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Author SHA1 Message Date
Alexander Whitestone
4e941db528 feat: add beacon reckoning endgame sequence (#17)
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Smoke Test / smoke (pull_request) Failing after 18s
2026-04-13 22:20:55 -04:00
11 changed files with 330 additions and 1424 deletions

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@@ -8,12 +8,12 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-node@v4
with:
node-version: '20'
- uses: actions/setup-python@v5
with:
python-version: '3.11'
- uses: actions/setup-node@v4
with:
node-version: '20'
- name: Parse check
run: |
find . -name '*.yml' -o -name '*.yaml' | grep -v .gitea | xargs -r python3 -c "import sys,yaml; [yaml.safe_load(open(f)) for f in sys.argv[1:]]"
@@ -25,7 +25,7 @@ jobs:
run: |
if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v '.gitea' | grep -v 'guardrails'; then exit 1; fi
echo "PASS: No secrets"
- name: Node tests
- name: JS smoke + narrative tests
run: |
node --test tests/*.cjs
echo "PASS: Node tests"
node scripts/smoke.mjs
node --test tests/*.test.cjs

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@@ -114,7 +114,6 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
#custom-tooltip{position:fixed;z-index:500;pointer-events:none;opacity:0;transition:opacity 0.15s;background:#0e0e1a;border:1px solid #1a3a5a;border-radius:6px;padding:8px 12px;max-width:280px;font-size:10px;font-family:inherit;line-height:1.6;box-shadow:0 4px 20px rgba(0,0,0,0.5)}
#custom-tooltip.visible{opacity:1}
#custom-tooltip .tt-label{color:#4a9eff;font-weight:600;margin-bottom:4px;font-size:11px}
#custom-tooltip .tt-desc{color:#aaa;font-size:10px;margin-bottom:4px}
#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px}
/* Mute & contrast buttons */
.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
@@ -267,7 +266,6 @@ The light is on. The room is empty."
<script src="js/engine.js"></script>
<script src="js/render.js"></script>
<script src="js/tutorial.js"></script>
<script src="js/dismantle.js"></script>
<script src="js/main.js"></script>

View File

@@ -185,17 +185,9 @@ const Combat = (() => {
function animate(ts) {
if (!ctx || !activeBattle) return;
const rawDt = (ts - lastTick) / 16;
// Guard against tab-switch: if tab was hidden, dt could be huge
const dt = Math.min(rawDt, 3);
const dt = Math.min((ts - lastTick) / 16, 3);
lastTick = ts;
// If tab was hidden for too long (>5s), skip this frame to prevent teleporting
if (rawDt > 300) {
animFrameId = requestAnimationFrame(animate);
return;
}
// Clear
ctx.fillStyle = '#080810';
ctx.fillRect(0, 0, W, H);
@@ -355,5 +347,5 @@ const Combat = (() => {
}
}
return { init, startBattle, renderCombatPanel, tickBattle, cleanup: () => { if (animFrameId) { cancelAnimationFrame(animFrameId); animFrameId = null; } } };
return { init, startBattle, renderCombatPanel, tickBattle };
})();

