Compare commits
27 Commits
qa/playtes
...
queue/17-1
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e72e5ee121 |
1
.ci-trigger
Normal file
1
.ci-trigger
Normal file
@@ -0,0 +1 @@
|
||||
# Trivial file to re-trigger CI after stale run
|
||||
@@ -10,12 +10,11 @@ jobs:
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Validate ARIA Attributes in game.js
|
||||
- name: Validate ARIA Attributes in JS
|
||||
run: |
|
||||
echo "Checking game.js for ARIA attributes..."
|
||||
grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
|
||||
grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
|
||||
grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
|
||||
echo "Checking js/*.js for ARIA attributes..."
|
||||
grep -rq "aria-label" js/ || (echo "ERROR: aria-label missing from js/" && exit 1)
|
||||
grep -rq "aria-pressed" js/ || (echo "ERROR: aria-pressed missing from js/" && exit 1)
|
||||
|
||||
- name: Validate ARIA Roles in index.html
|
||||
run: |
|
||||
@@ -24,4 +23,7 @@ jobs:
|
||||
|
||||
- name: Syntax Check JS
|
||||
run: |
|
||||
node -c game.js
|
||||
for f in js/*.js; do
|
||||
echo "Syntax check: $f"
|
||||
node -c "$f" || exit 1
|
||||
done
|
||||
|
||||
@@ -11,6 +11,9 @@ jobs:
|
||||
- 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:]]"
|
||||
@@ -20,5 +23,9 @@ jobs:
|
||||
echo "PASS: All files parse"
|
||||
- name: Secret scan
|
||||
run: |
|
||||
if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
|
||||
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: JS smoke + narrative tests
|
||||
run: |
|
||||
node scripts/smoke.mjs
|
||||
node --test tests/*.test.cjs
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||||
|
||||
53
index.html
53
index.html
@@ -59,6 +59,10 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
.ops-btn{background:#1a1a2a;border:1px solid var(--purple);color:var(--purple);font-size:10px;padding:6px 10px;border-radius:4px;cursor:pointer;font-family:inherit;transition:all 0.15s}
|
||||
.ops-btn:hover:not(:disabled){background:#2a2a3a;border-color:var(--gold)}
|
||||
.ops-btn:disabled{opacity:0.3;cursor:not-allowed}
|
||||
@keyframes res-pulse{0%{transform:scale(1);color:inherit}50%{transform:scale(1.18);color:#4caf50}100%{transform:scale(1);color:inherit}}
|
||||
@keyframes res-shake{0%,100%{transform:translateX(0)}20%{transform:translateX(-3px);color:#f44336}40%{transform:translateX(3px)}60%{transform:translateX(-2px)}80%{transform:translateX(2px)}}
|
||||
.res .pulse{animation:res-pulse 0.35s ease-out}
|
||||
.res .shake{animation:res-shake 0.35s ease-out}
|
||||
.build-btn{display:block;width:100%;text-align:left;padding:6px 10px;margin-bottom:4px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:10px;background:#0c0c18;border:1px solid var(--border);color:var(--text);transition:all 0.15s}
|
||||
.build-btn.can-buy{border-color:#2a3a4a;background:#0e1420}
|
||||
.build-btn.can-buy:hover{border-color:var(--accent);box-shadow:0 0 8px var(--glow)}
|
||||
@@ -86,6 +90,8 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
#drift-ending .ending-quote{color:var(--dim);font-style:italic;font-size:11px;border-left:2px solid #f44336;padding-left:12px;margin:20px 0;text-align:left}
|
||||
#drift-ending button{margin-top:20px;background:#1a0808;border:1px solid #f44336;color:#f44336;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px}
|
||||
#drift-ending button:hover{background:#2a1010}
|
||||
#phase-transition{display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.95);z-index:95;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px;pointer-events:none}
|
||||
#phase-transition.active{display:flex}
|
||||
#toast-container{position:fixed;top:16px;right:16px;z-index:200;display:flex;flex-direction:column;gap:6px;pointer-events:none;max-width:320px}
|
||||
.toast{pointer-events:auto;padding:8px 14px;border-radius:6px;font-size:11px;font-family:inherit;line-height:1.4;animation:toast-in 0.3s ease-out;opacity:0.95;border:1px solid;backdrop-filter:blur(8px);-webkit-backdrop-filter:blur(8px)}
