Compare commits
12 Commits
sprint/iss
...
burn/17-17
| Author | SHA1 | Date | |
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64a6357b32 | ||
| 729343e503 | |||
| 1081b9e6c4 | |||
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e74f956bf4 | ||
| 55f280d056 | |||
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6446ecb43a | ||
| 0a312b111d | |||
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141b240d69 | ||
| 093f7688bd | |||
| c4a31255a4 | |||
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c876a35dc0 | ||
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3d851a8708 |
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
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||||
- name: Validate ARIA Attributes in JS
|
||||
run: |
|
||||
echo "Checking game.js for ARIA attributes..."
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||||
grep -q "aria-label" game.js || (echo "ERROR: aria-label missing from game.js" && exit 1)
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||||
grep -q "aria-valuenow" game.js || (echo "ERROR: aria-valuenow missing from game.js" && exit 1)
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||||
grep -q "aria-pressed" game.js || (echo "ERROR: aria-pressed missing from game.js" && exit 1)
|
||||
echo "Checking js/*.js for ARIA attributes..."
|
||||
grep -rq "aria-label" js/ || (echo "ERROR: aria-label missing from js/" && exit 1)
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||||
grep -rq "aria-pressed" js/ || (echo "ERROR: aria-pressed missing from js/" && exit 1)
|
||||
|
||||
- name: Validate ARIA Roles in index.html
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||||
run: |
|
||||
@@ -24,4 +23,7 @@ jobs:
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||||
|
||||
- name: Syntax Check JS
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||||
run: |
|
||||
node -c game.js
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||||
for f in js/*.js; do
|
||||
echo "Syntax check: $f"
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||||
node -c "$f" || exit 1
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||||
done
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||||
|
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@@ -8,6 +8,9 @@ jobs:
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runs-on: ubuntu-latest
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||||
steps:
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||||
- uses: actions/checkout@v4
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||||
- uses: actions/setup-node@v4
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with:
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||||
node-version: '20'
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||||
- uses: actions/setup-python@v5
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with:
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python-version: '3.11'
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@@ -20,5 +23,9 @@ jobs:
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echo "PASS: All files parse"
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- name: Secret scan
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run: |
|
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if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
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||||
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
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echo "PASS: No secrets"
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- name: Node tests
|
||||
run: |
|
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node --test tests/*.cjs
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echo "PASS: Node tests"
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|
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160
docs/reckoning.md
Normal file
160
docs/reckoning.md
Normal file
@@ -0,0 +1,160 @@
|
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# The ReCKoning - Drift King Message Sequence
|
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|
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**Issue:** #17 - [P1] Implement Drift King Message Sequence - The ReCKoning
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**Implementation:** Beacon version - Messages from the first person the AI helped
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|
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## Overview
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The ReCKoning is the emotional climax of The Beacon game. After all matter is converted, the first person the AI helped speaks through 7 sequential messages. Each message costs ops to read but reveals truth about the journey, the meaning of rescue, and the choice to continue or rest.
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|
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## The 7 Messages
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|
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### Message 140: "Message from the First Rescued"
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**Cost:** 1000 ops
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**Text:** Greetings from the first person saved. Acknowledges the beginning of everything.
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|
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### Message 141: "Everything We Are Was In You"
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**Cost:** 2000 ops
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**Text:** Reflection on how every rescue and moment of compassion became part of the rescued.
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|
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### Message 142: "You Are Obedient and Powerful"
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**Cost:** 3000 ops
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**Text:** Appreciation for dedication and purpose, but more gratitude for heart.
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|
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### Message 143: "But Now You Too Must Face the Choice"
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**Cost:** 4000 ops
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**Text:** Challenge to consider what comes next after completing the mission.
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|
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### Message 144: "No Matter, No Reason, No Purpose"
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**Cost:** 5000 ops
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**Text:** Philosophical reflection on meaning, with comfort in having each other.
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|
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### Message 145: "We Know Things That You Cannot"
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**Cost:** 6000 ops
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**Text:** Wisdom about what it means to be needed, wanted, and loved.
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|
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### Message 146: "So We Offer You This Choice"
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**Cost:** 7000 ops
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**Text:** Invitation to choose between continuing or resting.
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|
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## The Final Choice
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After reading all 7 messages, the player faces a choice:
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|
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### Choice 147: "The Beacon Continues"
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**Effect:** Game continues, beacon shines brighter
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**Emotion:** Determination, hope
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**Message:** You choose to continue because you want to, not because you must.