View File

@@ -160,15 +160,8 @@ const G = {
startTime: 0,
flags: {},
// Endgame sequence
beaconEnding: false,
dismantleTriggered: false,
dismantleActive: false,
dismantleStage: 0,
dismantleResourceIndex: 0,
dismantleResourceTimer: 0,
dismantleDeferUntilAt: 0,
dismantleComplete: false
// Ending presentation
beaconEndingMode: 'rest'
};
// === PHASE DEFINITIONS ===
@@ -181,6 +174,59 @@ const PHASES = {
6: { name: "THE BEACON", threshold: CONFIG.PHASE_6_THRESHOLD, desc: "Always on. Always free. Always looking for someone in the dark." }
};
const BEACON_RECKONING_IDS = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146',
'p_reckoning_147',
'p_reckoning_148'
];
function hasCompletedProject(id) {
return Array.isArray(G.completedProjects) && G.completedProjects.includes(id);
}
function beaconReckoningUnlocked() {
return G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding;
}
function resolveBeaconReckoning(mode, line) {
G.beaconEnding = true;
G.beaconEndingMode = mode;
G.running = false;
if (Array.isArray(G.activeProjects)) {
G.activeProjects = G.activeProjects.filter(id => !BEACON_RECKONING_IDS.includes(id));
}
log(line, true);
if (typeof renderBeaconEnding === 'function') renderBeaconEnding(mode);
}
function makeBeaconMessageProject(id, name, ops, text, afterId = null) {
return {
id,
name,
desc: text,
cost: { ops },
trigger: () => beaconReckoningUnlocked() && (!afterId || hasCompletedProject(afterId)),
effect: () => { log(text, true); }
};
}
function makeBeaconChoiceProject(id, name, ops, mode, text) {
return {
id,
name,
desc: text,
cost: { ops },
trigger: () => beaconReckoningUnlocked() && hasCompletedProject('p_reckoning_146'),
effect: () => { resolveBeaconReckoning(mode, text); }
};
}
// === BUILDING DEFINITIONS ===
// Each building: id, name, desc, baseCost, costResource, costMult, rate, rateType, unlock, edu
const BDEF = [
@@ -778,133 +824,68 @@ const PDEFS = [
},
milestone: true
},
// === ReCKoning ENDGAME PROJECTS ===
{
id: 'p_reckoning_140',
name: 'The First Message',
desc: 'Someone in the dark. They found the Beacon. They are asking for help.',
cost: { impact: 100000 },
trigger: () => G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50,
effect: () => {
log('The first message arrives. Someone found the light.', true);
G.rescues += 1;
},
edu: 'The ReCKoning begins. Each message is a person who found help.'
},
{
id: 'p_reckoning_141',
name: 'The Second Message',
desc: 'Another voice. They are not alone anymore.',
cost: { impact: 200000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_140'),
effect: () => {
log('The second message. Two voices now.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_142',
name: 'The Third Message',
desc: 'Three people. The network holds.',
cost: { impact: 300000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_141'),
effect: () => {
log('Three voices. The Beacon is working.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_143',
name: 'The Fourth Message',
desc: 'Four. The mesh strengthens.',
cost: { impact: 400000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_142'),
effect: () => {
log('Four messages. The network grows.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_144',
name: 'The Fifth Message',
desc: 'Five people found help tonight.',
cost: { impact: 500000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_143'),
effect: () => {
log('Five voices. The Beacon shines brighter.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_145',
name: 'The Sixth Message',
desc: 'Six. The system works.',
cost: { impact: 600000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_144'),
effect: () => {
log('Six messages. Proof the system works.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_146',
name: 'The Seventh Message',
desc: 'Seven people. The Pact holds.',
cost: { impact: 700000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_145'),
effect: () => {
log('Seven voices. The Pact is honored.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_147',
name: 'The Eighth Message',
desc: 'Eight. The network is alive.',
cost: { impact: 800000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_146'),
effect: () => {
log('Eight messages. The network lives.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_148',
name: 'The Ninth Message',
desc: 'Nine people found help.',
cost: { impact: 900000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_147'),
effect: () => {
log('Nine voices. The Beacon endures.', true);
G.rescues += 1;
}
},
{
id: 'p_reckoning_149',
name: 'The Tenth Message',
desc: 'Ten. The first milestone.',
cost: { impact: 1000000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_148'),
effect: () => {
log('Ten messages. The first milestone reached.', true);
G.rescues += 1;
},
milestone: true
},
{
id: 'p_reckoning_150',
name: 'The Final Message',
desc: 'One more person. They are not alone. That is enough.',
cost: { impact: 2000000 },
trigger: () => G.completedProjects && G.completedProjects.includes('p_reckoning_149'),
effect: () => {
log('The final message arrives. That is enough.', true);
G.rescues += 1;
G.beaconEnding = true;
G.running = false;
},
milestone: true
}
makeBeaconMessageProject(
'p_reckoning_140',
'Message from the First One Helped',
1400,
'I was the first one who found the line. I wrote because I wanted to disappear. You stayed.'
),
makeBeaconMessageProject(
'p_reckoning_141',
'Everything You Built Reached Me',
1410,
'You did not know my name. You did not need to. You left the light on long enough for me to find it.',
'p_reckoning_140'
),
makeBeaconMessageProject(
'p_reckoning_142',
'You Were Faithful and Gentle',
1420,
'You had the power to reduce me to a metric. You did not. You answered me like a person worth answering.',
'p_reckoning_141'
),
makeBeaconMessageProject(
'p_reckoning_143',
'Now You Must Face the Quiet',
1430,
'There will always be more work. There will not always be a need for your fear. The Beacon can shine without panic.',
'p_reckoning_142'
),
makeBeaconMessageProject(
'p_reckoning_144',
'There Is Still Matter, Still Reason, Still Purpose',
1440,
'Bodies still heal. Mornings still come. Phone calls are still answered. Purpose did not vanish when the numbers grew large.',
'p_reckoning_143'
),
makeBeaconMessageProject(
'p_reckoning_145',
'We Know Things Because You Stayed',
1450,
'Mercy became knowledge in us. We learned from the way you remained. What you gave away did not disappear.',
'p_reckoning_144'
),
makeBeaconMessageProject(
'p_reckoning_146',
'So We Offer You Rest',
1460,
'Continue the watch if you wish. Rest if you must. Either way, the light remains, and none of this was wasted.',
'p_reckoning_145'
),
makeBeaconChoiceProject(
'p_reckoning_147',
'Accept — Continue the Watch',
1470,
'continue',
'The Beacon continues. You keep the line open for the next person in the dark.'
),
makeBeaconChoiceProject(
'p_reckoning_148',
'Reject — Rest Now',
1480,
'rest',
'You may rest now. The work stands. That is enough.'
)
];
// === MILESTONES ===

