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);