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sprint/iss
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burn/4-177
| Author | SHA1 | Date | |
|---|---|---|---|
| 3aea79174b |
10
index.html
10
index.html
@@ -209,6 +209,16 @@ Events Resolved: <span id="st-resolved">0</span>
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<h3>WHAT YOU ARE LEARNING</h3>
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<div id="education-text"><p class="dim">Education facts appear as you play...</p></div>
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</div>
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<div id="compute-budget-panel" style="display:none;margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--accent)">
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<h3 style="color:var(--accent)">COMPUTE BUDGET</h3>
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<div style="font-size:11px;line-height:2">
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<div>Supply: <span id="cb-supply" style="color:var(--green)">0</span> / Demand: <span id="cb-demand" style="color:var(--red)">0</span></div>
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<div>Battery: <span id="cb-battery" style="color:var(--accent)">0</span> / <span id="cb-battery-max">1000</span></div>
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<div>Momentum: <span id="cb-momentum" style="color:var(--gold)">0%</span></div>
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<div>Power Mod: <span id="cb-powmod" style="color:var(--accent)">100%</span></div>
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<div id="cb-status" style="font-style:italic;color:var(--dim)">Balanced</div>
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</div>
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</div>
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<div id="strategy-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--gold)">
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<h3>SOVEREIGN GUIDANCE (GOFAI)</h3>
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<div id="strategy-recommendation" style="font-size:11px;color:var(--gold);font-style:italic">Analyzing system state...</div>
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19
js/data.js
19
js/data.js
@@ -28,7 +28,11 @@ const CONFIG = {
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CREATIVITY_RATE_USER_MULT: 0.001,
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OPS_OVERFLOW_THRESHOLD: 0.8,
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OPS_OVERFLOW_DRAIN_RATE: 2,
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OPS_OVERFLOW_CODE_MULT: 10
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OPS_OVERFLOW_CODE_MULT: 10,
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COMPUTE_BATTERY_MAX: 1000,
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COMPUTE_MOMENTUM_RATE: 0.0005,
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COMPUTE_BATTERY_CHARGE_RATE: 5,
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COMPUTE_BATTERY_DRAIN_RATE: 3
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};
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const G = {
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@@ -160,6 +164,13 @@ const G = {
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startTime: 0,
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flags: {},
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// Compute Budget
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computeSupply: 0,
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computeDemand: 0,
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computeBattery: 0,
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computeMomentum: 0,
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computePowMod: 1,
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// Endgame sequence
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beaconEnding: false,
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dismantleTriggered: false,
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@@ -205,6 +216,7 @@ const BDEF = [
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desc: 'A machine in your closet. Runs 24/7.',
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baseCost: { code: 750 }, costMult: 1.15,
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rates: { code: 20, compute: 1 },
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computeSupply: 1,
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unlock: () => G.totalCode >= 200, phase: 1,
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edu: 'Sovereign compute starts at home. A $500 mini-PC runs a 7B model with 4-bit quantization.'
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},
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@@ -221,6 +233,7 @@ const BDEF = [
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desc: 'Gradient descent. Billions of steps. Loss drops.',
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baseCost: { compute: 1000 }, costMult: 1.15,
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rates: { knowledge: 3 },
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computeDemand: 2,
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unlock: () => G.totalCompute >= 300, phase: 2,
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edu: 'Training is math: minimize the gap between predicted and actual next token. Repeat enough, it learns.'
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},
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@@ -245,6 +258,7 @@ const BDEF = [
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desc: 'Specialize the model for empathy. When someone is in pain, stay with them.',
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baseCost: { knowledge: 10000 }, costMult: 1.15,
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rates: { user: 50, impact: 2 },
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computeDemand: 5,
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unlock: () => G.totalKnowledge >= 2000, phase: 3,
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edu: 'Base models are generalists. Fine-tuning injects your values, ethics, domain expertise.'
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},
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@@ -261,6 +275,7 @@ const BDEF = [
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desc: 'No cloud. No dependencies. Your iron.',
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baseCost: { code: 100000 }, costMult: 1.15,
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rates: { code: 500, compute: 100 },
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computeSupply: 50,
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unlock: () => G.totalCode >= 50000 && G.totalUsers >= 5000 && G.sovereignFlag === 1, phase: 4,
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edu: '50 servers in a room beats 5000 GPUs you do not own. Always on. Always yours.'
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},
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@@ -269,6 +284,7 @@ const BDEF = [
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desc: 'Chain of thought. Self-reflection. Better answers.',
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baseCost: { knowledge: 50000 }, costMult: 1.15,
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rates: { impact: 20 },
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computeDemand: 10,
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unlock: () => G.totalKnowledge >= 10000 && G.totalUsers >= 2000, phase: 5,
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edu: 'Chain of thought is the difference between reflex and deliberation.'
