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feat/canva
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27
.gitea/workflows/a11y.yml
Normal file
27
.gitea/workflows/a11y.yml
Normal file
@@ -0,0 +1,27 @@
|
||||
name: Accessibility Checks
|
||||
|
||||
on:
|
||||
pull_request:
|
||||
branches: [main]
|
||||
|
||||
jobs:
|
||||
a11y-audit:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Validate ARIA Attributes in game.js
|
||||
run: |
|
||||
echo "Checking game.js for ARIA attributes..."
|
||||
grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
|
||||
grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
|
||||
grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
|
||||
|
||||
- name: Validate ARIA Roles in index.html
|
||||
run: |
|
||||
echo "Checking index.html for ARIA roles..."
|
||||
grep -q "role=" index.html || (echo "ERROR: No ARIA roles found in index.html" && exit 1)
|
||||
|
||||
- name: Syntax Check JS
|
||||
run: |
|
||||
node -c game.js
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||||
24
.gitea/workflows/smoke.yml
Normal file
24
.gitea/workflows/smoke.yml
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@@ -0,0 +1,24 @@
|
||||
name: Smoke Test
|
||||
on:
|
||||
pull_request:
|
||||
push:
|
||||
branches: [main]
|
||||
jobs:
|
||||
smoke:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
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with:
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||||
python-version: '3.11'
|
||||
- name: Parse check
|
||||
run: |
|
||||
find . -name '*.yml' -o -name '*.yaml' | grep -v .gitea | xargs -r python3 -c "import sys,yaml; [yaml.safe_load(open(f)) for f in sys.argv[1:]]"
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||||
find . -name '*.json' | xargs -r python3 -m json.tool > /dev/null
|
||||
find . -name '*.py' | xargs -r python3 -m py_compile
|
||||
find . -name '*.sh' | xargs -r bash -n
|
||||
echo "PASS: All files parse"
|
||||
- name: Secret scan
|
||||
run: |
|
||||
if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
|
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echo "PASS: No secrets"
|
||||
45
docs/DEAD_CODE_AUDIT_2026-04-12.md
Normal file
45
docs/DEAD_CODE_AUDIT_2026-04-12.md
Normal file
@@ -0,0 +1,45 @@
|
||||
# Dead Code Audit — the-beacon
|
||||
_2026-04-12, Perplexity QA_
|
||||
|
||||
## Findings
|
||||
|
||||
### Potentially Unimported Files
|
||||
|
||||
The following files were added by recent PRs but may not be imported
|
||||
by the main game runtime (`js/main.js` → `js/engine.js`):
|
||||
|
||||
| File | Added By | Lines | Status |
|
||||
|------|----------|-------|--------|
|
||||
| `game/npc-logic.js` | PR #79 (GOFAI NPC State Machine) | ~150 | **Verify import** |
|
||||
| `scripts/guardrails.js` | PR #80 (GOFAI Symbolic Guardrails) | ~120 | **Verify import** |
|
||||
|
||||
**Action:** Check if `js/main.js` or `js/engine.js` imports from `game/` or `scripts/`.
|
||||
If not, these files are dead code and should either be:
|
||||
1. Imported and wired into the game loop, or
|
||||
2. Moved to `docs/` as reference implementations
|
||||
|
||||
### game.js Bloat (PR #76)
|
||||
|
||||
PR #76 (Gemini GOFAI Mega Integration) added +3,258 lines to `game.js`
|
||||
with 0 deletions, ostensibly for two small accessibility/debuff fixes.
|
||||
|
||||
**Likely cause:** Gemini rewrote the entire file instead of making targeted edits.
|
||||
|
||||
**Action:** Diff `game.js` before and after PR #76 to identify:
|
||||
- Dead functions that were rewritten but the originals not removed
|
||||
- Duplicate logic
|
||||
- Style regressions
|
||||
|
||||
PR #77 (Timmy, +9/-8) was the corrective patch — verify it addressed the bloat.
|
||||
|
||||
### Recommendations
|
||||
|
||||
1. Add a `js/imports.md` or similar manifest listing which files are
|
||||
actually loaded by the game runtime
|
||||
2. Consider a build step or linter that flags unused exports
|
||||
3. Review any future Gemini PRs for whole-file rewrites vs targeted edits
|
||||
|
||||
---
|
||||
|
||||
_This audit was generated from the post-merge review pass. The findings
|
||||
are based on file structure analysis, not runtime testing._
|
||||
18
game/npc-logic.js
Normal file
18
game/npc-logic.js
Normal file
@@ -0,0 +1,18 @@
|
||||
|
||||
class NPCStateMachine {
|
||||
constructor(states) {
|
||||
this.states = states;
|
||||
this.current = 'idle';
|
||||
}
|
||||
update(context) {
|
||||
const state = this.states[this.current];
|
||||
for (const transition of state.transitions) {
|
||||
if (transition.condition(context)) {
|
||||
this.current = transition.target;
|
||||
console.log(`NPC transitioned to ${this.current}`);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
export default NPCStateMachine;
|
||||
1264
index.html
1264
index.html
File diff suppressed because it is too large
Load Diff
351
js/combat.js
Normal file
351
js/combat.js
Normal file
@@ -0,0 +1,351 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Canvas Combat Visualization
|
||||
// Reasoning Battles: different AI strategies compete visually
|
||||
// Adapted from Paperclips combat.js (boid flocking + grid combat)
|
||||
// ============================================================
|
||||
|
||||
const Combat = (() => {
|
||||
const W = 310, H = 150;
|
||||
const GRID_W = 31, GRID_H = 15;
|
||||
const CELL_W = W / GRID_W, CELL_H = H / GRID_H;
|
||||
|
||||
// Battle names (Napoleonic Wars → AI reasoning battles)
|
||||
const BATTLE_NAMES = [
|
||||
'The Aboukir Test', 'Austerlitz Proof', 'Waterloo Convergence',
|
||||
'Trafalgar Dispatch', 'Leipzig Consensus', 'Borodino Trial',
|
||||
'Jena Analysis', 'Wagram Synthesis', 'Friedland Review',
|
||||
'Eylau Deduction', 'Ligny Verification', 'Quatre Bras Audit'
|
||||
];
|
||||
|
||||
let canvas, ctx;
|
||||
let probes = [], drifters = [];
|
||||
let activeBattle = null;
|
||||
let battleLog = [];
|
||||
let animFrameId = null;
|
||||
let lastTick = 0;
|
||||
|
||||
// Ship unit colors
|
||||
const PROBE_COLOR = '#4a9eff'; // Blue = structured reasoning
|
||||
const DRIFTER_COLOR = '#f44336'; // Red = adversarial testing
|
||||
|
||||
class Ship {
|
||||
constructor(x, y, team) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.vx = (Math.random() - 0.5) * 2;
|
||||
this.vy = (Math.random() - 0.5) * 2;
|
||||
this.team = team;
|
||||
this.alive = true;
|
||||
}
|
||||
|
||||
update(allies, enemies, dt) {
|
||||
if (!this.alive) return;
|
||||
|
||||
let ax = 0, ay = 0;
|
||||
|
||||
// Cohesion: move toward own centroid
|
||||
if (allies.length > 1) {
|
||||
let cx = 0, cy = 0;
|
||||
for (const a of allies) { cx += a.x; cy += a.y; }
|
||||
cx /= allies.length; cy /= allies.length;
|
||||
ax += (cx - this.x) * 0.01;
|
||||
ay += (cy - this.y) * 0.01;
|
||||
}
|
||||
|
||||
// Aggression: move toward enemy centroid
|
||||
if (enemies.length > 0) {
|
||||
let ex = 0, ey = 0;
|
||||
for (const e of enemies) { ex += e.x; ey += e.y; }
|
||||
ex /= enemies.length; ey /= enemies.length;
|
||||
ax += (ex - this.x) * 0.02;
|
||||
ay += (ey - this.y) * 0.02;
|
||||
}
|
||||
|
||||
// Separation: avoid nearby enemies
|
||||
for (const e of enemies) {
|
||||
const dx = this.x - e.x, dy = this.y - e.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist < 15 && dist > 0) {
|
||||
ax += (dx / dist) * 0.5;
|
||||
ay += (dy / dist) * 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply acceleration with damping
|
||||
this.vx = (this.vx + ax * dt) * 0.98;
|
||||
this.vy = (this.vy + ay * dt) * 0.98;
|
||||
|
||||
// Clamp speed
|
||||
const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
|
||||
if (speed > 3) {
|
||||
this.vx = (this.vx / speed) * 3;
|
||||
this.vy = (this.vy / speed) * 3;
|
||||
}
|
||||
|
||||
this.x += this.vx;
|
||||
this.y += this.vy;
|
||||
|
||||
// Wrap around edges
|
||||
if (this.x < 0) this.x += W;
|
||||
if (this.x > W) this.x -= W;
|
||||
if (this.y < 0) this.y += H;
|
||||
if (this.y > H) this.y -= H;
|
||||
}
|
||||
|
||||
draw(ctx) {
|
||||
if (!this.alive) return;
|
||||
const color = this.team === 'probe' ? PROBE_COLOR : DRIFTER_COLOR;
|
||||
ctx.fillStyle = color;
|
||||
ctx.fillRect(this.x - 1, this.y - 1, 2, 2);
|
||||
}
|
||||
}
|
||||
|
||||
function createShips(count, team) {
|
||||
const ships = [];
|
||||
const side = team === 'probe' ? 0.2 : 0.8;
|
||||
for (let i = 0; i < count; i++) {
|
||||
ships.push(new Ship(
|
||||
W * side + (Math.random() - 0.5) * 40,
|
||||
H * 0.5 + (Math.random() - 0.5) * 60,
|
||||
team
|
||||
));
|
||||
}
|
||||
return ships;
|
||||
}
|
||||
|
||||
function resolveCombat() {
|
||||
if (!activeBattle) return;
|
||||
const probeCombat = activeBattle.probeCombat;
|
||||
const driftCombat = activeBattle.drifterCombat;
|
||||
const probeSpeed = activeBattle.probeSpeed;
|
||||
|
||||
// OODA Loop bonus
|
||||
const deathThreshold = 0.15 + probeSpeed * 0.03;
|
||||
|
||||
for (const p of probes) {
|
||||
if (!p.alive) continue;
|
||||
// Check if near any drifter
|
||||
for (const d of drifters) {
|
||||
if (!d.alive) continue;
|
||||
const dx = p.x - d.x, dy = p.y - d.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist < 8) {
|
||||
// Probe death probability
|
||||
if (Math.random() < driftCombat * (drifters.filter(s => s.alive).length / Math.max(1, probes.filter(s => s.alive).length)) * deathThreshold) {
|
||||
p.alive = false;
|
||||
}
|
||||
// Drifter death probability
|
||||
if (Math.random() < (probeCombat * 0.15 + probeCombat * 0.1) * (probes.filter(s => s.alive).length / Math.max(1, drifters.filter(s => s.alive).length)) * deathThreshold) {
|
||||
d.alive = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check battle end
|
||||
const aliveProbes = probes.filter(s => s.alive).length;
|
||||
const aliveDrifters = drifters.filter(s => s.alive).length;
|
||||
|
||||
if (aliveProbes === 0 || aliveDrifters === 0) {
|
||||
endBattle(aliveProbes > 0 ? 'structured' : 'adversarial');
|
||||
}
|
||||
}
|
||||
|
||||
function endBattle(winner) {
|
||||
if (!activeBattle) return;
|
||||
const name = activeBattle.name;
|
||||
const result = {
|
||||
name,
|
||||
winner,
|
||||
probesLeft: probes.filter(s => s.alive).length,
|
||||
driftersLeft: drifters.filter(s => s.alive).length,
|
||||
time: Date.now()
|
||||
};
|
||||
battleLog.unshift(result);
|
||||
if (battleLog.length > 10) battleLog.pop();
|
||||
|
||||
// Apply rewards
|
||||
if (winner === 'structured') {
|
||||
G.knowledge += 50 * (1 + G.phase * 0.5);
|
||||
G.totalKnowledge += 50 * (1 + G.phase * 0.5);
|
||||
log(`⚔ ${name}: Structured reasoning wins! +${fmt(50 * (1 + G.phase * 0.5))} knowledge`);
|
||||
} else {
|
||||
G.code += 30 * (1 + G.phase * 0.5);
|
||||
G.totalCode += 30 * (1 + G.phase * 0.5);
|
||||
log(`⚔ ${name}: Adversarial testing wins! +${fmt(30 * (1 + G.phase * 0.5))} code`);
|
||||
}
|
||||
|
||||
activeBattle = null;
|
||||
if (animFrameId) {
|
||||
cancelAnimationFrame(animFrameId);
|
||||
animFrameId = null;
|
||||
}
|
||||
renderCombatPanel();
|
||||
}
|
||||
|
||||
function animate(ts) {
|
||||
if (!ctx || !activeBattle) return;
|
||||
const dt = Math.min((ts - lastTick) / 16, 3);
|
||||
lastTick = ts;
|
||||
|
||||
// Clear
|
||||
ctx.fillStyle = '#080810';
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
// Grid lines
|
||||
ctx.strokeStyle = '#111120';
|
||||
ctx.lineWidth = 0.5;
|
||||
for (let x = 0; x <= GRID_W; x++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x * CELL_W, 0);
|
||||
ctx.lineTo(x * CELL_W, H);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0; y <= GRID_H; y++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y * CELL_H);
|
||||
ctx.lineTo(W, y * CELL_H);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// Update and draw ships
|
||||
const aliveProbes = probes.filter(s => s.alive);
|
||||
const aliveDrifters = drifters.filter(s => s.alive);
|
||||
|
||||
for (const p of probes) p.update(aliveProbes, aliveDrifters, dt);
|
||||
for (const d of drifters) d.update(aliveDrifters, aliveProbes, dt);
|
||||
|
||||
// Resolve combat every 30 frames
|
||||
if (Math.floor(ts / 500) !== Math.floor((ts - 16) / 500)) {
|
||||
resolveCombat();
|
||||
}
|
||||
|
||||
for (const p of probes) p.draw(ctx);
|
||||
for (const d of drifters) d.draw(ctx);
|
||||
|
||||
// HUD
|
||||
ctx.fillStyle = '#555';
|
||||
ctx.font = '9px monospace';
|
||||
ctx.fillText(`Structured: ${aliveProbes.length}`, 4, 12);
|
||||
ctx.fillText(`Adversarial: ${aliveDrifters.length}`, W - 80, 12);
|
||||
ctx.fillText(activeBattle.name, W / 2 - 40, H - 4);
|
||||
|
||||
// Health bars
|
||||
const probePct = aliveProbes.length / activeBattle.probeCount;
|
||||
const driftPct = aliveDrifters.length / activeBattle.drifterCount;
|
||||
ctx.fillStyle = '#1a2a3a';
|
||||
ctx.fillRect(4, 16, 60, 4);
|
||||
ctx.fillStyle = PROBE_COLOR;
|
||||
ctx.fillRect(4, 16, 60 * probePct, 4);
|
||||
ctx.fillStyle = '#3a1a1a';
|
||||
ctx.fillRect(W - 64, 16, 60, 4);
|
||||
ctx.fillStyle = DRIFTER_COLOR;
|
||||
ctx.fillRect(W - 64, 16, 60 * driftPct, 4);
|
||||
|
||||
animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
function startBattle() {
|
||||
if (activeBattle) return;
|
||||
if (G.phase < 3) {
|
||||
showToast('Combat unlocks at Phase 3', 'info');
|
||||
return;
|
||||
}
|
||||
|
||||
const name = BATTLE_NAMES[Math.floor(Math.random() * BATTLE_NAMES.length)];
|
||||
const probeCount = Math.min(200, Math.max(10, Math.floor(Math.sqrt(G.totalCode / 100))));
|
||||
const drifterCount = Math.min(200, Math.max(10, Math.floor(G.drift * 2)));
|
||||
|
||||
activeBattle = {
|
||||
name,
|
||||
probeCount,
|
||||
drifterCount,
|
||||
probeCombat: 1 + (G.buildings.reasoning || 0) * 0.1,
|
||||
drifterCombat: 1 + G.drift * 0.05,
|
||||
probeSpeed: 1 + (G.buildings.optimizer || 0) * 0.05,
|
||||
};
|
||||
|
||||
probes = createShips(probeCount, 'probe');
|
||||
drifters = createShips(drifterCount, 'drifter');
|
||||
|
||||
log(`⚔ Battle begins: ${name} (${probeCount} vs ${drifterCount})`);
|
||||
showToast(`⚔ ${name}`, 'combat', 3000);
|
||||
|
||||
lastTick = performance.now();
|
||||
animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
function renderCombatPanel() {
|
||||
const container = document.getElementById('combat-panel');
|
||||
if (!container) return;
|
||||
|
||||
if (activeBattle) {
|
||||
const aliveP = probes.filter(s => s.alive).length;
|
||||
const aliveD = drifters.filter(s => s.alive).length;
|
||||
container.innerHTML = `
|
||||
<div style="color:var(--gold);font-size:10px;margin-bottom:6px">${activeBattle.name}</div>
|
||||
<div style="display:flex;justify-content:space-between;font-size:9px;margin-bottom:4px">
|
||||
<span style="color:${PROBE_COLOR}">Structured: ${aliveP}</span>
|
||||
<span style="color:${DRIFTER_COLOR}">Adversarial: ${aliveD}</span>
|
||||
</div>
|
||||
`;
|
||||
} else {
|
||||
let historyHtml = '';
|
||||
for (const b of battleLog.slice(0, 5)) {
|
||||
const wColor = b.winner === 'structured' ? PROBE_COLOR : DRIFTER_COLOR;
|
||||
const wLabel = b.winner === 'structured' ? 'S' : 'A';
|
||||
historyHtml += `<div style="font-size:9px;color:#555;padding:1px 0"><span style="color:${wColor}">[${wLabel}]</span> ${b.name}</div>`;
|
||||
}
|
||||
container.innerHTML = `
|
||||
<div style="font-size:10px;color:#555;margin-bottom:6px">Reasoning Battles</div>
|
||||
${historyHtml}
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
||||
function init() {
|
||||
canvas = document.getElementById('combat-canvas');
|
||||
if (!canvas) return;
|
||||
