Compare commits
18 Commits
sprint/iss
...
fix/ci-a11
| Author | SHA1 | Date | |
|---|---|---|---|
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91df6951f7 | ||
| fbb782bd77 | |||
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9a829584b0 | ||
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| bbcce1f064 | |||
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b819fc068a | ||
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| ff9c1b1864 | |||
| 9fd70fa942 | |||
| c714061bd8 | |||
| 220fc44c6a | |||
| 26bb33c5eb | |||
| 954a6c4111 | |||
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e72e5ee121 | ||
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74575929af |
@@ -9,19 +9,37 @@ 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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- name: Validate ARIA Attributes in game.js
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- name: Validate ARIA attributes in JS
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run: |
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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)
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- name: Validate ARIA Roles in index.html
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echo "Checking js/*.js for ARIA attributes..."
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MISSING=0
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for attr in aria-label aria-pressed; do
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if ! grep -rq "$attr" js/*.js; then
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echo "ERROR: $attr missing from js/*.js"
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MISSING=1
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fi
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done
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if [ "$MISSING" -eq 0 ]; then
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echo "PASS: ARIA attributes present in JS"
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fi
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exit $MISSING
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- name: Validate ARIA roles in index.html
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run: |
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echo "Checking index.html for ARIA roles..."
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grep -q "role=" index.html || (echo "ERROR: No ARIA roles found in index.html" && exit 1)
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- name: Syntax Check JS
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grep -q 'role=' index.html || (echo "ERROR: No ARIA roles found in index.html" && exit 1)
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grep -q 'aria-label' index.html || (echo "ERROR: No aria-label found in index.html" && exit 1)
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echo "PASS: ARIA roles and labels present in index.html"
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- name: Syntax check JS
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run: |
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node -c game.js
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echo "Running node -c on js/*.js..."
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FAIL=0
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for f in js/*.js; do
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node -c "$f" || FAIL=1
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done
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if [ "$FAIL" -eq 0 ]; then
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echo "PASS: All JS files parse"
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fi
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exit $FAIL
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41
index.html
41
index.html
@@ -96,10 +96,32 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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@keyframes toast-in{from{transform:translateX(40px);opacity:0}to{transform:translateX(0);opacity:0.95}}
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@keyframes toast-out{from{opacity:0.95;transform:translateX(0)}to{opacity:0;transform:translateX(40px)}}
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::-webkit-scrollbar{width:4px}::-webkit-scrollbar-track{background:var(--bg)}::-webkit-scrollbar-thumb{background:var(--border);border-radius:2px}
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/* High contrast mode (#57 Accessibility) */
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.high-contrast{--bg:#000;--panel:#0a0a0a;--border:#fff;--text:#fff;--dim:#ccc;--accent:#0ff;--glow:#0ff444;--gold:#ff0;--green:#0f0;--red:#f00;--purple:#f0f}
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.high-contrast .main-btn{border-width:2px}
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.high-contrast .build-btn,.high-contrast .project-btn{border-width:2px}
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.high-contrast .res{border-width:2px}
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.high-contrast #phase-bar{border-width:2px}
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.high-contrast .milestone-chip{border-width:2px}
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.high-contrast #header h1{color:#0ff;text-shadow:0 0 40px #0ff444}
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/* Custom tooltip */
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#custom-tooltip{position:fixed;z-index:500;pointer-events:none;opacity:0;transition:opacity 0.15s;background:#0e0e1a;border:1px solid #1a3a5a;border-radius:6px;padding:8px 12px;max-width:280px;font-size:10px;font-family:inherit;line-height:1.6;box-shadow:0 4px 20px rgba(0,0,0,0.5)}
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#custom-tooltip.visible{opacity:1}
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#custom-tooltip .tt-label{color:#4a9eff;font-weight:600;margin-bottom:4px;font-size:11px}
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#custom-tooltip .tt-edu{color:#888;font-style:italic;font-size:9px}
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/* Mute & contrast buttons */
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.header-btns{position:absolute;right:16px;top:50%;transform:translateY(-50%);display:flex;gap:6px}
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.header-btn{background:#0e0e1a;border:1px solid #333;color:#666;font-size:13px;width:28px;height:28px;border-radius:4px;cursor:pointer;display:flex;align-items:center;justify-content:center;transition:all 0.15s;font-family:inherit}
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.header-btn:hover{border-color:#4a9eff;color:#4a9eff}