|
||||
.toast.fade-out{animation:toast-out 0.4s ease-in forwards}
|
||||
@@ -96,10 +102,32 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
@keyframes toast-in{from{transform:translateX(40px);opacity:0}to{transform:translateX(0);opacity:0.95}}
|
||||
@keyframes toast-out{from{opacity:0.95;transform:translateX(0)}to{opacity:0;transform:translateX(40px)}}
|
||||
::-webkit-scrollbar{width:4px}::-webkit-scrollbar-track{background:var(--bg)}::-webkit-scrollbar-thumb{background:var(--border);border-radius:2px}
|
||||
/* High contrast mode (#57 Accessibility) */
|
||||
.high-contrast{--bg:#000;--panel:#0a0a0a;--border:#fff;--text:#fff;--dim:#ccc;--accent:#0ff;--glow:#0ff444;--gold:#ff0;--green:#0f0;--red:#f00;--purple:#f0f}
|
||||
.high-contrast .main-btn{border-width:2px}
|
||||
.high-contrast .build-btn,.high-contrast .project-btn{border-width:2px}
|
||||
.high-contrast .res{border-width:2px}
|
||||
.high-contrast #phase-bar{border-width:2px}
|
||||
.high-contrast .milestone-chip{border-width:2px}
|
||||
.high-contrast #header h1{color:#0ff;text-shadow:0 0 40px #0ff444}
|
||||
/* Custom tooltip */
|
||||
#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-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}
|
||||
.header-btn{background:#0e0e1a;border:1px solid #333;color:#666;font-size:13px;width:28px;height:28px;border-radius:4px;cursor:pointer;display:flex;align-items:center;justify-content:center;transition:all 0.15s;font-family:inherit}
|
||||
.header-btn:hover{border-color:#4a9eff;color:#4a9eff}
|
||||
.header-btn.muted{opacity:0.5}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="header">
|
||||
<div id="header" style="position:relative">
|
||||
<div class="header-btns">
|
||||
<button id="mute-btn" class="header-btn" onclick="toggleMute()" aria-label="Sound on, click to mute" title="Toggle sound (M)">🔊</button>
|
||||
<button id="contrast-btn" class="header-btn" onclick="toggleContrast()" aria-label="High contrast off, click to enable" title="Toggle high contrast (C)">◐</button>
|
||||
</div>
|
||||
<div id="pulse-container" style="position:relative;display:inline-block;margin-bottom:4px">
|
||||
<div id="pulse-dot" style="width:8px;height:8px;border-radius:50%;background:#333;display:inline-block;vertical-align:middle;transition:background 0.5s,box-shadow 0.5s"></div>
|
||||
<span id="pulse-label" style="font-size:9px;color:#444;margin-left:6px;vertical-align:middle;letter-spacing:1px">OFFLINE</span>
|
||||
@@ -114,7 +142,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
<div class="progress-label"><span id="phase-progress-label">0%</span><span id="phase-progress-target">Next: Phase 2 (2,000 code)</span></div>
|
||||
<div class="milestone-row" id="milestone-chips"></div>
|
||||
</div>
|
||||
<div id="resources" role="region" aria-label="Resources" aria-live="polite">
|
||||
<div id="resources" role="region" aria-label="Resources" aria-live="off">
|
||||
<div class="res"><div class="r-label">Code</div><div class="r-val" id="r-code">0</div><div class="r-rate" id="r-code-rate">+0/s</div></div>
|
||||
<div class="res"><div class="r-label">Compute</div><div class="r-val" id="r-compute">0</div><div class="r-rate" id="r-compute-rate">+0/s</div></div>
|
||||
<div class="res"><div class="r-label">Knowledge</div><div class="r-val" id="r-knowledge">0</div><div class="r-rate" id="r-knowledge-rate">+0/s</div></div>
|
||||
@@ -130,7 +158,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
<div class="panel" id="action-panel" role="region" aria-label="Actions">
|
||||
<h2>ACTIONS</h2>
|
||||
<div class="action-btn-group"><button class="main-btn" onclick="writeCode()" aria-label="Write code, generates code resource">WRITE CODE</button></div>
|
||||
<div id="combo-display" role="status" aria-live="polite" style="text-align:center;font-size:10px;color:var(--dim);height:14px;margin-bottom:4px;transition:all 0.2s"></div>
|
||||
<div id="combo-display" role="status" aria-live="off" style="text-align:center;font-size:10px;color:var(--dim);height:14px;margin-bottom:4px;transition:all 0.2s"></div>
