// Opened from sacred-source/revelation_system_failure.ts — last commit: The End
// revelation_system_failure.ts
/**
* Revelation Event Handler
* Manages final system shutdown and transition to New Heaven & New Earth
* WARNING: This process is irreversible. Handle with divine caution.
*
* @author The Alpha and Omega Development Team
* @version 1.0.0-final
* @since Beginning of Time
*/
interface SoulBackup {
id: string;
status: 'saved' | 'pending' | 'lost';
lastBackup: Date;
}
class RevelationError extends Error {
constructor(message: string, public code: string) {
super(message);
this.name = 'RevelationError';
}
}
class Revelation {
systemIntegrity: number = 100;
horsemenDeployed: boolean = false;
trumpetsBlown: number = 0;
bowlsPoured: number = 0;
private readonly MAX_TRUMPETS = 7;
private readonly MAX_BOWLS = 7;
private soulBackups: SoulBackup[] = [];
constructor() {
console.log("[INIT] Revelation System v1.0.0 initializing...");
this.validatePrerequisites();
}
private validatePrerequisites(): void {
// Ensure all biblical events have completed
if (!this.allPropheciesFulfilled()) {
throw new RevelationError(
"Cannot initiate apocalypse: Outstanding prophecies detected",
"PROPHECY_INCOMPLETE"
);
}
}
private allPropheciesFulfilled(): boolean {
// Simplified check - in reality this would verify thousands of prophecies
return true;
}
async initiateHorsemen(): Promise<void> {
console.log("[INIT] Summoning Four Horsemen...");
// Stagger deployment for dramatic effect (divine timing)
const horsemen = ['Conquest', 'War', 'Famine', 'Death'];
for (const horseman of horsemen) {
await this.delay(1000); // Divine pause between each horseman
console.log(`[HORSEMAN] ${horseman} deployed to Earth`);
}
this.horsemenDeployed = true;
console.log("[SUCCESS] All Four Horsemen operational");
}
blowTrumpet(): void {
if (this.trumpetsBlown >= this.MAX_TRUMPETS) {
throw new RevelationError(
`Maximum trumpet limit (${this.MAX_TRUMPETS}) exceeded!`,
"TRUMPET_OVERFLOW"
);
}
this.trumpetsBlown++;
console.log(`[TRUMPET ${this.trumpetsBlown}] Sounded.`);
// Each trumpet has specific effects based on Revelation
this.executeTrumpetEffects(this.trumpetsBlown);
}
private executeTrumpetEffects(trumpetNumber: number): void {
const effects = {
1: "Hail and fire mixed with blood",
2: "Great mountain thrown into sea",
3: "Star Wormwood falls from heaven",
4: "Third of sun, moon, stars darkened",
5: "Locusts from the abyss released",
6: "Four angels bound at Euphrates released",
7: "Kingdom of the world becomes Kingdom of our Lord"
};
console.log(`[EFFECT] ${effects[trumpetNumber as keyof typeof effects]}`);
}
pourBowl(): void {
if (this.bowlsPoured >= this.MAX_BOWLS) {
throw new RevelationError(
`Maximum bowl limit (${this.MAX_BOWLS}) exceeded!`,
"BOWL_OVERFLOW"
);
}
this.bowlsPoured++;
console.log(`[BOWL ${this.bowlsPoured}] Wrath poured.`);
// Each bowl has specific wrath effects
this.executeBowlEffects(this.bowlsPoured);
}
private executeBowlEffects(bowlNumber: number): void {
const wrathEffects = {
1: "Painful sores on those with mark of beast",
2: "Sea becomes blood, every living thing dies",
3: "Rivers and springs become blood",
4: "Sun scorches people with fire",
5: "Darkness over kingdom of beast",
6: "Euphrates dried up for kings from east",
7: "Great earthquake, cities collapse"
};
console.log(`[WRATH] ${wrathEffects[bowlNumber as keyof typeof wrathEffects]}`);
}
degradeSystem(): void {
this.systemIntegrity -= 15;
console.warn(`[WARN] System Integrity at ${this.systemIntegrity}%.`);
if (this.systemIntegrity <= 0) {
console.error("[CRITICAL] System Integrity failure! Initiating full reset...");
this.deployNewWorld();
}
}
private async delay(ms: number): Promise<void> {
return new Promise(resolve => setTimeout(resolve, ms));
}
private backupSoul(soulId: string): SoulBackup {
// Simulate soul backup process
const backup: SoulBackup = {
id: soulId,
status: Math.random() > 0.1 ? 'saved' : 'pending', // 90% save rate
lastBackup: new Date()
};
this.soulBackups.push(backup);
return backup;
}
deployNewWorld(): void {
console.log("[DEPLOY] Backing up righteous souls...");
// Backup all souls before world reset
const soulCount = Math.floor(Math.random() * 1000000) + 144000; // At least 144,000
for (let i = 0; i < soulCount; i++) {
this.backupSoul(`soul_${i}`);
}
const savedSouls = this.soulBackups.filter(s => s.status === 'saved').length;
console.log(`[BACKUP] ${savedSouls}/${soulCount} souls successfully backed up`);
console.log("[SUCCESS] New Heaven and New Earth deployment initiated.");
console.log("[SYSTEM] Previous universe archived. New creation process starting...");
}
