diff --git a/data/actionbar.json b/data/actionbar.json index d132ba5..844f188 100644 --- a/data/actionbar.json +++ b/data/actionbar.json @@ -30,7 +30,8 @@ { "id": "menu", "label": "Menu", "accent": "#ff2d6f" } ], "explore": { - "_comment": "The EXPLORE drawer — the full-width secondary bar (the deck's own left→right span, resting on its top rail — the shop tab bar's recipe) that folds up from the surface deck's Explore slot. SurfaceScene renders it with js/ui/MenuSubBar.js in span mode; the item LOGIC is js/ui/ExploreBar.js (worldContext / matchesWhere / resolveItems). `items` is the ordered button list: `id` (fired via onAction — the behavior lands later), `label`, `labelActive` (the label while the service is up — BAR relabels to LEAVE BAR while its clip loops, and is the only live button on the surface until pressed), `accent`, and an optional `where` clause — EVERY key it names must match the world the player is standing on for the button to appear. Keys: `world` ('planet' | 'station'); `planetClass` (the planet's class — 'terran' | 'rocky' | 'gas' | 'ice' | 'lava' | 'arid' | 'capitalNeutral' | 'capitalApex' | 'capitalMindweave' | 'capitalZenith', per data/planets.json → frames; 'none' on stations); `faction` (the faction controlling this system — 'apex' | 'mindweave' | 'zenith', or 'neutral' = wild space; per data/factions.json); `isHomeSystem` (boolean — true in the player's home / starting system; `{ isHomeSystem: false }` = every system EXCEPT the home). A value may be a single entry or a list (any-match). No `where` = every planet and station; the Job Board carries `{ isHomeSystem: false }` — it's on every planet and station EXCEPT the player's home system. DESIGN NOTE: the home system is safe space — enemies should NEVER be placed there, so there is no work to post on its board. The bar's clip is data/landing.json → videos[frame].bar (the neutral capital's capital-bar-neutral.mp4).", + "_comment": "The EXPLORE drawer — the full-width secondary bar (the deck's own left→right span, resting on its top rail — the shop tab bar's recipe) that folds up from the surface deck's Explore slot. SurfaceScene renders it with js/ui/MenuSubBar.js in span mode; the item LOGIC is js/ui/ExploreBar.js (worldContext / matchesWhere / resolveItems). `items` is the ordered button list: `id` (fired via onAction — the behavior lands later), `label`, `labelActive` (the label while the service is up — BAR relabels to LEAVE BAR while its clip loops, and is the only live button on the surface until pressed), `accent`, and an optional `where` clause — EVERY key it names must match the world the player is standing on for the button to appear. Keys: `world` ('planet' | 'station'); `planetClass` (the planet's class — 'terran' | 'rocky' | 'gas' | 'ice' | 'lava' | 'arid' | 'capitalNeutral' | 'capitalApex' | 'capitalMindweave' | 'capitalZenith', per data/planets.json → frames; 'none' on stations); `faction` (the faction controlling this system — 'apex' | 'mindweave' | 'zenith', or 'neutral' = wild space; per data/factions.json); `isHomeSystem` (boolean — true in the player's home / starting system; `{ isHomeSystem: false }` = every system EXCEPT the home). A value may be a single entry or a list (any-match). No `where` = every planet and station; the Job Board carries `{ isHomeSystem: false }` — it's on every planet and station EXCEPT the player's home system. DESIGN NOTE: the home system is safe space — enemies should NEVER be placed there, so there is no work to post on its board. JOB BOARD is a nearly full-screen CONSOLE (js/ui/JobBoardWindow.js — the build screen's structure, depth 80 over the deck/drawer/upper-left HUD): pressing it opens the board (left: the feed — `video` below, a muted 2:3 loop of assets/videos/jobboard.mp4; right: the JOB BOARD title, an AVAILABLE JOBS section — the board's postings — and a JOB DETAILS section — the selected job's contract — both placeholders until the postings land); the console's ✕ is the way-out, and the JOB BOARD slot's own press stays live as the second door (the deck + drawer stand down meanwhile — SurfaceScene.setServiceLocked). The bar's clip is data/landing.json → videos[frame].bar (the neutral capital's capital-bar-neutral.mp4).", + "video": { "file": "assets/videos/jobboard.mp4", "aspect": [2, 3] }, "items": [ { "id": "jobBoard", "label": "Job Board", "accent": "#ffc94d", "where": { "isHomeSystem": false } }, { "id": "bar", "label": "Bar", "labelActive": "Leave Bar", "accent": "#00e5ff", "where": { "planetClass": "capitalNeutral" } } diff --git a/dev/jobboard-shot.html b/dev/jobboard-shot.html new file mode 100644 index 0000000..b7fc59d --- /dev/null +++ b/dev/jobboard-shot.html @@ -0,0 +1,17 @@ + + + + + Orbit — dev job board screenshot page + + + + + +
+ + + diff --git a/dev/jobboard-shot.mjs b/dev/jobboard-shot.mjs new file mode 100644 index 0000000..928e4bd --- /dev/null +++ b/dev/jobboard-shot.mjs @@ -0,0 +1,171 @@ +/** + * Dev-only visual probe for the JOB BOARD console (js/ui/JobBoardWindow.js): + * boots the real flow (menu → new game → land on the home world → surface), + * then parks at the stage named in the URL hash, with a report in a DOM + *
 the screenshot can always read:
+ *
+ *   #drawer (default) — the HOME world's EXPLORE: no drawer at all (the
+ *        Job Board slot is absent — data/actionbar.json →
+ *        `isHomeSystem: false`, safe space), the slot's press is a no-op
+ *        with the console's ack ("NOTHING TO EXPLORE HERE").
+ *   #board            — the board console OPEN over the surface (nearly
+ *        full-screen, depth 80 — over the deck + drawer + the upper-left
+ *        HUD), driven through the scene's own seams (the slot's press →
+ *        the toggle): the left feed (assets/videos/jobboard.mp4, muted
+ *        loop), the right JOB BOARD title + the AVAILABLE JOBS / JOB
+ *        DETAILS placeholder sections, the deck stood down (the slot's
+ *        press stays live as the second door; the ✕ is the way-out).
+ *        PROBE STAGING: the home world's isHomeSystem flag is flipped
+ *        for this shot so the slot exists here (on a real non-home world
+ *        it exists naturally — the drawer's item list is the
+ *        where-clause's, covered by dev/explore.test.mjs).
+ *   #left             — …and back: the slot's press again (the second
+ *        door) — the console down, the deck live, the slot still JOB
+ *        BOARD (no relabel either way).
+ *
+ *   node dev/server.mjs 8080
+ *   brave --headless --disable-gpu --remote-debugging-port=9333 --window-size=1280,720 about:blank
+ *   node dev/cdp-shot.mjs "http://127.0.0.1:8080/dev/jobboard-shot.html#drawer" jb-drawer.png "window.__JB && window.__JB.stage && !/FAILED/.test(window.__JB.stage)" 45000
+ *   node dev/cdp-shot.mjs "http://127.0.0.1:8080/dev/jobboard-shot.html#board" jb-board.png "window.__JB && window.__JB.stage && !/FAILED/.test(window.__JB.stage)" 45000
+ *   node dev/cdp-shot.mjs "http://127.0.0.1:8080/dev/jobboard-shot.html#left" jb-left.png "window.__JB && window.__JB.stage && !/FAILED/.test(window.__JB.stage)" 45000
+ */
+import Phaser from '../js/vendor/phaser.js';
+import { config } from '../js/config/Config.js';
+import { ConfigLoader } from '../js/config/ConfigLoader.js';
+import { createGameConfig } from '../js/config/GameConfig.js';
+import { MenuScene } from '../js/scenes/MenuScene.js';
+import { GameScene } from '../js/scenes/GameScene.js';
+import { SurfaceScene } from '../js/scenes/SurfaceScene.js';
+
+const data = await ConfigLoader.load();
+config.init(data);
+
+// Capture console errors + uncaught exceptions for the report.
+const errors = [];
+const origErr = console.error.bind(console);
+console.error = (...a) => { errors.push(a.map(String).join(' ')); origErr(...a); };
+window.addEventListener('error', (e) => errors.push(String(e.message)));
+window.addEventListener('unhandledrejection', (e) => errors.push(`rejection: ${e.reason}`));
+
+const gameConfig = createGameConfig();
+gameConfig.scene = [MenuScene, GameScene, SurfaceScene];
+const game = new Phaser.Game(gameConfig);
+window.game = game;
+
+const report = document.createElement('pre');
+report.id = 'report';
+report.style.cssText = 'position:fixed;left:10px;top:10px;z-index:9999;max-width:72%;margin:0;padding:8px 12px;font:13px/1.5 monospace;color:#eaf6ff;background:rgba(6,20,16,0.92);border:1px solid #1b3a5a;white-space:pre-wrap;';
+document.body.appendChild(report);
+const setReport = (lines) => { report.textContent = (Array.isArray(lines) ? lines : [lines]).join('\n'); };
+setReport('booting… (menu → new game → home world → surface)');
+
+const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
+async function waitFor(fn, tries = 200, everyMs = 100) {
+  for (let i = 0; i < tries; i++) {
+    const v = fn();
+    if (v) return v;
+    await sleep(everyMs);
+  }
+  return null;
+}
+
+const STAGE = (location.hash || '#drawer').slice(1) || 'drawer';
+const deckReport = (ss) =>
+  (ss.actionBar?.slots ?? []).filter((s) => s.live).map((s) => `${s.id}:${s.disabled ? 'off' : 'on'}`);
+const slotLabel = (ss) => {
+  const b = (ss.exploreSubBar?.buttons ?? []).find((x) => x.id === 'jobBoard');
+  return b ? b.btn.labelText.text : '(absent — no drawer on the home world)';
+};
+
+try {
+  // 1) The real menu flow: NEW GAME.
