Commit Graph

60 Commits

Author SHA1 Message Date
Brian Fertig a690ca74a2 Enable patrol side quests with full accept/active/claim flow
- Add patrol category rules: target selection (own system or faction neighbor via jump gates), deterministic waypoint route builder inside tether regions with anchor clearance and separation constraints, completable fallback for degenerate fields
- Extend SideQuestState ledger with active slot, claimed marks, and per-contract route records (waypoints + visited indices); save/restore round-trips all new fields with invariant re-establishment
- Wire GameScene seams: acceptSideQuest establishes the patrol route on the ledger; setActiveSideQuest / claimSideQuest manage the active slot and pay out exactly once; updatePatrol checks in waypoints per frame and completes the contract; _drawPatrolMarkers paints in-world beacons; patrolCompassTarget drives the yellow off-screen compass arrow (waypoint or gate)
- JobBoardWindow walks the full door state machine: ACCEPT → SET PATROL ACTIVE → active plate → CLAIM REWARD → claimed plate, with destination and route-progress lines in the detail readout
- Quests console side tab is now live: accepted contracts appear in questSnapshot with waypoint checklist, progress, reward, and claimable from the same CLAIM REWARD / SET PRIORITY doors as story quests
- SurfaceScene exposes activateSurfaceJob / claimSurfaceJob and routes side ids through the existing claim/priority seams
- Add capital-neutral-shop video + image assets; update landing.json to reference them
- Update all headless tests (sidequests, jobboard, quests) to cover patrol target/route/ledger/scene-seam behavior
2026-09-17 22:14:03 -06:00
Brian Fertig b2cd5a2701 Archive completed combat-feedback goal and update enemy ship sprites
- Record the approved combat feedback goal (VFX/SFX/readability layer + ship handling) in .pi/goals: archived goal record, baseline audit doc, event log, pool snapshot, and ledger checkpoint.
- Refresh assets/images/ships-enemy.png/.psd with updated enemy ship art.
2026-09-16 08:04:50 -06:00
Brian Fertig 15fe08a926 Add combat sandbox: standalone arena to tune combat before it ships
- New `combat.html` + `/combat` dev-server route + `index.html?combat`
  boot a fixed arena where the player ship fights a pack of enemy craft;
  all tuning lives in `data/combat.json` (thrust, hulls, shields, lance,
  rams, respawns).
- Add `js/combat/` modules: CombatScene, EnemyShip (standoff-ring AI +
  lance), Bullet, Fx, StarDrift, and pure rules in Combat.js (armor
  damage, orbit step) exercised by the new `dev/combat.test.mjs`.
- Extract shared `awaitFonts` into `js/utils/Fonts.js` so both the game
  and sandbox boots use one copy.
- Preload the enemy spritesheet in GameScene so the texture is ready when
  combat ships in; add `ships-enemy.png` (+ `.psd`) art.
- Expose `window.__COMBAT__` (reset, spawnEnemy, player, kills) for
  devtools tuning; R resets the range, P freezes it.
2026-09-15 20:54:33 -06:00
Brian Fertig 5408616bbf Add engine flare and exhaust trail to ship
- New `js/visuals/EngineFlare.js` drives nozzle glow, ignition burst, and a short fading exhaust plume from the two side-pod engines, driven by the ship's live throttle so braking dims it and Shift+click lights it up full
- Configurable via new `thrustFx` block in `data/ship.json` (enabled flag, core/plume colors)
- Hooked into GameScene lifecycle: created per scene restart, updated from the scene clock, cleaned up on landing sleep and scene destroy so nothing survives frozen mid-glow
- Add dev harnesses for visual verification: `dev/engine-flare-test.mjs` (headless Chromium CDP walk through idle → ignite → burn → coast → settled with screenshots) and `dev/particle-probe.{html,mjs}` to confirm particle velocity follows the emitter's heading
- Add new arid planet art asset
2026-09-13 17:43:14 -06:00
Brian Fertig bd8b161584 Add planet vignette dialogue system with bar meeting scene
- Introduce VignetteHub/VignetteWindow/VignetteModel to play quest-gated
  dialogue scenes over location clips on the surface (bar/shop)
- Ship first scene: Special Delivery step 1 (Trestle + Carol at the bar),
  replacing the old capitalLanded check with a vignettePlayed witness
- Add q3 speech clips for Carol and Trestle; remove retired q2 Carol clips
- Wire save/restore of the played ledger, deck lock while a scene holds,
  per-sound music ducking under voices, and window sizing to each line
- Add dev flow test (dev/vignette-flow.html/mjs) and model unit tests
- Point landing.json ice-land-01 entry at the new arid-* video assets
2026-09-13 13:13:51 -06:00
Brian Fertig fb4c8d1d3c Add Explore drawer with Bar service and monotonic quest checklist steps
- Replace the surface deck's SHIP slot with an EXPLORE drawer that folds up a full-width secondary bar (MenuSubBar span mode) carrying per-world service items resolved by a `where` clause matcher (world / planetClass / faction, case-insensitive, list any-match)
- Add the neutral capital's BAR clip toggle: swaps the surface loop for the world's bar video, relabels the slot to LEAVE BAR, and locks every other deck + drawer button until pressed back
- Record quest checklist steps as DONE on the ledger (QuestState.completed set) so a step that stands on the home world keeps standing after the ship leaves; save/load round-trips the witness and old saves degrade cleanly
- QuestWindow fresh open now lands on the run's priority quest (tracker HUD seam) with its tab activated, falling back to the active tab's first quest when no priority is set
- MenuButton.setLabel re-fits the panel and hit rect in place for the LEAVE BAR relabel; ExploreBar.js provides the pure worldContext / matchesWhere / resolveItems item logic
- Add dev tests: explore.test.mjs (deck, items, where-clause, span, relabel) and quest-window.test.mjs (open landing + priority), plus updates to quests/research-builds tests for the new surface deck layout
2026-09-13 10:45:57 -06:00
Brian Fertig 1e3beccb22 Add "Special Delivery" quest with package handoff and shop gating
- New main quest granted after claiming "Leaving the Nest": land at the neutral capital (the bar), upgrade cargo bays, then deliver the sealed package to the home world.
