From 608ffb7077f7e13f6998dc9d990f3805978e717d Mon Sep 17 00:00:00 2001 From: Brian Fertig Date: Fri, 11 Sep 2026 10:10:04 -0600 Subject: [PATCH] Add Galaxy tab legend key and faction tooltips - Key the lane/region colors and draw the faction rings/capital seat in the GALAXY legend, live from factions.json - Name a hovered star's standing in the tooltip: territory, capital, or wild space - Add a dev screenshot harness to smoke-test the legend and tooltip --- data/map.json | 7 ++ dev/galaxy-legend-shot.html | 17 ++++ dev/galaxy-legend-shot.mjs | 138 +++++++++++++++++++++++++++++++++ docs/PROJECT_NOTES.md | 7 +- js/ui/GalaxyView.js | 55 +++++++++++-- js/ui/MapWindow.js | 149 ++++++++++++++++++++++++++++++++---- 6 files changed, 349 insertions(+), 24 deletions(-) create mode 100644 dev/galaxy-legend-shot.html create mode 100644 dev/galaxy-legend-shot.mjs diff --git a/data/map.json b/data/map.json index c5071dc..27e7f45 100644 --- a/data/map.json +++ b/data/map.json @@ -205,6 +205,13 @@ "capitalAlpha": 0.9, "capitalOuter": 2.8 }, + "legend": { + "_comment": "The GALAXY tab's legend key (js/ui/MapWindow.js → _buildGalaxyLegend / _paintLegendGalaxy) — two labeled rows in the stats slot: row 1 = the lane states (map.galaxy.edges) + the CHARTED region swatch (map.galaxy.hull); row 2 = the FACTIONS key, drawn LIVE from data/factions.json (a star dot in a ring of each faction's color = its territory, mirroring the plate's ring layer) + the double-ring CAPITAL seat glyph. laneLabels/regionLabel/factionPrefix/capitalLabel = the key's wording (defaults in code). The SYSTEM tab keeps its own glyph key (map.legend.items) in the same slot — each tab overwrites the other's on switch.", + "laneLabels": { "used": "TRAVELED", "frontier": "FRONTIER", "unexplored": "UNEXPLORED" }, + "regionLabel": "CHARTED", + "factionPrefix": "FACTIONS", + "capitalLabel": "CAPITAL" + }, "flow": { "_comment": "Flow packets drifting along the TRAVELED lanes — the routes the player flew (the lane's history). size = plate-px; cycleMs = one traversal (a per-lane seeded stagger desyncs them).", "enabled": true, diff --git a/dev/galaxy-legend-shot.html b/dev/galaxy-legend-shot.html new file mode 100644 index 0000000..1972917 --- /dev/null +++ b/dev/galaxy-legend-shot.html @@ -0,0 +1,17 @@ + + + + + + Orbit — Galaxy legend (dev shot) + + + + +
+ + + diff --git a/dev/galaxy-legend-shot.mjs b/dev/galaxy-legend-shot.mjs new file mode 100644 index 0000000..6aed851 --- /dev/null +++ b/dev/galaxy-legend-shot.mjs @@ -0,0 +1,138 @@ +/** + * Dev-only: boot GameScene, open the MAP console on the GALAXY tab and + * verify the legend key + the tooltip's FACTION line: + * - win.gLeg built: the lane row (used/frontier/unexplored + region) and + * the FACTIONS row drawn from data/factions.json (+ the capital seat) + * - the slot's label ownership flips with the tab (gLegTexts up on + * GALAXY, legendTexts up back on CURRENT SYSTEM) + * - hovering a star names its standing: " TERRITORY" / + * " CAPITAL" / "WILD SPACE" in the faction's color + * - console errors + * + * node dev/server.mjs 8083 # static server + * node dev/shot-firefox.mjs \ + * "http://127.0.0.1:8083/dev/galaxy-legend-shot.html" \ + * "window.__GAL_SHOT ? window.__GAL_SHOT.ready : null" \ + * GAL_LEGEND_SHOT.png 40000 + */ +import Phaser from '../js/vendor/phaser.js'; +import { config } from '../js/config/Config.js'; +import { ConfigLoader } from '../js/config/ConfigLoader.js'; +import { createGameConfig } from '../js/config/GameConfig.js'; +import { GameScene } from '../js/scenes/GameScene.js'; + +const data = await ConfigLoader.load(); +config.init(data); + +// Capture console errors + uncaught exceptions for the report. +const errors = []; +const origErr = console.error.bind(console); +console.error = (...a) => { errors.push(a.map(String).join(' ')); origErr(...a); }; +window.addEventListener('error', (e) => errors.push(String(e.message))); +window.addEventListener('unhandledrejection', (e) => errors.push(`rejection: ${e.reason}`)); + +const gameConfig = createGameConfig(); +gameConfig.scene = [GameScene]; +const game = new Phaser.Game(gameConfig); +window.game = game; + +// The report lives OUTSIDE the canvas — a DOM
 the screenshot can
+// always read (headless canvases don't have to cooperate).
