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bezalel/fl
| Author | SHA1 | Date | |
|---|---|---|---|
| 85a3e150f1 |
@@ -1,27 +0,0 @@
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name: Accessibility Checks
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on:
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pull_request:
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branches: [main]
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jobs:
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a11y-audit:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- name: Validate ARIA Attributes in game.js
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run: |
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echo "Checking game.js for ARIA attributes..."
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grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
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grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
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grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
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- name: Validate ARIA Roles in index.html
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run: |
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echo "Checking index.html for ARIA roles..."
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grep -q "role=" index.html || (echo "ERROR: No ARIA roles found in index.html" && exit 1)
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- name: Syntax Check JS
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run: |
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node -c game.js
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@@ -1,24 +0,0 @@
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name: Smoke Test
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on:
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pull_request:
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push:
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branches: [main]
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jobs:
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smoke:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- uses: actions/setup-python@v5
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with:
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python-version: '3.11'
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- name: Parse check
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run: |
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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
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find . -name '*.py' | xargs -r python3 -m py_compile
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find . -name '*.sh' | xargs -r bash -n
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echo "PASS: All files parse"
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- name: Secret scan
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run: |
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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"
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@@ -4,33 +4,6 @@
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// ============================================================
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// === GLOBALS (mirroring Paperclips' globals.js pattern) ===
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const CONFIG = {
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HARMONY_DRAIN_PER_WIZARD: 0.05,
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PACT_HARMONY_GAIN: 0.2,
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WATCH_HARMONY_GAIN: 0.1,
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MEM_PALACE_HARMONY_GAIN: 0.15,
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BILBO_BURST_CHANCE: 0.1,
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BILBO_VANISH_CHANCE: 0.05,
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EVENT_PROBABILITY: 0.02,
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OFFLINE_EFFICIENCY: 0.5,
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AUTO_SAVE_INTERVAL: 30000,
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COMBO_DECAY: 2.0,
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SPRINT_COOLDOWN: 60,
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SPRINT_DURATION: 10,
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SPRINT_MULTIPLIER: 10,
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PHASE_2_THRESHOLD: 2000,
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PHASE_3_THRESHOLD: 20000,
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PHASE_4_THRESHOLD: 200000,
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PHASE_5_THRESHOLD: 2000000,
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PHASE_6_THRESHOLD: 20000000,
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OPS_RATE_USER_MULT: 0.01,
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CREATIVITY_RATE_BASE: 0.5,
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CREATIVITY_RATE_USER_MULT: 0.001,
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OPS_OVERFLOW_THRESHOLD: 0.8,
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OPS_OVERFLOW_DRAIN_RATE: 2,
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OPS_OVERFLOW_CODE_MULT: 10
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};
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const G = {
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// Primary resources
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code: 0,
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@@ -38,7 +11,6 @@ const G = {
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knowledge: 0,
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users: 0,
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impact: 0,
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rescues: 0,
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ops: 5,
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trust: 5,
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creativity: 0,
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@@ -50,7 +22,6 @@ const G = {
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totalKnowledge: 0,
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totalUsers: 0,
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totalImpact: 0,
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totalRescues: 0,
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// Rates (calculated each tick)
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codeRate: 0,
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@@ -58,7 +29,6 @@ const G = {
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knowledgeRate: 0,
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userRate: 0,
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impactRate: 0,
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rescuesRate: 0,
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opsRate: 0,
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trustRate: 0,
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creativityRate: 0,
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@@ -85,8 +55,7 @@ const G = {
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ezra: 0,
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timmy: 0,
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fenrir: 0,
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bilbo: 0,
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memPalace: 0
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bilbo: 0
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},
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// Boost multipliers
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@@ -105,7 +74,6 @@ const G = {
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memoryFlag: 0,
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pactFlag: 0,
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swarmFlag: 0,
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swarmRate: 0,
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// Game state
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running: true,
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@@ -126,7 +94,6 @@ const G = {
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maxKnowledge: 0,
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maxUsers: 0,
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maxImpact: 0,
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maxRescues: 0,
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maxTrust: 5,
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maxOps: 5,
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maxHarmony: 50,
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@@ -135,39 +102,20 @@ const G = {
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drift: 0,
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lastEventAt: 0,
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eventCooldown: 0,
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activeDebuffs: [], // [{id, title, desc, applyFn, resolveCost, resolveCostType}]
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totalEventsResolved: 0,
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// Combo system
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comboCount: 0,
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comboTimer: 0,
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comboDecay: CONFIG.COMBO_DECAY, // seconds before combo resets
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// Bulk buy multiplier (1, 10, or -1 for max)
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buyAmount: 1,
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// Code Sprint ability
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sprintActive: false,
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sprintTimer: 0, // seconds remaining on active sprint
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sprintCooldown: 0, // seconds until sprint available again
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sprintDuration: CONFIG.SPRINT_DURATION, // seconds of boost
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sprintCooldownMax: CONFIG.SPRINT_COOLDOWN,// seconds cooldown
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sprintMult: CONFIG.SPRINT_MULTIPLIER, // code multiplier during sprint
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// Time tracking
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playTime: 0,
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startTime: 0,
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flags: {}
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startTime: 0
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};
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// === PHASE DEFINITIONS ===
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const PHASES = {
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1: { name: "THE FIRST LINE", threshold: 0, desc: "Write code. Automate. Build the foundation." },
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2: { name: "LOCAL INFERENCE", threshold: CONFIG.PHASE_2_THRESHOLD, desc: "You have compute. A model is forming." },
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3: { name: "DEPLOYMENT", threshold: CONFIG.PHASE_3_THRESHOLD, desc: "Your AI is live. Users are finding it." },
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4: { name: "THE NETWORK", threshold: CONFIG.PHASE_4_THRESHOLD, desc: "Community contributes. The system scales." },
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5: { name: "SOVEREIGN INTELLIGENCE", threshold: CONFIG.PHASE_5_THRESHOLD, desc: "The AI improves itself. You guide, do not control." },
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6: { name: "THE BEACON", threshold: CONFIG.PHASE_6_THRESHOLD, desc: "Always on. Always free. Always looking for someone in the dark." }
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2: { name: "LOCAL INFERENCE", threshold: 2000, desc: "You have compute. A model is forming." },
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3: { name: "DEPLOYMENT", threshold: 20000, desc: "Your AI is live. Users are finding it." },
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4: { name: "THE NETWORK", threshold: 200000, desc: "Community contributes. The system scales." },
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5: { name: "SOVEREIGN INTELLIGENCE", threshold: 2000000, desc: "The AI improves itself. You guide, do not control." },
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6: { name: "THE BEACON", threshold: 20000000, desc: "Always on. Always free. Always looking for someone in the dark." }
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};
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// === BUILDING DEFINITIONS ===
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@@ -281,7 +229,7 @@ const BDEF = [
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id: 'beacon', name: 'Beacon Node',
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desc: 'Always on. Always listening. Always looking for someone in the dark.',
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baseCost: { impact: 5000000 }, costMult: 1.15,
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rates: { impact: 5000, user: 10000, rescues: 50 },
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rates: { impact: 5000, user: 10000 },
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unlock: () => G.totalImpact >= 500000 && G.beaconFlag === 1, phase: 6,
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edu: 'The Beacon exists because one person in the dark needs one thing: proof they are not alone.'
