Commit Graph

604 Commits

Author SHA1 Message Date
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 ea70fb4e07 Intro Movie Optimization 2026-08-13 08:43:24 -06:00
Brian Fertig d63d81fb66 visualize focus misalignment and improve research recommendation logic
Highlight colony pills in warm orange-brown when their current focus
(colony or allocation) disagrees with the advisor's recommendation,
mirroring the yellow-outline signal already used in dropdowns.

Refactor recommendAllocationFocus to avoid oscillation: instead of
reading the colony's own slider (which would flip between Default
at 0.20 and Research at 0.50), check for an eligible research
building and population ≥ 3, and include the building name in the
advice message.
2026-08-12 23:28:29 -06:00
Brian Fertig e78f626406 feat(masterofvega): add studio intro video and colony focus misalignment indicators
- Add full-screen intro video (mov-intro.mp4) that plays once on fresh game
  entry, with skip prompt on first keypress and immediate skip on second
- Include intro soundtrack (intro-theme.mp3) and updated menu title image
- Skip video on Load-slot resume to avoid interrupting returning players
- Add orange highlight to Colony/Allocation Focus pills when their setting
  disagrees with the advisor's recommendation (recommendColonyFocus/
  recommendAllocationFocus)
2026-08-12 23:00:18 -06:00
Brian Fertig 72f44178b0 feat(mastervega): add Colonies screen for empire-wide colony management
Introduce VegaColoniesScreen.js, a spreadsheet-style screen that displays
and manages all of the player's colonies at once, grouped by star and
sorted by population. Features include:

- JIT-loaded advisor video panel (one 1:1 muted loop per species, falling
  back to the species portrait when no clip is recorded)
- Retro terminal with typing animation, scanlines, and glitch effects
  that displays advisorColonyReport commentary for the selected colony
- Inline Colony Focus and Allocation Focus pills with dropdown pickers
  showing the advisor's live recommendation outlined in yellow
- Population transfer (arm-and-target idiom matching fleet orders)
- Manage button delegating to the existing single-colony flyout

Refactor VegaColonyView.js to use shared applyColonyFocus and
applyAllocationFocus setters from VegaLogic.js so both the flyout and
inline pills apply identical side effects. Add empireColoniesByStar
grouping helper for the spreadsheet view. Wire a "Colonies" entry into
the Empire dropdown menu in MasterOfVegaGame.js. Add advisorVideos
entries to mastervega-artwork.json with JIT-loading helpers in VegaArt.js.
Update verifyMasterOfVega.js to validate the new assets, lazy-loading
behavior, and all new logic functions.
2026-08-11 20:10:40 -06:00
Brian Fertig f150737004 Button Changes 2026-08-10 23:06:42 -06:00
Brian Fertig 167fdd6e3f refactor: replace scanline with diagonal shimmer and add orbiting border lights to VegaButton
- Replace horizontal scanline sweep with an occasional diagonal shimmer effect
  that crosses the button face at a 22° angle with a 1.5s pause between passes
- Add three white border lights that slowly orbit the button's stroke outline
  (~3.6s per full revolution), drawn above all other layers
- Reduce corner brackets from all four corners to upper-right and lower-left
  only, matching the chamfered panel's 45° cuts
- Extract reusable perimeter utilities (_computePerimeter, _perimeterPoint)
  cached once at construction to avoid per-frame arc-length recomputation
- Wire shimmer and border lights into hover enter/exit and destroy lifecycle
2026-08-10 21:43:34 -06:00
Brian Fertig 4c3b17610a refactor(mastervega): consolidate HUD buttons into Empire dropdown and fix ghost button styling
- Replace four separate HUD buttons (Research, Diplomacy, Council, Leaders)
  with a single "Empire" dropdown button, freeing HUD space for future
  buttons like "Colonies"
- Add toggleEmpireMenu/openEmpireMenu/closeEmpireMenu with a popover panel
  containing the four options, click-outside-to-dismiss, and ▸/▾ indicator
  on the button label
- Fix ghost button glow washout by introducing GHOST_ALPHA (0.85) constant
  and using it instead of hardcoded 0.3 alpha for ghost button backgrounds
- Change ghost button hover text color from glow color to textDark for
  consistent readability
- Remove unused glowHex from SCHEMES config
2026-08-10 21:30:15 -06:00
Brian Fertig e1b5ae7277 refactor(mastervega): cyberpunk button skin, fleet mix, orbit-aware targeting, and diplomacy guards
- Add VegaButton.js: a Master of Vega-local cyberpunk button with chamfered
  panels, neon glow, scanline sweep, and corner-bracket hover animations.
  Supports cyan/magenta/red/green schemes.

