Commit Graph

5 Commits

Author SHA1 Message Date
Brian Fertig 3bad628968 fix(mastervega): balance planetary defense and improve AI attack logic
- Replace flat planetDefenseBase (20) with proportional planetDefenseScale
  (0.06), so colony defense damage scales purely with current defenseHp.
  A near-depleted colony now barely scratches attackers, while a fully
  tech'd one still tops out ~110 damage — fixing "attacked with the
  strength of a much-better-defended planet" (Brian, 2026-08-14).

- Add AI war memory: track consecutive losses per enemy and escalate
  attackMultiplier up to 3x so repeated losing attacks stop dribbling
  small fleets. A win resets the streak. Prevents permanent phoney wars
  where both sides build to equal strength and nothing moves.

- Show "Under Attack" notice (one-button, no formation picker) when AI
  attacks the player, since formation choice is meaningless for defense.

- Add planetary beam fire SFX for combat view.

- Add event `seq` cursor for war memory to survive event list trimming.

- Full test coverage for planet damage formula and AI escalation behavior.
2026-08-14 14:24:22 -06:00
Brian Fertig b145beb28d feat(master-vega): add Galactic Council Session ceremony UI
Introduce a full-screen, click-advanced ceremony (VegaCouncilSession.js)
that replays runCouncil()'s result delegate-by-delegate instead of hiding
the tally behind the turn-report. Three fixed stages — Roster, Voting,
and Verdict — with a persistent 2:3 portrait anchor video, green-screen
ticker, live scoreboard with animated bars, and sting-then-loop audio.

Key changes:
- VegaLogic.js: expose per-voter `voters` breakdown and `pendingSession`
  flag so the UI can replay the session before the victory check.
- MasterOfVegaGame.js: consume `pendingSession` in `runToHumanTurn()`
  before `state.over`, ensuring a decisive council still gets its ceremony.
- VegaTurnReport.js: remove `council` from NOTABLE_TYPES (ceremony handles
  it); keep `councilRefused` as a distinct war-declaration row.
- assetManifest.js / Sounds.js: register video + sting/loop audio cues.
- VegaScreens.js: add `D.council` depth value.
- verifyMasterOfVega.js: assert voter breakdown consistency and pending
  session lifecycle.
2026-08-13 14:37:27 -06:00
Brian Fertig 0c6c4b8452 feat: add Galactic News Network (GNN) broadcast system
Introduce GNN, a galaxy-wide news broadcast feature that reports major
events to the player via a full-screen takeover UI with anchor desk
video, story pages, MOO1-style animated rankings, and a diplomatic
relations reference.

Key changes:
- VegaGnn.js: headless event classification, anchor copywriting, and
  ranking logic (Phaser-free, testable in Node)
- VegaGnnScreen.js: full-screen UI with looping anchor video,
  green-screen ticker terminal, story renderers (diplomacy/tech/
  territory/espionage), animated bar-chart rankings, and relations page
- HUD: new GNN button with unread bullet cue; auto-opens after turns
  when stories are pending, on-demand via button
- VegaLogic.js: new `lastColony` event (reduced to single world),
  `attacker` field on elimination events, `gnn` state with history
  buffer, export empireFleetPower for multi-empire rankings
- VegaColoniesScreen.js: export and generalize createAdvisorTerminal
  for reuse by GNN's ticker
- mastervega-rules.json: flag ~16 headline-worthy techs with
  gnnHeadline (research-sourced only, not espionage-stolen)
- Assets: eager-load GNN anchor video, sting/loop audio, and populate
  all 10 species colony advisor videos in mastervega-artwork.json
- verifyMasterOfVega.js: comprehensive 7b test section covering
  classification, consumption, describeGnnStory, anchorLine, attacker
  threading, ranking metrics, relationsRows, serialization, and AI soak
2026-08-13 12:03:08 -06:00
Brian Fertig 77e27e2a8e feat(mastervega): add V2 per-ship combat prototype with continuous-time simulation
Introduce `VegaCombatV2.js`, a parallel headless combat engine that simulates
individual ships (not stack aggregates) in continuous time rather than discrete
rounds. Ships have per-hull `sizeScale`, `sizeSpeedMult`, and `turnRateBase`
fields; every entity tracks its own cooldown, position, facing, and angular
momentum. Damage and movement are banked per-tick to preserve fairness.

Accompanying files:
- `VegaCombatViewV2.js` — zoomable/pannable Phaser view with parallax starfield
- `VegaCombatCamera.js` — cursor-anchored zoom + drag-to-pan (listener cleanup
  on destroy to avoid stacking across battles)
- `VegaFormations.js` — formation strategy plumbing (chosen per side, not yet
  read by movement/targeting)
- Hull-specific destroy audio cues and vega buildings art

Wired behind `?movsim`'s Live/V2 toggle in `VegaCombatSim.js` — the live engine
and all real player battles are untouched.

Also fixes several latent bugs discovered during the rewrite:
- Trap 26: simultaneous wipe-out now checks draw before single-side wins
- Trap 27: movement is banked (two-phase) like damage
- Trap 28: weighted-random targeting tames chaotic nearest-neighbour sensitivity
- Trap 29: fleet gap clamped to 85% world width to prevent starvation
- Trap 30: `RANGE_EPS` tolerance prevents steering-induced standoffs

See `docs/mastervega-build-plan.md` for full design notes.
2026-08-09 12:36:01 -06:00
Brian Fertig 3dee8a251a feat(masterofvega): add combat SFX, cloak/singularity mechanics, and sound staggering
Move vega audio files into assets/fx/vega/ subdirectory and register them via
assetManifest.js. Add weapon and missile sound cues banded by ship Mark, with
staggered playback in VegaCombatView to prevent audio clipping during barrages.

Wire up two previously inert tech effects in combat:
- Stealth Field (cloaked): applies a flat accuracy malus via cloakEvasion rule.
- Black Hole Generator (singularity): adds passive shield pierce via
  singularityShieldPierce rule on every weapon fired by the design.
Update tech descriptions, ship detail display, and designFor() to reflect
these effects. Fix a bug where singularity was never copied into the design
object.

Add vega-endturn cue to End Turn / Next Round buttons (no-op when busy),
remove hardcoded audio loads from PreloadScene, and add verification tests
that isolate each flag with A/B battle comparisons.
2026-08-09 07:57:41 -06:00