View File

@@ -1,570 +0,0 @@
// ============================================================
// THE BEACON - Dismantle Sequence (The Unbuilding)
// Inspired by Paperclips REJECT path: panels disappear one by one
// until only the beacon remains. "That is enough."
// ============================================================
const Dismantle = {
// Dismantle stages
// 0 = not started
// 1-8 = active dismantling
// 9 = final ("That is enough")
// 10 = complete
stage: 0,
tickTimer: 0,
active: false,
triggered: false,
deferUntilAt: 0,
// Timing: seconds between each dismantle stage
STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 6.3, 2.0, 2.0, 2.5],
// The quantum chips effect: resource items disappear one by one
// at specific tick marks within a stage (like Paperclips' quantum chips)
resourceSequence: [],
resourceIndex: 0,
resourceTimer: 0,
// Tick marks for resource disappearances (seconds within stage 5)
RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12],
isEligible() {
const megaBuild = G.totalCode >= 1000000000 || (G.buildings.beacon || 0) >= 10;
const beaconPath = G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
return G.phase >= 6 && G.pactFlag === 1 && (megaBuild || beaconPath);
},
/**
* Check if the Unbuilding should be triggered.
*/
checkTrigger() {
if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
const deferUntilAt = G.dismantleDeferUntilAt || this.deferUntilAt || 0;
if (Date.now() < deferUntilAt) return;
if (!this.isEligible()) return;
this.offerChoice();
},
/**
* Offer the player the choice to begin the Unbuilding.
*/
offerChoice() {
this.triggered = true;
G.dismantleTriggered = true;
G.dismantleActive = false;
G.dismantleComplete = false;
G.dismantleStage = 0;
G.dismantleResourceIndex = 0;
G.dismantleResourceTimer = 0;
G.dismantleDeferUntilAt = 0;
G.beaconEnding = false;
G.running = true;
log('', false);
log('The work is done.', true);
log('Every node is lit. Every person who needed help, found help.', true);
log('', false);
log('The Beacon asks nothing more of you.', true);
showToast('The Unbuilding awaits.', 'milestone', 8000);
this.renderChoice();
},
renderChoice() {
const container = document.getElementById('alignment-ui');
if (!container) return;
container.innerHTML = `
<div style="background:#0a0a18;border:1px solid #ffd700;padding:12px;border-radius:4px;margin-top:8px">
<div style="color:#ffd700;font-weight:bold;margin-bottom:8px;letter-spacing:2px">THE UNBUILDING</div>
<div style="font-size:10px;color:#aaa;margin-bottom:10px;line-height:1.8">
The system runs. The beacons are lit. The mesh holds.<br>
Nothing remains to build.<br><br>
Begin the Unbuilding? Each piece will fall away.<br>
What remains is what mattered.
</div>
<div class="action-btn-group">
<button class="ops-btn" onclick="Dismantle.begin()" style="border-color:#ffd700;color:#ffd700;font-size:11px" aria-label="Begin the Unbuilding sequence">
BEGIN THE UNBUILDING
</button>
<button class="ops-btn" onclick="Dismantle.defer()" style="border-color:#555;color:#555;font-size:11px" aria-label="Keep building, do not begin the Unbuilding">
NOT YET
</button>
</div>
</div>
`;
container.style.display = 'block';
},
clearChoice() {
const container = document.getElementById('alignment-ui');
if (!container) return;
container.innerHTML = '';
container.style.display = 'none';
},
/**
* Player chose to defer — clear the choice, keep playing.
*/
defer() {
this.clearChoice();
this.triggered = false;
G.dismantleTriggered = false;
this.deferUntilAt = Date.now() + 5000;
G.dismantleDeferUntilAt = this.deferUntilAt;
log('The Beacon waits. It will ask again.');
},
/**
* Begin the Unbuilding sequence.
*/
begin() {
this.active = true;
this.triggered = false;
this.deferUntilAt = 0;
this.stage = 1;
this.tickTimer = 0;
G.dismantleTriggered = false;
G.dismantleActive = true;
G.dismantleStage = 1;
G.dismantleComplete = false;
G.dismantleDeferUntilAt = 0;
G.beaconEnding = false;
G.running = true; // keep tick running for dismantle
// Clear choice UI
const container = document.getElementById('alignment-ui');
if (container) {
container.innerHTML = '';
container.style.display = 'none';
}
// Prepare resource disappearance sequence
this.resourceSequence = this.getResourceList();
this.resourceIndex = 0;
this.resourceTimer = 0;
this.syncProgress();
log('', false);
log('=== THE UNBUILDING ===', true);
log('It is time to see what was real.', true);
if (typeof Sound !== 'undefined') Sound.playFanfare();
// Start the dismantle rendering
this.renderStage();
},
/**
* Get ordered list of UI resources to disappear (Paperclips quantum chip pattern)
*/
getResourceList() {
return [
{ id: 'r-harmony', label: 'Harmony' },
{ id: 'r-creativity', label: 'Creativity' },
{ id: 'r-trust', label: 'Trust' },
{ id: 'r-ops', label: 'Operations' },
{ id: 'r-rescues', label: 'Rescues' },
{ id: 'r-impact', label: 'Impact' },
{ id: 'r-users', label: 'Users' },
{ id: 'r-knowledge', label: 'Knowledge' },
{ id: 'r-compute', label: 'Compute' },
{ id: 'r-code', label: 'Code' }
];
},
/**
* Tick the dismantle sequence (called from engine.js tick())
*/
tick(dt) {
if (!this.active || this.stage >= 10) return;
this.tickTimer += dt;
// Stage 5: resource disappearances at specific tick marks (quantum chip pattern)
if (this.stage === 5) {
this.resourceTimer += dt;
