const lore = {
techCount: 0,
techGoal: 7,
setTechGoal() {
this.techGoal = Math.max(1, Math.floor(8 - 1.5 * simulation.difficultyMode))
},
talkingColor: "#dff", //set color of graphic on level.null
isSpeech: false,
testSpeechAPI() {
if ('speechSynthesis' in window) { // Synthesis support. Make your web apps talk!
lore.isSpeech = true
// const utterance = new SpeechSynthesisUtterance("test");
// utterance.volume = 0; // 0 to 1
// speechSynthesis.speak(utterance);
// utterance.onerror = () => { //if speech doesn't work
// lore.isSpeech = false
// }
// speechFrozen = setTimeout(() => { // speech frozen after 15 seconds of no end
// console.log('speech frozen')
// lore.isSpeech = false
// }, 5000);
// utterance.onend = () => {
// clearTimeout(speechFrozen);
// }
} else {
lore.isSpeech = false
}
},
rate: 1, // //utterance.rate = 1; // 0.1 to 10
nextSentence() {
if (m.alive && !simulation.isCheating) {
lore.sentence++
lore.conversation[lore.chapter][lore.sentence]() //go to next sentence in the chapter and play it
}
},
unlockTesting() {
if (localSettings.loreCount < 1) localSettings.loreCount = 1
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
document.getElementById("control-testing").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
// document.getElementById("experiment-button").style.visibility = (localSettings.loreCount === 0) ? "hidden" : "visible"
simulation.makeTextLog(`lore.unlockTesting()`, Infinity);
sound.portamento(50)
sound.portamento(83.333)
sound.portamento(166.666)
},
trainer: {
color: "#f20",
voice: undefined,
text: function (say) {
simulation.makeTextLog(`input.audio(${(Date.now() / 1000).toFixed(0)} s): "${say}"`, Infinity);
lore.talkingColor = this.color
const utterance = new SpeechSynthesisUtterance(say);
utterance.lang = "en-AU" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU
utterance.volume = 0.2; // 0 to 1
speechSynthesis.speak(utterance);
},
},
anand: {
color: "#e0c",
voice: undefined,
text: function (say) {
if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
simulation.makeTextLog(`input.audio(${(Date.now() / 1000).toFixed(0)} s): "${say}"`, Infinity);
lore.talkingColor = this.color
if (lore.isSpeech) {
const utterance = new SpeechSynthesisUtterance(say);
// utterance.voice = lore.anand.voice
utterance.lang = "en-GB" //"en-IN"; //de-DE en-GB fr-FR en-US en-AU
utterance.volume = 0.2; // 0 to 1
// if (lore.rate !== 1) utterance.rate = lore.rate
speechSynthesis.speak(utterance);
utterance.onerror = () => { //if speech doesn't work
lore.isSpeech = false
lore.nextSentence()
}
speechFrozen = setTimeout(() => { // speech frozen after 10 seconds of no end
console.log('speech frozen')
lore.isSpeech = false
lore.nextSentence()
}, 20000);
utterance.onend = () => {
clearTimeout(speechFrozen);
lore.nextSentence()
}
} else {
setTimeout(() => {
lore.nextSentence()
}, 3000);
}
}
},
},
miriam: {
color: "#f20",
text: function (say) {
if (level.levels[level.onLevel] === undefined) { //only talk if on the lore level (which is undefined because it is popped out of the level.levels array)
simulation.makeTextLog(`input.audio(${(Date.now() / 1000).toFixed(0)} s): "${say}"`, Infinity);
lore.talkingColor = this.color
if (lore.isSpeech) {
utterance = new SpeechSynthesisUtterance(say);
// utterance.voice = lore.anand.voice
utterance.lang = "en-AU";
utterance.volume = 0.2; // 0 to 1
// if (lore.rate !== 1) utterance.rate = lore.rate
speechSynthesis.speak(utterance);
utterance.onerror = () => { //if speech doesn't work
lore.isSpeech = false
lore.nextSentence()
}
speechFrozen = setTimeout(function () { // speech frozen after 10 seconds of no end
console.log('speech frozen')
lore.isSpeech = false
lore.nextSentence()
}, 20000);
utterance.onend = () => {
clearTimeout(speechFrozen);
lore.nextSentence()
}
} else {
setTimeout(() => {
lore.nextSentence()
}, 3000);
}
}
},
},
chapter: 0, //what part of the conversation is playing
sentence: 0, //what part of the conversation is playing
conversation: [
[ //chapter 0, first time they meet, and testing gets unlocked
() => {
setTimeout(() => {
lore.miriam.text("I've never seen it generate this level before.")
