- Every `dev/*.test.mjs` now imports the Phaser stub loader, so plain
`node dev/<name>.test.mjs` works without `--import`.
- New `dev/run-all.mjs` runs the whole suite in isolated Node processes
with filtering, concurrency, timeouts, and aggregated failure output.
- Update README and adjust dynamic imports/paths for headless test reliability.
- New TutorialGuide.js beat table picks which control to pulse based on live comms/research records, so a loaded run resumes the same beat
- ActionBar and ResearchWindow gain setHighlight() with pulsing rims (ACKNOWLEDGE-style sonar rings in the console) that hide under deck standby/locked slots/closed window
- GameScene applies the highlight per frame before surfaces draw, tracks scanPressed one-shot, and reads targets from data/quests.json → tutorial
- Add tutorial section to quests.json plus tests for beat table, ActionBar rim gating, and data consistency (slot ids, console node matches starter research check)
While the shop clip is on screen (the SHOP slot reads LEAVE SHOP), the
command deck's other slots — Build, Ship, Quests, Take Off, Menu — go
standby: dim, no hover, no press, clicks swallowed — the same inert
language as the 'ack' comm's deck hold. The press that opened the shop
is the only way out; the slots re-arm on LEAVE SHOP (and if the shop
clip fails to load).
js/ui/ActionBar.js setSlotEnabled(id, on) — per-slot lock: arms/
disarms one slot (input off, standby paint);
setEnabled (deck-wide standby) keeps each slot's
flag in sync and still owns input over a
per-slot unlock; setHover/press guard on it;
setLabel no longer repaints a locked slot live
js/scenes/SurfaceScene setDeckLocked(locked) — lock everything but
SHOP on enter (toggleShop), release on leave
(leaveShop) + the broken-clip fallback
dev/actionbar.test.mjs new — slot lock / deck lock / standby-priority /
label-kept-locked, headless
docs/ECONOMY.md §12 the deck-lock bullet
All headless suites that passed before still pass (the five pre-existing
failures — music/quest-tracker/system-hud/galaxy-labels/jumpgate —
import SurfaceScene, which extends Phaser.Scene that the headless stub
doesn't provide; they fail identically without this change).