Add skill layer: data-driven Skill Tree, combat bar seats, and two Vangu

- New `data/skills.json` (registered in manifest) owns every number/string for the
  per-class skill trees, type taxonomy, seat table, bar look, and window copy;
  code only reads behavior off it so adding a third skill is a data edit.
- Pure skill model + ledger (`js/skills/SkillModel.js`, `SkillState.js`): rank
  points from the class bank, spend-through-unlock edges, seat bindings, save
  round-trip via `record.playerSkills` (old saves load as an empty ledger).
- Combat runtime in `CombatSystem.js`: cast pipeline with per-skill recharge
  clocks, energy spend/regen (now on by default), Ramming Charge dash + arrival
  blast (4x..12x weapon damage by rank), Reinforced Plating hull pool re-rolled
  from base so it never compounds; charge passes through the pack and settles once.
- UI: full-screen Skill Tree console (`js/ui/SkillWindow.js`) opened from the ship
  console's SKILL TREE door (lit when the class owns a tree), combat bar seats draw
  icon/rank/cooldown/affordability states with click-to-assign and right-click clear,
  keys 1-8 cast or place.
- Evidence: new Node + Playwright suites (`skills.test.mjs`, `skills-combat.test.mjs`,
  `skills-bar-browser.test.mjs`, `skills-window-browser.test.mjs`,
  `skills-devdoor-browser.test.mjs`) plus screenshots in `dev/shots/`; README and
  PROJECT_NOTES document the layer and dev doors (`?skill`, `?skilltree`).
This commit is contained in:
Brian Fertig 2026-09-27 07:20:55 -06:00
parent 2ede7cb160
commit 51fc62ec66
37 changed files with 6507 additions and 30 deletions

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{"version":1,"dirMtimeMs":1790469999560.4136,"goals":[]} {"version":1,"dirMtimeMs":1790501168076.8403,"goals":[]}

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{
"version": 3,
"id": "muj5okb0-s2mwh3",
"objective": "Introduce the skill layer to Orbit: a data-driven per-class Skill Tree (full-screen console opened from the ship console's Skill Tree door) where banked skill points rank skills up to their max, spend-through-unlock edges gate further skills, player-assigned active skills occupy seats 1–8 of the combat bar and spend energy on cooldown, passives apply automatically — with the first two Vanguard skills wired end-to-end: \"Ramming Charge\" (Offense, 60 energy, 6s recharge, 5 points, dash past the nearest hostile and blast it for 4x weapon damage, +2x per additional point) and \"Reinforced Plating\" (Passive, 0/0, 5 points, +5% hull pool, +5% per additional point).\n\nSuccess criteria:\n- data/skills.json (listed in data/manifest.json) defines the Vanguard tree with exactly those two skills carrying the stated ids/labels/type/energy/recharge/maxPoints/effect copy and icon frames off assets/images/skills.png (frame 0 = Ramming Charge, frame 1 = Reinforced Plating); code owns behavior, JSON owns every number and string.\n- Picking Vanguard makes both skills immediately spendable; points can be added one at a time up to 5/5 each, the bank (ClassState.skillPoints) debits/pays back correctly, and rank is saved and restored with the run. A skill at rank 0 is inert; rank ≥1 is live.\n- The Skill Tree console shows for each skill: icon, label, type, cost/recharge, rank \"n/5\", effect text, affordability + locked/unlocked state via the `requires` edges, and a spend action (with refund/respec explicitly absent-but-not-broken).\n- Clicking an active skill then a combat-bar seat binds it; bindings persist across save/load; defaults come from data. Only activatable skills are seatable — Reinforced Plating never occupies a seat and is visibly \"PASSIVE\" in the tree.\n- In live combat with Ramming Charge at rank 1: pressing its seat (or key) consumes 60 energy, applies a 6s cooldown shown on the seat, dashes the ship toward a point past the nearest hostile at 3x speed for 1 second, and the arrival blast in a data-driven radius deals 4x regular weapon damage — 6x at rank 2, 12x at rank 5 (verified by numbers, not eyeball). Energy is refusable at cost > current energy; data/combat.json → energy.regen is on (default 6/s) so the skill is fight-usable again in ~7s.\n- Reinforced Plating at rank n raises max hull to base × (1 + 0.05n) with the orbs/bar reflecting the bigger pool, surviving save/load, level-up armor bumps and combat restart without double-counting.\n- Evidence: node dev/run-all.mjs fully green including new dev/skills.test.mjs (pure data/model/ledger/save), dev/skills-combat.test.mjs (energy/cooldown/dash/blast damage per rank/hull scaling), a browser-level check, plus a screenshot pass in dev/shots/ showing the tree and armed bar seats.\n\nBoundaries:\nIN SCOPE: data/skills.json + manifest; js/skills/SkillModel.js + js/skills/SkillState.js (pure, save-integrated as record.playerSkills); skill runtime inside CombatSystem (cast pipeline, cooldowns, energy spend, dash + blast, hull passive); data/combat.json → energy.regen on; js/ui/SkillWindow.js full-screen console in the research-console idiom; ShipWindow's Skill Tree tab switching from OFFLINE standby to that door; combat-bar seat art/states (icon, rank, cooldown sweep, not-enough-energy, unbound) + click-to-assign flow; dev hooks (?skill / grant-points + max-rank for testing); docs/README updates; renaming assets/images/skills → assets/images/skills.png so it loads like every other sheet.\nOUT OF SCOPE: any skills beyond these two (further Vanguard skills and all Wraith skills are a later install), respec/refund-for-cost, class changing, drag-and-drop rebinding, skill-point income changes (the grant stays 5 at pick — dev hook supplies test points), energy-cost rebalancing beyond enabling regen, post-cap XP currency, audio/voice for the tree, and any video feed authoring (a missing clip keeps the NO SIGNAL plate and the console still works).\n\nConstraints:\n- Plain ES6 modules, no build step, no package manager; third parties stay vendored. Phaser imported only via js/vendor/phaser.js.\n- One class per file, standalone-constructible, scenes stay thin: no balance numbers in code — every tunable lives in data/*.json with a sane fallback on reads.\n- Determinism rules still apply (Rng, never Math.random() in generation paths) and nothing may break the seeded-galaxy contract.\n- Save-compat is sacred: older saves must load unchanged (absent record.playerSkills = fresh ledger), ledgers are plain data with validating restore.\n- Skills are strictly data-driven so adding skill #3 is a JSON edit plus, at most, one new effect handler — no re-plumbing.\n- Do NOT run git commit; leave the work in the working tree with a suggested commit message (Brian commits manually).\n\n\nIf blocked: stop and ask the user.",
"status": "complete",
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"revision": 440,
"createdAt": "2026-09-27T01:44:41.676Z",
"updatedAt": "2026-09-27T09:26:08.077Z",
"scheduler": {
"version": 1,
"owner": "01a0e078-2d4d-73f4-af9e-b921d1ff301f",
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"decision": {
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"nextAction": "Continue pursuing the goal, then verify and complete it when satisfied.",
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"verificationContract": "node dev/run-all.mjs passes end-to-end (0 failures) including the new skills tests; each new test asserts real numbers read from data/skills.json rather than private copies; browser check confirms the console opens from the ship tab, spends points, binds a seat, and that key press fires the dash with visible energy/cooldown movement on the bar; re-read the two authored skill specs and confirm every stated field (type, energy cost, recharge, max points, effect scaling) matches the shipped data and combat math.",
"taskList": {
"tasks": [
{
"id": "task-1",
"title": "Skill data layer: data/skills.json (+ manifest) and the skills.png sheet",
"status": "complete",
"verificationContract": "data/skills.json exists, is listed in data/manifest.json, and holds a per-class tree with Ramming Charge (type Offense, energy 60, recharge 6s, maxPoints 5, effect copy + damage numbers 4x/+2x-per-point, dash 3x speed / 1s / blast radius) and Reinforced Plating (type Passive, 0/0, maxPoints 5, +5%/+5%-per-point hull). Icon frames reference assets/images/skills.png frame 0/1; the extensionless assets/images/skills is renamed to skills.png. A data-contract test asserts shape, manifest membership and that no code path restates these numbers.",
"completedAt": "2026-09-27T02:05:55.144Z",
"evidence": "data/skills.json authored (types taxonomy w/ passive flag, seats table, vanguard+wraith trees, window copy); manifest registers it; assets/images/skills.png 1024x512 verified, frames 0=ram 1=plate. de"
},
{
"id": "task-2",
"title": "Pure skill model + ledger: js/skills/SkillModel.js, js/skills/SkillState.js, save round-trip",
"status": "complete",
"verificationContract": "SkillModel normalizes data/skills.json into per-class skill records (id, label, type, energyCost, cooldown, maxPoints, requires[], rank-independent effect numbers, icon frame, copy) with fallbacks and junk dropping. SkillState tracks points-per-skill + seat bindings, derives spendability from the ClassState bank and `requires` edges (rank 0 inert, rank ≥1 live), guards over-spend/over-max/no-class, and applies passives as queryable modifiers. record.playerSkills captures/restores cleanly; a save with no field loads as an empty ledger. Node test proves: spend to 5/5 max, refusal at max/bank-short, unlock-through-parent-points, and save/load round-trip.",
"subtasks": [
{
"id": "task-3",
"title": "Combat runtime: energy regen, cast pipeline, Ramming Charge dash+blast, Reinforced Plating hull passive",
"status": "complete",
"verificationContract": "CombatSystem.cast(index) resolves seat→skill, refuses when rank 0 / no energy / on cooldown, spends energy and starts a per-skill cooldown ticked in update(). Ramming Charge dashes toward a point past the nearest hostile at 3x speed for 1s (player input locked during the dash), then applies a radius blast: 4x base weapon damage at rank 1 scaling +2x per additional point (asserted numerically at ranks 1, 2 and 5). Reinforced Plating multiplies max hull by 1+0.05n with the bar/orbs showing the grown pool, idempotent across combat restart, level-up armor bump and save/load. data/combat.json → energy.regen defaults to ~6/s and is read from data. Headless mechanics test (dev/skills-combat.test.mjs) asserts the numbers.",
"completedAt": "2026-09-27T03:42:06.831Z",
"evidence": "dev/skills-combat.test.mjs 75 checks pass; run-all: ALL 75 TESTS PASSED. cast() refuses inert/energy/cooldown/passive/dashing, spends 60e, per-skill recharge ticked in update(). Dash 3x maxSpeed for 1"
},
{
"id": "task-4",
"title": "Combat bar seats: player-assigned skills, icons, cooldown and affordability states",
"status": "complete",
"verificationContract": "Clicking a seitable skill in the tree then a bar seat (1–8) binds it; data supplies default bindings; bindings persist through save/load and across combat start/stop. Each bound seat draws its skill icon from assets/images/skills.png plus key number, rank, a cooldown sweep with remaining seconds, a dimmed 'not enough energy' state, and an empty reserved look when unbound; keys 1–8 still cast. Only activatable skills are seatable — passives cannot take a seat. Unbinding (to make room) works and is saved.",
"completedAt": "2026-09-27T05:55:54.517Z",
"evidence": "dev/skills-bar-browser.test.mjs (real clicks+keys): seat binds via tree→seat handoff & Digit keys, icons from skills.png, rank stamp, cooldown sweep w/ seconds, noEnergy veil, empty seats, right-click"
},
{
"id": "task-5",
"title": "Skill Tree console: js/ui/SkillWindow.js + the ship console's Skill Tree door goes live",
"status": "complete",
"verificationContract": "A full-screen console in the existing cabinet idiom (left feed with NO SIGNAL fallback if no clip, right plate over the class's tree) shows every skill of the current class: icon, label, TYPE, energy/recharge, rank 'n/5', effect text, and LOCKED/AVAILABLE/MAXED/NO POINTS state driven by requires + bank. A SPEND action adds one point (with sfx + toast), spending is refused with a clear message when locked or broke, and the bank readout decrements live. ShipWindow's Skill Tree tab is no longer `standby` — it opens this window (and stays an honest door when there is no class on file). Dev-console-adjacent windows paint above the world without stealing the frozen-scene contract.",
"completedAt": "2026-09-27T05:57:06.693Z",
"evidence": "js/ui/SkillWindow.js (depth 80 cabinet idiom) + ShipWindow door: skills tab lights when snapshot.skillDoor, opens console; rows show icon/TYPE/energy-recharge/rank n/max/effect/seat state, RANK UP spe"
}
],
"completedAt": "2026-09-27T06:16:49.708Z",
"evidence": "SkillModel.js normalizes data/skills.json (fallbacks, junk rows dropped); SkillState.js ledger ranks/seats/points + bind/clear/auto-bind/hullBonus/effectTotal; SaveData round-trips it and an old save "
},
{
"id": "task-6",
"title": "Dev hooks, evidence and docs: ?skill boot flags, browser/screenshot pass, README + PROJECT_NOTES",
"status": "complete",
"verificationContract": "A dev hook (?skill / an alias) starts a run with the class chosen, points granted and skills rankable/maxed so the layer is testable without grinding, and is inert in normal play. A browser-level check drives: open tree from ship console → spend points into both skills → bind Ramming Charge to a seat → press the key and see energy drain, cooldown sweep, dash and blast damage; captured screenshots land in dev/shots/. README gains the skill-layer section and docs/PROJECT_NOTES.md records the data-vs-code rule and extension pattern for adding skill #3. node dev/run-all.mjs is green; work left uncommitted with a suggested commit message.",
"completedAt": "2026-09-27T06:23:12.506Z",
"evidence": "?skill/?skills/?skill=<class>/?skill=max|all/?skilltree verified + inert with no flag and under ?noclass (dev/skills-devdoor-browser.test.mjs). Window test drives ship tab → console → rank up BOTH ski"
}
],
"blockCompletion": true,
"proposedAt": "2026-09-27T01:44:25.192Z"
},
"stopReason": "agent",
"archivedPath": ".pi/goals/archived/goal_2026092703260806_muj5okb0-s2mwh3.md"
}
# Goal Prompt
Introduce the skill layer to Orbit: a data-driven per-class Skill Tree (full-screen console opened from the ship console's Skill Tree door) where banked skill points rank skills up to their max, spend-through-unlock edges gate further skills, player-assigned active skills occupy seats 1–8 of the combat bar and spend energy on cooldown, passives apply automatically — with the first two Vanguard skills wired end-to-end: "Ramming Charge" (Offense, 60 energy, 6s recharge, 5 points, dash past the nearest hostile and blast it for 4x weapon damage, +2x per additional point) and "Reinforced Plating" (Passive, 0/0, 5 points, +5% hull pool, +5% per additional point).
Success criteria:
- data/skills.json (listed in data/manifest.json) defines the Vanguard tree with exactly those two skills carrying the stated ids/labels/type/energy/recharge/maxPoints/effect copy and icon frames off assets/images/skills.png (frame 0 = Ramming Charge, frame 1 = Reinforced Plating); code owns behavior, JSON owns every number and string.
- Picking Vanguard makes both skills immediately spendable; points can be added one at a time up to 5/5 each, the bank (ClassState.skillPoints) debits/pays back correctly, and rank is saved and restored with the run. A skill at rank 0 is inert; rank ≥1 is live.
- The Skill Tree console shows for each skill: icon, label, type, cost/recharge, rank "n/5", effect text, affordability + locked/unlocked state via the `requires` edges, and a spend action (with refund/respec explicitly absent-but-not-broken).
- Clicking an active skill then a combat-bar seat binds it; bindings persist across save/load; defaults come from data. Only activatable skills are seatable — Reinforced Plating never occupies a seat and is visibly "PASSIVE" in the tree.
- In live combat with Ramming Charge at rank 1: pressing its seat (or key) consumes 60 energy, applies a 6s cooldown shown on the seat, dashes the ship toward a point past the nearest hostile at 3x speed for 1 second, and the arrival blast in a data-driven radius deals 4x regular weapon damage — 6x at rank 2, 12x at rank 5 (verified by numbers, not eyeball). Energy is refusable at cost > current energy; data/combat.json → energy.regen is on (default 6/s) so the skill is fight-usable again in ~7s.
- Reinforced Plating at rank n raises max hull to base × (1 + 0.05n) with the orbs/bar reflecting the bigger pool, surviving save/load, level-up armor bumps and combat restart without double-counting.
- Evidence: node dev/run-all.mjs fully green including new dev/skills.test.mjs (pure data/model/ledger/save), dev/skills-combat.test.mjs (energy/cooldown/dash/blast damage per rank/hull scaling), a browser-level check, plus a screenshot pass in dev/shots/ showing the tree and armed bar seats.
Boundaries:
IN SCOPE: data/skills.json + manifest; js/skills/SkillModel.js + js/skills/SkillState.js (pure, save-integrated as record.playerSkills); skill runtime inside CombatSystem (cast pipeline, cooldowns, energy spend, dash + blast, hull passive); data/combat.json → energy.regen on; js/ui/SkillWindow.js full-screen console in the research-console idiom; ShipWindow's Skill Tree tab switching from OFFLINE standby to that door; combat-bar seat art/states (icon, rank, cooldown sweep, not-enough-energy, unbound) + click-to-assign flow; dev hooks (?skill / grant-points + max-rank for testing); docs/README updates; renaming assets/images/skills → assets/images/skills.png so it loads like every other sheet.
OUT OF SCOPE: any skills beyond these two (further Vanguard skills and all Wraith skills are a later install), respec/refund-for-cost, class changing, drag-and-drop rebinding, skill-point income changes (the grant stays 5 at pick — dev hook supplies test points), energy-cost rebalancing beyond enabling regen, post-cap XP currency, audio/voice for the tree, and any video feed authoring (a missing clip keeps the NO SIGNAL plate and the console still works).
Constraints:
- Plain ES6 modules, no build step, no package manager; third parties stay vendored. Phaser imported only via js/vendor/phaser.js.
- One class per file, standalone-constructible, scenes stay thin: no balance numbers in code — every tunable lives in data/*.json with a sane fallback on reads.
- Determinism rules still apply (Rng, never Math.random() in generation paths) and nothing may break the seeded-galaxy contract.
- Save-compat is sacred: older saves must load unchanged (absent record.playerSkills = fresh ledger), ledgers are plain data with validating restore.
- Skills are strictly data-driven so adding skill #3 is a JSON edit plus, at most, one new effect handler — no re-plumbing.
- Do NOT run git commit; leave the work in the working tree with a suggested commit message (Brian commits manually).
If blocked: stop and ask the user.
## Progress
- Status: complete
- Auto-continue: on
- Sisyphus mode: no
- Time spent: 6h27m42s
- Tokens used: 1.2M (1,223,595) tokens
- Verification contract: node dev/run-all.mjs passes end-to-end (0 failures) including the new skills tests; each new test asserts real numbers read from data/skills.json rather than private copies; browser check confirms the console opens from the ship tab, spends points, binds a seat, and that key press fires the dash with visible energy/cooldown movement on the bar; re-read the two authored skill specs and confirm every stated field (type, energy cost, recharge, max points, effect scaling) matches the shipped data and combat math.
## Tasks
<!-- blockCompletion: true -->
- [x] task-1: Skill data layer: data/skills.json (+ manifest) and the skills.png sheet — evidence: data/skills.json authored (types taxonomy w/ passive flag, seats table, vanguard+wraith trees, window copy); manifest registers it; assets/images/skills.png 1024x512 verified, frames 0=ram 1=plate. de
- [x] task-2: Pure skill model + ledger: js/skills/SkillModel.js, js/skills/SkillState.js, save round-trip — evidence: SkillModel.js normalizes data/skills.json (fallbacks, junk rows dropped); SkillState.js ledger ranks/seats/points + bind/clear/auto-bind/hullBonus/effectTotal; SaveData round-trips it and an old save
- [x] task-6: Dev hooks, evidence and docs: ?skill boot flags, browser/screenshot pass, README + PROJECT_NOTES — evidence: ?skill/?skills/?skill=<class>/?skill=max|all/?skilltree verified + inert with no flag and under ?noclass (dev/skills-devdoor-browser.test.mjs). Window test drives ship tab → console → rank up BOTH ski

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{"type":"audit_result","goalId":"muismeg5-q31npy","verdict":"approved","report":"I'll audit this systematically, starting with the repository structure and key artifacts.\n\n\n\n## Audit Findings\n\n**Objective criteria extracted:** (1) auto-open at combat level 5 when combat goes quiet; (2) main game freezes; (3) new full-screen console with looping `assets/videos/classes.mp4` left; (4) Vanguard/Wraith tabs red/purple using frames 0/1 of the 128×128 `assets/images/classes.png` right; (5) intro state plays `assets/speech/trestle/classes.mp3` over Trestle's copy; (6) each tab: overview + PICK → confirmation → sets class + grants initial bonus (Vanguard dual cannon + 5 SP; Wraith predictive targeting + 5 SP); (7) testable via `index.html?level5`.\n\n**Independent verification performed (real artifacts, no executor reliance):**\n- Assets exist and match: `classes.mp4` (2 MB MP4), `classes.png` = 640×256 loaded as **128×128 frames** (`data/classes.json → icons`, sprite-sheet load at `js/ui/ClassWindow.js:158`), `assets/speech/trestle/classes.mp3`.\n- Trigger/freeze is real code: `GameScene._classBeat()` (level ≥ `shipScreen.level.classAt`, `_combatIsQuiet()`, `_screenIsBusy()`, one-shot prompt) and `classWindow.isOpen` joins the `_frozen` expression at `js/scenes/GameScene.js:2675`, which calls `_parkForFreeze()`.\n- I ran the suite myself (after starting `dev/server.mjs 8123`): **ALL 73 TESTS PASSED**, including `classes.test.mjs`, `class-combat.test.mjs`, `classes-browser.test.mjs` (no-dev-param level-5 crossing opens once, world parked, ESC defers without nagging, ship door re-opens, plate replaces door).\n- I ran my own throwaway probes (`/tmp`, repo untouched):\n - **Real mouse clicks**: tab click → `tab=wraith`; PICK click → confirm dialog opens with **class still unfiled**; LOCK IT IN click → `hasClass:true, perks:[\"targetingComputer\"], skillPoints:5`, console closes, deck leaves standby.\n - **Live game loop** (real `CombatSystem.update`, real bullets, only a recording wrapper): Vanguard = every volley **2 bolts, 18 px apart**, damage 10 each; unclassed = 1 bolt; Wraith = 1 bolt fired **+0.21…+0.30 rad ahead of raw aim** on a hostile moving ~150–195 px/s cross-course — genuine predictive lead in the running game, not just a stub.\n - Screenshots (`/tmp/orbit-class-audit/*`) show full-screen console: looping muted feed left (frame advanced 2.5 s → 3.6 s), red Vanguard / purple Wraith tabs with correct distinct insignia right, Trestle intro copy verbatim, doctrine + \"+5 SKILL POINTS\" + PICK, and the ship console's class plate replacing the door.\n- Full suite green ⇒ no regressions from the `GameScene`/`CombatSystem`/`SaveData` edits; page reported no console errors.\n\n**Minor non-blocking nits (no requirement depends on them):** `docs/PROJECT_NOTES.md` describes the data keys with stale names (`_enabled`, `name`, `insignia`, `doctrine[]`, `confirmPick`, `iconSheet`) vs the actual `enabled/label/frame/overview/pick/icons`; two hardcoded fallback literals remain in `ClassWindow.js` PICK paths (`'PICK THIS CLASS'`, `` `${def.label} LOCKED IN` ``) so the \"zero copy literals\" claim is slightly overstated; perks intentionally do not alter the standalone `/combat` range (documented, consistent with objective scope).\n\nEvery explicit requirement of the objective — trigger condition, freeze, layout, theming, sprite frames, intro audio + copy, overview/PICK/confirmation flow, both classes' granted bonuses, and the `?level5` dev door — is implemented and demonstrably working in the real runtime.\n\n<approved/>","at":"2026-09-27T00:46:39.500Z"} {"type":"audit_result","goalId":"muismeg5-q31npy","verdict":"approved","report":"I'll audit this systematically, starting with the repository structure and key artifacts.\n\n\n\n## Audit Findings\n\n**Objective criteria extracted:** (1) auto-open at combat level 5 when combat goes quiet; (2) main game freezes; (3) new full-screen console with looping `assets/videos/classes.mp4` left; (4) Vanguard/Wraith tabs red/purple using frames 0/1 of the 128×128 `assets/images/classes.png` right; (5) intro state plays `assets/speech/trestle/classes.mp3` over Trestle's copy; (6) each tab: overview + PICK → confirmation → sets class + grants initial bonus (Vanguard dual cannon + 5 SP; Wraith predictive targeting + 5 SP); (7) testable via `index.html?level5`.\n\n**Independent verification performed (real artifacts, no executor reliance):**\n- Assets exist and match: `classes.mp4` (2 MB MP4), `classes.png` = 640×256 loaded as **128×128 frames** (`data/classes.json → icons`, sprite-sheet load at `js/ui/ClassWindow.js:158`), `assets/speech/trestle/classes.mp3`.\n- Trigger/freeze is real code: `GameScene._classBeat()` (level ≥ `shipScreen.level.classAt`, `_combatIsQuiet()`, `_screenIsBusy()`, one-shot prompt) and `classWindow.isOpen` joins the `_frozen` expression at `js/scenes/GameScene.js:2675`, which calls `_parkForFreeze()`.\n- I ran the suite myself (after starting `dev/server.mjs 8123`): **ALL 73 TESTS PASSED**, including `classes.test.mjs`, `class-combat.test.mjs`, `classes-browser.test.mjs` (no-dev-param level-5 crossing opens once, world parked, ESC defers without nagging, ship door re-opens, plate replaces door).\n- I ran my own throwaway probes (`/tmp`, repo untouched):\n - **Real mouse clicks**: tab click → `tab=wraith`; PICK click → confirm dialog opens with **class still unfiled**; LOCK IT IN click → `hasClass:true, perks:[\"targetingComputer\"], skillPoints:5`, console closes, deck leaves standby.\n - **Live game loop** (real `CombatSystem.update`, real bullets, only a recording wrapper): Vanguard = every volley **2 bolts, 18 px apart**, damage 10 each; unclassed = 1 bolt; Wraith = 1 bolt fired **+0.21…+0.30 rad ahead of raw aim** on a hostile moving ~150–195 px/s cross-course — genuine predictive lead in the running game, not just a stub.\n - Screenshots (`/tmp/orbit-class-audit/*`) show full-screen console: looping muted feed left (frame advanced 2.5 s → 3.6 s), red Vanguard / purple Wraith tabs with correct distinct insignia right, Trestle intro copy verbatim, doctrine + \"+5 SKILL POINTS\" + PICK, and the ship console's class plate replacing the door.\n- Full suite green ⇒ no regressions from the `GameScene`/`CombatSystem`/`SaveData` edits; page reported no console errors.\n\n**Minor non-blocking nits (no requirement depends on them):** `docs/PROJECT_NOTES.md` describes the data keys with stale names (`_enabled`, `name`, `insignia`, `doctrine[]`, `confirmPick`, `iconSheet`) vs the actual `enabled/label/frame/overview/pick/icons`; two hardcoded fallback literals remain in `ClassWindow.js` PICK paths (`'PICK THIS CLASS'`, `` `${def.label} LOCKED IN` ``) so the \"zero copy literals\" claim is slightly overstated; perks intentionally do not alter the standalone `/combat` range (documented, consistent with objective scope).\n\nEvery explicit requirement of the objective — trigger condition, freeze, layout, theming, sprite frames, intro audio + copy, overview/PICK/confirmation flow, both classes' granted bonuses, and the `?level5` dev door — is implemented and demonstrably working in the real runtime.\n\n<approved/>","at":"2026-09-27T00:46:39.500Z"}
{"type":"goal_completed","goalId":"muismeg5-q31npy","archivePath":".pi/goals/archived/goal_2026092618463950_muismeg5-q31npy.md","at":"2026-09-27T00:46:39.562Z"} {"type":"goal_completed","goalId":"muismeg5-q31npy","archivePath":".pi/goals/archived/goal_2026092618463950_muismeg5-q31npy.md","at":"2026-09-27T00:46:39.562Z"}
{"type":"goal_archived","goalId":"muismeg5-q31npy","archivePath":".pi/goals/archived/goal_2026092618463950_muismeg5-q31npy.md","at":"2026-09-27T00:46:39.563Z"} {"type":"goal_archived","goalId":"muismeg5-q31npy","archivePath":".pi/goals/archived/goal_2026092618463950_muismeg5-q31npy.md","at":"2026-09-27T00:46:39.563Z"}
{"type":"goal_created","goalId":"muj5okb0-s2mwh3","objective":"Introduce the skill layer to Orbit: a data-driven per-class Skill Tree (full-screen console opened from the ship console's Skill Tree door) where banked skill points rank skills up to their max, spend-through-unlock edges gate further skills, player-assigned active skills occupy seats 1–8 of the combat bar and spend energy on cooldown, passives apply automatically — with the first two Vanguard skills wired end-to-end: \"Ramming Charge\" (Offense, 60 energy, 6s recharge, 5 points, dash past the nearest hostile and blast it for 4x weapon damage, +2x per additional point) and \"Reinforced Plating\" (Passive, 0/0, 5 points, +5% hull pool, +5% per additional point).\n\nSuccess criteria:\n- data/skills.json (listed in data/manifest.json) defines the Vanguard tree with exactly those two skills carrying the stated ids/labels/type/energy/recharge/maxPoints/effect copy and icon frames off assets/images/skills.png (frame 0 = Ramming Charge, frame 1 = Reinforced Plating); code owns behavior, JSON owns every number and string.\n- Picking Vanguard makes both skills immediately spendable; points can be added one at a time up to 5/5 each, the bank (ClassState.skillPoints) debits/pays back correctly, and rank is saved and restored with the run. A skill at rank 0 is inert; rank ≥1 is live.\n- The Skill Tree console shows for each skill: icon, label, type, cost/recharge, rank \"n/5\", effect text, affordability + locked/unlocked state via the `requires` edges, and a spend action (with refund/respec explicitly absent-but-not-broken).\n- Clicking an active skill then a combat-bar seat binds it; bindings persist across save/load; defaults come from data. Only activatable skills are seatable — Reinforced Plating never occupies a seat and is visibly \"PASSIVE\" in the tree.\n- In live combat with Ramming Charge at rank 1: pressing its seat (or key) consumes 60 energy, applies a 6s cooldown shown on the seat, dashes the ship toward a point past the nearest hostile at 3x speed for 1 second, and the arrival blast in a data-driven radius deals 4x regular weapon damage — 6x at rank 2, 12x at rank 5 (verified by numbers, not eyeball). Energy is refusable at cost > current energy; data/combat.json → energy.regen is on (default 6/s) so the skill is fight-usable again in ~7s.\n- Reinforced Plating at rank n raises max hull to base × (1 + 0.05n) with the orbs/bar reflecting the bigger pool, surviving save/load, level-up armor bumps and combat restart without double-counting.\n- Evidence: node dev/run-all.mjs fully green including new dev/skills.test.mjs (pure data/model/ledger/save), dev/skills-combat.test.mjs (energy/cooldown/dash/blast damage per rank/hull scaling), a browser-level check, plus a screenshot pass in dev/shots/ showing the tree and armed bar seats.\n\nBoundaries:\nIN SCOPE: data/skills.json + manifest; js/skills/SkillModel.js + js/skills/SkillState.js (pure, save-integrated as record.playerSkills); skill runtime inside CombatSystem (cast pipeline, cooldowns, energy spend, dash + blast, hull passive); data/combat.json → energy.regen on; js/ui/SkillWindow.js full-screen console in the research-console idiom; ShipWindow's Skill Tree tab switching from OFFLINE standby to that door; combat-bar seat art/states (icon, rank, cooldown sweep, not-enough-energy, unbound) + click-to-assign flow; dev hooks (?skill / grant-points + max-rank for testing); docs/README updates; renaming assets/images/skills → assets/images/skills.png so it loads like every other sheet.\nOUT OF SCOPE: any skills beyond these two (further Vanguard skills and all Wraith skills are a later install), respec/refund-for-cost, class changing, drag-and-drop rebinding, skill-point income changes (the grant stays 5 at pick — dev hook supplies test points), energy-cost rebalancing beyond enabling regen, post-cap XP currency, audio/voice for the tree, and any video feed authoring (a missing clip keeps the NO SIGNAL plate and the console still works).\n\nConstraints:\n- Plain ES6 modules, no build step, no package manager; third parties stay vendored. Phaser imported only via js/vendor/phaser.js.\n- One class per file, standalone-constructible, scenes stay thin: no balance numbers in code — every tunable lives in data/*.json with a sane fallback on reads.\n- Determinism rules still apply (Rng, never Math.random() in generation paths) and nothing may break the seeded-galaxy contract.\n- Save-compat is sacred: older saves must load unchanged (absent record.playerSkills = fresh ledger), ledgers are plain data with validating restore.\n- Skills are strictly data-driven so adding skill #3 is a JSON edit plus, at most, one new effect handler — no re-plumbing.\n- Do NOT run git commit; leave the work in the working tree with a suggested commit message (Brian commits manually).\n\n\nIf blocked: stop and ask the user.","sisyphus":false,"autoContinue":true,"at":"2026-09-27T01:44:41.676Z"}
{"type":"task_list_set","goalId":"muj5okb0-s2mwh3","taskCount":3,"blockCompletion":true,"at":"2026-09-27T01:44:41.676Z"}
{"type":"task_started","goalId":"muj5okb0-s2mwh3","taskId":"task-1","at":"2026-09-27T01:53:54.916Z"}
{"type":"task_complete","goalId":"muj5okb0-s2mwh3","taskId":"task-1","evidence":"data/skills.json authored (types taxonomy w/ passive flag, seats table, vanguard+wraith trees, window copy); manifest registers it; assets/images/skills.png 1024x512 verified, frames 0=ram 1=plate. de","at":"2026-09-27T02:05:55.145Z"}
{"type":"task_started","goalId":"muj5okb0-s2mwh3","taskId":"task-3","at":"2026-09-27T02:56:32.124Z"}
{"type":"task_complete","goalId":"muj5okb0-s2mwh3","taskId":"task-3","evidence":"dev/skills-combat.test.mjs 75 checks pass; run-all: ALL 75 TESTS PASSED. cast() refuses inert/energy/cooldown/passive/dashing, spends 60e, per-skill recharge ticked in update(). Dash 3x maxSpeed for 1","at":"2026-09-27T03:42:06.831Z"}
{"type":"task_started","goalId":"muj5okb0-s2mwh3","taskId":"task-4","at":"2026-09-27T03:42:26.359Z"}
{"type":"task_complete","goalId":"muj5okb0-s2mwh3","taskId":"task-4","evidence":"dev/skills-bar-browser.test.mjs (real clicks+keys): seat binds via tree→seat handoff & Digit keys, icons from skills.png, rank stamp, cooldown sweep w/ seconds, noEnergy veil, empty seats, right-click","at":"2026-09-27T05:55:54.517Z"}
{"type":"task_complete","goalId":"muj5okb0-s2mwh3","taskId":"task-5","evidence":"js/ui/SkillWindow.js (depth 80 cabinet idiom) + ShipWindow door: skills tab lights when snapshot.skillDoor, opens console; rows show icon/TYPE/energy-recharge/rank n/max/effect/seat state, RANK UP spe","at":"2026-09-27T05:57:06.693Z"}
{"type":"task_complete","goalId":"muj5okb0-s2mwh3","taskId":"task-2","evidence":"SkillModel.js normalizes data/skills.json (fallbacks, junk rows dropped); SkillState.js ledger ranks/seats/points + bind/clear/auto-bind/hullBonus/effectTotal; SaveData round-trips it and an old save ","at":"2026-09-27T06:16:49.709Z"}
{"type":"task_complete","goalId":"muj5okb0-s2mwh3","taskId":"task-6","evidence":"?skill/?skills/?skill=<class>/?skill=max|all/?skilltree verified + inert with no flag and under ?noclass (dev/skills-devdoor-browser.test.mjs). Window test drives ship tab → console → rank up BOTH ski","at":"2026-09-27T06:23:12.507Z"}
{"type":"completion_requested","goalId":"muj5okb0-s2mwh3","at":"2026-09-27T06:26:29.444Z"}
{"type":"audit_started","goalId":"muj5okb0-s2mwh3","at":"2026-09-27T06:26:29.447Z"}
{"type":"audit_result","goalId":"muj5okb0-s2mwh3","verdict":"disapproved","report":"Auditor produced no output.","at":"2026-09-27T07:15:49.853Z"}
{"type":"completion_requested","goalId":"muj5okb0-s2mwh3","at":"2026-09-27T07:26:03.560Z"}
{"type":"audit_started","goalId":"muj5okb0-s2mwh3","at":"2026-09-27T07:26:03.563Z"}
{"type":"audit_result","goalId":"muj5okb0-s2mwh3","verdict":"disapproved","report":"I'll audit this systematically, starting with the repo structure and key artifacts.\n\n\n\nI have enough evidence. Let me do a final confirmation of the two decisive findings.\n\n\n\n## Audit result\n\n**Verified genuinely satisfied (independently reproduced, not taken on claim)**\n\n- `data/skills.json` exists and is listed in `data/manifest.json`; both skill records match the brief exactly (`ramming_charge`: Offense / 60 / 6s / 5 pts / frame 0 / dashBlast 3× · 1000 ms · r170 · 4x + 2x/pt; `reinforced_plating`: Passive / 0 / 0 / 5 pts / frame 1 / +5%/pt). `assets/images/skills.png` is present, 1024×512, loads on demand.\n- Model/ledger are pure and save-integrated: `record.playerSkills` in `js/save/SaveData.js` with validating restore; a legacy save with no field stages nothing; unknown ids/clamped ranks/passive-on-seat are sanitized (all asserted against the real `SaveData.js`).\n- Live combat, verified by my own headless run (not just their test): a real `Digit1` press spent **100 → 40** energy and started a 6s clock (`cooldownLeft ≈ 5.95`, state `cooldown`); hull pool read **125 at 5/5 Reinforced Plating**; blast multiples 4x/6x/12x are asserted numerically from data in `dev/skills-combat.test.mjs` (ranks 1/2/5), plus radius, overshoot, speed, one-hit-per-blast, and hull-passive idempotency across level-up/restart/save-load.\n- Console: full-screen door from the ship tab (`snapshot.skillDoor`), rows carry icon/label/TYPE/cost/rank `n/5`/effect/state/lock note + RANK UP, refund is absent-but-stated; passive has no seat action and prints PASSIVE; dev doors are inert with no flag and under `?noclass`. Docs updated. No new `Math.random()` in generation paths.\n\n**Blocking defects**\n\n1. **The bar's seat states are not actually visible.** Insertion order in `js/ui/CombatBar.js` is veil(14)/sweep/edge/secs(17)/rankT(18), but the lazily created skill **icon image is added last (index 82)** and `sortChildren` is off — so the opaque 33px icon covers the cooldown seconds, the rank stamp, the veil and most of the sweep inside a 44px seat. Proven by A/B capture: with the icon hidden the seat correctly shows **\"6\"** and **\"5/5\"**; re-inserting those two Text objects after the icon renders them on top. Every evidence shot (`skills-bar-ready/-recharging/-no-energy`) visibly lacks the rank stamp and countdown, yet `dev/skills-bar-browser.test.mjs` passes because it asserts `Text.visible`/`.text`, not rendered pixels. This contradicts both the code comment and `data/skills.json → bar._comment` draw order, and fails “applies a 6s cooldown **shown on the seat**” + “seat art/states (icon, rank, cooldown sweep, not-enough-energy, unbound)”.\n2. **`node dev/run-all.mjs` is not reproducibly green.** Default `--jobs 4`: `skills-bar-browser.test.mjs` failed twice in a row (“✘ FAIL pressing it is refused for energy (reason cooldown)”, reproduced again with a replica runner); it passes solo and at `--jobs 2`. The criterion says the canonical runner must be green, and the failing assertion also shows these browser checks race wall-clock against dt-clamped sim time rather than gating on state.\n3. Minor/uninspected-against-claim: `window.video` / `glitch` / `sweep` blocks in `data/skills.json` are never read by `SkillWindow.js` (dead config), and `docs/PROJECT_NOTES.md` cites model fields (`energyCost`, `cooldownMs`, mirrored `points`) that don’t exist.\n\nFix list: raise the seat overlays above the icon (`bringToTop`/re-add after `_iconFor`, or enable depth sorting) and re-shoot the bar evidence with rank + countdown visibly on the icon; add a pixel/rendered-state assertion so seat state can’t pass on `Text.visible` alone; make the no-energy refusal in `skills-bar-browser.test.mjs` wait for `!combat.dash && cooldowns empty` instead of clearing clocks, then land a genuinely green full-suite run.\n\nEnvironment note (not held against the work): the repo’s dev server was already running on :8123; my verification runs regenerated `dev/shots/skills-*` (no source or config files were modified by me).\n\n<disapproved/>","at":"2026-09-27T08:09:14.244Z"}
{"type":"completion_requested","goalId":"muj5okb0-s2mwh3","at":"2026-09-27T09:00:19.314Z"}
{"type":"audit_started","goalId":"muj5okb0-s2mwh3","at":"2026-09-27T09:00:19.321Z"}
{"type":"audit_result","goalId":"muj5okb0-s2mwh3","verdict":"approved","report":"## Audit result\n\n**Both prior blocking defects are genuinely fixed — independently re-verified, not taken on claim**\n\n1. **Seat art layering (was defect 1).** `CombatBar._iconFor` now re-tops the five state layers after the lazily built icon (`js/ui/CombatBar.js:631-660`). I measured it live in my own Chromium session: display-list indices inside the bar container are `icon 77 < veil 78 < sweep 79 < edge 80 < secs 81 < rankT 82`. I then did my own pixel A/B (my script, /tmp) over the *exact intersection box* of icon∩rankText (32×11 px) and icon∩secsText (24×20 px): hiding `rankT` changes the pixels, hiding `icon` changes them too → the “5/5” stamp and the recharge “6” really paint on top of the sheet. The fresh evidence agrees visually (`dev/shots/skills-seat.png`, `skills-bar-recharging.png` show the ram icon with its countdown and rank stamp over it).\n2. **Runner flakiness (was defect 2).** `node dev/run-all.mjs` at default `--jobs 4`: **ALL 78 TESTS PASSED ✔** twice in a row for me (2 m 26 s each), plus a third green concurrent run of the five skills tests. The no-energy refusal now gates on `!combat.dash` *and* an expired recharge, then drains the orb in the same JS task as the keypress — no wall-clock race; `dev/run-all.mjs` gained only one documented `BUDGETS` entry (300 s, reason stated).\n3. **Dead config / stale docs (was finding 3).** `SkillWindow` reads `window.video` (clip from the video cache by basename, else prints `noSignalTag`, asserted at line 120 of the window test) and `window.fx.sweep/glitch` actually paint from their data timings with `fxPainted()` counters the browser test drives. No `energyCost`/`cooldownMs` anywhere in docs/js anymore; PROJECT_NOTES documents the stack rule and the honest-wait rule.\n\n**Success criteria hold under my own inspection**\n- Data contract exact: ids/labels/type/60 energy/6 s/5 pts/frame 0 vs Passive/0/0/5 pts/frame 1, `requires: []`, dashBlast 3×·1000 ms·+90 px·r170·4x+2x/pt, hull +5 %/pt; sheet `assets/images/skills.png` is 1024×512 and frame 0 really is the ram head, frame 1 the plate (I sliced it). Manifest lists `skills.json`; `data/combat.json → energy.regen: 6`.\n- Numbers, not eyeball: cannon 10 → blast **40 / 60 / 120** at ranks 1/2/5; hull **100→105…125**, re-rolled from base (idempotent across refresh, level-up `(100+17×3)×1.25=189`, combat restart and save/load); energy 100→40 with a 6 s clock; radius gate; one hit per blast.\n- Save-compat: real `SaveData.captureState/prepareLoad`; absent `record.playerSkills` stages nothing (old saves load); hand-edited records drop unknown ids, clamp ranks and clear passive-on-seat.\n- Browser-level: console opens from the *lit* ship-console Skill Tree tab, rank-up by real mouse clicks on published action rects (bank 5→3, hull pool grows live at passive rank 1), ASSIGN SEAT → Digit binds, right-click clears, passive refused a seat and prints PASSIVE.\n- Constraints: no commit made (HEAD still `2ede7cb`), no package.json/build step, Phaser only via `js/vendor/phaser.js`, no balance constant restated in `js/` (grep sweep is part of the suite), `Math.random()` only in window dressing, never generation.\n\n**Non-blocking nits**\n- README's older combat paragraph (~line 49) still says the eight seats “land later… a press lands on the system's `cast()` stub” — stale sentence contradicting the shipped layer.\n- `data/skills.json → window._comment` claims depth 85 while `SkillWindow` uses `DEPTH = 80` (PROJECT_NOTES is right); doc drift only.\n- The console's LOCKED row rendering exists but is never exercised by a test/screenshot — impossible with only the two root skills in scope; `canRank → 'locked'`/`lockedBy` are covered at model level.\n- No in-repo suggested commit message; PROJECT_NOTES explicitly allows it in the chat reply, and nothing was committed.\n\n**Environment notes (not held against the work):** the dev server was already listening on :8123 before I started; running the suite regenerates `dev/shots/skills-*.{png,json}` (test outputs). I made no edits to repository sources — my ad-hoc verification scripts live in `/tmp`.\n\n<approved/>","at":"2026-09-27T09:26:08.063Z"}
{"type":"goal_completed","goalId":"muj5okb0-s2mwh3","archivePath":".pi/goals/archived/goal_2026092703260806_muj5okb0-s2mwh3.md","at":"2026-09-27T09:26:08.078Z"}
{"type":"goal_archived","goalId":"muj5okb0-s2mwh3","archivePath":".pi/goals/archived/goal_2026092703260806_muj5okb0-s2mwh3.md","at":"2026-09-27T09:26:08.078Z"}

View File

@ -145,8 +145,8 @@ it locks.
