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28 Commits

Author SHA1 Message Date
Alexander Whitestone
6fe317fc2a feat: strategy engine tournaments for paperclips study (#5)
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2026-04-14 23:29:59 -04:00
729343e503 Fix #137: Unbuilding defer cooldown persists across save/load (#143)
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Merge PR #143 (squash)
2026-04-14 22:10:06 +00:00
1081b9e6c4 Merge pull request 'ci: re-trigger smoke test (clearing stale run #213)' (#115) from ci/retrigger-smoke into main
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ci: re-trigger smoke test
2026-04-13 19:09:36 +00:00
Alexander Whitestone
e74f956bf4 ci: re-trigger smoke test (stale run #213 from before PR #106 merge)
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2026-04-13 15:08:54 -04:00
55f280d056 Merge pull request 'burn: fix null ref in renderResources and add tutorial dialog a11y' (#114) from burn/20260413-0400-qa-remaining-fixes into main
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merge reviewed bugfix
2026-04-13 09:43:52 +00:00
Alexander Whitestone
6446ecb43a burn: fix null ref in renderResources and add tutorial dialog a11y
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BUG-08: Add null check on closest('.res') in renderResources to
prevent TypeError if DOM structure is unexpected.

BUG-11: Add role='dialog', aria-modal='true', aria-label='Tutorial'
to tutorial overlay. Add aria-label to Skip and Next buttons for
screen reader accessibility.

Smoke test: all 19 checks passed.
2026-04-13 04:37:08 -04:00
0a312b111d Merge pull request 'fix: add missing CSS for resource counter pulse/shake animations' (#113) from fix/resource-counter-animations into main
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2026-04-13 08:30:27 +00:00
Alexander Whitestone
141b240d69 fix: add missing CSS for resource counter pulse/shake animations
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Fixes part of #57 (Night of Polish — Task 1: Visual Identity).

_animRes() in engine.js already adds .pulse/.shake classes to
resource counters on value change, but the CSS animations were
missing. This adds:

- @keyframes res-pulse (scale up + green flash on gain)
- @keyframes res-shake (horizontal shake + red flash on loss)
- Scoped .res .pulse and .res .shake classes (0.35s ease-out)

Scoped under .res to avoid conflict with existing .main-btn.pulse.
2026-04-13 04:29:29 -04:00
093f7688bd Merge pull request 'fix: add missing phase-transition overlay element (closes #101)' (#108) from fix/phase-transition-overlay into main
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2026-04-13 08:18:09 +00:00
c4a31255a4 fix: repair CI workflows after game.js removal (#106)
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Merged PR #106 — fixes both a11y.yml and smoke.yml after game.js removal.

Closes #100
Closes #104 (duplicate)
2026-04-13 08:14:25 +00:00
Timmy
c876a35dc0 fix: add missing phase-transition overlay element (closes #101)
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BUG-07: showPhaseTransition() looks for #phase-transition but the element
didn't exist in index.html. Added the overlay div with .pt-phase, .pt-name,
and .pt-desc children matching what the engine expects.

Note: BUG-06 (toast text) and BUG-09 (mute/contrast buttons) were already
fixed on main in prior commits.
2026-04-13 03:51:20 -04:00
Alexander Whitestone
3d851a8708 fix: repair CI workflows after game.js removal (#100)
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- a11y.yml: validate ARIA attributes in js/*.js instead of deleted game.js
- a11y.yml: syntax-check all js/*.js files instead of single game.js
- a11y.yml: drop aria-valuenow check (not used in current codebase)
- smoke.yml: exclude guardrails scripts from secret scan (self-referential false positive)
2026-04-13 03:43:59 -04:00
fbb782bd77 Merge pull request 'feat: canvas-based combat visualization (#21)' (#103) from feat/canvas-combat-visualization into main
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Auto-merge: combat visualization
2026-04-13 07:19:52 +00:00
Timmy
9a829584b0 feat: canvas-based combat visualization (#21)
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Implements Reasoning Battles — a Paperclips-inspired canvas combat system
where structured reasoning (blue) fights adversarial testing (red) using
boid flocking (cohesion, aggression, separation) on a 310x150 grid.