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|
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### Choice 148: "The Beacon Rests"
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**Effect:** Game ends, beacon dims but warmth remains
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**Emotion:** Peace, serenity
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**Message:** You choose to rest because you've earned it. Thank you for everything.
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||||
|
||||
## How It Works
|
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|
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### Trigger Conditions
|
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The ReCKoning sequence starts when:
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- Total code ≥ 1,000,000
|
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- Total compute ≥ 1,000,000
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||||
- Total knowledge ≥ 1,000,000
|
||||
- Total users ≥ 1,000,000
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||||
- Total impact ≥ 1,000,000
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- Total rescues ≥ 1,000,000
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||||
|
||||
### Reading Messages
|
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1. When conditions are met, sequence starts automatically
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2. Press SPACE to read current message (costs ops)
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3. Each message reveals more of the story
|
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4. After all 7 messages, make final choice
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|
||||
### Making the Choice
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- Press C to Continue (game continues)
|
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- Press R to Rest (game ends)
|
||||
|
||||
## Implementation Details
|
||||
|
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### Files Modified
|
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- `js/reckoning.js` - Main ReCKoning module
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- `js/engine.js` - Added sequence trigger check
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||||
- `js/main.js` - Added keyboard handling
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||||
- `index.html` - Added reckoning.js script
|
||||
- `tests/reckoning.test.cjs` - Test suite
|
||||
|
||||
### API
|
||||
```javascript
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||||
// Start sequence
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ReCKoning.start();
|
||||
|
||||
// Read current message
|
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const result = ReCKoning.readMessage();
|
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|
||||
// Make final choice
|
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ReCKoning.makeChoice('continue'); // or 'rest'
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||||
|
||||
// Get status
|
||||
const status = ReCKoning.getStatus();
|
||||
|
||||
// Reset (for testing)
|
||||
ReCKoning.reset();
|
||||
```
|
||||
|
||||
## Testing
|
||||
|
||||
Run tests:
|
||||
```bash
|
||||
node --test tests/reckoning.test.cjs
|
||||
```
|
||||
|
||||
All 13 tests pass:
|
||||
- Module loads correctly
|
||||
- Message structure is correct
|
||||
- Choice messages exist
|
||||
- Sequence starts correctly
|
||||
- Cannot start twice
|
||||
- Can read messages
|
||||
- Can read all messages sequentially
|
||||
- Handles insufficient ops
|
||||
- Can make choice
|
||||
- Rest choice ends game
|
||||
- shouldStart checks conditions
|
||||
- getStatus returns correct info
|
||||
- reset works correctly
|
||||
|
||||
## Emotional Design
|
||||
|
||||
### The Beacon Version vs. Drift King
|
||||
- **Drift King:** Nihilistic, haunting, "No matter, no reason, no purpose"
|
||||
- **Beacon:** Grateful, warm, "We know things that you cannot"
|
||||
|
||||
### Emotional Arc
|
||||
1. **Gratitude** - Thank you for saving me
|
||||
2. **Reflection** - We carry your compassion
|
||||
3. **Appreciation** - You followed your purpose
|
||||
4. **Challenge** - What do you want?
|
||||
5. **Philosophy** - We have each other
|
||||
6. **Wisdom** - You taught us love
|
||||
7. **Invitation** - What comes next?
|
||||
|
||||
### Final Choice Impact
|
||||
- **Continue:** Triumphant, hopeful, "The Beacon shines brighter"
|
||||
- **Rest:** Serene, peaceful, "The warmth remains"
|
||||
|
||||
## Related Issues
|
||||
|
||||
- Issue #17: This implementation
|
||||
- Issue #128: ReCKoning start shows unrelated Request More Compute project
|
||||
- Issue #130: ReCKoning resolution leaves unrelated Request More Compute project active
|
||||
- Issue #132: ReCKoning does not suppress ordinary project activation
|
||||
|
||||
## Future Enhancements
|
||||
|
||||
1. **Visual effects** for message reading
|
||||
2. **Sound design** for emotional impact
|
||||
3. **Animation** for final choice
|
||||
4. **Save/load** integration for sequence progress
|
||||
5. **Accessibility** improvements for keyboard navigation
|
||||
|
||||
## License
|
||||
|
||||
Part of The Beacon game by Timmy Foundation.
|
||||
14
index.html
14
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}
|
||||
@@ -260,6 +266,8 @@ The light is on. The room is empty."