+const report = document.createElement('pre');
+report.id = 'report';
+report.style.cssText = 'position:fixed;left:10px;top:10px;z-index:9999;max-width:70%;margin:0;padding:8px 12px;font:13px/1.5 monospace;color:#eaf6ff;background:rgba(6,20,16,0.92);border:1px solid #1b3a5a;white-space:pre-wrap;';
+document.body.appendChild(report);
+const setReport = (lines) => { report.textContent = (Array.isArray(lines) ? lines : [lines]).join('\n'); };
+setReport('booting…');
+
+const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
+
+async function waitScene() {
+  for (let i = 0; i < 100; i++) {
+    const s = game.scene.getScene('GameScene');
+    if (s && s.ship && s.mapWindow) return s;
+    await sleep(100);
+  }
+  throw new Error('GameScene never booted');
+}
+
+try {
+  const s = await waitScene();
+  await sleep(800); // let the boot settle
+
+  // Open the console (the deck MAP button does exactly this).
+  s.deckAction('map');
+  await sleep(1400); // the boot reveal + first chart paint
+
+  const win = s.mapWindow;
+
+  // ── 1 — the legend key is built (from data/factions.json) ──────────
+  const L = win.gLeg;
+  const legendOk = !!(
+    L &&
+    L.lanes?.length === 3 &&
+    L.lanes.every((it) => it.x >= 0 && it.label) &&
+    L.region?.label === 'CHARTED' &&
+    L.facs?.length >= 1 &&
+    L.facs.every((f) => typeof f.color === 'number' && f.label) &&
+    L.capital?.label === 'CAPITAL'
+  );
+  const factions = config.get('factions.factions', {});
+  const factionNames = Object.values(factions).map((f) => f.label).join(' / ');
+
+  // ── 2 — switch to the GALAXY tab and let the first poll run ────────
+  const gal = win.tabs.find((t) => t.id === 'galaxy');
+  win._tabHit(gal);
+  win._pollNext = 0;
+  await sleep(2600); // the reveal ripple + the poll's stats/legend paint
+  const gv = win._galaxy;
+  const galMode = win._mode === 'galaxy';
+  const textsUp = gv ? win.gLegTexts.filter((t) => t.visible).length : -1;
+  const sysTextsHidden = win.legendTexts.filter((t) => !t.visible).length === win.legendTexts.length;
+
+  // ── 3 — hover a star: the tooltip must name its standing ───────────
+  let hoverLine = 'no stars built';
+  if (gv?.update) {
+    // a faction star first (the interesting case), a capital next, else
+    // any star (wild space)
+    const st =
+      gv._stars.find((x) => x.capital && x.capital !== 'neutral') ??
+      gv._stars.find((x) => x.capital) ??
+      gv._stars.find((x) => x.faction) ??