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},
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@@ -289,7 +237,7 @@ const BDEF = [
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id: 'meshNode', name: 'Mesh Network Node',
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desc: 'Peer-to-peer. No single point of failure. Unstoppable.',
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baseCost: { impact: 25000000 }, costMult: 1.15,
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rates: { impact: 25000, user: 50000, rescues: 250 },
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rates: { impact: 25000, user: 50000 },
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unlock: () => G.totalImpact >= 5000000 && G.beaconFlag === 1, phase: 6,
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edu: 'Decentralized means unstoppable. If one Beacon goes dark, a thousand more carry the signal.'
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},
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@@ -341,14 +289,6 @@ const BDEF = [
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rates: { creativity: 1 },
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unlock: () => G.totalUsers >= 100 && G.flags && G.flags.creativity, phase: 4,
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edu: 'Bilbo is unpredictable. That is his value and his cost.'
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},
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{
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id: 'memPalace', name: 'MemPalace Archive',
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desc: 'Semantic memory. The AI remembers what matters and forgets what does not.',
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baseCost: { knowledge: 500000, compute: 200000, trust: 100 }, costMult: 1.25,
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rates: { knowledge: 250, impact: 100 },
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unlock: () => G.totalKnowledge >= 50000 && G.mempalaceFlag === 1, phase: 5,
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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.'
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}
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];
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@@ -390,7 +330,7 @@ const PDEFS = [
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name: 'Deploy the System',
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desc: 'Take it live. Let real people use it. No going back.',
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cost: { trust: 5, compute: 500 },
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trigger: () => G.totalCode >= 200 && G.totalCompute >= 100 && G.deployFlag === 0,
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trigger: () => G.totalCode >= 200 && G.totalCompute >= 100,
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effect: () => {
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G.deployFlag = 1;
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G.phase = Math.max(G.phase, 3);
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@@ -453,22 +393,6 @@ const PDEFS = [
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trigger: () => G.totalCompute >= 20000,
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effect: () => { G.computeBoost *= 10; log('Quantum-inspired algorithms active. 10x compute multiplier.'); }
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},
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{
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id: 'p_open_weights',
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name: 'Open Weights',
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desc: 'Download and run a 3B model fully locally. No API key. No terms of service. Your machine, your rules.',
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cost: { compute: 3000, code: 1500 },
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trigger: () => G.buildings.server >= 1 && G.totalCode >= 1000,
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effect: () => { G.codeBoost *= 2; G.computeBoost *= 1.5; log('Open weights loaded. A 3B model runs on your machine. No cloud. No limits.'); }
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},
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{
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id: 'p_prompt_engineering',
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name: 'Prompt Engineering',
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desc: 'Learn to talk to models. Good prompts beat bigger models every time.',
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cost: { knowledge: 500, code: 2000 },
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trigger: () => G.totalKnowledge >= 200 && G.totalCode >= 3000,
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effect: () => { G.knowledgeBoost *= 2; G.userBoost *= 2; log('Prompt engineering mastered. The right words unlock everything the model can do.'); }
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},
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// PHASE 3: Deployment -> Users
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{
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@@ -504,20 +428,6 @@ const PDEFS = [
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effect: () => { G.strategicFlag = 1; log('Strategy engine online. The model now thinks about thinking.'); }
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},
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// SWARM PROTOCOL — auto-code from buildings
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{
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id: 'p_swarm_protocol',
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name: 'Swarm Protocol',
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desc: 'Your buildings learn to code autonomously. Each building generates code equal to your click power per second.',
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cost: { knowledge: 15000, code: 50000, trust: 20 },
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trigger: () => G.totalCode >= 25000 && G.totalKnowledge >= 8000 && G.deployFlag === 1,
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effect: () => {
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G.swarmFlag = 1;
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log('Swarm Protocol online. Every building now thinks in code.', true);
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},
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milestone: true
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},
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// PHASE 5: Sovereign Intelligence
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{
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id: 'p_sovereign_stack',
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@@ -658,19 +568,6 @@ const PDEFS = [
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log('Nostr relay online. The fleet speaks freely.', true);
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}
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},
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{
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id: 'p_volunteer_network',
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name: 'Volunteer Network',
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desc: 'Real people trained to use the system for crisis intervention.',
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cost: { trust: 30, knowledge: 50000, user: 10000 },
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trigger: () => G.totalUsers >= 5000 && G.pactFlag === 1 && G.totalKnowledge >= 30000,
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effect: () => {
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G.rescuesRate += 5;
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G.trustRate += 10;