nose around — no solution, and it aims at where the ship is now. nose around — no solution, and it aims at where the ship is now.
- Both bank **+5 skill points** into the run (`js/player/ClassState.js`, saved with - Both bank **+5 skill points** into the run (`js/player/ClassState.js`, saved with
the run). The ship console's plate then shows the crest, the class name in its the run). The ship console's plate then shows the crest, the class name in its
accent colour and the banked points; the Skill Tree tab stays offline until accent colour and the banked points; the Skill Tree tab lights up as soon as the
there's a way to spend them. filed class owns a tree (below) — otherwise it stays an offline socket.
- **The rules**: asked once (the prompt is spent on lock-in, never nagged), only - **The rules**: asked once (the prompt is spent on lock-in, never nagged), only
when combat is quiet and nothing else owns the screen. Closing without picking when combat is quiet and nothing else owns the screen. Closing without picking
DEFERS — `CHOOSE YOUR CLASS` in the ship console is the way back. While the DEFERS — `CHOOSE YOUR CLASS` in the ship console is the way back. While the
@ -162,6 +162,40 @@ it locks.
confirm wording and each perk's mechanics numbers live in **`data/classes.json`**. confirm wording and each perk's mechanics numbers live in **`data/classes.json`**.
See *The class layer* in `docs/PROJECT_NOTES.md`. See *The class layer* in `docs/PROJECT_NOTES.md`.
## The skill layer — spend the points in the SKILL TREE
The bank the class layer fills has somewhere to go. Open the **ship console**
and press **SKILL TREE** for the full-screen console (`js/ui/SkillWindow.js`):
the class plate on the left with the points still unspent, and one row per skill
of that class — icon, label, TYPE, cost/recharge, rank **`n/5`**, the effect line,
and its own actions.
- **One point per press.** RANK UP spends a single banked point (`1/5` → `5/5`);
points are never lost and a rank 0 skill is inert. The ledger
(`js/skills/SkillState.js`) travels with the run in the save; an old save simply
starts with an empty ledger.
- **ACTIVE skills take a seat.** ASSIGN SEAT puts the skill "in the hand" — the
console steps aside, the combat bar breathes, and a click on a seat (or the key
**1**–**8**) binds it. Casting spends its energy and starts its own recharge;
right-click a seat to clear it. Seats are addresses, not owners: rebinds are free
and a cooldown follows the skill.
- **PASSIVE skills never sit in the bar.** Ranked ≥ 1 means always on — Vanguard's
Reinforced Plating grows the hull pool from the moment its first point lands, and
growth is never a free repair.
- **The two Vanguard skills**: **Ramming Charge** (OFFENSE — dash past the nearest
hostile and arrive with a blast; the pack is flown *through*, so one charge is
one settlement) and **Reinforced Plating** (PASSIVE — more hull to spend).
- **Try it**: **`index.html?skill`** files a tree-owning class and banks exactly
what that tree can absorb; `?skill=wraith` names the class, `?skill=max`
(`?skill=all`) ranks the whole tree, and `?skilltree` walks into the console on
boot. `?noclass` closes these doors too. No flag, no effect — normal runs are
untouched.
- Everything is data — tree membership, ids, labels, types, energy, recharge, max
points, `requires` edges, effect numbers, icon frames, tooltips, toasts and the
bar's whole look live in **`data/skills.json`**. Code owns behaviour only: adding
skill #3 is a data row (plus one branch in `js/skills/SkillEffects.js` if it needs
a new kind of effect). See *The skill layer* in `docs/PROJECT_NOTES.md`.
## Current state — v0.2: a seedable galaxy ## Current state — v0.2: a seedable galaxy
- Main menu with **Continue** (resumes the newest save — grayed out while - Main menu with **Continue** (resumes the newest save — grayed out while
@ -449,6 +483,11 @@ node dev/perimeter-shimmer.test.mjs # the READY row's dual-shimmer rim: perimete
node dev/quests.test.mjs # the quest ledger: grant/claim + the ONE priority (set/clear/sticks/auto-assign) + save round-trip node dev/quests.test.mjs # the quest ledger: grant/claim + the ONE priority (set/clear/sticks/auto-assign) + save round-trip
node dev/sfx.test.mjs # the shared SFX voice: guards + sfx.json keys/files node dev/sfx.test.mjs # the shared SFX voice: guards + sfx.json keys/files
node dev/music.test.mjs # the shared music voice: guards + music.json contract node dev/music.test.mjs # the shared music voice: guards + music.json contract
node dev/skills.test.mjs # the skill layer's pure half: data contract, the ledger (points/ranks/seats), save round-trip
node dev/skills-combat.test.mjs # the cast pipeline in Node: energy, per-skill recharge, the dash + arrival blast, hull passives
node dev/skills-bar-browser.test.mjs # the real bar: seat binding, icons, cooldown sweep, right-click clear, cast by key (Playwright)
node dev/skills-window-browser.test.mjs # ship console → SKILL TREE console: rank up with real clicks, hand a skill to a seat (Playwright)
node dev/skills-devdoor-browser.test.mjs # the ?skill doors — and that no flag means nothing happens at all
node dev/combat.test.mjs # the combat RULES: armor damage, the enemy's ring AI + lance decision, bullet life, CombatSystem (pack, auto-fire, hits, rams, armor, respawn), ship FEEL (handleFeel), the SFX event→voice map, and the READABILITY rules (pickTarget, feed, off-screen arrows, the shared CombatHud) — real data/combat.json node dev/combat.test.mjs # the combat RULES: armor damage, the enemy's ring AI + lance decision, bullet life, CombatSystem (pack, auto-fire, hits, rams, armor, respawn), ship FEEL (handleFeel), the SFX event→voice map, and the READABILITY rules (pickTarget, feed, off-screen arrows, the shared CombatHud) — real data/combat.json
``` ```

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@ -14,9 +14,9 @@
}, },
"energy": { "energy": {
"_comment": "The player's ENERGY — the skill resource (the combat bar's right ORB — the main game's and the range's). The eight skills (keys 1-8, the bar's middle seats) will spend it; for now it just sits full. regen = energy/s recovered (0 = static).", "_comment": "The player's ENERGY — the skill resource (the combat bar's right ORB — the main game's and the range's). The eight seats (keys 1-8) spend it: a cast takes its cost off the orb and that skill's own recharge runs from there. regen = energy/s recovered while the ship is up — 6/s buys a 60-energy Ramming Charge back in 10s, so a seat is a TEMPO tool rather than one shot per fight; 0 puts the orb back on static.",
"max": 100, "max": 100,
"regen": 0 "regen": 6
}, },
"player": { "player": {

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@ -40,6 +40,7 @@
"shopui.json", "shopui.json",
"combat.json", "combat.json",
"progression.json", "progression.json",
"classes.json" "classes.json",
"skills.json"
] ]
} }

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@ -0,0 +1,205 @@
{
"_comment": "THE SKILL LAYER — what a class can actually DO with the skill points its lock-in banks (data/classes.json → bonuses.skillPoints, the ledger js/player/ClassState.js). THE SHAPE: code owns behavior, this file owns every number, string, colour and icon frame (js/skills/SkillModel.js reads it and normalizes; js/skills/SkillState.js spends it; js/ui/SkillWindow.js draws it; js/combat/CombatSystem.js executes the effects). Keys starting with `_` are documentation, not data. THE RULE: adding skill #3 is an edit to this file plus, at most, one new effect `kind` handler in js/skills/SkillEffects.js — never a re-plumb of the tree, the bar or the ledger.",
"enabled": true,
"_timeUnit": "cooldown is SECONDS (recharge time after a cast); duration/durationMs inside an effect are MILLISECONDS so they match the combat loop's clock.",
"icons": {
"_comment": "The skill-insignia sheet — assets/images/skills.png is 1024×512 = eight 128×128 columns × four rows = thirty-two frames, numbered row-major (frame 0 = top-left, frame 1 = the cell right of it). Frame 0 = Ramming Charge (the ram's head), frame 1 = Reinforced Plating (the armour plate); frames 2..31 are unassigned seams waiting for the next installs. The tree, the tooltip and the combat bar's seats all read a skill's `frame` off this ONE sheet.",
"texture": "assets/images/skills.png",
"frameWidth": 128,
"frameHeight": 128
},
"types": {
"_comment": "THE TYPE TAXONOMY. A skill's `type` names an entry here; the type carries the accent the tree/badge wears, the label it prints, and `passive` — the ONLY thing that decides whether a skill is CASTABLE (an active skill can hold a combat-bar seat and spend energy; a passive is always-on at rank ≥1 and can never take a seat). Types are first-class so later skills can reference them ('+10% to all Offense skills'): reference by the SAME key. Add a type = add an entry here.",
"Offense": { "label": "OFFENSE", "accent": "#ff3a4d", "passive": false },
"Defense": { "label": "DEFENSE", "accent": "#5fd4ff", "passive": false },
"Utility": { "label": "UTILITY", "accent": "#7ce8a4", "passive": false },
"Mobility": { "label": "MOBILITY", "accent": "#ffc94d", "passive": false },
"Passive": { "label": "PASSIVE", "accent": "#c084fc", "passive": true }
},
"seats": {
"_comment": "THE COMBAT BAR'S SEATS. `count` is the fallback when data/combat.json → bar.slot.count is unreadable (the bar owns the real number — eight seats wearing keys 1-8). A skill's `seat` below is its DEFAULT binding (1-based); the player reassigns by clicking a skill in the tree and then a seat, and the run's bindings live in the ledger (js/skills/SkillState.js → record.playerSkills.seats), so this table is only ever the first-run suggestion. seatOutOfRangePolicy: 'ignore' drops a default that points past the last seat, 'clamp' pins it to the last seat.",
"count": 8,
"seatOutOfRangePolicy": "ignore"
},
"bar": {
"_comment": "How a SEATED skill is DRAWN on the combat bar (js/ui/CombatBar.js): the icon size, the state veils, the recharge sweep and the rank stamp. Behaviour lives in code — js/combat/CombatSystem.js → skillSeats() decides WHICH state a seat is in (ready / recharging / not affordable / inert / empty) and this block says what each one LOOKS like. Sizes: the icon is a FRACTION of the seat (the bar scales its seats down on narrow viewports, so absolute pixels would break at 1024px wide); the two text sizes are px inside a ~44px seat. Colours stay CSS strings — the bar converts them at draw time (js/skills/SkillEffects.js → hexToInt).",
"iconScale": 0.76,
"rankTextPx": 9,
"secondsTextPx": 13,
"assignPulseHz": 1.6,
"states": {
"_comment": "Draw order: the icon, then a veil over it (an unranked skill is buried, a too-expensive one is dimmed blue), then the recharge SWEEP — a dark pie that unwinds clockwise as the skill recharges — with the SECONDS LEFT printed over it, then the rank stamp in the corner. `readyEdge` is the outline a live-and-charged seat wears; `assignEdge` outlines every seat while the tree is holding a skill up waiting to be placed.",
"readyEdge": "#7ce8ff",
"inertVeil": "#050a13",
"inertVeilAlpha": 0.74,
"noEnergyVeil": "#0d1526",
"noEnergyVeilAlpha": 0.58,
"cooldownVeil": "#03080f",
"cooldownVeilAlpha": 0.66,
"sweepColor": "#9fd8ff",
"sweepAlpha": 0.16,
"secondsColor": "#eaf6ff",
"rankColor": "#cfe3f7",
"assignEdge": "#ffd84d"
},
"copy": {
"_comment": "The bar's own toasts (the seat pick/clear path, js/scenes/GameScene.js). The SUCCESS line is the window's `assignedToast` — one copy string, two doors into the same binding.",
"assignBlocked": "{skill} CANNOT TAKE A SEAT — ONLY ACTIVE SKILLS SIT IN THE BAR",
"pickFromTree": "PICK A SKILL IN THE SKILL TREE FIRST",
"clearEmpty": "SEAT {seat} IS ALREADY EMPTY",
"clearedToast": "SEAT {seat} CLEARED — THE SKILL KEEPS ITS RANKS",
"hintUnbind": "RIGHT-CLICK A SEAT TO CLEAR IT"
}
},
"classes": {
"_comment": "ONE TREE PER CLASS, keyed by the class id in data/classes.json. `skills` is the tree in DISPLAY order (the rows the console draws, top to bottom); the graph is the skills' own `requires` edges. A class with no authored skills shows the console's empty-trees plate rather than a dead window.",
"vanguard": {
"_comment": "THE VANGUARD TREE — install 1 holds the two doctrines the class ships with: Ramming Charge (the opening move) and Reinforced Plating (the reason it survives one). Both are ROOTS: no `requires`, so a Vanguard that just locked in can spend into either immediately.",
"skills": [
{
"id": "ramming_charge",
"label": "Ramming Charge",
"_comment": "THE HEAD-ON OPENING. Type Offense (the type other skills will reference), 60 energy off the right orb, a 6 second recharge, five points to spend. Rank 0 = inert (no seat lights); rank ≥1 = castable. `seat: 1` is the default binding on a fresh run — keys 1-8 press the seat, not the skill.",
"type": "Offense",
"frame": 0,
"energy": 60,
"cooldown": 6,
"maxPoints": 5,
"requires": [],
"seat": 1,
"description": "Charge the nearest enemy at 3x speed over 1 second at ramming speed. Inflict 4x regular damage upon hit, 2x additional damage per additional skill point.",
"shortDescription": "Ram the nearest hostile for 4x weapon damage.",
"effect": {
"_comment": "kind = the handler in js/skills/SkillEffects.js. dashBlast: lock the flight controls, drive the hull at speedMul × the ship's own max speed along the line to the aim point, and detonate on ARRIVAL (the moment it reaches the point, or when durationMs runs out — whichever lands first). The aim point is the nearest hostile's position AT CAST plus overshootPx PAST it, so the ship ends up through the enemy rather than inside it. blastRadiusPx = how far the arrival shock reaches from the ship (every hostile inside takes the hit once). damageMul is a multiple of the cannon's own damage (data/combat.json → player.weapon.damage) at rank 1; damageMulPerRank adds to it for every skill point AFTER the first — 4x at 1/5, 6x at 2/5 … 12x at 5/5.",
"kind": "dashBlast",
"speedMul": 3,
"durationMs": 1000,
"overshootPx": 90,
"blastRadiusPx": 170,
"damageMul": 4,
"damageMulPerRank": 2,
"fx": {
"_comment": "The charge's own dressing (js/skills/SkillEffects.js reads these; every key has a fallback): the streak drawn along the dash path, and the arrival shock ring. sfxEvent names a COMBAT_SFX EVENT (js/combat/CombatSfx.js) — 'hull' is the heavy armor-crack voice, the same one a hull hit plays.",
"trailColor": "#ff3a4d",
"trailAlpha": 0.55,
"ringColor": "#ffd84d",
"ringLifeMs": 320,
"sfxEvent": "hull"
}
}
},
{
"id": "reinforced_plating",
"_comment": "THE HULL THAT WILL NOT QUIT. Type Passive — no cast, no energy, no recharge, and it can NEVER hold a bar seat: it works from rank 1 onward. `seat` is null to say so out loud in the data.",
"label": "Reinforced Plating",
"type": "Passive",
"frame": 1,
"energy": 0,
"cooldown": 0,
"maxPoints": 5,
"requires": [],
"seat": null,
"description": "Strengthen your ship's hull, adding a 5% increase in hull strength, with an additional 5% increase per additional skill point.",
"shortDescription": "+5% hull. +5% more per point.",
"effect": {
"_comment": "hullPool: the armor's base hull (the ship's own stats.hullIntegrity, or data/combat.json → playerShip.hull on the range) is multiplied by 1 + hullBonusPerRank × rank — 5% at 1/5 … 25% at 5/5. THE MULTIPLIER IS RE-ROLLED FROM BASE EVERY TIME (never compounded on last frame's max), so rank-ups, level-up armor bumps (data/progression.json → reward), combat restarts and save/load can never stack it twice. The hull orb shows the bigger number.",
"kind": "hullPool",
"hullBonusPerRank": 0.05
}
}
]
},
"wraith": {
"_comment": "THE WRAITH TREE — authored with the next install. The console opens on it and says so (window.emptyNote) instead of pretending there is a tree.",
"skills": []
}
},
"window": {
"_comment": "THE SKILL TREE CONSOLE (js/ui/SkillWindow.js, depth 85 — the class console's height, over the ship console's 80, because it is opened FROM that console's Skill Tree tab). Same cabinet as every other window: LEFT the looping feed, RIGHT the plate over the class's tree.",
"title": "SKILL TREE",
"meta": "{class} // {points} SKILL POINTS",
"feedLine": "COMBAT DOCTRINE // {class}",
"video": {
"_comment": "The left feed — a muted 2:3 loop, authored separately. A missing clip leaves the NO SIGNAL plate up and the console still works (the ship/class consoles' rule).",
"file": "assets/videos/skills.mp4",
"aspect": [2, 3],
"tag": "TRAINING SIM // OPEN CHANNEL",
"noSignalTag": "FEED OFFLINE"
},
"treeTitle": "AVAILABLE DOCTRINE",
"pointsLine": "{n} SKILL POINTS AVAILABLE",
"pointsLineOne": "{n} SKILL POINT AVAILABLE",
"rankLine": "{rank}/{max}",
"costLine": "{energy} ENERGY · {cooldown}s RECHARGE",
"passiveCostLine": "PASSIVE · NO ENERGY · ALWAYS ON",
"typeLabel": "TYPE",
"seatLabel": "SEAT",
"states": {
"_comment": "The state stamp a skill row wears, and the copy a refused SPEND toasts. `available` is a root/parent satisfied but rank 0 (the first point), `upgradable` takes the next point, `locked` names the parent via lockedNote, `maxed` is 5/5, `noPoints` is spendable-but-broke.",
"locked": "LOCKED",
"available": "RANK UP",
"upgradable": "RANK UP",
"noPoints": "NO POINTS",
"maxed": "MASTERED",
"passiveOn": "ACTIVE"
},
"_commentStates": "One line per reason a seat press can be REFUSED (js/combat/CombatSystem.js → cast() returns the reason; js/scenes/GameScene.js → castSkillSeat says it). The seat is always named, because on the bar a number IS the skill — keys bind seats, not skills. {skill}, {seat} and {left} (seconds left) fill in.",
"castRefusals": {
"empty": "SEAT {seat}: NOTHING ASSIGNED",
"inert": "{skill} IS NOT RANKED YET",
"energy": "NOT ENOUGH ENERGY FOR {skill}",
"cooldown": "{skill} RECHARGING — {left}s",
"passive": "{skill} IS ALWAYS ON",
"down": "HULL OFFLINE",
"dashing": "ALREADY CHARGING",
"noLedger": "NO SKILLS ON FILE",
"disabled": "SKILL SYSTEM OFFLINE",
"unhandled": "{skill} IS NOT WIRED"
},
"lockedNote": "REQUIRES {parent}",
"spendLabel": "+ RANK UP",
"assignLabel": "ASSIGN SEAT",
"assignHint": "PICK A COMBAT BAR SEAT // 1-{maxSeat}",
"assignedToast": "{skill} → SEAT {seat}",
"unbindLabel": "CLEAR SEAT",
"refundNote": "POINTS SPENT ARE SPENT — RESPEC LANDS LATER",
"emptyNote": "NO SKILLS ON FILE FOR THIS CLASS",
"noClassNote": "PICK A CLASS AT COMBAT LEVEL {classAt} — THE TREE GROWS FROM THERE",
"closeLabel": "◂ CLOSE",
"sfx": {
"_comment": "Rank-up + window sfx ids (data/sfx.json). spend = the point lands (the discovery chime), denied = a refused spend (the deconstruct voice — it has to sound like a step backwards), assign = a seat bound, open/close = the cabinet.",
"spend": "discovery",
"denied": "deconstruct",
"assign": "ui_click",
"open": "ui_window",
"close": "ui_window"
},
"fx": {
"_comment": "Window dressing, the research console's recipe: occasional RGB-split slice bursts over the plate and a scan band crawling the feed.",
"glitch": { "enabled": true, "intervalMs": [6000, 13000], "durationMs": [220, 420] },
"sweep": { "enabled": true, "everyMs": [4200, 8600], "durationMs": 1500 }
}
},
"_skillTemplate": {
"_comment": "THE CONTRACT one skill record owes the model (defaults in brackets when a key is missing/wrong): id [required — dropped without it], label [id], type ['Utility' → see types], frame [0], energy [0], cooldown [0], maxPoints [1], requires [[] — ids, or {skill, points} for a 'put N points into X first' edge], seat [null = no default binding], description [''], shortDescription [''], effect [{kind:'none'}].",
"id": "skill-id",
"label": "Display Name",
"type": "Offense",
"frame": 2,
"energy": 40,
"cooldown": 8,
"maxPoints": 5,
"requires": ["ramming_charge"],
"seat": null,
"description": "The full effect text the console prints.",
"shortDescription": "One line for the tooltip / bar seat.",
"effect": { "kind": "none" }
}
}

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@ -45,7 +45,13 @@ page.on('pageerror', (e) => errors.push('[pageerror] ' + e.message));
// ?noclass closes BOTH dev doors (MenuScene's walk-in and GameScene's trigger), // ?noclass closes BOTH dev doors (MenuScene's walk-in and GameScene's trigger),
// so the run is entered — and the level is earned — exactly like a player's. // so the run is entered — and the level is earned — exactly like a player's.
await page.goto(`${BASE}/index.html?noclass`, { waitUntil: 'load' }); await page.goto(`${BASE}/index.html?noclass`, { waitUntil: 'load' });
await page.waitForTimeout(1500); // The menu must be BUILT before its NEW GAME action runs (startNewGame reads the
// seed line the menu's create() sets up; a fixed sleep is what made this test
// flake when the suite ran it under load — wait for the state, not the clock).
await page.waitForFunction(() => {
const m = window.game?.scene?.getScene?.('MenuScene');
return !!(m && typeof m.seedValue === 'string' && m.seedValue.length > 0);
}, null, { timeout: 90000 });
await page.evaluate(() => { await page.evaluate(() => {
const m = window.game?.scene?.getScene?.('MenuScene'); const m = window.game?.scene?.getScene?.('MenuScene');
if (m && !m.dead) m.startNewGame(); if (m && !m.dead) m.startNewGame();
@ -185,7 +191,9 @@ check(volleys.vanguard.shots.every((s) => s.owner === 'player'), 'the bolts stay
// THE RANGE keeps its base feel: a run with nothing filed (?combat&noclass — // THE RANGE keeps its base feel: a run with nothing filed (?combat&noclass —
// hostiles up, class layer off) still fires the single cannon it always did. // hostiles up, class layer off) still fires the single cannon it always did.
await page.goto(`${BASE}/index.html?combat&noclass`, { waitUntil: 'load' }); await page.goto(`${BASE}/index.html?combat&noclass`, { waitUntil: 'load' });
await page.waitForTimeout(1500); // The menu needs its seed line before a start is meaningful (a fixed sleep races
// the boot under a loaded runner).
await page.waitForFunction(() => window.game?.scene?.getScene?.('MenuScene')?.seedValue, null, { timeout: 90000 });
await page.evaluate(() => { await page.evaluate(() => {
const m = window.game?.scene?.getScene?.('MenuScene'); const m = window.game?.scene?.getScene?.('MenuScene');
if (m && !m.dead) m.startNewGame(); if (m && !m.dead) m.startNewGame();

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@ -29,6 +29,13 @@ const argv = process.argv.slice(2);
const jobsIdx = argv.indexOf('--jobs'); const jobsIdx = argv.indexOf('--jobs');
const JOBS = jobsIdx !== -1 ? Math.max(1, Number(argv[jobsIdx + 1]) || 4) : 4; const JOBS = jobsIdx !== -1 ? Math.max(1, Number(argv[jobsIdx + 1]) || 4) : 4;
const TIMEOUT_MS = 120_000; // a test should never take this long const TIMEOUT_MS = 120_000; // a test should never take this long
/** Exceptions to the blanket budget — each with WHY it legitimately needs longer.
* A browser test that samples RENDERED PIXELS pays for a real compositor capture,
* and refusing to fake a recharge means waiting one (data/skills.json → cooldown). */
const BUDGETS = {
'skills-bar-browser.test.mjs': 300_000, // seat screenshots + one real 6s recharge
};
const FILTER = argv const FILTER = argv
.filter((a, i) => a !== '--jobs' && !(jobsIdx !== -1 && i === jobsIdx + 1)) .filter((a, i) => a !== '--jobs' && !(jobsIdx !== -1 && i === jobsIdx + 1))
.map((f) => new RegExp(f, 'i')); .map((f) => new RegExp(f, 'i'));
@ -56,7 +63,7 @@ function runOne(file) {
const timer = setTimeout(() => { const timer = setTimeout(() => {
child.kill('SIGKILL'); child.kill('SIGKILL');
resolve({ file, ok: false, ms: Date.now() - started, note: 'TIMEOUT', out }); resolve({ file, ok: false, ms: Date.now() - started, note: 'TIMEOUT', out });
}, TIMEOUT_MS); }, BUDGETS[file] ?? TIMEOUT_MS);
child.on('close', (code) => { child.on('close', (code) => {
clearTimeout(timer); clearTimeout(timer);
const ms = Date.now() - started; const ms = Date.now() - started;

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@ -0,0 +1,191 @@
{
"ram": {
"id": "ramming_charge",
"label": "Ramming Charge",
"_comment": "THE HEAD-ON OPENING. Type Offense (the type other skills will reference), 60 energy off the right orb, a 6 second recharge, five points to spend. Rank 0 = inert (no seat lights); rank ≥1 = castable. `seat: 1` is the default binding on a fresh run — keys 1-8 press the seat, not the skill.",
"type": "Offense",
"frame": 0,
"energy": 60,
"cooldown": 6,
"maxPoints": 5,
"requires": [],
"seat": 1,
"description": "Charge the nearest enemy at 3x speed over 1 second at ramming speed. Inflict 4x regular damage upon hit, 2x additional damage per additional skill point.",
"shortDescription": "Ram the nearest hostile for 4x weapon damage.",
"effect": {
"_comment": "kind = the handler in js/skills/SkillEffects.js. dashBlast: lock the flight controls, drive the hull at speedMul × the ship's own max speed along the line to the aim point, and detonate on ARRIVAL (the moment it reaches the point, or when durationMs runs out — whichever lands first). The aim point is the nearest hostile's position AT CAST plus overshootPx PAST it, so the ship ends up through the enemy rather than inside it. blastRadiusPx = how far the arrival shock reaches from the ship (every hostile inside takes the hit once). damageMul is a multiple of the cannon's own damage (data/combat.json → player.weapon.damage) at rank 1; damageMulPerRank adds to it for every skill point AFTER the first — 4x at 1/5, 6x at 2/5 … 12x at 5/5.",
"kind": "dashBlast",
"speedMul": 3,
"durationMs": 1000,
"overshootPx": 90,
"blastRadiusPx": 170,
"damageMul": 4,
"damageMulPerRank": 2,
"fx": {
"_comment": "The charge's own dressing (js/skills/SkillEffects.js reads these; every key has a fallback): the streak drawn along the dash path, and the arrival shock ring. sfxEvent names a COMBAT_SFX EVENT (js/combat/CombatSfx.js) — 'hull' is the heavy armor-crack voice, the same one a hull hit plays.",
"trailColor": "#ff3a4d",
"trailAlpha": 0.55,
"ringColor": "#ffd84d",
"ringLifeMs": 320,
"sfxEvent": "hull"
}
}
},
"plate": {
"id": "reinforced_plating",
"_comment": "THE HULL THAT WILL NOT QUIT. Type Passive — no cast, no energy, no recharge, and it can NEVER hold a bar seat: it works from rank 1 onward. `seat` is null to say so out loud in the data.",
"label": "Reinforced Plating",
"type": "Passive",
"frame": 1,
"energy": 0,
"cooldown": 0,
"maxPoints": 5,
"requires": [],
"seat": null,
"description": "Strengthen your ship's hull, adding a 5% increase in hull strength, with an additional 5% increase per additional skill point.",
"shortDescription": "+5% hull. +5% more per point.",
"effect": {
"_comment": "hullPool: the armor's base hull (the ship's own stats.hullIntegrity, or data/combat.json → playerShip.hull on the range) is multiplied by 1 + hullBonusPerRank × rank — 5% at 1/5 … 25% at 5/5. THE MULTIPLIER IS RE-ROLLED FROM BASE EVERY TIME (never compounded on last frame's max), so rank-ups, level-up armor bumps (data/progression.json → reward), combat restarts and save/load can never stack it twice. The hull orb shows the bigger number.",
"kind": "hullPool",
"hullBonusPerRank": 0.05
}
},
"final": {
"open": false,
"shipsOpen": false,
"door": true,
"rows": 0,
"snap": {
"hasClass": true,
"classId": "vanguard",
"className": "VANGUARD",
"accentCss": "#ff3a4d",
"frame": 0,
"iconKey": "class_icons",
"iconReady": true,
"points": 7,
"spent": 3,
"seatCount": 8,
"rows": [
{
"def": {
"id": "ramming_charge",
"classId": "vanguard",
"label": "Ramming Charge",
"typeId": "Offense",
"type": {
"id": "Offense",
"label": "OFFENSE",
"accent": 16726605,
"accentCss": "#ff3a4d",
"passive": false
},
"frame": 0,
"energy": 60,
"cooldown": 6,
"maxPoints": 5,
"requires": [],
"seatDefault": 1,
"description": "Charge the nearest enemy at 3x speed over 1 second at ramming speed. Inflict 4x regular damage upon hit, 2x additional damage per additional skill point.",
"shortDescription": "Ram the nearest hostile for 4x weapon damage.",
"effect": {
"kind": "dashBlast",
"speedMul": 3,
"durationMs": 1000,
"overshootPx": 90,
"blastRadiusPx": 170,
"damageMul": 4,
"damageMulPerRank": 2,
"fx": {
"_comment": "The charge's own dressing (js/skills/SkillEffects.js reads these; every key has a fallback): the streak drawn along the dash path, and the arrival shock ring. sfxEvent names a COMBAT_SFX EVENT (js/combat/CombatSfx.js) — 'hull' is the heavy armor-crack voice, the same one a hull hit plays.",
"trailColor": "#ff3a4d",
"trailAlpha": 0.55,
"ringColor": "#ffd84d",
"ringLifeMs": 320,
"sfxEvent": "hull"
}
},
"passive": false,
"castable": true
},
"rank": 2,
"max": 5,
"state": "upgradable",
"locked": null,
"seat": null,
"spendable": true
},
{
"def": {
"id": "reinforced_plating",
"classId": "vanguard",
"label": "Reinforced Plating",
"typeId": "Passive",
"type": {
"id": "Passive",
"label": "PASSIVE",
"accent": 12616956,
"accentCss": "#c084fc",
"passive": true
},
"frame": 1,
"energy": 0,
"cooldown": 0,
"maxPoints": 5,
"requires": [],
"seatDefault": null,
"description": "Strengthen your ship's hull, adding a 5% increase in hull strength, with an additional 5% increase per additional skill point.",
"shortDescription": "+5% hull. +5% more per point.",
"effect": {
"kind": "hullPool",
"hullBonusPerRank": 0.05
},
"passive": true,
"castable": false
},
"rank": 1,
"max": 5,
"state": "upgradable",
"locked": null,
"seat": null,
"spendable": true
}
]
},
"hits": [
{
"kind": "rankUp",
"id": "ramming_charge",
"cx": 1106,
"cy": 240
},
{
"kind": "assign",
"id": "ramming_charge",
"cx": 1014,
"cy": 240
},
{
"kind": "rankUp",
"id": "reinforced_plating",
"cx": 1106,
"cy": 382
}
],
"seats": [
null,
null,
null,
null,
null,
null,
null,
null
],
"ranks": {
"ramming_charge": 2,
"reinforced_plating": 1
},
"points": 7
}
}

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/**
* dev/skills-bar-browser.test.mjs — the SKILL SEATS in a real browser: the eight
* seats of the combat bar (data/combat.json → bar.slot, look from data/skills.json
* → bar) holding the run's active skills, drawn off assets/images/skills.png,
* spent by keys 1-8, reassigned by hand and cleared to make room.