- Introduce a non-tradeable `special-package` good (sheet frame 114) that no shop stocks or buys back; `Economy.isTradeable` filters it out of every floor and the sell grid refuses to queue it.
- Record story witnesses (`capitalLanded`, `launchedFromCapital`, `lastLandedWorld`, `delivered`) in a registry-backed ledger, persisted via SaveData so progress survives load and reset clears it.
- Gate the surface shop behind the capital landing: deck slot disabled and `toggleShop` refuses until `isShopUnlocked`.
- On capital departure, set the destination back to the home world so the compass marks the delivery leg; delivery proof is monotonic once recorded.
- Surface console note announces the package handoff when it first lands in the hold.
- Extend economy and quest test suites to cover the new check types, non-tradeable exclusion, unlock chain, and save/load of the story ledger.
2026-09-13 08:49:50 -06:00
Brian Fertig 109ec62b12 Add lava surface and takeoff assets for scene 03
- Add lava-surface-03.png, lava-surface-03.mp4, and lava-takeoff-03.mp4
- Point landing.json entry 03 at the new lava videos instead of ice
2026-09-12 22:17:05 -06:00
Brian Fertig b6523808fa Name scout exits by their world, not just the system
- TradeScout now resolves each exit's specific object (planet of that class, deep-space station, or home world) and exposes objectId/objectName so the destination points at the route's final stop rather than a bare system.
- SurfaceScene dialog and toast show "WORLD · SYSTEM" and pass the object id to GameScene.setDestination; null falls back to system level.
- ScoutPanel exit rows display the world name + hops instead of the class label, drop the per-section tap hint and footer (they collided with the last row in a short panel), and rename "SIGHT ON" to "SOUGHT ON".
- Save/restore now carries ship.credits and ship.cargo across jumps; GameScene restores both and refreshes the credits HUD. Saves tests cover capture, prepare, and legacy records without these fields.
- trade-scout tests assert every exit has objectId/objectName and that resolved ids are real objects of the exit class; scout-dest test verifies the confirmed destination names a real world.
- Add dev/scout-overlap probe (html + mjs) to screenshot the scout panel and numerically report any overlapping text boxes.
- Ship lava-planet-03 art and lava-land-03 video assets.
2026-09-12 20:53:16 -06:00
Brian Fertig 7549c91df1 Add set-destination from trade scout, shop HUD, and green sell selection
- Trade scout best-exit rows now open a "SET DESTINATION" confirm dialog
  (SurfaceScene.askSetDestination + ConfirmOverlay), confirming sets the
  GameScene destination; local-system exits are rejected with a note.
- Surface scene builds a corner credits/minerals readout over the shop clip,
  refreshed after trades and torn down on leave.
- Sell-bay selection restyled: green stroke + tinted fill + upper-left
  checkmark badge (data/shopui.json slot config), replacing the cyan ring.
- Add lava/capital-neutral music, videos, and landing data entries; remove
  tresle.png in favor of capital-neutral-surface.png.
- New dev probes: scout-dest, shop-hud, shop-select-shot, map-dest-shot,
  cdp-cast; extend shop-ui.test.mjs for selection visuals and exit taps.
2026-09-12 19:12:16 -06:00
Brian Fertig 141cbdb156 Add route-target pulse halo to gates, planets, and stations
- New shared RoutePulse entity draws a steady ring + two radar ripples
  scaled to the host's keepout radius, with configurable alpha/period
- JumpGate wears the full pulse (route.pulse) when it is the route's next
  stop; Planet and Station wear the subdued variant (route.objectPulse)
  when they are the destination object in the destination system
- GameScene marks exactly one entity per frame via setRouteTarget() and
  drives its update loop; all others are cleared
- Add data/gates.json sections for pulse and objectPulse geometry/alpha
- Rename laval-surface-02.png to lava-surface-02.png and add the
  corresponding video asset
- Extend jumpgate, planet, and station test stubs with Phaser Display.Color
  and recording graphics; add dev/route-pulse.test.mjs unit tests and
  dev/route-pulse-live.{html,mjs} browser integration checks
2026-09-12 16:35:05 -06:00
Brian Fertig 54989d3a3a Make BUY/SELL a toggle and save pending trade across panel close
- Pressing the open tab now closes the panel (back to entry state) instead of
  rebuilding it; pressing again re-opens with the selection restored, so hiding
  the panel no longer loses the player's pending trade.
- Save the SELL/BUY maps onto ShopView (_pendingSell/_pendingBuy) on toggle-close
  and tab switch; _restorePendingSelection() re-applies them when the panel is
  rebuilt. The sub-bar stays live while closed: NET shows the delta, Clear
  cancels the saved trade, Confirm executes it.
- preview()/clear()/_afterTrade()/_hasAnySelection() now treat a null tab with a
  pending selection as an active trade, so the buyback path is no longer shadowed.
