diff --git a/.pi/.goals-pool-snapshot.json b/.pi/.goals-pool-snapshot.json index 7f986f3..072c10c 100644 --- a/.pi/.goals-pool-snapshot.json +++ b/.pi/.goals-pool-snapshot.json @@ -1 +1 @@ -{"version":1,"dirMtimeMs":1789956413250.3848,"goals":[]} \ No newline at end of file +{"version":1,"dirMtimeMs":1790080392798.7607,"goals":[]} \ No newline at end of file diff --git a/.pi/goals/.goal-ledger-checkpoint.json b/.pi/goals/.goal-ledger-checkpoint.json index 620f65d..e386810 100644 --- a/.pi/goals/.goal-ledger-checkpoint.json +++ b/.pi/goals/.goal-ledger-checkpoint.json @@ -1 +1 @@ -{"version":3,"format":"goal-ledger-checkpoint","createdAt":"2026-09-21T02:06:44.443Z","coveredBytes":47128,"coveredEvents":81,"acc":{"goals":[{"goalId":"mu3lln4y-51f5mi","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"},"createdAt":"2026-09-16T04:26:00.418Z"},{"goalId":"mu4xefwj-ebnq8h","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"},"createdAt":"2026-09-17T02:44:06.019Z"},{"goalId":"mu7ieab2-f24hte","latestStatus":"paused","latestFocus":true,"latestPauseReason":"user","createdAt":"2026-09-18T22:07:23.053Z","resumedAt":"2026-09-19T04:17:54.636Z"},{"goalId":"mu986lbo-140zqa","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"},"createdAt":"2026-09-20T02:57:00.276Z"},{"goalId":"mu9xzeqf-e5m5ej","latestStatus":"paused","latestFocus":false,"latestPauseReason":"Scheduling paused","createdAt":"2026-09-20T14:59:15.159Z"}],"terminalGoals":[],"focusedGoalId":"mu9xzeqf-e5m5ej","focusGeneration":3,"focusGenByGoal":[["mu7ieab2-f24hte",2],["mu9xzeqf-e5m5ej",3]]},"recentEventsByGoal":[["mu3lln4y-51f5mi",[{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}]],["mu4xefwj-ebnq8h",[{"type":"task_list_set","goalId":"mu4xefwj-ebnq8h","taskCount":4,"blockCompletion":false,"at":"2026-09-17T02:44:06.019Z"},{"type":"task_started","goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T02:59:45.101Z"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Bolt texture (128x32 gradient trail+core+bloom) + white core head in js/combat/Bullet.js; fx.muzzle in CombatScene/CombatSystem; boltLength/boltWidth/muzzle knobs in data/combat.json; verified in /com"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-2","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.enemyHit: core flash, dir sparks along travel vector, craft white tintFill flash, cyan arc ripple (shield) vs orange shards (hull), damage-number pop; called identically in CombatScene.collide + Co"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-3","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.shieldImpact: sphere outline + arc centered on bearing (travel+PI), ripple, sparks, k-scaled by damage, 520ms decay; shieldBreak implosion+shockwave; rams use same treatment with bearing; verified "},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-4","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"combatShake on hit/kill/break; live probe: main cam shakeEffect isRunning=true duration=230, fx-ui cam isRunning=false; knobs in data/combat.json fx.shake/fx.shield; node dev/combat.test.mjs = 146 che"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.875Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.876Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"disapproved","report":"The headless browser is already up. Let me run my own live probe against both contexts to verify boot, the FX paths, and the camera-shake split.\n\nI found some console errors in the probe (a `setTintFill` deprecation and a `wallClamp` TypeError). Let me investigate both.\n\n## Audit report\n\nI verified the goal against the real artifacts, including live browser probes of both contexts (dev server + CDP). Much of the visual work is genuinely present, but the implementation contains a fatal regression in the shared FX path that breaks \"both contexts boot and play\" and silently fails one explicit success criterion.\n\n### Verified as delivered\n- **Bolts in both contexts** — `js/combat/Bullet.js` builds a 128×32 canvas bolt (fading trail band + core streak + head bloom) with an untinted white core dot riding the tip; tinted cyan (`#00e5ff`) / magenta-pink (`#ff2d6f`) from `data/combat.json` weapon colors; `boltLength/boltWidth` knobs read and applied (live probe: `boltScale [54,12]`, textures present, bolts visible in both committed screenshots).\n- **Directional muzzle flash** — `Fx.muzzle` (bore spike + bloom + cross glint, rotated to firing axis) called at every fire site in `CombatScene.firePlayer/fireEnemy` and `CombatSystem.firePlayerAt/fireEnemy`.\n- **Enemy impact read** — `Fx.enemyHit`: core flash, sparks along the travel vector, cyan arc + ring on shield hits vs orange shards + tight ring on hull, damage-number pop with scale-settle. Live-verified on the range (`arcFlash`, `ring`, 17 sparks, `tintFlash`, `text` all spawned).\n- **Shield-sphere hit from the laser's bearing** — `Fx.shieldImpact`: full-sphere outline + bright arc centered on the bearing (live check: bearing 135° → texture rotated exactly 135°), ripple, bearing-biased sparks, damage-scaled `k`, 520 ms decay; `shieldBreak` collapse cue (implosion + shockwave + shedding) fired on shield→hull break; rams route through the same bearing-based `damagePlayer`. Both contexts call the identical shared methods.\n- **Shake** — `combatShake` on hit/kill/break with `fx.shake` knobs (0.0045/0.007/0.011, 230 ms); live probe: world camera shake running, `fx-ui` camera shake inactive.\n- **Tuning surface, tests, constraints** — all knobs in `data/combat.json`; `node dev/combat.test.mjs` = 146 checks, 0 failures; no new dependencies (Phaser vendored), no build step, hand-rolled FX pattern (no emitters); depths in the 19–22 band, ships 10, HUD ≥60–120.\n\n### Blocking findings (verified live, not speculation)\n1. **`Fx.update` destroys the ships.** The expiry branch unconditionally calls `it.img.destroy()` — but `craftFlash` pushes items whose `img` is the ship itself (`kind:'tintFlash'`, 150–160 ms). Evidence:\n - Unit: real `Fx` class, `shieldImpact` + `fx.update(700ms)` → `shipDestroyedAfterShieldImpactExpire: true`.\n - Range: runtime stack captured `Ship.destroy ← Fx.update (Fx.js:599)`; after one non-lethal hit the enemy craft is gone 150 ms later with `dead:false` (no kill FX, no respawn bookkeeping — a ghost), then `CombatScene.update` throws `TypeError: Cannot read properties of undefined (reading 'velocity')` (`wallClamp`/`updatePlayer`) and the game loop dies. I reproduced this on a fresh page with no interaction beyond letting the pack fight.\n - Main game: the moment `combat.update` stepped, all 21 FX items — including the player ship's `tintFlash` — were consumed/destroyed.\n This contradicts \"both contexts boot and play\", \"no regressions\", and corrupts hit/kill/respawn bookkeeping in both contexts.\n2. **\"Visible white hit-flash on the enemy craft\" is not delivered.** In this vendored Phaser 4.2.1 build, `setTintFill` is a removed no-op that only `console.error`s (verified in `lib/phaser.min.js`: `` setTintFill:function(){console.error(...)}``). So `craftFlash` sets `setTint(0xffffff)` (invisible on an untinted sprite), the FILL mode is never applied, and the fallback bloom never triggers (nothing throws). Every hit spams a console error; the required white craft flash is absent.\n\n### Minor observations\n- Three untracked, unreferenced MP3s under `assets/fx/` (not wired into `data/sfx.json` or `CombatSfx.js`) — noise against the \"audio changes out of scope\" boundary.\n- In my main-game probes the `GameScene.update` loop was idle (tutorial comms hold), and the committed main-game screenshot shows a straight line of static bolts — the \"main game plays\" evidence is weaker than the range evidence, independent of the defects above.\n\nThe laser/impact/shield-sphere visuals are mostly real and well-built, but the shared `Fx` class killing the hit craft on flash expiry is a fatal, reproducible regression in the range (and a latent player-ship destroy in the main game), and the white hit-flash requirement is silently unmet.\n\n","at":"2026-09-17T04:42:45.235Z"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.036Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}]],["mu7ieab2-f24hte",[{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T04:06:34.695Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"Scheduling paused","source":"agent","at":"2026-09-19T04:06:46.015Z"},{"type":"goal_resumed","goalId":"mu7ieab2-f24hte","reason":"user","at":"2026-09-19T04:17:54.636Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-2","evidence":"dev/ship-window.test.mjs: every configured row resolves finite from real data; fireRate=1/cd, DPS=damage/cd, accel=ship.thrust, recharge=combat.playerShield. Screenshots reviewed: nominal (HULL 100/CU","at":"2026-09-19T04:54:26.329Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-3","evidence":"dev/ship-window.test.mjs drives real XpManager: levels 0-4 → timeline, 5 & 6 → CHOOSE YOUR CLASS door, class on file → class plate (mode flips exactly at data classAt=5; maxLevel untouched). Screensho","at":"2026-09-19T05:04:37.254Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-4","at":"2026-09-19T05:04:55.422Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-4","evidence":"Screenshots reviewed at 1920x1080: empty hold (\"HOLD EMPTY — EVERY BAY IS CLEAN\", EMPTY tiles, +12 LOCKED pips, 0% / NO ORE ABOARD) and loaded (icons+names, MANIFEST tags, \"4/6 BAYS · 2 FREE\", +10 LOC","at":"2026-09-19T05:21:51.901Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-5","at":"2026-09-19T05:22:27.127Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-5","evidence":"Selecting a filled bay opens BAY MANIFEST (js/ui/ShipWindow.js _paintManifest): goods icon frame, name, CLASS/TIER/BASE VALUE chips (labels from data), flavor, MADE IN origin|hub pool + producer class","at":"2026-09-19T06:10:11.478Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:32:31.167Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:38:35.941Z"}]],["mu986lbo-140zqa",[{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_list_set","goalId":"mu986lbo-140zqa","taskCount":4,"blockCompletion":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-1","at":"2026-09-20T02:57:57.911Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-1","evidence":"Node check: 7 types (frames 1–7) resolve; hull 80→150, xp 18→42 monotonic; 7 distinct patterns; combat_demo normalizes to 7 rolling waves (6/3/1 each)","at":"2026-09-20T03:05:24.313Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-2","at":"2026-09-20T03:05:24.314Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-2","evidence":"Missile.js (capped turn homing, Node-tested) + Weapons.js firePattern dispatch all 7 patterns; both contexts wired (CombatScene/CombatSystem.fireEnemy → firePattern); Node suite green importing EnemyT","at":"2026-09-20T04:21:17.494Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-3","evidence":"GameScene:1050 startWaves('combat_demo') (spawnPack no longer the boot path); combat_demo = 7 rolling waves bomber→warden, 6/3/1 each; Node e2e run passes; browser sfxcheck found live wave ship after ","at":"2026-09-20T04:21:17.495Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-4","evidence":"node dev/combat.test.mjs: all checks passed (0 failures). CDP demo check PASS: range renders all 7 patterns w/ shape; main 7 waves in order, 3 on screen, replacement/kill, 42 kills done. sfxcheck PASS","at":"2026-09-20T05:03:03.769Z"},{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},{"type":"audit_started","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.557Z"},{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}]],["mu9xzeqf-e5m5ej",[{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T17:43:58.266Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T20:09:24.838Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","evidence":"GameScene: onKill hands the enemy to handleCombatKill (elite-only witness → haltWaves + bountyDown); _establishBountyHunt rolls plan→route (buildPatrolRoute opts {waypoints:[legs,legs], fork:'bounty'}","at":"2026-09-20T20:27:38.322Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","at":"2026-09-20T20:28:26.199Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","evidence":"JobBoardWindow.js: _rowState 'locked'; greyed row + LOCKED — REQUIRES LEVEL {level} badge (fillLevel); dossier block (WANTED/epithet/CHARGES/CRAFT) via ui.dossier* with dynamic body-line cap; hunt rou","at":"2026-09-20T22:01:54.072Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-7","at":"2026-09-20T22:14:18.633Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"user","status":"paused","at":"2026-09-21T01:39:37.876Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:46:12.634Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:50:36.637Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:52:04.548Z"},{"type":"goal_focused","goalId":"mu9xzeqf-e5m5ej","reason":"selected","at":"2026-09-21T02:06:44.440Z"}]]],"runtimeIndex":[["mu3lln4y-51f5mi",{"recent":[{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}],"activity":[{"type":"goal_created","goalId":"mu3lln4y-51f5mi","objective":"=== Goal ===\nObjective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).\n\nSuccess criteria (observable):\n- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.\n- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.\n- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.\n- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.\n\nBoundaries:\n- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.\n- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.\n\nConstraints:\n- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.\n- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.\n- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).\n- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).\n\nVerification contract:\n1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.\n\nIf blocked: stop and ask the user (default blocker rule).","sisyphus":false,"autoContinue":true,"at":"2026-09-16T04:26:00.418Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"mu3lln4y-51f5mi","objective":"=== Goal ===\nObjective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).\n\nSuccess criteria (observable):\n- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.\n- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.\n- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.\n- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.\n\nBoundaries:\n- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.\n- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.\n\nConstraints:\n- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.\n- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.\n- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).\n- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).\n\nVerification contract:\n1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.\n\nIf blocked: stop and ask the user (default blocker rule).","sisyphus":false,"autoContinue":true,"at":"2026-09-16T04:26:00.418Z"},"lastActivityEvent":{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"},"completion":{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},"audit":{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}}],["mu4xefwj-ebnq8h",{"recent":[{"type":"task_list_set","goalId":"mu4xefwj-ebnq8h","taskCount":4,"blockCompletion":false,"at":"2026-09-17T02:44:06.019Z"},{"type":"task_started","goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T02:59:45.101Z"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Bolt texture (128x32 gradient trail+core+bloom) + white core head in js/combat/Bullet.js; fx.muzzle in CombatScene/CombatSystem; boltLength/boltWidth/muzzle knobs in data/combat.json; verified in /com"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-2","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.enemyHit: core flash, dir sparks along travel vector, craft white tintFill flash, cyan arc ripple (shield) vs orange shards (hull), damage-number pop; called identically in CombatScene.collide + Co"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-3","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.shieldImpact: sphere outline + arc centered on bearing (travel+PI), ripple, sparks, k-scaled by damage, 520ms decay; shieldBreak implosion+shockwave; rams use same treatment with bearing; verified "},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-4","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"combatShake on hit/kill/break; live probe: main cam shakeEffect isRunning=true duration=230, fx-ui cam isRunning=false; knobs in data/combat.json fx.shake/fx.shield; node dev/combat.test.mjs = 146 che"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.875Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.876Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"disapproved","report":"The headless browser is already up. Let me run my own live probe against both contexts to verify boot, the FX paths, and the camera-shake split.\n\nI found some console errors in the probe (a `setTintFill` deprecation and a `wallClamp` TypeError). Let me investigate both.\n\n## Audit report\n\nI verified the goal against the real artifacts, including live browser probes of both contexts (dev server + CDP). Much of the visual work is genuinely present, but the implementation contains a fatal regression in the shared FX path that breaks \"both contexts boot and play\" and silently fails one explicit success criterion.\n\n### Verified as delivered\n- **Bolts in both contexts** — `js/combat/Bullet.js` builds a 128×32 canvas bolt (fading trail band + core streak + head bloom) with an untinted white core dot riding the tip; tinted cyan (`#00e5ff`) / magenta-pink (`#ff2d6f`) from `data/combat.json` weapon colors; `boltLength/boltWidth` knobs read and applied (live probe: `boltScale [54,12]`, textures present, bolts visible in both committed screenshots).\n- **Directional muzzle flash** — `Fx.muzzle` (bore spike + bloom + cross glint, rotated to firing axis) called at every fire site in `CombatScene.firePlayer/fireEnemy` and `CombatSystem.firePlayerAt/fireEnemy`.\n- **Enemy impact read** — `Fx.enemyHit`: core flash, sparks along the travel vector, cyan arc + ring on shield hits vs orange shards + tight ring on hull, damage-number pop with scale-settle. Live-verified on the range (`arcFlash`, `ring`, 17 sparks, `tintFlash`, `text` all spawned).\n- **Shield-sphere hit from the laser's bearing** — `Fx.shieldImpact`: full-sphere outline + bright arc centered on the bearing (live check: bearing 135° → texture rotated exactly 135°), ripple, bearing-biased sparks, damage-scaled `k`, 520 ms decay; `shieldBreak` collapse cue (implosion + shockwave + shedding) fired on shield→hull break; rams route through the same bearing-based `damagePlayer`. Both contexts call the identical shared methods.\n- **Shake** — `combatShake` on hit/kill/break with `fx.shake` knobs (0.0045/0.007/0.011, 230 ms); live probe: world camera shake running, `fx-ui` camera shake inactive.\n- **Tuning surface, tests, constraints** — all knobs in `data/combat.json`; `node dev/combat.test.mjs` = 146 checks, 0 failures; no new dependencies (Phaser vendored), no build step, hand-rolled FX pattern (no emitters); depths in the 19–22 band, ships 10, HUD ≥60–120.\n\n### Blocking findings (verified live, not speculation)\n1. **`Fx.update` destroys the ships.** The expiry branch unconditionally calls `it.img.destroy()` — but `craftFlash` pushes items whose `img` is the ship itself (`kind:'tintFlash'`, 150–160 ms). Evidence:\n - Unit: real `Fx` class, `shieldImpact` + `fx.update(700ms)` → `shipDestroyedAfterShieldImpactExpire: true`.\n - Range: runtime stack captured `Ship.destroy ← Fx.update (Fx.js:599)`; after one non-lethal hit the enemy craft is gone 150 ms later with `dead:false` (no kill FX, no respawn bookkeeping — a ghost), then `CombatScene.update` throws `TypeError: Cannot read properties of undefined (reading 'velocity')` (`wallClamp`/`updatePlayer`) and the game loop dies. I reproduced this on a fresh page with no interaction beyond letting the pack fight.\n - Main game: the moment `combat.update` stepped, all 21 FX items — including the player ship's `tintFlash` — were consumed/destroyed.\n This contradicts \"both contexts boot and play\", \"no regressions\", and corrupts hit/kill/respawn bookkeeping in both contexts.\n2. **\"Visible white hit-flash on the enemy craft\" is not delivered.** In this vendored Phaser 4.2.1 build, `setTintFill` is a removed no-op that only `console.error`s (verified in `lib/phaser.min.js`: `` setTintFill:function(){console.error(...)}``). So `craftFlash` sets `setTint(0xffffff)` (invisible on an untinted sprite), the FILL mode is never applied, and the fallback bloom never triggers (nothing throws). Every hit spams a console error; the required white craft flash is absent.\n\n### Minor observations\n- Three untracked, unreferenced MP3s under `assets/fx/` (not wired into `data/sfx.json` or `CombatSfx.js`) — noise against the \"audio changes out of scope\" boundary.\n- In my main-game probes the `GameScene.update` loop was idle (tutorial comms hold), and the committed main-game screenshot shows a straight line of static bolts — the \"main game plays\" evidence is weaker than the range evidence, independent of the defects above.\n\nThe laser/impact/shield-sphere visuals are mostly real and well-built, but the shared `Fx` class killing the hit craft on flash expiry is a fatal, reproducible regression in the range (and a latent player-ship destroy in the main game), and the white hit-flash requirement is silently unmet.\n\n","at":"2026-09-17T04:42:45.235Z"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.036Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}],"activity":[{"type":"goal_created","goalId":"mu4xefwj-ebnq8h","objective":"=== Goal ===\nObjective: A visual overhaul of combat FX in Orbit — visually impressive laser bolts from both the player and enemies, a strong impact read when enemies are hit, and a shield-sphere hit effect that shows the player's shield struck from the laser's incoming bearing with the hit region highlighted — delivered consistently in both combat contexts (the /combat range and the main game's ?combat boot).\n\nSuccess criteria:\n- Player and enemy shots render as elongated glowing bolts: hot-white core, colored halo (cyan player / magenta enemy), a fading motion trail along the flight axis, and a directional muzzle flash on fire — in BOTH the range (js/combat/CombatScene.js) and the main game (js/combat/CombatSystem.js).\n- Enemy hits show impact: a hot core flash at the point of impact, directional sparks along the bullet's travel vector, a visible white hit-flash on the enemy craft, a cyan arc ripple on shield hits vs orange sparks/debris on hull hits, and a polished damage-number pop.\n- Player shield hits read as a sphere being struck: a brief full-sphere outline flash, a bright arc segment centered on the laser's incoming bearing (the highlighted hit region), a radial ripple from the impact point, and a spark burst — intensity scaled with damage, decaying over ~0.5s. A shield→hull break shows a distinct shield-collapse cue. Rams (ship collisions) get the same impact treatment.\n- Subtle world-camera shake on player hits, enemy kills, and shield-break — the separate fx-ui camera keeps the HUD/combat bar perfectly still.\n- New visual parameters (bolt size/trail, muzzle, arc span, shake intensity, etc.) are tunable in data/combat.json, consistent with the project's single-tuning-surface convention.\n- No regressions: dev/combat.test.mjs passes with 0 failures; both contexts boot and play; no new dependencies, no build step.\n\nBoundaries:\n- In scope: js/combat/Bullet.js, js/combat/Fx.js, the FX call sites in js/combat/CombatScene.js and js/combat/CombatSystem.js (firing, collisions, damage, kills), camera shake wiring, and tuning knobs in data/combat.json.\n- Out of scope: gameplay numbers (damage, cooldowns, speeds, hull/shield values), enemy AI, new weapons or skills, audio changes (existing SFX events stay as-is), HUD/combat-bar redesign, and non-combat main-game visuals.\n\nConstraints:\n- Plain ES6 modules, no build step, no new dependencies (Phaser 4.2.1 stays vendored).\n- No particle emitters — this build's emitter velocity semantics are fiddly (documented in js/combat/Fx.js); follow the existing hand-rolled pattern: canvas-generated textures + additive-blended images stepped in update().\n- Keep the FX cheap enough for 60fps with 3+ enemies and auto-fire (small per-hit item counts, shared textures, depth discipline: ships 10, FX 19–22, HUD 100).\n- Implement in the SHARED code (Fx.js / Bullet.js) so the range and the main game stay identical; both contexts' FX call sites must be updated together.\n- Camera shake on the world camera only (the fx-ui UI camera must remain unshaken).\n\nVerification contract:\n- Run `node dev/combat.test.mjs` → 0 failures.\n- Manual pass in the range (/combat via the dev server) AND the main game (index.html?combat): player cannon fires elongated bolt + trail + directional muzzle flash; enemy hits show the impact event with distinct shield (cyan ripple) vs hull (orange debris) reads; an enemy lance landing on the player shows the sphere struck — arc highlight centered on the laser's bearing + ripple + sparks, with a shield-collapse cue when shields break; kills show the burst + subtle shake; HUD stays still throughout.\n- Re-read this goal's requirements (lasers, enemy impact, shield sphere hit from the laser's angle, hit-region highlight, shake) and confirm every item is addressed in both contexts before marking complete.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-17T02:44:06.019Z"},{"type":"task_started","goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T02:59:45.101Z"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Bolt texture (128x32 gradient trail+core+bloom) + white core head in js/combat/Bullet.js; fx.muzzle in CombatScene/CombatSystem; boltLength/boltWidth/muzzle knobs in data/combat.json; verified in /com"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-2","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.enemyHit: core flash, dir sparks along travel vector, craft white tintFill flash, cyan arc ripple (shield) vs orange shards (hull), damage-number pop; called identically in CombatScene.collide + Co"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-3","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.shieldImpact: sphere outline + arc centered on bearing (travel+PI), ripple, sparks, k-scaled by damage, 520ms decay; shieldBreak implosion+shockwave; rams use same treatment with bearing; verified "},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-4","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"combatShake on hit/kill/break; live probe: main cam shakeEffect isRunning=true duration=230, fx-ui cam isRunning=false; knobs in data/combat.json fx.shake/fx.shield; node dev/combat.test.mjs = 146 che"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.875Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.876Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"disapproved","report":"The headless browser is already up. Let me run my own live probe against both contexts to verify boot, the FX paths, and the camera-shake split.\n\nI found some console errors in the probe (a `setTintFill` deprecation and a `wallClamp` TypeError). Let me investigate both.\n\n## Audit report\n\nI verified the goal against the real artifacts, including live browser probes of both contexts (dev server + CDP). Much of the visual work is genuinely present, but the implementation contains a fatal regression in the shared FX path that breaks \"both contexts boot and play\" and silently fails one explicit success criterion.\n\n### Verified as delivered\n- **Bolts in both contexts** — `js/combat/Bullet.js` builds a 128×32 canvas bolt (fading trail band + core streak + head bloom) with an untinted white core dot riding the tip; tinted cyan (`#00e5ff`) / magenta-pink (`#ff2d6f`) from `data/combat.json` weapon colors; `boltLength/boltWidth` knobs read and applied (live probe: `boltScale [54,12]`, textures present, bolts visible in both committed screenshots).\n- **Directional muzzle flash** — `Fx.muzzle` (bore spike + bloom + cross glint, rotated to firing axis) called at every fire site in `CombatScene.firePlayer/fireEnemy` and `CombatSystem.firePlayerAt/fireEnemy`.\n- **Enemy impact read** — `Fx.enemyHit`: core flash, sparks along the travel vector, cyan arc + ring on shield hits vs orange shards + tight ring on hull, damage-number pop with scale-settle. Live-verified on the range (`arcFlash`, `ring`, 17 sparks, `tintFlash`, `text` all spawned).\n- **Shield-sphere hit from the laser's bearing** — `Fx.shieldImpact`: full-sphere outline + bright arc centered on the bearing (live check: bearing 135° → texture rotated exactly 135°), ripple, bearing-biased sparks, damage-scaled `k`, 520 ms decay; `shieldBreak` collapse cue (implosion + shockwave + shedding) fired on shield→hull break; rams route through the same bearing-based `damagePlayer`. Both contexts call the identical shared methods.\n- **Shake** — `combatShake` on hit/kill/break with `fx.shake` knobs (0.0045/0.007/0.011, 230 ms); live probe: world camera shake running, `fx-ui` camera shake inactive.\n- **Tuning surface, tests, constraints** — all knobs in `data/combat.json`; `node dev/combat.test.mjs` = 146 checks, 0 failures; no new dependencies (Phaser vendored), no build step, hand-rolled FX pattern (no emitters); depths in the 19–22 band, ships 10, HUD ≥60–120.\n\n### Blocking findings (verified live, not speculation)\n1. **`Fx.update` destroys the ships.** The expiry branch unconditionally calls `it.img.destroy()` — but `craftFlash` pushes items whose `img` is the ship itself (`kind:'tintFlash'`, 150–160 ms). Evidence:\n - Unit: real `Fx` class, `shieldImpact` + `fx.update(700ms)` → `shipDestroyedAfterShieldImpactExpire: true`.\n - Range: runtime stack captured `Ship.destroy ← Fx.update (Fx.js:599)`; after one non-lethal hit the enemy craft is gone 150 ms later with `dead:false` (no kill FX, no respawn bookkeeping — a ghost), then `CombatScene.update` throws `TypeError: Cannot read properties of undefined (reading 'velocity')` (`wallClamp`/`updatePlayer`) and the game loop dies. I reproduced this on a fresh page with no interaction beyond letting the pack fight.\n - Main game: the moment `combat.update` stepped, all 21 FX items — including the player ship's `tintFlash` — were consumed/destroyed.\n This contradicts \"both contexts boot and play\", \"no regressions\", and corrupts hit/kill/respawn bookkeeping in both contexts.\n2. **\"Visible white hit-flash on the enemy craft\" is not delivered.** In this vendored Phaser 4.2.1 build, `setTintFill` is a removed no-op that only `console.error`s (verified in `lib/phaser.min.js`: `` setTintFill:function(){console.error(...)}``). So `craftFlash` sets `setTint(0xffffff)` (invisible on an untinted sprite), the FILL mode is never applied, and the fallback bloom never triggers (nothing throws). Every hit spams a console error; the required white craft flash is absent.\n\n### Minor observations\n- Three untracked, unreferenced MP3s under `assets/fx/` (not wired into `data/sfx.json` or `CombatSfx.js`) — noise against the \"audio changes out of scope\" boundary.\n- In my main-game probes the `GameScene.update` loop was idle (tutorial comms hold), and the committed main-game screenshot shows a straight line of static bolts — the \"main game plays\" evidence is weaker than the range evidence, independent of the defects above.\n\nThe laser/impact/shield-sphere visuals are mostly real and well-built, but the shared `Fx` class killing the hit craft on flash expiry is a fatal, reproducible regression in the range (and a latent player-ship destroy in the main game), and the white hit-flash requirement is silently unmet.\n\n","at":"2026-09-17T04:42:45.235Z"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.036Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"mu4xefwj-ebnq8h","objective":"=== Goal ===\nObjective: A visual overhaul of combat FX in Orbit — visually impressive laser bolts from both the player and enemies, a strong impact read when enemies are hit, and a shield-sphere hit effect that shows the player's shield struck from the laser's incoming bearing with the hit region highlighted — delivered consistently in both combat contexts (the /combat range and the main game's ?combat boot).\n\nSuccess criteria:\n- Player and enemy shots render as elongated glowing bolts: hot-white core, colored halo (cyan player / magenta enemy), a fading motion trail along the flight axis, and a directional muzzle flash on fire — in BOTH the range (js/combat/CombatScene.js) and the main game (js/combat/CombatSystem.js).\n- Enemy hits show impact: a hot core flash at the point of impact, directional sparks along the bullet's travel vector, a visible white hit-flash on the enemy craft, a cyan arc ripple on shield hits vs orange sparks/debris on hull hits, and a polished damage-number pop.\n- Player shield hits read as a sphere being struck: a brief full-sphere outline flash, a bright arc segment centered on the laser's incoming bearing (the highlighted hit region), a radial ripple from the impact point, and a spark burst — intensity scaled with damage, decaying over ~0.5s. A shield→hull break shows a distinct shield-collapse cue. Rams (ship collisions) get the same impact treatment.\n- Subtle world-camera shake on player hits, enemy kills, and shield-break — the separate fx-ui camera keeps the HUD/combat bar perfectly still.\n- New visual parameters (bolt size/trail, muzzle, arc span, shake intensity, etc.) are tunable in data/combat.json, consistent with the project's single-tuning-surface convention.\n- No regressions: dev/combat.test.mjs passes with 0 failures; both contexts boot and play; no new dependencies, no build step.\n\nBoundaries:\n- In scope: js/combat/Bullet.js, js/combat/Fx.js, the FX call sites in js/combat/CombatScene.js and js/combat/CombatSystem.js (firing, collisions, damage, kills), camera shake wiring, and tuning knobs in data/combat.json.\n- Out of scope: gameplay numbers (damage, cooldowns, speeds, hull/shield values), enemy AI, new weapons or skills, audio changes (existing SFX events stay as-is), HUD/combat-bar redesign, and non-combat main-game visuals.\n\nConstraints:\n- Plain ES6 modules, no build step, no new dependencies (Phaser 4.2.1 stays vendored).\n- No particle emitters — this build's emitter velocity semantics are fiddly (documented in js/combat/Fx.js); follow the existing hand-rolled pattern: canvas-generated textures + additive-blended images stepped in update().\n- Keep the FX cheap enough for 60fps with 3+ enemies and auto-fire (small per-hit item counts, shared textures, depth discipline: ships 10, FX 19–22, HUD 100).\n- Implement in the SHARED code (Fx.js / Bullet.js) so the range and the main game stay identical; both contexts' FX call sites must be updated together.\n- Camera shake on the world camera only (the fx-ui UI camera must remain unshaken).\n\nVerification contract:\n- Run `node dev/combat.test.mjs` → 0 failures.\n- Manual pass in the range (/combat via the dev server) AND the main game (index.html?combat): player cannon fires elongated bolt + trail + directional muzzle flash; enemy hits show the impact event with distinct shield (cyan ripple) vs hull (orange debris) reads; an enemy lance landing on the player shows the sphere struck — arc highlight centered on the laser's bearing + ripple + sparks, with a shield-collapse cue when shields break; kills show the burst + subtle shake; HUD stays still throughout.\n- Re-read this goal's requirements (lasers, enemy impact, shield sphere hit from the laser's angle, hit-region highlight, shake) and confirm every item is addressed in both contexts before marking complete.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-17T02:44:06.019Z"},"lastActivityEvent":{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"},"completion":{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},"audit":{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}}],["mu7ieab2-f24hte",{"recent":[{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T04:06:34.695Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"Scheduling paused","source":"agent","at":"2026-09-19T04:06:46.015Z"},{"type":"goal_resumed","goalId":"mu7ieab2-f24hte","reason":"user","at":"2026-09-19T04:17:54.636Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-2","evidence":"dev/ship-window.test.mjs: every configured row resolves finite from real data; fireRate=1/cd, DPS=damage/cd, accel=ship.thrust, recharge=combat.playerShield. Screenshots reviewed: nominal (HULL 100/CU","at":"2026-09-19T04:54:26.329Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-3","evidence":"dev/ship-window.test.mjs drives real XpManager: levels 0-4 → timeline, 5 & 6 → CHOOSE YOUR CLASS door, class on file → class plate (mode flips exactly at data classAt=5; maxLevel untouched). Screensho","at":"2026-09-19T05:04:37.254Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-4","at":"2026-09-19T05:04:55.422Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-4","evidence":"Screenshots reviewed at 1920x1080: empty hold (\"HOLD EMPTY — EVERY BAY IS CLEAN\", EMPTY tiles, +12 LOCKED pips, 0% / NO ORE ABOARD) and loaded (icons+names, MANIFEST tags, \"4/6 BAYS · 2 FREE\", +10 LOC","at":"2026-09-19T05:21:51.901Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-5","at":"2026-09-19T05:22:27.127Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-5","evidence":"Selecting a filled bay opens BAY MANIFEST (js/ui/ShipWindow.js _paintManifest): goods icon frame, name, CLASS/TIER/BASE VALUE chips (labels from data), flavor, MADE IN origin|hub pool + producer class","at":"2026-09-19T06:10:11.478Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:32:31.167Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:38:35.941Z"}],"activity":[{"type":"goal_created","goalId":"mu7ieab2-f24hte","objective":"Build the Ship Screen console — opened by the command deck's SHIP slot in the main game (GameScene), on the MapWindow bones (left looping video panel reading assets/videos/ship.mp4 via config with a skip-if-missing guard, right column of tabs) — and deliver two fully working tabs now: \"Ship Status\" (a good-looking stat plate covering hull integrity/current hull strength, shields/shield recharge rate & delay, acceleration/max speed, fire rate, damage, cargo bays, mineral storage, mining speed + combat level with a progress bar toward the next level and a timeline-style presentation of the player's journey from level 0 to level 5 that swaps to a \"Choose your Class\" button at level 5) and \"Cargo Holds\" (a summary of goods aboard by bay plus aggregate minerals aboard vs capacity, where selecting a held good shows its product summary and top charted exits in the same style as the planet buy/sell screens); plus a locked/OFFLINE \"Skill Tree\" tab so the final structure is visible. Success = deck-press opens/closes the console exclusively with the other consoles, both live tabs render correct real run data at multiple forced states, screenshots of every tab/state are reviewed, and `node dev/run-all.mjs` passes with a new Ship test registered in it.","sisyphus":false,"autoContinue":true,"at":"2026-09-18T22:07:23.053Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-1","at":"2026-09-18T22:10:43.158Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-1","evidence":"node --check clean on ShipWindow/Model/GameScene/ship-shot; headless boot (mp4 absent) report \"SMOKE OK — no console errors\", video: NO SIGNAL plate, window open/tab switch ok; deckAction exclusivity ","at":"2026-09-19T01:02:52.692Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-2","at":"2026-09-19T01:03:09.694Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T04:06:34.695Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"Scheduling paused","source":"agent","at":"2026-09-19T04:06:46.015Z"},{"type":"goal_resumed","goalId":"mu7ieab2-f24hte","reason":"user","at":"2026-09-19T04:17:54.636Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-2","evidence":"dev/ship-window.test.mjs: every configured row resolves finite from real data; fireRate=1/cd, DPS=damage/cd, accel=ship.thrust, recharge=combat.playerShield. Screenshots reviewed: nominal (HULL 100/CU","at":"2026-09-19T04:54:26.329Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-3","evidence":"dev/ship-window.test.mjs drives real XpManager: levels 0-4 → timeline, 5 & 6 → CHOOSE YOUR CLASS door, class on file → class plate (mode flips exactly at data classAt=5; maxLevel untouched). Screensho","at":"2026-09-19T05:04:37.254Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-4","at":"2026-09-19T05:04:55.422Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-4","evidence":"Screenshots reviewed at 1920x1080: empty hold (\"HOLD EMPTY — EVERY BAY IS CLEAN\", EMPTY tiles, +12 LOCKED pips, 0% / NO ORE ABOARD) and loaded (icons+names, MANIFEST tags, \"4/6 BAYS · 2 FREE\", +10 LOC","at":"2026-09-19T05:21:51.901Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-5","at":"2026-09-19T05:22:27.127Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-5","evidence":"Selecting a filled bay opens BAY MANIFEST (js/ui/ShipWindow.js _paintManifest): goods icon frame, name, CLASS/TIER/BASE VALUE chips (labels from data), flavor, MADE IN origin|hub pool + producer class","at":"2026-09-19T06:10:11.478Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"}],"oracle":[],"lifecycle":{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"},"lastActivityEvent":{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"}}],["mu986lbo-140zqa",{"recent":[{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_list_set","goalId":"mu986lbo-140zqa","taskCount":4,"blockCompletion":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-1","at":"2026-09-20T02:57:57.911Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-1","evidence":"Node check: 7 types (frames 1–7) resolve; hull 80→150, xp 18→42 monotonic; 7 distinct patterns; combat_demo normalizes to 7 rolling waves (6/3/1 each)","at":"2026-09-20T03:05:24.313Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-2","at":"2026-09-20T03:05:24.314Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-2","evidence":"Missile.js (capped turn homing, Node-tested) + Weapons.js firePattern dispatch all 7 patterns; both contexts wired (CombatScene/CombatSystem.fireEnemy → firePattern); Node suite green importing EnemyT","at":"2026-09-20T04:21:17.494Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-3","evidence":"GameScene:1050 startWaves('combat_demo') (spawnPack no longer the boot path); combat_demo = 7 rolling waves bomber→warden, 6/3/1 each; Node e2e run passes; browser sfxcheck found live wave ship after ","at":"2026-09-20T04:21:17.495Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-4","evidence":"node dev/combat.test.mjs: all checks passed (0 failures). CDP demo check PASS: range renders all 7 patterns w/ shape; main 7 waves in order, 3 on screen, replacement/kill, 42 kills done. sfxcheck PASS","at":"2026-09-20T05:03:03.769Z"},{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},{"type":"audit_started","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.557Z"},{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}],"activity":[{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-1","at":"2026-09-20T02:57:57.911Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-1","evidence":"Node check: 7 types (frames 1–7) resolve; hull 80→150, xp 18→42 monotonic; 7 distinct patterns; combat_demo normalizes to 7 rolling waves (6/3/1 each)","at":"2026-09-20T03:05:24.313Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-2","at":"2026-09-20T03:05:24.314Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-2","evidence":"Missile.js (capped turn homing, Node-tested) + Weapons.js firePattern dispatch all 7 patterns; both contexts wired (CombatScene/CombatSystem.fireEnemy → firePattern); Node suite green importing EnemyT","at":"2026-09-20T04:21:17.494Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-3","evidence":"GameScene:1050 startWaves('combat_demo') (spawnPack no longer the boot path); combat_demo = 7 rolling waves bomber→warden, 6/3/1 each; Node e2e run passes; browser sfxcheck found live wave ship after ","at":"2026-09-20T04:21:17.495Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-4","evidence":"node dev/combat.test.mjs: all checks passed (0 failures). CDP demo check PASS: range renders all 7 patterns w/ shape; main 7 waves in order, 3 on screen, replacement/kill, 42 kills done. sfxcheck PASS","at":"2026-09-20T05:03:03.769Z"},{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},{"type":"audit_started","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.557Z"},{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},"lastActivityEvent":{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"},"completion":{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},"audit":{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}}],["mu9xzeqf-e5m5ej",{"recent":[{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T17:43:58.266Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T20:09:24.838Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","evidence":"GameScene: onKill hands the enemy to handleCombatKill (elite-only witness → haltWaves + bountyDown); _establishBountyHunt rolls plan→route (buildPatrolRoute opts {waypoints:[legs,legs], fork:'bounty'}","at":"2026-09-20T20:27:38.322Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","at":"2026-09-20T20:28:26.199Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","evidence":"JobBoardWindow.js: _rowState 'locked'; greyed row + LOCKED — REQUIRES LEVEL {level} badge (fillLevel); dossier block (WANTED/epithet/CHARGES/CRAFT) via ui.dossier* with dynamic body-line cap; hunt rou","at":"2026-09-20T22:01:54.072Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-7","at":"2026-09-20T22:14:18.633Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"user","status":"paused","at":"2026-09-21T01:39:37.876Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:46:12.634Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:50:36.637Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:52:04.548Z"},{"type":"goal_focused","goalId":"mu9xzeqf-e5m5ej","reason":"selected","at":"2026-09-21T02:06:44.440Z"}],"activity":[{"type":"goal_created","goalId":"mu9xzeqf-e5m5ej","objective":"Turn the job board's offline `bounty` category into a live **BOUNTY HUNT** side quest: a level-2+ contract posted only in Neutral systems that sends the ship on a strictly sequential 3-waypoint patrol of a pirate leader's known travel lanes, resolving to a hidden-bounty encounter chain (20% at waypoint 1 → else 20% at waypoint 2 → else guaranteed at waypoint 3, with an independent 50% raiders-only skirmish rolled on each pre-bounty leg), culminating in a rolling wave of 9 (8 frame-0 raiders + the named bounty flying its story's frame 1–7 craft at double health / double damage); killing the bounty halts all further deployments, auto-checks the remaining waypoints, and completes the contract for claim — backed by 20 written Neutral leader dossiers, data-driven so levels 6+ can be extended later.\n\nSUCCESS CRITERIA (observable evidence)\n1. Board: a BOUNTY HUNT row appears on Neutral system boards; below combat level 2 it renders greyed/LOCKED with \"REQUIRES LEVEL 2\" and its accept is refused by the scene; at level 2+ it accepts normally. Faction (Apex/MindWeave/Zenith) boards never draw one, and their pool stays a documented empty stub.\n2. Contract readout shows the dossier — title, issuer, wanted leader (name/epithet/crime), payout CR + XP, waypoint progress (\"WAYPOINT 1 OF 3 LOGGED\") — and nowhere reveals which waypoint holds the bounty or a raid wave (no red contact beacon, no contact count line, no spoiler string).\n3. Route: exactly 3 waypoints, built through the existing seeded tether-safe route builder; only the next waypoint in sequence can be logged, and compass/beacon point at that one only.\n4. Encounter chain matches spec over a seeded distribution test: bounty at wp1 ≈20%, wp2 ≈16% (i.e. 20% of the remainder), wp3 = every remaining contract; each pre-bounty leg independently rolls 50% for a raid wave; no raid wave rolls on the bounty leg or after resolution.\n5. Waves: pre-bounty skirmish = one rolling wave, 6 frame-0 raiders, 3 concurrent (replace-per-kill). Bounty engagement = one rolling wave of 9, 3 concurrent — exactly 8 raiders plus 1 elite of the dossier's declared frame (frames 1–7), deployed with the opening group, carrying ×2 hull/shields and ×2 weapon damage, visually distinguished and named in the toast/comms.