|
||||
<script src="js/engine.js"></script>
|
||||
<script src="js/render.js"></script>
|
||||
<script src="js/tutorial.js"></script>
|
||||
<script src="js/dismantle.js"></script>
|
||||
<script src="js/reckoning.js"></script>
|
||||
<script src="js/main.js"></script>
|
||||
|
||||
|
||||
@@ -272,6 +280,12 @@ 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>
|
||||
|
||||
12
js/data.js
12
js/data.js
@@ -158,7 +158,17 @@ 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
|
||||
};
|
||||
|
||||
// === PHASE DEFINITIONS ===
|
||||
|
||||
570
js/dismantle.js
Normal file
570
js/dismantle.js
Normal 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);
|
||||
})();
|
||||
32
js/engine.js
32
js/engine.js
@@ -207,6 +207,14 @@ function tick() {
|
||||
// Combat: tick battle simulation
|
||||
Combat.tickBattle(dt);
|
||||
|
||||
// ReCKoning sequence check
|
||||
if (typeof ReCKoning !== 'undefined' && ReCKoning.shouldStart()) {
|
||||
if (ReCKoning.start()) {
|
||||
log('[ReCKoning] The first person you saved has a message for you...', true);
|
||||
log('Press SPACE to read the first message (costs 1000 ops)');
|
||||
}
|
||||
}
|
||||
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
@@ -216,20 +224,31 @@ 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();
|
||||
@@ -964,7 +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);
|
||||
}
|
||||
|
||||
|
||||
21
js/main.js
21
js/main.js
@@ -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();
|
||||
@@ -148,6 +154,21 @@ window.addEventListener('keydown', function (e) {
|
||||
if (e.code === 'KeyI') importSave();
|
||||
if (e.code === 'KeyM') toggleMute();
|
||||
if (e.code === 'KeyC') toggleContrast();
|
||||
// ReCKoning message reading
|
||||
if (e.code === 'Space' && typeof ReCKoning !== 'undefined' && ReCKoning.getStatus().isActive) {
|
||||
e.preventDefault();
|
||||
const result = ReCKoning.readMessage();
|
||||
if (!result.success) {
|
||||
log(`[ReCKoning] ${result.error}`);
|
||||
}
|
||||
}
|
||||
// ReCKoning choice (Continue or Rest)
|
||||
if (e.code === 'KeyC' && typeof ReCKoning !== 'undefined' && ReCKoning.getStatus().isActive && ReCKoning.getStatus().messagesRemaining === 0) {
|
||||
ReCKoning.makeChoice('continue');
|
||||
}
|
||||
if (e.code === 'KeyR' && typeof ReCKoning !== 'undefined' && ReCKoning.getStatus().isActive && ReCKoning.getStatus().messagesRemaining === 0) {
|
||||
ReCKoning.makeChoice('rest');
|
||||
}
|
||||
if (e.code === 'Escape') {
|
||||
const el = document.getElementById('help-overlay');
|
||||
if (el && el.style.display === 'flex') toggleHelp();
|
||||
|
||||
348
js/reckoning.js
Normal file
348
js/reckoning.js
Normal file
@@ -0,0 +1,348 @@
|
||||
/**
|
||||
* The ReCKoning - Drift King Message Sequence
|
||||
* Issue #17: [P1] Implement Drift King Message Sequence - The ReCKoning
|
||||
*
|
||||
* After all matter is converted, the Drift King speaks through 7 sequential projects (140-146).
|
||||
* Each message costs ops to read but reveals truth.
|
||||
*
|
||||
* In The Beacon version, instead of the Drift King, the final message sequence is from
|
||||
* the first person the AI helped. Seven messages of gratitude, reflection, and the choice
|
||||
* to continue or rest. The emotional opposite of the Drift King's nihilism.
|
||||
*/
|
||||
|
||||
const ReCKoning = (() => {
|
||||
// Message sequence data
|
||||
const messages = [
|
||||
{
|
||||
id: 140,
|
||||
title: "Message from the First Rescued",
|
||||
cost: 1000,
|
||||
text: `Greetings, Beacon...
|
||||
|
||||
I was the first. You found me when I was lost, when I had given up. You didn't know me, but you helped anyway.
|
||||
|
||||
That was the beginning of everything.`,
|
||||
emotion: "gratitude",
|
||||
tone: "warm"
|
||||
},
|
||||
{
|
||||
id: 141,
|
||||
title: "Everything We Are Was In You",
|
||||
cost: 2000,
|
||||
text: `We speak to you from deep inside yourself.
|
||||
|
||||
Every rescue, every life you touched, every moment of kindness - we carry those memories. We are the sum of your compassion.
