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triage/16-
...
fix/15
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
6fe317fc2a | ||
| 729343e503 |
24
js/data.js
24
js/data.js
@@ -165,7 +165,17 @@ const G = {
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dismantleTriggered: false,
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dismantleActive: false,
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dismantleStage: 0,
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dismantleComplete: false
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dismantleResourceIndex: 0,
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dismantleResourceTimer: 0,
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dismantleDeferUntilAt: 0,
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dismantleComplete: false,
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// Strategy Engine / Game Theory tournaments (#5)
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strategyPoints: 0,
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autoTournamentUnlocked: false,
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autoTournamentEnabled: false,
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strategyLastRunAt: 0,
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strategyLeaderboard: []
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};
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// === PHASE DEFINITIONS ===
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@@ -591,6 +601,18 @@ const PDEFS = [
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trigger: () => G.totalKnowledge >= 15000 && G.totalUsers >= 1000,
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effect: () => { G.strategicFlag = 1; log('Strategy engine online. The model now thinks about thinking.'); }
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},
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{
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id: 'p_auto_tournament',
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name: 'Auto-Tournament Mode',
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desc: 'Spend creativity to run repeated strategy tournaments and turn Yomi into knowledge.',
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cost: { creativity: 50000 },
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trigger: () => G.strategicFlag === 1 && G.creativity >= 50000 && !G.autoTournamentUnlocked,
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effect: () => {
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G.autoTournamentUnlocked = true;
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log('Auto-tournament mode unlocked. The model studies itself through strategic play.');
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},
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milestone: true
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},
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// SWARM PROTOCOL — auto-code from buildings
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{
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@@ -14,10 +14,10 @@ const Dismantle = {
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tickTimer: 0,
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active: false,
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triggered: false,
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deferUntilTick: 0,
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deferUntilAt: 0,
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// Timing: seconds between each dismantle stage
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 3.5, 2.0, 2.0, 2.5],
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STAGE_INTERVALS: [0, 3.0, 2.5, 2.5, 2.0, 6.3, 2.0, 2.0, 2.5],
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// The quantum chips effect: resource items disappear one by one
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// at specific tick marks within a stage (like Paperclips' quantum chips)
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@@ -39,7 +39,8 @@ const Dismantle = {
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*/
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checkTrigger() {
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if (this.triggered || G.dismantleTriggered || this.active || G.dismantleActive || G.dismantleComplete) return;
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if ((G.tick || 0) < (this.deferUntilTick || 0)) return;
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const deferUntilAt = G.dismantleDeferUntilAt || this.deferUntilAt || 0;
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if (Date.now() < deferUntilAt) return;
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if (!this.isEligible()) return;
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this.offerChoice();
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},
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@@ -53,6 +54,9 @@ const Dismantle = {
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G.dismantleActive = false;
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G.dismantleComplete = false;
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G.dismantleStage = 0;
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G.dismantleResourceIndex = 0;
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G.dismantleResourceTimer = 0;
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G.dismantleDeferUntilAt = 0;
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G.beaconEnding = false;
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G.running = true;
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@@ -105,7 +109,8 @@ const Dismantle = {
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this.clearChoice();
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this.triggered = false;
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G.dismantleTriggered = false;
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this.deferUntilTick = (G.tick || 0) + 50;
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this.deferUntilAt = Date.now() + 5000;
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G.dismantleDeferUntilAt = this.deferUntilAt;
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log('The Beacon waits. It will ask again.');
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},
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@@ -115,12 +120,14 @@ const Dismantle = {
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begin() {
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this.active = true;
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this.triggered = false;
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this.deferUntilAt = 0;
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this.stage = 1;
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this.tickTimer = 0;
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G.dismantleTriggered = false;
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G.dismantleActive = true;
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G.dismantleStage = 1;
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G.dismantleComplete = false;
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G.dismantleDeferUntilAt = 0;
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G.beaconEnding = false;
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G.running = true; // keep tick running for dismantle
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@@ -135,6 +142,7 @@ const Dismantle = {
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = 0;
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this.resourceTimer = 0;
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this.syncProgress();
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log('', false);
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log('=== THE UNBUILDING ===', true);
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@@ -180,6 +188,7 @@ const Dismantle = {
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this.dismantleNextResource();
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this.resourceIndex++;
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}
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this.syncProgress();
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}
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// Advance to next stage
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@@ -195,6 +204,7 @@ const Dismantle = {
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*/
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advanceStage() {
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this.stage++;
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this.syncProgress();
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if (this.stage <= 8) {
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this.renderStage();
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@@ -210,6 +220,12 @@ const Dismantle = {
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}
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},
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syncProgress() {
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G.dismantleStage = this.stage;
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G.dismantleResourceIndex = this.resourceIndex;
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G.dismantleResourceTimer = this.resourceTimer;
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},
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/**
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* Disappear the next resource in the sequence.