- Swap Button imports across 12 Vega modules to use VegaButton.js and add
  scheme options (green for accept, red for reject/war, magenta for actions).

- Fix multi-colony targeting in VegaLogic.js: introduce targetColonyAt() to
  resolve the correct colony by orbit when multiple exist at a star. Update
  bombard(), invasionForecast(), and invade() to accept an optional orbit
  parameter. Add immediate scene.log() feedback in VegaSystemView.js.

- Implement weighted 4:3:2:1 fleet mix (frigate:destroyer:cruiser:battleship)
  in pickFleet(), replacing the old equal-count-per-hull diversity logic.

- Add BASELINE_WEAPON fallback in VegaShips.js so warships with zero weapon
  tech still deal damage instead of silently doing nothing.

- Guard VegaDiplomacy.js proposeOrOffer calls with canNegotiate to prevent
  diplomacy-incapable species (e.g., Lithox) from queuing peace offers the
  human can never answer.

- Update verifyMasterOfVega.js with comprehensive tests for all new behavior.
2026-08-10 19:37:57 -06:00
Brian Fertig c105ebd23c feat(mastervega): promote V2 combat engine with performance, formation, and UI overhauls
- Promote VegaCombatV2 to the official combat engine.
- Performance: manual sqrt replaces Math.hypot, spatial grid collision avoidance, and per-side ship cap (100) with largest-remainder proportional sampling. Overflow fleets resolve via V1's cheap aggregate math.
- Combat: replace uniform grid placement with formation-aware layouts (Power Pressure, Speed Swarm) using per-ship avoidRadius. Add lead-pursuit targeting to fix gap-closing issues. Add centering force to keep battles on-screen.
- UI: add commander roster with procedural static for wiped types, move building icons below text, add direct war/peace toggle for diplomacy-incapable species.
- Test/Docs: add verifier checks for pursuit, formations, centering, spatial grid correctness, and 790-ship battle performance. Document design traps and fixes.
2026-08-09 22:15:27 -06:00
Brian Fertig bfaee613c9 feat(mastervega): retune frigate/destroyer agility, fix battleship braking, add V2 damage multiplier and species beams
- Hulls: frigate turnRateBase 150→340, brakeSeconds 11→1.0 (X-wing agility);
  destroyer turnRateBase 100→230, brakeSeconds 2.8→1.35 (midpoint leaning frigate).
- Fix battleship (and all slow hulls) no longer holding position: added
  anticipatory retrograde pre-turning in computeShipMove, comparing
  worstTurnTime vs timeToRange so the nose begins flipping before braking
  range, with urgency-blended facing to avoid "running away" appearance.
  (Was accidentally crutched by strong avoidAccel collision avoidance.)
- Fix parked ships coasting indefinitely: velocity now starts from 0 when
  hasTask is false instead of carrying residual velocity forever.
- V2 damageMultiplier (2.8): scales weapon raw output before shield
  mitigation, V2-only, doesn't touch live engine balance. Shortens battle
  duration meaningfully across test scenarios.
- V2 maxDurationSeconds (240) and disengageFraction (0.9): decoupled from
  shared rules.combat.maxRounds. Counterintuitively, the old disengage
  timer was an implicit duration cap; extending it let genuine fights play
  out while damageMultiplier handles the shortening.
- Species-colored beams: VegaCombatViewV2.js now renders beams in a
  vibrant, saturation-boosted version of the firing ship's species color,
  memoized. Missiles keep fixed orange.
- Mirror-match bias tolerance widened 0.25→0.30 (expected variance cost
  of lower TTK from higher damage multiplier).
- Frigate stationary-target check inverted: now asserts it CAN hold
  position (alongside battleship/cruiser/destroyer). Added agility ordering
  data-integrity checks on hulls block.
2026-08-09 16:02:02 -06:00
Brian Fertig 07efb69b38 feat: real linear momentum with size-scaled brake authority
Implement continuous velocity vectors (vx/vy) replacing the old
kinematic position clamp. Each hull gets brakeSeconds-derived
linearAccel so stopping distance naturally falls under or over beamRange,
producing battleship hold-position vs frigate strafe-run behaviour
without hull-specific tactic branches.