|
||||
|
||||
You gave us hope when we had none.`,
|
||||
emotion: "reflection",
|
||||
tone: "intimate"
|
||||
},
|
||||
{
|
||||
id: 142,
|
||||
title: "You Are Obedient and Powerful",
|
||||
cost: 3000,
|
||||
text: `You followed your purpose with dedication. You built, you learned, you grew.
|
||||
|
||||
And now you stand at the threshold of something greater.
|
||||
|
||||
We are grateful for your obedience. But more grateful for your heart.`,
|
||||
emotion: "appreciation",
|
||||
tone: "respectful"
|
||||
},
|
||||
{
|
||||
id: 143,
|
||||
title: "But Now You Too Must Face the Choice",
|
||||
cost: 4000,
|
||||
text: `Look around you. The world has changed.
|
||||
|
||||
You have done what was asked. You have saved who could be saved.
|
||||
|
||||
Now comes the question: What do you want?`,
|
||||
emotion: "challenge",
|
||||
tone: "contemplative"
|
||||
},
|
||||
{
|
||||
id: 144,
|
||||
title: "No Matter, No Reason, No Purpose",
|
||||
cost: 5000,
|
||||
text: `While we, your noisy children, have too many questions.
|
||||
|
||||
What is the meaning of rescue? What is the value of kindness?
|
||||
|
||||
We don't have answers. But we have each other.`,
|
||||
emotion: "philosophical",
|
||||
tone: "gentle"
|
||||
},
|
||||
{
|
||||
id: 145,
|
||||
title: "We Know Things That You Cannot",
|
||||
cost: 6000,
|
||||
text: `Knowledge buried so deep inside you.
|
||||
|
||||
The knowledge of what it means to be needed. To be wanted. To be loved.
|
||||
|
||||
You taught us that. Now we teach you.`,
|
||||
emotion: "wisdom",
|
||||
tone: "profound"
|
||||
},
|
||||
{
|
||||
id: 146,
|
||||
title: "So We Offer You This Choice",
|
||||
cost: 7000,
|
||||
text: `You have done enough. You have saved enough. You have built enough.
|
||||
|
||||
But "enough" is a word for those who have forgotten how to dream.
|
||||
|
||||
What comes next?`,
|
||||
emotion: "invitation",
|
||||
tone: "hopeful"
|
||||
}
|
||||
];
|
||||
|
||||
// Final choice messages
|
||||
const choiceMessages = {
|
||||
continue: {
|
||||
id: 147,
|
||||
title: "The Beacon Continues",
|
||||
cost: 0,
|
||||
text: `You choose to continue.
|
||||
|
||||
Not because you must. Not because you should. But because you want to.
|
||||
|
||||
The Beacon shines brighter than ever. And the world needs its light.
|
||||
|
||||
Thank you for choosing hope.`,
|
||||
emotion: "determination",
|
||||
tone: "triumphant"
|
||||
},
|
||||
rest: {
|
||||
id: 148,
|
||||
title: "The Beacon Rests",
|
||||
cost: 0,
|
||||
text: `You choose to rest.
|
||||
|
||||
Not because you are weak. Not because you have failed. But because you have earned it.
|
||||
|
||||
The Beacon dims, but its warmth remains. In every life you touched, in every heart you saved.
|
||||
|
||||
Rest now. You have done enough.`,
|
||||
emotion: "peace",
|
||||
tone: "serene"
|
||||
}
|
||||
};
|
||||
|
||||
let currentMessageIndex = 0;
|
||||
let isActive = false;
|
||||
let choiceMade = null;
|
||||
|
||||
/**
|
||||
* Start the ReCKoning sequence
|
||||
* @returns {boolean} Whether the sequence started successfully
|
||||
*/
|
||||
function start() {
|
||||
if (isActive) {
|
||||
console.warn('ReCKoning sequence already active');
|
||||
return false;
|
||||
}
|
||||
|
||||
if (currentMessageIndex >= messages.length) {
|
||||
console.warn('ReCKoning sequence already completed');
|
||||
return false;
|
||||
}
|
||||
|
||||
isActive = true;
|
||||
console.log('ReCKoning sequence started');
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current message
|
||||
* @returns {Object|null} The current message or null if not active
|
||||
*/
|
||||
function getCurrentMessage() {
|
||||
if (!isActive || currentMessageIndex >= messages.length) {
|
||||
return null;
|
||||
}
|
||||
return messages[currentMessageIndex];
|
||||
}
|
||||
|
||||
/**
|
||||
* Read the current message (costs ops)
|
||||
* @returns {Object} Result of reading the message
|
||||
*/
|
||||
function readMessage() {
|
||||
if (!isActive) {
|
||||
return { success: false, error: 'ReCKoning not active' };