+  const menu = await waitFor(() => { const m = game.scene.getScene('MenuScene'); return m?.newGameBtn ? m : null; });
+  if (!menu) throw new Error('menu never booted');
+  menu.startNewGame();
+  const gs = await waitFor(() => { const g = game.scene.getScene('GameScene'); return g?.ship ? g : null; }, 200);
+  if (!gs) throw new Error('GameScene never booted');
+  await sleep(600);
+
+  // 2) Land on the home world the game's own way (the target is built
+  //    WHILE the home flag still reads true — the HUD's "Home World"
+  //    label comes from it).
+  const target = gs.commsTargetFor(gs.planet);
+  if (STAGE !== 'drawer') gs.isHomeSystem = false; // PROBE STAGING — the slot's visual on this world
+  gs.startLanding(target);
+  const ss = await waitFor(() => { const c = game.scene.getScene('SurfaceScene'); return c?.jobBoardWindow ? c : null; }, 200);
+  if (!ss) throw new Error('surface never booted');
+  await sleep(700);
+  ss.startSurface(); // force the loop stage (don't wait the landing clip out)
+  const forcePlay = (v) => { if (v?.video) { v.video.muted = true; v.video.play().catch(() => {}); } };
+  forcePlay(ss.surfaceVideo);
+  await sleep(900);
+
+  const win = ss.jobBoardWindow;
+
+  if (STAGE === 'drawer') {
+    // The HOME world's EXPLORE — the slot is a no-op (no drawer: the
+    // Job Board's `isHomeSystem: false` clause leaves the item list
+    // empty, and a world with no items gets no drawer).
+    ss.toggleExplore();
+    await sleep(400); // the console note in + hold
+    window.__JB = {
+      stage: 'drawer',
+      home: ss.planetName,
+      isHomeSystem: gs.isHomeSystem === true,
+      drawerPresent: !!ss.exploreSubBar,
+      drawerItems: (ss.exploreSubBar?.buttons ?? []).map((b) => b.id),
+      noteG: ss.noteG ? ss.noteG.map((g) => g?.text) : null,
+      deck: deckReport(ss),
+      errors,
+    };
+    setReport(JSON.stringify(window.__JB, null, 1));
+  } else {
+    // The slot's player path: the drawer's JOB BOARD press → the toggle
+    // (the drawer's onAction seam — the same call the button's press
+    // makes on every non-home world).
+    ss.toggleExplore();
+    await sleep(1100); // the drawer's unfold
+    ss.exploreAction('jobBoard');
+    await sleep(1900); // the board’s reveal + the title’s decode
+    // Headless autoplay policy: force the feed visible (muted).
+    if (win.video?.video) { win.video.video.muted = true; win.video.video.play().catch(() => {}); }
+    await sleep(700); // let a frame land
+    window.__JB = {
+      stage: 'board',
+      world: ss.planetName,
+      staged: 'isHomeSystem flipped for the slot’s visual (a real non-home world has it naturally)',
+      jobBoardMode: ss.jobBoardMode,
+      openState: win?.openState,
+      title: win?.rightTitle?.text,
+      titlePos: win?.rightTitle ? [Math.round(win.rightTitle.x), Math.round(win.rightTitle.y)] : null,
+      jobs: win?.jobsSection ? { a: +win.jobsSection.bg.alpha.toFixed(2), y: Math.round(win.jobsSection.bg.y), head: win.jobsSection.headTxt.text, ha: +win.jobsSection.headTxt.alpha.toFixed(2) } : null,
+      detail: win?.detailSection ? { a: +win.detailSection.bg.alpha.toFixed(2), y: Math.round(win.detailSection.bg.y), head: win.detailSection.headTxt.text, ha: +win.detailSection.headTxt.alpha.toFixed(2) } : null,
+      geo: win?.geo ? { bodyY: win.geo.bodyY, bodyBottom: win.geo.bodyBottom, rightX: win.geo.rightX, rightW: win.geo.rightW, availTop: win.geo.availTop, availH: win.geo.availH, detailPanelY: win.geo.detailPanelY, detailH: win.geo.detailH } : null,
+      video: win?.video ? { muted: win.video.video.muted, loop: win.video.loop, volume: win.video.volume } : null,
+      slotLabel: slotLabel(ss),
+      drawerItems: (ss.exploreSubBar?.buttons ?? []).map((b) => b.id),
+      deck: deckReport(ss),
+      errors,
+    };
+    setReport(JSON.stringify(window.__JB, null, 1));
+
+    if (STAGE === 'left') {
+      // LEAVE — the slot's press again (the player's exact way out).
+      ss.exploreAction('jobBoard');
+      await sleep(900); // the close + the relabel back
+      window.__JB = {
+        stage: 'left',
+        world: ss.planetName,
+        jobBoardMode: ss.jobBoardMode,
+        openState: win?.openState,
+        slotLabel: slotLabel(ss),
+        deck: deckReport(ss),
+        errors,
+      };
+      setReport(JSON.stringify(window.__JB, null, 1));
+    }
+  }
+} catch (err) {
+  window.__JB = { stage: 'FAILED', error: String(err?.message ?? err), errors };
+  setReport(JSON.stringify(window.__JB, null, 1));
+}
diff --git a/dev/jobboard.test.mjs b/dev/jobboard.test.mjs
new file mode 100644
index 0000000..282ff77
--- /dev/null
+++ b/dev/jobboard.test.mjs
@@ -0,0 +1,215 @@
+// Headless test for the JOB BOARD console (js/ui/JobBoardWindow.js) — the
+// build screen's structure (the Explore drawer's Job Board slot), driven
+// against a stub scene, like dev/explore.test.mjs's MenuSubBar section:
+//
+//   - CONFIG — data/actionbar.json → surface.explore: the jobBoard item
+//     (label / labelActive / the isHomeSystem:false clause) and the
+//     `video` block (assets/videos/jobboard.mp4, 2:3).
+//   - BUILD — the window constructs headless: the top bar (meta + ✕ +
+//     rail), the left feed (video from the scene cache, scanlines, sweep
+//     band, status strip), the right column (the JOB BOARD title + the
+//     AVAILABLE JOBS / JOB DETAILS placeholder sections).
+//   - GEOMETRY — the right column sits right of the feed; the body runs
+//     to the window's bottom padding (nearly full-screen, like the build
+//     screen — the window is depth 80, above the HUD (60) + deck (50) +
+//     drawer (60)).
+//   - OPEN/CLOSE — openState transitions (closed → open → closing →
+//     closed), the title decodes in (ScrambleDecode settles on 'JOB
+//     BOARD'), the close door's ✕ fires the onClose seam (the scene's
+//     full leave), update() ticks (cursor, sweep, glitch, REC pulse)
+//     without throwing, and destroy() tears the feed down.
+
+process.env.NODE_ENV = 'dev';
+
+import { pathToFileURL } from 'node:url';
+import { fileURLToPath } from 'node:url';
+import { dirname, join } from 'node:path';
+import assert from 'node:assert/strict';
+import './phaser-loader.mjs'; // ../vendor/phaser.js -> ./phaser-stub.mjs (Node only)
+
+const __dirname = dirname(fileURLToPath(import.meta.url));
+
+// --- Load the real config (data/*.json) into the config singleton ------
+const { config } = await import(pathToFileURL(join(__dirname, '../js/config/Config.js')).href);
+const fs = await import('node:fs');
+const dataDir = join(__dirname, '../data');
+const configData = {};
+for (const f of fs.readdirSync(dataDir)) {
+  if (!f.endsWith('.json') || f === 'manifest.json') continue;
+  configData[f.replace(/\.json$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8'));
+}
+config.init(configData);
+
+// ===========================================================================
+console.log('== CONFIG — the drawer item + the feed block ==');
+{
+  const items = config.get('actionbar.surface.explore.items');
+  const job = items.find((x) => x.id === 'jobBoard');
+  assert.ok(job, 'the explore drawer has a jobBoard item');
+  assert.equal(job.label, 'Job Board', 'the slot reads JOB BOARD (static — it does not relabel)');
+  assert.equal(job.labelActive, undefined, 'no labelActive — the console’s ✕ is the way-out (the slot’s own press is the second door)');
+  assert.equal(job.where.isHomeSystem, false, 'every system EXCEPT the home (safe space)');
+  const video = config.get('actionbar.surface.explore.video');
+  assert.equal(video.file, 'assets/videos/jobboard.mp4', 'the feed file');
+  assert.deepEqual(video.aspect, [2, 3], 'a 2:3 portrait (the build feed’s shape)');
+}
+
+const { JobBoardWindow } = await import(
+  pathToFileURL(join(__dirname, '../js/ui/JobBoardWindow.js')).href
+);
+
+// --- The headless scene (dev/explore.test.mjs's stubObject recipe, plus
+// --- the video + the few extra object methods the window reaches for).