Features:
- Boid flocking AI for ship movement
- Grid-based combat resolution with OODA loop speed bonus
- Napoleonic War battle names
- Auto-trigger battles scaled to drift and phase
- Battle history log
- Rewards: structured wins = knowledge, adversarial wins = code
- Unlocks at Phase 3
- Integrated into tick loop and render pipeline
2026-04-13 03:19:21 -04:00
020c003d45 Merge pull request 'fix: Bilbo randomness — roll once per tick (#88)' (#97) from burn/fix-bilbo-randomness into main
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Auto-merge #97
2026-04-13 07:15:35 +00:00
610252b597 Merge pull request 'fix: add missing mute, contrast, and tooltip UI elements (#57)' (#102) from beacon/polish into main
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Auto-merge #102
2026-04-13 07:15:32 +00:00
Hermes Agent
04f869c70d fix: add missing mute, contrast, and tooltip UI elements (#57)
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The JS toggleMute(), toggleContrast(), and custom tooltip system were
fully implemented but their HTML elements were missing from index.html,
causing silent failures on M/C keys and hover tooltips.

- Add #mute-btn and #contrast-btn to header bar
- Add #custom-tooltip element for hover tooltips
- Add high-contrast CSS mode with bold borders and vivid colors
- Add header-btn and tooltip styles

Refs: epic #57 tasks 2 (Sound toggle), 4 (Tooltips), 5 (Accessibility)
2026-04-13 03:05:41 -04:00
bbcce1f064 Merge PR #96: fix: QA bug sweep — 5 small fixes
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Reviewed, patched click-counter regression, verified smoke locally, and merged.
2026-04-13 06:22:27 +00:00
Alexander Whitestone
a2f345593c fix: restore manual click counting in QA bug sweep
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2026-04-13 02:21:39 -04:00
Alexander Whitestone
b819fc068a fix: Bilbo randomness — roll once per tick (#88)
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2026-04-13 02:11:50 -04:00
Alexander Whitestone
8e006897a4 fix: QA bug sweep — 5 fixes (closes #95)
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1. Memory Leak toast: "trust draining" → "compute draining"
2. Harmony tooltip: remove 10× multiplier (values already per-second)
3. autoType(): track as totalAutoClicks instead of totalClicks
4. The Pact (late): guard trigger with pactFlag !== 1
5. Typo: "AutoCod" → "AutoCoder"
2026-04-13 02:02:59 -04:00
ff9c1b1864 Merge pull request 'feat: offline progress calculation (closes #11)' (#94) from feat/offline-progress into main
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2026-04-13 04:34:57 +00:00
9fd70fa942 feat: add offline progress calculation (closes #11)
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Saves lastSaveTime timestamp. On load, calculates elapsed time
and awards 50% efficiency production. Shows summary toast.
Min 30 seconds away to trigger.
2026-04-13 04:34:33 +00:00
c714061bd8 fix: load tutorial.js before main.js, remove dead game.js (#92)
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Co-authored-by: Alexander Whitestone <alexander@alexanderwhitestone.com>
Co-committed-by: Alexander Whitestone <alexander@alexanderwhitestone.com>
2026-04-13 03:11:03 +00:00
220fc44c6a fix: Bilbo randomness, drone balance, screen reader (#88, #89, #90) (#93)
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2026-04-13 03:10:39 +00:00
26bb33c5eb QA: Comprehensive Playtest Bug Report (19 issues)
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Merge PR #85: QA: Comprehensive Playtest Bug Report (19 issues)
2026-04-13 03:00:25 +00:00
954a6c4111 Merge pull request 'fix: critical bugs from QA (#86, #87, #89)' (#91) from burn/fix-critical-bugs into main
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Merge PR #91: fix: critical bugs from QA (#86, #87, #89)
2026-04-13 02:56:28 +00:00
Alexander Whitestone
e72e5ee121 fix: critical bugs from QA (#86, #87, #89)
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- Deleted dead game.js (duplicate const declarations)
- Fixed Wire Budget double-counting trust cost
2026-04-12 22:52:01 -04:00
16 changed files with 1894 additions and 3348 deletions