- Rename ScoutPanel.data to report: Phaser's GameObject reserves .data (its Data
  manager), and a plain object there crashed GameObject.destroy(). Update all
  callers in ShopView, tests, and dev/shop-shot.mjs.
- Simplify the scout price line to credits only ("9 CR") and drop the now-unused
  priceSell style from shopui.json; update goods.png/psd.
- Add setSellMap()/setBuyMap() to TradeGrid/BuyList to restore a saved selection
  onto freshly rebuilt panels, and cover the toggle flow in shop-ui.test.mjs plus
  a toggle probe in dev/shop-shot.mjs.
2026-09-12 11:19:39 -06:00
Brian Fertig 564b086c6a Add trade scout panel to inspect goods and charted exits in shop
- Tap a BUY-list row's box (outside the stepper) to swap the cargo grid for a strategy report showing the good's identity, producer/demand classes, and top-N charted exits ranked by sell price with per-unit profit.
- New pure TradeScout module computes the report from galaxy data and visited systems; new ScoutPanel renders it over the SELL grid area.
- BuyList gains tap detection (distinguishing taps from drags), a focus glow on the scouted row, and an onRowTap hook.
- ShopView wires open/close/swap semantics: same box toggles off, different box swaps report, dead-space or panel tap closes and restores cargo grid; sell-grid input is disabled while scout is shown.
- Add Trestle character art, Carol Q2 speech lines, shopui.json scout config section, and tests for both the pure logic and UI integration.
2026-09-12 10:28:13 -06:00
Brian Fertig 071f3ac0e4 Align shop sub-bar to span full action deck width
- Widen the tab sub-bar from a button-width pill to the full deck span (left/right edges of the main action bar), centering it on that span.
- Pack tabs at the left edge and Clear/Confirm + NET readout at the right edge, compressing gaps rather than button widths when the deck is narrow.
- Right-anchor the NET value (origin 1,0.5) and reserve its widest slot so growing totals never shift the label or overflow the bar.
- Extend SurfaceScene.shopAnchor to expose left/right edges for the sub-bar layout.
- Add sub-bar probe assertions in dev/shop-shot.mjs and unit tests in dev/shop-ui.test.mjs covering span, alignment, non-overlap, and NET math.
- Add carol character image and lava-land video assets.
2026-09-12 09:44:30 -06:00
Brian Fertig e9eda003b4 Fix shop buy-list clipping and add a scrollbar
- Rows that spill past the viewport edge used to render whole, ghosting over
  the BUY title or onto the Confirm bar; now only elements fully inside the
  window render (this Phaser build can't crop glyphs), and row plates draw
  just their in-window slice for a clean cut.
- Clipped-out steppers are no longer tappable: hit-testing gates on element
  containment, not just row visibility.
- Add a right-edge scrollbar (track + drag/jump thumb) that tracks scroll
  position and hides when content fits the viewport.
- Extend shop-shot/dev tests to verify the clip invariant, dead-click
  behavior, and scrollbar geometry; add a geckodriver screenshot helper.
2026-09-12 09:21:05 -06:00
Brian Fertig 3d82316a13 Add lava planet image asset 2026-09-12 00:08:30 -06:00
Brian Fertig 77d649276c Rework shop UI to cyberpunk sub-bar + entry state, fix panel geometry
- Shop now opens on the tab sub-bar only (shop video plays); clicking Buy/Sell reveals the trade panel — showcases the clip before the UI takes over.
- Tab bar and Confirm/Clear are now MenuButtons in a console-blue sub-bar that rests above the command deck, anchored to the deck's Shop button (MenuSubBar recipe), replacing the old top-of-screen custom buttons.
- Fix trade panel vertical placement: a Container's (x,y) is a pure translation of local space (verified via dev/cbox-test.html), so the grid position IS the panel top-left; setting it to topY + h/2 treated it as a centered origin and clipped bottom rows. Panel now anchors just under the HUD planet text via SurfaceScene.shopTopY().
- Parent TradeGrid plate/title to the grid container so they render above the shop video (scene-level depth-0 objects drew behind it in this build).
- Add dev probes (dev/cbox-test.html, dev/shop-shot.{html,mjs}) and update phaser-stub/test stubs for setSize/setBlendMode/rectangle; document entry state + sub-bar in docs/ECONOMY.md.
2026-09-11 21:19:32 -06:00
Brian Fertig 1b4cba9f4f Add shop buy/sell UI, cargo hold, and cargo bay upgrades
- Introduce CargoHold (pure class) as the ship's trade-goods carrier: fixed bays, one good each, capacity = unlocked bays, save/restore round-trip. Ship.cargo + setCargoHold/cargoRoom wired into stats.
- Add three credit-costed cargo builds (cargo-bay-8/12/16) that expand the hold 4→8→12→16 (MAX wins). BuildWindow affordability now covers both minerals and credits; GameScene.beginBuild debits credit lines and _applyCargoUpgrade expands the hold on completion.
- Add tradePreview/resultingCargo to Economy.js as the shop's pure calculator: sell/buy pricing, net credits, the two caps (can't go negative, end hold fits capacity), and atomic sell-to-free-room-for-buy.
- New ShopView + TradeGrid compose the buy/sell screen over the shop clip: SELL grid of cargo bays (tap to check), BUY grid with quantity steppers, live NET preview, Confirm/Clear, and a session-local Buyback tab (neutral undo at the sale price, locked until a sale). Wired into SurfaceScene's SHOP button.