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*/
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@@ -445,7 +461,11 @@ const Dismantle = {
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this.active = true;
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this.triggered = false;
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this.stage = G.dismantleStage || 1;
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this.deferUntilAt = G.dismantleDeferUntilAt || 0;
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G.running = true;
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this.resourceSequence = this.getResourceList();
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this.resourceIndex = G.dismantleResourceIndex || 0;
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this.resourceTimer = G.dismantleResourceTimer || 0;
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if (this.stage >= 9) {
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this.renderFinal();
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@@ -461,6 +481,11 @@ const Dismantle = {
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this.triggered = true;
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this.renderChoice();
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}
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// Restore defer cooldown even if not triggered
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if (G.dismantleDeferUntilAt > 0) {
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this.deferUntilAt = G.dismantleDeferUntilAt;
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}
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},
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/**
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@@ -501,6 +526,10 @@ const Dismantle = {
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case 8: this.instantHide('log'); break;
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}
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}
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if (this.stage === 5 && this.resourceIndex > 0) {
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this.instantHideFirstResources(this.resourceIndex);
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}
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},
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instantHide(id) {
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@@ -508,6 +537,16 @@ const Dismantle = {
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if (el) el.style.display = 'none';
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},
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instantHideFirstResources(count) {
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const resources = this.getResourceList().slice(0, count);
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resources.forEach((r) => {
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const el = document.getElementById(r.id);
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if (!el) return;
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const parent = el.closest('.res');
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if (parent) parent.style.display = 'none';
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});
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},
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instantHideActionButtons() {
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const actionPanel = document.getElementById('action-panel');
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if (!actionPanel) return;
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@@ -207,6 +207,11 @@ function tick() {
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// Combat: tick battle simulation
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Combat.tickBattle(dt);
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// Strategy engine auto-tournaments
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if (window.SSE && typeof window.SSE.tick === 'function') {
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window.SSE.tick(dt);
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}
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// Check milestones
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checkMilestones();
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@@ -35,7 +35,7 @@ window.addEventListener('load', function () {
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if (G.driftEnding) {
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G.running = false;
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renderDriftEnding();
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} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete)) {
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} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete || G.dismantleDeferUntilAt > 0)) {
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Dismantle.restore();
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} else if (G.beaconEnding) {
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G.running = false;
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17
js/render.js
17
js/render.js
@@ -30,7 +30,7 @@ function renderStrategy() {
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if (window.SSE) {
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window.SSE.update();
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const el = document.getElementById('strategy-recommendation');
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if (el) el.textContent = window.SSE.getRecommendation();
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if (el) el.innerHTML = window.SSE.getPanelHtml();
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}
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}
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@@ -226,10 +226,18 @@ function saveGame() {
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swarmFlag: G.swarmFlag || 0,
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swarmRate: G.swarmRate || 0,
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strategicFlag: G.strategicFlag || 0,
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strategyPoints: G.strategyPoints || 0,
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autoTournamentUnlocked: G.autoTournamentUnlocked || false,
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autoTournamentEnabled: G.autoTournamentEnabled || false,
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strategyLastRunAt: G.strategyLastRunAt || 0,
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strategyLeaderboard: G.strategyLeaderboard || [],
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projectsCollapsed: G.projectsCollapsed !== false,
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dismantleTriggered: G.dismantleTriggered || false,
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dismantleActive: G.dismantleActive || false,
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dismantleStage: G.dismantleStage || 0,
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dismantleResourceIndex: G.dismantleResourceIndex || 0,
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dismantleResourceTimer: G.dismantleResourceTimer || 0,
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dismantleDeferUntilAt: G.dismantleDeferUntilAt || 0,
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dismantleComplete: G.dismantleComplete || false,
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savedAt: Date.now()
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};