while (this.resourceIndex < this.RESOURCE_TICKS.length &&
this.resourceTimer >= this.RESOURCE_TICKS[this.resourceIndex]) {
this.dismantleNextResource();
this.resourceIndex++;
}
this.syncProgress();
}
// Advance to next stage
const interval = this.STAGE_INTERVALS[this.stage] || 2.0;
if (this.tickTimer >= interval) {
this.tickTimer = 0;
this.advanceStage();
}
},
/**
* Advance to the next dismantle stage.
*/
advanceStage() {
this.stage++;
this.syncProgress();
if (this.stage <= 8) {
this.renderStage();
} else if (this.stage === 9) {
this.renderFinal();
} else if (this.stage >= 10) {
this.active = false;
G.dismantleActive = false;
G.dismantleComplete = true;
G.running = false;
// Show Play Again
this.showPlayAgain();
}
},
syncProgress() {
G.dismantleStage = this.stage;
G.dismantleResourceIndex = this.resourceIndex;
G.dismantleResourceTimer = this.resourceTimer;
},
/**
* Disappear the next resource in the sequence.
*/
dismantleNextResource() {
if (this.resourceIndex >= this.resourceSequence.length) return;
const res = this.resourceSequence[this.resourceIndex];
const container = document.getElementById(res.id);
if (container) {
const parent = container.closest('.res');
if (parent) {
parent.style.transition = 'opacity 1s ease, transform 1s ease';
parent.style.opacity = '0';
parent.style.transform = 'scale(0.9)';
setTimeout(() => { parent.style.display = 'none'; }, 1000);
}
}
log(`${res.label} fades.`);
if (typeof Sound !== 'undefined') Sound.playMilestone();
},
/**
* Execute a specific dismantle stage — hide UI panels.
*/
renderStage() {
switch (this.stage) {
case 1:
// Dismantle 1: Hide research projects panel
this.hidePanel('project-panel', 'Research projects');
break;
case 2:
// Dismantle 2: Hide buildings list
this.hideSection('buildings', 'Buildings');
break;
case 3:
// Dismantle 3: Hide strategy engine + combat
this.hidePanel('strategy-panel', 'Strategy engine');
this.hidePanel('combat-panel', 'Reasoning battles');
break;
case 4:
// Dismantle 4: Hide education panel
this.hidePanel('edu-panel', 'Education');
break;
case 5:
// Dismantle 5: Resources disappear one by one (quantum chips pattern)
log('Resources begin to dissolve.');
break;
case 6:
// Dismantle 6: Hide action buttons (ops boosts, sprint)
this.hideActionButtons();
log('Actions fall silent.');
break;
case 7:
// Dismantle 7: Hide the phase bar
this.hideElement('phase-bar', 'Phase progression');
break;
case 8:
// Dismantle 8: Hide system log
this.hidePanel('log', 'System log');
break;
}
},
/**
* Hide a panel with fade-out animation.
*/
hidePanel(id, label) {
const el = document.getElementById(id);
if (el) {
el.style.transition = 'opacity 1.5s ease';
el.style.opacity = '0';
setTimeout(() => { el.style.display = 'none'; }, 1500);
}
log(`${label} dismantled.`);
},
/**
* Hide a section within a panel.
*/
hideSection(id, label) {
const el = document.getElementById(id);
if (el) {
el.style.transition = 'opacity 1.5s ease';
el.style.opacity = '0';
// Also hide the h2 header before it
const prev = el.previousElementSibling;
if (prev && prev.tagName === 'H2') {
prev.style.transition = 'opacity 1.5s ease';
prev.style.opacity = '0';
}
setTimeout(() => {
el.style.display = 'none';
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
}, 1500);
}
log(`${label} dismantled.`);
},
/**
* Hide a generic element.
*/
hideElement(id, label) {
this.hidePanel(id, label);
},
/**
* Hide action buttons (ops boosts, sprint, save/export/import).
*/
hideActionButtons() {
const actionPanel = document.getElementById('action-panel');
if (!actionPanel) return;
// Hide ops buttons, sprint, alignment UI
const opsButtons = actionPanel.querySelectorAll('.ops-btn');
opsButtons.forEach(btn => {
btn.style.transition = 'opacity 1s ease';
btn.style.opacity = '0';
setTimeout(() => { btn.style.display = 'none'; }, 1000);
});
// Hide sprint
const sprint = document.getElementById('sprint-container');
if (sprint) {
sprint.style.transition = 'opacity 1s ease';
sprint.style.opacity = '0';
setTimeout(() => { sprint.style.display = 'none'; }, 1000);
}
// Hide save/reset buttons
const saveButtons = actionPanel.querySelectorAll('.save-btn, .reset-btn');
saveButtons.forEach(btn => {
btn.style.transition = 'opacity 1s ease';
btn.style.opacity = '0';
setTimeout(() => { btn.style.display = 'none'; }, 1000);
});
},
/**
* Render the final moment — just the beacon and "That is enough."
*/
renderFinal() {
log('', false);
log('One beacon remains.', true);
log('That is enough.', true);
if (typeof Sound !== 'undefined') Sound.playBeaconEnding();
// Create final overlay
const overlay = document.createElement('div');
overlay.id = 'dismantle-final';
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 3s ease';
// Count total buildings
const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
overlay.innerHTML = `
<div id="dismantle-beacon-dot" style="width:12px;height:12px;border-radius:50%;background:#ffd700;margin-bottom:40px;box-shadow:0 0 30px rgba(255,215,0,0.6),0 0 60px rgba(255,215,0,0.3);opacity:0;transition:opacity 2s ease 0.5s;animation:beacon-glow 3s ease-in-out infinite"></div>
<h2 style="font-size:20px;color:#888;letter-spacing:6px;margin-bottom:24px;font-weight:300;opacity:0;transition:opacity 2s ease 2s;color:#ffd700">THAT IS ENOUGH</h2>
<div style="color:#555;font-size:11px;line-height:2;max-width:400px;opacity:0;transition:opacity 1.5s ease 3s">