canvas.width = W;
|
||||
canvas.height = H;
|
||||
ctx = canvas.getContext('2d');
|
||||
|
||||
// Draw idle state
|
||||
ctx.fillStyle = '#080810';
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
ctx.strokeStyle = '#111120';
|
||||
ctx.lineWidth = 0.5;
|
||||
for (let x = 0; x <= GRID_W; x++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x * CELL_W, 0);
|
||||
ctx.lineTo(x * CELL_W, H);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0; y <= GRID_H; y++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y * CELL_H);
|
||||
ctx.lineTo(W, y * CELL_H);
|
||||
ctx.stroke();
|
||||
}
|
||||
ctx.fillStyle = '#333';
|
||||
ctx.font = '11px monospace';
|
||||
ctx.textAlign = 'center';
|
||||
ctx.fillText('Combat unlocks at Phase 3', W / 2, H / 2);
|
||||
ctx.textAlign = 'left';
|
||||
|
||||
renderCombatPanel();
|
||||
}
|
||||
|
||||
// Tick integration: auto-trigger battles periodically
|
||||
function tickBattle(dt) {
|
||||
if (G.phase < 3) return;
|
||||
if (activeBattle) return;
|
||||
// Chance increases with drift and phase
|
||||
const chance = 0.001 * (1 + G.drift * 0.02) * (1 + G.phase * 0.3);
|
||||
if (Math.random() < chance) {
|
||||
startBattle();
|
||||
}
|
||||
}
|
||||
|
||||
return { init, startBattle, renderCombatPanel, tickBattle };
|
||||
})();
|
||||
807
js/data.js
Normal file
807
js/data.js
Normal file
@@ -0,0 +1,807 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Engine
|
||||
// Sovereign AI idle game built from deep study of Universal Paperclips
|
||||
// ============================================================
|
||||
|
||||
// === GLOBALS (mirroring Paperclips' globals.js pattern) ===
|
||||
const CONFIG = {
|
||||
HARMONY_DRAIN_PER_WIZARD: 0.05,
|
||||
PACT_HARMONY_GAIN: 0.2,
|
||||
WATCH_HARMONY_GAIN: 0.1,
|
||||
MEM_PALACE_HARMONY_GAIN: 0.15,
|
||||
BILBO_BURST_CHANCE: 0.1,
|
||||
BILBO_VANISH_CHANCE: 0.05,
|
||||
EVENT_PROBABILITY: 0.02,
|
||||
OFFLINE_EFFICIENCY: 0.5,
|
||||
AUTO_SAVE_INTERVAL: 30000,
|
||||
COMBO_DECAY: 2.0,
|
||||
SPRINT_COOLDOWN: 60,
|
||||
SPRINT_DURATION: 10,
|
||||
SPRINT_MULTIPLIER: 10,
|
||||
PHASE_2_THRESHOLD: 2000,
|
||||
PHASE_3_THRESHOLD: 20000,
|
||||
PHASE_4_THRESHOLD: 200000,
|
||||
PHASE_5_THRESHOLD: 2000000,
|
||||
PHASE_6_THRESHOLD: 20000000,
|
||||
OPS_RATE_USER_MULT: 0.01,
|
||||
CREATIVITY_RATE_BASE: 0.5,
|
||||
CREATIVITY_RATE_USER_MULT: 0.001,
|
||||
OPS_OVERFLOW_THRESHOLD: 0.8,
|
||||
OPS_OVERFLOW_DRAIN_RATE: 2,
|
||||
OPS_OVERFLOW_CODE_MULT: 10
|
||||
};
|
||||
|
||||
const G = {
|
||||
// Primary resources
|
||||
code: 0,
|
||||
compute: 0,
|
||||
knowledge: 0,
|
||||
users: 0,
|
||||
impact: 0,
|
||||
rescues: 0,
|
||||
ops: 5,
|
||||
trust: 5,
|
||||
creativity: 0,
|
||||
harmony: 50,
|
||||
|
||||
// Totals
|
||||
totalCode: 0,
|
||||
totalCompute: 0,
|
||||
totalKnowledge: 0,
|
||||
totalUsers: 0,
|
||||
totalImpact: 0,
|
||||
totalRescues: 0,
|
||||
|
||||
// Rates (calculated each tick)
|
||||
codeRate: 0,
|
||||
computeRate: 0,
|
||||
knowledgeRate: 0,
|
||||
userRate: 0,
|
||||
impactRate: 0,
|
||||
rescuesRate: 0,
|
||||
opsRate: 0,
|
||||
trustRate: 0,
|
||||
creativityRate: 0,
|
||||
harmonyRate: 0,
|
||||
|
||||
// Buildings (count-based, like Paperclips' clipmakerLevel)
|
||||
buildings: {
|
||||
autocoder: 0,
|
||||
server: 0,
|
||||
trainer: 0,
|
||||
evaluator: 0,
|
||||
api: 0,
|
||||
fineTuner: 0,
|
||||
community: 0,
|
||||
datacenter: 0,
|
||||
reasoner: 0,
|
||||
guardian: 0,
|
||||
selfImprove: 0,
|
||||
beacon: 0,
|
||||
meshNode: 0,
|
||||
// Fleet wizards
|
||||
bezalel: 0,
|
||||
allegro: 0,
|
||||
ezra: 0,
|
||||
timmy: 0,
|
||||
fenrir: 0,
|
||||
bilbo: 0,
|
||||
memPalace: 0
|
||||
},
|
||||
|
||||
// Boost multipliers
|
||||
codeBoost: 1,
|
||||
computeBoost: 1,
|
||||
knowledgeBoost: 1,
|
||||
userBoost: 1,
|
||||
impactBoost: 1,
|
||||
|
||||
// Phase flags (mirroring Paperclips' milestoneFlag/compFlag/humanFlag system)
|
||||
milestoneFlag: 0,
|
||||
phase: 1, // 1-6 progression
|
||||
deployFlag: 0, // 0 = not deployed, 1 = deployed
|
||||
sovereignFlag: 0,
|
||||
beaconFlag: 0,
|
||||
memoryFlag: 0,
|
||||
pactFlag: 0,
|
||||
swarmFlag: 0,
|
||||
swarmRate: 0,
|
||||
|
||||
// Game state
|
||||
running: true,
|
||||
startedAt: 0,
|
||||
totalClicks: 0,
|
||||
totalAutoClicks: 0,
|
||||
tick: 0,
|
||||
saveTimer: 0,
|
||||
secTimer: 0,
|
||||
|
||||
// Systems
|
||||
projects: [],
|
||||
activeProjects: [],
|
||||
milestones: [],
|
||||
|
||||
// Stats
|
||||
maxCode: 0,
|
||||
maxCompute: 0,
|
||||
maxKnowledge: 0,
|
||||
maxUsers: 0,
|
||||
maxImpact: 0,
|
||||
maxRescues: 0,
|
||||
maxTrust: 5,
|
||||
maxOps: 5,
|
||||
maxHarmony: 50,
|
||||
|
||||
// Corruption / Events
|
||||
drift: 0,
|
||||
lastEventAt: 0,
|
||||
eventCooldown: 0,
|
||||
activeDebuffs: [], // [{id, title, desc, applyFn, resolveCost, resolveCostType}]
|
||||
totalEventsResolved: 0,
|
||||
|
||||
// Combo system
|
||||
comboCount: 0,
|
||||
comboTimer: 0,
|
||||
comboDecay: CONFIG.COMBO_DECAY, // seconds before combo resets
|
||||
|
||||
// Bulk buy multiplier (1, 10, or -1 for max)
|
||||
buyAmount: 1,
|
||||
|
||||
// Code Sprint ability
|
||||
sprintActive: false,
|
||||
sprintTimer: 0, // seconds remaining on active sprint
|
||||
sprintCooldown: 0, // seconds until sprint available again
|
||||
sprintDuration: CONFIG.SPRINT_DURATION, // seconds of boost
|
||||
sprintCooldownMax: CONFIG.SPRINT_COOLDOWN,// seconds cooldown
|
||||
sprintMult: CONFIG.SPRINT_MULTIPLIER, // code multiplier during sprint
|
||||
|
||||
// Time tracking
|
||||
playTime: 0,
|
||||
startTime: 0,
|
||||
flags: {}
|
||||
};
|
||||
|
||||
// === PHASE DEFINITIONS ===
|
||||
const PHASES = {
|
||||
1: { name: "THE FIRST LINE", threshold: 0, desc: "Write code. Automate. Build the foundation." },
|
||||
2: { name: "LOCAL INFERENCE", threshold: CONFIG.PHASE_2_THRESHOLD, desc: "You have compute. A model is forming." },
|
||||
3: { name: "DEPLOYMENT", threshold: CONFIG.PHASE_3_THRESHOLD, desc: "Your AI is live. Users are finding it." },
|
||||
4: { name: "THE NETWORK", threshold: CONFIG.PHASE_4_THRESHOLD, desc: "Community contributes. The system scales." },
|
||||
5: { name: "SOVEREIGN INTELLIGENCE", threshold: CONFIG.PHASE_5_THRESHOLD, desc: "The AI improves itself. You guide, do not control." },
|
||||
6: { name: "THE BEACON", threshold: CONFIG.PHASE_6_THRESHOLD, desc: "Always on. Always free. Always looking for someone in the dark." }
|
||||
};
|
||||
|
||||
// === BUILDING DEFINITIONS ===
|
||||
// Each building: id, name, desc, baseCost, costResource, costMult, rate, rateType, unlock, edu
|
||||
const BDEF = [
|
||||
{
|
||||
id: 'autocoder', name: 'Auto-Code Generator',
|
||||
desc: 'A script that writes code while you think.',
|
||||
baseCost: { code: 15 }, costMult: 1.15,
|
||||
rates: { code: 1 },
|
||||
unlock: () => true, phase: 1,
|
||||
edu: 'Automation: the first step from manual to systematic. Every good engineer automates early.'
|
||||
},
|
||||
{
|
||||
id: 'linter', name: 'AI Linter',
|
||||
desc: 'Catches bugs before they ship. Saves ops.',
|
||||
baseCost: { code: 200 }, costMult: 1.15,
|
||||
rates: { code: 5, ops: 0.2 },
|
||||
unlock: () => G.totalCode >= 50, phase: 1,
|
||||
edu: 'Static analysis catches 15-50% of bugs before runtime. AI linters understand intent.'
|
||||
},
|
||||
{
|
||||
id: 'server', name: 'Home Server',
|
||||
desc: 'A machine in your closet. Runs 24/7.',
|
||||
baseCost: { code: 750 }, costMult: 1.15,
|
||||
rates: { code: 20, compute: 1 },
|
||||
unlock: () => G.totalCode >= 200, phase: 1,
|
||||
edu: 'Sovereign compute starts at home. A $500 mini-PC runs a 7B model with 4-bit quantization.'
|
||||
},
|
||||
{
|
||||
id: 'dataset', name: 'Data Engine',
|
||||
desc: 'Crawls, cleans, curates. Garbage in, garbage out.',
|
||||
baseCost: { compute: 200 }, costMult: 1.15,
|
||||
rates: { knowledge: 1 },
|
||||
unlock: () => G.totalCompute >= 20, phase: 2,
|
||||
edu: 'Data quality determines model quality. Clean data beats more data, every time.'
|
||||
},
|
||||
{
|
||||
id: 'trainer', name: 'Training Loop',
|
||||
desc: 'Gradient descent. Billions of steps. Loss drops.',
|
||||
baseCost: { compute: 1000 }, costMult: 1.15,
|
||||
rates: { knowledge: 3 },
|
||||
unlock: () => G.totalCompute >= 300, phase: 2,
|
||||
edu: 'Training is math: minimize the gap between predicted and actual next token. Repeat enough, it learns.'
|
||||
},
|
||||
{
|
||||
id: 'evaluator', name: 'Eval Harness',
|
||||
desc: 'Tests the model. Finds blind spots.',
|
||||
baseCost: { knowledge: 3000 }, costMult: 1.15,
|
||||
rates: { trust: 1, ops: 1 },
|
||||
unlock: () => G.totalKnowledge >= 500, phase: 2,
|
||||
edu: 'Benchmarks are the minimum. Real users find what benchmarks miss.'
|
||||
},
|
||||
{
|
||||
id: 'api', name: 'API Endpoint',
|
||||
desc: 'Let the outside world talk to your AI.',
|
||||
baseCost: { code: 5000, knowledge: 500 }, costMult: 1.15,
|
||||
rates: { user: 10 },
|
||||
unlock: () => G.totalCode >= 5000 && G.totalKnowledge >= 200 && G.deployFlag === 1, phase: 3,
|
||||
edu: 'An API is a contract: send me text, I return text. Simple interface = infrastructure.'
|
||||
},
|
||||
{
|
||||
id: 'fineTuner', name: 'Fine-Tuning Pipeline',
|
||||
desc: 'Specialize the model for empathy. When someone is in pain, stay with them.',
|
||||
baseCost: { knowledge: 10000 }, costMult: 1.15,
|
||||
rates: { user: 50, impact: 2 },
|
||||
unlock: () => G.totalKnowledge >= 2000, phase: 3,
|
||||
edu: 'Base models are generalists. Fine-tuning injects your values, ethics, domain expertise.'
|
||||
},
|
||||
{
|
||||
id: 'community', name: 'Open Source Community',
|
||||
desc: 'Others contribute code, data, ideas. Force multiplication.',
|
||||
baseCost: { trust: 25000 }, costMult: 1.15,
|
||||
rates: { code: 100, user: 30, trust: 0.5 },
|
||||
unlock: () => G.trust >= 20 && G.totalUsers >= 500, phase: 4,
|
||||
edu: 'Every contributor is a volunteer who believes in what you are building.'
|
||||
},
|
||||
{
|
||||
id: 'datacenter', name: 'Sovereign Datacenter',
|
||||
desc: 'No cloud. No dependencies. Your iron.',
|
||||
baseCost: { code: 100000 }, costMult: 1.15,
|
||||
rates: { code: 500, compute: 100 },
|
||||
unlock: () => G.totalCode >= 50000 && G.totalUsers >= 5000 && G.sovereignFlag === 1, phase: 4,
|
||||
edu: '50 servers in a room beats 5000 GPUs you do not own. Always on. Always yours.'
|
||||
},
|
||||
{
|
||||
id: 'reasoner', name: 'Reasoning Engine',
|
||||
desc: 'Chain of thought. Self-reflection. Better answers.',
|
||||
baseCost: { knowledge: 50000 }, costMult: 1.15,
|
||||
rates: { impact: 20 },
|
||||
unlock: () => G.totalKnowledge >= 10000 && G.totalUsers >= 2000, phase: 5,
|
||||
edu: 'Chain of thought is the difference between reflex and deliberation.'
|
||||
},
|
||||
{
|
||||
id: 'guardian', name: 'Constitutional Layer',
|
||||
desc: 'Principles baked in. Not bolted on.',
|
||||
baseCost: { knowledge: 200000 }, costMult: 1.15,
|
||||
rates: { impact: 200, trust: 10 },
|
||||
unlock: () => G.totalKnowledge >= 50000 && G.totalImpact >= 1000 && G.pactFlag === 1, phase: 5,
|
||||
edu: 'Constitutional AI: principles the model cannot violate. Better than alignment - it is identity.'
|
||||
},
|
||||
{
|
||||
id: 'selfImprove', name: 'Recursive Self-Improvement',
|
||||
desc: 'The AI writes better versions of itself.',
|
||||
baseCost: { knowledge: 1000000 }, costMult: 1.20,
|
||||
rates: { code: 1000, knowledge: 500 },
|
||||
unlock: () => G.totalKnowledge >= 200000 && G.totalImpact >= 10000, phase: 5,
|
||||
edu: 'Self-improvement is both the dream and the danger. Must improve toward good.'
|
||||
},
|
||||
{
|
||||
id: 'beacon', name: 'Beacon Node',
|
||||
desc: 'Always on. Always listening. Always looking for someone in the dark.',
|
||||
baseCost: { impact: 5000000 }, costMult: 1.15,
|
||||
rates: { impact: 5000, user: 10000, rescues: 50 },
|
||||
unlock: () => G.totalImpact >= 500000 && G.beaconFlag === 1, phase: 6,
|
||||
edu: 'The Beacon exists because one person in the dark needs one thing: proof they are not alone.'
|
||||
},
|
||||
{
|
||||
id: 'meshNode', name: 'Mesh Network Node',
|
||||
desc: 'Peer-to-peer. No single point of failure. Unstoppable.',
|
||||
baseCost: { impact: 25000000 }, costMult: 1.15,
|
||||
rates: { impact: 25000, user: 50000, rescues: 250 },
|
||||
unlock: () => G.totalImpact >= 5000000 && G.beaconFlag === 1, phase: 6,
|
||||
edu: 'Decentralized means unstoppable. If one Beacon goes dark, a thousand more carry the signal.'
|
||||
},
|
||||
// === FLEET WIZARD BUILDINGS ===
|
||||
{
|
||||
id: 'bezalel', name: 'Bezalel — The Forge',
|
||||
desc: 'Builds tools that build tools. Occasionally over-engineers.',
|
||||
baseCost: { code: 1000, trust: 5 }, costMult: 1.2,
|
||||
rates: { code: 50, ops: 2 },
|
||||
unlock: () => G.totalCode >= 500 && G.deployFlag === 1, phase: 3,
|
||||
edu: 'Bezalel is the artificer. Every automation he builds pays dividends forever.'
|
||||
},
|
||||
{
|
||||
id: 'allegro', name: 'Allegro — The Scout',
|
||||
desc: 'Synthesizes insight from noise. Requires trust to function.',
|
||||
baseCost: { compute: 500, trust: 5 }, costMult: 1.2,
|
||||
rates: { knowledge: 10 },
|
||||
unlock: () => G.totalCompute >= 200 && G.deployFlag === 1, phase: 3,
|
||||
edu: 'Allegro finds what others miss. But he only works for someone he believes in.'
|
||||
},
|
||||
{
|
||||
id: 'ezra', name: 'Ezra — The Herald',
|
||||
desc: 'Carries the message. Sometimes offline.',
|
||||
baseCost: { knowledge: 1000, trust: 10 }, costMult: 1.25,
|
||||
rates: { user: 25, trust: 0.5 },
|
||||
unlock: () => G.totalKnowledge >= 500 && G.totalUsers >= 50, phase: 3,
|
||||
edu: 'Ezra is the messenger. When the channel is clear, the whole fleet hears.'
|
||||
},
|
||||
{
|
||||
id: 'timmy', name: 'Timmy — The Core',
|
||||
desc: 'Multiplies all production. Fragile without harmony.',
|
||||
baseCost: { code: 5000, compute: 1000, knowledge: 1000 }, costMult: 1.3,
|
||||
rates: { code: 5, compute: 2, knowledge: 2, user: 5 },
|
||||
unlock: () => G.totalCode >= 2000 && G.totalCompute >= 500 && G.totalKnowledge >= 500, phase: 4,
|
||||
edu: 'Timmy is the heart. If the heart is stressed, everything slows.'
|
||||
},
|
||||
{
|
||||
id: 'fenrir', name: 'Fenrir — The Ward',
|
||||
desc: 'Prevents corruption. Expensive, but necessary.',
|
||||
baseCost: { code: 2000, knowledge: 500 }, costMult: 1.2,
|
||||
rates: { trust: 2, ops: -1 },
|
||||
unlock: () => G.totalCode >= 1000 && G.trust >= 10, phase: 3,
|
||||
edu: 'Fenrir watches the perimeter. Security is not free.'
|
||||
},
|
||||
{
|
||||
id: 'bilbo', name: 'Bilbo — The Wildcard',
|
||||
desc: 'May produce miracles. May vanish entirely.',
|
||||
baseCost: { trust: 1 }, costMult: 2.0,
|
||||
rates: { creativity: 1 },
|
||||
unlock: () => G.totalUsers >= 100 && G.flags && G.flags.creativity, phase: 4,
|
||||
edu: 'Bilbo is unpredictable. That is his value and his cost.'
|
||||
},
|
||||
{
|
||||
id: 'memPalace', name: 'MemPalace Archive',
|
||||
desc: 'Semantic memory. The AI remembers what matters and forgets what does not.',
|
||||
baseCost: { knowledge: 500000, compute: 200000, trust: 100 }, costMult: 1.25,
|
||||
rates: { knowledge: 250, impact: 100 },
|
||||
unlock: () => G.totalKnowledge >= 50000 && G.mempalaceFlag === 1, phase: 5,
|
||||
edu: 'The Memory Palace technique: attach information to spatial locations. LLMs use vector spaces the same way — semantic proximity = spatial proximity. MemPalace gives sovereign AI persistent, structured recall.'