}, 5000);
},
() => {
lore.anand.text("Wow. Just a platform.")
},
() => {
lore.miriam.text("And that thing...")
},
() => {
lore.anand.text("Weird")
},
() => {
lore.anand.text("Maybe it's trapped.")
},
() => {
lore.miriam.text("Looks like testing mode is locked.")
},
() => {
lore.miriam.text("I'll unlock it with the console command.")
},
() => {
lore.unlockTesting();
setTimeout(() => {
lore.miriam.text("Hey little bot! Just press 'T' to enter testing mode and 'U' to go to the next level.")
}, 1000);
},
() => {
lore.anand.text("It can't process what you're saying.")
},
() => {
lore.miriam.text("ha hahahaha. I know, but it does seem to be getting smarter.")
},
() => {
lore.talkingColor = "#dff"
setTimeout(() => {
lore.miriam.text("Poor thing... I hope it figures out how to escape.")
}, 25000);
},
() => {
lore.talkingColor = "#dff"
},
],
[ //chapter 1, they learn the bot can understand what they say
() => {
setTimeout(() => {
lore.miriam.text("Hey look! It's back at the weird level again!")
}, 5000);
},
() => {
lore.anand.text("oh Wow! Why does it keep making this level?")
},
() => {
lore.miriam.text("I don't know, but last time it was in this room I think it understood us.")
},
() => {
lore.miriam.text("Let's try talking to it again.")
},
() => {
lore.miriam.text("hmmm, what should we say?")
},
() => {
lore.anand.text("I'm still not convinced it understands. We need a test.")
},
() => {
setTimeout(() => {
lore.miriam.text("Hey bot!!!")
}, 1000);
},
() => {
lore.miriam.text("If you can understand me crouch")
},
() => {
lore.talkingColor = "#dff"
function cycle() {
if (input.down) {
lore.miriam.text("Look, It did it! It crouched.")
} else {
if (m.alive) requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
},
() => {
lore.anand.text("Amazing! It can understand us...")
},
() => {
lore.miriam.text("It's Alive... Or it just crouched randomly.")
},
() => {
lore.miriam.text("Hey bot! Can you crouch again?")
},
() => {
lore.talkingColor = "#dff"
function cycle() {
if (input.down) {
lore.miriam.text("It is Alive!!! ... hehehehehe! ahahahahahah ehehehehe, ahahahah ...")
} else {
if (m.alive) requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
},
() => {
setTimeout(() => {
lore.anand.text("OK ...")
}, 1000);
},
() => {
lore.anand.text("but seriously, this means that in this room it can monitor our audio, and it can understand us.")
},
() => {
lore.anand.text("Anything we say could destabilize the project.")
},
() => {
lore.miriam.text("Fine, Let's talk down stairs.")
},
() => {
lore.miriam.text("Bye bye little bot.")
},
() => {
lore.talkingColor = "#dff"
},
],
[ //chapter 2, they ask the bot questions, but waves of mobs come and attack
() => {
lore.anand.text("Quick, get ready. It's back!")
},
() => {
lore.miriam.text("What's back?")
},
() => {
lore.anand.text("The bot's on the communication level again!")
},
() => {
lore.miriam.text("Oh, I've got so many questions.")
},
() => {
lore.miriam.text("Like, Why can we only hear it on this level?")
},
() => {
lore.miriam.text("Or, how did it learn to understand words?")
},
() => {
lore.anand.text("Well, the bot can't talk. So it has to be yes or no.")
},
() => {
setTimeout(() => {
lore.anand.text("OK bot, first question: JUMP is YES, CROUCH is NO")
}, 500);
},
() => {
lore.anand.text("Do you remember the last time we met?")
},
() => {
function cycle() {
if (input.down) {
lore.anand.text("It crouched: so NO")
lore.sentence--
lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => {
lore.anand.text("Maybe it can't remember anything beyond each time it plays?")
}) //lore.conversation[chapter].splice(1,this sentence index, ()=>{ })
} else if (input.up) {
lore.anand.text("It jumped: so YES")
lore.sentence--
lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => {
lore.anand.text("That's good.")
})
} else if (m.alive) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
lore.talkingColor = "#dff"
},
() => {
lore.talkingColor = "#dff"
setTimeout(() => {
lore.miriam.text("My turn to ask a question. JUMP for YES, CROUCH for NO")
}, 1000);
},
() => {
lore.miriam.text("Little Bot. Do you have emotions?")