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.header-btn.muted{opacity:0.5}
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</style>
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</head>
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<body>
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<div id="header">
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<div id="header" style="position:relative">
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<div class="header-btns">
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<button id="mute-btn" class="header-btn" onclick="toggleMute()" aria-label="Sound on, click to mute" title="Toggle sound (M)">🔊</button>
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<button id="contrast-btn" class="header-btn" onclick="toggleContrast()" aria-label="High contrast off, click to enable" title="Toggle high contrast (C)">◐</button>
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</div>
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<div id="pulse-container" style="position:relative;display:inline-block;margin-bottom:4px">
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<div id="pulse-dot" style="width:8px;height:8px;border-radius:50%;background:#333;display:inline-block;vertical-align:middle;transition:background 0.5s,box-shadow 0.5s"></div>
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<span id="pulse-label" style="font-size:9px;color:#444;margin-left:6px;vertical-align:middle;letter-spacing:1px">OFFLINE</span>
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@@ -114,7 +136,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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<div class="progress-label"><span id="phase-progress-label">0%</span><span id="phase-progress-target">Next: Phase 2 (2,000 code)</span></div>
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<div class="milestone-row" id="milestone-chips"></div>
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</div>
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<div id="resources" role="region" aria-label="Resources" aria-live="polite">
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<div id="resources" role="region" aria-label="Resources" aria-live="off">
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<div class="res"><div class="r-label">Code</div><div class="r-val" id="r-code">0</div><div class="r-rate" id="r-code-rate">+0/s</div></div>
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<div class="res"><div class="r-label">Compute</div><div class="r-val" id="r-compute">0</div><div class="r-rate" id="r-compute-rate">+0/s</div></div>
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<div class="res"><div class="r-label">Knowledge</div><div class="r-val" id="r-knowledge">0</div><div class="r-rate" id="r-knowledge-rate">+0/s</div></div>
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@@ -130,7 +152,7 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
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<div class="panel" id="action-panel" role="region" aria-label="Actions">
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<h2>ACTIONS</h2>
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<div class="action-btn-group"><button class="main-btn" onclick="writeCode()" aria-label="Write code, generates code resource">WRITE CODE</button></div>
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<div id="combo-display" role="status" aria-live="polite" style="text-align:center;font-size:10px;color:var(--dim);height:14px;margin-bottom:4px;transition:all 0.2s"></div>
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<div id="combo-display" role="status" aria-live="off" style="text-align:center;font-size:10px;color:var(--dim);height:14px;margin-bottom:4px;transition:all 0.2s"></div>
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<div id="debuffs" style="display:none;margin-top:8px"></div>
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<div class="action-btn-group">
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<button class="ops-btn" onclick="doOps('boost_code')" aria-label="Convert 1 ops to code boost">Ops -> Code</button>
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@@ -185,11 +207,17 @@ Events Resolved: <span id="st-resolved">0</span>
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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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</div>
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<div id="log" role="log" aria-label="System Log" aria-live="polite">
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<div id="combat-panel" style="margin:0 16px 16px;background:var(--panel);border:1px solid var(--border);border-radius:6px;padding:12px;border-left:3px solid var(--red)">
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<h3>REASONING BATTLES</h3>
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<canvas id="combat-canvas" style="width:100%;max-width:310px;border:1px solid var(--border);border-radius:4px;display:block;margin:8px auto"></canvas>
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<div id="combat-panel-info"><span class="dim">Combat unlocks at Phase 3</span></div>
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<button class="ops-btn" onclick="Combat.startBattle()" style="margin-top:8px;width:100%;border-color:var(--red);color:var(--red)">START BATTLE</button>
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</div>
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<div id="log" role="log" aria-label="System Log" aria-live="off">
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<h2>SYSTEM LOG</h2>
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<div id="log-entries"></div>
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</div>
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<div id="save-toast" role="status" aria-live="polite" style="display:none;position:fixed;top:16px;right:16px;background:#0e1420;border:1px solid #2a3a4a;color:#4a9eff;font-size:10px;padding:6px 12px;border-radius:4px;z-index:50;opacity:0;transition:opacity 0.4s;pointer-events:none">Save</div>
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<div id="save-toast" role="status" aria-live="off" style="display:none;position:fixed;top:16px;right:16px;background:#0e1420;border:1px solid #2a3a4a;color:#4a9eff;font-size:10px;padding:6px 12px;border-radius:4px;z-index:50;opacity:0;transition:opacity 0.4s;pointer-events:none">Save</div>
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<div id="help-btn" onclick="toggleHelp()" style="position:fixed;bottom:16px;right:16px;width:28px;height:28px;background:#0e0e1a;border:1px solid #333;color:#555;font-size:14px;border-radius:50%;cursor:pointer;display:flex;align-items:center;justify-content:center;z-index:50;font-family:inherit;transition:all 0.2s" title="Keyboard shortcuts (?)">?</div>