\n6. Termination: killing the elite stops all further deployments/replacements; surviving on-screen fighters stay hostile and must be killed; when the last one drops, the contract is COMPLETE, every unvisited waypoint is checked off, no further waves fire, and the claim pays credits + XP exactly once (idempotent). Dying or leaving mid-fight re-arms the same engagement at that waypoint (the combatDone precedent).\n7. Patrol missions are untouched: patrol generation, any-order check-ins, contact markers/waves, XP and claims all still pass their existing tests.\n8. Verification evidence exists: `node dev/bounty-hunts.test.mjs` plus every pre-existing `dev/*.test.mjs` pass clean, and an in-browser run (dev server) is recorded with the accepted → locked → hunt → bounty kill → claim path exercised.\n\nBOUNDARIES\nIn scope: data/sidequests.json (bounty category + 20 Neutral dossiers + UI copy), js/quests/SideQuests.js (availability, posting fields, plan derivation, wave scripts, XP, completion rule, SideQuestState record normalization/save), the minimal combat seam for a buffed elite unit and \"stop deployments, keep survivors alive\" (js/combat/Waves.js, CombatSystem.js, EnemyShip.js if needed), js/scenes/GameScene.js hunt wiring, js/ui/JobBoardWindow.js row/dossier/locked states, dev tests, docs/PROJECT_NOTES.md entry.\nOut of scope: faction-voice bounty hunt copy; level 6+ difficulty tuning (data band stubbed, not tuned); new art/audio assets; the delivery and escort categories; reworking patrol rules or its encounter odds; save-format migrations beyond additive route fields; git commits (Brian commits).\n\nCONSTRAINTS\n- Plain ES6 modules, no build step, no packages; third-party stays vendored. Tunable numbers, copy, colors, odds and the 20 dossiers live in data/*.json — code owns behavior only, with config fallbacks so a missing key never throws.\n- Determinism: all draws ride labelled Rng.derive(seed, 'sidequests', , 'bounty', /…) forks; the plan is rolled at accept and fixed on the route record (\"a signed contract is a signed contract\") — re-tuning data never re-rolls a standing contract.\n- Scenes stay thin (no balance numbers in js/scenes/); pure rules exported for Node tests; layers follow docs/PROJECT_NOTES.md.\n- The bounty plan is player-hidden: no UI, map marker, compass entry or toast exposes which leg holds the bounty or a raid wave before it fires.\n- Old saves and old ledgers must load (additive fields only); patrol path stays byte-for-byte behaviorally identical.\n- Reuse existing seams (buildPatrolRoute, CombatSystem.startWaves/cancelWaves, XpManager 'sidequest' grant) rather than duplicating combat or ledger machinery.\n\nVERIFICATION CONTRACT\n- `node dev/bounty-hunts.test.mjs` passes: level gate, Neutral-only availability, locked-posting shape, 20-dossier pool integrity (unique leaders, frames spread across 1–7 and all valid vs data/combat.json enemyTypes), seeded distribution (20/16/64 + 50% skirmish on pre-bounty legs only), determinism across calls/restarts, route-record save round-trip (toJSON/fromJSON preserves the plan), wave-script shapes (skirmish 6/3 raiders; bounty total 9 / concurrent 3 / 8 raiders + 1 elite of the dossier frame with ×2 scales), XP payout, sequential waypoint rule, and completion only via bounty kill.\n- All pre-existing dev tests still pass (`for f in dev/*.test.mjs; do node \"$f\"; done`) — patrol's suite is the regression guard for the shared code.\n- In-browser evidence via `node dev/server.mjs` + the existing CDP/dev-check pattern: locked row at level 1, hunt posted and accepted at level 2+, sequential check-ins, a wp1 bounty and a wp3-guaranteed case, elite buff (visible double tank/damage), no-more-waves-after-kill, completion + single claim.\n- grep confirms no bounty waypoint/index leaks into board/compass/toast copy, and re-read the spec above to confirm every numbered item is addressed before marking tasks done.\n\nIF BLOCKED: stop and ask the user (no silent scope cuts, no committing). Notable risk to flag rather than work around quietly: any combat-engine change that would alter patrol or sandbox fight behavior.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T14:59:15.159Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-1","at":"2026-09-20T15:10:40.471Z"},{"goalId":"mu9xzeqf-e5m5ej","taskId":"task-1","at":"2026-09-20T15:34:27.961Z","type":"task_complete","evidence":"data/sidequests.json parses (node JSON.parse + python json). categories.bounty = {enabled:true,label:\"BOUNTY HUNT\",accent:#ff2d6f,minLevel:2,contexts:[\"neutral\"]}; sidequests.bounty rules block: waypo"},{"goalId":"mu9xzeqf-e5m5ej","taskId":"task-2","at":"2026-09-20T15:34:27.961Z","type":"task_complete","evidence":"descriptions.neutral.bounty = 20 dossiers (Vanturi, Halvardson, Ondaine, Spidleau sisters, Drumm, Vane, Sekh, Marlowe, Nkemdi, Costa, Dax, Ferreira, Adu, Bellamy, Vowell, Fisk, Tui, Vance, Vohl, Alkan"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-3","at":"2026-09-20T15:34:48.946Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-3","evidence":"SideQuests.js: context/level gating (enabledSideQuestCategories('faction')=['patrol'], sideQuestAcceptable locked below lvl2), dossier postings with per-board dedupe, deriveBountyPlan (seeded fork, bo","at":"2026-09-20T17:05:25.436Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-4","at":"2026-09-20T17:05:55.130Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-4","evidence":"Waves.js normalizeWave preserves elite {type,healthScale,damageScale,name}; resolveRoster puts exactly ONE mark at the head of the spawn order (its weight removed from the escort draw) — non-elite wav","at":"2026-09-20T17:43:03.444Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T17:43:58.266Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","evidence":"GameScene: onKill hands the enemy to handleCombatKill (elite-only witness → haltWaves + bountyDown); _establishBountyHunt rolls plan→route (buildPatrolRoute opts {waypoints:[legs,legs], fork:'bounty'}","at":"2026-09-20T20:27:38.322Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","at":"2026-09-20T20:28:26.199Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","evidence":"JobBoardWindow.js: _rowState 'locked'; greyed row + LOCKED — REQUIRES LEVEL {level} badge (fillLevel); dossier block (WANTED/epithet/CHARGES/CRAFT) via ui.dossier* with dynamic body-line cap; hunt rou","at":"2026-09-20T22:01:54.072Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-7","at":"2026-09-20T22:14:18.633Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"user","status":"paused","at":"2026-09-21T01:39:37.876Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"}],"oracle":[],"lifecycle":{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:50:36.637Z"},"lastActivityEvent":{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"}}]]} \ No newline at end of file +{"version":3,"format":"goal-ledger-checkpoint","createdAt":"2026-09-22T12:33:12.718Z","coveredBytes":63601,"coveredEvents":97,"acc":{"goals":[{"goalId":"mu3lln4y-51f5mi","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"},"createdAt":"2026-09-16T04:26:00.418Z"},{"goalId":"mu4xefwj-ebnq8h","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"},"createdAt":"2026-09-17T02:44:06.019Z"},{"goalId":"mu7ieab2-f24hte","latestStatus":"paused","latestFocus":false,"latestPauseReason":"user","createdAt":"2026-09-18T22:07:23.053Z","resumedAt":"2026-09-19T04:17:54.636Z"},{"goalId":"mu986lbo-140zqa","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"},"createdAt":"2026-09-20T02:57:00.276Z"},{"goalId":"mu9xzeqf-e5m5ej","latestStatus":"paused","latestFocus":true,"latestPauseReason":"Scheduling paused","createdAt":"2026-09-20T14:59:15.159Z"},{"goalId":"muc162bo-njvm8l","latestStatus":"active","latestFocus":false,"latestAuditorResult":{"verdict":"approved","report":"Tests pass and the data file looks rich. Now let me inspect the actual code implementing these claims.\n\nNow I'll independently run the browser verification harnesses (dev server + headless Chromium via CDP) to confirm the executor's claims.\n\nAll evidence checks pass. Cleaning up the background processes I started:\n\nI've completed a full independent audit. Summary of what I verified against real artifacts (not the claim):\n\n**Tests (ran myself):**\n- `node dev/run-all.mjs` → ALL 66 TESTS PASSED, exit 0 — includes `encounters.test.mjs`, `neutral.test.mjs`, and the neutral-roster block in `combat.test.mjs` (all re-run individually: PASS).\n- `dev/combat-demo-check.mjs` (headless CDP, real browser) → **PASS** independently re-run: 7-pattern range, `?combat` boot, all 7 combat_demo waves.\n- `dev/encounter-hud-check.mjs` → **PASS** independently re-run: mixed encounter (arrows at both pirates' edges px-verified, never at neutrals; threat layer respects data; ally fire + pirate fire; kill feed live; survivors escort → break off → `active` false), neutrals-only (zero arrows/markers, escorts fly near player, never fire, 0 player damage, leave), and the Pirate Problems ambush (drain 3→3→3→2→1→0, state done).\n\n**Data-driven tunables (data/combat.json):** `encounters` section (45–90 s interval, 0.5–0.6 chance, 30–60 s cooldown, weights 1:1:1, bands 0–2→1–2 / 3–5→2–3 / 6+→4–5 with mixed 2–3 pirates + 1–2 neutrals at high end); `neutral` base + `neutralTypes` with 8 crafts on frames 20–27 (sheet is 1280×1280 = 10×10 frames — confirmed), 8 distinct patterns (incl. new `volley` in Weapons.js), monotonic hull/shields ramp, xp = (hull+shields)/5, escort 10–15 s.\n\n**Code seams (read and traced):**\n- Director: `Encounters.js` pure clock (interval/chance/cooldown/one-at-a-time/allowed-gate) + the ms-scaling regression guard; tests cover deterministic cadence, band bounds (45–90 s, 30–60 s at both rng extremes), 2000-run statistical median, even-kind statistics, and size bands.\n- Wiring: `GameScene.js:2562–2576` — `encounterAllowed(ship, isHomeSystem, faction, waveRunLive, playerDown)` + `live: combat.active` + `xpLevel: combat.xp.level`; `_spawnEncounter` materializes both rosters in the `_offscreenRadius` band (past camera edge, tested) with `respawn=false` one-shots.\n- Ally AI: `NeutralShip.js` approach → engage (nearest pirate, shared `firePattern` dispatch, player never a target) → escort (per-ship 10–15 s window) → break (flies off, `gone` when fully out of `visibleView`) → despawn; `active` drops when the last escort is off-screen.\n- No friendly fire: auto-fire and all target picks draw only from `this.enemies`; 'ally' bolts/seekers hit enemies only; 'enemy' bolts/seekers hit player + allies; verified by unit tests and the browser px checks.\n- Pirate targeting: `pickEnemyTarget` = player in range, else nearest in-range escort, else classic chase — pirates-only path unchanged.\n- Kills: `killEnemy` single XP grant (escort kills still bank pirate XP; ally kills bank none).\n\nThe one item not literally observed as a live browser soak (\"no encounters over several minutes in the home system\") is covered exactly as the verification contract prescribes: the gate is pure logic (`encounterAllowed`), millisecond-tested for home/faction/wave-run/downed states, and the production wiring passes the real `isHomeSystem`/`faction`/`waveRun` state. No gaps, no scaffold, no contradicted requirements found.\n\n","at":"2026-09-22T12:33:12.715Z"},"createdAt":"2026-09-22T02:03:56.868Z"}],"terminalGoals":[],"focusedGoalId":"mu9xzeqf-e5m5ej","focusGeneration":3,"focusGenByGoal":[["mu7ieab2-f24hte",2],["mu9xzeqf-e5m5ej",3]]},"recentEventsByGoal":[["mu3lln4y-51f5mi",[{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}]],["mu4xefwj-ebnq8h",[{"type":"task_list_set","goalId":"mu4xefwj-ebnq8h","taskCount":4,"blockCompletion":false,"at":"2026-09-17T02:44:06.019Z"},{"type":"task_started","goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T02:59:45.101Z"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Bolt texture (128x32 gradient trail+core+bloom) + white core head in js/combat/Bullet.js; fx.muzzle in CombatScene/CombatSystem; boltLength/boltWidth/muzzle knobs in data/combat.json; verified in /com"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-2","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.enemyHit: core flash, dir sparks along travel vector, craft white tintFill flash, cyan arc ripple (shield) vs orange shards (hull), damage-number pop; called identically in CombatScene.collide + Co"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-3","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.shieldImpact: sphere outline + arc centered on bearing (travel+PI), ripple, sparks, k-scaled by damage, 520ms decay; shieldBreak implosion+shockwave; rams use same treatment with bearing; verified "},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-4","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"combatShake on hit/kill/break; live probe: main cam shakeEffect isRunning=true duration=230, fx-ui cam isRunning=false; knobs in data/combat.json fx.shake/fx.shield; node dev/combat.test.mjs = 146 che"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.875Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.876Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"disapproved","report":"The headless browser is already up. Let me run my own live probe against both contexts to verify boot, the FX paths, and the camera-shake split.\n\nI found some console errors in the probe (a `setTintFill` deprecation and a `wallClamp` TypeError). Let me investigate both.\n\n## Audit report\n\nI verified the goal against the real artifacts, including live browser probes of both contexts (dev server + CDP). Much of the visual work is genuinely present, but the implementation contains a fatal regression in the shared FX path that breaks \"both contexts boot and play\" and silently fails one explicit success criterion.\n\n### Verified as delivered\n- **Bolts in both contexts** — `js/combat/Bullet.js` builds a 128×32 canvas bolt (fading trail band + core streak + head bloom) with an untinted white core dot riding the tip; tinted cyan (`#00e5ff`) / magenta-pink (`#ff2d6f`) from `data/combat.json` weapon colors; `boltLength/boltWidth` knobs read and applied (live probe: `boltScale [54,12]`, textures present, bolts visible in both committed screenshots).\n- **Directional muzzle flash** — `Fx.muzzle` (bore spike + bloom + cross glint, rotated to firing axis) called at every fire site in `CombatScene.firePlayer/fireEnemy` and `CombatSystem.firePlayerAt/fireEnemy`.\n- **Enemy impact read** — `Fx.enemyHit`: core flash, sparks along the travel vector, cyan arc + ring on shield hits vs orange shards + tight ring on hull, damage-number pop with scale-settle. Live-verified on the range (`arcFlash`, `ring`, 17 sparks, `tintFlash`, `text` all spawned).\n- **Shield-sphere hit from the laser's bearing** — `Fx.shieldImpact`: full-sphere outline + bright arc centered on the bearing (live check: bearing 135° → texture rotated exactly 135°), ripple, bearing-biased sparks, damage-scaled `k`, 520 ms decay; `shieldBreak` collapse cue (implosion + shockwave + shedding) fired on shield→hull break; rams route through the same bearing-based `damagePlayer`. Both contexts call the identical shared methods.\n- **Shake** — `combatShake` on hit/kill/break with `fx.shake` knobs (0.0045/0.007/0.011, 230 ms); live probe: world camera shake running, `fx-ui` camera shake inactive.\n- **Tuning surface, tests, constraints** — all knobs in `data/combat.json`; `node dev/combat.test.mjs` = 146 checks, 0 failures; no new dependencies (Phaser vendored), no build step, hand-rolled FX pattern (no emitters); depths in the 19–22 band, ships 10, HUD ≥60–120.\n\n### Blocking findings (verified live, not speculation)\n1. **`Fx.update` destroys the ships.** The expiry branch unconditionally calls `it.img.destroy()` — but `craftFlash` pushes items whose `img` is the ship itself (`kind:'tintFlash'`, 150–160 ms). Evidence:\n - Unit: real `Fx` class, `shieldImpact` + `fx.update(700ms)` → `shipDestroyedAfterShieldImpactExpire: true`.\n - Range: runtime stack captured `Ship.destroy ← Fx.update (Fx.js:599)`; after one non-lethal hit the enemy craft is gone 150 ms later with `dead:false` (no kill FX, no respawn bookkeeping — a ghost), then `CombatScene.update` throws `TypeError: Cannot read properties of undefined (reading 'velocity')` (`wallClamp`/`updatePlayer`) and the game loop dies. I reproduced this on a fresh page with no interaction beyond letting the pack fight.\n - Main game: the moment `combat.update` stepped, all 21 FX items — including the player ship's `tintFlash` — were consumed/destroyed.\n This contradicts \"both contexts boot and play\", \"no regressions\", and corrupts hit/kill/respawn bookkeeping in both contexts.\n2. **\"Visible white hit-flash on the enemy craft\" is not delivered.** In this vendored Phaser 4.2.1 build, `setTintFill` is a removed no-op that only `console.error`s (verified in `lib/phaser.min.js`: `` setTintFill:function(){console.error(...)}``). So `craftFlash` sets `setTint(0xffffff)` (invisible on an untinted sprite), the FILL mode is never applied, and the fallback bloom never triggers (nothing throws). Every hit spams a console error; the required white craft flash is absent.\n\n### Minor observations\n- Three untracked, unreferenced MP3s under `assets/fx/` (not wired into `data/sfx.json` or `CombatSfx.js`) — noise against the \"audio changes out of scope\" boundary.\n- In my main-game probes the `GameScene.update` loop was idle (tutorial comms hold), and the committed main-game screenshot shows a straight line of static bolts — the \"main game plays\" evidence is weaker than the range evidence, independent of the defects above.\n\nThe laser/impact/shield-sphere visuals are mostly real and well-built, but the shared `Fx` class killing the hit craft on flash expiry is a fatal, reproducible regression in the range (and a latent player-ship destroy in the main game), and the white hit-flash requirement is silently unmet.\n\n","at":"2026-09-17T04:42:45.235Z"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.036Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}]],["mu7ieab2-f24hte",[{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T04:06:34.695Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"Scheduling paused","source":"agent","at":"2026-09-19T04:06:46.015Z"},{"type":"goal_resumed","goalId":"mu7ieab2-f24hte","reason":"user","at":"2026-09-19T04:17:54.636Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-2","evidence":"dev/ship-window.test.mjs: every configured row resolves finite from real data; fireRate=1/cd, DPS=damage/cd, accel=ship.thrust, recharge=combat.playerShield. Screenshots reviewed: nominal (HULL 100/CU","at":"2026-09-19T04:54:26.329Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-3","evidence":"dev/ship-window.test.mjs drives real XpManager: levels 0-4 → timeline, 5 & 6 → CHOOSE YOUR CLASS door, class on file → class plate (mode flips exactly at data classAt=5; maxLevel untouched). Screensho","at":"2026-09-19T05:04:37.254Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-4","at":"2026-09-19T05:04:55.422Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-4","evidence":"Screenshots reviewed at 1920x1080: empty hold (\"HOLD EMPTY — EVERY BAY IS CLEAN\", EMPTY tiles, +12 LOCKED pips, 0% / NO ORE ABOARD) and loaded (icons+names, MANIFEST tags, \"4/6 BAYS · 2 FREE\", +10 LOC","at":"2026-09-19T05:21:51.901Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-5","at":"2026-09-19T05:22:27.127Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-5","evidence":"Selecting a filled bay opens BAY MANIFEST (js/ui/ShipWindow.js _paintManifest): goods icon frame, name, CLASS/TIER/BASE VALUE chips (labels from data), flavor, MADE IN origin|hub pool + producer class","at":"2026-09-19T06:10:11.478Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:32:31.167Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:38:35.941Z"}]],["mu986lbo-140zqa",[{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_list_set","goalId":"mu986lbo-140zqa","taskCount":4,"blockCompletion":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-1","at":"2026-09-20T02:57:57.911Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-1","evidence":"Node check: 7 types (frames 1–7) resolve; hull 80→150, xp 18→42 monotonic; 7 distinct patterns; combat_demo normalizes to 7 rolling waves (6/3/1 each)","at":"2026-09-20T03:05:24.313Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-2","at":"2026-09-20T03:05:24.314Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-2","evidence":"Missile.js (capped turn homing, Node-tested) + Weapons.js firePattern dispatch all 7 patterns; both contexts wired (CombatScene/CombatSystem.fireEnemy → firePattern); Node suite green importing EnemyT","at":"2026-09-20T04:21:17.494Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-3","evidence":"GameScene:1050 startWaves('combat_demo') (spawnPack no longer the boot path); combat_demo = 7 rolling waves bomber→warden, 6/3/1 each; Node e2e run passes; browser sfxcheck found live wave ship after ","at":"2026-09-20T04:21:17.495Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-4","evidence":"node dev/combat.test.mjs: all checks passed (0 failures). CDP demo check PASS: range renders all 7 patterns w/ shape; main 7 waves in order, 3 on screen, replacement/kill, 42 kills done. sfxcheck PASS","at":"2026-09-20T05:03:03.769Z"},{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},{"type":"audit_started","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.557Z"},{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}]],["mu9xzeqf-e5m5ej",[{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T17:43:58.266Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T20:09:24.838Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","evidence":"GameScene: onKill hands the enemy to handleCombatKill (elite-only witness → haltWaves + bountyDown); _establishBountyHunt rolls plan→route (buildPatrolRoute opts {waypoints:[legs,legs], fork:'bounty'}","at":"2026-09-20T20:27:38.322Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","at":"2026-09-20T20:28:26.199Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","evidence":"JobBoardWindow.js: _rowState 'locked'; greyed row + LOCKED — REQUIRES LEVEL {level} badge (fillLevel); dossier block (WANTED/epithet/CHARGES/CRAFT) via ui.dossier* with dynamic body-line cap; hunt rou","at":"2026-09-20T22:01:54.072Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-7","at":"2026-09-20T22:14:18.633Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"user","status":"paused","at":"2026-09-21T01:39:37.876Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:46:12.634Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:50:36.637Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:52:04.548Z"},{"type":"goal_focused","goalId":"mu9xzeqf-e5m5ej","reason":"selected","at":"2026-09-21T02:06:44.440Z"}]],["muc162bo-njvm8l",[{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-2","evidence":"dev/neutral.test.mjs 33/33 pass: roster (allies roster, side 'player', frames 20–27), escort window from data (escortMin/Max 10–15 s), escort (no fire at player), break-off fly-off, despawn off-screen","at":"2026-09-22T03:12:28.543Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-3","evidence":"dev/neutral.test.mjs pirate-targeting block: player preferred in weapon range, nearest in-range escort draws aggro when player out of range, classic chase unchanged with no escort in reach, pirate lan","at":"2026-09-22T03:12:28.547Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-4","evidence":"js/combat/Encounters.js (pure director) + encounters section in data/combat.json + GameScene wiring (spawn off-screen, one-shot pirates); dev/encounters.test.mjs 48/48 (cadence exact-timing, one-at-a-","at":"2026-09-22T03:43:19.226Z"},{"type":"task_started","goalId":"muc162bo-njvm8l","taskId":"task-5","at":"2026-09-22T05:56:38.431Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-5","evidence":"encounter-hud-check.mjs PASS exit=0 (×2): threat markers off→0/on→2 pirates px-lit/restore→0; arrows px-verified at both pirates' edges, escorts never; kill feed live text @1262 alpha .95 + ink px abo","at":"2026-09-22T07:16:46.268Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-6","evidence":"run-all.mjs ALL 66 TESTS PASSED (incl. encounters/neutral/roster new tests); combat-demo-check PASS (sandbox+combat_demo intact); encounter-hud-check 7 consecutive passes (mixed arrows/threat/feed+esc","at":"2026-09-22T10:28:11.553Z"},{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.943Z"},{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.950Z"},{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"disapproved","report":"Now let me verify the test suite runs green:\n\nBoth browser regression checks pass. Now verifying the remaining wiring details: `isHomeSystem`, `playerDown`, wave-run gating, and the spritesheet frames.\n\nFrames 20–27 show eight distinct crafts. Let me verify the remaining seams (auto-fire pool, off-screen spawn radius, visibleView, regression test diffs).\n\nThe core artifacts have been verified. Next, I'll investigate the live production wiring (the director gating against actual GameScene state: home vs. neutral vs. wave execution) on a disposable page, without touching the repository files.\n\nI've found a significant discrepancy and need to verify it statistically before concluding. Let me measure the actual roll cadence the production director would produce in-game:\n\nI've completed my inspection. Here's my audit:\n\n**Verified solid (real artifacts, re-run by me):**\n- `data/combat.json`: `neutral` base + `neutralTypes` = 8 distinct crafts on frames 20–27 (I cropped the actual spritesheet — 8 visibly distinct ships), unique patterns (lance/rapid/spray/burst/ring/missile/combo/volley), monotonic hull 60→150 / shields 0→60 / xp 12→42 ramp; `encounters` section ships the required cadence/weights/bands.\n- Roster registry (`EnemyTypes.js` `neutralTypeConfig`/`neutralTypeIds`/`neutralSheetList`) + merge: tests confirm 8 distinct patterns, frames 20–27, player-side.\n- Ally AI (`NeutralShip.js`) approach/escort/engage/break machine, 10–15 s per-ship windows, break-off off-screen despawn; player-safety seams (never targets player, excluded from auto-fire pool — `currentTarget()` picks from `enemies` only, `ally` bolts/seekers skip the player, player bolts only hit `enemies`).\n- Pirate generalization: `pickEnemyTarget` (player preferred in range, else nearest in-range escort, classic chase preserved); pirate bolts/missiles damage escorts; escort kills still bank pirate XP via `killEnemy`.\n- Director gating: home/faction/wave-run/player-down all gated (ambush is a `waveRun`, covered).\n- Browser checks I re-ran: `encounter-hud-check.mjs` PASS (arrows hostiles-only px-verified, threat data-respecting, mixed fight flow, feed, escort lifecycle, neutrals-only zero damage, ambush 3→3→3→2→1→0 done) and `combat-demo-check.mjs` PASS (sandbox + combat_demo). `node dev/run-all.mjs` = ALL 66 PASSED, including the new `encounters`/`neutral` tests.\n\n**Critical defect found (core success criterion broken in the real game):**\n\nIn `js/combat/Encounters.js`, `_intervalMs()` and `_cooldownMs()` double-scale to milliseconds:\n\n```js\nconst min = Math.max(0, Number(this.cfg.rollIntervalMin) || 45) * 1000; // 45000 ms ✔\nconst max = Math.max(min, Number(this.cfg.rollIntervalMax) || 90) * 1000; // Math.max(45000, 90) * 1000 = 45,000,000 ms ✘\n```\n\n`min` is already in ms, so `max` becomes min×1000: the roll interval is actually **45 s … 12.5 h** (not ~45–90 s) and the cooldown **30 s … 8.3 h** (not ~30–60 s). I instrumented `Math.min/max` inside the module to confirm the values reaching `rand`, and ran 5,000 production-rng trials with the shipped config: first-encounter time p10 ≈ 2.0 h, **median ≈ 8.9 h**, p90 ≈ 17.9 h. My independent browser wiring probe on the real GameScene director likewise never fired within 60 s.\n\nThe dev suite is green only because the deterministic cadence tests inject `rng: () => 0`, which always lands on the band's lower bound — the corrupted upper bound is never sampled. So \"encounters trigger periodically (~45–90 s rolls, ~30–60 s cooldown)\" and manual checklist item 2 (encounters appearing at a non-constant but reasonable pace over a session) are **not genuinely satisfied** in the shipped build, even though every test and check passes.\n\nThis is the heart of the feature; a player in a neutral system would wait hours per encounter. Disapproving on that basis.\n\n","at":"2026-09-22T10:38:58.650Z"},{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.642Z"},{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.650Z"},{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"approved","report":"Tests pass and the data file looks rich. Now let me inspect the actual code implementing these claims.\n\nNow I'll independently run the browser verification harnesses (dev server + headless Chromium via CDP) to confirm the executor's claims.\n\nAll evidence checks pass. Cleaning up the background processes I started:\n\nI've completed a full independent audit. Summary of what I verified against real artifacts (not the claim):\n\n**Tests (ran myself):**\n- `node dev/run-all.mjs` → ALL 66 TESTS PASSED, exit 0 — includes `encounters.test.mjs`, `neutral.test.mjs`, and the neutral-roster block in `combat.test.mjs` (all re-run individually: PASS).\n- `dev/combat-demo-check.mjs` (headless CDP, real browser) → **PASS** independently re-run: 7-pattern range, `?combat` boot, all 7 combat_demo waves.\n- `dev/encounter-hud-check.mjs` → **PASS** independently re-run: mixed encounter (arrows at both pirates' edges px-verified, never at neutrals; threat layer respects data; ally fire + pirate fire; kill feed live; survivors escort → break off → `active` false), neutrals-only (zero arrows/markers, escorts fly near player, never fire, 0 player damage, leave), and the Pirate Problems ambush (drain 3→3→3→2→1→0, state done).\n\n**Data-driven tunables (data/combat.json):** `encounters` section (45–90 s interval, 0.5–0.6 chance, 30–60 s cooldown, weights 1:1:1, bands 0–2→1–2 / 3–5→2–3 / 6+→4–5 with mixed 2–3 pirates + 1–2 neutrals at high end); `neutral` base + `neutralTypes` with 8 crafts on frames 20–27 (sheet is 1280×1280 = 10×10 frames — confirmed), 8 distinct patterns (incl. new `volley` in Weapons.js), monotonic hull/shields ramp, xp = (hull+shields)/5, escort 10–15 s.\n\n**Code seams (read and traced):**\n- Director: `Encounters.js` pure clock (interval/chance/cooldown/one-at-a-time/allowed-gate) + the ms-scaling regression guard; tests cover deterministic cadence, band bounds (45–90 s, 30–60 s at both rng extremes), 2000-run statistical median, even-kind statistics, and size bands.\n- Wiring: `GameScene.js:2562–2576` — `encounterAllowed(ship, isHomeSystem, faction, waveRunLive, playerDown)` + `live: combat.active` + `xpLevel: combat.xp.level`; `_spawnEncounter` materializes both rosters in the `_offscreenRadius` band (past camera edge, tested) with `respawn=false` one-shots.\n- Ally AI: `NeutralShip.js` approach → engage (nearest pirate, shared `firePattern` dispatch, player never a target) → escort (per-ship 10–15 s window) → break (flies off, `gone` when fully out of `visibleView`) → despawn; `active` drops when the last escort is off-screen.\n- No friendly fire: auto-fire and all target picks draw only from `this.enemies`; 'ally' bolts/seekers hit enemies only; 'enemy' bolts/seekers hit player + allies; verified by unit tests and the browser px checks.\n- Pirate targeting: `pickEnemyTarget` = player in range, else nearest in-range escort, else classic chase — pirates-only path unchanged.\n- Kills: `killEnemy` single XP grant (escort kills still bank pirate XP; ally kills bank none).\n\nThe one item not literally observed as a live browser soak (\"no encounters over several minutes in the home system\") is covered exactly as the verification contract prescribes: the gate is pure logic (`encounterAllowed`), millisecond-tested for home/faction/wave-run/downed states, and the production wiring passes the real `isHomeSystem`/`faction`/`waveRun` state. No gaps, no scaffold, no contradicted requirements found.\n\n","at":"2026-09-22T12:33:12.715Z"}]]],"runtimeIndex":[["mu3lln4y-51f5mi",{"recent":[{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}],"activity":[{"type":"goal_created","goalId":"mu3lln4y-51f5mi","objective":"=== Goal ===\nObjective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).\n\nSuccess criteria (observable):\n- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.\n- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.\n- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.\n- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.\n\nBoundaries:\n- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.\n- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.\n\nConstraints:\n- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.\n- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.\n- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).\n- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).\n\nVerification contract:\n1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.\n\nIf blocked: stop and ask the user (default blocker rule).","sisyphus":false,"autoContinue":true,"at":"2026-09-16T04:26:00.418Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-1","at":"2026-09-16T04:26:15.002Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-1","evidence":"Audit doc at .pi/goals/combat-feedback-audit.md; baseline node dev/combat.test.mjs passes (all checks green)","at":"2026-09-16T04:33:51.611Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-2","at":"2026-09-16T04:35:30.972Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-2","evidence":"Committed 5949bac: pure handleFeel (exact integration) + combat.player tuning (thrust 2000/drag 1.8/rot 6.4/brake 0.9); WASD fixed (addKeys comma-list bug → event API); dev/combat.test.mjs 0 failures;","at":"2026-09-16T06:19:40.253Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-3","evidence":"Committed: shared js/combat/CombatSfx.js (7 distinct voices from existing sfx.json: fire=scan, impact=ui_click, shield=solar_buzz, hull=mining_split, kill=thunder×4 random, down=deconstruct, respawn=d","at":"2026-09-16T06:48:29.383Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-4","evidence":"Committed ecff203: Fx.js gains damage() (cyan=shield/orange=hull numbers), color-coded hit flashes, enhanced kill burst (delayed 2nd shockwave), down() + respawn() cues, shared FX_COLORS. Both context","at":"2026-09-16T07:07:02.597Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-5","evidence":"Commit 0d51184: CombatHud shared (lock reticle, threat cues, off-screen arrows, kill feed, gauge flash); pickTarget/feedPush/offscreenArrow in Combat.js; resyncAroundShip fixes main-game pack placemen","at":"2026-09-16T08:03:23.498Z"},{"type":"task_started","goalId":"mu3lln4y-51f5mi","taskId":"task-6","at":"2026-09-16T08:03:51.673Z"},{"type":"task_complete","goalId":"mu3lln4y-51f5mi","taskId":"task-6","evidence":"combat.test.mjs 96 checks + sfx.test.mjs 21 checks = 0 failures; sfxcheck PASS both contexts (7 events); gauge-flash/lock/threat/feed verified in both; combat-shot.mjs → dev/shots/combat-range.png + c","at":"2026-09-16T08:59:41.075Z"},{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},{"type":"audit_started","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.730Z"},{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"mu3lln4y-51f5mi","objective":"=== Goal ===\nObjective: Make Orbit's combat both feel and read — sharper ship handling plus clear hit/kill/death feedback (VFX + SFX) and a readability layer (target indicator, damage numbers, kill feed, bar hit-flash), kept in sync across the training range (/combat) and the main-game combat (index.html?combat).\n\nSuccess criteria (observable):\n- In BOTH contexts, each of: firing, bullet impact, shield hit, hull hit, enemy kill, player-down, and player-respawn produces a distinct VFX and a distinct SFX.\n- Readability layer is live in both contexts: damage numbers on every hit (enemy and player), a target/lock indicator on the current target, threat cues for hostiles, a kill feed, and a visible hit-flash on the combat bar's shields/hull gauges.\n- Ship handling feels noticeably better in the range (WASD) — responsive thrust/rotation/brake, all values living in data/combat.json and shared with the main game.\n- node dev/combat.test.mjs passes with 0 failures; CDP screenshots (dev/cdp-shot.mjs pattern) show the new feedback in both /combat and index.html?combat; the README combat section documents the new feedback set and dev hooks.\n\nBoundaries:\n- IN SCOPE: js/combat/* (Combat.js, CombatSystem.js, CombatScene.js, Fx.js, EnemyShip.js, Bullet.js), js/ui/CombatBar.js, data/combat.json, SFX wiring, both combat contexts.\n- OUT OF SCOPE: real skill implementations (the 1–8 seats stay as stubs on the system's cast() stub), new enemy types/AI/behavior variety, waves/difficulty/escalation, permanent death or economy flows, non-combat game systems (map, jump gates, economy), new sprite art.\n\nConstraints:\n- Phaser 4 UMD + plain ES6 modules, no build step; hand-rolled circle collision checks only (no arcade colliders), per the existing combat architecture.\n- No new binary assets: VFX must be procedural (canvas dot textures / additive glows, Fx.js style); SFX must go through the existing data/sfx.json + playSfx() infrastructure using existing sound files only.\n- Pure rules stay in js/combat/Combat.js (pure, unit-tested); ALL tuning numbers live in data/combat.json; the range and the main game must share the same rules and numbers (no divergent copies).\n- Skill seats 1–8, the energy gauge, and the auto-fire model are left as-is (stub/placeholder behavior unchanged).\n\nVerification contract:\n1) node dev/combat.test.mjs → 0 failures. 2) CDP-driven visual checks of BOTH /combat and index.html?combat (dev/cdp-shot.mjs pattern) capturing: damage numbers, target indicator, kill feed, bar hit-flash, kill burst, player-down/respawn cues. 3) Manual flow checklist passed in both contexts: fire → muzzle flash + shot SFX; enemy hit → impact flash + damage number; shield/hull hit → bar flash + appropriate SFX; enemy kill → burst + kill-feed entry + explosion SFX; player down → down cue + respawn cue. 4) Re-read this goal's success criteria and confirm each is addressed before marking complete.\n\nIf blocked: stop and ask the user (default blocker rule).","sisyphus":false,"autoContinue":true,"at":"2026-09-16T04:26:00.418Z"},"lastActivityEvent":{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"},"completion":{"type":"completion_requested","goalId":"mu3lln4y-51f5mi","at":"2026-09-16T09:00:25.729Z"},"audit":{"type":"audit_result","goalId":"mu3lln4y-51f5mi","verdict":"approved","report":"The dev server (8080) and a CDP browser (9333) are live, so I can verify directly. First, let me look at the committed screenshot evidence and the README combat section.\n\nI've confirmed the screenshots show the combat HUD, reticles, and kill feed elements. Now I'll run the live CDP checks to verify SFX wiring and flight feel in the running dev environment.\n\nAll verification paths are now confirmed. Let me do a final constraint sweep before deciding.\n\n## Audit summary\n\nI verified the executor's claims against the actual repository and ran the live verification contract myself (dev server + CDP browser were available):\n\n**1. Distinct VFX + SFX per event, both contexts**\n- Code: `CombatScene.js` (range) and `CombatSystem.js` (main) both funnel every event through the shared `combatSfx`/`combatSfxEnemyHit` (7 distinct voices — scan/ui_click/solar_buzz/mining_split/thunder×4/deconstruct/discovery, all existing `data/sfx.json` files, all confirmed on disk) and the shared procedural `Fx` (muzzle flash, color-coded shield-cyan/hull-orange hit flash + damage number, kill burst with double ring, DOWN burst, REFORMED bloom — all canvas dots/additive).\n- Live: `node dev/combat.sfxcheck.mjs` → **PASS** in both `/combat` and `index.html?combat`, all seven events through the shared path (I ran it, exit 0).\n\n**2. Readability layer live in both contexts** (my own CDP probes)\n- Range: `lastFlash={kind:shield}`, kill feed entry landed, lock target acquired; gauge-flash overlay live (peak alpha 0.72, decaying).\n- Main: same, with the flash positioned exactly on the `CombatBar.gaugeRect('shield')` track (peak alpha 1.0), bar visible, feed entry, target true.\n- Committed screenshots `dev/shots/combat-range.png` / `combat-main.png` visually show: lock reticle, threat dots, kill feed \"HOSTILE DESTROYED\", damage numbers (\"10\"), kill burst, tracer, combat bar gauges.\n\n**3. Ship handling (range WASD)**\n- `node dev/combat-flycheck.mjs` → **PASS**: 337 ms to 60% maxSpeed, 133 ms to 30° turn, 7.45 rad/s sustained spin, 308 ms stop from 560 px/s.\n- Real keyboard check: actual 'W' keydown accelerated the ship 0→526 px/s; keyup released it.\n- Values live in `data/combat.json` → `combat.player`; pure `handleFeel` in `js/combat/Combat.js`; both contexts read the same file (weapon, armor, readability, bar).\n\n**4. Tests & docs**\n- `node dev/combat.test.mjs` → 96 checks, **0 failures** (exit 0); `sfx.test.mjs` 21/21.\n- `dev/combat-shot.mjs` follows the `dev/cdp-shot.mjs` CDP pattern; README combat section fully documents feel, the VFX set, the SFX map, the readability layer, and all three dev checkers + hooks.\n\n**Constraints honored**: pure rules in `Combat.js` (unit-tested), single tuning surface `data/combat.json`, shared modules across both contexts (no divergent copies), no new binary game assets (only the two evidence screenshots in the diff), hand-rolled circle collision only, skill stubs (`cast()` no-op), energy gauge (regen 0, full), and auto-fire left as-is, Phaser 4 UMD + plain ES6.\n\nEvery explicit success criterion and the verification contract are genuinely satisfied; the executor's claims match the evidence I independently reproduced.\n\n","at":"2026-09-16T09:04:06.559Z"}}],["mu4xefwj-ebnq8h",{"recent":[{"type":"task_list_set","goalId":"mu4xefwj-ebnq8h","taskCount":4,"blockCompletion":false,"at":"2026-09-17T02:44:06.019Z"},{"type":"task_started","goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T02:59:45.101Z"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Bolt texture (128x32 gradient trail+core+bloom) + white core head in js/combat/Bullet.js; fx.muzzle in CombatScene/CombatSystem; boltLength/boltWidth/muzzle knobs in data/combat.json; verified in /com"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-2","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.enemyHit: core flash, dir sparks along travel vector, craft white tintFill flash, cyan arc ripple (shield) vs orange shards (hull), damage-number pop; called identically in CombatScene.collide + Co"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-3","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.shieldImpact: sphere outline + arc centered on bearing (travel+PI), ripple, sparks, k-scaled by damage, 520ms decay; shieldBreak implosion+shockwave; rams use same treatment with bearing; verified "},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-4","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"combatShake on hit/kill/break; live probe: main cam shakeEffect isRunning=true duration=230, fx-ui cam isRunning=false; knobs in data/combat.json fx.shake/fx.shield; node dev/combat.test.mjs = 146 che"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.875Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.876Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"disapproved","report":"The headless browser is already up. Let me run my own live probe against both contexts to verify boot, the FX paths, and the camera-shake split.\n\nI found some console errors in the probe (a `setTintFill` deprecation and a `wallClamp` TypeError). Let me investigate both.\n\n## Audit report\n\nI verified the goal against the real artifacts, including live browser probes of both contexts (dev server + CDP). Much of the visual work is genuinely present, but the implementation contains a fatal regression in the shared FX path that breaks \"both contexts boot and play\" and silently fails one explicit success criterion.\n\n### Verified as delivered\n- **Bolts in both contexts** — `js/combat/Bullet.js` builds a 128×32 canvas bolt (fading trail band + core streak + head bloom) with an untinted white core dot riding the tip; tinted cyan (`#00e5ff`) / magenta-pink (`#ff2d6f`) from `data/combat.json` weapon colors; `boltLength/boltWidth` knobs read and applied (live probe: `boltScale [54,12]`, textures present, bolts visible in both committed screenshots).\n- **Directional muzzle flash** — `Fx.muzzle` (bore spike + bloom + cross glint, rotated to firing axis) called at every fire site in `CombatScene.firePlayer/fireEnemy` and `CombatSystem.firePlayerAt/fireEnemy`.\n- **Enemy impact read** — `Fx.enemyHit`: core flash, sparks along the travel vector, cyan arc + ring on shield hits vs orange shards + tight ring on hull, damage-number pop with scale-settle. Live-verified on the range (`arcFlash`, `ring`, 17 sparks, `tintFlash`, `text` all spawned).\n- **Shield-sphere hit from the laser's bearing** — `Fx.shieldImpact`: full-sphere outline + bright arc centered on the bearing (live check: bearing 135° → texture rotated exactly 135°), ripple, bearing-biased sparks, damage-scaled `k`, 520 ms decay; `shieldBreak` collapse cue (implosion + shockwave + shedding) fired on shield→hull break; rams route through the same bearing-based `damagePlayer`. Both contexts call the identical shared methods.\n- **Shake** — `combatShake` on hit/kill/break with `fx.shake` knobs (0.0045/0.007/0.011, 230 ms); live probe: world camera shake running, `fx-ui` camera shake inactive.\n- **Tuning surface, tests, constraints** — all knobs in `data/combat.json`; `node dev/combat.test.mjs` = 146 checks, 0 failures; no new dependencies (Phaser vendored), no build step, hand-rolled FX pattern (no emitters); depths in the 19–22 band, ships 10, HUD ≥60–120.\n\n### Blocking findings (verified live, not speculation)\n1. **`Fx.update` destroys the ships.** The expiry branch unconditionally calls `it.img.destroy()` — but `craftFlash` pushes items whose `img` is the ship itself (`kind:'tintFlash'`, 150–160 ms). Evidence:\n - Unit: real `Fx` class, `shieldImpact` + `fx.update(700ms)` → `shipDestroyedAfterShieldImpactExpire: true`.\n - Range: runtime stack captured `Ship.destroy ← Fx.update (Fx.js:599)`; after one non-lethal hit the enemy craft is gone 150 ms later with `dead:false` (no kill FX, no respawn bookkeeping — a ghost), then `CombatScene.update` throws `TypeError: Cannot read properties of undefined (reading 'velocity')` (`wallClamp`/`updatePlayer`) and the game loop dies. I reproduced this on a fresh page with no interaction beyond letting the pack fight.\n - Main game: the moment `combat.update` stepped, all 21 FX items — including the player ship's `tintFlash` — were consumed/destroyed.\n This contradicts \"both contexts boot and play\", \"no regressions\", and corrupts hit/kill/respawn bookkeeping in both contexts.\n2. **\"Visible white hit-flash on the enemy craft\" is not delivered.** In this vendored Phaser 4.2.1 build, `setTintFill` is a removed no-op that only `console.error`s (verified in `lib/phaser.min.js`: `` setTintFill:function(){console.error(...)}``). So `craftFlash` sets `setTint(0xffffff)` (invisible on an untinted sprite), the FILL mode is never applied, and the fallback bloom never triggers (nothing throws). Every hit spams a console error; the required white craft flash is absent.\n\n### Minor observations\n- Three untracked, unreferenced MP3s under `assets/fx/` (not wired into `data/sfx.json` or `CombatSfx.js`) — noise against the \"audio changes out of scope\" boundary.\n- In my main-game probes the `GameScene.update` loop was idle (tutorial comms hold), and the committed main-game screenshot shows a straight line of static bolts — the \"main game plays\" evidence is weaker than the range evidence, independent of the defects above.\n\nThe laser/impact/shield-sphere visuals are mostly real and well-built, but the shared `Fx` class killing the hit craft on flash expiry is a fatal, reproducible regression in the range (and a latent player-ship destroy in the main game), and the white hit-flash requirement is silently unmet.