+function stubObject(extra = {}) {
+  return {
+    x: 0,
+    y: 0,
+    width: 60,
+    height: 18,
+    alpha: 1,
+    visible: true,
+    setOrigin() { return this; },
+    setVisible(v) { this.visible = v; return this; },
+    setAlpha(a) { this.alpha = a; return this; },
+    setScale() { return this; },
+    setTint() { return this; },
+    setBlendMode() { return this; },
+    setScrollFactor() { return this; },
+    setDepth() { return this; },
+    setPosition(x, y) { this.x = x; this.y = y; return this; },
+    setX(x) { this.x = x; return this; },
+    setY(y) { this.y = y; return this; },
+    setStrokeStyle() { return this; },
+    setSize(w, h) { this.width = w; this.height = h; return this; },
+    setDisplaySize(w, h) { this.displayWidth = w; this.displayHeight = h; return this; },
+    setInteractive() { return this; },
+    disableInteractive() { return this; },
+    on(ev, fn) { (this.__on ??= {})[ev] = fn; return this; },
+    once() { return this; },
+    off() { return this; },
+    // setText keeps .width fresh, like Phaser (the cursor tracks it).
+    setText(s) { this.text = String(s); this.width = Math.max(20, String(s).length * 7); return this; },
+    setColor(c) { this.color = c; return this; },
+    setFontSize() { return this; },
+    setFillStyle() { return this; },
+    fillStyle() { return this; },
+    lineStyle() { return this; },
+    fillPoints() { return this; },
+    strokePoints() { return this; },
+    fillRect() { return this; },
+    strokeRect() { return this; },
+    lineBetween() { return this; },
+    clear() { return this; },
+    destroy() { this.destroyed = true; },
+    ...extra,
+  };
+}
+
+function makeScene() {
+  const video = stubObject({ key: JobBoardWindow.VIDEO_KEY, volume: 1, loop: false });
+  video.setVolume = (v) => { video.volume = v; return video; };
+  video.setLoop = (b) => { video.loop = b; return video; };
+  video.video = { muted: false, readyState: 0, videoWidth: 544, videoHeight: 800, width: 544, height: 800 };
+  video.stop = () => {};
+  return {
+    scale: { width: 1280, height: 720 },
+    add: {
+      existing: (o) => o,
+      text: (x, y, str) => stubObject({ x, y, text: String(str), width: Math.max(20, String(str).length * 7) }),
+      image: (x, y, key) => stubObject({ x, y, key }),
+      graphics: () => stubObject({}),
+      rectangle: (x, y, w, h) => stubObject({ x, y, width: w, height: h }),
+      tileSprite: (x, y, w, h) => stubObject({ x, y, width: w, height: h }),
+      circle: (x, y, r) => stubObject({ x, y, radius: r }),
+      video: (x, y, key) => { video.x = x; video.y = y; video.key = key; return video; },
+    },
+    cache: { video: { has: (key) => key === JobBoardWindow.VIDEO_KEY } },
+    tweens: {
+      add: (t) => {
+        if (typeof t?.onComplete === 'function') t.onComplete();
+        return { destroy() {}, stop() {} };
+      },
+      killTweensOf() {},
+    },
+    time: { now: 1000, delayedCall: (_ms, fn) => { if (typeof fn === 'function') fn(); return { stop() {} }; } },
+    textures: { exists: () => true, addCanvas() {} },
+  };
+}
+
+// ===========================================================================
+console.log('== BUILD — the console constructs (top bar, feed, right column) ==');
+{
+  const scene = makeScene();
+  const closed = [];
+  const win = new JobBoardWindow(scene, { planetName: 'Klaxoria', onClose: () => closed.push(1) });
+
+  assert.equal(win.openState, 'closed', 'starts closed');
+  assert.equal(win.isOpen, false, '…and not open');
+  assert.equal(win.depth, 80, 'depth 80 — the build screen’s: above the HUD (60) + deck (50) + drawer (60)');
+
+  // top bar: the meta line (the world’s name) + the ✕ plate + the rail.
+  assert.match(win.topMeta.text, /KLAXORIA/);
+  assert.match(win.topMeta.text, /SURFACE BOARD/);
+  assert.equal(win.closeTxt.text, '✕');
+
+  // the left feed: the video (muted, looping), the scanlines + sweep band,
+  // the status strip.
+  assert.ok(win.video, 'the feed video is created from the scene cache');
+  assert.equal(win.video.volume, 0, 'muted (the console’s requirement)');
+  assert.equal(win.video.loop, true, 'looping');
+  assert.equal(win.video.video.muted, true, '…and the native element is muted');
+  assert.ok(win.scan, 'scanlines over the feed');
+  assert.ok(win.sweepBand, 'the sweep band');
+  assert.match(win.statusTxt.text, /NO CONTRACTS ON FILE/);
+
+  // the right column: the title (decoded on open) + the two placeholder
+  // sections (the postings + the contract).
+  assert.equal(win.rightTitle.text, '', 'the title decodes in (empty until open)');
+  assert.equal(win.jobsSection.headTxt.text, 'AVAILABLE JOBS');
+  assert.match(win.jobsSection.mainTxt.text, /NO CONTRACTS ON FILE/);
+  assert.equal(win.detailSection.headTxt.text, 'JOB DETAILS');
+  assert.match(win.detailSection.mainTxt.text, /SELECT A JOB/);
+
+  // the section objects are CHILDREN of the window (which carries the
+  // depth-10 layer) — a scene-level object at depth 0 would hide behind
+  // the window's own opaque backdrop (caught in the headless render).
+  for (const k of ['headTxt', 'bg', 'mainTxt', 'subTxt']) {
+    assert.ok(win.children.includes(win.jobsSection[k]), `jobsSection.${k} is a window child (depth 10, not scene-level depth 0)`);
+    assert.ok(win.children.includes(win.detailSection[k]), `detailSection.${k} is a window child (depth 10, not scene-level depth 0)`);
+  }
+
+  // GEOMETRY: the right column is right of the feed, and the body stays
+  // above the deck + drawer band (the way-out lives there).
+  const g = win.geo;
+  assert.ok(g.rightX > g.leftX + g.leftW, 'the right column sits right of the feed');
+  assert.equal(g.bodyBottom, 720 - 10 - 14, 'the body runs to the window’s bottom padding — nearly full-screen, like the build screen');
+  assert.ok(g.detailPanelY + g.detailH <= g.bodyBottom + 1, 'the details panel fits the body');
+  assert.ok(g.availH >= 80, 'the postings section has room to grow into');
+
+  // OPEN: closed → open; the title decodes in and settles on 'JOB BOARD'.
+  win.open();
+  assert.ok(win.isOpen, 'open() counts as open (the guards hold)');
+  assert.equal(win.video.volume, 0, 'still muted after open');
+  for (let t = 1000; t <= 4000; t += 100) win.update(t);
+  assert.equal(win.rightTitle.text, 'JOB BOARD', 'the title has settled on JOB BOARD');
+
+  // the ambient life ticks without throwing (cursor, sweep, REC pulse).
+  for (let t = 4000; t <= 20000; t += 500) win.update(t);
+
+  // CLOSE: the ✕ door fires the scene seam (the full leave), then the
+  // close lands (the stub tween completes inline).
+  win.closeG.__on.pointerdown();
+  assert.equal(closed.length, 1, 'the ✕ fired the onClose seam (the scene’s full leave)');
+  win.close();
+  assert.equal(win.openState, 'closed', 'the close animation lands on closed');
+  assert.equal(win.isOpen, false, '…and it no longer counts as open');
+
+  // refresh() is the repaint seam — a no-op for now, no throw.
+  win.refresh();
+
+  // destroy() tears the feed down (no crash; the video is gone).