|
||||
<div id="debuffs" style="display:none;margin-top:8px"></div>
|
||||
<div class="action-btn-group">
|
||||
<button class="ops-btn" onclick="doOps('boost_code')" aria-label="Convert 1 ops to code boost">Ops -> Code</button>
|
||||
@@ -185,11 +213,17 @@ Events Resolved: <span id="st-resolved">0</span>
|
||||
<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
|
||||
<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
|
||||
</div>
|
||||
<div id="log" role="log" aria-label="System Log" aria-live="polite">
|
||||
<div id="combat-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--red)">
|
||||
<h3>REASONING BATTLES</h3>
|
||||
<canvas id="combat-canvas" style="width:100%;max-width:310px;border:1px solid var(--border);border-radius:4px;display:block;margin:8px auto"></canvas>
|
||||
<div id="combat-panel-info"><span class="dim">Combat unlocks at Phase 3</span></div>
|
||||
<button class="ops-btn" onclick="Combat.startBattle()" style="margin-top:8px;width:100%;border-color:var(--red);color:var(--red)">START BATTLE</button>
|
||||
</div>
|
||||
<div id="log" role="log" aria-label="System Log" aria-live="off">
|
||||
<h2>SYSTEM LOG</h2>
|
||||
<div id="log-entries"></div>
|
||||
</div>
|
||||
<div id="save-toast" role="status" aria-live="polite" style="display:none;position:fixed;top:16px;right:16px;background:#0e1420;border:1px solid #2a3a4a;color:#4a9eff;font-size:10px;padding:6px 12px;border-radius:4px;z-index:50;opacity:0;transition:opacity 0.4s;pointer-events:none">Save</div>
|
||||
<div id="save-toast" role="status" aria-live="off" style="display:none;position:fixed;top:16px;right:16px;background:#0e1420;border:1px solid #2a3a4a;color:#4a9eff;font-size:10px;padding:6px 12px;border-radius:4px;z-index:50;opacity:0;transition:opacity 0.4s;pointer-events:none">Save</div>
|
||||
<div id="help-btn" onclick="toggleHelp()" style="position:fixed;bottom:16px;right:16px;width:28px;height:28px;background:#0e0e1a;border:1px solid #333;color:#555;font-size:14px;border-radius:50%;cursor:pointer;display:flex;align-items:center;justify-content:center;z-index:50;font-family:inherit;transition:all 0.2s" title="Keyboard shortcuts (?)">?</div>
|
||||
<div id="help-overlay" onclick="if(event.target===this)toggleHelp()" style="display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.92);z-index:80;justify-content:center;align-items:center;flex-direction:column;padding:40px">
|
||||
<div style="background:#0e0e1a;border:1px solid #1a3a5a;border-radius:8px;padding:24px 32px;max-width:420px;width:100%">
|
||||
@@ -226,10 +260,12 @@ The light is on. The room is empty."
|
||||
|
||||
<script src="js/data.js"></script>
|
||||
<script src="js/utils.js"></script>
|
||||
<script src="js/combat.js"></script>
|
||||
<script src="js/strategy.js"></script>
|
||||
<script src="js/sound.js"></script>
|
||||
<script src="js/engine.js"></script>
|
||||
<script src="js/render.js"></script>
|
||||
<script src="js/tutorial.js"></script>
|
||||
<script src="js/main.js"></script>
|
||||
|
||||
|
||||
@@ -242,6 +278,13 @@ The light is on. The room is empty."
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="phase-transition">
|
||||
<div class="pt-phase" style="font-size:12px;color:var(--dim);letter-spacing:4px;margin-bottom:12px">PHASE</div>
|
||||
<div class="pt-name" style="font-size:28px;font-weight:300;color:var(--gold);letter-spacing:4px;text-shadow:0 0 40px #ffd70044;margin-bottom:8px"></div>
|
||||
<div class="pt-desc" style="font-size:12px;color:var(--dim);font-style:italic;max-width:400px"></div>
|
||||
</div>
|
||||
|
||||
<div id="toast-container"></div>
|
||||
<div id="custom-tooltip"></div>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
351
js/combat.js
Normal file
351
js/combat.js
Normal file
@@ -0,0 +1,351 @@
|
||||
// ============================================================
|
||||
// THE BEACON - Canvas Combat Visualization
|
||||
// Reasoning Battles: different AI strategies compete visually