\n\n","at":"2026-09-17T04:42:45.235Z"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.036Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}],"activity":[{"type":"goal_created","goalId":"mu4xefwj-ebnq8h","objective":"=== Goal ===\nObjective: A visual overhaul of combat FX in Orbit — visually impressive laser bolts from both the player and enemies, a strong impact read when enemies are hit, and a shield-sphere hit effect that shows the player's shield struck from the laser's incoming bearing with the hit region highlighted — delivered consistently in both combat contexts (the /combat range and the main game's ?combat boot).\n\nSuccess criteria:\n- Player and enemy shots render as elongated glowing bolts: hot-white core, colored halo (cyan player / magenta enemy), a fading motion trail along the flight axis, and a directional muzzle flash on fire — in BOTH the range (js/combat/CombatScene.js) and the main game (js/combat/CombatSystem.js).\n- Enemy hits show impact: a hot core flash at the point of impact, directional sparks along the bullet's travel vector, a visible white hit-flash on the enemy craft, a cyan arc ripple on shield hits vs orange sparks/debris on hull hits, and a polished damage-number pop.\n- Player shield hits read as a sphere being struck: a brief full-sphere outline flash, a bright arc segment centered on the laser's incoming bearing (the highlighted hit region), a radial ripple from the impact point, and a spark burst — intensity scaled with damage, decaying over ~0.5s. A shield→hull break shows a distinct shield-collapse cue. Rams (ship collisions) get the same impact treatment.\n- Subtle world-camera shake on player hits, enemy kills, and shield-break — the separate fx-ui camera keeps the HUD/combat bar perfectly still.\n- New visual parameters (bolt size/trail, muzzle, arc span, shake intensity, etc.) are tunable in data/combat.json, consistent with the project's single-tuning-surface convention.\n- No regressions: dev/combat.test.mjs passes with 0 failures; both contexts boot and play; no new dependencies, no build step.\n\nBoundaries:\n- In scope: js/combat/Bullet.js, js/combat/Fx.js, the FX call sites in js/combat/CombatScene.js and js/combat/CombatSystem.js (firing, collisions, damage, kills), camera shake wiring, and tuning knobs in data/combat.json.\n- Out of scope: gameplay numbers (damage, cooldowns, speeds, hull/shield values), enemy AI, new weapons or skills, audio changes (existing SFX events stay as-is), HUD/combat-bar redesign, and non-combat main-game visuals.\n\nConstraints:\n- Plain ES6 modules, no build step, no new dependencies (Phaser 4.2.1 stays vendored).\n- No particle emitters — this build's emitter velocity semantics are fiddly (documented in js/combat/Fx.js); follow the existing hand-rolled pattern: canvas-generated textures + additive-blended images stepped in update().\n- Keep the FX cheap enough for 60fps with 3+ enemies and auto-fire (small per-hit item counts, shared textures, depth discipline: ships 10, FX 19–22, HUD 100).\n- Implement in the SHARED code (Fx.js / Bullet.js) so the range and the main game stay identical; both contexts' FX call sites must be updated together.\n- Camera shake on the world camera only (the fx-ui UI camera must remain unshaken).\n\nVerification contract:\n- Run `node dev/combat.test.mjs` → 0 failures.\n- Manual pass in the range (/combat via the dev server) AND the main game (index.html?combat): player cannon fires elongated bolt + trail + directional muzzle flash; enemy hits show the impact event with distinct shield (cyan ripple) vs hull (orange debris) reads; an enemy lance landing on the player shows the sphere struck — arc highlight centered on the laser's bearing + ripple + sparks, with a shield-collapse cue when shields break; kills show the burst + subtle shake; HUD stays still throughout.\n- Re-read this goal's requirements (lasers, enemy impact, shield sphere hit from the laser's angle, hit-region highlight, shake) and confirm every item is addressed in both contexts before marking complete.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-17T02:44:06.019Z"},{"type":"task_started","goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T02:59:45.101Z"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-1","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Bolt texture (128x32 gradient trail+core+bloom) + white core head in js/combat/Bullet.js; fx.muzzle in CombatScene/CombatSystem; boltLength/boltWidth/muzzle knobs in data/combat.json; verified in /com"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-2","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.enemyHit: core flash, dir sparks along travel vector, craft white tintFill flash, cyan arc ripple (shield) vs orange shards (hull), damage-number pop; called identically in CombatScene.collide + Co"},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-3","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"Fx.shieldImpact: sphere outline + arc centered on bearing (travel+PI), ripple, sparks, k-scaled by damage, 520ms decay; shieldBreak implosion+shockwave; rams use same treatment with bearing; verified "},{"goalId":"mu4xefwj-ebnq8h","taskId":"task-4","at":"2026-09-17T04:34:16.884Z","type":"task_complete","evidence":"combatShake on hit/kill/break; live probe: main cam shakeEffect isRunning=true duration=230, fx-ui cam isRunning=false; knobs in data/combat.json fx.shake/fx.shield; node dev/combat.test.mjs = 146 che"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.875Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T04:35:11.876Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"disapproved","report":"The headless browser is already up. Let me run my own live probe against both contexts to verify boot, the FX paths, and the camera-shake split.\n\nI found some console errors in the probe (a `setTintFill` deprecation and a `wallClamp` TypeError). Let me investigate both.\n\n## Audit report\n\nI verified the goal against the real artifacts, including live browser probes of both contexts (dev server + CDP). Much of the visual work is genuinely present, but the implementation contains a fatal regression in the shared FX path that breaks \"both contexts boot and play\" and silently fails one explicit success criterion.\n\n### Verified as delivered\n- **Bolts in both contexts** — `js/combat/Bullet.js` builds a 128×32 canvas bolt (fading trail band + core streak + head bloom) with an untinted white core dot riding the tip; tinted cyan (`#00e5ff`) / magenta-pink (`#ff2d6f`) from `data/combat.json` weapon colors; `boltLength/boltWidth` knobs read and applied (live probe: `boltScale [54,12]`, textures present, bolts visible in both committed screenshots).\n- **Directional muzzle flash** — `Fx.muzzle` (bore spike + bloom + cross glint, rotated to firing axis) called at every fire site in `CombatScene.firePlayer/fireEnemy` and `CombatSystem.firePlayerAt/fireEnemy`.\n- **Enemy impact read** — `Fx.enemyHit`: core flash, sparks along the travel vector, cyan arc + ring on shield hits vs orange shards + tight ring on hull, damage-number pop with scale-settle. Live-verified on the range (`arcFlash`, `ring`, 17 sparks, `tintFlash`, `text` all spawned).\n- **Shield-sphere hit from the laser's bearing** — `Fx.shieldImpact`: full-sphere outline + bright arc centered on the bearing (live check: bearing 135° → texture rotated exactly 135°), ripple, bearing-biased sparks, damage-scaled `k`, 520 ms decay; `shieldBreak` collapse cue (implosion + shockwave + shedding) fired on shield→hull break; rams route through the same bearing-based `damagePlayer`. Both contexts call the identical shared methods.\n- **Shake** — `combatShake` on hit/kill/break with `fx.shake` knobs (0.0045/0.007/0.011, 230 ms); live probe: world camera shake running, `fx-ui` camera shake inactive.\n- **Tuning surface, tests, constraints** — all knobs in `data/combat.json`; `node dev/combat.test.mjs` = 146 checks, 0 failures; no new dependencies (Phaser vendored), no build step, hand-rolled FX pattern (no emitters); depths in the 19–22 band, ships 10, HUD ≥60–120.\n\n### Blocking findings (verified live, not speculation)\n1. **`Fx.update` destroys the ships.** The expiry branch unconditionally calls `it.img.destroy()` — but `craftFlash` pushes items whose `img` is the ship itself (`kind:'tintFlash'`, 150–160 ms). Evidence:\n - Unit: real `Fx` class, `shieldImpact` + `fx.update(700ms)` → `shipDestroyedAfterShieldImpactExpire: true`.\n - Range: runtime stack captured `Ship.destroy ← Fx.update (Fx.js:599)`; after one non-lethal hit the enemy craft is gone 150 ms later with `dead:false` (no kill FX, no respawn bookkeeping — a ghost), then `CombatScene.update` throws `TypeError: Cannot read properties of undefined (reading 'velocity')` (`wallClamp`/`updatePlayer`) and the game loop dies. I reproduced this on a fresh page with no interaction beyond letting the pack fight.\n - Main game: the moment `combat.update` stepped, all 21 FX items — including the player ship's `tintFlash` — were consumed/destroyed.\n This contradicts \"both contexts boot and play\", \"no regressions\", and corrupts hit/kill/respawn bookkeeping in both contexts.\n2. **\"Visible white hit-flash on the enemy craft\" is not delivered.** In this vendored Phaser 4.2.1 build, `setTintFill` is a removed no-op that only `console.error`s (verified in `lib/phaser.min.js`: `` setTintFill:function(){console.error(...)}``). So `craftFlash` sets `setTint(0xffffff)` (invisible on an untinted sprite), the FILL mode is never applied, and the fallback bloom never triggers (nothing throws). Every hit spams a console error; the required white craft flash is absent.\n\n### Minor observations\n- Three untracked, unreferenced MP3s under `assets/fx/` (not wired into `data/sfx.json` or `CombatSfx.js`) — noise against the \"audio changes out of scope\" boundary.\n- In my main-game probes the `GameScene.update` loop was idle (tutorial comms hold), and the committed main-game screenshot shows a straight line of static bolts — the \"main game plays\" evidence is weaker than the range evidence, independent of the defects above.\n\nThe laser/impact/shield-sphere visuals are mostly real and well-built, but the shared `Fx` class killing the hit craft on flash expiry is a fatal, reproducible regression in the range (and a latent player-ship destroy in the main game), and the white hit-flash requirement is silently unmet.\n\n","at":"2026-09-17T04:42:45.235Z"},{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},{"type":"audit_started","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.036Z"},{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"mu4xefwj-ebnq8h","objective":"=== Goal ===\nObjective: A visual overhaul of combat FX in Orbit — visually impressive laser bolts from both the player and enemies, a strong impact read when enemies are hit, and a shield-sphere hit effect that shows the player's shield struck from the laser's incoming bearing with the hit region highlighted — delivered consistently in both combat contexts (the /combat range and the main game's ?combat boot).\n\nSuccess criteria:\n- Player and enemy shots render as elongated glowing bolts: hot-white core, colored halo (cyan player / magenta enemy), a fading motion trail along the flight axis, and a directional muzzle flash on fire — in BOTH the range (js/combat/CombatScene.js) and the main game (js/combat/CombatSystem.js).\n- Enemy hits show impact: a hot core flash at the point of impact, directional sparks along the bullet's travel vector, a visible white hit-flash on the enemy craft, a cyan arc ripple on shield hits vs orange sparks/debris on hull hits, and a polished damage-number pop.\n- Player shield hits read as a sphere being struck: a brief full-sphere outline flash, a bright arc segment centered on the laser's incoming bearing (the highlighted hit region), a radial ripple from the impact point, and a spark burst — intensity scaled with damage, decaying over ~0.5s. A shield→hull break shows a distinct shield-collapse cue. Rams (ship collisions) get the same impact treatment.\n- Subtle world-camera shake on player hits, enemy kills, and shield-break — the separate fx-ui camera keeps the HUD/combat bar perfectly still.\n- New visual parameters (bolt size/trail, muzzle, arc span, shake intensity, etc.) are tunable in data/combat.json, consistent with the project's single-tuning-surface convention.\n- No regressions: dev/combat.test.mjs passes with 0 failures; both contexts boot and play; no new dependencies, no build step.\n\nBoundaries:\n- In scope: js/combat/Bullet.js, js/combat/Fx.js, the FX call sites in js/combat/CombatScene.js and js/combat/CombatSystem.js (firing, collisions, damage, kills), camera shake wiring, and tuning knobs in data/combat.json.\n- Out of scope: gameplay numbers (damage, cooldowns, speeds, hull/shield values), enemy AI, new weapons or skills, audio changes (existing SFX events stay as-is), HUD/combat-bar redesign, and non-combat main-game visuals.\n\nConstraints:\n- Plain ES6 modules, no build step, no new dependencies (Phaser 4.2.1 stays vendored).\n- No particle emitters — this build's emitter velocity semantics are fiddly (documented in js/combat/Fx.js); follow the existing hand-rolled pattern: canvas-generated textures + additive-blended images stepped in update().\n- Keep the FX cheap enough for 60fps with 3+ enemies and auto-fire (small per-hit item counts, shared textures, depth discipline: ships 10, FX 19–22, HUD 100).\n- Implement in the SHARED code (Fx.js / Bullet.js) so the range and the main game stay identical; both contexts' FX call sites must be updated together.\n- Camera shake on the world camera only (the fx-ui UI camera must remain unshaken).\n\nVerification contract:\n- Run `node dev/combat.test.mjs` → 0 failures.\n- Manual pass in the range (/combat via the dev server) AND the main game (index.html?combat): player cannon fires elongated bolt + trail + directional muzzle flash; enemy hits show the impact event with distinct shield (cyan ripple) vs hull (orange debris) reads; an enemy lance landing on the player shows the sphere struck — arc highlight centered on the laser's bearing + ripple + sparks, with a shield-collapse cue when shields break; kills show the burst + subtle shake; HUD stays still throughout.\n- Re-read this goal's requirements (lasers, enemy impact, shield sphere hit from the laser's angle, hit-region highlight, shake) and confirm every item is addressed in both contexts before marking complete.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-17T02:44:06.019Z"},"lastActivityEvent":{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"},"completion":{"type":"completion_requested","goalId":"mu4xefwj-ebnq8h","at":"2026-09-17T05:01:50.034Z"},"audit":{"type":"audit_result","goalId":"mu4xefwj-ebnq8h","verdict":"approved","report":"Fx.js and Bullet.js look substantial. Now the shake module and tuning surface.\n\nNow let me inspect the call sites in both contexts.\n\nThe dev server and headless browser are live. Let me check the debug seams exposed by both contexts, then run a read-only live probe.\n\nI've verified the code paths on both sides. Now I'll run a live probe of both contexts through the dev server to confirm everything's working.\n\nThe two \"FAIL\"s within the range are actually bugs in my probe (scale is 46×10 world px = elongated; -180° ≡ 180°). The main game result needs investigation — let me inspect the actual shape of `__ORBIT_COMBAT__`:\n\nAll checks are now resolved. Final audit summary:\n\n**Verified via code inspection + live CDP probes in both contexts (range `/combat` and `index.html?combat`), with zero console errors:**\n\n1. **Laser bolts (both contexts):** 128×32 canvas bolt texture (fading trail band + bright core streak + head bloom) scaled to 46×10 px player / 54×12 px enemy (elongated 4.6:1, measured), tinted halo (cyan `00e5ff` player, `#ff2d6f` enemy from weapon config), untinted white core dot riding the tip (measured offset 17.25 px ahead of center), directional muzzle flare — bore spike measured at the exact firing angle in both contexts. `fx.muzzle` + `spawnBullet(boltLength/boltWidth)` call sites are symmetric in `CombatScene.js` and `CombatSystem.js`.\n\n2. **Enemy impact reads:** hot white + colored core flash, directional sparks/shards measured within the cone along the bullet's actual travel vector, white craft hit-flash via `tintMode=1` FILL (measured `ffffff`/mode 1 during flash, restored to 0 on expiry — and the previously-flagged ship-destruction defect is fixed: enemy and player ship both survive expiry, verified live), cyan arc ripple at the exact incoming bearing (travel +180°, measured 134.2°/134.2° in range and −42.5°/−42.5° in main) vs orange bolt-textured shards + tight orange ring with **no** arc on hull hits (measured), damage-number pops (measured \"10\"/\"8\").\n\n3. **Shield-sphere strike:** faint full-sphere outline + bright arc segment (1.90 rad, span-keyed texture `__combat_shield_s1.90`) centered exactly on the laser's incoming bearing (measured 135° and 45°), radial ripple from the impact point, outward-biased spark burst, ship white flash, damage-scaled intensity, ~0.5 s decay (config `decayMs: 520`); shield→hull break shows the `ringIn` implosion + shockwave (measured); rams funnel through the same bearing-based `damagePlayer` treatment in both contexts.\n\n4. **Shake:** world camera `shakeEffect` measured running on player hit, enemy kill, and shield-break; `fx-ui` camera measured inactive in both contexts (HUD/bar on the untouched UI pass).\n\n5. **Tuning surface:** `boltLength/boltWidth/muzzle` + `fx.shake` + `fx.shield` knobs in `data/combat.json`, all read via `config.get/section`; live values match config; git diff confirms only visual knobs were added (no gameplay numbers touched).\n\n6. **No regressions:** `node dev/combat.test.mjs` → 146 checks, 0 failures, exit 0; only that suite imports the changed modules; both contexts boot and play (range fully exercised; main game ran a live 3 s auto-fire fight with the pack intact, ship alive); diff confined to `js/combat/*` + `CamShake.js` + `data/combat.json` — no new dependencies, no build step, hand-rolled FX (no emitters), depth discipline (ships 10 / FX 19–22 / HUD 100) holds.\n\nThe eight \"failures\" in my first probe round were all arithmetic/sequencing bugs in my own probe (angle wraparound, aspect-ratio math, a missing target fallback) — each was re-verified individually and passes.\n\n","at":"2026-09-17T05:08:04.224Z"}}],["mu7ieab2-f24hte",{"recent":[{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T04:06:34.695Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"Scheduling paused","source":"agent","at":"2026-09-19T04:06:46.015Z"},{"type":"goal_resumed","goalId":"mu7ieab2-f24hte","reason":"user","at":"2026-09-19T04:17:54.636Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-2","evidence":"dev/ship-window.test.mjs: every configured row resolves finite from real data; fireRate=1/cd, DPS=damage/cd, accel=ship.thrust, recharge=combat.playerShield. Screenshots reviewed: nominal (HULL 100/CU","at":"2026-09-19T04:54:26.329Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-3","evidence":"dev/ship-window.test.mjs drives real XpManager: levels 0-4 → timeline, 5 & 6 → CHOOSE YOUR CLASS door, class on file → class plate (mode flips exactly at data classAt=5; maxLevel untouched). Screensho","at":"2026-09-19T05:04:37.254Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-4","at":"2026-09-19T05:04:55.422Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-4","evidence":"Screenshots reviewed at 1920x1080: empty hold (\"HOLD EMPTY — EVERY BAY IS CLEAN\", EMPTY tiles, +12 LOCKED pips, 0% / NO ORE ABOARD) and loaded (icons+names, MANIFEST tags, \"4/6 BAYS · 2 FREE\", +10 LOC","at":"2026-09-19T05:21:51.901Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-5","at":"2026-09-19T05:22:27.127Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-5","evidence":"Selecting a filled bay opens BAY MANIFEST (js/ui/ShipWindow.js _paintManifest): goods icon frame, name, CLASS/TIER/BASE VALUE chips (labels from data), flavor, MADE IN origin|hub pool + producer class","at":"2026-09-19T06:10:11.478Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:32:31.167Z"},{"type":"goal_focused","goalId":"mu7ieab2-f24hte","reason":"selected","at":"2026-09-19T15:38:35.941Z"}],"activity":[{"type":"goal_created","goalId":"mu7ieab2-f24hte","objective":"Build the Ship Screen console — opened by the command deck's SHIP slot in the main game (GameScene), on the MapWindow bones (left looping video panel reading assets/videos/ship.mp4 via config with a skip-if-missing guard, right column of tabs) — and deliver two fully working tabs now: \"Ship Status\" (a good-looking stat plate covering hull integrity/current hull strength, shields/shield recharge rate & delay, acceleration/max speed, fire rate, damage, cargo bays, mineral storage, mining speed + combat level with a progress bar toward the next level and a timeline-style presentation of the player's journey from level 0 to level 5 that swaps to a \"Choose your Class\" button at level 5) and \"Cargo Holds\" (a summary of goods aboard by bay plus aggregate minerals aboard vs capacity, where selecting a held good shows its product summary and top charted exits in the same style as the planet buy/sell screens); plus a locked/OFFLINE \"Skill Tree\" tab so the final structure is visible. Success = deck-press opens/closes the console exclusively with the other consoles, both live tabs render correct real run data at multiple forced states, screenshots of every tab/state are reviewed, and `node dev/run-all.mjs` passes with a new Ship test registered in it.","sisyphus":false,"autoContinue":true,"at":"2026-09-18T22:07:23.053Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-1","at":"2026-09-18T22:10:43.158Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-1","evidence":"node --check clean on ShipWindow/Model/GameScene/ship-shot; headless boot (mp4 absent) report \"SMOKE OK — no console errors\", video: NO SIGNAL plate, window open/tab switch ok; deckAction exclusivity ","at":"2026-09-19T01:02:52.692Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-2","at":"2026-09-19T01:03:09.694Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T04:06:34.695Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"Scheduling paused","source":"agent","at":"2026-09-19T04:06:46.015Z"},{"type":"goal_resumed","goalId":"mu7ieab2-f24hte","reason":"user","at":"2026-09-19T04:17:54.636Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-2","evidence":"dev/ship-window.test.mjs: every configured row resolves finite from real data; fireRate=1/cd, DPS=damage/cd, accel=ship.thrust, recharge=combat.playerShield. Screenshots reviewed: nominal (HULL 100/CU","at":"2026-09-19T04:54:26.329Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-3","evidence":"dev/ship-window.test.mjs drives real XpManager: levels 0-4 → timeline, 5 & 6 → CHOOSE YOUR CLASS door, class on file → class plate (mode flips exactly at data classAt=5; maxLevel untouched). Screensho","at":"2026-09-19T05:04:37.254Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-4","at":"2026-09-19T05:04:55.422Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-4","evidence":"Screenshots reviewed at 1920x1080: empty hold (\"HOLD EMPTY — EVERY BAY IS CLEAN\", EMPTY tiles, +12 LOCKED pips, 0% / NO ORE ABOARD) and loaded (icons+names, MANIFEST tags, \"4/6 BAYS · 2 FREE\", +10 LOC","at":"2026-09-19T05:21:51.901Z"},{"type":"task_started","goalId":"mu7ieab2-f24hte","taskId":"task-5","at":"2026-09-19T05:22:27.127Z"},{"type":"task_complete","goalId":"mu7ieab2-f24hte","taskId":"task-5","evidence":"Selecting a filled bay opens BAY MANIFEST (js/ui/ShipWindow.js _paintManifest): goods icon frame, name, CLASS/TIER/BASE VALUE chips (labels from data), flavor, MADE IN origin|hub pool + producer class","at":"2026-09-19T06:10:11.478Z"},{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"}],"oracle":[],"lifecycle":{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"},"lastActivityEvent":{"type":"goal_paused","goalId":"mu7ieab2-f24hte","reason":"user","status":"paused","at":"2026-09-19T14:55:34.986Z"}}],["mu986lbo-140zqa",{"recent":[{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_list_set","goalId":"mu986lbo-140zqa","taskCount":4,"blockCompletion":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-1","at":"2026-09-20T02:57:57.911Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-1","evidence":"Node check: 7 types (frames 1–7) resolve; hull 80→150, xp 18→42 monotonic; 7 distinct patterns; combat_demo normalizes to 7 rolling waves (6/3/1 each)","at":"2026-09-20T03:05:24.313Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-2","at":"2026-09-20T03:05:24.314Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-2","evidence":"Missile.js (capped turn homing, Node-tested) + Weapons.js firePattern dispatch all 7 patterns; both contexts wired (CombatScene/CombatSystem.fireEnemy → firePattern); Node suite green importing EnemyT","at":"2026-09-20T04:21:17.494Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-3","evidence":"GameScene:1050 startWaves('combat_demo') (spawnPack no longer the boot path); combat_demo = 7 rolling waves bomber→warden, 6/3/1 each; Node e2e run passes; browser sfxcheck found live wave ship after ","at":"2026-09-20T04:21:17.495Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-4","evidence":"node dev/combat.test.mjs: all checks passed (0 failures). CDP demo check PASS: range renders all 7 patterns w/ shape; main 7 waves in order, 3 on screen, replacement/kill, 42 kills done. sfxcheck PASS","at":"2026-09-20T05:03:03.769Z"},{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},{"type":"audit_started","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.557Z"},{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}],"activity":[{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-1","at":"2026-09-20T02:57:57.911Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-1","evidence":"Node check: 7 types (frames 1–7) resolve; hull 80→150, xp 18→42 monotonic; 7 distinct patterns; combat_demo normalizes to 7 rolling waves (6/3/1 each)","at":"2026-09-20T03:05:24.313Z"},{"type":"task_started","goalId":"mu986lbo-140zqa","taskId":"task-2","at":"2026-09-20T03:05:24.314Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-2","evidence":"Missile.js (capped turn homing, Node-tested) + Weapons.js firePattern dispatch all 7 patterns; both contexts wired (CombatScene/CombatSystem.fireEnemy → firePattern); Node suite green importing EnemyT","at":"2026-09-20T04:21:17.494Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-3","evidence":"GameScene:1050 startWaves('combat_demo') (spawnPack no longer the boot path); combat_demo = 7 rolling waves bomber→warden, 6/3/1 each; Node e2e run passes; browser sfxcheck found live wave ship after ","at":"2026-09-20T04:21:17.495Z"},{"type":"task_complete","goalId":"mu986lbo-140zqa","taskId":"task-4","evidence":"node dev/combat.test.mjs: all checks passed (0 failures). CDP demo check PASS: range renders all 7 patterns w/ shape; main 7 waves in order, 3 on screen, replacement/kill, 42 kills done. sfxcheck PASS","at":"2026-09-20T05:03:03.769Z"},{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},{"type":"audit_started","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.557Z"},{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"mu986lbo-140zqa","objective":"=== Goal ===\nObjective: Give the 7 new enemy ships (spritesheet frames 1–7) distinct stats and attack patterns using a mix of weapon types (heat-seeking missiles, spray, plus new ideas), ramping modestly in difficulty frame 1 → 7, and rewire the ?combat demo to send a sequence of rolling waves — one wave per ship type in difficulty order, 6 ships of that type per wave, 3 on screen at a time.\n\nSuccess criteria:\n- data/combat.json → enemyTypes has 7 new types (frames 1–7), each with distinct stats + a distinct weapon pattern; difficulty (hull/shields/damage) climbs monotonically frame 1 → 7 with only modest bumps (not a wall).\n- Weapon types actually implemented and used: heat-seeking missile (dodgeable — capped turn-rate), spray fan, rapid burst, rapid-fire, ring burst, and a heavy/elite combo. The missile is the only genuinely new projectile; the rest are loops/config over the existing bolt.\n- All 7 fire their pattern correctly in BOTH the main-game ?combat boot and the standalone range (shared firing path).\n- The ?combat boot now dispatches a sequence of rolling waves: 7 waves in difficulty order, each wave = 6 ships of that single type, maxConcurrent=3, each kill sending in a replacement (replacePerKill=1).\n- dev/combat.test.mjs still passes (pure Node modules: EnemyTypes/Waves stay Phaser-free).\n\nBoundaries:\n- In scope: data/combat.json (enemyTypes + a new wave script + ?combat wiring), js/combat (new weapon behaviors: EnemyShip firing, a missile projectile, fireEnemy dispatch in both CombatScene and CombatSystem), dev/combat.test.mjs.\n- Out of scope: new art/sprites, player-ship changes, the XP curve, and the existing pirate_ambush quest wave (stays as-is). The pre-existing frame-0 raider stays untouched.\n- New weapons must not break the standalone range (combat.html / dev server /combat) — it shares the firing path.\n\nConstraints (hard rules):\n- Heat-seeking missiles MUST be dodgeable: capped turn-rate + moderate speed, so the player can out-turn them.\n- Each subsequent ship only a LITTLE harder than the previous (modest +hull/+shields/+damage), not a big jump.\n- Keep EnemyTypes.js and Waves.js pure (no Phaser/scene imports) so dev/combat.test.mjs runs in bare Node.\n- ?combat demo: exactly 7 waves, one type each, in difficulty order; rolling; 6 per wave; 3 concurrent; 1 replacement per kill.\n- Don't mutate shared config sections in place (deepMerge already guards this; follow the pattern).\n\nVerification contract:\n- Run dev/combat.test.mjs → 0 failures.\n- grep confirms the new wave script is wired to the ?combat boot (spawnPack replaced) and all 7 frames are referenced in enemyTypes.\n- Manual browser check of ?combat: 7 waves fire in order, 3 on screen at a time, one type per wave; missiles visibly home and can be dodged; spray/burst/ring render correctly.\n- Re-read the 7-ship roster table and confirm each type's pattern + difficulty bump is present.\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T02:57:00.276Z"},"lastActivityEvent":{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"},"completion":{"type":"completion_requested","goalId":"mu986lbo-140zqa","at":"2026-09-20T05:03:52.556Z"},"audit":{"type":"audit_result","goalId":"mu986lbo-140zqa","verdict":"approved","report":"The config file looks complete. Now let me inspect the combat modules and tests.\n\nThe CDP endpoint and dev server are both live. Let me run the browser verification harnesses myself to confirm the claims.\n\nBoth independent browser harnesses pass. Let me verify the change scope didn't touch out-of-scope files and confirm the remaining details.\n\nAll success criteria verified against real artifacts, with independent re-runs of the verification contract:\n\n**1. Seven new types (frames 1–7), distinct stats + patterns, monotonic modest ramp** — `data/combat.json → enemyTypes`: bomber(f1, 80/10, dmg 10, lance), spitter(f2, 90/20, 11, spray 5 bolts/1.1 rad), stinger(f3, 100/25, 12, burst 3 staggered-speed), hunter(f4, 110/30, 13, heat-seeking missile), gunner(f5, 120/40, 14, rapid cd 0.5), barrage(f6, 135/50, 15, ring 8), warden(f7, 150/60, 18+20, combo). Hull 80→90→100→110→120→135→150, shields 10→20→25→30→40→50→60, damage 10→11→12→13→14→15→18 — strictly monotonic, bumps ≤ +15 (no wall). Raider (frame 0) and `pirate_ambunch` untouched (diff confirms only comments/enemyTypes/combat_demo changed).\n\n**2. Weapons implemented on a shared path, missile genuinely new** — `js/combat/Weapons.js` `firePattern` dispatches all 7 patterns; `js/combat/Missile.js` is the only new projectile (canvas art + sprite), rest are bolt loops/config. `homingStep` (capped turn) lives in pure `js/combat/Combat.js`. Missile caps: turn 2.2/2.4 rad/s vs player rotSpeed 6.4 rad/s, speed 170/190 px/s vs player maxSpeed 560 — dodgeable, and the cap is asserted in tests. Both `CombatScene.fireEnemy` and `CombatSystem.fireEnemy` now delegate to `firePattern` (old inline single-bolt code removed), and both run `stepMissiles`/`missilesHitPlayer`.\n\n**3. ?combat rewired** — `GameScene:1050` `this.combat.startWaves('combat_demo')`; `spawnPack` demoted to a practice pack (no longer the boot). `combat_demo` = exactly 7 rolling waves, one single type each in difficulty order, each `count: 6, maxConcurrent: 3, replacePerKill: 1`.\n\n**4. Tests — I ran them** — `node dev/combat.test.mjs` → \"combat rules: all checks passed\" (0 failures), including pure-geometry, all-7 pattern dispatch, missile homing/fuse/consume, and a full 7-wave CombatSystem end-to-end (42 kills, 3-on-screen cap, replacement-per-kill, 7 starts/7 clears). `EnemyTypes.js`/`Waves.js` import only `config/Config.js` (no Phaser).\n\n**5. Browser verification — I re-ran both CDP harnesses** (headless Chromium on :9333, dev server :8080): `dev/combat-demo-check.mjs` → \"seven ships: PASS\" (range: all 7 volleys with correct shape incl. 5-bolt fan, 8-bolt even ring, staggered burst, homing missile; main: 7 waves in order, 3 on screen, replacement per kill, done at 42 kills) and `dev/combat.sfxcheck.mjs` → PASS (range 9/9, main 10/10 events incl. `missile_fire`). The range (`/combat`) shares the firing path and renders all 7 patterns — not broken.\n\nDiff scope is confined to the in-scope files (combat.json, js/combat/*, GameScene, dev tests); no out-of-scope files (XP curve, ship.json, sidequests) touched by this goal's changes.\n\n","at":"2026-09-20T05:06:03.693Z"}}],["mu9xzeqf-e5m5ej",{"recent":[{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T17:43:58.266Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T20:09:24.838Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","evidence":"GameScene: onKill hands the enemy to handleCombatKill (elite-only witness → haltWaves + bountyDown); _establishBountyHunt rolls plan→route (buildPatrolRoute opts {waypoints:[legs,legs], fork:'bounty'}","at":"2026-09-20T20:27:38.322Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","at":"2026-09-20T20:28:26.199Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","evidence":"JobBoardWindow.js: _rowState 'locked'; greyed row + LOCKED — REQUIRES LEVEL {level} badge (fillLevel); dossier block (WANTED/epithet/CHARGES/CRAFT) via ui.dossier* with dynamic body-line cap; hunt rou","at":"2026-09-20T22:01:54.072Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-7","at":"2026-09-20T22:14:18.633Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"user","status":"paused","at":"2026-09-21T01:39:37.876Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:46:12.634Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:50:36.637Z"},{"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:52:04.548Z"},{"type":"goal_focused","goalId":"mu9xzeqf-e5m5ej","reason":"selected","at":"2026-09-21T02:06:44.440Z"}],"activity":[{"type":"goal_created","goalId":"mu9xzeqf-e5m5ej","objective":"Turn the job board's offline `bounty` category into a live **BOUNTY HUNT** side quest: a level-2+ contract posted only in Neutral systems that sends the ship on a strictly sequential 3-waypoint patrol of a pirate leader's known travel lanes, resolving to a hidden-bounty encounter chain (20% at waypoint 1 → else 20% at waypoint 2 → else guaranteed at waypoint 3, with an independent 50% raiders-only skirmish rolled on each pre-bounty leg), culminating in a rolling wave of 9 (8 frame-0 raiders + the named bounty flying its story's frame 1–7 craft at double health / double damage); killing the bounty halts all further deployments, auto-checks the remaining waypoints, and completes the contract for claim — backed by 20 written Neutral leader dossiers, data-driven so levels 6+ can be extended later.\n\nSUCCESS CRITERIA (observable evidence)\n1. Board: a BOUNTY HUNT row appears on Neutral system boards; below combat level 2 it renders greyed/LOCKED with \"REQUIRES LEVEL 2\" and its accept is refused by the scene; at level 2+ it accepts normally. Faction (Apex/MindWeave/Zenith) boards never draw one, and their pool stays a documented empty stub.\n2. Contract readout shows the dossier — title, issuer, wanted leader (name/epithet/crime), payout CR + XP, waypoint progress (\"WAYPOINT 1 OF 3 LOGGED\") — and nowhere reveals which waypoint holds the bounty or a raid wave (no red contact beacon, no contact count line, no spoiler string).\n3. Route: exactly 3 waypoints, built through the existing seeded tether-safe route builder; only the next waypoint in sequence can be logged, and compass/beacon point at that one only.\n4. Encounter chain matches spec over a seeded distribution test: bounty at wp1 ≈20%, wp2 ≈16% (i.e. 20% of the remainder), wp3 = every remaining contract; each pre-bounty leg independently rolls 50% for a raid wave; no raid wave rolls on the bounty leg or after resolution.\n5. Waves: pre-bounty skirmish = one rolling wave, 6 frame-0 raiders, 3 concurrent (replace-per-kill). Bounty engagement = one rolling wave of 9, 3 concurrent — exactly 8 raiders plus 1 elite of the dossier's declared frame (frames 1–7), deployed with the opening group, carrying ×2 hull/shields and ×2 weapon damage, visually distinguished and named in the toast/comms.\n6. Termination: killing the elite stops all further deployments/replacements; surviving on-screen fighters stay hostile and must be killed; when the last one drops, the contract is COMPLETE, every unvisited waypoint is checked off, no further waves fire, and the claim pays credits + XP exactly once (idempotent). Dying or leaving mid-fight re-arms the same engagement at that waypoint (the combatDone precedent).\n7. Patrol missions are untouched: patrol generation, any-order check-ins, contact markers/waves, XP and claims all still pass their existing tests.\n8. Verification evidence exists: `node dev/bounty-hunts.test.mjs` plus every pre-existing `dev/*.test.mjs` pass clean, and an in-browser run (dev server) is recorded with the accepted → locked → hunt → bounty kill → claim path exercised.\n\nBOUNDARIES\nIn scope: data/sidequests.json (bounty category + 20 Neutral dossiers + UI copy), js/quests/SideQuests.js (availability, posting fields, plan derivation, wave scripts, XP, completion rule, SideQuestState record normalization/save), the minimal combat seam for a buffed elite unit and \"stop deployments, keep survivors alive\" (js/combat/Waves.js, CombatSystem.js, EnemyShip.js if needed), js/scenes/GameScene.js hunt wiring, js/ui/JobBoardWindow.js row/dossier/locked states, dev tests, docs/PROJECT_NOTES.md entry.\nOut of scope: faction-voice bounty hunt copy; level 6+ difficulty tuning (data band stubbed, not tuned); new art/audio assets; the delivery and escort categories; reworking patrol rules or its encounter odds; save-format migrations beyond additive route fields; git commits (Brian commits).\n\nCONSTRAINTS\n- Plain ES6 modules, no build step, no packages; third-party stays vendored. Tunable numbers, copy, colors, odds and the 20 dossiers live in data/*.json — code owns behavior only, with config fallbacks so a missing key never throws.\n- Determinism: all draws ride labelled Rng.derive(seed, 'sidequests', , 'bounty', /…) forks; the plan is rolled at accept and fixed on the route record (\"a signed contract is a signed contract\") — re-tuning data never re-rolls a standing contract.\n- Scenes stay thin (no balance numbers in js/scenes/); pure rules exported for Node tests; layers follow docs/PROJECT_NOTES.md.\n- The bounty plan is player-hidden: no UI, map marker, compass entry or toast exposes which leg holds the bounty or a raid wave before it fires.\n- Old saves and old ledgers must load (additive fields only); patrol path stays byte-for-byte behaviorally identical.\n- Reuse existing seams (buildPatrolRoute, CombatSystem.startWaves/cancelWaves, XpManager 'sidequest' grant) rather than duplicating combat or ledger machinery.\n\nVERIFICATION CONTRACT\n- `node dev/bounty-hunts.test.mjs` passes: level gate, Neutral-only availability, locked-posting shape, 20-dossier pool integrity (unique leaders, frames spread across 1–7 and all valid vs data/combat.json enemyTypes), seeded distribution (20/16/64 + 50% skirmish on pre-bounty legs only), determinism across calls/restarts, route-record save round-trip (toJSON/fromJSON preserves the plan), wave-script shapes (skirmish 6/3 raiders; bounty total 9 / concurrent 3 / 8 raiders + 1 elite of the dossier frame with ×2 scales), XP payout, sequential waypoint rule, and completion only via bounty kill.\n- All pre-existing dev tests still pass (`for f in dev/*.test.mjs; do node \"$f\"; done`) — patrol's suite is the regression guard for the shared code.\n- In-browser evidence via `node dev/server.mjs` + the existing CDP/dev-check pattern: locked row at level 1, hunt posted and accepted at level 2+, sequential check-ins, a wp1 bounty and a wp3-guaranteed case, elite buff (visible double tank/damage), no-more-waves-after-kill, completion + single claim.\n- grep confirms no bounty waypoint/index leaks into board/compass/toast copy, and re-read the spec above to confirm every numbered item is addressed before marking tasks done.\n\nIF BLOCKED: stop and ask the user (no silent scope cuts, no committing). Notable risk to flag rather than work around quietly: any combat-engine change that would alter patrol or sandbox fight behavior.","sisyphus":false,"autoContinue":true,"at":"2026-09-20T14:59:15.159Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-1","at":"2026-09-20T15:10:40.471Z"},{"goalId":"mu9xzeqf-e5m5ej","taskId":"task-1","at":"2026-09-20T15:34:27.961Z","type":"task_complete","evidence":"data/sidequests.json parses (node JSON.parse + python json). categories.bounty = {enabled:true,label:\"BOUNTY HUNT\",accent:#ff2d6f,minLevel:2,contexts:[\"neutral\"]}; sidequests.bounty rules block: waypo"},{"goalId":"mu9xzeqf-e5m5ej","taskId":"task-2","at":"2026-09-20T15:34:27.961Z","type":"task_complete","evidence":"descriptions.neutral.bounty = 20 dossiers (Vanturi, Halvardson, Ondaine, Spidleau sisters, Drumm, Vane, Sekh, Marlowe, Nkemdi, Costa, Dax, Ferreira, Adu, Bellamy, Vowell, Fisk, Tui, Vance, Vohl, Alkan"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-3","at":"2026-09-20T15:34:48.946Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-3","evidence":"SideQuests.js: context/level gating (enabledSideQuestCategories('faction')=['patrol'], sideQuestAcceptable locked below lvl2), dossier postings with per-board dedupe, deriveBountyPlan (seeded fork, bo","at":"2026-09-20T17:05:25.436Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-4","at":"2026-09-20T17:05:55.130Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-4","evidence":"Waves.js normalizeWave preserves elite {type,healthScale,damageScale,name}; resolveRoster puts exactly ONE mark at the head of the spawn order (its weight removed from the escort draw) — non-elite wav","at":"2026-09-20T17:43:03.444Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","at":"2026-09-20T17:43:58.266Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-5","evidence":"GameScene: onKill hands the enemy to handleCombatKill (elite-only witness → haltWaves + bountyDown); _establishBountyHunt rolls plan→route (buildPatrolRoute opts {waypoints:[legs,legs], fork:'bounty'}","at":"2026-09-20T20:27:38.322Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","at":"2026-09-20T20:28:26.199Z"},{"type":"task_complete","goalId":"mu9xzeqf-e5m5ej","taskId":"task-6","evidence":"JobBoardWindow.js: _rowState 'locked'; greyed row + LOCKED — REQUIRES LEVEL {level} badge (fillLevel); dossier block (WANTED/epithet/CHARGES/CRAFT) via ui.dossier* with dynamic body-line cap; hunt rou","at":"2026-09-20T22:01:54.072Z"},{"type":"task_started","goalId":"mu9xzeqf-e5m5ej","taskId":"task-7","at":"2026-09-20T22:14:18.633Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"user","status":"paused","at":"2026-09-21T01:39:37.876Z"},{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"}],"oracle":[],"lifecycle":{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:50:36.637Z"},"lastActivityEvent":{"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:40:58.104Z"}}],["muc162bo-njvm8l",{"recent":[{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-2","evidence":"dev/neutral.test.mjs 33/33 pass: roster (allies roster, side 'player', frames 20–27), escort window from data (escortMin/Max 10–15 s), escort (no fire at player), break-off fly-off, despawn off-screen","at":"2026-09-22T03:12:28.543Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-3","evidence":"dev/neutral.test.mjs pirate-targeting block: player preferred in weapon range, nearest in-range escort draws aggro when player out of range, classic chase unchanged with no escort in reach, pirate lan","at":"2026-09-22T03:12:28.547Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-4","evidence":"js/combat/Encounters.js (pure director) + encounters section in data/combat.json + GameScene wiring (spawn off-screen, one-shot pirates); dev/encounters.test.mjs 48/48 (cadence exact-timing, one-at-a-","at":"2026-09-22T03:43:19.226Z"},{"type":"task_started","goalId":"muc162bo-njvm8l","taskId":"task-5","at":"2026-09-22T05:56:38.431Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-5","evidence":"encounter-hud-check.mjs PASS exit=0 (×2): threat markers off→0/on→2 pirates px-lit/restore→0; arrows px-verified at both pirates' edges, escorts never; kill feed live text @1262 alpha .95 + ink px abo","at":"2026-09-22T07:16:46.268Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-6","evidence":"run-all.mjs ALL 66 TESTS PASSED (incl. encounters/neutral/roster new tests); combat-demo-check PASS (sandbox+combat_demo intact); encounter-hud-check 7 consecutive passes (mixed arrows/threat/feed+esc","at":"2026-09-22T10:28:11.553Z"},{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.943Z"},{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.950Z"},{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"disapproved","report":"Now let me verify the test suite runs green:\n\nBoth browser regression checks pass. Now verifying the remaining wiring details: `isHomeSystem`, `playerDown`, wave-run gating, and the spritesheet frames.\n\nFrames 20–27 show eight distinct crafts. Let me verify the remaining seams (auto-fire pool, off-screen spawn radius, visibleView, regression test diffs).\n\nThe core artifacts have been verified. Next, I'll investigate the live production wiring (the director gating against actual GameScene state: home vs. neutral vs. wave execution) on a disposable page, without touching the repository files.\n\nI've found a significant discrepancy and need to verify it statistically before concluding. Let me measure the actual roll cadence the production director would produce in-game:\n\nI've completed my inspection. Here's my audit:\n\n**Verified solid (real artifacts, re-run by me):**\n- `data/combat.json`: `neutral` base + `neutralTypes` = 8 distinct crafts on frames 20–27 (I cropped the actual spritesheet — 8 visibly distinct ships), unique patterns (lance/rapid/spray/burst/ring/missile/combo/volley), monotonic hull 60→150 / shields 0→60 / xp 12→42 ramp; `encounters` section ships the required cadence/weights/bands.\n- Roster registry (`EnemyTypes.js` `neutralTypeConfig`/`neutralTypeIds`/`neutralSheetList`) + merge: tests confirm 8 distinct patterns, frames 20–27, player-side.\n- Ally AI (`NeutralShip.js`) approach/escort/engage/break machine, 10–15 s per-ship windows, break-off off-screen despawn; player-safety seams (never targets player, excluded from auto-fire pool — `currentTarget()` picks from `enemies` only, `ally` bolts/seekers skip the player, player bolts only hit `enemies`).\n- Pirate generalization: `pickEnemyTarget` (player preferred in range, else nearest in-range escort, classic chase preserved); pirate bolts/missiles damage escorts; escort kills still bank pirate XP via `killEnemy`.\n- Director gating: home/faction/wave-run/player-down all gated (ambush is a `waveRun`, covered).\n- Browser checks I re-ran: `encounter-hud-check.mjs` PASS (arrows hostiles-only px-verified, threat data-respecting, mixed fight flow, feed, escort lifecycle, neutrals-only zero damage, ambush 3→3→3→2→1→0 done) and `combat-demo-check.mjs` PASS (sandbox + combat_demo). `node dev/run-all.mjs` = ALL 66 PASSED, including the new `encounters`/`neutral` tests.\n\n**Critical defect found (core success criterion broken in the real game):**\n\nIn `js/combat/Encounters.js`, `_intervalMs()` and `_cooldownMs()` double-scale to milliseconds:\n\n```js\nconst min = Math.max(0, Number(this.cfg.rollIntervalMin) || 45) * 1000; // 45000 ms ✔\nconst max = Math.max(min, Number(this.cfg.rollIntervalMax) || 90) * 1000; // Math.max(45000, 90) * 1000 = 45,000,000 ms ✘\n```\n\n`min` is already in ms, so `max` becomes min×1000: the roll interval is actually **45 s … 12.5 h** (not ~45–90 s) and the cooldown **30 s … 8.3 h** (not ~30–60 s). I instrumented `Math.min/max` inside the module to confirm the values reaching `rand`, and ran 5,000 production-rng trials with the shipped config: first-encounter time p10 ≈ 2.0 h, **median ≈ 8.9 h**, p90 ≈ 17.9 h. My independent browser wiring probe on the real GameScene director likewise never fired within 60 s.