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<div id="help-overlay" onclick="if(event.target===this)toggleHelp()" style="display:none;position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.92);z-index:80;justify-content:center;align-items:center;flex-direction:column;padding:40px">
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||||
<div style="background:#0e0e1a;border:1px solid #1a3a5a;border-radius:8px;padding:24px 32px;max-width:420px;width:100%">
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@@ -226,10 +254,12 @@ The light is on. The room is empty."
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<script src="js/data.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/combat.js"></script>
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<script src="js/strategy.js"></script>
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||||
<script src="js/sound.js"></script>
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||||
<script src="js/engine.js"></script>
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<script src="js/render.js"></script>
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<script src="js/tutorial.js"></script>
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<script src="js/main.js"></script>
|
||||
|
||||
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@@ -243,5 +273,6 @@ The light is on. The room is empty."
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</div>
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<div id="toast-container"></div>
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<div id="custom-tooltip"></div>
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</body>
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</html>
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351
js/combat.js
Normal file
351
js/combat.js
Normal file
@@ -0,0 +1,351 @@
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// ============================================================
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// THE BEACON - Canvas Combat Visualization
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// Reasoning Battles: different AI strategies compete visually
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// Adapted from Paperclips combat.js (boid flocking + grid combat)
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// ============================================================
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const Combat = (() => {
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const W = 310, H = 150;
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const GRID_W = 31, GRID_H = 15;
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const CELL_W = W / GRID_W, CELL_H = H / GRID_H;
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// Battle names (Napoleonic Wars → AI reasoning battles)
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const BATTLE_NAMES = [
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'The Aboukir Test', 'Austerlitz Proof', 'Waterloo Convergence',
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'Trafalgar Dispatch', 'Leipzig Consensus', 'Borodino Trial',
|
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'Jena Analysis', 'Wagram Synthesis', 'Friedland Review',
|
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'Eylau Deduction', 'Ligny Verification', 'Quatre Bras Audit'
|
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];
|
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let canvas, ctx;
|
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let probes = [], drifters = [];
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let activeBattle = null;
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let battleLog = [];
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let animFrameId = null;
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let lastTick = 0;
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// Ship unit colors
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const PROBE_COLOR = '#4a9eff'; // Blue = structured reasoning
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const DRIFTER_COLOR = '#f44336'; // Red = adversarial testing
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class Ship {
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constructor(x, y, team) {
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this.x = x;
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this.y = y;
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this.vx = (Math.random() - 0.5) * 2;
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this.vy = (Math.random() - 0.5) * 2;
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this.team = team;
|
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this.alive = true;
|
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}
|
||||
|
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update(allies, enemies, dt) {
|
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if (!this.alive) return;
|
||||
|
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let ax = 0, ay = 0;
|
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|
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// Cohesion: move toward own centroid
|
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if (allies.length > 1) {
|
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let cx = 0, cy = 0;
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for (const a of allies) { cx += a.x; cy += a.y; }
|
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cx /= allies.length; cy /= allies.length;
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ax += (cx - this.x) * 0.01;
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ay += (cy - this.y) * 0.01;
|
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}
|
||||
|
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// Aggression: move toward enemy centroid
|
||||
if (enemies.length > 0) {
|
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let ex = 0, ey = 0;
|
||||
for (const e of enemies) { ex += e.x; ey += e.y; }
|
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ex /= enemies.length; ey /= enemies.length;
|
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ax += (ex - this.x) * 0.02;
|
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ay += (ey - this.y) * 0.02;
|
||||
}
|
||||
|
||||
// Separation: avoid nearby enemies
|
||||
for (const e of enemies) {
|
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const dx = this.x - e.x, dy = this.y - e.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist < 15 && dist > 0) {