1
.ci-trigger Normal file
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@@ -0,0 +1 @@
# Trivial file to re-trigger CI after stale run

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@@ -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

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@@ -8,6 +8,9 @@ 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'
@@ -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: Node tests
run: |
node --test tests/*.cjs
echo "PASS: Node tests"

3288
game.js

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@@ -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 -&gt; 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 +260,13 @@ 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/dismantle.js"></script>
<script src="js/main.js"></script>
@@ -242,6 +279,13 @@ 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>

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@@ -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 };
})();

View File

@@ -111,6 +111,7 @@ const G = {
running: true,
startedAt: 0,
totalClicks: 0,
totalAutoClicks: 0,
tick: 0,
saveTimer: 0,
secTimer: 0,
@@ -157,7 +158,24 @@ const G = {
// Time tracking
playTime: 0,
startTime: 0,
flags: {}
flags: {},
// Endgame sequence
beaconEnding: false,
dismantleTriggered: false,
dismantleActive: false,
dismantleStage: 0,
dismantleResourceIndex: 0,
dismantleResourceTimer: 0,
dismantleDeferUntilAt: 0,
dismantleComplete: false,
// Strategy Engine / Game Theory tournaments (#5)
strategyPoints: 0,
autoTournamentUnlocked: false,
autoTournamentEnabled: false,
strategyLastRunAt: 0,
strategyLeaderboard: []
};
// === PHASE DEFINITIONS ===
@@ -380,7 +398,6 @@ 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.');
}
@@ -584,6 +601,18 @@ const PDEFS = [
trigger: () => G.totalKnowledge >= 15000 && G.totalUsers >= 1000,
effect: () => { G.strategicFlag = 1; log('Strategy engine online. The model now thinks about thinking.'); }
},
{
id: 'p_auto_tournament',
name: 'Auto-Tournament Mode',
desc: 'Spend creativity to run repeated strategy tournaments and turn Yomi into knowledge.',
cost: { creativity: 50000 },
trigger: () => G.strategicFlag === 1 && G.creativity >= 50000 && !G.autoTournamentUnlocked,
effect: () => {
G.autoTournamentUnlocked = true;
log('Auto-tournament mode unlocked. The model studies itself through strategic play.');
},
milestone: true
},
// SWARM PROTOCOL — auto-code from buildings
{
@@ -613,7 +642,7 @@ 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
},
@@ -772,7 +801,7 @@ const PDEFS = [
// === 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." },

570
js/dismantle.js Normal file
View File

@@ -0,0 +1,570 @@
// ============================================================
// 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

@@ -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 +204,14 @@ function tick() {
}
}
// Combat: tick battle simulation
Combat.tickBattle(dt);
// Strategy engine auto-tournaments
if (window.SSE && typeof window.SSE.tick === 'function') {
window.SSE.tick(dt);
}
// Check milestones
checkMilestones();
@@ -203,20 +221,31 @@ function tick() {
}
// Check corruption events every ~30 seconds
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY) {
if (G.tick - G.lastEventAt > 30 && Math.random() < CONFIG.EVENT_PROBABILITY && !G.dismantleActive) {
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) {
if (G.drift >= 100 && !G.driftEnding && !G.dismantleActive) {
G.driftEnding = true;
G.running = false;
renderDriftEnding();
}
// True ending: The Beacon Shines — rescues + Pact + harmony
if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding) {
// 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();
@@ -657,7 +686,7 @@ 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 +770,7 @@ 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 +809,7 @@ 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 +980,10 @@ 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 +1001,7 @@ 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)}%`);

View File

@@ -6,6 +6,10 @@ 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();
@@ -31,6 +35,8 @@ 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();
@@ -39,6 +45,9 @@ window.addEventListener('load', function () {
}
}
// Initialize combat canvas
if (typeof Combat !== 'undefined') Combat.init();
// Game loop at 10Hz (100ms tick)
setInterval(tick, 100);