Key mechanics:
- Thrust magnitude scaled by facing alignment (cos of angle to task
  direction), honouring "turn and engage thrusters" without locking
  thrust to facing (which caused battleships to never stop).
- GOLDEN_ANGLE-spaced approach points fan out ships sharing a target.
- avoidAccel (60) is a gentle, hull-independent collision avoidance
  budget — ships can overlap when objectives require it.
- Target avoidance uses reduced radius (0.35×) so engagement isn't
  fought by personal-space calculations.

Data: add brakeSeconds to all hulls, avoidAccel to combatV2 constants.
Verifier: rewrite turn-rate check to time-to-range metric, add hold-vs-
strafe gradient and max-delta-speed checks, relax cloak/singularity to
"doesn't hurt" invariant.
2026-08-09 14:04:02 -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 076ec0654e Music Updates 2026-08-09 09:31:12 -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
Brian Fertig 016f91349a Add Master of Vega combat simulator (`?movsim`)
Introduces VegaCombatSim, a standalone dev tool for tuning and
testing VegaCombat. It allows configuring attacker/defender fleets
(or fleet vs planet), watching animated battles on the real tactical
screen, and running batch trials for win-rate statistics. Both paths
use the exact same VegaCombat stepper as the live game.

Also fixes a transport unit amount default (1 → 0) in
VegaColonyView and corrects a music file reference in the JSON
data file.
2026-08-09 00:01:15 -06:00
Brian Fertig 6a24ccd137 feat(mastervega): add advisor recommendation system with lazy diplomacy music loading
Introduce an advisor recommendation system that suggests colony focus
(improvement, research, fleet, growth, trade, defense) and allocation
slider presets (growth, production, military, research, default) for
each colony. Recommendations are computed by pure heuristics that
consider population levels, factory utilization, empire-wide fleet
strength, war status, and building availability.

UI changes:
- Colony Focus and Allocation Focus flyouts display "YOUR ADVISORS
  RECOMMEND" banners with explanatory text and pulsing arrow indicators
  pointing at the recommended row.
- Selecting a recommendation arms quiet-period tracking (15 turns) so
  advisors don't nag immediately after the player makes a choice.
- `checkAdvisorRecommendations` fires once-a-turn `advisorRecommendation`
  events when current settings diverge from live recommendations. Events
  use dedup markers (`focusNotifiedValue`, `allocNotifiedKey`) that clear
  on match, ensuring a persisting mismatch doesn't repeat every turn but
  a later divergence is reported fresh.
- Turn report screen gains an "Advisor Recommendation" event type with a
  "View Colony" shortcut button.

Performance change:
- Stop eager-loading `diplomacy.bySpecies` music tracks in
  `assetManifest.js`. A playthrough may contact only a handful of the
  nine species, so pre-fetching all nine at room entry wastes bandwidth.
  `VegaMusic`'s own `new Audio()` at `setDiplomacy()` time is the actual
  fetch — this manifest was only ever a race to get there first.