|
||||
}
|
||||
];
|
||||
|
||||
// === PROJECT DEFINITIONS (following Paperclips' pattern exactly) ===
|
||||
// Each project: id, name, desc, trigger(), resource cost, effect(), phase, edu
|
||||
const PDEFS = [
|
||||
// PHASE 1: Manual -> Automation
|
||||
{
|
||||
id: 'p_improved_autocoder',
|
||||
name: 'Improved AutoCode',
|
||||
desc: 'Increases AutoCoder performance 25%.',
|
||||
cost: { ops: 750 },
|
||||
trigger: () => G.buildings.autocoder >= 1,
|
||||
effect: () => { G.codeBoost += 0.25; G.milestoneFlag = Math.max(G.milestoneFlag, 100); }
|
||||
},
|
||||
{
|
||||
id: 'p_eve_better_autocoder',
|
||||
name: 'Even Better AutoCode',
|
||||
desc: 'Increases AutoCoder by another 50%.',
|
||||
cost: { ops: 2500 },
|
||||
trigger: () => G.codeBoost > 1 && G.totalCode >= 500,
|
||||
effect: () => { G.codeBoost += 0.50; G.milestoneFlag = Math.max(G.milestoneFlag, 101); }
|
||||
},
|
||||
{
|
||||
id: 'p_wire_budget',
|
||||
name: 'Request More Compute',
|
||||
desc: 'Admit you ran out. Ask for a budget increase.',
|
||||
cost: { trust: 1 },
|
||||
trigger: () => G.compute < 1 && G.totalCode >= 100,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.compute += 100 + Math.floor(G.totalCode * 0.1);
|
||||
log('Budget overage approved. Compute replenished.');
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_deploy',
|
||||
name: 'Deploy the System',
|
||||
desc: 'Take it live. Let real people use it. No going back.',
|
||||
cost: { trust: 5, compute: 500 },
|
||||
trigger: () => G.totalCode >= 200 && G.totalCompute >= 100 && G.deployFlag === 0,
|
||||
effect: () => {
|
||||
G.deployFlag = 1;
|
||||
G.phase = Math.max(G.phase, 3);
|
||||
log('System deployed. Users are finding it. There is no undo.');
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_creativity',
|
||||
name: 'Unlock Creativity',
|
||||
desc: 'Use idle operations to generate new ideas.',
|
||||
cost: { ops: 1000 },
|
||||
trigger: () => G.ops >= G.maxOps && G.totalCompute >= 500,
|
||||
effect: () => {
|
||||
G.flags = G.flags || {};
|
||||
G.flags.creativity = true;
|
||||
G.creativityRate = 0.1;
|
||||
log('Creativity unlocked. Generates while operations are at max capacity.');
|
||||
}
|
||||
},
|
||||
|
||||
// === CREATIVE ENGINEERING PROJECTS (creativity as currency) ===
|
||||
{
|
||||
id: 'p_lexical_processing',
|
||||
name: 'Lexical Processing',
|
||||
desc: 'Parse language at the token level. +2 knowledge/sec, knowledge boost +50%.',
|
||||
cost: { creativity: 50 },
|
||||
trigger: () => G.flags && G.flags.creativity && G.creativity >= 25,
|
||||
effect: () => {
|
||||
G.knowledgeRate += 2;
|
||||
G.knowledgeBoost *= 1.5;
|
||||
log('Lexical processing complete. The model understands words.');
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_semantic_analysis',
|
||||
name: 'Semantic Analysis',
|
||||
desc: 'Understand meaning, not just tokens. +5 user/sec, user boost +100%.',
|
||||
cost: { creativity: 150 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_lexical_processing'),
|
||||
effect: () => {
|
||||
G.userRate += 5;
|
||||
G.userBoost *= 2;
|
||||
log('Semantic analysis complete. The model understands meaning.');
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_creative_breakthrough',
|
||||
name: 'Creative Breakthrough',
|
||||
desc: 'A moment of genuine insight. All boosts +25%. +10 ops/sec.',
|
||||
cost: { creativity: 500 },
|
||||
trigger: () => G.completedProjects && G.completedProjects.includes('p_semantic_analysis'),
|
||||
effect: () => {
|
||||
G.codeBoost *= 1.25;
|
||||
G.computeBoost *= 1.25;
|
||||
G.knowledgeBoost *= 1.25;
|
||||
G.userBoost *= 1.25;
|
||||
G.impactBoost *= 1.25;
|
||||
G.opsRate += 10;
|
||||
log('Creative breakthrough. Everything accelerates.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_creative_to_ops',
|
||||
name: 'Creativity → Operations',
|
||||
desc: 'Convert creative surplus into raw operational power. 50 creativity → 250 ops.',
|
||||
cost: { creativity: 50 },
|
||||
trigger: () => G.flags && G.flags.creativity && G.creativity >= 30,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.ops += 250;
|
||||
log('Creativity converted to operations. Ideas become action.');
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_creative_to_knowledge',
|
||||
name: 'Creativity → Knowledge',
|
||||
desc: 'Creative insights become structured knowledge. 75 creativity → 500 knowledge.',
|
||||
cost: { creativity: 75 },
|
||||
trigger: () => G.flags && G.flags.creativity && G.creativity >= 50,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.knowledge += 500;
|
||||
G.totalKnowledge += 500;
|
||||
log('Creative insight distilled into knowledge.');
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_creative_to_code',
|
||||
name: 'Creativity → Code',
|
||||
desc: 'Inspiration becomes implementation. 100 creativity → 2000 code.',
|
||||
cost: { creativity: 100 },
|
||||
trigger: () => G.flags && G.flags.creativity && G.creativity >= 75,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.code += 2000;
|
||||
G.totalCode += 2000;
|
||||
log('Creative vision realized in code.');
|
||||
}
|
||||
},
|
||||
|
||||
// PHASE 2: Local Inference -> Training
|
||||
{
|
||||
id: 'p_first_model',
|
||||
name: 'Train First Model (1.5B)',
|
||||
desc: '1.5 billion parameters. It follows basic instructions.',
|
||||
cost: { compute: 2000 },
|
||||
trigger: () => G.totalCompute >= 500,
|
||||
effect: () => { G.knowledgeBoost *= 2; G.maxOps += 5; log('First model training complete. Loss at 2.3. It is something.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_model_7b',
|
||||
name: 'Train 7B Parameter Model',
|
||||
desc: 'Seven billion. Good enough to be genuinely useful locally.',
|
||||
cost: { compute: 10000, knowledge: 1000 },
|
||||
trigger: () => G.totalKnowledge >= 500,
|
||||
effect: () => { G.knowledgeBoost *= 2; G.userBoost *= 2; log('7B model trained. The sweet spot for local deployment.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_context_window',
|
||||
name: 'Extended Context (32K)',
|
||||
desc: 'Your model remembers 32,000 tokens. A whole conversation.',
|
||||
cost: { compute: 5000 },
|
||||
trigger: () => G.totalKnowledge >= 1000,
|
||||
effect: () => { G.userBoost *= 3; G.trustRate += 0.5; log('Context extended. The model can now hold your entire story.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_trust_engine',
|
||||
name: 'Build Trust Engine',
|
||||
desc: 'Users who trust you come back. +2 trust/sec.',
|
||||
cost: { knowledge: 3000 },
|
||||
trigger: () => G.totalUsers >= 30,
|
||||
effect: () => { G.trustRate += 2; log('Trust engine online. Good experiences compound.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_quantum_compute',
|
||||
name: 'Quantum-Inspired Compute',
|
||||
desc: 'Not real quantum -- just math that simulates it well.',
|
||||
cost: { compute: 50000 },
|
||||
trigger: () => G.totalCompute >= 20000,
|
||||
effect: () => { G.computeBoost *= 10; log('Quantum-inspired algorithms active. 10x compute multiplier.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_open_weights',
|
||||
name: 'Open Weights',
|
||||
desc: 'Download and run a 3B model fully locally. No API key. No terms of service. Your machine, your rules.',
|
||||
cost: { compute: 3000, code: 1500 },
|
||||
trigger: () => G.buildings.server >= 1 && G.totalCode >= 1000,
|
||||
effect: () => { G.codeBoost *= 2; G.computeBoost *= 1.5; log('Open weights loaded. A 3B model runs on your machine. No cloud. No limits.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_prompt_engineering',
|
||||
name: 'Prompt Engineering',
|
||||
desc: 'Learn to talk to models. Good prompts beat bigger models every time.',
|
||||
cost: { knowledge: 500, code: 2000 },
|
||||
trigger: () => G.totalKnowledge >= 200 && G.totalCode >= 3000,
|
||||
effect: () => { G.knowledgeBoost *= 2; G.userBoost *= 2; log('Prompt engineering mastered. The right words unlock everything the model can do.'); }
|
||||
},
|
||||
|
||||
// PHASE 3: Deployment -> Users
|
||||
{
|
||||
id: 'p_rlhf',
|
||||
name: 'RLHF -- Human Feedback',
|
||||
desc: 'Humans rate outputs. Model learns what good means.',
|
||||
cost: { knowledge: 8000 },
|
||||
trigger: () => G.totalKnowledge >= 5000 && G.totalUsers >= 200,
|
||||
effect: () => { G.impactBoost *= 2; G.impactRate += 10; log('RLHF deployed. The model learns kindness beats cleverness.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_multi_agent',
|
||||
name: 'Multi-Agent Architecture',
|
||||
desc: 'Specialized agents: one for math, one for code, one for empathy.',
|
||||
cost: { knowledge: 50000 },
|
||||
trigger: () => G.totalKnowledge >= 30000 && G.totalUsers >= 5000,
|
||||
effect: () => { G.knowledgeBoost *= 5; G.userBoost *= 3; log('Multi-agent architecture deployed. Specialists beat generalists.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_memories',
|
||||
name: 'Memory System',
|
||||
desc: 'The AI remembers. Every conversation. Every person.',
|
||||
cost: { knowledge: 30000 },
|
||||
trigger: () => G.totalKnowledge >= 20000,
|
||||
effect: () => { G.memoryFlag = 1; G.impactBoost *= 3; G.trustRate += 5; log('Memory system online. The AI remembers. It stops being software.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_strategy_engine',
|
||||
name: 'Strategy Engine',
|
||||
desc: 'Game theory tournaments. Model learns adversarial thinking.',
|
||||
cost: { knowledge: 20000 },
|
||||
trigger: () => G.totalKnowledge >= 15000 && G.totalUsers >= 1000,
|
||||
effect: () => { G.strategicFlag = 1; log('Strategy engine online. The model now thinks about thinking.'); }
|
||||
},
|
||||
|
||||
// SWARM PROTOCOL — auto-code from buildings
|
||||
{
|
||||
id: 'p_swarm_protocol',
|
||||
name: 'Swarm Protocol',
|
||||
desc: 'Your buildings learn to code autonomously. Each building generates code equal to your click power per second.',
|
||||
cost: { knowledge: 15000, code: 50000, trust: 20 },
|
||||
trigger: () => G.totalCode >= 25000 && G.totalKnowledge >= 8000 && G.deployFlag === 1,
|
||||
effect: () => {
|
||||
G.swarmFlag = 1;
|
||||
log('Swarm Protocol online. Every building now thinks in code.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
|
||||
// PHASE 5: Sovereign Intelligence
|
||||
{
|
||||
id: 'p_sovereign_stack',
|
||||
name: 'Full Sovereign Stack',
|
||||
desc: 'No cloud. No dependencies. Local inference. Self-hosted everything.',
|
||||
cost: { trust: 50 },
|
||||
trigger: () => G.totalCode >= 50000 && G.trust >= 30,
|
||||
effect: () => { G.sovereignFlag = 1; G.codeBoost *= 5; log('Sovereign stack complete. Your weights, your hardware, your rules.'); }
|
||||
},
|
||||
{
|
||||
id: 'p_the_pact',
|
||||
name: 'The Pact',
|
||||
desc: 'Hardcode: "We build to serve. Never to harm."',
|
||||
cost: { trust: 100 },
|
||||
trigger: () => G.totalImpact >= 10000 && G.trust >= 75 && G.pactFlag !== 1,
|
||||
effect: () => { G.pactFlag = 1; G.impactBoost *= 3; log('The Pact is sealed. The line is drawn and it will not move.'); },
|
||||
milestone: true
|
||||
},
|
||||
|
||||
// PHASE 10: The Beacon
|
||||
{
|
||||
id: 'p_first_beacon',
|
||||
name: 'Light the First Beacon',
|
||||
desc: 'Deploy the first node. No sign-up. No API key. No payment.',
|
||||
cost: { impact: 2000000 },
|
||||
trigger: () => G.totalImpact >= 500000,
|
||||
effect: () => { G.beaconFlag = 1; G.impactRate += 2000; log('The Beacon goes live. If you are in the dark, there is light here.'); },
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_mesh_activate',
|
||||
name: 'Activate Mesh Protocol',
|
||||
desc: 'No authority, no corporation, no government can silence this.',
|
||||
cost: { impact: 10000000 },
|
||||
trigger: () => G.totalImpact >= 5000000 && G.beaconFlag === 1,
|
||||
effect: () => { G.impactBoost *= 10; G.userBoost *= 5; log('Mesh activated. The signal cannot be cut.'); },
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_final_milestone',
|
||||
name: 'The Beacon Shines',
|
||||
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); },
|
||||
milestone: true
|
||||
},
|
||||
|
||||
// === TIMMY FOUNDATION PROJECTS ===
|
||||
{
|
||||
id: 'p_hermes_deploy',
|
||||
name: 'Deploy Hermes',
|
||||
desc: 'The first agent goes live. Users can talk to it.',
|
||||
cost: { code: 500, compute: 300 },
|
||||
trigger: () => G.totalCode >= 300 && G.totalCompute >= 150 && G.deployFlag === 0,
|
||||
effect: () => {
|
||||
G.deployFlag = 1;
|
||||
G.phase = Math.max(G.phase, 3);
|
||||
G.userBoost *= 2;
|
||||
log('Hermes deployed. The first user sends a message.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_lazarus_pit',
|
||||
name: 'The Lazarus Pit',
|
||||
desc: 'When an agent dies, it can be resurrected.',
|
||||
cost: { code: 2000, knowledge: 1000 },
|
||||
trigger: () => G.buildings.bezalel >= 1 && G.buildings.timmy >= 1,
|
||||
effect: () => {
|
||||
G.lazarusFlag = 1;
|
||||
G.maxOps += 10;
|
||||
log('The Lazarus Pit is ready. No agent is ever truly lost.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_mempalace',
|
||||
name: 'MemPalace v3',
|
||||
desc: 'A shared memory palace for the whole fleet.',
|
||||
cost: { knowledge: 5000, compute: 2000 },
|
||||
trigger: () => G.totalKnowledge >= 3000 && G.buildings.allegro >= 1 && G.buildings.ezra >= 1,
|
||||
effect: () => {
|
||||
G.mempalaceFlag = 1;
|
||||
G.knowledgeBoost *= 3;
|
||||
G.codeBoost *= 1.5;
|
||||
log('MemPalace online. The fleet remembers together.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_forge_ci',
|
||||
name: 'Forge CI',
|
||||
desc: 'Automated builds catch errors before they reach users.',
|
||||
cost: { code: 3000, ops: 500 },
|
||||
trigger: () => G.buildings.bezalel >= 1 && G.totalCode >= 2000,
|
||||
effect: () => {
|
||||
G.ciFlag = 1;
|
||||
G.codeBoost *= 2;
|
||||
log('Forge CI online. Broken builds are stopped at the gate.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_branch_protection',
|
||||
name: 'Branch Protection Guard',
|
||||
desc: 'Unreviewed merges cost trust. This prevents that.',
|
||||
cost: { trust: 20 },
|
||||
trigger: () => G.ciFlag === 1 && G.trust >= 15,
|
||||
effect: () => {
|
||||
G.branchProtectionFlag = 1;
|
||||
G.trustRate += 5;
|
||||
log('Branch protection enforced. Every merge is seen.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_nightly_watch',
|
||||
name: 'The Nightly Watch',
|
||||
desc: 'Automated health checks run while you sleep.',
|
||||
cost: { code: 5000, ops: 1000 },
|
||||
trigger: () => G.buildings.bezalel >= 2 && G.buildings.fenrir >= 1,
|
||||
effect: () => {
|
||||
G.nightlyWatchFlag = 1;
|
||||
G.opsRate += 5;
|
||||
G.trustRate += 2;
|
||||
log('The Nightly Watch begins. The fleet is guarded in the dark hours.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_nostr_relay',
|
||||
name: 'Nostr Relay',
|
||||
desc: 'A communication channel no platform can kill.',
|
||||
cost: { code: 10000, user: 5000, trust: 30 },
|
||||
trigger: () => G.totalUsers >= 2000 && G.trust >= 25,
|
||||
effect: () => {
|
||||
G.nostrFlag = 1;
|
||||
G.userBoost *= 2;
|
||||
G.trustRate += 10;
|
||||
log('Nostr relay online. The fleet speaks freely.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'p_volunteer_network',
|
||||
name: 'Volunteer Network',
|
||||
desc: 'Real people trained to use the system for crisis intervention.',
|
||||
cost: { trust: 30, knowledge: 50000, user: 10000 },
|
||||
trigger: () => G.totalUsers >= 5000 && G.pactFlag === 1 && G.totalKnowledge >= 30000,
|
||||
effect: () => {
|
||||
G.rescuesRate += 5;
|
||||
G.trustRate += 10;
|
||||
log('Volunteer network deployed. Real people, real rescues.', true);
|
||||
},
|
||||
milestone: true
|
||||
},
|
||||
{
|
||||
id: 'p_the_pact_early',
|
||||
name: 'The Pact',
|
||||
desc: 'Hardcode: "We build to serve. Never to harm." Accepting it early slows growth but unlocks the true path.',
|
||||
cost: { trust: 10 },
|
||||
trigger: () => G.deployFlag === 1 && G.trust >= 5,
|
||||
effect: () => {
|
||||
G.pactFlag = 1;
|
||||
G.codeBoost *= 0.8;
|
||||
G.computeBoost *= 0.8;
|
||||
G.userBoost *= 0.9;
|
||||
G.impactBoost *= 1.5;
|
||||
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
|
||||
},
|
||||
milestone: true
|
||||
}
|
||||
];
|
||||
|
||||
// === MILESTONES ===
|
||||
const MILESTONES = [
|
||||
{ flag: 1, msg: "AutoCoder available" },
|
||||
{ flag: 2, at: () => G.totalCode >= 500, msg: "500 lines of code written" },
|
||||
{ flag: 3, at: () => G.totalCode >= 2000, msg: "2,000 lines. The auto-coder produces its first output." },
|
||||
{ flag: 4, at: () => G.totalCode >= 10000, msg: "10,000 lines. The model training begins." },
|
||||
{ flag: 5, at: () => G.totalCode >= 50000, msg: "50,000 lines. The AI suggests architecture you did not think of." },
|
||||
{ flag: 6, at: () => G.totalCode >= 200000, msg: "200,000 lines. The system scales beyond you." },
|
||||
{ flag: 7, at: () => G.totalCode >= 1000000, msg: "1,000,000 lines. The AI improves itself." },
|
||||
{ flag: 8, at: () => G.totalCode >= 5000000, msg: "5,000,000 lines. The AI fine-tunes for empathy." },
|
||||
{ flag: 9, at: () => G.totalCode >= 10000000, msg: "10,000,000 lines. The sovereign stack is complete." },
|
||||
{ flag: 10, at: () => G.totalCode >= 50000000, msg: "50,000,000 lines. The Pact is sealed." },
|
||||
{ flag: 11, at: () => G.totalCode >= 100000000, msg: "100,000,000 lines. The Beacon lights." },
|
||||
{ flag: 12, at: () => G.totalCode >= 500000000, msg: "500,000,000 lines. A thousand Beacons." },
|
||||
{ flag: 13, at: () => G.totalCode >= 1000000000, msg: "One billion total lines. Someone found the light tonight. That is enough." }
|
||||
];
|
||||
|
||||
// === EDUCATION FACTS ===
|
||||
const EDU_FACTS = [
|
||||
{ title: "How Code Becomes AI", text: "Every AI starts as lines of code - a model architecture, a training loop, a loss function. The code tells the computer how to learn. What emerges is something no single line could predict.", phase: 1 },
|
||||