\n\nThe dev suite is green only because the deterministic cadence tests inject `rng: () => 0`, which always lands on the band's lower bound — the corrupted upper bound is never sampled. So \"encounters trigger periodically (~45–90 s rolls, ~30–60 s cooldown)\" and manual checklist item 2 (encounters appearing at a non-constant but reasonable pace over a session) are **not genuinely satisfied** in the shipped build, even though every test and check passes.\n\nThis is the heart of the feature; a player in a neutral system would wait hours per encounter. Disapproving on that basis.\n\n","at":"2026-09-22T10:38:58.650Z"},{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.642Z"},{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.650Z"},{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"approved","report":"Tests pass and the data file looks rich. Now let me inspect the actual code implementing these claims.\n\nNow I'll independently run the browser verification harnesses (dev server + headless Chromium via CDP) to confirm the executor's claims.\n\nAll evidence checks pass. Cleaning up the background processes I started:\n\nI've completed a full independent audit. Summary of what I verified against real artifacts (not the claim):\n\n**Tests (ran myself):**\n- `node dev/run-all.mjs` → ALL 66 TESTS PASSED, exit 0 — includes `encounters.test.mjs`, `neutral.test.mjs`, and the neutral-roster block in `combat.test.mjs` (all re-run individually: PASS).\n- `dev/combat-demo-check.mjs` (headless CDP, real browser) → **PASS** independently re-run: 7-pattern range, `?combat` boot, all 7 combat_demo waves.\n- `dev/encounter-hud-check.mjs` → **PASS** independently re-run: mixed encounter (arrows at both pirates' edges px-verified, never at neutrals; threat layer respects data; ally fire + pirate fire; kill feed live; survivors escort → break off → `active` false), neutrals-only (zero arrows/markers, escorts fly near player, never fire, 0 player damage, leave), and the Pirate Problems ambush (drain 3→3→3→2→1→0, state done).\n\n**Data-driven tunables (data/combat.json):** `encounters` section (45–90 s interval, 0.5–0.6 chance, 30–60 s cooldown, weights 1:1:1, bands 0–2→1–2 / 3–5→2–3 / 6+→4–5 with mixed 2–3 pirates + 1–2 neutrals at high end); `neutral` base + `neutralTypes` with 8 crafts on frames 20–27 (sheet is 1280×1280 = 10×10 frames — confirmed), 8 distinct patterns (incl. new `volley` in Weapons.js), monotonic hull/shields ramp, xp = (hull+shields)/5, escort 10–15 s.\n\n**Code seams (read and traced):**\n- Director: `Encounters.js` pure clock (interval/chance/cooldown/one-at-a-time/allowed-gate) + the ms-scaling regression guard; tests cover deterministic cadence, band bounds (45–90 s, 30–60 s at both rng extremes), 2000-run statistical median, even-kind statistics, and size bands.\n- Wiring: `GameScene.js:2562–2576` — `encounterAllowed(ship, isHomeSystem, faction, waveRunLive, playerDown)` + `live: combat.active` + `xpLevel: combat.xp.level`; `_spawnEncounter` materializes both rosters in the `_offscreenRadius` band (past camera edge, tested) with `respawn=false` one-shots.\n- Ally AI: `NeutralShip.js` approach → engage (nearest pirate, shared `firePattern` dispatch, player never a target) → escort (per-ship 10–15 s window) → break (flies off, `gone` when fully out of `visibleView`) → despawn; `active` drops when the last escort is off-screen.\n- No friendly fire: auto-fire and all target picks draw only from `this.enemies`; 'ally' bolts/seekers hit enemies only; 'enemy' bolts/seekers hit player + allies; verified by unit tests and the browser px checks.\n- Pirate targeting: `pickEnemyTarget` = player in range, else nearest in-range escort, else classic chase — pirates-only path unchanged.\n- Kills: `killEnemy` single XP grant (escort kills still bank pirate XP; ally kills bank none).\n\nThe one item not literally observed as a live browser soak (\"no encounters over several minutes in the home system\") is covered exactly as the verification contract prescribes: the gate is pure logic (`encounterAllowed`), millisecond-tested for home/faction/wave-run/downed states, and the production wiring passes the real `isHomeSystem`/`faction`/`waveRun` state. No gaps, no scaffold, no contradicted requirements found.\n\n","at":"2026-09-22T12:33:12.715Z"}],"activity":[{"type":"goal_created","goalId":"muc162bo-njvm8l","objective":"=== Goal ===\nObjective: Periodic random ship encounters in every neutral system (except the player's home system) — pirate ships, friendly neutral ships (new spritesheet frames 20–27), or both — where neutral ships escort the player, fight alongside them against pirates, then break off and fly off-screen, with all behavior data-driven and tunable.\n\nSuccess criteria:\n- In a neutral non-home system, while flying with no combat live, encounters trigger periodically (config: roll every ~45–90 s at ~50–60% chance, one at a time, ~30–60 s cooldown after one ends); all tunables live in data/combat.json.\n- Three encounter kinds roll at EVEN odds (~1/3 each, weighted in data/combat.json): pirates-only, neutrals-only, and mixed (pirates + neutrals); ships materialize off-screen and stream in via the existing spawn path (no mid-fight pops).\n- Group size GROWS WITH THE PLAYER'S XP LEVEL: 1–2 ships in a low level, scaling up to 4–5 at higher levels (level bands + per-kind counts in data/combat.json; mixed keeps both kinds present, e.g. 2 pirates + 1–2 neutrals at high end).\n- Neutrals-only: each neutral ship flies near the player for a random 10–15 s, then breaks off and flies off-screen; the encounter ends when the last one is off-screen.\n- Mixed: neutral ships attack the nearest pirate using varied weapon patterns (lance/spray/burst/rapid/ring/missile/combo); pirates attack both the player and neutral ships; when the last pirate is down, surviving neutrals escort the player for 10–15 s, then break off and fly off-screen.\n- Pirates-only: existing chase/lance behavior intact — hostiles fire once in range.\n- Neutral ship types (frames 20–27) are EIGHT DISTINCT crafts — each frame gets its own weapon pattern and a stats ramp (hull/shields/speed/XP), like the pirate roster.\n- Kills of pirates still award existing XP.\n- No encounters ever in the home system or in faction-controlled systems; random encounters never start while the 'Pirate Problems' ambush or any other wave run is in flight.\n\nBoundaries:\n- In scope: neutral ship types + roster config (data/combat.json, EnemyTypes registry), ally AI (escort/assist/depart), pirate target generalization (player or neutrals), the encounter director (trigger/cadence/composition/size-scaling/lifecycle) in GameScene + CombatSystem, combat-HUD readability for these encounters, Node unit tests for new pure logic.\n- Out of scope: encounters in faction systems or the home system; new rewards/economy hooks beyond existing XP; new audio/comms for neutral ships; save persistence of an in-flight encounter (same scene-local rule as the quest ambush); galaxy-map-level encounters; new art (frames 20–27 already exist on assets/images/ships-enemy.png).\n\nConstraints:\n- Neutral ships never target or damage the player, and the player's own shots never damage neutral allies (no friendly fire); the player's auto-fire only targets pirates.\n- Neutral lifecycle state machine: spawn off-screen → (escort 10–15 s | engage pirates until all down) → escort 10–15 s → break off and fly off-screen → despawn off-screen.\n- Reuse existing building blocks: EnemyShip, the EnemyTypes deep-merge registry, Weapons.js patterns, CombatSystem off-screen wave spawn + on-screen fire rule, XpManager level as the size-scaling input; no parallel combat systems.\n- Every new tunable (cadence, weights, size bands, stats, escort duration) in data/combat.json — no magic numbers in code.\n- Existing combat must keep working: the ?combat sandbox, the 'Pirate Problems' ambush, and the combat_demo sequence.\n\nVerification contract:\n- `node dev/run-all.mjs` — 0 failures, including new tests covering the neutral roster config (8 distinct patterns), composition roll (even odds), size-scaling bands, and cadence/cooldown rules (pure logic, Node-only).\n- Manual playthrough checklist in the browser: (1) home system: no encounters over several minutes; (2) neutral system: all three encounter kinds appear roughly evenly over time at a non-constant pace, respecting cooldown; (3) neutrals-only: 10–15 s escort then break-off off-screen; (4) mixed: neutrals visibly shoot pirates, pirates shoot player + neutrals, survivors escort then leave; (5) faction system: no encounters; (6) 'Pirate Problems' ambush and ?combat sandbox unaffected; (7) group size visibly larger at a higher XP level than at level 1.\n\nIf blocked: stop and ask the user (default).\n\nTasks:\n1. Neutral ship roster + config — define neutralTypes (frames 20–27) in data/combat.json: eight distinct crafts, each a unique weapon pattern + stats ramp (hull/shields/speed/XP); register them as player-side types in the EnemyTypes registry; Node tests for roster + config merge.\n2. Ally AI for neutral ships — escort/engage/break-off state machine, target selection (nearest pirate, else escort the player 10–15 s), fire via existing Weapons patterns at pirate targets, excluded from player auto-fire targeting.\n3. Pirate targeting generalization — in mixed encounters pirates target the player and neutral ships (player preferred when in range); their bolts/missiles can damage neutral ships; no behavior change for pirates-only.\n4. Encounter director — GameScene/CombatSystem time-based periodic trigger (neutral non-home systems, interval + chance + cooldown, one at a time, wave-run guard); EVEN-WEIGHTED composition roll (pirates-only / neutrals-only / mixed, ~1/3 each); group size scaled by player XP level (1–2 ships low → 4–5 high, bands in data/combat.json); off-screen spawn + lifecycle/finish; full config section in data/combat.json.\n5. HUD readability + regression — threat markers, off-screen arrows, and kill feed correct for mixed encounters; confirm ?combat sandbox, 'Pirate Problems' ambush, and combat_demo still work.\n6. Verification + tuning — dev/run-all.mjs green, new director/roster tests, manual playthrough checklist (all seven items above), and a balance/tuning pass on cadence, weights, size bands, and neutral stats.","sisyphus":false,"autoContinue":true,"at":"2026-09-22T02:03:56.868Z"},{"type":"task_started","goalId":"muc162bo-njvm8l","taskId":"task-1","at":"2026-09-22T02:04:36.512Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-1","evidence":"data/combat.json: neutral base + 8 neutralTypes on frames 20–27 (8 distinct patterns incl. new 'volley' in Weapons.js), monotonic hull/shields ramp, xp=(hull+shields)/5; EnemyTypes.neutralTypeConfig/I","at":"2026-09-22T02:24:26.181Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-2","evidence":"dev/neutral.test.mjs 33/33 pass: roster (allies roster, side 'player', frames 20–27), escort window from data (escortMin/Max 10–15 s), escort (no fire at player), break-off fly-off, despawn off-screen","at":"2026-09-22T03:12:28.543Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-3","evidence":"dev/neutral.test.mjs pirate-targeting block: player preferred in weapon range, nearest in-range escort draws aggro when player out of range, classic chase unchanged with no escort in reach, pirate lan","at":"2026-09-22T03:12:28.547Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-4","evidence":"js/combat/Encounters.js (pure director) + encounters section in data/combat.json + GameScene wiring (spawn off-screen, one-shot pirates); dev/encounters.test.mjs 48/48 (cadence exact-timing, one-at-a-","at":"2026-09-22T03:43:19.226Z"},{"type":"task_started","goalId":"muc162bo-njvm8l","taskId":"task-5","at":"2026-09-22T05:56:38.431Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-5","evidence":"encounter-hud-check.mjs PASS exit=0 (×2): threat markers off→0/on→2 pirates px-lit/restore→0; arrows px-verified at both pirates' edges, escorts never; kill feed live text @1262 alpha .95 + ink px abo","at":"2026-09-22T07:16:46.268Z"},{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-6","evidence":"run-all.mjs ALL 66 TESTS PASSED (incl. encounters/neutral/roster new tests); combat-demo-check PASS (sandbox+combat_demo intact); encounter-hud-check 7 consecutive passes (mixed arrows/threat/feed+esc","at":"2026-09-22T10:28:11.553Z"},{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.943Z"},{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.950Z"},{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"disapproved","report":"Now let me verify the test suite runs green:\n\nBoth browser regression checks pass. Now verifying the remaining wiring details: `isHomeSystem`, `playerDown`, wave-run gating, and the spritesheet frames.\n\nFrames 20–27 show eight distinct crafts. Let me verify the remaining seams (auto-fire pool, off-screen spawn radius, visibleView, regression test diffs).\n\nThe core artifacts have been verified. Next, I'll investigate the live production wiring (the director gating against actual GameScene state: home vs. neutral vs. wave execution) on a disposable page, without touching the repository files.\n\nI've found a significant discrepancy and need to verify it statistically before concluding. Let me measure the actual roll cadence the production director would produce in-game:\n\nI've completed my inspection. Here's my audit:\n\n**Verified solid (real artifacts, re-run by me):**\n- `data/combat.json`: `neutral` base + `neutralTypes` = 8 distinct crafts on frames 20–27 (I cropped the actual spritesheet — 8 visibly distinct ships), unique patterns (lance/rapid/spray/burst/ring/missile/combo/volley), monotonic hull 60→150 / shields 0→60 / xp 12→42 ramp; `encounters` section ships the required cadence/weights/bands.\n- Roster registry (`EnemyTypes.js` `neutralTypeConfig`/`neutralTypeIds`/`neutralSheetList`) + merge: tests confirm 8 distinct patterns, frames 20–27, player-side.\n- Ally AI (`NeutralShip.js`) approach/escort/engage/break machine, 10–15 s per-ship windows, break-off off-screen despawn; player-safety seams (never targets player, excluded from auto-fire pool — `currentTarget()` picks from `enemies` only, `ally` bolts/seekers skip the player, player bolts only hit `enemies`).\n- Pirate generalization: `pickEnemyTarget` (player preferred in range, else nearest in-range escort, classic chase preserved); pirate bolts/missiles damage escorts; escort kills still bank pirate XP via `killEnemy`.\n- Director gating: home/faction/wave-run/player-down all gated (ambush is a `waveRun`, covered).\n- Browser checks I re-ran: `encounter-hud-check.mjs` PASS (arrows hostiles-only px-verified, threat data-respecting, mixed fight flow, feed, escort lifecycle, neutrals-only zero damage, ambush 3→3→3→2→1→0 done) and `combat-demo-check.mjs` PASS (sandbox + combat_demo). `node dev/run-all.mjs` = ALL 66 PASSED, including the new `encounters`/`neutral` tests.\n\n**Critical defect found (core success criterion broken in the real game):**\n\nIn `js/combat/Encounters.js`, `_intervalMs()` and `_cooldownMs()` double-scale to milliseconds:\n\n```js\nconst min = Math.max(0, Number(this.cfg.rollIntervalMin) || 45) * 1000; // 45000 ms ✔\nconst max = Math.max(min, Number(this.cfg.rollIntervalMax) || 90) * 1000; // Math.max(45000, 90) * 1000 = 45,000,000 ms ✘\n```\n\n`min` is already in ms, so `max` becomes min×1000: the roll interval is actually **45 s … 12.5 h** (not ~45–90 s) and the cooldown **30 s … 8.3 h** (not ~30–60 s). I instrumented `Math.min/max` inside the module to confirm the values reaching `rand`, and ran 5,000 production-rng trials with the shipped config: first-encounter time p10 ≈ 2.0 h, **median ≈ 8.9 h**, p90 ≈ 17.9 h. My independent browser wiring probe on the real GameScene director likewise never fired within 60 s.\n\nThe dev suite is green only because the deterministic cadence tests inject `rng: () => 0`, which always lands on the band's lower bound — the corrupted upper bound is never sampled. So \"encounters trigger periodically (~45–90 s rolls, ~30–60 s cooldown)\" and manual checklist item 2 (encounters appearing at a non-constant but reasonable pace over a session) are **not genuinely satisfied** in the shipped build, even though every test and check passes.\n\nThis is the heart of the feature; a player in a neutral system would wait hours per encounter. Disapproving on that basis.\n\n","at":"2026-09-22T10:38:58.650Z"},{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.642Z"},{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.650Z"},{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"approved","report":"Tests pass and the data file looks rich. Now let me inspect the actual code implementing these claims.\n\nNow I'll independently run the browser verification harnesses (dev server + headless Chromium via CDP) to confirm the executor's claims.\n\nAll evidence checks pass. Cleaning up the background processes I started:\n\nI've completed a full independent audit. Summary of what I verified against real artifacts (not the claim):\n\n**Tests (ran myself):**\n- `node dev/run-all.mjs` → ALL 66 TESTS PASSED, exit 0 — includes `encounters.test.mjs`, `neutral.test.mjs`, and the neutral-roster block in `combat.test.mjs` (all re-run individually: PASS).\n- `dev/combat-demo-check.mjs` (headless CDP, real browser) → **PASS** independently re-run: 7-pattern range, `?combat` boot, all 7 combat_demo waves.\n- `dev/encounter-hud-check.mjs` → **PASS** independently re-run: mixed encounter (arrows at both pirates' edges px-verified, never at neutrals; threat layer respects data; ally fire + pirate fire; kill feed live; survivors escort → break off → `active` false), neutrals-only (zero arrows/markers, escorts fly near player, never fire, 0 player damage, leave), and the Pirate Problems ambush (drain 3→3→3→2→1→0, state done).\n\n**Data-driven tunables (data/combat.json):** `encounters` section (45–90 s interval, 0.5–0.6 chance, 30–60 s cooldown, weights 1:1:1, bands 0–2→1–2 / 3–5→2–3 / 6+→4–5 with mixed 2–3 pirates + 1–2 neutrals at high end); `neutral` base + `neutralTypes` with 8 crafts on frames 20–27 (sheet is 1280×1280 = 10×10 frames — confirmed), 8 distinct patterns (incl. new `volley` in Weapons.js), monotonic hull/shields ramp, xp = (hull+shields)/5, escort 10–15 s.\n\n**Code seams (read and traced):**\n- Director: `Encounters.js` pure clock (interval/chance/cooldown/one-at-a-time/allowed-gate) + the ms-scaling regression guard; tests cover deterministic cadence, band bounds (45–90 s, 30–60 s at both rng extremes), 2000-run statistical median, even-kind statistics, and size bands.\n- Wiring: `GameScene.js:2562–2576` — `encounterAllowed(ship, isHomeSystem, faction, waveRunLive, playerDown)` + `live: combat.active` + `xpLevel: combat.xp.level`; `_spawnEncounter` materializes both rosters in the `_offscreenRadius` band (past camera edge, tested) with `respawn=false` one-shots.\n- Ally AI: `NeutralShip.js` approach → engage (nearest pirate, shared `firePattern` dispatch, player never a target) → escort (per-ship 10–15 s window) → break (flies off, `gone` when fully out of `visibleView`) → despawn; `active` drops when the last escort is off-screen.\n- No friendly fire: auto-fire and all target picks draw only from `this.enemies`; 'ally' bolts/seekers hit enemies only; 'enemy' bolts/seekers hit player + allies; verified by unit tests and the browser px checks.\n- Pirate targeting: `pickEnemyTarget` = player in range, else nearest in-range escort, else classic chase — pirates-only path unchanged.\n- Kills: `killEnemy` single XP grant (escort kills still bank pirate XP; ally kills bank none).\n\nThe one item not literally observed as a live browser soak (\"no encounters over several minutes in the home system\") is covered exactly as the verification contract prescribes: the gate is pure logic (`encounterAllowed`), millisecond-tested for home/faction/wave-run/downed states, and the production wiring passes the real `isHomeSystem`/`faction`/`waveRun` state. No gaps, no scaffold, no contradicted requirements found.\n\n","at":"2026-09-22T12:33:12.715Z"}],"oracle":[],"lifecycle":{"type":"goal_created","goalId":"muc162bo-njvm8l","objective":"=== Goal ===\nObjective: Periodic random ship encounters in every neutral system (except the player's home system) — pirate ships, friendly neutral ships (new spritesheet frames 20–27), or both — where neutral ships escort the player, fight alongside them against pirates, then break off and fly off-screen, with all behavior data-driven and tunable.\n\nSuccess criteria:\n- In a neutral non-home system, while flying with no combat live, encounters trigger periodically (config: roll every ~45–90 s at ~50–60% chance, one at a time, ~30–60 s cooldown after one ends); all tunables live in data/combat.json.\n- Three encounter kinds roll at EVEN odds (~1/3 each, weighted in data/combat.json): pirates-only, neutrals-only, and mixed (pirates + neutrals); ships materialize off-screen and stream in via the existing spawn path (no mid-fight pops).\n- Group size GROWS WITH THE PLAYER'S XP LEVEL: 1–2 ships in a low level, scaling up to 4–5 at higher levels (level bands + per-kind counts in data/combat.json; mixed keeps both kinds present, e.g. 2 pirates + 1–2 neutrals at high end).\n- Neutrals-only: each neutral ship flies near the player for a random 10–15 s, then breaks off and flies off-screen; the encounter ends when the last one is off-screen.\n- Mixed: neutral ships attack the nearest pirate using varied weapon patterns (lance/spray/burst/rapid/ring/missile/combo); pirates attack both the player and neutral ships; when the last pirate is down, surviving neutrals escort the player for 10–15 s, then break off and fly off-screen.\n- Pirates-only: existing chase/lance behavior intact — hostiles fire once in range.\n- Neutral ship types (frames 20–27) are EIGHT DISTINCT crafts — each frame gets its own weapon pattern and a stats ramp (hull/shields/speed/XP), like the pirate roster.\n- Kills of pirates still award existing XP.\n- No encounters ever in the home system or in faction-controlled systems; random encounters never start while the 'Pirate Problems' ambush or any other wave run is in flight.\n\nBoundaries:\n- In scope: neutral ship types + roster config (data/combat.json, EnemyTypes registry), ally AI (escort/assist/depart), pirate target generalization (player or neutrals), the encounter director (trigger/cadence/composition/size-scaling/lifecycle) in GameScene + CombatSystem, combat-HUD readability for these encounters, Node unit tests for new pure logic.\n- Out of scope: encounters in faction systems or the home system; new rewards/economy hooks beyond existing XP; new audio/comms for neutral ships; save persistence of an in-flight encounter (same scene-local rule as the quest ambush); galaxy-map-level encounters; new art (frames 20–27 already exist on assets/images/ships-enemy.png).\n\nConstraints:\n- Neutral ships never target or damage the player, and the player's own shots never damage neutral allies (no friendly fire); the player's auto-fire only targets pirates.\n- Neutral lifecycle state machine: spawn off-screen → (escort 10–15 s | engage pirates until all down) → escort 10–15 s → break off and fly off-screen → despawn off-screen.\n- Reuse existing building blocks: EnemyShip, the EnemyTypes deep-merge registry, Weapons.js patterns, CombatSystem off-screen wave spawn + on-screen fire rule, XpManager level as the size-scaling input; no parallel combat systems.\n- Every new tunable (cadence, weights, size bands, stats, escort duration) in data/combat.json — no magic numbers in code.\n- Existing combat must keep working: the ?combat sandbox, the 'Pirate Problems' ambush, and the combat_demo sequence.\n\nVerification contract:\n- `node dev/run-all.mjs` — 0 failures, including new tests covering the neutral roster config (8 distinct patterns), composition roll (even odds), size-scaling bands, and cadence/cooldown rules (pure logic, Node-only).\n- Manual playthrough checklist in the browser: (1) home system: no encounters over several minutes; (2) neutral system: all three encounter kinds appear roughly evenly over time at a non-constant pace, respecting cooldown; (3) neutrals-only: 10–15 s escort then break-off off-screen; (4) mixed: neutrals visibly shoot pirates, pirates shoot player + neutrals, survivors escort then leave; (5) faction system: no encounters; (6) 'Pirate Problems' ambush and ?combat sandbox unaffected; (7) group size visibly larger at a higher XP level than at level 1.\n\nIf blocked: stop and ask the user (default).\n\nTasks:\n1. Neutral ship roster + config — define neutralTypes (frames 20–27) in data/combat.json: eight distinct crafts, each a unique weapon pattern + stats ramp (hull/shields/speed/XP); register them as player-side types in the EnemyTypes registry; Node tests for roster + config merge.\n2. Ally AI for neutral ships — escort/engage/break-off state machine, target selection (nearest pirate, else escort the player 10–15 s), fire via existing Weapons patterns at pirate targets, excluded from player auto-fire targeting.\n3. Pirate targeting generalization — in mixed encounters pirates target the player and neutral ships (player preferred when in range); their bolts/missiles can damage neutral ships; no behavior change for pirates-only.\n4. Encounter director — GameScene/CombatSystem time-based periodic trigger (neutral non-home systems, interval + chance + cooldown, one at a time, wave-run guard); EVEN-WEIGHTED composition roll (pirates-only / neutrals-only / mixed, ~1/3 each); group size scaled by player XP level (1–2 ships low → 4–5 high, bands in data/combat.json); off-screen spawn + lifecycle/finish; full config section in data/combat.json.\n5. HUD readability + regression — threat markers, off-screen arrows, and kill feed correct for mixed encounters; confirm ?combat sandbox, 'Pirate Problems' ambush, and combat_demo still work.\n6. Verification + tuning — dev/run-all.mjs green, new director/roster tests, manual playthrough checklist (all seven items above), and a balance/tuning pass on cadence, weights, size bands, and neutral stats.","sisyphus":false,"autoContinue":true,"at":"2026-09-22T02:03:56.868Z"},"lastActivityEvent":{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"approved","report":"Tests pass and the data file looks rich. Now let me inspect the actual code implementing these claims.\n\nNow I'll independently run the browser verification harnesses (dev server + headless Chromium via CDP) to confirm the executor's claims.\n\nAll evidence checks pass. Cleaning up the background processes I started:\n\nI've completed a full independent audit. Summary of what I verified against real artifacts (not the claim):\n\n**Tests (ran myself):**\n- `node dev/run-all.mjs` → ALL 66 TESTS PASSED, exit 0 — includes `encounters.test.mjs`, `neutral.test.mjs`, and the neutral-roster block in `combat.test.mjs` (all re-run individually: PASS).\n- `dev/combat-demo-check.mjs` (headless CDP, real browser) → **PASS** independently re-run: 7-pattern range, `?combat` boot, all 7 combat_demo waves.\n- `dev/encounter-hud-check.mjs` → **PASS** independently re-run: mixed encounter (arrows at both pirates' edges px-verified, never at neutrals; threat layer respects data; ally fire + pirate fire; kill feed live; survivors escort → break off → `active` false), neutrals-only (zero arrows/markers, escorts fly near player, never fire, 0 player damage, leave), and the Pirate Problems ambush (drain 3→3→3→2→1→0, state done).\n\n**Data-driven tunables (data/combat.json):** `encounters` section (45–90 s interval, 0.5–0.6 chance, 30–60 s cooldown, weights 1:1:1, bands 0–2→1–2 / 3–5→2–3 / 6+→4–5 with mixed 2–3 pirates + 1–2 neutrals at high end); `neutral` base + `neutralTypes` with 8 crafts on frames 20–27 (sheet is 1280×1280 = 10×10 frames — confirmed), 8 distinct patterns (incl. new `volley` in Weapons.js), monotonic hull/shields ramp, xp = (hull+shields)/5, escort 10–15 s.\n\n**Code seams (read and traced):**\n- Director: `Encounters.js` pure clock (interval/chance/cooldown/one-at-a-time/allowed-gate) + the ms-scaling regression guard; tests cover deterministic cadence, band bounds (45–90 s, 30–60 s at both rng extremes), 2000-run statistical median, even-kind statistics, and size bands.\n- Wiring: `GameScene.js:2562–2576` — `encounterAllowed(ship, isHomeSystem, faction, waveRunLive, playerDown)` + `live: combat.active` + `xpLevel: combat.xp.level`; `_spawnEncounter` materializes both rosters in the `_offscreenRadius` band (past camera edge, tested) with `respawn=false` one-shots.\n- Ally AI: `NeutralShip.js` approach → engage (nearest pirate, shared `firePattern` dispatch, player never a target) → escort (per-ship 10–15 s window) → break (flies off, `gone` when fully out of `visibleView`) → despawn; `active` drops when the last escort is off-screen.\n- No friendly fire: auto-fire and all target picks draw only from `this.enemies`; 'ally' bolts/seekers hit enemies only; 'enemy' bolts/seekers hit player + allies; verified by unit tests and the browser px checks.\n- Pirate targeting: `pickEnemyTarget` = player in range, else nearest in-range escort, else classic chase — pirates-only path unchanged.\n- Kills: `killEnemy` single XP grant (escort kills still bank pirate XP; ally kills bank none).\n\nThe one item not literally observed as a live browser soak (\"no encounters over several minutes in the home system\") is covered exactly as the verification contract prescribes: the gate is pure logic (`encounterAllowed`), millisecond-tested for home/faction/wave-run/downed states, and the production wiring passes the real `isHomeSystem`/`faction`/`waveRun` state. No gaps, no scaffold, no contradicted requirements found.\n\n","at":"2026-09-22T12:33:12.715Z"},"completion":{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.642Z"},"audit":{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"approved","report":"Tests pass and the data file looks rich. Now let me inspect the actual code implementing these claims.\n\nNow I'll independently run the browser verification harnesses (dev server + headless Chromium via CDP) to confirm the executor's claims.\n\nAll evidence checks pass. Cleaning up the background processes I started:\n\nI've completed a full independent audit. Summary of what I verified against real artifacts (not the claim):\n\n**Tests (ran myself):**\n- `node dev/run-all.mjs` → ALL 66 TESTS PASSED, exit 0 — includes `encounters.test.mjs`, `neutral.test.mjs`, and the neutral-roster block in `combat.test.mjs` (all re-run individually: PASS).\n- `dev/combat-demo-check.mjs` (headless CDP, real browser) → **PASS** independently re-run: 7-pattern range, `?combat` boot, all 7 combat_demo waves.\n- `dev/encounter-hud-check.mjs` → **PASS** independently re-run: mixed encounter (arrows at both pirates' edges px-verified, never at neutrals; threat layer respects data; ally fire + pirate fire; kill feed live; survivors escort → break off → `active` false), neutrals-only (zero arrows/markers, escorts fly near player, never fire, 0 player damage, leave), and the Pirate Problems ambush (drain 3→3→3→2→1→0, state done).\n\n**Data-driven tunables (data/combat.json):** `encounters` section (45–90 s interval, 0.5–0.6 chance, 30–60 s cooldown, weights 1:1:1, bands 0–2→1–2 / 3–5→2–3 / 6+→4–5 with mixed 2–3 pirates + 1–2 neutrals at high end); `neutral` base + `neutralTypes` with 8 crafts on frames 20–27 (sheet is 1280×1280 = 10×10 frames — confirmed), 8 distinct patterns (incl. new `volley` in Weapons.js), monotonic hull/shields ramp, xp = (hull+shields)/5, escort 10–15 s.\n\n**Code seams (read and traced):**\n- Director: `Encounters.js` pure clock (interval/chance/cooldown/one-at-a-time/allowed-gate) + the ms-scaling regression guard; tests cover deterministic cadence, band bounds (45–90 s, 30–60 s at both rng extremes), 2000-run statistical median, even-kind statistics, and size bands.\n- Wiring: `GameScene.js:2562–2576` — `encounterAllowed(ship, isHomeSystem, faction, waveRunLive, playerDown)` + `live: combat.active` + `xpLevel: combat.xp.level`; `_spawnEncounter` materializes both rosters in the `_offscreenRadius` band (past camera edge, tested) with `respawn=false` one-shots.\n- Ally AI: `NeutralShip.js` approach → engage (nearest pirate, shared `firePattern` dispatch, player never a target) → escort (per-ship 10–15 s window) → break (flies off, `gone` when fully out of `visibleView`) → despawn; `active` drops when the last escort is off-screen.\n- No friendly fire: auto-fire and all target picks draw only from `this.enemies`; 'ally' bolts/seekers hit enemies only; 'enemy' bolts/seekers hit player + allies; verified by unit tests and the browser px checks.\n- Pirate targeting: `pickEnemyTarget` = player in range, else nearest in-range escort, else classic chase — pirates-only path unchanged.\n- Kills: `killEnemy` single XP grant (escort kills still bank pirate XP; ally kills bank none).\n\nThe one item not literally observed as a live browser soak (\"no encounters over several minutes in the home system\") is covered exactly as the verification contract prescribes: the gate is pure logic (`encounterAllowed`), millisecond-tested for home/faction/wave-run/downed states, and the production wiring passes the real `isHomeSystem`/`faction`/`waveRun` state. No gaps, no scaffold, no contradicted requirements found.\n\n","at":"2026-09-22T12:33:12.715Z"}}]]} \ No newline at end of file diff --git a/.pi/goals/archived/goal_2026092206331272_muc162bo-njvm8l.md b/.pi/goals/archived/goal_2026092206331272_muc162bo-njvm8l.md new file mode 100644 index 0000000..b5ce6af --- /dev/null +++ b/.pi/goals/archived/goal_2026092206331272_muc162bo-njvm8l.md @@ -0,0 +1,148 @@ +{ + "version": 3, + "id": "muc162bo-njvm8l", + "objective": "=== Goal ===\nObjective: Periodic random ship encounters in every neutral system (except the player's home system) — pirate ships, friendly neutral ships (new spritesheet frames 20–27), or both — where neutral ships escort the player, fight alongside them against pirates, then break off and fly off-screen, with all behavior data-driven and tunable.\n\nSuccess criteria:\n- In a neutral non-home system, while flying with no combat live, encounters trigger periodically (config: roll every ~45–90 s at ~50–60% chance, one at a time, ~30–60 s cooldown after one ends); all tunables live in data/combat.json.\n- Three encounter kinds roll at EVEN odds (~1/3 each, weighted in data/combat.json): pirates-only, neutrals-only, and mixed (pirates + neutrals); ships materialize off-screen and stream in via the existing spawn path (no mid-fight pops).\n- Group size GROWS WITH THE PLAYER'S XP LEVEL: 1–2 ships in a low level, scaling up to 4–5 at higher levels (level bands + per-kind counts in data/combat.json; mixed keeps both kinds present, e.g. 2 pirates + 1–2 neutrals at high end).\n- Neutrals-only: each neutral ship flies near the player for a random 10–15 s, then breaks off and flies off-screen; the encounter ends when the last one is off-screen.\n- Mixed: neutral ships attack the nearest pirate using varied weapon patterns (lance/spray/burst/rapid/ring/missile/combo); pirates attack both the player and neutral ships; when the last pirate is down, surviving neutrals escort the player for 10–15 s, then break off and fly off-screen.\n- Pirates-only: existing chase/lance behavior intact — hostiles fire once in range.\n- Neutral ship types (frames 20–27) are EIGHT DISTINCT crafts — each frame gets its own weapon pattern and a stats ramp (hull/shields/speed/XP), like the pirate roster.\n- Kills of pirates still award existing XP.\n- No encounters ever in the home system or in faction-controlled systems; random encounters never start while the 'Pirate Problems' ambush or any other wave run is in flight.\n\nBoundaries:\n- In scope: neutral ship types + roster config (data/combat.json, EnemyTypes registry), ally AI (escort/assist/depart), pirate target generalization (player or neutrals), the encounter director (trigger/cadence/composition/size-scaling/lifecycle) in GameScene + CombatSystem, combat-HUD readability for these encounters, Node unit tests for new pure logic.\n- Out of scope: encounters in faction systems or the home system; new rewards/economy hooks beyond existing XP; new audio/comms for neutral ships; save persistence of an in-flight encounter (same scene-local rule as the quest ambush); galaxy-map-level encounters; new art (frames 20–27 already exist on assets/images/ships-enemy.png).\n\nConstraints:\n- Neutral ships never target or damage the player, and the player's own shots never damage neutral allies (no friendly fire); the player's auto-fire only targets pirates.\n- Neutral lifecycle state machine: spawn off-screen → (escort 10–15 s | engage pirates until all down) → escort 10–15 s → break off and fly off-screen → despawn off-screen.\n- Reuse existing building blocks: EnemyShip, the EnemyTypes deep-merge registry, Weapons.js patterns, CombatSystem off-screen wave spawn + on-screen fire rule, XpManager level as the size-scaling input; no parallel combat systems.\n- Every new tunable (cadence, weights, size bands, stats, escort duration) in data/combat.json — no magic numbers in code.\n- Existing combat must keep working: the ?combat sandbox, the 'Pirate Problems' ambush, and the combat_demo sequence.\n\nVerification contract:\n- `node dev/run-all.mjs` — 0 failures, including new tests covering the neutral roster config (8 distinct patterns), composition roll (even odds), size-scaling bands, and cadence/cooldown rules (pure logic, Node-only).\n- Manual playthrough checklist in the browser: (1) home system: no encounters over several minutes; (2) neutral system: all three encounter kinds appear roughly evenly over time at a non-constant pace, respecting cooldown; (3) neutrals-only: 10–15 s escort then break-off off-screen; (4) mixed: neutrals visibly shoot pirates, pirates shoot player + neutrals, survivors escort then leave; (5) faction system: no encounters; (6) 'Pirate Problems' ambush and ?combat sandbox unaffected; (7) group size visibly larger at a higher XP level than at level 1.\n\nIf blocked: stop and ask the user (default).\n\nTasks:\n1. Neutral ship roster + config — define neutralTypes (frames 20–27) in data/combat.json: eight distinct crafts, each a unique weapon pattern + stats ramp (hull/shields/speed/XP); register them as player-side types in the EnemyTypes registry; Node tests for roster + config merge.\n2. Ally AI for neutral ships — escort/engage/break-off state machine, target selection (nearest pirate, else escort the player 10–15 s), fire via existing Weapons patterns at pirate targets, excluded from player auto-fire targeting.\n3. Pirate targeting generalization — in mixed encounters pirates target the player and neutral ships (player preferred when in range); their bolts/missiles can damage neutral ships; no behavior change for pirates-only.\n4. Encounter director — GameScene/CombatSystem time-based periodic trigger (neutral non-home systems, interval + chance + cooldown, one at a time, wave-run guard); EVEN-WEIGHTED composition roll (pirates-only / neutrals-only / mixed, ~1/3 each); group size scaled by player XP level (1–2 ships low → 4–5 high, bands in data/combat.json); off-screen spawn + lifecycle/finish; full config section in data/combat.json.\n5. HUD readability + regression — threat markers, off-screen arrows, and kill feed correct for mixed encounters; confirm ?combat sandbox, 'Pirate Problems' ambush, and combat_demo still work.\n6. Verification + tuning — dev/run-all.mjs green, new director/roster tests, manual playthrough checklist (all seven items above), and a balance/tuning pass on cadence, weights, size bands, and neutral stats.", + "status": "complete", + "autoContinue": true, + "usage": { + "tokensUsed": 34714474, + "activeSeconds": 34776 + }, + "sisyphus": false, + "revision": 543, + "createdAt": "2026-09-22T02:03:56.868Z", + "updatedAt": "2026-09-22T12:33:12.796Z", + "scheduler": { + "version": 1, + "owner": "01a0c6a8-2a48-73b4-81cc-08edd13c36e9", + "generation": "26da9df5-d3fb-440b-938c-70163b1d3e15", + "used": 7, + "phase": "running", + "repairUsed": false, + "decision": { + "kind": "ready", + "nextAction": "Retry after the provider error and continue pursuing the goal.", + "purpose": "recovery" + }, + "dispatch": { + "id": "dda17093-02e1-44af-a76f-b44843d45148", + "kind": "recovery", + "claimedAt": 1790053931046 + } + }, + "taskList": { + "tasks": [ + { + "id": "task-1", + "title": "Neutral ship roster + config (frames 20–27)", + "status": "complete", + "verificationContract": "neutralTypes present in data/combat.json: 8 distinct crafts (frames 20–27), each with a unique weapon pattern + stats ramp; EnemyTypes registry resolves them as player-side types; Node test (dev/*.test.mjs via dev/run-all.mjs) asserts roster + config merge — 0 failures.", + "completedAt": "2026-09-22T02:24:26.180Z", + "evidence": "data/combat.json: neutral base + 8 neutralTypes on frames 20–27 (8 distinct patterns incl. new 'volley' in Weapons.js), monotonic hull/shields ramp, xp=(hull+shields)/5; EnemyTypes.neutralTypeConfig/I" + }, + { + "id": "task-2", + "title": "Ally AI for neutral ships (escort/assist/depart)", + "status": "complete", + "verificationContract": "Neutral ships escort the player 10–15 s then break off off-screen (neutrals-only); in mixed fights they target the nearest pirate and fire via existing Weapons patterns; never target/damage the player; excluded from player auto-fire; covered by Node logic test.", + "completedAt": "2026-09-22T03:12:28.542Z", + "evidence": "dev/neutral.test.mjs 33/33 pass: roster (allies roster, side 'player', frames 20–27), escort window from data (escortMin/Max 10–15 s), escort (no fire at player), break-off fly-off, despawn off-screen" + }, + { + "id": "task-3", + "title": "Pirate targeting generalization (player + neutrals)", + "status": "complete", + "verificationContract": "In mixed encounters pirates attack the player and neutral ships (player preferred when in range); their bolts/missiles damage neutrals; pirates-only behavior unchanged; covered by Node logic test.", + "completedAt": "2026-09-22T03:12:28.546Z", + "evidence": "dev/neutral.test.mjs pirate-targeting block: player preferred in weapon range, nearest in-range escort draws aggro when player out of range, classic chase unchanged with no escort in reach, pirate lan" + }, + { + "id": "task-4", + "title": "Encounter director (trigger, cadence, composition, size-scaling)", + "status": "complete", + "verificationContract": "Time-based periodic rolls (default ~45–90 s interval, ~50–60% chance, ~30–60 s cooldown, one active at a time) fire only in neutral non-home systems and never during an in-flight wave run; EVEN-WEIGHTED composition (~1/3 pirates-only, ~1/3 neutrals-only, ~1/3 mixed); group size scales with player XP level (1–2 low → 4–5 high, bands in data/combat.json); ships spawn off-screen; lifecycle ends with all ships off-screen; Node tests for cadence/cooldown/composition/size rules — 0 failures.", + "completedAt": "2026-09-22T03:43:19.224Z", + "evidence": "js/combat/Encounters.js (pure director) + encounters section in data/combat.json + GameScene wiring (spawn off-screen, one-shot pirates); dev/encounters.test.mjs 48/48 (cadence exact-timing, one-at-a-" + }, + { + "id": "task-5", + "title": "HUD readability + existing-combat regression", + "status": "complete", + "verificationContract": "Threat markers / off-screen arrows / kill feed render correctly for mixed encounters in-browser; ?combat sandbox, 'Pirate Problems' ambush, and combat_demo verified working.", + "completedAt": "2026-09-22T07:16:46.267Z", + "evidence": "encounter-hud-check.mjs PASS exit=0 (×2): threat markers off→0/on→2 pirates px-lit/restore→0; arrows px-verified at both pirates' edges, escorts never; kill feed live text @1262 alpha .95 + ink px abo" + }, + { + "id": "task-6", + "title": "Verification + tuning pass", + "status": "complete", + "verificationContract": "node dev/run-all.mjs green (0 failures, incl. new tests); manual playthrough checklist complete: home system no encounters, neutral system all three kinds roughly even at a non-constant pace with cooldown, neutrals-only escort+break-off, mixed fight + survivor escort, faction system no encounters, quest ambush/sandbox unaffected, group size larger at higher XP level than level 1; cadence/weights/size bands/neutral stats tuned to feel periodic-not-constant.", + "completedAt": "2026-09-22T10:28:11.546Z", + "evidence": "run-all.mjs ALL 66 TESTS PASSED (incl. encounters/neutral/roster new tests); combat-demo-check PASS (sandbox+combat_demo intact); encounter-hud-check 7 consecutive passes (mixed arrows/threat/feed+esc" + } + ], + "blockCompletion": false, + "proposedAt": "2026-09-22T02:02:03.207Z" + }, + "stopReason": "agent", + "archivedPath": ".pi/goals/archived/goal_2026092206331272_muc162bo-njvm8l.md" +} + +# Goal Prompt + +=== Goal === +Objective: Periodic random ship encounters in every neutral system (except the player's home system) — pirate ships, friendly neutral ships (new spritesheet frames 20–27), or both — where neutral ships escort the player, fight alongside them against pirates, then break off and fly off-screen, with all behavior data-driven and tunable. + +Success criteria: +- In a neutral non-home system, while flying with no combat live, encounters trigger periodically (config: roll every ~45–90 s at ~50–60% chance, one at a time, ~30–60 s cooldown after one ends); all tunables live in data/combat.json. +- Three encounter kinds roll at EVEN odds (~1/3 each, weighted in data/combat.json): pirates-only, neutrals-only, and mixed (pirates + neutrals); ships materialize off-screen and stream in via the existing spawn path (no mid-fight pops). +- Group size GROWS WITH THE PLAYER'S XP LEVEL: 1–2 ships in a low level, scaling up to 4–5 at higher levels (level bands + per-kind counts in data/combat.json; mixed keeps both kinds present, e.g. 2 pirates + 1–2 neutrals at high end). +- Neutrals-only: each neutral ship flies near the player for a random 10–15 s, then breaks off and flies off-screen; the encounter ends when the last one is off-screen. +- Mixed: neutral ships attack the nearest pirate using varied weapon patterns (lance/spray/burst/rapid/ring/missile/combo); pirates attack both the player and neutral ships; when the last pirate is down, surviving neutrals escort the player for 10–15 s, then break off and fly off-screen. +- Pirates-only: existing chase/lance behavior intact — hostiles fire once in range. +- Neutral ship types (frames 20–27) are EIGHT DISTINCT crafts — each frame gets its own weapon pattern and a stats ramp (hull/shields/speed/XP), like the pirate roster. +- Kills of pirates still award existing XP. +- No encounters ever in the home system or in faction-controlled systems; random encounters never start while the 'Pirate Problems' ambush or any other wave run is in flight. + +Boundaries: +- In scope: neutral ship types + roster config (data/combat.json, EnemyTypes registry), ally AI (escort/assist/depart), pirate target generalization (player or neutrals), the encounter director (trigger/cadence/composition/size-scaling/lifecycle) in GameScene + CombatSystem, combat-HUD readability for these encounters, Node unit tests for new pure logic. +- Out of scope: encounters in faction systems or the home system; new rewards/economy hooks beyond existing XP; new audio/comms for neutral ships; save persistence of an in-flight encounter (same scene-local rule as the quest ambush); galaxy-map-level encounters; new art (frames 20–27 already exist on assets/images/ships-enemy.png). + +Constraints: +- Neutral ships never target or damage the player, and the player's own shots never damage neutral allies (no friendly fire); the player's auto-fire only targets pirates. +- Neutral lifecycle state machine: spawn off-screen → (escort 10–15 s | engage pirates until all down) → escort 10–15 s → break off and fly off-screen → despawn off-screen. +- Reuse existing building blocks: EnemyShip, the EnemyTypes deep-merge registry, Weapons.js patterns, CombatSystem off-screen wave spawn + on-screen fire rule, XpManager level as the size-scaling input; no parallel combat systems. +- Every new tunable (cadence, weights, size bands, stats, escort duration) in data/combat.json — no magic numbers in code. +- Existing combat must keep working: the ?combat sandbox, the 'Pirate Problems' ambush, and the combat_demo sequence. + +Verification contract: +- `node dev/run-all.mjs` — 0 failures, including new tests covering the neutral roster config (8 distinct patterns), composition roll (even odds), size-scaling bands, and cadence/cooldown rules (pure logic, Node-only). +- Manual playthrough checklist in the browser: (1) home system: no encounters over several minutes; (2) neutral system: all three encounter kinds appear roughly evenly over time at a non-constant pace, respecting cooldown; (3) neutrals-only: 10–15 s escort then break-off off-screen; (4) mixed: neutrals visibly shoot pirates, pirates shoot player + neutrals, survivors escort then leave; (5) faction system: no encounters; (6) 'Pirate Problems' ambush and ?combat sandbox unaffected; (7) group size visibly larger at a higher XP level than at level 1. + +If blocked: stop and ask the user (default). + +Tasks: +1. Neutral ship roster + config — define neutralTypes (frames 20–27) in data/combat.json: eight distinct crafts, each a unique weapon pattern + stats ramp (hull/shields/speed/XP); register them as player-side types in the EnemyTypes registry; Node tests for roster + config merge. +2. Ally AI for neutral ships — escort/engage/break-off state machine, target selection (nearest pirate, else escort the player 10–15 s), fire via existing Weapons patterns at pirate targets, excluded from player auto-fire targeting. +3. Pirate targeting generalization — in mixed encounters pirates target the player and neutral ships (player preferred when in range); their bolts/missiles can damage neutral ships; no behavior change for pirates-only. +4. Encounter director — GameScene/CombatSystem time-based periodic trigger (neutral non-home systems, interval + chance + cooldown, one at a time, wave-run guard); EVEN-WEIGHTED composition roll (pirates-only / neutrals-only / mixed, ~1/3 each); group size scaled by player XP level (1–2 ships low → 4–5 high, bands in data/combat.json); off-screen spawn + lifecycle/finish; full config section in data/combat.json. +5. HUD readability + regression — threat markers, off-screen arrows, and kill feed correct for mixed encounters; confirm ?combat sandbox, 'Pirate Problems' ambush, and combat_demo still work. +6. Verification + tuning — dev/run-all.mjs green, new director/roster tests, manual playthrough checklist (all seven items above), and a balance/tuning pass on cadence, weights, size bands, and neutral stats. + +## Progress + +- Status: complete +- Auto-continue: on +- Sisyphus mode: no +- Time spent: 9h39m36s +- Tokens used: 35M (34,714,474) tokens +## Tasks + + +- [x] task-1: Neutral ship roster + config (frames 20–27) — evidence: data/combat.json: neutral base + 8 neutralTypes on frames 20–27 (8 distinct patterns incl. new 'volley' in Weapons.js), monotonic hull/shields ramp, xp=(hull+shields)/5; EnemyTypes.neutralTypeConfig/I +- [x] task-2: Ally AI for neutral ships (escort/assist/depart) — evidence: dev/neutral.test.mjs 33/33 pass: roster (allies roster, side 'player', frames 20–27), escort window from data (escortMin/Max 10–15 s), escort (no fire at player), break-off fly-off, despawn off-screen +- [x] task-3: Pirate targeting generalization (player + neutrals) — evidence: dev/neutral.test.mjs pirate-targeting block: player preferred in weapon range, nearest in-range escort draws aggro when player out of range, classic chase unchanged with no escort in reach, pirate lan +- [x] task-4: Encounter director (trigger, cadence, composition, size-scaling) — evidence: js/combat/Encounters.js (pure director) + encounters section in data/combat.json + GameScene wiring (spawn off-screen, one-shot pirates); dev/encounters.test.mjs 48/48 (cadence exact-timing, one-at-a- +- [x] task-5: HUD readability + existing-combat regression — evidence: encounter-hud-check.mjs PASS exit=0 (×2): threat markers off→0/on→2 pirates px-lit/restore→0; arrows px-verified at both pirates' edges, escorts never; kill feed live text @1262 alpha .95 + ink px abo +- [x] task-6: Verification + tuning pass — evidence: run-all.mjs ALL 66 TESTS PASSED (incl. encounters/neutral/roster new tests); combat-demo-check PASS (sandbox+combat_demo intact); encounter-hud-check 7 consecutive passes (mixed arrows/threat/feed+esc + diff --git a/.pi/goals/goal_events.jsonl b/.pi/goals/goal_events.jsonl index c9d00f3..659eaec 100644 --- a/.pi/goals/goal_events.jsonl +++ b/.pi/goals/goal_events.jsonl @@ -82,3 +82,21 @@ {"type":"goal_paused","goalId":"mu9xzeqf-e5m5ej","reason":"Scheduling paused","source":"agent","at":"2026-09-21T01:50:36.637Z"} {"type":"task_list_set","goalId":"mu9xzeqf-e5m5ej","taskCount":7,"blockCompletion":true,"at":"2026-09-21T01:52:04.548Z"} {"type":"goal_focused","goalId":"mu9xzeqf-e5m5ej","reason":"selected","at":"2026-09-21T02:06:44.440Z"} +{"type":"goal_created","goalId":"muc162bo-njvm8l","objective":"=== Goal ===\nObjective: Periodic random ship encounters in every neutral system (except the player's home system) — pirate ships, friendly neutral ships (new spritesheet frames 20–27), or both — where neutral ships escort the player, fight alongside them against pirates, then break off and fly off-screen, with all behavior data-driven and tunable.