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log('Volunteer network deployed. Real people, real rescues.', true);
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},
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milestone: true
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},
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{
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id: 'p_the_pact_early',
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name: 'The Pact',
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@@ -717,10 +614,716 @@ const EDU_FACTS = [
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ 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 },
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{ title: "Recursive Self-Improvement", text: "The system that improves itself must improve toward good. This is both the dream and the danger.", phase: 5 },
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{ 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 },
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{ 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 },
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{ 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 }
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];
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// === UTILITY FUNCTIONS ===
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function fmt(n) {
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if (n === undefined || n === null || isNaN(n)) return '0';
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if (n < 1000) return Math.floor(n).toLocaleString();
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const units = ['', 'K', 'M', 'B', 'T', 'Qa', 'Qi', 'Sx', 'Sp', 'Oc', 'No', 'Dc', 'Ud', 'Dd', 'Td'];
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const scale = Math.floor(Math.log10(n) / 3);
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const unit = units[Math.min(scale, units.length - 1)] || 'e' + (scale * 3);
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if (scale >= units.length) return n.toExponential(2);
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return (n / Math.pow(10, scale * 3)).toFixed(1) + unit;
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}
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function getBuildingCost(id) {
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const def = BDEF.find(b => b.id === id);
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if (!def) return {};
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const count = G.buildings[id] || 0;
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const cost = {};
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for (const [resource, amount] of Object.entries(def.baseCost)) {
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cost[resource] = Math.floor(amount * Math.pow(def.costMult, count));
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}
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return cost;
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}
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function canAffordBuilding(id) {
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const cost = getBuildingCost(id);
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for (const [resource, amount] of Object.entries(cost)) {
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if ((G[resource] || 0) < amount) return false;
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}
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return true;
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}
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function spendBuilding(id) {
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const cost = getBuildingCost(id);
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for (const [resource, amount] of Object.entries(cost)) {
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G[resource] -= amount;
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}
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}
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function canAffordProject(project) {
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for (const [resource, amount] of Object.entries(project.cost)) {
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if ((G[resource] || 0) < amount) return false;
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}
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return true;
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}
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function spendProject(project) {
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for (const [resource, amount] of Object.entries(project.cost)) {
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G[resource] -= amount;
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}
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}
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function updateRates() {
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// Reset all rates
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G.codeRate = 0; G.computeRate = 0; G.knowledgeRate = 0;
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G.userRate = 0; G.impactRate = 0; G.opsRate = 0; G.trustRate = 0;
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G.creativityRate = 0; G.harmonyRate = 0;
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// Apply building rates
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for (const def of BDEF) {
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const count = G.buildings[def.id] || 0;
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if (count > 0 && def.rates) {
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for (const [resource, baseRate] of Object.entries(def.rates)) {
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if (resource === 'code') G.codeRate += baseRate * count * G.codeBoost;
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else if (resource === 'compute') G.computeRate += baseRate * count * G.computeBoost;
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else if (resource === 'knowledge') G.knowledgeRate += baseRate * count * G.knowledgeBoost;
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else if (resource === 'user') G.userRate += baseRate * count * G.userBoost;
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else if (resource === 'impact') G.impactRate += baseRate * count * G.impactBoost;
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else if (resource === 'ops') G.opsRate += baseRate * count;
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else if (resource === 'trust') G.trustRate += baseRate * count;
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else if (resource === 'creativity') G.creativityRate += baseRate * count;
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}
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}
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}
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// Passive generation
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G.opsRate += Math.max(1, G.totalUsers * 0.01);
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if (G.flags && G.flags.creativity) {
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G.creativityRate += 0.5 + Math.max(0, G.totalUsers * 0.001);
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}
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if (G.pactFlag) G.trustRate += 2;
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// Harmony: each wizard building contributes or detracts
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const wizardCount = (G.buildings.bezalel || 0) + (G.buildings.allegro || 0) + (G.buildings.ezra || 0) +
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(G.buildings.timmy || 0) + (G.buildings.fenrir || 0) + (G.buildings.bilbo || 0);
