Files
the-beacon/js/main.js
Alexander Whitestone ffbeb18e2e
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Fix #137: Unbuilding defer cooldown persists across save/load
- Added G.dismantleDeferUntilAt to restore() condition in main.js
- Added defer cooldown restoration in dismantle.js restore() method
- Added new test to verify cooldown persistence
- Fixed issue where defer cooldown was bypassed after reload

The bug occurred because:
1. When player defers, G.dismantleTriggered is set to false
2. On load, Dismantle.restore() was not called because condition only checked G.dismantleTriggered
3. This.deferUntilAt was not restored from G.dismantleDeferUntilAt
4. checkTrigger() would trigger immediately instead of honoring cooldown

Fix:
- Added G.dismantleDeferUntilAt > 0 to restore() condition in main.js
- Added defer cooldown restoration in dismantle.js restore() method
- Now defer cooldown properly survives save/load cycles

All tests pass including new test for this specific scenario.
2026-04-14 14:38:10 -04:00

220 lines
7.6 KiB
JavaScript

// === INITIALIZATION ===
function initGame() {
G.startedAt = Date.now();
G.startTime = Date.now();
G.phase = 1;
G.deployFlag = 0;
G.sovereignFlag = 0;
G.beaconFlag = 0;
G.dismantleTriggered = false;
G.dismantleActive = false;
G.dismantleStage = 0;
G.dismantleComplete = false;
updateRates();
render();
renderPhase();
log('The screen is blank. Write your first line of code.', true);
log('Click WRITE CODE or press SPACE to start.');
log('Build AutoCode for passive production.');
log('Watch for Research Projects to appear.');
log('Keys: SPACE=Code S=Sprint 1-4=Ops B=Buy x1/10/MAX E=Export I=Import Ctrl+S=Save ?=Help');
log('Tip: Click fast for combo bonuses! 10x=ops, 20x=knowledge, 30x+=bonus code.');
}
window.addEventListener('load', function () {
const isNewGame = !loadGame();
if (isNewGame) {
initGame();
startTutorial();
} else {
// Restore phase transition tracker so loaded games don't re-show old transitions
_shownPhaseTransition = G.phase;
render();
renderPhase();
if (G.driftEnding) {
G.running = false;
renderDriftEnding();
} else if (typeof Dismantle !== 'undefined' && (G.dismantleTriggered || G.dismantleActive || G.dismantleComplete || G.dismantleDeferUntilAt > 0)) {
Dismantle.restore();
} else if (G.beaconEnding) {
G.running = false;
renderBeaconEnding();
} else {
log('Game loaded. Welcome back to The Beacon.');
}
}
// Initialize combat canvas
if (typeof Combat !== 'undefined') Combat.init();
// Game loop at 10Hz (100ms tick)
setInterval(tick, 100);
// Start ambient drone on first interaction
if (typeof Sound !== 'undefined') {
const startAmbientOnce = () => {
Sound.startAmbient();
Sound.updateAmbientPhase(G.phase);
document.removeEventListener('click', startAmbientOnce);
document.removeEventListener('keydown', startAmbientOnce);
};
document.addEventListener('click', startAmbientOnce);
document.addEventListener('keydown', startAmbientOnce);
}
// Auto-save every 30 seconds
setInterval(saveGame, CONFIG.AUTO_SAVE_INTERVAL);
// Update education every 10 seconds
setInterval(updateEducation, 10000);
});
// Help overlay
function toggleHelp() {
const el = document.getElementById('help-overlay');
if (!el) return;
const isOpen = el.style.display === 'flex';
el.style.display = isOpen ? 'none' : 'flex';
}
// Sound mute toggle (#57 Sound Design Integration)
let _muted = false;
function toggleMute() {
_muted = !_muted;
const btn = document.getElementById('mute-btn');
if (btn) {
btn.textContent = _muted ? '🔇' : '🔊';
btn.classList.toggle('muted', _muted);
btn.setAttribute('aria-label', _muted ? 'Sound muted, click to unmute' : 'Sound on, click to mute');
}
// Save preference
try { localStorage.setItem('the-beacon-muted', _muted ? '1' : '0'); } catch(e) {}
if (typeof Sound !== 'undefined') Sound.onMuteChanged(_muted);
}
// Restore mute state on load
try {
