# tarinai_ AI-first entrypoint for a static browser simulation/game. Keep this file small; read deeper docs only when needed. ## Read Strategy - Start here for architecture, script order constraints, and where to look next. - For game mechanics, UI, items, and tarinai behavior, read `GAME_FEATURES.md`. - For subsystem work, read `AI_MAP.md` plus only the matching files. - For exact file inventory, run `powershell -NoProfile -ExecutionPolicy Bypass -File scripts/ai_inventory.ps1 -All` or narrow it: `powershell -NoProfile -ExecutionPolicy Bypass -File scripts/ai_inventory.ps1 ui`. Python equivalent: `python scripts/ai_inventory.py --all`. - For machine-readable routing, read `FILES.json`. - Avoid loading all assets into context; asset filenames are mostly self-describing and grouped by glob. ## Runtime Shape - v39.16.37 changes: biological and environmental conditions are unified into the detector; the standalone sensor and relay are removed; temperature and limits are folded; ecology, sound, display settings, and credits are in the header menu; reset remains outside in red; tarinai-data navigation preserves the active tool; mobile tool descriptions appear at the top for five seconds. Snap mode remains Free/20px/40px/60px, top-edge placement is fixed, and preset descriptions end with punctuation. - v39.16.38 changes: detector numeric controls use value-labelled sliders like the time control; colony temperature and limits share one Colony settings fold; display settings use an inline menu matching sound settings; HP/stress meter colors are fixed; the snap control follows Clear with a faint grid icon; area-delete has a new icon; the Ant chart series is renamed and hidden initially. - v39.16.55 changes: expanded the achievement set to 49 with 町のお医者さん and 割とふわふわ; changed ベビーブーム to 30 births per minute and 管理された楽園 to one happy in-game day from play day 6; restored shared poke targeting/highlights and plushie fling; corrected manual rotator/reciprocator push direction; tightened tool/limit UI; reduced periodic achievement scans; and introduced compact achievement aggregate storage. - v39.16.52 changes: reorganized achievements into collapsible categories, removed achievement tooltips, and moved confirmation flows into the game UI. Previous v39.16.51 changes: expanded the achievement set to 43 with sixteen play-style and special-action conditions; added persistent Undo/Redo and quick-delete counters, field-local cleaner/automation-free ecology progress, individual care/temperature/fight tracking, complete medicine-category collection, protected rain shelter in nest boxes and pipes, and stricter ant-kill attribution. - v39.16.49 changes: added additive full-state synchronization so shared achievement aggregates can be rebuilt as players return after server data loss. - v39.16.48 changes: corrected the zunchi-slave threshold text to 30%; repaired wire placement counting, danger-kill attribution, partial legacy link migration, UUID validation, and debug-only achievement isolation. - v39.16.47 changes: Two achievements are added (大いなる母 and 喧嘩両成敗); five names and five revealed descriptions are revised; `?debug=1` exposes an all-achievements button. - v39.16.46 changes: achievement names and presentation are revised; conditions are revealed only after unlock; shared completion rates render as horizontal background bars; automation and link coverage merge into 機械化産業; placement and ant-kill targets are persistent totals of 100; direct feeding resets with the field. - v39.16.45 changes: seven play-style achievements add passive observation, cumulative placement, detector automation, link-tool coverage, safe large-colony operation, ant population, and ant elimination measurements. World-scoped timers and placement counts persist in current-format saves. - No bundler; `index.html` loads ordered global-IIFE scripts with `?v=39.16.74`. - v39.16.31 changes: all in-world tooltips use the closer offset; Hair Trigger adds a central bounce-fence ball enclosure with Tarinai and pet-food duplicators outside; physics tools use distinct icons. - v39.16.29 changes: parasol placement preview now uses the exact shade center and footprint; toilet sand absorbs rain-created water drops. Happy adds parasols, water balloons, and toilet sand beneath each duplicator; Athletic uses fence-safe single-bar rotators and water balloons; War adds rotating fans. - v39.16.19 changes: food and medicine can be given directly by placement or pinched drop, with a dedicated overlay, food heart bursts, and stronger personality effects; unused collision reasons and duplicate constraint projection dirty checks were removed. - Mutable runtime lives on `window`; primary entities are `World`, `Tarinai`, items, structures, ants, family graph, weather, and save snapshots. - Update loop: `main.js` creates the world/UI loop; `World.update` delegates to `TarinaiSystemOrder.update`; `system_order.js` runs named phases. - UI loop: pointer/tool/UI intents go through `command_dispatcher.js`; canvas drawing is in render modules; side panels are `ui_*.js`. - Generated/static app shell: `app_manifest.json`, `service-worker.js`, `FILES.json`, and `js/version.js` must stay version-aligned. ## File Routing - `index.html`: DOM shell, CSS/JS load order, panels/dialogs/canvas. - `css/*.css`: base/layout/panel/components/mobile styling. - `js/domain_ids.js`, `js/item_type_catalog.js`, `js/data.js`, `js/ground_types.js`: stable domain ids, current item-type save catalog, core config, field/ground definitions. - `js/world*.js`: world state, view, update phases, tools, placement, combat, environment, family/social, ants. - `js/tarinai*.js`: creature state, needs, actions, behavior, social life, item effects, update pipeline, rendering. - `js/item*.js`, `js/structures*.js`: item registry/runtime/lifecycle/dynamic behavior/rendering plus structures. - `js/simulation*.js`, `js/system_order.js`, `js/sim_core.js`: concrete update systems and phase ordering. - `js/ui*.js`, `js/text_catalog.js`, `js/command_dispatcher.js`: DOM UI, input, selected panel, logs, charts, family tree, tools, labels. - `js/save*.js`, `js/snapshot_system.js`, `js/restore_coordinator.js`, `js/history_system.js`: persistence and history. - `js/physics*.js`, `js/mechanical_system.js`, `js/constraint_system.js`, `js/collision_footprint_system.js`: geometry, mechanics, constraints, collisions. - `assets/sprites/tarinai_*.webp`: creature state sprites. - `assets/ui/tool_*`: tool palette icons; other `assets/ui/*` are app/help icons. - `assets/objects/*`: field object images. - `assets/sounds/*`: voice and SFX samples. - `scripts/*`: generators, regression checks, and AI inventory. ## Conventions - `*_pipeline` = ordered runner/facade. - `*_step_*` = pipeline stage wrapper. - `*_system` = domain service or compatibility facade. - `*_runtime` = stable runtime-facing facade. - `*_registry` = definition lookup/normalization. - Many split files preserve regression contracts; do not collapse them casually. ## Checks - Syntax: `node --check js/*.js` - Regression: `python scripts/regression_check.py` - Inventory sanity: `powershell -NoProfile -ExecutionPolicy Bypass -File scripts/ai_inventory.ps1 -All` ### v39.16.16 Colony birth/death chart lines, reverse rotators, champion-trait inheritance, reduced champion-pair mating, and directional one-way-fence routing. - v39.16.39 changes: restored the compact sticky operation palette, added exact-match right-panel search, reorganized colony settings, and refreshed tool icons. ## Achievement system (v39.16.74) - Sixty-four local achievements cover biological events, special deaths, colony conditions, individual care, passive ecology, Undo/Redo behavior, rapid deletion, cleaner use, temperature transitions, medicine-category completion, weather shelter, combat reversals, circuit-board signaling, and ant-related play styles. - Locked entries show the configured pre-unlock disclosure directly in the row; all other locked entries show `???`. 大いなる母, めっちゃたりない観察, and 敵の敵は味方 show local progress percentages. Unlocked entries appear first within each category. - Each entry is a horizontal completion-rate bar whose background fill reflects the optional shared global unlock percentage; the shared achiever count appears beside the percentage. - v39.16.64 adds 毎日たりない観察(7 calendar days) and 抵抗器じゃない(7 distinct tarinai shocked by one energized bare wire). v39.16.54 added 真・たりない観察, 悠久の歴史, 五体満足, and 零体満足. v39.16.55 added 町のお医者さん for 50 effective first-aid recoveries and 割とふわふわ for flinging a plushie with つつく; both are event-driven and 町のお医者さん is disclosed before unlock. v39.16.56 added two achievements, persistent fight progress, stricter robot-only evaluation, revised thresholds, and unlocked-card rate bars. v39.16.60 adds three achievements and restricts the chaos counter to fight-mochi-influenced fights. - Persistent totals include 物でいっぱい, 害虫駆除, 大いなる母(3333体), 無計画都市, やっぱなし, and やっぱあり. Field-local progress includes 餌やりじいさん, 清掃業者, 自給自足, and 敵の敵は味方; applicable field-local metadata follows current-format saves. - `自動化の第一歩` and `リンク職人` are retired and replaced by `機械化産業`, which requires both detector-driven activation and rope/rod/spring coverage. Existing players with both retired achievements migrate automatically. - Optional same-origin PHP API aggregates anonymous player counts and global unlock percentages. Raw aggregate data is stored under `.achievement_data/state.json` in compact v3 positional arrays. Compact v2 and the prior verbose object are accepted only as migration inputs and are automatically rewritten under a separate server lock with atomic file replacement on the next API read. UUIDs are binary/base64url encoded, achievement IDs are indexed, timestamps are delta-coded, and repeated game versions use a dictionary. - On startup, shared-stat refresh, achievement-screen opening, and every five minutes, the client sends its complete non-debug unlock set with original local timestamps. Ordinary