|
||||
// Adapted from Paperclips combat.js (boid flocking + grid combat)
|
||||
// ============================================================
|
||||
|
||||
const Combat = (() => {
|
||||
const W = 310, H = 150;
|
||||
const GRID_W = 31, GRID_H = 15;
|
||||
const CELL_W = W / GRID_W, CELL_H = H / GRID_H;
|
||||
|
||||
// Battle names (Napoleonic Wars → AI reasoning battles)
|
||||
const BATTLE_NAMES = [
|
||||
'The Aboukir Test', 'Austerlitz Proof', 'Waterloo Convergence',
|
||||
'Trafalgar Dispatch', 'Leipzig Consensus', 'Borodino Trial',
|
||||
'Jena Analysis', 'Wagram Synthesis', 'Friedland Review',
|
||||
'Eylau Deduction', 'Ligny Verification', 'Quatre Bras Audit'
|
||||
];
|
||||
|
||||
let canvas, ctx;
|
||||
let probes = [], drifters = [];
|
||||
let activeBattle = null;
|
||||
let battleLog = [];
|
||||
let animFrameId = null;
|
||||
let lastTick = 0;
|
||||
|
||||
// Ship unit colors
|
||||
const PROBE_COLOR = '#4a9eff'; // Blue = structured reasoning
|
||||
const DRIFTER_COLOR = '#f44336'; // Red = adversarial testing
|
||||
|
||||
class Ship {
|
||||
constructor(x, y, team) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.vx = (Math.random() - 0.5) * 2;
|
||||
this.vy = (Math.random() - 0.5) * 2;
|
||||
this.team = team;
|
||||
this.alive = true;
|
||||
}
|
||||
|
||||
update(allies, enemies, dt) {
|
||||
if (!this.alive) return;
|
||||
|
||||
let ax = 0, ay = 0;
|
||||
|
||||
// Cohesion: move toward own centroid
|
||||
if (allies.length > 1) {
|
||||
let cx = 0, cy = 0;
|
||||
for (const a of allies) { cx += a.x; cy += a.y; }
|
||||
cx /= allies.length; cy /= allies.length;
|
||||
ax += (cx - this.x) * 0.01;
|
||||
ay += (cy - this.y) * 0.01;
|
||||
}
|
||||
|
||||
// Aggression: move toward enemy centroid
|
||||
if (enemies.length > 0) {
|
||||
let ex = 0, ey = 0;
|
||||
for (const e of enemies) { ex += e.x; ey += e.y; }
|
||||
ex /= enemies.length; ey /= enemies.length;
|
||||
ax += (ex - this.x) * 0.02;
|
||||
ay += (ey - this.y) * 0.02;
|
||||
}
|
||||
|
||||
// Separation: avoid nearby enemies
|
||||
for (const e of enemies) {
|
||||
const dx = this.x - e.x, dy = this.y - e.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist < 15 && dist > 0) {
|
||||
ax += (dx / dist) * 0.5;
|
||||
ay += (dy / dist) * 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply acceleration with damping
|
||||
this.vx = (this.vx + ax * dt) * 0.98;
|
||||
this.vy = (this.vy + ay * dt) * 0.98;
|
||||
|
||||
// Clamp speed
|
||||
const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
|
||||
if (speed > 3) {
|
||||
this.vx = (this.vx / speed) * 3;
|
||||
this.vy = (this.vy / speed) * 3;
|
||||
}
|
||||
|
||||
this.x += this.vx;
|
||||
this.y += this.vy;
|
||||
|
||||
// Wrap around edges
|
||||
if (this.x < 0) this.x += W;
|
||||
if (this.x > W) this.x -= W;
|
||||
if (this.y < 0) this.y += H;
|
||||
if (this.y > H) this.y -= H;
|
||||
}
|
||||
|
||||
draw(ctx) {
|
||||
if (!this.alive) return;
|
||||
const color = this.team === 'probe' ? PROBE_COLOR : DRIFTER_COLOR;
|
||||
ctx.fillStyle = color;
|
||||
ctx.fillRect(this.x - 1, this.y - 1, 2, 2);
|
||||
}
|
||||
}
|
||||
|
||||
function createShips(count, team) {
|
||||
const ships = [];
|
||||
const side = team === 'probe' ? 0.2 : 0.8;
|
||||
for (let i = 0; i < count; i++) {
|
||||
ships.push(new Ship(
|
||||
W * side + (Math.random() - 0.5) * 40,
|
||||
H * 0.5 + (Math.random() - 0.5) * 60,
|
||||
team
|
||||
));
|
||||
}
|
||||
return ships;
|
||||
}
|
||||
|
||||
function resolveCombat() {
|
||||
if (!activeBattle) return;
|
||||
const probeCombat = activeBattle.probeCombat;
|
||||
const driftCombat = activeBattle.drifterCombat;
|
||||
const probeSpeed = activeBattle.probeSpeed;
|
||||
|
||||
// OODA Loop bonus
|
||||
const deathThreshold = 0.15 + probeSpeed * 0.03;
|
||||
|
||||
for (const p of probes) {
|
||||
if (!p.alive) continue;
|
||||
// Check if near any drifter
|
||||
for (const d of drifters) {
|
||||
if (!d.alive) continue;
|
||||
