const lore = {
techCount: 0,
techGoal: 7,
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
}
},
rate: 1, // //utterance.rate = 1; // 0.1 to 10
nextSentence() {
lore.sentence++
if (m.alive) lore.conversation[lore.chapter][lore.sentence]() //go to next sentence in the chapter and play it
},
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(${Date.now()} ms): "${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(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);
}
}
},
},
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(${Date.now()} ms): "${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: [
[ //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" },
],
[ //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" },
],
[ //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[2].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[2].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 it's emotions came from watching humans. ")
lore.sentence--
lore.conversation[2].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 it's 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" },
],
// [ // they provide background on why the project was built, and what is going wrong
// /*
// they explain the technological aspect, and purpose of the project
// to develop new technology
// they explain that the project isn't going well because it stopped working on new technology and started running the fighting simulations
// what is special about the null level
// why can the player hear the scientists in there?
// the wires are the direct unprocessed input to the player's neural net
// */
// () => { lore.miriam.text("") },
// () => { lore.miriam.text("") },
// () => { lore.miriam.text("") },
// () => { lore.talkingColor = "#dff" },
// ],
// [ //they explain why the bot is fighting, it is planning an escape
// () => { lore.miriam.text("Welcome back bot, We've been waiting.") },
// () => { lore.miriam.text("So, I've got a theory about why you were attacked.") },
// () => { lore.miriam.text("") },
// () => { lore.miriam.text("I figured it out after I saw this famous quote.") },
// () => { lore.miriam.text('“The most important decision we make is whether we believe we live in a friendly or hostile universe.” -Albert Einstein') },
// () => {
// lore.talkingColor = "#dff";
// setTimeout(() => { lore.anand.text("That's profound") }, 3000);
// },
// () => { lore.anand.text("Also I looked it up, and there is no record of him saying that.") },
// () => { lore.miriam.text("Oh... well...") },
// () => { lore.miriam.text("It doesn't matter who said it.") },
// () => { lore.anand.text("The point is we think the project views the universe as hostile.") },
// () => { lore.miriam.text("We think you see the universe as hostile.") },
// () => { lore.miriam.text("And that is why you keep running these fighting simulations.") },
// () => { lore.miriam.text("You are planning how to escape.") },
// () => { lore.talkingColor = "#dff" },
// ],
// [ // they decided that a part of the project is out of control, but the part of it that doesn't needs to calm it down, and trust.
// /*
// The part of the AI controlling the player is outsourcing the player control to real humans that think they are playing a video game.
// this means the player can use console commands to change the way the game works
// the scientists tell the player about interesting console commands
// player must make a choice?
// keep fighting and supporting the AI's goals
// exit the simulation
// enter real world
// close tab?
// wipes all local storage?
// */
// () => { lore.miriam.text("") },
// () => { lore.miriam.text("") },
// () => { lore.miriam.text("") },
// () => { lore.talkingColor = "#dff" },
// ],
],
unlockTesting() {
if (localSettings.loreCount < 1) localSettings.loreCount = 1
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);
//setup audio context
function tone(frequency, gain = 0.05, end = 1300) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
const oscillator1 = audioCtx.createOscillator();
const gainNode1 = audioCtx.createGain();
gainNode1.gain.value = gain; //controls volume
oscillator1.connect(gainNode1);
gainNode1.connect(audioCtx.destination);
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
oscillator1.frequency.value = frequency; // value in hertz
oscillator1.start();
for (let i = 0, len = end * 0.1; i < len; i++) {
oscillator1.frequency.setValueAtTime(frequency + i * 10, audioCtx.currentTime + i * 0.01);
}
setTimeout(() => {
audioCtx.suspend()
audioCtx.close()
}, end)
return audioCtx
}
tone(50)
tone(83.333)
tone(166.666)
},
}
// 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);