unlock bursts send only unsynchronized records after a short debounce. The server adds only missing records, so a lost `state.json` is rebuilt incrementally as players return without overwriting surviving records. ### Shared achievement percentage deployment - Upload `achievement_api.php` and the hidden `.achievement_data` directory with the game. - PHP must be enabled, and `.achievement_data` must be writable by the PHP process. - On a static-only host, local unlocks still work; the global percentage is shown as unavailable. - Set `window.TARINAI_ACHIEVEMENT_API` before `achievements.js` to use a different same-origin endpoint. - The current release tracks sixty-four achievement IDs, supports per-player reset, and accepts additive bulk synchronization for automatic recovery after aggregate-data loss. A separate backup remains necessary to recover players who never return. - `python3 scripts/achievement_server_state_audit.py` creates deterministic randomized achievement histories at runtime; it does not require or modify a production `state.json`. - v39.16.60 changes: achievement metadata in spells is now encoded as sparse binary data instead of embedded JSON; unlock masks, progress, timestamps, per-entity counters, and placement metadata are compactly packed and spell data is accepted only from the current format. - v39.16.60: Added 狙撃手, メガロポリス, and 豊穣ヲ希求スル者; restricted 混沌ヲ希求スル者 to fight-mochi-influenced fights; extended compact achievement spell progress and omitted counters for already-unlocked achievements. - v39.16.62: Added スペックがたりない, 寝ろ, 砂場, そこ公共空間だよ?, and 破格の工事費用; 寿命 deaths no longer reset 安全第一; 何やってるの? now uses empty-field clicks; and save schema 44 expands the achievement mask while decoding schemas 41–43. - v39.16.63: Fixed achievement progress text weight and continuous-play tab switching; added アリ観察 and 命のバトン; corrected サウナ水風呂 and 敵の敵は味方 condition mismatches; save/spell data accepts only schema 45 and achievement payload v4. - v39.16.64: Added 毎日たりない観察 and 抵抗器じゃない; introduced calendar-day streak persistence; and migrated server aggregate JSON to compact v3 positional data automatically on read. - v39.16.65: Hardened pre-deployment server migration with read-only summaries, POST-only mutations, corruption-safe decoding, atomic writes under a separate lock, completionist eligibility filtering, and seeded randomized/concurrent migration audits. - v39.16.66: Added two-user seesaw play, an editable AND/OR/NOT circuit board with positioned terminals, signal control for fan/stove/dry ice/duplicator, and wire-target highlighting. - v39.16.67: Replaced the circuit-board dropdown editor with direct grid placement and cursor-drawn wiring; changed colony-state evaluation to every two in-game hours and excluded growing populations from Weakened; fixed seesaw action selection, fixed its orientation, and matched the placement overlay to its shape. - v39.16.69: Reworked circuit-board wiring into straight grid segments with branches and multi-connect terminals; removed OR and added a rectifier; made internal parts rotatable and external terminal count/positions editable; expanded board terminal spacing; changed detector numeric conditions to min/max dual sliders with number inputs; and raised seesaw riders slightly above the seats. - v39.16.68: Fixed seesaw participation so idle/bored Tarinai can initiate play and a waiting rider strongly recruits a partner; selected data reports active play as 「シーソーをしている。」; moved seesaws behind sprite layers; and aligned all two-input circuit gate pins to the 40px wiring grid. - v39.16.70: Reduced the default circuit-board footprint to one quarter of the previous area; made grid width/height editable; made external terminals movable on all four edges with a height-dependent count limit; made branch junctions movable; reduced NOT/rectifier body sizes; and corrected seesaw action-reason text. - v39.16.71: Replaced circuit-board terminal +/- controls with direct IN/OUT terminal placement and erasing, dimmed terminals without external world wires, removed generic elliptical placement previews, added an Electrical tool category for detector/wires/circuit board, and made detector range-track clicks move the nearest thumb. - v39.16.72: Circuit boards now default to 10x10 with a 20x20 maximum, AND uses a two-cell height, compact gates can sit closer to top/bottom edges, placement previews follow occupancy footprints more directly, and unstable internal logic loops are explicitly forced OFF. - v39.16.73: Circuit-board editing now shows placement ghosts for internal parts and terminals, Q/E rotates the pending internal part by 90 degrees, ON constant sources are explained in the editor, and wire/insulated-wire palette silhouettes render correctly after the Electrical category move. - v39.16.74: Removed the circuit-board OFF constant part and added the 「情報化産業」 achievement for carrying an active signal directly from one circuit board to another over wire or insulated wire.