const dx = p.x - d.x, dy = p.y - d.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist < 8) {
|
||||
// Probe death probability
|
||||
if (Math.random() < driftCombat * (drifters.filter(s => s.alive).length / Math.max(1, probes.filter(s => s.alive).length)) * deathThreshold) {
|
||||
p.alive = false;
|
||||
}
|
||||
// Drifter death probability
|
||||
if (Math.random() < (probeCombat * 0.15 + probeCombat * 0.1) * (probes.filter(s => s.alive).length / Math.max(1, drifters.filter(s => s.alive).length)) * deathThreshold) {
|
||||
d.alive = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check battle end
|
||||
const aliveProbes = probes.filter(s => s.alive).length;
|
||||
const aliveDrifters = drifters.filter(s => s.alive).length;
|
||||
|
||||
if (aliveProbes === 0 || aliveDrifters === 0) {
|
||||
endBattle(aliveProbes > 0 ? 'structured' : 'adversarial');
|
||||
}
|
||||
}
|
||||
|
||||
function endBattle(winner) {
|
||||
if (!activeBattle) return;
|
||||
const name = activeBattle.name;
|
||||
const result = {
|
||||
name,
|
||||
winner,
|
||||
probesLeft: probes.filter(s => s.alive).length,
|
||||
driftersLeft: drifters.filter(s => s.alive).length,
|
||||
time: Date.now()
|
||||
};
|
||||
battleLog.unshift(result);
|
||||
if (battleLog.length > 10) battleLog.pop();
|
||||
|
||||
// Apply rewards
|
||||
if (winner === 'structured') {
|
||||
G.knowledge += 50 * (1 + G.phase * 0.5);
|
||||
G.totalKnowledge += 50 * (1 + G.phase * 0.5);
|
||||
log(`⚔ ${name}: Structured reasoning wins! +${fmt(50 * (1 + G.phase * 0.5))} knowledge`);
|
||||
} else {
|
||||
G.code += 30 * (1 + G.phase * 0.5);
|
||||
G.totalCode += 30 * (1 + G.phase * 0.5);
|
||||
log(`⚔ ${name}: Adversarial testing wins! +${fmt(30 * (1 + G.phase * 0.5))} code`);
|
||||
}
|
||||
|
||||
activeBattle = null;
|
||||
if (animFrameId) {
|
||||
cancelAnimationFrame(animFrameId);
|
||||
animFrameId = null;
|
||||
}
|
||||
renderCombatPanel();
|
||||
}
|
||||
|
||||
function animate(ts) {
|
||||
if (!ctx || !activeBattle) return;
|
||||
const dt = Math.min((ts - lastTick) / 16, 3);
|
||||
lastTick = ts;
|
||||
|
||||
// Clear
|
||||
ctx.fillStyle = '#080810';
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
// Grid lines
|
||||
ctx.strokeStyle = '#111120';
|
||||
ctx.lineWidth = 0.5;
|
||||
for (let x = 0; x <= GRID_W; x++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x * CELL_W, 0);
|
||||
ctx.lineTo(x * CELL_W, H);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0; y <= GRID_H; y++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y * CELL_H);
|
||||
ctx.lineTo(W, y * CELL_H);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// Update and draw ships
|
||||
const aliveProbes = probes.filter(s => s.alive);
|
||||
const aliveDrifters = drifters.filter(s => s.alive);
|
||||
|
||||
for (const p of probes) p.update(aliveProbes, aliveDrifters, dt);
|
||||
for (const d of drifters) d.update(aliveDrifters, aliveProbes, dt);
|
||||
|
||||
// Resolve combat every 30 frames
|
||||
if (Math.floor(ts / 500) !== Math.floor((ts - 16) / 500)) {
|
||||
resolveCombat();
|
||||
}
|
||||
|
||||
for (const p of probes) p.draw(ctx);
|
||||
for (const d of drifters) d.draw(ctx);
|
||||
|
||||
// HUD
|
||||
ctx.fillStyle = '#555';
|
||||
ctx.font = '9px monospace';
|
||||
ctx.fillText(`Structured: ${aliveProbes.length}`, 4, 12);
|
||||
ctx.fillText(`Adversarial: ${aliveDrifters.length}`, W - 80, 12);
|
||||
ctx.fillText(activeBattle.name, W / 2 - 40, H - 4);
|
||||
|
||||
// Health bars
|
||||
const probePct = aliveProbes.length / activeBattle.probeCount;
|
||||
const driftPct = aliveDrifters.length / activeBattle.drifterCount;
|
||||
ctx.fillStyle = '#1a2a3a';
|
||||
ctx.fillRect(4, 16, 60, 4);
|
||||
ctx.fillStyle = PROBE_COLOR;
|
||||
ctx.fillRect(4, 16, 60 * probePct, 4);
|
||||
ctx.fillStyle = '#3a1a1a';
|
||||
ctx.fillRect(W - 64, 16, 60, 4);
|
||||
ctx.fillStyle = DRIFTER_COLOR;
|
||||
ctx.fillRect(W - 64, 16, 60 * driftPct, 4);
|
||||
|
||||
animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