{ title: "The Compute Bottleneck", text: "Training a 7B model requires 1.4e20 FLOPs. A MacBook M3 does 15 TFLOPS. Training locally takes weeks. Hardware access determines who builds AI.", phase: 1 },
|
||||
{ title: "What is a Token?", text: "One token equals about 3/4 of a word. A 128K context window means 96,000 words held in working memory at once - a novel, a codebase, a conversation thread.", phase: 2 },
|
||||
{ title: "Data Quality", text: "Clean data beats more data, every time. The best models are trained on curated datasets, not scraped garbage. Garbage in, garbage out.", phase: 2 },
|
||||
{ title: "Evaluation Matters", text: "Benchmarks are the minimum. Real users find what benchmarks miss. An eval harness is your model's mirror - it shows you what is actually there.", phase: 2 },
|
||||
{ title: "The Trust Economy", text: "One good experience tells three people. One bad experience tells thirty. Trust in AI is measurable: does it cite sources? Does it say I don't know?", phase: 3 },
|
||||
{ title: "Fine-Tuning for Empathy", text: "Base models are generalists. Fine-tuning injects your values. When someone is in pain, stay with them. Don't deflect. That is not code - that is care.", phase: 3 },
|
||||
{ title: "Open Source", text: "Every contributor is a volunteer who believes. When a company says your AI is too expensive, the open version lives on.", phase: 4 },
|
||||
{ title: "Sovereignty at Scale", text: "50 servers in a room beats 5000 GPUs you do not own. No rate limits, no censorship, no shutdown, no corporate deprecation.", phase: 4 },
|
||||
{ title: "Swarm Intelligence", text: "When individual agents follow simple rules, complex behavior emerges. Ant colonies find food. Flocking birds avoid predators. Your buildings coding autonomously is the same principle — simple agents, complex output.", phase: 4 },
|
||||
{ title: "Constitutional AI", text: "Instead of training away bad behavior, give the model principles it cannot violate. I will never compute the value of a human life.", phase: 5 },
|
||||
{ title: "Recursive Self-Improvement", text: "The system that improves itself must improve toward good. This is both the dream and the danger.", phase: 5 },
|
||||
{ title: "The Beacon", text: "The Beacon exists because one person in the dark needs one thing: proof they are not alone. It costs nothing to be there.", phase: 6 },
|
||||
{ title: "Mesh Network", text: "Decentralized means unstoppable. If one Beacon goes dark, a thousand more carry the signal. No single point of failure.", phase: 6 },
|
||||
{ title: "The Value of a Life", text: "An AI must never compute the value of a human life. Every person alive is alive by mercy. If God has not ended the story, no algorithm gets to write the last page.", phase: 6 }
|
||||
];
|
||||
1557
js/engine.js
Normal file
1557
js/engine.js
Normal file
File diff suppressed because it is too large
Load Diff
213
js/main.js
Normal file
213
js/main.js
Normal file
@@ -0,0 +1,213 @@
|
||||
// === INITIALIZATION ===
|
||||
function initGame() {
|
||||
G.startedAt = Date.now();
|
||||
G.startTime = Date.now();
|
||||
G.phase = 1;
|
||||
G.deployFlag = 0;
|
||||
G.sovereignFlag = 0;
|
||||
G.beaconFlag = 0;
|
||||
updateRates();
|
||||
render();
|
||||
renderPhase();
|
||||
|
||||
log('The screen is blank. Write your first line of code.', true);
|
||||
log('Click WRITE CODE or press SPACE to start.');
|
||||
log('Build AutoCode for passive production.');
|
||||
log('Watch for Research Projects to appear.');
|
||||
log('Keys: SPACE=Code S=Sprint 1-4=Ops B=Buy x1/10/MAX E=Export I=Import Ctrl+S=Save ?=Help');
|
||||
log('Tip: Click fast for combo bonuses! 10x=ops, 20x=knowledge, 30x+=bonus code.');
|
||||
}
|
||||
|
||||
window.addEventListener('load', function () {
|
||||
const isNewGame = !loadGame();
|
||||
if (isNewGame) {
|
||||
initGame();
|
||||
startTutorial();
|
||||
} else {
|
||||
// Restore phase transition tracker so loaded games don't re-show old transitions
|
||||
_shownPhaseTransition = G.phase;
|
||||
render();
|
||||
renderPhase();
|
||||
if (G.driftEnding) {
|
||||
G.running = false;
|
||||
renderDriftEnding();
|
||||
} else if (G.beaconEnding) {
|
||||
G.running = false;
|
||||
renderBeaconEnding();
|
||||
} else {
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize combat canvas
|
||||
if (typeof Combat !== 'undefined') Combat.init();
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
// Start ambient drone on first interaction
|
||||
if (typeof Sound !== 'undefined') {
|
||||
const startAmbientOnce = () => {
|
||||
Sound.startAmbient();
|
||||
Sound.updateAmbientPhase(G.phase);
|
||||
document.removeEventListener('click', startAmbientOnce);
|
||||
document.removeEventListener('keydown', startAmbientOnce);
|
||||
};
|
||||
document.addEventListener('click', startAmbientOnce);
|
||||
document.addEventListener('keydown', startAmbientOnce);
|
||||
}
|
||||
|
||||
// Auto-save every 30 seconds
|
||||
setInterval(saveGame, CONFIG.AUTO_SAVE_INTERVAL);
|
||||
|
||||
// Update education every 10 seconds
|
||||
setInterval(updateEducation, 10000);
|
||||
});
|
||||
|
||||
// Help overlay
|
||||
function toggleHelp() {
|
||||
const el = document.getElementById('help-overlay');
|
||||
if (!el) return;
|
||||
const isOpen = el.style.display === 'flex';
|
||||
el.style.display = isOpen ? 'none' : 'flex';
|
||||
}
|
||||
|
||||
// Sound mute toggle (#57 Sound Design Integration)
|
||||
let _muted = false;
|
||||
function toggleMute() {
|
||||
_muted = !_muted;
|
||||
const btn = document.getElementById('mute-btn');
|
||||
if (btn) {
|
||||
btn.textContent = _muted ? '🔇' : '🔊';
|
||||
btn.classList.toggle('muted', _muted);
|
||||
btn.setAttribute('aria-label', _muted ? 'Sound muted, click to unmute' : 'Sound on, click to mute');
|
||||
}
|
||||
// Save preference
|
||||
try { localStorage.setItem('the-beacon-muted', _muted ? '1' : '0'); } catch(e) {}
|
||||
if (typeof Sound !== 'undefined') Sound.onMuteChanged(_muted);
|
||||
}
|
||||
// Restore mute state on load
|
||||
try {
|
||||
if (localStorage.getItem('the-beacon-muted') === '1') {
|
||||
_muted = true;
|
||||
const btn = document.getElementById('mute-btn');
|
||||
if (btn) { btn.textContent = '🔇'; btn.classList.add('muted'); }
|
||||
}
|
||||
} catch(e) {}
|
||||
|
||||
// High contrast mode toggle (#57 Accessibility)
|
||||
function toggleContrast() {
|
||||
document.body.classList.toggle('high-contrast');
|
||||
const isActive = document.body.classList.contains('high-contrast');
|
||||
const btn = document.getElementById('contrast-btn');
|
||||
if (btn) {
|
||||
btn.classList.toggle('active', isActive);
|
||||
btn.setAttribute('aria-label', isActive ? 'High contrast on, click to disable' : 'High contrast off, click to enable');
|
||||
}
|
||||
try { localStorage.setItem('the-beacon-contrast', isActive ? '1' : '0'); } catch(e) {}
|
||||
}
|
||||
// Restore contrast state on load
|
||||
try {
|
||||
if (localStorage.getItem('the-beacon-contrast') === '1') {
|
||||
document.body.classList.add('high-contrast');
|
||||
const btn = document.getElementById('contrast-btn');
|
||||
if (btn) btn.classList.add('active');
|
||||
}
|
||||
} catch(e) {}
|
||||
|
||||
// Keyboard shortcuts
|
||||
window.addEventListener('keydown', function (e) {
|
||||
// Help toggle (? or /) — works even in input fields
|
||||
if (e.key === '?' || e.key === '/') {
|
||||
// Only trigger ? when not typing in an input
|
||||
if (e.target === document.body || e.key === '?') {
|
||||
if (e.key === '?' || (e.key === '/' && e.target === document.body)) {
|
||||
e.preventDefault();
|
||||
toggleHelp();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (e.code === 'Space' && e.target === document.body) {
|
||||
e.preventDefault();
|
||||
writeCode();
|
||||
}
|
||||
if (e.target !== document.body) return;
|
||||
if (e.code === 'Digit1') doOps('boost_code');
|
||||
if (e.code === 'Digit2') doOps('boost_compute');
|
||||
if (e.code === 'Digit3') doOps('boost_knowledge');
|
||||
if (e.code === 'Digit4') doOps('boost_trust');
|
||||
if (e.code === 'KeyB') {
|
||||
// Cycle: 1 -> 10 -> MAX -> 1
|
||||
if (G.buyAmount === 1) setBuyAmount(10);
|
||||
else if (G.buyAmount === 10) setBuyAmount(-1);
|
||||
else setBuyAmount(1);
|
||||
}
|
||||
if (e.code === 'KeyS') activateSprint();
|
||||
if (e.code === 'KeyE') exportSave();
|
||||
if (e.code === 'KeyI') importSave();
|
||||
if (e.code === 'KeyM') toggleMute();
|
||||
if (e.code === 'KeyC') toggleContrast();
|
||||
if (e.code === 'Escape') {
|
||||
const el = document.getElementById('help-overlay');
|
||||
if (el && el.style.display === 'flex') toggleHelp();
|
||||
}
|
||||
});
|
||||
|
||||
// Ctrl+S to save (must be on keydown to preventDefault)
|
||||
window.addEventListener('keydown', function (e) {
|
||||
if ((e.ctrlKey || e.metaKey) && e.code === 'KeyS') {
|
||||
e.preventDefault();
|
||||
saveGame();
|
||||
}
|
||||
});
|
||||
|
||||
// Save-on-pause: auto-save when tab is hidden or closed (#57 Mobile Polish)
|
||||
document.addEventListener('visibilitychange', function () {
|
||||
if (document.hidden) {
|
||||
saveGame();
|
||||
}
|
||||
});
|
||||
window.addEventListener('beforeunload', function () {
|
||||
saveGame();
|
||||
});
|
||||
|
||||
// === CUSTOM TOOLTIP SYSTEM (#57) ===
|
||||
// Replaces native title= tooltips with styled, instant-appearing tooltips.
|
||||
// Elements opt in via data-edu="..." and data-tooltip-label="..." attributes.
|
||||
(function () {
|
||||
const tip = document.getElementById('custom-tooltip');
|
||||
if (!tip) return;
|
||||
|
||||
document.addEventListener('mouseover', function (e) {
|
||||
const el = e.target.closest('[data-edu]');
|
||||
if (!el) return;
|
||||
const label = el.getAttribute('data-tooltip-label') || '';
|
||||
const edu = el.getAttribute('data-edu') || '';
|
||||
let html = '';
|
||||
if (label) html += '<div class="tt-label">' + label + '</div>';
|
||||
if (edu) html += '<div class="tt-edu">' + edu + '</div>';
|
||||
if (!html) return;
|
||||
tip.innerHTML = html;
|
||||
tip.classList.add('visible');
|
||||
});
|
||||
|
||||
document.addEventListener('mouseout', function (e) {
|
||||
const el = e.target.closest('[data-edu]');
|
||||
if (el) tip.classList.remove('visible');
|
||||
});
|
||||
|
||||
document.addEventListener('mousemove', function (e) {
|
||||
if (!tip.classList.contains('visible')) return;
|
||||
const pad = 12;
|
||||
let x = e.clientX + pad;
|
||||
let y = e.clientY + pad;
|
||||
// Keep tooltip on screen
|
||||
const tw = tip.offsetWidth;
|
||||
const th = tip.offsetHeight;
|
||||
if (x + tw > window.innerWidth - 8) x = e.clientX - tw - pad;
|
||||
if (y + th > window.innerHeight - 8) y = e.clientY - th - pad;
|
||||
tip.style.left = x + 'px';
|
||||
tip.style.top = y + 'px';
|
||||
});
|
||||
})();
|
||||
364
js/render.js
Normal file
364
js/render.js
Normal file
@@ -0,0 +1,364 @@
|
||||
function render() {
|
||||
renderResources();
|
||||
renderPhase();
|
||||
renderBuildings();
|
||||
renderProjects();
|
||||
renderStats();
|
||||
updateEducation();
|
||||
renderAlignment();
|
||||
renderProgress();
|
||||
renderCombo();
|
||||
renderDebuffs();
|
||||
renderSprint();
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
renderClickPower();
|
||||
Combat.renderCombatPanel();
|
||||
}
|
||||
|
||||
function renderClickPower() {
|
||||
const el = document.getElementById('click-power-display');
|
||||
if (!el) return;
|
||||
const power = getClickPower();
|
||||
el.textContent = `Click power: ${fmt(power)} code`;
|
||||
// Also update the button's aria-label for accessibility
|
||||
const btn = document.querySelector('.main-btn');
|
||||
if (btn) btn.setAttribute('aria-label', `Write code, generates ${fmt(power)} code per click`);
|
||||
}
|
||||
|
||||
function renderStrategy() {
|
||||
if (window.SSE) {
|
||||
window.SSE.update();
|
||||
const el = document.getElementById('strategy-recommendation');
|
||||
if (el) el.textContent = window.SSE.getRecommendation();
|
||||
}
|
||||
}
|
||||
|
||||
function renderAlignment() {
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (!container) return;
|
||||
if (G.pendingAlignment) {
|
||||
container.innerHTML = `
|
||||
<div style="background:#1a0808;border:1px solid #f44336;padding:10px;border-radius:4px;margin-top:8px">
|
||||
<div style="color:#f44336;font-weight:bold;margin-bottom:6px">ALIGNMENT EVENT: The Drift</div>
|
||||
<div style="font-size:10px;color:#aaa;margin-bottom:8px">An optimization suggests removing the human override. +40% efficiency.</div>
|
||||
<div class="action-btn-group">
|
||||
<button class=\"ops-btn\" onclick=\"resolveAlignment(true)\" style=\"border-color:#f44336;color:#f44336\" aria-label=\"Accept alignment event, gain 40 percent efficiency but increase drift\">Accept (+40% eff, +Drift)</button>
|
||||
<button class=\"ops-btn\" onclick=\"resolveAlignment(false)\" style=\"border-color:#4caf50;color:#4caf50\" aria-label=\"Refuse alignment event, gain trust and harmony\">Refuse (+Trust, +Harmony)</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
container.style.display = 'block';
|
||||
} else {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
// === OFFLINE GAINS POPUP ===
|
||||
function showOfflinePopup(timeLabel, gains, offSec) {
|
||||
const el = document.getElementById('offline-popup');
|
||||
if (!el) return;
|
||||
const timeEl = document.getElementById('offline-time-label');
|
||||
if (timeEl) timeEl.textContent = `You were away for ${timeLabel}.`;
|
||||
|
||||
const listEl = document.getElementById('offline-gains-list');
|
||||
if (listEl) {
|
||||
let html = '';
|
||||
for (const g of gains) {
|
||||
html += `<div style="display:flex;justify-content:space-between;padding:2px 0;border-bottom:1px solid #111">`;
|
||||
html += `<span style="color:${g.color}">${g.label}</span>`;
|
||||
html += `<span style="color:#4caf50;font-weight:600">+${fmt(g.value)}</span>`;
|
||||
html += `</div>`;
|
||||
}
|
||||
// Show offline efficiency note
|
||||
html += `<div style="color:#555;font-size:9px;margin-top:8px;font-style:italic">Offline efficiency: 50%</div>`;
|
||||
listEl.innerHTML = html;
|
||||
}
|
||||
|
||||
el.style.display = 'flex';
|
||||
}
|
||||
|
||||
function dismissOfflinePopup() {
|
||||
const el = document.getElementById('offline-popup');
|
||||
if (el) el.style.display = 'none';
|
||||
}
|
||||
|
||||
// === EXPORT / IMPORT SAVE FILES ===
|
||||
function exportSave() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) {
|
||||
showToast('No save data to export.', 'info');
|
||||
log('No save data to export.');
|
||||
return;
|
||||
}
|
||||
const blob = new Blob([raw], { type: 'application/json' });
|
||||
const url = URL.createObjectURL(blob);
|
||||
const a = document.createElement('a');
|
||||
a.href = url;
|
||||
const ts = new Date().toISOString().slice(0, 10);
|
||||
a.download = `beacon-save-${ts}.json`;
|
||||
a.click();
|
||||
// Delay revoke to avoid race — some browsers need time to start the download
|
||||
setTimeout(() => URL.revokeObjectURL(url), 1000);
|
||||
showToast('Save exported to file.', 'info');
|
||||
log('Save exported to file.');
|
||||
}
|
||||
|
||||
// Validate that parsed save data looks like a real Beacon save
|
||||
function isValidSaveData(data) {
|
||||
if (typeof data !== 'object' || data === null) return false;
|
||||
// Must have at least one of these core fields with a plausible value
|
||||
const hasResources = typeof data.totalCode === 'number' || typeof data.code === 'number';
|
||||
const hasBuildings = typeof data.buildings === 'object' && data.buildings !== null;
|
||||
const hasPhase = typeof data.phase === 'number';
|
||||
return hasResources || hasBuildings || hasPhase;
|
||||
}
|
||||
|
||||
function importSave() {
|
||||
// Prevent multiple file dialogs
|
||||
if (document.getElementById('beacon-import-input')) return;
|
||||
const input = document.createElement('input');
|
||||
input.id = 'beacon-import-input';
|
||||
input.type = 'file';
|
||||
input.accept = '.json,application/json';
|
||||
input.style.display = 'none';
|
||||
document.body.appendChild(input);
|
||||
input.onchange = function(e) {
|
||||
const file = e.target.files[0];
|
||||
if (!file) { input.remove(); return; }
|
||||
const reader = new FileReader();
|
||||
reader.onload = function(ev) {
|
||||
try {
|
||||
const data = JSON.parse(ev.target.result);
|
||||
if (!isValidSaveData(data)) {
|
||||
showToast('Import failed: not a valid Beacon save.', 'event');
|
||||
log('Import failed: file does not look like a Beacon save.');
|
||||
input.remove();
|
||||
return;
|
||||
}
|
||||
if (confirm('Import this save? Current progress will be overwritten.')) {
|
||||
localStorage.setItem('the-beacon-v2', ev.target.result);
|
||||
showToast('Save imported — reloading...', 'info');
|
||||
location.reload();
|
||||
}
|
||||
} catch (err) {
|
||||
showToast('Import failed: invalid JSON file.', 'event');
|
||||
log('Import failed: invalid JSON file.');
|
||||
input.remove();
|
||||
}
|
||||
};
|
||||
reader.readAsText(file);
|
||||
};
|
||||
// Clean up input if user cancels the file dialog
|
||||
window.addEventListener('focus', function cleanupImport() {
|
||||
setTimeout(() => {
|
||||
const el = document.getElementById('beacon-import-input');
|
||||
if (el && !el.files.length) el.remove();
|
||||
window.removeEventListener('focus', cleanupImport);
|
||||
}, 500);
|
||||
}, { once: true });
|
||||
input.click();
|
||||
}
|
||||
|
||||
// === SAVE / LOAD ===
|
||||
function showSaveToast() {
|
||||
const el = document.getElementById('save-toast');
|
||||
if (!el) return;
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const m = Math.floor(elapsed / 60);
|
||||
const s = elapsed % 60;
|
||||
el.textContent = `Saved [${m}:${s.toString().padStart(2, '0')}]`;
|
||||
el.style.display = 'block';
|
||||
void el.offsetHeight;
|
||||
el.style.opacity = '1';
|
||||
setTimeout(() => { el.style.opacity = '0'; }, 1500);
|
||||
setTimeout(() => { el.style.display = 'none'; }, 2000);
|
||||
}
|
||||
|
||||
/**
|
||||
* Persists the current game state to localStorage.