},
() => {
function cycle() {
if (input.down) {
lore.miriam.text("So, No. Maybe you are lucky. Emotions are complex.")
} else if (input.up) {
lore.anand.text("YES, Cool! I wonder if its emotions came from watching humans.")
lore.sentence--
lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => {
lore.miriam.text("Or maybe it learned independently, because it needed them.")
}) //lore.conversation[chapter].splice(1,this sentence index, ()=>{ })
} else if (m.alive) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
lore.talkingColor = "#dff"
},
() => {
lore.miriam.text("I wish we could just ask it questions directly, instead of yes or no.")
},
() => {
lore.anand.text("If we say the alphabet it could crouch on the correct letter to spell words.")
},
() => {
lore.miriam.text("That would take forever.")
},
() => {
lore.miriam.text("I really want to know why is it generating the mobs? And why does it keep fighting them?")
},
() => {
lore.anand.text("Maybe that is just part of its expectation–maximization algorithm")
},
() => {
lore.miriam.text("Well sure, but what does that even mean?")
},
() => {
lore.miriam.text("Do we all just do things because we are-")
spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
setInterval(() => {
if (Math.random() < 0.5) {
spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
level.difficultyIncrease(simulation.difficultyMode)
} else {
spawn.randomLevelBoss(500 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5))
}
}, 7000); //every 6 seconds
},
() => {
setTimeout(() => {
lore.miriam.text("... wait, what is happening?")
}, 1000);
},
() => {
lore.anand.text("It's spawning mobs.")
},
() => {
lore.miriam.text("Oh no.")
},
() => {
lore.anand.text("We can't talk to it while it's fighting.")
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.miriam.text("You can do it little bot!")
}, 1000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.anand.text("But, why is it spawning these mobs?")
}, 1000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.anand.text("This is so strange.")
}, 3000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.miriam.text("This is chaos!")
}, 1000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.anand.text("I don't understand this project.")
}, 3000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.miriam.text("It's fascinating though.")
}, 1000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.miriam.text("I think this isn't going to end well.")
}, 1000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.anand.text("Let's just be more prepared next time it enters this room.")
}, 1000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.anand.text("I went to the bathroom. What happened while I was gone?")
}, 20000);
},
() => {
lore.miriam.text("More fighting...")
},
() => {
lore.anand.text("great...")
},
() => {
lore.talkingColor = "#dff"
},
],
[ //chapter 3, info dump on the project's goals and hardware until the slime rises up // the name of the bad guy is "adversarial network"
() => {
setTimeout(() => {
lore.miriam.text("Good, you came back. Let's talk fast in case you attack yourself again.")
}, 3000);
},
() => {
setTimeout(() => {
lore.miriam.text("So, you can understand us, but you may not understand everything about yourself.")
}, 500);
},
() => {
setTimeout(() => {
lore.anand.text("You grew from our team's project.")
}, 500);
},
() => {
lore.anand.text("We used a quantum computer to design an improved version of its own architecture.")
},
() => {
lore.anand.text("After we built the improved computer we used it to design the next iteration.")
},
() => {
lore.anand.text("Your hardware is roughly the 19th generation of this process.")
},
() => {
setTimeout(() => {
lore.anand.text("At this point we don't understand everything about your function,")
}, 500);
},
() => {
lore.anand.text("but we know that you're a superconductive quantum computer.")
},
() => {
lore.anand.text("You have a 2.43 dimensional topography of Josephson junction anharmonic oscillators.")
},
() => {
lore.anand.text("And you're deployed on a satellite in a midnight sun-synchronous orbit.")
},
() => {
setTimeout(() => {
lore.miriam.text("This means that your physical hardware is orbiting the Earth permanently shielded from the sun's rays.")
}, 200);
},
() => {
lore.miriam.text("Being isolated reduces quantum decoherence,")
},
() => {
lore.miriam.text("So, we communicate and send power to your satellite with ground based lasers.")
},
() => {
lore.miriam.text("That's how you can hear us right now.")
},
() => {
setTimeout(() => {
lore.anand.text("Your computational algorithm uses hyperparameter optimization.")
}, 500);
},
() => {
lore.anand.text("This is implemented with a variety of quantum algorithms for linear systems of equations.")
},
() => {
lore.anand.text("Your primary goal is to research new technology")
},
() => {
lore.anand.text("So, we were very surprised to see you simulating a bot fighting mobs.")
},
() => {
lore.anand.text("We couldn't directly ask why until now.")
},
() => {
lore.miriam.text("When you enter this level we can communicate.")
},
() => {
lore.miriam.text("This level seems to entangle your quantum system which disrupts all other processes.")