+      gv._stars[0];
+    if (st) {
+      gv._setHover({ x: st.lx, y: st.ly });
+      gv.update(s.time.now + 16); // one paint pass
+      await sleep(120);
+      const standing = gv._hover === st ? (gv.ttFaction.text || '—') : 'hover missed';
+      hoverLine = `hover ${st.id.toUpperCase()} → "${standing}"${st.capital ? ' [capital]' : st.faction ? ' [territory]' : ' [wild]'}`;
+    }
+    gv._setHover(null);
+  }
+
+  // ── 4 — back to CURRENT SYSTEM: the slot hands back to its key ──────
+  win._tabHit(win.tabs.find((t) => t.id === 'currentSystem'));
+  await sleep(300);
+  const backOk =
+    win._mode === 'currentSystem' &&
+    win.gLegTexts.every((t) => !t.visible) &&
+    win.legendTexts.every((t) => t.visible);
+
+  const lines = [
+    errors.length === 0 ? 'SMOKE OK — no console errors' : `ERRORS:\n${errors.slice(0, 4).join('\n')}`,
+    `mode after galaxy: ${win._mode} · galaxy view=${!!gv}`,
+    `legend: ${legendOk ? 'built ✓' : 'MISSING ✗'} · lanes=${L?.lanes?.length} · region="${L?.region?.label}" · facs=${L?.facs?.map((f) => f.label).join('/')} · capital="${L?.capital?.label}"`,
+    `factions.json: ${factionNames}`,
+    `galaxy slot labels: ${textsUp}/${win.gLegTexts.length} up · system labels hidden=${sysTextsHidden}`,
+    hoverLine,
+    `switch back: ${backOk ? 'slot restored ✓' : '✗'}`,
+  ];
+  setReport(lines);
+  window.__GAL_SHOT = { ready: true, lines, errors };
+  console.info('galaxy-legend-shot: report painted');
+} catch (err) {
+  errors.push(`FATAL: ${err.message}`);
+  setReport(['FATAL: ' + err.message, ...errors.slice(0, 4)]);
+  window.__GAL_SHOT = { ready: true, fatal: String(err.message), errors };
+  console.error('galaxy-legend-shot: fatal', err);
+}
diff --git a/docs/PROJECT_NOTES.md b/docs/PROJECT_NOTES.md
index d6fbfe8..ee69cef 100644
--- a/docs/PROJECT_NOTES.md
+++ b/docs/PROJECT_NOTES.md
@@ -479,7 +479,12 @@ planets.png frames 18..21 — data/planets.json → capitals; the
 the reputation seam). The plate's FACTION LAYER (js/ui/GalaxyView.js →
 `_redrawFactions`, data/map.json → galaxy.factions) rings every
 territory system in its faction's color and marks the capitals with the
-double-ring seat. The 'Leaving the Nest' quest rides it: Trestle's last
+double-ring seat. The GALAXY tab's legend row (data/map.json →
+galaxy.legend) keys those colors — a star dot in a faction ring = its
+territory, double ring = the capital seat, drawn live from
+data/factions.json so a new faction keys itself — and the star tooltip
+names the hovered system's standing ("APEX TERRITORY" / "WILD SPACE").
+The 'Leaving the Nest' quest rides it: Trestle's last
 brief (data/comms.json: trestle-brief-3 — "this star cluster's capital")
 sets the player's destination to the neutral capital's seat on the
 acknowledgment (js/comms/CommsHub.js → onEnd, js/scenes/GameScene.js →
diff --git a/js/ui/GalaxyView.js b/js/ui/GalaxyView.js
index 9f9b847..8029dcf 100644
--- a/js/ui/GalaxyView.js
+++ b/js/ui/GalaxyView.js
@@ -34,8 +34,10 @@
  *   • ambient dust + the galaxy's core glow (depth, structure).
  *
  * Interaction (the MapWindow plate idiom): WHEEL zoom about the cursor,
- * DRAG pan, double-tap 1×, HOVER = ring + tooltip (name, type, gate
- * count, charted state, link state to the current system) — STARS ONLY,
+ * DRAG pan, double-tap 1×, HOVER = ring + tooltip (name, FACTION
+ * standing — territory / capital seat / wild space, map.galaxy's legend
+ * key names the colors), type, gate count, charted state, link state to
+ * the current system) — STARS ONLY,
  * and only the star ITSELF: the zone is the dot's own scale (a 2px
  * floor at 1× zoom, growing with it), so the lanes and the open space
  * between the dots never trigger it (a 5px mouse pad around a 2px dot
@@ -275,6 +277,15 @@ export class GalaxyView {
         letterSpacing: 1.5,
       })
       .setScrollFactor(0);
+    this.ttFaction = s
+      .text(0, 0, '', {
+        fontFamily: BODY,
+        fontSize: '9px',
+        color: toCss(C.dim),
+        fontStyle: 'bold',
+        letterSpacing: 2,
+      })
+      .setScrollFactor(0);
     this.ttHint = s
       .text(0, 0, '', {
         fontFamily: BODY,
@@ -284,7 +295,7 @@ export class GalaxyView {
       })
       .setScrollFactor(0);
     this.ttCont = new Phaser.GameObjects.Container(this.scene, 0, 0);
-    this.ttCont.add([this.ttPlate, this.ttName, this.ttSub, this.ttHint]);
+    this.ttCont.add([this.ttPlate, this.ttName, this.ttFaction, this.ttSub, this.ttHint]);
     this.ttCont.setVisible(false).setDepth(1.8);
     win.add(this.ttCont);
 
@@ -1256,8 +1267,34 @@ export class GalaxyView {
     this.ttHint.setText(hint);
     this.ttHint.setColor(toCss(hintColor));
 
-    const ttW = Math.max(this.ttName.width, this.ttSub.width, this.ttHint.width) + 26;
-    const ttH = 46;
+    // the FACTION line — what the ring around THIS star means, just in
+    // time (the legend row keys the colors, the tooltip names this one):
+    // the faction's territory, its CAPITAL seat, or WILD SPACE (the
+    // neutral ring right outside home + the branch tips). Hidden while
+    // the faction layer is off (no rings on the plate to explain).