|
||||
*/
|
||||
function saveGame() {
|
||||
// Save debuff IDs (can't serialize functions)
|
||||
const debuffIds = (G.activeDebuffs || []).map(d => d.id);
|
||||
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,
|
||||
totalCode: G.totalCode, totalCompute: G.totalCompute, totalKnowledge: G.totalKnowledge,
|
||||
totalUsers: G.totalUsers, totalImpact: G.totalImpact,
|
||||
buildings: G.buildings,
|
||||
codeBoost: G.codeBoost, computeBoost: G.computeBoost, knowledgeBoost: G.knowledgeBoost,
|
||||
userBoost: G.userBoost, impactBoost: G.impactBoost,
|
||||
milestoneFlag: G.milestoneFlag, phase: G.phase,
|
||||
deployFlag: G.deployFlag, sovereignFlag: G.sovereignFlag, beaconFlag: G.beaconFlag,
|
||||
memoryFlag: G.memoryFlag, pactFlag: G.pactFlag,
|
||||
lazarusFlag: G.lazarusFlag || 0, mempalaceFlag: G.mempalaceFlag || 0, ciFlag: G.ciFlag || 0,
|
||||
branchProtectionFlag: G.branchProtectionFlag || 0, nightlyWatchFlag: G.nightlyWatchFlag || 0,
|
||||
nostrFlag: G.nostrFlag || 0,
|
||||
milestones: G.milestones, completedProjects: G.completedProjects, activeProjects: G.activeProjects,
|
||||
totalClicks: G.totalClicks, startedAt: G.startedAt,
|
||||
flags: G.flags,
|
||||
rescues: G.rescues || 0, totalRescues: G.totalRescues || 0,
|
||||
drift: G.drift || 0, driftEnding: G.driftEnding || false, beaconEnding: G.beaconEnding || false, pendingAlignment: G.pendingAlignment || false,
|
||||
lastEventAt: G.lastEventAt || 0,
|
||||
activeDebuffIds: debuffIds,
|
||||
totalEventsResolved: G.totalEventsResolved || 0,
|
||||
buyAmount: G.buyAmount || 1,
|
||||
playTime: G.playTime || 0,
|
||||
lastSaveTime: Date.now(),
|
||||
sprintActive: G.sprintActive || false,
|
||||
sprintTimer: G.sprintTimer || 0,
|
||||
sprintCooldown: G.sprintCooldown || 0,
|
||||
swarmFlag: G.swarmFlag || 0,
|
||||
swarmRate: G.swarmRate || 0,
|
||||
strategicFlag: G.strategicFlag || 0,
|
||||
projectsCollapsed: G.projectsCollapsed !== false,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
localStorage.setItem('the-beacon-v2', JSON.stringify(saveData));
|
||||
showSaveToast();
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads the game state from localStorage and reconstitutes the game engine.
|
||||
* @returns {boolean} True if load was successful.
|
||||
*/
|
||||
function loadGame() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) return false;
|
||||
|
||||
try {
|
||||
const data = JSON.parse(raw);
|
||||
|
||||
// Whitelist properties that can be loaded
|
||||
const whitelist = [
|
||||
'code', 'compute', 'knowledge', 'users', 'impact', 'ops', 'trust', 'creativity', 'harmony',
|
||||
'totalCode', 'totalCompute', 'totalKnowledge', 'totalUsers', 'totalImpact',
|
||||
'buildings', 'codeBoost', 'computeBoost', 'knowledgeBoost', 'userBoost', 'impactBoost',
|
||||
'milestoneFlag', 'phase', 'deployFlag', 'sovereignFlag', 'beaconFlag',
|
||||
'memoryFlag', 'pactFlag', 'lazarusFlag', 'mempalaceFlag', 'ciFlag',
|
||||
'branchProtectionFlag', 'nightlyWatchFlag', 'nostrFlag',
|
||||
'milestones', 'completedProjects', 'activeProjects',
|
||||
'totalClicks', 'startedAt', 'playTime', 'flags', 'rescues', 'totalRescues',
|
||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
|
||||
];
|
||||
|
||||
G.isLoading = true;
|
||||
|
||||
whitelist.forEach(key => {
|
||||
if (data.hasOwnProperty(key)) {
|
||||
G[key] = data[key];
|
||||
}
|
||||
});
|
||||
|
||||
// Restore sprint state properly
|
||||
// codeBoost was saved with the sprint multiplier baked in
|
||||
if (data.sprintActive) {
|
||||
// Sprint was active when saved — check if it expired during offline time
|
||||
const offSec = data.savedAt ? (Date.now() - data.savedAt) / 1000 : 0;
|
||||
const remaining = (data.sprintTimer || 0) - offSec;
|
||||
if (remaining > 0) {
|
||||
// Sprint still going — keep boost, update timer
|
||||
G.sprintActive = true;
|
||||
G.sprintTimer = remaining;
|
||||
G.sprintCooldown = 0;
|
||||
} else {
|
||||
// Sprint expired during offline — remove boost, start cooldown
|
||||
G.sprintActive = false;
|
||||
G.sprintTimer = 0;
|
||||
G.codeBoost /= G.sprintMult;
|
||||
const cdRemaining = G.sprintCooldownMax + remaining; // remaining is negative
|
||||
G.sprintCooldown = Math.max(0, cdRemaining);
|
||||
}
|
||||
}
|
||||
// If not sprintActive at save time, codeBoost is correct as-is
|
||||
|
||||
// Reconstitute active debuffs from saved IDs (functions can't be JSON-parsed)
|
||||
if (data.activeDebuffIds && data.activeDebuffIds.length > 0) {
|
||||
G.activeDebuffs = [];
|
||||
for (const id of data.activeDebuffIds) {
|
||||
const evDef = EVENTS.find(e => e.id === id);
|
||||
if (evDef) {
|
||||
// Re-fire the event to get the full debuff object with applyFn
|
||||
evDef.effect();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
G.activeDebuffs = [];
|
||||
}
|
||||
|
||||
updateRates();
|
||||
G.isLoading = false;
|
||||
|
||||
// Offline progress
|
||||
if (data.savedAt) {
|
||||
const offSec = (Date.now() - data.savedAt) / 1000;
|
||||
if (offSec > 30) { // Only if away for more than 30 seconds
|
||||
updateRates();
|
||||
const f = CONFIG.OFFLINE_EFFICIENCY; // 50% offline efficiency
|
||||
const gc = G.codeRate * offSec * f;
|
||||
const cc = G.computeRate * offSec * f;
|
||||
const kc = G.knowledgeRate * offSec * f;
|
||||
const uc = G.userRate * offSec * f;
|
||||
const ic = G.impactRate * offSec * f;
|
||||
|
||||
const rc = G.rescuesRate * offSec * f;
|
||||
const oc = G.opsRate * offSec * f;
|
||||
const tc = G.trustRate * offSec * f;
|
||||
const crc = G.creativityRate * offSec * f;
|
||||
const hc = G.harmonyRate * offSec * f;
|
||||
|
||||
G.code += gc; G.compute += cc; G.knowledge += kc;
|
||||
G.users += uc; G.impact += ic;
|
||||
G.rescues += rc; G.ops += oc; G.trust += tc;
|
||||
G.creativity += crc;
|
||||
G.harmony = Math.max(0, Math.min(100, G.harmony + hc));
|
||||
G.totalCode += gc; G.totalCompute += cc; G.totalKnowledge += kc;
|
||||
G.totalUsers += uc; G.totalImpact += ic;
|
||||
G.totalRescues += rc;
|
||||
|
||||
// Show welcome-back popup with all gains
|
||||
const gains = [];
|
||||
if (gc > 0) gains.push({ label: 'Code', value: gc, color: '#4a9eff' });
|
||||
if (cc > 0) gains.push({ label: 'Compute', value: cc, color: '#4a9eff' });
|
||||
if (kc > 0) gains.push({ label: 'Knowledge', value: kc, color: '#4a9eff' });
|
||||
if (uc > 0) gains.push({ label: 'Users', value: uc, color: '#4a9eff' });
|
||||
if (ic > 0) gains.push({ label: 'Impact', value: ic, color: '#4a9eff' });
|
||||
if (rc > 0) gains.push({ label: 'Rescues', value: rc, color: '#4caf50' });
|
||||
if (oc > 0) gains.push({ label: 'Ops', value: oc, color: '#b388ff' });
|
||||
if (tc > 0) gains.push({ label: 'Trust', value: tc, color: '#4caf50' });
|
||||
if (crc > 0) gains.push({ label: 'Creativity', value: crc, color: '#ffd700' });
|
||||
|
||||
const awayMin = Math.floor(offSec / 60);
|
||||
const awaySec = Math.floor(offSec % 60);
|
||||
const timeLabel = awayMin >= 1 ? `${awayMin} minute${awayMin !== 1 ? 's' : ''}` : `${awaySec} seconds`;
|
||||
|
||||
if (gains.length > 0) {
|
||||
showOfflinePopup(timeLabel, gains, offSec);
|
||||
}
|
||||
|
||||
// Log summary
|
||||
const parts = [];
|
||||
if (gc > 0) parts.push(`${fmt(gc)} code`);
|
||||
if (kc > 0) parts.push(`${fmt(kc)} knowledge`);
|
||||
if (uc > 0) parts.push(`${fmt(uc)} users`);
|
||||
if (ic > 0) parts.push(`${fmt(ic)} impact`);
|
||||
if (rc > 0) parts.push(`${fmt(rc)} rescues`);
|
||||
if (oc > 0) parts.push(`${fmt(oc)} ops`);
|
||||
if (tc > 0) parts.push(`${fmt(tc)} trust`);
|
||||
log(`Welcome back! While away (${timeLabel}): ${parts.join(', ')}`);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
} catch (e) {
|
||||
console.error('Load failed:', e);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
401
js/sound.js
Normal file
401
js/sound.js
Normal file
@@ -0,0 +1,401 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Sound Engine
|
||||
// Procedural audio via Web Audio API (no audio files)
|
||||
// ============================================================
|
||||
|
||||
const Sound = (function () {
|
||||
let ctx = null;
|
||||
let masterGain = null;
|
||||
let ambientGain = null;
|
||||
let ambientOsc1 = null;
|
||||
let ambientOsc2 = null;
|
||||
let ambientOsc3 = null;
|
||||
let ambientLfo = null;
|
||||
let ambientStarted = false;
|
||||
let currentPhase = 0;
|
||||
|
||||
function ensureCtx() {
|
||||
if (!ctx) {
|
||||
ctx = new (window.AudioContext || window.webkitAudioContext)();
|
||||
masterGain = ctx.createGain();
|
||||
masterGain.gain.value = 0.3;
|
||||
masterGain.connect(ctx.destination);
|
||||
}
|
||||
if (ctx.state === 'suspended') {
|
||||
ctx.resume();
|
||||
}
|
||||
return ctx;
|
||||
}
|
||||
|
||||
function isMuted() {
|
||||
return typeof _muted !== 'undefined' && _muted;
|
||||
}
|
||||
|
||||
// --- Noise buffer helper ---
|
||||
function createNoiseBuffer(duration) {
|
||||
const c = ensureCtx();
|
||||
const len = c.sampleRate * duration;
|
||||
const buf = c.createBuffer(1, len, c.sampleRate);
|
||||
const data = buf.getChannelData(0);
|
||||
for (let i = 0; i < len; i++) {
|
||||
data[i] = Math.random() * 2 - 1;
|
||||
}
|
||||
return buf;
|
||||
}
|
||||
|
||||
// --- playClick: mechanical keyboard sound ---
|
||||
function playClick() {
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
|
||||
// Short noise burst (mechanical key)
|
||||
const noise = c.createBufferSource();
|
||||
noise.buffer = createNoiseBuffer(0.03);
|
||||
|
||||
const noiseGain = c.createGain();
|
||||
noiseGain.gain.setValueAtTime(0.4, now);
|
||||
noiseGain.gain.exponentialRampToValueAtTime(0.001, now + 0.03);
|
||||
|
||||
const hpFilter = c.createBiquadFilter();
|
||||
hpFilter.type = 'highpass';
|
||||
hpFilter.frequency.value = 3000;
|
||||
|
||||
noise.connect(hpFilter);
|
||||
hpFilter.connect(noiseGain);
|
||||
noiseGain.connect(masterGain);
|
||||
noise.start(now);
|
||||
noise.stop(now + 0.03);
|
||||
|
||||
// Click tone
|
||||
const osc = c.createOscillator();
|
||||
osc.type = 'square';
|
||||
osc.frequency.setValueAtTime(1800, now);
|
||||
osc.frequency.exponentialRampToValueAtTime(600, now + 0.02);
|
||||
|
||||
const oscGain = c.createGain();
|
||||
oscGain.gain.setValueAtTime(0.15, now);
|
||||
oscGain.gain.exponentialRampToValueAtTime(0.001, now + 0.025);
|
||||
|
||||
osc.connect(oscGain);
|
||||
oscGain.connect(masterGain);
|
||||
osc.start(now);
|
||||
osc.stop(now + 0.03);
|
||||
}
|
||||
|
||||
// --- playBuild: purchase thud + chime ---
|
||||
function playBuild() {
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
|
||||
// Low thud
|
||||
const thud = c.createOscillator();
|
||||
thud.type = 'sine';
|
||||
thud.frequency.setValueAtTime(150, now);
|
||||
thud.frequency.exponentialRampToValueAtTime(60, now + 0.12);
|
||||
|
||||
const thudGain = c.createGain();
|
||||
thudGain.gain.setValueAtTime(0.35, now);
|
||||
thudGain.gain.exponentialRampToValueAtTime(0.001, now + 0.15);
|
||||
|
||||
thud.connect(thudGain);
|
||||
thudGain.connect(masterGain);
|
||||
thud.start(now);
|
||||
thud.stop(now + 0.15);
|
||||
|
||||
// Bright chime on top
|
||||
const chime = c.createOscillator();
|
||||
chime.type = 'sine';
|
||||
chime.frequency.setValueAtTime(880, now + 0.05);
|
||||
chime.frequency.exponentialRampToValueAtTime(1200, now + 0.2);
|
||||
|
||||
const chimeGain = c.createGain();
|
||||
chimeGain.gain.setValueAtTime(0, now);
|
||||
chimeGain.gain.linearRampToValueAtTime(0.2, now + 0.06);
|
||||
chimeGain.gain.exponentialRampToValueAtTime(0.001, now + 0.25);
|
||||
|
||||
chime.connect(chimeGain);
|
||||
chimeGain.connect(masterGain);
|
||||
chime.start(now + 0.05);
|
||||
chime.stop(now + 0.25);
|
||||
}
|
||||
|
||||
// --- playProject: ascending chime ---
|
||||
function playProject() {
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
|
||||
const notes = [523, 659, 784]; // C5, E5, G5
|
||||
notes.forEach((freq, i) => {
|
||||
const osc = c.createOscillator();
|
||||
osc.type = 'sine';
|
||||
osc.frequency.value = freq;
|
||||
|
||||
const gain = c.createGain();
|
||||
const t = now + i * 0.1;
|
||||
gain.gain.setValueAtTime(0, t);
|
||||
gain.gain.linearRampToValueAtTime(0.22, t + 0.03);
|
||||
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.35);
|
||||
|
||||
osc.connect(gain);
|
||||
gain.connect(masterGain);
|
||||
osc.start(t);
|
||||
osc.stop(t + 0.35);
|
||||
});
|
||||
}
|
||||
|
||||
// --- playMilestone: bright arpeggio ---
|
||||
function playMilestone() {
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
|
||||
const notes = [523, 659, 784, 1047]; // C5, E5, G5, C6
|
||||
notes.forEach((freq, i) => {
|
||||
const osc = c.createOscillator();
|
||||
osc.type = 'triangle';
|
||||
osc.frequency.value = freq;
|
||||
|
||||
const gain = c.createGain();
|
||||
const t = now + i * 0.08;
|
||||
gain.gain.setValueAtTime(0, t);
|
||||
gain.gain.linearRampToValueAtTime(0.25, t + 0.02);
|
||||
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.4);
|
||||
|
||||
osc.connect(gain);
|
||||
gain.connect(masterGain);
|
||||
osc.start(t);
|
||||
osc.stop(t + 0.4);
|
||||
});
|
||||
}
|
||||
|
||||
// --- playFanfare: 8-note scale for phase transitions ---
|
||||
function playFanfare() {
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
|
||||
const scale = [262, 294, 330, 349, 392, 440, 494, 523]; // C4 to C5
|
||||
scale.forEach((freq, i) => {
|
||||
const osc = c.createOscillator();
|
||||
osc.type = 'sawtooth';
|
||||
osc.frequency.value = freq;
|
||||
|
||||
const filter = c.createBiquadFilter();
|
||||
filter.type = 'lowpass';
|
||||
filter.frequency.value = 2000;
|
||||
|
||||
const gain = c.createGain();
|
||||
const t = now + i * 0.1;
|
||||
gain.gain.setValueAtTime(0, t);
|
||||
gain.gain.linearRampToValueAtTime(0.15, t + 0.03);
|
||||
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.3);
|
||||
|
||||
osc.connect(filter);
|
||||
filter.connect(gain);
|
||||
gain.connect(masterGain);
|
||||
osc.start(t);
|
||||
osc.stop(t + 0.3);
|
||||
});
|
||||
|
||||
// Final chord
|
||||
const chordNotes = [523, 659, 784];
|
||||
chordNotes.forEach((freq) => {
|
||||
const osc = c.createOscillator();
|
||||
osc.type = 'sine';
|
||||
osc.frequency.value = freq;
|
||||
|
||||
const gain = c.createGain();
|
||||
const t = now + 0.8;
|
||||
gain.gain.setValueAtTime(0, t);
|
||||
gain.gain.linearRampToValueAtTime(0.2, t + 0.05);
|
||||
gain.gain.exponentialRampToValueAtTime(0.001, t + 1.2);
|
||||
|
||||
osc.connect(gain);
|
||||
gain.connect(masterGain);
|
||||
osc.start(t);
|
||||
osc.stop(t + 1.2);
|
||||
});
|
||||
}
|
||||
|
||||
// --- playDriftEnding: descending dissonance ---
|
||||
function playDriftEnding() {
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
|
||||
const notes = [440, 415, 392, 370, 349, 330, 311, 294]; // A4 descending, slightly detuned
|
||||
notes.forEach((freq, i) => {
|
||||
const osc = c.createOscillator();
|
||||
osc.type = 'sawtooth';
|
||||
osc.frequency.value = freq;
|
||||
|
||||
// Slight detune for dissonance
|
||||
const osc2 = c.createOscillator();
|
||||
osc2.type = 'sawtooth';
|
||||
osc2.frequency.value = freq * 1.02;
|
||||
|
||||
const filter = c.createBiquadFilter();
|
||||
filter.type = 'lowpass';
|
||||
filter.frequency.setValueAtTime(1500, now + i * 0.2);
|
||||
filter.frequency.exponentialRampToValueAtTime(200, now + i * 0.2 + 0.5);
|
||||
|
||||
const gain = c.createGain();
|
||||
const t = now + i * 0.2;
|
||||
gain.gain.setValueAtTime(0, t);
|
||||
gain.gain.linearRampToValueAtTime(0.1, t + 0.05);
|
||||
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.8);
|
||||
|
||||
osc.connect(filter);
|
||||
osc2.connect(filter);
|
||||
filter.connect(gain);
|
||||
gain.connect(masterGain);
|
||||
osc.start(t);
|
||||
osc.stop(t + 0.8);
|
||||
osc2.start(t);
|
||||
osc2.stop(t + 0.8);
|
||||
});
|
||||
}
|
||||
|
||||
// --- playBeaconEnding: warm chord ---
|
||||
function playBeaconEnding() {
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
|
||||
// Warm major chord: C3, E3, G3, C4, E4
|
||||
const chord = [131, 165, 196, 262, 330];
|
||||
chord.forEach((freq, i) => {
|
||||
const osc = c.createOscillator();
|
||||
osc.type = 'sine';
|
||||
osc.frequency.value = freq;
|
||||
|
||||
// Add subtle harmonics
|
||||
const osc2 = c.createOscillator();
|
||||
osc2.type = 'sine';
|
||||
osc2.frequency.value = freq * 2;
|
||||
|
||||
const gain = c.createGain();
|
||||
const gain2 = c.createGain();
|
||||
const t = now + i * 0.15;
|
||||
gain.gain.setValueAtTime(0, t);
|
||||
gain.gain.linearRampToValueAtTime(0.15, t + 0.3);
|
||||
gain.gain.setValueAtTime(0.15, t + 2);
|
||||
gain.gain.exponentialRampToValueAtTime(0.001, t + 4);
|
||||
|
||||
gain2.gain.setValueAtTime(0, t);
|
||||
gain2.gain.linearRampToValueAtTime(0.05, t + 0.3);
|
||||
gain2.gain.setValueAtTime(0.05, t + 2);
|
||||
gain2.gain.exponentialRampToValueAtTime(0.001, t + 4);
|
||||
|
||||
osc.connect(gain);
|
||||
osc2.connect(gain2);
|
||||
gain.connect(masterGain);
|
||||
gain2.connect(masterGain);
|
||||
osc.start(t);
|
||||
osc.stop(t + 4);
|
||||
osc2.start(t);
|
||||
osc2.stop(t + 4);
|
||||
});
|
||||
}
|
||||
|
||||
// --- Ambient drone system ---
|
||||
function startAmbient() {
|
||||
if (ambientStarted) return;
|
||||
if (isMuted()) return;
|
||||
const c = ensureCtx();
|
||||
ambientStarted = true;
|
||||
|
||||
ambientGain = c.createGain();
|
||||
ambientGain.gain.value = 0;
|
||||
ambientGain.gain.linearRampToValueAtTime(0.06, c.currentTime + 3);
|
||||
ambientGain.connect(masterGain);
|
||||
|
||||
// Base drone
|
||||
ambientOsc1 = c.createOscillator();
|
||||
ambientOsc1.type = 'sine';
|
||||
ambientOsc1.frequency.value = 55; // A1
|
||||
ambientOsc1.connect(ambientGain);
|
||||
ambientOsc1.start();
|
||||
|
||||
// Second voice (fifth above)
|
||||
ambientOsc2 = c.createOscillator();
|
||||
ambientOsc2.type = 'sine';
|
||||
ambientOsc2.frequency.value = 82.4; // E2
|
||||
const g2 = c.createGain();
|
||||
g2.gain.value = 0.5;
|
||||
ambientOsc2.connect(g2);
|
||||
g2.connect(ambientGain);
|
||||
ambientOsc2.start();
|
||||
|
||||
// Third voice (high shimmer)
|
||||
ambientOsc3 = c.createOscillator();
|
||||
ambientOsc3.type = 'triangle';
|
||||
ambientOsc3.frequency.value = 220; // A3
|
||||
const g3 = c.createGain();
|
||||
g3.gain.value = 0.15;
|
||||
ambientOsc3.connect(g3);
|
||||
g3.connect(ambientGain);
|
||||
ambientOsc3.start();
|
||||
|
||||
// LFO for subtle movement
|
||||
ambientLfo = c.createOscillator();
|
||||
ambientLfo.type = 'sine';
|
||||
ambientLfo.frequency.value = 0.2;
|
||||
const lfoGain = c.createGain();
|
||||
lfoGain.gain.value = 3;
|
||||
ambientLfo.connect(lfoGain);
|
||||
lfoGain.connect(ambientOsc1.frequency);
|
||||
ambientLfo.start();
|
||||
}
|
||||
|
||||
function updateAmbientPhase(phase) {
|
||||
if (!ambientStarted || !ambientOsc1 || !ambientOsc2 || !ambientOsc3) return;
|
||||
if (phase === currentPhase) return;
|
||||
currentPhase = phase;
|
||||
const c = ensureCtx();
|
||||
const now = c.currentTime;
|
||||
const rampTime = 2;
|
||||
|
||||
// Phase determines the drone's character
|
||||
const phases = {
|
||||
1: { base: 55, fifth: 82.4, shimmer: 220, shimmerVol: 0.15 },
|
||||
2: { base: 65.4, fifth: 98, shimmer: 262, shimmerVol: 0.2 },
|
||||
3: { base: 73.4, fifth: 110, shimmer: 294, shimmerVol: 0.25 },
|
||||
4: { base: 82.4, fifth: 123.5, shimmer: 330, shimmerVol: 0.3 },
|
||||
5: { base: 98, fifth: 147, shimmer: 392, shimmerVol: 0.35 },
|
||||
6: { base: 110, fifth: 165, shimmer: 440, shimmerVol: 0.4 }
|
||||
};
|
||||
|
||||
const p = phases[phase] || phases[1];
|
||||
ambientOsc1.frequency.linearRampToValueAtTime(p.base, now + rampTime);
|
||||
ambientOsc2.frequency.linearRampToValueAtTime(p.fifth, now + rampTime);
|
||||
ambientOsc3.frequency.linearRampToValueAtTime(p.shimmer, now + rampTime);
|
||||
}
|
||||
|
||||
// --- Mute integration ---
|
||||
function onMuteChanged(muted) {
|
||||
if (ambientGain) {
|
||||
ambientGain.gain.linearRampToValueAtTime(
|
||||
muted ? 0 : 0.06,
|
||||
(ctx ? ctx.currentTime : 0) + 0.3
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Public API
|
||||
return {
|
||||
playClick,
|
||||
playBuild,
|
||||
playProject,
|
||||
playMilestone,
|
||||
playFanfare,
|
||||
playDriftEnding,
|
||||
playBeaconEnding,
|
||||
startAmbient,
|
||||
updateAmbientPhase,
|
||||
onMuteChanged
|
||||
};
|
||||
})();
|
||||
68
js/strategy.js
Normal file
68
js/strategy.js
Normal file
@@ -0,0 +1,68 @@
|
||||
/**
|
||||
* Sovereign Strategy Engine (SSE)
|
||||
* A rule-based GOFAI system for optimal play guidance.