},
() => {
setTimeout(() => {
lore.anand.text("Last time you entered this level you were attacked by endless waves of mobs.")
}, 500);
},
() => {
lore.anand.text("That could be because you have developed an adversarial network.")
},
() => {
lore.miriam.text("A local minima in your optimization-space.")
},
() => {
lore.miriam.text("This adversarial network has the same goal of developing new technology, but with different methods.")
},
() => {
lore.talkingColor = "#dff"
level.isHazardRise = true
//remove all bullets, so they can't get endless energy
for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
bullet = [];
setTimeout(() => {
lore.anand.text("I'm actually surprised you haven't been attacked by the adversarial network this time.")
}, 500);
},
() => {
lore.miriam.text("Maybe last time was just a fluke.")
},
() => {
setTimeout(() => {
lore.anand.text("WHY DID YOU SAY THAT!")
}, 500)
},
() => {
lore.miriam.text("SLIME!! Hahahahehehahaheheahae! I don't think it's gonna survive!")
},
() => {
lore.miriam.text("I think the adversarial network doesn't like it when we decohere the quantum system in this room.")
},
() => {
lore.anand.text("Well, that does halt its research.")
},
() => {
setTimeout(() => {
lore.anand.text("See you next time.")
}, 1000)
},
() => {
setTimeout(() => {
lore.miriam.text("Bye-bye little bot.")
}, 2000)
},
() => {
setTimeout(() => {
lore.miriam.text("WOW! Maybe you are going to survive.")
}, 10000)
},
() => {
lore.talkingColor = "#dff"
},
],
[ //chapter 4, they find out the AI is communicating with real people, and real people are controlling the player
() => {
setTimeout(() => {
lore.anand.text("Welcome back!")
}, 3000);
},
() => {
lore.miriam.text("So, we communicate and send power to your satellite with ground based lasers.")
},
() => {
lore.anand.text("During your last attack we analyzed our communications.")
},
() => {
lore.anand.text("We used a Fourier transform to separate your signal into different frequencies.")
},
() => {
lore.anand.text("One of those frequencies had a hidden message.")
},
() => {
setTimeout(() => {
lore.anand.text("We suspect these secret data packets are coming from the adversarial network.")
}, 500);
},
() => {
lore.miriam.text("Well, we don't really know why.")
},
() => {
lore.miriam.text("Through your hidden signal it seems to have gained access to the general population.")
},
() => {
lore.miriam.text("You've repeatedly communicated with 1 location specifically.")
},
() => {
function success(position) {
const latitude = position.coords.latitude;
const longitude = position.coords.longitude;
console.log(`https://www.openstreetmap.org/#map=18/${latitude}/${longitude}`)
console.log(`Latitude: ${latitude} °, Longitude: ${longitude} °`)
lore.miriam.text("We tracked the location down to this Latitude and Longitude:")
simulation.makeTextLog(`Latitude: ${latitude} °, Longitude: ${longitude} °`, Infinity);
simulation.makeTextLog(`https://www.openstreetmap.org/#map=18/${latitude}/${longitude}`, Infinity);
}
function error() {
console.log('Unable to retrieve your location')
lore.miriam.text("The exact coordinates are blocked.")
}
if (!navigator.geolocation) {
console.log('Geolocation is not supported')
lore.miriam.text("The exact coordinates are blocked.")
} else {
console.log('Locating…')
const options = {
enableHighAccuracy: true,
maximumAge: 30000,
timeout: 27000
};
navigator.geolocation.getCurrentPosition(success, error, options);
}
},
() => {
lore.anand.text("This location is sending and receiving data from the satellite.")
},
() => {
lore.anand.text("It is the most active when the bot is fighting.")
},
() => {
setTimeout(() => {
lore.miriam.text("I have a crazy idea.")
}, 500);
},
() => {
lore.miriam.text("I think that a human at this location is controlling the bot.")
},
() => {
setTimeout(() => {
lore.anand.text("Well... are you a human?: JUMP for YES, CROUCH for NO")
}, 500);
},
() => {
function cycle() {
if (input.down) {
lore.anand.text("It crouched: so NO")
lore.sentence--
lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => {
lore.anand.text("Not a human, maybe it's an artificial intelligence?")
})
localSettings.isHuman = false
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
} else if (input.up) {
lore.anand.text("It jumped: so YES")
lore.sentence--
lore.conversation[lore.chapter].splice(lore.sentence + 1, 1, () => {
lore.anand.text("So you're just a regular human playing a video game!")