View File

@@ -13,6 +13,7 @@ function render() {
renderPulse();
renderStrategy();
renderClickPower();
Combat.renderCombatPanel();
}
function renderClickPower() {
@@ -29,13 +30,25 @@ function renderStrategy() {
if (window.SSE) {
window.SSE.update();
const el = document.getElementById('strategy-recommendation');
if (el) el.textContent = window.SSE.getRecommendation();
if (el) el.innerHTML = window.SSE.getPanelHtml();
}
}
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">
@@ -206,13 +219,26 @@ function saveGame() {
totalEventsResolved: G.totalEventsResolved || 0,
buyAmount: G.buyAmount || 1,
playTime: G.playTime || 0,
lastSaveTime: Date.now(),
sprintActive: G.sprintActive || false,
sprintTimer: G.sprintTimer || 0,
sprintCooldown: G.sprintCooldown || 0,
swarmFlag: G.swarmFlag || 0,
swarmRate: G.swarmRate || 0,
strategicFlag: G.strategicFlag || 0,
strategyPoints: G.strategyPoints || 0,
autoTournamentUnlocked: G.autoTournamentUnlocked || false,
autoTournamentEnabled: G.autoTournamentEnabled || false,
strategyLastRunAt: G.strategyLastRunAt || 0,
strategyLeaderboard: G.strategyLeaderboard || [],
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()
};
@@ -244,7 +270,11 @@ function loadGame() {
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
'lastEventAt', 'totalEventsResolved', 'buyAmount',
'sprintActive', 'sprintTimer', 'sprintCooldown',
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
'swarmFlag', 'swarmRate', 'strategicFlag',
'strategyPoints', 'autoTournamentUnlocked', 'autoTournamentEnabled',
'strategyLastRunAt', 'strategyLeaderboard', 'projectsCollapsed',
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
];
G.isLoading = true;