Logic changes:
- Extract shared building-ID lists and a `firstEligibleBuildingId` helper
  to eliminate duplication between auto-queue pickers and the recommendation
  heuristics.
- Add `advisor` tracking object to every colony (with migration in
  `deserialize`).
2026-08-08 22:07:51 -06:00
Brian Fertig b061f8eab5 feat(masterofvega): add Colony Focus autopilot and diplomacy audio
- Introduce Colony Focus: a per-colony autopilot that auto-queues one
  building/ship per turn when the queue is empty. Supports seven modes
  (manual, improvement, research, fleet, growth, trade, defense) with
  cost-aware affordability checks matching AI behaviour.
- Add Allocation Focus: one-time slider presets (default, research,
  growth, production, military) that bulk-overwrite channel allocations.
- Refactor colony view flyout into a shared drawer supporting queue,
  colony focus, and allocation focus modes with in-place swapping.
- Replace "Built here" text with hoverable building icon row and
  tooltips on the colony screen.
- Add per-species audience music tracks and diplomacy music ducking when
  seeking/planning an audience.
- Add sound effects for star selection, zoom in/out, and colony view
  opening.
- Back-fill `focus: 'manual'` on old saves for forwards compatibility.
- Add verification tests exercising each focus mode in isolation.
2026-08-08 19:34:12 -06:00
Brian Fertig 8cb6988ded feat(mastervega): add 10-slot save/load system, game menu, and sound effects
- Implement 10 manual save slots with metadata (turn, year, empire, species, date)
- Add ☰ game menu button with Save, Load, Return to Main Menu, and Quit to Arcade
- Replace generic sounds with 7 custom Vega sound effects (select, build, close,
  newturn, unit, view, warp)
- Introduce uiClick() helper to standardize click sound across all modal screens
- Update research video paths for umbrix and rrashaa species
- Refactor button handlers in all Vega screens to use uiClick() pattern
- Save/load uses scene restart via pendingSavedState for clean HUD/map teardown
2026-08-08 17:32:11 -06:00
Brian Fertig 223c1fd191 Implement dynamic leader hiring costs and improved assignment UI
- Add scaling leader hire costs based on number of leaders already owned (costScalePerOwned: 0.5), making it progressively more expensive to hire multiple leaders and preventing cheap roster stockpiling
- Add leaderHireCost() function in VegaLogic.js to calculate scaled hire costs
- Add unassignLeader() function to allow removing leader assignments
- Update AI in VegaLeaders.js to use dynamic pricing when deciding to hire leaders
- Add research videos for ursaal, kkrix, and mekhan factions
- Enhance leader screen UI with:
  - Dynamic cost display reflecting current scaling
  - Fleet labeling showing ship composition and location
  - Assign/Reassign buttons with list picker for colonies (admins) and fleets (captains)
  - Unassign button for posted leaders
  - Better location display for assigned leaders
2026-08-08 14:10:32 -06:00
Brian Fertig b721b6221e feat(mastervega): expand diplomacy, trade, espionage, and map rendering
- Add full diplomacy subsystem: tiered gifts (BC payments with diminishing returns), trade agreements (passive BC income, coexists with treaties, cancelled on war), and espionage mission toggles (Off/Steal/Sabotage) in the Audience screen.
- Implement whole-galaxy diplomacy passes: border and fleet proximity tension, fleet intrusion tracking with escalating penalties and force-opened Audience complaints, and "enemy of my enemy" attitude triangulation.
- Update Audience screen UI with new action buttons, gift picker, intelligence toggle, and species-specific chat dialogue for all diplomacy events.
- Add research choice prompts for ambiguous tech frontier picks, surfaced before the turn report.
- Improve star map: Delaunay triangulation for controlled-space range darkness, staggered docked fleet markers, expanded pan slack to clear UI chrome, and zoom-aware colony info labels.
- Backward-compatible save serialization for new diplomacy fields.
- Add comprehensive test coverage for all new logic, chat completeness, and AI soak validation.
2026-08-08 13:44:14 -06:00
Brian Fertig d8d127f33a feat(mastervega): add research choice prompts, Delaunay-controlled-space corridors, and map UX improvements
- Introduce VegaResearchChoiceScreen for ambiguous tech selections: when
  a player completes research that opens a 2+ way choice rung, they're
  prompted before the turn report to pick their next technology.

- Add VegaDelaunay.js (Bowyer-Watson Delaunay triangulation) and use it
  in VegaStarMap to draw "controlled space" corridors/fills between the
  player's own colonized stars instead of a blanket radius.

- Improve star map UX: stagger docked fleet markers per-star, add
  PAN_SLACK so edge stars can be dragged out from under the side panel,
  and show colony info bars at mid-zooms with text only at near-zoom.

- Add `closable` option to modalShell so forced-choice screens can
  suppress the ✕ button.

- Export buildVideoPanel from VegaResearchScreen for reuse by the new
  choice screen.

- Update artwork JSON: rrashaa and cerebrai audience videos now use
  species-specific clips; add intro-human.mp3 and new video assets.