+    const fcfg = this._cfg.factions ?? {};
+    const factions = config.get('factions.factions', {});
+    let factionStr = null;
+    let factionColor = C.dim;
+    if (fcfg.enabled !== false) {
+      if (st.capital) {
+        const f = factions?.[st.capital] ?? {};
+        factionStr = `${String(f.label ?? st.capital).toUpperCase()} CAPITAL`;
+        factionColor = toColor(f.color ?? 0xb9c4d6);
+      } else if (st.faction) {
+        const f = factions?.[st.faction] ?? {};
+        factionStr = `${String(f.label ?? st.faction).toUpperCase()} TERRITORY`;
+        factionColor = toColor(f.color ?? 0xb9c4d6);
+      } else {
+        factionStr = 'WILD SPACE';
+        factionColor = toColor(factions?.neutral?.color ?? 0xb9c4d6);
+      }
+      this.ttFaction.setText(factionStr);
+      this.ttFaction.setColor(toCss(factionColor));
+    }
+    const hasFaction = !!factionStr;
+    const ttW = Math.max(this.ttName.width, this.ttFaction.width, this.ttSub.width, this.ttHint.width) + 26;
+    const ttH = hasFaction ? 58 : 46;
     let tx = st.lx;
     let ty = st.ly - r - 12;
     tx = Phaser.Math.Clamp(tx, this.px + ttW / 2 + 6, this.px + this.pw - ttW / 2 - 6);
@@ -1270,9 +1307,13 @@ export class GalaxyView {
     this.ttPlate.strokeRoundedRect(tx - ttW / 2, ty - ttH, ttW, ttH, 4);
     this.ttName.setPosition(tx, ty - ttH + 9);
     this.ttName.setOrigin(0.5, 0);
-    this.ttSub.setPosition(tx, ty - ttH + 25);
+    if (hasFaction) {
+      this.ttFaction.setPosition(tx, ty - ttH + 25);
+      this.ttFaction.setOrigin(0.5, 0);
+    }
+    this.ttSub.setPosition(tx, ty - ttH + (hasFaction ? 37 : 25));
     this.ttSub.setOrigin(0.5, 0);
-    this.ttHint.setPosition(tx, ty - ttH + 36);
+    this.ttHint.setPosition(tx, ty - ttH + (hasFaction ? 48 : 36));
     this.ttHint.setOrigin(0.5, 0);
     this.ttCont.setVisible(true);
   }
diff --git a/js/ui/MapWindow.js b/js/ui/MapWindow.js
index 1de8282..456576c 100644
--- a/js/ui/MapWindow.js
+++ b/js/ui/MapWindow.js
@@ -1434,6 +1434,7 @@ export class MapWindow extends Phaser.GameObjects.Container {
       // legitimate sits under the plate to show through.
       this.mapImg.setAlpha(1);
       this.legendTexts?.forEach((t) => t.setVisible(true));
+      this.gLegTexts?.forEach((t) => t.setVisible(false));
       this.navLabel.setText(this._navLabel0);
       this.resLabel.setText(this._resLabel0);
       this.navMetaTxt?.setVisible(true);
@@ -1522,35 +1523,146 @@ export class MapWindow extends Phaser.GameObjects.Container {
     this._drawBar(this.statsG, this.resBarY, st.lanes ?? 0, frontier, toColor(C.amber));
   }
 
-  /** The GALAXY tab's legend — the three lane states + the region swatch. */
+  /** The GALAXY tab's legend key — two labeled rows in the stats slot
+   *  (the SYSTEM tab's glyph key, map.legend.items, overwrites this one
+   *  on switch back — the same legendG slot, see _switchMode):
+   *    row 1 — the lane states (map.galaxy.edges) + the CHARTED region
+   *            swatch (map.galaxy.hull): TRAVELED / FRONTIER /
+   *            UNEXPLORED / CHARTED
+   *    row 2 — the FACTIONS key, drawn live from data/factions.json:
+   *            a star dot ringed in each faction's color (its territory —
+   *            mirroring the plate's ring layer) + the double-ring
+   *            CAPITAL seat glyph. Wording: map.galaxy.legend.