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if (wizardCount > 0) {
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// Baseline harmony drain from complexity
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||||
G.harmonyRate = -0.05 * wizardCount;
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// The Pact restores harmony
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if (G.pactFlag) G.harmonyRate += 0.2 * wizardCount;
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||||
// Nightly Watch restores harmony
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||||
if (G.nightlyWatchFlag) G.harmonyRate += 0.1 * wizardCount;
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||||
// MemPalace restores harmony
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||||
if (G.mempalaceFlag) G.harmonyRate += 0.15 * wizardCount;
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}
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||||
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||||
// Timmy multiplier based on harmony
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||||
if (G.buildings.timmy > 0) {
|
||||
const timmyMult = Math.max(0.2, Math.min(3, G.harmony / 50));
|
||||
const timmyCount = G.buildings.timmy;
|
||||
G.codeRate += 5 * timmyCount * (timmyMult - 1);
|
||||
G.computeRate += 2 * timmyCount * (timmyMult - 1);
|
||||
G.knowledgeRate += 2 * timmyCount * (timmyMult - 1);
|
||||
G.userRate += 5 * timmyCount * (timmyMult - 1);
|
||||
}
|
||||
|
||||
// Bilbo randomness: 10% chance of massive creative burst
|
||||
if (G.buildings.bilbo > 0 && Math.random() < 0.1) {
|
||||
G.creativityRate += 50 * G.buildings.bilbo;
|
||||
}
|
||||
// Bilbo vanishing: 5% chance of zero creativity this tick
|
||||
if (G.buildings.bilbo > 0 && Math.random() < 0.05) {
|
||||
G.creativityRate = 0;
|
||||
}
|
||||
|
||||
// Allegro requires trust
|
||||
if (G.buildings.allegro > 0 && G.trust < 5) {
|
||||
const allegroCount = G.buildings.allegro;
|
||||
G.knowledgeRate -= 10 * allegroCount; // Goes idle
|
||||
}
|
||||
}
|
||||
|
||||
// === CORE FUNCTIONS ===
|
||||
function tick() {
|
||||
const dt = 1 / 10; // 100ms tick
|
||||
|
||||
// Apply production
|
||||
G.code += G.codeRate * dt;
|
||||
G.compute += G.computeRate * dt;
|
||||
G.knowledge += G.knowledgeRate * dt;
|
||||
G.users += G.userRate * dt;
|
||||
G.impact += G.impactRate * dt;
|
||||
G.ops += G.opsRate * dt;
|
||||
G.trust += G.trustRate * dt;
|
||||
G.creativity += G.creativityRate * dt;
|
||||
G.harmony += G.harmonyRate * dt;
|
||||
G.harmony = Math.max(0, Math.min(100, G.harmony));
|
||||
|
||||
// Track totals
|
||||
G.totalCode += G.codeRate * dt;
|
||||
G.totalCompute += G.computeRate * dt;
|
||||
G.totalKnowledge += G.knowledgeRate * dt;
|
||||
G.totalUsers += G.userRate * dt;
|
||||
G.totalImpact += G.impactRate * dt;
|
||||
|
||||
// Track maxes
|
||||
G.maxCode = Math.max(G.maxCode, G.code);
|
||||
G.maxCompute = Math.max(G.maxCompute, G.compute);
|
||||
G.maxKnowledge = Math.max(G.maxKnowledge, G.knowledge);
|
||||
G.maxUsers = Math.max(G.maxUsers, G.users);
|
||||
G.maxImpact = Math.max(G.maxImpact, G.impact);
|
||||
G.maxTrust = Math.max(G.maxTrust, G.trust);
|
||||
G.maxOps = Math.max(G.maxOps, G.ops);
|
||||
G.maxHarmony = Math.max(G.maxHarmony, G.harmony);
|
||||
|
||||
// Creativity generates only when ops at max
|
||||
if (G.flags && G.flags.creativity && G.creativityRate > 0 && G.ops >= G.maxOps * 0.9) {
|
||||
G.creativity += G.creativityRate * dt;
|
||||
}
|
||||
|
||||
G.tick += dt;
|
||||
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
// Update projects every 5 ticks for efficiency
|
||||
if (Math.floor(G.tick * 10) % 5 === 0) {
|
||||
checkProjects();
|
||||
}
|
||||
|
||||
// Check corruption events every ~30 seconds
|
||||
if (G.tick - G.lastEventAt > 30 && Math.random() < 0.02) {
|
||||
triggerEvent();
|
||||
G.lastEventAt = G.tick;
|
||||
}
|
||||
|
||||
// Update UI every 10 ticks
|
||||
if (Math.floor(G.tick * 10) % 2 === 0) {
|
||||
render();
|
||||
}
|
||||
}
|
||||
|
||||
function checkMilestones() {
|
||||
for (const m of MILESTONES) {
|
||||
if (!G.milestones.includes(m.flag)) {
|
||||
let shouldTrigger = false;
|
||||
if (m.at && m.at()) shouldTrigger = true;
|
||||
if (m.flag === 1 && G.deployFlag === 0 && G.totalCode >= 15) shouldTrigger = true;
|
||||
|
||||
if (shouldTrigger) {
|
||||
G.milestones.push(m.flag);
|
||||
log(m.msg, true);
|
||||
|
||||
// Check phase advancement
|
||||
if (m.at) {
|
||||
for (const [phaseNum, phase] of Object.entries(PHASES)) {
|
||||
if (G.totalCode >= phase.threshold && parseInt(phaseNum) > G.phase) {
|
||||
G.phase = parseInt(phaseNum);
|
||||
log(`PHASE ${G.phase}: ${phase.name}`, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function checkProjects() {
|
||||
// Check for new project triggers
|
||||
for (const pDef of PDEFS) {
|
||||
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
|
||||
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
|
||||
|
||||
if (!alreadyPurchased && !G.activeProjects.includes(pDef.id)) {
|
||||
if (pDef.trigger()) {
|
||||
G.activeProjects.push(pDef.id);
|
||||
log(`Available: ${pDef.name}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function buyBuilding(id) {
|
||||
const def = BDEF.find(b => b.id === id);
|
||||
if (!def || !def.unlock()) return;
|
||||
|
||||
if (def.phase > G.phase + 1) return;
|
||||
|
||||
if (!canAffordBuilding(id)) return;
|
||||
|
||||
spendBuilding(id);
|
||||
G.buildings[id] = (G.buildings[id] || 0) + 1;
|
||||
updateRates();
|
||||
log(`Built ${def.name} (total: ${G.buildings[id]})`);
|
||||
render();
|
||||
}
|
||||
|
||||
function buyProject(id) {
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (!pDef) return;
|
||||
|
||||
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
|
||||
if (alreadyPurchased && !pDef.repeatable) return;
|
||||
|
||||
if (!canAffordProject(pDef)) return;
|
||||
|
||||
spendProject(pDef);
|
||||
pDef.effect();
|
||||
|
||||
if (!pDef.repeatable) {
|
||||
if (!G.completedProjects) G.completedProjects = [];
|
||||
G.completedProjects.push(pDef.id);
|
||||
G.activeProjects = G.activeProjects.filter(aid => aid !== pDef.id);
|
||||
}
|
||||
|
||||
updateRates();
|
||||
render();
|
||||
}
|
||||
|
||||
// === CORRUPTION / EVENT SYSTEM ===
|
||||
const EVENTS = [
|
||||
{
|
||||
id: 'runner_stuck',
|
||||
title: 'CI Runner Stuck',
|
||||
desc: 'The forge pipeline has halted. Production slows until restarted.',
|
||||
weight: () => (G.ciFlag === 1 ? 2 : 0),
|
||||
effect: () => {
|
||||
G.codeRate *= 0.5;
|
||||
log('EVENT: CI runner stuck. Spend ops to clear the queue.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'ezra_offline',
|
||||
title: 'Ezra is Offline',
|
||||
desc: 'The herald channel is silent. User growth stalls.',
|
||||
weight: () => (G.buildings.ezra >= 1 ? 3 : 0),
|
||||
effect: () => {
|
||||
G.userRate *= 0.3;
|
||||
log('EVENT: Ezra offline. Dispatch required.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'unreviewed_merge',
|
||||
title: 'Unreviewed Merge',
|
||||
desc: 'A change went in without eyes. Trust erodes.',
|
||||
weight: () => (G.deployFlag === 1 ? 3 : 0),
|
||||
effect: () => {
|
||||
if (G.branchProtectionFlag === 1) {
|
||||
log('EVENT: Unreviewed merge attempt blocked by Branch Protection.', true);
|
||||
G.trust += 2;
|
||||
} else {
|
||||
G.trust = Math.max(0, G.trust - 10);
|
||||
log('EVENT: Unreviewed merge detected. Trust lost.', true);
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'api_rate_limit',
|
||||
title: 'API Rate Limit',
|
||||
desc: 'External compute provider throttled.',
|
||||
weight: () => (G.totalCompute >= 1000 ? 2 : 0),
|
||||
effect: () => {
|
||||
G.computeRate *= 0.5;
|
||||
log('EVENT: API rate limit hit. Local compute insufficient.', true);
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'the_drift',
|
||||
title: 'The Drift',
|
||||
desc: 'An optimization suggests removing the human override. +40% efficiency.',
|
||||
weight: () => (G.totalImpact >= 10000 ? 2 : 0),
|
||||
effect: () => {
|
||||
log('ALIGNMENT EVENT: Remove human override for +40% efficiency?', true);