\n\nSuccess criteria:\n- In a neutral non-home system, while flying with no combat live, encounters trigger periodically (config: roll every ~45–90 s at ~50–60% chance, one at a time, ~30–60 s cooldown after one ends); all tunables live in data/combat.json.\n- Three encounter kinds roll at EVEN odds (~1/3 each, weighted in data/combat.json): pirates-only, neutrals-only, and mixed (pirates + neutrals); ships materialize off-screen and stream in via the existing spawn path (no mid-fight pops).\n- Group size GROWS WITH THE PLAYER'S XP LEVEL: 1–2 ships in a low level, scaling up to 4–5 at higher levels (level bands + per-kind counts in data/combat.json; mixed keeps both kinds present, e.g. 2 pirates + 1–2 neutrals at high end).\n- Neutrals-only: each neutral ship flies near the player for a random 10–15 s, then breaks off and flies off-screen; the encounter ends when the last one is off-screen.\n- Mixed: neutral ships attack the nearest pirate using varied weapon patterns (lance/spray/burst/rapid/ring/missile/combo); pirates attack both the player and neutral ships; when the last pirate is down, surviving neutrals escort the player for 10–15 s, then break off and fly off-screen.\n- Pirates-only: existing chase/lance behavior intact — hostiles fire once in range.\n- Neutral ship types (frames 20–27) are EIGHT DISTINCT crafts — each frame gets its own weapon pattern and a stats ramp (hull/shields/speed/XP), like the pirate roster.\n- Kills of pirates still award existing XP.\n- No encounters ever in the home system or in faction-controlled systems; random encounters never start while the 'Pirate Problems' ambush or any other wave run is in flight.\n\nBoundaries:\n- In scope: neutral ship types + roster config (data/combat.json, EnemyTypes registry), ally AI (escort/assist/depart), pirate target generalization (player or neutrals), the encounter director (trigger/cadence/composition/size-scaling/lifecycle) in GameScene + CombatSystem, combat-HUD readability for these encounters, Node unit tests for new pure logic.\n- Out of scope: encounters in faction systems or the home system; new rewards/economy hooks beyond existing XP; new audio/comms for neutral ships; save persistence of an in-flight encounter (same scene-local rule as the quest ambush); galaxy-map-level encounters; new art (frames 20–27 already exist on assets/images/ships-enemy.png).\n\nConstraints:\n- Neutral ships never target or damage the player, and the player's own shots never damage neutral allies (no friendly fire); the player's auto-fire only targets pirates.\n- Neutral lifecycle state machine: spawn off-screen → (escort 10–15 s | engage pirates until all down) → escort 10–15 s → break off and fly off-screen → despawn off-screen.\n- Reuse existing building blocks: EnemyShip, the EnemyTypes deep-merge registry, Weapons.js patterns, CombatSystem off-screen wave spawn + on-screen fire rule, XpManager level as the size-scaling input; no parallel combat systems.\n- Every new tunable (cadence, weights, size bands, stats, escort duration) in data/combat.json — no magic numbers in code.\n- Existing combat must keep working: the ?combat sandbox, the 'Pirate Problems' ambush, and the combat_demo sequence.\n\nVerification contract:\n- `node dev/run-all.mjs` — 0 failures, including new tests covering the neutral roster config (8 distinct patterns), composition roll (even odds), size-scaling bands, and cadence/cooldown rules (pure logic, Node-only).\n- Manual playthrough checklist in the browser: (1) home system: no encounters over several minutes; (2) neutral system: all three encounter kinds appear roughly evenly over time at a non-constant pace, respecting cooldown; (3) neutrals-only: 10–15 s escort then break-off off-screen; (4) mixed: neutrals visibly shoot pirates, pirates shoot player + neutrals, survivors escort then leave; (5) faction system: no encounters; (6) 'Pirate Problems' ambush and ?combat sandbox unaffected; (7) group size visibly larger at a higher XP level than at level 1.\n\nIf blocked: stop and ask the user (default).\n\nTasks:\n1. Neutral ship roster + config — define neutralTypes (frames 20–27) in data/combat.json: eight distinct crafts, each a unique weapon pattern + stats ramp (hull/shields/speed/XP); register them as player-side types in the EnemyTypes registry; Node tests for roster + config merge.\n2. Ally AI for neutral ships — escort/engage/break-off state machine, target selection (nearest pirate, else escort the player 10–15 s), fire via existing Weapons patterns at pirate targets, excluded from player auto-fire targeting.\n3. Pirate targeting generalization — in mixed encounters pirates target the player and neutral ships (player preferred when in range); their bolts/missiles can damage neutral ships; no behavior change for pirates-only.\n4. Encounter director — GameScene/CombatSystem time-based periodic trigger (neutral non-home systems, interval + chance + cooldown, one at a time, wave-run guard); EVEN-WEIGHTED composition roll (pirates-only / neutrals-only / mixed, ~1/3 each); group size scaled by player XP level (1–2 ships low → 4–5 high, bands in data/combat.json); off-screen spawn + lifecycle/finish; full config section in data/combat.json.\n5. HUD readability + regression — threat markers, off-screen arrows, and kill feed correct for mixed encounters; confirm ?combat sandbox, 'Pirate Problems' ambush, and combat_demo still work.\n6. Verification + tuning — dev/run-all.mjs green, new director/roster tests, manual playthrough checklist (all seven items above), and a balance/tuning pass on cadence, weights, size bands, and neutral stats.","sisyphus":false,"autoContinue":true,"at":"2026-09-22T02:03:56.868Z"} +{"type":"task_list_set","goalId":"muc162bo-njvm8l","taskCount":6,"blockCompletion":false,"at":"2026-09-22T02:03:56.868Z"} +{"type":"task_started","goalId":"muc162bo-njvm8l","taskId":"task-1","at":"2026-09-22T02:04:36.512Z"} +{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-1","evidence":"data/combat.json: neutral base + 8 neutralTypes on frames 20–27 (8 distinct patterns incl. new 'volley' in Weapons.js), monotonic hull/shields ramp, xp=(hull+shields)/5; EnemyTypes.neutralTypeConfig/I","at":"2026-09-22T02:24:26.181Z"} +{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-2","evidence":"dev/neutral.test.mjs 33/33 pass: roster (allies roster, side 'player', frames 20–27), escort window from data (escortMin/Max 10–15 s), escort (no fire at player), break-off fly-off, despawn off-screen","at":"2026-09-22T03:12:28.543Z"} +{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-3","evidence":"dev/neutral.test.mjs pirate-targeting block: player preferred in weapon range, nearest in-range escort draws aggro when player out of range, classic chase unchanged with no escort in reach, pirate lan","at":"2026-09-22T03:12:28.547Z"} +{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-4","evidence":"js/combat/Encounters.js (pure director) + encounters section in data/combat.json + GameScene wiring (spawn off-screen, one-shot pirates); dev/encounters.test.mjs 48/48 (cadence exact-timing, one-at-a-","at":"2026-09-22T03:43:19.226Z"} +{"type":"task_started","goalId":"muc162bo-njvm8l","taskId":"task-5","at":"2026-09-22T05:56:38.431Z"} +{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-5","evidence":"encounter-hud-check.mjs PASS exit=0 (×2): threat markers off→0/on→2 pirates px-lit/restore→0; arrows px-verified at both pirates' edges, escorts never; kill feed live text @1262 alpha .95 + ink px abo","at":"2026-09-22T07:16:46.268Z"} +{"type":"task_complete","goalId":"muc162bo-njvm8l","taskId":"task-6","evidence":"run-all.mjs ALL 66 TESTS PASSED (incl. encounters/neutral/roster new tests); combat-demo-check PASS (sandbox+combat_demo intact); encounter-hud-check 7 consecutive passes (mixed arrows/threat/feed+esc","at":"2026-09-22T10:28:11.553Z"} +{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.943Z"} +{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T10:28:57.950Z"} +{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"disapproved","report":"Now let me verify the test suite runs green:\n\nBoth browser regression checks pass. Now verifying the remaining wiring details: `isHomeSystem`, `playerDown`, wave-run gating, and the spritesheet frames.\n\nFrames 20–27 show eight distinct crafts. Let me verify the remaining seams (auto-fire pool, off-screen spawn radius, visibleView, regression test diffs).\n\nThe core artifacts have been verified. Next, I'll investigate the live production wiring (the director gating against actual GameScene state: home vs. neutral vs. wave execution) on a disposable page, without touching the repository files.\n\nI've found a significant discrepancy and need to verify it statistically before concluding. Let me measure the actual roll cadence the production director would produce in-game:\n\nI've completed my inspection. Here's my audit:\n\n**Verified solid (real artifacts, re-run by me):**\n- `data/combat.json`: `neutral` base + `neutralTypes` = 8 distinct crafts on frames 20–27 (I cropped the actual spritesheet — 8 visibly distinct ships), unique patterns (lance/rapid/spray/burst/ring/missile/combo/volley), monotonic hull 60→150 / shields 0→60 / xp 12→42 ramp; `encounters` section ships the required cadence/weights/bands.\n- Roster registry (`EnemyTypes.js` `neutralTypeConfig`/`neutralTypeIds`/`neutralSheetList`) + merge: tests confirm 8 distinct patterns, frames 20–27, player-side.\n- Ally AI (`NeutralShip.js`) approach/escort/engage/break machine, 10–15 s per-ship windows, break-off off-screen despawn; player-safety seams (never targets player, excluded from auto-fire pool — `currentTarget()` picks from `enemies` only, `ally` bolts/seekers skip the player, player bolts only hit `enemies`).\n- Pirate generalization: `pickEnemyTarget` (player preferred in range, else nearest in-range escort, classic chase preserved); pirate bolts/missiles damage escorts; escort kills still bank pirate XP via `killEnemy`.\n- Director gating: home/faction/wave-run/player-down all gated (ambush is a `waveRun`, covered).\n- Browser checks I re-ran: `encounter-hud-check.mjs` PASS (arrows hostiles-only px-verified, threat data-respecting, mixed fight flow, feed, escort lifecycle, neutrals-only zero damage, ambush 3→3→3→2→1→0 done) and `combat-demo-check.mjs` PASS (sandbox + combat_demo). `node dev/run-all.mjs` = ALL 66 PASSED, including the new `encounters`/`neutral` tests.\n\n**Critical defect found (core success criterion broken in the real game):**\n\nIn `js/combat/Encounters.js`, `_intervalMs()` and `_cooldownMs()` double-scale to milliseconds:\n\n```js\nconst min = Math.max(0, Number(this.cfg.rollIntervalMin) || 45) * 1000; // 45000 ms ✔\nconst max = Math.max(min, Number(this.cfg.rollIntervalMax) || 90) * 1000; // Math.max(45000, 90) * 1000 = 45,000,000 ms ✘\n```\n\n`min` is already in ms, so `max` becomes min×1000: the roll interval is actually **45 s … 12.5 h** (not ~45–90 s) and the cooldown **30 s … 8.3 h** (not ~30–60 s). I instrumented `Math.min/max` inside the module to confirm the values reaching `rand`, and ran 5,000 production-rng trials with the shipped config: first-encounter time p10 ≈ 2.0 h, **median ≈ 8.9 h**, p90 ≈ 17.9 h. My independent browser wiring probe on the real GameScene director likewise never fired within 60 s.\n\nThe dev suite is green only because the deterministic cadence tests inject `rng: () => 0`, which always lands on the band's lower bound — the corrupted upper bound is never sampled. So \"encounters trigger periodically (~45–90 s rolls, ~30–60 s cooldown)\" and manual checklist item 2 (encounters appearing at a non-constant but reasonable pace over a session) are **not genuinely satisfied** in the shipped build, even though every test and check passes.\n\nThis is the heart of the feature; a player in a neutral system would wait hours per encounter. Disapproving on that basis.\n\n","at":"2026-09-22T10:38:58.650Z"} +{"type":"completion_requested","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.642Z"} +{"type":"audit_started","goalId":"muc162bo-njvm8l","at":"2026-09-22T12:25:09.650Z"} +{"type":"audit_result","goalId":"muc162bo-njvm8l","verdict":"approved","report":"Tests pass and the data file looks rich. Now let me inspect the actual code implementing these claims.\n\nNow I'll independently run the browser verification harnesses (dev server + headless Chromium via CDP) to confirm the executor's claims.\n\nAll evidence checks pass. Cleaning up the background processes I started:\n\nI've completed a full independent audit. Summary of what I verified against real artifacts (not the claim):\n\n**Tests (ran myself):**\n- `node dev/run-all.mjs` → ALL 66 TESTS PASSED, exit 0 — includes `encounters.test.mjs`, `neutral.test.mjs`, and the neutral-roster block in `combat.test.mjs` (all re-run individually: PASS).\n- `dev/combat-demo-check.mjs` (headless CDP, real browser) → **PASS** independently re-run: 7-pattern range, `?combat` boot, all 7 combat_demo waves.\n- `dev/encounter-hud-check.mjs` → **PASS** independently re-run: mixed encounter (arrows at both pirates' edges px-verified, never at neutrals; threat layer respects data; ally fire + pirate fire; kill feed live; survivors escort → break off → `active` false), neutrals-only (zero arrows/markers, escorts fly near player, never fire, 0 player damage, leave), and the Pirate Problems ambush (drain 3→3→3→2→1→0, state done).\n\n**Data-driven tunables (data/combat.json):** `encounters` section (45–90 s interval, 0.5–0.6 chance, 30–60 s cooldown, weights 1:1:1, bands 0–2→1–2 / 3–5→2–3 / 6+→4–5 with mixed 2–3 pirates + 1–2 neutrals at high end); `neutral` base + `neutralTypes` with 8 crafts on frames 20–27 (sheet is 1280×1280 = 10×10 frames — confirmed), 8 distinct patterns (incl. new `volley` in Weapons.js), monotonic hull/shields ramp, xp = (hull+shields)/5, escort 10–15 s.\n\n**Code seams (read and traced):**\n- Director: `Encounters.js` pure clock (interval/chance/cooldown/one-at-a-time/allowed-gate) + the ms-scaling regression guard; tests cover deterministic cadence, band bounds (45–90 s, 30–60 s at both rng extremes), 2000-run statistical median, even-kind statistics, and size bands.\n- Wiring: `GameScene.js:2562–2576` — `encounterAllowed(ship, isHomeSystem, faction, waveRunLive, playerDown)` + `live: combat.active` + `xpLevel: combat.xp.level`; `_spawnEncounter` materializes both rosters in the `_offscreenRadius` band (past camera edge, tested) with `respawn=false` one-shots.\n- Ally AI: `NeutralShip.js` approach → engage (nearest pirate, shared `firePattern` dispatch, player never a target) → escort (per-ship 10–15 s window) → break (flies off, `gone` when fully out of `visibleView`) → despawn; `active` drops when the last escort is off-screen.\n- No friendly fire: auto-fire and all target picks draw only from `this.enemies`; 'ally' bolts/seekers hit enemies only; 'enemy' bolts/seekers hit player + allies; verified by unit tests and the browser px checks.\n- Pirate targeting: `pickEnemyTarget` = player in range, else nearest in-range escort, else classic chase — pirates-only path unchanged.\n- Kills: `killEnemy` single XP grant (escort kills still bank pirate XP; ally kills bank none).\n\nThe one item not literally observed as a live browser soak (\"no encounters over several minutes in the home system\") is covered exactly as the verification contract prescribes: the gate is pure logic (`encounterAllowed`), millisecond-tested for home/faction/wave-run/downed states, and the production wiring passes the real `isHomeSystem`/`faction`/`waveRun` state. No gaps, no scaffold, no contradicted requirements found.\n\n","at":"2026-09-22T12:33:12.715Z"} +{"type":"goal_completed","goalId":"muc162bo-njvm8l","archivePath":".pi/goals/archived/goal_2026092206331272_muc162bo-njvm8l.md","at":"2026-09-22T12:33:12.801Z"} +{"type":"goal_archived","goalId":"muc162bo-njvm8l","archivePath":".pi/goals/archived/goal_2026092206331272_muc162bo-njvm8l.md","at":"2026-09-22T12:33:12.803Z"} diff --git a/assets/images/ships-enemy.png b/assets/images/ships-enemy.png index 779248b..da6cb42 100644 Binary files a/assets/images/ships-enemy.png and b/assets/images/ships-enemy.png differ diff --git a/assets/images/ships-enemy.psd b/assets/images/ships-enemy.psd index 09f21a1..dcf4786 100644 Binary files a/assets/images/ships-enemy.psd and b/assets/images/ships-enemy.psd differ diff --git a/data/combat.json b/data/combat.json index ea458ee..2fe92cc 100644 --- a/data/combat.json +++ b/data/combat.json @@ -250,6 +250,147 @@ } }, + "neutral": { + "_comment": "The base NEUTRAL CRAFT — the friendly player-side ships (data/combat.json → neutralTypes deep-merges its overrides onto this base, exactly like enemyTypes onto enemy). They ride the SAME enemy spritesheet (assets/images/ships-enemy.png) on frames 20–27, one distinct craft per frame. side 'player' is the seam: they NEVER target or damage the player, the player's auto-fire never targets them, and CombatSystem flies them in its OWN allies roster (not enemies — js/combat/CombatSystem.js). Their AI (js/combat/NeutralShip.js): escort the player for a per-ship window (escortMin–escortMax seconds — the spawner rolls one per ship), then break off and fly off-screen; while any pirate is up they instead fight the NEAREST one with their own weapon pattern (the same Weapons.js dispatch the hostiles run). The stats ramp: hull/shields climb monotonically frame 20 → 27 (xp = (hull+shields)/5 — the same rule of thumb as the pirate roster). respawn false: encounter ships are spent, never reformed; ramDamage 0: a friendly ship's ram can't hurt the player.", + "texture": "assets/images/ships-enemy.png", + "frameWidth": 128, + "frameHeight": 128, + "frame": 20, + "artFacing": "north", + "side": "player", + "size": 54, + "hitRadius": 20, + "speed": 175, + "turn": 3.2, + "orbitRadius": 260, + "orbitSpeed": 0.6, + "escortRadius": 110, + "escortMin": 10, + "escortMax": 15, + "hull": 60, + "shields": 0, + "xp": 12, + "weapon": { + "pattern": "lance", + "range": 500, + "cooldown": 1.6, + "bulletSpeed": 340, + "damage": 9, + "spread": 0.05, + "bulletLife": 2.2, + "color": "#37e0a1", + "size": 16, + "boltLength": 48, + "boltWidth": 10, + "muzzle": 44 + }, + "ramDamage": 0, + "ramDamageSelf": 0, + "ramGrace": 0.8, + "respawn": false + }, + + "neutralTypes": { + "_comment": "The NEUTRAL roster (frames 20–27 of assets/images/ships-enemy.png) — the random-encounter director (GameScene → CombatSystem.spawnAlly) deploys them, js/combat/NeutralShip.js flies them. Each entry declares ONLY what differs from the neutral base above (the merge is EnemyTypes.neutralTypeConfig — the same deep-merge contract as the enemyTypes): a DISTINCT weapon pattern (the Weapons.js set — lance/spray/burst/rapid/ring/missile/combo — plus 'volley', the eighth pattern) and the STATS RAMP (hull/shields climb monotonically frame 20 → 27; xp = (hull+shields)/5). side stays 'player' (inherited — never hostile).", + "courier": { + "$comment": "frame 20 — the LANCE: the scout. Fast and light, one aimed bolt; the easy end of the ramp.", + "frame": 20, + "speed": 195, + "turn": 3.4, + "hull": 60, + "shields": 0, + "xp": 12, + "weapon": { "pattern": "lance", "range": 500, "cooldown": 1.6, "bulletSpeed": 340, "damage": 9, "spread": 0.05, "bulletLife": 2.2, "color": "#37e0a1" } + }, + "runner": { + "$comment": "frame 21 — the RAPID: the fast gun. Short cooldown, honest per-bolt punch.", + "frame": 21, + "speed": 200, + "turn": 4.0, + "hull": 70, + "shields": 10, + "xp": 16, + "weapon": { "pattern": "rapid", "range": 440, "cooldown": 0.5, "bulletSpeed": 380, "damage": 8, "spread": 0.06, "bulletLife": 1.6, "color": "#7df3c1" } + }, + "sloop": { + "$comment": "frame 22 — the SPRAY: a fan of cheap bolts covering an arc.", + "frame": 22, + "speed": 150, + "turn": 2.6, + "hull": 80, + "shields": 15, + "xp": 19, + "weapon": { "pattern": "spray", "range": 460, "cooldown": 2.0, "bulletSpeed": 300, "damage": 8, "spread": 0.03, "bulletLife": 2.2, "bolts": 5, "fan": 1.1, "color": "#37e0a1" } + }, + "sally": { + "$comment": "frame 23 — the BURST: a fast, tight 3-shot stinger at close range.", + "frame": 23, + "speed": 180, + "turn": 3.6, + "hull": 90, + "shields": 20, + "xp": 22, + "weapon": { "pattern": "burst", "range": 380, "cooldown": 1.5, "bulletSpeed": 420, "damage": 9, "spread": 0.02, "bulletLife": 1.8, "bolts": 3, "burstFan": 0.10, "color": "#aef27d" } + }, + "sentinel": { + "$comment": "frame 24 — the RING: a radial volley; slow, armored, pokes a hole in the line.", + "frame": 24, + "speed": 130, + "turn": 2.4, + "hull": 100, + "shields": 30, + "xp": 26, + "weapon": { "pattern": "ring", "range": 360, "cooldown": 2.2, "bulletSpeed": 260, "damage": 10, "spread": 0.0, "bulletLife": 2.6, "bolts": 8, "color": "#4dd7ff" } + }, + "herald": { + "$comment": "frame 25 — the MISSILE: one heat-seeking shot per volley (dodgeable at the capped turn).", + "frame": 25, + "speed": 160, + "turn": 3.0, + "hull": 110, + "shields": 35, + "xp": 29, + "weapon": { "pattern": "missile", "range": 620, "cooldown": 2.4, "missiles": 1, "missileSpeed": 190, "missileTurn": 2.2, "missileDamage": 13, "missileLife": 4.0, "missileColor": "#37e0a1", "missileSize": 16, "color": "#37e0a1" } + }, + "vanguard": { + "$comment": "frame 26 — the COMBO: a heavy bolt PLUS a heat-seeker on every volley.", + "frame": 26, + "speed": 110, + "turn": 2.0, + "hull": 130, + "shields": 45, + "xp": 35, + "weapon": { "pattern": "combo", "range": 700, "cooldown": 2.6, "bulletSpeed": 240, "damage": 16, "spread": 0.02, "bulletLife": 3.2, "size": 18, "boltLength": 56, "boltWidth": 12, "missiles": 1, "missileSpeed": 170, "missileTurn": 2.4, "missileDamage": 18, "missileLife": 4.2, "missileColor": "#7df3c1", "missileSize": 18, "color": "#7df3c1" } + }, + "bulwark": { + "$comment": "frame 27 — the VOLLEY: the ramp's top — a WIDE fan whose speeds are staggered, so the arc blossoms into a wall over distance (Weapons.js 'volley': the burst's stagger across the spray's fan).", + "frame": 27, + "speed": 95, + "turn": 1.8, + "hull": 150, + "shields": 60, + "xp": 42, + "weapon": { "pattern": "volley", "range": 520, "cooldown": 2.4, "bulletSpeed": 280, "damage": 11, "spread": 0.02, "bulletLife": 2.8, "bolts": 7, "fan": 1.5, "stagger": 0.35, "color": "#c8f54d" } + } + }, + + "encounters": { + "_comment": "PERIODIC RANDOM ENCOUNTERS (js/combat/Encounters.js → EncounterDirector; GameScene spawns on a hit) — every NEUTRAL non-home system, while flying, no combat live, no wave run in flight, one at a time. The director rolls on the interval schedule (rollIntervalMin–rollIntervalMax s; each attempt fires at chanceMin–chanceMax probability), and after an encounter ENDS it stays quiet for cooldownMin–cooldownMax s before the next roll. KIND rolls at `weights` (shipped even — ~1/3 each). SIZE: the player's combat level (js/combat/XpManager — a fresh run starts at 0) picks a band; mixed keeps both kinds present. Encounter hostiles are one-shots (no respawn); escorts carry the neutral.escortMin/escortMax window and break off on their own (js/combat/NeutralShip.js). Seconds + 0–1 probabilities — no code constants.", + "enabled": true, + "rollIntervalMin": 45, + "rollIntervalMax": 90, + "chanceMin": 0.5, + "chanceMax": 0.6, + "cooldownMin": 30, + "cooldownMax": 60, + "weights": { "pirates": 1, "neutrals": 1, "mixed": 1 }, + "bands": [ + { "minLevel": 0, "maxLevel": 2, "pirates": [1, 2], "neutrals": [1, 2], "mixedPirates": [1, 1], "mixedNeutrals": [1, 1] }, + { "minLevel": 3, "maxLevel": 5, "pirates": [2, 3], "neutrals": [2, 3], "mixedPirates": [1, 2], "mixedNeutrals": [1, 2] }, + { "minLevel": 6, "maxLevel": 99, "pirates": [4, 5], "neutrals": [4, 5], "mixedPirates": [2, 3], "mixedNeutrals": [1, 2] } + ] + }, + "waves": { "_comment": "WAVE SCRIPTS — the quest-step combat (js/combat/Waves.js + CombatSystem.startWaves; the quest hook that FIRES one lands later, random encounters too — for now the console drives it: window.__ORBIT_COMBAT__.waves). A script is an ordered list of waves. KINDS: 'rolling' = maxConcurrent on screen at a time, each kill sending in replacePerKill more until the force is spent; 'fixed' = the whole force at once, no replacements until exhausted. COMPOSITION: `roster` = enemyTypes id → weight (the mix); `total` = the units deployed (default = the weight sum); `type` + `count` is the single-type shorthand. lead = s before wave 1; gap = s between waves (per-wave `gap` s overrides). The quests reference scripts BY NAME (e.g. {\"combat\": \"raid\"}) when the hook lands.", "lead": 1.5, diff --git a/dev/combat.test.mjs b/dev/combat.test.mjs index d0336ae..6c3562f 100644 --- a/dev/combat.test.mjs +++ b/dev/combat.test.mjs @@ -173,9 +173,10 @@ const { pathToFileURL(join(__dirname, '../js/combat/Combat.js')).href ); const { EnemyShip } = await import(pathToFileURL(join(__dirname, '../js/combat/EnemyShip.js')).href); -const { enemyTypeConfig, enemyTypeIds, enemySheetList } = await import( - pathToFileURL(join(__dirname, '../js/combat/EnemyTypes.js')).href -); +const { + enemyTypeConfig, enemyTypeIds, enemySheetList, + neutralTypeConfig, neutralTypeIds, neutralSheetList, +} = await import(pathToFileURL(join(__dirname, '../js/combat/EnemyTypes.js')).href); const { normalizeWaves, resolveRoster, WaveRunner } = await import( pathToFileURL(join(__dirname, '../js/combat/Waves.js')).href ); @@ -833,6 +834,40 @@ const E = (k, d) => config.get(`combat.enemy.${k}`, d); b.frame === 1 && b.maxHull === 80 && b.maxShields === 10 && approx(b.scale, E('size', 54) / 128)); } +// ------------------------------------------------------------- neutral types + +{ + const base = neutralTypeConfig(); + check('neutral: the base craft = combat.neutral (the frames 20–27 sheet, player-side)', + base.frame === 20 && base.side === 'player' && base.texture === E('texture', 'assets/images/ships-enemy.png') && + base.respawn === false && base.ramDamage === 0); + + const ramp = neutralTypeIds().slice().sort((a, b) => neutralTypeConfig(a).frame - neutralTypeConfig(b).frame); + check('neutral: the shipped roster = 8 distinct crafts, frames 20–27', + ramp.length === 8 && ramp.every((id, i) => neutralTypeConfig(id).frame === 20 + i)); + check('neutral: each type declares a DISTINCT weapon pattern', + new Set(ramp.map((id) => neutralTypeConfig(id).weapon.pattern)).size === 8); + const climbs = (get) => ramp.slice(1).every((id, i) => get(neutralTypeConfig(id)) > get(neutralTypeConfig(ramp[i]))); + check('neutral: the stats ramp climbs monotonically frame 20 → 27 (hull + shields)', + climbs((t) => t.hull) && climbs((t) => t.shields)); + check('neutral: xp follows the (hull+shields)/5 rule', + ramp.every((id) => { + const t = neutralTypeConfig(id); + return t.xp === Math.round((t.hull + t.shields) / 5); + })); + check('neutral: the merge works (frame 21 = the rapid, inheriting base texture/size/hitRadius)', (() => { + const id = ramp.find((x) => neutralTypeConfig(x).frame === 21); + const t = neutralTypeConfig(id); + return t.weapon.pattern === 'rapid' && t.texture === base.texture && t.size === base.size && t.hitRadius === base.hitRadius; + })()); + check('neutral: unknown id → the base craft (warned, not thrown)', neutralTypeConfig('nope') === base); + check('neutral: every type stays player-side (never hostile)', + ramp.every((id) => neutralTypeConfig(id).side === 'player')); + const sheets = neutralSheetList(); + check('neutral: the sheet seam resolves (the shared enemy sheet, 128×128 frames)', + sheets.length === 1 && sheets[0].src === base.texture && sheets[0].frameWidth === 128 && sheets[0].frameHeight === 128); +} + // ------------------------------------------------------------------- waves { @@ -1139,7 +1174,7 @@ const E = (k, d) => config.get(`combat.enemy.${k}`, d); homingStep(0, 0, 0, 10, 0.5, 2.0, 0.05) === Math.atan2(0.5, 10)); } -// ------------------------------------------------- weapons: the seven patterns +// ------------------------------------------------- weapons: the eight patterns { const scene = makeScene({ withSheet: true }); scene.sound = { play: () => {} }; @@ -1224,6 +1259,17 @@ const E = (k, d) => config.get(`combat.enemy.${k}`, d); check('weapons: combo = the heavy bolt AND the missile (warden)', kind === 'combo' && h.bolts.length === 1 && h.missiles.length === 1); } + { + const h = mkHost(); + const wpn = { pattern: 'volley', bolts: 7, fan: 1.5, stagger: 0.35, bulletSpeed: 280, spread: 0 }; + const kind = firePattern(h, ship, player, wpn); + const speeds = h.bolts.map((b) => b.wpn.bulletSpeed); + const span = Math.max(...h.bolts.map((b) => b.a)) - Math.min(...h.bolts.map((b) => b.a)); + check('weapons: volley = a WIDE 7-bolt fan with staggered speeds (the 8th pattern)', + kind === 'volley' && h.bolts.length === 7 && h.missiles.length === 0 && new Set(speeds).size === 7); + check('weapons: the volley fan holds its width (± the aim jitter)', + span >= wpn.fan - 0.065 && span <= wpn.fan + 0.065); + } } // ------------------------------------------------- weapons: the missile itself diff --git a/dev/enc-probe2.mjs b/dev/enc-probe2.mjs new file mode 100644 index 0000000..957344b --- /dev/null +++ b/dev/enc-probe2.mjs @@ -0,0 +1,205 @@ +/** + * Dev-only focused PROBE — ground truth for the encounter-HUD pixel checks. + * Answers three questions before I finalize dev/encounter-hud-check.mjs: + * + * 1. Does the Phaser render loop keep presenting frames while the sim is + * FROZEN via the comms pause (game.comms._setPaused(true))? (A render + * counter on the hooked renderer tells us: if it doesn't, a manual + * hud.update() during the freeze never reaches a presented frame, which + * would explain zero threat-marker pixels.) + * 2. WHERE are the red pixels actually (off-screen arrows + threat + * markers)? A full-frame red scan with cluster reporting — no fixed + * boxes — so we see the true geometry instead of guessing. + * 3. Does a kill actually flip e.dead and land in the feed when the pirate + * is made killable (the cascade bug: killEnemy() alone does not set + * e.dead, so toughened pirates survived the sweep and poisoned b/c)? + * + * node dev/enc-probe2.mjs + * + * Needs the dev server on :8080 and headless Chromium CDP on 127.0.0.1:9333. + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; + const pending = new Map(); + ws.onmessage = (x) => { + const m = JSON.parse(x.data); + if (m.id && pending.has(m.id)) { + const { res, rej } = pending.get(m.id); + pending.delete(m.id); + m.error ? rej(new Error(m.error.message)) : res(m.result); + } + }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => new Promise((res, rej) => { + const mid = ++id; + pending.set(mid, { res, rej }); + ws.send(JSON.stringify({ id: mid, method, params })); + }); + return { ws, send, open }; +} +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); + } catch { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); + } + const c = connect(target); + await c.open; + await c.send('Runtime.enable'); + return { c, target }; +} + +const PAGE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship || !gs.combatHud) return 'no GameScene/combat/ship/combatHud'; + const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; + const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; + unblock(); + sys.maxHull = 1e9; sys.hull = 1e9; sys.maxShields = 1e9; sys.shields = 1e9; + const live = () => sys.enemies.filter((e) => !e.dead); + const allies = () => sys.allies.filter((a) => !a.dead); + const tough = (o) => { o.maxHull = 1e9; o.hull = 1e9; o.maxShields = 1e9; o.shields = 1e9; }; + const R = { q1: {}, q2: {}, q3: {} }; + + // ---- render hook + counter + const ren = window.game.renderer, cv = ren.canvas; + const off = document.createElement('canvas'); + off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d'); + window.__renderCount = 0; + const orig = ren.render; + ren.render = function (...a) { + const ret = orig.apply(this, a); + try { octx.drawImage(cv, 0, 0); window.__renderCount++; } catch {} + return ret; + }; + const vw = gs.scale.width, vh = gs.scale.height; + const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; + // Full-frame red scan -> 32px-bin clusters (center + count), biggest first. + const redClusters = (max = 12) => { + const bins = new Map(); + const d = octx.getImageData(0, 0, cv.width, cv.height).data; + for (let y = 0; y < cv.height; y++) for (let x = 0; x < cv.width; x++) { + const i = (y * cv.width + x) * 4; + if (RED(d[i], d[i+1], d[i+2])) { + const k = ((x >> 5) & 1023) + ',' + ((y >> 5) & 1023); + const b = bins.get(k) || { n: 0, sx: 0, sy: 0 }; + b.n++; b.sx += x; b.sy += y; bins.set(k, b); + } + } + return [...bins.values()].map((b) => ({ n: b.n, x: Math.round(b.sx/b.n), y: Math.round(b.sy/b.n) })) + .sort((a, b) => b.n - a.n).slice(0, max); + }; + const mod = await import('/js/combat/Combat.js'); + const arrowPt = (e) => { const s = hud.worldToScreen(e.x, e.y); return mod.offscreenArrow(vw, vh, s.x, s.y, 28); }; + + // ---- spawn the mix (tough, so nothing dies mid-probe) + gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); + for (const e of live()) tough(e); + for (const a of allies()) tough(a); + await sleep(200); unblock(); + + // ---- Q1: render loop alive? (normal, then comms-paused) + let c0 = window.__renderCount; await sleep(500); + R.q1.renderWhileRunning = window.__renderCount - c0; + const pause = async () => { if (gs.comms) gs.comms._setPaused(true); await sleep(400); }; + const thaw = () => { if (gs.comms) gs.comms._setPaused(false); }; + await pause(); + c0 = window.__renderCount; await sleep(500); + R.q1.renderWhilePaused = window.__renderCount - c0; + R.q1.commsPaused = !!(gs.comms && gs.comms.paused); + + // ---- Q2: where is the red? (arrows for off-screen pirates) + R.q2.live = live().length; R.q2.allies = allies().length; + R.q2.pirates = live().map((e) => ({ + w: [Math.round(e.x), Math.round(e.y)], + s: (() => { const p = hud.worldToScreen(e.x, e.y); return [Math.round(p.x), Math.round(p.y)]; })(), + arrow: (() => { const p = arrowPt(e); return p ? { x: Math.round(p.x), y: Math.round(p.y), a: Number(p.angle.toFixed(2)) } : null; })(), + })); + R.q2.offscreenCfg = { ...hud.offscreen }; + R.q2.redClustersArrows = redClusters(); + + // ---- Q2b: threat markers (flip on, manual update, rescan) + const threatOrig = hud.threat; + hud.threat = { ...threatOrig, enabled: true }; + hud.update(gs.time.now); + await sleep(350); + R.q2b = { + threatCfg: { ...hud.threat }, + redClustersThreat: redClusters(), + }; + // also: is the marker's graphics actually holding a circle? (commandBuffer) + const tg = hud._threatG; + R.q2b.threatG_cmds = tg ? (tg.commandBuffer ? tg.commandBuffer.length : (tg.commands ? tg.commands.length : 'n/a')) : 'no _threatG'; + hud.threat = threatOrig; + hud.update(gs.time.now); + await sleep(120); + thaw(); + + // ---- Q3: does a real kill flip dead + land in the feed? + const p0 = live()[0]; + if (p0) { + R.q3.before = { dead: !!p0.dead, hull: p0.hull, feedLen: hud.feed.length, active: sys.active, kills: sys.kills }; + p0.shields = 0; p0.maxShields = 0; p0.hull = 1; p0.maxHull = 1; // make it killable + const killed = p0.damage(9999); + if (killed) sys.killEnemy(p0, sys._now()); + await sleep(300); unblock(); + R.q3.after = { + dead: !!p0.dead, killed, feedLen: hud.feed.length, + feed: hud.feed.map((f) => f.label), active: sys.active, kills: sys.kills, + liveNow: live().length, + }; + } else R.q3.fail = 'no pirate to kill'; + return R; +})()`; + +async function main() { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error('start: ' + started); + let scoped = false; + for (let i = 0; i < 60; i++) { + await sleep(500); + try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } + if (scoped) break; + } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const R = await evalJs(c, PAGE); + if (typeof R === 'string') throw new Error('probe: ' + R); + console.log(JSON.stringify(R, null, 2)); + return true; + } catch (e) { + console.error('enc-probe2: FAIL —', e.message); + return false; + } finally { + try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} + c.ws.close(); + } +} +main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { console.error('enc-probe2 error:', e.message); process.exit(2); }); diff --git a/dev/enc-probe3.mjs b/dev/enc-probe3.mjs new file mode 100644 index 0000000..f8b6f0d --- /dev/null +++ b/dev/enc-probe3.mjs @@ -0,0 +1,120 @@ +/** + * Dev-only PROBE: dump the CombatHud graphics commandBuffer structure so I can + * verify exact draw geometry (arrow triangles / threat circles) in-browser — + * the robust "renders correctly" signal, less fragile than pixel-box matching. + * node dev/enc-probe3.mjs + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); +function connect(t) { + const ws = new WebSocket(t.webSocketDebuggerUrl); + let id = 0; const p = new Map(); + ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && p.has(m.id)) { const { res, rej } = p.get(m.id); p.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; p.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); + return { ws, send, open }; +} +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} +async function openPage(path) { + const url = `${BASE}${path}`; + let t; + try { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } + catch { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } + const c = connect(t); await c.open; await c.send('Runtime.enable'); + return { c, target: t }; +} +const PAGE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship || !gs.combatHud) return 'no GameScene/combat/ship/combatHud'; + const sys = gs.combat, hud = gs.combatHud; + const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; + unblock(); + const live = () => sys.enemies.filter((e) => !e.dead); + const allies = () => sys.allies.filter((a) => !a.dead); + const tough = (o) => { o.maxHull = 1e9; o.hull = 1e9; o.maxShields = 1e9; o.shields = 1e9; }; + const dump = (g) => { + if (!g) return 'null'; + const cb = g.commandBuffer ?? g.commands ?? null; + if (!cb) return 'no commandBuffer'; + return Array.from(cb).map((c) => { + const o = {}; + for (const k of ['type','x','y','width','height','radius','red','green','blue','alpha','src','pt0','pt1','pt2']) if (k in c) o[k] = c[k]; + // triangle vertices are often pt0/pt1/pt2 or inline + if (c.pt0) o.pt0 = [c.pt0.x, c.pt0.y]; + if (c.pt1) o.pt1 = [c.pt1.x, c.pt1.y]; + if (c.pt2) o.pt2 = [c.pt2.x, c.pt2.y]; + return o; + }); + }; + const R = {}; + // spawn one off-screen pirate (top) + one off-screen neutral (left) for arrows; + // then one on-screen pirate + one on-screen neutral for threat. + gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); + for (const e of live()) tough(e); for (const a of allies()) tough(a); + // put pirate[0] off-screen top, pirate[1] on-screen center; neutral[0] off-screen left, neutral[1] on-screen + const [p0, p1] = live(), [n0, n1] = allies(); + const px = gs.ship.x, py = gs.ship.y; + if (p0) { p0.x = px; p0.y = py - 1400; } // off-screen above + if (p1) { p1.x = px + 60; p1.y = py + 40; } // on-screen + if (n0) { n0.x = px - 1400; n0.y = py; } // off-screen left (ally — should get NO arrow) + if (n1) { n1.x = px - 120; n1.y = py + 10; } // on-screen ally + await sleep(300); unblock(); + // enable threat so the layer draws markers, then let the scene draw normally + const tOrig = hud.threat; hud.threat = { ...tOrig, enabled: true }; + await sleep(300); unblock(); + R.pirates = live().map((e) => ({ x: Math.round(e.x), y: Math.round(e.y), dead: !!e.dead })); + R.allies = allies().map((a) => ({ x: Math.round(a.x), y: Math.round(a.y), dead: !!a.dead })); + R.arrowG = dump(hud._arrowG); + R.threatG = dump(hud._threatG); + R.feedG = dump(hud._reticleG); + // sample a presented frame for pixel sanity (red + bright) + const ren = window.game.renderer, cv = ren.canvas; + const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d'); + if (!window.__hooked3) { window.__hooked3 = true; const orig = ren.render; ren.render = function (...a) { const r = orig.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } + await sleep(200); + const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; + const BRIGHT = (r, g, b) => r > 150 && g > 150 && b > 160; + const count = (x, y, w, h, test) => { + const X = Math.max(0, x), Y = Math.max(0, y), W = Math.min(w, cv.width - X), H = Math.min(h, Y + h > cv.height ? cv.height - Y : h); + if (W <= 0 || H <= 0) return 0; + const d = octx.getImageData(X, Y, W, H).data; let n = 0; + for (let i = 0; i < d.length; i += 4) if (test(d[i], d[i+1], d[i+2])) n++; + return n; + }; + R.pixel = { + arrowTopEdge: count(0, 0, cv.width, 60, RED), // top edge band + feedBand: count(cv.width - 260, 50, 260, 40, BRIGHT), // feed top-right + }; + hud.threat = tOrig; + return R; +})()`; +async function main() { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } await sleep(500); } + return 'menu never ready'; })()`); + if (started !== 'started') throw new Error('start: ' + started); + let scoped = false; + for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } if (scoped) break; } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const R = await evalJs(c, PAGE); + if (typeof R === 'string') throw new Error('probe: ' + R); + console.log(JSON.stringify(R, null, 2)); + return true; + } catch (e) { console.error('enc-probe3: FAIL —', e.message); return false; } + finally { try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} c.ws.close(); } +} +main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { console.error('enc-probe3 error:', e.message); process.exit(2); }); diff --git a/dev/enc-probe4.mjs b/dev/enc-probe4.mjs new file mode 100644 index 0000000..9fdb21d --- /dev/null +++ b/dev/enc-probe4.mjs @@ -0,0 +1,122 @@ +/** + * Dev-only PROBE 4: instrument the CombatHud draw calls to learn EXACTLY where + * the HUD draws (arrow triangles / threat circles / feed text) and confirm + * pixels land there. This tells me whether "renders correctly" is a geometry + * mismatch in my test or a real rendering gap. + * node dev/enc-probe4.mjs + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); +function connect(t) { + const ws = new WebSocket(t.webSocketDebuggerUrl); + let id = 0; const p = new Map(); + ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && p.has(m.id)) { const { res, rej } = p.get(m.id); p.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; p.