- JavaScript 91.2%
- CSS 6.3%
- HTML 1.5%
- Python 1%
| .achievement_data | ||
| assets | ||
| css | ||
| js | ||
| scripts | ||
| .gitignore | ||
| .htaccess | ||
| achievement_api.php | ||
| ACHIEVEMENT_AUDIT.md | ||
| AI_MAP.md | ||
| app_manifest.json | ||
| BUILD_NOTE.txt | ||
| favicon.ico | ||
| FILES.json | ||
| GAME_FEATURES.md | ||
| index.html | ||
| README.md | ||
| service-worker.js | ||
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.mdplus only the matching files. - For exact file inventory, run
powershell -NoProfile -ExecutionPolicy Bypass -File scripts/ai_inventory.ps1 -Allor 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=1exposes 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.htmlloads ordered global-IIFE scripts with?v=39.16.78. - 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 areWorld,Tarinai, items, structures, ants, family graph, weather, and save snapshots. - Update loop:
main.jscreates the world/UI loop;World.updatedelegates toTarinaiSystemOrder.update;system_order.jsruns named phases. - UI loop: pointer/tool/UI intents go through
command_dispatcher.js; canvas drawing is in render modules; side panels areui_*.js. - Generated/static app shell:
app_manifest.json,service-worker.js,FILES.json, andjs/version.jsmust 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; otherassets/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 (v39.16.78)
- 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.jsonin 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.jsonis rebuilt incrementally as players return without overwriting surviving records.
Shared achievement percentage deployment
-
Upload
achievement_api.phpand the hidden.achievement_datadirectory with the game. -
PHP must be enabled, and
.achievement_datamust 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_APIbeforeachievements.jsto 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.pycreates deterministic randomized achievement histories at runtime; it does not require or modify a productionstate.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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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v39.16.78: Fixed 「あぁ^~ たまらねぇぜ」 so burst zunchi ignore their spawn overlap with the owner, arm only after clearing the owner once, and unlock on a later fatal return collision including bounce-fence reflections. The renewed achievement audit also fixes ミニマリスト save metadata, サウナ水風呂 hot-entry timing, lethal wire-shock counting, reset-scoped hidden progress cleanup, and 監視カメラ intervention gaps for Undo/Redo and ground changes.
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v39.16.76: 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.