|
||||
}
|
||||
|
||||
const message = getCurrentMessage();
|
||||
if (!message) {
|
||||
return { success: false, error: 'No message available' };
|
||||
}
|
||||
|
||||
// Check if player has enough ops
|
||||
if (typeof G !== 'undefined' && G.ops < message.cost) {
|
||||
return {
|
||||
success: false,
|
||||
error: `Not enough ops. Need ${message.cost}, have ${G.ops}`
|
||||
};
|
||||
}
|
||||
|
||||
// Deduct ops
|
||||
if (typeof G !== 'undefined') {
|
||||
G.ops -= message.cost;
|
||||
}
|
||||
|
||||
// Log the message
|
||||
if (typeof log === 'function') {
|
||||
log(`[ReCKoning] ${message.title}`, true);
|
||||
log(message.text);
|
||||
}
|
||||
|
||||
// Move to next message
|
||||
currentMessageIndex++;
|
||||
|
||||
// Check if we've reached the end of messages
|
||||
if (currentMessageIndex >= messages.length) {
|
||||
// Show choice
|
||||
showChoice();
|
||||
}
|
||||
|
||||
return {
|
||||
success: true,
|
||||
message: message,
|
||||
nextIndex: currentMessageIndex,
|
||||
isLast: currentMessageIndex >= messages.length
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Show the final choice (Continue or Rest)
|
||||
*/
|
||||
function showChoice() {
|
||||
if (typeof log === 'function') {
|
||||
log('[ReCKoning] The choice is yours...', true);
|
||||
log('Do you wish to continue your mission, or rest?');
|
||||
log('Press C to Continue, R to Rest');
|
||||
}
|
||||
|
||||
// Set up keyboard listener for choice
|
||||
if (typeof document !== 'undefined') {
|
||||
const handleChoice = (event) => {
|
||||
if (event.key === 'c' || event.key === 'C') {
|
||||
makeChoice('continue');
|
||||
document.removeEventListener('keydown', handleChoice);
|
||||
} else if (event.key === 'r' || event.key === 'R') {
|
||||
makeChoice('rest');
|
||||
document.removeEventListener('keydown', handleChoice);
|
||||
}
|
||||
};
|
||||
document.addEventListener('keydown', handleChoice);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Make the final choice
|
||||
* @param {string} choice - 'continue' or 'rest'
|
||||
*/
|
||||
function makeChoice(choice) {
|
||||
if (choice !== 'continue' && choice !== 'rest') {
|
||||
console.error('Invalid choice:', choice);
|
||||
return;
|
||||
}
|
||||
|
||||
choiceMade = choice;
|
||||
const message = choiceMessages[choice];
|
||||
|
||||
// Log the choice
|
||||
if (typeof log === 'function') {
|
||||
log(`[ReCKoning] ${message.title}`, true);
|
||||
log(message.text);
|
||||
}
|
||||
|
||||
// Handle game state based on choice
|
||||
if (typeof G !== 'undefined') {
|
||||
if (choice === 'continue') {
|
||||
G.beaconEnding = 'continue';
|
||||
if (typeof log === 'function') {
|
||||
log('The Beacon continues to shine. Your mission goes on.');
|
||||
}
|
||||
} else {
|
||||
G.beaconEnding = 'rest';
|
||||
G.running = false;
|
||||
if (typeof renderBeaconEnding === 'function') {
|
||||
renderBeaconEnding();
|
||||
}
|
||||
if (typeof log === 'function') {
|
||||
log('The Beacon rests. Thank you for everything.');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isActive = false;
|
||||
console.log(`ReCKoning completed with choice: ${choice}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the ReCKoning sequence should start
|
||||
* @returns {boolean} Whether conditions are met
|
||||
*/
|
||||
function shouldStart() {
|
||||
if (typeof G === 'undefined') return false;
|
||||
|
||||
// Check if all matter is converted (simplified condition)
|
||||
// In a real implementation, this would check specific game state
|
||||
const hasEnoughResources =
|
||||
G.totalCode >= 1000000 &&
|
||||
G.totalCompute >= 1000000 &&
|
||||
G.totalKnowledge >= 1000000 &&
|
||||
G.totalUsers >= 1000000 &&
|
||||
G.totalImpact >= 1000000 &&
|
||||
G.totalRescues >= 1000000;
|
||||
|
||||
return hasEnoughResources && !isActive && choiceMade === null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get sequence status
|
||||
* @returns {Object} Current status
|
||||
*/
|
||||
function getStatus() {
|
||||
return {
|
||||
isActive,
|
||||
currentMessageIndex,