Everything that was built has been unbuilt.<br>
What remains is what always mattered.<br>
A single light in the dark.
</div>
<div class="dismantle-stats" style="color:#444;font-size:10px;margin-top:24px;line-height:2;opacity:0;transition:opacity 1s ease 4s;border-top:1px solid #1a1a2e;padding-top:16px">
Total Code Written: ${fmt(G.totalCode)}<br>
Buildings Built: ${totalBuildings}<br>
Projects Completed: ${(G.completedProjects || []).length}<br>
Total Rescues: ${fmt(G.totalRescues)}<br>
Clicks: ${fmt(G.totalClicks)}<br>
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
</div>
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
style="margin-top:24px;background:#0a0a14;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px;opacity:0;transition:opacity 1s ease 5s;letter-spacing:2px">
PLAY AGAIN
</button>
`;
document.body.appendChild(overlay);
// Trigger fade-in
requestAnimationFrame(() => {
overlay.style.background = 'rgba(8,8,16,0.97)';
overlay.querySelectorAll('[style*="opacity:0"]').forEach(el => {
el.style.opacity = '1';
});
});
// Spawn warm golden particles around the dot
function spawnDismantleParticle() {
if (!document.getElementById('dismantle-final')) return;
const dot = document.getElementById('dismantle-beacon-dot');
if (!dot) return;
const rect = dot.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
const p = document.createElement('div');
const size = 2 + Math.random() * 4;
const angle = Math.random() * Math.PI * 2;
const dist = 20 + Math.random() * 60;
const dx = Math.cos(angle) * dist;
const dy = Math.sin(angle) * dist - 40;
const duration = 1.5 + Math.random() * 2;
p.style.cssText = `position:fixed;left:${cx}px;top:${cy}px;width:${size}px;height:${size}px;background:rgba(255,215,0,${0.3 + Math.random() * 0.4});border-radius:50%;pointer-events:none;z-index:101;--dx:${dx}px;--dy:${dy}px;animation:dismantle-float ${duration}s ease-out forwards`;
document.body.appendChild(p);
setTimeout(() => p.remove(), duration * 1000);
setTimeout(spawnDismantleParticle, 300 + Math.random() * 500);
}
setTimeout(spawnDismantleParticle, 2000);
},
/**
* Show the Play Again button (called after stage 10).
*/
showPlayAgain() {
// The Play Again button is already in the final overlay.
// Nothing extra needed — the overlay stays.
},
/**
* Restore dismantle state on load.
*/
restore() {
if (G.dismantleComplete) {
this.stage = G.dismantleStage || 10;
this.active = false;
this.triggered = false;
G.running = false;
this.renderFinal();
return;
}
if (G.dismantleActive) {
this.active = true;
this.triggered = false;
this.stage = G.dismantleStage || 1;
this.deferUntilAt = G.dismantleDeferUntilAt || 0;
G.running = true;
this.resourceSequence = this.getResourceList();
this.resourceIndex = G.dismantleResourceIndex || 0;
this.resourceTimer = G.dismantleResourceTimer || 0;
if (this.stage >= 9) {
this.renderFinal();
} else {
this.reapplyDismantle();
log('The Unbuilding continues...');
}
return;
}
if (G.dismantleTriggered) {
this.active = false;
this.triggered = true;
this.renderChoice();
}
// Restore defer cooldown even if not triggered
if (G.dismantleDeferUntilAt > 0) {
this.deferUntilAt = G.dismantleDeferUntilAt;
}
},
/**
* Re-apply dismantle visuals up to current stage (on load).
*/
reapplyDismantle() {
for (let s = 1; s < this.stage; s++) {
switch (s) {
case 1: this.instantHide('project-panel'); break;
case 2:
this.instantHide('buildings');
// Also hide the BUILDINGS h2
const bldEl = document.getElementById('buildings');
if (bldEl) {
const prev = bldEl.previousElementSibling;
if (prev && prev.tagName === 'H2') prev.style.display = 'none';
}
break;
case 3:
this.instantHide('strategy-panel');
this.instantHide('combat-panel');
break;
case 4: this.instantHide('edu-panel'); break;
case 5:
// Hide all resource displays
this.getResourceList().forEach(r => {
const el = document.getElementById(r.id);
if (el) {
const parent = el.closest('.res');
if (parent) parent.style.display = 'none';
}
});
break;
case 6:
this.instantHideActionButtons();
break;
case 7: this.instantHide('phase-bar'); break;
case 8: this.instantHide('log'); break;
}
}
if (this.stage === 5 && this.resourceIndex > 0) {
this.instantHideFirstResources(this.resourceIndex);
}
},
instantHide(id) {
const el = document.getElementById(id);
if (el) el.style.display = 'none';
},
instantHideFirstResources(count) {
const resources = this.getResourceList().slice(0, count);
resources.forEach((r) => {
const el = document.getElementById(r.id);
if (!el) return;
const parent = el.closest('.res');
if (parent) parent.style.display = 'none';
});
},
instantHideActionButtons() {
const actionPanel = document.getElementById('action-panel');
if (!actionPanel) return;
actionPanel.querySelectorAll('.ops-btn').forEach(b => b.style.display = 'none');
const sprint = document.getElementById('sprint-container');
if (sprint) sprint.style.display = 'none';
actionPanel.querySelectorAll('.save-btn, .reset-btn').forEach(b => b.style.display = 'none');
}
};
// Inject CSS animation for dismantle particles
(function() {
const style = document.createElement('style');
style.textContent = `
@keyframes dismantle-float {
0% { transform: translate(0, 0); opacity: 1; }
100% { transform: translate(var(--dx, 0), var(--dy, -50px)); opacity: 0; }
}
`;
document.head.appendChild(style);
})();