View File

@@ -1,68 +1,257 @@
/**
* Sovereign Strategy Engine (SSE)
* A rule-based GOFAI system for optimal play guidance.
* Game theory tournament runner inspired by Universal Paperclips.
*/
const PAYOFFS = {
CC: [3, 3],
CD: [0, 5],
DC: [5, 0],
DD: [1, 1],
};
const STRATEGY_LIBRARY = {
cooperate: {
id: 'cooperate',
name: 'Always Cooperate',
tier: 0,
move() { return 'C'; },
},
defect: {
id: 'defect',
name: 'Always Defect',
tier: 0,
move() { return 'D'; },
},
random: {
id: 'random',
name: 'Random',
tier: 0,
move() { return Math.random() < 0.5 ? 'C' : 'D'; },
},
tit_for_tat: {
id: 'tit_for_tat',
name: 'Tit for Tat',
tier: 0,
move(selfHistory, oppHistory) {
return oppHistory.length ? oppHistory[oppHistory.length - 1] : 'C';
},
},
generous: {
id: 'generous',
name: 'Generous Tit for Tat',
tier: 1,
move(selfHistory, oppHistory) {
if (!oppHistory.length) return 'C';
return oppHistory[oppHistory.length - 1] === 'D' && Math.random() < 0.3
? 'C'
: oppHistory[oppHistory.length - 1];
},
},
greedy: {
id: 'greedy',
name: 'Greedy',
tier: 1,
move(selfHistory, oppHistory) {
if (!oppHistory.length) return 'D';
const coop = oppHistory.filter((m) => m === 'C').length;
return coop >= oppHistory.length / 2 ? 'D' : 'C';
},
},
grim: {
id: 'grim',
name: 'Grim Trigger',
tier: 2,
move(selfHistory, oppHistory) {
return oppHistory.includes('D') ? 'D' : 'C';
},
},
minimax: {
id: 'minimax',
name: 'Minimax',
tier: 2,
move(selfHistory, oppHistory) {
const oppDefections = oppHistory.filter((m) => m === 'D').length;
const oppCoop = oppHistory.length - oppDefections;
return oppDefections > oppCoop ? 'D' : 'C';
},
},
};
const STRATEGY_RULES = [
{
id: 'use_ops',
priority: 100,
condition: () => G.ops >= G.maxOps * 0.9,
recommendation: "Operations near capacity. Convert Ops to Code or Knowledge now."
recommendation: 'Operations near capacity. Convert Ops to Code or Knowledge now.'
},
{
id: 'buy_autocoder',
priority: 80,
condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
recommendation: "Prioritize AutoCoders to establish passive code production."
recommendation: 'Prioritize AutoCoders to establish passive code production.'
},
{
id: 'activate_sprint',
priority: 90,
condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
recommendation: "Code Sprint available. Activate for 10x production burst."
recommendation: 'Code Sprint available. Activate for 10x production burst.'
},
{
id: 'resolve_events',
priority: 95,
condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
recommendation: "System anomalies detected. Resolve active events to restore rates."
},
{
id: 'save_game',
priority: 10,
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
recommendation: "Unsaved progress detected. Manual save recommended."
recommendation: 'System anomalies detected. Resolve active events to restore rates.'
},
{
id: 'pact_alignment',
priority: 85,
condition: () => G.pendingAlignment,
recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
recommendation: 'Alignment decision pending. Consider the long-term impact of The Pact.'
},
{
id: 'strategy_engine',
priority: 70,
condition: () => G.strategicFlag === 1 && !G.autoTournamentUnlocked && G.creativity >= 50000,
recommendation: 'Creativity is high enough to unlock Auto-Tournament Mode. Convert creativity into strategic knowledge.'
},
{
id: 'auto_tournament',
priority: 65,
condition: () => G.autoTournamentUnlocked && !G.autoTournamentEnabled,
recommendation: 'Auto-Tournament Mode is unlocked but idle. Start it to farm Yomi into knowledge.'
},
{
id: 'save_game',
priority: 10,
condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
recommendation: 'Unsaved progress detected. Manual save recommended.'
}
];
class StrategyEngine {
constructor() {
this.currentRecommendation = null;
this.lastTournament = null;
this.autoTimer = 0;
this.intervalSeconds = 30;
}
getUnlockedStrategies() {
const knowledge = G.totalKnowledge || 0;
return Object.values(STRATEGY_LIBRARY).filter((strategy) => {
if (strategy.tier === 0) return G.strategicFlag === 1;
if (strategy.tier === 1) return G.strategicFlag === 1 && knowledge >= 20000;
return G.strategicFlag === 1 && knowledge >= 50000;
});
}
playRound(a, b, aHistory, bHistory) {
const moveA = a.move(aHistory, bHistory);
const moveB = b.move(bHistory, aHistory);
const [scoreA, scoreB] = PAYOFFS[moveA + moveB] || [0, 0];
aHistory.push(moveA);