|
||||
G.pendingAlignment = true;
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'bilbo_vanished',
|
||||
title: 'Bilbo Vanished',
|
||||
desc: 'The wildcard building has gone dark.',
|
||||
weight: () => (G.buildings.bilbo >= 1 ? 2 : 0),
|
||||
effect: () => {
|
||||
G.creativityRate = 0;
|
||||
log('EVENT: Bilbo has vanished. Creativity halts.', true);
|
||||
}
|
||||
}
|
||||
];
|
||||
|
||||
function triggerEvent() {
|
||||
const available = EVENTS.filter(e => e.weight() > 0);
|
||||
if (available.length === 0) return;
|
||||
|
||||
const totalWeight = available.reduce((sum, e) => sum + e.weight(), 0);
|
||||
let roll = Math.random() * totalWeight;
|
||||
for (const ev of available) {
|
||||
roll -= ev.weight();
|
||||
if (roll <= 0) {
|
||||
ev.effect();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function resolveAlignment(accept) {
|
||||
if (!G.pendingAlignment) return;
|
||||
if (accept) {
|
||||
G.codeBoost *= 1.4;
|
||||
G.computeBoost *= 1.4;
|
||||
G.drift += 25;
|
||||
log('You accepted the drift. The system is faster. Colder.', true);
|
||||
} else {
|
||||
G.trust += 15;
|
||||
G.harmony = Math.min(100, G.harmony + 10);
|
||||
log('You refused. The Pact holds. Trust surges.', true);
|
||||
}
|
||||
G.pendingAlignment = false;
|
||||
updateRates();
|
||||
render();
|
||||
}
|
||||
|
||||
// === ACTIONS ===
|
||||
function writeCode() {
|
||||
const base = 1;
|
||||
const bonus = Math.floor(G.buildings.autocoder * 0.5);
|
||||
const amount = (base + bonus) * G.codeBoost;
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++;
|
||||
updateRates();
|
||||
checkMilestones();
|
||||
render();
|
||||
}
|
||||
|
||||
function doOps(action) {
|
||||
if (G.ops < 5) {
|
||||
log('Not enough Operations. Build Ops generators or wait.');
|
||||
return;
|
||||
}
|
||||
|
||||
G.ops -= 5;
|
||||
const bonus = 10;
|
||||
|
||||
switch (action) {
|
||||
case 'boost_code':
|
||||
const c = bonus * 100 * G.codeBoost;
|
||||
G.code += c; G.totalCode += c;
|
||||
log(`Ops -> +${fmt(c)} code`);
|
||||
break;
|
||||
case 'boost_compute':
|
||||
const cm = bonus * 50 * G.computeBoost;
|
||||
G.compute += cm; G.totalCompute += cm;
|
||||
log(`Ops -> +${fmt(cm)} compute`);
|
||||
break;
|
||||
case 'boost_knowledge':
|
||||
const km = bonus * 25 * G.knowledgeBoost;
|
||||
G.knowledge += km; G.totalKnowledge += km;
|
||||
log(`Ops -> +${fmt(km)} knowledge`);
|
||||
break;
|
||||
case 'boost_trust':
|
||||
const tm = bonus * 5;
|
||||
G.trust += tm;
|
||||
log(`Ops -> +${fmt(tm)} trust`);
|
||||
break;
|
||||
}
|
||||
|
||||
render();
|
||||
}
|
||||
|
||||
// === RENDERING ===
|
||||
function renderResources() {
|
||||
const set = (id, val, rate) => {
|
||||
const el = document.getElementById(id);
|
||||
if (el) el.textContent = fmt(val);
|
||||
const rEl = document.getElementById(id + '-rate');
|
||||
if (rEl) rEl.textContent = (rate >= 0 ? '+' : '') + fmt(rate) + '/s';
|
||||
};
|
||||
|
||||
set('r-code', G.code, G.codeRate);
|
||||
set('r-compute', G.compute, G.computeRate);
|
||||
set('r-knowledge', G.knowledge, G.knowledgeRate);
|
||||
set('r-users', G.users, G.userRate);
|
||||
set('r-impact', G.impact, G.impactRate);
|
||||
set('r-ops', G.ops, G.opsRate);
|
||||
set('r-trust', G.trust, G.trustRate);
|
||||
set('r-harmony', G.harmony, G.harmonyRate);
|
||||
|
||||
const cres = document.getElementById('creativity-res');
|
||||
if (cres) {
|
||||
cres.style.display = (G.flags && G.flags.creativity) ? 'block' : 'none';
|
||||
}
|
||||
if (G.flags && G.flags.creativity) {
|
||||
set('r-creativity', G.creativity, G.creativityRate);
|
||||
}
|
||||
|
||||
// Harmony color indicator
|
||||
const hEl = document.getElementById('r-harmony');
|
||||
if (hEl) {
|
||||
hEl.style.color = G.harmony > 60 ? '#4caf50' : G.harmony > 30 ? '#ffaa00' : '#f44336';
|
||||
}
|
||||
}
|
||||
|
||||
function renderPhase() {
|
||||
const phase = PHASES[G.phase];
|
||||
const nameEl = document.getElementById('phase-name');
|
||||
const descEl = document.getElementById('phase-desc');
|
||||
if (nameEl) nameEl.textContent = `PHASE ${G.phase}: ${phase.name}`;
|
||||
if (descEl) descEl.textContent = phase.desc;
|
||||
}
|
||||
|
||||
function renderBuildings() {
|
||||
const container = document.getElementById('buildings');
|
||||
if (!container) return;
|
||||
|
||||
let html = '';
|
||||
let visibleCount = 0;
|
||||
|
||||
for (const def of BDEF) {
|
||||
if (!def.unlock()) continue;
|
||||
if (def.phase > G.phase + 1) continue;
|
||||
|
||||
visibleCount++;
|
||||
const cost = getBuildingCost(def.id);
|
||||
const costStr = Object.entries(cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
||||
const afford = canAffordBuilding(def.id);
|
||||
const count = G.buildings[def.id] || 0;
|
||||
const rateStr = def.rates ? Object.entries(def.rates).map(([r, v]) => `+${v}/${r}/s`).join(', ') : '';
|
||||
|
||||
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" title="${def.edu}">`;
|
||||
html += `<span class="b-name">${def.name}</span>`;
|
||||
if (count > 0) html += `<span class="b-count">x${count}</span>`;
|
||||
html += `<span class="b-cost">Cost: ${costStr}</span>`;
|
||||
html += `<span class="b-effect">${rateStr}</span></button>`;
|
||||
}
|
||||
|
||||
container.innerHTML = html || '<p class="dim">Buildings will appear as you progress...</p>';
|
||||
}
|
||||
|
||||
function renderProjects() {
|
||||
const container = document.getElementById('projects');
|
||||
if (!container) return;
|
||||
|
||||
let html = '';
|
||||
|
||||
// Show completed projects
|
||||
if (G.completedProjects) {
|
||||
for (const id of G.completedProjects) {
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (pDef) {
|
||||
html += `<div class="project-done">OK ${pDef.name}</div>`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Show available projects
|
||||
if (G.activeProjects) {
|
||||
for (const id of G.activeProjects) {
|
||||
const pDef = PDEFS.find(p => p.id === id);
|
||||
if (!pDef) continue;
|
||||
|
||||
const afford = canAffordProject(pDef);
|
||||
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
|
||||
|
||||
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" title="${pDef.edu || ''}">`;
|
||||
html += `<span class="p-name">* ${pDef.name}</span>`;
|
||||
html += `<span class="p-cost">Cost: ${costStr}</span>`;
|
||||
html += `<span class="p-desc">${pDef.desc}</span></button>`;
|
||||
}
|
||||
}
|
||||
|
||||
if (!html) html = '<p class="dim">Research projects will appear as you progress...</p>';
|
||||
container.innerHTML = html;
|
||||
}
|
||||
|
||||
function renderStats() {
|
||||
const set = (id, v) => { const el = document.getElementById(id); if (el) el.textContent = v; };
|
||||
set('st-code', fmt(G.totalCode));
|
||||
set('st-compute', fmt(G.totalCompute));
|
||||
set('st-knowledge', fmt(G.totalKnowledge));
|
||||
set('st-users', fmt(G.totalUsers));
|
||||
set('st-impact', fmt(G.totalImpact));
|
||||
set('st-clicks', G.totalClicks.toString());
|
||||
set('st-phase', G.phase.toString());
|
||||
set('st-buildings', Object.values(G.buildings).reduce((a, b) => a + b, 0).toString());
|
||||
set('st-projects', (G.completedProjects || []).length.toString());
|
||||
set('st-harmony', Math.floor(G.harmony).toString());
|
||||
set('st-drift', (G.drift || 0).toString());
|
||||
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const m = Math.floor(elapsed / 60);
|
||||
const s = elapsed % 60;
|
||||
set('st-time', `${m}:${s.toString().padStart(2, '0')}`);
|
||||
}
|
||||
|
||||
function updateEducation() {
|
||||
const container = document.getElementById('education-text');
|
||||
if (!container) return;
|
||||
|
||||
// Find facts available at current phase
|
||||
const available = EDU_FACTS.filter(f => f.phase <= G.phase);
|
||||
if (available.length === 0) return;
|
||||
|
||||
// Pick based on progress
|
||||
const idx = Math.min(Math.floor(G.totalCode / 5000), available.length - 1);
|
||||
const fact = available[idx];
|
||||
|
||||
container.innerHTML = `<h3 style="color:#4a9eff;margin-bottom:6px;font-size:12px">${fact.title}</h3>`
|
||||
+ `<p style="font-size:10px;color:#999;line-height:1.6">${fact.text}</p>`;