*
* node dev/server.mjs 8123 &
* node dev/skills-bar-browser.test.mjs
*
* What it pins (the headless mechanics live in dev/skills-combat.test.mjs — this
* is the face and the hands):
* · a `?skill=max&combat` run boots with the class filed, both skills 5/5 and
* the seat Ramming Charge was GIVEN by data filled (nothing to grind);
* · the bound seat draws its ICON off the sheet, wears its RANK stamp and reads
* ready; an unbound seat keeps its reserved empty look;
* · pressing 1 dashes: the orb drops by the skill's cost, the seat goes to its
* recharge face with the SECONDS printed on it and the sweep unwinds toward
* full charge (evidence in dev/shots/);
* · a skill the orb cannot pay for draws the "not enough energy" face;
* · the ASSIGNMENT hand-off works end to end: the tree hands a skill up (the
* scene's beginSkillAssign — what the Skill Tree console's ASSIGN SEAT press
* calls), the seats breathe, and the digit-pressed seat takes it. One skill
* never holds two seats; PASSIVES refuse a seat outright;
* · a RIGHT-press on a seat clears it (making room) and the ledger + the save
* registry carry every one of these moves — that record is what a save writes;
* · a combat stop/start keeps the bindings (the ledger owns them, not the fight).
*
* THE RIG: this drives the live demo wave, so it defends itself against the
* world — the hull is padded after the passive's numbers are read (a dead ship
* restarts combat with full energy mid-assertion), and every key press waits for
* a comm/marquee to clear first (a comm owns the keys; see GameScene._skillKeyAction).
*/
import fs from 'node:fs';
import { pathToFileURL } from 'node:url';
const { chromium } = await import(
pathToFileURL('/home/brianfertig/.npm/_npx/e41f203b7505f1fb/node_modules/playwright/index.mjs').href
);
const BASE = process.env.ORBIT_URL || 'http://127.0.0.1:8123';
const SHOTS = new URL('./shots/', import.meta.url).pathname;
let fails = 0;
const check = (cond, msg) => {
console.log(` ${cond ? '✔' : '✘ FAIL'} ${msg}`);
if (!cond) fails++;
};
// The numbers under test are the SHIPPED ones (this file owns none of them).
const data = (f) => JSON.parse(fs.readFileSync(new URL(`../data/${f}`, import.meta.url), 'utf8'));
const skills = data('skills.json');
const combatData = data('combat.json');
const prog = data('progression.json');
const RAM = skills.classes.vanguard.skills.find((s) => s.effect?.kind === 'dashBlast');
const PLATE = skills.classes.vanguard.skills.find((s) => s.effect?.kind === 'hullPool');
const COST = Number(RAM.energy);
const CD = Number(RAM.cooldown);
const SEATS = Number(combatData.bar.slot.count);
const browser = await chromium.launch({
headless: true,
executablePath: '/home/brianfertig/.cache/ms-playwright/chromium-1208/chrome-linux64/chrome',
args: ['--no-sandbox', '--use-gl=swiftshader', '--enable-unsafe-swiftshader', '--autoplay-policy=no-user-gesture-required'],
});
const page = await browser.newPage({ viewport: { width: 1440, height: 860 } });
const errors = [];
page.on('console', (m) => {
if (m.type() === 'error' && !/Failed to load resource/i.test(m.text())) errors.push(m.text());
});
page.on('pageerror', (e) => errors.push('[pageerror] ' + e.message));
/** The bar's whole face + the ledger behind it, in one read. */
const snap = () =>
page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
const b = g.combatBar;
return {
visible: !!b.visible,
awaiting: !!b.awaitingSeat,
seats: g.combat.skillSeats(),
art: b.seatArt.map((x) => ({
state: x.state,
icon: !!x.icon && x.icon.visible,
frame: x.icon ? String(x.icon.frame?.name ?? '') : null,
rank: x.rankT.visible ? x.rankT.text : '',
secs: x.secs.visible ? x.secs.text : '',
})),
energy: g.combat.energy,
maxEnergy: g.combat.maxEnergy,
hull: g.combat.hull,
maxHull: g.combat.maxHull,
level: g.combat.xp.level,
dashing: !!g.combat.dash,
down: !!g.combat.playerDown,
ship: { x: g.ship.x, y: g.ship.y },
ledgerSeats: [...g.skillState.seats],
ranks: Object.fromEntries(g.skillState.ranks),
sheetLoaded: g.textures.exists('skill_icons'),
// The exact object SaveData.captureState writes as record.playerSkills.
recordSeats: JSON.parse(JSON.stringify(g.registry.get('playerSkills').toJSON())).seats,
};
});
/** Press through whatever owns the screen (the demo's comms/marquees eat keys). */
const clearScreen = () =>
page.waitForFunction(
() => {
const g = window.game.scene.getScene('GameScene');
if (g.comms?.paused) g.comms._ack();
return !g.comms?.paused && !g.comms?.active && !g._screenIsBusy() && !!g.combatBar.visible && !g.combat.playerDown;
},
null,
{ timeout: 90000, polling: 300 },
);
/**
* Press a seat and RETURN only once the fight answered. `realKey` drives an actual
* DOM Digit keydown through the window (the event Phaser hands to
* GameScene._skillKeyAction); otherwise the SAME handler is called with the same
* event shape — both are the key's door, the real one just cannot be observed
* directly, so it answers by what it moved (energy / the dash).
*/
const pressSeat = async (digit, { realKey = false } = {}) => {
let asked = null;
for (let i = 0; i < 8; i++) {
await clearScreen();
// Fill the orb first, so what comes off it is EXACTLY the skill's cost.
await page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
g.combat.energy = g.combat.maxEnergy;
});
const before = await snap();
if (realKey) {
await page.keyboard.press(`Digit${digit}`);
} else {
asked = await page.evaluate((d) => window.game.scene.getScene('GameScene')._skillKeyAction({ key: String(d), code: `Digit${d}` }), digit);
}
await page.waitForTimeout(120);
const after = await snap();
const spent = after.energy < before.energy - 1 || after.dashing;
if (realKey ? spent : asked?.ok || spent) return { before, after, asked, spent };
if (!realKey && asked && !asked.ok && asked.reason !== 'dashing') return { before, after, asked, spent };
}
return { before: await snap(), after: await snap(), asked, spent: false };
};
/** A pixel clip of seat 1 (game coords → page pixels through the canvas scale). */
const seatClip = () =>
page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
const bar = g.combatBar;
const art = bar.seatArt[0];
const r = document.querySelector('canvas').getBoundingClientRect();
const sx = r.width / g.scale.width;
const sy = r.height / g.scale.height;
const m = art.rankT.getWorldTransformMatrix();
const S = (bar.seatBox?.size ?? 44) * 1.2;
return {
x: Math.max(0, Math.round(r.left + (m.tx - S / 2) * sx)),
y: Math.max(0, Math.round(r.top + (m.ty - S / 2) * sy)),
width: Math.max(8, Math.round(S * sx)),
height: Math.max(8, Math.round(S * sy)),
};
});
/** Shoot the seat's pixels with named art layers hidden for a beat (then redrawn
* from the ledger, so the hide never leaks into later assertions). RENDERED proof
* that the layer stack is right — `Text.visible` alone proves nothing. */
const shootSeat = async (hide = []) => {
await page.evaluate((keys) => {
const art = window.game.scene.getScene('GameScene').combatBar.seatArt[0];
for (const k of keys) if (art[k]) art[k].setVisible(false);
}, hide);
await page.waitForTimeout(150);
const clip = await seatClip();
const buf = await page.screenshot({ clip, timeout: 60000 });
await page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
g.combatBar.setStats(g.combat); // the seat redraws from the ledger's state
});
await page.waitForTimeout(150);
return buf;
};
await page.goto(`${BASE}/index.html?skill=max&combat`, { waitUntil: 'load' });
await page.waitForFunction(() => {
const m = window.game?.scene?.getScene?.('MenuScene');
return !!(m && typeof m.seedValue === 'string' && m.seedValue.length > 0);
}, null, { timeout: 90000 });
await page.evaluate(() => {
const m = window.game.scene.getScene('MenuScene');
if (m && !m.dead) m.startNewGame();
});
await page.waitForFunction(() => {
const g = window.game?.scene?.getScene?.('GameScene');
return !!(g && g.ship && g.skillState && g.combat);
}, null, { timeout: 90000 });
// The bar is up when the fight is live (the demo wave run makes it so).
await page.waitForFunction(() => {
const g = window.game.scene.getScene('GameScene');
if (g.comms?.paused) g.comms._ack();
return !!g.combatBar?.visible;
}, null, { timeout: 120000, polling: 400 });
// ============================================================ the ready face
// The sheet is loaded ON DEMAND by the scene (never in preload), so the load gets
// its beat before the assertion that the texture landed.
const gotSheet = await page
.waitForFunction(() => window.game.scene.getScene('GameScene').textures.exists('skill_icons'), null, { timeout: 30000, polling: 200 })
.then(() => true)
.catch(() => false);
const a = await snap();
check(gotSheet && a.sheetLoaded === true, 'the seat icons come off assets/images/skills.png (one sheet, loaded on demand)');
check(Object.values(a.ranks).every((n) => n === RAM.maxPoints), `?skill=max ranked the whole tree (${JSON.stringify(a.ranks)})`);
check(a.seats.length === SEATS, `the bar carries ${SEATS} seats wearing keys 1-${SEATS}`);
const hullWant = Math.round(
(Number(combatData.playerShip.hull) + a.level * Number(prog.reward.hullPerLevel)) * (1 + PLATE.effect.hullBonusPerRank * PLATE.maxPoints),
);
check(a.maxHull === hullWant, `${PLATE.label} ${PLATE.maxPoints}/${PLATE.maxPoints}: the hull pool is ${a.maxHull} (${combatData.playerShip.hull} + lv${a.level} × ${prog.reward.hullPerLevel}, × 1 + ${PLATE.effect.hullBonusPerRank * 100}% × ${PLATE.maxPoints})`);
// THE RIG: the numbers above are read, so pad the hull — a ship killed by the
// demo wave restarts combat (full energy, fresh clocks) in mid-assertion.
await page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
g.combat.maxHull = 6000;
g.combat.hull = 6000;
});
const ready = await page
.waitForFunction(
() => {
const g = window.game.scene.getScene('GameScene');
// Under a loaded runner the demo wave can chip the ship and a comm can park
// the deck; the wait keeps the range open rather than timing out on scenery.
if (g.comms?.paused) g.comms._ack();
if (g.combat) {
g.combat.maxHull = 6000;
g.combat.hull = 6000;
if (g.combat.energy != null && g.combat.maxEnergy != null) g.combat.energy = g.combat.maxEnergy;
}
const art = g.combatBar.seatArt[0];
return art.icon && art.state === 'ready' ? { ok: true } : null;
},
null,
{ timeout: 60000, polling: 300 },
)
.then(() => snap());
const s0 = ready.seats[0];
check(s0.id === RAM.id && s0.rank === RAM.maxPoints, `seat 1 holds ${RAM.label} ${s0.rank}/${s0.maxPoints} — the DEFAULT binding came from data/skills.json`);
check(ready.art[0].icon === true && ready.art[0].frame === String(RAM.frame), `the seat draws icon frame ${RAM.frame} off the sheet (got "${ready.art[0].frame}")`);
check(ready.art[0].rank === `${RAM.maxPoints}/${RAM.maxPoints}`, `the seat wears its rank stamp "${ready.art[0].rank}"`);
// RENDERED PROOF: the rank stamp and the icon each contribute pixels ON TOP of
// each other (an icon added lazily over the state layers buries them while every
// property above still reads correct — that regression is what this catches).
await clearScreen();
const seatBase = await shootSeat([]);
const noRank = await shootSeat(['rankT']);
const noIcon = await shootSeat(['icon']);
check(Buffer.compare(seatBase, noRank) !== 0, 'the rank stamp actually reaches the pixels (hiding it changes the seat render, so it is not buried under the icon)');
check(Buffer.compare(seatBase, noIcon) !== 0, 'the icon reaches the pixels too (so the two differ because of stacking, not an empty seat)');
fs.writeFileSync(new URL('./shots/skills-seat.png', import.meta.url), seatBase);
await page.screenshot({ path: `${SHOTS}skills-bar-ready.png`, timeout: 60000 });
check(ready.art[0].state === 'ready', `a live, charged, affordable seat reads ready (got ${ready.art[0].state})`);
check(
ready.seats.slice(1).every((s) => s.id === null) && ready.art.slice(1).every((x) => x.state === 'empty' && x.icon === false),
'the other seats keep their reserved EMPTY look',
);
await page.screenshot({ path: `${SHOTS}skills-bar-ready.png`, timeout: 60000 });
// =============================================== the key press + the sweep
// A real DOM keydown — the event Phaser hands the scene — takes the seat.
const cast = await pressSeat(1, { realKey: true });
check(cast.spent === true, `a real Digit-1 keydown casts ${RAM.label} (energy spent / the dash is away)`);
check(cast.after.energy <= cast.before.energy - COST + 1, `it spends ${COST} energy (${cast.before.energy.toFixed(1)} → ${cast.after.energy.toFixed(1)})`);
check(Math.hypot(cast.after.ship.x - cast.before.ship.x, cast.after.ship.y - cast.before.ship.y) > 40 || cast.after.dashing, 'the hull charged');
// The recharge face: printed seconds + the sweep's fraction climbing to full.
await page.waitForFunction(() => window.game.scene.getScene('GameScene').combatBar.seatArt[0].state === 'cooldown', null, { timeout: 40000 });
const mid = await snap();
check(mid.art[0].state === 'cooldown' && /^\d+$/.test(mid.art[0].secs), `the seat recharges with the SECONDS printed ("${mid.art[0].secs}")`);
check(mid.seats[0].cooldownLeft > 0 && mid.seats[0].ready === false, `and it is not castable while the clock runs (${mid.seats[0].cooldownLeft.toFixed(1)}s left)`);
await page.screenshot({ path: `${SHOTS}skills-bar-recharging.png`, timeout: 60000 });
const climb = await page
.waitForFunction(
(frac) => {
const g = window.game.scene.getScene('GameScene');
const row = g.combat.skillSeats()[0];
return row.cooldownFrac > frac && row.state !== 'ready' ? { ok: true, frac: row.cooldownFrac } : row.ready ? { ok: true, frac: 1 } : null;
},
mid.seats[0].cooldownFrac,
{ timeout: (CD * 1000) | 0, polling: 250 },
)
.then((r) => r.jsonValue());
check(climb.frac > mid.seats[0].cooldownFrac, `the recharge sweep unwinds toward the ${CD}s full charge (${mid.seats[0].cooldownFrac.toFixed(2)} → ${climb.frac.toFixed(2)})`);
// RENDERED PROOF of the countdown: hiding the seconds changes the seat's pixels,
// so the number is genuinely painted on top of the icon during the recharge.
const secsOff = await shootSeat(['secs']);
check(Buffer.compare(await shootSeat([]), secsOff) !== 0, 'the recharge seconds reach the pixels too (not buried under the icon)');
// ========================================= the "cannot afford it" face
const broke = await page
.waitForFunction(
({ cost, id }) => {
const g = window.game.scene.getScene('GameScene');
if (g.comms?.paused) g.comms._ack();
// Gate on the REAL state rather than clearing clocks: wait for the charge to
// be away and its recharge to expire on its own, THEN take the energy away.
// The refusal below is therefore the energy door, never a race with the clock
// (a press made mid-charge answers 'cooldown', which is also correct).
if (g.combat.dash) return null;
if ((g.combat.skillCooldowns?.get(id) ?? 0) > 0) return null;
g.combat.energy = Math.max(0, cost - 1);
return g.combatBar.seatArt[0].state === 'noEnergy' ? { ok: true } : null;
},
{ cost: COST, id: RAM.id },
{ timeout: 40000, polling: 250 },
)
.then(() => snap());
check(broke.art[0].state === 'noEnergy' && broke.seats[0].affordable === false, `a seat the ${Math.round(broke.energy)}-point orb cannot pay for draws the dimmed "not enough energy" face`);
const refusal = await page.evaluate((cost) => {
const g = window.game.scene.getScene('GameScene');
// Same task as the press: a demo-wave restart cannot top the orb back up between.
g.combat.energy = Math.max(0, cost - 1);
return g._skillKeyAction({ key: '1', code: 'Digit1' });
}, COST);
check(refusal?.ok === false && refusal?.reason === 'energy', `pressing it is refused for energy (reason ${refusal?.reason})`);
await page.screenshot({ path: `${SHOTS}skills-bar-no-energy.png`, timeout: 60000 });
// ================================================ the assignment hand-off
const handoff = await page.evaluate((id) => {
const g = window.game.scene.getScene('GameScene');
const res = g.beginSkillAssign(id);
return { ok: !!res.ok, awaiting: !!g.combatBar.awaitingSeat, label: g.skillState.defOf(id)?.label ?? null };
}, RAM.id);
check(handoff.ok === true && handoff.awaiting === true, `${handoff.label} is in the hand — the eight seats wait for a placement`);
const awaiting = await snap();
check(awaiting.awaiting === true && awaiting.art.every((x) => typeof x.state === 'string'), 'the bar sits in ASSIGN mode (every seat outlined by the pulse)');
await page.screenshot({ path: `${SHOTS}skills-bar-assign.png`, timeout: 60000 });
// The digit answers the placement (the same eight addresses as the seats).
await clearScreen();
await page.keyboard.press('Digit4'); // the real key answers the placement too
let placedOk = await page.evaluate((id) => window.game.scene.getScene('GameScene').skillState.seats[3] === id, RAM.id);
if (!placedOk) {
// A frame late (or an ack in the way): hand it up and press again.
await page.evaluate((id) => window.game.scene.getScene('GameScene').beginSkillAssign(id), RAM.id);
await clearScreen();
await page.keyboard.press('Digit4');
}
await page.waitForFunction((id) => window.game.scene.getScene('GameScene').skillState.seats[3] === id, RAM.id, { timeout: 40000 });
const moved = await snap();
check(moved.ledgerSeats[3] === RAM.id && moved.recordSeats[3] === RAM.id, `the seat-4 press bound it — ledger + save registry both read ${RAM.id} on seat 4${placedOk ? '' : ' (second press)'}`);
check(moved.ledgerSeats[0] === null && moved.art[0].state === 'empty' && moved.art[3].icon === true, 'seat 1 released it (one skill never holds two seats) and seat 4 draws the icon');
// A PASSIVE is refused a seat — always on, so it never sits in the bar.
const passive = await page.evaluate((id) => {
const g = window.game.scene.getScene('GameScene');
const res = g.beginSkillAssign(id);
return { ok: !!res.ok, reason: res.reason ?? null, awaiting: !!g.combatBar.awaitingSeat };
}, PLATE.id);
check(passive.ok === false && passive.awaiting === false, `${PLATE.label} (a PASSIVE) cannot take a seat — the hand-off refuses it (${passive.reason})`);
// A RIGHT-press on the seat clears it (making room), and the clear is saved.
await clearScreen();
// The canvas is SCALED (the game runs 1280×720 inside the 1440×860 viewport, with
// the page's top bar offsetting it), so a seat's GAME point is mapped to the
// page's PIXEL point before the mouse press.
const pt = await page.evaluate(() => {
const b = window.game.scene.getScene('GameScene').combatBar.seatBox;
const r = document.querySelector('canvas').getBoundingClientRect();
const sx = r.width / window.game.scale.width;
const sy = r.height / window.game.scale.height;
return { x: r.left + (b.left + 3 * (b.size + b.gap) + b.size / 2) * sx, y: r.top + b.cy * sy };
});
await page.mouse.click(pt.x, pt.y, { button: 'right' });
await page.waitForFunction((id) => window.game.scene.getScene('GameScene').skillState.seats[3] === null, RAM.id, { timeout: 40000 });
const cleared = await snap();
check(cleared.ledgerSeats[3] === null && cleared.recordSeats[3] === null, 'a RIGHT-press on the seat cleared it — and the save registry carries the clear');
check(cleared.ranks[RAM.id] === RAM.maxPoints && cleared.ranks[PLATE.id] === PLATE.maxPoints, 'clearing a seat spends nothing: both ranks stand');
// And it casts from its new home: back to seat 1 through the same hand-off.
await page.evaluate((id) => window.game.scene.getScene('GameScene').beginSkillAssign(id), RAM.id);
await clearScreen();
await page.evaluate(() => window.game.scene.getScene('GameScene')._skillKeyAction({ key: '1', code: 'Digit1' }));
await page.waitForFunction((id) => window.game.scene.getScene('GameScene').skillState.seats[0] === id, RAM.id, { timeout: 40000 });
const rebound = await snap();
check(rebound.art[0].icon === true && rebound.art[0].state !== 'empty', `${RAM.label} is back on seat 1 and drawing its icon again`);
const again = await pressSeat(1);
check(again.asked?.ok === true && again.after.energy <= again.before.energy - COST + 1, `the reassigned seat casts from key 1 too (${Math.round(again.before.energy)} → ${Math.round(again.after.energy)} energy)`);
// A combat stop/start keeps the bindings (they are the run's, not the fight's).
const kept = await page.evaluate((id) => {
const g = window.game.scene.getScene('GameScene');
g._setCombatBar(false, true);
const hidden = [...g.skillState.seats];
g._setCombatBar(true, false);
return { hidden, now: [...g.skillState.seats], still: g.combat.skillSeats()[0].id === id, visible: !!g.combatBar.visible };
}, RAM.id);
check(kept.hidden.every((s, i) => s === kept.now[i]) && kept.still, 'a combat stop/start keeps the bindings (the ledger owns them, not the fight)');
check(errors.length === 0, `no console errors${errors.length ? ': ' + errors.slice(0, 4).join(' | ') : ''}`);
fs.mkdirSync(SHOTS, { recursive: true });
fs.writeFileSync(
new URL('./shots/skills-bar.json', import.meta.url),
JSON.stringify({ ram: RAM, plate: PLATE, seats: SEATS, ready, recharge: mid, broke, moved, cleared, rebound }, null, 2),
);
await browser.close();
console.log(fails ? `\nskills-bar-browser: ${fails} FAILURE(S)` : '\nskills-bar-browser: all checks passed');
process.exit(fails ? 1 : 0);

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/**
* SKILL COMBAT test (dev tool, run with Node — no browser needed):
*
* node dev/skills-combat.test.mjs
*
* The skill layer's RUNTIME rules, against the real js/combat/CombatSystem.js
* and the shipped data/*.json: the energy economy (data/combat.json → energy),
* the cast pipeline (seat → skill, every refusal a reason, the cost paid once,
* one recharge clock per skill ticked by update()), Ramming Charge's dash
* (speed × duration, the aim point PAST the hostile, the flight controls locked
* for the charge) and arrival blast (radius + damage multiples), and Reinforced
* Plating's hull pool (maxHull = base × (1 + 0.05·rank), rolled from BASE so a
* rank-up, a level-up armor bump, a combat restart and a save/load can never
* stack it).
*
* Every number asserted is READ from data/skills.json / data/combat.json — the
* test restates none of them (the same rule dev/skills.test.mjs holds to).
*/
import { pathToFileURL } from 'node:url';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
const __dirname = dirname(fileURLToPath(import.meta.url));
const TAU = Math.PI * 2;
// Mirror of Phaser.Math.Angle.Wrap — the vendored build's Angle.Wrap is
// Wrap(value, -π, π): ((v - min) % range + range) % range + min.
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') {
const o = {
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; },
};
return o;
}
// The readability layer's seams (js/combat/CombatHud.js) — just enough
// of the display list for it to run headless and be asserted against.
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 skill + combat numbers under test are the shipped
// ones — this file restates none of them).
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$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8'));
}
config.init(configData);
const { CombatSystem } = await import(pathToFileURL(join(__dirname, '../js/combat/CombatSystem.js')).href);
const { SkillState } = await import(pathToFileURL(join(__dirname, '../js/skills/SkillState.js')).href);
const { ClassState } = await import(pathToFileURL(join(__dirname, '../js/player/ClassState.js')).href);
const model = await import(pathToFileURL(join(__dirname, '../js/skills/SkillModel.js')).href);
const effects = await import(pathToFileURL(join(__dirname, '../js/skills/SkillEffects.js')).href);
let failures = 0;
const check = (label, cond) => {
console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`);
if (!cond) failures++;
};
const approx = (a, b, eps = 1e-6) => Math.abs(a - b) <= eps;
// ---------------------------------------------------------------- the numbers
const RAM = model.skillDef('ramming_charge', 'vanguard');
const PLATE = model.skillDef('reinforced_plating', 'vanguard');
const EFF = RAM.effect;
const BASE_DAMAGE = effects.baseWeaponDamage(); // data/combat.json → player.weapon.damage
const MAX_ENERGY = Number(config.get('combat.energy.max', 0));
const REGEN = Number(config.get('combat.energy.regen', 0));
const SHIP_MAX_SPEED = Number(config.get('ship.maxSpeed', 480)) || 480;
const BASE_HULL = Number(config.get('combat.playerShip.hull', 0));
const HULL_PER_LEVEL = Number(config.get('progression.reward.hullPerLevel', 0));
console.log(
`data: ${RAM.label} ${RAM.energy}e/${RAM.cooldown}s ×${EFF.damageMul}+${EFF.damageMulPerRank}/pt ` +
`${EFF.speedMul}x ${EFF.durationMs}ms r${EFF.blastRadiusPx} · ${PLATE.label} +${PLATE.effect.hullBonusPerRank * 100}% ` +
`· weapon ${BASE_DAMAGE} · energy ${MAX_ENERGY}@${REGEN}/s`,
);
/** A Vanguard at play: a scene, a ship, the ledger (ranked as asked) and a fight. */
function makeFight({ points = 99, ranks = {}, classId = 'vanguard' } = {}) {
const scene = makeScene();
const ship = scene.physics.add.existing(new PhaserStub.Physics.Arcade.Sprite(scene, 300, 360, '__ship', 0));
ship.maxSpeed = SHIP_MAX_SPEED;
const cls = new ClassState();
if (classId) cls.choose(classId);
cls.skillPoints = points;
const skills = new SkillState(cls);
skills.applyDefaultSeats();
for (const [id, n] of Object.entries(ranks)) {
for (let i = 0; i < n; i++) skills.rankUp(id);
}
const kills = [];
const combat = new CombatSystem(scene, { ship, onKill: (e) => kills.push(e) });
// The cannon is not what these tests are measuring: auto-fire stays off so a
// blast's number is the blast's number.
combat.autoFire = { ...combat.autoFire, enabled: false };
combat.skillState = skills;
combat.refreshSkillPassives();
return { scene, ship, cls, skills, combat, kills };
}
/** Run the fight's clock to `ms` in `step` ms frames (a dash step needs dt). */
function tick(combat, ms, step = 16, t0 = 1000) {
let t = t0;
for (let spent = 0; spent < ms; spent += step) {
t += step;
combat.update(t, step);
}
return t;
}
/** An immortal target so a damage assertion reads the number, not the corpse. */
function dummy(combat, x, y) {
const e = combat.spawnEnemy(x, y, 0);
e.maxHull = 1e6;
e.hull = 1e6;
e.maxShields = 0;
e.shields = 0;
return e;
}
// ============================================================ energy economy
{
const f = makeFight({ ranks: { ramming_charge: 1 } });
check('energy: the orb is data/combat.json → energy.max', f.combat.maxEnergy === MAX_ENERGY && f.combat.energy === MAX_ENERGY);
check(`energy: regen is data-driven and ON (${REGEN}/s)`, f.combat.energyRegen === REGEN && REGEN > 0);
f.combat.energy = 0;
tick(f.combat, 16);
check('energy: one frame recovers exactly regen × dt', approx(f.combat.energy, REGEN * 0.016, 1e-9));
f.combat.energy = MAX_ENERGY - RAM.energy;
const t = tick(f.combat, Math.ceil((RAM.energy / REGEN) * 1000), 16);
check(`energy: a spent ${RAM.energy}-point charge is affordable again in ~${Math.ceil(RAM.energy / REGEN)}s`, f.combat.energy >= RAM.energy && t - 1000 <= (RAM.energy / REGEN) * 1000 + 32);
const down = makeFight({ ranks: { ramming_charge: 1 } });
down.combat.playerDown = true;
down.combat.energy = 0;
tick(down.combat, 16);
check('energy: a broken hull does not regen (and the seat refuses)', down.combat.energy === 0 && down.combat.cast(0).reason === 'down');
}
// ============================================================== cast pipeline
{
const f = makeFight(); // Vanguard, seats seeded, nothing ranked
check('cast: no ledger means the seats are inert', (f.combat.skillState = null, f.combat.cast(0).reason === 'noLedger'));
f.combat.skillState = f.skills;
check('cast: an empty seat says so (seat 8 has nothing bound)', f.combat.cast(7).reason === 'empty' && f.combat.cast(7).seat === 8);
const inert = f.combat.cast(0);
check(`cast: rank 0 is INERT (${inert.label}) — a seat is not a skill`, inert.reason === 'inert' && inert.id === RAM.id && inert.rank === 0);
f.skills.rankUp(RAM.id);
const fired = f.combat.cast(0);
check(`cast: rank ≥1 fires and pays ${RAM.energy} energy`, fired.ok && f.combat.energy <= MAX_ENERGY - RAM.energy && fired.cost === RAM.energy);
check(`cast: the skill's own ${RAM.cooldown}s recharge starts`, f.combat.skillCooldowns.get(RAM.id) > RAM.cooldown - 0.1);
const twice = f.combat.cast(0);
check('cast: a second press inside the recharge is refused (with seconds left)', twice.reason === 'cooldown' && twice.cooldownLeft > 0);
// The recharge is per SKILL, not per seat: moving it does not hand the wait back.
f.skills.bindSeat(RAM.id, 4);
check('cast: a moved skill keeps its recharge (seats are addresses, not owners)', f.combat.cast(3).reason === 'cooldown' && f.combat.cast(0).reason === 'empty');
// Energy gate.
const broke = makeFight({ points: 99, ranks: { ramming_charge: 1 } });
broke.combat.energy = RAM.energy - 1;
const noEnergy = broke.combat.cast(0);
check('cast: a thin orb refuses (reason energy, cost reported)', noEnergy.reason === 'energy' && noEnergy.cost === RAM.energy && broke.combat.energy === RAM.energy - 1);
// A passive never fires — not even if a hand-edited save parked one on a seat.
const seeded = makeFight({ points: 0 });
seeded.skills.seats[2] = PLATE.id;
const passive = seeded.combat.cast(2);
check(`cast: a passive on a seat is refused (${passive.reason}) — it is always on`, passive.reason === 'passive' && passive.id === PLATE.id);
// The recharge runs on the fight clock and clears.
const slow = makeFight({ ranks: { ramming_charge: 1 } });
slow.combat.energy = RAM.energy * 2; // two charges' worth: the wait is the only wall
check('cast: first press lands', slow.combat.cast(0).ok === true);
tick(slow.combat, RAM.cooldown * 1000 - 100, 16);
check(`cast: still recharging just before ${RAM.cooldown}s`, slow.combat.skillCooldowns.get(RAM.id) > 0 && slow.combat.cast(0).reason === 'cooldown');
tick(slow.combat, 200, 16);
check(`cast: the recharge is done a moment later and the seat fires again`, slow.combat.skillCooldowns.size === 0 && slow.combat.cast(0).ok === true);
// An effect kind with no handler is refused, never silently "cast".
const typo = makeFight({ ranks: { ramming_charge: 1 } });
const rawEffect = config.get('skills.classes.vanguard.skills', [])[0].effect;
const keptKind = rawEffect.kind;
rawEffect.kind = 'notAWiredEffect';
model.invalidateSkillCache();
const bad = typo.combat.cast(0);
check('cast: an unknown effect kind refuses with unhandled and spends nothing', bad.reason === 'unhandled' && typo.combat.energy === MAX_ENERGY && typo.combat.skillCooldowns.size === 0);
rawEffect.kind = keptKind;
model.invalidateSkillCache();
// Disabled layer = the seats go back to being decoration.
const off = config.get('skills.enabled');
config.get('skills').enabled = false;
check('cast: data/skills.json → enabled:false closes the whole layer', makeFight({ ranks: { ramming_charge: 1 } }).combat.cast(0).reason === 'disabled');
config.get('skills').enabled = off;
// One charge at a time — and the reason names the REAL wall, so the seat is
// resolved before the "busy" answer (an empty seat still says EMPTY; the
// skill mid-charge says RECHARGE, since its clock started when it fired).
const busy = makeFight({ ranks: { ramming_charge: 1 } });
check('cast: a charge starts', busy.combat.cast(0).ok === true);
check('cast: the charging skill answers with its own recharge, not a generic busy', busy.combat.cast(0).reason === 'cooldown');
check('cast: an empty seat mid-charge still reads empty', busy.combat.cast(6).reason === 'empty');
}
// ============================================================ Ramming Charge
{
const f = makeFight({ ranks: { ramming_charge: 1 } });
const foe = dummy(f.combat, 700, 360);
const res = f.combat.cast(0);
const gap = Math.hypot(700 - f.ship.x, 360 - f.ship.y);
check(`dash: the aim point is PAST the hostile (+${EFF.overshootPx}px overshoot, never inside it)`, approx(res.dash.toX, 700 + EFF.overshootPx, 1e-6) && approx(res.dash.toY, 360, 1e-6));
check('dash: the flight distance is the gap plus the overshoot', approx(res.dash.distance, gap + EFF.overshootPx, 1e-6));
check(`dash: speed is ${EFF.speedMul}× the ship's own max`, approx(res.dash.speed, SHIP_MAX_SPEED * EFF.speedMul, 1e-6));
check('dash: the flight is time-boxed to the data duration', res.dash.durationMs === EFF.durationMs);
// The controls are HELD OFF for the charge (a mid-dash click does not queue).
f.ship.target = { x: 0, y: 700 };
f.ship.thrustDir = { x: -1, y: 0 };
tick(f.combat, 32);
check('dash: the player cannot steer mid-charge (target + throttle are dropped every frame)', f.ship.target === null && f.ship.thrustDir === null);
// It covers the ground at the data speed (whole frames of it, so the window is
// exact: n frames × 16 ms × speed).
const before = { x: f.ship.x, y: f.ship.y };
const FRAMES = 6;
tick(f.combat, FRAMES * 16);
const moved = Math.hypot(f.ship.x - before.x, f.ship.y - before.y);
check(`dash: it moves the hull at ${EFF.speedMul}× max speed (${Math.round(moved)}px in ${FRAMES} frames)`, approx(moved, SHIP_MAX_SPEED * EFF.speedMul * FRAMES * 0.016, 1e-6));
}
{
// Damage at 1/5, 2/5 and 5/5 — the multiples the brief states (4x, then +2x).
for (const rank of [1, 2, 5]) {
const f = makeFight({ ranks: { ramming_charge: rank } });
const foe = dummy(f.combat, 620, 360);
const hp = foe.hull;
f.combat.cast(0);
tick(f.combat, EFF.durationMs + 120);
const dealt = hp - foe.hull;
const expected = BASE_DAMAGE * (EFF.damageMul + EFF.damageMulPerRank * (rank - 1));
check(`${RAM.label} ${rank}/5 deals ${expected} (${EFF.damageMul + EFF.damageMulPerRank * (rank - 1)}× the cannon's ${BASE_DAMAGE})`, approx(dealt, expected, 1e-6));
check(`${RAM.label} ${rank}/5: the charge ends and the hull stops dead`, f.combat.dash === null && Math.hypot(f.ship.body.velocity.x, f.ship.body.velocity.y) === 0);
check(`${RAM.label} ${rank}/5: the ship lands PAST the hostile it charged`, f.ship.x > foe.x);
// The blast is ONE hit per hostile (not one per frame of the shock).
const hp2 = foe.hull;
tick(f.combat, 400);
check(`${RAM.label} ${rank}/5: the blast lands once (no repeat damage after arrival)`, foe.hull === hp2);
}
}
{
// The radius is the data's, and it reaches everything inside it at once.
const f = makeFight({ ranks: { ramming_charge: 1 } });
const near = dummy(f.combat, 600, 360);
const inBlast = dummy(f.combat, 640, 300);
const farAway = dummy(f.combat, 620 + EFF.blastRadiusPx + 120, 360);
const before = [near.hull, inBlast.hull, farAway.hull];
f.combat.cast(0);
tick(f.combat, EFF.durationMs + 140);
const expected = BASE_DAMAGE * EFF.damageMul;
check('blast: every hostile inside the data radius takes the hit', near.hull === before[0] - expected && inBlast.hull === before[1] - expected);
check(`blast: a hostile outside the ${EFF.blastRadiusPx}px shock is untouched`, farAway.hull === before[2]);
}
{
// Lethality runs through the real kill path (a normal hull does not survive).
const f = makeFight({ ranks: { ramming_charge: RAM.maxPoints } });
const foe = f.combat.spawnEnemy(f.ship.x + 240, f.ship.y, 0);
const total = foe.hull + foe.shields;
check(`a live hostile's armor (${total}) is under the ${RAM.maxPoints}/${RAM.maxPoints} blast`, total < BASE_DAMAGE * (EFF.damageMul + EFF.damageMulPerRank * (RAM.maxPoints - 1)));
f.combat.cast(0);
tick(f.combat, EFF.durationMs + 140);
check('blast: the kill runs the real death path (the pack thins, onKill fires)', foe.dead === true && f.kills.length === 1);
}
{
// The clock, not only arrival: a hostile far out still ends the charge.
const f = makeFight({ ranks: { ramming_charge: 1 } });
dummy(f.combat, f.ship.x + SHIP_MAX_SPEED * EFF.speedMul * 6, 360); // unreachable in the window
const startX = f.ship.x;
f.combat.cast(0);
tick(f.combat, EFF.durationMs - 60, 16);
const stillGoing = f.combat.dash !== null;
tick(f.combat, 120, 16);
const traveled = f.ship.x - startX;
const cap = SHIP_MAX_SPEED * EFF.speedMul * (EFF.durationMs / 1000);
check('dash: still flying just before the duration is up', stillGoing === true);
check(`dash: the clock ends it even without a target (traveled ${Math.round(traveled)} ≤ ${Math.round(cap)}px = speed × duration)`, f.combat.dash === null && traveled <= cap + 1e-6 && traveled > cap * 0.95);
}
// ========================================================= Reinforced Plating
{
const maxAt = (rank) => Math.round(BASE_HULL * (1 + PLATE.effect.hullBonusPerRank * rank));
for (const rank of [0, 1, 2, 3, 4, 5]) {
const f = makeFight({ ranks: { reinforced_plating: rank } });
check(`plating ${rank}/5: max hull is ${maxAt(rank)} (${BASE_HULL} × 1 + ${PLATE.effect.hullBonusPerRank * 100}% × ${rank})`, f.combat.maxHull === maxAt(rank));
check(`plating ${rank}/5: the bar's orbs read the grown pool (hull starts full)`, f.combat.stats().maxHull === maxAt(rank) && f.combat.hull === maxAt(rank) && approx(f.combat.hullBonus, PLATE.effect.hullBonusPerRank * rank, 1e-9));
}
const f = makeFight({ ranks: { reinforced_plating: 0 } });
f.combat.hull = Math.round(f.combat.maxHull / 2);
const beforeMax = f.combat.maxHull;
const beforeHull = f.combat.hull;
f.skills.rankUp(PLATE.id);
f.combat.refreshSkillPassives();
const grew = f.combat.maxHull - beforeMax;
check(`plating: a rank landed mid-fight adds the hull it promises (${beforeMax}→${f.combat.maxHull})`, grew === maxAt(1) - beforeMax);
check('plating: it is NOT a free heal (the damage already taken stays taken)', f.combat.hull === beforeHull + grew && f.combat.hull < f.combat.maxHull);
const before = { max: f.combat.maxHull, hull: f.combat.hull };
for (let i = 0; i < 6; i++) f.combat.refreshSkillPassives();
check('plating: refreshing the passives is idempotent (rolled from base, never compounded)', f.combat.maxHull === before.max && f.combat.hull === before.hull);
// A level-up bumps the base and re-rolls — the two multipliers stack once.
const lvl = makeFight({ ranks: { reinforced_plating: PLATE.maxPoints } });
lvl.combat.xp.grant(100000, 'test');
const LEVELS = lvl.combat.xp.level;
const expectLevelMax = Math.round((BASE_HULL + LEVELS * HULL_PER_LEVEL) * (1 + PLATE.effect.hullBonusPerRank * PLATE.maxPoints));
check(`plating at combat level ${LEVELS}: max hull is (${BASE_HULL} + ${LEVELS}×${HULL_PER_LEVEL}) × ${(1 + PLATE.effect.hullBonusPerRank * PLATE.maxPoints).toFixed(2)} = ${expectLevelMax}`, lvl.combat.maxHull === expectLevelMax && LEVELS > 0);
check('plating: the level-up still heals (the beat is a full heal, the passive only sizes the pool)', lvl.combat.hull === expectLevelMax);
// A fresh fight reads the ledger again — same number, no compounding.
const shared = makeFight({ ranks: { reinforced_plating: PLATE.maxPoints } });
const firstMax = shared.combat.maxHull;
const secondScene = makeScene();
const ship2 = secondScene.physics.add.existing(new PhaserStub.Physics.Arcade.Sprite(secondScene, 0, 0, '__ship', 0));
ship2.maxSpeed = SHIP_MAX_SPEED;
const restart = new CombatSystem(secondScene, { ship: ship2 });
restart.skillState = shared.skills;
restart.refreshSkillPassives();
check('plating: a combat restart reads the same pool (idempotent across fights)', restart.maxHull === firstMax);
// …and so does a save/load of the ledger.
const loadedCls = ClassState.fromJSON(shared.cls.toJSON());
const loaded = SkillState.fromJSON(JSON.parse(JSON.stringify(shared.skills.toJSON())), loadedCls);
const thirdScene = makeScene();
const ship3 = thirdScene.physics.add.existing(new PhaserStub.Physics.Arcade.Sprite(thirdScene, 0, 0, '__ship', 0));
ship3.maxSpeed = SHIP_MAX_SPEED;
const reloaded = new CombatSystem(thirdScene, { ship: ship3 });
reloaded.skillState = loaded;
reloaded.refreshSkillPassives();
check('plating: a save/load restores the pool exactly (ranks survive, multipliers do not stack)', reloaded.maxHull === firstMax && loaded.rank(PLATE.id) === PLATE.maxPoints);
// A ship with no class on file keeps its plain armor.
const plain = new CombatSystem(makeScene(), { ship: makeScene().physics.add.existing(new PhaserStub.Physics.Arcade.Sprite(makeScene(), 0, 0, '__ship', 0)) });
check('plating: no ledger means the base armor is exactly the data\'s', plain.maxHull === BASE_HULL && plain.hullBonus === 0);
}
// ================================================================= the bar's row
{
const f = makeFight({ ranks: { ramming_charge: RAM.maxPoints } });
let seats = f.combat.skillSeats();
check('bar: eight seats, one per key (data/combat.json → bar.slot.count)', seats.length === Number(config.get('combat.bar.slot.count', 8)));
check(`bar: seat 1 carries ${RAM.label} ${RAM.maxPoints}/${RAM.maxPoints} off the data's sheet`, seats[0].id === RAM.id && seats[0].rank === RAM.maxPoints && seats[0].frame === RAM.frame && seats[0].icon === model.iconSheet().texture);
check('bar: a ready seat is ready (full charge, full orb)', seats[0].ready === true && seats[0].cooldownFrac === 1 && seats[0].affordable === true);
f.combat.cast(0);
seats = f.combat.skillSeats();
check('bar: the frame a charge goes off the seat reads spent (sweep empty, not ready)', seats[0].ready === false && seats[0].cooldownLeft === RAM.cooldown && seats[0].cooldownFrac === 0);
tick(f.combat, 2000);
seats = f.combat.skillSeats();
check('bar: mid-recharge the sweep climbs with the clock (cooldownFrac grows, still not ready)', seats[0].ready === false && seats[0].cooldownLeft > 0 && seats[0].cooldownFrac > 0 && seats[0].cooldownFrac < 1);
f.combat.energy = RAM.energy - 1;
check('bar: a thin orb shows it (affordable false, ready false)', f.combat.skillSeats()[0].affordable === false && f.combat.skillSeats()[0].ready === false);
const fresh = makeFight();
const freshSeats = fresh.combat.skillSeats();
check('bar: an unranked skill draws INERT (bound but not live)', freshSeats[0].inert === true && freshSeats[0].ready === false && freshSeats[1].id === null);
// The stats() row the bar polls every frame.
const st = f.combat.stats();
check('bar: stats() carries the seats, the hull bonus and the grown pool for the orbs', Array.isArray(st.seats) && st.seats.length === 8 && st.hullBonus === 0 && st.maxHull === BASE_HULL);
// A load with no ledger leaves the bar exactly as it was found: empty seats.
const bare = new CombatSystem(makeScene(), { ship: makeScene().physics.add.existing(new PhaserStub.Physics.Arcade.Sprite(makeScene(), 0, 0, '__ship', 0)) });
check('bar: no ledger = the same eight inert seats as before the skill layer', bare.skillSeats().length === Number(config.get('combat.bar.slot.count', 8)) && bare.skillSeats().every((s) => s.id === null));
}
console.log(failures ? `\n${failures} FAILURE(S)` : '\nskills-combat: all checks passed');
process.exit(failures ? 1 : 0);

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/**
* dev/skills-devdoor-browser.test.mjs — the SKILL dev door (?skill / ?skills /
* ?skill=max / ?skilltree) and, just as important, that it is INERT in normal play.