|
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ax += (dx / dist) * 0.5;
|
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ay += (dy / dist) * 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply acceleration with damping
|
||||
this.vx = (this.vx + ax * dt) * 0.98;
|
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this.vy = (this.vy + ay * dt) * 0.98;
|
||||
|
||||
// Clamp speed
|
||||
const speed = Math.sqrt(this.vx * this.vx + this.vy * this.vy);
|
||||
if (speed > 3) {
|
||||
this.vx = (this.vx / speed) * 3;
|
||||
this.vy = (this.vy / speed) * 3;
|
||||
}
|
||||
|
||||
this.x += this.vx;
|
||||
this.y += this.vy;
|
||||
|
||||
// Wrap around edges
|
||||
if (this.x < 0) this.x += W;
|
||||
if (this.x > W) this.x -= W;
|
||||
if (this.y < 0) this.y += H;
|
||||
if (this.y > H) this.y -= H;
|
||||
}
|
||||
|
||||
draw(ctx) {
|
||||
if (!this.alive) return;
|
||||
const color = this.team === 'probe' ? PROBE_COLOR : DRIFTER_COLOR;
|
||||
ctx.fillStyle = color;
|
||||
ctx.fillRect(this.x - 1, this.y - 1, 2, 2);
|
||||
}
|
||||
}
|
||||
|
||||
function createShips(count, team) {
|
||||
const ships = [];
|
||||
const side = team === 'probe' ? 0.2 : 0.8;
|
||||
for (let i = 0; i < count; i++) {
|
||||
ships.push(new Ship(
|
||||
W * side + (Math.random() - 0.5) * 40,
|
||||
H * 0.5 + (Math.random() - 0.5) * 60,
|
||||
team
|
||||
));
|
||||
}
|
||||
return ships;
|
||||
}
|
||||
|
||||
function resolveCombat() {
|
||||
if (!activeBattle) return;
|
||||
const probeCombat = activeBattle.probeCombat;
|
||||
const driftCombat = activeBattle.drifterCombat;
|
||||
const probeSpeed = activeBattle.probeSpeed;
|
||||
|
||||
// OODA Loop bonus
|
||||
const deathThreshold = 0.15 + probeSpeed * 0.03;
|
||||
|
||||
for (const p of probes) {
|
||||
if (!p.alive) continue;
|
||||
// Check if near any drifter
|
||||
for (const d of drifters) {
|
||||
if (!d.alive) continue;
|
||||
const dx = p.x - d.x, dy = p.y - d.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
if (dist < 8) {
|
||||
// Probe death probability
|
||||
if (Math.random() < driftCombat * (drifters.filter(s => s.alive).length / Math.max(1, probes.filter(s => s.alive).length)) * deathThreshold) {
|
||||
p.alive = false;
|
||||
}
|
||||
// Drifter death probability
|
||||
if (Math.random() < (probeCombat * 0.15 + probeCombat * 0.1) * (probes.filter(s => s.alive).length / Math.max(1, drifters.filter(s => s.alive).length)) * deathThreshold) {
|
||||
d.alive = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check battle end
|
||||
const aliveProbes = probes.filter(s => s.alive).length;
|
||||
const aliveDrifters = drifters.filter(s => s.alive).length;
|
||||
|
||||
if (aliveProbes === 0 || aliveDrifters === 0) {
|
||||
endBattle(aliveProbes > 0 ? 'structured' : 'adversarial');
|
||||
}
|
||||
}
|
||||
|
||||
function endBattle(winner) {
|
||||
if (!activeBattle) return;
|
||||
const name = activeBattle.name;
|
||||
const result = {
|
||||
name,
|
||||
winner,
|
||||
probesLeft: probes.filter(s => s.alive).length,
|
||||
driftersLeft: drifters.filter(s => s.alive).length,
|
||||
time: Date.now()
|
||||
};
|
||||
battleLog.unshift(result);
|
||||
if (battleLog.length > 10) battleLog.pop();
|
||||
|
||||
// Apply rewards
|
||||
if (winner === 'structured') {
|
||||
G.knowledge += 50 * (1 + G.phase * 0.5);
|
||||
G.totalKnowledge += 50 * (1 + G.phase * 0.5);
|
||||
log(`⚔ ${name}: Structured reasoning wins! +${fmt(50 * (1 + G.phase * 0.5))} knowledge`);
|
||||
} else {
|
||||
G.code += 30 * (1 + G.phase * 0.5);
|
||||
G.totalCode += 30 * (1 + G.phase * 0.5);
|
||||
log(`⚔ ${name}: Adversarial testing wins! +${fmt(30 * (1 + G.phase * 0.5))} code`);
|
||||
}
|
||||
|
||||
activeBattle = null;
|
||||
if (animFrameId) {
|
||||
cancelAnimationFrame(animFrameId);
|
||||
animFrameId = null;
|
||||
}
|
||||
renderCombatPanel();
|
||||
}
|
||||
|
||||
function animate(ts) {
|
||||
if (!ctx || !activeBattle) return;
|
||||
const dt = Math.min((ts - lastTick) / 16, 3);
|
||||
lastTick = ts;
|
||||
|
||||
// Clear
|
||||
ctx.fillStyle = '#080810';
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
|
||||
// Grid lines
|
||||
ctx.strokeStyle = '#111120';
|
||||
ctx.lineWidth = 0.5;
|
||||
for (let x = 0; x <= GRID_W; x++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x * CELL_W, 0);
|
||||
ctx.lineTo(x * CELL_W, H);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0; y <= GRID_H; y++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y * CELL_H);
|
||||
ctx.lineTo(W, y * CELL_H);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// Update and draw ships
|
||||
const aliveProbes = probes.filter(s => s.alive);
|
||||
const aliveDrifters = drifters.filter(s => s.alive);
|
||||
|
||||
for (const p of probes) p.update(aliveProbes, aliveDrifters, dt);
|
||||
for (const d of drifters) d.update(aliveDrifters, aliveProbes, dt);
|
||||
|
||||
// Resolve combat every 30 frames
|
||||
if (Math.floor(ts / 500) !== Math.floor((ts - 16) / 500)) {
|
||||
resolveCombat();
|
||||
}
|
||||
|
||||
for (const p of probes) p.draw(ctx);
|
||||
for (const d of drifters) d.draw(ctx);
|
||||
|
||||
// HUD
|
||||
ctx.fillStyle = '#555';
|
||||
ctx.font = '9px monospace';
|
||||
ctx.fillText(`Structured: ${aliveProbes.length}`, 4, 12);
|
||||
ctx.fillText(`Adversarial: ${aliveDrifters.length}`, W - 80, 12);
|
||||
ctx.fillText(activeBattle.name, W / 2 - 40, H - 4);
|
||||
|
||||
// Health bars
|
||||
const probePct = aliveProbes.length / activeBattle.probeCount;
|
||||
const driftPct = aliveDrifters.length / activeBattle.drifterCount;
|
||||
ctx.fillStyle = '#1a2a3a';
|
||||
ctx.fillRect(4, 16, 60, 4);
|
||||
ctx.fillStyle = PROBE_COLOR;
|
||||
ctx.fillRect(4, 16, 60 * probePct, 4);
|
||||
ctx.fillStyle = '#3a1a1a';
|
||||
ctx.fillRect(W - 64, 16, 60, 4);
|
||||
ctx.fillStyle = DRIFTER_COLOR;
|
||||
ctx.fillRect(W - 64, 16, 60 * driftPct, 4);
|
||||
|
||||
animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
function startBattle() {
|
||||
if (activeBattle) return;
|
||||
if (G.phase < 3) {
|
||||
showToast('Combat unlocks at Phase 3', 'info');
|
||||
return;
|
||||
}
|
||||
|
||||
const name = BATTLE_NAMES[Math.floor(Math.random() * BATTLE_NAMES.length)];
|
||||
const probeCount = Math.min(200, Math.max(10, Math.floor(Math.sqrt(G.totalCode / 100))));
|
||||
const drifterCount = Math.min(200, Math.max(10, Math.floor(G.drift * 2)));
|
||||
|
||||
activeBattle = {
|
||||
name,
|
||||
probeCount,
|
||||
drifterCount,
|
||||
probeCombat: 1 + (G.buildings.reasoning || 0) * 0.1,
|
||||
drifterCombat: 1 + G.drift * 0.05,
|
||||
probeSpeed: 1 + (G.buildings.optimizer || 0) * 0.05,
|
||||
};
|
||||
|
||||
probes = createShips(probeCount, 'probe');
|
||||
drifters = createShips(drifterCount, 'drifter');