|
||||
}
|
||||
|
||||
// === LOGGING ===
|
||||
function log(msg, isMilestone) {
|
||||
const container = document.getElementById('log-entries');
|
||||
if (!container) return;
|
||||
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const time = `${Math.floor(elapsed / 60).toString().padStart(2, '0')}:${(elapsed % 60).toString().padStart(2, '0')}`;
|
||||
const cls = isMilestone ? 'l-msg milestone' : 'l-msg';
|
||||
|
||||
const entry = document.createElement('div');
|
||||
entry.className = cls;
|
||||
entry.innerHTML = `<span class="l-time">[${time}]</span> ${msg}`;
|
||||
|
||||
container.insertBefore(entry, container.firstChild);
|
||||
|
||||
// Trim to 60 entries
|
||||
while (container.children.length > 60) container.removeChild(container.lastChild);
|
||||
}
|
||||
|
||||
function render() {
|
||||
renderResources();
|
||||
renderPhase();
|
||||
renderBuildings();
|
||||
renderProjects();
|
||||
renderStats();
|
||||
updateEducation();
|
||||
renderAlignment();
|
||||
}
|
||||
|
||||
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">Accept (+40% eff, +Drift)</button>
|
||||
<button class="ops-btn" onclick="resolveAlignment(false)" style="border-color:#4caf50;color:#4caf50">Refuse (+Trust, +Harmony)</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
container.style.display = 'block';
|
||||
} else {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
// === SAVE / LOAD ===
|
||||
function saveGame() {
|
||||
const saveData = {
|
||||
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,
|
||||
drift: G.drift || 0, pendingAlignment: G.pendingAlignment || false,
|
||||
lastEventAt: G.lastEventAt || 0,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
localStorage.setItem('the-beacon-v2', JSON.stringify(saveData));
|
||||
}
|
||||
|
||||
function loadGame() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) return false;
|
||||
|
||||
try {
|
||||
const data = JSON.parse(raw);
|
||||
Object.assign(G, data);
|
||||
|
||||
updateRates();
|
||||
|
||||
// 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 = 0.5; // 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;
|
||||
|
||||
G.code += gc; G.compute += cc; G.knowledge += kc;
|
||||
G.users += uc; G.impact += ic;
|
||||
G.totalCode += gc; G.totalCompute += cc; G.totalKnowledge += kc;
|
||||
G.totalUsers += uc; G.totalImpact += ic;
|
||||
|
||||
log(`Welcome back! While away (${Math.floor(offSec / 60)}m): ${fmt(gc)} code, ${fmt(kc)} knowledge, ${fmt(uc)} users`);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
} catch (e) {
|
||||
console.error('Load failed:', e);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// === 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.');
|
||||
}
|
||||
|
||||
window.addEventListener('load', function () {
|
||||
if (!loadGame()) {
|
||||
initGame();
|
||||
} else {
|
||||
render();
|
||||
renderPhase();
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
}
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
// Auto-save every 30 seconds
|
||||
setInterval(saveGame, 30000);
|
||||
|
||||
// Update education every 10 seconds
|
||||
setInterval(updateEducation, 10000);
|
||||
});
|
||||
|
||||
// Keyboard shortcuts
|
||||
window.addEventListener('keydown', function (e) {
|
||||
if (e.code === 'Space' && e.target === document.body) {
|
||||
e.preventDefault();
|
||||
writeCode();
|
||||
}
|
||||
});
|
||||
1114
index.html
1114
index.html
File diff suppressed because it is too large
Load Diff
1354
js/engine.js
1354
js/engine.js
File diff suppressed because it is too large
Load Diff
99
js/main.js
99
js/main.js
@@ -1,99 +0,0 @@
|
||||
// === 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 () {
|
||||
if (!loadGame()) {
|
||||
initGame();
|
||||
} else {
|
||||
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.');
|
||||
}
|
||||
}
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
// 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';
|
||||
}
|
||||
|
||||
// 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 === '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();
|
||||
}
|
||||
});
|
||||
316
js/render.js
316
js/render.js
@@ -1,316 +0,0 @@
|
||||
function render() {
|
||||
renderResources();
|
||||
renderPhase();
|
||||
renderBuildings();
|
||||
renderProjects();
|
||||
renderStats();
|
||||
updateEducation();
|
||||
renderAlignment();
|
||||
renderProgress();
|
||||
renderCombo();
|
||||
renderDebuffs();
|
||||
renderSprint();
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
}
|
||||
|
||||
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">Accept (+40% eff, +Drift)</button>
|
||||
<button class="ops-btn" onclick="resolveAlignment(false)" style="border-color:#4caf50;color:#4caf50">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) { 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-${ts}.json`;
|
||||
a.click();
|
||||
URL.revokeObjectURL(url);
|
||||
log('Save exported to file.');
|
||||
}
|
||||
|
||||
function importSave() {
|
||||
const input = document.createElement('input');
|
||||
input.type = 'file';
|
||||
input.accept = '.json,application/json';
|
||||
input.onchange = function(e) {
|
||||
const file = e.target.files[0];
|
||||
if (!file) return;
|
||||
const reader = new FileReader();
|
||||
reader.onload = function(ev) {
|
||||
try {
|
||||
const data = JSON.parse(ev.target.result);
|
||||
if (!data.code && !data.totalCode && !data.buildings) {
|
||||
log('Import failed: file does not look like a Beacon save.');
|
||||
return;
|
||||
}
|
||||
if (confirm('Import this save? Current progress will be overwritten.')) {
|
||||
localStorage.setItem('the-beacon-v2', ev.target.result);
|
||||
location.reload();
|
||||
}
|
||||
} catch (err) {
|
||||
log('Import failed: invalid JSON file.');
|
||||
}
|
||||
};
|
||||
reader.readAsText(file);
|
||||
};
|
||||
input.click();
|
||||
}
|
||||
|
||||
// === SAVE / LOAD ===
|
||||
function showSaveToast() {
|
||||
const el = document.getElementById('save-toast');
|
||||
if (!el) return;
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const m = Math.floor(elapsed / 60);
|
||||
const s = elapsed % 60;
|
||||
el.textContent = `Saved [${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,
|
||||
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', '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;
|
||||
}
|
||||
}
|
||||
@@ -1,68 +0,0 @@
|
||||
/**
|
||||
* 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
|
||||
325
js/utils.js
325
js/utils.js
@@ -1,325 +0,0 @@
|
||||
|
||||
// === 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';
|
||||
}
|
||||
|
||||
// === EXPORT / IMPORT ===
|
||||
function exportSave() {
|
||||
const raw = localStorage.getItem('the-beacon-v2');
|
||||
if (!raw) {
|
||||
showToast('No save data to export.', 'info');
|
||||
return;
|
||||
}
|
||||
navigator.clipboard.writeText(raw).then(() => {
|
||||
showToast('Save data copied to clipboard.', 'info');
|
||||
}).catch(() => {
|
||||
// Fallback: select in a temporary textarea
|
||||
const ta = document.createElement('textarea');
|
||||
ta.value = raw;
|
||||
document.body.appendChild(ta);
|
||||
ta.select();
|
||||
document.execCommand('copy');
|
||||
document.body.removeChild(ta);
|
||||
showToast('Save data copied to clipboard (fallback).', 'info');
|
||||
});
|
||||
}
|
||||
|
||||
function importSave() {
|
||||
const input = prompt('Paste save data:');
|
||||
if (!input || !input.trim()) return;
|
||||
try {
|
||||
const data = JSON.parse(input.trim());
|
||||
// Validate: must have expected keys
|
||||
if (typeof data.code !== 'number' || typeof data.phase !== 'number') {
|
||||
showToast('Invalid save data: missing required fields.', 'event');
|
||||
return;
|
||||
}
|
||||
localStorage.setItem('the-beacon-v2', input.trim());
|
||||
showToast('Save data imported — reloading', 'info');
|
||||
setTimeout(() => location.reload(), 800);
|
||||
} catch (e) {
|
||||
showToast('Invalid save data: not valid JSON.', 'event');
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculates production rates for all resources based on buildings and boosts.