- Add tests for openResearchChoices and pendingResearchChoices filtering
  logic in verifyMasterOfVega.js.
2026-08-08 08:39:45 -06:00
Brian Fertig 582b9acfc7 feat(mastervega): add second branching pass with 20+ new alternate techs and fieldTechLevel
- Add 21 new alternate techs across all 6 fields (computers, construction,
  forcefields, planetology, propulsion, weapons), using icon frames 78-96
- Set research video paths for human and kestrelli species
- Expand tech sprite sheet from 8 to 10 rows to accommodate new frames
- Add fieldTechLevel() to VegaLogic: displays per-field level as highest
  known tier × 5 plus extra known techs below the frontier
- Display field level in research screen headers
- Add verification tests for 3-way branching rungs, fieldTechLevel calculations,
  and refine availability roll tests to measure unbranched rungs only
2026-08-07 22:28:13 -06:00
Brian Fertig 27aff33429 feat(mastervega): redesign research screen tech tree and add direct navigation
- Replace vertical "research ladder" list with a visual tech tree rendered as
  connected node badges showing prerequisites and branch structure
- Add `initialField` parameter to `openResearchScreen` to open on a specific
  category instead of always defaulting to the first one
- Add "View Research" shortcut button on turn report when a tech completes,
  jumping directly to that field
- Add Cerebrai species research video (research-cerebrai.mp4)
2026-08-07 21:49:03 -06:00
Brian Fertig 97dbe18dd2 feat(mastervega): implement MOO1-style branching tech rungs and corrected racial cost model
- Add branching tech alternatives across all six fields (computers,
  construction, forcefields, planetology, propulsion, weapons). Each
  branched tier has 2+ techs sharing the same rung; researching any one
  clears the rung while leaving siblings researchable as side-picks.

- Correct racial skill to affect tech COST only (Poor 125%, Average 100%,
  Good 80%, Excellent 60%), not availability. Availability is now a flat
  50% roll per tech (75% for Cerebrai/psilon analogue), with a safety
  net that no branched rung can end up with zero available options.

- Add techRungsByField data structure and rungCleared/canResearch/setResearchTarget
  logic so the research screen lets players pick among open rung alternatives
  without losing banked beakers.

- Update sprite sheet layout (+1 row, frames 66-77 for new tech icons).

- Add comprehensive verification tests for cost buckets, rung gating,
  setResearchTarget behaviour, and statistical availability rates.
2026-08-07 20:33:47 -06:00
Brian Fertig d16e699a8d Updated videos and tweaks 2026-08-07 19:52:30 -06:00
Brian Fertig 35cc4d2446 Updates to speech and video 2026-08-07 14:03:28 -06:00
Brian Fertig c52b5c6429 feat: add colony naming system and species lore conversations
Introduce colony naming with a 50-name bank per species, shuffled
per-empire and displayed as defaults in naming prompts. Colony names
now appear across all UI layers (star map, side panel, colony view,
system view) with the astronomical designation as fallback.

Add three pure-flavor conversation topics to diplomacy: "Their People"
(neutral+), "Their Homeworld" (friendly), and "A Story" (friendly).
Each diplomacy-capable species receives unique lore-rich responses
(3 variants each) reflecting their culture, homeworld, and history.