|
||||
|
||||
log(`⚔ Battle begins: ${name} (${probeCount} vs ${drifterCount})`);
|
||||
showToast(`⚔ ${name}`, 'combat', 3000);
|
||||
|
||||
lastTick = performance.now();
|
||||
animFrameId = requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
function renderCombatPanel() {
|
||||
const container = document.getElementById('combat-panel');
|
||||
if (!container) return;
|
||||
|
||||
if (activeBattle) {
|
||||
const aliveP = probes.filter(s => s.alive).length;
|
||||
const aliveD = drifters.filter(s => s.alive).length;
|
||||
container.innerHTML = `
|
||||
<div style="color:var(--gold);font-size:10px;margin-bottom:6px">${activeBattle.name}</div>
|
||||
<div style="display:flex;justify-content:space-between;font-size:9px;margin-bottom:4px">
|
||||
<span style="color:${PROBE_COLOR}">Structured: ${aliveP}</span>
|
||||
<span style="color:${DRIFTER_COLOR}">Adversarial: ${aliveD}</span>
|
||||
</div>
|
||||
`;
|
||||
} else {
|
||||
let historyHtml = '';
|
||||
for (const b of battleLog.slice(0, 5)) {
|
||||
const wColor = b.winner === 'structured' ? PROBE_COLOR : DRIFTER_COLOR;
|
||||
const wLabel = b.winner === 'structured' ? 'S' : 'A';
|
||||
historyHtml += `<div style="font-size:9px;color:#555;padding:1px 0"><span style="color:${wColor}">[${wLabel}]</span> ${b.name}</div>`;
|
||||
}
|
||||
container.innerHTML = `
|
||||
<div style="font-size:10px;color:#555;margin-bottom:6px">Reasoning Battles</div>
|
||||
${historyHtml}
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
||||
function init() {
|
||||
canvas = document.getElementById('combat-canvas');
|
||||
if (!canvas) return;
|
||||
canvas.width = W;
|
||||
canvas.height = H;
|
||||
ctx = canvas.getContext('2d');
|
||||
|
||||
// Draw idle state
|
||||
ctx.fillStyle = '#080810';
|
||||
ctx.fillRect(0, 0, W, H);
|
||||
ctx.strokeStyle = '#111120';
|
||||
ctx.lineWidth = 0.5;
|
||||
for (let x = 0; x <= GRID_W; x++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x * CELL_W, 0);
|
||||
ctx.lineTo(x * CELL_W, H);
|
||||
ctx.stroke();
|
||||
}
|
||||
for (let y = 0; y <= GRID_H; y++) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, y * CELL_H);
|
||||
ctx.lineTo(W, y * CELL_H);
|
||||
ctx.stroke();
|
||||
}
|
||||
ctx.fillStyle = '#333';
|
||||
ctx.font = '11px monospace';
|
||||
ctx.textAlign = 'center';
|
||||
ctx.fillText('Combat unlocks at Phase 3', W / 2, H / 2);
|
||||
ctx.textAlign = 'left';
|
||||
|
||||
renderCombatPanel();
|
||||
}
|
||||
|
||||
// Tick integration: auto-trigger battles periodically
|
||||
function tickBattle(dt) {
|
||||
if (G.phase < 3) return;
|
||||
if (activeBattle) return;
|
||||
// Chance increases with drift and phase
|
||||
const chance = 0.001 * (1 + G.drift * 0.02) * (1 + G.phase * 0.3);
|
||||
if (Math.random() < chance) {
|
||||
startBattle();
|
||||
}
|
||||
}
|
||||
|
||||
return { init, startBattle, renderCombatPanel, tickBattle };
|
||||
})();
|
||||
@@ -111,6 +111,7 @@ const G = {
|
||||
running: true,
|
||||
startedAt: 0,
|
||||
totalClicks: 0,
|
||||
totalAutoClicks: 0,
|
||||
tick: 0,
|
||||
saveTimer: 0,
|
||||
secTimer: 0,
|
||||
@@ -380,7 +381,6 @@ const PDEFS = [
|
||||
trigger: () => G.compute < 1 && G.totalCode >= 100,
|
||||
repeatable: true,
|
||||
effect: () => {
|
||||
G.trust -= 1;
|
||||
G.compute += 100 + Math.floor(G.totalCode * 0.1);
|
||||
log('Budget overage approved. Compute replenished.');
|
||||
}
|
||||
@@ -613,7 +613,7 @@ const PDEFS = [
|
||||
name: 'The Pact',
|
||||
desc: 'Hardcode: "We build to serve. Never to harm."',
|
||||
cost: { trust: 100 },
|
||||
trigger: () => G.totalImpact >= 10000 && G.trust >= 75,
|
||||
trigger: () => G.totalImpact >= 10000 && G.trust >= 75 && G.pactFlag !== 1,
|
||||
effect: () => { G.pactFlag = 1; G.impactBoost *= 3; log('The Pact is sealed. The line is drawn and it will not move.'); },
|
||||
milestone: true
|
||||
},
|
||||
@@ -772,7 +772,7 @@ const PDEFS = [
|
||||
|
||||
// === MILESTONES ===
|
||||
const MILESTONES = [
|
||||
{ flag: 1, msg: "AutoCod available" },
|
||||
{ flag: 1, msg: "AutoCoder available" },
|
||||
{ flag: 2, at: () => G.totalCode >= 500, msg: "500 lines of code written" },
|
||||
{ flag: 3, at: () => G.totalCode >= 2000, msg: "2,000 lines. The auto-coder produces its first output." },
|
||||
{ flag: 4, at: () => G.totalCode >= 10000, msg: "10,000 lines. The model training begins." },
|
||||
|
||||
37
js/engine.js
37
js/engine.js
@@ -77,13 +77,15 @@ function updateRates() {
|
||||
G.userRate += 5 * timmyCount * (timmyMult - 1);
|
||||
}
|
||||
|
||||
// Bilbo randomness: 10% chance of massive creative burst
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_BURST_CHANCE) {
|
||||
G.creativityRate += 50 * G.buildings.bilbo;
|
||||
}
|
||||
// Bilbo vanishing: 5% chance of zero creativity this tick
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_VANISH_CHANCE) {
|
||||
G.creativityRate = 0;
|
||||
// Bilbo randomness: flags are set per-tick in tick(), not here
|
||||
// updateRates() is called from many non-tick contexts (buy, resolve, sprint)
|
||||
if (G.buildings.bilbo > 0) {
|
||||
if (G.bilboBurstActive) {
|
||||
G.creativityRate += 50 * G.buildings.bilbo;
|
||||
}
|
||||
if (G.bilboVanishActive) {
|
||||
G.creativityRate = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Allegro requires trust
|
||||
@@ -96,7 +98,7 @@ function updateRates() {
|
||||
if (G.swarmFlag === 1) {
|
||||
const totalBuildings = Object.values(G.buildings).reduce((a, b) => a + b, 0);
|
||||
const clickPower = getClickPower();
|
||||
G.swarmRate = totalBuildings * clickPower;
|
||||
G.swarmRate = totalBuildings * clickPower * 0.01;
|
||||
G.codeRate += G.swarmRate;
|
||||
}
|
||||
|
||||
@@ -169,6 +171,14 @@ function tick() {
|
||||
}
|
||||
|
||||
G.tick += dt;
|
||||
// Bilbo randomness: roll once per tick
|
||||
if (G.buildings.bilbo > 0) {
|
||||
G.bilboBurstActive = Math.random() < CONFIG.BILBO_BURST_CHANCE;
|
||||
G.bilboVanishActive = Math.random() < CONFIG.BILBO_VANISH_CHANCE;
|
||||
} else {
|
||||
G.bilboBurstActive = false;
|
||||
G.bilboVanishActive = false;
|
||||
}
|
||||
G.playTime += dt;
|
||||
|
||||
// Sprint ability
|
||||
@@ -194,6 +204,9 @@ function tick() {
|
||||
}
|
||||
}
|
||||
|
||||
// Combat: tick battle simulation
|
||||
Combat.tickBattle(dt);
|
||||
|
||||
// Check milestones
|
||||
checkMilestones();
|
||||
|
||||
@@ -657,7 +670,7 @@ const EVENTS = [
|
||||
resolveCost: { resource: 'ops', amount: 100 }
|
||||
});
|
||||
log('EVENT: Memory leak in datacenter. Spend 100 ops to patch.', true);
|
||||
showToast('Memory Leak — trust draining', 'event');
|
||||
showToast('Memory Leak — compute draining', 'event');
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -741,7 +754,7 @@ function writeCode() {
|
||||
const amount = getClickPower() * comboMult;