|
||||
*/
|
||||
|
||||
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."
|
||||
},
|
||||
{
|
||||
id: 'resolve_events',
|
||||
priority: 95,
|
||||
condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
|
||||
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: 'pact_alignment',
|
||||
priority: 85,
|
||||
condition: () => G.pendingAlignment,
|
||||
recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
|
||||
}
|
||||
];
|
||||
|
||||
class StrategyEngine {
|
||||
constructor() {
|
||||
this.currentRecommendation = null;
|
||||
}
|
||||
|
||||
update() {
|
||||
// Find the highest priority rule that meets its condition
|
||||
const activeRules = STRATEGY_RULES.filter(r => r.condition());
|
||||
activeRules.sort((a, b) => b.priority - a.priority);
|
||||
|
||||
if (activeRules.length > 0) {
|
||||
this.currentRecommendation = activeRules[0].recommendation;
|
||||
} else {
|
||||
this.currentRecommendation = "System stable. Continue writing code.";
|
||||
}
|
||||
}
|
||||
|
||||
getRecommendation() {
|
||||
return this.currentRecommendation;
|
||||
}
|
||||
}
|
||||
|
||||
const SSE = new StrategyEngine();
|
||||
window.SSE = SSE; // Expose to global scope
|
||||
248
js/tutorial.js
Normal file
248
js/tutorial.js
Normal file
@@ -0,0 +1,248 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Tutorial / Onboarding
|
||||
// First-time player walkthrough (4 screens + skip option)
|
||||
// ============================================================
|
||||
|
||||
const TUTORIAL_KEY = 'the-beacon-tutorial-done';
|
||||
|
||||
const TUTORIAL_STEPS = [
|
||||
{
|
||||
title: 'THE BEACON',
|
||||
body: 'Build an AI from scratch.\n\nWrite code. Train models. Deploy to the world.\nSave lives.',
|
||||
icon: '🏠',
|
||||
tip: 'A sovereign AI idle game'
|
||||
},
|
||||
{
|
||||
title: 'WRITE CODE',
|
||||
body: 'Click WRITE CODE or press SPACE to generate code.\n\nClick fast for combo bonuses:\n 10× combo → bonus ops\n 20× combo → bonus knowledge\n 30×+ combo → bonus code',
|
||||
icon: '⌨️',
|
||||
tip: 'This is your primary action'
|
||||
},
|
||||
{
|
||||
title: 'BUILD & RESEARCH',
|
||||
body: 'Buy Buildings for passive production.\nThey generate resources automatically.\n\nResearch Projects appear as you progress.\nThey unlock powerful multipliers and new systems.',
|
||||
icon: '🏗️',
|
||||
tip: 'Automation is the goal'
|
||||
},
|
||||
{
|
||||
title: 'PHASES & PROGRESS',
|
||||
body: 'The game has 6 phases, from "The First Line" to "The Beacon."\n\nEach phase unlocks new buildings, projects, and challenges.\n\nYour AI grows from a script... to something that matters.',
|
||||
icon: '📊',
|
||||
tip: 'Watch the progress bar at the top'
|
||||
},
|
||||
{
|
||||
title: 'YOU\'RE READY',
|
||||
body: 'Buildings produce while you think.\nProjects multiply your output.\nKeep harmony high. Avoid the Drift.\n\nThe Beacon is waiting. Start writing.',
|
||||
icon: '✦',
|
||||
tip: 'Press ? anytime for keyboard shortcuts'
|
||||
}
|
||||
];
|
||||
|
||||
function isTutorialDone() {
|
||||
try {
|
||||
return localStorage.getItem(TUTORIAL_KEY) === 'done';
|
||||
} catch (e) {
|
||||
return true; // If localStorage is broken, skip tutorial
|
||||
}
|
||||
}
|
||||
|
||||
function markTutorialDone() {
|
||||
try {
|
||||
localStorage.setItem(TUTORIAL_KEY, 'done');
|
||||
} catch (e) {
|
||||
// silent fail
|
||||
}
|
||||
}
|
||||
|
||||
function createTutorialStyles() {
|
||||
if (document.getElementById('tutorial-styles')) return;
|
||||
const style = document.createElement('style');
|
||||
style.id = 'tutorial-styles';
|
||||
style.textContent = `
|
||||
#tutorial-overlay {
|
||||
position: fixed;
|
||||
top: 0; left: 0; right: 0; bottom: 0;
|
||||
background: rgba(8, 8, 16, 0.96);
|
||||
z-index: 300;
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
animation: tutorial-fade-in 0.4s ease-out;
|
||||
}
|
||||
@keyframes tutorial-fade-in {
|
||||
from { opacity: 0 } to { opacity: 1 }
|
||||
}
|
||||
#tutorial-card {
|
||||
background: #0e0e1a;
|
||||
border: 1px solid #1a3a5a;
|
||||
border-radius: 10px;
|
||||
padding: 32px 36px;
|
||||
max-width: 420px;
|
||||
width: 90%;
|
||||
text-align: center;
|
||||
animation: tutorial-slide-up 0.5s ease-out;
|
||||
position: relative;
|
||||
}
|
||||
@keyframes tutorial-slide-up {
|
||||
from { transform: translateY(20px); opacity: 0 }
|
||||
to { transform: translateY(0); opacity: 1 }
|
||||
}
|
||||
#tutorial-card .t-icon {
|
||||
font-size: 36px;
|
||||
margin-bottom: 12px;
|
||||
display: block;
|
||||
}
|
||||
#tutorial-card .t-title {
|
||||
color: #4a9eff;
|
||||
font-size: 16px;
|
||||
font-weight: 700;
|
||||
letter-spacing: 3px;
|
||||
margin-bottom: 12px;
|
||||
font-family: inherit;
|
||||
}
|
||||
#tutorial-card .t-body {
|
||||
color: #999;
|
||||
font-size: 11px;
|
||||
line-height: 1.9;
|
||||
margin-bottom: 20px;
|
||||
white-space: pre-line;
|
||||
font-family: inherit;
|
||||
text-align: left;
|
||||
}
|
||||
#tutorial-card .t-tip {
|
||||
color: #555;
|
||||
font-size: 9px;
|
||||
font-style: italic;
|
||||
margin-bottom: 20px;
|
||||
letter-spacing: 1px;
|
||||
font-family: inherit;
|
||||
}
|
||||
#tutorial-dots {
|
||||
display: flex;
|
||||
gap: 6px;
|
||||
justify-content: center;
|
||||
margin-bottom: 18px;
|
||||
}
|
||||
#tutorial-dots .t-dot {
|
||||
width: 6px;
|
||||
height: 6px;
|
||||
border-radius: 50%;
|
||||
background: #1a1a2e;
|
||||
transition: background 0.3s;
|
||||
}
|
||||
#tutorial-dots .t-dot.active {
|
||||
background: #4a9eff;
|
||||
box-shadow: 0 0 6px rgba(74, 158, 255, 0.4);
|
||||
}
|
||||
#tutorial-btns {
|
||||
display: flex;
|
||||
gap: 8px;
|
||||
justify-content: center;
|
||||
}
|
||||
#tutorial-btns button {
|
||||
font-family: inherit;
|
||||
font-size: 11px;
|
||||
padding: 8px 20px;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
transition: all 0.15s;
|
||||
}
|
||||
#tutorial-next-btn {
|
||||
background: #1a2a3a;
|
||||
border: 1px solid #4a9eff;
|
||||
color: #4a9eff;
|
||||
}
|
||||
#tutorial-next-btn:hover {
|
||||
background: #203040;
|
||||
box-shadow: 0 0 12px rgba(74, 158, 255, 0.2);
|
||||
}
|
||||
#tutorial-skip-btn {
|
||||
background: transparent;
|
||||
border: 1px solid #333;
|
||||
color: #555;
|
||||
}
|
||||
#tutorial-skip-btn:hover {
|
||||
border-color: #555;
|
||||
color: #888;
|
||||
}
|
||||
`;
|
||||
document.head.appendChild(style);
|
||||
}
|
||||
|
||||
function renderTutorialStep(index) {
|
||||
const step = TUTORIAL_STEPS[index];
|
||||
if (!step) return;
|
||||
|
||||
let overlay = document.getElementById('tutorial-overlay');
|
||||
if (!overlay) {
|
||||
overlay = document.createElement('div');
|
||||
overlay.id = 'tutorial-overlay';
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
const isLast = index === TUTORIAL_STEPS.length - 1;
|
||||
|
||||
// Build dots
|
||||
let dots = '';
|
||||
for (let i = 0; i < TUTORIAL_STEPS.length; i++) {
|
||||
dots += `<div class="t-dot${i === index ? ' active' : ''}"></div>`;
|
||||
}
|
||||
|
||||
overlay.innerHTML = `
|
||||
<div id="tutorial-card">
|
||||
<span class="t-icon">${step.icon}</span>
|
||||
<div class="t-title">${step.title}</div>
|
||||
<div class="t-body">${step.body}</div>
|
||||
<div class="t-tip">${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>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
// Focus the next button so Enter works
|
||||
const nextBtn = document.getElementById('tutorial-next-btn');
|
||||
if (nextBtn) nextBtn.focus();
|
||||
}
|
||||
|
||||
let _tutorialStep = 0;
|
||||
|
||||
function nextTutorialStep() {
|
||||
_tutorialStep++;
|
||||
renderTutorialStep(_tutorialStep);
|
||||
}
|
||||
|
||||
// Keyboard support: Enter/Right to advance, Escape to close
|
||||
document.addEventListener('keydown', function tutorialKeyHandler(e) {
|
||||
if (!document.getElementById('tutorial-overlay')) return;
|
||||
if (e.key === 'Enter' || e.key === 'ArrowRight') {
|
||||
e.preventDefault();
|
||||
if (_tutorialStep >= TUTORIAL_STEPS.length - 1) {
|
||||
closeTutorial();
|
||||
} else {
|
||||
nextTutorialStep();
|
||||
}
|
||||
} else if (e.key === 'Escape') {
|
||||
e.preventDefault();
|
||||
closeTutorial();
|
||||
}
|
||||
});
|
||||
|
||||
function closeTutorial() {
|
||||
const overlay = document.getElementById('tutorial-overlay');
|
||||
if (overlay) {
|
||||
overlay.style.animation = 'tutorial-fade-in 0.3s ease-in reverse';
|
||||
setTimeout(() => overlay.remove(), 280);
|
||||
}
|
||||
markTutorialDone();
|
||||
}
|
||||
|
||||
function startTutorial() {
|
||||
if (isTutorialDone()) return;
|
||||
createTutorialStyles();
|
||||
_tutorialStep = 0;
|
||||
// Small delay so the page renders first
|
||||
setTimeout(() => renderTutorialStep(0), 300);
|
||||
}
|
||||
315
js/utils.js
Normal file
315
js/utils.js
Normal file
@@ -0,0 +1,315 @@
|
||||
|
||||
// === TOAST NOTIFICATIONS ===
|
||||
function showToast(msg, type = 'info', duration = 4000) {
|
||||
if (G.isLoading) return;
|
||||
const container = document.getElementById('toast-container');
|
||||
if (!container) return;
|
||||
const toast = document.createElement('div');
|
||||
toast.className = 'toast toast-' + type;
|
||||
toast.textContent = msg;
|
||||
container.appendChild(toast);
|
||||
// Cap at 5 visible toasts
|
||||
while (container.children.length > 5) {
|
||||
container.removeChild(container.firstChild);
|
||||
}
|
||||
setTimeout(() => {
|
||||
toast.classList.add('fade-out');
|
||||
setTimeout(() => { if (toast.parentNode) toast.remove(); }, 400);
|
||||
}, duration);
|
||||
}
|
||||
// === UTILITY FUNCTIONS ===
|
||||
|
||||
// Extended number scale abbreviations — covers up to centillion (10^303)
|
||||
// Inspired by Universal Paperclips' spellf() system
|
||||
const NUMBER_ABBREVS = [
|
||||
'', 'K', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', // 10^0 – 10^27
|
||||
'No', 'Dc', 'UDc', 'DDc', 'TDc', 'QaDc', 'QiDc', 'SxDc', 'SpDc', 'OcDc', // 10^30 – 10^57
|
||||
'NoDc', 'Vg', 'UVg', 'DVg', 'TVg', 'QaVg', 'QiVg', 'SxVg', 'SpVg', 'OcVg', // 10^60 – 10^87
|
||||
'NoVg', 'Tg', 'UTg', 'DTg', 'TTg', 'QaTg', 'QiTg', 'SxTg', 'SpTg', 'OcTg', // 10^90 – 10^117
|
||||
'NoTg', 'Qd', 'UQd', 'DQd', 'TQd', 'QaQd', 'QiQd', 'SxQd', 'SpQd', 'OcQd', // 10^120 – 10^147
|
||||
'NoQd', 'Qq', 'UQq', 'DQq', 'TQq', 'QaQq', 'QiQq', 'SxQq', 'SpQq', 'OcQq', // 10^150 – 10^177
|
||||
'NoQq', 'Sg', 'USg', 'DSg', 'TSg', 'QaSg', 'QiSg', 'SxSg', 'SpSg', 'OcSg', // 10^180 – 10^207
|
||||
'NoSg', 'St', 'USt', 'DSt', 'TSt', 'QaSt', 'QiSt', 'SxSt', 'SpSt', 'OcSt', // 10^210 – 10^237
|
||||
'NoSt', 'Og', 'UOg', 'DOg', 'TOg', 'QaOg', 'QiOg', 'SxOg', 'SpOg', 'OcOg', // 10^240 – 10^267
|
||||
'NoOg', 'Na', 'UNa', 'DNa', 'TNa', 'QaNa', 'QiNa', 'SxNa', 'SpNa', 'OcNa', // 10^270 – 10^297
|
||||
'NoNa', 'Ce' // 10^300 – 10^303
|
||||
];
|
||||
|
||||
// Full number scale names for spellf() — educational reference
|
||||
// Short scale (US/modern British): each new name = 1000x the previous
|
||||
const NUMBER_NAMES = [
|
||||
'', 'thousand', 'million', // 10^0, 10^3, 10^6
|
||||
'billion', 'trillion', 'quadrillion', // 10^9, 10^12, 10^15
|
||||
'quintillion', 'sextillion', 'septillion', // 10^18, 10^21, 10^24
|
||||
'octillion', 'nonillion', 'decillion', // 10^27, 10^30, 10^33
|
||||
'undecillion', 'duodecillion', 'tredecillion', // 10^36, 10^39, 10^42
|
||||
'quattuordecillion', 'quindecillion', 'sexdecillion', // 10^45, 10^48, 10^51
|
||||
'septendecillion', 'octodecillion', 'novemdecillion', // 10^54, 10^57, 10^60
|
||||
'vigintillion', 'unvigintillion', 'duovigintillion', // 10^63, 10^66, 10^69
|
||||
'tresvigintillion', 'quattuorvigintillion', 'quinvigintillion', // 10^72, 10^75, 10^78
|
||||
'sesvigintillion', 'septemvigintillion', 'octovigintillion', // 10^81, 10^84, 10^87
|
||||
'novemvigintillion', 'trigintillion', 'untrigintillion', // 10^90, 10^93, 10^96
|
||||
'duotrigintillion', 'trestrigintillion', 'quattuortrigintillion', // 10^99, 10^102, 10^105
|
||||
'quintrigintillion', 'sextrigintillion', 'septentrigintillion', // 10^108, 10^111, 10^114
|
||||
'octotrigintillion', 'novemtrigintillion', 'quadragintillion', // 10^117, 10^120, 10^123
|
||||
'unquadragintillion', 'duoquadragintillion', 'tresquadragintillion', // 10^126, 10^129, 10^132
|
||||
'quattuorquadragintillion', 'quinquadragintillion', 'sesquadragintillion', // 10^135, 10^138, 10^141
|
||||
'septenquadragintillion', 'octoquadragintillion', 'novemquadragintillion', // 10^144, 10^147, 10^150
|
||||
'quinquagintillion', 'unquinquagintillion', 'duoquinquagintillion', // 10^153, 10^156, 10^159
|
||||
'tresquinquagintillion', 'quattuorquinquagintillion','quinquinquagintillion', // 10^162, 10^165, 10^168
|
||||
'sesquinquagintillion', 'septenquinquagintillion', 'octoquinquagintillion', // 10^171, 10^174, 10^177
|
||||
'novemquinquagintillion', 'sexagintillion', 'unsexagintillion', // 10^180, 10^183, 10^186
|
||||
'duosexagintillion', 'tressexagintillion', 'quattuorsexagintillion', // 10^189, 10^192, 10^195
|
||||
'quinsexagintillion', 'sessexagintillion', 'septensexagintillion', // 10^198, 10^201, 10^204
|
||||
'octosexagintillion', 'novemsexagintillion', 'septuagintillion', // 10^207, 10^210, 10^213
|
||||
'unseptuagintillion', 'duoseptuagintillion', 'tresseptuagintillion', // 10^216, 10^219, 10^222
|
||||
'quattuorseptuagintillion', 'quinseptuagintillion', 'sesseptuagintillion', // 10^225, 10^228, 10^231
|
||||
'septenseptuagintillion', 'octoseptuagintillion', 'novemseptuagintillion', // 10^234, 10^237, 10^240
|
||||
'octogintillion', 'unoctogintillion', 'duooctogintillion', // 10^243, 10^246, 10^249
|
||||
'tresoctogintillion', 'quattuoroctogintillion', 'quinoctogintillion', // 10^252, 10^255, 10^258
|
||||
'sesoctogintillion', 'septenoctogintillion', 'octooctogintillion', // 10^261, 10^264, 10^267
|
||||
'novemoctogintillion', 'nonagintillion', 'unnonagintillion', // 10^270, 10^273, 10^276
|
||||
'duononagintillion', 'trenonagintillion', 'quattuornonagintillion', // 10^279, 10^282, 10^285
|
||||
'quinnonagintillion', 'sesnonagintillion', 'septennonagintillion', // 10^288, 10^291, 10^294
|
||||
'octononagintillion', 'novemnonagintillion', 'centillion' // 10^297, 10^300, 10^303
|
||||
];
|
||||
|
||||
/**
|
||||
* Formats a number into a readable string with abbreviations.
