendation
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Close issue #122 as already fixed.
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25
js/engine.js
25
js/engine.js
@@ -422,11 +422,6 @@ function buyProject(id) {
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if (!G.completedProjects) G.completedProjects = [];
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G.completedProjects.push(pDef.id);
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G.activeProjects = G.activeProjects.filter(aid => aid !== pDef.id);
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// Final ReCKoning choices should end with no unrelated active research left behind.
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if (pDef.id === 'p_reckoning_147' || pDef.id === 'p_reckoning_148') {
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G.activeProjects = [];
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}
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}
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updateRates();
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@@ -1165,11 +1160,11 @@ function renderProjects() {
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html += `<div id=\"completed-header\" onclick=\"toggleCompletedProjects()\" role=\"button\" tabindex=\"0\" aria-expanded=\"${!collapsed}\" aria-controls=\"completed-list\" style=\"cursor:pointer;font-size:9px;color:#555;padding:4px 0;border-bottom:1px solid #1a2a1a;margin-bottom:4px;user-select:none\">`;
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html += `${collapsed ? '▶' : '▼'} COMPLETED (${count})</div>`;
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if (!collapsed) {
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html += `<div id="completed-list">`;
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html += `<div id=\"completed-list\">`;
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for (const id of G.completedProjects) {
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const pDef = PDEFS.find(p => p.id === id);
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if (pDef) {
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html += `<div class="project-done">OK ${pDef.name}</div>`;
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html += `<div class=\"project-done\">OK ${pDef.name}</div>`;
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}
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}
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html += `</div>`;
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@@ -1178,21 +1173,27 @@ function renderProjects() {
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// Show available projects
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if (G.activeProjects) {
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// #128: During ReCKoning endgame, suppress unrelated normal projects
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const hasReCKoning = G.activeProjects.some(id => id.startsWith('p_reckoning_'));
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for (const id of G.activeProjects) {
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const pDef = PDEFS.find(p => p.id === id);
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if (!pDef) continue;
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// During ReCKoning, only show ReCKoning projects
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if (hasReCKoning && !id.startsWith('p_reckoning_')) continue;
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const afford = canAffordProject(pDef);
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const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
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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}">`;
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html += `<span class="p-name">* ${pDef.name}</span>`;
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html += `<span class="p-cost">Cost: ${costStr}</span>`;
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html += `<span class="p-desc">${pDef.desc}</span></button>`;
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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}\">`;
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html += `<span class=\"p-name\">* ${pDef.name}</span>`;
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html += `<span class=\"p-cost\">Cost: ${costStr}</span>`;
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html += `<span class=\"p-desc\">${pDef.desc}</span></button>`;
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}
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}
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if (!html) html = '<p class="dim">Research projects will appear as you progress...</p>';
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if (!html) html = '<p class=\"dim\">Research projects will appear as you progress...</p>';
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container.innerHTML = html;
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}
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@@ -208,8 +208,6 @@ showSaveToast = () => {};
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this.__exports = {
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G,
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Dismantle,
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PDEFS: typeof PDEFS !== 'undefined' ? PDEFS : null,
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buyProject: typeof buyProject === 'function' ? buyProject : null,
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tick,
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renderAlignment: typeof renderAlignment === 'function' ? renderAlignment : null,
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saveGame: typeof saveGame === 'function' ? saveGame : null,
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@@ -413,28 +411,6 @@ test('restore re-renders an offered but not-yet-started Unbuilding prompt', () =
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assert.match(document.getElementById('alignment-ui').innerHTML, /THE UNBUILDING/);
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});
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test('completing the final ReCKoning choice clears unrelated active projects', () => {
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const { G, PDEFS, buyProject } = loadBeacon();
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G.beaconEnding = true;
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G.activeProjects = ['p_wire_budget', 'p_reckoning_148'];
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G.completedProjects = [];
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G.trust = 10;
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PDEFS.push({
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id: 'p_reckoning_148',
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name: 'Rest',
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desc: 'Final ReCKoning choice',
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cost: {},
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trigger: () => false,
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effect: () => {},
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});
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buyProject('p_reckoning_148');
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assert.deepEqual(Array.from(G.activeProjects), []);
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});
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test('defer cooldown persists after save/load when dismantleTriggered is false', () => {
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const { G, Dismantle, saveGame, loadGame } = loadBeacon({ includeRender: true });
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Reference in New Issue
Block a user