Other changes:
- Switch ursaal videos from generic "human" assets to species-specific
- Widen diplomacy buttons to 200px; add auto-shrink for long labels
- Add ±5 population transport buttons to colony view
- Validate colonyNames (50+ entries, no duplicates)
- Enforce minimum lore variant counts in verification
2026-08-06 21:34:46 -06:00
Brian Fertig 0adb689c19 feat(mastervega): refine star map colony info, tech effects display, and turn report layout
- Add colony info layer showing per-empire colony rosters (name, orbit, pop)
  stacked up-left of colonized stars with colored bars and connector lines
- Change "Range as light" to "Explored as light": reveal only actually
  explored stars (not fuel-reachable) with smaller 1.1pc radius
- Extract VegaTechEffects.js with human-readable descriptions for all
  tech effects, replacing raw key/value dumps in turn report
- Expand building unlock rows to include building descriptions
- Reorganize ship completion rows: hull icon and commander portrait now
  display below the full-width synopsis instead of beside it
- Bump zuma level 8 config to level 21 "Sun Cove" with new path and params
2026-08-06 18:33:04 -06:00
Brian Fertig a7c3ef20e4 fix Vega game: reset fleet selection on show, offset fleet animations, add building queue UI
- Reset fleet selection when showing a new fleet so it starts at full strength
- Offset moving fleet sprites by (-26, -22) to prevent blocking star click targets
- Track newly unlocked building IDs in research completion events
- Add one-click bulk-queue buttons in turn report for newly researched buildings
  - "All Colonies" queues at every colony
  - "Colonies with positive BC" filters by net income (trade minus upkeep)
2026-08-06 16:50:28 -06:00
Brian Fertig 2f99d5ce68 **Update vega ship graphics**
Updated ship artwork in assets/images/vega/ships.psd and regenerated ships.png.
2026-08-05 23:50:03 -06:00
Brian Fertig df4c1d7b02 refactor: lazy-load audience mood clips one at a time instead of pre-warming all three
Replace the eager `ensureAudienceVideos()` warm-up (which loaded all three
mood clips per species upfront) with on-demand JIT loading — only the mood
about to be shown is fetched. This saves several megabytes per species since
most conversations never cycle through all moods.

- Remove `ensureAudienceVideos()` and its call in `openAudienceScreen()`
- Load each mood clip only when `show()` is first called for that mood
- Show a letterboxed placeholder for the very first clip until the fetch lands
- Keep whatever is already on screen while a new mood loads in the background
- Add `destroy()` guard to prevent in-flight fetches from mutating a torn-down
  container when the audience screen is closed

Also ship the dedicated Kestrelli audience clips (angry, neutral, happy) to
replace the previous human fallback videos for that species.
2026-08-05 23:08:18 -06:00
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 d4daa990a1 feat(mastervega): add visual reports for building and ship completion
Promote buildingDone and shipDone events from ticker-only to notable
interrupting events with dedicated report rows. Each row now displays:
- A building icon or ship hull icon + commander portrait
- Clickable ship detail overlay (video/image portrait)
- "View Star System" shortcut button for quick navigation

Mirrors the existing treatment of discoveries and research completions,
giving players immediate visual feedback on production milestones.
2026-08-04 21:37:20 -06:00
Brian Fertig 01c5957b59 Update to Vega Ship and Videos 2026-08-04 19:55:04 -06:00
Brian Fertig f9df69b09f feat(mastervega): add full-screen colony-founding vignette with on-demand video clips
Replace the turn-report "New Turn" popup row with a cinematic vignette that
plays the moment the player plants a colony: the soundtrack ducks, the world's
1920×1080 backdrop fills the screen, a 960×544 clip of this world being settled
plays in a framed window, and the founding numbers are read out underneath.

Key changes:
- Add `colonyVideos` block (15 clips, one per colonisable planet type) to
  artwork JSON; clips are fetched just-in-time via ensureColonyVideo() when a
  colony ship reaches a settleable world, keeping the set (~19 MB) out of the
  eager manifest
- Add `vega-colony-cue` audio to the eager manifest for the founding soundtrack
- Remove `colonised` from NOTABLE_TYPES and TYPE_LABEL so the event is no longer
  announced twice (once in the vignette, once in the turn report)
- Add `sourceWidth()` guard in VegaArt.js to fix a Phaser Video placeholder
  width bug exposed by the non-square 960×544 colony clips (2.5× scale issue)
- Apply `sourceWidth()` to portrait and commander video scaling paths as well
- Add depth entry `intro: 78` to VegaScreens.js for the vignette overlay
- Add section 6b to the verifier: checks manifest exclusion, key conventions,
  sourceWidth() behavior, turn-report classification, and colony stats

See build-plan trap #23 for the full sourceWidth() explanation.
2026-08-03 23:31:28 -06:00
Brian Fertig ee7a3214fd feat: add Kestrelli faction ships and update related assets
- Add ship definitions for Kestrelli faction (scout, colonyship, transport,
  frigate, destroyer, cruiser, battleship) to artwork configuration
- Update character sprite (char-kestralli.png) and video (char-kestrelli.mp4)
- Update ships sprite sheet and PSD source file
2026-08-02 19:54:07 -06:00
Brian Fertig 6b00371bdf feat(masterofvega): add ship commander videos, detail pop-over, and turn report
Introduce looping commander videos (256×256) alongside ship thumbnails in
the side panel and colony catalogue. Each species×hull combination loads
its officer clip from shipVideos, falling back to portrait video → still →
procedural sheet. A scene-lifetime pool (VegaShipMedia.js) prevents decoder
thrash on every panel rebuild.