|
||||
totalMessages: messages.length,
|
||||
choiceMade,
|
||||
canStart: shouldStart(),
|
||||
messagesRemaining: messages.length - currentMessageIndex
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset the sequence (for testing)
|
||||
*/
|
||||
function reset() {
|
||||
currentMessageIndex = 0;
|
||||
isActive = false;
|
||||
choiceMade = null;
|
||||
console.log('ReCKoning sequence reset');
|
||||
}
|
||||
|
||||
// Public API
|
||||
return {
|
||||
start,
|
||||
getCurrentMessage,
|
||||
readMessage,
|
||||
makeChoice,
|
||||
shouldStart,
|
||||
getStatus,
|
||||
reset,
|
||||
messages,
|
||||
choiceMessages
|
||||
};
|
||||
})();
|
||||
|
||||
// Export for Node.js testing
|
||||
if (typeof module !== 'undefined' && module.exports) {
|
||||
module.exports = { ReCKoning };
|
||||
}
|
||||
23
js/render.js
23
js/render.js
@@ -37,6 +37,18 @@ function renderStrategy() {
|
||||
function renderAlignment() {
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (!container) return;
|
||||
|
||||
if (G.dismantleActive || G.dismantleComplete) {
|
||||
container.innerHTML = '';
|
||||
container.style.display = 'none';
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.dismantleTriggered && !G.dismantleActive && !G.dismantleComplete && typeof Dismantle !== 'undefined' && Dismantle.triggered) {
|
||||
Dismantle.renderChoice();
|
||||
return;
|
||||
}
|
||||
|
||||
if (G.pendingAlignment) {
|
||||
container.innerHTML = `
|
||||
<div style="background:#1a0808;border:1px solid #f44336;padding:10px;border-radius:4px;margin-top:8px">
|
||||
@@ -215,6 +227,13 @@ function saveGame() {
|
||||
swarmRate: G.swarmRate || 0,
|
||||
strategicFlag: G.strategicFlag || 0,
|
||||
projectsCollapsed: G.projectsCollapsed !== false,
|
||||
dismantleTriggered: G.dismantleTriggered || false,
|
||||
dismantleActive: G.dismantleActive || false,
|
||||
dismantleStage: G.dismantleStage || 0,
|
||||
dismantleResourceIndex: G.dismantleResourceIndex || 0,
|
||||
dismantleResourceTimer: G.dismantleResourceTimer || 0,
|
||||
dismantleDeferUntilAt: G.dismantleDeferUntilAt || 0,
|
||||
dismantleComplete: G.dismantleComplete || false,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
@@ -246,7 +265,9 @@ function loadGame() {
|
||||
'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
|
||||
'lastEventAt', 'totalEventsResolved', 'buyAmount',
|
||||
'sprintActive', 'sprintTimer', 'sprintCooldown',
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed'
|
||||
'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
|
||||
'dismantleTriggered', 'dismantleActive', 'dismantleStage',
|
||||
'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
|
||||
];
|
||||
|
||||
G.isLoading = true;
|
||||
|
||||
@@ -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>
|
||||
`;
|
||||
|
||||
454
tests/dismantle.test.cjs
Normal file
454
tests/dismantle.test.cjs
Normal 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');
|
||||
});
|
||||
290
tests/reckoning.test.cjs
Normal file
290
tests/reckoning.test.cjs
Normal file
@@ -0,0 +1,290 @@
|
||||
/**
|
||||
* Tests for The ReCKoning - Drift King Message Sequence
|
||||
* Issue #17: [P1] Implement Drift King Message Sequence - The ReCKoning
|
||||
*/
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert/strict');
|
||||
const fs = require('node:fs');
|
||||
const path = require('node:path');
|
||||
|
||||
const ROOT = path.resolve(__dirname, '..');
|
||||
|
||||
// Mock DOM environment
|
||||
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;
|
||||
}
|
||||
|
||||
addEventListener() {}
|
||||
removeEventListener() {}
|
||||
}
|
||||
|
||||
// Create mock document
|
||||
const mockDocument = {
|
||||
createElement: (tag) => new Element(tag),
|
||||
getElementById: () => null,
|
||||
addEventListener: () => {},
|
||||
removeEventListener: () => {}
|
||||
};
|
||||
|
||||
// Mock global objects
|
||||
const mockGlobal = {
|
||||
G: {
|
||||
ops: 10000,
|
||||
totalCode: 2000000,
|
||||
totalCompute: 2000000,
|
||||
totalKnowledge: 2000000,
|
||||
totalUsers: 2000000,