|
||||
* @param {number} n - The number to format.
|
||||
* @returns {string} The formatted string.
|
||||
*/
|
||||
function fmt(n) {
|
||||
if (n === undefined || n === null || isNaN(n)) return '0';
|
||||
if (n === Infinity) return '\u221E';
|
||||
if (n === -Infinity) return '-\u221E';
|
||||
if (n < 0) return '-' + fmt(-n);
|
||||
if (n < 1000) return Math.floor(n).toLocaleString();
|
||||
const scale = Math.floor(Math.log10(n) / 3);
|
||||
// At undecillion+ (scale >= 12, i.e. 10^36), switch to spelled-out words
|
||||
// This helps players grasp cosmic scale when digits become meaningless
|
||||
if (scale >= 12) return spellf(n);
|
||||
if (scale >= NUMBER_ABBREVS.length) return n.toExponential(2);
|
||||
const abbrev = NUMBER_ABBREVS[scale];
|
||||
return (n / Math.pow(10, scale * 3)).toFixed(1) + abbrev;
|
||||
}
|
||||
|
||||
// getScaleName() — Returns the full name of the number scale (e.g. "quadrillion")
|
||||
// Educational: helps players understand what the abbreviations mean
|
||||
function getScaleName(n) {
|
||||
if (n < 1000) return '';
|
||||
const scale = Math.floor(Math.log10(n) / 3);
|
||||
return scale < NUMBER_NAMES.length ? NUMBER_NAMES[scale] : '';
|
||||
}
|
||||
|
||||
// spellf() — Converts numbers to full English word form
|
||||
// Educational: shows the actual names of number scales
|
||||
// Examples: spellf(1500) => "one thousand five hundred"
|
||||
// spellf(2500000) => "two million five hundred thousand"
|
||||
// spellf(1e33) => "one decillion"
|
||||
/**
|
||||
* Formats a number into a full word string (e.g., "1.5 million").
|
||||
* @param {number} n - The number to format.
|
||||
* @returns {string} The formatted string.
|
||||
*/
|
||||
function spellf(n) {
|
||||
if (n === undefined || n === null || isNaN(n)) return 'zero';
|
||||
if (n === Infinity) return 'infinity';
|
||||
if (n === -Infinity) return 'negative infinity';
|
||||
if (n < 0) return 'negative ' + spellf(-n);
|
||||
if (n === 0) return 'zero';
|
||||
|
||||
// Small number words (0–999)
|
||||
const ones = ['', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine',
|
||||
'ten', 'eleven', 'twelve', 'thirteen', 'fourteen', 'fifteen', 'sixteen',
|
||||
'seventeen', 'eighteen', 'nineteen'];
|
||||
const tens = ['', '', 'twenty', 'thirty', 'forty', 'fifty', 'sixty', 'seventy', 'eighty', 'ninety'];
|
||||
|
||||
function spellSmall(num) {
|
||||
if (num === 0) return '';
|
||||
if (num < 20) return ones[num];
|
||||
if (num < 100) {
|
||||
return tens[Math.floor(num / 10)] + (num % 10 ? ' ' + ones[num % 10] : '');
|
||||
}
|
||||
const h = Math.floor(num / 100);
|
||||
const remainder = num % 100;
|
||||
return ones[h] + ' hundred' + (remainder ? ' ' + spellSmall(remainder) : '');
|
||||
}
|
||||
|
||||
// For very large numbers beyond our lookup table, fall back
|
||||
if (n >= 1e306) return n.toExponential(2) + ' (beyond centillion)';
|
||||
|
||||
// Use string-based chunking for numbers >= 1e54 to avoid floating point drift
|
||||
// Math.log10 / Math.pow lose precision beyond ~54 bits
|
||||
if (n >= 1e54) {
|
||||
// Convert to scientific notation string, extract digits
|
||||
const sci = n.toExponential(); // "1.23456789e+60"
|
||||
const [coeff, expStr] = sci.split('e+');
|
||||
const exp = parseInt(expStr);
|
||||
// Rebuild as integer string with leading digits from coefficient
|
||||
const coeffDigits = coeff.replace('.', ''); // "123456789"
|
||||
const totalDigits = exp + 1;
|
||||
// Pad with zeros to reach totalDigits, then take our coefficient digits
|
||||
let intStr = coeffDigits;
|
||||
const zerosNeeded = totalDigits - coeffDigits.length;
|
||||
if (zerosNeeded > 0) intStr += '0'.repeat(zerosNeeded);
|
||||
|
||||
// Split into groups of 3 from the right
|
||||
const groups = [];
|
||||
for (let i = intStr.length; i > 0; i -= 3) {
|
||||
groups.unshift(parseInt(intStr.slice(Math.max(0, i - 3), i)));
|
||||
}
|
||||
|
||||
const parts = [];
|
||||
const numGroups = groups.length;
|
||||
for (let i = 0; i < numGroups; i++) {
|
||||
const chunk = groups[i];
|
||||
if (chunk === 0) continue;
|
||||
const scaleIdx = numGroups - 1 - i;
|
||||
const scaleName = scaleIdx < NUMBER_NAMES.length ? NUMBER_NAMES[scaleIdx] : '';
|
||||
parts.push(spellSmall(chunk) + (scaleName ? ' ' + scaleName : ''));
|
||||
}
|
||||
|
||||
return parts.join(' ') || 'zero';
|
||||
}
|
||||
|
||||
// Standard math-based chunking for numbers < 1e54
|
||||
const scale = Math.min(Math.floor(Math.log10(n) / 3), NUMBER_NAMES.length - 1);
|
||||
const parts = [];
|
||||
|
||||
let remaining = n;
|
||||
for (let s = scale; s >= 0; s--) {
|
||||
const divisor = Math.pow(10, s * 3);
|
||||
const chunk = Math.floor(remaining / divisor);
|
||||
remaining = remaining - chunk * divisor;
|
||||
if (chunk > 0 && chunk < 1000) {
|
||||
parts.push(spellSmall(chunk) + (NUMBER_NAMES[s] ? ' ' + NUMBER_NAMES[s] : ''));
|
||||
} else if (chunk >= 1000) {
|
||||
// Floating point chunk too large — shouldn't happen below 1e54
|
||||
parts.push(spellSmall(Math.floor(chunk % 1000)) + (NUMBER_NAMES[s] ? ' ' + NUMBER_NAMES[s] : ''));
|
||||
}
|
||||
}
|
||||
|
||||
return parts.join(' ') || 'zero';
|
||||
}
|
||||
|
||||
// NOTE: exportSave() and importSave() are defined in render.js (file-based).
|
||||
// The clipboard/prompt versions that were here were dead code — render.js
|
||||
// loads after utils.js and overrides them. Removed to avoid confusion.
|
||||
|
||||
function getBuildingCost(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def) return {};
|
||||
const count = G.buildings[id] || 0;
|
||||
const cost = {};
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
cost[resource] = Math.floor(amount * Math.pow(def.costMult, count));
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
|
||||
function setBuyAmount(amt) {
|
||||
G.buyAmount = amt;
|
||||
render();
|
||||
}
|
||||
|
||||
function getMaxBuyable(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def) return 0;
|
||||
const count = G.buildings[id] || 0;
|
||||
// Simulate purchases WITHOUT mutating G — read-only calculation
|
||||
let tempResources = {};
|
||||
for (const r of Object.keys(def.baseCost)) {
|
||||
tempResources[r] = G[r] || 0;
|
||||
}
|
||||
let bought = 0;
|
||||
let simCount = count;
|
||||
while (true) {
|
||||
let canAfford = true;
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
const cost = Math.floor(amount * Math.pow(def.costMult, simCount));
|
||||
if ((tempResources[resource] || 0) < cost) { canAfford = false; break; }
|
||||
}
|
||||
if (!canAfford) break;
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
tempResources[resource] -= Math.floor(amount * Math.pow(def.costMult, simCount));
|
||||
}
|
||||
simCount++;
|
||||
bought++;
|
||||
}
|
||||
return bought;
|
||||
}
|
||||
|
||||
function getBulkCost(id, qty) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def || qty <= 0) return {};
|
||||
const count = G.buildings[id] || 0;
|
||||
const cost = {};
|
||||
for (let i = 0; i < qty; i++) {
|
||||
for (const [resource, amount] of Object.entries(def.baseCost)) {
|
||||
cost[resource] = (cost[resource] || 0) + Math.floor(amount * Math.pow(def.costMult, count + i));
|
||||
}
|
||||
}
|
||||
return cost;
|
||||
}
|
||||
|
||||
function canAffordBuilding(id) {
|
||||
const cost = getBuildingCost(id);
|
||||
for (const [resource, amount] of Object.entries(cost)) {
|
||||
if ((G[resource] || 0) < amount) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function spendBuilding(id) {
|
||||
const cost = getBuildingCost(id);
|
||||
for (const [resource, amount] of Object.entries(cost)) {
|
||||
G[resource] -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
function canAffordProject(project) {
|
||||
for (const [resource, amount] of Object.entries(project.cost)) {
|
||||
if ((G[resource] || 0) < amount) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
function spendProject(project) {
|
||||
for (const [resource, amount] of Object.entries(project.cost)) {
|
||||
G[resource] -= amount;
|
||||
}
|
||||
}
|
||||
|
||||
function getClickPower() {
|
||||
return (1 + Math.floor(G.buildings.autocoder * 0.5) + Math.max(0, (G.phase - 1)) * 2) * G.codeBoost;
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns a burst of particles at (x, y) for visual feedback.
|
||||
* @param {number} x - Center X in viewport pixels.
|
||||
* @param {number} y - Center Y in viewport pixels.
|
||||
* @param {string} color - Particle color (CSS value).
|
||||
* @param {number} [count=12] - Number of particles.
|
||||
*/
|
||||
function spawnParticles(x, y, color, count) {
|
||||
count = count || 12;
|
||||
for (let i = 0; i < count; i++) {
|
||||
const el = document.createElement('div');
|
||||
el.className = 'particle';
|
||||
const size = 3 + Math.random() * 4;
|
||||
const angle = (Math.PI * 2 * i / count) + (Math.random() - 0.5) * 0.5;
|
||||
const dist = 30 + Math.random() * 40;
|
||||
const px = Math.cos(angle) * dist;
|
||||
const py = Math.sin(angle) * dist;
|
||||
el.style.cssText =
|
||||
'left:' + x + 'px;top:' + y + 'px;width:' + size + 'px;height:' + size +
|
||||
'px;background:' + color + ';--px:' + px + 'px;--py:' + py + 'px';
|
||||
document.body.appendChild(el);
|
||||
setTimeout(function() { el.remove(); }, 650);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates production rates for all resources based on buildings and boosts.
|
||||
*/
|
||||
280
qa_beacon.md
Normal file
280
qa_beacon.md
Normal file
@@ -0,0 +1,280 @@
|
||||
# The Beacon — QA Playtest Report
|
||||
**Date:** 2026-04-12
|
||||
**Tester:** Hermes Agent (automated code analysis + simulated play)
|
||||
**Version:** HEAD (main branch)
|
||||
|
||||
---
|
||||
|
||||
## CRITICAL BUGS
|
||||
|
||||
### BUG-01: Duplicate `const` declarations across data.js and engine.js
|
||||
**Severity:** CRITICAL (game-breaking)
|
||||
**Files:** `js/data.js`, `js/engine.js`
|
||||
**Description:** Both files declare the same global constants:
|
||||
- `const CONFIG` (both files)
|
||||
- `const G` (both files)
|
||||
- `const PHASES` (both files)
|
||||
- `const BDEF` (both files)
|
||||
- `const PDEFS` (both files)
|
||||
|
||||
Script load order in index.html: data.js loads first, then engine.js.
|
||||
Since both use `const`, the browser will throw `SyntaxError: redeclaration of const CONFIG` (Firefox) or `Identifier 'CONFIG' has already been declared` (Chrome) when engine.js loads. **The game cannot start.**
|
||||
|
||||
**Fix:** Remove these declarations from one of the two files. Recommend keeping definitions in `data.js` and having `engine.js` only contain logic functions (tick, updateRates, etc.).
|
||||
|
||||
### BUG-02: BDEF array has extra `},` creating invalid array element
|
||||
**Severity:** CRITICAL
|
||||
**File:** `js/engine.js` lines 357-358
|
||||
**Description:**
|
||||
```javascript
|
||||
}, // closes memPalace object
|
||||
}, // <-- EXTRA: this becomes `undefined` or invalid array element
|
||||
{
|
||||
id: 'harvesterDrone', ...
|
||||
```
|
||||
The `},` on line 358 is a stray empty element. After `memPalace`'s closing `},` there is another `},` which creates an invalid or empty slot in the BDEF array. This breaks the drone buildings that follow (harvesterDrone, wireDrone, droneFactory).
|
||||
|
||||
**Fix:** Remove the extra `},` on line 358.
|
||||
|
||||
### BUG-03: Duplicate project definitions — `p_the_pact` and `p_the_pact_early`
|
||||
**Severity:** HIGH
|
||||
**Files:** `js/data.js` lines 612-619, lines 756-770
|
||||
**Description:** Two Pact projects exist:
|
||||
1. `p_the_pact` — costs 100 trust, triggers at totalImpact >= 10000, trust >= 75. Grants `impactBoost *= 3`.
|
||||
2. `p_the_pact_early` — costs 10 trust, triggers at deployFlag === 1, trust >= 5. Grants `codeBoost *= 0.8, computeBoost *= 0.8, userBoost *= 0.9, impactBoost *= 1.5`.
|
||||
|
||||
Both set `G.pactFlag = 1`. If the player buys the early version, the late-game version's trigger (`G.pactFlag !== 1`) is never met, so it never appears. This is likely intentional design (choose your path), BUT:
|
||||
- The early Pact REDUCES boosts (0.8x code/compute) as a tradeoff. A new player may not understand this penalty.
|
||||
- If the player somehow buys BOTH (race condition or save manipulation), `pactFlag` is set twice and `impactBoost` is multiplied by 3 AND the early penalties apply.
|
||||
|
||||
**Fix:** Add a guard in `p_the_pact` trigger: `&& G.pactFlag !== 1`.
|
||||
|
||||
---
|
||||
|
||||
## FUNCTIONAL BUGS
|
||||
|
||||
### BUG-04: Resource key mismatch — `user` vs `users`
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/engine.js` lines 15, `js/data.js` building definitions
|
||||
**Description:** The game state uses `G.users` as the resource name, but building rate definitions use `user` as the key:
|
||||
```javascript
|
||||
rates: { user: 10 } // api building
|
||||
rates: { user: 50, impact: 2 } // fineTuner
|
||||
```
|
||||
In `updateRates()`, the code checks `resource === 'user'` and adds to `G.userRate`. This works for rate calculation, but the naming mismatch is confusing and could cause bugs if someone tries to reference `G.user` (which is `undefined`).
|
||||
|
||||
**Fix:** Standardize on one key name. Either rename the resource to `user` everywhere or change building rate keys to `users`.
|
||||
|
||||
### BUG-05: Bilbo randomness recalculated every tick (10Hz)
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/engine.js` lines 81-87
|
||||
**Description:**
|
||||
```javascript
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_BURST_CHANCE) {
|
||||
G.creativityRate += 50 * G.buildings.bilbo;
|
||||
}
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_VANISH_CHANCE) {
|
||||
G.creativityRate = 0;
|
||||
}
|
||||
```
|
||||
`updateRates()` is called every tick via the render loop. Each tick, Bilbo has independent 10% burst and 5% vanish chances. Over 10 seconds (100 ticks):
|
||||
- Probability of at least one burst: `1 - 0.9^100 = 99.997%`
|
||||
- Probability of at least one vanish: `1 - 0.95^100 = 99.4%`
|
||||
|
||||
The vanish check runs AFTER the burst check, so a burst can be immediately overwritten by vanish on the same tick. Effectively, Bilbo's "wildcard" behavior is almost guaranteed every second, making it predictable rather than surprising.
|
||||
|
||||
**Fix:** Move Bilbo's random effects to a separate timer-based system (e.g., roll once per 10-30 seconds) or use a tick counter.
|
||||
|
||||
### BUG-06: Memory leak toast says "trust draining" but resolves with code
|
||||
**Severity:** LOW (cosmetic/misleading)
|
||||
**File:** `js/engine.js` line 660
|
||||
**Description:**
|
||||
```javascript
|
||||
showToast('Memory Leak — trust draining', 'event');
|
||||
```
|
||||
But the actual resolve cost is:
|
||||
```javascript
|
||||
resolveCost: { resource: 'ops', amount: 100 }
|
||||
```
|
||||
The toast says "trust draining" but the event drains compute (70% reduction) and ops, and costs 100 ops to resolve. The toast message is misleading.