+  win.destroy();
+  assert.ok(!win.video, 'the feed video is released');
+}
+
+console.log('\nAll Job Board console checks passed ✔');
diff --git a/dev/phaser-stub.mjs b/dev/phaser-stub.mjs
index 836b530..68a31b5 100644
--- a/dev/phaser-stub.mjs
+++ b/dev/phaser-stub.mjs
@@ -14,8 +14,9 @@ class GameObject {
   add(obj) { this.children.push(obj); return this; }
   remove(obj) { this.children = this.children.filter((c) => c !== obj); return this; }
   setOrigin() { return this; }
+  setVisible(v) { this.visible = v; return this; }
   setScrollFactor() { return this; }
-  setDepth() { return this; }
+  setDepth(d) { this.depth = d; return this; }
   setAlpha(a) { this.alpha = a; return this; }
   setScale(v) { this.scale = v; return this; }
   setTint(t) { this.tint = t; return this; }
diff --git a/dev/shots/jobboard-board.png b/dev/shots/jobboard-board.png
new file mode 100644
index 0000000..c33b236
Binary files /dev/null and b/dev/shots/jobboard-board.png differ
diff --git a/dev/shots/jobboard-drawer.png b/dev/shots/jobboard-drawer.png
new file mode 100644
index 0000000..95619ad
Binary files /dev/null and b/dev/shots/jobboard-drawer.png differ
diff --git a/dev/shots/jobboard-left.png b/dev/shots/jobboard-left.png
new file mode 100644
index 0000000..b0d47a8
Binary files /dev/null and b/dev/shots/jobboard-left.png differ
diff --git a/js/scenes/GameScene.js b/js/scenes/GameScene.js
index 5826d30..f2d5413 100644
--- a/js/scenes/GameScene.js
+++ b/js/scenes/GameScene.js
@@ -77,6 +77,7 @@ import {
   applyActivation,
 } from '../research/SystemCategory.js';
 import { BuildWindow } from '../ui/BuildWindow.js';
+import { JobBoardWindow } from '../ui/JobBoardWindow.js';
 import { BuildState } from '../build/BuildState.js';
 import { startingPairs, defById, isShipScoped } from '../build/BuildModel.js';
 
@@ -283,6 +284,21 @@ export class GameScene extends Phaser.Scene {
       }
     }
 
+    // The job board's feed (data/actionbar.json → surface.explore.video):
+    // a muted 2:3 loop behind the JOB BOARD console on a surface
+    // (SurfaceScene's JobBoardWindow reads the shared cache). A missing
+    // file just leaves the window's NO SIGNAL plate up — the board still
+    // works.
+    {
+      const jobVideo = String(config.get('actionbar.surface.explore.video.file') ?? '');
+      if (jobVideo) {
+        const url = /^(https?:)?\/\//.test(jobVideo) || jobVideo.startsWith('assets/')
+          ? jobVideo
+          : `assets/videos/${jobVideo}`;
+        this.load.video(JobBoardWindow.VIDEO_KEY, url);
+      }
+    }
+
     // The jump clip (data/gates.json → jump.video): a full-screen one-shot
     // played between the two systems on a gate jump (jumpThroughGate →
     // _playJumpClip). A missing/empty file just leaves the short-cut
diff --git a/js/scenes/SurfaceScene.js b/js/scenes/SurfaceScene.js
index bf9e588..d0ff7f8 100644
--- a/js/scenes/SurfaceScene.js
+++ b/js/scenes/SurfaceScene.js
@@ -12,6 +12,7 @@ import { resolveItems, worldContext } from '../ui/ExploreBar.js';
 import { SavePanel } from '../ui/SavePanel.js';
 import { SaveManager } from '../save/SaveManager.js';
 import { BuildWindow } from '../ui/BuildWindow.js';
+import { JobBoardWindow } from '../ui/JobBoardWindow.js';
 import { QuestWindow } from '../ui/QuestWindow.js';
 import { ConfirmOverlay } from '../ui/ConfirmOverlay.js';
 import { planRoute } from '../galaxy/Route.js';
@@ -123,6 +124,8 @@ export class SurfaceScene extends Phaser.Scene {
     this.shopHud = null; // the buy/sell screen's corner readout (upper right): this scene's CreditsHud + MineralHud pair
     this.noteG = null; // console-note glyphs (consoleNote)
     this.buildWindow = null; // the BUILD console (deck slot) — a view over gameScene.buildState
+    this.jobBoardWindow = null; // the JOB BOARD console (Explore drawer's Job Board slot)
+    this.jobBoardMode = false; // true while the job board console is up (the JOB BOARD press or the ✕ toggles it)
     this._setDestDialog = null; // the shop's "SET DESTINATION" confirm (ConfirmOverlay, container-hosted)
     this._setDestHost = null;   // the centered container hosting that dialog (SavePanel pattern)
     this._setDest = null;       // the pending { exit, hops } behind that dialog
@@ -510,17 +513,33 @@ export class SurfaceScene extends Phaser.Scene {
    * untouched in both directions (it's the toggle that owns the lock). Idempotent — safe on re-entry.
    */
   setBarLocked(locked) {
+    this.setServiceLocked(locked, 'bar');
+  }
+
+  /**
+   * SURFACE LOCK — while a service point owns the surface (the bar clip,
+   * the job board console), EVERY button on the primary deck (all six
+   * live slots — the way-out is not on the deck) and every item on the
+   * secondary drawer EXCEPT the service's slot go standby (dim, inert —
+   * no hover, no press — the deck's per-slot language,
+   * ActionBar.setSlotEnabled; the drawer's, MenuSubBar.setDisabled).
+   * `escapeId` names the way-out slot (the bar's 'bar', the board's
+   * 'jobBoard') — it stays live. The shop slot re-arms with the rest (its
+   * TRADE gate — GameScene.isTradeUnlocked — lives on the shop's Buy/Sell
+   * tab, not on this slot). Idempotent — safe on re-entry.
+   */
+  setServiceLocked(locked, escapeId) {
     const deck = this.actionBar;
     if (deck && Array.isArray(deck.slots)) {
       for (const s of deck.slots) {
         if (!s.live) continue;
-        deck.setSlotEnabled(s.id, !locked); // the shop slot re-arms with the rest — its trade gate lives on the shop's Buy/Sell tab, not here
+        deck.setSlotEnabled(s.id, !locked);
       }
     }
     const drawer = this.exploreSubBar;
     if (drawer && Array.isArray(drawer.buttons)) {
       for (const b of drawer.buttons) {
-        if (b.id === 'bar') continue; // BAR/LEAVE BAR is the way out
+        if (b.id === escapeId) continue; // the way-out slot stays live
         drawer.setDisabled(b.id, locked);
       }
     }
@@ -539,6 +558,56 @@ export class SurfaceScene extends Phaser.Scene {
     return inBar ? String(active) : String(base);
   }
 
+  // ------------------------------------------------------------------
+  // Stage 2c — the job board (EXPLORE → Job Board opens the console, and back)
+  // ------------------------------------------------------------------
+
+  /**
+   * JOB BOARD — the drawer's Job Board slot (on every world EXCEPT the
+   * player's home system — safe space): open the board's console (the
+   * build screen's structure — js/ui/JobBoardWindow.js, nearly
+   * full-screen, over the deck + drawer + the upper-left HUD); the next
+   * press — or the console's ✕ — closes it. While it's up the deck +
+   * drawer stand down (the slot's own press stays live as the second
+   * door — setServiceLocked). The surface clip pauses under the console
+   * and resumes where it left off (v4 quirk — resume(), not play();
+   * see leaveJobBoard).
+   */
+  toggleJobBoard() {
+    if (this.phase !== 'surface') return; // no deck, no drawer, no board
+    if (this.jobBoardMode) {
+      this.leaveJobBoard();
+      return;
+    }
+    if (this.vignetteHub?.busy) {
+      // A scene is pending or open (the shop's) — the board's entry waits
+      // for its DONE (one location at a time).
+      this.consoleNote('ONE THING AT A TIME');
+      this.playSfx('ui_close');
+      return;
+    }
+    if (this.jobBoardWindow?.isOpen) {
+      this.leaveJobBoard(); // out of sync (e.g. a close in flight) — land it
+      return;
+    }
+    this.jobBoardMode = true;
+    this.surfaceVideo?.pause(); // the console covers the loop (resume() brings it back)
+    this.jobBoardWindow?.open();
+    this.setServiceLocked(true, 'jobBoard'); // the board is up — every OTHER button stands down
+  }
+
+  /** The second press (JOB BOARD) — or the console's ✕ — back to the looping surface clip. */
+  leaveJobBoard() {
+    if (!this.jobBoardMode) return;
+    this.jobBoardMode = false;
+    this.jobBoardWindow?.close();
+    this.setServiceLocked(false, 'jobBoard'); // the board is down — the deck + drawer come back
+    // resume(), not play(): v4's play() is a no-op after pause() (its
+    // _playCalled flag stays true, so the native play() is never
+    // re-issued) — the surface clip would stay frozen after board → back.
+    this.surfaceVideo?.resume();
+  }
+
   // ------------------------------------------------------------------
   // Stage 2d — the planet's VIGNETTES (data/vignettes.json — the
   // dialogue scenes that play on the surface: the window over the
@@ -1163,6 +1232,21 @@ export class SurfaceScene extends Phaser.Scene {
         })
       : null;
 
+    // The JOB BOARD console (the Explore drawer's Job Board slot — on
+    // every world EXCEPT the player's home system — safe space): the
+    // build screen's structure (js/ui/JobBoardWindow.js) on the surface
+    // clip's depth layer (10 — the bar clip's), so the deck (50) + drawer
+    // (60) stay live on top — the drawer's slot is the way-out (JOB BOARD
+    // ↔ LEAVE; toggleJobBoard owns the relabel + lock). The left feed is
+    // assets/videos/jobboard.mp4 (GameScene's preload, shared cache, muted
+    // loop). The AVAILABLE JOBS + JOB DETAILS sections stand as
+    // placeholders for now — the postings + the selection land later
+    // (JobBoardWindow.refresh is the repaint seam).
