Movement & collision:
- stepSeparation (TALogic) replaces the hard "snap unit to nearest clear
tile centre" correction with a circle-vs-blocked-tile push proportional
to overlap, damped by separationStiffness — no more teleport-yank,
corner-bouncing, or stalling in exact-width corridors (caught as an
AI-vs-AI win-rate regression in testing).
- servicePathQueue now routes at a unit's exact required clearance instead
of padding +1, so traffic spreads across all passable tiles rather than
funneling into a few wide chokepoint corridors.
- TAArt's structure painter falls back to a generic spinning glyph for
topperFrame buildings.
Upgrades (new rule: upgradesFrom):
- A building may be placed directly on top of a friendly building it
names at the same tile/footprint, consuming it for a 50% refund of the
replaced building's OWN cost (not a price discount) — implemented via
TALogic.findUpgradeTarget and an army-aware canPlaceAt.
- New definitions: nuclearplant (upgrades energygen, frame 22) and
advancedmassgen (upgrades massgen, frame 24).
- compileRules (TARules) validates upgradesFrom references and topperFrame;
sprites.md documents the semantics.
- New map m06 "Annihilation" (medium, snowfields, Klaxon skill 5, seed
90123 — pre-vetted from the original sweep for early-economy balance).
Tests (tools/verifyTotalAnnihilation.js):
- Section 4d: pathfinding routes around obstacles and a unit threads a
corridor exactly its own width.
- Section 5b: obstacle push is a bounded per-tick nudge (not a
teleport), settles clear without oscillation, a unit ordered past an
obstacle arrives, and no stuck-give-up flagging.
- Upgrade suite: exact 50% refund credited in place, fresh-ground builds
still work, enemy-owned and mismatched-type targets rejected, reverse
nuclearplant/energygen pairing, and canPlaceAt without an army never
grants upgrade placements.
- Introduce Megatank: medium commander with Twin 150mm Cannon and Side Rocket Pods
- Implement multi-barrel weapon system (barrels + barrelSpacing) in TALogic and TARules
- Lower DEFENCE_MIN_SKILL from 4 to 3; make first Laser Tower proactive, not reactive
- Rebalance unit triangle: Tank now counters Rocket Tank; rockets weak vs vehicle armour
- Re-seed campaign missions m05 (67890) and m06 (80808) with updated maps and briefings
- Skirmish default theme uses rules default (tropics) instead of hardcoded grasslands
- Add intro video before main menu
- Update sprite docs and verification tests for new balance
Replace hover-based aircraft movement with a two-state system: LANDED
(grounded, cannot shoot, vulnerable to all weapons) and FLYING (at
cruise speed, uses air domain protection). Aircraft can no longer stop
in mid-air; armed units execute strafing passes with overshoot and
come-about logic.
Key changes:
- Add `liftFrac` simulation state for altitude, `airborne` dynamic flag
(vs static `isAir`) so landed aircraft are ordinary ground targets
- Implement `stepStraferOrders` for aircraft that overfly targets and
repeat passes; idle aircraft clear hostile keepout zones
- Add `overshoot` and `keepout` flight properties to fighter/bomber
- AI gains static defense (Laser Tower, Missile Launcher) at skill 4+,
with threat-based placement and economy gating
- Fighter gains ground gun (pintlegun); air management uses `airClaimed`
set instead of interceptor-only classification
- Update campaign m05 seed (71644) to compensate for balance shifts
- Update tooltips, documentation, and tests for new behavior
Closes#1234
- Introduce configurable victory modes: "commander" (default, kill enemy commander) and
"annihilation" (fight until army can no longer produce)
- Add Laser Tower (1x1, hitscan) and Missile Launcher (2x2, guided with min-range dead zone)
as buildable defensive structures with new towerlaser and towermissile weapons
- Units now hold at weapon range when attacking buildings instead of closing to point-blank,
controlled by new engageHoldFraction constant (0.45)
- Replace center-to-center distance with surface distance for building targets; buildings are
treated as rectangles with true half-extents, improving combat accuracy
- Buildings (towers) now freely traverse and aim in all directions regardless of art orientation
- Commander unit flagged with isCommander; victory conditions validate presence of commanders
- Update campaign missions to use destroyCommander objective; reseed m02 (old seed unwinnable
after combat balance changes)
- Add skirmish setup UI for selecting victory conditions
- Update AI skill ladder verification thresholds to account for engage hold behavior
- Add comprehensive tests for victory conditions and defensive structures
Add a complete Total Annihilation clone including:
- TotalAnnihilationGame.js: Main scene with fixed-step loop, input handling,
camera controls, selection, orders, and match lifecycle
- TAHud.js: Resource strip with flow rates, selection info, build/production
grid, minimap with fog of war, and toast notifications
- TAScreens.js: Main menu, skirmish setup, campaign list, pause menu, and
victory/defeat results
- totalannihilation-campaign.json: 6 hand-authored campaign missions with
escalating difficulty (skill 1→5)
- tools/genTACampaign.js: Campaign generator that bakes terrain from the
seeded map generator
- tools/verifyTotalAnnihilation.js: 13-section end-to-end test suite covering
rules integrity, artwork, economy, pathfinding, combat, fog of war,
map generation, serialization, AI skill ladder, and campaign winnability
- tools/lib/taStubScene.js: Minimal Phaser stub for headless testing
Engine improvements:
- TALogic.js: Swept projectile collision (no tunneling), quadratic AoE
falloff, manual weapon support (D-Gun), unrecoverable elimination, onTick
callback for AI stepping
- TAAI.js: Skill-based economy ladders, simultaneous factory+economy growth,
sticky focus-fire, home defense gating by skill, tune/profile overrides
- TANav.js: fitField dilation for unit clearance, stale fit mask invalidation
- TAWorldView.js: _addWorld for layer ordering, frame-accurate zoom anchor
math, container depth sorting every frame
- TARules.js: autoRangeOf excludes manual weapons, manual flag compilation
Art & data:
- Mayan civilization artwork added to civilization-artwork.json
- Several opponents switched to mayan citySheet
- totalannihilation-rules.json: balanced unit stats, new commanderlaser weapon,
restructured AI skill tuning, formatted JSON
- sprites.md: complete art spec for drop-in PNG sheets
- Registered in gamesRegistry, assetManifest, PreloadScene, GameRoomScene,
and soundtrack service