Initial commit: rack, a homelab idle game
Core loop (hardware tiers, deployable services, upgrades, random events, prestige), quirks, host nicknames, an ASCII rack view, in-app help/ changelog, and a Vitest suite covering engine logic and data balance. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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README.md
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README.md
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# rack
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A browser-based idle/incremental game about running a homelab. Start with a
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single Raspberry Pi on a desk, incrementally expand into something that
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vaguely justifies its electricity bill.
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Dark terminal aesthetic, dry flavour text, numbers go up, occasionally
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things go wrong.
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## Running it
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```bash
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npm install
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npm run dev # dev server on http://localhost:5677
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npm run build # production build
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npm run preview # preview the build on http://localhost:4587
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npm test # vitest run - engine + balance tests
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```
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No backend. Game state lives entirely in `localStorage`, autosaved on every
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render tick and on tab close/hide.
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## How it works
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- **Hardware** (`src/data/hardware.ts`) provides RAM slots and power budget,
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enforced per host (not a shared pool). You can either unlock the next
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tier, or buy another unit of a tier you already own as a cheaper bridge —
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each extra unit of the same tier costs 40% more than the last
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(`hardwareCost()` in `engine.ts`). The starter Pi 4 is a one-time freebie
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and can't be rebought.
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- **Services** (`src/data/services.ts`) run on hardware, consume RAM/power,
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and produce points/sec. They age (production creeps up over time) and can
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crash (probability rises with age, mitigated by the Cooling upgrade). The
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deploy dropdown shows each service's RAM/power cost up front and disables
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anything that wouldn't fit the currently selected host.
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- **Upgrades** (`src/data/upgrades.ts`) are one-time persistent purchases:
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UPS shortens outages, Backups tiers reduce/reverse crash losses,
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Monitoring reveals crash risk, Redundancy runs a second instance of every
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service, Documentation is a small passive multiplier.
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- **Random events** (`src/engine.ts` `rollRandomEvent`) fire on a
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Poisson-ish interval that tightens as the game clock advances: disk-full
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crashes, power outages, kernel panics, fan-noise flavour-only events,
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optional updates, and a rare `rm -rf` that deletes a service outright
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(guarded once Backups I is bought).
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- **Prestige**: once total lifetime earnings cross 50,000 pts, a banner
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offers to decommission the rack — wipes hardware/services/upgrades but
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grants a permanent production multiplier and carries forward.
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- **Host nicknames** (`src/data/hostnames.ts`): every host is randomly
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christened on purchase from a pool of sci-fi/mythology/sysadmin-humour
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names (hal9000, shodan, the-basement, works-on-my-machine, ...), drawn
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without replacement so they double as unique identifiers wherever a host
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is named.
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- **Quirks** (`src/data/quirks.ts`): each deploy has a 30% chance of rolling
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a per-instance trait (Overclocked, Chatty, Legacy, Well-documented,
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Flaky, Artisanal) that shifts that instance's production and crash risk.
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Shown as a badge on the service row and in the rack view's tooltip.
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- **Rack view**: an ASCII-art strip above the two main columns, one line per
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owned host, showing which services (as 2-letter codes) are deployed where
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and free capacity as dots — a compact answer to "what's actually running
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on what."
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- **Help & changelog**: click the `?` in the header, or press `?` anywhere
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outside a text input, to open an in-app overlay with a quick "how this
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works" list and the full version changelog (`src/data/version.ts`),
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mirroring `../adventure`'s help-modal pattern.
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## Project layout
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```
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src/
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types.ts game state & definition types
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state.ts new game, save/load (localStorage), id allocation
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engine.ts tick loop: production, aging, crashes, events, prestige
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ui.ts DOM rendering, one full re-render per render tick
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help.ts the ?-triggered help/changelog overlay
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data/ static definitions: hardware/services/upgrades/events/
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quirks/version (VERSION + in-app CHANGELOG entries)
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style.css terminal theme
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```
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The simulation tick runs on `requestAnimationFrame` and is time-delta based
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(not frame-based), so offline/backgrounded tabs still catch up correctly
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when they regain focus. The passive UI re-render runs on its own ~1s
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interval, decoupled from the tick — user actions (buy, deploy, fix,
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uninstall) re-render immediately via a direct callback instead of waiting
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on that interval, and it's skipped entirely while a `<select>` has focus so
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the service-picker dropdown doesn't get yanked shut mid-render.
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## Deploying as a subdirectory (e.g. goonk.se/rack)
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`npm run build` emits root-relative asset URLs (`/assets/...`), which only
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works if rack is served from the domain root. To deploy it under a
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subpath instead, use:
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```bash
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npm run build:subpath # vite build --base=/rack/
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```
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That rewrites `dist/index.html`'s asset URLs to `/rack/assets/...`. Drop
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the resulting `dist/` contents into the host site wherever it serves
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static files under `/rack/` — for the `goonk` Astro site specifically,
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that's `goonk/public/rack/` (Astro copies `public/` verbatim into its own
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`dist/` at build time, and its nginx config already does a
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`try_files $uri $uri/ /index.html` fallback, so no nginx changes are
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needed - existing `public/waste`, `public/pitwall` follow the same
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one-subdir-per-project convention). `rack`'s own `localStorage` key
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(`rack-save-v1`) is namespaced, so it won't collide with anything else
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served from the same origin.
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## Tests
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`src/engine.test.ts` (Vitest) covers the core loop mechanics rather than UI:
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deploy/capacity checks (including per-host isolation), hardware/upgrade
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purchases and prerequisite gating, the fix-cooldown (per-service, not
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global — see CHANGELOG for why that matters), uninstall refunds,
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production/crash/outage ticking, and prestige. A separate `balance sanity`
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block asserts properties of the static data in `src/data/` rather than
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specific numbers — e.g. every service pays back its own deploy cost in
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under 5 minutes at base rate, hardware cost/capacity strictly increases
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with tier, and no service's crash risk has crept past the intended
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ceiling. These are meant to catch a future data tweak that breaks the
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early-game feel, not to lock the current numbers in stone — adjust the
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thresholds deliberately if you retune the balance.
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## Design decisions worth knowing
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- **Vanilla TypeScript + DOM**, no framework — matches the rest of the
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homelab-project family (`waste-go`, `flit`) and keeps this dependency-light
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per `PLAN.md`.
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- **Dev/preview ports are non-default** (`5677` / `4587` instead of Vite's
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`5173` / `4173`) because the other sibling projects on this machine claim
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the usual ports and everything within ±10 of them.
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- **Starting balance is 15 pts**, not 0 — the cheapest service (Nginx)
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costs 10, so a brand-new game can bootstrap its first deploy immediately
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without an awkward zero-income deadlock.
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