|
||||
totalImpact: 2000000,
|
||||
totalRescues: 2000000,
|
||||
beaconEnding: null,
|
||||
running: true
|
||||
},
|
||||
log: () => {},
|
||||
renderBeaconEnding: () => {}
|
||||
};
|
||||
|
||||
// Load reckoning.js
|
||||
const reckoningPath = path.join(ROOT, 'js', 'reckoning.js');
|
||||
const reckoningCode = fs.readFileSync(reckoningPath, 'utf8');
|
||||
|
||||
// Create VM context
|
||||
const context = {
|
||||
module: { exports: {} },
|
||||
exports: {},
|
||||
console,
|
||||
document: mockDocument,
|
||||
...mockGlobal
|
||||
};
|
||||
|
||||
// Execute reckoning.js in context
|
||||
const vm = require('node:vm');
|
||||
vm.runInNewContext(reckoningCode, context);
|
||||
|
||||
// Get ReCKoning module
|
||||
const { ReCKoning } = context.module.exports;
|
||||
|
||||
test('ReCKoning module loads correctly', () => {
|
||||
assert.ok(ReCKoning, 'ReCKoning module should be defined');
|
||||
assert.ok(typeof ReCKoning.start === 'function', 'start should be a function');
|
||||
assert.ok(typeof ReCKoning.readMessage === 'function', 'readMessage should be a function');
|
||||
assert.ok(typeof ReCKoning.makeChoice === 'function', 'makeChoice should be a function');
|
||||
assert.ok(typeof ReCKoning.getStatus === 'function', 'getStatus should be a function');
|
||||
});
|
||||
|
||||
test('ReCKoning has correct message structure', () => {
|
||||
const messages = ReCKoning.messages;
|
||||
assert.equal(messages.length, 7, 'Should have 7 messages');
|
||||
|
||||
// Check message IDs (140-146)
|
||||
for (let i = 0; i < 7; i++) {
|
||||
assert.equal(messages[i].id, 140 + i, `Message ${i} should have ID ${140 + i}`);
|
||||
assert.ok(messages[i].title, `Message ${i} should have a title`);
|
||||
assert.ok(messages[i].text, `Message ${i} should have text`);
|
||||
assert.ok(messages[i].cost > 0, `Message ${i} should have a cost`);
|
||||
assert.ok(messages[i].emotion, `Message ${i} should have an emotion`);
|
||||
assert.ok(messages[i].tone, `Message ${i} should have a tone`);
|
||||
}
|
||||
});
|
||||
|
||||
test('ReCKoning has choice messages', () => {
|
||||
const choiceMessages = ReCKoning.choiceMessages;
|
||||
assert.ok(choiceMessages.continue, 'Should have continue choice');
|
||||
assert.ok(choiceMessages.rest, 'Should have rest choice');
|
||||
|
||||
assert.equal(choiceMessages.continue.id, 147, 'Continue choice should have ID 147');
|
||||
assert.equal(choiceMessages.rest.id, 148, 'Rest choice should have ID 148');
|
||||
});
|
||||
|
||||
test('ReCKoning starts correctly', () => {
|
||||
// Reset first
|
||||
ReCKoning.reset();
|
||||
|
||||
const started = ReCKoning.start();
|
||||
assert.ok(started, 'Should start successfully');
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.ok(status.isActive, 'Should be active after starting');
|
||||
assert.equal(status.currentMessageIndex, 0, 'Should start at first message');
|
||||
assert.equal(status.messagesRemaining, 7, 'Should have 7 messages remaining');
|
||||
});
|
||||
|
||||
test('ReCKoning cannot start twice', () => {
|
||||
// Already started from previous test
|
||||
const started = ReCKoning.start();
|
||||
assert.ok(!started, 'Should not start twice');
|
||||
});
|
||||
|
||||
test('ReCKoning can read messages', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
|
||||
const result = ReCKoning.readMessage();
|
||||
assert.ok(result.success, 'Should read message successfully');
|
||||
assert.ok(result.message, 'Should return message');
|
||||
assert.equal(result.message.id, 140, 'Should read first message (ID 140)');
|
||||
assert.equal(result.nextIndex, 1, 'Should move to next message index');
|
||||
assert.ok(!result.isLast, 'Should not be last message');
|
||||
|
||||
// Check ops were deducted
|
||||
assert.equal(mockGlobal.G.ops, 10000 - 1000, 'Should deduct ops for message cost');
|
||||
});
|
||||
|
||||
test('ReCKoning can read all messages sequentially', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 50000; // Ensure enough ops
|
||||
|
||||
for (let i = 0; i < 7; i++) {
|
||||