+    this.jobBoardWindow = new JobBoardWindow(this, {
+      planetName: this.planetName,
+      onClose: () => this.leaveJobBoard(),
+    });
+
     // The QUESTS console (the deck's QUESTS slot — right of SHIP): the
     // SAME window as the flight deck's (js/ui/QuestWindow.js), opened
     // over the SLEEPING GameScene's dossier — the same split as the build
@@ -1306,6 +1390,17 @@ export class SurfaceScene extends Phaser.Scene {
       this.toggleBar();
       return;
     }
+    if (this.jobBoardMode && id !== 'jobBoard') {
+      // Belt-and-braces — the board's lock already stands the other drawer
+      // items down (their clicks never reach here).
+      this.consoleNote('LEAVE THE JOB BOARD FIRST');
+      this.playSfx('ui_close');
+      return;
+    }
+    if (id === 'jobBoard') {
+      this.toggleJobBoard();
+      return;
+    }
     console.info(`[orbit] surface explore: ${id} — ${this.planetName}`);
   }
 
@@ -1579,6 +1674,7 @@ export class SurfaceScene extends Phaser.Scene {
     if (this.exploreSubBar?.isOpen) {
       if (this.exploreSubBar.contains(pointer.x, pointer.y)) return;
       if (this.barMode) return; // the bar holds the drawer up — LEAVE BAR is the way out
+      if (this.jobBoardMode) return; // the board holds the drawer up — the ✕ (or the JOB BOARD press) is the way out
       this.exploreSubBar.close();
       return;
     }
@@ -1715,6 +1811,7 @@ export class SurfaceScene extends Phaser.Scene {
       }
     }
     this.buildWindow?.update(time);
+    this.jobBoardWindow?.update(time);
     this.questWindow?.update(time);
   }
 
@@ -1745,6 +1842,9 @@ export class SurfaceScene extends Phaser.Scene {
     this._setDest = null;
     this.buildWindow?.destroy();
     this.buildWindow = null;
+    this.jobBoardWindow?.destroy();
+    this.jobBoardWindow = null;
+    this.jobBoardMode = false;
     this.vignetteHub?.destroy(); // the scene + its pending beat die with the surface
     this.vignetteHub = null;
     this.vignetteLocation = null;
diff --git a/js/ui/JobBoardWindow.js b/js/ui/JobBoardWindow.js
new file mode 100644
index 0000000..5db81ad
--- /dev/null
+++ b/js/ui/JobBoardWindow.js
@@ -0,0 +1,788 @@
+/**
+ * JobBoardWindow — the full-screen JOB BOARD console (the Explore
+ * drawer's Job Board slot, on every world EXCEPT the player's home
+ * system — safe space). Structurally the build console's (the deck's
+ * BUILD button — js/ui/BuildWindow.js): same cut-corner frame + title
+ * rail + ✕, the same boot reveal / decode / glitch language, and the
+ * same left feed + right content split.
+ *
+ *  ┌──────────────────────────────────────────────────────────────────────┐
+ *  │  J O B   B O A R D                                · BOARD  [✕] │
+ *  ├───────────────────────┬──────────────────────────────────────────────┤
+ *  │ ● BOARD FEED // LIVE  │  AVAILABLE JOBS                             │
+ *  │ ┌─────────────────┐   │  ┌────────────────────────────────────────┐  │
+ *  │ │  looping video  │   │  │  NO CONTRACTS ON FILE — the postings   │  │
+ *  │ │ (muted, 2:3)    │   │  │  list lands here (later)               │  │
+ *  │ │ + scanlines     │   │  └────────────────────────────────────────┘  │
+ *  │ │ + sweep band    │   │  JOB DETAILS                                │
+ *  │ └─────────────────┘   │  ┌────────────────────────────────────────┐  │
+ *  │ BOARD STANDBY — …     │  │  SELECT A JOB — the contract readout   │  │
+ *  │                       │  │  lands here (later)                    │  │
+ *  │                       │  └────────────────────────────────────────┘  │
+ *  └───────────────────────┴──────────────────────────────────────────────┘
+ *
+ * Title: the JOB BOARD name in the top bar's upper left — the build
+ * console's titleTxt spot (the meta line + ✕ sit at the right). Left:
+ * the board's feed — assets/videos/jobboard.mp4, a 2:3 portrait that
+ * LOOPS MUTED while the console is up (the build feed's twin;
+ * data/actionbar.json → surface.explore.video). Right: the AVAILABLE
+ * JOBS section (the board's postings — flexing from the body's top
+ * edge) and the JOB DETAILS section (the selected job's contract) —
+ * both PLACEHOLDERS for now; the postings + the selection land later
+ * (refresh() is the repaint seam).
+ *
+ * Depth 80 — the build screen's: nearly full-screen, ABOVE the deck
+ * (50) + drawer (60) + the upper-left surface HUD (60), so it covers
+ * the planet text as well (the build console's shape). The top bar's
+ * text sits at the right (the build's titleMeta corner).
+ *
+ * The scene owns the toggle: it calls open()/close() and stands the
+ * deck + drawer down (SurfaceScene.setServiceLocked — the slot's own
+ * press stays live as the second door); the ✕ calls back through the
+ * onClose seam so the unlock can't be skipped.
+ */
+import Phaser from '../vendor/phaser.js';
+import { config } from '../config/Config.js';
+import { toCss } from '../utils/Color.js';
+import { fontStack, themeColor } from '../utils/Theme.js';
+import { ScrambleDecode } from '../utils/Decode.js';
+import { playSfxOn } from '../utils/Sfx.js';
+import { CyberShape } from './CyberShape.js';
+
+const HEADER = fontStack('header');
+const BODY = fontStack('body');
+const rand = (a, b) => a + Math.random() * (b - a);
+const clamp01 = (v) => Math.min(1, Math.max(0, v));
+const easeIO = (u) => (u < 0.5 ? 2 * u * u : 1 - Math.pow(-2 * u + 2, 2) / 2);
+
+/** Theme palette (data/theme.json), resolved once at build time. */
+const C = {
+  ink: themeColor('ink', 0xeaf6ff),
+  dim: themeColor('dim', 0x7d92c4),
+  faint: themeColor('faint', 0x3d4c74),
+  neon: themeColor('neon', 0x00e5ff),
+  neon2: themeColor('neon2', 0xff2d6f),
+  amber: themeColor('amber', 0xffc94d),
+  panel: themeColor('panel', 0x0a1120),
+  bg: themeColor('bg', 0x04060d),
+};
+
+/**
+ * Draw a cut-corner plate with its top-left at (x, y) into an existing
+ * Graphics (CyberShape.points is centred on (0,0) — translate by the
+ * plate centre). Mirrors BuildWindow.panel() (the build console's
+ * recipe, including the wide, low-alpha `glow` stroke pass).
+ */
+function panel(g, x, y, w, h, o = {}) {
+  const cx = x + w / 2;
+  const cy = y + h / 2;
+  const pts = CyberShape.points(w, h, o.notch ?? Math.min(14, h * 0.28)).map(
+    (p) => ({ x: p.x + cx, y: p.y + cy })
+  );
+  if (o.fill !== undefined) {
+    g.fillStyle(o.fill, o.fillAlpha ?? 1);
+    g.fillPoints(pts, true);
+  }
+  if (o.stroke !== undefined) {
+    g.lineStyle(o.lineWidth ?? 1.5, o.stroke, o.strokeAlpha ?? 1);
+    g.strokePoints(pts, true);
+  }
+  if (o.glow !== undefined) {
+    g.lineStyle((o.lineWidth ?? 1.5) + 4, o.glow, o.glowAlpha ?? 0.22);
+    g.strokePoints(pts, true);
+  }
+}
+
+/** Corner brackets framing a rect (x, y = top-left). */
+function brackets(g, x, y, w, h, o = {}) {
+  const color = o.color ?? C.neon;
+  const alpha = o.alpha ?? 0.7;
+  const len = o.length ?? 14;
+  g.lineStyle(o.lineWidth ?? 2, color, alpha);
+  const x2 = x + w;
+  const y2 = y + h;
+  g.lineBetween(x, y, x + len, y);
+  g.lineBetween(x, y, x, y + len);
+  g.lineBetween(x2, y, x2 - len, y);
+  g.lineBetween(x2, y, x2, y + len);
+  g.lineBetween(x, y2, x + len, y2);
+  g.lineBetween(x, y2, x, y2 - len);
+  g.lineBetween(x2, y2, x2 - len, y2);
+  g.lineBetween(x2, y2, x2, y2 - len);
+}
+
+export class JobBoardWindow extends Phaser.GameObjects.Container {
+  static VIDEO_KEY = 'jobboard';
+
+  /**
+   * @param {Phaser.Scene} scene the owning scene (SurfaceScene)
+   * @param {object} o seams:
+   *   { planetName: string,                       // the world's proper name (top-bar meta)
+   *     onClose: () => void }                     // the ✕ door (the scene's full leave: relabel + unlock)
+   */
+  constructor(scene, o = {}) {
+    super(scene, 0, 0);
+    // v4 quirk: a directly-constructed GameObject must register itself.
+    this.scene.add.existing(this);
+    this.setScrollFactor(0); // UI — pinned to the screen
+    // The build screen's depth — nearly full-screen, ABOVE the deck (50)
+    // + drawer (60) + the upper-left surface HUD (60): the board covers
+    // the planet text, and the ✕ (or the JOB BOARD slot's press) is the
+    // way-out (see the module note above).