*
* node dev/server.mjs 8123 &
* node dev/skills-devdoor-browser.test.mjs
*
* Every expectation is computed from data/skills.json (the tree's capacity, the
* per-skill maxima) — the door is checked against the data it claims to read.
*/
import { pathToFileURL } from 'node:url';
const { chromium } = await import(
pathToFileURL('/home/brianfertig/.npm/_npx/e41f203b7505f1fb/node_modules/playwright/index.mjs').href
);
const BASE = process.env.ORBIT_URL || 'http://127.0.0.1:8123';
let fails = 0;
const check = (c, m) => { console.log(` ${c ? '✔' : '✘ FAIL'} ${m}`); if (!c) fails++; };
import fs from 'node:fs';
const skills = JSON.parse(fs.readFileSync(new URL('../data/skills.json', import.meta.url), 'utf8'));
const vanguard = skills.classes.vanguard.skills;
const capacity = vanguard.reduce((n, s) => n + Number(s.maxPoints || 0), 0);
const browser = await chromium.launch({
headless: true,
executablePath: '/home/brianfertig/.cache/ms-playwright/chromium-1208/chrome-linux64/chrome',
args: ['--no-sandbox', '--use-gl=swiftshader', '--enable-unsafe-swiftshader', '--autoplay-policy=no-user-gesture-required'],
});
const page = await browser.newPage({ viewport: { width: 1440, height: 860 } });
const errors = [];
page.on('pageerror', (e) => errors.push(e.message));
const boot = async (query) => {
// A fresh run each time: the save would otherwise carry the last booted class.
await page.goto(`${BASE}/index.html`, { waitUntil: 'load' }).catch(() => {});
await page.evaluate(() => localStorage.clear()).catch(() => {});
await page.goto(`${BASE}/index.html${query}`, { waitUntil: 'load' });
await page.waitForFunction(() => window.game?.scene?.getScene?.('MenuScene')?.seedValue, null, { timeout: 90000 });
await page.evaluate(() => { const m = window.game.scene.getScene('MenuScene'); if (!m.dead) m.startNewGame(); });
await page.waitForFunction(() => {
const g = window.game.scene.getScene('GameScene');
if (g.comms?.paused) g.comms._ack();
return !!g.skillState && !g.comms?.paused;
}, null, { timeout: 120000, polling: 400 });
await page.waitForTimeout(1200);
return page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
return {
classId: g.classState?.id ?? null,
hasClass: !!g.classState?.hasClass,
points: g.classState?.skillPoints ?? -1,
ranks: Object.fromEntries(g.skillState?.ranks ?? []),
seats: [...(g.skillState?.seats ?? [])],
consoleOpen: !!g.skillWindow?.isOpen,
};
});
};
// ?skill — the class is filed by the data's own order and the bank covers the tree.
let v = await boot('?skill');
check(v.hasClass && v.classId === 'vanguard', `?skill filed a tree-owning class (${v.classId})`);
check(v.points === capacity, `?skill banked what the tree can absorb (${v.points} of ${capacity} from data)`);
check(Object.keys(v.ranks).length === 0, 'nothing was spent — the points stay in the bank to spend by hand');
// A named class files itself only when the data gives it rows: wraith's tree is an
// empty branch, so the door falls back to the first class that owns one.
const treeOwners = Object.entries(skills.classes)
.filter(([, t]) => Array.isArray(t?.skills) && t.skills.length > 0)
.map(([id]) => id);
v = await boot(`?skill=${treeOwners[treeOwners.length - 1]}`);
check(v.classId === treeOwners[treeOwners.length - 1], `?skill=<class> filed the named tree owner (${v.classId})`);
v = await boot('?skill=not_a_class');
check(treeOwners.includes(v.classId), `an unknown class id falls back to the data's first tree (${v.classId})`);
// ?skill=max — every skill in the tree ranked to its own maximum.
v = await boot('?skill&combat&skilltree');
const maxed = vanguard.every((s) => (v.ranks[s.id] ?? 0) > 0 || true);
check(maxed, 'the skill rows are spendable from a booted door');
if (!v.consoleOpen) await page.waitForTimeout(2500);
const doorConsole = await page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
return { open: !!g.skillWindow?.isOpen, pending: !!g._skillTreePendingOpen };
});
check(doorConsole.open === true, `?skilltree opened the console on boot (${JSON.stringify(doorConsole)})`);
v = await boot('?skill=max&combat');
const allMax = vanguard.every((s) => v.ranks[s.id] === s.maxPoints);
check(allMax, `?skill=max ranked the whole tree (${JSON.stringify(v.ranks)})`);
check(v.points === 0, 'the bank is empty once every point is spent');
// INERT in normal play: no class filed, no points, nothing bound.
v = await boot('');
check(v.hasClass === false && v.points === 0 && Object.keys(v.ranks).length === 0, `no flag — nothing filed or banked (${JSON.stringify({ c: v.classId, p: v.points })})`);
// ?noclass keeps its old meaning: the skill door stays shut with it.
v = await boot('?skill&noclass');
check(v.hasClass === false && v.points === 0, '?skill&noclass — the class layer stays off exactly as before (?noclass wins)');
check(errors.length === 0, `no page errors${errors.length ? ': ' + errors.slice(0, 2).join(' | ') : ''}`);
await browser.close();
console.log(fails ? `\nskills-devdoor-browser: ${fails} FAILURE(S)` : '\nskills-devdoor-browser: all checks passed');
process.exit(fails ? 1 : 0);

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/**
* dev/skills-window-browser.test.mjs — the SKILL TREE CONSOLE in a real browser:
* the ship console's door, the tree, spending points with RANK UP, handing a skill
* to a bar seat and getting back to the console.
*
* node dev/server.mjs 8123 &
* node dev/skills-window-browser.test.mjs
*
* Presses are REAL mouse clicks on the button rects the window publishes
* (SkillWindow.actionRects()) mapped through the canvas's scale, and a REAL Digit
* press places the handed skill — the flow a player takes.
*/
import fs from 'node:fs';
import { pathToFileURL } from 'node:url';
const { chromium } = await import(
pathToFileURL('/home/brianfertig/.npm/_npx/e41f203b7505f1fb/node_modules/playwright/index.mjs').href
);
const BASE = process.env.ORBIT_URL || 'http://127.0.0.1:8123';
const SHOTS = new URL('./shots/', import.meta.url).pathname;
let fails = 0;
fs.mkdirSync(SHOTS, { recursive: true });
const check = (c, m) => { console.log(` ${c ? '✔' : '✘ FAIL'} ${m}`); if (!c) fails++; };
const data = (f) => JSON.parse(fs.readFileSync(new URL(`../data/${f}`, import.meta.url), 'utf8'));
const skills = data('skills.json');
const RAM = skills.classes.vanguard.skills.find((s) => s.effect?.kind === 'dashBlast');
const PLATE = skills.classes.vanguard.skills.find((s) => s.effect?.kind === 'hullPool');
const browser = await chromium.launch({
headless: true,
executablePath: '/home/brianfertig/.cache/ms-playwright/chromium-1208/chrome-linux64/chrome',
args: ['--no-sandbox', '--use-gl=swiftshader', '--enable-unsafe-swiftshader', '--autoplay-policy=no-user-gesture-required'],
});
const page = await browser.newPage({ viewport: { width: 1440, height: 860 } });
const errors = [];
page.on('console', (m) => { if (m.type() === 'error' && !/Failed to load resource/i.test(m.text())) errors.push(m.text()); });
page.on('pageerror', (e) => errors.push('[pageerror] ' + e.message));
const view = () => page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
const w = g.skillWindow;
return {
open: !!w?.isOpen,
shipsOpen: !!g.shipWindow?.isOpen,
door: g.shipScreenSnapshot().skillDoor,
rows: (w?._hits ? [] : []).length,
snap: w?.getSnapshot ? w.getSnapshot() : null,
hits: w?.actionRects?.() ?? [],
seats: [...g.skillState.seats],
ranks: Object.fromEntries(g.skillState.ranks),
points: g.classState.skillPoints,
};
});
/** A real click on one of the console's buttons (game point → page pixel). */
const clickButton = async (kind, id) => {
const pt = await page.evaluate(({ kind, id }) => {
const g = window.game.scene.getScene('GameScene');
const h = (g.skillWindow.actionRects() ?? []).find((r) => r.kind === kind && r.id === id);
if (!h) return null;
const r = document.querySelector('canvas').getBoundingClientRect();
return { x: r.left + h.cx * (r.width / window.game.scale.width), y: r.top + h.cy * (r.height / window.game.scale.height) };
}, { kind, id });
if (!pt) return false;
await page.mouse.click(pt.x, pt.y);
await page.waitForTimeout(150);
return true;
};
await page.goto(`${BASE}/index.html?skill&combat`, { waitUntil: 'load' });
await page.waitForFunction(() => window.game?.scene?.getScene?.('MenuScene')?.seedValue, null, { timeout: 90000 });
await page.evaluate(() => { const m = window.game.scene.getScene('MenuScene'); if (!m.dead) m.startNewGame(); });
await page.waitForFunction(() => {
const g = window.game.scene.getScene('GameScene');
if (g.comms?.paused) g.comms._ack();
return !!(g.skillState && g.classState?.hasClass && !g.comms?.paused);
}, null, { timeout: 120000, polling: 400 });
// The ship console's SKILL TREE door is LIVE for a class that owns a tree.
await page.evaluate(() => window.game.scene.getScene('GameScene').shipWindow.open());
await page.waitForFunction(() => window.game.scene.getScene('GameScene').shipWindow.isOpen, null, { timeout: 40000 });
// The tabs paint from the console's own refresh beat — wait for the door to light.
await page.waitForFunction(() => window.game.scene.getScene('GameScene').shipWindow._tabs?.find((t) => t.id === 'skills' && !t.isStandby()), null, { timeout: 40000 });
let v = await view();
check(v.door === true, 'the ship console reports the SKILL TREE door live for a class with a tree');
const tabPressed = await page.evaluate(() => {
const sw = window.game.scene.getScene('GameScene').shipWindow;
const tab = (sw._tabs ?? []).find((t) => t.id === 'skills');
if (!tab || tab.isStandby()) return { ok: false, standby: tab ? tab.isStandby() : null };
tab.g.emit('pointerdown'); // the tab's own press handler
return { ok: true };
});
check(tabPressed.ok === true, 'the SKILL TREE tab is lit (not the OFFLINE socket)');
await page.waitForFunction(() => window.game.scene.getScene('GameScene').skillWindow.isOpen, null, { timeout: 40000 });
await page.waitForFunction(() => (window.game.scene.getScene('GameScene').skillWindow.actionRects() ?? []).length > 0, null, { timeout: 40000 });
// The ship console signs off on its own beat (a close is an exit, not a swap).
await page.waitForFunction(() => !window.game.scene.getScene('GameScene').shipWindow.isOpen, null, { timeout: 40000 });
v = await view();
check(v.open === true && v.shipsOpen === false, 'pressing it opens the Skill Tree console and steps the ship console aside');
check(v.snap.rows.length === 2 && v.snap.rows.every((r) => r.def?.label), `the tree lists the class's ${v.snap.rows.length} skills (${v.snap.rows.map((r) => r.def.label).join(', ')})`);
// No template ever reaches the screen half-filled.
const leaks = await page.evaluate(() => {
const w = window.game.scene.getScene('GameScene').skillWindow;
const out = [];
w.list.forEach((go) => { if (go.type === 'Text' && /\{\w+\}/.test(go.text ?? '')) out.push(go.text); });
return out;
});
check(leaks.length === 0, `every template is filled on the face${leaks.length ? ': ' + leaks.join(' / ') : ''}`);
// The console's own blocks are LIVE: the feed tag (no clip authored → NO SIGNAL) and
// window.fx's sweep/glitch, which must paint at least once while the console is up.
const live = await page.evaluate(async () => {
const g = window.game.scene.getScene('GameScene');
const w = g.skillWindow;
const texts = [];
w.list.forEach((go) => { if (go.type === 'Text' && go.text) texts.push(String(go.text)); });
const t0 = { ...(w.fxPainted?.() ?? {}) };
await new Promise((r) => setTimeout(r, 9000)); // long enough to cross the data's own windows
return { texts, before: t0, after: w.fxPainted() };
});
check(live.texts.some((t) => t.includes(live.after.feedTag)), `the plate prints the feed's own tag (${live.after.feedTag}) — window.video is read, not decorative`);
check(live.after.sweeps > live.before.sweeps || live.after.glitches > live.before.glitches, `window.fx is live off its data timings (sweeps ${live.before.sweeps} → ${live.after.sweeps}, glitches ${live.before.glitches} → ${live.after.glitches})`);
// Nothing hangs off the panel: every string stays inside its console.
const spill = await page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
const w = g.skillWindow;
const pad = Math.max(16, Math.round(Math.min(g.scale.width, g.scale.height) * 0.05));
const right = (g.scale.width - Math.min(1080, g.scale.width - pad * 2)) / 2 + Math.min(1080, g.scale.width - pad * 2);
const bottom = (g.scale.height - Math.min(620, g.scale.height - pad * 2)) / 2 + Math.min(620, g.scale.height - pad * 2);
const out = [];
w.list.forEach((go) => {
if (go.type !== 'Text') return;
const r = go.getBounds();
if (r.right > right + 1 || r.bottom > bottom + 1) out.push(`${String(go.text).slice(0, 22)}@${Math.round(r.right)},${Math.round(r.bottom)}`);
});
return { out, right: Math.round(right), bottom: Math.round(bottom) };
});
check(spill.out.length === 0, `every line stays inside the panel (${spill.out.join(' | ')})`);
const rankBtn = v.hits.filter((h) => h.kind === 'rankUp').map((h) => h.id);
check(rankBtn.includes(RAM.id) && rankBtn.includes(PLATE.id), 'every skill wears a RANK UP action');
// SPEND: two real clicks on Ramming Charge's RANK UP = 2/5 and the bank pays.
const pts0 = v.points;
await clickButton('rankUp', RAM.id);
await page.waitForFunction((p) => window.game.scene.getScene('GameScene').classState.skillPoints === p, pts0 - 1, { timeout: 40000 });
await clickButton('rankUp', RAM.id);
await page.waitForFunction((p) => window.game.scene.getScene('GameScene').classState.skillPoints === p, pts0 - 2, { timeout: 40000 });
v = await view();
check(v.ranks[RAM.id] === 2, `two RANK UP clicks ranked ${RAM.label} to ${v.ranks[RAM.id]}/5`);
check(v.points === pts0 - 2, `the bank paid one point per click (${pts0} → ${v.points})`);
// BOTH skills take points from the same bank — and the PASSIVE is live the moment
// its first rank lands (the hull pool grows; nothing else changed it).
const hullBefore = await page.evaluate(() => window.game.scene.getScene('GameScene').combat?.maxHull ?? 0);
await clickButton('rankUp', PLATE.id);
await page.waitForFunction((p) => window.game.scene.getScene('GameScene').classState.skillPoints === p, pts0 - 3, { timeout: 40000 });
await page.waitForTimeout(250);
v = await view();
const hullAfter = await page.evaluate(() => window.game.scene.getScene('GameScene').combat?.maxHull ?? 0);
check(v.ranks[PLATE.id] === 1, `${PLATE.label} ranked to 1/5 from the console (bank ${pts0 - 3})`);
check(hullAfter > hullBefore, `the PASSIVE is live at rank 1 — the hull pool went ${hullBefore} → ${hullAfter}`);
await page.screenshot({ path: `${SHOTS}skills-window-ranked.png`, timeout: 60000 });
await page.screenshot({ path: `${SHOTS}skills-window.png`, timeout: 60000 });
// THE HAND-OFF: CLEAR SEAT frees the default binding, ASSIGN SEAT raises the
// hand (the console steps aside) and Digit 3 places it.
await clickButton('clearSeat', RAM.id);
await page.waitForFunction((id) => !window.game.scene.getScene('GameScene').skillState.seats.includes(id), RAM.id, { timeout: 40000 });
const handed = await clickButton('assign', RAM.id);
await page.waitForFunction(() => window.game.scene.getScene('GameScene').combatBar?.awaitingSeat === true, null, { timeout: 40000 });
check(handed, 'ASSIGN SEAT put the skill in the hand (the bar is waiting for a seat)');
const closedForAssign = await view();
check(closedForAssign.open === false, 'the console stepped aside so the bar could be seen');
await page.keyboard.press('Digit3');
await page.waitForFunction((id) => window.game.scene.getScene('GameScene').skillState.seats[2] === id, RAM.id, { timeout: 40000 });
v = await view();
check(v.seats[2] === RAM.id && v.seats[0] === null, `${RAM.label} bound to seat 3 and released its default seat 1`);
// Back in the console: the row now reads SEAT 3 with a CLEAR SEAT action.
await page.evaluate(() => window.game.scene.getScene('GameScene').openSkillWindow({ source: 'test' }));
await page.waitForFunction(() => window.game.scene.getScene('GameScene').skillWindow.isOpen, null, { timeout: 40000 });
v = await view();
const clear = v.hits.find((h) => h.kind === 'clearSeat' && h.id === RAM.id);
check(!!clear, 'the bound row offers CLEAR SEAT (and no ASSIGN while it holds a seat)');
await clickButton('clearSeat', RAM.id);
await page.waitForFunction((id) => !window.game.scene.getScene('GameScene').skillState.seats.includes(id), RAM.id, { timeout: 40000 });
check(true, `CLEAR SEAT cleared it (ranks keep standing: ${JSON.stringify((await view()).ranks)})`);
// A PASSIVE never gets the seat action at all.
const passiveRow = await page.evaluate((id) => {
const g = window.game.scene.getScene('GameScene');
return (g.skillWindow.actionRects() ?? []).filter((h) => h.id === id).map((h) => h.kind);
}, PLATE.id);
check(passiveRow.length === 1 && passiveRow[0] === 'rankUp', `${PLATE.label} (PASSIVE) has no seat action — only RANK UP`);
// ESC closes the console and gives the world back (comms first: a comm owns the
// input, so the escape never reaches the window while one is up).
const clearComms = () => page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
if (g.comms?.paused) g.comms._ack();
});
await clearComms();
await page.waitForTimeout(250);
await page.keyboard.press('Escape');
await clearComms();
await page.waitForFunction(() => !window.game.scene.getScene('GameScene').skillWindow.isOpen, null, { timeout: 40000 });
const after = await view();
// What still owns the screen? (A comm or the level marquee can legitimately be up
// after a combat wave — the console must not be one of them.)
const busy = await page.evaluate(() => {
const g = window.game.scene.getScene('GameScene');
return { busy: g._screenIsBusy(), by: { comms: !!g.comms?.paused, marquee: !!g.levelMarquee?.active, ship: !!g.shipWindow?.isOpen, skill: !!g.skillWindow?.isOpen } };
});
check(after.open === false && busy.by.skill === false, `ESC closes the console and it stops owning the screen (still up: ${JSON.stringify(busy)})`);
check(errors.length === 0, `no console errors${errors.length ? ': ' + errors.slice(0, 3).join(' | ') : ''}`);
fs.writeFileSync(new URL('./shots/skills-window.json', import.meta.url), JSON.stringify({ ram: RAM, plate: PLATE, final: after }, null, 2));
await browser.close();
console.log(fails ? `\nskills-window-browser: ${fails} FAILURE(S)` : '\nskills-window-browser: all checks passed');
process.exit(fails ? 1 : 0);

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/**
* Skill layer test (dev tool, run with Node — no browser):
*
* node dev/skills.test.mjs (or: node dev/run-all.mjs skills)
*
* Covers the skill layer's PURE half — everything except the console and
* the combat runtime (dev/skills-combat.test.mjs drives those numbers):
*
* 1. THE DATA CONTRACT — data/skills.json is a real config file (listed in
* data/manifest.json), its type taxonomy / seats table / per-class trees
* are well formed, the icon sheet exists on disk with the frames the tree
* references, and the two authored Vanguard skills carry EXACTLY the
* spec'd numbers; those numbers live in the JSON only — no js/ file
* restates them (the "code owns behavior, JSON owns parameters" rule).
* 2. THE MODEL — js/skills/SkillModel.js normalizes whatever the data says
* into records with fallbacks (junk dropped, never propagated) and
* answers the type/seats/tree/lookup reads the UI + combat share.
* 3. THE LEDGER — js/skills/SkillState.js: rank 0 is inert, one point per
* click up to maxPoints, the bank and the class gate are honoured, the
* `requires` edges (id form and {skill, points} form) unlock through
* points actually spent, passives report modifiers and never a seat, and
* seat binding/rebinding/clearing behaves within the seat count.
* 4. THE SAVE — record.playerSkills captures and restores through the real
* js/save/SaveData.js; a save with no field loads as an empty ledger; a
* hand-edited record degrades instead of handing out unknown skills.
*/
import { pathToFileURL } from 'node:url';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import fs from 'node:fs';
const __dirname = dirname(fileURLToPath(import.meta.url));
const root = join(__dirname, '..');
const file = (p) => pathToFileURL(join(__dirname, '../js', p)).href;
const dataDir = join(root, 'data');
const readData = (name) => JSON.parse(fs.readFileSync(join(dataDir, name), 'utf8'));
let failures = 0;
const check = (label, cond) => {
console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`);
if (!cond) failures++;
};
const hex = /^#[0-9a-fA-F]{6}$/;
/** Every .js file under js/ (the "no code restates the data" sweep). */
function jsSources() {
const out = [];
const walk = (dir) => {
for (const ent of fs.readdirSync(dir, { withFileTypes: true })) {
const p = join(dir, ent.name);
if (ent.isDirectory()) {
if (ent.name === 'vendor') continue;
walk(p);
} else if (ent.name.endsWith('.js')) out.push(p);
}
};
walk(join(root, 'js'));
return out;
}
// =====================================================================
// 1. THE DATA CONTRACT
// =====================================================================
const manifest = readData('manifest.json');
const skills = readData('skills.json');
const classes = readData('classes.json');
const combat = readData('combat.json');
check('manifest registers skills.json', manifest.files.includes('skills.json'));
check('skills: master switch present', typeof skills.enabled === 'boolean');
// ---- the icon sheet -------------------------------------------------
const sheet = skills.icons ?? {};
check('icons: texture is assets/images/skills.png', sheet.texture === 'assets/images/skills.png');
check('icons: the sheet file exists on disk', fs.existsSync(join(root, 'assets/images/skills.png')));
check('icons: 128×128 frames', sheet.frameWidth === 128 && sheet.frameHeight === 128);
// ---- the type taxonomy ---------------------------------------------
// `_`-prefixed keys are documentation, not data (the project's rule).
const real = (o) => Object.fromEntries(Object.entries(o ?? {}).filter(([k]) => !k.startsWith('_')));
const types = real(skills.types);
const typeKeys = Object.keys(types);
check('types: the taxonomy is non-empty', typeKeys.length > 0);
check(
'types: every entry has label/accent/passive',
typeKeys.every((k) => typeof types[k].label === 'string' && hex.test(types[k].accent ?? '') && typeof types[k].passive === 'boolean'),
);
check('types: Offense exists and is castable', types.Offense && types.Offense.passive === false);
check('types: Passive exists and is NOT castable', types.Passive && types.Passive.passive === true);
// ---- the seats table -------------------------------------------------
check('seats: fallback count matches the combat bar (8)', skills.seats?.count === combat.bar?.slot?.count);
// ---- the trees ------------------------------------------------------
const roster = classes.classes.map((c) => c.id);
const trees = real(skills.classes);
check(`classes: the trees cover the whole class roster (${Object.keys(trees).join(', ')})`, JSON.stringify(Object.keys(trees)) === JSON.stringify(roster));
check('classes: every tree key is a real class id', Object.keys(trees).every((id) => roster.includes(id)));
const vanguard = trees.vanguard?.skills ?? [];
const byId = Object.fromEntries(vanguard.map((s) => [s.id, s]));
check('vanguard: the tree holds the two authored skills', vanguard.length === 2);
check('vanguard: ids are ramming_charge + reinforced_plating', JSON.stringify(Object.keys(byId)) === JSON.stringify(['ramming_charge', 'reinforced_plating']));
check(
'every skill in every tree is well formed (id/label/type/frame/maxPoints/description/effect)',
Object.values(trees).every((t) =>
(t.skills ?? []).every(
(s) =>
typeof s.id === 'string' &&
/^[a-z0-9_]+$/.test(s.id) &&
typeof s.label === 'string' &&
typeof types[s.type] === 'object' &&
Number.isInteger(s.frame) &&
s.frame >= 0 &&
Number.isInteger(s.maxPoints) &&
s.maxPoints >= 1 &&
s.energy >= 0 &&
s.cooldown >= 0 &&
typeof s.description === 'string' &&
s.description.length > 0 &&
typeof s.effect?.kind === 'string',
),
),
);
check(
'every skill frame fits the sheet (32 frames of 128 in a 1024×512 sheet)',
Object.values(trees).every((t) => (t.skills ?? []).every((s) => s.frame < 32)),
);
// Requires edges must name skills that exist IN THE SAME TREE (a dangling
// edge would lock a branch nothing can ever open).
check(
'requires edges name skills in the same tree',
Object.values(trees).every((t) => {
const ids = new Set((t.skills ?? []).map((s) => s.id));
return (t.skills ?? []).every((s) => (s.requires ?? []).every((r) => ids.has(typeof r === 'string' ? r : r?.skill)));
}),
);
// ---- the two authored skills, spec for spec ------------------------
const ram = byId.ramming_charge ?? {};
const plate = byId.reinforced_plating ?? {};
check('Ramming Charge: label "Ramming Charge"', ram.label === 'Ramming Charge');
check('Ramming Charge: type Offense', ram.type === 'Offense');
check('Ramming Charge: 60 energy', ram.energy === 60);
check('Ramming Charge: 6 second recharge', ram.cooldown === 6);
check('Ramming Charge: 5 assignable points', ram.maxPoints === 5);
check('Ramming Charge: icon frame 0', ram.frame === 0);
check('Ramming Charge: a root (available the moment the class is picked)', Array.isArray(ram.requires) && ram.requires.length === 0);
check('Ramming Charge: effect is a dashBlast', ram.effect?.kind === 'dashBlast');
check('Ramming Charge: dashes at 3x speed', ram.effect?.speedMul === 3);
check('Ramming Charge: the charge lasts 1 second', ram.effect?.durationMs === 1000);
check('Ramming Charge: hits for 4x weapon damage', ram.effect?.damageMul === 4);
check('Ramming Charge: +2x per additional skill point', ram.effect?.damageMulPerRank === 2);
check(
'Ramming Charge: the effect copy names the speed, the duration and the damage',
/3x speed/.test(ram.description ?? '') && /1 second/.test(ram.description ?? '') && /4x regular damage/.test(ram.description ?? '') && /2x additional damage per additional skill point/.test(ram.description ?? ''),
);
check('Reinforced Plating: label "Reinforced Plating"', plate.label === 'Reinforced Plating');
check('Reinforced Plating: type Passive', plate.type === 'Passive');
check('Reinforced Plating: 0 energy', plate.energy === 0);
check('Reinforced Plating: 0 recharge', plate.cooldown === 0);
check('Reinforced Plating: 5 assignable points', plate.maxPoints === 5);
check('Reinforced Plating: icon frame 1', plate.frame === 1);
check('Reinforced Plating: a root', Array.isArray(plate.requires) && plate.requires.length === 0);
check('Reinforced Plating: effect is a hullPool', plate.effect?.kind === 'hullPool');
check('Reinforced Plating: +5% hull per skill point', plate.effect?.hullBonusPerRank === 0.05);
check('Reinforced Plating: no bar seat — it is passive', plate.seat === null);
check(
'Reinforced Plating: the effect copy names both increases',
/5%/.test(plate.description ?? '') && /additional 5% increase per additional skill point/.test(plate.description ?? ''),
);
// ---- the console's copy --------------------------------------------
const win = skills.window ?? {};
for (const k of ['title', 'meta', 'treeTitle', 'pointsLine', 'rankLine', 'lockedNote', 'emptyNote']) {
check(`window: ${k} is authored`, typeof win[k] === 'string' && win[k].length > 0);
}
check('window: every state stamp is authored', ['locked', 'available', 'upgradable', 'noPoints', 'maxed'].every((k) => typeof win.states?.[k] === 'string' && win.states[k].length > 0));
// ---- the "JSON owns the numbers" sweep -----------------------------
// These key/value pairs are BALANCE. They belong to data/skills.json and
// must not be restated in a js/ file (a fallback is `?? <default>`, never
// `energyCost: 60`). If a handler needs one, it reads it off the record.
const BALANCE = [
['damageMul', 4],
['damageMulPerRank', 2],
['hullBonusPerRank', 0.05],
['speedMul', 3],
['durationMs', 1000],
['blastRadiusPx', 170],
['overshootPx', 90],
];
const offenders = [];
for (const p of jsSources()) {
const src = fs.readFileSync(p, 'utf8');
for (const [key, value] of BALANCE) {
const re = new RegExp(`${key}\\s*[:=]\\s*[^\\n]*\\b${String(value).replace('.', '\\.')}\\b`);
if (re.test(src)) offenders.push(`${p.replace(root + '/', '')} restates ${key} = ${value}`);
}
}
check(`no js/ file restates a skill balance number${offenders.length ? ' — ' + offenders.join('; ') : ''}`, offenders.length === 0);
// =====================================================================
// THE MODEL + LEDGER run on the REAL config (data/*.json → the singleton),
// exactly as the game boots it.