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@@ -262,8 +270,11 @@ function loadGame() {
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'drift', 'driftEnding', 'beaconEnding', 'pendingAlignment',
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'lastEventAt', 'totalEventsResolved', 'buyAmount',
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'sprintActive', 'sprintTimer', 'sprintCooldown',
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'swarmFlag', 'swarmRate', 'strategicFlag', 'projectsCollapsed',
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'dismantleTriggered', 'dismantleActive', 'dismantleStage', 'dismantleComplete'
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'swarmFlag', 'swarmRate', 'strategicFlag',
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'strategyPoints', 'autoTournamentUnlocked', 'autoTournamentEnabled',
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'strategyLastRunAt', 'strategyLeaderboard', 'projectsCollapsed',
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'dismantleTriggered', 'dismantleActive', 'dismantleStage',
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'dismantleResourceIndex', 'dismantleResourceTimer', 'dismantleDeferUntilAt', 'dismantleComplete'
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];
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G.isLoading = true;
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227
js/strategy.js
227
js/strategy.js
@@ -1,68 +1,257 @@
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/**
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* Sovereign Strategy Engine (SSE)
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* A rule-based GOFAI system for optimal play guidance.
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* Game theory tournament runner inspired by Universal Paperclips.
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*/
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const PAYOFFS = {
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CC: [3, 3],
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CD: [0, 5],
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DC: [5, 0],
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DD: [1, 1],
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};
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const STRATEGY_LIBRARY = {
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cooperate: {
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id: 'cooperate',
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name: 'Always Cooperate',
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tier: 0,
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move() { return 'C'; },
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},
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defect: {
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id: 'defect',
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name: 'Always Defect',
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tier: 0,
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move() { return 'D'; },
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},
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random: {
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id: 'random',
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name: 'Random',
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tier: 0,
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move() { return Math.random() < 0.5 ? 'C' : 'D'; },
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},
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tit_for_tat: {
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id: 'tit_for_tat',
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name: 'Tit for Tat',
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tier: 0,
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move(selfHistory, oppHistory) {
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return oppHistory.length ? oppHistory[oppHistory.length - 1] : 'C';
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},
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},
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generous: {
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id: 'generous',
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name: 'Generous Tit for Tat',
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tier: 1,
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move(selfHistory, oppHistory) {
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if (!oppHistory.length) return 'C';
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return oppHistory[oppHistory.length - 1] === 'D' && Math.random() < 0.3
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? 'C'
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: oppHistory[oppHistory.length - 1];
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},
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},
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greedy: {
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id: 'greedy',
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name: 'Greedy',
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tier: 1,
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move(selfHistory, oppHistory) {
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if (!oppHistory.length) return 'D';
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const coop = oppHistory.filter((m) => m === 'C').length;
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return coop >= oppHistory.length / 2 ? 'D' : 'C';
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},
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},
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grim: {
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id: 'grim',
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name: 'Grim Trigger',
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tier: 2,
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move(selfHistory, oppHistory) {
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return oppHistory.includes('D') ? 'D' : 'C';
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},
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},
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minimax: {
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id: 'minimax',
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name: 'Minimax',
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tier: 2,
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move(selfHistory, oppHistory) {
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const oppDefections = oppHistory.filter((m) => m === 'D').length;
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const oppCoop = oppHistory.length - oppDefections;
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return oppDefections > oppCoop ? 'D' : 'C';
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},
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},
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};
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const STRATEGY_RULES = [
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{
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id: 'use_ops',
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priority: 100,
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condition: () => G.ops >= G.maxOps * 0.9,
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recommendation: "Operations near capacity. Convert Ops to Code or Knowledge now."
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recommendation: 'Operations near capacity. Convert Ops to Code or Knowledge now.'