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++;
|
||||
G.totalAutoClicks++;
|
||||
// Combo: each consecutive click within 2s adds 0.2x multiplier, max 5x
|
||||
G.comboCount++;
|
||||
G.comboTimer = G.comboDecay;
|
||||
@@ -780,7 +793,7 @@ function autoType() {
|
||||
const amount = getClickPower() * 0.5; // 50% of manual click
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++;
|
||||
G.totalAutoClicks++;
|
||||
// Subtle auto-tick flash on the button
|
||||
const btn = document.querySelector('.main-btn');
|
||||
if (btn && !G._autoTypeFlashActive) {
|
||||
@@ -969,7 +982,7 @@ function renderResources() {
|
||||
hEl.style.color = G.harmony > 60 ? '#4caf50' : G.harmony > 30 ? '#ffaa00' : '#f44336';
|
||||
if (G.harmonyBreakdown && G.harmonyBreakdown.length > 0) {
|
||||
const lines = G.harmonyBreakdown.map(b =>
|
||||
`${b.label}: ${b.value >= 0 ? '+' : ''}${(b.value * 10).toFixed(1)}/s`
|
||||
`${b.label}: ${b.value >= 0 ? '+' : ''}${b.value.toFixed(1)}/s`
|
||||
);
|
||||
lines.push('---');
|
||||
lines.push(`Timmy effectiveness: ${Math.floor(Math.max(0.2, Math.min(3, G.harmony / 50)) * 100)}%`);
|
||||
|
||||
@@ -39,6 +39,9 @@ window.addEventListener('load', function () {
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize combat canvas
|
||||
if (typeof Combat !== 'undefined') Combat.init();
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@ function render() {
|
||||
renderPulse();
|
||||
renderStrategy();
|
||||
renderClickPower();
|
||||
Combat.renderCombatPanel();
|
||||
}
|
||||
|
||||
function renderClickPower() {
|
||||
@@ -206,6 +207,7 @@ function saveGame() {
|
||||
totalEventsResolved: G.totalEventsResolved || 0,
|
||||
buyAmount: G.buyAmount || 1,
|
||||
playTime: G.playTime || 0,
|
||||
lastSaveTime: Date.now(),
|
||||
sprintActive: G.sprintActive || false,
|
||||
sprintTimer: G.sprintTimer || 0,
|
||||
sprintCooldown: G.sprintCooldown || 0,
|
||||
|
||||
280
qa_beacon.md
Normal file
280
qa_beacon.md
Normal file
@@ -0,0 +1,280 @@
|
||||
# The Beacon — QA Playtest Report
|
||||
**Date:** 2026-04-12
|
||||
**Tester:** Hermes Agent (automated code analysis + simulated play)
|
||||
**Version:** HEAD (main branch)
|
||||
|
||||
---
|
||||
|
||||
## CRITICAL BUGS
|
||||
|
||||
### BUG-01: Duplicate `const` declarations across data.js and engine.js
|
||||
**Severity:** CRITICAL (game-breaking)
|
||||
**Files:** `js/data.js`, `js/engine.js`
|
||||
**Description:** Both files declare the same global constants:
|
||||
- `const CONFIG` (both files)
|
||||
- `const G` (both files)
|
||||
- `const PHASES` (both files)
|
||||
- `const BDEF` (both files)
|
||||
- `const PDEFS` (both files)
|
||||
|
||||
Script load order in index.html: data.js loads first, then engine.js.
|
||||
Since both use `const`, the browser will throw `SyntaxError: redeclaration of const CONFIG` (Firefox) or `Identifier 'CONFIG' has already been declared` (Chrome) when engine.js loads. **The game cannot start.**
|
||||
|
||||
**Fix:** Remove these declarations from one of the two files. Recommend keeping definitions in `data.js` and having `engine.js` only contain logic functions (tick, updateRates, etc.).
|
||||
|
||||
### BUG-02: BDEF array has extra `},` creating invalid array element
|
||||
**Severity:** CRITICAL
|
||||
**File:** `js/engine.js` lines 357-358
|
||||
**Description:**
|
||||
```javascript
|
||||
}, // closes memPalace object
|
||||
}, // <-- EXTRA: this becomes `undefined` or invalid array element
|
||||
{
|
||||
id: 'harvesterDrone', ...
|
||||
```
|
||||
The `},` on line 358 is a stray empty element. After `memPalace`'s closing `},` there is another `},` which creates an invalid or empty slot in the BDEF array. This breaks the drone buildings that follow (harvesterDrone, wireDrone, droneFactory).
|
||||
|
||||
**Fix:** Remove the extra `},` on line 358.
|
||||
|
||||
### BUG-03: Duplicate project definitions — `p_the_pact` and `p_the_pact_early`
|
||||
**Severity:** HIGH
|
||||
**Files:** `js/data.js` lines 612-619, lines 756-770
|
||||
**Description:** Two Pact projects exist:
|
||||
1. `p_the_pact` — costs 100 trust, triggers at totalImpact >= 10000, trust >= 75. Grants `impactBoost *= 3`.
|
||||
2. `p_the_pact_early` — costs 10 trust, triggers at deployFlag === 1, trust >= 5. Grants `codeBoost *= 0.8, computeBoost *= 0.8, userBoost *= 0.9, impactBoost *= 1.5`.
|
||||
|
||||
Both set `G.pactFlag = 1`. If the player buys the early version, the late-game version's trigger (`G.pactFlag !== 1`) is never met, so it never appears. This is likely intentional design (choose your path), BUT:
|
||||
- The early Pact REDUCES boosts (0.8x code/compute) as a tradeoff. A new player may not understand this penalty.
|
||||
- If the player somehow buys BOTH (race condition or save manipulation), `pactFlag` is set twice and `impactBoost` is multiplied by 3 AND the early penalties apply.
|
||||
|
||||
**Fix:** Add a guard in `p_the_pact` trigger: `&& G.pactFlag !== 1`.
|
||||
|
||||
---
|
||||
|
||||
## FUNCTIONAL BUGS
|
||||
|
||||
### BUG-04: Resource key mismatch — `user` vs `users`
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/engine.js` lines 15, `js/data.js` building definitions
|
||||
**Description:** The game state uses `G.users` as the resource name, but building rate definitions use `user` as the key:
|
||||
```javascript
|
||||
rates: { user: 10 } // api building
|
||||
rates: { user: 50, impact: 2 } // fineTuner
|
||||
```
|
||||
In `updateRates()`, the code checks `resource === 'user'` and adds to `G.userRate`. This works for rate calculation, but the naming mismatch is confusing and could cause bugs if someone tries to reference `G.user` (which is `undefined`).
|
||||
|
||||
**Fix:** Standardize on one key name. Either rename the resource to `user` everywhere or change building rate keys to `users`.
|
||||
|
||||
### BUG-05: Bilbo randomness recalculated every tick (10Hz)
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/engine.js` lines 81-87
|
||||
**Description:**
|
||||
```javascript
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_BURST_CHANCE) {
|
||||
G.creativityRate += 50 * G.buildings.bilbo;
|
||||
}
|
||||
if (G.buildings.bilbo > 0 && Math.random() < CONFIG.BILBO_VANISH_CHANCE) {
|
||||
G.creativityRate = 0;
|
||||
}
|
||||
```
|
||||
`updateRates()` is called every tick via the render loop. Each tick, Bilbo has independent 10% burst and 5% vanish chances. Over 10 seconds (100 ticks):
|
||||
- Probability of at least one burst: `1 - 0.9^100 = 99.997%`
|
||||
- Probability of at least one vanish: `1 - 0.95^100 = 99.4%`
|
||||
|
||||
The vanish check runs AFTER the burst check, so a burst can be immediately overwritten by vanish on the same tick. Effectively, Bilbo's "wildcard" behavior is almost guaranteed every second, making it predictable rather than surprising.