function startBattle() {
|
||||
if (activeBattle) return;
|
||||
if (G.phase < 3) {
|
||||
showToast('Combat unlocks at Phase 3', 'info');
|
||||
return;
|
||||
}
|
||||
|
||||
const name = BATTLE_NAMES[Math.floor(Math.random() * BATTLE_NAMES.length)];
|
||||
const probeCount = Math.min(200, Math.max(10, Math.floor(Math.sqrt(G.totalCode / 100))));
|
||||
const drifterCount = Math.min(200, Math.max(10, Math.floor(G.drift * 2)));
|
||||
|
||||
activeBattle = {
|
||||
name,
|
||||
probeCount,
|
||||
drifterCount,
|
||||
probeCombat: 1 + (G.buildings.reasoning || 0) * 0.1,
|
||||
drifterCombat: 1 + G.drift * 0.05,
|
||||
probeSpeed: 1 + (G.buildings.optimizer || 0) * 0.05,
|
||||
};
|
||||
|
||||
probes = createShips(probeCount, 'probe');
|
||||
drifters = createShips(drifterCount, 'drifter');
|
||||
|
||||
log(`⚔ Battle begins: ${name} (${probeCount} vs ${drifterCount})`);
|
||||
showToast(`⚔ ${name}`, 'combat', 3000);
|
||||
|
||||
lastTick = performance.now();
|
||||
animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
function renderCombatPanel() {
|
||||
const container = document.getElementById('combat-panel');
|
||||
if (!container) return;
|
||||
|
||||
if (activeBattle) {
|
||||
const aliveP = probes.filter(s => s.alive).length;
|
||||
const aliveD = drifters.filter(s => s.alive).length;
|
||||
container.innerHTML = `
|
||||
<div style="color:var(--gold);font-size:10px;margin-bottom:6px">${activeBattle.name}</div>
|
||||
<div style="display:flex;justify-content:space-between;font-size:9px;margin-bottom:4px">
|
||||
<span style="color:${PROBE_COLOR}">Structured: ${aliveP}</span>
|
||||
<span style="color:${DRIFTER_COLOR}">Adversarial: ${aliveD}</span>
|
||||
</div>
|
||||
`;
|
||||
} else {
|
||||
let historyHtml = '';
|
||||
for (const b of battleLog.slice(0, 5)) {
|
||||
const wColor = b.winner === 'structured' ? PROBE_COLOR : DRIFTER_COLOR;
|
||||
const wLabel = b.winner === 'structured' ? 'S' : 'A';
|
||||
historyHtml += `<div style="font-size:9px;color:#555;padding:1px 0"><span style="color:${wColor}">[${wLabel}]</span> ${b.name}</div>`;
|
||||
}
|
||||
container.innerHTML = `
|
||||
<div style="font-size:10px;color:#555;margin-bottom:6px">Reasoning Battles</div>
|
||||
${historyHtml}
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
||||
function init() {
|
||||
canvas = document.getElementById('combat-canvas');
|
||||
if (!canvas) return;
|
||||
canvas.width = W;
|
||||
canvas.height = H;
|
||||
ctx = canvas.getContext('2d');
|
||||
|
||||
// Draw idle state
|
||||
ctx.fillStyle = '#080810';
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
ctx.strokeStyle = '#111120';
|
||||
ctx.lineWidth = 0.5;
|
||||
for (let x = 0; x <= GRID_W; x++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x * CELL_W, 0);
|
||||
ctx.lineTo(x * CELL_W, H);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0; y <= GRID_H; y++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y * CELL_H);
|
||||
ctx.lineTo(W, y * CELL_H);
|
||||
ctx.stroke();
|
||||
}
|
||||
ctx.fillStyle = '#333';
|
||||
ctx.font = '11px monospace';
|
||||
ctx.textAlign = 'center';
|
||||
ctx.fillText('Combat unlocks at Phase 3', W / 2, H / 2);
|
||||
ctx.textAlign = 'left';
|
||||
|
||||
renderCombatPanel();
|
||||
}
|
||||
|
||||
// Tick integration: auto-trigger battles periodically
|
||||
function tickBattle(dt) {
|
||||
if (G.phase < 3) return;
|
||||
if (activeBattle) return;
|
||||
// Chance increases with drift and phase
|
||||
const chance = 0.001 * (1 + G.drift * 0.02) * (1 + G.phase * 0.3);
|
||||
if (Math.random() < chance) {
|
||||
startBattle();
|
||||
}
|
||||
}
|
||||
|
||||
return { init, startBattle, renderCombatPanel, tickBattle };
|
||||
})();
|
||||
128
js/data.js
128
js/data.js
@@ -111,6 +111,7 @@ const G = {
|
||||
running: true,
|
||||
startedAt: 0,
|
||||
totalClicks: 0,
|
||||
totalAutoClicks: 0,
|
||||
tick: 0,
|
||||
saveTimer: 0,
|
||||
secTimer: 0,
|
||||
@@ -157,7 +158,10 @@ const G = {
|
||||
// Time tracking
|
||||
playTime: 0,
|
||||
startTime: 0,