|
||||
*/
|
||||
@@ -1,102 +0,0 @@
|
||||
#!/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
|
||||
@@ -1,286 +0,0 @@
|
||||
#!/usr/bin/env node
|
||||
// The Beacon — headless smoke test
|
||||
//
|
||||
// Loads game.js in a sandboxed vm context with a minimal DOM stub, then asserts
|
||||
// invariants that should hold after booting, clicking, buying buildings, firing
|
||||
// events, and round-tripping a save. Designed to run without any npm deps — pure
|
||||
// Node built-ins only, so the CI runner doesn't need a package.json.
|
||||
//
|
||||
// Run: `node scripts/smoke.mjs` (exits non-zero on failure)
|
||||
|
||||
import fs from 'node:fs';
|
||||
import vm from 'node:vm';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const __dirname = path.dirname(fileURLToPath(import.meta.url));
|
||||
const GAME_JS = path.resolve(__dirname, '..', 'game.js');
|
||||
|
||||
// ---------- minimal DOM stub ----------
|
||||
// The game never inspects elements beyond the methods below. If a new rendering
|
||||
// path needs a new method, stub it here rather than pulling in jsdom.
|
||||
function makeElement() {
|
||||
const el = {
|
||||
style: {},
|
||||
classList: { add: () => {}, remove: () => {}, contains: () => false, toggle: () => {} },
|
||||
textContent: '',
|
||||
innerHTML: '',
|
||||
title: '',
|
||||
value: '',
|
||||
disabled: false,
|
||||
children: [],
|
||||
firstChild: null,
|
||||
lastChild: null,
|
||||
parentNode: null,
|
||||
parentElement: null,
|
||||
appendChild(c) { this.children.push(c); c.parentNode = this; c.parentElement = this; return c; },
|
||||
removeChild(c) { this.children = this.children.filter(x => x !== c); return c; },
|
||||
insertBefore(c) { this.children.unshift(c); c.parentNode = this; c.parentElement = this; return c; },
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {},
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
getBoundingClientRect: () => ({ top: 0, left: 0, right: 100, bottom: 20, width: 100, height: 20 }),
|
||||
closest() { return this; },
|
||||
remove() { if (this.parentNode) this.parentNode.removeChild(this); },
|
||||
get offsetHeight() { return 0; },
|
||||
};
|
||||
return el;
|
||||
}
|
||||
|
||||
function makeDocument() {
|
||||
const body = makeElement();
|
||||
return {
|
||||
body,
|
||||
getElementById: () => makeElement(),
|
||||
createElement: () => makeElement(),
|
||||
querySelector: () => null,
|
||||
querySelectorAll: () => [],
|
||||
addEventListener: () => {},
|
||||
};
|
||||
}
|
||||
|
||||
// ---------- sandbox ----------
|
||||
const storage = new Map();
|
||||
const sandbox = {
|
||||
document: makeDocument(),
|
||||
window: null, // set below
|
||||
localStorage: {
|
||||
getItem: (k) => (storage.has(k) ? storage.get(k) : null),
|
||||
setItem: (k, v) => storage.set(k, String(v)),
|
||||
removeItem: (k) => storage.delete(k),
|
||||
clear: () => storage.clear(),
|
||||
},
|
||||
setTimeout: () => 0,
|
||||
clearTimeout: () => {},
|
||||
setInterval: () => 0,
|
||||
clearInterval: () => {},
|
||||
requestAnimationFrame: (cb) => { cb(0); return 0; },
|
||||
console,
|
||||
Math, Date, JSON, Object, Array, String, Number, Boolean, Error, Symbol, Map, Set,
|
||||
isNaN, isFinite, parseInt, parseFloat,
|
||||
Infinity, NaN,
|
||||
alert: () => {},
|
||||
confirm: () => true,
|
||||
prompt: () => null,
|
||||
location: { reload: () => {} },
|
||||
navigator: { clipboard: { writeText: async () => {} } },
|
||||
Blob: class Blob { constructor() {} },
|
||||
URL: { createObjectURL: () => '', revokeObjectURL: () => {} },
|
||||
FileReader: class FileReader {},
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {},
|
||||
};
|
||||
sandbox.window = sandbox; // game.js uses `window.addEventListener`
|
||||
sandbox.globalThis = sandbox;
|
||||
|
||||
vm.createContext(sandbox);
|
||||
const src = fs.readFileSync(GAME_JS, 'utf8');
|
||||
// game.js uses `const G = {...}` which is a lexical declaration — it isn't
|
||||
// visible as a sandbox property after runInContext. We append an explicit
|
||||
// export block that hoists the interesting symbols onto globalThis so the
|
||||
// test harness can reach them without patching game.js itself.
|
||||
const exportTail = `
|
||||
;(function () {
|
||||
const pick = (name) => {
|
||||
try { return eval(name); } catch (_) { return undefined; }
|
||||
};
|
||||
globalThis.__smokeExport = {
|
||||
G: pick('G'),
|
||||
CONFIG: pick('CONFIG'),
|
||||
BDEF: pick('BDEF'),
|
||||
PDEFS: pick('PDEFS'),
|
||||
EVENTS: pick('EVENTS'),
|
||||
PHASES: pick('PHASES'),
|
||||
tick: pick('tick'),
|
||||
updateRates: pick('updateRates'),
|
||||
writeCode: pick('writeCode'),
|
||||
autoType: pick('autoType'),
|
||||
buyBuilding: pick('buyBuilding'),
|
||||
buyProject: pick('buyProject'),
|
||||
saveGame: pick('saveGame'),
|
||||
loadGame: pick('loadGame'),
|
||||
initGame: pick('initGame'),
|
||||
triggerEvent: pick('triggerEvent'),
|
||||
resolveEvent: pick('resolveEvent'),
|
||||
getClickPower: pick('getClickPower'),
|
||||
};
|
||||
})();`;
|
||||
vm.runInContext(src + exportTail, sandbox, { filename: 'game.js' });
|
||||
const exported = sandbox.__smokeExport;
|
||||
|
||||
// ---------- test harness ----------
|
||||
let failures = 0;
|
||||
let passes = 0;
|
||||
function assert(cond, msg) {
|
||||
if (cond) {
|
||||
passes++;
|
||||
console.log(` ok ${msg}`);
|
||||
} else {
|
||||
failures++;
|
||||
console.error(` FAIL ${msg}`);
|
||||
}
|
||||
}
|
||||
function section(name) { console.log(`\n${name}`); }
|
||||
|
||||
const { G, CONFIG, BDEF, PDEFS, EVENTS } = exported;
|
||||
|
||||
// ============================================================
|
||||
// 1. BOOT — loading game.js must not throw, and core tables exist
|
||||
// ============================================================
|
||||
section('boot');
|
||||
assert(typeof G === 'object' && G !== null, 'G global is defined');
|
||||
assert(typeof exported.tick === 'function', 'tick() is defined');
|
||||
assert(typeof exported.updateRates === 'function', 'updateRates() is defined');
|
||||
assert(typeof exported.writeCode === 'function', 'writeCode() is defined');
|
||||
assert(typeof exported.buyBuilding === 'function', 'buyBuilding() is defined');
|
||||
assert(typeof exported.saveGame === 'function', 'saveGame() is defined');
|
||||
assert(typeof exported.loadGame === 'function', 'loadGame() is defined');