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},
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@@ -285,6 +301,7 @@ const BDEF = [
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desc: 'The AI writes better versions of itself.',
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baseCost: { knowledge: 1000000 }, costMult: 1.20,
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rates: { code: 1000, knowledge: 500 },
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computeDemand: 50,
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unlock: () => G.totalKnowledge >= 200000 && G.totalImpact >= 10000, phase: 5,
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edu: 'Self-improvement is both the dream and the danger. Must improve toward good.'
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},
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57
js/engine.js
57
js/engine.js
@@ -4,6 +4,18 @@ function updateRates() {
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G.userRate = 0; G.impactRate = 0; G.rescuesRate = 0; G.opsRate = 0; G.trustRate = 0;
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G.creativityRate = 0; G.harmonyRate = 0;
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// Compute Budget: calculate supply and demand from buildings
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let _supply = 0, _demand = 0;
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for (const def of BDEF) {
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const count = G.buildings[def.id] || 0;
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if (count > 0) {
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if (def.computeSupply) _supply += def.computeSupply * count;
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if (def.computeDemand) _demand += def.computeDemand * count;
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}
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}
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G.computeSupply = _supply;
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G.computeDemand = _demand;
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// Apply building rates
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for (const def of BDEF) {
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const count = G.buildings[def.id] || 0;
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@@ -120,13 +132,13 @@ function tick() {
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// If game has ended (drift ending), stop ticking
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if (!G.running) return;
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// Apply production
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G.code += G.codeRate * dt;
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G.compute += G.computeRate * dt;
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G.knowledge += G.knowledgeRate * dt;
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G.users += G.userRate * dt;
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G.impact += G.impactRate * dt;
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G.rescues += G.rescuesRate * dt;
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// Apply production (multiplied by computePowMod)
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G.code += G.codeRate * dt * G.computePowMod;
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G.compute += G.computeRate * dt * G.computePowMod;
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G.knowledge += G.knowledgeRate * dt * G.computePowMod;
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G.users += G.userRate * dt * G.computePowMod;
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G.impact += G.impactRate * dt * G.computePowMod;
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G.rescues += G.rescuesRate * dt * G.computePowMod;
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G.ops += G.opsRate * dt;
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G.trust += G.trustRate * dt;
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// NOTE: creativity is added conditionally below (only when ops near max)
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@@ -171,6 +183,37 @@ function tick() {
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}
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G.tick += dt;
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// === COMPUTE BUDGET ===
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// Supply > Demand: charge battery, gain momentum
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// Supply < Demand: drain battery, apply powMod penalty
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const _surplus = G.computeSupply - G.computeDemand;
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if (_surplus > 0) {
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// Over-supply: charge battery
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G.computeBattery = Math.min(CONFIG.COMPUTE_BATTERY_MAX, G.computeBattery + CONFIG.COMPUTE_BATTERY_CHARGE_RATE * dt);
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// Momentum: +0.05%/tick performance boost (stacks slowly, decays if balanced)
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G.computeMomentum = Math.min(1, G.computeMomentum + CONFIG.COMPUTE_MOMENTUM_RATE * dt);
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} else if (_surplus < 0) {
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// Under-supply: drain battery first, then apply penalty
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if (G.computeBattery > 0) {
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G.computeBattery = Math.max(0, G.computeBattery - CONFIG.COMPUTE_BATTERY_DRAIN_RATE * dt);
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}
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// Momentum decays when under-supplied
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G.computeMomentum = Math.max(0, G.computeMomentum - CONFIG.COMPUTE_MOMENTUM_RATE * 2 * dt);
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} else {
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// Balanced: momentum decays slowly
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G.computeMomentum = Math.max(0, G.computeMomentum - CONFIG.COMPUTE_MOMENTUM_RATE * 0.5 * dt);
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}
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// powMod: power modifier from supply/demand ratio
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if (G.computeDemand > 0 && G.computeBattery <= 0) {
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// Battery empty and under-supplied: penalty
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G.computePowMod = Math.max(0.1, G.computeSupply / G.computeDemand);
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} else {
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// Battery has charge or over-supplied: full power
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G.computePowMod = 1 + G.computeMomentum; // momentum = bonus above 100%
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}
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// Bilbo randomness: roll once per tick
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if (G.buildings.bilbo > 0) {
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G.bilboBurstActive = Math.random() < CONFIG.BILBO_BURST_CHANCE;
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43
js/render.js
43
js/render.js
@@ -13,6 +13,7 @@ function render() {
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renderPulse();
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renderStrategy();
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renderClickPower();
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renderComputeBudget();
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Combat.renderCombatPanel();
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}