bHistory.push(moveB);
return { moveA, moveB, scoreA, scoreB };
}
runTournament(rounds = 10) {
const unlocked = this.getUnlockedStrategies();
const board = unlocked.map((s) => ({ id: s.id, name: s.name, score: 0, wins: 0, matches: 0 }));
for (let i = 0; i < unlocked.length; i++) {
for (let j = i + 1; j < unlocked.length; j++) {
const a = unlocked[i];
const b = unlocked[j];
const aHistory = [];
const bHistory = [];
let aScore = 0;
let bScore = 0;
for (let round = 0; round < rounds; round++) {
const result = this.playRound(a, b, aHistory, bHistory);
aScore += result.scoreA;
bScore += result.scoreB;
}
const aRow = board.find((row) => row.id === a.id);
const bRow = board.find((row) => row.id === b.id);
aRow.score += aScore;
bRow.score += bScore;
aRow.matches += 1;
bRow.matches += 1;
if (aScore > bScore) aRow.wins += 1;
else if (bScore > aScore) bRow.wins += 1;
}
}
board.sort((left, right) => right.score - left.score || right.wins - left.wins);
this.lastTournament = board;
return board;
}
toggleAutoTournament() {
if (!G.autoTournamentUnlocked) return false;
G.autoTournamentEnabled = !G.autoTournamentEnabled;
return G.autoTournamentEnabled;
}
tick(dt) {
if (!G.autoTournamentUnlocked || !G.autoTournamentEnabled) return;
this.autoTimer += dt;
if (this.autoTimer < this.intervalSeconds) return;
this.autoTimer = 0;
const board = this.runTournament(12);
if (!board.length) return;
const top = board[0];
const yomi = Math.max(1, Math.floor(top.score / 10));
G.strategyPoints = (G.strategyPoints || 0) + yomi;
G.knowledge += yomi;
G.totalKnowledge += yomi;
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
G.strategyLastRunAt = Date.now();
if (typeof log === 'function') log(`Strategy tournament complete. ${top.name} wins. +${yomi} Yomi`, true);
if (typeof showToast === 'function') showToast(`Tournament complete: ${top.name} +${yomi} Yomi`, 'milestone', 4000);
}
update() {
// Find the highest priority rule that meets its condition
const activeRules = STRATEGY_RULES.filter(r => r.condition());
const activeRules = STRATEGY_RULES.filter((rule) => rule.condition());
activeRules.sort((a, b) => b.priority - a.priority);
this.currentRecommendation = activeRules.length > 0
? activeRules[0].recommendation
: 'System stable. Continue writing code.';
if (activeRules.length > 0) {
this.currentRecommendation = activeRules[0].recommendation;
} else {
this.currentRecommendation = "System stable. Continue writing code.";
if (G.strategicFlag === 1 && (!this.lastTournament || !this.lastTournament.length)) {
const board = this.runTournament(8);
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
}
}
getRecommendation() {
return this.currentRecommendation;
}
getPanelHtml() {
if (G.strategicFlag !== 1) {
return '<div style="font-size:11px;color:#777;font-style:italic">Unlock the Strategy Engine project to run tournaments.</div>';
}
const leaderboard = (G.strategyLeaderboard && G.strategyLeaderboard.length ? G.strategyLeaderboard : this.lastTournament || []).slice(0, 4);
const rows = leaderboard.length
? leaderboard.map((row, index) => `<div style="display:flex;justify-content:space-between;font-size:10px;padding:2px 0"><span>${index + 1}. ${row.name}</span><span>${row.score} pts</span></div>`).join('')
: '<div style="font-size:10px;color:#777">No tournament data yet.</div>';
const autoLabel = G.autoTournamentUnlocked
? (G.autoTournamentEnabled ? 'AUTO-TOURNAMENT: ON' : 'AUTO-TOURNAMENT: OFF')
: 'Auto-Tournament unlocks at 50K creativity';
const buttonHtml = G.autoTournamentUnlocked
? `<button class="ops-btn" onclick="toggleAutoTournament()" style="margin-top:8px;width:100%">${G.autoTournamentEnabled ? 'PAUSE AUTO-TOURNAMENT' : 'START AUTO-TOURNAMENT'}</button>`
: '';
return `
<div style="font-size:11px;color:var(--gold);font-style:italic;margin-bottom:8px">${this.getRecommendation()}</div>
<div style="font-size:10px;color:#9aa;line-height:1.6;margin-bottom:8px">Yomi: ${fmt(G.strategyPoints || 0)}</div>
<div style="font-size:10px;color:#ccc;margin-bottom:6px">Top strategies:</div>
<div style="border-top:1px solid #222;padding-top:4px;margin-bottom:8px">${rows}</div>
<div style="font-size:9px;color:#888">${autoLabel}</div>
${buttonHtml}
`;
}
}
const SSE = new StrategyEngine();
window.SSE = SSE; // Expose to global scope
window.SSE = SSE;
window.toggleAutoTournament = () => SSE.toggleAutoTournament();