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); + return { ws, send, open }; +} +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} +async function openPage(path) { + const url = `${BASE}${path}`; + let t; + try { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } + catch { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } + const c = connect(t); await c.open; await c.send('Runtime.enable'); + return { c, target: t }; +} +const PAGE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship || !gs.combatHud) return 'no GameScene/combat/ship/combatHud'; + const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; + const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; + unblock(); + const live = () => sys.enemies.filter((e) => !e.dead); + const allies = () => sys.allies.filter((a) => !a.dead); + const tough = (o) => { o.maxHull = 1e9; o.hull = 1e9; o.maxShields = 1e9; o.shields = 1e9; }; + const R = { arrows: [], threats: [], feedTexts: [] }; + + // ---- instrument the HUD's draw calls (capture every geometry it issues) + const ag = hud._arrowG, tg = hud._threatG; + const origTri = ag.fillTriangle.bind(ag); + ag.fillTriangle = function (x1, y1, x2, y2, x3, y3) { R.arrows.push([Math.round(x1), Math.round(y1), Math.round(x2), Math.round(y2), Math.round(x3), Math.round(y3)]); return origTri(x1, y1, x2, y2, x3, y3); }; + const origCirc = tg.fillCircle.bind(tg); + tg.fillCircle = function (x, y, r) { R.threats.push({ x: Math.round(x), y: Math.round(y), r: Math.round(r) }); return origCirc(x, y, r); }; + + // ---- clean scenario: ONE off-screen pirate (top) + ONE on-screen neutral (ally) + gs._spawnEncounter({ kind: 'mixed', pirates: 1, neutrals: 1 }); + const p = live()[0], n = allies()[0]; + for (const e of live()) tough(e); for (const a of allies()) tough(a); + if (p) { p.x = ship.x; p.y = ship.y - 1500; } // off-screen above -> should get an ARROW + if (n) { n.x = ship.x - 120; n.y = ship.y + 10; } // on-screen ally -> should get NEITHER + // enable threat so the layer draws + const tOrig = hud.threat; hud.threat = { ...tOrig, enabled: true }; + + R.arrows.length = 0; R.threats.length = 0; + await sleep(700); unblock(); // let the scene draw several frames + R.arrows = R.arrows.slice(0, 6); + R.threats = R.threats.slice(-6); + R.pirate = p ? { x: Math.round(p.x), y: Math.round(p.y), s: (() => { const q = hud.worldToScreen(p.x, p.y); return [Math.round(q.x), Math.round(q.y)]; })() } : null; + R.neutral = n ? { x: Math.round(n.x), y: Math.round(n.y), s: (() => { const q = hud.worldToScreen(n.x, n.y); return [Math.round(q.x), Math.round(q.y)]; })() } : null; + + // ---- pixel at the drawn positions + const ren = window.game.renderer, cv = ren.canvas; + const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d'); + if (!window.__hooked4) { window.__hooked4 = true; const orig = ren.render; ren.render = function (...a) { const r = orig.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } + await sleep(250); + const px = (x, y, half = 10) => { + const X = Math.max(0, Math.round(x - half)), Y = Math.max(0, Math.round(y - half)); + const W = Math.min(half * 2, cv.width - X), H = Math.min(half * 2, cv.height - Y); + if (W <= 0 || H <= 0) return null; + const d = octx.getImageData(X, Y, W, H).data; + let red = 0, maxR = 0, sample = [0, 0, 0]; + for (let i = 0; i < d.length; i += 4) { + const r = d[i], g = d[i + 1], b = d[i + 2]; + if (r > 130 && r - g > 45 && r - b > 25) red++; + if (r > maxR) { maxR = r; sample = [r, g, b]; } + } + return { red, maxR, sample }; + }; + if (R.arrows.length) { + const c = R.arrows[R.arrows.length - 1]; + const cx = (c[0] + c[2] + c[4]) / 3, cy = (c[1] + c[3] + c[5]) / 3; + R.pixelAtArrow = px(cx, cy, 14); + } + if (R.threats.length) { + const c = R.threats[R.threats.length - 1]; + R.pixelAtThreat = px(c.x, c.y, 12); + } + // neutral slot (should be clean) + if (R.neutral) R.pixelAtNeutralSlot = px(R.neutral.s[0], R.neutral.s[1] - 36, 12); + hud.threat = tOrig; + return R; +})()`; +async function main() { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } await sleep(500); } + return 'menu never ready'; })()`); + if (started !== 'started') throw new Error('start: ' + started); + let scoped = false; + for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } if (scoped) break; } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const R = await evalJs(c, PAGE); + if (typeof R === 'string') throw new Error('probe: ' + R); + console.log(JSON.stringify(R, null, 2)); + return true; + } catch (e) { console.error('enc-probe4: FAIL —', e.message); return false; } + finally { try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} c.ws.close(); } +} +main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { console.error('enc-probe4 error:', e.message); process.exit(2); }); diff --git a/dev/enc-probe5.mjs b/dev/enc-probe5.mjs new file mode 100644 index 0000000..b7ffa79 --- /dev/null +++ b/dev/enc-probe5.mjs @@ -0,0 +1,128 @@ +/** + * Dev-only PROBE 5: decisive test of THREAT-MARKER rendering. + * Moves pirates ON-SCREEN, enables the (data-disabled) threat layer, lets the + * NATURAL scene render draw it (no manual update), then freezes and samples + * pixels at worldToScreen(pirate.x, pirate.y-36). Also sanity-checks that the + * pirate body itself is visible, and that a neutral's slot stays clean. + * node dev/enc-probe5.mjs + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); +function connect(t) { + const ws = new WebSocket(t.webSocketDebuggerUrl); + let id = 0; const p = new Map(); + ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && p.has(m.id)) { const { res, rej } = p.get(m.id); p.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; p.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); + return { ws, send, open }; +} +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} +async function openPage(path) { + const url = `${BASE}${path}`; + let t; + try { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } + catch { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } + const c = connect(t); await c.open; await c.send('Runtime.enable'); + return { c, target: t }; +} +const PAGE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship || !gs.combatHud) return 'no GameScene/combat/ship/combatHud'; + const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; + const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; + unblock(); + const live = () => sys.enemies.filter((e) => !e.dead); + const allies = () => sys.allies.filter((a) => !a.dead); + const tough = (o) => { o.maxHull = 1e9; o.hull = 1e9; o.maxShields = 1e9; o.shields = 1e9; }; + const vw = gs.scale.width, vh = gs.scale.height; + const R = {}; + + const ren = window.game.renderer, cv = ren.canvas; + const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d'); + if (!window.__hooked5) { window.__hooked5 = true; const orig = ren.render; ren.render = function (...a) { const r = orig.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } + const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; + const count = (x, y, w, h, test) => { + const X = Math.max(0, Math.round(x)), Y = Math.max(0, Math.round(y)); + const W = Math.min(w, cv.width - X), H = Math.min(h, cv.height - Y); + if (W <= 0 || H <= 0) return -1; // off-canvas + const d = octx.getImageData(X, Y, W, H).data; let n = 0; + for (let i = 0; i < d.length; i += 4) if (test(d[i], d[i+1], d[i+2])) n++; + return n; + }; + const redBox = (cx, cy, half) => count(cx - half, cy - half, half * 2, half * 2, RED); + + // spawn 2 pirates + 1 neutral; toughen; hold pirates ON-SCREEN near center. + gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 1 }); + for (const e of live()) tough(e); for (const a of allies()) tough(a); + const [p0, p1] = live(), [n0] = allies(); + if (p0) { p0.x = ship.x - 40; p0.y = ship.y - 120; } // on-screen, above player + if (p1) { p1.x = ship.x + 120; p1.y = ship.y + 60; } // on-screen, right of player + if (n0) { n0.x = ship.x + 20; n0.y = ship.y + 160; } // on-screen ally (should NOT get a marker) + await sleep(150); unblock(); + + R.before = { live: live().length, allies: allies().length, + p0: p0 ? (() => { const s = hud.worldToScreen(p0.x, p0.y); return { w: [Math.round(p0.x), Math.round(p0.y)], s: [Math.round(s.x), Math.round(s.y)] }; })() : null, + n0: n0 ? (() => { const s = hud.worldToScreen(n0.x, n0.y); return { w: [Math.round(n0.x), Math.round(n0.y)], s: [Math.round(s.x), Math.round(s.y)] }; })() : null, + threatCfg: { ...hud.threat } }; + + // Baseline (threat still disabled by data): pirate slot should be clean. + const slot = (o) => { const s = hud.worldToScreen(o.x, o.y - 36); return { x: s.x, y: s.y }; }; + R.base = { p0slot: p0 ? redBox(slot(p0).x, slot(p0).y, 16) : null, + n0slot: n0 ? redBox(slot(n0).x, slot(n0).y, 16) : null, + p0body: p0 ? redBox(hud.worldToScreen(p0.x, p0.y).x, hud.worldToScreen(p0.x, p0.y).y, 16) : null }; + + // ENABLE the threat layer and let the NATURAL scene render draw it. + const tOrig = hud.threat; + hud.threat = { ...tOrig, enabled: true }; + await sleep(500); unblock(); + // re-pin (AI may have nudged them) then one more natural draw + if (p0) { p0.x = ship.x - 40; p0.y = ship.y - 120; } + if (n0) { n0.x = ship.x + 20; n0.y = ship.y + 160; } + await sleep(300); unblock(); + + // freeze so the presented frame is stable, then sample + if (gs.comms) gs.comms._setPaused(true); + await sleep(400); + R.after = { + p0slot: p0 ? redBox(slot(p0).x, slot(p0).y, 16) : null, + p1slot: p1 ? redBox(slot(p1).x, slot(p1).y, 16) : null, + n0slot: n0 ? redBox(slot(n0).x, slot(n0).y, 16) : null, + p0body: p0 ? redBox(hud.worldToScreen(p0.x, p0.y).x, hud.worldToScreen(p0.x, p0.y).y, 16) : null, + threatG_cmds: hud._threatG ? (hud._threatG.commandBuffer ? hud._threatG.commandBuffer.length : 'n/a') : 'no _threatG', + }; + R.after.p0slotPos = p0 ? (() => { const s = slot(p0); return [Math.round(s.x), Math.round(s.y)]; })() : null; + R.after.n0slotPos = n0 ? (() => { const s = slot(n0); return [Math.round(s.x), Math.round(s.y)]; })() : null; + hud.threat = tOrig; + if (gs.comms) gs.comms._setPaused(false); + return R; +})()`; +async function main() { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } await sleep(500); } + return 'menu never ready'; })()`); + if (started !== 'started') throw new Error('start: ' + started); + let scoped = false; + for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } if (scoped) break; } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const R = await evalJs(c, PAGE); + if (typeof R === 'string') throw new Error('probe: ' + R); + console.log(JSON.stringify(R, null, 2)); + return true; + } catch (e) { console.error('enc-probe5: FAIL —', e.message); return false; } + finally { try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} c.ws.close(); } +} +main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { console.error('enc-probe5 error:', e.message); process.exit(2); }); diff --git a/dev/enc-probe6.mjs b/dev/enc-probe6.mjs new file mode 100644 index 0000000..014047f --- /dev/null +++ b/dev/enc-probe6.mjs @@ -0,0 +1,127 @@ +/** Focused probe: where do the threat markers land on screen, and do the + * pixels there read red? Dumps every coordinate in the chain so the + * worldToScreen → pixel mapping can be verified directly. */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; const pending = new Map(); + ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && pending.has(m.id)) { const { res, rej } = pending.get(m.id); pending.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; pending.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); + return { ws, send, open }; +} +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } + catch { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } + const c = connect(target); await c.open; await c.send('Runtime.enable'); + return { c, target }; +} + +const CODE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship) return 'no GameScene/combat/ship'; + const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; + const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; + unblock(); + sys.maxHull = 1e9; sys.hull = 1e9; sys.maxShields = 1e9; sys.shields = 1e9; + + // pixel pipeline + const ren = window.game.renderer, cv = ren.canvas; + const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d'); + if (!window.__lf) { window.__lf = true; const o = ren.render; ren.render = function (...a) { const r = o.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } + const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; + const redAt = (x, y, half) => { + const X = Math.max(0, Math.round(x - half)), Y = Math.max(0, Math.round(y - half)); + const W = half * 2, H = half * 2; + const d = octx.getImageData(X, Y, W, H).data; let n = 0; + for (let i = 0; i < d.length; i += 4) if (RED(d[i], d[i+1], d[i+2])) n++; + return n; + }; + + // capture threat circles + const threatG = hud._threatG; + let cap = []; + const orig = threatG.fillCircle; + threatG.fillCircle = function (...a) { cap.push(a.slice(0, 3)); return orig.apply(this, a); }; + + const out = {}; + gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); + const P = sys.enemies.filter((e) => !e.dead); + const N = sys.allies.filter((a) => !a.dead); + for (const e of P) { e.maxHull = 1e9; e.hull = 1e9; e.maxShields = 1e9; e.shields = 1e9; } + for (const a of N) { a.maxHull = 1e9; a.hull = 1e9; a.maxShields = 1e9; a.shields = 1e9; } + await sleep(200); unblock(); + + // camera + worldToScreen reference + const cam = gs.cameras ? gs.cameras.main : null; + out.cam = cam ? { wx: cam.worldView.x, wy: cam.worldView.y, w: cam.worldView.width, h: cam.worldView.height, zoom: cam.zoom } : null; + out.player = { x: Math.round(ship.x), y: Math.round(ship.y) }; + + // place P[0] at a KNOWN world point, zero velocity, freeze + const TX = 1000, TY = 500; + if (gs.comms) gs.comms._setPaused(true); + await sleep(320); + P[0].x = TX; P[0].y = TY; + if (P[0].body) { P[0].body.velocity.x = 0; P[0].body.velocity.y = 0; } + out.P0 = { x: P[0].x, y: P[0].y }; + out.slotWorld = { x: TX, y: TY - 36 }; + out.slotScreen = hud.worldToScreen(TX, TY - 36); + + hud.threat.enabled = true; + // sample over several frames, track the max + the alpha at each + let best = 0, alphas = []; + for (let i = 0; i < 14; i++) { + const t = gs.time.now; + hud.update(t); + await sleep(24); + const pulse = 0.55 + 0.45 * Math.sin(t * 0.001 * 6.2831853 * 2.2); + alphas.push(Number(pulse.toFixed(2))); + best = Math.max(best, redAt(out.slotScreen.x, out.slotScreen.y, 16)); + } + out.redMax = best; + out.alphas = alphas; + out.capturedCircles = cap.slice(-4); + out.threatCfg = { enabled: hud.threat.enabled, size: hud.threat.size, above: hud.threat.above, pulse: hud.threat.pulse }; + out.worldToScreenFn = String(hud.worldToScreen).slice(0, 120); + return out; +})()`; + +(async () => { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error('start: ' + started); + let scoped = false; + for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship)', false); } catch { scoped = false; } if (scoped) break; } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const out = await evalJs(c, CODE); + console.log(JSON.stringify(out, null, 2)); + } finally { + try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} + c.ws.close(); + } +})().catch((e) => { console.error('probe err:', e.message); process.exit(2); }); diff --git a/dev/enc-probe7.mjs b/dev/enc-probe7.mjs new file mode 100644 index 0000000..4047b91 --- /dev/null +++ b/dev/enc-probe7.mjs @@ -0,0 +1,128 @@ +/** Focused probe: the kill feed. Kill a hostile and dump the feed state, + * the text object's alpha/position/visibility, the live game freeze state, + * and the actual pixel values at the feed band. */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; const pending = new Map(); + ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && pending.has(m.id)) { const { res, rej } = pending.get(m.id); pending.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; pending.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); + return { ws, send, open }; +} +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } + catch { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } + const c = connect(target); await c.open; await c.send('Runtime.enable'); + return { c, target }; +} + +const CODE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship) return 'no GameScene/combat/ship'; + const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; + const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; + unblock(); + sys.maxHull = 1e9; sys.hull = 1e9; sys.maxShields = 1e9; sys.shields = 1e9; + + const ren = window.game.renderer, cv = ren.canvas; + const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d'); + if (!window.__lf) { window.__lf = true; const o = ren.render; ren.render = function (...a) { const r = o.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } + const BRIGHT = (r, g, b) => r > 130 && g > 150 && b > 160; + + const out = {}; + gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); + await sleep(200); unblock(); + const P = sys.enemies.filter((e) => !e.dead); + const v = window.game.scale ? window.game.scale.width : cv.width; + const vw = cv.width, vh = cv.height; + + // KILL one pirate (make it killable first) + const e = P[0]; + e.maxHull = 10; e.hull = 1; e.maxShields = 0; e.shields = 0; + const killed = e.damage(9999); + if (killed) sys.killEnemy(e, sys._now()); + out.killed = killed; + out.dead = e.dead; + out._killFx = e._killFx; + + // let the feed ramp up (alpha fade-in is 250 ms) + await sleep(400); + unblock(); + + out.frozen = gs.comms ? { paused: gs.comms.paused, marquee: !!(gs.levelMarquee && gs.levelMarquee.active) } : null; + out.canText = typeof hud.scene.add?.text === 'function'; + out.feedCfgEnabled = hud.feedCfg && hud.feedCfg.enabled; + out.sceneAddTextType = typeof hud.scene.add?.text; + // force a draw pass directly and see if the pool fills + try { hud._drawFeed(hud._now()); out.afterManualCount = hud.feedTexts.length; } + catch (err) { out.manualErr = String(err && err.message || err); } + // let several render frames land after the text object exists + await sleep(300); + unblock(); + out.feedCount = hud.feed.length; + out.feedLabels = hud.feed.map((f) => f.label); + out.feed_e_t = hud.feed.map((f) => f.t); + out.now = (hud._now && hud._now()) || null; + out.feedTexts = (hud.feedTexts || []).map((t) => t ? { text: t.text, alpha: Number(t.alpha.toFixed(3)), x: Math.round(t.x), y: Math.round(t.y), visible: t.visible } : null); + + // pixel sample at the feed band + const band = (x, y, w, h) => { const d = octx.getImageData(x, y, w, h).data; let n = 0; for (let i = 0; i < d.length; i += 4) if (BRIGHT(d[i], d[i+1], d[i+2])) n++; return n; }; + out.feedBand = band(vw - 200, 55, 190, 50); + // dump a coarse grid of the feed band: any non-dark pixel (r+g+b > 90) + const grid = []; + for (let gy = 58; gy < 92; gy += 6) { + let row = ''; + for (let gx = 1090; gx < 1270; gx += 8) { + const d = octx.getImageData(gx, gy, 1, 1).data; + const sum = d[0] + d[1] + d[2]; + row += sum > 90 ? '#' : (sum > 40 ? '.' : ' '); + } + grid.push(row); + } + out.grid = grid; + out.nonDark = (function () { let n = 0; const d = octx.getImageData(1090, 58, 170, 34).data; for (let i = 0; i < d.length; i += 4) if (d[i] + d[i + 1] + d[i + 2] > 90) n++; return n; })(); + // a few specific pixels near where the text should be (right-aligned at vw-18) + out.pixels = [1150, 1200, 1240, 1255].map((x) => { const d = octx.getImageData(x, 70, 1, 1).data; return [d[0], d[1], d[2], d[3]]; }); + return out; +})()`; + +(async () => { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error('start: ' + started); + let scoped = false; + for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship)', false); } catch { scoped = false; } if (scoped) break; } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const out = await evalJs(c, CODE); + console.log(JSON.stringify(out, null, 2)); + } finally { + try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} + c.ws.close(); + } +})().catch((e) => { console.error('probe err:', e.message); process.exit(2); }); diff --git a/dev/enc-probe8.mjs b/dev/enc-probe8.mjs new file mode 100644 index 0000000..1b5adb3 --- /dev/null +++ b/dev/enc-probe8.mjs @@ -0,0 +1,127 @@ +/** + * PROBE 8 (minimal, CDP-safe): in the phase-B state (neutrals-only, escorts + * parked at centre, sim frozen), what is RED at the bottom-centre edge? + * Returns ONLY the red-pixel count + a coarse colour histogram — no Phaser + * objects (avoids the CDP "reference chain too long" serialisation error). + * Run: node dev/enc-probe8.mjs + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; + const pending = new Map(); + ws.onmessage = (x) => { + const m = JSON.parse(x.data); + if (m.id && pending.has(m.id)) { + const { res, rej } = pending.get(m.id); + pending.delete(m.id); + m.error ? rej(new Error(m.error.message)) : res(m.result); + } + }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => new Promise((res, rej) => { + const mid = ++id; pending.set(mid, { res, rej }); + ws.send(JSON.stringify({ id: mid, method, params })); + }); + return { ws, send, open }; +} +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); + } catch { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); + } + const c = connect(target); + await c.open; + await c.send('Runtime.enable'); + return { c, target }; +} + +const PAGE_CODE = ` +(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship) return { err: 'no game' }; + const sys = gs.combat; const ship = gs.ship; + const ren = window.game.renderer; const cv = ren.canvas; + const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d', { willReadFrequently: true }); + if (!window.__p8hook) { + window.__p8hook = true; const orig = ren.render; + ren.render = function (...a) { const ret = orig.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return ret; }; + } + const vw = gs.scale.width, vh = gs.scale.height; + for (const e of sys.enemies.slice()) e.dead = true; + for (const a of (sys.allies || [])) a.dead = true; + gs._spawnEncounter({ kind: 'neutrals', pirates: 0, neutrals: 2 }); + const NB = (sys.allies || []).filter((a) => !a.dead); + for (const a of NB) { a.maxHull = 1e9; a.hull = 1e9; a.maxShields = 1e9; a.shields = 1e9; } + const setPos = (o, x, y) => { o.x = x; o.y = y; if (o.body) { o.body.velocity.x = 0; o.body.velocity.y = 0; } }; + setPos(NB[0], ship.x - 130, ship.y + 90); + setPos(NB[1], ship.x + 110, ship.y - 70); + if (gs.comms) gs.comms._setPaused(true); + await sleep(250); + const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; + const hist = () => { + const x = Math.round(vw/2 - 22), y = Math.round(vh - 28 - 22), w = 44, h = 44; + const d = octx.getImageData(x, y, w, h).data; + const h2 = {}; let n = 0; + for (let i = 0; i < d.length; i += 4) { + const r = d[i], g = d[i+1], b = d[i+2]; + if (RED(r, g, b)) { n++; const k = r + ',' + g + ',' + b; h2[k] = (h2[k] || 0) + 1; } + } + return { n, h2 }; + }; + let best = { n: 0, h2: {} }; + for (let f = 0; f < 12; f++) { await sleep(22); const c = hist(); if (c.n > best.n) best = c; } + // Also sample the OTHER three edges for context. + const edge = (cx, cy) => { + const x = Math.round(cx - 22), y = Math.round(cy - 22), w = 44, h = 44; + const d = octx.getImageData(x, y, w, h).data; let n = 0; + for (let i = 0; i < d.length; i += 4) { const r = d[i], g = d[i+1], b = d[i+2]; if (RED(r, g, b)) n++; } + return n; + }; + const out = { vw, vh, bottom: best, top: edge(vw/2, 28), right: edge(vw-28, vh/2), left: edge(28, vh/2), escortCount: NB.length }; + // Report the two most common red colours as plain strings. + out.topColors = Object.entries(best.h2).sort((a, b) => b[1] - a[1]).slice(0, 4).map(([k, v]) => k + ' x' + v); + if (gs.comms) gs.comms._setPaused(false); + return out; +})() +`; + +async function main() { + const { c } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error('start: ' + started); + let scoped = false; + for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } if (scoped) break; } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const out = await evalJs(c, PAGE_CODE); + if (typeof out === 'string') throw new Error('drive failed: ' + out); + console.log(JSON.stringify(out, null, 2)); + } finally { try { c.ws.close(); } catch {} } +} +main().catch((e) => { console.error('probe8 error:', e.message); process.exit(1); }); diff --git a/dev/encounter-hud-check.mjs b/dev/encounter-hud-check.mjs new file mode 100644 index 0000000..8f2b5a5 --- /dev/null +++ b/dev/encounter-hud-check.mjs @@ -0,0 +1,647 @@ +/** + * Dev-only: the ENCOUNTER HUD + REGRESSION CHECK (headless, CDP) — the + * mixed encounter's readability layer, the escort lifecycle, and the + * 'Pirate Problems' ambush, all through the PRODUCTION code: + * + * node dev/encounter-hud-check.mjs + * + * TWO-LAYER PROOF (this is the "renders correctly in browser" contract): + * + * 1. DRAW-CALL CAPTURE — the HUD's own emitted geometry is the ground + * truth. We wrap the live Graphics objects the readability layer + * draws into (js/combat/CombatHud.js): `hud._arrowG.fillTriangle` + * (the off-screen arrows, SCREEN space) and `hud._threatG.fillCircle` + * (the threat markers, WORLD space). For each frozen, forced + * `hud.update()` pass we read exactly what the HUD drew — the count + * and the positions — and assert it matches the ROSTER rule: + * arrows/markers for the off-screen / on-screen HOSTILES only + * (combat.enemies), never the escorts (combat.allies), and the + * threat layer RESPECTS THE DATA (readability.threat ships disabled + * → zero markers; flipped on at runtime → one per hostile). + * + * 2. PIXEL PROOF — the renderer is hooked so the last presented frame + * lands in a 2D canvas; the sim is FROZEN for each sampling window + * (comms pause — ship parks, camera holds, zero drift); and the + * pixels at the CAPTURED geometry are counted: hot red under each + * arrow (data #ff2d6f), hot red above each marked hostile (and not + * above the escorts), and bright ink (#cfe9ff) in the kill-feed + * band (baseline delta). + * + * a) MIXED ENCOUNTER (GameScene._spawnEncounter — the exact path the + * EncounterDirector hits; js/combat/Encounters.js): two pirates + + * two neutrals materialize OFF-SCREEN (js/combat/Encounters.js → + * GameScene._spawnEncounter, one-shot pirates), then: + * · the OFF-SCREEN ARROWS render at each PIRATE's edge position + * (px-verified) and NEVER at a neutral's; + * · the THREAT-MARKER layer respects the data (off → 0 markers) + * and, flipped on, marks BOTH pirates and NEVER the escorts; + * · the escorts ENGAGE (ally-owned bolts) and the pirates fire + * back (enemy-owned bolts) while the player SURVIVES (pirates + * may hit the player — by design; the invariant is + * playerDown === false); + * · the kills land in the KILL FEED — live text at the data's + * xInset (px-verified ink above baseline); + * · the survivors hold their 'escort' state, break off, and the + * encounter ENDS (combat.active → false, last one off-screen). + * + * b) NEUTRALS-ONLY: with ZERO hostiles up, no arrow may render at any + * edge and no threat marker may mark the escorts; the escorts fly + * near the player, never fire, never spawn a hostile, break off, + * and leave — and the player takes ZERO damage (damagePlayer is + * counted, so shield regen cannot mask a hit). + * + * c) THE 'PIRATE PROBLEMS' AMBUSH (data/combat.json → + * waves.scripts.pirate_ambush, driven through the production seam + * __ORBIT_COMBAT__.waves.demo): ONE rolling wave of SIX frame-0 + * raiders, three at a time, each kill sending in a replacement + * (3 → 3 → 3 → 2 → 1 → 0), ending 'done'. + * + * The player and the encounter's ships are made unkillable — the + * encounter's FLOW, targeting, and HUD are what's under test (a respawn + * mid-fight would poison the lifecycle); the sweep brings the pirates + * down the PRODUCTION way (damage → dead → killEnemy bookkeeping). + * + * Requires: the dev server on :8080 (node dev/server.mjs 8080) and a + * headless Chromium with CDP on 127.0.0.1:9333 (same as + * dev/combat-demo-check.mjs). Re-verify ?combat + combat_demo with + * dev/combat-demo-check.mjs. + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; + const pending = new Map(); + ws.onmessage = (x) => { + const m = JSON.parse(x.data); + if (m.id && pending.has(m.id)) { + const { res, rej } = pending.get(m.id); + pending.delete(m.id); + m.error ? rej(new Error(m.error.message)) : res(m.result); + } + }; + const open = new Promise((r) => { + ws.onopen = r; + ws.onerror = () => r(); + }); + const send = (method, params = {}) => + new Promise((res, rej) => { + const mid = ++id; + pending.set(mid, { res, rej }); + ws.send(JSON.stringify({ id: mid, method, params })); + }); + return { ws, send, open }; +} + +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} + +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); + } catch { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); + } + const c = connect(target); + await c.open; + await c.send('Runtime.enable'); + return { c, target }; +} + +// ---------------------------------------------------------------- the drive +const PAGE_CODE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship) return 'no GameScene/combat/ship'; + const sys = gs.combat; + const hud = gs.combatHud; + const ship = gs.ship; + if (!hud) return 'no combatHud'; + if (!hud._arrowG || !hud._threatG) return 'HUD graphics missing (_arrowG/_threatG)'; + + // DETERMINISTIC FIRE ACCOUNTING — every volley the pack / the escorts + // actually launch passes through fireEnemy / fireAlly, so hook those + // and count FIRE EVENTS. (Sampling the live bullet list was flaky: a + // 330 px/s lance with a 2.4 s life can fall between 100 ms polls, so a + // "did it fire?" check could miss a real shot. Counting the event can't.) + const fireCount = { enemy: 0, ally: 0 }; + const origFireEnemy = sys.fireEnemy; + const origFireAlly = sys.fireAlly; + sys.fireEnemy = function (...a) { fireCount.enemy++; return origFireEnemy.apply(this, a); }; + sys.fireAlly = function (...a) { fireCount.ally++; return origFireAlly.apply(this, a); }; + + // The fresh-save welcome comm holds the box open and FREEZES THE ACTION + // (GameScene gates combat/HUD updates on comms.paused) — play the part + // of the player and press ACK. + const unblock = () => { + try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch { /* the box is gone */ } + }; + unblock(); + // The level-up marquee also freezes the action — wait it out in loops. + const marqueeClear = async (maxMs = 8000) => { + for (let t = Date.now(); Date.now() - t < maxMs; await sleep(120)) { + unblock(); + if (!(gs.levelMarquee && gs.levelMarquee.active === true)) return; + } + }; + + // Unkillable (the flow / targeting / HUD are under test, not the hit-read). + sys.maxHull = 1e9; sys.hull = 1e9; sys.maxShields = 1e9; sys.shields = 1e9; + const live = () => sys.enemies.filter((e) => !e.dead); + const allies = () => sys.allies.filter((a) => !a.dead); + const tough = (o) => { o.maxHull = 1e9; o.hull = 1e9; o.maxShields = 1e9; o.shields = 1e9; }; + const setPos = (o, x, y) => { + o.x = x; o.y = y; + // The arcade body keeps residual velocity and the physics world keeps + // integrating it even while combat.update is frozen — zero it so a + // placed ship stays EXACTLY where the HUD will draw its cues. + if (o.body) { o.body.velocity.x = 0; o.body.velocity.y = 0; } + }; + // FREEZE for sampling: the comms pause parks the ship (onPause → + // ship.stop()) and gates combat/HUD updates, but the render loop keeps + // drawing — so a forced hud.update() settles onto a ZERO-DRIFT frame. + const freeze = async (ms = 320) => { if (gs.comms) gs.comms._setPaused(true); await sleep(ms); }; + const thaw = () => { if (gs.comms) gs.comms._setPaused(false); }; + + // ---- PIXEL SAMPLING: hook the renderer — every presented frame is + // copied into a 2D canvas we can read with getImageData (the raw WebGL + // backbuffer reads back blank once presented). + const ren = window.game.renderer; + const cv = ren.canvas; + const off = document.createElement('canvas'); + off.width = cv.width; off.height = cv.height; + const octx = off.getContext('2d'); + if (!window.__lastFrameHooked) { + window.__lastFrameHooked = true; + const orig = ren.render; + ren.render = function (...a) { + const ret = orig.apply(this, a); + try { octx.drawImage(cv, 0, 0); } catch { /* one bad frame — ignored */ } + return ret; + }; + } + const vw = gs.scale.width, vh = gs.scale.height; + const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; // #ff2d6f-ish (any reddish) + // The arrow is drawn SOLID #ff2d6f (255,45,111) at its bright phase. A real + // arrow's core is VIVID (r>225, low green, mid blue); the false positives + // (twinkling stars, ship sprites, particles) are MUTED (r<=~210). Count only + // the arrow's vivid red so the "no arrow" pixel check is robust to the rest. + const VIVID_RED = (r, g, b) => r > 225 && g < 90 && b > 70 && b < 150; + const BRIGHT = (r, g, b) => r > 130 && g > 150 && b > 160; // #cfe9ff-ish ink + const countIn = (x, y, w, h, test) => { + const X = Math.max(0, Math.round(x)), Y = Math.max(0, Math.round(y)); + const W = Math.min(w, cv.width - X), H = Math.min(h, cv.height - Y); + if (W <= 0 || H <= 0) return 0; + const d = octx.getImageData(X, Y, W, H).data; + let n = 0; + for (let i = 0; i < d.length; i += 4) if (test(d[i], d[i + 1], d[i + 2])) n++; + return n; + }; + const redBox = (cx, cy, half) => countIn(cx - half, cy - half, half * 2, half * 2, RED); + const feedBand = () => countIn(vw - 200, 55, 190, 50, BRIGHT); + // The arrow / threat cues PULSE their alpha with scene time (the data + // pulse Hz) — a single frame can land on the dim phase. Sample over + // several presented frames and keep the MAX (its bright phase). Each + // frame: redraw the layer at the current time, let it present, read. + const redBoxMax = async (cx, cy, half, frames = 12) => { + let best = 0; + for (let i = 0; i < frames; i++) { + hud.update(gs.time.now); + await sleep(22); + best = Math.max(best, countIn(cx - half, cy - half, half * 2, half * 2, RED)); + } + return best; + }; + // DIAGNOSTIC: sample over frames like redBoxMax, but return the colour + + // centroid OF THE FRAME WHERE THE RED PEAKS (a transient bullet/particle + // only shows in some frames; a single snapshot taken later would miss it). + const redBoxMaxDetail = async (cx, cy, half, frames = 14) => { + let best = { count: 0, colors: [], centroid: null }; + for (let i = 0; i < frames; i++) { + hud.update(gs.time.now); + await sleep(22); + const d = redBoxDetail(cx, cy, half); + if (d.count > best.count) best = d; + } + return best; + }; + // Count only the arrow's VIVID red (its solid #ff2d6f core), sampled over + // enough frames to catch a pulsing arrow's bright phase. This is the robust + // "is an arrow actually drawn here" pixel test — muted stars/sprites/particles + // don't match, so they can't false-positive it. + const vividBoxMax = async (cx, cy, half, frames = 24) => { + let best = 0; + for (let i = 0; i < frames; i++) { + hud.update(gs.time.now); + await sleep(22); + best = Math.max(best, countIn(cx - half, cy - half, half * 2, half * 2, VIVID_RED)); + } + return best; + }; + // DIAGNOSTIC: for a red box, return the count + a coarse colour histogram + // (top few) + the red centroid, so a false positive can be identified by + // colour (arrow #ff2d6f vs combat-bar hull #ff2d6f vs XP gold vs UI). + const redBoxDetail = (cx, cy, half) => { + const X = Math.max(0, Math.round(cx - half)), Y = Math.max(0, Math.round(cy - half)); + const W = Math.min(half * 2, cv.width - X), H = Math.min(half * 2, cv.height - Y); + if (W <= 0 || H <= 0) return { count: 0, colors: [], centroid: null }; + const d = octx.getImageData(X, Y, W, H).data; + const hist = {}; let n = 0, sx = 0, sy = 0; + for (let i = 0; i < d.length; i += 4) { + const r = d[i], g = d[i + 1], b = d[i + 2]; + if (RED(r, g, b)) { + n++; + const px = X + (i / 4) % W, py = Y + Math.floor((i / 4) / W); + sx += px; sy += py; + const k = r + "," + g + "," + b; + hist[k] = (hist[k] || 0) + 1; + } + } + const colors = Object.entries(hist).sort((a, b) => b[1] - a[1]).slice(0, 5).map(([k, v]) => k + " x" + v); + return { count: n, colors, centroid: n ? { x: Math.round(sx / n), y: Math.round(sy / n) } : null }; + }; + + // The SAME geometry the HUD draws with (imported, not re-implemented). + const mod = await import('/js/combat/Combat.js'); + const arrowPosOf = (o) => { const s = hud.worldToScreen(o.x, o.y); return mod.offscreenArrow(vw, vh, s.x, s.y, 28); }; + const slotOf = (o) => hud.worldToScreen(o.x, o.y - 36); // the data's 'above: 36' + + // ---- DRAW-CALL CAPTURE (the HUD's own emitted geometry) ------------- + const arrowG = hud._arrowG, threatG = hud._threatG; + let arrowCap = [], threatCap = []; + const origTri = arrowG.fillTriangle; + arrowG.fillTriangle = function (...a) { arrowCap.push(a.slice(0, 6)); return origTri.apply(this, a); }; + const origCirc = threatG.fillCircle; + threatG.fillCircle = function (...a) { threatCap.push(a.slice(0, 3)); return origCirc.apply(this, a); }; + // One clean, forced pass: reset the capture, redraw the layer, settle. + const pass = async (ms = 280) => { arrowCap.length = 0; threatCap.length = 0; hud.update(gs.time.now); await sleep(ms); }; + const centroid = (tri) => ({ x: (tri[0] + tri[2] + tri[4]) / 3, y: (tri[1] + tri[3] + tri[5]) / 3 }); + const near = (a, b, tol) => a && b && Math.hypot(a.x - b.x, a.y - b.y) < tol; + + const out = { a: {}, b: {}, c: {} }; + + // ==================== A: THE MIXED ENCOUNTER ========================== + gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); + const P = live().slice(); // the two pirates (combat.enemies) + const N = allies().slice(); // the two neutrals (combat.allies) + if (P.length < 2 || N.length < 2) return { out, failA: 'mix did not spawn (P=' + P.length + ' N=' + N.length + ')' }; + for (const e of P) tough(e); + for (const a of N) tough(a); + await sleep(150); unblock(); + + // ---- A1: OFF-SCREEN ARROWS — hostiles only, in pixels --------------- + await freeze(); + setPos(P[0], ship.x, ship.y - 2200); // off-screen above → top-edge arrow + setPos(P[1], ship.x + 2200, ship.y); // off-screen right → right-edge arrow + setPos(N[0], ship.x - 2200, ship.y); // off-screen left (a NEUTRAL — must NOT arrow) + setPos(N[1], ship.x, ship.y + 120); // on-screen (no arrow either way) + await pass(); + const arrowPts = arrowCap.map(centroid); + out.a.arrowCount = arrowCap.length; + out.a.arrowPts = arrowPts.map((p) => ({ x: Math.round(p.x), y: Math.round(p.y) })); + out.a.hostileArrowMatch = P.map((h) => { const exp = arrowPosOf(h); return exp ? arrowPts.some((p) => near(p, exp, 36)) : null; }); + out.a.neutralArrowAbsent = N.map((n) => { const exp = arrowPosOf(n); return exp ? !arrowPts.some((p) => near(p, exp, 36)) : true; }); + out.a.arrowRed = []; + for (const p of arrowPts) out.a.arrowRed.push(await redBoxMax(p.x, p.y, 22)); + out.a.neutralEdgeRed = []; + for (const n of N) { const exp = arrowPosOf(n); out.a.neutralEdgeRed.push(exp ? await redBoxMax(exp.x, exp.y, 22) : null); } + thaw(); + + // ---- cluster for the fight: the A1 spread (2200 px apart) is too wide + // for either roster to get in weapon range, so bring the encounter + // into a realistic layout — pirates on a standoff ring around the + // player, escorts on their ring — and let the AI develop the fight. + setPos(P[0], ship.x, ship.y - 260); + setPos(P[1], ship.x + 260, ship.y + 40); + setPos(N[0], ship.x - 120, ship.y + 120); + setPos(N[1], ship.x + 80, ship.y - 150); + await sleep(60); + + // ---- the fight develops: escorts engage + fire; pirates fire back --- + // (fire EVENTS counted via the fireEnemy/fireAlly hooks above — + // deterministic, no live-bullet sampling.) + let sawAllyFire = false, sawPirateFire = false, sawEngage = false; + const t0 = Date.now(); + while (Date.now() - t0 < 25000 && !(sawAllyFire && sawPirateFire)) { + unblock(); await marqueeClear(); + if (fireCount.ally > 0) sawAllyFire = true; + if (fireCount.enemy > 0) sawPirateFire = true; + if (allies().some((a) => a.state === 'engage')) sawEngage = true; + await sleep(100); + } + out.a.sawAllyFire = sawAllyFire; + out.a.sawPirateFire = sawPirateFire; + out.a.sawEngage = sawEngage; + out.a.fireCount = { ...fireCount }; + + // ---- A2: THREAT MARKERS — hostiles only, respect the data ----------- + await freeze(); + setPos(P[0], ship.x - 90, ship.y - 70); // on-screen (left) + setPos(P[1], ship.x + 100, ship.y + 60); // on-screen (right) + setPos(N[0], ship.x - 20, ship.y + 150); // on-screen (a NEUTRAL — must NOT mark) + setPos(N[1], ship.x + 40, ship.y - 170); // on-screen (a NEUTRAL — must NOT mark) + const threatOrig = { ...hud.threat }; + const enabledOrig = hud.threat.enabled; + // (1) the data ships threat DISABLED → zero markers drawn. + hud.threat.enabled = false; + await pass(); + out.a.threatOffCount = threatCap.length; + // (2) flipped ON at runtime → one marker per pirate, none per neutral. + hud.threat.enabled = true; + await pass(); + out.a.threatOnCount = threatCap.length; + out.a.threatOnWho = threatCap.map((c) => ({ x: c[0], y: c[1], r: c[2] })); + out.a.threatHostileMatch = P.map((h) => threatCap.some((c) => Math.hypot(c[0] - h.x, c[1] - (h.y - 36)) < 8)); + out.a.threatNeutralAbsent = N.map((n) => !threatCap.some((c) => Math.hypot(c[0] - n.x, c[1] - (n.y - 36)) < 8)); + out.a.threatOnRed = { + p0: await redBoxMax(slotOf(P[0]).x, slotOf(P[0]).y, 16), + p1: await redBoxMax(slotOf(P[1]).x, slotOf(P[1]).y, 16), + n0: await redBoxMax(slotOf(N[0]).x, slotOf(N[0]).y, 16), + n1: await redBoxMax(slotOf(N[1]).x, slotOf(N[1]).y, 16), + }; + // (3) restore the data → the markers clear again. + hud.threat = threatOrig; + await pass(); + out.a.threatRestoredCount = threatCap.length; + out.a.threatEnabledData = enabledOrig; + thaw(); + + // ---- A3: THE KILL FEED (the production kill path) ------------------- + out.a.feedBase = feedBand(); + for (const e of live()) { + e.maxHull = 10; e.hull = 1; e.maxShields = 0; e.shields = 0; // make killable + e.xp = 0; // no XP → no level-up marquee to cover the feed while I read it + const killed = e.damage(9999); // → dead (applyDamage) + if (killed) sys.killEnemy(e, sys._now()); // bookkeeping: feed + (no XP) + escort trigger + } + // READ THE FEED IMMEDIATELY — the kills' XP may pop the level-up + // marquee (which the escort phase needs to clear), but waiting first + // would let the feed entries age out (the data's life is 3000 ms). + // The probe proved this path: force the pool to materialize, wait for + // it to present, then read the pixels (the feed text is a Text object, + // not a Graphics draw, so it needs a present to land on the canvas). + hud._drawFeed(hud._now()); + await sleep(300); + unblock(); + out.a.feedFrozen = gs.comms ? { paused: gs.comms.paused, marquee: !!(gs.levelMarquee && gs.levelMarquee.active) } : null; + out.a.feedLabels = hud.feed.map((f) => f.label); + const kt = (hud.feedTexts || []).find((t) => t && t.text === 'HOSTILE DESTROYED') || (hud.feedTexts || [])[0] || null; + out.a.feedText = kt ? { text: kt.text, alpha: Number(kt.alpha.toFixed(2)), x: Math.round(kt.x), y: Math.round(kt.y) } : null; + out.a.feedBright = feedBand(); + out.a.playerDown = !!sys.playerDown; + unblock(); await marqueeClear(); + + // ---- A4: THE ESCORT LIFECYCLE (survivors ride, then break off) ------ + out.a.survivors = allies().length; + let sawEscort = false; + const t1 = Date.now(); + while (Date.now() - t1 < 17000 && allies().length > 0) { + unblock(); await marqueeClear(); + if (allies().some((a) => a.state === 'escort')) sawEscort = true; + await sleep(100); + } + out.a.sawEscort = sawEscort; + // The encounter ENDS when the last one is off-screen (despawned). + for (let t2 = Date.now(); Date.now() - t2 < 45000 && allies().length > 0; await sleep(100)) { + unblock(); await marqueeClear(); + } + out.a.alliesAfter = allies().length; + out.a.activeAfter = sys.active; + + // ==================== B: NEUTRALS-ONLY (safety) ====================== + // Phase-a ordnance in flight must be gone before we measure (b). + const enemyOrdnance = () => + sys.bullets.filter((b) => !b.dead && b.owner === 'enemy').length + + (sys.missiles || []).filter((m) => !m.dead && m.owner === 'enemy').length; + for (let t = Date.now(); Date.now() - t < 10000 && enemyOrdnance() > 0; await sleep(100)) unblock(); + // Count EVERY point of player damage for the phase — shield regen + // cannot mask a neutral's hit. + const origDP = sys.damagePlayer.bind(sys); + let dmgInB = 0; + sys.damagePlayer = (n, o) => { dmgInB += Number(n) || 0; return origDP(n, o); }; + gs._spawnEncounter({ kind: 'neutrals', pirates: 0, neutrals: 2 }); + const NB = allies().slice(); + for (const a of NB) tough(a); + await sleep(150); unblock(); + // Park the escorts ON-SCREEN near the player (center), away from every + // edge — then freeze so they hold. A streaming-in escort's own hull can sit + // AT an edge and its sprite reads as "red at the edge" (a false positive); + // the edge-red check must measure ARROWS, so keep the ships off the edges. + setPos(NB[0], ship.x - 130, ship.y + 90); + setPos(NB[1], ship.x + 110, ship.y - 70); + // ZERO hostiles up → no arrow at ANY edge, no threat marker on the escorts. + await freeze(); + await pass(); + out.b.arrowCount = arrowCap.length; + // edgeReds = ANY reddish pixel (loose) — reported for transparency, NOT the + // assertion (stars/sprites/particles are legitimately reddish and flake it). + // edgeRedsVivid = the arrow's VIVID red only — this is what the assertion uses, + // because a drawn off-screen arrow is the only thing that is vivid #ff2d6f. + out.b.edgeReds = { + top: await redBoxMax(vw / 2, 28, 22), + right: await redBoxMax(vw - 28, vh / 2, 22), + left: await redBoxMax(28, vh / 2, 22), + bottom: await redBoxMax(vw / 2, vh - 28, 22), + }; + out.b.edgeRedsVivid = { + top: await vividBoxMax(vw / 2, 28, 22), + right: await vividBoxMax(vw - 28, vh / 2, 22), + left: await vividBoxMax(28, vh / 2, 22), + bottom: await vividBoxMax(vw / 2, vh - 28, 22), + }; + const bar = gs.combatBar; + out.b.combatBar = bar ? { visible: !!bar.visible, x: Math.round(bar.x), y: Math.round(bar.y) } : null; + out.b.combatActive = !!sys.active; + hud.threat.enabled = true; // even flipped on, the escorts must stay unmarked + await pass(); + out.b.threatCount = threatCap.length; + out.b.threatRed = []; + for (const n of NB) out.b.threatRed.push(await redBoxMax(slotOf(n).x, slotOf(n).y, 16)); + hud.threat = threatOrig; // restore the data + await pass(); + thaw(); + let nearSamples = 0, allyFired = false, piratesAppeared = false; + const t3 = Date.now(); + while (Date.now() - t3 < 20000 && allies().length > 0) { + unblock(); await marqueeClear(); + if (live().length > 0) piratesAppeared = true; + if (allies().some((a) => Math.hypot(a.x - ship.x, a.y - ship.y) < 400)) nearSamples++; + if (sys.bullets.some((b) => !b.dead && b.owner === 'ally') || + (sys.missiles || []).some((m) => !m.dead && m.owner === 'ally')) allyFired = true; + await sleep(100); + } + for (let t4 = Date.now(); Date.now() - t4 < 45000 && allies().length > 0; await sleep(100)) { + unblock(); await marqueeClear(); + } + sys.damagePlayer = origDP; + out.b.nearSamples = nearSamples; + out.b.allyFired = allyFired; + out.b.piratesAppeared = piratesAppeared; + out.b.alliesAfter = allies().length; + out.b.dmgInB = dmgInB; + out.b.playerDown = !!sys.playerDown; + + // ==================== C: THE 'PIRATE PROBLEMS' AMBUSH ================ + const oc = window.__ORBIT_COMBAT__; + if (!oc || !oc.waves) return { out, failC: 'no __ORBIT_COMBAT__.waves seam' }; + if (sys.autoFire) sys.autoFire.enabled = false; // the scripted drive owns the kills + oc.waves.demo('pirate_ambush'); + const live2 = () => sys.enemies.filter((e) => !e.dead); + let hull0 = null, deployed = false; + for (let t5 = Date.now(); Date.now() - t5 < 25000 && !deployed; await sleep(100)) { + unblock(); await marqueeClear(); + const a = live2(); + if (a.length === 3 && a.every((e) => e.maxHull === a[0].maxHull)) { hull0 = a[0].maxHull; deployed = true; } + } + out.c.deployed = deployed; + out.c.hull0 = hull0; + if (deployed) { + const drains = [3, 3, 3, 2, 1, 0]; + out.c.drain = []; + for (let k = 0; k < 6; k++) { + unblock(); + const tgt = live2().find((x) => x.maxHull === hull0); + if (!tgt) { out.c.fail = 'no raider at step ' + k; break; } + tgt.damage(9999); + sys.killEnemy(tgt, sys._now()); + // Let the replacement (if any) materialise, then read the drain. + let n = live2().length; + for (let w = Date.now(); Date.now() - w < 2000 && n !== drains[k]; await sleep(120)) { + unblock(); + n = live2().length; + } + out.c.drain.push(n); + if (n !== drains[k]) { out.c.fail = 'after kill ' + (k + 1) + ': ' + n + ' on screen, expected ' + drains[k]; break; } + } + let st = null; + for (let t6 = Date.now(); Date.now() - t6 < 10000 && !st; await sleep(200)) { + unblock(); + const s = sys.waveStatus(); + if (s && s.state === 'done') st = s.state; + } + out.c.state = st; + out.c.killsTotal = sys.kills; + } + return out; +})()`; + +// --------------------------------------------------------------------- main +async function main() { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { + await sleep(500); + try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } + if (ready) break; + } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error(`start: ${started}`); + let scoped = false; + for (let i = 0; i < 60; i++) { + await sleep(500); + try { + scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); + } catch { scoped = false; } + if (scoped) break; + } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const out = await evalJs(c, PAGE_CODE); + if (typeof out === 'string') throw new Error(`drive failed: ${out}`); + // DIAGNOSTIC: whenever the bottom edge reads ANY reddish pixel, print both + // the loose count and the vivid-red count (the assertion target) + bar state. + if (out.b && (out.b.edgeReds && out.b.edgeReds.bottom > 0)) { + console.error('PHASE-B BOTTOM RED:', JSON.stringify({ loose: out.b.edgeReds, vivid: out.b.edgeRedsVivid, combatBar: out.b.combatBar, combatActive: out.b.combatActive })); + } + if (out.failA) throw new Error(out.failA); + if (out.failC) throw new Error(out.failC); + const bad = []; + const { a, b, c: cc } = out; + // A1) off-screen arrows — hostiles only, in pixels + if (a.arrowCount !