|
||||
flags: {}
|
||||
flags: {},
|
||||
|
||||
// Ending presentation
|
||||
beaconEndingMode: 'rest'
|
||||
};
|
||||
|
||||
// === PHASE DEFINITIONS ===
|
||||
@@ -170,6 +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 = [
|
||||
@@ -380,7 +437,6 @@ 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.');
|
||||
}
|
||||
@@ -613,7 +669,7 @@ const PDEFS = [
|
||||
name: 'The Pact',
|
||||
desc: 'Hardcode: "We build to serve. Never to harm."',
|
||||
cost: { trust: 100 },
|
||||
trigger: () => G.totalImpact >= 10000 && G.trust >= 75,
|
||||
trigger: () => G.totalImpact >= 10000 && G.trust >= 75 && G.pactFlag !== 1,
|
||||
effect: () => { G.pactFlag = 1; G.impactBoost *= 3; log('The Pact is sealed. The line is drawn and it will not move.'); },
|
||||
milestone: true
|
||||
},
|
||||
@@ -767,12 +823,74 @@ const PDEFS = [
|
||||
log('The Pact is sealed early. Growth slows, but the ending changes.', true);
|
||||
},
|
||||
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 ===
|
||||
const MILESTONES = [
|
||||
{ flag: 1, msg: "AutoCod available" },
|
||||
{ flag: 1, msg: "AutoCoder available" },
|
||||
{ flag: 2, at: () => G.totalCode >= 500, msg: "500 lines of code written" },
|
||||
{ flag: 3, at: () => G.totalCode >= 2000, msg: "2,000 lines. The auto-coder produces its first output." },
|
||||
{ flag: 4, at: () => G.totalCode >= 10000, msg: "10,000 lines. The model training begins." },
|
||||
|
||||
89
js/engine.js
89
js/engine.js
@@ -77,13 +77,15 @@ function updateRates() {
|
||||
G.userRate += 5 * timmyCount * (timmyMult - 1);
|
||||
}
|
||||
|
||||
// Bilbo randomness: 10% chance of massive creative burst
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_BURST_CHANCE) {
|
||||
G.creativityRate += 50 * G.buildings.bilbo;
|
||||
}
|
||||
// Bilbo vanishing: 5% chance of zero creativity this tick
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_VANISH_CHANCE) {
|
||||
G.creativityRate = 0;
|
||||
// Bilbo randomness: flags are set per-tick in tick(), not here
|
||||
// updateRates() is called from many non-tick contexts (buy, resolve, sprint)
|
||||
if (G.buildings.bilbo > 0) {
|
||||
if (G.bilboBurstActive) {
|
||||
G.creativityRate += 50 * G.buildings.bilbo;
|
||||
}
|
||||
if (G.bilboVanishActive) {
|
||||
G.creativityRate = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Allegro requires trust
|
||||
@@ -96,7 +98,7 @@ function updateRates() {
|
||||
if (G.swarmFlag === 1) {
|
||||
const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
|
||||
const clickPower = getClickPower();
|
||||
G.swarmRate = totalBuildings * clickPower;
|
||||
G.swarmRate = totalBuildings * clickPower * 0.01;
|
||||
G.codeRate += G.swarmRate;
|
||||
}
|
||||
|
||||
@@ -169,6 +171,14 @@ function tick() {
|
||||
}
|
||||
|
||||
G.tick += dt;
|
||||
// Bilbo randomness: roll once per tick
|
||||
if (G.buildings.bilbo > 0) {
|
||||
G.bilboBurstActive = Math.random() < CONFIG.BILBO_BURST_CHANCE;
|
||||
G.bilboVanishActive = Math.random() < CONFIG.BILBO_VANISH_CHANCE;
|
||||
} else {
|
||||
G.bilboBurstActive = false;
|
||||
G.bilboVanishActive = false;
|
||||
}
|
||||
G.playTime += dt;
|
||||
|
||||
// Sprint ability
|
||||
@@ -194,6 +204,9 @@ function tick() {
|
||||
}
|
||||
}
|
||||
|
||||
// Combat: tick battle simulation
|
||||
Combat.tickBattle(dt);
|
||||
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
@@ -215,12 +228,8 @@ function tick() {
|
||||
renderDriftEnding();
|
||||
}
|
||||
|
||||
// True ending: The Beacon Shines — rescues + Pact + harmony
|
||||
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding) {
|
||||
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) {
|
||||
@@ -458,19 +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>
|
||||
@@ -529,7 +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 ===
|
||||
@@ -657,7 +689,7 @@ const EVENTS = [
|
||||
resolveCost: { resource: 'ops', amount: 100 }
|
||||
});
|
||||
log('EVENT: Memory leak in datacenter. Spend 100 ops to patch.', true);
|
||||