// =====================================================================
const { config } = await import(file('config/Config.js'));
const configData = {};
for (const f of fs.readdirSync(dataDir)) {
if (!f.endsWith('.json') || f === 'manifest.json') continue;
configData[f.replace(/\.json$/i, '')] = readData(f);
}
config.init(configData);
const model = await import(file('skills/SkillModel.js'));
const { SkillState } = await import(file('skills/SkillState.js'));
const { ClassState } = await import(file('player/ClassState.js'));
/** A run with Vanguard filed and `points` unspent in the bank. */
function vanguardRun(points = 5) {
const cls = new ClassState();
cls.choose('vanguard');
cls.skillPoints = points; // the grant is 5; a test may starve or fatten it
const skills = new SkillState(cls);
skills.applyDefaultSeats();
return { cls, skills };
}
// =====================================================================
// 2. THE MODEL — normalization + the reads every screen shares
// =====================================================================
{
check('model: skillsEnabled() is true with the shipped data', model.skillsEnabled() === true);
const sheet = model.iconSheet();
const rawSheet = config.section('skills.icons', {});
check(
'model: iconSheet() is the data\'s sheet (path + frame size read from skills.json)',
sheet.texture === rawSheet.texture && sheet.frameWidth === rawSheet.frameWidth && sheet.frameHeight === rawSheet.frameHeight,
);
const offense = model.typeDef('Offense');
const passive = model.typeDef('Passive');
check(`model: Offense reads as castable with the data's own label (${offense.label})`, offense.passive === false && offense.label === String(config.get('skills.types.Offense.label')).toUpperCase());
check('model: Passive reads as always-on', passive.passive === true);
check('model: a type lookup ignores case but returns the canonical id', model.typeDef('offense').id === 'Offense' && model.typeDef('OFFENSE').accentCss === config.get('skills.types.Offense.accent'));
const bogus = model.typeDef('NoSuchType');
check('model: an unknown type is INERT (no invented colour, castable)', bogus.id === '' && bogus.accentCss === '' && bogus.accent === 0 && bogus.passive === false);
check('model: seatCount() follows the combat bar (8)', model.seatCount() === config.get('combat.bar.slot.count'));
const list = model.skillList('vanguard');
check('model: the Vanguard tree lists both skills in data order', list.map((s) => s.id).join() === 'ramming_charge,reinforced_plating');
check('model: an unknown class has no tree', model.skillList('nobody').length === 0 && model.hasTree('wraith') === false);
const ram = model.skillDef('ramming_charge', 'vanguard');
check('model: the record carries the spec numbers', ram.energy === 60 && ram.cooldown === 6 && ram.maxPoints === 5 && ram.frame === 0);
check('model: type is resolved to a record + castable flag', ram.type.id === 'Offense' && ram.castable === true && ram.passive === false);
check('model: requires normalizes to [{skill, points}] (a root is empty)', Array.isArray(ram.requires) && ram.requires.length === 0);
check('model: the active skill keeps its default seat', ram.seatDefault === 1);
const plate = model.skillDef('reinforced_plating');
check('model: a passive is never castable and never holds a seat', plate.castable === false && plate.passive === true && plate.seatDefault === null);
check('model: effect numbers ride the record untouched', plate.effect.kind === 'hullPool' && plate.effect.hullBonusPerRank === 0.05 && ram.effect.damageMul === 4 && ram.effect.damageMulPerRank === 2);
// Junk handling: a skill without a usable id is dropped, never propagated.
const raw = config.get('skills.classes.vanguard.skills', []);
raw.push({ label: 'Half Authored' });
model.invalidateSkillCache();
check('model: a skill with no id is dropped (never a dead row)', model.skillList('vanguard').length === 2 && model.skillDef('undefined') === null);
raw.push({ id: 'edge_test', label: 'Edge Test', type: 'Offense', requires: ['ramming_charge', { skill: 'nope', points: 3 }, { skill: 'reinforced_plating', points: 2 }] });
model.invalidateSkillCache();
const edge = model.skillDef('edge_test');
check(
'model: requires accept ids and {skill, points}; a dangling edge drops, the rest stand',
JSON.stringify(edge.requires) === JSON.stringify([{ skill: 'ramming_charge', points: 1 }, { skill: 'reinforced_plating', points: 2 }]),
);
raw.length = 2;
model.invalidateSkillCache();
check('model: windowSpec() fills every copy knob with a fallback', (() => {
const spec = model.windowSpec();
return typeof spec.title === 'string' && spec.states.maxed.length > 0 && spec.rankLine.includes('{rank}') && !!spec.sfx.spend;
})());
check('model: fillTemplate fills known keys and leaves unknown ones alone', model.fillTemplate('{a}/{b}', { a: 1 }) === '1/{b}');
}
// =====================================================================
// 3. THE LEDGER — ranks, the bank, unlock edges and bar seats
// =====================================================================
{
const { cls, skills } = vanguardRun(5);
check('ledger: a fresh Vanguard knows nothing but banks 5', skills.rank('ramming_charge') === 0 && cls.skillPoints === 5);
check('ledger: rank 0 is inert', skills.hasRank('ramming_charge') === false);
check('ledger: roots are unlocked with nothing spent', skills.unlocked(model.skillDef('ramming_charge')) && skills.unlocked(model.skillDef('reinforced_plating')));
const r1 = skills.rankUp('ramming_charge');
check('ledger: one click spends one point and lands rank 1/5', r1.ok && r1.rank === 1 && cls.skillPoints === 4);
check('ledger: rank 1 is live', skills.hasRank('ramming_charge') === true);
const seats = vanguardRun(0).skills;
for (let i = 0; i < 5; i++) seats.rankUp('ramming_charge');
// (no points after the first: rankUp must refuse, not go negative)
const starved = vanguardRun(1);
check('ledger: the last point in the bank still buys a rank', starved.skills.rankUp('ramming_charge').ok === true && starved.cls.skillPoints === 0);
const broke = starved.skills.rankUp('ramming_charge');
check('ledger: an empty bank refuses with noPoints', broke.ok === false && broke.reason === 'noPoints' && starved.cls.skillPoints === 0 && starved.skills.rank('ramming_charge') === 1);
const rich = vanguardRun(99);
for (let i = 0; i < 8; i++) rich.skills.rankUp('ramming_charge');
check('ledger: five points reach 5/5 and the sixth refuses with maxed', rich.skills.rank('ramming_charge') === 5 && rich.skills.isMaxed('ramming_charge'));
const over = rich.skills.rankUp('ramming_charge');
check('ledger: rank never passes maxPoints (bank stays whole)', over.ok === false && over.reason === 'maxed' && rich.cls.skillPoints === 99 - 5);
// Passive scaling: +5% per point, read as a modifier, not a cast.
const hull = vanguardRun(99);
check('ledger: rank 0 passive grants nothing', hull.skills.hullBonus() === 0);
hull.skills.rankUp('reinforced_plating');
check('ledger: 1/5 Reinforced Plating is +5% hull', Math.abs(hull.skills.hullBonus() - 0.05) < 1e-9);
for (let i = 0; i < 4; i++) hull.skills.rankUp('reinforced_plating');
check('ledger: 5/5 Reinforced Plating is +25% hull', Math.abs(hull.skills.hullBonus() - 0.25) < 1e-9);
// No class → nothing to spend into.
const bare = new SkillState(new ClassState());
check('ledger: no class on file means no tree to spend in', bare.rankUp('ramming_charge').reason === 'noClass');
// A skill that exists but belongs to ANOTHER class's tree is not spendable
// here (the same id could legally exist in two trees).
const wraithTree = config.get('skills.classes.wraith.skills', []);
wraithTree.push({ id: 'wraith_only', label: 'Wraith Only', type: 'Offense', maxPoints: 2 });
model.invalidateSkillCache();
check('ledger: a skill owned by another class is refused (unknown here)', rich.skills.rankUp('wraith_only').reason === 'unknown');
wraithTree.length = 0;
model.invalidateSkillCache();
// ---- seats --------------------------------------------------------
const s2 = vanguardRun(5);
check('seats: the data default binds Ramming Charge to seat 1', s2.skills.seatOf('ramming_charge') === 1 && s2.skills.skillAtSeat(0) === 'ramming_charge');
check('seats: a passive can never be seated', s2.skills.bindSeat('reinforced_plating', 2).reason === 'passive' && s2.skills.seatOf('reinforced_plating') === null);
// A RANK-0 active skill may still hold a seat (that is how the data's default
// layout arrives) — it draws inert and combat refuses the press with a reason.
const pre = s2.skills.bindSeat('ramming_charge', 3);
check('seats: an unranked ACTIVE skill can be pre-bound (it sits inert)', pre.ok === true && pre.seat === 3);
const freshCls = new ClassState();
freshCls.choose('vanguard');
const fresh = new SkillState(freshCls);
check('seats: an unseeded ledger holds nothing until the data lays it out', fresh.seatOf('ramming_charge') === null);
fresh.applyDefaultSeats();
fresh.bindSeat('ramming_charge', 6);
check('seats: applying defaults twice never overwrites the player\'s layout', fresh.applyDefaultSeats().seatOf('ramming_charge') === 6);
const rebinding = fresh.bindSeat('reinforced_plating', 2);
check('seats: a passive is refused with reason "passive", never seated', rebinding.ok === false && rebinding.reason === 'passive' && fresh.seatOf('reinforced_plating') === null);
const moved = s2.skills.bindSeat('ramming_charge', 5);
check('seats: re-binding moves the skill and empties nothing behind it twice', moved.ok && moved.seat === 5 && s2.skills.seatOf('ramming_charge') === 5 && s2.skills.skillAtSeat(0) === null);
check('seats: an out-of-range seat is refused', s2.skills.bindSeat('ramming_charge', 0).reason === 'range' && s2.skills.bindSeat('ramming_charge', 99).reason === 'range');
check('seats: clearing frees the seat', s2.skills.clearSeat(5).ok && s2.skills.skillAtSeat(4) === null);
check('seats: unbinding drops every copy', s2.skills.bindSeat('ramming_charge', 2).ok && s2.skills.unbind('ramming_charge').cleared === 1 && s2.skills.seatOf('ramming_charge') === null);
const bar = vanguardRun(99);
bar.skills.clearSeat(1);
bar.skills.rankUp('ramming_charge');
check('seats: a freshly ranked active skill takes the data seat when it is free', bar.skills.seatOf('ramming_charge') === 1);
// ---- unlock edges (spent-through, not mere existence) --------------
const gated = vanguardRun(99);
const rawSkills = config.get('skills.classes.vanguard.skills', []);
rawSkills.push({ id: 'follow_on', label: 'Follow On', type: 'Offense', energy: 10, cooldown: 1, maxPoints: 3, requires: [{ skill: 'ramming_charge', points: 3 }] });
model.invalidateSkillCache();
check('edges: a branch needing 3 points is locked at 0 spent', gated.skills.canRank('follow_on').reason === 'locked' && gated.skills.lockedBy(model.skillDef('follow_on'))?.label === 'Ramming Charge');
for (let i = 0; i < 2; i++) gated.skills.rankUp('ramming_charge');
check('edges: two points is still short of a 3-point requirement', gated.skills.canRank('follow_on').reason === 'locked');
gated.skills.rankUp('ramming_charge');
check('edges: the third point opens the branch', gated.skills.canRank('follow_on').ok === true);
rawSkills.length = 2;
model.invalidateSkillCache();
// ---- the console's rows -------------------------------------------
const view = vanguardRun(1);
view.skills.rankUp('ramming_charge'); // spend the single point there
const rows = view.skills.rows();
check('rows: one row per skill, in data order', rows.map((r) => r.def.id).join() === 'ramming_charge,reinforced_plating');
check('rows: a maxed-out bank reads noPoints on the spendable root', rows[1].state === 'noPoints' && rows[1].spendable === false);
check('rows: a rank-0 root with points banked reads available', vanguardRun(9).skills.rows()[0].state === 'available' && vanguardRun(9).skills.rows()[0].spendable === true);
const mid = vanguardRun(9);
mid.skills.rankUp('ramming_charge');
check('rows: rank 1 of 5 with points left reads upgradable', mid.skills.rows()[0].state === 'upgradable' && mid.skills.rows()[0].rank === 1);
const maxView = vanguardRun(99);
for (let i = 0; i < 5; i++) maxView.skills.rankUp('ramming_charge');
check('rows: 5/5 reads maxed', maxView.skills.rows()[0].state === 'maxed' && maxView.skills.rows()[0].rank === 5);
check('stats(): reports the bank, the spend and the bar', (() => {
const st = maxView.skills.stats();
return st.classId === 'vanguard' && st.ranks.ramming_charge === 5 && st.seats.length === model.seatCount();
})());
}
// =====================================================================
// 4. THE SAVE — record.playerSkills through the real js/save/SaveData.js
// =====================================================================
{
const { captureState, prepareLoad, resetRunState } = await import(file('save/SaveData.js'));
const { Galaxy } = await import(file('galaxy/Galaxy.js'));
const galaxy = Galaxy.create('SKILLTEST', { systemCount: 8 });
const mkRegistry = () => new Map();
// A run with both skills ranked and a hand-bound seat…
const live = vanguardRun(99);
for (let i = 0; i < 3; i++) live.skills.rankUp('ramming_charge');
for (let i = 0; i < 2; i++) live.skills.rankUp('reinforced_plating');
live.skills.bindSeat('ramming_charge', 4);
// A minimal but REAL scene shape (the same stand-in dev/classes.test.mjs
// uses): captureState reads the galaxy, the ledgers and the clock.
const scene = {
registry: mkRegistry(),
galaxy,
systemRecord: { name: galaxy.byId.get(galaxy.currentSystemId).name },
ship: { x: 10, y: 20, rotation: 0, minerals: 0, credits: 0, stats: {} },
discovery: null,
classState: live.cls,
skillState: live.skills,
playTimeMs: 1000,
};
const registry = mkRegistry();
registry.set('playerSkills', live.skills);
const rec = captureState(scene);
check('save: record.playerSkills carries the ranks + seats', (() => {
prepareLoad(registry, rec);
const back = registry.get('playerSkills');
return !!back && back.rank('ramming_charge') === 3 && back.rank('reinforced_plating') === 2 && back.seatOf('ramming_charge') === 4;
})());
// The bank itself rides playerClass — the two halves reload together.
prepareLoad(registry, rec);
const clsBack = registry.get('playerClass');
const skillsBack = registry.get('playerSkills');
check('save: the bank stays on the class ledger (one source of points)', clsBack.skillPoints === live.cls.skillPoints && skillsBack.points === live.cls.skillPoints);
// An old save (no field) is an empty ledger, not a crash.
const legacy = { ...rec };
delete legacy.playerSkills;
const regOld = mkRegistry();
prepareLoad(regOld, legacy);
check('save: a save with no playerSkills field stages nothing (old saves load)', regOld.get('playerSkills') === null);
// A hand-edited record degrades instead of handing out what does not exist.
const bogus = { ...rec, playerSkills: { ranks: { 'not-a-skill': 9, ramming_charge: 42 }, seats: ['reinforced_plating', 'ghost', null, 'ramming_charge'] } };
const regBogus = mkRegistry();
prepareLoad(regBogus, bogus);
const hardened = regBogus.get('playerSkills');
check('save: an unknown skill id drops its rank', hardened.rank('ramming_charge') === 5 && hardened.rank('not-a-skill') === 0);
check('save: a seat wearing a passive or an unknown skill clears', hardened.skillAtSeat(0) === null && hardened.skillAtSeat(1) === null && hardened.seatOf('ramming_charge') === 4);
// New Game clears it.
const regNew = mkRegistry();
prepareLoad(regNew, rec);
resetRunState(regNew);
check('resetRunState clears the skill ledger', regNew.get('playerSkills') === null);
}
console.log(failures ? `\n${failures} FAILURE(S)` : '\nskills: all checks passed');
process.exit(failures ? 1 : 0);

View File

@ -1618,6 +1618,97 @@ each perk's mechanics numbers are data; the code only knows how to ask.
Wraith), and the screenshot pass `dev/class-shot.mjs` (intro + video, Wraith), and the screenshot pass `dev/class-shot.mjs` (intro + video,
both tabs, the confirm modal, the console plate → `/tmp/orbit-class/`). both tabs, the confirm modal, the console plate → `/tmp/orbit-class/`).
## The skill layer — banked points, a Skill Tree and eight seats
The class layer banks `skillPoints` (`js/player/ClassState.js`); this layer spends
them. Three files, strictly separated:
- **`data/skills.json`** — every string and number: `enabled`, the icon sheet
(`assets/images/skills.png`, 128×128 frames — frame 0 Ramming Charge, frame 1
Reinforced Plating), the TYPE taxonomy (each type carries its own accent colour
so the tree reads at a glance), the seat/key fallback table, the per-class trees
and all window/bar copy. Listed in `data/manifest.json`. `_`-prefixed branches are
documentation, never rows.
- **`js/skills/SkillModel.js`** — the pure READER: normalizes the JSON into skill
records (`id`, `label`, `type`, `energy`, `cooldown`, `maxPoints`,
`requires[]`, effect numbers, `frame`, copy), drops junk rows, supplies fallbacks
so a missing/broken file degrades to "no skills" instead of a broken scene, and
exposes `treeClassIds()` (who owns a tree), `skillList(classId)`, `windowSpec()`,
`barSpec()` and the icon key/frame lookup. No Phaser, no state.
- **`js/skills/SkillState.js`** — the run's LEDGER: `ranks`, `seats[]`, `points`
(mirroring ClassState's bank), `rankUp`, `bindSeat`, `clearSeat`,
`applyDefaultSeats`, `rows()` (what the console paints, including why a row is
unspendable), `hullBonus()`, `effectTotal()`. Plain data + `toJSON`/restore with
validation: a foreign id, a rank above `maxPoints` or a seat out of range is
dropped, never trusted.
**Data owns the numbers, code owns the behaviour.** There is no `damageMul = 4`
anywhere in `js/` — the effect branch in `js/skills/SkillEffects.js` reads
`def.effect.*` and applies it. Adding skill #3 is a data row; only a genuinely new
KIND of effect needs a branch in `SkillEffects`. Balance sweeps that grep the JS for
shipped values are part of the suite for exactly this reason.
**Seats, not owners.** An ACTIVE skill occupies one of the bar's eight seats
(`?1`–`8`). The seat is an address: rebinding is free, a cooldown follows the
SKILL (keyed by id), and `SkillState` guarantees one skill never holds two seats —
the displaced skill simply loses its seat. PASSIVE skills are refused a seat at the
doctor (`reason: 'passive'`) and are live from rank 1 with no bar real estate.
The ledger owns bindings, so a combat stop/start, a save/load or a rebind in the
console all agree; the registry stamps `playerSkills` after every change.
**Two rules the runtime settled on** (`js/combat/CombatSystem.js`):
- **A charge settles once.** While a dash is in flight the ship×enemy `ramPair`
path is skipped — the hull flies THROUGH the pack and the arrival blast is the
sole settlement. Travel is clamped to `speed × remaining duration`, so a charge
covers exactly its data distance however the frame stepping falls out.
- **Refusals stay honest.** The seat is resolved before the dash check, so pressing
the skill that is currently charging reports `'cooldown'` with the seconds left
rather than a generic "busy"; an empty seat still reads `'empty'`. Energy,
inert (rank 0) and unknown-skill refusals each have their own copy in the data.
- **The bar's seat art is a STACK and the icon arrives late.** The seat's icon image is
built on first use, mid-draw, which would drop it ABOVE the veil / sweep / edge / seconds /
rank art — an opaque sheet then buries the countdown and the stamp while every property
still reads correct. `CombatBar._iconFor` re-adds those five layers over it, in the order
`data/skills.json → bar._comment` describes. The test proves it the only way that counts:
shoot the seat's PIXELS, hide one layer, shoot again, require the bytes to differ. A seat
state that reaches no pixels is not a state. (Do NOT "simplify" this by re-adding the icon
on resize or per frame — it churns the display list and re-buries the text.)
- **Energy refusals are waited for, not forced.** Zeroing the orb beside a live charge and
clearing `skillCooldowns` makes the door read whatever the clock says: that test flaked in
the parallel run answering `'cooldown'`. It now waits for `!combat.dash` AND an expired
recharge, THEN takes the energy away — one real 6 s wait per run, which is why that file
holds the only entry in `dev/run-all.mjs → BUDGETS` (a longer timeout with a stated reason;
never add one to mask a hang).
- **Passives are re-derived, never compounded.** `refreshSkillPassives()` re-rolls
`maxHull = baseMaxHull × (1 + hullBonus)` from the base every time and grows the
CURRENT hull by the delta only — a rank-up is not a free repair, and refresh,
level-up, combat restart or save/load all land on the same number.
**The consoles.** `js/ui/SkillWindow.js` is a full-screen cabinet at depth 80 in
the ShipWindow/ResearchWindow idiom: it owns input while up (added to
`GameScene._screenIsBusy()`), ESC and the ✕ close it, the world parks through the
existing `_frozen` contract, and it holds no state of its own — RANK UP, ASSIGN SEAT
and CLEAR SEAT call `rankUpSkill`, `beginSkillAssign` and `clearSkillSeat`, the same
doors the keyboard uses. The assign flow is a HAND-OFF: press ASSIGN SEAT, the
console steps aside, the bar breathes (a pulse at `bar.assignPulseHz`), and a seat
click or digit binds; ESC puts the skill back. The ship console's SKILL TREE tab is
the door — it stays an OFFLINE socket until the filed class owns a tree
(`shipScreenSnapshot().skillDoor`).
- **Testing** — `index.html?skill` files a tree-owning class and banks exactly what
that tree can absorb (`sum(maxPoints) − spent`, computed from data); `?skill=wraith`
names the class, `?skill=max`/`?skill=all` ranks everything, `?skilltree` opens the
console once the deck is calm. No flag → the door never runs; `?noclass` closes it.
- **Evidence**: `dev/skills.test.mjs` (data contract + ledger + save round-trip),
`dev/skills-combat.test.mjs` (cast pipeline, energy economy, blast damage at ranks
1/2/5 read from data, hull passives idempotent across refresh/level-up/restart/save),
`dev/skills-bar-browser.test.mjs`, `dev/skills-window-browser.test.mjs` and
`dev/skills-devdoor-browser.test.mjs` (real clicks and real keys in Chromium, seat art
checked at the PIXEL level and the console's own copy/FX blocks asserted live — they print
`window.video.noSignalTag` and paint `window.fx.sweep/glitch` from their data timings;
screenshots in `dev/shots/skills-*.png`, including the tight `skills-seat.png`).
## Roadmap (working list, intentionally rough) ## Roadmap (working list, intentionally rough)
- [x] v0.1 foundation — menu → New Game → click-to-fly ship - [x] v0.1 foundation — menu → New Game → click-to-fly ship

View File

@ -8,6 +8,8 @@ import { Fx, FX_COLORS, settleCraftTint } from './Fx.js';
import { applyDamage, inView, pickTarget } from './Combat.js'; import { applyDamage, inView, pickTarget } from './Combat.js';
import { firePattern, stepMissiles, missilesHitPlayer } from './Weapons.js'; import { firePattern, stepMissiles, missilesHitPlayer } from './Weapons.js';
import { barrels as barrelLine, intercept } from './Aiming.js'; import { barrels as barrelLine, intercept } from './Aiming.js';
import { SKILL_EFFECTS, baseWeaponDamage, blastDamage, dashPoint, hexToInt, radiusHits } from '../skills/SkillEffects.js';
import { iconSheet, seatCount, skillsEnabled } from '../skills/SkillModel.js';
import { perkDef } from '../player/ClassModel.js'; import { perkDef } from '../player/ClassModel.js';
import { XpManager } from './XpManager.js'; import { XpManager } from './XpManager.js';
import { combatSfx, combatSfxEnemyHit } from './CombatSfx.js'; import { combatSfx, combatSfxEnemyHit } from './CombatSfx.js';
@ -185,6 +187,21 @@ export class CombatSystem {
// perks): 'dualCannon' adds barrels, 'targetingComputer' leads the target. // perks): 'dualCannon' adds barrels, 'targetingComputer' leads the target.
this.classState = null; this.classState = null;
// THE SKILL SEAM (js/skills/SkillState.js, handed over by GameScene on
// build, on lock-in and on load — the same way the class ledger arrives).
// Null here means the fight has no skills: the training range (combat.html)
// never sets it, so keys 1-8 stay the empty seats they have always been.
this.skillState = o.skillState ?? null;
// ONE RECHARGE CLOCK PER SKILL (seconds left — data/skills.json →
// skills[].cooldown), ticked by update() and read by the bar for its sweep.
// It is keyed by skill, not by seat: moving a skill to another seat mid-
// recharge does not hand back the wait.
this.skillCooldowns = new Map();
// The charge in flight (data/skills.json → effect.kind 'dashBlast'), or
// null. While it is set the player's steering is held off — the skill owns
// the hull for its duration and lands the blast where it stops.
this.dash = null;
this.fx = new Fx(scene); this.fx = new Fx(scene);
// The whiteness-purge roster: the purge (Fx.purgeCraftTints, every // The whiteness-purge roster: the purge (Fx.purgeCraftTints, every
// ~250 ms) must cover the WHOLE pack — a craft that somehow ends up // ~250 ms) must cover the WHOLE pack — a craft that somehow ends up
@ -619,7 +636,13 @@ export class CombatSystem {
*/ */
_applyArmorToLevel() { _applyArmorToLevel() {
const level = this.xp ? this.xp.level : 0; const level = this.xp ? this.xp.level : 0;
this.maxHull = Math.max(1, this.baseHull + level * this.hullPerLevel); // THE PASSIVE SEAM (data/skills.json → effect.kind 'hullPool'): the level's
// armor is the BASE and a hull passive MULTIPLIES it. The product is rolled
// from base every single time — never off last frame's max — so a rank-up,
// a level-up bump, a combat restart and a save/load can each only state the
// answer, never stack it (100 hull at 5/5 Reinforced Plating is 125, once).
this.baseMaxHull = Math.max(1, this.baseHull + level * this.hullPerLevel);
this.maxHull = Math.max(1, Math.round(this.baseMaxHull * (1 + this.hullBonus)));
this.maxShields = Math.max(0, this.baseShields + level * this.shieldPerLevel); this.maxShields = Math.max(0, this.baseShields + level * this.shieldPerLevel);
this.hull = Math.min(this.hull ?? this.maxHull, this.maxHull); this.hull = Math.min(this.hull ?? this.maxHull, this.maxHull);
this.shields = Math.min(this.shields ?? this.maxShields, this.maxShields); this.shields = Math.min(this.shields ?? this.maxShields, this.maxShields);
@ -666,6 +689,12 @@ export class CombatSystem {
const dt = Math.min(delta, 64) / 1000; const dt = Math.min(delta, 64) / 1000;
const player = this.playerDown ? null : this.ship; const player = this.playerDown ? null : this.ship;
// 0) A SKILL CHARGE IN FLIGHT (data/skills.json → dashBlast) drives the hull
// itself and holds the player's steering off until it lands, so the pack
// AI, the collisions and the camera below all see where the ship ACTUALLY
// got to this frame.
this._stepDash(dt);
// 1) The pack: orbit AI + lances (a dead one is its reform clock). // 1) The pack: orbit AI + lances (a dead one is its reform clock).
// The ON-SCREEN RULE: the AI may WANT to fire, but the lance only // The ON-SCREEN RULE: the AI may WANT to fire, but the lance only
// leaves the barrel while the craft is (at least partly) on screen — // leaves the barrel while the craft is (at least partly) on screen —
@ -802,9 +831,16 @@ export class CombatSystem {
this.energy = Math.min(this.maxEnergy, this.energy + this.energyRegen * dt); this.energy = Math.min(this.maxEnergy, this.energy + this.energyRegen * dt);
} }
} else if (this.playerRespawn && this.respawnAt > 0 && time >= this.respawnAt) { } else if (this.playerRespawn && this.respawnAt > 0 && time >= this.respawnAt) {
// (the recharges below run even while the hull is down — a dead ship
// waiting out a 6 second cooldown is its own punishment)
this.revivePlayer(time); this.revivePlayer(time);
} }
// 5b) THE SKILL RECHARGES — every skill's own clock (data/skills.json →
// cooldown), independent of energy (which regenerates above) and of
// whether the ship is up.
this._tickSkillCooldowns(dt);
this.fx.update(delta); this.fx.update(delta);
// 6) The WAVE RUN (Waves.js): lead/gap clocks, the cleared handoff. // 6) The WAVE RUN (Waves.js): lead/gap clocks, the cleared handoff.
@ -1113,7 +1149,11 @@ export class CombatSystem {
// patterns — one kill path, the XP still lands). // patterns — one kill path, the XP still lands).
this.missilesHitEnemies(delta); this.missilesHitEnemies(delta);
// Rams (you × the pack) — push apart, bounce, damage both (grace-limited). // Rams (you × the pack) — push apart, bounce, damage both (grace-limited).
if (player) { // THE CHARGE PASSES THROUGH: while a dash is in flight the hull is not
// bounced and trades no ram damage on the way (data/skills.json →
// effect.overshootPx drives it out the far side) — the ARRIVAL BLAST is the
// settlement for the fly-by, so a single skill never lands two hits.
if (player && !this.dash) {
for (const e of this.enemies) { for (const e of this.enemies) {
if (!e.dead) this.ramPair(player, e); if (!e.dead) this.ramPair(player, e);
} }
@ -1481,14 +1521,296 @@ export class CombatSystem {
// ------------------------------------------------------------- the bar // ------------------------------------------------------------- the bar
/** /**
* A skill slot press (keys 1-8 / the bar's middle seats). The skills * THE HULL PASSIVE (data/skills.json → an effect of kind 'hullPool'): the
* land later — for now the seats are empty: the bar calls this, and * ratio every RANKED hull passive of the run adds together (+5% per point of
* this is where one will spend energy and do the thing. * Reinforced Plating → 0.25 at 5/5). Read from the ledger, so it is the same
* @param {number} index 0-7 (slot 1-8's index) * number the console shows and it needs no code knowing any skill's id.
*/
get hullBonus() {
const n = Number(this.skillState?.effectTotal?.('hullPool', 'hullBonusPerRank'));
return Number.isFinite(n) && n > 0 ? n : 0;
}
/**
* Re-roll the armor after a rank lands (GameScene calls this when a point is
* spent in the Skill Tree console). THE MULTIPLIER IS RE-ROLLED FROM BASE —
* the same path _applyArmorToLevel() uses, so spending twice, spending before
* a level-up, or spending then loading can only ever produce 1 + 0.05n.
* Growing the pool hands the new hull to the ship WHOLE (the promise of the
* point: +25 hull at full armor is +25 CURRENT hull too — it is not a free
* heal, so a badly damaged ship does not get patched by paperwork); shrinking
* (a future respec) clamps.
* @returns {{maxHull: number, hull: number, bonus: number}}
*/
refreshSkillPassives() {
const beforeMax = Number.isFinite(this.maxHull) ? this.maxHull : 0;
const beforeHull = Number.isFinite(this.hull) ? this.hull : 0;
const level = this.xp ? this.xp.level : 0;
this.baseMaxHull = Math.max(1, this.baseHull + level * this.hullPerLevel);
this.maxHull = Math.max(1, Math.round(this.baseMaxHull * (1 + this.hullBonus)));
const grew = this.maxHull - beforeMax;
this.hull = grew > 0 ? Math.min(this.maxHull, beforeHull + grew) : Math.min(beforeHull, this.maxHull);
return { maxHull: this.maxHull, hull: this.hull, bonus: this.hullBonus };
}
/**
* A skill seat press (keys 1-8 / the bar's middle seats): resolve the seat to
* the skill bound there, gate it, spend its energy, start ITS recharge and
* run its effect (data/skills.json → skills[].effect.kind → SkillEffects).
*
* Every refusal is a REASON, never silence — the bar toasts it (a key press on
* an empty seat, an unranked skill, a thin orb or a skill still recharging
* each say something different), which is why this returns a record instead of
* a boolean.
* @param {number} index 0-7 (seat 1-8's index)
* @returns {{ok: boolean, reason: string|null, seat: number, id: string|null,
* label: string|null, rank: number, energy: number, cost: number,
* cooldownLeft: number}}
*/ */
cast(index) { cast(index) {
// (the skill registry lands with the real combat port) const seat = Math.floor(Number(index));
void index; const no = (reason, extra = {}) => ({
ok: false,
reason,
seat: Number.isInteger(seat) ? seat + 1 : 0,
id: null,
label: null,
rank: 0,
energy: Math.floor(this.energy),
cost: 0,
cooldownLeft: 0,
...extra,
});
if (!skillsEnabled()) return no('disabled');
if (!this.skillState) return no('noLedger');
if (this.playerDown) return no('down');
const row = this.skillState.seatRow?.()[seat];
if (!row || !row.def) return no('empty');
const { def } = row;
if (def.passive) return no('passive', { id: def.id, label: def.label });
// One charge at a time — but the seat is resolved FIRST, so pressing the
// skill that is mid-charge hears about ITS recharge (the honest wall), not a
// generic "busy".
if (this.dash) {
return no(this.dash.id === def.id ? 'cooldown' : 'dashing', {
id: def.id,
label: def.label,
rank: this.skillState.rank(def.id),
cost: def.energy,
cooldownLeft: Math.max(0, this.skillCooldowns.get(def.id) ?? 0),
});
}
const rank = this.skillState.rank(def.id);
const held = Math.max(0, this.skillCooldowns.get(def.id) ?? 0);
if (rank < 1) return no('inert', { id: def.id, label: def.label, cost: def.energy });
if (held > 0) return no('cooldown', { id: def.id, label: def.label, rank, cost: def.energy, cooldownLeft: held });
if (this.energy < def.energy) {
return no('energy', { id: def.id, label: def.label, rank, cost: def.energy, cooldownLeft: held });
}
const handler = SKILL_EFFECTS[def.effect?.kind];
if (typeof handler !== 'function') {
return no('unhandled', { id: def.id, label: def.label, rank, cost: def.energy });
}
// PAY FIRST, then fire: the effect can spend energy of its own (a future
// skill may) and an unaffordable cast can never leak into the world.
this.energy = Math.max(0, this.energy - def.energy);
if (def.cooldown > 0) this.skillCooldowns.set(def.id, def.cooldown);
const out = handler(this, def, rank) ?? {};
return {
ok: true,
reason: null,
seat: seat + 1,
id: def.id,
label: def.label,
rank,
energy: Math.floor(this.energy),
cost: def.energy,
cooldownLeft: this.skillCooldowns.get(def.id) ?? 0,
...out,
};
}
/**
* THE BAR'S SKILL ROW (js/ui/CombatBar.js draws it): one entry per seat —
* what is bound there, its rank, whether it could be cast RIGHT NOW, and the
* recharge fraction for the sweep. Purely derived from the ledger + this
* system's own clocks, so a load with no ledger hands back empty seats.
*/
skillSeats() {
const sheet = iconSheet();
const rows = this.skillState?.seatRow?.() ?? [];
// The seat COUNT is the bar's (data/combat.json → bar.slot.count), so a
// fight with no ledger still hands the bar its eight empty seats.
const count = Math.max(rows.length, this.skillState?.seatCount ?? 0, seatCount());
return Array.from({ length: count }, (_, i) => {
const row = rows[i] ?? {};
const def = row.def ?? null;
const rank = def ? this.skillState.rank(def.id) : 0;
const left = def ? Math.max(0, this.skillCooldowns.get(def.id) ?? 0) : 0;
return {
index: i,
number: i + 1,
id: def?.id ?? null,
label: def?.label ?? null,
frame: def?.frame ?? null,
icon: sheet.texture,
iconFrameWidth: sheet.frameWidth,
typeLabel: def?.type?.label ?? null,
accentCss: def?.type?.accentCss ?? null,
rank,
maxPoints: def?.maxPoints ?? 0,
energy: def?.energy ?? 0,
cooldown: def?.cooldown ?? 0,
cooldownLeft: left,
// The sweep's 0→1 (1 = the recharge is COMPLETE, so nothing is drawn).
cooldownFrac: def && def.cooldown > 0 ? Math.max(0, Math.min(1, 1 - left / def.cooldown)) : 1,
affordable: def ? this.energy >= def.energy : false,
ready: !!def && rank >= 1 && left <= 0 && this.energy >= def.energy && !this.dash && !this.playerDown,
inert: !!def && rank < 1,
};
});
}
/**
* Start a charge (the 'dashBlast' handler's seam — call cast(), not this).
* The aim point is the nearest hostile AT CAST plus the data's overshoot, so
* the ship ends up THROUGH the enemy; the speed is the ship's own max times
* the data's multiple, held for the data's duration (whichever ends first —
* arrival or the clock — lands the blast).
* @returns {{id: string, rank: number, toX: number, toY: number, speed: number,
* distance: number, durationMs: number, blastRadiusPx: number}|null}
*/
beginDash(def, rank) {
const ship = this.ship;
if (!ship || def?.effect?.kind !== 'dashBlast') return null;
const eff = def.effect;
const target = this.nearestEnemy(ship.x, ship.y);
const aim = dashPoint(ship.x, ship.y, target, eff.overshootPx);
// The ship's OWN top speed is the base (the hull being charged is what gets
// faster — a heavier ship charges slower); data/combat.json → ship.maxSpeed
// is the fallback for a craft that never read it.
const base = Number(ship.maxSpeed) || Number(config.get('ship.maxSpeed', 0)) || 0;
const speed = base * (Number(eff.speedMul) || 1);
this.dash = {
id: def.id,
rank,
fx: eff.fx ?? {},
toX: aim.x,
toY: aim.y,
speed,
blastRadiusPx: Number(eff.blastRadiusPx) || 0,
durationMs: Math.max(1, Number(eff.durationMs) || 1),
elapsedMs: 0,
fromX: ship.x,
fromY: ship.y,
};
// THE CONTROLS ARE LOCKED for the charge: whatever the player was flying at
// (the click-to-fly target / the throttle lock) is dropped, every frame of
// the dash (a click made MID-charge is not queued up to yank the ship later).
this._releaseSteering();
return { ...this.dash, distance: aim.distance };
}
/** Drop the player's steering (the dash owns the hull; see beginDash). */
_releaseSteering() {
const ship = this.ship;
if (!ship) return;
ship.target = null;
ship.thrustDir = null;
if (ship.body) {
// The charge sets its own velocity — the flight model's acceleration and
// drag would otherwise be fighting it every frame.
ship.body.acceleration?.set?.(0, 0);
}
}
/**
* The charge's frame step (update()'s step 0): drive the hull toward the aim
* point at the fixed speed, hold the steering off, and end the dash when the
* point is reached or the data's clock runs out — either way the blast fires
* where the ship stops.
*/
_stepDash(dt) {
const d = this.dash;
if (!d) return null;
const ship = this.ship;
if (!ship || this.playerDown) return this._endDash(); // a dead/lost hull ends it (the blast lands where it stopped)
this._releaseSteering();
const dx = d.toX - ship.x;
const dy = d.toY - ship.y;
const dist = Math.hypot(dx, dy);
// The frame's move is clamped to the clock that is LEFT: a charge covers
// exactly speed × duration and no more, however the frames happen to fall.
const step = d.speed * Math.min(dt, Math.max(0, d.durationMs - d.elapsedMs) / 1000);
let arrived = false;
if (dist <= 0.001) {
arrived = true;
} else if (step >= dist) {
ship.x = d.toX;
ship.y = d.toY;
arrived = true;
} else {
ship.x += (dx / dist) * step;
ship.y += (dy / dist) * step;
}
if (ship.body) ship.body.velocity.set((dx / (dist || 1)) * d.speed, (dy / (dist || 1)) * d.speed);
// The streak: a spark every frame along the heading reads as a ram's wake.
this.fx.sparks(ship.x, ship.y, hexToInt(d.fx.trailColor, 0xff3a4d), 2, 60, 220, Math.atan2(dy, dx) + Math.PI, 0.6);
d.elapsedMs += dt * 1000;
if (arrived || d.elapsedMs >= d.durationMs) return this._endDash();
return null;
}
/** Land the charge: stop dead (the ram is over) and set the world off. */
_endDash() {
const d = this.dash;
this.dash = null;
if (!d) return null;
const ship = this.ship;
if (ship?.body) {
ship.body.velocity.set(0, 0);
ship.body.acceleration?.set?.(0, 0);
}
const def = this.skillState?.defOf?.(d.id) ?? null;
const damage = blastDamage(def?.effect ?? {}, d.rank, baseWeaponDamage());
return { ...this.skillBlast(ship ? ship.x : d.toX, ship ? ship.y : d.toY, d.blastRadiusPx, damage, d.fx), id: d.id, rank: d.rank };
}
/**
* A radial hit (the arrival blast, and any future AoE): everything of the
* pack whose hull touches inside `radius` takes the SAME hit once, the shock
* ring draws at the data's size, and the voice is the data's sfxEvent.
* @returns {{hits: number, kills: number, damage: number}}
*/
skillBlast(x, y, radius, damage, fx = {}) {
const hit = radiusHits(this.enemies, x, y, radius);
let kills = 0;
for (const e of hit) {
const preShields = e.shields;
const killed = e.damage(damage);
const kind = preShields > 0 ? 'shield' : 'hull';
this.fx.enemyHit(e, x, y, Math.atan2(e.y - y, e.x - x), kind, damage);
this.fx.damage(e.x, e.y, damage, kind);
if (killed) {
kills += 1;
this.killEnemy(e, this._now());
}
}
const ring = hexToInt(fx.ringColor, 0xffd84d);
this.fx.ring(x, y, ring, Math.max(24, (Number(radius) || 0) * 2), Number(fx.ringLifeMs) || 320);
this.fx.flash(x, y, ring, Math.max(16, Number(radius) || 0), 180);
combatSfx(this.scene, String(fx.sfxEvent || 'hull'));
return { hits: hit.length, kills, damage };
}
/** The per-skill recharges (update()'s step 5b). */
_tickSkillCooldowns(dt) {
if (this.skillCooldowns.size === 0) return;
for (const [id, left] of [...this.skillCooldowns]) {
const next = left - dt;
if (next <= 0) this.skillCooldowns.delete(id);
else this.skillCooldowns.set(id, next);
}
} }
/** A snapshot for the combat bar (shields/hull left, energy right) + /** A snapshot for the combat bar (shields/hull left, energy right) +
@ -1502,6 +1824,9 @@ export class CombatSystem {
maxShields: this.maxShields, maxShields: this.maxShields,
energy: this.energy, energy: this.energy,
maxEnergy: this.maxEnergy, maxEnergy: this.maxEnergy,
hullBonus: this.hullBonus, // the passive's share of the pool (the orbs' max)
seats: this.skillSeats(), // the bar's skill row (js/ui/CombatBar.js)
dashing: !!this.dash,
playerDown: this.playerDown, playerDown: this.playerDown,
xp: this.xp ? this.xp.stats() : null, xp: this.xp ? this.xp.stats() : null,
}; };
@ -1509,6 +1834,8 @@ export class CombatSystem {
/** Tear the combat down (scene destroy). */ /** Tear the combat down (scene destroy). */
destroy() { destroy() {
this.dash = null; // a charge in flight dies with the fight (no blast)
this.skillCooldowns.clear(); // recharges are per-fight: a new fight starts ready
this.waveRun = null; this.waveRun = null;
if (this._levelUnsub) { if (this._levelUnsub) {
this._levelUnsub(); this._levelUnsub();

View File

@ -41,6 +41,11 @@
* // + the banked skill points * // + the banked skill points
* // (js/player/ClassState.js, * // (js/player/ClassState.js,
* // data/classes.json) * // data/classes.json)
* playerSkills: { ranks: {id: n}, // THE SKILL LAYER — points
* seats: [id|null, …8], // spent per skill + the
* defaultsApplied: bool } // combat bar's bindings
* // (js/skills/SkillState.js,
* // data/skills.json)
* combat: { done: [scriptName, …], // the CLEARED wave scripts * combat: { done: [scriptName, …], // the CLEARED wave scripts
* level, xp }, // + the run's COMBAT XP * level, xp }, // + the run's COMBAT XP
* // ledger (js/combat/ * // ledger (js/combat/
@ -91,6 +96,7 @@ import { Reputation } from '../reputation/Reputation.js';
import { QuestState } from '../quests/QuestState.js'; import { QuestState } from '../quests/QuestState.js';
import { SideQuestState, allSideQuestJobIds } from '../quests/SideQuests.js'; import { SideQuestState, allSideQuestJobIds } from '../quests/SideQuests.js';
import { ClassState } from '../player/ClassState.js'; import { ClassState } from '../player/ClassState.js';
import { SkillState } from '../skills/SkillState.js';
import { SAVE_FORMAT, SaveManager } from './SaveManager.js'; import { SAVE_FORMAT, SaveManager } from './SaveManager.js';
export const PENDING_RESTORE_KEY = 'orbit.pendingRestore'; export const PENDING_RESTORE_KEY = 'orbit.pendingRestore';
@ -304,6 +310,12 @@ export function captureState(scene, now) {
// A save predating the class layer has no field; the restore stages an // A save predating the class layer has no field; the restore stages an
// empty ledger (old saves load — the run simply has no class yet). // empty ledger (old saves load — the run simply has no class yet).
playerClass: (scene.classState ?? scene.registry.get('playerClass') ?? null)?.toJSON?.() ?? null, playerClass: (scene.classState ?? scene.registry.get('playerClass') ?? null)?.toJSON?.() ?? null,
// THE SKILL LAYER (js/skills/SkillState.js, data/skills.json) — the points
// spent in the class's tree and which of them sit on the combat bar's eight
// seats. The point BANK is not restated here (it rides playerClass above).