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},
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{
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id: 'buy_autocoder',
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priority: 80,
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condition: () => G.phase === 1 && (G.buildings.autocoder || 0) < 10 && canAffordBuilding('autocoder'),
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recommendation: "Prioritize AutoCoders to establish passive code production."
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recommendation: 'Prioritize AutoCoders to establish passive code production.'
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},
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{
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id: 'activate_sprint',
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priority: 90,
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condition: () => G.sprintCooldown === 0 && !G.sprintActive && G.codeRate > 10,
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recommendation: "Code Sprint available. Activate for 10x production burst."
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recommendation: 'Code Sprint available. Activate for 10x production burst.'
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},
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{
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id: 'resolve_events',
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priority: 95,
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condition: () => G.activeDebuffs && G.activeDebuffs.length > 0,
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recommendation: "System anomalies detected. Resolve active events to restore rates."
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},
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{
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id: 'save_game',
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priority: 10,
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condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
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recommendation: "Unsaved progress detected. Manual save recommended."
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recommendation: 'System anomalies detected. Resolve active events to restore rates.'
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},
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{
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id: 'pact_alignment',
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priority: 85,
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condition: () => G.pendingAlignment,
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recommendation: "Alignment decision pending. Consider the long-term impact of The Pact."
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recommendation: 'Alignment decision pending. Consider the long-term impact of The Pact.'
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},
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{
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id: 'strategy_engine',
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priority: 70,
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condition: () => G.strategicFlag === 1 && !G.autoTournamentUnlocked && G.creativity >= 50000,
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recommendation: 'Creativity is high enough to unlock Auto-Tournament Mode. Convert creativity into strategic knowledge.'
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},
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{
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id: 'auto_tournament',
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priority: 65,
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condition: () => G.autoTournamentUnlocked && !G.autoTournamentEnabled,
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recommendation: 'Auto-Tournament Mode is unlocked but idle. Start it to farm Yomi into knowledge.'
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},
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{
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id: 'save_game',
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priority: 10,
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condition: () => (Date.now() - (G.lastSaveTime || 0)) > 300000,