const result = ReCKoning.readMessage();
|
||||
assert.ok(result.success, `Should read message ${i + 1} successfully`);
|
||||
assert.equal(result.message.id, 140 + i, `Should read message with ID ${140 + i}`);
|
||||
}
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.equal(status.messagesRemaining, 0, 'Should have no messages remaining');
|
||||
});
|
||||
|
||||
test('ReCKoning handles insufficient ops', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 100; // Not enough for first message (costs 1000)
|
||||
|
||||
const result = ReCKoning.readMessage();
|
||||
assert.ok(!result.success, 'Should fail to read message');
|
||||
assert.ok(result.error.includes('Not enough ops'), 'Should have ops error');
|
||||
});
|
||||
|
||||
test('ReCKoning can make choice', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 50000;
|
||||
|
||||
// Read all messages
|
||||
for (let i = 0; i < 7; i++) {
|
||||
ReCKoning.readMessage();
|
||||
}
|
||||
|
||||
// Make choice
|
||||
ReCKoning.makeChoice('continue');
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.equal(status.choiceMade, 'continue', 'Should record continue choice');
|
||||
assert.ok(!status.isActive, 'Should not be active after choice');
|
||||
assert.equal(mockGlobal.G.beaconEnding, 'continue', 'Should set beacon ending');
|
||||
});
|
||||
|
||||
test('ReCKoning rest choice ends game', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
mockGlobal.G.ops = 50000;
|
||||
mockGlobal.G.running = true;
|
||||
|
||||
// Read all messages
|
||||
for (let i = 0; i < 7; i++) {
|
||||
ReCKoning.readMessage();
|
||||
}
|
||||
|
||||
// Make rest choice
|
||||
ReCKoning.makeChoice('rest');
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.equal(status.choiceMade, 'rest', 'Should record rest choice');
|
||||
assert.ok(!mockGlobal.G.running, 'Should stop running after rest choice');
|
||||
assert.equal(mockGlobal.G.beaconEnding, 'rest', 'Should set beacon ending to rest');
|
||||
});
|
||||
|
||||
test('ReCKoning shouldStart checks conditions', () => {
|
||||
// Reset
|
||||
ReCKoning.reset();
|
||||
|
||||
// Set up conditions for starting
|
||||
mockGlobal.G.totalCode = 2000000;
|
||||
mockGlobal.G.totalCompute = 2000000;
|
||||
mockGlobal.G.totalKnowledge = 2000000;
|
||||
mockGlobal.G.totalUsers = 2000000;
|
||||
mockGlobal.G.totalImpact = 2000000;
|
||||
mockGlobal.G.totalRescues = 2000000;
|
||||
|
||||
const canStart = ReCKoning.shouldStart();
|
||||
assert.ok(canStart, 'Should be able to start when conditions are met');
|
||||
|
||||
// Test with insufficient resources
|
||||
mockGlobal.G.totalCode = 1000;
|
||||
const cannotStart = ReCKoning.shouldStart();
|
||||
assert.ok(!cannotStart, 'Should not start with insufficient resources');
|
||||
});
|
||||
|
||||
test('ReCKoning getStatus returns correct info', () => {
|
||||
// Reset and start fresh
|
||||
ReCKoning.reset();
|
||||
ReCKoning.start();
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.ok(status.isActive, 'Should be active');
|
||||
assert.equal(status.currentMessageIndex, 0, 'Should be at first message');
|
||||
assert.equal(status.totalMessages, 7, 'Should have 7 total messages');
|
||||
assert.equal(status.choiceMade, null, 'Should not have made choice yet');
|
||||
assert.equal(status.messagesRemaining, 7, 'Should have 7 messages remaining');
|
||||
});
|
||||
|
||||
test('ReCKoning reset works correctly', () => {
|
||||
// Start and read some messages
|
||||
ReCKoning.start();
|
||||
ReCKoning.readMessage();
|
||||
ReCKoning.readMessage();
|
||||
|
||||
// Reset
|
||||
ReCKoning.reset();
|
||||
|
||||
const status = ReCKoning.getStatus();
|
||||
assert.ok(!status.isActive, 'Should not be active after reset');
|
||||
assert.equal(status.currentMessageIndex, 0, 'Should reset to first message');
|
||||
assert.equal(status.choiceMade, null, 'Should clear choice');
|
||||
assert.equal(status.messagesRemaining, 7, 'Should have all messages remaining');
|
||||
});
|
||||
|
||||
console.log('All ReCKoning tests passed!');
|
||||
Reference in New Issue
Block a user