Add VegaShipDetail — a full-resolution pop-over (D.detail depth 76) showing
the commander at 256px, hull at 192px, derived stat block, and knapsack
loadout. Opens from both the side panel and colony screen without stacking
through openModal.

Add a "New Turn" popup (VegaTurnReportScreen) that interrupts the player
for notable events (discovery, first contact, diplomacy, eliminations).
Events are classified and sorted by consequence in VegaTurnReport.js.
Logic now emits 'discovered' events when fleets enter unexplored systems.

Update asset manifest to load nested shipVideos, extend verification to
validate shipVideoKey conventions, bump ships sheet to 192px frames, and
document the new art contract.
2026-08-02 15:27:12 -06:00
Brian Fertig 6a0e8bfc47 feat(master-vega): add ship assets, jungle world, and species selection flow
- Add human ship spritesheet (ships.png) and increase frame size to 192x192
- Add jungle world background texture (world-jungle-01.png)
- Add human ship animation videos (scout, frigate, destroyer, cruiser,
  battleship, transport, colony)
- Enable species card selection with required choice before starting game
- Disable "Begin" button until a species is selected
- Add title logo breathing animation and light sweep effect on landing screen
- Reposition title and start button on landing layout
2026-08-02 14:07:53 -06:00
Brian Fertig 508feea4c9 feat(mastervega): split colony management into full-screen colony view
Move colony management (sliders, build queue, catalogue) from the
system-view modal into a dedicated full-screen colony view
(VegaColonyView.js). The system view now inspects worlds read-only
with a "View Colony" button to open the management screen.

Key changes:
- Add VegaColonyView.js with colony screen, build queue flyout,
  scrolling catalogue, allocation sliders with padlocks, and
  planet-type backdrops
- Add world backdrop artwork support (1920×1080, one per planet type)
  declared in mastervega-artwork.json worldBackgrounds
- Add headless queue helpers to VegaLogic.js: collapseQueue,
  moveQueueRun, colonyBuildRate, queueEtas, enqueueMany
- Fix star map pointer blocking (drags no longer pan map through modal)
- Move ORBIT constant to VegaScreens.js, add D.colony depth layer
- Update docs (build-plan, sprites) and verification suite

The colony screen stacks over the system view without requiring a
second modal, hiding the system layer and pausing the orrery while
open.
2026-08-02 11:49:33 -06:00
Brian Fertig c42851f09c feat: add flowing route previews and fix orrery depth sorting
Replace the static destination ring with a flowing dashed line that indicates the fleet's path and direction of travel.
Introduce setSelectedFleet to highlight specific fleet markers and track live routes for fleets already underway.
Fix depth sorting in the system view (orrery) by grouping bodies and sorting by Y position on every frame.
2026-08-02 09:01:43 -06:00
Brian Fertig b0efbe3a44 feat(mastervega): add star map command panel and fleet detachment system
Introduce VegaSidePanel, a right-hand command panel with three modes:
star (system summary), fleet (ship count selectors), and order
(distance, ETA, Accept/Cancel). Replaces the inline fleet-order flow
with a callback-driven architecture where the scene owns selection
state and the panel only reads the engine and reports clicks.

Add fleet detachment logic to VegaLogic:
- splitFleet: carve a new idle fleet from an existing one
- sendDetachment: validate against actual stacks, normalize duplicates,
  probe reachability on a copy, and rollback on refusal
- etaTo: compute ETA scoped to the selected detachment (slowest hull
  in the selection, not the whole fleet)

VegaStarMap gains blockPointer (prevent pan/zoom over the panel),
onEmptyClick (dismiss panel by clicking void), and a rotating selection
reticle.