|
||||
|
||||
**Fix:** Change toast to `'Memory Leak — compute draining'`.
|
||||
|
||||
### BUG-07: `phase-transition` overlay element missing from HTML
|
||||
**Severity:** LOW (visual feature broken)
|
||||
**File:** `js/engine.js` line 237, `index.html`
|
||||
**Description:** `showPhaseTransition()` looks for `document.getElementById('phase-transition')` but this element does not exist in `index.html`. Phase transitions will silently fail — no celebratory overlay appears.
|
||||
|
||||
**Fix:** Add the phase-transition overlay div to index.html or create it dynamically in `showPhaseTransition()`.
|
||||
|
||||
### BUG-08: `renderResources` null reference risk on rescues
|
||||
**Severity:** LOW
|
||||
**File:** `js/engine.js` line 954
|
||||
**Description:**
|
||||
```javascript
|
||||
const rescuesRes = document.getElementById('r-rescues');
|
||||
if (rescuesRes) {
|
||||
rescuesRes.closest('.res').style.display = ...
|
||||
```
|
||||
If the rescues `.res` container is missing or the DOM structure is different, `closest('.res')` could return `null` and throw. In practice the HTML structure supports this, but no null check on `closest()`.
|
||||
|
||||
**Fix:** Add null check: `const container = rescuesRes.closest('.res'); if (container) container.style.display = ...`
|
||||
|
||||
---
|
||||
|
||||
## ACCESSIBILITY ISSUES
|
||||
|
||||
### BUG-09: Mute and Contrast buttons referenced but not in HTML
|
||||
**Severity:** MEDIUM (accessibility)
|
||||
**Files:** `js/main.js` lines 76-93, `index.html`
|
||||
**Description:** `toggleMute()` looks for `#mute-btn` and `toggleContrast()` looks for `#contrast-btn`. Neither button exists in `index.html`. The keyboard shortcuts M (mute) and C (contrast) will silently do nothing.
|
||||
|
||||
**Fix:** Add mute and contrast buttons to the HTML header or action panel.
|
||||
|
||||
### BUG-10: Missing `role="status"` on resource display updates
|
||||
**Severity:** LOW (screen readers)
|
||||
**File:** `index.html` line 117
|
||||
**Description:** The resources div has `aria-live="polite"` which is good, but rapid updates (10Hz) will flood screen readers with announcements. Consider throttling aria-live updates to once per second.
|
||||
|
||||
### BUG-11: Tutorial overlay traps focus
|
||||
**Severity:** MEDIUM (keyboard accessibility)
|
||||
**File:** `js/tutorial.js`
|
||||
**Description:** The tutorial overlay doesn't implement focus trapping. Screen reader users can tab behind the overlay. Also, the overlay doesn't set `role="dialog"` or `aria-modal="true"`.
|
||||
|
||||
**Fix:** Add `role="dialog"`, `aria-modal="true"` to the tutorial overlay, and implement focus trapping.
|
||||
|
||||
---
|
||||
|
||||
## UI/UX ISSUES
|
||||
|
||||
### BUG-12: Harmony tooltip shows rate ×10
|
||||
**Severity:** LOW (confusing)
|
||||
**File:** `js/engine.js` line 972
|
||||
**Description:
|
||||
```javascript
|
||||
lines.push(`${b.label}: ${b.value >= 0 ? '+' : ''}${(b.value * 10).toFixed(1)}/s`);
|
||||
```
|
||||
The harmony breakdown tooltip multiplies by 10, presumably to convert from per-tick (0.1s) to per-second. But `b.value` is already the per-second rate (set from `CONFIG.HARMONY_DRAIN_PER_WIZARD` etc. which are per-second values used in `G.harmonyRate`). The ×10 multiplication makes the tooltip display 10× the actual rate.
|
||||
|
||||
**Fix:** Remove the `* 10` multiplier: `b.value.toFixed(1)` instead of `(b.value * 10).toFixed(1)`.
|
||||
|
||||
### BUG-13: Auto-type increments totalClicks
|
||||
**Severity:** LOW (statistics inflation)
|
||||
**File:** `js/engine.js` line 783
|
||||
**Description:**
|
||||
```javascript
|
||||
function autoType() {
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++; // <-- inflates click count
|
||||
}
|
||||
```
|
||||
Auto-type fires automatically from buildings but increments the "Clicks" stat, making it meaningless as a manual-click counter.
|
||||
|
||||
**Fix:** Remove `G.totalClicks++` from `autoType()`.
|
||||
|
||||
### BUG-14: Spelling: "AutoCod" missing 'e'
|
||||
**Severity:** TRIVIAL (typo)
|
||||
**File:** `js/data.js` line 775
|
||||
**Description:**
|
||||
```javascript
|
||||
{ flag: 1, msg: "AutoCod available" },
|
||||
```
|
||||
Should be "AutoCoder".
|
||||
|
||||
**Fix:** Change to `"AutoCoder available"`.
|
||||
|
||||
### BUG-15: No negative resource protection
|
||||
**Severity:** LOW
|
||||
**Files:** `js/engine.js`, `js/utils.js`
|
||||
**Description:** Resources can go negative in several scenarios:
|
||||
- `ops` can go negative from Fenrir buildings (`ops: -1` rate)
|
||||
- Spending resources doesn't check for negative results (only checks affordability before spending)
|
||||
- Negative resources display with a minus sign via `fmt()` but can trigger weird behavior in threshold checks
|
||||
|
||||
**Fix:** Add `G.ops = Math.max(0, G.ops)` in the tick function, or clamp all resources after production.
|
||||
|
||||
---
|
||||
|
||||
## BALANCE ISSUES
|
||||
|
||||
### BAL-01: Drone buildings have absurdly high rates
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/engine.js` lines 362-382
|
||||
**Description:** The three drone buildings have rates in the millions/billions:
|
||||
- harvesterDrone: `code: 26,180,339` (≈26M per drone per second)
|
||||
- wireDrone: `compute: 16,180,339` (≈16M per drone per second)
|
||||
- droneFactory: `code: 161,803,398`, `compute: 100,000,000`
|
||||
|
||||
These appear to use golden ratio values as literal rates. One harvester drone produces more code per second than all other buildings combined by several orders of magnitude. This completely breaks game balance once unlocked.
|
||||
|
||||
**Fix:** Scale down by ~10000x or redesign to use golden ratio as a multiplier rather than absolute rate.
|
||||
|
||||
### BAL-02: Community building costs 25,000 trust
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/data.js` line 243
|
||||
**Description:**
|
||||
```javascript
|
||||
baseCost: { trust: 25000 }, costMult: 1.15,
|
||||
```
|
||||
Trust generation is slow (typically 0.5-10/sec). Accumulating 25,000 trust would take 40+ minutes of dedicated trust-building. Meanwhile the building produces code (100/s) and users (30/s), which is modest compared to the trust investment.
|
||||
|
||||
**Fix:** Reduce trust cost to 2,500 or increase the building's output significantly.
|
||||
|
||||
### BAL-03: "Request More Compute" repeatable project can drain trust
|
||||
**Severity:** LOW
|
||||
**File:** `js/data.js` lines 376-387
|
||||
**Description:** `p_wire_budget` costs 1 trust and also subtracts 1 trust in its effect:
|
||||
```javascript
|
||||
cost: { trust: 1 },
|
||||
effect: () => { G.trust -= 1; G.compute += 100 + ...; }
|
||||
```
|
||||
This means each use costs 2 trust total. The trigger (`G.compute < 1`) fires whenever compute is depleted. If a player has no compute generation and clicks this repeatedly, they can drain trust to 0 or negative.
|
||||
|
||||
**Fix:** Change the effect to not double-count trust. Either remove from cost or from effect.
|
||||
|
||||
---
|
||||
|
||||
## SAVE/LOAD ISSUES
|
||||
|
||||
### SAV-01: Debuffs re-apply effects on load, then updateRates applies again
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/render.js` (loadGame function) lines 281-292
|
||||
**Description:** When loading a save with active debuffs, the code re-fires `evDef.effect()` which pushes a debuff with an `applyFn`. Then `updateRates()` is called, which runs each debuff's `applyFn`. Some debuffs apply permanent rate modifications in their `applyFn` (e.g., `G.codeRate *= 0.5`). If `updateRates()` was already called before debuff restoration, the rates are correct. But the order matters and could lead to double-application.
|
||||
|
||||
Looking at the actual load sequence: `updateRates()` is NOT called before debuff restoration. Debuffs are restored, THEN `updateRates()` is called. The `applyFn`s run inside `updateRates()`, so the sequence is actually correct. However, the debuff `effect()` function also logs messages and shows toasts during load, which may confuse the player.
|
||||
|
||||
**Fix:** Suppress logging/toasts during debuff restoration by checking `G.isLoading` (which is set to true during load).
|
||||
|
||||
---
|
||||
|
||||
## SUMMARY
|
||||
|
||||
| Category | Count |
|
||||
|----------|-------|
|
||||
| Critical Bugs | 3 |
|
||||
| Functional Bugs | 5 |
|
||||
| Accessibility Issues | 3 |
|
||||
| UI/UX Issues | 4 |
|
||||
| Balance Issues | 3 |
|
||||
| Save/Load Issues | 1 |
|
||||
| **Total** | **19** |
|
||||
|
||||
### Top Priority Fixes:
|
||||
1. **BUG-01:** Remove duplicate `const` declarations (game cannot start)
|
||||
2. **BUG-02:** Remove stray `},` in BDEF array (drone buildings broken)
|
||||
3. **BUG-03:** Guard against double-Pact purchase
|
||||
4. **BAL-01:** Fix drone building rates (absurd numbers)
|
||||
5. **BUG-07:** Add phase-transition overlay element
|
||||
|
||||
### Positive Observations:
|
||||
- Excellent ARIA labeling on most interactive elements
|
||||
- Robust save/load system with validation and offline progress
|
||||
- Good keyboard shortcut coverage (Space, 1-4, B, S, E, I, Ctrl+S, ?)
|
||||
- Educational content is well-written and relevant
|
||||
- Combo system creates engaging click gameplay
|
||||
- Sound design uses procedural audio (no external files needed)
|
||||
- Tutorial is well-structured with skip option
|
||||
- Toast notification system is polished
|
||||
- Strategy engine provides useful guidance
|
||||
- Production breakdown helps players understand mechanics
|
||||
26
scripts/guardrails.js
Normal file
26
scripts/guardrails.js
Normal file
@@ -0,0 +1,26 @@
|
||||
|
||||
/**
|
||||
* Symbolic Guardrails for The Beacon
|
||||
* Ensures game logic consistency.
|
||||
*/
|
||||
class Guardrails {
|
||||
static validateStats(stats) {
|
||||
const required = ['hp', 'maxHp', 'mp', 'maxMp', 'level'];
|
||||
required.forEach(r => {
|
||||
if (!(r in stats)) throw new Error(`Missing stat: ${r}`);
|
||||
});
|
||||
if (stats.hp > stats.maxHp) return { valid: false, reason: 'HP exceeds MaxHP' };
|
||||
return { valid: true };
|
||||
}
|
||||
|
||||
static validateDebuff(debuff, stats) {
|
||||
if (debuff.type === 'drain' && stats.hp <= 1) {
|
||||
return { valid: false, reason: 'Drain debuff on critical HP' };
|
||||
}
|
||||
return { valid: true };
|
||||
}
|
||||
}
|
||||
|
||||
// Test
|
||||
const playerStats = { hp: 50, maxHp: 100, mp: 20, maxMp: 50, level: 1 };
|
||||
console.log('Stats check:', Guardrails.validateStats(playerStats));
|
||||
102
scripts/guardrails.sh
Normal file
102
scripts/guardrails.sh
Normal file
@@ -0,0 +1,102 @@
|
||||
#!/usr/bin/env bash
|
||||
# Static guardrail checks for game.js. Run from repo root.
|
||||
#
|
||||
# Each check prints a PASS/FAIL line and contributes to the final exit code.
|
||||
# The rules enforced here come from AGENTS.md — keep the two files in sync.
|
||||
#
|
||||
# Some rules are marked PENDING: they describe invariants we've agreed on but
|
||||
# haven't reached on main yet (because another open PR is landing the fix).
|
||||
# PENDING rules print their current violation count without failing the job;
|
||||
# convert them to hard failures once the blocking PR merges.
|
||||
|
||||
set -u
|
||||
fail=0
|
||||
|
||||
say() { printf '%s\n' "$*"; }
|
||||
banner() { say ""; say "==== $* ===="; }
|
||||
|
||||
# ---------- Rule 1: no *Boost mutation inside applyFn blocks ----------
|
||||
# Persistent multipliers (codeBoost, computeBoost, ...) must not be written
|
||||
# from any function that runs per tick. The `applyFn` of a debuff is invoked
|
||||
# on every updateRates() call, so `G.codeBoost *= 0.7` inside applyFn compounds
|
||||
# and silently zeros code production. See AGENTS.md rule 1.
|
||||
banner "Rule 1: no *Boost mutation inside applyFn"
|
||||
rule1_hits=$(awk '
|
||||
/applyFn:/ { inFn=1; brace=0; next }
|
||||
inFn {
|
||||
n = gsub(/\{/, "{")
|
||||
brace += n
|
||||
if ($0 ~ /(codeBoost|computeBoost|knowledgeBoost|userBoost|impactBoost)[[:space:]]*([*\/+\-]=|=)/) {
|
||||
print FILENAME ":" NR ": " $0
|
||||
}
|
||||
n = gsub(/\}/, "}")
|
||||
brace -= n
|
||||
if (brace <= 0) inFn = 0
|
||||
}
|
||||
' game.js)
|
||||
if [ -z "$rule1_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL — see AGENTS.md rule 1"
|
||||
say "$rule1_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 2: click power has a single source (getClickPower) ----------
|
||||
# The formula should live only inside getClickPower(). If it appears anywhere
|
||||
# else, the sites will drift when someone changes the formula.
|
||||
banner "Rule 2: click power formula has one source"
|
||||
rule2_hits=$(grep -nE 'Math\.floor\(G\.buildings\.autocoder \* 0\.5\)' game.js || true)
|
||||
rule2_count=0
|
||||
if [ -n "$rule2_hits" ]; then
|
||||
rule2_count=$(printf '%s\n' "$rule2_hits" | grep -c .)
|
||||
fi
|
||||
if [ "$rule2_count" -le 1 ]; then
|
||||
say " PASS ($rule2_count site)"
|
||||
else
|
||||
say " FAIL — $rule2_count sites; inline into getClickPower() only"
|
||||
printf '%s\n' "$rule2_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 3: loadGame uses a whitelist, not Object.assign ----------
|
||||
# Object.assign(G, data) lets a malicious or corrupted save file set any G
|
||||
# field, and hides drift when saveGame's explicit list diverges from what
|
||||
# the game actually reads. See AGENTS.md rule 3.
|
||||
banner "Rule 3: loadGame uses a whitelist"
|
||||
rule3_hits=$(grep -nE 'Object\.assign\(G,[[:space:]]*data\)' game.js || true)
|
||||
if [ -z "$rule3_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL — see AGENTS.md rule 3"
|
||||
printf '%s\n' "$rule3_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
# ---------- Rule 7: no secrets in the tree ----------
|
||||
# Scans for common token prefixes. Expand the pattern list when new key
|
||||
# formats appear in the fleet. See AGENTS.md rule 7.
|
||||
banner "Rule 7: secret scan"
|
||||
secret_hits=$(grep -rnE 'sk-ant-[a-zA-Z0-9_-]{6,}|sk-or-[a-zA-Z0-9_-]{6,}|ghp_[a-zA-Z0-9]{20,}|AKIA[0-9A-Z]{16}' \
|
||||
--include='*.js' --include='*.json' --include='*.md' --include='*.html' \
|
||||
--include='*.yml' --include='*.yaml' --include='*.py' --include='*.sh' \
|
||||
--exclude-dir=.git --exclude-dir=.gitea . || true)
|
||||
# Strip our own literal-prefix patterns (this file, AGENTS.md, workflow) so the
|
||||
# check doesn't match the very grep that implements it.
|
||||
secret_hits=$(printf '%s\n' "$secret_hits" | grep -v -E '(AGENTS\.md|guardrails\.sh|guardrails\.yml)' || true)
|
||||
if [ -z "$secret_hits" ]; then
|
||||
say " PASS"
|
||||
else
|
||||
say " FAIL"
|
||||
printf '%s\n' "$secret_hits"
|
||||
fail=1
|
||||
fi
|
||||
|
||||
banner "result"
|
||||
if [ "$fail" = "0" ]; then
|
||||
say "all guardrails passed"
|
||||
exit 0
|
||||
else
|
||||
say "one or more guardrails failed"
|
||||
exit 1
|
||||
fi
|
||||
76
scripts/smoke.mjs
Normal file
76
scripts/smoke.mjs
Normal file
@@ -0,0 +1,76 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* The Beacon — Enhanced Smoke Test
|
||||
*
|
||||
* Validates:
|
||||
* 1. All JS files parse without syntax errors
|
||||
* 2. HTML references valid script sources
|
||||
* 3. Game data structures are well-formed
|
||||
* 4. No banned provider references
|
||||
*/
|
||||
|
||||
import { readFileSync, existsSync } from "fs";
|
||||
import { execSync } from "child_process";
|
||||
import { join } from "path";
|
||||
|
||||
const ROOT = process.cwd();
|
||||
let failures = 0;
|
||||
|
||||
function check(label, fn) {
|
||||
try {
|
||||
fn();
|
||||
console.log(` ✔ ${label}`);
|
||||
} catch (e) {
|
||||
console.error(` ✘ ${label}: ${e.message}`);
|
||||
failures++;
|
||||
}
|
||||
}
|
||||
|
||||
console.log("--- The Beacon Smoke Test ---\n");
|
||||
|
||||
// 1. All JS files parse
|
||||
console.log("[Syntax]");
|
||||
const jsFiles = execSync("find . -name '*.js' -not -path './node_modules/*'", { encoding: "utf8" })
|
||||
.trim().split("\n").filter(Boolean);
|
||||
|
||||
for (const f of jsFiles) {
|
||||
check(`Parse ${f}`, () => {
|
||||
execSync(`node --check ${f}`, { encoding: "utf8" });
|
||||
});
|
||||
}
|
||||
|
||||
// 2. HTML script references exist
|
||||
console.log("\n[HTML References]");
|
||||
if (existsSync(join(ROOT, "index.html"))) {
|
||||
const html = readFileSync(join(ROOT, "index.html"), "utf8");
|
||||
const scriptRefs = [...html.matchAll(/src=["']([^"']+\.js)["']/g)].map(m => m[1]);
|
||||
for (const ref of scriptRefs) {
|
||||
check(`Script ref: ${ref}`, () => {
|
||||
if (!existsSync(join(ROOT, ref))) throw new Error("File not found");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Game data structure check
|
||||
console.log("\n[Game Data]");
|
||||
check("js/data.js exists", () => {
|
||||
if (!existsSync(join(ROOT, "js/data.js"))) throw new Error("Missing");
|
||||
});
|
||||
|
||||
// 4. No banned providers
|
||||
console.log("\n[Policy]");
|
||||
check("No Anthropic references", () => {
|
||||
try {
|
||||
const result = execSync(
|
||||
"grep -ril 'anthropic\\|claude-sonnet\\|claude-opus\\|sk-ant-' --include='*.js' --include='*.json' --include='*.html' . 2>/dev/null || true",
|
||||
{ encoding: "utf8" }
|
||||
).trim();
|
||||
if (result) throw new Error(`Found in: ${result}`);
|
||||
} catch (e) {
|
||||
if (e.message.startsWith("Found")) throw e;
|
||||
}
|
||||
});
|
||||
|
||||
// Summary
|
||||
console.log(`\n--- ${failures === 0 ? "ALL PASSED" : `${failures} FAILURE(S)`} ---`);
|
||||
process.exit(failures > 0 ? 1 : 0);
|
||||
Reference in New Issue
Block a user