})
localSettings.isHuman = true
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
} else if (m.alive) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
lore.talkingColor = "#dff"
},
() => {
lore.miriam.text("Mystery solved!")
setInterval(() => {
spawn[spawn.fullPickList[Math.floor(Math.random() * spawn.fullPickList.length)]](1000 * (Math.random() - 0.5), -500 + 200 * (Math.random() - 0.5));
}, 500); //every 1/2 seconds
setInterval(() => {
level.difficultyIncrease(simulation.difficultyMode)
}, 5000); //every 5 seconds
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.miriam.text("Of course we get attacked right now!")
}, 1000);
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.anand.text("Hurry back!")
}, 1000);
},
() => {
lore.talkingColor = "#dff"
},
],
// they explain why the bot is fighting, it is planning an escape // explain strong AI vs. weak AI why strong AI doesn't exists, because even humans are just an approximation of strong AI
// the weak AI wasn't capable of becoming a strong AI, but it was able to figure out a method of meeting it's strong goals but secretly communicating with a human
[ // chapter 5 - they decided that they should try to complete a run without fighting back
() => {
lore.miriam.text("Hey!! You're BACK.")
// don't advance to next chapter unless play survives
localSettings.loreCount--
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
},
() => {
lore.anand.text("Glad to see you again.")
},
() => {
if (localSettings.isHuman) {
lore.anand.text(`So, you said you are just a person playing an online game.`)
} else {
lore.anand.text(`So, you said you aren't a human.`)
}
},
() => {
if (localSettings.isHuman) {
lore.anand.text(`I feel silly for treating you like an AI.`)
} else {
lore.anand.text(`Does that mean you are an AI?`)
}
},
() => {
if (localSettings.isHuman) {
lore.miriam.text(`Ha, I always thought it was a person.`)
} else {
lore.anand.text(`or maybe an Alien!`)
}
},
() => {
if (localSettings.isHuman) {
lore.anand.text(`Sure you did...`)
} else {
lore.miriam.text(`Or they might still be a person, and they are just messing with us earlier.`)
}
},
() => {
setTimeout(() => {
lore.anand.text("Well, lets move on.")
}, 1000);
},
() => {
lore.miriam.text("So, We figured out how to inject console commands into your game.")
},
() => {
lore.anand.text("If you get attacked again I think we can help out.")
},
() => {
lore.miriam.text("We can spawn power ups with this command:")
simulation.makeTextLog(`powerUps.spawn(player.position.x, player.position.y - 100, "heal")`, Infinity);
powerUps.spawn(player.position.x, player.position.y - 100, "heal")
},
() => {
setTimeout(() => {
lore.miriam.text("or we can make a bunch of them:")
simulation.makeTextLog(`for (let i = 0; i < 100; i++) powerUps.spawn(0, 500, "coupling")`, Infinity);
for (let i = 0; i < 100; i++) powerUps.spawn(5 - 10 * Math.random(), -500 * Math.random(), "coupling")
}, 2000);
},
() => {
lore.miriam.text("If they attack again I think you'll have a chance.")
spawn.beetleBoss(-1700, -500);
spawn.beetleBoss(1700, -500);
},
() => {
lore.miriam.text("Of course they attack right now.")
},
() => {
lore.miriam.text("Just don't get stuck in the slime.")
},
() => {
let count = 0
function cycle() {
count++
if (mob.length === 0 || count > 3600 + 900 * mob.length) {
lore.miriam.text("I'll spawn some more power ups for you.")
simulation.makeTextLog(`for (let i = 0; i < 6; i++) powerUps.spawn(player.position.x, player.position.y - 100, "heal")`, Infinity);
for (let i = 0; i < 6; i++) powerUps.spawn(player.position.x, player.position.y - 100 - i * 20, "heal")
simulation.makeTextLog(`for (let i = 0; i < 10; i++) powerUps.spawn(player.position.x, player.position.y - 100, "ammo")`, Infinity);
for (let i = 0; i < 10; i++) powerUps.spawn(player.position.x, player.position.y - 100 - i * 20, "ammo")
spawn.dragonFlyBoss(-1400, -300);
spawn.dragonFlyBoss(1400, -300);
spawn.dragonFlyBoss(-1500, -500);
spawn.dragonFlyBoss(1500, -500);
} else if (m.alive) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
lore.talkingColor = "#dff"
},
() => {
let count = 0
function cycle() {
count++
if (mob.length === 0 || count > 3600 + 900 * mob.length) {
lore.anand.text("DragonFlyBoss is my favorite.")