- data/shopui.json drives the shop layout/animation knobs; economy.json gains cargo.maxSlots (16-slot grid); ship.json base cargoHold drops to 4 unlocked bays.
- Headless tests: dev/cargo.test.mjs (hold rules + trade preview caps), dev/shop-ui.test.mjs (construct, sell, buy, caps, buyback, clear), plus updated builds/ship-behavior suites; phaser-stub gains Geom.Rectangle for the hitArea path.
2026-09-11 20:11:34 -06:00
Brian Fertig 5f54cc327e Add trade economy engine, credits currency, and goods catalog
- New Economy.js price/stock engine: deterministic buy/sell prices based on
  producer/demand classes and hop distance (regional availability model)
- Goods catalog (114 goods, 9 categories) with spritesheet mapping and
  per-class producer/demand roles
- Credits state on Ship (add/spend/set/canAfford), save/restore support,
  and upper-right HUD stacked above the minerals readout
- Quest reward payout now supports credits alongside minerals
- cargoHold reduced to 4 units for initial play balance
- Economy generation pass in Galaxy.js computes classBySystem and
  producerHops via multi-source BFS over the jump network
- dev/economy.test.mjs validates determinism, fixed prices, trade loop
  profitability, distance scaling, shop floor composition, and icon mapping
- docs/ECONOMY.md: full design doc covering pricing model, gemstone system,
  and locked decisions
2026-09-11 18:36:30 -06:00
Brian Fertig 63ea50928d Light up BUILT rows and name the world each build was installed on
- BUILT rows are now lit — accent fill, glow ring, icon halo, and a
  stamped seal — so installed upgrades read as done at a glance.
- The readout now names the world a build was actually installed on
  (new BuildState.builtOn): ship upgrades show "SHIP-WIDE · INSTALLED
  FROM KEPLER-186F" instead of the planet the console sits on.
- BUILT outranks BUSY, so an installed upgrade no longer reads as
  waiting while another build is in flight; its cost line reads PAID.
- Category tabs gain progress pips: filled = built, pulsing = in
  progress, hollow = not yet.
- Dev-only headless harness (dev/build-shot.html/.mjs) boots the game
  and stages the full row-state matrix for one-frame screenshots.
- Refresh the planet sheet artwork (planets.png/.psd).
2026-09-11 14:24:15 -06:00
Brian Fertig 42bf6c17e0 Add balance quota to cap faction territory sizes
- Branch sizes are inherently skewed and a branch IS its faction's
  territory, so without a cap one faction would dominate the start.
- Each branch now keeps only min(eligible, quota) of its eligible
  middle systems, closest to the middle band (|d−0.5|, index tiebreak);
  quota = the median of the three branches' eligible sizes. The big
  branch's overflow stays neutral wild space; a small branch keeps all.
- Expose g.factions.quota and g.factions.territories for the map's
  territory-region fill.
- Add tests verifying the quota, kept-set membership, near-equal
  faction sizes, and no-faction-outruns-typical-branch invariants.
- Fix landing.json: entry 4 now references ice assets (was mislabeled
  lava land with ice clips); entry 5 uses lava-land-02 + lava surface/
  takeoff clips.
- Add original art asset lava-shop-02.png and update docs to describe
  the balance rule.
2026-09-10 22:18:07 -06:00
Brian Fertig 3137a800bf Add "Leaving the Nest" quest chain and READY tracker state
- New second main quest "Leaving the Nest" (data/quests.json) that unlocks when the starter quest's reward is claimed, with four checks: system charted, gates activated, Trestle talked, Trestle met
- Quest unlock chain in QuestState (isUnlockMet / grantUnlocked) and GameScene._grantUnlockedQuests — grants on claim + scene create for loaded saves, announces via SFX, OAC quest-grant voice (new oac-quest-new comm), and NEW QUEST toast
- Trestle story beats: three-brief ACK sequence (trestle-brief-1/2/3, trigger trestleBrief) armed when home jumpgates go online, and arrival beat (trestle-arrive, trigger trestleArrival) on landing in a neighbor system; CommsHub gains onStart hook so the played-ledger marks feed quest checks live
- Quest check types: systemCharted, gatesActivated, trestleTalked, trestleMet — evaluated in GameScene._questCheckEval / _trestleCheck against the comms played-ledger (survives reloads; mid-sequence quit re-arms only unplayed beats)
- System-complete milestone moved from research completion to the chart-completing discovery (celebrateDiscovery), one fire per system via _systemCompleteSeen set
- QuestTrackerHud READY state: completed-unclaimed rows turn amber with breathing tint, percent reads "READY" (bold), one-shot flash + diamond burst on flip, CLAIM REWARD button in row popup claims in place; silent when tracker is slid off (toast + chime carry it)
- New speech clips (trestle q2-01/02/03), lava-takeoff video, updated lava-land video, renamed lava-planet image, new laval-surface image
- Dev: quest-ready.html/mjs capture harness for the READY state shot; tests updated across comms, quests, quest-tracker, and system-hud suites
2026-09-10 20:29:47 -06:00
Brian Fertig 6dcc340a3b Add system-complete comm and audioPool random clip support
- Introduce the oac-system-complete visual comm that fires on the
  'systemComplete' trigger when a system's jumpgate research unlocks,
  arming before the generic researchComplete sign-off so the FIFO plays
  specific -> generic.
- Support an optional audioPool list of speech clips in CommsModel; the
  hub picks one at random per arm so only the chosen clip is fetched and
  cached, with validation that audio comms need a clip or pool.