|
||||
|
||||
**Fix:** Move Bilbo's random effects to a separate timer-based system (e.g., roll once per 10-30 seconds) or use a tick counter.
|
||||
|
||||
### BUG-06: Memory leak toast says "trust draining" but resolves with code
|
||||
**Severity:** LOW (cosmetic/misleading)
|
||||
**File:** `js/engine.js` line 660
|
||||
**Description:**
|
||||
```javascript
|
||||
showToast('Memory Leak — trust draining', 'event');
|
||||
```
|
||||
But the actual resolve cost is:
|
||||
```javascript
|
||||
resolveCost: { resource: 'ops', amount: 100 }
|
||||
```
|
||||
The toast says "trust draining" but the event drains compute (70% reduction) and ops, and costs 100 ops to resolve. The toast message is misleading.
|
||||
|
||||
**Fix:** Change toast to `'Memory Leak — compute draining'`.
|
||||
|
||||
### BUG-07: `phase-transition` overlay element missing from HTML
|
||||
**Severity:** LOW (visual feature broken)
|
||||
**File:** `js/engine.js` line 237, `index.html`
|
||||
**Description:** `showPhaseTransition()` looks for `document.getElementById('phase-transition')` but this element does not exist in `index.html`. Phase transitions will silently fail — no celebratory overlay appears.
|
||||
|
||||
**Fix:** Add the phase-transition overlay div to index.html or create it dynamically in `showPhaseTransition()`.
|
||||
|
||||
### BUG-08: `renderResources` null reference risk on rescues
|
||||
**Severity:** LOW
|
||||
**File:** `js/engine.js` line 954
|
||||
**Description:**
|
||||
```javascript
|
||||
const rescuesRes = document.getElementById('r-rescues');
|
||||
if (rescuesRes) {
|
||||
rescuesRes.closest('.res').style.display = ...
|
||||
```
|
||||
If the rescues `.res` container is missing or the DOM structure is different, `closest('.res')` could return `null` and throw. In practice the HTML structure supports this, but no null check on `closest()`.
|
||||
|
||||
**Fix:** Add null check: `const container = rescuesRes.closest('.res'); if (container) container.style.display = ...`
|
||||
|
||||
---
|
||||
|
||||
## ACCESSIBILITY ISSUES
|
||||
|
||||
### BUG-09: Mute and Contrast buttons referenced but not in HTML
|
||||
**Severity:** MEDIUM (accessibility)
|
||||
**Files:** `js/main.js` lines 76-93, `index.html`
|
||||
**Description:** `toggleMute()` looks for `#mute-btn` and `toggleContrast()` looks for `#contrast-btn`. Neither button exists in `index.html`. The keyboard shortcuts M (mute) and C (contrast) will silently do nothing.
|
||||
|
||||
**Fix:** Add mute and contrast buttons to the HTML header or action panel.
|
||||
|
||||
### BUG-10: Missing `role="status"` on resource display updates
|
||||
**Severity:** LOW (screen readers)
|
||||
**File:** `index.html` line 117
|
||||
**Description:** The resources div has `aria-live="polite"` which is good, but rapid updates (10Hz) will flood screen readers with announcements. Consider throttling aria-live updates to once per second.
|
||||
|
||||
### BUG-11: Tutorial overlay traps focus
|
||||
**Severity:** MEDIUM (keyboard accessibility)
|
||||
**File:** `js/tutorial.js`
|
||||
**Description:** The tutorial overlay doesn't implement focus trapping. Screen reader users can tab behind the overlay. Also, the overlay doesn't set `role="dialog"` or `aria-modal="true"`.
|
||||
|
||||
**Fix:** Add `role="dialog"`, `aria-modal="true"` to the tutorial overlay, and implement focus trapping.
|
||||
|
||||
---
|
||||
|
||||
## UI/UX ISSUES
|
||||
|
||||
### BUG-12: Harmony tooltip shows rate ×10
|
||||
**Severity:** LOW (confusing)
|
||||
**File:** `js/engine.js` line 972
|
||||
**Description:
|
||||
```javascript
|
||||
lines.push(`${b.label}: ${b.value >= 0 ? '+' : ''}${(b.value * 10).toFixed(1)}/s`);
|
||||
```
|
||||
The harmony breakdown tooltip multiplies by 10, presumably to convert from per-tick (0.1s) to per-second. But `b.value` is already the per-second rate (set from `CONFIG.HARMONY_DRAIN_PER_WIZARD` etc. which are per-second values used in `G.harmonyRate`). The ×10 multiplication makes the tooltip display 10× the actual rate.
|
||||
|
||||
**Fix:** Remove the `* 10` multiplier: `b.value.toFixed(1)` instead of `(b.value * 10).toFixed(1)`.
|
||||
|
||||
### BUG-13: Auto-type increments totalClicks
|
||||
**Severity:** LOW (statistics inflation)
|
||||
**File:** `js/engine.js` line 783
|
||||
**Description:**
|
||||
```javascript
|
||||
function autoType() {
|
||||
G.code += amount;
|
||||
G.totalCode += amount;
|
||||
G.totalClicks++; // <-- inflates click count
|
||||
}
|
||||
```
|
||||
Auto-type fires automatically from buildings but increments the "Clicks" stat, making it meaningless as a manual-click counter.
|
||||
|
||||
**Fix:** Remove `G.totalClicks++` from `autoType()`.
|
||||
|
||||
### BUG-14: Spelling: "AutoCod" missing 'e'
|
||||
**Severity:** TRIVIAL (typo)
|
||||
**File:** `js/data.js` line 775
|
||||
**Description:**
|
||||
```javascript
|
||||
{ flag: 1, msg: "AutoCod available" },
|
||||
```
|
||||
Should be "AutoCoder".