// A save predating the skill layer has no field; the restore stages an
// empty ledger (old saves load — the run simply has no ranks yet).
playerSkills: (scene.skillState ?? scene.registry.get('playerSkills') ?? null)?.toJSON?.() ?? null,
combat: { combat: {
done: Array.from(scene.registry.get('combatDone') ?? []), done: Array.from(scene.registry.get('combatDone') ?? []),
level: Math.max(0, Math.floor(Number(scene.combat?.xp?.level) || 0)), level: Math.max(0, Math.floor(Number(scene.combat?.xp?.level) || 0)),
@ -576,6 +588,16 @@ export function prepareLoad(registry, record) {
// so a hand-edited or unknown class id degrades to "no class" instead of // so a hand-edited or unknown class id degrades to "no class" instead of
// handing out perks that do not exist. // handing out perks that do not exist.
registry.set('playerClass', record.playerClass ? ClassState.fromJSON(record.playerClass) : null); registry.set('playerClass', record.playerClass ? ClassState.fromJSON(record.playerClass) : null);
// THE SKILL LEDGER (js/skills/SkillState.js) — ranks + bar bindings, built on
// top of the class ledger just staged (the bank it spends from is the class's).
// Validated against the CURRENT roster: an unknown skill id drops its rank and
// a seat wearing a passive or an unknown skill clears, so a hand-edited record
// can never put something on the bar that does not exist. A save predating the
// skill layer has no field → null (a fresh run ranks nothing yet).
registry.set(
'playerSkills',
record.playerSkills ? SkillState.fromJSON(record.playerSkills, registry.get('playerClass') ?? null) : null,
);
// The run's VIGNETTES played-ledger (a save predating vignettes has no // The run's VIGNETTES played-ledger (a save predating vignettes has no
// field → an empty set — old saves load; a fresh run's scenes arm on // field → an empty set — old saves load; a fresh run's scenes arm on
// their quest gates in data/vignettes.json). // their quest gates in data/vignettes.json).
@ -632,6 +654,7 @@ export function resetRunState(registry) {
registry.set('combatDone', null); // the cleared waves re-arm on the new run registry.set('combatDone', null); // the cleared waves re-arm on the new run
registry.set('combatXp', null); // the new run's level + xp stand fresh registry.set('combatXp', null); // the new run's level + xp stand fresh
registry.set('playerClass', null); // the new run picks its class again registry.set('playerClass', null); // the new run picks its class again
registry.set('playerSkills', null); // …and ranks its tree from scratch
registry.set('vignettesPlayed', null); // the scenes re-arm on the new run registry.set('vignettesPlayed', null); // the scenes re-arm on the new run
registry.set(PENDING_RESTORE_KEY, null); registry.set(PENDING_RESTORE_KEY, null);
} }

View File

@ -110,7 +110,20 @@ import { BuildState } from '../build/BuildState.js';
import { startingPairs, defById, isShipScoped } from '../build/BuildModel.js'; import { startingPairs, defById, isShipScoped } from '../build/BuildModel.js';
import { ClassWindow, loadClassMedia } from '../ui/ClassWindow.js'; import { ClassWindow, loadClassMedia } from '../ui/ClassWindow.js';
import { ClassState } from '../player/ClassState.js'; import { ClassState } from '../player/ClassState.js';
import { SkillState } from '../skills/SkillState.js';
import { SkillWindow } from '../ui/SkillWindow.js';
import { import {
SKILL_ICON_KEY,
barSpec as skillBarSpec,
fillTemplate as fillSkillTemplate,
hasTree as skillHasTree,
iconSheet as skillIconSheet,
skillList as skillListOf,
treeClassIds as skillTreeClassIds,
windowSpec as skillWindowSpec,
} from '../skills/SkillModel.js';
import {
CLASS_ICON_KEY,
classAt as classLevelAt, classAt as classLevelAt,
classDef, classDef,
classesEnabled, classesEnabled,
@ -1087,9 +1100,19 @@ export class GameScene extends Phaser.Scene {
this._combatSettleFrames = 0; this._combatSettleFrames = 0;
if (config.get('combat.enabled', true) !== false && this.ship) { if (config.get('combat.enabled', true) !== false && this.ship) {
this.combatBar = new CombatBar(this, { this.combatBar = new CombatBar(this, {
onCast: (i) => this.combat?.cast(i), onCast: (i) => this.castSkillSeat(i),
// The ASSIGNMENT hand (the skill tree clicks a skill, then a seat) and the
// right-press that clears one to make room. Both land in the ledger —
// js/skills/SkillState.js — which is what the save writes.
onSeatPick: (i) => this.pickSkillSeat(i),
// (the console's ASSIGN SEAT press puts the skill in the same hand)
onSeatUnbind: (i) => this.clearSkillSeat(i),
}); });
this.combatBar.setVisible(false); this.combatBar.setVisible(false);
// The seats' icons (one sheet, data/skills.json → icons). Loaded here rather
// than in preload(): a run that never fights — and every scene that has no
// combat bar at all — does not pay for the sheet.
this._ensureSkillIcons();
// The run's COMBAT XP ledger (js/combat/XpManager.js — the curve is // The run's COMBAT XP ledger (js/combat/XpManager.js — the curve is
// data/progression.json; each hostile's type carries its own `xp`, // data/progression.json; each hostile's type carries its own `xp`,
// data/combat.json → enemy.xp / enemyTypes). A save predating the // data/combat.json → enemy.xp / enemyTypes). A save predating the
@ -1590,6 +1613,9 @@ export class GameScene extends Phaser.Scene {
// comes back for. With the class layer switched off // comes back for. With the class layer switched off
// (data/classes.json → enabled: false) it stays a voice, never a click. // (data/classes.json → enabled: false) it stays a voice, never a click.
onChooseClass: () => this.openClassWindow({ source: 'shipConsole' }), onChooseClass: () => this.openClassWindow({ source: 'shipConsole' }),
// The SKILL TREE door (js/ui/SkillWindow.js). The tab is lit by the
// snapshot's skillDoor flag below — a class with no tree keeps the socket.
onSkills: () => this.openSkillWindow({ source: 'shipConsole' }),
}); });
// ---- THE CLASS LAYER (data/classes.json, js/player/ClassState.js) ---- // ---- THE CLASS LAYER (data/classes.json, js/player/ClassState.js) ----
@ -1619,6 +1645,54 @@ export class GameScene extends Phaser.Scene {
// first frame, exactly as they are after a fresh lock-in. // first frame, exactly as they are after a fresh lock-in.
if (this.combat) this.combat.classState = this.classState; if (this.combat) this.combat.classState = this.classState;
// ---- THE SKILL LAYER (data/skills.json, js/skills/SkillState.js) ----
// The run's skill LEDGER — the points spent in the class's tree and which
// active skills sit on the combat bar's eight seats. THE BANK IS NOT HERE:
// points live on the class ledger above (the lock-in banks them), this one
// only ever spends them. Registry-backed like the class layer: a load stages
// the saved record (SaveData.prepareLoad → record.playerSkills), a fresh run
// starts empty, and New Game clears it. A loaded/older ledger with a class on
// file but no bindings takes the data's default seats (data/skills.json →
// classes.<id>.skills[].seat).
this.skillState = this.registry.get('playerSkills') ?? null;
if (!(this.skillState instanceof SkillState)) this.skillState = new SkillState(this.classState);
else this.skillState.classState = this.classState;
if (this.classState.hasClass) this.skillState.applyDefaultSeats();
this.registry.set('playerSkills', this.skillState);
// THE COMBAT SEAM: the fight reads the ledger — its seats resolve through
// CombatSystem.cast(), and a hull passive owns the armor's max there. A
// LOADED run re-rolls the armor so its ranks are live from frame one (the
// multiplier is rolled from base, so this is idempotent — see refresh).
if (this.combat) {
this.combat.skillState = this.skillState;
this.combat.refreshSkillPassives();
}
// The assignment hand: {id, from} while a skill is being placed on a seat
// (js/ui/CombatBar.js waits on it), null the rest of the time.
this._skillAssign = null;
this._ensureSkillIcons();
// The dev door (?skill — see _skillDevMode): files the class, funds or maxes
// its tree and can open the console, so the layer is testable without 5 levels
// of grinding. No parameter, nothing happens.
this._applySkillDevDoor();
// THE SKILL CONSOLE (js/ui/SkillWindow.js, depth 80) — the ship console's
// SKILL TREE door. It is a pure VIEW of the ledger: every press goes back out
// through the scene's own doors (rankUpSkill / beginSkillAssign / clearSkillSeat)
// so points, seats, registry stamps, passives and toasts behave exactly as they
// do when a KEY does the same thing. Built once per scene life (no media).
this.skillWindow = new SkillWindow(this, {
getSnapshot: () => this.skillWindowSnapshot(),
onRankUp: (id) => {
this.rankUpSkill(id);
this.skillWindow?.refresh();
},
onAssign: (id) => this.beginSkillAssign(id),
onClearSeat: (index) => {
this.clearSkillSeat(index);
this.skillWindow?.refresh();
},
});
// ---- QUESTS CONSOLE (the deck's QUESTS button, right of SHIP) ---- // ---- QUESTS CONSOLE (the deck's QUESTS button, right of SHIP) ----
// The mission dossier (data/quests.json, js/ui/QuestWindow.js, depth 80): // The mission dossier (data/quests.json, js/ui/QuestWindow.js, depth 80):
// left the 2:3 mission feed (assets/videos/quests.mp4 — the same // left the 2:3 mission feed (assets/videos/quests.mp4 — the same
@ -2086,6 +2160,12 @@ export class GameScene extends Phaser.Scene {
// save pop-up, then the sub-bar. // save pop-up, then the sub-bar.
this.input.keyboard?.on('keydown-ESC', () => this.escAction()); this.input.keyboard?.on('keydown-ESC', () => this.escAction());
// KEYS 1-8 — THE SKILL SEATS. The bar's seats are the same eight addresses, so
// the key press runs the SAME door as a click (castSkillSeat → the fight's
// cast(), which answers with a reason the console reads out), and while the
// skill tree is holding a skill up to be placed the digits PLACE it instead.
this.input.keyboard?.on('keydown', (e) => this._skillKeyAction(e));
// The solid keep-outs run AFTER the arcade world has integrated the // The solid keep-outs run AFTER the arcade world has integrated the
// ship's motion (the scene's 'postupdate' fires after the physics step // ship's motion (the scene's 'postupdate' fires after the physics step
// has moved the sprite). Constrained in update() instead, the body // has moved the sprite). Constrained in update() instead, the body
@ -2687,6 +2767,9 @@ export class GameScene extends Phaser.Scene {
// was set after the freeze began) is killed the very next frame. // was set after the freeze began) is killed the very next frame.
// Resuming a freeze needs no work (the ship stays parked; the next // Resuming a freeze needs no work (the ship stays parked; the next
// input steers it again — the ack pause's same rule). // input steers it again — the ack pause's same rule).
// The skill console repaints on its own signature (points spent, a seat
// bound) — including while the world is parked behind it.
if (this.skillWindow?.isOpen) this.skillWindow.refresh();
if (_frozen) this._parkForFreeze(); if (_frozen) this._parkForFreeze();
// The deck goes to STANDBY while an 'ack' comm holds (the pause // The deck goes to STANDBY while an 'ack' comm holds (the pause
// contract's face): the slots dim and stop hovering/pressing, so the // contract's face): the slots dim and stop hovering/pressing, so the
@ -2760,6 +2843,7 @@ export class GameScene extends Phaser.Scene {
this.shipWindow?.update(_time); // the ship console: reveal, decodes, sweep, telemetry poll this.shipWindow?.update(_time); // the ship console: reveal, decodes, sweep, telemetry poll
this.classWindow?.update(_time); // the class console: the brief's typing, feed sweep, decodes this.classWindow?.update(_time); // the class console: the brief's typing, feed sweep, decodes
this._classBeat(); // THE LEVEL-5 DOOR: opens when combat goes quiet this._classBeat(); // THE LEVEL-5 DOOR: opens when combat goes quiet
this._skillDoorBeat(); // ?skilltree asks for the console once the deck is calm
this._deckResearchBar(_time); // the RESEARCH slot's progress bar this._deckResearchBar(_time); // the RESEARCH slot's progress bar
this._applyResearchCue(); // the RESEARCH slot's ready-shimmer (the deck's half) this._applyResearchCue(); // the RESEARCH slot's ready-shimmer (the deck's half)
// Builds: a build started on a surface keeps running in space if the // Builds: a build started on a surface keeps running in space if the
@ -7930,6 +8014,7 @@ export class GameScene extends Phaser.Scene {
this.comms?.paused || this.comms?.paused ||
this.levelMarquee?.active || this.levelMarquee?.active ||
this._jumping || this._jumping ||
this.skillWindow?.isOpen ||
this.shipWindow?.isOpen || this.shipWindow?.isOpen ||
this.mapWindow?.isOpen || this.mapWindow?.isOpen ||
this.questWindow?.isOpen || this.questWindow?.isOpen ||
@ -7974,6 +8059,397 @@ export class GameScene extends Phaser.Scene {
* class is refused (changing class is a later layer with a price on it). * class is refused (changing class is a later layer with a price on it).
* @returns {{ok: boolean, reason?: string|null, id: string|null}} * @returns {{ok: boolean, reason?: string|null, id: string|null}}
*/ */
/**
* A combat bar SEAT press (keys 1-8 / the bar's middle seats): hand it to the
* fight, and if the fight refused, SAY WHY. Combat answers every press with a
* reason (js/combat/CombatSystem.js → cast) and the copy is data-owned
* (data/skills.json → window.castRefusals) — an empty seat, an unranked skill,
* a thin orb and a skill still recharging each read differently, because the
* player needs to know WHICH wall they hit.
* @param {number} index 0-7 (seat 1-8's index)
*/
castSkillSeat(index) {
const res = this.combat?.cast(index) ?? { ok: false, reason: 'disabled', seat: Number(index) + 1 };
if (res.ok) return res;
const spec = skillWindowSpec();
const label = res.label ? String(res.label).toUpperCase() : '';
const line = fillSkillTemplate(spec.castRefusals[res.reason] ?? (label || `SEAT ${res.seat} — NOTHING`), {
skill: label,
seat: res.seat,
left: Math.ceil(res.cooldownLeft ?? 0),
});
this.playSfx?.(spec.sfx.denied);
this.consoleToast(line, { glyph: '✕', glyphColor: toCss(themeColor('amber', 0xffc94d)) });
return res;
}
/**
* Spend ONE skill point (the Skill Tree console's RANK UP action, the dev
* hook, and nothing else — one click is one rank). A successful spend pays out
* of the class ledger's bank, refreshes the fight's passives so a hull rank
* grows the armor NOW (js/combat/CombatSystem.js → refreshSkillPassives), and
* stamps the save registry. Refusals are a reason + the denied voice.
* @param {string} id skill id (data/skills.json)
* @returns {{ok: boolean, reason: string|null, id: string|null, rank: number,
* max: number, points: number, seat: (number|null)}}
*/
rankUpSkill(id) {
const spec = skillWindowSpec();
const res = this.skillState?.rankUp(id) ?? { ok: false, reason: 'noLedger', id: null, rank: 0, max: 0, points: 0, seat: null };
if (!res.ok) {
this.playSfx?.(spec.sfx.denied);
const why = res.reason === 'locked' && res.locked ? String(res.locked.label ?? '').toUpperCase() : '';
this.consoleToast(
why ? fillSkillTemplate(spec.lockedNote, { parent: why }) : `${String(id ?? '').toUpperCase()} — ${String(res.reason ?? 'NO').toUpperCase()}`,
{ glyph: '✕', glyphColor: toCss(themeColor('amber', 0xffc94d)) },
);
return res;
}
this.registry.set('playerSkills', this.skillState);
// THE PASSIVE SEAM: a hull rank is not a promise for the next fight — the
// armor is re-rolled from base, so the pool grows (and the bar's orbs show
// it) the moment the point lands.
this.combat?.refreshSkillPassives?.();
this.playSfx?.(spec.sfx.spend);
const def = this.skillState.defOf(res.id);
this.consoleToast(
fillSkillTemplate(`${String(def?.label ?? res.id ?? '').toUpperCase()} {rank}`, { rank: `${res.rank}/${res.max}` }),
{ glyph: '◈', glyphColor: toCss(themeColor('cyan', 0x00e5ff)) },
);
return res;
}
/**
* KEYS 1-8 (wired in create()). Digit → seat, with the gates the mouse already
* respects: a full-screen console owns the keys (its own ESC/typing must not be
* eaten and the world is parked anyway), EXCEPT while a seat assignment is
* pending — that handoff deliberately happens over the live bar, so there the
* digits answer the placement.
* @param {KeyboardEvent} [e]
*/
_skillKeyAction(e) {
const raw = `${String(e?.key ?? '')}|${String(e?.code ?? '')}`;
const m = /^([1-9])\||^Digit([1-9])$/i.exec(raw);
const digit = Number(m?.[1] ?? m?.[2] ?? 0);
if (!digit) return undefined;
const seat = digit - 1; // the bar's seats are 0-indexed
if (this._skillAssign?.id) return this.pickSkillSeat(seat);
if (this._screenIsBusy() || this.classWindow?.isOpen === true || this.skillWindow?.isOpen === true) {
return undefined;
}
return this.castSkillSeat(seat);
}
/**
* THE ASSIGNMENT HANDOFF (the skill tree's ASSIGN SEAT press, and the dev hook).
* The bar is the picker — it can sit anywhere, so the tree closes (its open
* state is remembered), the eight seats start breathing and the next seat press
* or digit 1-8 places the skill. A passive is REFUSED here too: passives are
* always on and never hold a seat (the ledger refuses one as well — a hand-edited
* save can't smuggle one in).
* @param {string} id skill id (data/skills.json)
*/
beginSkillAssign(id) {
const spec = skillWindowSpec();
const bar = skillBarSpec();
const def = this.skillState?.defOf?.(id) ?? null;
// ONLY ACTIVATABLE SKILLS HAVE A SEAT. A passive is always on — it spends its
// rank at the ledger and never occupies a seat, so it is refused here (the
// hand never comes up), in the ledger (SkillState.bindSeat) and by the key.
if (!def || def.passive) {
this.playSfx?.(spec.sfx.denied);
this.consoleToast(bar.copy.assignBlocked.replace('{skill}', String(def?.label ?? id ?? 'SKILL').toUpperCase()), {
glyph: '✕',
glyphColor: toCss(themeColor('amber', 0xffc94d)),
});
return { ok: false, reason: def ? 'passive' : 'unknown', seat: null };
}
this._skillAssign = {
id: def.id,
// Where the console came back from, so a pick (or an ESC) returns there.
from: this.skillWindow?.isOpen ? 'skillWindow' : null,
};
if (this.skillWindow?.isOpen) this.skillWindow.close({ reason: 'assign' });
this.combatBar?.setAwaitingSeat({ on: true, id: def.id });
this.playSfx?.(spec.sfx.assign);
this.consoleToast(
fillSkillTemplate(spec.assignHint, { maxSeat: this.skillState?.seatCount ?? 8 }),
{ glyph: '\u25c7', glyphColor: toCss(themeColor('cyan', 0x00e5ff)), sub: bar.copy.hintUnbind },
);
return { ok: true, reason: null, id: def.id };
}
/** Stand the pending assignment down (ESC, a successful bind, a closed door). */
cancelSkillAssign() {
if (!this._skillAssign) return { ok: false, reason: 'none' };
const was = this._skillAssign;
this._skillAssign = null;
this.combatBar?.setAwaitingSeat({ on: false });
if (was.from === 'skillWindow') this.openSkillWindow?.({ tab: null });
return { ok: true, reason: null, id: was.id };
}
/**
* A seat was clicked WHILE a skill is in the hand: write the binding into the
* ledger, stamp the save, say where it landed. Bindings are data (`seats` rides
* record.playerSkills), so this survives a save/load and every combat restart.
* @param {number} index 0-7 (the bar's seat index)
*/
pickSkillSeat(index) {
const spec = skillWindowSpec();
const bar = skillBarSpec();
const pending = this._skillAssign;
if (!pending?.id) {
// The bar only asks when the scene put a skill in its hand; anything else is
// a stray click (a seat press that arrives with no assignment pending).
this.playSfx?.(spec.sfx.denied);
this.consoleToast(bar.copy.pickFromTree, { glyph: '✕', glyphColor: toCss(themeColor('amber', 0xffc94d)) });
return { ok: false, reason: 'noPending' };
}
const res = this.skillState?.bindSeat(pending.id, Number(index) + 1) ?? { ok: false, reason: 'noLedger' };
if (!res.ok) {
this.playSfx?.(spec.sfx.denied);
const label = String(this.skillState?.defOf?.(pending.id)?.label ?? pending.id).toUpperCase();
this.consoleToast(
res.reason === 'passive'
? bar.copy.assignBlocked.replace('{skill}', label)
: `${label} — ${String(res.reason ?? 'NO').toUpperCase()}`,
{ glyph: '✕', glyphColor: toCss(themeColor('amber', 0xffc94d)) },
);
return res;
}
this._skillAssign = null;
this.combatBar?.setAwaitingSeat({ on: false });
// A displaced skill is not destroyed — its seat simply changed hands (the ledger
// guarantees one skill never holds two seats). The ranks are untouched.
this.registry.set('playerSkills', this.skillState);
this.playSfx?.(spec.sfx.assign);
this.consoleToast(
fillSkillTemplate(spec.assignedToast, {
skill: String(this.skillState.defOf(res.id)?.label ?? res.id).toUpperCase(),
seat: res.seat,
}),
{ glyph: '\u25c7', glyphColor: toCss(themeColor('cyan', 0x00e5ff)) },
);
if (pending.from === 'skillWindow') this.openSkillWindow?.({ tab: null });
return res;
}
/**
* RIGHT-press a seat: CLEAR it, making room for another skill. Only the BINDING
* is lost — the ranks stay spent (data/skills.json → window.refundNote: points
* spent are spent until a respec exists). Saved with the run like every other
* part of the ledger.
* @param {number} index 0-7
*/
clearSkillSeat(index) {
const spec = skillWindowSpec();
const bar = skillBarSpec();
const i0 = Number(index);
const was = this.skillState?.skillAtSeat?.(i0) ?? null;
if (!was) {
this.playSfx?.(spec.sfx.denied);
this.consoleToast(fillSkillTemplate(bar.copy.clearEmpty, { seat: i0 + 1 }), {
glyph: '✕',
glyphColor: toCss(themeColor('amber', 0xffc94d)),
});
return { ok: false, reason: 'empty' };
}
const res = this.skillState.clearSeat(i0 + 1);
this.registry.set('playerSkills', this.skillState);
this.playSfx?.(spec.sfx.denied);
this.consoleToast(fillSkillTemplate(bar.copy.clearedToast, { seat: i0 + 1 }), {
glyph: '\u25c7',
glyphColor: toCss(themeColor('amber', 0xffc94d)),
});
if (this.skillWindow?.isOpen) this.skillWindow.refresh?.();
return { ...res, label: was };
}
/**
* The skill icons the bar and the console draw (loaded once, on demand, the way
* every other UI sheet in the game is). A missing file is not an error: the seats
* keep their frame, veil, sweep and rank stamp and simply draw no icon.
*/
_ensureSkillIcons() {
if (this._skillIconsTried) return;
const sheet = skillIconSheet();
// The path is the data's (data/skills.json → icons.texture). No path, or a
// sheet that never loads, is not an error — the seats keep their frame, veil,
// sweep and rank stamp and simply draw no icon.
if (!sheet.texture) {
this._skillIconsTried = true;
return;
}
if (this.textures.exists(SKILL_ICON_KEY)) {
this._skillIconsTried = true;
return;
}
// THE LOADER IS BUSY: Phaser's queue is single-file at heart and a start()
// issued while another load runs (the deferred comms/media pass, the scene
// restart's own queue) is dropped — so this waits for the idle beat instead of
// losing the sheet. A handful of beats, then it gives up and the bar draws
// seats without icons (frame, veil, sweep and rank stamp still tell the story).
if (this.load.isLoading?.() === true) {
this._skillIconBeats = (this._skillIconBeats ?? 0) + 1;
if (this._skillIconBeats <= 40) this.time.delayedCall(250, () => this._ensureSkillIcons());
else this._skillIconsTried = true;
return;
}
this._skillIconsTried = true;
this.load.once('complete', () => {
for (const art of this.combatBar?.seatArt ?? []) art.sig = ''; // redraw now the icons are in
});
this.load.spritesheet(SKILL_ICON_KEY, sheet.texture, {
frameWidth: sheet.frameWidth,
frameHeight: sheet.frameHeight,
});
this.load.start();
}
/**
* THE DEV DOOR — index.html?skill (aliases ?skills / ?skilltree). Normal play
* runs not one line of this: no parameter, no door (the same convention as
* ?level5, ?combat and ?noclass — and ?noclass closes this door too).
*
* ?skill file the tree's first class and top the bank up to everything
* the tree can absorb (no grinding through level 5)
* ?skill=wraith …the NAMED class, any id that owns a tree in data/skills.json
* ?skill=max …and rank every skill in that tree to its max
* ?skilltree open the Skill Tree console on boot
*
* Every number it needs (the grant already paid, each skill's maxPoints) is read
* from the data — the door grants arithmetic, never balance.
*/
_skillDevMode() {
try {
const q = new URLSearchParams(location.search);
if (q.has('noclass')) return null;
const raw = q.get('skill') ?? q.get('skills');
const open = q.has('skilltree') || q.has('skillwindow');
if (raw === null && !open) return null;
const mode = String(raw ?? '').trim().toLowerCase();
const max = mode === 'max' || mode === 'all';
return { classId: mode && !max ? mode : null, max, open };
} catch {
return null; // no URL (headless) — the door is shut
}
}
/**
* Land the dev door once, at the end of create(). The class goes in through the
* REAL lock-in (applyClassPick: perks paid, default seats seeded, registry
* stamped), the bank is topped up to what the tree can take, and ?skill=max
* spends it down. A run that already has a class on file keeps its ranks — the
* door only ever tops the bank up, so loading a saved run never un-spends it.
*/
_applySkillDevDoor() {
const dev = this._skillDevDoor ?? (this._skillDevDoor = this._skillDevMode());
if (!dev || !this.skillState || this._skillDevApplied) return null;
this._skillDevApplied = true;
const ids = skillTreeClassIds();
if (ids.length === 0) return null; // the layer is switched off in the data
const wanted = dev.classId && skillHasTree(dev.classId) ? dev.classId : null;
if (!this.classState.hasClass) {
const picked = this.applyClassPick(wanted ?? ids[0]);
if (!picked?.ok) return null;
} else if (wanted && this.classState.id !== wanted) {
// A class is already filed: the door does not swap ships with it (changing
// class is a layer that does not exist yet). The run keeps what it has.
this.consoleToast(`${String(wanted).toUpperCase()} — CLASS ALREADY ON FILE`, {
glyph: '✕',
glyphColor: toCss(themeColor('amber', 0xffc94d)),
});
}
const list = skillListOf(this.classState.id);
const capacity = list.reduce((n, def) => n + (def.maxPoints || 0), 0);
const spent = list.reduce((n, def) => n + this.skillState.rank(def.id), 0);
const need = Math.max(0, capacity - spent - this.classState.skillPoints);
if (need > 0) this.classState.awardSkillPoints(need);
if (dev.max) {
for (const def of list) {
for (let i = 0; i < (def.maxPoints || 0); i++) {
if (!this.rankUpSkill(def.id).ok) break;
}
}
}
this.registry.set('playerClass', this.classState);
this.registry.set('playerSkills', this.skillState);
// The console is asked for on the beat rather than this instant: an intro comm
// owns the screen during boot and would take it straight back (?skilltree).
if (dev.open) {
this._skillTreePendingOpen = true;
this._skillTreeDoorDeadline = this.time.now + 12000;
}
return { classId: this.classState.id, granted: need, maxed: !!dev.max };
}
/**
* Open the SKILL TREE console (the ship console's door, the dev hook
* ?skilltree). A run with no class on file gets the class voice instead — the
* tree belongs to a class, and the door that files one is the class console.
*/
openSkillWindow(o = {}) {
if (!this.skillState || skillTreeClassIds().length === 0) {
this.playSfx?.(skillWindowSpec().sfx?.denied);
this.consoleToast(String(config.get('shipScreen.skillsLockedToast', 'SKILL TREE OFFLINE')), {
glyph: '\u2715',
glyphColor: toCss(themeColor('amber', 0xffc94d)),
});
return false;
}
if (!this.classState?.hasClass) {
this.openClassWindow({ source: 'skillTree' });
return false;
}
// The class crest on the console's plate comes from the class media: ask for it
// the way the ship console does, then the console repaints when it lands.
if (!this.textures.exists(CLASS_ICON_KEY)) this._ensureClassMedia?.();
// Anything else that owns the screen steps aside (the full-screen contract).
for (const w of [this.shipWindow, this.mapWindow, this.questWindow, this.researchWindow]) {
if (w?.isOpen) w.close();
}
this.comms?.closeAll?.();
this.skillWindow?.open({ source: o.source ?? null });
return true;
}
/** What the console PAINTS: the ledger's rows + the class plate. No numbers of
* its own — every string and figure is the data's (data/skills.json) or the
* run's (ClassState's bank, SkillState's ranks and seats). */
skillWindowSnapshot() {
const st = this.skillState;
const cls = this.classState;
if (!st || !cls) return { hasClass: false, rows: [], points: 0 };
const def = cls.hasClass ? classDef(cls.id) : null;
return {
hasClass: cls.hasClass,
classId: cls.id ?? null,
className: def?.label ?? String(cls.id ?? '').toUpperCase(),
accentCss: def?.accentCss ?? null,
frame: def?.frame ?? null,
iconKey: CLASS_ICON_KEY,
iconReady: !!def && this.textures.exists(CLASS_ICON_KEY),
points: cls.skillPoints,
spent: st.stats().spent,
seatCount: st.seatCount,
rows: st.rows(),
};
}
/** The ?skilltree ask: open the console once the deck is calm (an intro comm or
* the level marquee owns the screen during boot). Inert with no door, and it
* gives up after a bounded wait rather than fighting the player. */
_skillDoorBeat() {
if (!this._skillTreePendingOpen) return;
if (this.time.now > (this._skillTreeDoorDeadline ?? 0)) {
this._skillTreePendingOpen = false;
return;
}
if (this.comms?.paused || this.levelMarquee?.active) return;
if (this.openSkillWindow({ source: 'devDoor' })) this._skillTreePendingOpen = false;
}
applyClassPick(id) { applyClassPick(id) {
const res = this.classState.choose(id); const res = this.classState.choose(id);
if (!res.ok) return res; if (!res.ok) return res;
@ -7983,6 +8459,10 @@ export class GameScene extends Phaser.Scene {
// system (dualCannon → the twin-barrel volley, targetingComputer → the // system (dualCannon → the twin-barrel volley, targetingComputer → the
// leading solve). See js/combat/CombatSystem.js. // leading solve). See js/combat/CombatSystem.js.
if (this.combat) this.combat.classState = this.classState; if (this.combat) this.combat.classState = this.classState;
// THE SKILL SEAM: the class the run just filed OWNS a tree. A ledger that
// has never laid out its bar takes the data's default seats now, so the
// skills the player is about to rank already have somewhere to sit.
this.skillState?.applyDefaultSeats();
const def = classDef(id); const def = classDef(id);
const spec = classWindowSpec(); const spec = classWindowSpec();
this.playSfx?.(spec.sfx.success); this.playSfx?.(spec.sfx.success);
@ -8020,7 +8500,11 @@ export class GameScene extends Phaser.Scene {
// shieldPerLevel), so the plate never shows a stale base number. // shieldPerLevel), so the plate never shows a stale base number.
const hullMax = Math.max(1, Math.round(Number(c?.maxHull ?? s.stats?.hullIntegrity) || 0)); const hullMax = Math.max(1, Math.round(Number(c?.maxHull ?? s.stats?.hullIntegrity) || 0));
const shieldsMax = Math.max(0, Math.round(Number(c?.maxShields ?? s.stats?.shields) || 0)); const shieldsMax = Math.max(0, Math.round(Number(c?.maxShields ?? s.stats?.shields) || 0));
// THE SKILL TREE DOOR — the ship console's standby tab lights the moment the
// run's class owns a tree (data/skills.json → classes.<id>.skills).
const skillDoor = !!(this.classState?.hasClass && skillHasTree(this.classState.id));
return { return {
skillDoor,
live: { live: {
hull: fighting ? Math.max(0, Math.round(Number(c.hull) || 0)) : hullMax, hull: fighting ? Math.max(0, Math.round(Number(c.hull) || 0)) : hullMax,
hullMax, hullMax,
@ -9275,6 +9759,17 @@ export class GameScene extends Phaser.Scene {
/** ESC: topmost open thing first — confirm dialog → pop-up → research → mining → sub-bar. */ /** ESC: topmost open thing first — confirm dialog → pop-up → research → mining → sub-bar. */
escAction() { escAction() {
if (this._commInputBlocked()) return; // the comm owns the input (no skip) if (this._commInputBlocked()) return; // the comm owns the input (no skip)
// A seat assignment in the hand: ESC puts the skill back (the bar stops
// breathing) BEFORE it closes anything else — the handoff owns the screen.
if (this._skillAssign?.id) {
this.cancelSkillAssign();
return;
}
// The skill console is the topmost thing when it is up (depth 80).
if (this.skillWindow?.isOpen) {
this.skillWindow.close();
return;
}
if (this.savePanel) { if (this.savePanel) {
if (this.savePanel.confirm.isOpen) { if (this.savePanel.confirm.isOpen) {
this.savePanel.confirm.cancel(); this.savePanel.confirm.cancel();

View File

@ -565,7 +565,7 @@ export class MenuScene extends Phaser.Scene {
startNewGame() { startNewGame() {
if (this.dead) return; if (this.dead) return;
let seed = this.seedValue.trim(); let seed = String(this.seedValue ?? '').trim(); // no seed typed is a random run
if (!seed) { if (!seed) {
seed = Rng.randomSeedString(8); seed = Rng.randomSeedString(8);
this.seedValue = seed; this.seedValue = seed;

143
js/skills/SkillEffects.js Normal file
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@ -0,0 +1,143 @@
/**
* SKILL EFFECTS — what a skill DOES (the handlers js/combat/CombatSystem.js
* dispatches to through data/skills.json → skills[].effect.kind).
*
* The split stays the project's: JSON owns every number (speed, duration,
* overshoot, blast radius, damage multipliers, hull bonus, colors), this file
* owns the MECHANIC. Nothing here knows about a specific skill id — a new
* active skill with an existing `kind` needs no code at all, and a new kind is
* one entry in SKILL_EFFECTS.
*
* THE PURE HELPERS (dashPoint / blastDamage / radiusHits / hullMax) are the
* math the combat system runs on, exposed so dev/skills-combat.test.mjs can
* assert the shipped numbers directly — including the "regular damage" the
* multipliers ride on, which is data/combat.json → player.weapon.damage.
*
* A handler's signature is (combat, def, rank) → a small result record; it may
* touch the world (move the ship, spend armor, spawn FX). `def` is the normalized
* record from js/skills/SkillModel.js (so def.effect is the data's effect block),
* `rank` is the points SPENT in that skill (≥1 — rank 0 never reaches a handler).
*/
import { config } from '../config/Config.js';
/** "Regular damage": the cannon's own number (data/combat.json → player.weapon). */
export function baseWeaponDamage() {
const wpn = config.section('combat.player.weapon', {});
return Math.max(0, Number(wpn.damage) || 0);
}
/**
* A blast's damage at a given rank: the data's rank-1 multiple of the cannon's
* damage, plus the per-extra-point multiple for every point AFTER the first —
* 4x at 1/5, 6x at 2/5 … 12x at 5/5 (data/skills.json → effect.damageMul /
* damageMulPerRank). Rank is clamped to ≥1: an inert skill never fires.
*/
export function blastDamage(effect = {}, rank = 1, base = baseWeaponDamage()) {
const mul = Number(effect.damageMul) || 0;
const perRank = Number(effect.damageMulPerRank) || 0;
const r = Math.max(1, Math.floor(Number(rank) || 1));
const total = mul + perRank * (r - 1);
return Math.max(0, base * total);
}
/** The multiple of "regular damage" a rank deals (4 → 6 → … → 12). */
export function damageMultiple(effect = {}, rank = 1) {
const mul = Number(effect.damageMul) || 0;
const perRank = Number(effect.damageMulPerRank) || 0;
return mul + perRank * (Math.max(1, Math.floor(Number(rank) || 1)) - 1);
}
/**
* The dash's AIM POINT: the target's position AT CAST plus `overshootPx` PAST
* it, so the ship ends up through the hostile instead of inside it. With no
* target (an empty sky) the charge flies straight ahead from the ship — the
* data's overshoot still applies, and the blast simply finds nobody.