- Wire GameScene to trigger systemComplete on activateGates when the
  system nav chart is complete.
- Update comms tests for the new comm, pool normalization/asset rolling,
  roster counts, and add a tether-rules audit script plus station shop
  video references and lava assets.
2026-09-09 22:20:30 -06:00
Brian Fertig 3b0c150971 Add system effect SFX, per-context music volumes, and storm teardown
- Play thunder claps on habitable storm strikes, solar-flare SFX on red
  dwarf flare onset, and solar-buzz on binary light-trade midpoint
  crossings, all via the shared Sfx voice (new playSfxOneOfOn helper)
- Add per-context music volume overrides (music.volumes) so each context
  can deviate from the global mix; menu ships at full volume
- Expand surface music frames to cover rocky and ice worlds (frames 6-11)
- Teardown per-system effect layers on scene restart (jump) so a previous
  system's storm doesn't keep striking and playing thunder in the new one
- Update planets.png sheet, add gasgiant-03/rocky-01/rocky-02 tracks, and
  register the new SFX assets in GameScene preload
2026-09-09 15:40:26 -06:00
Brian Fertig a946a13a19 Fix save panel layout, text overflow, and animation timing bugs
- Slot cards: fit content lines to card width (wrap, shrink, ellipsize)
  and stack them by measured height so long names no longer spill into
  neighbouring slots; bump fill opacity to reduce bleed-through.
- SavePanel open choreography now lands only after every card stagger
  and footer rise complete — the old state-gated loop dropped row 2.
- Move feedback toast inside the panel on the subtitle line, hiding the
  header while it shows (old spot collided with the O.A.C. comms box).
- ConfirmOverlay: reset to base size each show, fit title/body text into
  the plate before laying out, and make the body fully opaque so card
  text no longer bleeds through.
- Add dev screenshot harness (save-shot.html/mjs) and extend the saves
  UI test with overflow, stagger-completion, and toast-position checks.
- Update planet sprites and add/refresh SFX + music assets.
2026-09-09 14:43:28 -06:00
Brian Fertig b33aecade2 Rename firstForeignPlanet trigger to firstWorld and make busy() type-awa
- The Trestle intro comm now fires on the first discovered world (the
  starter quest's own witness, `discoveredWorldCount`) instead of the
  first planet in a foreign system, so the comm and the quest can never
  drift; delayMs drops to 0 so it lands at the moment of discovery.
- The scene's `busy()` contract is now comm-type-aware: audio-only comms
  (voice, no box, no pause) ride over in-progress actions like mining or
  a scan sweep, while ack/visual comms still wait; modal windows and a
  jump in flight block every type.
- Add the `comms-mine` dev harness that walks the type-aware busy
  contract (free scene → real mining → audio comm mid-mining → jump) and
  update the trestle dev scripts/tests to the new trigger and witness.
- Arm the pair on scene-create for loaded saves that already hold
  discovered worlds, and widen the cdp-shot ready dump.
- Add ice-shop art/video assets.
2026-09-09 13:00:25 -06:00
Brian Fertig 8afe4c78c6 Add Trestle's first-foreign-planet intro comm pair and ACK pulse cue
- Introduce the `firstForeignPlanet` trigger: when the player discovers a planet in a non-home system, Trestle (new out-of-system mentor character) delivers a two-part ack comm pair (meetup + quest claim), with dedicated video and speech assets.
- Make audio cache keys folder-scoped so characters with identically-named clips (e.g. both having `intro-01.mp3`) don't collide in the loader.
- Add an amber pulsing attention cue (halo + staggered sonar rings) on the ACKNOWLEDGE button for ack comms, driven per-frame from CommsBox.update().
- Put the ActionBar deck into a standby state while an ack comm holds: slots go inert (no hover/press), dimmed visually; re-arms when the comm ends. GameScene wires this via `actionBar.setEnabled()` each frame based on `comms.paused`.
- Extend MenuButton to accept a custom border color so the ACK button can wear the box's amber against the cyan UI.
- Add dev self-check harnesses (`comms-trestle.mjs`, `comms-trestle-hold.mjs`) and update existing tests to cover the new pair, folder-scoped keys, deck standby behavior, and pulse animation.
- Disable browser module caching in CDP probe/shot scripts to avoid stale ES modules shadowing on-disk changes during dev testing.
