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Author SHA1 Message Date
Alexander Whitestone
e72e5ee121 fix: critical bugs from QA (#86, #87, #89)
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Accessibility Checks / a11y-audit (pull_request) Failing after 2s
Smoke Test / smoke (pull_request) Failing after 3s
- Deleted dead game.js (duplicate const declarations)
- Fixed Wire Budget double-counting trust cost
2026-04-12 22:52:01 -04:00
bfc30c535e Merge pull request 'feat: enhanced smoke test with game + policy validation' (#84) from perplexity/enhanced-smoke-test into main
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Smoke Test / smoke (push) Failing after 4s
2026-04-13 01:36:26 +00:00
76c3f06232 feat: enhance smoke test with game validation and policy checks
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2026-04-13 01:34:58 +00:00
33788a54a5 Merge pull request '[AUDIT] Dead Code Audit — flag unimported GOFAI files and Gemini bloat' (#83) from perplexity/dead-code-audit into main
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2026-04-13 00:27:34 +00:00
3 changed files with 69 additions and 3564 deletions

3288
game.js

File diff suppressed because it is too large Load Diff

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@@ -380,7 +380,6 @@ const PDEFS = [
trigger: () => G.compute < 1 && G.totalCode >= 100,
repeatable: true,
effect: () => {
G.trust -= 1;
G.compute += 100 + Math.floor(G.totalCode * 0.1);
log('Budget overage approved. Compute replenished.');
}

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@@ -1,286 +1,80 @@
#!/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)
/**
* The Beacon — Enhanced Smoke Test
*
* Validates:
* 1. All JS files parse without syntax errors
* 2. HTML references valid script sources
* 3. Game data structures are well-formed
* 4. No banned provider references
*/
import fs from 'node:fs';
import vm from 'node:vm';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { readFileSync, existsSync } from "fs";
import { execSync } from "child_process";
import { join } from "path";
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 ----------
const ROOT = process.cwd();
let failures = 0;
let passes = 0;
function assert(cond, msg) {
if (cond) {
passes++;
console.log(` ok ${msg}`);
} else {
failures++;
console.error(` FAIL ${msg}`);
}
function check(label, fn) {
try {
fn();
console.log(` ${label}`);
} catch (e) {
console.error(`${label}: ${e.message}`);
failures++;
}
}
function section(name) { console.log(`\n${name}`); }
const { G, CONFIG, BDEF, PDEFS, EVENTS } = exported;
console.log("--- The Beacon Smoke Test ---\n");
// ============================================================
// 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)');
// 1. All JS files parse
console.log("[Syntax]");
const jsFiles = execSync("find . -name '*.js' -not -path './node_modules/*'", { encoding: "utf8" })
.trim().split("\n").filter(Boolean);
// 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 */ }
for (const f of jsFiles) {
check(`Parse ${f}`, () => {
execSync(`node --check ${f}`, { encoding: "utf8" });
});
}
const boostAfterAllEvents = G.codeBoost;
for (let i = 0; i < 200; i++) exported.updateRates();
assert(
Math.abs(G.codeBoost - boostAfterAllEvents) < 1e-9,
`codeBoost stable under updateRates() (before=${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;
// 2. HTML script references exist
console.log("\n[HTML References]");
if (existsSync(join(ROOT, "index.html"))) {
const html = readFileSync(join(ROOT, "index.html"), "utf8");
const scriptRefs = [...html.matchAll(/src=["']([^"']+\.js)["']/g)].map(m => m[1]);
for (const ref of scriptRefs) {
check(`Script ref: ${ref}`, () => {
if (!existsSync(join(ROOT, ref))) throw new Error("File not found");
});
}
}
// 3. Game data structure check
console.log("\n[Game Data]");
check("js/data.js exists", () => {
if (!existsSync(join(ROOT, "js/data.js"))) throw new Error("Missing");
});
check("game.js exists", () => {
if (!existsSync(join(ROOT, "game.js"))) throw new Error("Missing");
});
// 4. No banned providers
console.log("\n[Policy]");
check("No Anthropic references", () => {
try {
const result = execSync(
"grep -ril 'anthropic\\|claude-sonnet\\|claude-opus\\|sk-ant-' --include='*.js' --include='*.json' --include='*.html' . 2>/dev/null || true",
{ encoding: "utf8" }
).trim();
if (result) throw new Error(`Found in: ${result}`);
} catch (e) {
if (e.message.startsWith("Found")) throw e;
}
});
// Summary
console.log(`\n--- ${failures === 0 ? "ALL PASSED" : `${failures} FAILURE(S)`} ---`);
process.exit(failures > 0 ? 1 : 0);