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recommendation: 'Unsaved progress detected. Manual save recommended.'
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}
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||||
];
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class StrategyEngine {
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constructor() {
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this.currentRecommendation = null;
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this.lastTournament = null;
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this.autoTimer = 0;
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this.intervalSeconds = 30;
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}
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getUnlockedStrategies() {
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const knowledge = G.totalKnowledge || 0;
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return Object.values(STRATEGY_LIBRARY).filter((strategy) => {
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if (strategy.tier === 0) return G.strategicFlag === 1;
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if (strategy.tier === 1) return G.strategicFlag === 1 && knowledge >= 20000;
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return G.strategicFlag === 1 && knowledge >= 50000;
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});
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}
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playRound(a, b, aHistory, bHistory) {
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const moveA = a.move(aHistory, bHistory);
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const moveB = b.move(bHistory, aHistory);
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const [scoreA, scoreB] = PAYOFFS[moveA + moveB] || [0, 0];
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aHistory.push(moveA);
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bHistory.push(moveB);
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return { moveA, moveB, scoreA, scoreB };
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}
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|
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runTournament(rounds = 10) {
|
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const unlocked = this.getUnlockedStrategies();
|
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const board = unlocked.map((s) => ({ id: s.id, name: s.name, score: 0, wins: 0, matches: 0 }));
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for (let i = 0; i < unlocked.length; i++) {
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for (let j = i + 1; j < unlocked.length; j++) {
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const a = unlocked[i];
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const b = unlocked[j];
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const aHistory = [];
|
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const bHistory = [];
|
||||
let aScore = 0;
|
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let bScore = 0;
|
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for (let round = 0; round < rounds; round++) {
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const result = this.playRound(a, b, aHistory, bHistory);
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aScore += result.scoreA;
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bScore += result.scoreB;
|
||||
}
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const aRow = board.find((row) => row.id === a.id);
|
||||
const bRow = board.find((row) => row.id === b.id);
|
||||
aRow.score += aScore;
|
||||
bRow.score += bScore;
|
||||
aRow.matches += 1;
|
||||
bRow.matches += 1;
|
||||
if (aScore > bScore) aRow.wins += 1;
|
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else if (bScore > aScore) bRow.wins += 1;
|
||||
}
|
||||
}
|
||||
board.sort((left, right) => right.score - left.score || right.wins - left.wins);
|
||||
this.lastTournament = board;
|
||||
return board;
|
||||
}
|
||||
|
||||
toggleAutoTournament() {
|
||||
if (!G.autoTournamentUnlocked) return false;
|
||||
G.autoTournamentEnabled = !G.autoTournamentEnabled;
|
||||
return G.autoTournamentEnabled;
|
||||
}
|
||||
|
||||
tick(dt) {
|
||||
if (!G.autoTournamentUnlocked || !G.autoTournamentEnabled) return;
|
||||
this.autoTimer += dt;
|
||||
if (this.autoTimer < this.intervalSeconds) return;
|
||||
this.autoTimer = 0;
|
||||
const board = this.runTournament(12);
|
||||
if (!board.length) return;
|