2026-09-09 12:12:34 -06:00
Brian Fertig 881a94a1b6 Add full OAC tutorial comms chain and ice-surface video assets
- Wire 10 new comm beats (oac-tether, oac-scan, oac-upgrade, oac-minerals,
  oac-fly-mine, oac-first-cluster, oac-research-complete, oac-tether2,
  oac-relaunch, oac-explore) into data/comms.json with their triggers,
  speech clips, and FIFO ordering
- Add trigger arming in GameScene (firstScan, tetherResearch, firstCluster,
  minerals200, researchComplete) and SurfaceScene (tetherL2Launch)
- Make CommsHub.trigger idempotent so a double-click can't queue the same
  comm twice
- Fix landing.json to use ice-surface-02/03.mp4 instead of rocky variants;
  add the two new ice-surface videos and an ice-shop image
- Add speech clips intro-05 through intro-10 and research-complete
- Expand dev/comms-intro.mjs into a full 10-step walkthrough self-check,
  add dev/comms-upgrade-hold page for screenshotting the longest comm, and
  update dev/comms.test.mjs to cover the new roster
2026-09-09 11:28:22 -06:00
Brian Fertig aaa953d654 Added Comms Feature 2026-09-09 10:10:38 -06:00
Brian Fertig 71cbea2fab Shorten research labels and fix console layout clipping
- Use fixed short button copy for the gates tech ("Unlock Jumpgates") and mining nodes (drop "Mining" prefix) since the tree node has no room for system names or category words
- Raise detail panel height and widen node/button plates so long descriptions and status labels stop bleeding past plate edges
- Add word-wrap to the unlocks line and trim redundant status prefixes ("RESEARCH CONSOLE STANDBY", "PROJECT COMPLETE")
- Fix ice-surface-01 video reference in landing.json (was pointing at rocky-surface)
- Add OAC speech clips and ice surface video asset; update planets.psd
- Tighten tether research descriptions to match the new short-copy style
2026-09-09 08:28:32 -06:00
Brian Fertig fa3e0cb1f8 Add research completion celebration and progress pips to console
- Fire a one-shot ignition (expanding rings, edge pulse, child flares) when a project completes; queue it if the console is closed or on another tab, dropping stale events after 15s
- Add per-tech progress pips on each category tab showing done/in-progress/not-yet states, with a pulse on the active one
- Light up unlocked nodes with an accent glow ring, icon halo, and a stamped seal glyph replacing the plain checkmark
- Add dev harnesses for screenshotting the live completion treatment and verifying the queued-celebration path
2026-09-08 22:37:28 -06:00
Brian Fertig 125b1657ed Add nebula atmosphere and per-system visual effects
- Nebula gas layer: soft coloured cloud sprites at depth 3, tinted with a
  per-system palette color assigned deterministically at galaxy generation
  (SystemGenerator stamps content.atmosphere.color). Only nebula-type
  systems render it; all other types are untouched.
- Ripple effect: a full-screen WebGL composite on the world camera that
  displaces the starfield and world objects while the HUD stays crisp via
  a new UI/world camera split (UiCameras.js). Data-driven per archetype in
  data/systems.json (nebula = ripple, all others = none). Canvas fallback
  degrades to no effect.
- Demo mode: ?fx=<type> URL param retargets the run to the richest system
  of that archetype, fully charted with all gates active, for judging the
  effect in isolation.
- New ice and lava planet art (slots 9–14 in planets.png) replacing the
  placeholder terran/rocky/gas reuse.
- Node test suites for the nebula palette/determinism/cloud texture and
  the ripple math/data contract/shader/facade (50+ checks, bare Node).
2026-09-08 17:41:35 -06:00
Brian Fertig 8bf9b2e3e6 Update to surface videos 2026-09-08 14:09:24 -06:00
Brian Fertig 5efc5dfe61 Updated tests 2026-09-08 10:36:48 -06:00
Brian Fertig 9b7bf334e4 Remove reserved action bar slots; all six now carry actions
- Drop the empty "reserved" slot from both the flight and surface decks so every slot is a live button
- Update GameScene docstring to list the actual six slots (Research, Scan, Ship, Quests, Map, Menu)
- Add original screenshot assets for scene 01 interiors
2026-09-08 09:58:32 -06:00
Brian Fertig ce26b38df9 Add quests console with live progress tracking and claimable rewards
- Introduce QuestState ledger (granted/claimed ids) persisted via SaveData, with safe fromJSON validation that drops unknown ids and enforces claimed ⊆ granted
- Define the starter quest "Start Your Journey" in data/quests.json with four live checks: research node, lifetime asteroid mining, home tether level, and discovered world count
- Add totalMined counter tracked on each ore event to support the mining requirement independently of cargo hold
- Build QuestWindow (full-screen console at depth 80) with video feed, category tabs (Main Story live, Side Quests standby), quest list, detail plate with checklist and CLAIM REWARD action
- Wire QUESTS slot into both flight and surface command decks right of SHIP; SurfaceScene delegates snapshot/claim to the sleeping GameScene while rendering its own console notes
- Grant starter quest on first boot with delayed toast; announce "QUEST READY" once per quest when all checks complete
- Update research-builds tests for seven-slot deck layout; add dev/quests.test.mjs covering data contract, ledger behavior, save round-trip, and deck slot placement
2026-09-08 09:32:12 -06:00
Brian Fertig 1c5767b095 Add deep-space station variants with spritesheet art and landing support
- Introduce StationFrames.js galaxy-wide pass that spreads spacestations.png
  variant frames across the galaxy, avoiding collisions among neighbor stars
- Stamp settlement.stationFrame in SystemGenerator so content carries the
  assigned variant (lazy === eager)
- Render deep-space stations from the spritesheet when available; keep
  procedural fallback for waypoints and missing textures
- Extend comms target with isStation/frame and allow REQUEST LANDING on
  deep-space stations, passing station flag into SurfaceScene
- Add landing.stationVideos entries and music.stationFrames slots keyed by
  variant frame; surface/shop clips degrade gracefully until authored
- Add dev tooling: station-shot page/runner for world/panel/land/deck states
  and a Node test asserting variant spread beats naive random assignment
2026-09-07 22:23:12 -06:00
Brian Fertig efe17f3d2e Add SYSTEM tab and zoom-bloom star art to the map console
- New "System" socket in MapWindow: a charted star's chart drawn by the
  same painter as Current System (no ship/tethers), armed until the player
  picks that star on the Galaxy tab, then wakes with its map.
- Galaxy tab click flow changes: a visited star opens its chart in the
  System tab (onStarOpen) instead of confirming a jump; uncharted stars
  are readouts only and a lit lane to an uncharted star pops nothing.