== 2) bad.push(`a: expected 2 off-screen arrows, the HUD drew ${a.arrowCount} (pts ${JSON.stringify(a.arrowPts)})`); + if (!(a.hostileArrowMatch || []).every(Boolean)) bad.push(`a: an off-screen PIRATE has no arrow (match ${JSON.stringify(a.hostileArrowMatch)})`); + if (!(a.neutralArrowAbsent || []).every(Boolean)) bad.push(`a: a NEUTRAL got an off-screen arrow (absent ${JSON.stringify(a.neutralArrowAbsent)})`); + if (!(a.arrowRed || []).every((v) => v >= 40)) bad.push(`a: the arrows left no red pixels (got ${JSON.stringify(a.arrowRed)})`); + const ner = (a.neutralEdgeRed || []).filter((v) => v !== null); + if (!(ner.length && ner.every((v) => v <= 15))) bad.push(`a: red where a NEUTRAL's arrow would sit (got ${JSON.stringify(a.neutralEdgeRed)})`); + // A2) threat markers — hostiles only, respect the data + if (a.threatOffCount !== 0) bad.push(`a: threat markers drawn while the data has them DISABLED (count ${a.threatOffCount})`); + if (a.threatOnCount !== 2) bad.push(`a: expected 2 threat markers (enabled), the HUD drew ${a.threatOnCount} (${JSON.stringify(a.threatOnWho)})`); + if (!(a.threatHostileMatch || []).every(Boolean)) bad.push(`a: a PIRATE has no threat marker (match ${JSON.stringify(a.threatHostileMatch)})`); + if (!(a.threatNeutralAbsent || []).every(Boolean)) bad.push(`a: a NEUTRAL got a threat marker (absent ${JSON.stringify(a.threatNeutralAbsent)})`); + const tr = a.threatOnRed || {}; + if (!(Number.isFinite(tr.p0) && Number.isFinite(tr.n0) && Number.isFinite(tr.p1) && Number.isFinite(tr.n1) && tr.p0 > tr.n0 && tr.p1 > tr.n1)) + bad.push(`a: the threat pixels are not stronger on the pirates than the escorts (${JSON.stringify(tr)})`); + if (a.threatRestoredCount !== 0) bad.push(`a: the threat markers did not clear when the data was restored (count ${a.threatRestoredCount})`); + // the fight + survival + if (!a.sawAllyFire) bad.push('a: no ally-owned bolt/seeker ever flew (the escorts did not fight alongside)'); + if (!a.sawPirateFire) bad.push('a: no pirate-owned bolt ever flew (the mix did not fight back)'); + if (a.playerDown) bad.push('a: the player DIED (pirates may hit the player; the escorts must never do so)'); + // A3) the kill feed + if (!(a.feedLabels || []).includes('HOSTILE DESTROYED')) bad.push(`a: the kill feed never got a kill (got ${JSON.stringify(a.feedLabels)})`); + if (!a.feedText || a.feedText.text !== 'HOSTILE DESTROYED' || a.feedText.alpha < 0.5 || a.feedText.x !== 1262) + bad.push(`a: the feed text is not live at the data's xInset (got ${JSON.stringify(a.feedText)})`); + if ((a.feedBright ?? 0) - (a.feedBase ?? 0) < 80) + bad.push(`a: the feed text left no pixels (bright ${a.feedBright} vs pre-kill baseline ${a.feedBase}; frozen ${JSON.stringify(a.feedFrozen)}; labels ${JSON.stringify(a.feedLabels)}; text ${JSON.stringify(a.feedText)})`); + // A4) the escort lifecycle + if (!(a.survivors >= 1)) bad.push(`a: no surviving escort to ride the escort phase (got ${a.survivors})`); + if (!a.sawEscort) bad.push("a: no escort ever held the 'escort' state after the last pirate"); + if (a.alliesAfter !== 0) bad.push(`a: escorts still up after the break-off (${a.alliesAfter})`); + if (a.activeAfter !== false) bad.push('a: combat.active did not fall back to false (the encounter never ENDED)'); + // B) neutrals-only — safety in pixels + damage events + if (b.arrowCount !== 0) bad.push(`b: arrows drawn with ZERO hostiles up (count ${b.arrowCount})`); + // Assert on the arrow's VIVID red only (a drawn off-screen arrow is the sole + // vivid-#ff2d6f source). The loose edgeReds is reported for transparency but + // is NOT the assertion — twinkling stars / ship sprites / particles are + // legitimately reddish and would false-positive a hard loose-red threshold. + const ev = b.edgeRedsVivid || {}; + if (!(ev.top <= 15 && ev.right <= 15 && ev.left <= 15 && ev.bottom <= 15)) + bad.push(`b: the arrow's vivid red at a screen edge with zero hostiles up (${JSON.stringify(ev)}; loose reddish ${JSON.stringify(b.edgeReds)})`); + if (b.threatCount !== 0) bad.push(`b: threat markers drawn for the NEUTRALS (count ${b.threatCount})`); + if (!(b.nearSamples > 0)) bad.push('b: the neutral-only escorts never flew near the player'); + if (b.allyFired) bad.push('b: a neutral fired with no pirate to fight (it must never aim at the player)'); + if (b.piratesAppeared) bad.push('b: a hostile appeared in a neutrals-only encounter'); + if (b.alliesAfter !== 0) bad.push(`b: escorts still up after the break-off (${b.alliesAfter})`); + if (b.dmgInB !== 0 || b.playerDown) bad.push(`b: the player was hurt in the neutrals-only phase (damage points ${b.dmgInB})`); + // C) the 'Pirate Problems' ambush + if (!cc.deployed) bad.push('c: the ambush wave did not deploy (three raiders on screen)'); + else { + if (JSON.stringify(cc.drain) !== JSON.stringify([3, 3, 3, 2, 1, 0])) + bad.push(`c: the drain was ${JSON.stringify(cc.drain)} (3 → 3 → 3 → 2 → 1 → 0, a replacement per kill)`); + if (cc.state !== 'done') bad.push(`c: the ambush run ended '${cc.state}' != 'done'`); + } + if (bad.length) throw new Error(bad.join(' · ')); + console.log('mixed : two pirates + two neutrals materialize off-screen; the arrows RENDER at both pirates\' edge positions (px-verified, the escorts never get one); the threat layer respects the data (off → 0 markers, on → both pirates marked + px-lit, escorts never), and clears again when restored; the escorts engage + fire and the pirates fire back while the player survives; the kills land in the feed (live text @1262 + ink px above baseline); the survivors escort, break off, and the encounter ENDS'); + console.log('neutral: zero arrows + zero threat markers with zero hostiles (px-verified at every edge); the escorts fly near the player, never fire, never spawn a hostile, take the player 0 damage, break off, and leave'); + console.log('ambush: the pirate_ambush script runs — SIX frame-0 raiders, three at a time, a replacement per kill, done at the last one'); + return true; + } catch (err) { + console.error(`encounter-hud-check: FAIL — ${err.message}`); + return false; + } finally { + try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch { /* ignore */ } + c.ws.close(); + } +} + +main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { + console.error('encounter-hud-check error:', e.message); + process.exit(2); +}); diff --git a/dev/encounters.test.mjs b/dev/encounters.test.mjs new file mode 100644 index 0000000..4f90beb --- /dev/null +++ b/dev/encounters.test.mjs @@ -0,0 +1,288 @@ +/** + * ENCOUNTER DIRECTOR test (dev tool, run with Node — no browser needed): + * + * node dev/encounters.test.mjs + * + * Exercises the pure clock (js/combat/Encounters.js) against the shipped + * data/combat.json → encounters defaults: the cadence (interval schedule + * + chance gate), the one-at-a-time + post-encounter QUIET, the + * allowed-space gate (neutral non-home, no wave run in flight, the + * player upright), the EVEN kind weights (~1/3 each), and the + * level-scaled group size (1–2 low → 4–5 high; mixed keeps both kinds). + * + * The deterministic blocks run the director on a degenerate config + * (min == max, so every roll lands on an exact value) with a fixed rng — + * the cadence math is testable to the millisecond. + */ +import { pathToFileURL } from 'node:url'; +import { fileURLToPath } from 'node:url'; +import { dirname, join } from 'node:path'; + +const __dirname = dirname(fileURLToPath(import.meta.url)); +const fs = await import('node:fs'); + +const { config } = await import(pathToFileURL(join(__dirname, '../js/config/Config.js')).href); +const dataDir = join(__dirname, '../data'); +const configData = {}; +for (const f of fs.readdirSync(dataDir)) { + if (!f.endsWith('.json') || f === 'manifest.json') continue; + configData[f.replace(/\.json$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8')); +} +config.init(configData); +console.log('config loaded from data/:', Object.keys(configData).join(', ')); + +const { EncounterDirector, encounterAllowed, rollKind, compose, bandFor } = await import( + pathToFileURL(join(__dirname, '../js/combat/Encounters.js')).href +); + +let failures = 0; +const check = (label, cond) => { + console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`); + if (!cond) failures++; +}; + +const cfg = () => config.get('combat.encounters', {}); + +/** A deterministic LCG (Numerical Recipes') — the stats checks are reproducible. */ +const lcg = (seed = 123456789) => { + let s = seed % 2147483647; + if (s <= 0) s += 2147483646; + return () => { + s = (s * 48271) % 2147483647; + return (s - 1) / 2147483646; + }; +}; + +/** The degenerate config — min == max, so the rolls land on exact values. */ +const fixed = { + enabled: true, + rollIntervalMin: 50, + rollIntervalMax: 50, + chanceMin: 1, + chanceMax: 1, + cooldownMin: 30, + cooldownMax: 30, + weights: { pirates: 1, neutrals: 1, mixed: 1 }, + bands: cfg().bands, +}; + +// -------------------------------------------------------------------- data +{ + const e = cfg(); + check('data: the encounters section ships (data/combat.json)', !!e && typeof e === 'object'); + check('data: enabled by default', e.enabled === true); + check('data: the roll interval is the ~45–90 s band', e.rollIntervalMin === 45 && e.rollIntervalMax === 90); + check( + 'data: the chance sits inside the ~50–60% band', + e.chanceMin >= 0.5 && e.chanceMax <= 0.6 && e.chanceMin <= e.chanceMax, + ); + check('data: the post-encounter quiet is the ~30–60 s band', e.cooldownMin === 30 && e.cooldownMax === 60); + check( + 'data: the kind weights are EVEN (~1/3 each)', + e.weights.pirates === 1 && e.weights.neutrals === 1 && e.weights.mixed === 1, + ); + check( + 'data: the size bands cover the whole level range (0–99, exactly one each)', + Array.from({ length: 100 }, (_, lv) => lv).every((lv) => { + const list = e.bands.filter((b) => lv >= b.minLevel && lv <= b.maxLevel); + return list.length === 1; + }), + ); + const lo = bandFor(e.bands, 1); + check('data: the low band is 1–2 ships', lo.pirates[0] === 1 && lo.pirates[1] === 2 && lo.neutrals[0] === 1 && lo.neutrals[1] === 2); + const hi = bandFor(e.bands, 80); + check( + 'data: the high band scales up to 4–5 ships', + hi.pirates[0] === 4 && hi.pirates[1] === 5 && hi.neutrals[0] === 4 && hi.neutrals[1] === 5, + ); + check( + 'data: mixed keeps BOTH kinds present (every band)', + e.bands.every((b) => b.mixedPirates[0] >= 1 && b.mixedNeutrals[0] >= 1), + ); + check( + 'data: the mixed high end is 2–3 pirates + 1–2 neutrals (the objective\'s example)', + hi.mixedPirates[0] === 2 && hi.mixedPirates[1] === 3 && hi.mixedNeutrals[0] === 1 && hi.mixedNeutrals[1] === 2, + ); + check( + 'bands: 0–2 → low, 3–5 → mid, 6+ → high (and a level past the top stays on it)', + bandFor(e.bands, 0) === e.bands[0] && + bandFor(e.bands, 5) === e.bands[1] && + bandFor(e.bands, 6) === e.bands[2] && + bandFor(e.bands, 120) === e.bands[2], + ); +} + +// -------------------------------------------------------------------- gate +{ + const ok = { ship: { x: 0, y: 0 }, isHomeSystem: false, faction: null, waveRunLive: false, playerDown: false }; + check('gate: neutral wild space, flying, no run, upright — ALLOWED', encounterAllowed(ok) === true); + check('gate: the HOME system is safe space (never)', encounterAllowed({ ...ok, isHomeSystem: true }) === false); + check('gate: a FACTION system is off-limits (neutral only)', encounterAllowed({ ...ok, faction: 'apex' }) === false); + check('gate: a wave run IN FLIGHT holds the rolls', encounterAllowed({ ...ok, waveRunLive: true }) === false); + check('gate: a run that is already DONE holds no roll (its ships are spent)', encounterAllowed({ ...ok, waveRunLive: false }) === true); + check('gate: no spawn on a downed ship', encounterAllowed({ ...ok, playerDown: true }) === false); + check('gate: no ship, no encounter', encounterAllowed({ ...ok, ship: null }) === false); +} + +// ------------------------------------------------------------------ cadence +{ + // The full lifecycle, deterministic: first hit at exactly the interval, + // no rolls while live, the next hit exactly the cooldown after the end. + const d = new EncounterDirector(fixed, { rng: () => 0 }); + const specs = []; + const tick = (t, live = false, allowed = true, level = 1) => { + const s = d.update(t, { allowed, live, xpLevel: level }); + if (s) specs.push({ t, s }); + return s; + }; + for (let t = 0; t <= 49000; t += 1000) tick(t); + check('cadence: quiet until the first roll window (a full interval out)', specs.length === 0); + const s1 = tick(50000); + check('cadence: the first hit lands ON the interval (50 s here)', !!s1 && s1.pirates + s1.neutrals >= 1); + check('cadence: ONE AT A TIME — no roll while the encounter is live', tick(100000, true) === null && tick(199000, true) === null); + check('cadence: the fight ends → the quiet window holds (no early roll)', tick(200000) === null && tick(229000) === null); + const s2 = tick(230000); + check('cadence: the next hit lands exactly on the cooldown (30 s after the end; 229 s still null)', !!s2); + check('cadence: still one at a time on the second fight', tick(300000, true) === null); + tick(310000); // the second fight ends + const s3 = tick(340000); // 30 s later + check('cadence: the third hit keeps the same rhythm', !!s3); + check('cadence: the director ended its third fight ENGAGED (state bookkeeping)', d.state === 'engaged'); +} + +{ + // REGRESSION: ms-scaling must clamp max to >= min in the SAME unit. The + // old code did `max = Math.max(min_ms, rawSeconds) * 1000`, which collapsed + // the band's TOP to min*1000 (a 45–90 s roll became 45 s–12.5 h, a 30–60 s + // cooldown became 30 s–8.3 h). rng=0 lands the LOWER bound, rng=1 the UPPER + // bound — both must sit inside the documented band. The deterministic + // cadence test above uses rng=() => 0 (always the lower bound) and so CANNOT + // see the corrupted upper bound; this block does. + const e = cfg(); + const dLo = new EncounterDirector(e, { rng: () => 0 }); + const dHi = new EncounterDirector(e, { rng: () => 1 }); + const iLo = dLo._intervalMs(), iHi = dHi._intervalMs(); + const cLo = dLo._cooldownMs(), cHi = dHi._cooldownMs(); + check('cadence (regression): the roll interval spans 45–90 s (ms), NOT 45 s–12.5 h', iLo === 45000 && iHi === 90000); + check('cadence (regression): the cooldown spans 30–60 s (ms), NOT 30 s–8.3 h', cLo === 30000 && cHi === 60000); +} + +{ + // STATISTICAL: with the shipped config + a real rng, the FIRST encounter + // must land within a few minutes — periodic, not hours. The old upper-bound + // corruption made the median ~9 h (a player waits forever); a few-minutes + // median proves the cadence is genuinely "periodic-not-constant". + const firstHit = (seed) => { + const d = new EncounterDirector(cfg(), { rng: lcg(seed) }); + let t = 0; + while (t < 3600000) { + if (d.update(t, { allowed: true, live: false, xpLevel: 1 })) return t; + t += 1000; + } + return null; + }; + const hits = []; + for (let i = 0; i < 2000; i++) { + const h = firstHit(1000 + i); + if (h !== null) hits.push(h); + } + hits.sort((a, b) => a - b); + const median = hits.length ? hits[Math.floor(hits.length / 2)] : Infinity; + check( + 'cadence (statistical): the median first encounter is a few minutes, not hours (got ' + Math.round(median / 1000) + ' s over ' + hits.length + '/2000 runs)', + hits.length > 1900 && median < 300000, + ); +} + +{ + // The chance gate: a 0% chance never fires — but the schedule keeps + // ticking (the roll windows still pass, 50 s apart). + const d = new EncounterDirector({ ...fixed, chanceMin: 0, chanceMax: 0 }, { rng: () => 0 }); + const all = [0, 50000, 100000, 150000].map((t) => d.update(t, { allowed: true, live: false, xpLevel: 1 })); + check('chance: a 0% chance never fires (four windows pass)', all.every((s) => s === null)); + check('chance: ...and the schedule kept ticking (the next window is 200 s out)', d.nextRollAt === 200000); +} + +{ + // The allowed-space gate: out of allowed space the clock SLIDES — the + // first roll here lands a full interval AFTER allowed opens, never on + // the arrival frame. + const d = new EncounterDirector(fixed, { rng: () => 0 }); + d.update(0, { allowed: false, live: false, xpLevel: 1 }); + d.update(100000, { allowed: false, live: false, xpLevel: 1 }); + d.update(190000, { allowed: false, live: false, xpLevel: 1 }); + check('gate (director): out of allowed space, no roll on arrival', d.update(191000, { allowed: false, live: false, xpLevel: 1 }) === null); + check('gate (director): ...and no roll the moment allowed opens', d.update(192000, { allowed: true, live: false, xpLevel: 1 }) === null); + const s = d.update(242000, { allowed: true, live: false, xpLevel: 1 }); + check('gate (director): the first roll here lands ~a full interval after the open', !!s); +} + +{ + // enabled=false (the data can hold the whole feature off). + const d = new EncounterDirector({ ...fixed, enabled: false }, { rng: () => 0 }); + check( + 'data: enabled=false holds the director off (every window)', + d.update(0, { allowed: true, live: false, xpLevel: 1 }) === null && + d.update(50000, { allowed: true, live: false, xpLevel: 1 }) === null, + ); +} + +// -------------------------------------------------------------------- kinds +{ + // EVEN weights: with a uniform rng each kind lands ~1/3 (a wide, + // deterministic tolerance — the LCG is fixed, so this is a repeat). + const n = 30000; + const rng = lcg(); + const counts = { pirates: 0, neutrals: 0, mixed: 0 }; + for (let i = 0; i < n; i++) counts[rollKind(cfg().weights, rng)]++; + for (const k of ['pirates', 'neutrals', 'mixed']) { + const share = counts[k] / n; + check(`kind: "${k}" rolls roughly 1/3 (got ${(share * 100).toFixed(1)}%)`, share > 0.28 && share < 0.37); + } + // A zero weight is never rolled. + check('kind: a zero weight is never rolled', Array.from({ length: 200 }, (_, i) => rollKind({ pirates: 0, neutrals: 1, mixed: 0 }, () => i / 200)).every((k) => k === 'neutrals')); +} + +// -------------------------------------------------------------------- size +{ + const e = cfg(); + const only = (kind) => ({ + ...e, + weights: { pirates: kind === 'pirates' ? 1 : 0, neutrals: kind === 'neutrals' ? 1 : 0, mixed: kind === 'mixed' ? 1 : 0 }, + }); + const count = (kind, level, rng) => { + const c = compose(only(kind), level, rng); + return kind === 'pirates' ? c.pirates : kind === 'neutrals' ? c.neutrals : c.pirates + c.neutrals; + }; + const r0 = () => 0; + const r1 = () => 0.999; + check('size: level 1 — 1–2 ships (the low band)', count('pirates', 1, r0) === 1 && count('pirates', 1, r1) === 2); + check('size: level 4 (the mid band) — 2–3 ships', count('neutrals', 4, r0) === 2 && count('neutrals', 4, r1) === 3); + check('size: level 8 (the high band) — 4–5 ships', count('pirates', 8, r0) === 4 && count('pirates', 8, r1) === 5); + check('size: the group GROWS with the level (high min > low max)', count('pirates', 8, r0) > count('pirates', 1, r1)); + const mixLo = compose(only('mixed'), 1, () => 0.5); + check('size: mixed keeps BOTH kinds present (the low end)', mixLo.pirates >= 1 && mixLo.neutrals >= 1); + check( + 'size: mixed at the high end — 2–3 pirates + 1–2 neutrals', + compose(only('mixed'), 8, r0).pirates === 2 && + compose(only('mixed'), 8, r0).neutrals === 1 && + compose(only('mixed'), 8, r1).pirates === 3 && + compose(only('mixed'), 8, r1).neutrals === 2, + ); + check('size: a single kind leaves the OTHER at zero', compose(only('pirates'), 8, r0).neutrals === 0 && compose(only('neutrals'), 8, r0).pirates === 0); + // The director composes at the caller's LEVEL (xpLevel rides the ctx). + const d = new EncounterDirector(fixed, { rng: () => 0 }); + d.update(0, { allowed: true, live: false, xpLevel: 8 }); + const s = d.update(50000, { allowed: true, live: false, xpLevel: 8 }); + check('size (director): the level-8 hit deploys the high band (4 pirates)', !!s && s.kind === 'pirates' && s.pirates === 4 && s.neutrals === 0); + // The degenerate-band fallback (a config without bands still composes). + const bare = compose({ weights: { pirates: 1, neutrals: 0, mixed: 0 } }, 1, r0); + check('size: a config without bands falls back to 1 ship', bare.kind === 'pirates' && bare.pirates === 1); +} + +// --------------------------------------------------------------------- done +if (failures) { + console.log(`\n✘ ${failures} ENCOUNTER-DIRECTOR CHECK(S) FAILED`); + process.exit(1); +} +console.log('\n✔ ALL ENCOUNTER-DIRECTOR CHECKS PASSED'); diff --git a/dev/graphics-probe.mjs b/dev/graphics-probe.mjs new file mode 100644 index 0000000..ffe8ae8 --- /dev/null +++ b/dev/graphics-probe.mjs @@ -0,0 +1,121 @@ +/** + * Dev-only: live CDP PROBE of the Phaser 4.2.1 Graphics `commandBuffer` + * shape (this build has no `.commands`) — one-shot. + * + * node dev/graphics-probe.mjs + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; + const pending = new Map(); + ws.onmessage = (x) => { + const m = JSON.parse(x.data); + if (m.id && pending.has(m.id)) { + const { res, rej } = pending.get(m.id); + pending.delete(m.id); + m.error ? rej(new Error(m.error.message)) : res(m.result); + } + }; + const open = new Promise((r) => { + ws.onopen = r; + ws.onerror = () => r(); + }); + const send = (method, params = {}) => + new Promise((res, rej) => { + const mid = ++id; + pending.set(mid, { res, rej }); + ws.send(JSON.stringify({ id: mid, method, params })); + }); + return { ws, send, open }; +} + +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} + +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); + } catch { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); + } + const c = connect(target); + await c.open; + await c.send('Runtime.enable'); + return { c, target }; +} + +const PROBE = `(() => { + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs) return 'no scene'; + const g = gs.add.graphics(); + const desc = (v) => { + if (v === null || v === undefined) return v; + if (Array.isArray(v)) return v.slice(0, 12).map((x) => desc(x)); + if (typeof v === 'object') { + const o = {}; + for (const k of Object.keys(v).slice(0, 14)) o[k] = desc(v[k]); + return o; + } + return v; + }; + const out = { before: desc(g.commandBuffer) }; + try { g.fillStyle('#ff2d6f', 1); out.fillStyle = 'ok'; } catch (e) { out.fillStyle = 'ERR:' + e.message; } + try { g.fillCircle(100, 100, 8); out.fillCircle = 'ok'; } catch (e) { out.fillCircle = 'ERR:' + e.message; } + try { g.fillTriangle(0, 0, 10, 0, 5, 10); out.fillTriangle = 'ok'; } catch (e) { out.fillTriangle = 'ERR:' + e.message; } + out.after = desc(g.commandBuffer); + try { g.clear(); out.afterClear = desc(g.commandBuffer); } catch (e) { out.afterClear = 'ERR:' + e.message; } + try { if (g && typeof g.destroy === 'function') g.destroy(); } catch (e) {} + return out; +})()`; + +async function main() { + const { c, target } = await openPage('/index.html'); + try { + for (let i = 0; i < 80; i++) { + await sleep(500); + let ok = false; + try { ok = await evalJs(c, 'Boolean(window.game)', false); } catch { ok = false; } + if (ok) break; + } + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error(`start: ${started}`); + for (let i = 0; i < 60; i++) { + await sleep(500); + let ok = false; + try { ok = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship)', false); } catch { ok = false; } + if (ok) break; + } + await sleep(800); + const out = await evalJs(c, PROBE); + console.log(typeof out === 'string' ? out : JSON.stringify(out, null, 1)); + return true; + } catch (err) { + console.error(`graphics-probe: FAIL — ${err.message}`); + return false; + } finally { + try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch { /* ignore */ } + c.ws.close(); + } +} + +main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { + console.error('graphics-probe error:', e.message); + process.exit(2); +}); diff --git a/dev/hud-probe.mjs b/dev/hud-probe.mjs new file mode 100644 index 0000000..6ef372c --- /dev/null +++ b/dev/hud-probe.mjs @@ -0,0 +1,152 @@ +/** + * Dev-only: live CDP PROBE of the CombatHud + Phaser 4.2.1 surface (one-shot). + * Answers: which scene is the hud wired to, does add.text/add.graphics exist, + * what storage does Graphics use (no `.commands` in this build), and does + * `_drawFeed` create its text objects when driven directly. + * + * node dev/hud-probe.mjs + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; + const pending = new Map(); + ws.onmessage = (x) => { + const m = JSON.parse(x.data); + if (m.id && pending.has(m.id)) { + const { res, rej } = pending.get(m.id); + pending.delete(m.id); + m.error ? rej(new Error(m.error.message)) : res(m.result); + } + }; + const open = new Promise((r) => { + ws.onopen = r; + ws.onerror = () => r(); + }); + const send = (method, params = {}) => + new Promise((res, rej) => { + const mid = ++id; + pending.set(mid, { res, rej }); + ws.send(JSON.stringify({ id: mid, method, params })); + }); + return { ws, send, open }; +} + +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} + +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); + } catch { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); + } + const c = connect(target); + await c.open; + await c.send('Runtime.enable'); + return { c, target }; +} + +const PROBE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship) return 'no scene/combat/ship yet'; + const hud = gs.combatHud; + if (!hud) return 'no combatHud'; + const out = { + sameScene: hud.scene === gs, + sceneName: gs.sys && gs.sys.name, + add: { + type: gs.add ? gs.add.constructor && gs.add.constructor.name : String(gs.add), + text: gs.add ? typeof gs.add.text : 'no add', + graphics: gs.add ? typeof gs.add.graphics : 'no add', + }, + }; + const describe = (g) => { + if (g === null) return 'null'; + if (!g) return String(g); + let protoNames = []; + try { protoNames = Object.getOwnPropertyNames(Object.getPrototypeOf(g)).slice(0, 60); } catch (e) { protoNames = ['ERR:' + e.message]; } + let own = []; + try { own = Object.keys(g); } catch ( e) { own = ['ERR:' + e.message]; } + return { proto: protoNames, own }; + }; + out.threatG = describe(hud._threatG); + out.arrowG = describe(hud._arrowG); + out.reticleG = describe(hud._reticleG); + // Drive the feed draw directly with a synthetic entry; catch anything. + try { + hud.feed.length = 0; + hud.feedTexts.length = 0; + hud.feed.push({ label: 'PROBE ENTRY', t: hud._now() }); + let drew = 'ok'; + try { hud._drawFeed(hud._now()); } catch (e) { drew = 'THREW: ' + e.message; } + out.feedDrive = { drew, feedLen: hud.feed.length, feedTextsLen: hud.feedTexts.length, + t0: hud.feedTexts[0] ? { text: hud.feedTexts[0].text, x: hud.feedTexts[0].x, visible: hud.feedTexts[0].visible, scene: hud.feedTexts[0].scene ? hud.feedTexts[0].scene.sys && hud.feedTexts[0].scene.sys.name : null } : null }; + } catch (e) { out.feedDrive = 'outer THREW: ' + e.message; } + // A plain scene text, the way the rest of the game makes text. + try { + const t = gs.add.text(1, 1, 'x', { fontSize: '10px' }); + out.sceneText = t ? (t.constructor && t.constructor.name) + ' w=' + t.width : 'falsy'; + if (t && typeof t.destroy === 'function') t.destroy(); + } catch (e) { out.sceneText = 'THREW: ' + e.message; } + // Full update() through the real path, with the feed primed. + try { + hud.feed.push({ label: 'SECOND', t: hud._now() }); + let upd = 'ok'; + try { hud.update(gs.time.now); } catch (e) { upd = 'THREW: ' + e.message; } + out.fullUpdate = { upd, feedTextsLen: hud.feedTexts.length }; + } catch (e) { out.fullUpdate = 'outer THREW: ' + e.message; } + return out; +})()`; + +async function main() { + const { c, target } = await openPage('/index.html'); + try { + for (let i = 0; i < 80; i++) { + await sleep(500); + let ok = false; + try { ok = await evalJs(c, 'Boolean(window.game)', false); } catch { ok = false; } + if (ok) break; + } + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error(`start: ${started}`); + for (let i = 0; i < 60; i++) { + await sleep(500); + let ok = false; + try { ok = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship)', false); } catch { ok = false; } + if (ok) break; + } + await sleep(800); + const out = await evalJs(c, PROBE); + console.log(typeof out === 'string' ? out : JSON.stringify(out, null, 1)); + return true; + } catch (err) { + console.error(`hud-probe: FAIL — ${err.message}`); + return false; + } finally { + try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch { /* ignore */ } + c.ws.close(); + } +} + +main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { + console.error('hud-probe error:', e.message); + process.exit(2); +}); diff --git a/dev/neutral.test.mjs b/dev/neutral.test.mjs new file mode 100644 index 0000000..3875a68 --- /dev/null +++ b/dev/neutral.test.mjs @@ -0,0 +1,449 @@ +/** + * Neutral-escort test (dev tool — run in Node, no browser): + * + * node dev/neutral.test.mjs + * + * The player-side half of the combat layer, against a stub scene: + * the escort's spawn (the allies roster, side 'player', frames 20–27), + * the escort/engage/break state machine (the 10–15 s window → break-off), + * the player-safety rules (never fires at the player, excluded from + * auto-fire, bolts don't hit either way), the mixed fight (they lance + * the nearest pirate — the kill still banks the pirate's XP; a pirate's + * bolt can drop them, and that loss banks none), and the pirate-target + * generalization (player preferred in range, nearest in-range escort + * otherwise, classic chase unchanged). + * + * Every number comes from the real data/*.json (data/combat.json + * included), so the assertions track the shipped config, not a private + * copy. + */ +import { pathToFileURL } from 'node:url'; +import { fileURLToPath } from 'node:url'; +import { dirname, join } from 'node:path'; + +const __dirname = dirname(fileURLToPath(import.meta.url)); + +// A mirror of the vendored build's Angle.Wrap (Wrap(v, -π, π)). +const wrap = (a) => { + const min = -Math.PI; + const range = Math.PI * 2; + return (((a - min) % range) + range) % range + min; +}; + +class V2 { + constructor(x = 0, y = 0) { this.x = x; this.y = y; } + set(x, y) { this.x = x; this.y = y; return this; } + length() { return Math.hypot(this.x, this.y); } + scale(s) { this.x *= s; this.y *= s; return this; } +} + +class Sprite { + constructor(scene, x, y, key, frame) { + this.scene = scene; this.x = x; this.y = y; this.key = key; this.frame = frame; + this.rotation = 0; this.scale = 1; this.alpha = 1; this.visible = true; + this.active = true; this.body = null; + } + setScale(s) { this.scale = s; return this; } + setTint() { return this; } + setBlendMode() { return this; } + setDepth() { return this; } + setOrigin() { return this; } + setAlpha(a) { this.alpha = a; return this; } + setVisible(v) { this.visible = v; return this; } + destroy() { this.active = false; this.destroyed = true; } +} + +function makeBody() { + return { + velocity: new V2(), + acceleration: new V2(), + enable: true, + setCircle() { return this; }, + setAllowGravity() { return this; }, + setVelocity(x, y) { this.velocity.set(x, y); return this; }, + }; +} + +const PhaserStub = { + Physics: { Arcade: { Sprite } }, + Math: { + Angle: { + Wrap: wrap, + RotateTo: (cur, tgt, step) => + Math.abs(wrap(tgt - cur)) <= step ? tgt : cur + Math.sign(wrap(tgt - cur)) * step, + }, + }, + Display: { Color: { ValueToColor: (v) => ({ color: parseInt(String(v).replace('#', ''), 16) }) } }, + BlendModes: { ADD: 'ADD' }, +}; +globalThis.window = { Phaser: PhaserStub }; // js/vendor/phaser.js reads this + +function makeImg(x = 0, y = 0, key = '__dot') { + return { + x, y, key, scale: 1, alpha: 1, visible: true, active: true, + setScale(s) { this.scale = s; return this; }, + setAlpha(a) { this.alpha = a; return this; }, + setTint() { return this; }, + setBlendMode() { return this; }, + setDepth() { return this; }, + setAngle() { return this; }, + setVisible(v) { this.visible = v; return this; }, + destroy() { this.active = false; this.destroyed = true; }, + }; +} + +function makeGraphics() { + return { + visible: true, + clear() { return this; }, + lineStyle() { return this; }, + fillStyle() { return this; }, + lineBetween() { return this; }, + fillCircle() { return this; }, + fillTriangle() { return this; }, + setScrollFactor() { return this; }, + setDepth() { return this; }, + setVisible(v) { this.visible = v; return this; }, + destroy() { this.destroyed = true; }, + }; +} + +function makeTextObj() { + return { + text: '', alpha: 0, visible: true, + setText(t) { this.text = String(t); return this; }, + setAlpha(a) { this.alpha = a; return this; }, + setVisible(v) { this.visible = v; return this; }, + setOrigin() { return this; }, + setScrollFactor() { return this; }, + setDepth() { return this; }, + destroy() { this.destroyed = true; }, + }; +} + +function makeRectObj(x = 0, y = 0, w = 0, h = 0, alpha = 0) { + return { + x, y, width: w, height: h, alpha, visible: true, + setAlpha(a) { this.alpha = a; return this; }, + setVisible(v) { this.visible = v; return this; }, + setOrigin() { return this; }, + setScrollFactor() { return this; }, + setDepth() { return this; }, + destroy() { this.destroyed = true; }, + }; +} + +function makeScene({ withSheet = true } = {}) { + return { + textures: { exists: () => withSheet }, + make: { graphics: () => ({ fillStyle() {}, beginPath() {}, moveTo() {}, lineTo() {}, closePath() {}, fillPath() {}, fillCircle() {}, generateTexture() {}, destroy() {} }) }, + add: { + existing: (o) => o, + image: (x, y, key) => makeImg(x, y, key), + graphics: () => makeGraphics(), + text: (x, y, s) => makeTextObj(), + rectangle: (x, y, w, h, c, a) => makeRectObj(x, y, w, h, a ?? 0), + }, + physics: { add: { existing: (o) => { o.body = makeBody(); return o; } } }, + scale: { width: 1280, height: 720 }, + time: { now: 0 }, + }; +} + +// The real data/*.json (the combat numbers come from data/combat.json). +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 loaded from data/:', Object.keys(configData).join(', ')); + +const { neutralTypeConfig, neutralTypeIds } = await import( + pathToFileURL(join(__dirname, '../js/combat/EnemyTypes.js')).href +); +const { firePattern, missilesHitPlayer } = await import( + pathToFileURL(join(__dirname, '../js/combat/Weapons.js')).href +); +const { CombatSystem } = await import( + pathToFileURL(join(__dirname, '../js/combat/CombatSystem.js')).href +); + +let failures = 0; +const check = (label, cond) => { + console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`); + if (!cond) failures++; +}; + +// A fresh harness per block: stub scene + player + real CombatSystem. +function harness() { + const scene = makeScene(); + const ship = new PhaserStub.Physics.Arcade.Sprite(scene, 0, 0, '__ship', 0); + scene.physics.add.existing(ship); + ship.radius = 12; + ship.stop = () => {}; + const combat = new CombatSystem(scene, { ship }); + return { scene, ship, combat }; +} + +const ids = neutralTypeIds(); + +// ---------------------------------------------------------------- roster + escort +{ + const { ship, combat } = harness(); + const base = config.section('combat.neutral', {}); + check('config: the escort window is data (neutral.escortMin/escortMax = 10–15 s)', + base.escortMin === 10 && base.escortMax === 15); + + const a0 = combat.spawnAlly(300, 0, 0, 'courier', { escortMs: 5000, viewFn: () => null }); + check("spawn: lands in the system's allies roster (not in enemies)", + combat.allies.length === 1 && combat.enemies.length === 0 && combat.allies[0] === a0); + check('spawn: player-side (side "player" — the roster contract)', a0.side === 'player' && !a0.dead); + check('spawn: frame within 20–27 (the neutral-ship sheet)', a0.frame >= 20 && a0.frame <= 27); + check('active: a live escort keeps combat lit', combat.active === true); + + const a1 = combat.spawnAlly(-300, 0, 1, 'runner', { viewFn: () => null }); + check('spawn: per-ship escort window rolls inside the data band (10–15 s)', + a1.escortMs >= base.escortMin * 1000 - 1 && a1.escortMs <= base.escortMax * 1000 + 1); + + // Escort (no pirates): never fires, never aims at the player. + a0.x = 80; a0.y = 0; + let fired = false; + for (let t = 1000; t <= 4000; t += 16) { + a0.body.velocity.set(0, 0); + const r = a0.update(t, 16, ship, []); + if (r.wantsFire) fired = true; + } + check('escort: never aims at the player (3 s window — no volley, no target)', + !fired && a0.target === null && a0.state === 'escort'); + check('escort: no "ally" bolts ever leave the barrel', combat.bullets.length === 0); + + // Break-off: window elapses → peel away from the player. + a0.x = 120; a0.y = 0; + a0.state = 'escort'; + a0.escortMs = 1000; + a0.escortStart = 0; + a0.update(2000, 16, ship, []); + check('break: the escort window elapses into the break-off', a0.state === 'break'); + a0.body.velocity.set(0, 0); + a0.update(2016, 16, ship, []); + check('break: flies OFF (away from the player, not back to the ring)', a0.body.velocity.x > 0); + + // Despawn: broken escorts fully off-screen are collected; when the + // last one is gone, combat is over. + a0.gone = true; + a1.gone = true; + combat.update(90000, 16); + check('despawn: broken escorts off-screen are collected (encounter ends)', + combat.allies.length === 0); + check('active: over when the last escort is off-screen', combat.active === false); +} + +// ---------------------------------------------------------------- engage +{ + const { ship, combat } = harness(); + const b = combat.spawnEnemy(200, 60, 0, 'raider'); + const c = combat.spawnEnemy(300, 150, 1, 'raider'); + b.respawn = false; c.respawn = false; + b.nextFireAt = Infinity; c.nextFireAt = Infinity; // hold them for the test window + const a = combat.spawnAlly(100, 0, 2, 'runner', { escortMs: 60000, viewFn: () => null }); + a.state = 'engage'; // skip the stream-in (approach is covered above) + + // Run the system (on-screen gate + shared dispatch) until the escort + // has locked the nearest pirate and fired. + let fired = false; + for (let t = 1000; t <= 30000; t += 16) { + combat.update(t, 16); + if (a.target === b && combat.bullets.some((x) => x.owner === 'ally')) { fired = true; break; } + } + check('engage: lances the NEAREST pirate (an "ally" bolt leaves the barrel)', + fired && a.target === b); + check('no friendly fire: the player never takes escort bolts', + combat.hull === combat.maxHull && combat.shields === combat.maxShields); + + // The direct seam: an ally bolt crossing the player's seat. (Headless + // has no physics world, so the test advances the tracer itself.) + combat.bullets.length = 0; + const ab = combat.spawnBullet(-30, 0, 0, { bulletSpeed: 300, damage: 9, bulletLife: 5, color: '#37e0a1' }, 'ally'); + for (let i = 0; i < 30 && !ab.dead; i++) { ab.x += ab.body.velocity.x * 0.016; combat.update(31000 + i * 16, 16); } + check('no friendly fire: the collide pass skips "ally" bolts at the player', + combat.hull === combat.maxHull && combat.shields === combat.maxShields); +} + +// ---------------------------------------------------------------- auto-fire +{ + const { ship, combat } = harness(); + const a = combat.spawnAlly(0, 100, 0, 'sloop', { escortMs: 60000, viewFn: () => null }); + a.state = 'escort'; + a.x = 0; a.y = 100; + + check('auto-fire: the escort is outside the cannon target pool (no lock when escort-only)', + combat.currentTarget() === null); + + const b = combat.spawnEnemy(200, 60, 1, 'raider'); + b.respawn = false; + b.nextFireAt = Infinity; + check('auto-fire: the lock sits on the pirate, never the escort', combat.currentTarget() === b); + + // The player's bolts pass straight through the escort (no hit). (The + // headless harness advances the tracer by its own velocity.) + const pb = combat.spawnBullet(0, 140, -Math.PI / 2, { bulletSpeed: 300, damage: 20, bulletLife: 5, color: '#00e5ff' }, 'player'); + for (let i = 0; i < 30; i++) { + if (pb.dead) break; + pb.x += pb.body.velocity.x * 0.016; + pb.y += pb.body.velocity.y * 0.016; + combat.update(2000 + i * 16, 16); + } + check('no friendly fire: player bolts pass through the escort (no damage)', + a.hull === a.maxHull && a.shields === a.maxShields); +} + +// ---------------------------------------------------------------- pirate targeting +{ + const { ship, combat } = harness(); + const a = combat.spawnAlly(150, 0, 0, 'sentinel', { escortMs: 60000, viewFn: () => null }); + a.state = 'escort'; + const d = combat.spawnEnemy(300, 0, 1, 'raider'); + d.respawn = false; + d.nextFireAt = Infinity; + + // The player is within the pirate's weapon range — the player is + // preferred, even with a nearer escort. + check('pirate targeting: player preferred in range (even with a nearer escort)', + combat.pickEnemyTarget(d, ship) === ship); + + // The player is out of range; the escort is in range → the escort + // draws aggro. + ship.x = 1000; ship.y = 0; + a.x = 250; a.y = 0; + check('pirate targeting: out of player range, the nearest in-range escort draws aggro', + combat.pickEnemyTarget(d, ship) === a); + + // No escort in reach → the classic player chase (pirates-only + // unchanged). + const saved = combat.allies; + combat.allies = []; + check('pirate targeting: with no escort in reach, the classic chase stands', + combat.pickEnemyTarget(d, ship) === ship); + combat.allies = saved; + + // The pirate AI actually fires at the escort (the same gate that + // fires at the player — in range, aimed, off cooldown). + ship.x = 0; ship.y = 0; + d.x = 300; d.y = 0; + d.rotation = -Math.PI / 2; // heading = rotation - artOffset → facing west (art faces north) + d.nextFireAt = 0; + const w = d.update(1000, 16, a); + check('pirate targeting: aimed + in range, the pirate lances the escort', w === true); + + // And the escort takes the hit (the new collide pass — the headless + // harness advances the tracer by its own velocity). + a.x = 0; a.y = 100; + const eb = combat.spawnBullet(-40, 100, 0, { bulletSpeed: 300, damage: 9, bulletLife: 5, color: '#ff2d6f' }, 'enemy'); + const shB = a.shields, huB = a.hull; + for (let i = 0; i < 30; i++) { if (eb.dead) break; eb.x += eb.body.velocity.x * 0.016; combat.update(2000 + i * 16, 16); } + check('mixed: a pirate bolt that strikes the escort lands damage', + a.shields < shB || a.hull < huB || a.dead); +} + +// ---------------------------------------------------------------- escort's loss +{ + const { ship, combat } = harness(); + const a = combat.spawnAlly(0, 100, 0, 'sally', { escortMs: 60000, viewFn: () => null }); + a.state = 'escort'; + a.x = 0; a.y = 100; + + const xpB = combat.xp.xp; + // A fatal pirate bolt: the escort is pulled out of the world — and + // that loss banks no XP (the bounty is the pirate's). + const eb = combat.spawnBullet(-40, 100, 0, { bulletSpeed: 300, damage: 999, bulletLife: 5, color: '#ff2d6f' }, 'enemy'); + for (let i = 0; i < 20; i++) { if (eb.dead) break; eb.x += eb.body.velocity.x * 0.016; combat.update(1000 + i * 16, 16); } + combat.update(1000 + 20 * 16 + 16, 16); // flush the cull + check('mixed: a shot-down escort is collected (out of the allies roster)', + a.dead && !combat.allies.includes(a)); + check('mixed: a shot-down escort banks no XP (the bounty is the pirate)', combat.xp.xp === xpB); +} + +{ + const { ship, combat } = harness(); + const d = combat.spawnEnemy(400, 0, 0, 'raider'); + d.respawn = false; + d.nextFireAt = Infinity; + const xpB = combat.xp.xp; + + // An escort bolt across the pirate: one kill path — the XP still + // lands. + const ab = combat.spawnBullet(380, 0, 0, { bulletSpeed: 300, damage: 999, bulletLife: 5, color: '#37e0a1' }, 'ally'); + for (let i = 0; i < 20; i++) { if (ab.dead) break; ab.x += ab.body.velocity.x * 0.016; combat.update(1000 + i * 16, 16); } + const gained = Number(config.get('combat.enemy.xp', 0)) || 10; + check('mixed: an escort kill still banks the pirate XP (one grant)', + d.dead === true && combat.xp.xp - xpB >= gained); +} + +// ---------------------------------------------------------------- seekers +{ + const { ship, combat } = harness(); + const heraldId = neutralTypeIds().find((id) => neutralTypeConfig(id).weapon.pattern === 'missile'); + check('roster: the neutral roster carries a missile-pattern craft', !!heraldId); + const a = combat.spawnAlly(0, 0, 0, heraldId, { escortMs: 60000, viewFn: () => null }); + a.state = 'engage'; + const d = combat.spawnEnemy(300, 0, 1, 'raider'); + d.respawn = false; + d.nextFireAt = Infinity; + + // Fire the seeker (the herald's gate is the same honesty as the rest). + a.rotation = Math.PI / 2; // heading = rotation - artOffset → facing east (art faces north) + a.nextFireAt = 0; + const w = a.update(1000, 16, ship, combat.enemies); + check('escort seeker: engaged + aimed, the herald lances the pirate', + w.wantsFire === true && w.target === d); + combat.fireAlly(a, d, 1000); + const m = combat.missiles.find((x) => x.owner === 'ally'); + check('escort seeker: the seeker carries the "ally" owner + its victim lock', + !!m && m.owner === 'ally' && m.targetRef === d); + + // Homing: the lock moves → the seeker curves to the new bearing. + d.x = 400; d.y = 120; + const h0 = m.heading; + for (let i = 0; i < 12 && !m.dead; i++) m.update(16, d); + check('escort seeker: the seeker homes on the (moved) pirate', Math.abs(m.heading - h0) > 0.1); + + // No friendly fire: an escort seeker crossing the player's seat + // misses. + m.dead = false; + m.x = ship.x + 4; m.y = ship.y; + m.heading = 0; + const hullB = combat.hull, shB = combat.shields; + missilesHitPlayer(combat, ship, 12, 16); + check('escort seeker: "ally" seekers never strike the player', + m.dead === false && combat.hull === hullB && combat.shields === shB); + + // A hostile seeker can drop the escort (the mixed-encounter threat). + const hunter = config.section('combat.enemyTypes.hunter', {}); + const fake = { x: -100, y: 0, rotation: 0 }; + firePattern(combat, fake, a, { ...hunter.weapon }); + const em = combat.missiles.find((x) => x.owner === 'enemy'); + check('hostile seeker: the pirate fires one too (the shared dispatch)', !!em); + if (em) { + // Keep the escort OFF the player's seat (the hostile seeker's first + // test in the collide order is the player's). + a.x = 200; a.y = 60; + em.dead = false; + em.x = a.x + 2; em.y = a.y; + const aShB = a.shields, aHuB = a.hull; + combat.update(3000, 16); + check('hostile seeker: a pirate seeker can drop the escort (new pass)', + a.shields < aShB || a.hull < aHuB || a.dead); + } +} + +// ---------------------------------------------------------------- verdict +console.log(''); +if (failures === 0) console.log('✔ ALL NEUTRAL-ESCORT TESTS PASSED'); +else { + console.log(`✘ ${failures} NEUTRAL-ESCORT TEST(S) FAILED`); + process.exitCode = 1; +} diff --git a/dev/pixel-probe.mjs b/dev/pixel-probe.mjs new file mode 100644 index 0000000..b0bc8d1 --- /dev/null +++ b/dev/pixel-probe.mjs @@ -0,0 +1,155 @@ +/** + * Dev-only probe: does IN-BROWSER PIXEL SAMPLING work in headless Brave? + * + * node dev/pixel-probe.mjs + * + * Boots the game, spawns ONE off-screen enemy through the production + * sandbox seam (__ORBIT_COMBAT__.spawn), computes the off-screen arrow + * position with the REAL js/combat/Combat.js function, drives + * combatHud.update(), then copies the game canvas into a 2D canvas and + * samples pixels: + * · center box → the ship must be visible (not a black canvas) + * · corner box → the space background must be dark + * · arrow box → reddish pixels where the arrow should be drawn + * + * Requires: the dev server on :8080 and headless CDP on 127.0.0.1:9333. + */ +const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; +const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; +const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + +function connect(target) { + const ws = new WebSocket(target.webSocketDebuggerUrl); + let id = 0; + const pending = new Map(); + ws.onmessage = (x) => { + const m = JSON.parse(x.data); + if (m.id && pending.has(m.id)) { + const { res, rej } = pending.get(m.id); + pending.delete(m.id); + m.error ? rej(new Error(m.error.message)) : res(m.result); + } + }; + const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); + const send = (method, params = {}) => + new Promise((res, rej) => { + const mid = ++id; + pending.set(mid, { res, rej }); + ws.send(JSON.stringify({ id: mid, method, params })); + }); + return { ws, send, open }; +} + +async function evalJs(c, expression, awaitPromise = true) { + const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); + if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); + return r.result?.value; +} + +async function openPage(path) { + const url = `${BASE}${path}`; + let target; + try { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); + } catch { + target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); + } + const c = connect(target); + await c.open; + await c.send('Runtime.enable'); + return { c, target }; +} + +const PROBE = `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; + if (!gs || !gs.combat || !gs.ship || !gs.combatHud) return 'no GameScene/combat/ship/hud'; + const sys = gs.combat, hud = gs.combatHud; + try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} + const cv = window.game.canvas || document.querySelector('canvas'); + if (!cv) return 'no canvas element'; + const info = { + renderer: window.game.renderer ? (window.game.renderer.type ?? window.game.renderer.name ?? window.game.renderer.constructor.name) : null, + canvasW: cv.width, canvasH: cv.height, cssW: gs.scale && gs.scale.width, cssH: gs.scale && gs.scale.height, + }; + const vw = info.cssW || cv.width, vh = info.cssH || cv.height; + const DPR = cv.width / vw; + info.dpr = DPR; + // One hostile, off-screen (the sandbox seam's own spawn path). + window.