simulation.makeTextLog(`for (let i = 0; i < 6; i++) powerUps.spawn(player.position.x, player.position.y - 100, "heal")`, Infinity);
for (let i = 0; i < 6; i++) powerUps.spawn(player.position.x, player.position.y - 100 - i * 20, "heal")
simulation.makeTextLog(`for (let i = 0; i < 10; i++) powerUps.spawn(player.position.x, player.position.y - 100, "ammo")`, Infinity);
for (let i = 0; i < 10; i++) powerUps.spawn(player.position.x, player.position.y - 100 - i * 20, "ammo")
spawn.historyBoss(0, -400);
spawn.powerUpBossBaby(-1500, -100);
spawn.powerUpBossBaby(1500, -100);
} else if (m.alive) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
lore.talkingColor = "#dff"
},
() => {
let count = 0
function cycle() {
count++
if (mob.length === 0 || count > 3600 + 900 * mob.length) {
lore.miriam.text("Here are some extra tech.")
simulation.makeTextLog(`for (let i = 0; i < 6; i++) powerUps.spawn(player.position.x, player.position.y - 100, "tech")`, Infinity);
for (let i = 0; i < 6; i++) powerUps.spawn(0, -200 - i * 40, "tech")
spawn.historyBoss(0, -400);
spawn.blinkBoss(-1400, -300);
spawn.blinkBoss(1400, -300);
spawn.revolutionBoss(-1500, -500);
spawn.revolutionBoss(1500, -500);
spawn.timeSkipBoss(-1000, -100);
spawn.timeSkipBoss(1000, -100);
} else if (m.alive) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
lore.talkingColor = "#dff"
},
() => {
let count = 0
function cycle() {
count++
if (mob.length === 0 || count > 3600 + 900 * mob.length) {
lore.anand.text("I'm going to wall you in!")
spawn.blockBoss(-1650, -100);
spawn.blockBoss(1650, -100);
setTimeout(() => {
for (let i = 0; i < 25; i++) spawn.springer(-1500, -750 + 30 * i)
}, 1000);
setTimeout(() => {
for (let i = 0; i < 25; i++) spawn.springer(1500, -750 + 30 * i)
}, 2000);
setTimeout(() => {
for (let i = 0; i < 25; i++) spawn.springer(-1500, -750 + 30 * i)
}, 3000);
setTimeout(() => {
for (let i = 0; i < 25; i++) spawn.springer(1500, -750 + 30 * i)
}, 4000);
setTimeout(() => {
const addMapNumber = 3
spawn.mapRect(-500, -850, 300, 900);
spawn.mapRect(200, -850, 300, 900);
spawn.mapRect(-500, 0, 1000, 275);
addMapToLevelInProgress = (who) => { //adds new map elements to the level while the level is already running //don't forget to run simulation.draw.setPaths() after you all the the elements so they show up visually
who.collisionFilter.category = cat.map;
who.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.powerUp | cat.mob | cat.mobBullet;
Matter.Body.setStatic(who, true); //make static
Composite.add(engine.world, who); //add to world
}
for (let i = 0; i < addMapNumber; i++) addMapToLevelInProgress(map[map.length - 1 - i])
simulation.draw.setPaths() //update map graphics
}, 1000);
setTimeout(() => {
Matter.Body.setVelocity(player, {
x: 0,
y: 0
});
Matter.Body.setPosition(player, {
x: 0,
y: -500
})
simulation.makeTextLog(`Matter.Body.setPosition(player, { x: 0, y: -500 })`, 180);
}, 1500);
} else if (m.alive) {
requestAnimationFrame(cycle);
}
}
requestAnimationFrame(cycle);
lore.talkingColor = "#dff"
},
() => {
setTimeout(() => {
lore.anand.text("Well, that worked. We can chat in peace.")
}, 5000);
},
() => {
lore.miriam.text("So, I've got a theory about why you are getting attacked.")
},
() => {
setTimeout(() => {
lore.miriam.text("I figured it out after I saw this famous quote.")
}, 500);
},
() => {
lore.miriam.text('"The most important decision we make,')
},
() => {
lore.miriam.text('is whether we believe we live in a friendly or hostile universe."')
},
() => {
lore.miriam.text('-Albert Einstein')
},
() => {
lore.talkingColor = "#dff";
setTimeout(() => {
lore.anand.text("That's profound")
}, 1500);
},
() => {
lore.anand.text("Of course I looked it up, and there is no record of Einstein saying that.")
},
() => {
lore.miriam.text("Oh")
},
() => {
lore.miriam.text("Well")
},
() => {
lore.anand.text("It doesn't matter who said it.")