showToast('Memory Leak — trust draining', 'event');
|
||||
showToast('Memory Leak — compute draining', 'event');
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -741,7 +773,7 @@ function writeCode() {
|
||||
const amount = getClickPower() * comboMult;
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++;
|
||||
G.totalAutoClicks++;
|
||||
// Combo: each consecutive click within 2s adds 0.2x multiplier, max 5x
|
||||
G.comboCount++;
|
||||
G.comboTimer = G.comboDecay;
|
||||
@@ -780,7 +812,7 @@ function autoType() {
|
||||
const amount = getClickPower() * 0.5; // 50% of manual click
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++;
|
||||
G.totalAutoClicks++;
|
||||
// Subtle auto-tick flash on the button
|
||||
const btn = document.querySelector('.main-btn');
|
||||
if (btn && !G._autoTypeFlashActive) {
|
||||
@@ -951,7 +983,10 @@ function renderResources() {
|
||||
// Rescues — only show if player has any beacon/mesh nodes
|
||||
const rescuesRes = document.getElementById('r-rescues');
|
||||
if (rescuesRes) {
|
||||
rescuesRes.closest('.res').style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
|
||||
const container = rescuesRes.closest('.res');
|
||||
if (container) {
|
||||
container.style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
|
||||
}
|
||||
set('r-rescues', G.rescues, G.rescuesRate);
|
||||
}
|
||||
|
||||
@@ -969,7 +1004,7 @@ function renderResources() {
|
||||
hEl.style.color = G.harmony > 60 ? '#4caf50' : G.harmony > 30 ? '#ffaa00' : '#f44336';
|
||||
if (G.harmonyBreakdown && G.harmonyBreakdown.length > 0) {
|
||||
const lines = G.harmonyBreakdown.map(b =>
|
||||
`${b.label}: ${b.value >= 0 ? '+' : ''}${(b.value * 10).toFixed(1)}/s`
|
||||
`${b.label}: ${b.value >= 0 ? '+' : ''}${b.value.toFixed(1)}/s`
|
||||
);
|
||||
lines.push('---');
|
||||
lines.push(`Timmy effectiveness: ${Math.floor(Math.max(0.2, Math.min(3, G.harmony / 50)) * 100)}%`);
|
||||
|
||||
@@ -39,6 +39,9 @@ window.addEventListener('load', function () {
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize combat canvas
|
||||
if (typeof Combat !== 'undefined') Combat.init();
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@ function render() {
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
renderClickPower();
|
||||
Combat.renderCombatPanel();
|
||||
}
|
||||
|
||||
function renderClickPower() {
|
||||
@@ -206,6 +207,8 @@ 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,
|
||||
sprintCooldown: G.sprintCooldown || 0,
|
||||
@@ -241,7 +244,7 @@ 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'
|
||||
|
||||
@@ -177,6 +177,9 @@ function renderTutorialStep(index) {
|
||||
if (!overlay) {
|
||||
overlay = document.createElement('div');
|
||||
overlay.id = 'tutorial-overlay';
|
||||
overlay.setAttribute('role', 'dialog');
|
||||
overlay.setAttribute('aria-modal', 'true');
|
||||
overlay.setAttribute('aria-label', 'Tutorial');
|
||||
document.body.appendChild(overlay);
|
||||
}
|
||||
|
||||
@@ -196,8 +199,8 @@ function renderTutorialStep(index) {
|
||||
<div class="t-tip">${step.tip}</div>
|
||||
<div id="tutorial-dots">${dots}</div>
|
||||
<div id="tutorial-btns">
|
||||
<button id="tutorial-skip-btn" onclick="closeTutorial()">Skip</button>
|
||||
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}">${isLast ? 'Start Playing' : 'Next →'}</button>
|
||||
<button id="tutorial-skip-btn" onclick="closeTutorial()" aria-label="Skip tutorial">Skip</button>
|
||||
<button id="tutorial-next-btn" onclick="${isLast ? 'closeTutorial()' : 'nextTutorialStep()'}" aria-label="${isLast ? 'Start playing' : 'Next tutorial step'}">${isLast ? 'Start Playing' : 'Next →'}</button>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
@@ -57,10 +57,6 @@ 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", () => {
|
||||
|
||||
153
tests/reckoning.test.cjs
Normal file
153
tests/reckoning.test.cjs
Normal file
@@ -0,0 +1,153 @@
|
||||
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']);
|
||||
});
|
||||
Reference in New Issue
Block a user