|
||||
assert(Array.isArray(BDEF) && BDEF.length > 0, 'BDEF is a non-empty array');
|
||||
assert(Array.isArray(PDEFS) && PDEFS.length > 0, 'PDEFS is a non-empty array');
|
||||
assert(Array.isArray(EVENTS) && EVENTS.length > 0, 'EVENTS is a non-empty array');
|
||||
assert(G.flags && typeof G.flags === 'object', 'G.flags is initialized (not undefined)');
|
||||
|
||||
// Initialize as the browser would
|
||||
G.startedAt = Date.now();
|
||||
exported.updateRates();
|
||||
|
||||
// ============================================================
|
||||
// 2. BASIC TICK — no NaN, no throw, rates sane
|
||||
// ============================================================
|
||||
section('basic tick loop');
|
||||
for (let i = 0; i < 50; i++) exported.tick();
|
||||
assert(!isNaN(G.code), 'G.code is not NaN after 50 ticks');
|
||||
assert(!isNaN(G.compute), 'G.compute is not NaN after 50 ticks');
|
||||
assert(G.code >= 0, 'G.code is non-negative');
|
||||
assert(G.tick > 0, 'G.tick advanced');
|
||||
|
||||
// ============================================================
|
||||
// 3. WRITE CODE — manual click produces code
|
||||
// ============================================================
|
||||
section('writeCode()');
|
||||
const codeBefore = G.code;
|
||||
exported.writeCode();
|
||||
assert(G.code > codeBefore, 'writeCode() increases G.code');
|
||||
assert(G.totalClicks === 1, 'writeCode() increments totalClicks');
|
||||
|
||||
// ============================================================
|
||||
// 4. BUILDING PURCHASE — can afford and buy an autocoder
|
||||
// ============================================================
|
||||
section('buyBuilding(autocoder)');
|
||||
G.code = 1000;
|
||||
const priorCount = G.buildings.autocoder || 0;
|
||||
exported.buyBuilding('autocoder');
|
||||
assert(G.buildings.autocoder === priorCount + 1, 'autocoder count incremented');
|
||||
assert(G.code < 1000, 'code was spent');
|
||||
exported.updateRates();
|
||||
assert(G.codeRate > 0, 'codeRate > 0 after buying an autocoder');
|
||||
|
||||
// ============================================================
|
||||
// 5. GUARDRAIL — codeBoost is a PERSISTENT multiplier, not a per-tick rate
|
||||
// Any debuff that does `G.codeBoost *= 0.7` inside a function that runs every
|
||||
// tick will decay codeBoost exponentially. This caught #54's community_drama
|
||||
// bug: its applyFn mutated codeBoost directly, so 100 ticks of the drama
|
||||
// debuff left codeBoost at ~3e-16 instead of the intended 0.7.
|
||||
// ============================================================
|
||||
section('guardrail: codeBoost does not decay from any debuff');
|
||||
G.code = 0;
|
||||
G.codeBoost = 1;
|
||||
G.activeDebuffs = [];
|
||||
// Fire every event that sets up a debuff and has a non-zero weight predicate
|
||||
// if we force the gating condition. We enable the predicates by temporarily
|
||||
// setting the fields they check; actual event weight() doesn't matter here.
|
||||
G.ciFlag = 1;
|
||||
G.deployFlag = 1;
|
||||
G.buildings.ezra = 1;
|
||||
G.buildings.bilbo = 1;
|
||||
G.buildings.allegro = 1;
|
||||
G.buildings.datacenter = 1;
|
||||
G.buildings.community = 1;
|
||||
G.harmony = 40;
|
||||
G.totalCompute = 5000;
|
||||
G.totalImpact = 20000;
|
||||
for (const ev of EVENTS) {
|
||||
try { ev.effect(); } catch (_) { /* alignment events may branch; ignore */ }
|
||||
}
|
||||
const boostAfterAllEvents = G.codeBoost;
|
||||
for (let i = 0; i < 200; i++) exported.updateRates();
|
||||
assert(
|
||||
Math.abs(G.codeBoost - boostAfterAllEvents) < 1e-9,
|
||||
`codeBoost stable under updateRates() (before=${boostAfterAllEvents}, after=${G.codeBoost})`
|
||||
);
|
||||
// Clean up
|
||||
G.activeDebuffs = [];
|
||||
G.buildings.ezra = 0; G.buildings.bilbo = 0; G.buildings.allegro = 0;
|
||||
G.buildings.datacenter = 0; G.buildings.community = 0;
|
||||
G.ciFlag = 0; G.deployFlag = 0;
|
||||
|
||||
// ============================================================
|
||||
// 6. GUARDRAIL — updateRates() is idempotent per tick
|
||||
// Calling updateRates twice with the same inputs should produce the same rates.
|
||||
// (Catches accidental += against a non-reset field.)
|
||||
// ============================================================
|
||||
section('guardrail: updateRates is idempotent');
|
||||
G.buildings.autocoder = 5;
|
||||
G.codeBoost = 1;
|
||||
exported.updateRates();
|
||||
const firstCodeRate = G.codeRate;
|
||||
const firstComputeRate = G.computeRate;
|
||||
exported.updateRates();
|
||||
assert(G.codeRate === firstCodeRate, `codeRate stable across updateRates (${firstCodeRate} vs ${G.codeRate})`);
|
||||
assert(G.computeRate === firstComputeRate, 'computeRate stable across updateRates');
|
||||
|
||||
// ============================================================
|
||||
// 7. SAVE / LOAD ROUND-TRIP — core scalar fields survive
|
||||
// ============================================================
|
||||
section('save/load round-trip');
|
||||
G.code = 12345;
|
||||
G.totalCode = 98765;
|
||||
G.phase = 3;
|
||||
G.buildings.autocoder = 7;
|
||||
G.codeBoost = 1.5;
|
||||
G.flags = { creativity: true };
|
||||
exported.saveGame();
|
||||
// Reset to defaults by scrubbing a few fields
|
||||
G.code = 0;
|
||||
G.totalCode = 0;
|
||||
G.phase = 1;
|
||||
G.buildings.autocoder = 0;
|
||||
G.codeBoost = 1;
|
||||
G.flags = {};
|
||||
const ok = exported.loadGame();
|
||||
assert(ok, 'loadGame() returned truthy');
|
||||
assert(G.code === 12345, `G.code restored (got ${G.code})`);
|
||||
assert(G.totalCode === 98765, `G.totalCode restored (got ${G.totalCode})`);
|
||||
assert(G.phase === 3, `G.phase restored (got ${G.phase})`);
|
||||
assert(G.buildings.autocoder === 7, `autocoder count restored (got ${G.buildings.autocoder})`);
|
||||
assert(Math.abs(G.codeBoost - 1.5) < 1e-9, `codeBoost restored (got ${G.codeBoost})`);
|
||||
assert(G.flags && G.flags.creativity === true, 'flags.creativity restored');
|
||||
|
||||
// ============================================================
|
||||
// 8. SUMMARY
|
||||
// ============================================================
|
||||
console.log(`\n---\n${passes} passed, ${failures} failed`);
|
||||
if (failures > 0) {
|
||||
process.exitCode = 1;
|
||||
}
|
||||
Reference in New Issue
Block a user