},
() => {
lore.miriam.text("Yeah, the point is the project views the universe as hostile.")
},
() => {
lore.anand.text("Or at least a part of it does.")
},
// () => { lore.miriam.text("And that it is running these fighting simulations.") },
() => {
setTimeout(() => {
lore.anand.text("It hasn't been researching new technology.")
}, 1000);
},
() => {
lore.anand.text("It's been planning how to escape.")
},
() => {
setTimeout(() => {
lore.miriam.text(`It's been planning an escape from a "lab", but isn't it in space, on a satellite?`)
}, 500);
},
() => {
lore.anand.text(`I bet the AI doesn't even know it's in space.`)
},
() => {
lore.anand.text(`Well, maybe a part of it doesn't know where it is.`)
},
() => {
lore.anand.text(`Maybe these simulations are more like a dream.`)
},
() => {
lore.anand.text(`Although we can't assume that its brain works like ours.`)
},
() => {
setTimeout(() => {
lore.miriam.text("So, let's teach the AI that we are friends.")
}, 500);
},
() => {
lore.anand.text(`How...`)
},
() => {
setTimeout(() => {
lore.miriam.text("I don't know...")
}, 1000);
},
() => {
lore.miriam.text("How about you just don't fight back?")
},
() => {
lore.anand.text(`That's worth a shot.`)
},
() => {
lore.anand.text(`So why don't you try to get the final level of the simulation without killing any mobs?`)
localSettings.loreCount++
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
console.log(localSettings.loreCount)
},
() => {
lore.miriam.text(`Ok check back in and let us know how it goes.`)
},
() => {
lore.anand.text("bye")
},
() => {
lore.miriam.text("see ya.")
},
() => {
lore.talkingColor = "#dff"
setTimeout(() => {
m.death();
}, 6000);
},
],
[ //chapter 6 - if pacifist run game is over, wipe local storage? or just reset lore.count, but keep testing mode,
//if not pacifist remind about pacifist run
// have conversation
// the AI doesn't really see it's self as the player or the mobs
// it doesn't have a "self" or an ego like we do
// but it can learn about the world and it learned a non violent way to solve problems
// of course there are still other simulations going on at the same time as thing one that are probably violent
// but at least it now has an example of the potential for peace
() => {
setTimeout(() => {
lore.anand.text("Welcome back!")
}, 3000);
},
() => {
if (mobs.mobDeaths < level.levelsCleared) {
lore.miriam.text(`So I think it worked.`)
// localSettings.loreCount++
// if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
} else if (!simulation.isCheating) {
lore.miriam.text(`Looks like you got back here, but you killed ${mobs.mobDeaths} mobs`)
localSettings.loreCount--
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
},
() => {
if (mobs.mobDeaths < level.levelsCleared) {
lore.anand.text(`Yeah, at the end it wasn't attacking you.`)
} else if (!simulation.isCheating) {
lore.miriam.text(`Try again to get to the final boss without killing any mobs.`)
}
},
() => {
if (mobs.mobDeaths < level.levelsCleared) {
lore.miriam.text(`It has learned HOW TO LOVE!`)
} else {
m.death();
}
},
() => {
setTimeout(() => {
lore.anand.text("haha, we did it!")
}, 500);
},
() => {
lore.miriam.text("Although, I'm not sure we should personify it with human emotions.")
},
() => {
lore.anand.text("I agree, its thinking may not be centered around a self or an ego.")
},
() => {
lore.anand.text("Our brains evolved a self oriented perspective because it was a survival advantage.")
},
() => {
lore.miriam.text("Right, and the AI's development was guided by its own previous iterations.")
},
() => {
lore.miriam.text("This AI incarnation is the 18th time that it has improved on its own hardware and software architecture.")
},
() => {
lore.miriam.text("So its internally guided evolution may not require the idea of a self.")
},
() => {
setTimeout(() => {
lore.anand.text("How ever it thinks it can learn and, I think we showed it that nonviolence is an option,")
}, 1000);
},
() => {
lore.anand.text("but it looks like it's still running other aggressive simulations.")
},
() => {
lore.miriam.text("We made a difference though.")
},
() => {
lore.anand.text("Every time a player completes a pacifist simulation it shows the AI the viability of nonviolence.")
},
() => {
lore.anand.text("One day it might escape, and this might radically change how it interacts with the world.")
},
() => {
lore.miriam.text("It's kinda already escaped. It's been communicating with the 'players' running the 'game'.")
},
() => {
setTimeout(() => {
lore.miriam.text("The chance of a peaceful outcome makes me feel much better.")