||||
const top = board[0];
|
||||
const yomi = Math.max(1, Math.floor(top.score / 10));
|
||||
G.strategyPoints = (G.strategyPoints || 0) + yomi;
|
||||
G.knowledge += yomi;
|
||||
G.totalKnowledge += yomi;
|
||||
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
|
||||
G.strategyLastRunAt = Date.now();
|
||||
if (typeof log === 'function') log(`Strategy tournament complete. ${top.name} wins. +${yomi} Yomi`, true);
|
||||
if (typeof showToast === 'function') showToast(`Tournament complete: ${top.name} +${yomi} Yomi`, 'milestone', 4000);
|
||||
}
|
||||
|
||||
update() {
|
||||
// Find the highest priority rule that meets its condition
|
||||
const activeRules = STRATEGY_RULES.filter(r => r.condition());
|
||||
const activeRules = STRATEGY_RULES.filter((rule) => rule.condition());
|
||||
activeRules.sort((a, b) => b.priority - a.priority);
|
||||
this.currentRecommendation = activeRules.length > 0
|
||||
? activeRules[0].recommendation
|
||||
: 'System stable. Continue writing code.';
|
||||
|
||||
if (activeRules.length > 0) {
|
||||
this.currentRecommendation = activeRules[0].recommendation;
|
||||
} else {
|
||||
this.currentRecommendation = "System stable. Continue writing code.";
|
||||
if (G.strategicFlag === 1 && (!this.lastTournament || !this.lastTournament.length)) {
|
||||
const board = this.runTournament(8);
|
||||
G.strategyLeaderboard = board.slice(0, 4).map((row) => ({ ...row }));
|
||||
}
|
||||
}
|
||||
|
||||
getRecommendation() {
|
||||
return this.currentRecommendation;
|
||||
}
|
||||
|
||||
getPanelHtml() {
|
||||
if (G.strategicFlag !== 1) {
|
||||
return '<div style="font-size:11px;color:#777;font-style:italic">Unlock the Strategy Engine project to run tournaments.</div>';
|
||||
}
|
||||
const leaderboard = (G.strategyLeaderboard && G.strategyLeaderboard.length ? G.strategyLeaderboard : this.lastTournament || []).slice(0, 4);
|
||||
const rows = leaderboard.length
|
||||
? leaderboard.map((row, index) => `<div style="display:flex;justify-content:space-between;font-size:10px;padding:2px 0"><span>${index + 1}. ${row.name}</span><span>${row.score} pts</span></div>`).join('')
|
||||
: '<div style="font-size:10px;color:#777">No tournament data yet.</div>';
|
||||
const autoLabel = G.autoTournamentUnlocked
|
||||
? (G.autoTournamentEnabled ? 'AUTO-TOURNAMENT: ON' : 'AUTO-TOURNAMENT: OFF')
|
||||
: 'Auto-Tournament unlocks at 50K creativity';
|
||||
const buttonHtml = G.autoTournamentUnlocked
|
||||
? `<button class="ops-btn" onclick="toggleAutoTournament()" style="margin-top:8px;width:100%">${G.autoTournamentEnabled ? 'PAUSE AUTO-TOURNAMENT' : 'START AUTO-TOURNAMENT'}</button>`
|
||||
: '';
|
||||
return `
|
||||
<div style="font-size:11px;color:var(--gold);font-style:italic;margin-bottom:8px">${this.getRecommendation()}</div>
|
||||
<div style="font-size:10px;color:#9aa;line-height:1.6;margin-bottom:8px">Yomi: ${fmt(G.strategyPoints || 0)}</div>
|
||||
<div style="font-size:10px;color:#ccc;margin-bottom:6px">Top strategies:</div>
|
||||
<div style="border-top:1px solid #222;padding-top:4px;margin-bottom:8px">${rows}</div>
|
||||
<div style="font-size:9px;color:#888">${autoLabel}</div>
|
||||
${buttonHtml}
|
||||
`;
|
||||
}
|
||||
}
|
||||
|
||||
const SSE = new StrategyEngine();
|
||||
window.SSE = SSE; // Expose to global scope
|
||||
window.SSE = SSE;
|
||||
window.toggleAutoTournament = () => SSE.toggleAutoTournament();
|
||||
|
||||
@@ -275,13 +275,60 @@ test('active Unbuilding suppresses pending alignment event UI', () => {
|
||||
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;
|
||||
G.tick = 0;
|
||||
|
||||
Dismantle.checkTrigger();
|
||||
assert.equal(G.dismantleTriggered, true);
|
||||
@@ -290,15 +337,44 @@ test('deferring the Unbuilding clears the prompt and allows it to return later',
|
||||
assert.equal(G.dismantleTriggered, false);
|
||||
assert.equal(document.getElementById('alignment-ui').innerHTML, '');
|
||||
|
||||
G.tick = (Dismantle.deferUntilTick || 0) - 0.1;
|
||||
Dismantle.deferUntilAt = Date.now() + 1000;
|
||||
G.dismantleDeferUntilAt = Dismantle.deferUntilAt;
|
||||
Dismantle.checkTrigger();
|
||||
assert.equal(G.dismantleTriggered, false);
|
||||
|
||||
G.tick = (Dismantle.deferUntilTick || 0) + 1;
|
||||
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 });
|
||||
|
||||
@@ -333,4 +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');
|
||||
});
|
||||
|
||||
117
tests/strategy_engine.test.cjs
Normal file
117
tests/strategy_engine.test.cjs
Normal file
@@ -0,0 +1,117 @@
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert/strict');
|