+    this.setDepth(80);
+
+    this.planetName = String(o.planetName ?? '').trim();
+    this.onClose = typeof o.onClose === 'function' ? o.onClose : null;
+
+    this.openState = 'closed'; // closed | opening | open | closing
+    this.booted = false;
+    this.reveal = []; // { o, d, dur, mode, baseY, t0 }
+    this.decodes = []; // { txt, dec } — polled ScrambleDecodes
+    this.glitch = { until: 0, next: 0, level: 0.8 };
+    this.sweep = { t0: 0, next: 0 };
+
+    this._build();
+    this.setVisible(true);
+    this.setAlpha(0);
+  }
+
+  // ------------------------------------------------------------ helpers
+  hasVideo(key) {
+    const c = this.scene.cache?.video;
+    return !!(c && typeof c.has === 'function' && c.has(key));
+  }
+
+  destroyVideo(v) {
+    if (!v) return;
+    try {
+      v.off();
+      v.stop(false);
+      v.destroy();
+    } catch {
+      /* already gone */
+    }
+  }
+
+  /** Decode text into `txt` starting at `t0` (driven by update()). */
+  decodeTo(txt, str, t0, dur = 520) {
+    this.decodes = this.decodes.filter((d) => d.txt !== txt);
+    if (txt.text === str) return;
+    txt.setText('');
+    this.decodes.push({ txt, dec: new ScrambleDecode(str, t0, dur) });
+  }
+
+  sfx(name) {
+    playSfxOn(this.scene, name);
+  }
+
+  // ------------------------------------------------------------ geometry
+  _measure() {
+    const W = this.scene.scale.width;
+    const H = this.scene.scale.height;
+    const m = 10;
+    const pad = 14;
+    const rect = { x: m, y: m, w: W - 2 * m, h: H - 2 * m };
+    const titleH = 46;
+    // Nearly full-screen — the build screen's shape (its body runs to
+    // the window's bottom padding; the deck + drawer + HUD are covered).
+    const bodyY = rect.y + titleH + pad;
+    const bodyBottom = rect.y + rect.h - pad;
+    const bodyH = bodyBottom - bodyY;
+    const a = config.get('actionbar.surface.explore.video.aspect', [2, 3]);
+    const ar = a[0] > 0 && a[1] > 0 ? a[0] / a[1] : 2 / 3;
+    const videoH = Math.max(120, bodyH - 22 - 36 - 24 - 8);
+    const videoW = Math.max(90, videoH * ar);
+    const leftX = rect.x + pad;
+    const leftW = videoW + 30;
+    const rightX = leftX + leftW + pad;
+    const rightW = Math.max(120, rect.x + rect.w - pad - rightX);
+    // right column: the two placeholder sections (the build console's
+    // list-over-detail shape) — the title now lives in the top bar
+    // (the build's titleTxt spot), so the column starts at the body's
+    // top edge and the postings panel gets the whole flex room:
+    //   AVAILABLE JOBS (the postings — flex) over JOB DETAILS (fixed).
+    const headH = 12;       // a section's header line (10 px font)
+    const headGap = 10;     // header → panel
+    const secGap = 16;      // available panel → details header
+    const detailH = 150;    // the details panel (the build's detail height)
+    const availHeadY = bodyY + 8; // the AVAILABLE JOBS header (just under the top bar)
+    const availTop = availHeadY + headH + headGap;
+    const detailPanelY = bodyBottom - detailH;
+    const detailHeadY = detailPanelY - headGap - headH; // the JOB DETAILS header baseline
+    const availH = Math.max(
+      80,
+      detailHeadY - headGap - headH - secGap - availTop,
+    );
+    return {
+      W, H, rect, titleH, pad,
+      bodyY, bodyBottom, bodyH,
+      videoH, videoW, leftX, leftW,
+      rightX, rightW,
+      availHeadY, availTop, availH,
+      detailHeadY, detailPanelY, detailH,
+    };
+  }
+
+  // ------------------------------------------------------------ build
+  _build() {
+    const s = this.scene.add;
+    const G = (d = 0) => {
+      const g = s.graphics().setScrollFactor(0).setDepth(d);
+      this.add(g);
+      return g;
+    };
+    const T = (x, y, str, style, d = 0) => {
+      const t = s.text(x, y, str, style).setScrollFactor(0).setDepth(d);
+      this.add(t);
+      return t;
+    };
+
+    this.geo = this._measure();
+    const { rect, titleH } = this.geo;
+
+    // ── window body ─────────────────────────────────────────────────
+    const bg = G(0);
+    bg.clear();
+    panel(bg, rect.x, rect.y, rect.w, rect.h, {
+      notch: 20,
+      fill: C.bg,
+      fillAlpha: 1, // fully opaque — the upper-left HUD sits UNDER this window (depth 80 > 60) and must not ghost through
+      stroke: 0x0e5f86,
+      strokeAlpha: 0.95,
+    });
+    bg.fillStyle(C.neon, 0.16);
+    bg.fillRect(rect.x + 20, rect.y + rect.h - 1.5, rect.w - 40, 1.5);
+    this.bgG = bg;
+
+    // ── top bar — the meta line + ✕ at the RIGHT (the build console's
+    // titleMeta corner; the window now covers the upper-left HUD), the rail
+    const meta = String(this.planetName || 'SURFACE').toUpperCase();
+    this.topMeta = T(0, 0, `${meta} · SURFACE BOARD`, {
+      fontFamily: BODY,
+      fontSize: '10px',
+      color: toCss(C.faint),
+      letterSpacing: 2.5,
+    }, 1);
+    this.topMeta.setOrigin(1, 0);
+    this.topMeta.setPosition(rect.x + rect.w - 66, rect.y + 15);
+    this.titleRailG = G(1);
+    this.titleRailG.clear();
+    this.titleRailG.lineStyle(1, 0x14324f, 0.8);
+    this.titleRailG.lineBetween(rect.x + 16, rect.y + titleH - 1, rect.x + rect.w - 16, rect.y + titleH - 1);
+    this.titleRailG.fillStyle(C.neon, 0.9);
+    this.titleRailG.fillRect(rect.x + 16, rect.y + titleH - 2, 90, 2);
+
+    // close button (top right)
+    const cw = 30;
+    const cx = rect.x + rect.w - 18 - cw / 2;
+    const cy = rect.y + titleH / 2 - 2;
+    this.closeBtn = { x: cx, y: cy, w: cw, h: cw, hover: false };
+    this.closeG = G(2);
+    this.closeTxt = T(cx, cy + 1, '✕', {
+      fontFamily: BODY,
+      fontSize: '15px',
+      color: toCss(C.neon2),
+      align: 'center',
+    }, 2);
+    // Text's default origin is (0,0) — without this the ✕ anchors its
+    // top-left at the plate centre and sits right-of-centre.
+    this.closeTxt.setOrigin(0.5, 0.5);
+    const closeRect = new Phaser.Geom.Rectangle(cx - cw / 2, cy - cw / 2, cw, cw);
+    this.closeG.setInteractive({
+      useHandCursor: true,
+      hitArea: closeRect,
+      hitAreaCallback: (area, px, py) => area.contains(px, py),
+    });
+    this.closeG.on('pointerover', () => {
+      this.closeBtn.hover = true;
+      this._paintClose();
+    });
+    this.closeG.on('pointerout', () => {
+      this.closeBtn.hover = false;
+      this._paintClose();
+    });
+    this.closeG.on('pointerdown', () => {
+      this.sfx('ui_click');
+      // The scene's full leave (relabel the drawer's slot back to JOB
+      // BOARD + stand the deck back up) — close() alone would skip it.
+      if (this.onClose) this.onClose();
+      else this.close();
+    });
+    this._paintClose();
+
+    // glitch layers (top of the window)
+    this.glitchG = G(10);
+    this.titleGhostA = this._ghost();
+    this.titleGhostB = this._ghost();
+
+    // ── left: the board feed (video) ─────────────────────────────────
+    this.videoPanel = this._buildVideoPanel();
+    this.add(this.videoPanel);
+    this.videoPanel.setDepth(1);
+
+    // ── top bar: the JOB BOARD title in the build's titleTxt spot
+    // (upper left; the meta line + ✕ sit at the right) ────────────────
+    this.rightTitle = T(rect.x + 18, rect.y + 13, '', {
+      fontFamily: HEADER,
+      fontSize: '17px',
+      color: toCss(C.ink),
+      fontStyle: 'bold',
+      letterSpacing: 7,
+    }, 1);
+    this.rightTitleCursor = G(1);
+    this._buildSections();
+  }
+
+  _ghost() {
+    const t = this.scene.add
+      .text(0, 0, '', {
+        fontFamily: HEADER,
+        fontSize: '20px',
+        color: toCss(C.neon),
+        fontStyle: 'bold',
+        letterSpacing: 6,
+      })
+      .setScrollFactor(0)
+      .setAlpha(0)
+      .setBlendMode(Phaser.BlendModes.ADD);
+    t.setDepth(2);
+    this.add(t);
+    return t;
+  }
+
+  // ── right: the two placeholder sections ────────────────────────────
+  /**
+   * AVAILABLE JOBS (the board's postings) over JOB DETAILS (the selected
+   * job's contract) — PLACEHOLDERS for now: framed, labelled, and
+   * standing by. The postings list + the selection land later; refresh()
+   * is the repaint seam (the build console's rows/detail shape is the
+   * model to copy when they arrive).