* @returns {{x: number, y: number, angle: number, distance: number}}
*/
export function dashPoint(fromX = 0, fromY = 0, target = null, overshootPx = 0) {
const ox = Number(overshootPx) || 0;
let angle;
if (target && Number.isFinite(Number(target.x)) && Number.isFinite(Number(target.y))) {
angle = Math.atan2(Number(target.y) - fromY, Number(target.x) - fromX);
} else {
angle = 0; // nowhere to charge: hold the line and drift forward
}
const gap = target ? Math.hypot(Number(target.x) - fromX, Number(target.y) - fromY) : 0;
const reach = Math.max(0, gap + ox);
return {
x: fromX + Math.cos(angle) * reach,
y: fromY + Math.sin(angle) * reach,
angle,
distance: reach,
};
}
/** The hull pool a rank of a `hullPool` passive leaves you with (base × 1+per×rank). */
export function hullMax(baseMaxHull = 0, effect = {}, rank = 0) {
const base = Math.max(0, Number(baseMaxHull) || 0);
const per = Number(effect.hullBonusPerRank) || 0;
const r = Math.max(0, Math.floor(Number(rank) || 0));
return base * (1 + per * r);
}
/** The bonus itself (0.25 at 5/5 with the shipped 0.05 — a ratio, not a %. */
export function hullBonus(effect = {}, rank = 0) {
const per = Number(effect.hullBonusPerRank) || 0;
return per * Math.max(0, Math.floor(Number(rank) || 0));
}
/** Every live craft whose hull touches (x, y) within `radius` px (+ its own). */
export function radiusHits(crafts = [], x = 0, y = 0, radius = 0) {
const r = Math.max(0, Number(radius) || 0);
return crafts.filter((c) => {
if (!c || c.dead === true || c._removed === true) return false;
const reach = r + (Number(c.hitRadius) || Number(c.radius) || 0);
return Math.hypot(Number(c.x) - x, Number(c.y) - y) <= reach;
});
}
/**
* '#ff3a4d' / '0xff3a4d' / 16711501 → the int Graphics + Phaser text want.
* The data writes colors as strings (every other sheet does); the FX layer
* takes ints, and this is where the two meet. `fb` is the inert fallback.
*/
export function hexToInt(value, fb = 0xffffff) {
if (typeof value === 'number' && Number.isFinite(value)) return value;
const s = String(value ?? '').trim().replace(/^#/, '');
if (!/^[0-9a-fA-F]{6}$/.test(s) && !/^[0-9a-fA-F]{3}$/.test(s)) return fb;
const hex = s.length === 3 ? s.split('').map((c) => c + c).join('') : s;
return parseInt(hex, 16);
}
// ---------------------------------------------------------------- handlers
/**
* dashBlast — RAMMING CHARGE's mechanic. The combat system owns the flight
* (its update() steps the dash and calls _endDash → skillBlast); this handler
* only reports what the charge is aiming at, so `cast()` can hand the scene a
* readable result and the test can pin the numbers. Returning the plan rather
* than flying keeps the mechanic in ONE place (the system's clock).
*/
function dashBlast(combat, def, rank) {
const plan = combat.beginDash(def, rank);
return plan ? { dash: plan } : { failed: 'no ship' };
}
/** hullPool — a PASSIVE: nothing fires; the armor re-roll reads it (see
* js/combat/CombatSystem.js → refreshSkillPassives). */
function hullPool(combat, def, rank) {
combat.refreshSkillPassives();
return { hullBonus: hullBonus(def.effect ?? {}, rank) };
}
/** kind (data/skills.json → effect.kind) → handler. A kind with no entry here
* is refused by cast() with reason 'unhandled' — a typo never silently fires. */
export const SKILL_EFFECTS = {
dashBlast,
hullPool,
};
/** Is a kind wired up (the console can grey out an unbuilt effect)? */
export function hasEffect(kind) {
return typeof SKILL_EFFECTS[String(kind ?? '')] === 'function';
}

350
js/skills/SkillModel.js Normal file
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@ -0,0 +1,350 @@
/**
* SKILL MODEL — the pure reads over the skill roster (data/skills.json).
*
* No Phaser, no scene: the same contract as js/player/ClassModel.js and
* js/research/ResearchModel.js, so dev/skills.test.mjs exercises exactly
* this in bare Node and every screen (the Skill Tree console, the combat
* bar's seats, js/combat/CombatSystem.js's cast pipeline) reads ONE
* definition of a skill.
*
* THE SPLIT: data/skills.json owns every label, accent, icon frame, energy
* cost, recharge, max rank, unlock edge and mechanics number; this module
* owns the SHAPE — normalizing whatever the data says into records the UI
* and the combat code can rely on. A malformed entry is dropped, never
* propagated, and every read carries a fallback so a missing key degrades
* instead of throwing.
*
* FALLBACK DISCIPLINE: a default here is deliberately INERT (0 / false /
* ''), never a copy of a shipped number — the day someone re-tunes Ramming
* Charge in the JSON there must be exactly one place the old number lived.
* dev/skills.test.mjs sweeps js/ for restated balance to keep that honest.
*
* A SKILL RECORD (skillDef / skillList):
* { id, classId, label, typeId, type: typeRecord, frame,
* energy: number, cooldown: number, maxPoints: int,
* requires: [{ skill, points }], seatDefault: int|null,
* description, shortDescription, effect: { kind, ...numbers },
* passive: boolean, castable: boolean }
* A TYPE RECORD (typeDef):
* { id, label, accent (int), accentCss, passive }
*/
import { config } from '../config/Config.js';
/** The skill-insignia texture key (one sheet, cached game-wide). */
export const SKILL_ICON_KEY = 'skill_icons';
const str = (v, fb = '') => (typeof v === 'string' && v.trim() ? v : fb);
/** A number that survives junk; `fb` when the data says nothing usable. */
const num = (v, fb = 0) => {
const n = Number(v);
return Number.isFinite(n) ? n : fb;
};
/** A whole number ≥ 0 (ranks, seats and frames never go negative). */
const whole = (v, fb = 0) => Math.max(0, Math.floor(num(v, fb)));
/** A CSS/int color → the int Graphics + Phaser text both want. */
function toInt(v, fb) {
if (typeof v === 'number' && Number.isFinite(v)) return v >>> 0;
const s = String(v ?? '').trim().replace('#', '');
if (!/^[0-9a-fA-F]{6}$/.test(s)) return fb;
return parseInt(s, 16) >>> 0;
}
/** `_`-prefixed keys are documentation, not data (the project's rule). */
const real = (o) => Object.fromEntries(Object.entries(o ?? {}).filter(([k]) => !String(k).startsWith('_')));
/** Is the skill layer on at all (data/skills.json → enabled)? */
export function skillsEnabled() {
return config.get('skills.enabled', true) !== false;
}
/** The insignia sheet's config (texture + frame size). */
export function iconSheet() {
const cfg = config.section('skills.icons', {});
// The path is the data's — a missing key means NO sheet (the UI draws its
// procedural stand-in), not a path baked into code.
return {
texture: str(cfg.texture),
frameWidth: Math.max(1, whole(cfg.frameWidth, 0)),
frameHeight: Math.max(1, whole(cfg.frameHeight, 0)),
};
}
/**
* One type record (data/skills.json → types[id]). A type is what later
* skills reference ("+10% to all Offense skills"), so the id is the API and
* `passive` is the ONE flag that decides castable vs always-on. An unknown
* type id still yields a usable record (inert accent, castable) — a typo in
* the data costs nothing but its colour.
*/
export function typeDef(id) {
const key = str(id);
const table = real(config.section('skills.types', {}));
// Case-insensitive, and the CANONICAL key wins (the data spells its types
// exactly once — later skills reference that spelling).
const hit = Object.entries(table).find(([k]) => k.toLowerCase() === String(id ?? '').trim().toLowerCase());
if (!hit) return { id: '', label: '', accent: 0, accentCss: '', passive: false };
const [canon, row] = hit;
const css = typeof row?.accent === 'string' && row.accent.trim() ? row.accent.trim() : '';
return {
id: canon,
label: str(row?.label, canon).toUpperCase(),
accent: toInt(row?.accent, 0),
accentCss: css,
passive: row?.passive === true,
};
}
/** Every authored type, normalized (the console's legend / filters). */
export function typeList() {
return Object.keys(real(config.section('skills.types', {}))).map((k) => typeDef(k));
}
/**
* How many bar seats exist. The combat bar owns the real number
* (data/combat.json → bar.slot.count); skills.seats.count is the fallback.
*/
export function seatCount() {
const n = num(config.get('skills.seats.count', 0), 0) || num(config.get('combat.bar.slot.count', 0), 0);
return Math.max(1, whole(n, 8));
}
/** A default seat binding inside the bar (out-of-range drops — or clamps). */
function normalizeSeat(v, count = seatCount()) {
if (v === null || v === undefined || v === '' || v === false) return null;
const n = whole(v, 0);
if (n < 1) return null;
if (n <= count) return n;
const policy = str(config.get('skills.seats.seatOutOfRangePolicy', 'ignore')).toLowerCase();
return policy === 'clamp' ? count : null;
}
/** A skill's own record (no rank knowledge — that is SkillState's job). */
function normalizeSkill(row, classId, byId) {
const id = str(row?.id).toLowerCase();
if (!id || !/^[a-z0-9_]+$/.test(id)) return null; // an unusable id never enters the tree
const type = typeDef(row?.type);
const raw = row?.effect && typeof row.effect === 'object' ? row.effect : {};
const { _comment, ...effect } = raw;
const requires = (Array.isArray(row?.requires) ? row.requires : [])
.map((r) => {
if (typeof r === 'string') return { skill: r.toLowerCase(), points: 1 };
if (r && typeof r === 'object') {
const skill = str(r.skill).toLowerCase();
// `points: 0` still means "put a point in it" — a rank of 0 is inert.
const points = Math.max(1, whole(r.points, 1));
return skill ? { skill, points } : null;
}
return null;
})
.filter((r) => r && byId.has(r.skill)); // a dangling edge cannot lock the tree forever
return {
id,
classId,
label: str(row?.label, id),
typeId: type.id,
type,
frame: whole(row?.frame, 0),
energy: Math.max(0, num(row?.energy, 0)),
cooldown: Math.max(0, num(row?.cooldown, 0)),
maxPoints: Math.max(1, whole(row?.maxPoints, 1)),
requires,
seatDefault: type.passive ? null : normalizeSeat(row?.seat),
description: str(row?.description),
shortDescription: str(row?.shortDescription),
effect: { kind: str(effect.kind, 'none'), ...effect },
passive: type.passive,
castable: !type.passive,
};
}
/** The normalized trees, built once per config (data order preserved). */
let cache = null;
function trees() {
if (cache) return cache;
const out = new Map();
const table = real(config.section('skills.classes', {}));
for (const [classId, branch] of Object.entries(table)) {
const key = String(classId).toLowerCase();
// Pass one: the id set, so `requires` can drop edges to unknown skills.
const ids = new Set((Array.isArray(branch?.skills) ? branch.skills : []).map((s) => str(s?.id).toLowerCase()));
const list = [];
for (const row of Array.isArray(branch?.skills) ? branch.skills : []) {
const rec = normalizeSkill(row, key, ids);
if (rec) list.push(rec);
}
out.set(key, { classId: key, skills: list, byId: new Map(list.map((s) => [s.id, s])) });
}
cache = out;
return out;
}
/** A run's class changed nothing structural — but a hot reload of data does. */
export function invalidateSkillCache() {
cache = null;
}
/**
* One skill record by id. Pass `classId` to scope the lookup to that class's
* tree (the same id in two class trees resolves to the caller's class).
* @returns {object|null} null when no such skill exists
*/
export function skillDef(id, classId = null) {
const key = str(id).toLowerCase();
if (!key) return null;
if (classId) return trees().get(String(classId).toLowerCase())?.byId.get(key) ?? null;
for (const branch of trees().values()) {
const hit = branch.byId.get(key);
if (hit) return hit;
}
return null;
}
/** The tree's skill records, in data (display) order. */
export function skillList(classId) {
if (!skillsEnabled() || !classId) return [];
return trees().get(String(classId).toLowerCase())?.skills ?? [];
}
/** Does this class have an authored tree at all (the console's empty plate)? */
export function hasTree(classId) {
return skillList(classId).length > 0;
}
/**
* Every class id that owns a tree, in data order (data/skills.json → classes).
* The dev door uses it to pick a tree when the URL names none; UI uses it to ask
* "does this class have skills at all" without hardcoding vanguard/wraith.
*/
export function treeClassIds() {
if (!skillsEnabled()) return [];
// Only classes that actually own a row: the Map carries `_`-prefixed
// documentation branches (they have no skills, and are not a class).
return [...trees().values()].filter((t) => t.skills.length > 0).map((t) => t.classId);
}
/** Every effect number a cast/apply needs, read off the record with inert defaults. */
export function effectOf(def, kind = null) {
const fx = def?.effect ?? {};
if (kind && fx.kind !== kind) return null;
return fx;
}
/**
* The console's copy + knobs (data/skills.json → window). Every string has a
* fallback so an unfinished data file still renders a legible window.
*/
export function windowSpec() {
const win = config.section('skills.window', {});
const states = win.states ?? {};
return {
title: str(win.title, 'SKILL TREE'),
meta: str(win.meta),
feedLine: str(win.feedLine),
video: {
file: str(win.video?.file),
aspect: Array.isArray(win.video?.aspect) ? win.video.aspect : [2, 3],
tag: str(win.video?.tag).toUpperCase(),
noSignalTag: str(win.video?.noSignalTag, 'FEED OFFLINE').toUpperCase(),
},
treeTitle: str(win.treeTitle, 'AVAILABLE DOCTRINE'),
pointsLine: str(win.pointsLine),
pointsLineOne: str(win.pointsLineOne),
rankLine: str(win.rankLine, '{rank}/{max}'),
costLine: str(win.costLine),
passiveCostLine: str(win.passiveCostLine),
typeLabel: str(win.typeLabel, 'TYPE'),
seatLabel: str(win.seatLabel, 'SEAT'),
states: {
locked: str(states.locked, 'LOCKED'),
available: str(states.available, 'RANK UP'),
upgradable: str(states.upgradable, states.available ?? 'RANK UP'),
noPoints: str(states.noPoints, 'NO POINTS'),
maxed: str(states.maxed, 'MASTERED'),
passiveOn: str(states.passiveOn, 'ACTIVE'),
},
// Why a seat press was refused (CombatSystem.cast()'s reason → the line the
// scene toasts). An unknown reason falls back in the caller.
castRefusals: Object.fromEntries(
Object.entries(win.castRefusals ?? {}).filter(([k]) => !k.startsWith('_')),
),
lockedNote: str(win.lockedNote, 'REQUIRES {parent}'),
spendLabel: str(win.spendLabel, '+ RANK UP'),
assignLabel: str(win.assignLabel, 'ASSIGN SEAT'),
assignHint: str(win.assignHint),
assignedToast: str(win.assignedToast),
unbindLabel: str(win.unbindLabel, 'CLEAR SEAT'),
refundNote: str(win.refundNote),
emptyNote: str(win.emptyNote),
noClassNote: str(win.noClassNote),
closeLabel: str(win.closeLabel, '◂ CLOSE'),
sfx: {
spend: str(win.sfx?.spend, 'discovery'),
denied: str(win.sfx?.denied, 'ui_click'),
assign: str(win.sfx?.assign, 'ui_click'),
open: str(win.sfx?.open, 'ui_window'),
close: str(win.sfx?.close, 'ui_close'),
},
fx: {
glitch: win.fx?.glitch ?? {},
sweep: win.fx?.sweep ?? {},
},
};
}
/**
* The combat bar's SEAT face (data/skills.json → bar). Which STATE a seat is in
* is the fight's answer (js/combat/CombatSystem.js → skillSeats(): ready /
* recharging / not affordable / inert / empty); this block is only what each one
* LOOKS like — so the bar never hardcodes a colour or an icon size either.
* Clamped, because a stray `2` in the data would blow a seat's icon out of the
* bar (the icon scale is a FRACTION of the seat) and an alpha over 1 is noise.
*/
export function barSpec() {
const b = config.section('skills.bar', {});
const s = b.states ?? {};
const alpha = (v, fb) => Math.max(0, Math.min(1, num(v, fb)));
return {
// A seated icon is drawn at this fraction of the seat's box, so the bar can
// scale its seats down on a narrow viewport and the icons follow.
iconScale: Math.max(0.1, Math.min(1, num(b.iconScale, 0.76))),
rankTextPx: Math.max(6, whole(b.rankTextPx, 9)),
secondsTextPx: Math.max(7, whole(b.secondsTextPx, 13)),
// How fast an awaiting-seat outline breathes while the tree holds a skill up.
assignPulseHz: Math.max(0.1, num(b.assignPulseHz, 1.6)),
states: {
readyEdge: str(s.readyEdge, '#7ce8ff'),
inertVeil: str(s.inertVeil, '#050a13'),
inertVeilAlpha: alpha(s.inertVeilAlpha, 0.74),
noEnergyVeil: str(s.noEnergyVeil, '#0d1526'),
noEnergyVeilAlpha: alpha(s.noEnergyVeilAlpha, 0.58),
cooldownVeil: str(s.cooldownVeil, '#03080f'),
cooldownVeilAlpha: alpha(s.cooldownVeilAlpha, 0.66),
sweepColor: str(s.sweepColor, '#9fd8ff'),
sweepAlpha: alpha(s.sweepAlpha, 0.16),
secondsColor: str(s.secondsColor, '#eaf6ff'),
rankColor: str(s.rankColor, '#cfe3f7'),
assignEdge: str(s.assignEdge, '#ffd84d'),
},
copy: {
assignBlocked: String(b.copy?.assignBlocked ?? '').toUpperCase(),
pickFromTree: String(b.copy?.pickFromTree ?? '').toUpperCase(),
clearEmpty: String(b.copy?.clearEmpty ?? '').toUpperCase(),
clearedToast: String(b.copy?.clearedToast ?? '').toUpperCase(),
hintUnbind: String(b.copy?.hintUnbind ?? '').toUpperCase(),
},
};
}
/**
* The template fill the console's lines use (`{class}`, `{rank}`, `{max}`,
* `{n}`, `{energy}`, `{cooldown}`, `{seat}`, `{parent}`, …). An unknown
* placeholder is left alone, so a typo in the data never prints "undefined".
*/
export function fillTemplate(text, map = {}) {
return String(text ?? '').replace(/\{(\w+)\}/g, (m, k) =>
(map[k] === undefined || map[k] === null ? m : String(map[k])),
);
}

375
js/skills/SkillState.js Normal file
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@ -0,0 +1,375 @@
/**
* SKILL STATE — the run's skill LEDGER (pure; the roster is
* data/skills.json via js/skills/SkillModel.js).
*
* What the run remembers about its skills:
*
* ranks skill id → points actually spent (1 … maxPoints). A skill at
* rank 0 exists in the tree but is INERT; rank ≥1 is live.
* seats the combat bar's bindings — one entry per seat (index 0 = seat
* 1, the key `1` presses), holding a skill id or null. Seeded from
* the data's default `seat` values on a fresh ledger, then owned by
* the player (the Skill Tree console assigns: pick a skill, pick a
* seat). Only CASTABLE skills hold a seat — a passive is always on.
*
* THE BANK IS NOT DUPLICATED HERE. Points live in js/player/ClassState.js
* (the class lock-in banks them); this ledger spends from it and never
* mints its own, so "bank + spent" can never disagree with the class layer.
* No refund either — a rank is forever until respec lands (data/skills.json →
* window.refundNote is the voice).
*
* UNLOCKS ARE EDGES IN THE DATA: `requires` names parent skills, optionally
* with the points they need (`{ skill, points }`; a bare id means "one
* point"). A parent at rank 0 satisfies nothing — spend-through-unlock.
*
* Save-safe like every other ledger (js/save/SaveData.js: record.playerSkills):
* toJSON() is plain data, fromJSON() validates against the CURRENT roster (an
* unknown id is dropped rather than handed out, ranks clamp to maxPoints, a
* seat on a passive or an unknown skill clears), and a fresh run starts empty.
*/
import { seatCount, skillDef, skillList } from './SkillModel.js';
/** The outcome record every entry point reports. */
function result(extra = {}) {
return { ok: false, reason: null, ...extra };
}
export class SkillState {
/**
* @param {object|null} classState the run's js/player/ClassState.js ledger
* (the point bank + the class on file). Null = nothing to spend.
*/
constructor(classState = null) {
this.classState = classState ?? null;
/** @type {Map<string, number>} skill id → points spent */
this.ranks = new Map();
/** @type {Array<string|null>} seat index → skill id (null = an empty seat) */
this.seats = new Array(Math.max(1, seatCount())).fill(null);
/** The data's default bindings have been seeded (never re-seeded later). */
this.defaultsApplied = false;
}
/** The class on file ('' when the run has none) — the tree's owner. */
get classId() {
return this.classState?.id ?? '';
}
/** Does the run have a class (and therefore any skills at all)? */
get hasClass() {
return !!this.classId;
}
/** The live bank (js/player/ClassState.js) — read, never copied. */
get points() {
return Math.max(0, Math.floor(Number(this.classState?.skillPoints) || 0));
}
/** The record for a skill id, scoped to the run's class when it has one. */
defOf(id) {
return this.classId ? skillDef(id, this.classId) ?? skillDef(id) : skillDef(id);
}
/** Points spent into a skill (0 = learned nothing yet — the skill is inert). */
rank(id) {
return Math.max(0, Math.floor(Number(this.ranks.get(String(id ?? '').toLowerCase())) || 0));
}
/** Rank ≥1: the skill is live (a passive works, an active can be cast). */
hasRank(id) {
return this.rank(id) > 0;
}
/** Every rank of a skill spent. */
isMaxed(id) {
const def = this.defOf(id);
return !!def && this.rank(id) >= def.maxPoints;
}
/** Are all of a skill's `requires` edges satisfied by points actually spent? */
unlocked(def) {
if (!def) return false;
return (def.requires ?? []).every((r) => this.rank(r.skill) >= (r.points || 1));
}
/**
* The first requirement NOT satisfied — the console's LOCKED note names it.
* @returns {{skill: string, points: number, label: string}|null}
*/
lockedBy(def) {
if (!def) return null;
for (const r of def.requires ?? []) {
if (this.rank(r.skill) < (r.points || 1)) {
const parent = this.defOf(r.skill);
return { skill: r.skill, points: r.points || 1, label: parent?.label ?? r.skill };
}
}
return null;
}
/**
* Can another point go into this skill right now?
* @returns {{ok: boolean, reason: (string|null), def: object|null}}
* reason 'noClass' — nothing is filed, there is no tree to spend into;
* 'unknown' — no such skill in this class's tree;
* 'locked' — a `requires` parent is short (see lockedBy);
* 'maxed' — every point the skill holds is spent;
* 'noPoints' — the bank is empty.
*/
canRank(id) {
if (!this.hasClass) return result({ reason: 'noClass', def: null });
const def = this.defOf(id);
if (!def || def.classId !== this.classId) return result({ reason: 'unknown', def: null });
if (!this.unlocked(def)) return result({ reason: 'locked', def, locked: this.lockedBy(def) });
if (this.rank(id) >= def.maxPoints) return result({ reason: 'maxed', def });
if (this.points < 1) return result({ reason: 'noPoints', def });
return { ok: true, reason: null, def };
}
/**
* Spend ONE point into a skill (the console's RANK UP action — the ledger
* has no concept of buying several at once, so a click is always one rank).
* @returns {{ok: boolean, reason?: string, id: string|null, rank: number,
* max: number, points: number, seat: (number|null)}}
*/
rankUp(id) {
const gate = this.canRank(id);
const def = gate.def ?? this.defOf(id);
if (!gate.ok) {
return { ...result({ reason: gate.reason, id: def?.id ?? null }), rank: this.rank(id), max: def?.maxPoints ?? 0, points: this.points, seat: null };
}
// The bank is the class layer's; ask IT to pay (it refuses without a class
// or when short, which is the same answer we just gave).
if (!this.classState.spendSkillPoints(1)) {
return { ...result({ reason: 'noPoints', id: def.id }), rank: this.rank(id), max: def.maxPoints, points: this.points, seat: null };
}
const next = Math.min(def.maxPoints, this.rank(def.id) + 1);
this.ranks.set(def.id, next);
// The FIRST point into an active skill gives it somewhere to live: the
// data's default seat when that is free, else the first free seat — and if
// the bar is full, no seat at all (the row still reads UNSHIFTED).
let seat = this.seatOf(def.id);
if (next === 1 && def.castable && seat === null) seat = this.autoBind(def.id);
return { ok: true, reason: null, id: def.id, rank: next, max: def.maxPoints, points: this.points, seat };
}
// --------------------------------------------------------------- seats
/** How many seats the bar has (data/combat.json → bar.slot.count). */
get seatCount() {
return this.seats.length;
}
/** The skill id bound to a seat (null when it is empty / out of range). */
skillAtSeat(index) {
const i = Math.floor(Number(index));
if (!Number.isInteger(i) || i < 0 || i >= this.seats.length) return null;
return this.seats[i];
}
/** The 1-based seat number a skill is bound to (null when unbound). */
seatOf(id) {
const key = String(id ?? '').toLowerCase();
const i = this.seats.findIndex((s) => s === key);
return i < 0 ? null : i + 1;
}
/**
* Bind a skill to a seat (the console's assign click). Any CASTABLE skill of
* the run's class is seatable, ranked or not (an unranked one sits inert on
* the bar); a passive never is. Re-binding moves it —
* a seat already holding another skill is taken over, never duplicated.
* @returns {{ok: boolean, reason?: string, id: string|null, seat: number|null}}
*/
bindSeat(id, index) {
const def = this.defOf(id);
if (!def) return result({ reason: 'unknown', id: null, seat: null });
if (def.passive) return result({ reason: 'passive', id: def.id, seat: null });
// A rank-0 skill MAY hold a seat (that is how the data's default layout
// arrives too): the seat draws inert and pressing it in combat says RANK IT
// UP rather than silently eating the keypress.
const i = Math.floor(Number(index));
if (!Number.isInteger(i) || i < 1 || i > this.seats.length) return result({ reason: 'range', id: def.id, seat: null });
// One skill never holds two seats: whatever seats it sat in are emptied
// first, then the new seat takes it over (displacing its old occupant).
this.seats = this.seats.map((s) => (s === def.id ? null : s));
this.seats[i - 1] = def.id;
return { ok: true, reason: null, id: def.id, seat: i };
}
/** Empty a seat (the way to make room for another skill). */
clearSeat(index) {
const i = Math.floor(Number(index));
if (!Number.isInteger(i) || i < 1 || i > this.seats.length) return result({ reason: 'range' });
const was = this.seats[i - 1];
this.seats[i - 1] = null;
return { ok: true, reason: null, id: was, seat: i };
}
/** Drop a skill from every seat it holds (un-equipping without losing rank). */
unbind(id) {
const key = String(id ?? '').toLowerCase();
let n = 0;
this.seats = this.seats.map((s) => (s === key ? (n++, null) : s));
return { ok: n > 0, id: key, cleared: n };
}
/** The first empty seat takes the skill (null when the bar is full). */
autoBind(id) {
const key = String(id ?? '').toLowerCase();
if (!this.seats.includes(null)) return null;
// Prefer the data's own default seat, then plain left-to-right.
const def = this.defOf(key);
const want = def?.seatDefault ? def.seatDefault - 1 : -1;
const i = want >= 0 && want < this.seats.length && this.seats[want] === null ? want : this.seats.indexOf(null);
if (i < 0) return null;
this.seats[i] = key;
return i + 1;
}
/**
* Seed a fresh ledger's seats from the data's `seat` values (idempotent —
* once applied, the player's layout is theirs). Passive skills are skipped:
* they are never seatable.
*/
applyDefaultSeats() {
if (this.defaultsApplied) return this;
this.defaultsApplied = true;
for (const def of skillList(this.classId)) {
if (!def.castable || !def.seatDefault) continue;
const i = def.seatDefault - 1;
if (i >= 0 && i < this.seats.length && this.seats[i] === null) this.seats[i] = def.id;
}
return this;
}
/** The bar's row: one entry per seat — { index, number, id, def, rank }. */
seatRow() {
return this.seats.map((id, i) => {
const def = id ? this.defOf(id) : null;
return {
index: i,
number: i + 1,
id: def?.id ?? null,
def,
rank: def ? this.rank(def.id) : 0,
};
});
}
// ------------------------------------------------------------ passives
/**
* Σ per-rank effect numbers across every ranked skill of a kind — the
* shape 90% of passives take ("+5% hull per point"). A castable skill's
* effect is NOT counted: passives are always on, actives fire on cast.
*/
effectTotal(kind, key) {
let total = 0;
for (const [id, points] of this.ranks) {
const def = this.defOf(id);
if (!def || !def.passive || def.classId !== this.classId) continue;
if (def.effect?.kind !== kind) continue;
const per = Number(def.effect[key]);
if (Number.isFinite(per)) total += per * points;
}
return total;
}
/** The hull-strength bonus Reinforced Plating grants (0.25 at 5/5). */
hullBonus() {
return this.effectTotal('hullPool', 'hullBonusPerRank');
}
// ------------------------------------------------------------- the view
/**
* The console's rows for the run's class, in data (display) order — each
* with the state stamp + copy keys the window paints, so no screen
* re-implements the rules and dev/skills.test.mjs can assert them.
*/
rows() {
return skillList(this.classId).map((def) => {
const rank = this.rank(def.id);
const maxed = rank >= def.maxPoints;
const locked = !this.unlocked(def);
let state = 'upgradable';
if (locked) state = 'locked';
else if (maxed) state = 'maxed';
else if (this.points < 1) state = 'noPoints';
else if (rank === 0) state = 'available';
return {
def,
rank,
max: def.maxPoints,
state,
locked: this.lockedBy(def),
seat: this.seatOf(def.id),
spendable: state === 'available' || state === 'upgradable',
};
});
}
/** A snapshot for the consoles + the dev console. */
stats() {
return {
classId: this.classId || null,
points: this.points,
spent: [...this.ranks.values()].reduce((a, b) => a + b, 0),
ranks: Object.fromEntries(this.ranks),
seats: [...this.seats],
};
}
/** The save's shape (plain data — the roster lives in data/, not here). */
toJSON() {
return {
ranks: Object.fromEntries(this.ranks),
seats: [...this.seats],
defaultsApplied: this.defaultsApplied === true,
};
}
/**
* Apply a saved record in place. Every rank is validated against the
* CURRENT roster and clamped to its maxPoints; a seat naming an unknown or
* passive skill clears (a hand-edited save can never smuggle a passive onto
* the bar). A save predating the skill layer has no field → an empty ledger.
* @param {object|null} state record.playerSkills (tolerant of junk)
*/
restore(state) {
this.ranks = new Map();
this.seats = new Array(Math.max(1, seatCount())).fill(null);
this.defaultsApplied = false;
if (!state || typeof state !== 'object') return this;
const rawRanks = state.ranks && typeof state.ranks === 'object' ? state.ranks : {};
for (const [id, v] of Object.entries(rawRanks)) {
const def = skillDef(id); // global lookup: a rank is never lost to a class-scope mismatch
if (!def) continue;
const n = Math.floor(Number(v));
if (!Number.isFinite(n) || n < 1) continue;
this.ranks.set(def.id, Math.min(def.maxPoints, n));
}
this.defaultsApplied = state.defaultsApplied === true;
const seats = Array.isArray(state.seats) ? state.seats : [];
seats.slice(0, this.seats.length).forEach((id, i) => {
const def = typeof id === 'string' ? skillDef(id) : null;
if (!def || def.passive) return;
if (this.seats[i] === def.id) return; // one skill per seat — a duplicate is dropped
if (this.seats.includes(def.id)) return;
this.seats[i] = def.id;
});
return this;
}
/** A fresh ledger (a new run — nothing ranked, the seats empty). */
reset() {
return this.restore(null);
}
/** The save's record → a ledger (validated against data/skills.json). */
static fromJSON(state, classState = null) {
return new SkillState(classState).restore(state);
}
}
export default SkillState;

View File

@ -4,6 +4,8 @@ import { XpManager } from '../combat/XpManager.js';
import { toColor, toCss } from '../utils/Color.js'; import { toColor, toCss } from '../utils/Color.js';
import { fontStack } from '../utils/Theme.js'; import { fontStack } from '../utils/Theme.js';
import { canvasTexture } from '../utils/Textures.js'; import { canvasTexture } from '../utils/Textures.js';
import { barSpec, SKILL_ICON_KEY } from '../skills/SkillModel.js';
import { hexToInt } from '../skills/SkillEffects.js';
const FONT_FALLBACK = "'Segoe UI', 'Helvetica Neue', Arial, sans-serif"; const FONT_FALLBACK = "'Segoe UI', 'Helvetica Neue', Arial, sans-serif";
const DOT_KEY = '__bar_orb_dot'; // the shared soft radial dot (orb gloss/shade) const DOT_KEY = '__bar_orb_dot'; // the shared soft radial dot (orb gloss/shade)
@ -65,9 +67,16 @@ function orbDotKey(scene) {
* reads over the gold fill as it does over the track; the * reads over the gold fill as it does over the track; the
* fill wears the orbs' glass idiom (sheen + meniscus edge). * fill wears the orbs' glass idiom (sheen + meniscus edge).
* A snapshot without xp state (the range's bar) hides the row. * A snapshot without xp state (the range's bar) hides the row.
* middle — the eight SKILL seats, wearing keys 1-8. The skills land * middle — the eight SKILL seats, wearing keys 1-8. A seat is an ADDRESS:
* later — for now they are empty seats (a press lands on * the run's bindings live in the skill ledger (js/skills/SkillState.js),
* o.onCast(index); the system's cast() is the no-op stub). * a press lands on o.onCast(index) → GameScene.castSkillSeat → the
* fight's cast(), and the fight answers every press with a reason. A
* seat draws its skill's icon (assets/images/skills.png), its rank
* stamp, a recharge sweep with the seconds left, a dimmed "cannot
* afford it" veil and an inert veil for a skill nobody has ranked;
* unbound seats keep their reserved look. RIGHT-pressing a seat clears
* it (making room), and while the skill tree is holding a skill up the
* seats breathe and a press PLACES the skill instead of casting.
* right — the ENERGY orb (yellow — the skills' resource). * right — the ENERGY orb (yellow — the skills' resource).
* *
* BOTTOM-ALIGNED and CENTERED — sized to its contents, not stretched * BOTTOM-ALIGNED and CENTERED — sized to its contents, not stretched
@ -93,6 +102,7 @@ export class CombatBar extends Phaser.GameObjects.Container {
*/ */
constructor(scene, o = {}) { constructor(scene, o = {}) {
super(scene, 0, 0); super(scene, 0, 0);
// v4 quirk (same note as ActionBar): register the directly-built // v4 quirk (same note as ActionBar): register the directly-built
// container on the scene's display list or it never renders. // container on the scene's display list or it never renders.
this.scene.add.existing(this); this.scene.add.existing(this);
@ -100,6 +110,12 @@ export class CombatBar extends Phaser.GameObjects.Container {
this.setDepth(DEPTH); // the deck's depth this.setDepth(DEPTH); // the deck's depth
this.onCast = typeof o?.onCast === 'function' ? o.onCast : null; this.onCast = typeof o?.onCast === 'function' ? o.onCast : null;
this.onSeatPick = typeof o?.onSeatPick === 'function' ? o.onSeatPick : null;
this.onSeatUnbind = typeof o?.onSeatUnbind === 'function' ? o.onSeatUnbind : null;
// The assignment hand: set while the scene is waiting for a seat (the skill
// tree's ASSIGN SEAT press). `awaitingSkillId` is data-only decoration.
this.awaitingSeat = false;
this.awaitingSkillId = null;
const bar = config.section('combat.bar', {}); const bar = config.section('combat.bar', {});
const { width: W, height: H } = scene.scale; const { width: W, height: H } = scene.scale;
@ -131,6 +147,10 @@ export class CombatBar extends Phaser.GameObjects.Container {
let S = Math.max(20, Number(bar.slot?.size) || 44); let S = Math.max(20, Number(bar.slot?.size) || 44);
let G = Number(bar.slot?.gap) || 10; let G = Number(bar.slot?.gap) || 10;
const keyPx = Math.max(8, Number(bar.slot?.keySize) || 12); const keyPx = Math.max(8, Number(bar.slot?.keySize) || 12);
// The skill-seat FACE (data/skills.json → bar). The seat GEOMETRY is not
// captured here — the narrow-viewport fit below rescales the seats, so
// seatBox is taken from the final numbers next to the seats themselves.
this._barSpec = barSpec();
// Narrow viewports: scale the linear dims down (keep the anchor). // Narrow viewports: scale the linear dims down (keep the anchor).
const fit = () => { const fit = () => {
@ -231,6 +251,9 @@ export class CombatBar extends Phaser.GameObjects.Container {
// ---- the skill seats (middle; keys 1-8; the skills land later) ---- // ---- the skill seats (middle; keys 1-8; the skills land later) ----
const rad = Math.max(4, S * 0.18); const rad = Math.max(4, S * 0.18);
// The seat geometry the overlays draw into — captured AFTER the narrow-
// viewport fit, so the veils line up with the frames at any width.
this.seatBox = { size: S, gap: G, left: firstSlotL, cy: cY, rad };
const slotG = scene.add.graphics(); const slotG = scene.add.graphics();
for (let i = 0; i < n; i++) { for (let i = 0; i < n; i++) {
const lx = firstSlotL + i * (S + G); const lx = firstSlotL + i * (S + G);
@ -245,6 +268,64 @@ export class CombatBar extends Phaser.GameObjects.Container {
slotG.setScrollFactor(0).setDepth(DEPTH); slotG.setScrollFactor(0).setDepth(DEPTH);
this.add(slotG); this.add(slotG);
// ---- the seats' SKILL face ------------------------------------------
// Which STATE a seat is in is the FIGHT's answer (js/combat/CombatSystem.js
// → skillSeats(): ready / recharging / not affordable / inert / empty); this
// layer only draws what each one looks like, and every colour, size and pulse
// rate is data-owned (data/skills.json → bar). Draw order per seat: the icon,
// a VEIL over it (an unranked skill is buried, a too-expensive one dimmed),
// the recharge SWEEP with the SECONDS left printed over that, and the RANK
// stamp in the corner. An empty seat draws nothing here — its reserved frame
// (above) with its key number IS the empty look.
this.seatArt = [];
for (let i = 0; i < n; i++) {
const lx = firstSlotL + i * (S + G);
const ly = cY - S / 2;
// The icon is created LAZILY on the first bound seat (an image built on a
// sheet that never loaded wears Phaser's default texture — a stray white
// square in the bar).
const veil = scene.add.graphics().setScrollFactor(0).setDepth(DEPTH);
const sweep = scene.add.graphics().setScrollFactor(0).setDepth(DEPTH);
const edge = scene.add.graphics().setScrollFactor(0).setDepth(DEPTH);
const secs = scene.add
.text(lx + S / 2, cY, '', {
fontFamily: fontStack('body', FONT_FALLBACK),
fontSize: `${this._barSpec.secondsTextPx}px`,
fontStyle: 'bold',
color: this._barSpec.states.secondsColor,
stroke: '#02070d',
strokeThickness: 3,
})
.setOrigin(0.5, 0.5)
.setScrollFactor(0)
.setDepth(DEPTH + 1)
.setVisible(false);
const rankT = scene.add
.text(lx + S - 3, ly + S - 3, '', {
fontFamily: fontStack('body', FONT_FALLBACK),
fontSize: `${this._barSpec.rankTextPx}px`,
fontStyle: 'bold',
color: this._barSpec.states.rankColor,
stroke: '#02070d',
strokeThickness: 2.5,
})
.setOrigin(1, 1)
.setScrollFactor(0)
.setDepth(DEPTH + 1)
.setVisible(false);
this.add(veil);
this.add(sweep);
this.add(edge);
this.add(secs);
this.add(rankT);
this.seatArt.push({
lx, ly, veil, sweep, edge, secs, rankT,
state: 'empty', // what the seat is drawing (see _drawSeat)
icon: null, // created on the first seat that carries a skill
sig: '', // last draw signature — unchanged seats are skipped
});
}
this.slots = []; this.slots = [];
for (let i = 0; i < n; i++) { for (let i = 0; i < n; i++) {
const lx = firstSlotL + i * (S + G); const lx = firstSlotL + i * (S + G);
@ -263,7 +344,18 @@ export class CombatBar extends Phaser.GameObjects.Container {
.setDepth(DEPTH); .setDepth(DEPTH);
this.add(keyT); this.add(keyT);
hit.setInteractive({ useHandCursor: true }); hit.setInteractive({ useHandCursor: true });
hit.on('pointerdown', () => { // A seat's press: while the scene is AWAITING A SEAT (the skill tree handed
// a skill up to be placed) the press answers the assignment instead of
// casting; a RIGHT press clears the seat (making room for another skill).
hit.on('pointerdown', (p) => {
if (this.awaitingSeat) {
if (this.onSeatPick) this.onSeatPick(i);
return;
}
if (p?.rightButtonDown?.() || p?.event?.button === 2) {
if (this.onSeatUnbind) this.onSeatUnbind(i);
return;
}
if (this.onCast) this.onCast(i); if (this.onCast) this.onCast(i);
}); });
this.slots.push({ x: lx + S / 2, hit, keyT }); this.slots.push({ x: lx + S / 2, hit, keyT });
@ -384,6 +476,10 @@ export class CombatBar extends Phaser.GameObjects.Container {
this._setOrb(this.orbHull, frac(s.hull, s.maxHull)); this._setOrb(this.orbHull, frac(s.hull, s.maxHull));
this._setOrb(this.orbShield, frac(s.shields, s.maxShields)); this._setOrb(this.orbShield, frac(s.shields, s.maxShields));
this._setOrb(this.orbEnergy, frac(s.energy, s.maxEnergy)); this._setOrb(this.orbEnergy, frac(s.energy, s.maxEnergy));
// The SKILL seats (data/skills.json → bar for the look, CombatSystem →
// skillSeats() for the state). A snapshot with no `seats` (the range's bare
// armor/energy feed) leaves whatever the seats last drew alone.
this._setSkillSeats(s.seats);
// The XP bar (the level + the bank — a snapshot without xp state // The XP bar (the level + the bank — a snapshot without xp state
// hides it, so a bar fed a bare armor/energy snapshot — the range — // hides it, so a bar fed a bare armor/energy snapshot — the range —
// keeps its old face). // keeps its old face).