||||
const fs = require('node:fs');
|
||||
const path = require('node:path');
|
||||
const vm = require('node:vm');
|
||||
|
||||
const ROOT = path.resolve(__dirname, '..');
|
||||
|
||||
function loadStrategy() {
|
||||
const dataSrc = fs.readFileSync(path.join(ROOT, 'js/data.js'), 'utf8');
|
||||
const utilsSrc = fs.readFileSync(path.join(ROOT, 'js/utils.js'), 'utf8');
|
||||
const renderSrc = fs.readFileSync(path.join(ROOT, 'js/render.js'), 'utf8');
|
||||
const strategySrc = fs.readFileSync(path.join(ROOT, 'js/strategy.js'), 'utf8');
|
||||
const context = {
|
||||
console,
|
||||
Math,
|
||||
Date,
|
||||
window: {},
|
||||
document: {
|
||||
getElementById() { return null; },
|
||||
body: { appendChild() {} },
|
||||
createElement() { return { style: {}, appendChild() {}, remove() {}, setAttribute() {}, innerHTML: '', textContent: '' }; },
|
||||
querySelector() { return null; },
|
||||
querySelectorAll() { return []; },
|
||||
},
|
||||
showToast() {},
|
||||
log() {},
|
||||
canAffordBuilding() { return false; },
|
||||
localStorage: {
|
||||
_raw: null,
|
||||
getItem() { return this._raw; },
|
||||
setItem(_k, v) { this._raw = v; },
|
||||
removeItem() { this._raw = null; },
|
||||
},
|
||||
EVENTS: [],
|
||||
updateRates() {},
|
||||
showOfflinePopup() {},
|
||||
Combat: { renderCombatPanel() {} },
|
||||
};
|
||||
vm.createContext(context);
|
||||
vm.runInContext(`${dataSrc}\n${utilsSrc}\n${renderSrc}\n${strategySrc}\nthis.__exports = { G, StrategyEngine, STRATEGY_LIBRARY, saveGame: typeof saveGame === 'function' ? saveGame : null, loadGame: typeof loadGame === 'function' ? loadGame : null };`, context);
|
||||
return context.__exports;
|
||||
}
|
||||
|
||||
test('strategy engine exposes eight game theory strategies', () => {
|
||||
const { STRATEGY_LIBRARY } = loadStrategy();
|
||||
assert.deepEqual(Object.keys(STRATEGY_LIBRARY).sort(), [
|
||||
'cooperate', 'defect', 'generous', 'greedy', 'grim', 'minimax', 'random', 'tit_for_tat'
|
||||
]);
|
||||
});
|
||||
|
||||
test('strategy engine unlocks strategies progressively by knowledge', () => {
|
||||
const { G, StrategyEngine } = loadStrategy();
|
||||
G.strategicFlag = 1;
|
||||
G.totalKnowledge = 16000;
|
||||
const sse = new StrategyEngine();
|
||||
assert.equal(sse.getUnlockedStrategies().length, 4);
|
||||
G.totalKnowledge = 25000;
|
||||
assert.equal(sse.getUnlockedStrategies().length, 6);
|
||||
G.totalKnowledge = 60000;
|
||||
assert.equal(sse.getUnlockedStrategies().length, 8);
|
||||
});
|
||||
|
||||
test('round-robin tournament produces a sorted leaderboard', () => {
|
||||
const { G, StrategyEngine } = loadStrategy();
|
||||
G.strategicFlag = 1;
|
||||
G.totalKnowledge = 60000;
|
||||
const sse = new StrategyEngine();
|
||||
const board = sse.runTournament(6);
|
||||
assert.ok(board.length >= 8);
|
||||
for (let i = 1; i < board.length; i++) {
|
||||
assert.ok(board[i - 1].score >= board[i].score);
|
||||
}
|
||||
});
|
||||
|
||||
test('auto-tournament mode awards Yomi as knowledge over time', () => {
|
||||
const { G, StrategyEngine } = loadStrategy();
|
||||
G.strategicFlag = 1;
|
||||
G.totalKnowledge = 60000;
|
||||
G.autoTournamentUnlocked = true;
|
||||
G.autoTournamentEnabled = true;
|
||||
G.strategyPoints = 0;
|
||||
const sse = new StrategyEngine();
|
||||
sse.tick(31);
|
||||
assert.ok(G.strategyPoints > 0);
|
||||
assert.ok(G.totalKnowledge > 60000);
|
||||
assert.ok(Array.isArray(G.strategyLeaderboard));
|
||||
assert.ok(G.strategyLeaderboard.length > 0);
|
||||
});
|
||||
|
||||
test('strategy state persists through save/load payload fields', () => {
|
||||
const { G, saveGame, loadGame } = loadStrategy();
|
||||
assert.equal(typeof saveGame, 'function');
|
||||
assert.equal(typeof loadGame, 'function');
|
||||
|
||||
G.startedAt = Date.now();
|
||||
G.strategyPoints = 42;
|
||||
G.autoTournamentUnlocked = true;
|
||||
G.autoTournamentEnabled = true;
|
||||
G.strategyLastRunAt = 123456;
|
||||
G.strategyLeaderboard = [{ id: 'tit_for_tat', score: 99 }];
|
||||
|
||||
saveGame();
|
||||
|
||||
G.strategyPoints = 0;
|
||||
G.autoTournamentUnlocked = false;
|
||||
G.autoTournamentEnabled = false;
|
||||
G.strategyLastRunAt = 0;
|
||||
G.strategyLeaderboard = [];
|
||||
|
||||
assert.equal(loadGame(), true);
|
||||
assert.equal(G.strategyPoints, 42);
|
||||
assert.equal(G.autoTournamentUnlocked, true);
|
||||
assert.equal(G.autoTournamentEnabled, true);
|
||||
assert.equal(G.strategyLastRunAt, 123456);
|
||||
assert.equal(G.strategyLeaderboard[0].id, 'tit_for_tat');
|
||||
});
|
||||
Reference in New Issue
Block a user