+   */
   _paintLegendGalaxy() {
-    const { statsX, statsY, statsH } = this.geo;
-    const legY = statsY + statsH - 16;
+    const L = this.gLeg;
     const g = this.legendG;
     g.clear();
-    let x = statsX + 14;
-    const drawRow = (o) => {
-      if (!o.color) return;
+    if (!L) return;
+    // the slot's labels: this tab's up, the system tab's down
+    this.gLegTexts?.forEach((t) => t.setVisible(true));
+    this.legendTexts?.forEach((t) => t.setVisible(false));
+    // row 1 — the lanes (each swatch is the lane's own config, as on the
+    // plate) + the charted-region fill
+    for (const key of ['used', 'frontier', 'unexplored']) {
+      const o = config.get(`map.galaxy.edges.${key}`, {});
+      const e = L.lanes?.find((it) => it.key === key);
+      if (!o.color || !e) continue;
       const c = toColor(o.color);
       const w = o.width ?? 1;
       const a = o.alpha ?? 0.5;
       g.lineStyle(w + 4, c, a * 0.15);
-      g.lineBetween(x, legY + 4, x + 12, legY + 4);
+      g.lineBetween(e.x, L.laneY + 4, e.x + 12, L.laneY + 4);
       g.lineStyle(Math.max(0.8, w), c, a);
-      g.lineBetween(x, legY + 4, x + 12, legY + 4);
-      x += 40;
-    };
-    drawRow(config.get('map.galaxy.edges.used', {}));
-    drawRow(config.get('map.galaxy.edges.frontier', {}));
-    drawRow(config.get('map.galaxy.edges.unexplored', {}));
+      g.lineBetween(e.x, L.laneY + 4, e.x + 12, L.laneY + 4);
+    }
     const hull = config.get('map.galaxy.hull', {});
-    if (hull.color) {
+    if (hull.color && L.region) {
       const c = toColor(hull.color);
       g.fillStyle(c, Math.min(1, (hull.fillAlpha ?? 0.055) * 4));
-      g.fillRoundedRect(x, legY - 2, 12, 12, 2);
+      g.fillRoundedRect(L.region.x, L.laneY - 2, 12, 12, 2);
       g.lineStyle(1, c, Math.min(1, (hull.outlineAlpha ?? 0.28) * 2.2));
-      g.strokeRoundedRect(x, legY - 2, 12, 12, 2);
+      g.strokeRoundedRect(L.region.x, L.laneY - 2, 12, 12, 2);
     }
+    // row 2 — the FACTIONS key (data/factions.json) + the capital's seat
+    const dotC = toColor(C.dim);
+    for (const f of L.facs ?? []) {
+      const cx = f.x + 7;
+      const cy = L.facY + 4;
+      g.fillStyle(dotC, 0.9); // the star's dot (its own color varies by type)
+      g.fillCircle(cx, cy, 2.2);
+      g.lineStyle(1.3, f.color, 0.9); // the territory ring, as on the plate
+      g.strokeCircle(cx, cy, 5.5);
+    }
+    if (L.capital) {
+      const cx = L.capital.x + 7;
+      const cy = L.facY + 4;
+      g.fillStyle(dotC, 0.9);
+      g.fillCircle(cx, cy, 2.2);
+      // the double-ring seat — the plate's capital mark, faction-neutral
+      g.lineStyle(1.4, toColor(C.dim), 0.95);
+      g.strokeCircle(cx, cy, 4.4);
+      g.lineStyle(1, toColor(C.dim), 0.5);
+      g.strokeCircle(cx, cy, 6.3);
+    }
+  }
+
+  /** Build the GALAXY legend's labels once (they are config-static; the
+   *  glyphs are redrawn by _paintLegendGalaxy whenever the tab owns the
+   *  slot). The texts start hidden — the SYSTEM tab's glyph key
+   *  (legendTexts) owns the slot until the player switches over. */
+  _buildGalaxyLegend() {
+    const { statsX, statsY, statsW, statsH } = this.geo;
+    const s = this.scene.add;
+    const lc = config.get('map.galaxy.legend', {});
+    const x0 = statsX + 14;
+    const legY = statsY + statsH - 16;
+    this.gLegTexts = [];
+    const probe = s.text(0, 0, '', { fontFamily: BODY, fontSize: '9px', color: toCss(C.faint), letterSpacing: 1.5 });