+   */
+  _buildSections() {
+    const s = this.scene.add;
+    const { rightX, rightW } = this.geo;
+    const mk = (headY, panelY, panelH, head, main, sub) => {
+      // NOTE: added to THE CONTAINER (this.add), not left scene-level —
+      // the container carries the window's depth (10), and a scene-level
+      // object at depth 0 hides behind the window's own opaque backdrop.
+      const headTxt = s
+        .text(rightX + 6, headY, head, {
+          fontFamily: HEADER,
+          fontSize: '10px',
+          color: toCss(C.dim),
+          fontStyle: 'bold',
+          letterSpacing: 3,
+        })
+        .setScrollFactor(0);
+      this.add(headTxt);
+      const bg = s.graphics().setScrollFactor(0);
+      this.add(bg);
+      bg.clear();
+      panel(bg, rightX, panelY, rightW, panelH, {
+        notch: 10,
+        fill: 0x081120,
+        fillAlpha: 0.85,
+        stroke: 0x1b3a5a,
+        strokeAlpha: 0.7,
+      });
+      bg.fillStyle(C.neon, 0.3);
+      bg.fillRect(rightX + 12, panelY + 1, rightW - 24, 1.5);
+      const mainTxt = s
+        .text(rightX + rightW / 2, panelY + panelH / 2 - 8, main, {
+          fontFamily: HEADER,
+          fontSize: '12px',
+          color: toCss(C.faint),
+          fontStyle: 'bold',
+          letterSpacing: 3,
+          align: 'center',
+        })
+        .setOrigin(0.5, 0.5)
+        .setScrollFactor(0);
+      this.add(mainTxt);
+      const subTxt = s
+        .text(rightX + rightW / 2, panelY + panelH / 2 + 12, sub, {
+          fontFamily: BODY,
+          fontSize: '10px',
+          color: toCss(C.faint),
+          letterSpacing: 2,
+          align: 'center',
+        })
+        .setOrigin(0.5, 0.5)
+        .setScrollFactor(0);
+      this.add(subTxt);
+      return { headTxt, bg, mainTxt, subTxt };
+    };
+
+    const g = this.geo;
+    this.jobsSection = mk(
+      g.availHeadY, g.availTop, g.availH,
+      'AVAILABLE JOBS',
+      'NO CONTRACTS ON FILE',
+      'THE BOARD’S POSTINGS LAND HERE',
+    );
+    this.detailSection = mk(
+      g.detailHeadY, g.detailPanelY, g.detailH,
+      'JOB DETAILS',
+      'SELECT A JOB',
+      'PICK A LISTING TO READ ITS CONTRACT',
+    );
+  }
+
+  // ── left panel: the board feed ──────────────────────────────────────────
+  _buildVideoPanel() {
+    const { leftX, bodyY, leftW, videoW, videoH } = this.geo;
+    const cont = new Phaser.GameObjects.Container(this.scene, leftX, bodyY);
+    const s = this.scene.add;
+
+    // header: ● BOARD FEED // LIVE
+    this.recDot = s.circle(10, 12, 4, C.amber, 0.9).setScrollFactor(0);
+    cont.add(this.recDot);
+    const head = s
+      .text(20, 6, 'BOARD FEED // LIVE', {
+        fontFamily: BODY,
+        fontSize: '10px',
+        color: toCss(C.faint),
+        letterSpacing: 2.5,
+      })
+      .setScrollFactor(0);
+    cont.add(head);
+
+    // frame + the clip
+    const vx = (leftW - videoW) / 2;
+    const vy = 26;
+    const frameG = s.graphics().setScrollFactor(0);
+    frameG.clear();
+    brackets(frameG, vx - 6, vy - 6, videoW + 12, videoH + 12, { length: 12, color: C.neon, alpha: 0.7 });
+    frameG.lineStyle(1, 0x14324f, 0.55);
+    frameG.lineBetween(vx - 6, vy + videoH / 2, vx - 2, vy + videoH / 2);
+    frameG.lineBetween(vx + videoW + 2, vy + videoH / 2, vx + videoW + 6, vy + videoH / 2);
+    cont.add(frameG);
+
+    this.videoCx = vx + videoW / 2;
+    this.videoCy = vy + videoH / 2;
+    this.videoRect = { x: vx, y: vy, w: videoW, h: videoH };
+
+    this.video = null;
+    if (this.hasVideo(JobBoardWindow.VIDEO_KEY)) {
+      const v = s.video(0, 0, JobBoardWindow.VIDEO_KEY);
+      v.setOrigin(0.5);
+      v.setScrollFactor(0);
+      // The feed is ambience: muted + looping, as the console requires.
+      v.setVolume(0);
+      v.setLoop(true);
+      if (v.video) v.video.muted = true;
+      const fit = (vv, iw = 0, ih = 0) => {
+        const el = vv.video;
+        const vw = iw || (el && (el.videoWidth || el.width)) || (vv.frame && vv.frame.realWidth) || 544;
+        const vh = ih || (el && (el.videoHeight || el.height)) || (vv.frame && vv.frame.realHeight) || 800;
+        const sc = Math.min(videoW / vw, videoH / vh);
+        vv.setPosition(this.videoCx, this.videoCy);
+        vv.setScale(sc);
+      };
+      fit(v);
+      const ready = (vv, w, h) => {
+        if (vv !== v) return;
+        fit(vv, w, h);
+        vv.setVisible(true);
+      };
+      v.on('created', ready);
+      if (v.video && v.video.readyState >= 1) ready(v, 0, 0);
+      cont.add(v);
+      this.video = v;
+    } else {
+      // NO SIGNAL plate (asset missing) — the console still works.
+      const ph = s.graphics().setScrollFactor(0);
+      ph.clear();
+      panel(ph, vx, vy, videoW, videoH, { notch: 6, fill: 0x050a12, fillAlpha: 0.9, stroke: 0x1b3a5a, strokeAlpha: 0.5 });
+      for (let i = 0; i < 40; i++) {
+        ph.fillStyle(C.neon, rand(0.02, 0.08));
+        ph.fillRect(vx + rand(0, videoW - 4), vy + rand(0, videoH), rand(8, 60), 1);
+      }
+      cont.add(ph);
+      const ns = s.text(this.videoCx, this.videoCy - 8, 'NO SIGNAL', {
+        fontFamily: HEADER,
+        fontSize: '14px',
+        color: toCss(C.ink),
+        fontStyle: 'bold',
+        letterSpacing: 5,
+        align: 'center',
+      }).setScrollFactor(0);
+      const nsub = s.text(this.videoCx, this.videoCy + 12, 'BOARD FEED OFFLINE', {
+        fontFamily: BODY,
+        fontSize: '10px',
+        color: toCss(C.faint),
+        letterSpacing: 3,
+        align: 'center',
+      }).setScrollFactor(0);
+      cont.add(ns);
+      cont.add(nsub);
+    }
+
+    // scanlines over the feed (the menu's CRT recipe — the build feed's
+    // twin, its own texture key)
+    const scanKey = 'jobboard_scanlines';
+    if (!this.scene.textures.exists(scanKey)) {
+      const c = document.createElement('canvas');
+      c.width = 4;
+      c.height = 8;
+      const ctx = c.getContext('2d');
+      ctx.fillStyle = 'rgba(2,6,12,0.5)';
+      ctx.fillRect(0, 0, 4, 3);
+      ctx.fillStyle = 'rgba(120,220,255,0.05)';
+      ctx.fillRect(0, 4, 4, 1);
+      this.scene.textures.addCanvas(scanKey, c);
+    }
+    this.scan = s.tileSprite(this.videoCx, this.videoCy, videoW, videoH, scanKey).setScrollFactor(0).setAlpha(0.5);
+    cont.add(this.scan);
+
+    // sweep band (crawls down the feed on a loop)
+    const swKey = 'jobboard_sweep';
+    if (!this.scene.textures.exists(swKey)) {
+      const c = document.createElement('canvas');
+      c.width = 8;
+      c.height = 64;
+      const ctx = c.getContext('2d');
+      const grad = ctx.createLinearGradient(0, 0, 0, 64);
+      grad.addColorStop(0, 'rgba(127,223,255,0)');
+      grad.addColorStop(0.5, 'rgba(127,223,255,0.5)');
+      grad.addColorStop(1, 'rgba(127,223,255,0)');
+      ctx.fillStyle = grad;
+      ctx.fillRect(0, 0, 8, 64);
+      this.scene.textures.addCanvas(swKey, c);
+    }
+    this.sweepBand = s
+      .image(this.videoCx, this.videoRect.y - 40, swKey)
+      .setDisplaySize(videoW, 48)
+      .setScrollFactor(0)
+      .setAlpha(0)
+      .setBlendMode(Phaser.BlendModes.ADD);
+    cont.add(this.sweepBand);
+    this.sweepCfg = config.get('builds.fx', null) ?? {};
+
+    // bottom status strip (the build feed's shape)
+    const sy = vy + videoH + 14;
+    const strip = s.graphics().setScrollFactor(0);
+    strip.clear();
+    strip.lineStyle(1, 0x14324f, 0.8);
+    strip.lineBetween(2, sy, leftW - 2, sy);
+    strip.fillStyle(C.neon, 0.7);
+    strip.fillRect(2, sy - 1, 26, 2);
+    cont.add(strip);
+    this.statusTxt = s
+      .text(2, sy + 10, 'BOARD STANDBY — NO CONTRACTS ON FILE', {
+        fontFamily: BODY,
+        fontSize: '10px',
+        color: toCss(C.faint),
+        letterSpacing: 2,
+      })
+      .setScrollFactor(0);
+    cont.add(this.statusTxt);
+
+    return cont;
+  }
+
+  // ── painting ─────────────────────────────────────────────────────────────
+  _paintClose() {
+    const b = this.closeBtn;
+    const g = this.closeG;
+    g.clear();
+    panel(g, b.x - b.w / 2, b.y - b.h / 2, b.w, b.h, {
+      notch: 7,
+      fill: C.panel,
+      fillAlpha: b.hover ? 0.85 : 0.4,
+      stroke: C.neon2,
+      strokeAlpha: b.hover ? 1 : 0.55,
+    });
+    this.closeTxt.setAlpha(b.hover ? 1 : 0.8);
+  }
+
+  /** Repaint the placeholder sections (the seam — the postings + the
+   *  selected job's contract repaint here when they land). */
+  refresh() {
+    // The sections stand as built (NO CONTRACTS ON FILE / SELECT A JOB).
