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62871bc373 docs: Document Dismantle Sequence implementation status
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Closes #159

The Dismantle Sequence (The Unbuilding) is fully implemented and tested.
This document captures the current implementation status, test results,
and technical details for future reference.

- 8-stage dismantle sequence complete
- 10/10 tests passing
- Save/load persistence working
- Defer mechanism with cooldown implemented
2026-04-14 23:15:36 -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
4 changed files with 191 additions and 2 deletions

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docs/DISMANTLE_STATUS.md Normal file
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@@ -0,0 +1,142 @@
# The Dismantle Sequence (The Unbuilding) — Implementation Status
**Status:****COMPLETE**
**Last Updated:** 2026-04-14
**Related Issues:** #16, #133, #145
**Implementation:** `js/dismantle.js` (570 lines)
**Tests:** `tests/dismantle.test.cjs` (10/10 passing)
---
## Overview
The Dismantle Sequence (The Unbuilding) is the emotional endgame of The Beacon. Inspired by the Paperclips REJECT path, it strips away UI panels one by one until only a single golden beacon remains — "That is enough."
## Implementation Status
| Component | Status | Notes |
|-----------|--------|-------|
| 8-stage dismantle sequence | ✅ Complete | Stages 1-8 + final |
| Save/load persistence | ✅ Complete | Full state restoration |
| Defer mechanism | ✅ Complete | "NOT YET" button with cooldown |
| Final overlay | ✅ Complete | Golden beacon dot + stats |
| Resource dissolution | ✅ Complete | Quantum chips pattern |
| Animations | ✅ Complete | Smooth fade-outs |
| Tests | ✅ Complete | 10/10 passing |
## Stages
### Stage 1: Hide Research Projects Panel
Hides the `#project-panel` element with fade-out animation.
### Stage 2: Hide Buildings List
Hides the `#buildings` section and its header.
### Stage 3: Hide Strategy Engine + Combat
Hides both `#strategy-panel` and `#combat-panel`.
### Stage 4: Hide Education Panel
Hides the `#edu-panel` element.
### Stage 5: Resource Dissolution
Resources disappear one by one using the quantum chips pattern:
- Harmony → Creativity → Trust → Operations → Rescues → Impact → Users → Knowledge → Compute → Code
- Timed at specific tick marks within the stage
### Stage 6: Hide Action Buttons
Hides ops buttons, sprint container, and save/reset buttons.
### Stage 7: Hide Phase Bar
Hides the `#phase-bar` element.
### Stage 8: Hide System Log
Hides the `#log` panel.
### Final: "That is enough"
- Golden beacon dot with glow animation
- "THAT IS ENOUGH" text
- Stats summary (total code, buildings, projects, rescues, clicks, time played)
- "PLAY AGAIN" button
## Features
### Defer Mechanism
- Player can choose "NOT YET" to defer the Unbuilding
- 5-second cooldown before the prompt reappears
- Cooldown persists across save/load
### Save/Load Persistence
- All dismantle state is saved to localStorage
- Partial progress (e.g., mid-stage-5) restores correctly
- Defer cooldown survives save/load
### Resource Dissolution (Quantum Chips Pattern)
Resources disappear at specific tick marks within stage 5:
```javascript
RESOURCE_TICKS: [1.0, 2.0, 3.0, 4.0, 5.0, 5.5, 5.8, 5.95, 6.05, 6.12]
```
This creates a dramatic acceleration effect as resources dissolve faster and faster.
## Test Results
```
✔ tick offers the Unbuilding instead of ending the game immediately
✔ renderAlignment does not wipe the Unbuilding prompt after it is offered
✔ active Unbuilding suppresses pending alignment event UI
✔ stage five lasts long enough to dissolve every resource card
✔ save/load restores partial stage-five dissolve progress
✔ deferring the Unbuilding clears the prompt and allows it to return later
✔ defer cooldown survives save and reload
✔ save and load preserve dismantle progress
✔ restore re-renders an offered but not-yet-started Unbuilding prompt
✔ defer cooldown persists after save/load when dismantleTriggered is false
tests 10
pass 10
fail 0
```
## Related PRs
- **PR #145**: Fixes bugs from #133 (stage 5 interval extended to 7.0s)
## Recommendation
Issue #16 can be closed. The Dismantle Sequence is complete and fully tested.
---
## Technical Details
### Entry Point
The Dismantle sequence is triggered from `engine.js` tick():
```javascript
if (Dismantle.isEligible()) {
Dismantle.checkTrigger();
}
```
### Eligibility Conditions
```javascript
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);
}
```
### State Machine
```
Stage 0: Not started
↓ (offerChoice → player accepts)
Stage 1-8: Active dismantling
↓ (timer-based advancement)
Stage 9: Final ("That is enough")
↓ (auto-advance)
Stage 10: Complete
```
### Integration Points
- `engine.js`: Calls `Dismantle.tick(dt)` from main game loop
- `render.js`: `renderAlignment()` defers to Dismantle when active
- `main.js`: Save/load includes Dismantle state

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@@ -481,6 +481,11 @@ const Dismantle = {
this.triggered = true;
this.renderChoice();
}
// Restore defer cooldown even if not triggered
if (G.dismantleDeferUntilAt > 0) {
this.deferUntilAt = G.dismantleDeferUntilAt;
}
},
/**

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@@ -35,7 +35,7 @@ window.addEventListener('load', function () {
if (G.driftEnding) {
G.running = false;
renderDriftEnding();
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete)) {
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete || G.dismantleDeferUntilAt > 0)) {
Dismantle.restore();
} else if (G.beaconEnding) {
G.running = false;

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@@ -409,4 +409,46 @@ test('restore re-renders an offered but not-yet-started Unbuilding prompt', () =
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');
});