Commit Graph

3 Commits

Author SHA1 Message Date
Brian Fertig 7e7956d86d feat: add population transport and audience video replay
- Add Colony Transport ('poptransport') hull, dispatched directly in transit
  from a Send Population order rather than built from the queue. Shares the
  Troop Transport's hull art and uses the colony ship's commander clip.
- Implement VegaLogic sendPopulation/deliverPopulation flow: clamped to
  maxSendablePopulation (leaves 0.5 floor), creates poptransport fleet
  immediately, auto-delivers on arrival capped at destination max pop.
- Add Send Population button and overlay picker in colony view with
  destination list, ETA display, amount dial, and MAX button.
- Log populationSent/populationDelivered events in the turn report.
- Refactor VegaAudience mood visuals to play-once-and-hold-last-frame with
  a clickable replay badge, mirroring VegaColonyIntro's video contract.
- Seed human audience mood clips (angry/neutral/happy) into artwork config
  as placeholders for all diplomacy-capable species.
- Add verification tests for poptransport mechanics and video aliasing.
2026-08-05 21:11:37 -06:00
Brian Fertig 1251da186c feat(mastervega): overhaul contact system and add full-screen Audience diplomacy
- Rewrite contact detection from proximity-based (parsec-range) to
  star-scoped: empires now meet by sharing a system (colonies or fleets),
  making first-contact a visible event rather than a silent background
  check.

- Add full-screen Audience interface (VegaAudience.js) with species-specific
  mood videos (or letterboxed portrait fallbacks), a typewriter chat log,
  and contextual action buttons. Auto-opens on first contact via a queue
  system in MasterOfVegaGame.

- Add VegaChat.js with unique dialogue pools for all 9 diplomacy-capable
  species across 18+ situations (first contact, peace/alliance offers,
  war declarations, tech trades, accept/reject responses, etc.).

- Introduce held diplomacy offers: AI proposals to the human are queued
  (pendingOffers) instead of auto-resolved, with player Accept/Reject
  buttons in the Audience screen and automatic expiry after 6 turns.

- Add audienceVideos config and JIT-loading infrastructure in VegaArt.js.

- Add ship videos for kkrix and mekhan species.

- Simplify openDiplomacyScreen to a single "Seek Audience" button.

- Fix colony view to filter out 'starbase' from building display list.

- Add comprehensive verification in tools/verifyMasterOfVega.js for
  contact system, held offers, chat completeness, audience videos,
  and serialization of new state fields.

- Remove obsolete contactRange rule from mastervega-rules.json.
2026-08-05 19:59:58 -06:00
Brian Fertig 91f63b76a2 feat: add Master of Vega (Master of Orion clone)
Introduces Master of Vega, a turn-based 4X strategy game built on MOO1 rules with MOO2 conveniences. The implementation features a fully headless, deterministic engine (VegaLogic) with zero Phaser dependencies, enabling complete Node-based verification (809 checks) and reproducible galaxy generation via mulberry32 RNG.

Key features:
- Preset ship hulls with an auto-refitting Mark system and provably monotonic knapsack loadouts.
- Tactical grid combat with banked damage resolution to eliminate first-strike bias.
- Galactic Council diplomacy, stalemate-breaking, and invasion forecasting.
- Drop-in artwork compatibility with procedural stand-ins for all spritesheets.
- Hireable leaders (admin/captain) and colony building queues.

Architecture splits cleanly into headless modules (GalaxyGen, Logic, AI, Combat, Diplomacy, Ships, Leaders) and a render tier (StarMap, SystemView, CombatView, Screens, Nebula, Art, Fx). A comprehensive build plan documents 19 architectural traps discovered and resolved during development.

Registers the game in the registry, asset manifest, preload scene, and soundtrack service. Includes tools/verifyMasterOfVega.js for automated rule validation, art verification, economy balancing, and AI self-play soaking.
2026-08-01 22:17:31 -06:00