+  }
+
+  // ── open / close ─────────────────────────────────────────────────────────
+  open() {
+    if (this.openState === 'open' || this.openState === 'opening') return;
+    this.openState = 'opening';
+    this.setAlpha(0);
+
+    // resume() not play(): v4's play() is a no-op after pause() (its
+    // _playCalled flag stays true, so the native play() is never
+    // re-issued) — the feed would stay frozen after close → reopen.
+    // resume() handles both a first open (delegates to play()) and a
+    // re-open of a paused clip.
+    this.video?.resume?.();
+    this.sfx('ui_window');
+    this._startReveal();
+  }
+
+  close() {
+    if (this.openState === 'closed' || this.openState === 'closing') return;
+    this.openState = 'closing';
+    this.video?.pause?.();
+    this.sfx('ui_close');
+    this.scene.tweens.add({
+      targets: this,
+      alpha: 0,
+      duration: 150,
+      ease: 'Power2',
+      onComplete: () => {
+        this.openState = 'closed';
+        this.glitchG.clear();
+        this.titleGhostA.setAlpha(0);
+        this.titleGhostB.setAlpha(0);
+      },
+    });
+  }
+
+  // 'closing' counts as open: the close door flips openState in the
+  // SAME input pass, before the scene's pointerdown guard runs — while
+  // the window is still on screen (fading out) it must keep owning the
+  // click, or the close tap leaks through as a world click.
+  get isOpen() {
+    return this.openState === 'open' || this.openState === 'opening' || this.openState === 'closing';
+  }
+
+  // ── boot reveal ────────────────────────────────────────────────────────────
+  _startReveal() {
+    const now = this.scene.time.now;
+    const list = [];
+    const push = (o, d, dur, mode, baseY) => list.push({ o, d, dur, mode, baseY: baseY ?? o.y, t0: now });
+    this.decodeTo(this.rightTitle, 'JOB BOARD', now, 520);
+
+    if (!this.booted) {
+      push(this, 0, 240, 'fade');
+      push(this.topMeta, 120, 300, 'fade');
+      push(this.titleRailG, 160, 220, 'fade');
+      push(this.closeG, 200, 200, 'fade');
+      push(this.closeTxt, 200, 200, 'fade');
+      push(this.videoPanel, 260, 380, 'fade');
+      push(this.rightTitle, 300, 300, 'rise', this.rightTitle.y);
+      push(this.jobsSection.headTxt, 420, 240, 'fade');
+      push(this.jobsSection.bg, 440, 260, 'rise', 0);
+      push(this.jobsSection.mainTxt, 480, 240, 'fade');
+      push(this.jobsSection.subTxt, 520, 240, 'fade');
+      push(this.detailSection.headTxt, 560, 240, 'fade');
+      push(this.detailSection.bg, 580, 260, 'rise', 0);
+      push(this.detailSection.mainTxt, 620, 240, 'fade');
+      push(this.detailSection.subTxt, 660, 240, 'fade');
+      this.booted = true;
+      this.glitch.next = now + rand(6000, 13000);
+    } else {
+      push(this, 0, 160, 'fade');
+    }
+    this.reveal = list;
+    this.openState = 'open';
+  }
+
+  _glitchBurst(level, at) {
+    this.glitch.until = at + rand(220, 420);
+    this.glitch.level = level;
+  }
+
+  // ── per-frame (called by the scene's update) ──────────────────────────────
+  update(time) {
+    if (!this.isOpen) return;
+
+    // reveal timeline
+    if (this.reveal.length) {
+      let done = true;
+      for (const r of this.reveal) {
+        const u = clamp01((time - r.t0 - r.d) / Math.max(1, r.dur));
+        const e = easeIO(u);
+        if (r.mode === 'fade') r.o.setAlpha(e);
+        else if (r.mode === 'rise') {
+          r.o.setAlpha(e);
+          r.o.setY(r.baseY + (1 - e) * 14);
+        }
+        if (u < 1) done = false;
+      }
+      if (done) {
+        for (const r of this.reveal) {
+          r.o.setAlpha(1);
+          if (r.mode === 'rise') r.o.setY(r.baseY);
+        }
+        this.reveal = [];
+      }
+    }
+
+    // decodes (ScrambleDecode polling)
+    if (this.decodes.length) {
+      for (const d of [...this.decodes]) {
+        if (!d.dec.started(time)) continue;
+        d.txt.setText(d.dec.display(time));
+        if (d.dec.finished(time)) {
+          d.txt.setText(d.dec.value);
+          const i = this.decodes.indexOf(d);
+          if (i >= 0) this.decodes.splice(i, 1);
+        }
+      }
+    }
+
+    // ambient glitch bursts (the build console's recipe)
+    if (time >= this.glitch.next) {
+      this._glitchBurst(rand(0.5, 1), time);
+      this.glitch.next = time + rand(6000, 13000);
+    }
+    if (time < this.glitch.until) {
+      const lvl = this.glitch.level ?? 0.8;
+      const { rect } = this.geo;
+      const g = this.glitchG;
+      g.clear();
+      for (let i = 0; i < 4; i++) {
+        g.fillStyle(i % 2 ? C.neon : C.neon2, rand(0.03, 0.1) * lvl);
+        g.fillRect(rect.x + rand(-8, 8), rand(rect.y, rect.y + rect.h), rect.w, rand(2, 18));
+      }
+      const dx = 2 + lvl * 2;
+      const t = this.rightTitle;
+      this.titleGhostA.setText(t.text).setPosition(t.x + dx, t.y).setAlpha(0.5 * lvl);
+      this.titleGhostB.setText(t.text).setPosition(t.x - dx, t.y).setAlpha(0.5 * lvl);
+      this.titleGhostB.setColor(toCss(C.neon2));
+    } else if (this.titleGhostA?.alpha > 0) {
+      this.titleGhostA.setAlpha(0);
+      this.titleGhostB.setAlpha(0);
+    }
+
+    // title cursor blink (the build console's title-cursor recipe)
+    const blink = Math.floor(time / 480) % 2 === 0 ? 1 : 0.15;
+    this.rightTitleCursor.clear();
+    this.rightTitleCursor.fillStyle(C.neon, blink);
+    this.rightTitleCursor.fillRect(
+      this.rightTitle.x + this.rightTitle.width + 10,
+      this.rightTitle.y - 16,
+      9,
+      19,
+    );
+
+    // sweep band over the feed
+    const cfg = this.sweepCfg;
+    if (cfg.enabled !== false && this.sweepBand) {
+      const [lo, hi] = cfg.everyMs ?? [4200, 8600];
+      if (time >= this.sweep.next) {
+        this.sweep.t0 = time;
+        this.sweep.next = time + rand(lo, hi);
+      }
+      const dur = cfg.durationMs ?? 1500;
+      const u = (time - this.sweep.t0) / dur;
+      if (u >= 0 && u <= 1) {
+        const { y, h } = this.videoRect;
+        this.sweepBand.setY(y - 48 + u * (h + 96));
+        this.sweepBand.setAlpha(Math.sin(u * Math.PI) * 0.5);
+      } else {
+        this.sweepBand.setAlpha(0);
+      }
+    }
+
+    // REC dot pulse
+    this.recDot.setFillStyle(C.amber, 0.45 + 0.4 * Math.sin(time * 0.006));
+  }
+
+  // ── teardown ───────────────────────────────────────────────────────────────
+  destroy() {
+    this.destroyVideo(this.video);
+    this.video = null;
+    super.destroy(true);
+  }
+}