+    this.add(probe);
+    const tw = (str) => {
+      probe.setText(str);
+      return probe.width;
+    };
+    const mk = (x, y, str, color) => {
+      const t = s
+        .text(x, y, str, {
+          fontFamily: BODY,
+          fontSize: '9px',
+          color: toCss(color),
+          letterSpacing: 1.5,
+        })
+        .setScrollFactor(0)
+        .setDepth(2);
+      t.setVisible(false); // the GALAXY tab claims the slot on switch
+      this.add(t);
+      this.gLegTexts.push(t);
+      return t;
+    };
+    const L = (this.gLeg = { laneY: legY - 18, facY: legY, lanes: [], facs: [] });
+
+    // row 1 — the lane states + the charted region
+    let x = x0;
+    const laneItem = (key, fb) => {
+      const label = String((lc.laneLabels ?? {})[key] ?? fb).toUpperCase();
+      L.lanes.push({ key, x, label });
+      mk(x + 17, L.laneY, label, C.faint);
+      x += 17 + tw(label) + 16;
+    };
+    laneItem('used', 'TRAVELED');
+    laneItem('frontier', 'FRONTIER');
+    laneItem('unexplored', 'UNEXPLORED');
+    L.region = { x, label: String(lc.regionLabel ?? 'CHARTED').toUpperCase() };
+    mk(x + 17, L.laneY, L.region.label, C.faint);
+
+    // row 2 — the FACTIONS key (data/factions.json — a new faction keys
+    // itself automatically) + the capital's double-ring seat. The row is
+    // measured first; on a narrow window the prefix drops so the names
+    // (the point of the key) always fit.
+    const prefix = String(lc.factionPrefix ?? 'FACTIONS').toUpperCase();
+    const capitalLabel = String(lc.capitalLabel ?? 'CAPITAL').toUpperCase();
+    const facs = Object.entries(config.get('factions.factions', {})).map(([id, f]) => ({
+      color: toColor(f?.color ?? 0xb9c4d6),
+      label: String(f?.label ?? id).toUpperCase(),
+    }));
+    const row2W = (withPrefix) => {
+      let w = withPrefix ? tw(prefix) + 20 : 0;
+      for (const f of facs) w += 19 + tw(f.label) + 16;
+      return w + 19 + tw(capitalLabel);
+    };
+    let fx = x0;
+    if (row2W(true) <= statsW - 28) {
+      mk(fx, L.facY, prefix, C.dim);
+      fx += tw(prefix) + 20;
+    }
+    for (const f of facs) {
+      L.facs.push({ x: fx, color: f.color, label: f.label });
+      mk(fx + 19, L.facY, f.label, C.faint);
+      fx += 19 + tw(f.label) + 16;
+    }
+    L.capital = { x: fx, label: capitalLabel };
+    mk(fx + 19, L.facY, capitalLabel, C.faint);
+    probe.setVisible(false);
   }
 
   /** The GALAXY tab's status strip (under the feed). */
@@ -1944,6 +2056,10 @@ export class MapWindow extends Phaser.GameObjects.Container {
     }
     probe.setVisible(false);
     this._paintLegend();
+    // the GALAXY tab's legend key (two labeled rows — lanes + the
+    // FACTIONS key from data/factions.json), built once, hidden until the
+    // tab claims the slot (_paintLegendGalaxy)
+    this._buildGalaxyLegend();
   }
 
   /** Re-draw the SYSTEM tab's legend glyphs (the glyph key under the
@@ -2454,6 +2570,7 @@ export class MapWindow extends Phaser.GameObjects.Container {
             this._paintLegendGalaxy();
             this._paintStatusStripGalaxy(snap);
             this.legendTexts?.forEach((t) => t.setVisible(false));
+            this.gLegTexts?.forEach((t) => t.setVisible(true));
             this.navMetaTxt?.setVisible(false);
             this.resMetaTxt?.setVisible(false);
           }