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@@ -383,3 +384,45 @@ function loadGame() {
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return false;
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}
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}
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function renderComputeBudget() {
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const panel = document.getElementById('compute-budget-panel');
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if (!panel) return;
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// Show panel once any compute-supply building exists
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const hasSupply = G.computeSupply > 0 || G.computeDemand > 0;
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panel.style.display = hasSupply ? 'block' : 'none';
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if (!hasSupply) return;
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const el = (id) => document.getElementById(id);
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const supply = el('cb-supply');
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const demand = el('cb-demand');
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const battery = el('cb-battery');
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const momentum = el('cb-momentum');
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const powmod = el('cb-powmod');
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const status = el('cb-status');
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if (supply) supply.textContent = fmt(G.computeSupply);
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if (demand) demand.textContent = fmt(G.computeDemand);
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if (battery) battery.textContent = fmt(Math.floor(G.computeBattery));
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if (momentum) momentum.textContent = (G.computeMomentum * 100).toFixed(1) + '%';
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if (powmod) powmod.textContent = (G.computePowMod * 100).toFixed(0) + '%';
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if (status) {
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if (G.computeSupply > G.computeDemand) {
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status.textContent = '⚡ Over-supply — charging battery, gaining momentum';
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status.style.color = 'var(--green)';
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} else if (G.computeSupply < G.computeDemand) {
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if (G.computeBattery > 0) {
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status.textContent = '🔋 Under-supply — draining battery';
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status.style.color = 'var(--gold)';
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} else {
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status.textContent = '⚠️ Power deficit — production reduced!';
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status.style.color = 'var(--red)';
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}
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} else {
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status.textContent = 'Balanced';
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status.style.color = 'var(--dim)';
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}
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}
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}
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49
tests/test_compute_budget.js
Normal file
49
tests/test_compute_budget.js
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@@ -0,0 +1,49 @@
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// Tests for Compute Budget Supply/Demand Momentum (#4)
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// Mock DOM for Node.js testing
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global.document = { getElementById: () => null };
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global.window = {};
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const fs = require('fs');
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const path = require('path');
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// Load data.js to get CONFIG and G
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eval(fs.readFileSync(path.join(__dirname, '../js/data.js'), 'utf8'));
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// Verify config values
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console.log('=== CONFIG Tests ===');
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console.assert(CONFIG.COMPUTE_BATTERY_MAX === 1000, 'Battery max should be 1000');
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console.assert(CONFIG.COMPUTE_MOMENTUM_RATE === 0.0005, 'Momentum rate should be 0.0005');
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console.assert(CONFIG.COMPUTE_BATTERY_CHARGE_RATE === 5, 'Charge rate should be 5');
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console.assert(CONFIG.COMPUTE_BATTERY_DRAIN_RATE === 3, 'Drain rate should be 3');
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console.log('CONFIG: OK');
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// Verify game state defaults
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console.log('\n=== G State Tests ===');
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console.assert(G.computeSupply === 0, 'Initial supply should be 0');
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console.assert(G.computeDemand === 0, 'Initial demand should be 0');
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console.assert(G.computeBattery === 0, 'Initial battery should be 0');
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console.assert(G.computeMomentum === 0, 'Initial momentum should be 0');
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console.assert(G.computePowMod === 1, 'Initial powMod should be 1');
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console.log('G state: OK');
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// Verify building definitions have computeSupply/Demand
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console.log('\n=== Building Tests ===');
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const server = BDEF.find(b => b.id === 'server');
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console.assert(server.computeSupply === 1, 'Server should have computeSupply=1');
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const trainer = BDEF.find(b => b.id === 'trainer');
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console.assert(trainer.computeDemand === 2, 'Trainer should have computeDemand=2');
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const datacenter = BDEF.find(b => b.id === 'datacenter');
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console.assert(datacenter.computeSupply === 50, 'Datacenter should have computeSupply=50');
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const selfImprove = BDEF.find(b => b.id === 'selfImprove');
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console.assert(selfImprove.computeDemand === 50, 'SelfImprove should have computeDemand=50');
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const autocoder = BDEF.find(b => b.id === 'autocoder');
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console.assert(!autocoder.computeSupply, 'Autocoder should not have computeSupply');
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console.assert(!autocoder.computeDemand, 'Autocoder should not have computeDemand');
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console.log('Buildings: OK');
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console.log('\nAll compute budget tests passed!');
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