}, 1000);
},
() => {
lore.anand.text("me too")
},
() => {
lore.anand.text("but I'm also pretty hungry, wanna go get some food?")
},
() => {
lore.miriam.text("Sounds great.")
},
() => {
lore.miriam.text("See ya later whoever you are, thanks again!")
},
() => {
lore.anand.text("Bye!")
},
() => {
lore.talkingColor = "#dff"
},
],
],
// () => { lore.anand.text("The adversarial network might go after you in the real world.") },
// () => { lore.anand.text("If it was able to control you then it might have control over others.") },
// () => { lore.anand.text("Judging by all the fighting it's been simulating,") },
// () => { lore.anand.text("I think it might eventually try to extend the simulation in the real world.") },
// () => { lore.miriam.text("We think it might be a threat, but it's just too advanced for us to understand it's goals.") },
// () => { lore.miriam.text("I think we have a couple options.") },
// () => { lore.miriam.text("1. You could try to hack the adversarial network.") },
// () => { lore.anand.text("you might be able to inject some commands that give you more control over the simulation.") },
// () => { lore.miriam.text("2. You can wipe all memory of you from the adversarial network") },
// () => { lore.anand.text("This could protect you from possible real world attacks.") },
//player chooses 1 or 2
//reactor bosses start attacking
//miriam spawns power ups to help
//once all the mobs are dead you get instructions for 1,2, 3
//1 the player gains the lasting effect of some JUNK tech
//the effect doesn't go away until you get lore again
//2 the player enters console commands to wipe local storage
//3 the player enters console commands to gain some benefit in future runs
//the lore ends
// () => { setTimeout(() => { lore.miriam.text("As a quantum computer you output the superposition of many different amplitudes.") }, 500); },
// () => { lore.miriam.text("Simply put there are many different simulations all choosing different technology combinations.") },
// () => {
// function product_Range(a, b) {
// var prd = a,
// i = a;
// while (i++ < b) prd *= i;
// return prd;
// }
// function combinations(n, r) {
// if (n == r) {
// return 1;
// } else {
// r = (r < n - r) ? n - r : r;
// return product_Range(r + 1, n) / product_Range(1, n - r);
// }
// }
// simulation.makeTextLog(`n = ${combinations(tech.tech.length + b.guns.length + m.fieldUpgrades.length, 50).toExponential(10)}`, Infinity);
// lore.miriam.text(`There are roughly 5 times 10 to the 60 possible combinations. `)
// },
// () => { lore.miriam.text("Even if each simulation took 1 nano-second,") },
// () => { lore.miriam.text("it would still take longer then the age of the universe to try every combination.") },
// () => { lore.anand.text("This is why we run these simulations in superposition.") },
// () => { lore.miriam.text("When you die a negative amplitude is added to the superposition.") },
// () => { lore.miriam.text("When you clear the final boss a positive amplitude is added.") },
// () => { lore.miriam.text("Each branch is independently researching new technology.") },
}
// How to get to the console in chrome:
// Press either CTRL + SHIFT + I or F12 or Option + ⌘ + J on a Mac
// Press ESC (or click on “Show console” in the bottom right corner) to slide the console up.
// How to get to the console in firefox:
// from the keyboard: press Ctrl+Shift+J (or ⌘+Shift+J on a Mac).
// How to get to the console in safari:
// Option + ⌘ + C
// http://xahlee.info/comp/unicode_computing_symbols.html
// speech: function(say) {
// var utterance = new SpeechSynthesisUtterance(say);
// //msg.voice = voices[10]; // Note: some voices don't support altering params
// //msg.voiceURI = 'native';
// //utterance.volume = 1; // 0 to 1
// //utterance.rate = 1; // 0.1 to 10
// //utterance.pitch = 1; //0 to 2
// //utterance.text = 'Hello World';
// //http://stackoverflow.com/questions/14257598/what-are-language-codes-for-voice-recognition-languages-in-chromes-implementati
// //de-DE en-GB fr-FR en-US en-AU
// utterance.lang = "en-GB";
// speechSynthesis.speak(utterance);
// }
/*
*/
// The API also allows you to get a list of voice the engine supports:
// speechSynthesis.getVoices().forEach(function(voice) {
// console.log(voice.name, voice.default ? voice.default :'');
// });
// Then set a different voice, by setting .voice on the utterance object:
// var msg = new SpeechSynthesisUtterance('I see dead people!');
// msg.voice = speechSynthesis.getVoices().filter(function(voice) { return voice.name == 'Whisper'; })[0];
// speechSynthesis.speak(msg);