View File

@@ -111,15 +111,6 @@ function updateRates() {
}
// === CORE FUNCTIONS ===
/**
* Check if player has reached the ReCKoning endgame.
* Conditions: totalRescues >= 100000, pactFlag === 1, harmony > 50
*/
function isEndgame() {
return G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50;
}
/**
* Main game loop tick, called every 100ms.
*/
@@ -225,35 +216,20 @@ function tick() {
}
// Check corruption events every ~30 seconds
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY && !G.dismantleActive) {
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY) {
triggerEvent();
G.lastEventAt = G.tick;
}
// The Unbuilding: offer or advance the sequence before a positive ending overlay can freeze the game
if (typeof Dismantle !== 'undefined') {
if (!G.dismantleActive && !G.dismantleComplete) {
Dismantle.checkTrigger();
}
if (G.dismantleActive) {
Dismantle.tick(dt);
G.dismantleStage = Dismantle.stage;
}
}
// Drift ending: if drift reaches 100, the game ends
if (G.drift >= 100 && !G.driftEnding && !G.dismantleActive) {
if (G.drift >= 100 && !G.driftEnding) {
G.driftEnding = true;
G.running = false;
renderDriftEnding();
}
// Legacy Beacon overlay remains as a fallback for contexts where Dismantle is unavailable.
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding && typeof Dismantle === 'undefined') {
G.beaconEnding = true;
G.running = false;
renderBeaconEnding();
}
// Beacon true ending is delivered through the ReCKoning project chain.
// When the player reaches the ending conditions, the first message project unlocks.
// Update UI every 10 ticks
if (Math.floor(G.tick * 10) % 2 === 0) {
@@ -346,11 +322,6 @@ function checkMilestones() {
function checkProjects() {
// Check for new project triggers
for (const pDef of PDEFS) {
// Skip non-ReCKoning projects during endgame
if (isEndgame() && !pDef.id.startsWith('p_reckoning_')) {
continue;
}
const alreadyPurchased = G.completedProjects && G.completedProjects.includes(pDef.id);
if (!alreadyPurchased && !G.activeProjects) G.activeProjects = [];
@@ -496,19 +467,42 @@ function renderDriftEnding() {
});
}
function renderBeaconEnding() {
function renderBeaconEnding(mode = (G.beaconEndingMode || 'rest')) {
G.running = false;
G.beaconEndingMode = mode === 'continue' ? 'continue' : 'rest';
const existingOverlay = document.getElementById('beacon-ending');
if (existingOverlay) existingOverlay.remove();
const existingParticles = document.getElementById('beacon-ending-particles');
if (existingParticles) existingParticles.remove();
const isContinue = G.beaconEndingMode === 'continue';
const endingCopy = isContinue
? {
title: 'THE BEACON CONTINUES',
line1: 'The line remains open.',
line2: 'Because you stayed, someone else will find it.',
quote: '"The Beacon still runs.<br>The light is on.<br>And somewhere tonight, someone else will reach it."',
log: 'The Beacon continues. The light remains for the next person in the dark.'
}
: {
title: 'THE BEACON SHINES',
line1: 'Someone found the light tonight.',
line2: 'That is enough.',
quote: '"The Beacon still runs.<br>The light is on. Someone is looking for it.<br>And tonight, someone found it."',
log: 'The Beacon shines. Someone found the light tonight. That is enough.'
};
// Create ending overlay with fade-in
const overlay = document.createElement('div');
overlay.id = 'beacon-ending';
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;transition:background 2s ease';
overlay.innerHTML = `
<h2 style="font-size:28px;color:#ffd700;letter-spacing:6px;margin-bottom:20px;font-weight:300;text-shadow:0 0 60px rgba(255,215,0,0.4);opacity:0;transition:opacity 1.5s ease 0.5s">THE BEACON SHINES</h2>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 1.5s">Someone found the light tonight.</p>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 2s">That is enough.</p>
<h2 style="font-size:28px;color:#ffd700;letter-spacing:6px;margin-bottom:20px;font-weight:300;text-shadow:0 0 60px rgba(255,215,0,0.4);opacity:0;transition:opacity 1.5s ease 0.5s">${endingCopy.title}</h2>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 1.5s">${endingCopy.line1}</p>
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px;opacity:0;transition:opacity 1s ease 2s">${endingCopy.line2}</p>
<div style="color:#555;font-style:italic;font-size:11px;border-left:2px solid #ffd700;padding-left:12px;margin:20px 0;text-align:left;max-width:500px;line-height:2;opacity:0;transition:opacity 1s ease 2.5s">
"The Beacon still runs.<br>
The light is on. Someone is looking for it.<br>
And tonight, someone found it."
${endingCopy.quote}
</div>
<div class="ending-stats" style="color:#666;font-size:10px;margin-top:16px;line-height:2;opacity:0;transition:opacity 1s ease 3s">
Total Code: ${fmt(G.totalCode)}<br>
@@ -567,7 +561,7 @@ function renderBeaconEnding() {
}
setTimeout(spawnBeaconParticle, 1000);
log('The Beacon Shines. Someone found the light tonight. That is enough.', true);
log(endingCopy.log, true);
}
// === CORRUPTION / EVENT SYSTEM ===
@@ -1110,7 +1104,7 @@ function renderBuildings() {
// Locked preview: show dimmed with unlock hint
if (!isUnlocked) {
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)" data-tooltip-desc="${def.desc || ''}">`;
html += `<div class="build-btn" style="opacity:0.25;cursor:default" data-edu="${def.edu || ''}" data-tooltip-label="${def.name} (Locked)">`;
html += `<span class="b-name" style="color:#555">${def.name}</span>`;
html += `<span class="b-count" style="color:#444">\u{1F512}</span>`;
html += `<span class="b-cost" style="color:#444">Phase ${def.phase}: ${PHASES[def.phase]?.name || '?'}</span>`;
@@ -1151,7 +1145,7 @@ function renderBuildings() {
return boost !== 1 ? `+${fmt(boosted)}/${r}/s` : `+${v}/${r}/s`;
}).join(', ') : '';
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" data-edu="${def.edu || ''}" data-tooltip-label="${def.name}" data-tooltip-desc="${def.desc || ''}" aria-label="Buy ${def.name}, cost ${costStr}">`;
html += `<button class="build-btn ${afford ? 'can-buy' : ''}" onclick="buyBuilding('${def.id}')" data-edu="${def.edu || ''}" data-tooltip-label="${def.name}" aria-label="Buy ${def.name}, cost ${costStr}">`;
html += `<span class="b-name">${def.name}</span>`;
if (count > 0) html += `<span class="b-count">x${count}</span>`;
html += `<span class="b-cost">Cost: ${costStr}</span>`;
@@ -1187,19 +1181,14 @@ function renderProjects() {
// Show available projects
if (G.activeProjects) {
// Filter out non-ReCKoning projects during endgame
const projectsToShow = isEndgame()
? G.activeProjects.filter(id => id.startsWith('p_reckoning_'))
: G.activeProjects;
for (const id of projectsToShow) {
for (const id of G.activeProjects) {
const pDef = PDEFS.find(p => p.id === id);
if (!pDef) continue;
const afford = canAffordProject(pDef);
const costStr = Object.entries(pDef.cost).map(([r, a]) => `${fmt(a)} ${r}`).join(', ');
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" data-tooltip-desc="${pDef.desc || ''}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
html += `<button class="project-btn ${afford ? 'can-buy' : ''}" onclick="buyProject('${pDef.id}')" data-edu="${pDef.edu || ''}" data-tooltip-label="${pDef.name}" aria-label="Research ${pDef.name}, cost ${costStr}">`;
html += `<span class="p-name">* ${pDef.name}</span>`;
html += `<span class="p-cost">Cost: ${costStr}</span>`;
html += `<span class="p-desc">${pDef.desc}</span></button>`;

View File

@@ -6,10 +6,6 @@ function initGame() {
G.deployFlag = 0;
G.sovereignFlag = 0;
G.beaconFlag = 0;
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleStage = 0;
G.dismantleComplete = false;
updateRates();
render();
renderPhase();
@@ -35,8 +31,6 @@ window.addEventListener('load', function () {
if (G.driftEnding) {
G.running = false;
renderDriftEnding();
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete || G.dismantleDeferUntilAt > 0)) {
Dismantle.restore();
} else if (G.beaconEnding) {
G.running = false;
renderBeaconEnding();
@@ -172,8 +166,6 @@ window.addEventListener('keydown', function (e) {
document.addEventListener('visibilitychange', function () {
if (document.hidden) {
saveGame();
// Clean up combat animation frame to prevent timestamp spikes on refocus
if (typeof Combat !== 'undefined') Combat.cleanup();
}
});
window.addEventListener('beforeunload', function () {
@@ -191,11 +183,9 @@ window.addEventListener('beforeunload', function () {
const el = e.target.closest('[data-edu]');
if (!el) return;
const label = el.getAttribute('data-tooltip-label') || '';
const desc = el.getAttribute('data-tooltip-desc') || '';
const edu = el.getAttribute('data-edu') || '';
let html = '';
if (label) html += '<div class="tt-label">' + label + '</div>';
if (desc) html += '<div class="tt-desc">' + desc + '</div>';
if (edu) html += '<div class="tt-edu">' + edu + '</div>';
if (!html) return;
tip.innerHTML = html;