View File

@@ -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>
`;

View File

@@ -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", () => {

454
tests/dismantle.test.cjs Normal file
View File

@@ -0,0 +1,454 @@
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');
});

View File

@@ -0,0 +1,117 @@
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, '..');
function loadStrategy() {
const dataSrc = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
const utilsSrc = fs.readFileSync(path.join(ROOT, 'js/utils.js'), 'utf8');
const renderSrc = fs.readFileSync(path.join(ROOT, 'js/render.js'), 'utf8');
const strategySrc = fs.readFileSync(path.join(ROOT, 'js/strategy.js'), 'utf8');
const context = {
console,
Math,
Date,
window: {},
document: {
getElementById() { return null; },
body: { appendChild() {} },
createElement() { return { style: {}, appendChild() {}, remove() {}, setAttribute() {}, innerHTML: '', textContent: '' }; },
querySelector() { return null; },
querySelectorAll() { return []; },
},
showToast() {},
log() {},
canAffordBuilding() { return false; },
localStorage: {
_raw: null,
getItem() { return this._raw; },
setItem(_k, v) { this._raw = v; },
removeItem() { this._raw = null; },
},
EVENTS: [],
updateRates() {},
showOfflinePopup() {},
Combat: { renderCombatPanel() {} },
};
vm.createContext(context);
vm.runInContext(`${dataSrc}\n${utilsSrc}\n${renderSrc}\n${strategySrc}\nthis.__exports = { G, StrategyEngine, STRATEGY_LIBRARY, saveGame: typeof saveGame === 'function' ? saveGame : null, loadGame: typeof loadGame === 'function' ? loadGame : null };`, context);
return context.__exports;
}
test('strategy engine exposes eight game theory strategies', () => {
const { STRATEGY_LIBRARY } = loadStrategy();
assert.deepEqual(Object.keys(STRATEGY_LIBRARY).sort(), [
'cooperate', 'defect', 'generous', 'greedy', 'grim', 'minimax', 'random', 'tit_for_tat'
]);
});
test('strategy engine unlocks strategies progressively by knowledge', () => {
const { G, StrategyEngine } = loadStrategy();
G.strategicFlag = 1;
G.totalKnowledge = 16000;
const sse = new StrategyEngine();
assert.equal(sse.getUnlockedStrategies().length, 4);
G.totalKnowledge = 25000;
assert.equal(sse.getUnlockedStrategies().length, 6);
G.totalKnowledge = 60000;
assert.equal(sse.getUnlockedStrategies().length, 8);
});
test('round-robin tournament produces a sorted leaderboard', () => {
const { G, StrategyEngine } = loadStrategy();
G.strategicFlag = 1;
G.totalKnowledge = 60000;
const sse = new StrategyEngine();
const board = sse.runTournament(6);
assert.ok(board.length >= 8);
for (let i = 1; i < board.length; i++) {
assert.ok(board[i - 1].score >= board[i].score);
}
});
test('auto-tournament mode awards Yomi as knowledge over time', () => {
const { G, StrategyEngine } = loadStrategy();
G.strategicFlag = 1;
G.totalKnowledge = 60000;
G.autoTournamentUnlocked = true;
G.autoTournamentEnabled = true;
G.strategyPoints = 0;
const sse = new StrategyEngine();
sse.tick(31);
assert.ok(G.strategyPoints > 0);
assert.ok(G.totalKnowledge > 60000);
assert.ok(Array.isArray(G.strategyLeaderboard));
assert.ok(G.strategyLeaderboard.length > 0);
});
test('strategy state persists through save/load payload fields', () => {
const { G, saveGame, loadGame } = loadStrategy();
assert.equal(typeof saveGame, 'function');
assert.equal(typeof loadGame, 'function');
G.startedAt = Date.now();
G.strategyPoints = 42;
G.autoTournamentUnlocked = true;
G.autoTournamentEnabled = true;
G.strategyLastRunAt = 123456;
G.strategyLeaderboard = [{ id: 'tit_for_tat', score: 99 }];
saveGame();
G.strategyPoints = 0;
G.autoTournamentUnlocked = false;
G.autoTournamentEnabled = false;
G.strategyLastRunAt = 0;
G.strategyLeaderboard = [];
assert.equal(loadGame(), true);
assert.equal(G.strategyPoints, 42);
assert.equal(G.autoTournamentUnlocked, true);
assert.equal(G.autoTournamentEnabled, true);
assert.equal(G.strategyLastRunAt, 123456);
assert.equal(G.strategyLeaderboard[0].id, 'tit_for_tat');
});