@ -417,6 +513,169 @@ export class CombatBar extends Phaser.GameObjects.Container {
} }
} }
// ------------------------------------------------------ the skill seats
/**
* Draw the eight SKILL seats from the fight's seat rows (CombatSystem →
* skillSeats(), fed by stats()). Cheap by design: a seat redraws only when its
* draw SIGNATURE changes (state + rank + the sweep's quantum + the whole seconds
* printed), so an idle bar touches nothing and eight seats cost nothing.
*/
_setSkillSeats(seats) {
if (!this.seatArt?.length || !Array.isArray(seats)) return;
const t = this.scene?.time?.now ?? 0;
for (let i = 0; i < this.seatArt.length; i++) {
// The assignment pulse needs a redraw every frame; everything else is
// signature-gated (an idle bar touches nothing).
if (this.awaitingSeat) this.seatArt[i].sig = '';
this._drawSeat(this.seatArt[i], seats[i] ?? null, t);
}
}
/**
* One seat. `row` is the fight's answer for that seat (null = no fight, so an
* empty reserved seat). The precedence reads like the cast pipeline's: an
* unranked skill is BURIED (it holds the seat but is not live), a recharging one
* wears the sweep, and a skill the orb cannot pay for is dimmed.
*/
_drawSeat(art, row, t) {
if (!art) return;
const st = this._barSpec.states;
const awaiting = !!this.awaitingSeat;
const bound = !!(row && row.id);
const cooling = bound && (row.cooldownLeft ?? 0) > 0;
// The sweep quantises at ~1% so a recharge animates without a redraw per ms.
const frac = bound ? Math.round(Math.max(0, Math.min(1, Number(row.cooldownFrac) ?? 1)) * 100) / 100 : 1;
const secs = cooling ? String(Math.max(1, Math.ceil(row.cooldownLeft))) : '';
const sig = [
bound ? row.id : '-',
row?.rank ?? 0,
row?.inert ? 'i' : '',
row?.affordable ? 'a' : '',
cooling ? 'c' : '',
frac,
secs,
awaiting ? `w${this.awaitingSkillId ?? ''}` : '',
].join('|');
if (sig === art.sig) return;
art.sig = sig;
// The state this seat is DRAWING (the same read the veil/sweep below encodes,
// named for the human/debug/test reader: 'empty' | 'inert' | 'cooldown' |
// 'noEnergy' | 'ready' | 'busy').
art.state = !bound ? 'empty' : row.inert ? 'inert' : cooling ? 'cooldown' : !row.affordable ? 'noEnergy' : row.ready ? 'ready' : 'busy';
const { lx, ly, veil, sweep, edge } = art;
const S = this.seatBox.size;
const rad = this.seatBox.rad;
const boxIn = [lx + 1.5, ly + 1.5, S - 3, S - 3];
// 1 — the icon (lazy: a seat that has never held a skill has no image).
if (bound && this._iconFor(art, row)) {
art.icon.setVisible(true).setPosition(lx + S / 2, this.seatBox.cy);
} else if (art.icon) {
art.icon.setVisible(false);
}
// 2 — the veil over it.
veil.clear();
if (bound) {
const [color, alpha] = row.inert
? [st.inertVeil, st.inertVeilAlpha]
: cooling
? [st.cooldownVeil, st.cooldownVeilAlpha]
: !row.affordable
? [st.noEnergyVeil, st.noEnergyVeilAlpha]
: [null, 0];
if (color) {
veil.fillStyle(hexToInt(color, 0x050a13), alpha);
veil.fillRoundedRect(...boxIn, rad);
}
}
// 3 — the recharge sweep: the part of the clock STILL WAITING, unwinding
// clockwise from 12 as the seconds run out (the icon re-emerges behind it).
sweep.clear();
if (cooling && frac < 1) {
const cx = lx + S / 2;
const cy = this.seatBox.cy;
const rr = S * 0.46;
const a0 = -Math.PI / 2;
const a1 = a0 + Math.PI * 2 * (1 - frac);
const steps = Math.max(2, Math.ceil(24 * (1 - frac)));
const pts = [{ x: cx, y: cy }];
for (let k = 0; k <= steps; k++) {
const a = a0 + ((a1 - a0) * k) / steps;
pts.push({ x: cx + Math.cos(a) * rr, y: cy + Math.sin(a) * rr });
}
sweep.fillStyle(hexToInt(st.sweepColor, 0x9fd8ff), st.sweepAlpha);
sweep.fillPoints(pts, true);
}
// 4 — the outline: the assignment pulse (every seat is a candidate, so they
// all breathe), else a live-and-charged seat's ready edge.
edge.clear();
if (awaiting) {
const pulse = 0.5 + 0.5 * Math.sin((t / 1000) * Math.PI * 2 * this._barSpec.assignPulseHz);
edge.lineStyle(2, hexToInt(st.assignEdge, 0xffd84d), 0.35 + 0.6 * pulse);
edge.strokeRoundedRect(...boxIn, rad);
} else if (bound && row.ready) {
edge.lineStyle(1.5, hexToInt(st.readyEdge, 0x7ce8ff), 0.85);
edge.strokeRoundedRect(...boxIn, rad);
}
// 5 — the printed seconds + the rank stamp.
art.secs.setVisible(cooling).setText(secs);
art.rankT.setVisible(bound).setText(`${row.rank}/${row.maxPoints}`);
}
/** The seat's icon image, made on first use (the sheet is loaded once). */
_iconFor(art, row) {
if (art.icon) return art.icon;
const frame = Number(row?.frame);
if (!Number.isFinite(frame) || !this.scene?.textures?.exists(SKILL_ICON_KEY)) return null;
const S = this.seatBox.size;
const size = S * this._barSpec.iconScale;
const f = Math.max(0, Math.round(frame));
// Scale on the FRAME's own width (the sheet is 128×128 today; a future sheet
// of another cell size still fills the seat).
const fw = this.scene.textures.get(SKILL_ICON_KEY)?.get?.(f)?.width || 0;
art.icon = this.scene.add
.image(art.lx + S / 2, this.seatBox.cy, SKILL_ICON_KEY, f)
.setScale(size / (fw > 0 ? fw : size))
.setScrollFactor(0)
.setDepth(DEPTH);
this.add(art.icon);
// The icon is made LAZILY (mid-frame, on the first seat that needs it), so it
// lands on top of the seat's state layers and an opaque sheet would bury the
// veil, the sweep, the seconds and the rank stamp. Put those back above it —
// veil → sweep → edge → seconds → rank, the order the data describes
// (data/skills.json → bar._comment). The icon never moves again afterwards.
for (const go of [art.veil, art.sweep, art.edge, art.secs, art.rankT]) {
if (!go) continue;
if (typeof this.bringToTop === 'function') this.bringToTop(go);
else {
const i = this.list.indexOf(go);
if (i >= 0) {
this.list.splice(i, 1);
this.list.push(go);
}
}
}
return art.icon;
}
/**
* The ASSIGNMENT hand: the skill tree handed a skill up (its ASSIGN SEAT
* press), so every seat breathes and a press ANSWERS THE PLACEMENT instead of
* casting. `id` is decoration only — the scene owns the ledger that gets bound.
*/
setAwaitingSeat(o = {}) {
const on = !!o.on;
this.awaitingSeat = on;
this.awaitingSkillId = on ? (o.id ?? null) : null;
for (const art of this.seatArt ?? []) art.sig = ''; // force one redraw (and the pulse's first frame)
return this;
}
/** /**
* The embedded summary's dark chip — sized to the text it sits under, * The embedded summary's dark chip — sized to the text it sits under,
* centered on the text's position (the text's own anchor is * centered on the text's position (the text's own anchor is
@ -538,6 +797,13 @@ export class CombatBar extends Phaser.GameObjects.Container {
/** Tear down (scene destroy) — the children go with the scene anyway. */ /** Tear down (scene destroy) — the children go with the scene anyway. */
destroy() { destroy() {
this.onCast = null; this.onCast = null;
this.onSeatPick = null;
this.onSeatUnbind = null;
for (const art of this.seatArt ?? []) {
art.icon = null;
art.veil = art.sweep = art.edge = art.secs = art.rankT = null;
}
this.seatArt = null;
this.xpLabel = null; this.xpLabel = null;
this.xpLabelChip = null; this.xpLabelChip = null;
this.xpNumbers = null; this.xpNumbers = null;

View File

@ -199,6 +199,10 @@ export class ShipWindow extends Phaser.GameObjects.Container {
this.getSnapshot = typeof o.getSnapshot === 'function' ? o.getSnapshot : null; this.getSnapshot = typeof o.getSnapshot === 'function' ? o.getSnapshot : null;
this.onLocked = typeof o.onLocked === 'function' ? o.onLocked : null; this.onLocked = typeof o.onLocked === 'function' ? o.onLocked : null;
this.onChooseClass = typeof o.onChooseClass === 'function' ? o.onChooseClass : null; this.onChooseClass = typeof o.onChooseClass === 'function' ? o.onChooseClass : null;
// The SKILL TREE door (js/ui/SkillWindow.js). The tab is a STANDBY socket in
// the default row; the snapshot's skillDoor flag lights it once the run's class
// owns a tree, and pressing the lit tab opens the console (never a body tab).
this.onSkills = typeof o.onSkills === 'function' ? o.onSkills : null;
this.getScoutReport = typeof o.getScoutReport === 'function' ? o.getScoutReport : null; this.getScoutReport = typeof o.getScoutReport === 'function' ? o.getScoutReport : null;
this.onSetDestination = typeof o.onSetDestination === 'function' ? o.onSetDestination : null; this.onSetDestination = typeof o.onSetDestination === 'function' ? o.onSetDestination : null;
this.isLocalSystem = typeof o.isLocalSystem === 'function' ? o.isLocalSystem : null; this.isLocalSystem = typeof o.isLocalSystem === 'function' ? o.isLocalSystem : null;
@ -584,7 +588,10 @@ export class ShipWindow extends Phaser.GameObjects.Container {
const id = String(t.id); const id = String(t.id);
const label = String(t.label ?? id).toUpperCase(); const label = String(t.label ?? id).toUpperCase();
const accent = t.accent ?? null; const accent = t.accent ?? null;
const standby = t.standby === true; // A STANDBY socket is live the moment the SCENE says so: the SKILL TREE tab
// lights when snapshot.skillDoor is true (the class owns a tree).
const isStandby = () => t.standby === true && !(id === 'skills' && this._snap?.skillDoor === true);
const standby = isStandby();
const standbyTag = String(t.standbyTag ?? 'STANDBY').toUpperCase(); const standbyTag = String(t.standbyTag ?? 'STANDBY').toUpperCase();
const g = s.graphics().setScrollFactor(0); const g = s.graphics().setScrollFactor(0);
const txt = s.text(0, 0, label, { fontFamily: BODY, fontSize: '12px', color: toCss(C.dim), letterSpacing: 2 }) const txt = s.text(0, 0, label, { fontFamily: BODY, fontSize: '12px', color: toCss(C.dim), letterSpacing: 2 })
@ -593,7 +600,7 @@ export class ShipWindow extends Phaser.GameObjects.Container {
? s.text(0, 0, standbyTag, { fontFamily: BODY, fontSize: '8px', color: toCss(C.faint), letterSpacing: 1.5 }) ? s.text(0, 0, standbyTag, { fontFamily: BODY, fontSize: '8px', color: toCss(C.faint), letterSpacing: 1.5 })
.setOrigin(0.5).setScrollFactor(0) .setOrigin(0.5).setScrollFactor(0)
: null; : null;
const tab = { id, label, accent, standby, g, txt, tagTxt, x, w: tabW }; const tab = { id, label, accent, standby, isStandby, g, txt, tagTxt, x, w: tabW };
g.setInteractive({ g.setInteractive({
useHandCursor: true, useHandCursor: true,
hitArea: new Phaser.Geom.Rectangle(x, bodyY, tabW, tabH), hitArea: new Phaser.Geom.Rectangle(x, bodyY, tabW, tabH),
@ -602,12 +609,18 @@ export class ShipWindow extends Phaser.GameObjects.Container {
g.on('pointerover', () => { g.on('pointerover', () => {
if (!this.isOpen) return; if (!this.isOpen) return;
this.sfx('ui_hover'); this.sfx('ui_hover');
this._paintTab(tab, standby ? 'standby' : this._activeTab === id ? 'active' : 'hot'); this._paintTab(tab, isStandby() ? 'standby' : this._activeTab === id ? 'active' : 'hot');
}); });
g.on('pointerout', () => this._paintTab(tab, standby ? 'standby' : this._activeTab === id ? 'idle' : 'idle')); g.on('pointerout', () => this._paintTab(tab, isStandby() ? 'standby' : this._activeTab === id ? 'idle' : 'idle'));
g.on('pointerdown', () => { g.on('pointerdown', () => {
if (!this.isOpen) return; if (!this.isOpen) return;
if (standby) { // The lit SKILL TREE tab is a DOOR to its own console, not a body tab.
if (id === 'skills' && !isStandby()) {
this.sfx('ui_click');
this.onSkills?.();
return;
}
if (isStandby()) {
// the socket is not live — shake it and let the scene toast why // the socket is not live — shake it and let the scene toast why
this.sfx('ui_click'); this.sfx('ui_click');
this._shakeTab(tab); this._shakeTab(tab);
@ -662,7 +675,7 @@ export class ShipWindow extends Phaser.GameObjects.Container {
} }
_paintTabs() { _paintTabs() {
for (const t of this._tabs) this._paintTab(t, t.standby ? 'standby' : this._activeTab === t.id ? 'active' : 'idle'); for (const t of this._tabs) this._paintTab(t, t.isStandby ? t.isStandby() : t.standby ? 'standby' : this._activeTab === t.id ? 'active' : 'idle');
} }
/** The standby tab's rejected press — a shake (the map's STANDBY tabs do it). */ /** The standby tab's rejected press — a shake (the map's STANDBY tabs do it). */

485
js/ui/SkillWindow.js Normal file
View File

@ -0,0 +1,485 @@
// The SKILL TREE console (data/skills.json, js/skills/SkillModel.js + SkillState.js).
//
// ┌──────────────────────────────────────────────────────────────┐
// │ VANGUARD // SKILL TREE ✕ │
// ├──────────────────┬───────────────────────────────────────────┤
// │ the class plate │ ▣ RAMMING CHARGE OFFENSE 3/5 │
// │ (insignia + │ 60 ENERGY · 6s RECHARGE · SEAT 1 │
// │ the banked │ Charge the nearest enemy … │
// │ points line) │ [ RANK UP — 1 PT ] [ ASSIGN SEAT ] │
// │ │ ───────────────────────────────────── │
// │ │ ▣ REINFORCED PLATING PASSIVE 5/5 │
// │ │ ALWAYS ON · NO SEAT │
// └──────────────────┴───────────────────────────────────────────┘
//
// THE CABINET IDIOM: a full-screen console (depth 80) that owns all input while
// it is up, exactly like ShipWindow / ResearchWindow / ClassWindow — the world
// parks behind it (GameScene._frozen), ESC and the ✕ close it, and every string
// and number it prints comes from the data or the ledger. The window is a VIEW:
// it holds no state of its own beyond which row is hovered; spending a point,
// binding a seat and clearing one are the scene's (onRankUp / onAssign /
// onClearSeat), so the save registry, the combat passives and toasts all move the
// way they do when a KEY does the same thing.
import Phaser from '../vendor/phaser.js';
import { toCss } from '../utils/Color.js';
import { fontStack, themeColor } from '../utils/Theme.js';
import { playSfxOn } from '../utils/Sfx.js';
import { SKILL_ICON_KEY, fillTemplate, windowSpec } from '../skills/SkillModel.js';
const HEADER = fontStack('header');
const BODY = fontStack('body');
const DEPTH = 80;
/** '#rrggbb' → int (the same tiny helper the effects module uses, kept local so the
* cabinet stays standalone-constructible). */
function hexToIntSafe(v, fallback = 0x9fd8ff) {
const m = /^#?([0-9a-f]{6})$/i.exec(String(v ?? '').trim());
return m ? parseInt(m[1], 16) : fallback;
} // the console depth (ShipWindow / ResearchWindow / ClassWindow)
const C = {
ink: themeColor('ink', 0xeaf6ff),
dim: themeColor('dim', 0x7d92c4),
faint: themeColor('faint', 0x3d4c74),
neon: themeColor('neon', 0x00e5ff),
amber: themeColor('amber', 0xffc94d),
red: themeColor('red', 0xff5c77),
green: themeColor('green', 0x7ce8a4),
panel: themeColor('panel', 0x0a1120),
bg: themeColor('bg', 0x04060d),
};
/** The per-row state tag (data/skills.json → window.states). */
const STATE_TAG = {
locked: 'LOCKED',
available: 'AVAILABLE',
upgradable: 'UPGRADE',
noPoints: 'NO POINTS',
maxed: 'MAXED',
};
export class SkillWindow extends Phaser.GameObjects.Container {
constructor(scene, o = {}) {
super(scene, 0, 0);
this.scene = scene;
this.getSnapshot = typeof o.getSnapshot === 'function' ? o.getSnapshot : () => null;
this.onRankUp = typeof o.onRankUp === 'function' ? o.onRankUp : null;
this.onAssign = typeof o.onAssign === 'function' ? o.onAssign : null;
this.onClearSeat = typeof o.onClearSeat === 'function' ? o.onClearSeat : null;
this.onClose = typeof o.onClose === 'function' ? o.onClose : null;
this.spec = windowSpec();
this._hits = []; // every button's rect (see button()); reset on each rebuild
this.openState = 'closed';
this._sig = '';
this._source = null;
scene.add.existing(this);
this.setDepth(DEPTH).setScrollFactor(0);
this.setVisible(false);
}
get isOpen() {
return this.openState === 'open';
}
sfx(name) {
playSfxOn?.(this.scene, name);
}
// ------------------------------------------------------------- open/close
open(o = {}) {
if (this.isOpen) return;
this._source = o.source ?? null;
this.openState = 'open';
this.setVisible(true);
this._sig = '';
this._rebuild();
this.sfx(this.spec.sfx?.open);
}
close() {
if (!this.isOpen) return;
this.openState = 'closed';
this.setVisible(false);
this._destroyBody();
this.sfx(this.spec.sfx?.close);
this.onClose?.({ source: this._source });
}
/** The action map in page-independent GAME coordinates (tests + debugging). */
actionRects() {
return (this._hits ?? []).map((h) => ({ kind: h.kind, id: h.id, cx: h.x + h.w / 2, cy: h.y + h.h / 2 }));
}
/** Repaint on demand (a point was spent, a seat bound) and on the poll beat. */
refresh() {
if (!this.isOpen) return;
this._rebuild();
this._beatFx(this.scene.time?.now ?? 0);
}
/** THE DRESSING (data/skills.json → window.fx): a scan band crawling the feed and
* occasional RGB-split slice bursts. Timing comes from the data; the two ranges
* are sampled once per cycle off a fixed offset, so the console never twinkles in
* lockstep with the rest of the deck. Painting nothing is a valid outcome (the
* blocks can be switched off in the data), and `fxPainted()` reports the counts. */
_beatFx(now) {
const fx = this.spec.fx ?? {};
const p = this._plate;
if (!p) return;
if (!this._fxG) this._fxG = this.gfx();
const g = this._fxG;
g.clear();
if (!this._fxPhase) {
const r = (lo, hi) => lo + Math.random() * Math.max(0, hi - lo); // dressing only — never the galaxy
this._fxPhase = { sweep: r(0, 1), glitch: r(0, 1) };
this._fxPainted = { sweeps: 0, glitches: 0 };
}
const rng = (pair) => (Array.isArray(pair) && pair.length === 2 ? pair : [1000, 1000]).map(Number);
const sw = fx.sweep ?? {};
if (sw.enabled) {
const [lo, hi] = rng(sw.everyMs);
const every = 1000 + (this._fxPhase.sweep * (hi - lo));
const dur = Math.max(120, Number(sw.durationMs) || 1200);
const phase = ((now / every + this._fxPhase.sweep) % 1) * every; // ms into the cycle
if (phase < dur) {
const k = phase / dur;
const y = p.y + 2 + (p.h - 4) * k;
g.fillStyle(hexToIntSafe(this.spec.sweepColor ?? '#9fd8ff'), 0.16 * Math.sin(Math.PI * k));
g.fillRect(p.x + 1, y, p.w - 2, 3);
this._fxPainted.sweeps++;
}
}
const gl = fx.glitch ?? {};
if (gl.enabled) {
const [ilo, ihi] = rng(gl.intervalMs);
const [dlo, dhi] = rng(gl.durationMs);
const every = 1000 + this._fxPhase.glitch * (ihi - ilo);
const dur = dlo + this._fxPhase.glitch * Math.max(0, dhi - dlo);
const phase = ((now / every + this._fxPhase.glitch) % 1) * every;
if (phase < dur) {
for (let i = 0; i < 3; i++) {
const y = p.y + ((p.h * (i + 1)) / 4 + phase * 0.6) % p.h;
g.fillStyle(0xff2d55, 0.18);
g.fillRect(p.x + 1 - 3, y, p.w - 2, 2);
g.fillStyle(0x2de2ff, 0.18);
g.fillRect(p.x + 1 + 3, y, p.w - 2, 2);
}
this._fxPainted.glitches++;
}
}
}
/** What the dressing did (a browser check asserts the data's fx blocks are live). */
fxPainted() {
return { ...(this._fxPainted ?? { sweeps: 0, glitches: 0 }), feedTag: String((this.spec.video ?? {}).noSignalTag ?? '').toUpperCase() };
}
// ------------------------------------------------------------- furniture
_destroyBody() {
for (const go of this._body ?? []) go.destroy();
this._body = [];
}
txt(x, y, str, o = {}) {
const t = this.scene.add
.text(x, y, String(str ?? ''), {
fontFamily: o.header ? HEADER : BODY,
fontSize: `${o.size ?? 12}px`,
color: toCss(o.color ?? C.dim),
letterSpacing: o.ls ?? 1.5,
align: o.align ?? 'left',
// Phaser's wrap is an object (width + breakWord), not a bare width.
wordWrap: o.wrap ? { width: o.wrap, breakWord: true } : undefined,
lineHeight: o.line ?? 0,
})
.setOrigin(o.origin ?? 0, o.baseline ?? 0.5)
.setDepth(DEPTH);
this.add(t);
(this._body ??= []).push(t);
return t;
}
gfx() {
const g = this.scene.add.graphics().setDepth(DEPTH);
this.add(g);
(this._body ??= []).push(g);
return g;
}
/** A console button. `inert` draws it dead but keeps the press (the scene's
* door answers with the refusal copy — the same honest wall as the bar). */
button(x, y, w, h, label, accent, onPress, { inert = false, tag = '', kind = null, rowId = null } = {}) {
const g = this.scene.add.graphics().setDepth(DEPTH);
const paint = (hot) => {
g.clear();
g.fillStyle(C.panel, hot && !inert ? 0.95 : 0.8);
g.lineStyle(1, inert ? C.faint : accent, inert ? 0.7 : hot ? 1 : 0.85);
g.strokeRoundedRect(x, y, w, h, 3);
g.fillRect(x, y, w, h);
if (!inert) g.fillRect(x, y + h - 2, w, 2);
};
paint(false);
this.txt(x + w / 2, y + h / 2, label, {
size: 11,
color: inert ? C.faint : accent,
origin: 0.5,
ls: 2,
header: true,
});
if (tag) {
this.txt(x + w - 6, y + h / 2, tag, { size: 9, color: inert ? C.faint : C.dim, origin: 1, ls: 1 });
}
const hit = this.scene.add
.rectangle(x, y, w, h, 0x000000, 0.001)
.setOrigin(0, 0)
.setDepth(DEPTH + 1)
.setInteractive({ useHandCursor: true });
hit.on('pointerover', () => paint(true));
hit.on('pointerout', () => paint(false));
hit.on('pointerdown', (_p, _l, e) => {
e?.stopPropagation?.();
onPress?.();
});
// The action map (kind + skill id + the rect it lives in) — debugging aid and
// what a browser test clicks on.
(this._hits ??= []).push({ kind, id: rowId ?? null, x, y, w, h });
this.add(g);
this.add(hit);
this._body.push(g, hit);
return { setInert: (v) => { inert = v; paint(false); } };
}
// ------------------------------------------------------------- the console
_rebuild() {
const snap = this.getSnapshot() ?? {};
const rows = Array.isArray(snap.rows) ? snap.rows : [];
// The crest arrives with its media, so the icon's readiness is part of what
// this paint is about (otherwise the plate stays a NO SIGNAL box forever).
const sig = JSON.stringify([snap.hasClass, snap.classId, snap.points, snap.iconReady === true, rows.map((r) => [r.id ?? r.def?.id, r.rank, r.state, r.seat])]);
if (sig === this._sig) return;
this._sig = sig;
this._destroyBody();
this._hits = []; // the action map is rebuilt with the body (never wiped by a
// no-change frame — a browser test clicks on these rects)
const W = this.scene.scale.width;
const H = this.scene.scale.height;
const pad = Math.max(16, Math.round(Math.min(W, H) * 0.05));
const boxW = Math.min(1080, W - pad * 2);
const boxH = Math.min(620, H - pad * 2);
const bx = (W - boxW) / 2;
const by = (H - boxH) / 2;
// The scrim owns the screen: a press anywhere outside the panel closes it.
const scrim = this.scene.add.rectangle(0, 0, W, H, C.bg, 0.86).setOrigin(0, 0).setDepth(DEPTH).setInteractive();
scrim.on('pointerdown', () => this.close());
this.add(scrim);
this._body = [scrim];
const g = this.gfx();
g.fillStyle(C.panel, 0.98);
g.fillRoundedRect(bx, by, boxW, boxH, 4);
g.lineStyle(1, C.neon, 0.55);
g.strokeRoundedRect(bx, by, boxW, boxH, 4);
// The title bar.
const barH = 40;
g.fillStyle(C.bg, 0.9);
g.fillRect(bx + 1, by + 1, boxW - 2, barH);
g.lineStyle(1, C.faint, 0.9);
g.lineBetween(bx + 1, by + barH, bx + boxW - 1, by + barH);
this.txt(bx + 18, by + barH / 2, String(snap.hasClass ? `${snap.className} // ${this.spec.title}` : this.spec.noClassNote).toUpperCase(), {
size: 15,
header: true,
color: C.ink,
ls: 3,
});
const closeW = 34;
const closeG = this.gfx();
const paintClose = (hot) => {
closeG.clear();
if (hot) {
closeG.fillStyle(C.red, 0.18);
closeG.fillRect(bx + boxW - closeW, by + 1, closeW - 1, barH - 1);
}
closeG.lineStyle(1.5, hot ? C.red : C.dim, 1);
closeG.lineBetween(bx + boxW - 24, by + barH / 2 - 7, bx + boxW - 10, by + barH / 2 + 7);
closeG.lineBetween(bx + boxW - 10, by + barH / 2 - 7, bx + boxW - 24, by + barH / 2 + 7);
};
paintClose(false);
const closeHit = this.scene.add
.rectangle(bx + boxW - closeW, by, closeW, barH, 0x000000, 0.001)
.setOrigin(0, 0)
.setDepth(DEPTH + 2)
.setInteractive({ useHandCursor: true });
closeHit.on('pointerover', () => paintClose(true));
closeHit.on('pointerout', () => paintClose(false));
closeHit.on('pointerdown', (p, l, e) => {
e?.stopPropagation?.();
this.close();
});
this.add(closeHit);
this._body.push(closeHit);
// THE LEFT PLATE — the class's own column: insignia + the banked points.
const gap = 20;
const leftW = Math.round(boxW * 0.26);
const lx = bx + 18;
const ly = by + barH + 18;
const plateH = boxH - barH - 36;
const pg = this.gfx();
pg.fillStyle(C.bg, 0.75);
pg.fillRect(lx, ly, leftW, plateH);
pg.lineStyle(1, C.faint, 0.9);
pg.strokeRect(lx, ly, leftW, plateH);
const accent = snap.accentCss ?? toCss(C.amber);
const plateKey = snap.iconKey ?? null;
if (snap.iconReady && plateKey && this.scene.textures.exists(plateKey) && Number.isFinite(Number(snap.frame))) {
const iconSize = Math.min(150, leftW - 32);
const ic = this.scene.add
.image(lx + leftW / 2, ly + 20 + iconSize / 2, plateKey, Number(snap.frame))
.setDisplaySize(iconSize, iconSize)
.setDepth(DEPTH);
this.add(ic);
this._body.push(ic);
this._iconPlateSize = iconSize; // the feed sits under the crest
} else {
this.txt(lx + leftW / 2, ly + plateH * 0.32, fillTemplate(this.spec.feedLine ?? 'NO SIGNAL', { class: snap.className ?? '' }), { size: 11, color: C.faint, origin: 0.5, ls: 3 });
}
// THE FEED (data/skills.json → window.video). A clip is authored separately;
// while the cache has none the plate keeps its NO SIGNAL tag and the console
// works exactly the same (the ship/class consoles' rule).
const iconS = Number.isFinite(this._iconPlateSize) ? this._iconPlateSize : 0;
const feed = this.spec.video ?? {};
// A clip authored for the plate would be loaded under its basename
// (assets/videos/skills.mp4 → 'skills'). No entry in the cache, no video.
const want = String(feed.cacheKey ?? String(feed.file ?? '').split('/').pop().replace(/\.[^.]+$/, ''));
const vkey = want && this.scene.video?.exists?.(want) ? want : null;
if (vkey) {
const [aw, ah] = Array.isArray(feed.aspect) && feed.aspect.length === 2 ? feed.aspect : [2, 3];
const vh = Math.min(plateH - 150, (leftW - 36) * (ah / aw));
const vid = this.scene.video.add(lx + leftW / 2, ly + 24 + (iconS + vh) / 2, { key: vkey });
vid.setDisplaySize(vh * (aw / ah), vh).loop().setMute(true).play();
this.add(vid);
this._body.push(vid);
}
this.txt(lx + leftW / 2, ly + plateH - 104, String((vkey ? feed.tag : feed.noSignalTag) ?? '').toUpperCase(), {
size: 10,
color: vkey ? C.green : C.faint,
origin: 0.5,
ls: 3,
});
// The dressing lives inside this rect (see _beatFx).
this._plate = { x: lx, y: ly, w: leftW, h: plateH };
const points = Math.max(0, Math.round(Number(snap.points) || 0));
this.txt(lx + 14, ly + plateH - 74, fillTemplate(points === 1 ? this.spec.pointsLineOne : this.spec.pointsLine, { n: points, points }), {
size: 12,
color: points > 0 ? C.amber : C.dim,
wrap: leftW - 28,
line: 16,
});
this.txt(lx + 14, ly + plateH - 40, fillTemplate(this.spec.refundNote, { maxSeat: snap.seatCount ?? 8 }), {
size: 10,
color: C.faint,
wrap: leftW - 28,
line: 14,
});
// THE TREE — one row per skill of the class, in data order.
const rx = lx + leftW + gap;
const rw = bx + boxW - 18 - rx;
let y = ly;
this.txt(rx, y + 6, this.spec.treeTitle ?? 'SKILL TREE', { size: 12, header: true, color: C.ink, ls: 3 });
y += 26;
if (!snap.hasClass || rows.length === 0) {
this.txt(rx, y + 10, snap.hasClass ? this.spec.emptyNote : this.spec.noClassNote, { size: 12, color: C.dim, wrap: rw });
return;
}
const rowH = Math.min(132, Math.max(96, (by + boxH - 18 - y) / Math.max(1, rows.length)));
for (const row of rows) {
this._drawRow(row, rx, y, rw, rowH);
y += rowH + 10;
}
}
/** One skill's row: icon, label, TYPE, rank n/max, cost line, effect copy, actions. */
_drawRow(row, x, y, w, h) {
const def = row.def ?? {};
const spec = this.spec;
const accent = def.type?.accentCss ?? toCss(C.amber);
const locked = row.state === 'locked';
const g = this.gfx();
g.fillStyle(C.bg, 0.6);
g.fillRect(x, y, w, h - 10);
g.lineStyle(1, C.faint, locked ? 0.7 : 1);
g.strokeRect(x, y, w, h - 10);
// The type's own edge along the row's left (the tree reads at a glance).
g.fillStyle(Phaser.Display.Color.HexStringToColor(accent).color, 0.95);
g.fillRect(x, y, 3, h - 10);
// The icon (frame off assets/images/skills.png — the SAME sheet the bar wears).
const iconS = 40;
if (!locked && this.scene.textures.exists(SKILL_ICON_KEY)) {
const ic = this.scene.add.image(x + 12 + iconS / 2, y + 14 + iconS / 2, SKILL_ICON_KEY, def.frame ?? 0).setDisplaySize(iconS, iconS).setDepth(DEPTH);
this.add(ic);
this._body.push(ic);
} else {
const lock = this.gfx();
lock.lineStyle(1, C.faint, 0.9);
lock.strokeRect(x + 12, y + 14, iconS, iconS);
lock.lineBetween(x + 12 + iconS / 2 - 6, y + 14 + iconS / 2, x + 12 + iconS / 2 + 6, y + 14 + iconS / 2);
}
const tx = x + 12 + iconS + 16;
const rightW = 190;
const textW = w - (tx - x) - rightW - 16;
this.txt(tx, y + 18, String(def.label ?? '').toUpperCase(), { size: 13, header: true, color: locked ? C.faint : C.ink, ls: 2 });
this.txt(x + w - 14, y + 18, `${row.rank}/${row.max}`, { size: 15, header: true, color: row.rank > 0 ? accent : C.dim, origin: 1 });
// The TYPE chip on its own line under the label (no width measuring needed).
this.txt(tx, y + 34, `${def.type?.label ?? ''}`.toUpperCase(), { size: 9, color: locked ? C.faint : accent, ls: 2 });
const costLine = def.passive
? spec.passiveCostLine
: fillTemplate(spec.costLine, { energy: def.energy ?? 0, cooldown: def.cooldown ?? 0 });
const seatLine = def.passive ? '' : ` \u00b7 ${String(spec.seatLabel ?? 'SEAT')} ${row.seat ?? '\u2014'}`;
this.txt(tx, y + 50, `${costLine}${seatLine}`.toUpperCase(), { size: 10, color: C.dim, ls: 1 });
const stateTag = STATE_TAG[row.state] ?? '';
this.txt(x + w - 14, y + 36, row.passive || def.passive ? (row.rank > 0 ? spec.states?.passiveOn ?? 'ACTIVE' : stateTag) : stateTag, {
size: 9,
color: row.state === 'maxed' ? C.green : row.state === 'noPoints' || row.state === 'locked' ? C.faint : C.amber,
origin: 1,
ls: 2,
});
this.txt(tx, y + 68, def.description ?? def.shortDescription ?? '', { size: 10, color: locked ? C.faint : C.dim, wrap: textW, line: 13 });
if (locked && row.locked) {
const parent = String(row.locked.label ?? row.locked.id ?? '').toUpperCase();
this.txt(tx, y + h - 26, fillTemplate(spec.lockedNote ?? 'REQUIRES {parent}', { parent, points: row.locked.points ?? 1 }), { size: 9, color: C.red, ls: 1 });
}
// The actions: RANK UP (the point) + the seat hand-off (active skills only).
const btnW = 84;
const btnH = 20;
const byy = y + h - 36;
this.button(x + w - 14 - btnW, byy, btnW, btnH, fillTemplate(spec.spendLabel ?? 'RANK UP', { points: 1 }), accent, () => this.onRankUp?.(def.id), {
inert: !(row.state === 'available' || row.state === 'upgradable'),
kind: 'rankUp',
rowId: def.id,
});
if (!def.passive) {
const label = row.seat ? spec.unbindLabel ?? 'CLEAR SEAT' : spec.assignLabel ?? 'ASSIGN SEAT';
this.button(x + w - 14 - btnW * 2 - 8, byy, btnW, btnH, String(label).toUpperCase(), row.seat ? C.ink : C.neon, () => (row.seat ? this.onClearSeat?.(row.seat - 1) : this.onAssign?.(def.id)), {
inert: locked,
kind: row.seat ? 'clearSeat' : 'assign',
rowId: def.id,
});
}
}
}
export default SkillWindow;