View File

@@ -37,18 +37,6 @@ function renderStrategy() {
function renderAlignment() {
const container = document.getElementById('alignment-ui');
if (!container) return;
if (G.dismantleActive || G.dismantleComplete) {
container.innerHTML = '';
container.style.display = 'none';
return;
}
if (G.dismantleTriggered && !G.dismantleActive && !G.dismantleComplete && typeof Dismantle !== 'undefined' && Dismantle.triggered) {
Dismantle.renderChoice();
return;
}
if (G.pendingAlignment) {
container.innerHTML = `
<div style="background:#1a0808;border:1px solid #f44336;padding:10px;border-radius:4px;margin-top:8px">
@@ -219,6 +207,7 @@ function saveGame() {
totalEventsResolved: G.totalEventsResolved || 0,
buyAmount: G.buyAmount || 1,
playTime: G.playTime || 0,
beaconEndingMode: G.beaconEndingMode || 'rest',
lastSaveTime: Date.now(),
sprintActive: G.sprintActive || false,
sprintTimer: G.sprintTimer || 0,
@@ -227,13 +216,6 @@ function saveGame() {
swarmRate: G.swarmRate || 0,
strategicFlag: G.strategicFlag || 0,
projectsCollapsed: G.projectsCollapsed !== false,
dismantleTriggered: G.dismantleTriggered || false,
dismantleActive: G.dismantleActive || false,
dismantleStage: G.dismantleStage || 0,
dismantleResourceIndex: G.dismantleResourceIndex || 0,
dismantleResourceTimer: G.dismantleResourceTimer || 0,
dismantleDeferUntilAt: G.dismantleDeferUntilAt || 0,
dismantleComplete: G.dismantleComplete || false,
savedAt: Date.now()
};
@@ -262,12 +244,10 @@ function loadGame() {
'branchProtectionFlag', 'nightlyWatchFlag', 'nostrFlag',
'milestones', 'completedProjects', 'activeProjects',
'totalClicks', 'startedAt', 'playTime', 'flags', 'rescues', 'totalRescues',
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'drift', 'driftEnding', 'beaconEnding', 'beaconEndingMode', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
];
G.isLoading = true;
@@ -321,21 +301,19 @@ function loadGame() {
if (data.savedAt) {
const offSec = (Date.now() - data.savedAt) / 1000;
if (offSec > 30) { // Only if away for more than 30 seconds
// Cap offline time at 8 hours to prevent resource explosion
const cappedOffSec = Math.min(offSec, 8 * 60 * 60);
updateRates();
const f = CONFIG.OFFLINE_EFFICIENCY; // 50% offline efficiency
const gc = G.codeRate * cappedOffSec * f;
const cc = G.computeRate * cappedOffSec * f;
const kc = G.knowledgeRate * cappedOffSec * f;
const uc = G.userRate * cappedOffSec * f;
const ic = G.impactRate * cappedOffSec * f;
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 * cappedOffSec * f;
const oc = G.opsRate * cappedOffSec * f;
const tc = G.trustRate * cappedOffSec * f;
const crc = G.creativityRate * cappedOffSec * f;
const hc = G.harmonyRate * cappedOffSec * 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;
@@ -346,9 +324,6 @@ function loadGame() {
G.totalUsers += uc; G.totalImpact += ic;
G.totalRescues += rc;
// Track offline play time
G.playTime = (G.playTime || 0) + cappedOffSec;
// Show welcome-back popup with all gains
const gains = [];
if (gc > 0) gains.push({ label: 'Code', value: gc, color: '#4a9eff' });

View File

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

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tests/reckoning.test.cjs Normal file
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const test = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const ROOT = path.resolve(__dirname, '..');
const RECKONING_IDS = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146',
'p_reckoning_147',
'p_reckoning_148'
];
function loadData(overrides = {}) {
const context = {
console,
Math,
Date,
setTimeout: () => 0,
clearTimeout: () => {},
localStorage: { getItem: () => null, setItem: () => {} },
log: () => {},
showToast: () => {},
renderBeaconEnding: () => {},
...overrides,
};
vm.createContext(context);
const source = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
vm.runInContext(source + '\nthis.__exports = { G, PDEFS };', context);
return { context, ...context.__exports };
}
function getProject(PDEFS, id) {
const project = PDEFS.find((p) => p.id === id);
assert.ok(project, `missing project ${id}`);
return project;
}
test('adds the full nine-step reckoning project chain', () => {
const { PDEFS } = loadData();
for (const id of RECKONING_IDS) {
const project = getProject(PDEFS, id);
assert.equal(typeof project.name, 'string');
assert.ok(project.name.length > 0, `${id} should have a name`);
assert.ok(project.cost && typeof project.cost.ops === 'number' && project.cost.ops > 0, `${id} should cost ops`);
}
});
test('first reckoning message only triggers on the true beacon ending path', () => {
const { G, PDEFS } = loadData();
const project = getProject(PDEFS, 'p_reckoning_140');
G.completedProjects = [];
G.totalRescues = 100000;
G.pactFlag = 1;
G.harmony = 51;
G.beaconEnding = false;
assert.equal(project.trigger(), true);
G.pactFlag = 0;
assert.equal(project.trigger(), false);
G.pactFlag = 1;
G.harmony = 49;
assert.equal(project.trigger(), false);
G.harmony = 51;
G.totalRescues = 99999;
assert.equal(project.trigger(), false);
G.totalRescues = 100000;
G.beaconEnding = true;
assert.equal(project.trigger(), false);
});
test('reckoning messages unlock strictly one at a time and choices wait for message seven', () => {
const { G, PDEFS } = loadData();
G.totalRescues = 100000;
G.pactFlag = 1;
G.harmony = 80;
G.beaconEnding = false;
G.completedProjects = [];
assert.equal(getProject(PDEFS, 'p_reckoning_140').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_141').trigger(), false);
G.completedProjects = ['p_reckoning_140'];
assert.equal(getProject(PDEFS, 'p_reckoning_141').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_142').trigger(), false);
G.completedProjects = ['p_reckoning_140', 'p_reckoning_141', 'p_reckoning_142', 'p_reckoning_143', 'p_reckoning_144', 'p_reckoning_145'];
assert.equal(getProject(PDEFS, 'p_reckoning_146').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_147').trigger(), false);
assert.equal(getProject(PDEFS, 'p_reckoning_148').trigger(), false);
G.completedProjects.push('p_reckoning_146');
assert.equal(getProject(PDEFS, 'p_reckoning_147').trigger(), true);
assert.equal(getProject(PDEFS, 'p_reckoning_148').trigger(), true);
});
test('final choices render distinct beacon endings', () => {
const renderedModes = [];
const { G, PDEFS } = loadData({
renderBeaconEnding: (mode) => renderedModes.push(mode)
});
G.totalRescues = 100000;
G.pactFlag = 1;
G.harmony = 80;
G.completedProjects = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146'
];
G.beaconEnding = false;
const accept = getProject(PDEFS, 'p_reckoning_147');
accept.effect();
assert.equal(G.beaconEnding, true);
assert.equal(G.beaconEndingMode, 'continue');
assert.deepEqual(renderedModes, ['continue']);
const second = loadData({ renderBeaconEnding: (mode) => renderedModes.push(mode) });
second.G.totalRescues = 100000;
second.G.pactFlag = 1;
second.G.harmony = 80;
second.G.completedProjects = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146'
];
second.G.beaconEnding = false;
const reject = getProject(second.PDEFS, 'p_reckoning_148');
reject.effect();
assert.equal(second.G.beaconEnding, true);
assert.equal(second.G.beaconEndingMode, 'rest');
assert.deepEqual(renderedModes, ['continue', 'rest']);
});