- Zoom-bloom star art (GalaxyChart.starArtSpec + GalaxyView blit):
  diffraction spikes, per-type crowns (granulation, prominences, binary
  companion, habitable rings, nebula disc, void horizon) and a surface
  wobble fade in as you zoom; all angles/phases seeded per system.
- Star hit-testing now scales with the dot size and includes a crowded
  cluster dead band so lanes/empty space between stars no longer trigger
  hover.
- New systemChartSnapshot() in SystemChart.js plus tests covering shape,
  coverage, discovery flags, stats and determinism.
- Set Destination dialog (System tab) acknowledges the pick via
  onSetDestination; destination model is still being defined.
- Added spacestation image/video assets for future use.
2026-09-07 18:56:48 -06:00
Brian Fertig 22c2ccfcd2 Add GALAXY tab to the MAP console with whole-galaxy chart, jump lanes, a
- New `GalaxyView` renders glowing stars per archetype (pulsing heartbeat),
  the jump-lane web (traveled/frontier/unexplored), the charted region's
  convex hull, HOME/SHIP markers, hover readouts, and CONFIRM JUMP on a
  live lane (reuses the existing gate transport).
- `GalaxyChart.js` provides the pure model + geometry: edgeKey, snapshot
  builder, convex hull / padded polygon, star pulse/color, and plate
  clipping (Liang-Barsky + Sutherland-Hodgman) — all Node-testable.
- Run's footprint (`visitedSystems`, `usedGates`) is captured/restored/
  reset in SaveData; legacy saves default to "current system charted,
  nothing traveled".
- MapWindow gains tab switching between the system chart and the galaxy
  view, with shared stats/legend/status chrome per mode.
- Two dev tests cover the galaxy model, save round-trip, hull geometry,
  plate clipping, and a regression for the star-label blink bug.
2026-09-07 15:59:47 -06:00
Brian Fertig 59ef952d5d Fix rocky land-01 shop video to use rocky-shop instead of terran-shop 2026-09-07 13:07:32 -06:00
Brian Fertig 94cc87a177 Fix map tooltip ghosting by parenting it to the window container
- ttPlate/ttName/ttSub/ttHint were created as bare scene objects at depth 5, so they painted behind the map window (depth 80) and were never hidden on close, leaving a lingering "TAP TO PLOT COURSE" button on the world
- Add them to the ttCont container (which is inside MapWindow) so they paint with the window, fade with its close tween, and hide with ttCont
- Add dev/map-click.html + dev/map-click.mjs regression harness that opens the map, hovers/clicks a discovered object, verifies autopilot targeting, and checks no tooltip lingers after close
- Add rocky-surface-02.png asset
2026-09-07 08:35:53 -06:00
Brian Fertig d78b7ad505 Add gate comm window and sprite-based jump gate rendering
- Replace direct-click-to-jump with a shared comms panel variant that shows LINK ACTIVE/DORMANT status, REQUEST JUMP (disabled while dormant), and CANCEL
- Render gates from the new 256x256 spritesheet (frame 0 body, frame 1 active swirl) with procedural fallback when the texture is missing
- Active gate swirl spins clockwise and breathes alpha between configurable bounds; dormant gates keep the body at full alpha with the swirl hidden
- Wire CommsPanel to a dynamic primary-button action id so the same panel serves world and gate variants
- Add dev probe page (dev/gate-comms.html/.mjs) and update jumpgate/jump-travel tests for the new sprite path, fallback renderer, and comm-window flow
2026-09-06 20:26:06 -06:00
Brian Fertig 5a67dbb206 Implement gate jump travel between systems
- Add JumpTravel.js with pure arrival geometry (return-gate lookup, spawn point past keepout) and wire it into GameScene.jumpThroughGate to re-stage the run via the save pipeline and scene restart
- Add gate hit-test (gateAt) so active gates trigger the jump on click while dormant ones show a console nudge and fall through to fly-here
- Add jump config block to gates.json (feature switch, arrival gap, delay, toast templates) and update landing.json gasgiant shop clips
- Add dev/jump-travel.test.mjs covering config, geometry, real-galaxy coverage, and determinism; refresh PROJECT_NOTES for the new mechanic
2026-09-06 16:37:48 -06:00
Brian Fertig a3a229a72d Add per-system research category that unlocks jump gates
- Introduce a dynamic "system" research category built at runtime with two techs: `{System} Map` (granted on entry) and `Unlock {System} Jumpgates` (researchable once every NAV point is discovered).
- Wire gate activation through the research effects seam so completing the jumpgate tech activates the system's gates plus linked return gates, anchors level-1 tethers at each activated gate, and saves/restores via a new `activatedGates` set.
- Extend ResearchModel with optional tree hooks (`available`, `lockNote`) so dynamic categories can gate research on live world state without adding static requires.
- Add map and gate procedural icons, update tests for the new category contract and icon roster, and document the system category in project notes.