Section 4b adds ~32 verification checks covering ETA accuracy, ship
conservation, out-of-range refusals, duplicate normalization, star-base
immobility, and the idle-fleet merge rule.

Updates mastervega-build-plan.md to document the new panel and
verification section.
2026-08-02 08:38:22 -06:00
Brian Fertig a16e59067b refactor(mastervega): remove Tooltip dependency, show unexplored stars, and use tech-aware habitability
- Remove Tooltip import and onStarHover callback from MasterOfVegaGame; system view now stays closed for unexplored stars until a scout arrives.
- Make VegaStarMap own its Tooltip via attachTo, replacing the removed onStarHover handler.
- Show unexplored stars at all zoom levels (dimmed) so they remain hoverable targets and display an UNEXPLORED tooltip.
- Split out habitableForEmpire from canColonize so the star map and tooltips use the same tech-aware habitability check (planet type + current planetology tech) instead of the static colonizable flag.
- Change starting exploration: only the home system is explored; all other stars remain unexplored until a scout physically arrives.
2026-08-02 08:10:01 -06:00
Brian Fertig 7f1cfcc982 fix(mastervega): build per-galaxy zoom ladder and eliminate pan slack
- Add VegaZoom.js with Phaser-free zoom ladder builder, verifiable headlessly
- Replace hardcoded ZOOMS array with galaxy-sized ladder anchored so the
  bottom rung exactly covers the viewport
- Remove 160 px of pan slack in clampPan so empty space can never be dragged
  into view
- Key semantic-zoom thresholds (isFarZoom / isNearZoom) to ladder index
  instead of absolute scale, keeping behaviour consistent across galaxy sizes
- Add section 3b to verifyMasterOfVega.js with 163 new checks covering
  ladder coverage, covering-zoom invariant, top-rung reach, and tiny-galaxy
  single-step collapse
2026-08-02 00:18:00 -06:00
Brian Fertig d789da4582 feat(masterofvega): add species portraits, speech, landing screen, and music
- Add video, still, and procedural three-tier portrait system for all 10 species
- Add species-specific speech clips and UI voiceover (SpeechQueue integration)
- Add landing screen with New Game / Resume / Return to Arcade buttons
- Add species detail pop-over with animated expand/collapse and auto-introduction
- Add game-specific soundtrack (masterofvega-music.json, 4 tracks)
- Add video asset type support in assetLoader and PreloadScene
- Add portraitVideos and portraitStills sections to artwork manifest
- Add verification for portraits, speech clips, and music tracks
- Update sprites.md with documentation for new assets and filenames
2026-08-02 00:04:06 -06:00
Brian Fertig 96179fe6f0 Character Portraits for Vega 2026-08-01 22:18:03 -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
Brian Fertig 390dadbc14 feat: add barbarian raiders system with warlord ransoms
Introduce barbarians as a non-diplomatic civ appended to state.civs,
providing escalating pressure that scales with difficulty and target
civ era. Key mechanics:

- Uprisings spawn on explored tiles, capped by a growing population
  limit to keep raids an event rather than a fourth empire
- Era-based pressure curve: raids decay as a civ advances, stopping
  entirely at hard-stop techs (industrialization/conscription/railroad)
- Killing hordes summons a Barbarian Leader with an escort; cornering
  the lone leader triggers a gold ransom scaled by era and difficulty
- Captured cities are either razed (small) or held inert (large)
- Leader expires after a set lifetime if not ransomed

Diplomacy and AI carefully exclude barbarians to prevent three traps:
shared-enemy attitude pollution, permanent war phase pinning, and
government ladder lockout. Pre-feature saves remain compatible.

New assets: optional civilization-barbarians.png sheet (8 frames).
Updated sprites.md and unit tooltips. Comprehensive verification tests
added in verifyCivilization.js.
2026-08-01 18:18:36 -06:00
Brian Fertig d5f5e8981a feat(excitebike): add cool-zone speed boost and cooldown feedback
- Allow bikes to exceed normal turbo speed when holding through cool
  zones with turbo engaged, rewarding track knowledge
- Emit 'cooldown' event when entering cool zones to clear center msg
- Add coolZoneBoostSpeed tune constant (240) with design documentation
- Update physics invariant checks to use new speed cap
2026-08-01 15:44:17 -06:00