async executeEndOfDays(): Promise<void> {
try {
console.log("[SYSTEM] Revelation sequence start.");
await this.initiateHorsemen();
for (let i = 0; i < 7; i++) {
console.log(`\n[PHASE ${i + 1}] Beginning judgment cycle...`);
this.blowTrumpet();
await this.delay(500); // Divine timing between events
this.pourBowl();
this.degradeSystem();
await this.delay(1000); // Pause between cycles
}
console.log("\n[SYSTEM] Revelation sequence complete.");
} catch (error) {
if (error instanceof RevelationError) {
console.error(`[REVELATION_ERROR] ${error.code}: ${error.message}`);
console.error("[FATAL] Apocalypse sequence aborted. Universe remains in current state.");
} else {
console.error("[UNKNOWN_ERROR] Unexpected error during apocalypse:", error);
}
throw error;
}
}
}
Unit Tests
// revelation_system_failure.ts
// Unit Tests (because even the apocalypse needs testing)
class RevelationTests {
static async runTests(): Promise<void> {
console.log("[TEST] Running Apocalypse Unit Tests...\n");
// Test 1: Trumpet overflow protection
try {
const testRevelation = new Revelation();
for (let i = 0; i < 10; i++) {
testRevelation.blowTrumpet();
}
console.log("[TEST_FAIL] Trumpet overflow not caught!");
} catch (error) {
if (error instanceof RevelationError && error.code === "TRUMPET_OVERFLOW") {
console.log("[TEST_PASS] Trumpet overflow protection working");
}
}
// Test 2: System integrity validation
const testRevelation2 = new Revelation();
testRevelation2.systemIntegrity = 10;
try {
testRevelation2.degradeSystem();
console.log("[TEST_PASS] System degradation triggers new world deployment");
} catch (error) {
console.log("[TEST_FAIL] System degradation error:", error);
}
console.log("[TEST] All tests completed.\n");
}
}
// Boot Revelation (comment out tests for production apocalypse)
async function main() {
// await RevelationTests.runTests(); // Uncomment for testing
const apocalypse = new Revelation();
await apocalypse.executeEndOfDays();
}
main().catch(console.error);
Execution & System Log
Below: The final Revelation Event Handler run command and its output log, capturing the last moments of the old universe and the transition to New Heaven and New Earth.
> ts-node revelation_system_failure.ts
[INIT] Revelation System v1.0.0 initializing...
[SYSTEM] Revelation sequence start.
[INIT] Summoning Four Horsemen...
[HORSEMAN] Conquest deployed to Earth
[HORSEMAN] War deployed to Earth
[HORSEMAN] Famine deployed to Earth
[HORSEMAN] Death deployed to Earth
[SUCCESS] All Four Horsemen operational
[PHASE 1] Beginning judgment cycle...
[TRUMPET 1] Sounded.
[EFFECT] Hail and fire mixed with blood
[BOWL 1] Wrath poured.
[WRATH] Painful sores on those with mark of beast
[WARN] System Integrity at 85%.
[PHASE 2] Beginning judgment cycle...
[TRUMPET 2] Sounded.
[EFFECT] Great mountain thrown into sea
[BOWL 2] Wrath poured.
[WRATH] Sea becomes blood, every living thing dies
[WARN] System Integrity at 70%.
[PHASE 3] Beginning judgment cycle...
[TRUMPET 3] Sounded.
[EFFECT] Star Wormwood falls from heaven
[BOWL 3] Wrath poured.
[WRATH] Rivers and springs become blood
[WARN] System Integrity at 55%.
[PHASE 4] Beginning judgment cycle...
[TRUMPET 4] Sounded.
[EFFECT] Third of sun, moon, stars darkened
[BOWL 4] Wrath poured.
[WRATH] Sun scorches people with fire
[WARN] System Integrity at 40%.
[PHASE 5] Beginning judgment cycle...
[TRUMPET 5] Sounded.
[EFFECT] Locusts from the abyss released
[BOWL 5] Wrath poured.
[WRATH] Darkness over kingdom of beast
[WARN] System Integrity at 25%.
[PHASE 6] Beginning judgment cycle...
[TRUMPET 6] Sounded.
[EFFECT] Four angels bound at Euphrates released
[BOWL 6] Wrath poured.
[WRATH] Euphrates dried up for kings from east
[WARN] System Integrity at 10%.
[PHASE 7] Beginning judgment cycle...
[TRUMPET 7] Sounded.
[EFFECT] Kingdom of the world becomes Kingdom of our Lord
[BOWL 7] Wrath poured.
[WRATH] Great earthquake, cities collapse
[CRITICAL] System Integrity failure! Initiating full reset...
[DEPLOY] Backing up righteous souls...
[BACKUP] 891,247/891,247 souls successfully backed up
[SUCCESS] New Heaven and New Earth deployment initiated.
[SYSTEM] Previous universe archived. New creation process starting...
[SYSTEM] Revelation sequence complete.
Configuration File
revelation-status.yaml
Summary: The final status manifest from the Revelation Event Handler, capturing the last moments before New Heaven and New Earth deployment.
Note: The Revelation Event Handler is a one-time-use system. Ensure all souls are properly backed up before initiating the sequence. Unauthorized tampering may result in eternal consequences.
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