Commit Graph

3 Commits

Author SHA1 Message Date
Brian Fertig a5f69f3221 Add Inferno and Nanobots skills to the Vanguard tree
- Inferno (Offense, seat 2): flame arcs home on the nearest 2 hostiles
  (3 from rank 4) and ignite a burn that ticks on the combat loop's clock;
  scales in duration and per-tick damage with rank.
- Nanobots (Passive, no seat): mends 1% of max hull every 2s per point;
  a full hull banks nothing.
- Wire flameArc + hullRegen effect handlers in SkillEffects.js and the
  arc/burn/step logic in CombatSystem.js.
- Add firstPassiveOf() / hullRegen() to the skill ledger so the combat
  loop can read the mend's interval and color off the ranked def.
- Update icon sheet, dev shots, and the browser/combat/data test suites for
  the two new skills.
2026-09-27 22:06:03 -06:00
Brian Fertig 420371a4de Redesign skill tree console as grid with session-based reset
- Replace per-skill rows with a scrollable tile grid (authored `node` cells or
  auto-layout by dependency depth), elbow join lines, rank badges and empty sockets
- Add detail drawer at bottom third showing the selected skill's copy plus ADD A SKILL
  POINT, RESET and ASSIGN/CLEAR SEAT actions
- Introduce a console session in SkillState: points spent while open are PENDING and
  resettable; closing commits them; reset cascades down a branch bought this session
  or refuses when it would strand a committed point
- Wire GameScene onReset/onClose doors, toast copy and passive re-roll on refund
- Move all tree geometry/palette knobs into data/skills.json (window.tree) with clamped
  fallbacks in SkillModel.windowSpec()
- Add pure treeLayout()/classTreeLayout() to SkillModel for canvas-free layout tests
- Expand dev/skills-window-browser.test.mjs to verify regions, tile placement, session
  lifecycle, scroller (wheel/drag/thumb), and pixel-prove the gold join line
- Update README, PROJECT_NOTES and screenshot fixtures
2026-09-27 10:12:47 -06:00
Brian Fertig 51fc62ec66 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`).
2026-09-27 07:20:55 -06:00