2026-09-06 15:56:38 -06:00
Brian Fertig cb82da4935 Decouple comms panel from fly-to and add double-click clip skip
- Clicking a planet or station now opens the comms panel without moving the ship; world clicks are no longer fly-here targets, keeping mining beams live during panel interaction
- Add double-click (350 ms) skip for landing and takeoff clips in SurfaceScene so players can cut to the deck or flight world immediately
- Push restored mineral hold through the upper-right HUD on load so the readout matches the saved value instead of staying at zero
- Replace removed Phaser v4 Container.removeChildren() with removeAll(true) in JumpGate and Station destroy paths
- Update landing.json shop entries for terran frames 2–3 and document the new skip behavior
- Add dev harnesses for surface-skip, hold-restore, scene-restart, container-probe, and import probes; extend comms-click and saves-ui tests to cover the new interactions
2026-09-06 15:08:32 -06:00
Brian Fertig a1aa25b5ba Add jump gate network and in-system gate placement
- Introduce data/gates.json + js/galaxy/JumpNetwork.js: a strongly-connected, degree-limited spanning tree over the nearest-star graph (plus local shortcuts) so every system holds 1–3 gates, all jumps are local, and no system is closed or trapped
- Place each gate on the tether circle of an anchor (planet / space station / home world), facing its destination star; enforce radius band, clearance from anchors, and gap between gates in SystemGenerator.layoutGates
- Add the JumpGate entity (procedural twin-pylon portal) with the same solid contract as Planet/Station, discoverable in cyan, listed in the HUD dossier; wire into GameScene solids + discovery
- Guarantee every system holds at least one gate anchor (barren systems get a deep-space station); cap the home system at 3 objects so it fits the tighter band
- Rework solar-system layout to a full pairwise band [minSpacing, maxSpacing] with rotation tuned toward gate bearings; update tests and docs accordingly
2026-09-06 11:56:26 -06:00
Brian Fertig 4fd1f05359 Bump tether radius growth to 2× and refresh HUD on build completion
- Change radiusGrowth from 1.25 to 2.0 so level N doubles the previous
  level (L2 = 10240, L3 = 20480, L4 = 40960 px)
- Update all data descriptions, docs, and test defaults to match
- Add refreshHudTetherLevel() in SurfaceScene so the HUD line re-decodes
  when a tether build completes while on-surface
- Rename rocky-planet-02 asset (typo fix), add 03-a/03-b variants,
  point rocky frames at indices 6–8 in planets.json
- Add dev/tether-flow harness to exercise the full L2 build flow end-to-end
2026-09-05 19:52:54 -06:00
Brian Fertig 1d1cb2c150 Add build console with tether-l2 install, dev server, and diagnostics
- Introduce the BUILD deck slot on planet surfaces: full-screen BuildWindow
  (looping feed video, category tabs, build list, dossier + cost + BUILD
  button) backed by pure BuildModel/BuildState rules
- Move tether level 2 from a research effect to a one-off planet build
  (200 minerals, 20 s, requires L1 tether on the world); home world starts
  with tether-l1 pre-installed as a rule re-asserted after load
- Add `node dev/server.mjs` static server sending Cache-Control: no-store to
  stop browsers heuristically caching ES modules (the "new data + old JS" bug)
- Fix world-name casing leak: CommsPanel keeps canonical spelling in the
  landing payload; GameScene.startLanding normalizes via WorldNames.canonicalPlanetName
  so name-keyed build/tether lookups match
- Add in-game diagnostics (orbitDiag/orbitDiagBrief), dev/build-check.html
  self-check page, and Node tests for builds, world names, and save staging
- Persist builds (built records + in-flight remaining time) in the save bank;
  tick on the game-loop clock so a build survives takeoff mid-build
2026-09-05 18:55:29 -06:00
Brian Fertig 7138d153fa Add research console with Exploration tech tree and save persistence
- Full-screen RESEARCH window: looping archive feed, category tabs, branching
  DAG tech tree (top-down layout), per-tech dossier + RESEARCH button, deck
  progress bar
- Pure rules layer (ResearchModel / ResearchState) is Node-testable; the
  window is a passive view and GameScene owns effects, toasts, and saves
- First category **Exploration** (Tether Level 1–4, Tether Anchoring, Signal
  Amplification) lives in data/research/exploration.json; adding a category
  = one JSON file + one registry line + one manifest line
- Effects seam: `tether.level` grows the home tether via TetherField.setLevel;
  `capability` flags land on scene.researchCapabilities for future systems
- Save/restore round-trips an in-flight project (remainingMs captured at save,
  startedAt rebuilt on load); old saves without research still load
- Dev tooling: dev/cdp-shot.mjs (CDP screenshot with readiness wait),
  dev/research-shot.html/.mjs (boots the console + starts a run for a shot)
- Assets: gasgiant planet frame 03, takeoff/landing clips, research-computer
  feed; planets.png/.psd updated
2026-09-05 14:59:27 -06:00
Brian Fertig d0bd840dbc Add deep-scan sonar pulse replacing the Build action button
- Swap the command deck's "Build" slot for a "Scan" slot that fires an
  omnidirectional sonar pulse from the ship across the tether region.
- The wavefront is clipped to the union of tether circles: it is absorbed
  at the rim (bright absorbing arc + TetherField.excite shiver) instead of
  flying into empty space.
- Objects inside the region ring as the front crosses them (shock rings,
  RGB ghost, scale pulse); the starfield ripples and the camera thumps /
  rolls with the wave, then restores itself on completion or cancel.
- New modules: js/scan/ScanPulse.js (rendering + lifecycle),
  js/scan/ScanGeometry.js (pure circle-circle window math).
- All tuning lives in data/scan.json; the one SFX is the new "scan" key
  in data/sfx.json. Results are a seam for now — finishScan logs the
  in-region objects and reports the count in the console slot.
- Tests: dev/scan.test.mjs (geometry unit tests) and
  dev/scan-test.html/.mjs (headless flow test driving the real scene).
- Add Terran shop placeholder assets (two PNGs + one MP4).
2026-09-05 00:29:17 -06:00