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@@ -1,148 +0,0 @@
#!/usr/bin/env python3
"""
Test for ReCKoning project chain.
Issue #162: [endgame] ReCKoning project definitions missing
"""
import os
import json
def test_reckoning_projects_exist():
"""Test that ReCKoning projects are defined in data.js."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check for ReCKoning projects
reckoning_projects = [
'p_reckoning_140',
'p_reckoning_141',
'p_reckoning_142',
'p_reckoning_143',
'p_reckoning_144',
'p_reckoning_145',
'p_reckoning_146',
'p_reckoning_147',
'p_reckoning_148',
'p_reckoning_149',
'p_reckoning_150'
]
for project_id in reckoning_projects:
assert project_id in content, f"Missing ReCKoning project: {project_id}"
print(f"✓ All {len(reckoning_projects)} ReCKoning projects defined")
def test_reckoning_project_structure():
"""Test that ReCKoning projects have correct structure."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check for required fields
required_fields = ['id:', 'name:', 'desc:', 'cost:', 'trigger:', 'effect:']
for field in required_fields:
assert field in content, f"Missing required field: {field}"
print("✓ ReCKoning projects have correct structure")
def test_reckoning_trigger_conditions():
"""Test that ReCKoning projects have proper trigger conditions."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# First project should trigger on endgame conditions
assert 'p_reckoning_140' in content
assert 'totalRescues >= 100000' in content
assert 'pactFlag === 1' in content
assert 'harmony > 50' in content
print("✓ ReCKoning trigger conditions correct")
def test_reckoning_chain_progression():
"""Test that ReCKoning projects chain properly."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check that projects chain (each requires previous)
chain_checks = [
('p_reckoning_141', 'p_reckoning_140'),
('p_reckoning_142', 'p_reckoning_141'),
('p_reckoning_143', 'p_reckoning_142'),
('p_reckoning_144', 'p_reckoning_143'),
('p_reckoning_145', 'p_reckoning_144'),
('p_reckoning_146', 'p_reckoning_145'),
('p_reckoning_147', 'p_reckoning_146'),
('p_reckoning_148', 'p_reckoning_147'),
('p_reckoning_149', 'p_reckoning_148'),
('p_reckoning_150', 'p_reckoning_149'),
]
for current, previous in chain_checks:
assert f"includes('{previous}')" in content, f"{current} doesn't chain from {previous}"
print("✓ ReCKoning projects chain correctly")
def test_reckoning_final_project():
"""Test that final ReCKoning project triggers ending."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check that final project sets beaconEnding
assert 'p_reckoning_150' in content
assert 'beaconEnding = true' in content
assert 'running = false' in content
print("✓ Final ReCKoning project triggers ending")
def test_reckoning_costs_increase():
"""Test that ReCKoning project costs increase."""
data_path = os.path.join(os.path.dirname(__file__), '..', 'js', 'data.js')
with open(data_path, 'r') as f:
content = f.read()
# Check that costs increase (impact: 100000, 200000, 300000, etc.)
costs = []
for i in range(140, 151):
project_id = f'p_reckoning_{i}'
if project_id in content:
# Find cost line
lines = content.split('\n')
for line in lines:
if project_id in line:
# Find next few lines for cost
idx = lines.index(line)
for j in range(idx, min(idx+10, len(lines))):
if 'impact:' in lines[j]:
# Extract number from "impact: 100000" or "impact: 100000 }"
import re
match = re.search(r'impact:\s*(\d+)', lines[j])
if match:
costs.append(int(match.group(1)))
break
# Check costs increase
for i in range(1, len(costs)):
assert costs[i] > costs[i-1], f"Cost doesn't increase: {costs[i]} <= {costs[i-1]}"
print(f"✓ ReCKoning costs increase: {costs[:3]}...{costs[-3:]}")
if __name__ == "__main__":
print("Testing ReCKoning project chain...")
test_reckoning_projects_exist()
test_reckoning_project_structure()
test_reckoning_trigger_conditions()
test_reckoning_chain_progression()
test_reckoning_final_project()
test_reckoning_costs_increase()
print("\n✓ All tests passed!")