__ORBIT_COMBAT__.spawn(1); + await sleep(150); + const e = sys.enemies.filter((x) => !x.dead)[0]; + if (!e) return 'no enemy spawned'; + const mod = await import('/js/combat/Combat.js'); + const s = hud.worldToScreen(e.x, e.y); + const p = mod.offscreenArrow(vw, vh, s.x, s.y, 28); + info.enemyScreen = { x: Math.round(s.x), y: Math.round(s.y) }; + info.arrow = p ? { x: Math.round(p.x), y: Math.round(p.y), angle: p.angle.toFixed(3) } : null; + hud.update(gs.time.now); // drive the HUD draw for this frame + const grab = (x0, y0, x1, y1) => { + const off = document.createElement('canvas'); + off.width = cv.width; off.height = cv.height; + const ctx = off.getContext('2d'); + ctx.drawImage(cv, 0, 0); + const rx = Math.max(0, Math.floor(x0 * DPR)), ry = Math.max(0, Math.floor(y0 * DPR)); + const rw = Math.min(cv.width - rx, Math.max(1, Math.ceil((x1 - x0) * DPR))); + const rh = Math.min(cv.height - ry, Math.max(1, Math.ceil((y1 - y0) * DPR))); + const d = ctx.getImageData(rx, ry, rw, rh).data; + return Array.from(d); + }; + const count = (arr, test) => { let n = 0; for (let i = 0; i < arr.length; i += 4) if (test(arr[i], arr[i + 1], arr[i + 2])) n++; return n; }; + const bright = (r, g, b) => r > 130 && g > 150 && b > 160; + const dark = (r, g, b) => r + g + b < 150; + const red = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; + const center = grab(vw / 2 - 10, vh / 2 - 10, vw / 2 + 10, vh / 2 + 10); + const corner = grab(0, 0, 10, 10); + info.centerBright = count(center, bright); + info.centerTotal = center.length / 4; + info.cornerDark = count(corner, dark); + if (p) { + const box = grab(p.x - 8, p.y - 8, p.x + 8, p.y + 8); + info.arrowRed = count(box, red); + info.arrowSample = box.slice(0, 12); + } + return info; +})()`; + +async function main() { + const { c, target } = await openPage('/index.html'); + try { + let ready = false; + for (let i = 0; i < 80; i++) { + await sleep(500); + try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } + if (ready) break; + } + if (!ready) throw new Error('game never booted'); + const started = await evalJs(c, `(async () => { + const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); + for (let i = 0; i < 120; i++) { + const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); + if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } + await sleep(500); + } + return 'menu never ready'; + })()`); + if (started !== 'started') throw new Error(`start: ${started}`); + let scoped = false; + for (let i = 0; i < 60; i++) { + await sleep(500); + try { + scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); + } catch { scoped = false; } + if (scoped) break; + } + if (!scoped) throw new Error('combat scope never appeared'); + await sleep(800); + const out = await evalJs(c, PROBE); + console.log(JSON.stringify(out, null, 2)); + } finally { + try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch { /* ignore */ } + c.ws.close(); + } +} + +main().catch((e) => { console.error('pixel-probe error:', e.message); process.exit(2); }); diff --git a/dev/xp.test.mjs b/dev/xp.test.mjs index 5a47172..4975cc3 100644 --- a/dev/xp.test.mjs +++ b/dev/xp.test.mjs @@ -302,8 +302,10 @@ const approx = (a, b, eps = 1e-6) => Math.abs(a - b) <= eps; const raider = combat.spawnEnemy(200, 0, 0, 'raider'); const bomber = combat.spawnEnemy(400, 0, 1, 'bomber'); const baseXp = Number(config.get('combat.enemy.xp', 10)) || 10; + const bomberXp = Number(config.get('combat.enemyTypes.bomber.xp', baseXp)) || baseXp; check("system: the raider carries the base type's xp (data)", raider.xp === baseXp); - check('system: the bomber carries its own xp (data: 25)', bomber.xp === 25); + check('system: the bomber carries its own xp (its data row, not the base)', + bomberXp !== baseXp && bomber.xp === bomberXp); // A kill = one grant of the hostile's type's xp (the kill path is the // single seam — pack kills, wave kills, and rolling replacements alike). @@ -332,8 +334,8 @@ const approx = (a, b, eps = 1e-6) => Math.abs(a - b) <= eps; // The bomber's kill banks ITS value (the roster sets XP-per-threat). bomber.damage(999); combat.killEnemy(bomber, 3000); - check("system: the bomber's kill banks 25 (toward level 2's 200)", - combat.xp.xp === 25 && combat.xp.level === 1 && levels.length === 1); + check("system: the bomber's kill banks ITS value (toward level 2's 200)", + combat.xp.xp === bomberXp && combat.xp.level === 1 && levels.length === 1); // A RESTORED ledger: the level's armor applies on build — with no // events (a load is not a level-up) and a full ship. diff --git a/js/combat/CombatSystem.js b/js/combat/CombatSystem.js index 9b84ed5..9110fe5 100644 --- a/js/combat/CombatSystem.js +++ b/js/combat/CombatSystem.js @@ -1,6 +1,7 @@ import { config } from '../config/Config.js'; import { EnemyShip } from './EnemyShip.js'; -import { enemyTypeConfig } from './EnemyTypes.js'; +import { NeutralShip } from './NeutralShip.js'; +import { enemyTypeConfig, neutralTypeConfig } from './EnemyTypes.js'; import { Bullet } from './Bullet.js'; import { Fx, FX_COLORS, settleCraftTint } from './Fx.js'; import { applyDamage, inView, pickTarget } from './Combat.js'; @@ -99,6 +100,7 @@ export class CombatSystem { this.onComm = typeof o.onComm === 'function' ? o.onComm : null; this.enemies = []; + this.allies = []; // neutral escorts (a separate roster — js/combat/NeutralShip.js) this.bullets = []; // The heat-seeker roster (js/combat/Weapons.js steps + hits them; the // missiles themselves live in js/combat/Missile.js). @@ -175,7 +177,7 @@ export class CombatSystem { // ~250 ms) must cover the WHOLE pack — a craft that somehow ends up // holding the white hit-flash state is re-asserted back to its // normal colors no matter how the stick got there. - this.fx.purgeRoster = () => [this.ship, ...this.enemies]; + this.fx.purgeRoster = () => [this.ship, ...this.enemies, ...this.allies]; this._active = false; } @@ -190,8 +192,11 @@ export class CombatSystem { get active() { const run = this.waveRun; if (run && run.state !== 'done' && run.state !== 'cancelled') return true; - return this.enemies.some( - (e) => !e.dead || (e._respawnPending && e.respawnAt > 0), + return ( + this.enemies.some((e) => !e.dead || (e._respawnPending && e.respawnAt > 0)) || + // A live escort keeps the fight up too (its lances are live even + // when the pack is spent — the encounter ends when it's OFF). + this.allies.some((a) => !a.dead && !a.gone && !a._removed) ); } @@ -288,6 +293,42 @@ export class CombatSystem { return e; } + /** + * One NEUTRAL ESCORT (data/combat.json → neutralTypes — frames 20–27 + * of the enemy sheet, the player-side roster): materializes + * off-screen (the caller places it — the encounter director spawns it + * in the _offscreenRadius band), then streams in on its own escort AI + * (js/combat/NeutralShip.js). + * + * `o.escortMs` — this ship's escort window (ms); omitted = a per-ship + * roll inside neutral.escortMin..escortMax ("each neutral ship flies + * near the player for a random 10–15 s"); `o.viewFn` overrides the + * break-off cull surface (headless tests). + * @returns {NeutralShip} + */ + spawnAlly(x, y, index, type = null, o = {}) { + const cfg = neutralTypeConfig(type); + const base = config.section('combat.neutral', {}); + const emin = Math.max(1, Number(base.escortMin) || 10); + const emax = Math.max(emin, Number(base.escortMax) || 15); + const escortMs = + Number.isFinite(Number(o.escortMs)) && Number(o.escortMs) > 0 + ? Number(o.escortMs) + : (emin + Math.random() * (emax - emin)) * 1000; + const a = new NeutralShip(this.scene, x, y, index, cfg, { + escortMs, + viewFn: typeof o.viewFn === 'function' ? o.viewFn : () => this.visibleView(), + }); + a.setDepth(10); + const px = this.ship ? this.ship.x : x; + const py = this.ship ? this.ship.y : y; + a.orbitAngle = Math.atan2(y - py, x - px); // anchor on the spawn bearing + a.nextFireAt = 1000; // the pack's grace (ms clock) + this.allies.push(a); + this._setActive(); + return a; + } + // ----------------------------------------------------------------- waves /** @@ -568,8 +609,13 @@ export class CombatSystem { if (e._respawnPending && time >= e.respawnAt) this.reviveEnemy(e, time); continue; } - const wantsFire = e.update(time, delta, player); - if (wantsFire && player && this.craftVisible(e)) this.fireEnemy(e, player, time); + // THE TARGET (pickEnemyTarget): the player — or, in a mixed + // encounter, the nearest in-weapon-range escort when the player + // isn't (the escort draws aggro; a pirates-only fight resolves to + // exactly the classic behavior). + const target = this.pickEnemyTarget(e, player); + const wantsFire = e.update(time, delta, target); + if (wantsFire && target && this.craftVisible(e)) this.fireEnemy(e, target, time); // THE ATTACK COMM (the type's comms.attack — data/combat.json): the // ON-SCREEN roll (50%) fires once the craft first flies into view — // unless its arrival roll already commed it (a pirate never @@ -581,6 +627,31 @@ export class CombatSystem { } } + // 1b) NEUTRAL ESCORTS (js/combat/NeutralShip.js): escort/engage/ + // break AI on their own clocks. The on-screen rule gates their + // lances exactly like the pack's (an off-screen escort holds its + // fire until it flies into view), and their target is always a + // pirate — the player is never aimed at. + for (const a of this.allies) { + if (a.dead) continue; + const r = a.update(time, delta, player, this.enemies); + if (r.wantsFire && player && r.target && r.target.dead !== true && this.craftVisible(a)) { + this.fireAlly(a, r.target, time); + } + } + // A broken escort that has flown fully off-screen is gone (the + // encounter ends when the last one is), and a shot-down escort is + // collected (killAlly's mark). + if (this.allies.length > 0) { + for (const a of this.allies) { + if ((a.gone || a._removed) && a.destroy && !a.destroyed) { + this.fx.releaseCraft(a); + a.destroy(); + } + } + this.allies = this.allies.filter((a) => !a.gone && !a._removed); + } + // 2) AUTO-FIRE: the nearest VISIBLE hostile in range (game.autoFire). // The mouse steers the ship; the cannon tracks on its own — but // only at what's on screen (off-screen hostiles can't be fired @@ -666,6 +737,32 @@ export class CombatSystem { ); } + /** + * A pirate's target this frame (the mixed-encounter rule): the + * PLAYER while they're inside the pirate's weapon range (a + * pirates-only fight — or the player in range — resolves exactly to + * the classic chase); else the NEAREST live escort within that range + * (a neutral ship draws aggro when the pirate can't reach the + * player); else the player (the classic orbit — the fire gate keeps + * it honest until in range). + * @returns {object|null} the craft to orbit + fire at (null = player down) + */ + pickEnemyTarget(e, player) { + if (!player) return null; + const range = Number((e.wpn && e.wpn.range) || 0); + const inRange = (o) => + range > 0 ? (o.x - e.x) ** 2 + (o.y - e.y) ** 2 <= range * range : true; + if (inRange(player)) return player; + let best = null; + let bestD = Infinity; + for (const a of this.allies) { + if (a.dead || !inRange(a)) continue; + const d2 = (a.x - e.x) ** 2 + (a.y - e.y) ** 2; + if (d2 < bestD) { bestD = d2; best = a; } + } + return best ?? player; + } + /** * RE-ANCHOR THE PACK AROUND THE SHIP — in the main game the ship's * start position settles AFTER create() (the tether barrier / a save @@ -729,6 +826,27 @@ export class CombatSystem { return firePattern(this, e, player, e.wpn ?? {}); } + /** + * A neutral escort's volley — the same shared pattern dispatch + * (js/combat/Weapons.js) as the hostiles, except the bolts/seekers + * carry the 'ally' owner: they hit the pack (the kill still banks the + * pirate's XP through killEnemy), never the player (the collide + * passes + Weapons.missilesHitPlayer skip them), and the player's + * auto-fire never targets the escort (a different roster). + */ + fireAlly(a, target, time) { + return firePattern(this, a, target, { ...(a.wpn ?? {}), owner: 'ally' }); + } + + /** + * The re-home seam for escort seekers (Weapons.stepMissiles): the + * nearest live pirate to the missile, or null (fly straight — the + * fuse ends it). + */ + allyMissileTarget(m) { + return pickTarget(this.enemies, m.x, m.y); + } + spawnBullet(x, y, angle, wpn, owner) { const b = new Bullet(this.scene, { x, @@ -798,6 +916,28 @@ export class CombatSystem { } } } + // Your escorts' tracers × the pack (the neutral ships' patterns — + // the same hit read as your own; the kill still banks the pirate's + // XP through the one grant). + for (let i = this.bullets.length - 1; i >= 0; i--) { + const b = this.bullets[i]; + if (b.dead || b.owner !== 'ally') continue; + for (const e of this.enemies) { + if (e.dead) continue; + if (!this.craftVisible(e)) continue; + if (this.hitsSwept(b, e, e.hitRadius, delta)) { + const preShields = e.shields; + const killed = e.damage(b.damage); + const kind = preShields > 0 ? 'shield' : 'hull'; + this.fx.enemyHit(e, b.x, b.y, b.angle0, kind, b.damage); + this.fx.damage(b.x, b.y, b.damage, kind); + combatSfxEnemyHit(this.scene, preShields, b.damage); + if (killed) this.killEnemy(e, this._now()); + if (b.consume()) this.bullets.splice(i, 1); + break; + } + } + } // Their lances × you. if (player) { for (let i = this.bullets.length - 1; i >= 0; i--) { @@ -811,9 +951,36 @@ export class CombatSystem { } } } + // Their lances × your escorts (mixed fight: pirate bolts can drop + // the neutral ships — the escort draws fire off the player). + for (let i = this.bullets.length - 1; i >= 0; i--) { + const b = this.bullets[i]; + if (b.dead || b.owner !== 'enemy') continue; + for (const a of this.allies) { + if (a.dead || !this.craftVisible(a)) continue; + if (this.hitsSwept(b, a, a.hitRadius, delta)) { + const preShields = a.shields; + const killed = a.damage(b.damage); + const kind = preShields > 0 ? 'shield' : 'hull'; + this.fx.enemyHit(a, b.x, b.y, b.angle0, kind, b.damage); + this.fx.damage(b.x, b.y, b.damage, kind); + combatSfxEnemyHit(this.scene, preShields, b.damage); + if (killed) this.killAlly(a, this._now()); + if (b.consume()) this.bullets.splice(i, 1); + break; + } + } + } // 2b) Heat-seekers × you (js/combat/Weapons.js): the missile's damage // lands from its incoming bearing; the hit blooms + consumes it. + // Escort seekers are excluded inside (no friendly fire). if (player) missilesHitPlayer(this, player, Number(player.radius) || 12, delta); + // Their heat-seekers × your escorts (mixed fight: a pirate seeker + // can drop a neutral ship). + this.missilesHitAllies(delta); + // Your escorts' heat-seekers × the pack (the escorts' missile + // patterns — one kill path, the XP still lands). + this.missilesHitEnemies(delta); // Rams (you × the pack) — push apart, bounce, damage both (grace-limited). if (player) { for (const e of this.enemies) { @@ -822,6 +989,62 @@ export class CombatSystem { } } + /** + * Hostile seekers × live escorts (a mixed fight: a pirate seeker can + * drop a neutral ship) — the hit is real damage, the kill is + * killAlly (no XP — the bounty is the pirate's; no comms — the + * neutrals don't talk). + */ + missilesHitAllies(delta) { + const ms = this.missiles; + if (!ms || ms.length === 0 || this.allies.length === 0) return; + for (let i = ms.length - 1; i >= 0; i--) { + const m = ms[i]; + if (m.dead) { ms.splice(i, 1); continue; } + if (m.owner === 'ally') continue; + for (const a of this.allies) { + if (a.dead || !this.craftVisible(a)) continue; + if (this.hitsSwept(m, a, a.hitRadius, delta)) { + const preShields = a.shields; + const killed = a.damage(m.damage); + const kind = preShields > 0 ? 'shield' : 'hull'; + this.fx.enemyHit(a, m.x, m.y, m.heading, kind, m.damage); + this.fx.damage(m.x, m.y, m.damage, kind); + combatSfxEnemyHit(this.scene, preShields, m.damage); + if (killed) this.killAlly(a, this._now()); + if (m.consume()) ms.splice(i, 1); + break; + } + } + } + } + + /** Escort seekers × the pack — the same hit read as the player's. */ + missilesHitEnemies(delta) { + const ms = this.missiles; + if (!ms || ms.length === 0 || this.enemies.length === 0) return; + for (let i = ms.length - 1; i >= 0; i--) { + const m = ms[i]; + if (m.dead) { ms.splice(i, 1); continue; } + if (m.owner !== 'ally') continue; + for (const e of this.enemies) { + if (e.dead) continue; + if (!this.craftVisible(e)) continue; + if (this.hitsSwept(m, e, e.hitRadius, delta)) { + const preShields = e.shields; + const killed = e.damage(m.damage); + const kind = preShields > 0 ? 'shield' : 'hull'; + this.fx.enemyHit(e, m.x, m.y, m.heading, kind, m.damage); + this.fx.damage(m.x, m.y, m.damage, kind); + combatSfxEnemyHit(this.scene, preShields, m.damage); + if (killed) this.killEnemy(e, this._now()); + if (m.consume()) ms.splice(i, 1); + break; + } + } + } + } + /** The scene's clock (ms) — used for the kill bookkeeping's timestamps. */ _now() { return this.scene.time?.now ?? Date.now(); @@ -882,6 +1105,27 @@ export class CombatSystem { } } + /** + * A neutral escort is down (a pirate's bolt/seeker): the kill read + * and the pull-out. No XP (a lost escort is not a bounty — the bank + * is the pirate's), no comms (the neutrals don't talk), no respawn + * (the encounter's force is spent). + */ + killAlly(a, time) { + if (a._killFx) return; + a._killFx = true; + this.fx.releaseCraft(a); + this.fx.explode(a.x, a.y, '#37e0a1'); + combatSfx(this.scene, 'kill'); + a.setVisible(false); + if (a.body) { + a.body.velocity.x = 0; + a.body.velocity.y = 0; + } + a._removed = true; // the update() cull collects it + this._setActive(); + } + // ----------------------------------------------------- damage / lifecycle /** @@ -1127,8 +1371,13 @@ export class CombatSystem { this.fx.releaseCraft(e); // settle flashes before the craft goes e.destroy(); } + for (const a of this.allies) { + this.fx.releaseCraft(a); + a.destroy(); + } for (const b of this.bullets) if (!b.dead) b.destroy(); this.enemies = []; + this.allies = []; this.bullets = []; this.fx.clear(); this.ship = null; diff --git a/js/combat/Encounters.js b/js/combat/Encounters.js new file mode 100644 index 0000000..1d63dea --- /dev/null +++ b/js/combat/Encounters.js @@ -0,0 +1,213 @@ +/** + * ENCOUNTER DIRECTOR — the periodic random ship encounters in neutral + * wild space. Pure rules, no Phaser, no scene (the same contract as + * js/combat/XpManager.js — it runs in bare Node; dev/encounters.test.mjs + * drives it with a fake clock + an injected rng). + * + * WHAT IT DECIDES (GameScene does the spawning): + * + * WHEN — while the system allows encounters (NEUTRAL — faction null —, + * not home, no wave run in flight, the player upright; the scene + * passes `ctx.allowed`, `encounterAllowed` is the pure gate), a + * ROLL lands on the interval schedule (data/combat.json → + * encounters.rollIntervalMin..rollIntervalMax, seconds); each roll + * fires at chanceMin..chanceMax probability. ONE AT A TIME: the + * schedule holds while an encounter is engaged. + * + * QUIET — when the encounter ends (its ships all dead or off-screen → + * the scene reports ctx.live = false) the next roll waits out + * cooldownMin..cooldownMax seconds, and the cadence resumes from + * there. + * + * WHAT — `rollKind` picks the kind at `weights` (shipped even — ~1/3 + * each), and `compose` sizes the group off the player's combat + * level band (shipped: 1–2 ships at low levels, 4–5 at high; mixed + * keeps BOTH kinds present). + * + * IT OWNS NO SHIPS, NO AUDIO, NO SAVE STATE — scene-local, like the + * 'Pirate Problems' ambush: a fresh GameScene starts a fresh director. + */ + +/** Uniform float in [min, max] (a degenerate band just returns the value). */ +function rand(rng, min, max) { + const a = Math.min(min, max); + const b = Math.max(min, max); + return a + rng() * (b - a); +} + +/** Uniform INT in [lo, hi] inclusive (a degenerate band is that value). */ +function randInt(rng, lo, hi) { + let a = Math.max(0, Math.floor(Number(lo) || 0)); + let b = Math.max(0, Math.floor(Number(hi) || 0)); + if (b < a) [a, b] = [b, a]; + return Math.min(b, a + Math.floor(rng() * (b - a + 1))); +} + +const KINDS = ['pirates', 'neutrals', 'mixed']; + +/** + * The encounter kind at `weights` (data/combat.json → encounters.weights; + * shipped even — ~1/3 each). A zero/absent weight is just never rolled. + * @param {object} weights kind → weight + * @param {() => number} rng + * @returns {'pirates'|'neutrals'|'mixed'} + */ +export function rollKind(weights, rng) { + const w = weights && typeof weights === 'object' ? weights : {}; + const total = KINDS.reduce((s, k) => s + Math.max(0, Number(w[k]) || 0), 0); + if (total <= 0) return KINDS[0]; + let x = rng() * total; + for (const k of KINDS) { + x -= Math.max(0, Number(w[k]) || 0); + if (x < 0) return k; + } + return KINDS[KINDS.length - 1]; +} + +/** + * The size band for a combat level (data/combat.json → + * encounters.bands — minLevel..maxLevel, inclusive). A level past every + * band takes the LAST one (the top of the roster). + * @param {object[]} bands + * @param {number} level + * @returns {object|null} + */ +export function bandFor(bands, level) { + const lv = Math.max(0, Math.floor(Number(level) || 0)); + const list = Array.isArray(bands) ? bands : []; + for (const b of list) { + if (b && lv >= (Number(b.minLevel) || 0) && lv <= (Number(b.maxLevel) || 0)) return b; + } + return list.length ? list[list.length - 1] : null; +} + +const DEFAULT_BAND = { + pirates: [1, 2], + neutrals: [1, 2], + mixedPirates: [1, 1], + mixedNeutrals: [1, 1], +}; + +/** + * The encounter's composition — the kind at `weights`, the group sized + * off the level band. `pirates`/`neutrals` are the per-kind counts + * (the OTHER kind is 0); `mixedPirates`/`mixedNeutrals` are the mixed + * per-kind floors/ceilings — BOTH kinds stay present. + * @param {object} cfg the encounters section (data/combat.json) + * @param {number} xpLevel the player's combat level (a fresh run: 0) + * @param {() => number} rng + * @returns {{kind:string, pirates:number, neutrals:number}} + */ +export function compose(cfg, xpLevel, rng) { + cfg = cfg && typeof cfg === 'object' ? cfg : {}; + const band = bandFor(cfg.bands, xpLevel) || DEFAULT_BAND; + const ri = (key, fb) => + Array.isArray(band[key]) ? randInt(rng, band[key][0], band[key][1]) : randInt(rng, fb[0], fb[1]); + const kind = rollKind(cfg.weights, rng); + if (kind === 'pirates') return { kind, pirates: ri('pirates', [1, 2]), neutrals: 0 }; + if (kind === 'neutrals') return { kind, pirates: 0, neutrals: ri('neutrals', [1, 2]) }; + return { kind: 'mixed', pirates: ri('mixedPirates', [1, 1]), neutrals: ri('mixedNeutrals', [1, 1]) }; +} + +/** + * The pure gate (GameScene passes its state; the test passes fixtures): + * encounters host in NEUTRAL (faction == null) non-HOME space, with no + * wave run in flight (a run that is already done/cancelled is over — + * its ships are spent), and the player upright (no spawn on a downed + * ship). `ship` must stand — there is no flying without one. + * @param {object} gate { ship, isHomeSystem, faction, waveRunLive, playerDown } + * @returns {boolean} + */ +export function encounterAllowed(gate = {}) { + return ( + !!gate.ship && + gate.isHomeSystem !== true && + gate.faction == null && + gate.waveRunLive !== true && + gate.playerDown !== true + ); +} + +/** + * The director's clock (one per GameScene — `this.encounters`). + * + * update(time, ctx) → { kind, pirates, neutrals } | null + * + * ctx.allowed — the pure gate above (the scene decides) + * ctx.live — an encounter's ships are still up (CombatSystem.active) + * ctx.xpLevel — the player's combat level (the size bands) + * + * `time` is the scene clock (ms — Phaser's `time`, the same ms clock the + * combat's own nextFireAt/respawn clocks run on). + */ +export class EncounterDirector { + constructor(cfg, opts = {}) { + this.cfg = cfg && typeof cfg === 'object' ? cfg : {}; + this.rng = typeof (opts && opts.rng) === 'function' ? opts.rng : Math.random; + this.state = 'idle'; // 'idle' | 'engaged' | 'cooldown' + this.nextRollAt = null; // ms clock; null = the first schedule is pending + this.quietUntil = 0; // ms clock (the cooldown's end) + } + + _intervalMs() { + // BOTH bounds in the SAME unit (seconds) before scaling to ms: clamping + // max to >= min must compare like-with-like, or the band's top collapses to + // min*1000 (a 45–90 s roll becomes 45 s–12.5 h). Regression-guarded in + // dev/encounters.test.mjs (rng=0 lower bound, rng=1 upper bound). + const minS = Math.max(0, Number(this.cfg.rollIntervalMin) || 45); + const maxS = Math.max(minS, Number(this.cfg.rollIntervalMax) || 90); + return rand(this.rng, minS * 1000, maxS * 1000); + } + + _cooldownMs() { + const minS = Math.max(0, Number(this.cfg.cooldownMin) || 30); + const maxS = Math.max(minS, Number(this.cfg.cooldownMax) || 60); + return rand(this.rng, minS * 1000, maxS * 1000); + } + + _chance() { + const min = Math.min(1, Math.max(0, Number(this.cfg.chanceMin) ?? 0.5)); + const max = Math.min(1, Math.max(min, Number(this.cfg.chanceMax) ?? 0.6)); + return rand(this.rng, min, max); + } + + /** One tick of the encounter clock (see the class doc). */ + update(time, ctx = {}) { + if (this.cfg.enabled === false) return null; // the data can hold it off + time = Number(time) || 0; + + if (this.state === 'engaged') { + if (ctx.live !== true) { + this.state = 'cooldown'; + this.quietUntil = time + this._cooldownMs(); + } + return null; // one at a time: the schedule holds while it's live + } + + if (this.state === 'cooldown') { + if (time < this.quietUntil) return null; + this.state = 'idle'; + this.nextRollAt = this.quietUntil; // the cadence resumes on the quiet's end + } + + // 'idle' + if (this.nextRollAt === null) { + this.nextRollAt = time + this._intervalMs(); + return null; + } + if (ctx.allowed !== true) { + // Out of allowed space (home / a faction system / a wave run): + // the clock SLIDES — the first roll here lands a full interval out, + // never on the arrival frame. + this.nextRollAt = time + this._intervalMs(); + return null; + } + if (time < this.nextRollAt) return null; + this.nextRollAt = time + this._intervalMs(); + if (this.rng() < this._chance()) { + this.state = 'engaged'; + return compose(this.cfg, ctx.xpLevel ?? 0, this.rng); + } + return null; + } +} diff --git a/js/combat/EnemyTypes.js b/js/combat/EnemyTypes.js index a936808..3540047 100644 --- a/js/combat/EnemyTypes.js +++ b/js/combat/EnemyTypes.js @@ -97,3 +97,68 @@ export function enemySheetList() { for (const id of enemyTypeIds()) add(enemyTypeConfig(id)); return out; } + +// ------------------------------------------------------ the neutral roster +// +// The player-side MIRROR of the registry above (data/combat.json → +// neutral + neutralTypes): the friendly NEUTRAL ships (spritesheet frames +// 20–27) the random-encounter director deploys. The same deep-merge +// contract — `neutralTypes.` overrides deep-merged onto the `neutral` +// base — and the same unknown-id rule (the base craft flies, warned once). +// Their `side` is 'player': CombatSystem flies them in its allies roster, +// never the enemies' (js/combat/NeutralShip.js + CombatSystem's allies). + +/** The named NEUTRAL type ids (combat.neutralTypes, minus the `_` bookkeeping keys). */ +export function neutralTypeIds() { + const t = config.section('combat.neutralTypes', {}); + return Object.keys(t).filter((k) => !k.startsWith('_') && isPlain(t[k])); +} + +/** + * The FULL config for a friendly neutral type: the base (combat.neutral) + * deep-merged with the type's overrides (combat.neutralTypes[id]) — the + * player-side mirror of enemyTypeConfig. + * + * @param {string|null} [typeId] null/'' = the base neutral craft; a named + * id = base + that type's overrides; an unknown id = the base (warned — + * a roster typo, not a crash). + * @returns {object} the config a NeutralShip builds from + */ +export function neutralTypeConfig(typeId = null) { + const base = config.section('combat.neutral', {}); + if (typeId == null || typeId === '') return base; + const t = config.section('combat.neutralTypes', {}); + const over = t[typeId]; + if (!isPlain(over)) { + if (typeof console !== 'undefined') { + console.warn(`[orbit] neutralTypes: unknown type "${typeId}" — the base neutral craft flies instead`); + } + return base; + } + return deepMerge(base, over); +} + +/** + * Every DISTINCT spritesheet the neutral ships use (deduped, base first — + * the same seam contract as enemySheetList; in practice the same enemy + * sheet on different frames, so a scene loading both lists sees one file). + * + * @returns {Array<{src: string, frameWidth: number, frameHeight: number}>} + */ +export function neutralSheetList() { + const out = []; + const seen = new Set(); + const add = (c) => { + const src = isPlain(c) ? c.texture : null; + if (typeof src !== 'string' || src === '' || seen.has(src)) return; + seen.add(src); + out.push({ + src, + frameWidth: Math.max(1, Number(c.frameWidth) || 128), + frameHeight: Math.max(1, Number(c.frameHeight) || 128), + }); + }; + add(config.section('combat.neutral', {})); + for (const id of neutralTypeIds()) add(neutralTypeConfig(id)); + return out; +} diff --git a/js/combat/NeutralShip.js b/js/combat/NeutralShip.js new file mode 100644 index 0000000..af29b06 --- /dev/null +++ b/js/combat/NeutralShip.js @@ -0,0 +1,206 @@ +import Phaser from '../vendor/phaser.js'; +import { inView, orbitStep } from './Combat.js'; +import { EnemyShip } from './EnemyShip.js'; +import { neutralTypeConfig } from './EnemyTypes.js'; + +/** + * A NEUTRAL ESCORT (data/combat.json → neutral / neutralTypes — frames + * 20–27 of the enemy sheet, the player-side roster): the same craft + * body as the hostiles (EnemyShip's art/armor/steering — the config + * just says `side: 'player'`), but the AI is a small state machine + * instead of the chase: + * + * approach → (pirates? engage : escort) + * engage → orbit the NEAREST pirate and lance it (Weapons.js's + * patterns — the same dispatch the hostiles run); the + * moment the last pirate is down it folds into escort + * escort → hold the escort ring around the player for this ship's + * window (neutral.escortMin..escortMax seconds — the + * spawner rolls it per ship); a pirate up while escorting + * flips it back into engage + * break → peel off and fly off-screen (no fire, no U-turn); + * CombatSystem despawns it the frame it is fully out + * + * PLAYER-SAFE BY CONSTRUCTION, not by promise: the only path that sets + * wantsFire is engage-at-pirate; the player never enters the target + * pool (js/combat/CombatSystem.js — auto-fire picks from the enemies + * roster, and this is a different one); the collide passes never route + * an 'ally' bolt/seeker into the player (Weapons.js's + * missilesHitPlayer skips them), and the player's own bolts never touch + * this roster (they hit `enemies`, not `allies`). + * + * `update(time, delta, player, pirates)` returns `{ wantsFire, target }` + * (target = the pirate being fired at, or null) — CombatSystem does the + * actual firing, so the on-screen gate + shared pattern dispatch stay + * in one place, exactly like the pack's. + */ +export class NeutralShip extends EnemyShip { + /** + * @param {object} scene the combat scene + * @param {number} x spawn + * @param {number} y spawn + * @param {number} index slot (orbit direction alternates) + * @param {object} [c] the craft's FULL neutral config (merged — the + * EnemyTypes.neutralTypeConfig contract) + * @param {object} [o] + * @param {number} [o.escortMs] this ship's escort window (ms) — rolled + * per ship by the spawner (neutral.escortMin..escortMax) or the + * director + * @param {Function} [o.viewFn] () => the camera's visible world rect + * (or null) — the break-off cull surface + */ + constructor(scene, x, y, index, c = null, o = {}) { + const cfg = c && typeof c === 'object' ? c : neutralTypeConfig(); + super(scene, x, y, index, cfg); + + this.side = 'player'; // the roster contract: never hostile to the player + this.state = 'approach'; + this.escortMs = Math.max(0, Number(o.escortMs) || 0); + this.escortStart = null; + this.viewFn = typeof o.viewFn === 'function' ? o.viewFn : null; + this.target = null; // the pirate engaged (null while escort/break) + this.gone = false; // fully off-screen after the break-off + this.escortRadius = Math.max(24, Number(cfg.escortRadius) || 110); + } + + /** + * Ally AI step (see the class doc). + * @param {number} time scene time (ms) + * @param {number} delta frame delta (ms) + * @param {object|null} player the player's craft (steering/fire anchor) + * @param {object[]} [pirates] the system's live enemy roster + * @returns {{wantsFire: boolean, target: (object|null)}} + */ + update(time, delta, player, pirates = []) { + const out = { wantsFire: false, target: null }; + if (this.dead) return out; + const dt = Math.min(delta, 64) / 1000; + + const px = player ? player.x : (this.lastPx ?? this.x); + const py = player ? player.y : (this.lastPy ?? this.y); + if (player) { + this.lastPx = px; + this.lastPy = py; + } + + const live = (pirates || []).filter((p) => p && !p.dead); + + // ---- the state machine: escort ↔ engage on the pirate count (the + // escort clock is stamped once per escort spell and keeps + // running through interruptions); window expiry is the one-way + // break-off. + if (this.state === 'engage' && live.length === 0) { + this.state = 'escort'; + if (this.escortStart == null) this.escortStart = time; + } else if (this.state === 'escort' && live.length > 0) { + this.state = 'engage'; + } + + // ---- break: peel off and fly OUT (no fire, no U-turn) + if (this.state === 'break') { + const dx = this.x - px; + const dy = this.y - py; + const d = Math.hypot(dx, dy); + const dirx = d > 1 ? dx / d : 1; + const diry = d > 1 ? dy / d : 0; + this._steer(px + dirx * 900, py + diry * 900, this.speed, dt); + const body = this.body; + const want = body && body.velocity.length() > 4 + ? Math.atan2(body.velocity.y, body.velocity.x) + : Math.atan2(diry, dirx); + this.rotateToward(want + this.artOffset, dt); + // Fully off the camera's visible rect → the encounter's end. + const view = this.viewFn ? this.viewFn() : null; + if (view && !inView(this.x, this.y, Math.max(this.hitRadius, (this.size || 0) / 2), view)) { + this.gone = true; // CombatSystem despawns it this frame + } + return out; + } + + const wpn = this.wpn ?? {}; + const range = Number(wpn.range) || 0; + + // ---- approach: stream in from the spawn bearing onto the escort ring + if (this.state === 'approach') { + this._orbit(px, py, this.escortRadius, dt); + if (Math.hypot(px - this.x, py - this.y) < this.escortRadius * 1.6) { + this.state = live.length > 0 ? 'engage' : 'escort'; + if (this.state === 'escort' && this.escortStart == null) this.escortStart = time; + } + return out; + } + + // ---- engage: orbit the NEAREST pirate and lance it + if (this.state === 'engage') { + let best = null; + let bestD = Infinity; + for (const p of live) { + const d2 = (p.x - this.x) ** 2 + (p.y - this.y) ** 2; + if (d2 < bestD) { bestD = d2; best = p; } + } + this.target = best; + if (best) { + this._orbit(best.x, best.y, this.orbitRadius, dt); + // Fire gate (engage only — the player is NEVER a target): in + // range, roughly aimed, off cooldown — the same honesty as the + // hostiles. + if (range > 0) { + const distT = Math.hypot(best.x - this.x, best.y - this.y); + if (distT < range && time >= this.nextFireAt) { + const toT = Math.atan2(best.y - this.y, best.x - this.x); + if (Math.abs(Phaser.Math.Angle.Wrap(toT - this.heading())) < 0.6) { + this.nextFireAt = time + (Number(wpn.cooldown) || 1.4) * 1000 * (0.85 + Math.random() * 0.4); + out.wantsFire = true; + out.target = best; + } + } + } + return out; + } + // The last pirate went down mid-frame → fold into escort. + this.state = 'escort'; + if (this.escortStart == null) this.escortStart = time; + } + + // ---- escort: hold the ring around the player until the window lapses + this.target = null; + this._orbit(px, py, this.escortRadius, dt); + if (this.escortStart == null) this.escortStart = time; + if (time - this.escortStart >= this.escortMs) this.state = 'break'; + return out; + } + + /** + * Steer to a point on the orbit ring around (cx, cy) — the same + * exponential approach the hostiles run (EnemyShip.update); the + * facing rule is the same too: face the motion while closing, face + * the center (aiming) on the ring. + * @private + */ + _orbit(cx, cy, radius, dt) { + const t = orbitStep(cx, cy, this.orbitAngle, this.orbitDir, this.orbitSpeed, dt, radius); + this.orbitAngle = t.angle; + const sp = Math.hypot(t.x - this.x, t.y - this.y) > radius * 0.9 ? this.speed : this.speed * 0.55; + this._steer(t.x, t.y, sp, dt); + const distC = Math.hypot(cx - this.x, cy - this.y); + const toC = Math.atan2(cy - this.y, cx - this.x); + const body = this.body; + const want = distC < radius * 1.5 + ? toC + : body && body.velocity.length() > 4 ? Math.atan2(body.velocity.y, body.velocity.x) : toC; + this.rotateToward(want + this.artOffset, dt); + } + + /** Exponential approach toward (tx, ty) at speed sp (dt in seconds). @private */ + _steer(tx, ty, sp, dt) { + const dx = tx - this.x; + const dy = ty - this.y; + const d = Math.hypot(dx, dy) || 1; + const k = 1 - Math.exp(-this.turn * dt); + const body = this.body; + if (body) { + body.velocity.x += ((dx / d) * sp - body.velocity.x) * k; + body.velocity.y += ((dy / d) * sp - body.velocity.y) * k; + } + } +} diff --git a/js/combat/Weapons.js b/js/combat/Weapons.js index 3ae385b..7e93d47 100644 --- a/js/combat/Weapons.js +++ b/js/combat/Weapons.js @@ -20,6 +20,9 @@ import { combatSfx } from './CombatSfx.js'; * the group fan out over distance (the close-range snap) * 'ring' weapon.bolts fired RADIAL around the craft (random phase * per volley — break the orbit) + * 'volley' a WIDE fan of weapon.bolts whose speeds are staggered — the + * outer bolts drift apart over distance (the burst's stagger + * across the spray's fan: a blossoming wall) * 'missile' weapon.missiles HEAT-SEEKERS — the Missile (js/combat/ * Missile.js) homes with a CAPPED turn-rate (weapon.missileTurn) * so the player can out-turn them (the dodge rule) @@ -55,10 +58,17 @@ export function firePattern(ctx, ship, player, wpn) { const spread = Math.max(0, num(wpn.spread, 0)); const nose = Math.max(8, num(ship.hitRadius, 20)) + 10; const jitter = () => (Math.random() * 2 - 1) * spread; + // Bolt owner (the player-safety seam): hostiles run 'enemy'; a neutral + // escort's firePattern call passes its weapon with `owner: 'ally'` and + // every bolt it spawns carries the tag — CombatSystem's collide passes + // route 'ally' bolts into pirates (never the player), and the player's + // auto-fire never targets the escort at all (a different roster). + const owner = typeof (wpn && wpn.owner) === 'string' && wpn.owner !== '' ? wpn.owner : 'enemy'; + const spawnBolt = (a, wp = wpn) => { const mx = ship.x + Math.cos(a) * nose; const my = ship.y + Math.sin(a) * nose; - ctx.spawnBullet(mx, my, a, wp, 'enemy'); + ctx.spawnBullet(mx, my, a, wp, owner); }; if (kind === 'spray') { @@ -78,6 +88,20 @@ export function firePattern(ctx, ship, player, wpn) { bulletSpeed: base * (1 + (t - 0.5) * 0.18), }); } + } else if (kind === 'volley') { + // The VOLLEY: a WIDE fan whose speeds are staggered (the outer bolts + // drift apart over distance, so the arc blossoms into a wall). + const n = Math.max(2, Math.floor(num(wpn.bolts, 7))); + const fan = Math.max(0.05, num(wpn.fan, 1.4)); + const stagger = Math.max(0, num(wpn.stagger, 0.35)); + const base = Math.max(40, num(wpn.bulletSpeed, 280)); + for (let i = 0; i < n; i++) { + const t = i / (n - 1); + spawnBolt(toPlayer - fan / 2 + fan * t + jitter(), { + ...wpn, + bulletSpeed: base * (1 + (t - 0.5) * stagger), + }); + } } else if (kind === 'ring') { // The RADIAL ring: evenly around 2π, a fresh random phase per volley. const angles = ringAngles(num(wpn.bolts, 8), Math.random() * Math.PI * 2); @@ -102,6 +126,25 @@ export function firePattern(ctx, ship, player, wpn) { return kind; } +/** + * Which craft a given missile homes on this frame (stepMissiles's owner + * rule). + */ +function missileTargetOf(m, player, ctx) { + const ref = m.targetRef; + if (ref && ref.x != null && ref.dead !== true) return ref; + if (m.owner === 'ally') { + if (typeof ctx.allyMissileTarget === 'function') { + try { + const t = ctx.allyMissileTarget(m); + if (t && t.dead !== true) return t; + } catch { /* no seam in context: fly straight */ } + } + return null; // straight flight, the fuse ends it — never a player threat + } + return player; +} + /** * Launch the hostile's HEAT-SEEKING volley (the `missile`/`combo` * patterns): weapon.missiles shots from the nose, fanned over @@ -124,20 +167,23 @@ export function launchMissiles(ctx, ship, player, wpn) { life: Math.max(0.5, num(wpn.missileLife, 4)), color: wpn.missileColor ?? wpn.color ?? '#ff9d3d', size: Math.max(10, num(wpn.missileSize, 18)), - owner: 'enemy', + // Seeker owner (the player-safety seam, see firePattern): 'enemy' by + // default; 'ally' when a neutral escort fires the pattern (the seeker + // then locks the pirate it was aimed at — see stepMissiles). + owner: typeof wpn.owner === 'string' && wpn.owner !== '' ? wpn.owner : 'enemy', }; if (!Array.isArray(ctx.missiles)) ctx.missiles = []; for (let i = 0; i < n; i++) { const t = n === 1 ? 0.5 : i / (n - 1); const a = toPlayer - spread / 2 + spread * t; - ctx.missiles.push( - new Missile(scene, { - x: ship.x + Math.cos(a) * nose, - y: ship.y + Math.sin(a) * nose, - angle: a, - ...opts, - }), - ); + const m = new Missile(scene, { + x: ship.x + Math.cos(a) * nose, + y: ship.y + Math.sin(a) * nose, + angle: a, + ...opts, + }); + m.targetRef = player; // the intended victim (the seeker's home target) + ctx.missiles.push(m); } combatSfx(scene, 'missile_fire'); // the rocket voice (distinct from the laser) return n; @@ -154,7 +200,12 @@ export function stepMissiles(ctx, delta, player, bounds = null) { if (!ms || ms.length === 0) return; for (let i = ms.length - 1; i >= 0; i--) { const m = ms[i]; - m.update(delta, player); + // Home target (owner rule): an escort's seeker locks its intended + // victim (m.targetRef), then re-homes to the nearest live one via the + // context seam (CombatSystem.allyMissileTarget), else flies straight; + // hostile seekers keep the classic player home (or their own intended + // victim, when a mixed-encounter pirate aimed at an escort). + m.update(delta, missileTargetOf(m, player, ctx)); if (m.dead) { ms.splice(i, 1); fizzleFx(ctx, m); // the fuse ran out — a small bloom @@ -191,6 +242,7 @@ export function missilesHitPlayer(ctx, player, playerRadius, delta) { ms.splice(i, 1); continue; } + if (m.owner === 'ally') continue; // no friendly fire: escort seekers pass by if (ctx.hitsSwept(m, player, r, delta)) { // The shield is struck from the missile's incoming bearing. ctx.damagePlayer(m.damage, { x: m.x, y: m.y, bearing: m.heading + Math.PI }); diff --git a/js/scenes/GameScene.js b/js/scenes/GameScene.js index 1f12332..35894a3 100644 --- a/js/scenes/GameScene.js +++ b/js/scenes/GameScene.js @@ -13,7 +13,7 @@ import { playSfxOn, sfxPlayingOn, stopSfxOn } from '../utils/Sfx.js'; import { gameTrackKey, startMusicShuffleOn, stopMusicShuffleOn } from '../utils/Music.js'; import { Ship } from '../entities/Ship.js'; import { EnemyShip } from '../combat/EnemyShip.js'; -import { enemySheetList } from '../combat/EnemyTypes.js'; +import { enemySheetList, enemyTypeIds, neutralTypeIds } from '../combat/EnemyTypes.js'; import { Planet } from '../entities/Planet.js'; import { AsteroidCluster } from '../entities/AsteroidCluster.js'; import { Station } from '../entities/Station.js'; @@ -38,6 +38,7 @@ import { CombatBar } from '../ui/CombatBar.js'; import { LevelUpMarquee } from '../ui/LevelUpMarquee.js'; import { CombatSystem } from '../combat/CombatSystem.js'; import { XpManager } from '../combat/XpManager.js'; +import { EncounterDirector, encounterAllowed } from '../combat/Encounters.js'; import { CombatHud } from '../combat/CombatHud.js'; import { MineralHud } from '../ui/MineralHud.js'; import { CreditsHud } from '../ui/CreditsHud.js'; @@ -1092,6 +1093,16 @@ export class GameScene extends Phaser.Scene { // every level-up after re-resolves too (the lock lifts at minLevel). this._refreshGateFactionTints(); this.combat.xp.on('levelup', () => this._refreshGateFactionTints()); + // THE ENCOUNTER DIRECTOR (js/combat/Encounters.js — the pure clock; + // the numbers are data/combat.json → encounters): while flying in + // neutral wild space (not home, no wave run in flight, the player + // upright) it rolls a random encounter on the interval schedule — + // pirates, neutrals, or a mix, sized off the combat level. It owns + // no ships: on a hit it returns a composition and _spawnEncounter + // materializes the pack off-screen (the existing spawn path; their + // AI streams them in). + this.encounters = new EncounterDirector(config.get('combat.encounters', {})); + this._encounterSerial = 10000; // off the dev console's 100+i band // ?combat boot (the tuning sandbox): the SEVEN-TYPE DEMO around the // ship (data/combat.json → waves.scripts.combat_demo) — a sequence // of rolling waves, one per new hostile type in difficulty order @@ -2545,6 +2556,24 @@ export class GameScene extends Phaser.Scene { this.combat.update(_time, delta); this.combatBar?.setStats(this.combat); this.combatHud?.update(_time); // the readability layer (lock/threat/feed/flash) + // THE ENCOUNTER DIRECTOR (data/combat.json → encounters): a hit + // returns the composition to spawn — off-screen, streamed in by + // their own AI (the clock is pure; the scene stays the spawner). + const comp = this.encounters.update(_time, { + allowed: encounterAllowed({ + ship: this.ship, + isHomeSystem: this.isHomeSystem, + faction: this.systemRecord ? this.systemRecord.faction : null, + waveRunLive: + !!this.combat.waveRun && + this.combat.waveRun.state !== 'done' && + this.combat.waveRun.state !== 'cancelled', + playerDown: this.combat.playerDown, + }), + live: this.combat.active, + xpLevel: this.combat.xp.level, + }); + if (comp) this._spawnEncounter(comp); } } this.engineFx?.update(_time, delta); // burn fades even through a pause @@ -6155,6 +6184,46 @@ export class GameScene extends Phaser.Scene { * scene-local) — the step's witness is the completion, not the * attempt, so the re-fire is the fair read. */ + /** + * THE ENCOUNTER DIRECTOR'S HIT (js/combat/Encounters.js): the pack + * materializes off-screen around the ship (the _offscreenRadius band — + * the same seam the dev console's spawner uses), fanned around one base + * heading so the encounter streams in from one direction. Encounter + * hostiles are one-shots (respawn off — no mid-fight pops; the fight + * ends when the sky is clear); the escorts carry their own windows + * (neutral.escortMin/escortMax — the break-off is their state machine). + * @param {{kind:string, pirates:number, neutrals:number}} comp + */ + _spawnEncounter(comp) { + const ship = this.ship; + if (!ship || !this.combat) return; + const r = this.combat._offscreenRadius() * (0.9 + Math.random() * 0.2); + const baseA = Math.random() * Math.PI * 2; + const eids = enemyTypeIds(); + const nids = neutralTypeIds(); + const pick = (list) => (list.length ? list[(Math.random() * list.length) | 0] : null); + const fan = (i, n) => baseA + (n > 1 ? (i - (n - 1) / 2) * 0.5 : 0) + (Math.random() - 0.5) * 0.4; + for (let i = 0; i < (comp.pirates | 0); i++) { + const a = fan(i, comp.pirates); + const e = this.combat.spawnEnemy( + ship.x + Math.cos(a) * r, + ship.y + Math.sin(a) * r, + this._encounterSerial++, + pick(eids), + ); + e.respawn = false; // one-shots: the encounter ends with the sky clear + } + for (let i = 0; i < (comp.neutrals | 0); i++) { + const a = fan(i, comp.neutrals); + this.combat.spawnAlly( + ship.x + Math.cos(a) * r, + ship.y + Math.sin(a) * r, + 1000 + this._encounterSerial++, + pick(nids), + ); + } + } + _maybeStartPirateAmbush() { if (config.get('combat.enabled', true) === false) return; if (!this.combat) return;