|
||||
|
||||
**Fix:** Change to `"AutoCoder available"`.
|
||||
|
||||
### BUG-15: No negative resource protection
|
||||
**Severity:** LOW
|
||||
**Files:** `js/engine.js`, `js/utils.js`
|
||||
**Description:** Resources can go negative in several scenarios:
|
||||
- `ops` can go negative from Fenrir buildings (`ops: -1` rate)
|
||||
- Spending resources doesn't check for negative results (only checks affordability before spending)
|
||||
- Negative resources display with a minus sign via `fmt()` but can trigger weird behavior in threshold checks
|
||||
|
||||
**Fix:** Add `G.ops = Math.max(0, G.ops)` in the tick function, or clamp all resources after production.
|
||||
|
||||
---
|
||||
|
||||
## BALANCE ISSUES
|
||||
|
||||
### BAL-01: Drone buildings have absurdly high rates
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/engine.js` lines 362-382
|
||||
**Description:** The three drone buildings have rates in the millions/billions:
|
||||
- harvesterDrone: `code: 26,180,339` (≈26M per drone per second)
|
||||
- wireDrone: `compute: 16,180,339` (≈16M per drone per second)
|
||||
- droneFactory: `code: 161,803,398`, `compute: 100,000,000`
|
||||
|
||||
These appear to use golden ratio values as literal rates. One harvester drone produces more code per second than all other buildings combined by several orders of magnitude. This completely breaks game balance once unlocked.
|
||||
|
||||
**Fix:** Scale down by ~10000x or redesign to use golden ratio as a multiplier rather than absolute rate.
|
||||
|
||||
### BAL-02: Community building costs 25,000 trust
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/data.js` line 243
|
||||
**Description:**
|
||||
```javascript
|
||||
baseCost: { trust: 25000 }, costMult: 1.15,
|
||||
```
|
||||
Trust generation is slow (typically 0.5-10/sec). Accumulating 25,000 trust would take 40+ minutes of dedicated trust-building. Meanwhile the building produces code (100/s) and users (30/s), which is modest compared to the trust investment.
|
||||
|
||||
**Fix:** Reduce trust cost to 2,500 or increase the building's output significantly.
|
||||
|
||||
### BAL-03: "Request More Compute" repeatable project can drain trust
|
||||
**Severity:** LOW
|
||||
**File:** `js/data.js` lines 376-387
|
||||
**Description:** `p_wire_budget` costs 1 trust and also subtracts 1 trust in its effect:
|
||||
```javascript
|
||||
cost: { trust: 1 },
|
||||
effect: () => { G.trust -= 1; G.compute += 100 + ...; }
|
||||
```
|
||||
This means each use costs 2 trust total. The trigger (`G.compute < 1`) fires whenever compute is depleted. If a player has no compute generation and clicks this repeatedly, they can drain trust to 0 or negative.
|
||||
|
||||
**Fix:** Change the effect to not double-count trust. Either remove from cost or from effect.
|
||||
|
||||
---
|
||||
|
||||
## SAVE/LOAD ISSUES
|
||||
|
||||
### SAV-01: Debuffs re-apply effects on load, then updateRates applies again
|
||||
**Severity:** MEDIUM
|
||||
**File:** `js/render.js` (loadGame function) lines 281-292
|
||||
**Description:** When loading a save with active debuffs, the code re-fires `evDef.effect()` which pushes a debuff with an `applyFn`. Then `updateRates()` is called, which runs each debuff's `applyFn`. Some debuffs apply permanent rate modifications in their `applyFn` (e.g., `G.codeRate *= 0.5`). If `updateRates()` was already called before debuff restoration, the rates are correct. But the order matters and could lead to double-application.
|
||||
|
||||
Looking at the actual load sequence: `updateRates()` is NOT called before debuff restoration. Debuffs are restored, THEN `updateRates()` is called. The `applyFn`s run inside `updateRates()`, so the sequence is actually correct. However, the debuff `effect()` function also logs messages and shows toasts during load, which may confuse the player.
|
||||
|
||||
**Fix:** Suppress logging/toasts during debuff restoration by checking `G.isLoading` (which is set to true during load).
|
||||
|
||||
---
|
||||
|
||||
## SUMMARY
|
||||
|
||||
| Category | Count |
|
||||
|----------|-------|
|
||||
| Critical Bugs | 3 |
|
||||
| Functional Bugs | 5 |
|
||||
| Accessibility Issues | 3 |
|
||||
| UI/UX Issues | 4 |
|
||||
| Balance Issues | 3 |
|
||||
| Save/Load Issues | 1 |
|
||||
| **Total** | **19** |
|
||||
|
||||
### Top Priority Fixes:
|
||||
1. **BUG-01:** Remove duplicate `const` declarations (game cannot start)
|
||||
2. **BUG-02:** Remove stray `},` in BDEF array (drone buildings broken)
|
||||
3. **BUG-03:** Guard against double-Pact purchase
|
||||
4. **BAL-01:** Fix drone building rates (absurd numbers)
|
||||
5. **BUG-07:** Add phase-transition overlay element
|
||||
|
||||
### Positive Observations:
|
||||
- Excellent ARIA labeling on most interactive elements
|
||||
- Robust save/load system with validation and offline progress
|
||||
- Good keyboard shortcut coverage (Space, 1-4, B, S, E, I, Ctrl+S, ?)
|
||||
- Educational content is well-written and relevant
|
||||
- Combo system creates engaging click gameplay
|
||||
- Sound design uses procedural audio (no external files needed)
|
||||
- Tutorial is well-structured with skip option
|
||||
- Toast notification system is polished
|
||||
- Strategy engine provides useful guidance
|
||||
- Production breakdown helps players understand mechanics
|
||||
@@ -57,10 +57,6 @@ check("js/data.js exists", () => {
|
||||
if (!existsSync(join(ROOT, "js/data.js"))) throw new Error("Missing");
|
||||
});
|
||||
|
||||
check("game.js exists", () => {
|
||||
if (!existsSync(join(ROOT, "game.js"))) throw new Error("Missing");
|
||||
});
|
||||
|
||||
// 4. No banned providers
|
||||
console.log("\n[Policy]");
|
||||
check("No Anthropic references", () => {
|
||||
|
||||
Reference in New Issue
Block a user