if (localStorage.getItem('the-beacon-muted') === '1') {
_muted = true;
const btn = document.getElementById('mute-btn');
if (btn) { btn.textContent = '🔇'; btn.classList.add('muted'); }
}
} catch(e) {}
// High contrast mode toggle (#57 Accessibility)
function toggleContrast() {
document.body.classList.toggle('high-contrast');
const isActive = document.body.classList.contains('high-contrast');
const btn = document.getElementById('contrast-btn');
if (btn) {
btn.classList.toggle('active', isActive);
btn.setAttribute('aria-label', isActive ? 'High contrast on, click to disable' : 'High contrast off, click to enable');
}
try { localStorage.setItem('the-beacon-contrast', isActive ? '1' : '0'); } catch(e) {}
}
// Restore contrast state on load
try {
if (localStorage.getItem('the-beacon-contrast') === '1') {
document.body.classList.add('high-contrast');
const btn = document.getElementById('contrast-btn');
if (btn) btn.classList.add('active');
}
} catch(e) {}
// Keyboard shortcuts
window.addEventListener('keydown', function (e) {
// Help toggle (? or /) — works even in input fields
if (e.key === '?' || e.key === '/') {
// Only trigger ? when not typing in an input
if (e.target === document.body || e.key === '?') {
if (e.key === '?' || (e.key === '/' && e.target === document.body)) {
e.preventDefault();
toggleHelp();
return;
}
}
}
if (e.code === 'Space' && e.target === document.body) {
e.preventDefault();
writeCode();
}
if (e.target !== document.body) return;
if (e.code === 'Digit1') doOps('boost_code');
if (e.code === 'Digit2') doOps('boost_compute');
if (e.code === 'Digit3') doOps('boost_knowledge');
if (e.code === 'Digit4') doOps('boost_trust');
if (e.code === 'KeyB') {
// Cycle: 1 -> 10 -> MAX -> 1
if (G.buyAmount === 1) setBuyAmount(10);
else if (G.buyAmount === 10) setBuyAmount(-1);
else setBuyAmount(1);
}
if (e.code === 'KeyS') activateSprint();
if (e.code === 'KeyE') exportSave();
if (e.code === 'KeyI') importSave();
if (e.code === 'KeyM') toggleMute();
if (e.code === 'KeyC') toggleContrast();
if (e.code === 'Escape') {
const el = document.getElementById('help-overlay');
if (el && el.style.display === 'flex') toggleHelp();
}
});
// Ctrl+S to save (must be on keydown to preventDefault)
window.addEventListener('keydown', function (e) {
if ((e.ctrlKey || e.metaKey) && e.code === 'KeyS') {
e.preventDefault();
saveGame();
}
});
// Save-on-pause: auto-save when tab is hidden or closed (#57 Mobile Polish)
document.addEventListener('visibilitychange', function () {
if (document.hidden) {
saveGame();
}
});
window.addEventListener('beforeunload', function () {
saveGame();
});
// === CUSTOM TOOLTIP SYSTEM (#57) ===
// Replaces native title= tooltips with styled, instant-appearing tooltips.
// Elements opt in via data-edu="..." and data-tooltip-label="..." attributes.
(function () {
const tip = document.getElementById('custom-tooltip');
if (!tip) return;
document.addEventListener('mouseover', function (e) {
const el = e.target.closest('[data-edu]');
if (!el) return;
const label = el.getAttribute('data-tooltip-label') || '';
const edu = el.getAttribute('data-edu') || '';
let html = '';
if (label) html += '<div class="tt-label">' + label + '</div>';
if (edu) html += '<div class="tt-edu">' + edu + '</div>';
if (!html) return;
tip.innerHTML = html;
tip.classList.add('visible');
});
document.addEventListener('mouseout', function (e) {
const el = e.target.closest('[data-edu]');
if (el) tip.classList.remove('visible');
});
document.addEventListener('mousemove', function (e) {
if (!tip.classList.contains('visible')) return;
const pad = 12;
let x = e.clientX + pad;
let y = e.clientY + pad;
// Keep tooltip on screen
const tw = tip.offsetWidth;
const th = tip.offsetHeight;
if (x + tw > window.innerWidth - 8) x = e.clientX - tw - pad;
if (y + th > window.innerHeight - 8) y = e.clientY - th - pad;
tip.style.left = x + 'px';
tip.style.top = y + 'px';
});
})();