- Replace vertical gauges with draining hull/shield/energy orbs
(hull with overlapping shield on the left, energy on the right).
- Share the main game's CombatBar in the combat range and add
range energy tracking with optional regen.
- Make gauge hit flashes shape-aware: circle orbs get a soft bloom,
rects keep the legacy white pulse.
- Update combat data and assets for the new orb-strip storyboard.
- Waves.js: pure wave runner (rolling/fixed) + CombatSystem.startWaves
for quest-step combat; named scripts (probe/skirmish/raid) ship in
combat.json, driven from the console until the quest hook lands
- EnemyTypes.js: named hostiles (raider/bomber) deep-merged onto the
base craft, with per-type textures preloaded via enemySheetList()
- Hostiles now materialize off-screen (camera edge + game.spawnLead)
and fly in on their chase AI instead of popping into view mid-fight
- Wave ships are run-owned: no self-respawn, kills feed rolling
replacements, and the combat bar stays up through the lead and gaps
A shared readability layer (js/combat/CombatHud.js) for both combat
contexts — the training range and the main game's ?combat:
- Target/lock indicator: rotating brackets on the current target (the
auto-fire target — one rule, one target, js/combat/Combat.js#pickTarget).
- Threat cues: pulsing markers above each live hostile.
- Off-screen arrows: edge arrows toward hostiles outside the camera
(zoom-aware via a context-supplied worldToScreen).
- Kill feed: newest-first fading entries, top-right.
- Gauge flash: the combat bar's shields/hull gauge flashes on the hit
it took (CombatBar.gaugeRect feeds the shared CombatHud.flash).
Pure rules stay in Combat.js (pickTarget, feedPush, offscreenArrow),
covered by dev/combat.test.mjs. The main game re-anchors the pack
around the ship once its start position settles (CombatSystem
.resyncAroundShip + a short settle window in GameScene), so the demo
pack sits in auto-fire range instead of kilometers off.
All combat rules tests pass (0 failures); CDP-verified in both
/combat and index.html?combat.
All from the one shared Fx path (js/combat/Fx.js) — both contexts call
the same cues, so the read never drifts:
- Fx.damage(): floating damage numbers on every hit, cyan when the
shields took it / orange when the armor did (both enemy + player).
- Hit flashes are now color-coded by the layer that took the hit
(FX_COLORS.shield / .hull) instead of a flat white.
- Fx.explode() (the kill burst) gains a second delayed shockwave ring
+ a denser spark burst.
- Fx.down(): the player-DOWN cue — hot-red burst + big DOWN hold.
- Fx.respawn(): the REFORMED cue — clean cyan bloom + pop.
- Fx.text() is a graceful no-op without scene.add.text (the Node test
stubs), and canvas text gets a CSS string (toCss) per the v4 Giedi
fillStyle quirk.
CombatScene + CombatSystem wire every hit/kill/down/respawn site to the
shared cues. dev/combat.test.mjs stays 0 failures; CDP screenshots
(/tmp/vfx-cues-*.png) show the damage numbers, kill burst, DOWN and
REFORMED cues live in both /combat and index.html?combat.
- js/combat/CombatSfx.js (new): ONE event→voice map + playback path for
both contexts, using ONLY existing data/sfx.json files:
fire=scan · impact=ui_click · shield=solar_buzz · hull=mining_split
kill=thunder_01..04 (one at random) · down=deconstruct ·
respawn=discovery
plus combatSfxEnemyHit() (shield/hull decision in one place: a hit
that breaks through to the hull plays both — the shield-pop read),
loadCombatSfx() for the range's preload (the main game already loads
all of sfx.json), and a capped dev log on window.__COMBAT_SFX__ so
the wiring is verifiable headless (no audio manager) in both.
- js/combat/CombatScene.js: fire/enemy-fire/wall-clip/ram/lance/kill/
down/respawn sites call the shared path; the player-hit voices
(impact + shield/hull from applyDamage) funnel through damagePlayer.
- js/combat/CombatSystem.js: the same seven call sites, identical
wiring (no per-context copies).
- dev/combat.test.mjs: sfx block — seven events mapped, voices exist in
data/sfx.json, pairwise distinct, vol scaling, thunder pick, the
shield/hull decision, the dev log, the master switch (0 failures).
- dev/combat.sfxcheck.mjs (new): CDP check that drives real events in
/combat AND index.html?combat and asserts all seven events pass
through the shared path — PASS in both.
- js/combat/Combat.js: new pure handleFeel() step (smoothed turn
velocity, ramped/decaying throttle, instant brake) with EXACT
analytic integration of the eased turn — frame-rate independent by
construction (dev/combat.test.mjs: feel block, 0 failures).
- data/combat.json: combat.player tuning surface — thrust 2000, drag
1.8 (now actually overrides ship.drag in the range), rotSpeed 6.4,
rotApproach 20, thrustRamp 18, thrustDecay 30, brake 0.9.
- js/combat/CombatScene.js: updatePlayer runs the shared feel step.
ALSO FIXES WASD: this Phaser build's addKeys() object form only
resolves single KeyCodes names, so {up:'W,UP',...} put every name on
ONE shared Key with keyCode undefined and isDown polling could never
see a key-press (WASD was dead). Now keys drive off the working
keydown-/keyup- event API (the main game's pattern) with real Key
objects registered for capture; window-blur clears held keys.
- dev/combat-flycheck.mjs: CDP flight-feel check — thrust 60% in ~300
ms, 30° turn in ~150 ms, sustained spin ≥ rotSpeed, stop from full
in ~300 ms (headless ~24 fps budgets; PASS).
- Add CombatSystem: owns the hostile pack, tracers, player armor/energy,
auto-fire (nearest-in-range), swept-hit collisions, rams, respawn — all
driven by data/combat.json `game.*` / `energy` sections
- Add CombatBar (Diablo 4 style): vertical shields + hull gauges on the
left, energy gauge on the right, eight skill seats (keys 1–8) in the
middle; shown in place of the action deck while combat is live
- `?combat` now boots the normal game with the pack spawning when the
player starts (mouse steers, cannon auto-fires); the standalone WASD
range remains at `/combat` / `combat.html`
- GameScene wires the system into its update loop, solid constraints, and
click-through gate; exposes `window.__ORBIT_COMBAT__` for DevTools
- Extend combat tests to cover CombatSystem lifecycle (spawn, auto-fire,
hits, rams, armor, respawn, cast stub, destroy)
- 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.
f' = 0.25 + f/2 on every band (x1.0/1.8/3.2/5.0/7.0): with the origin buy
fixed at x0.5, per-unit profit lands at exactly ~half the original in every
band (30->17, 67->35, 130->66, 218->110, 382->192 cr for the average
product) while distance stays the dominant term and the curve's shape is
preserved. Data-only change (economy.json); docs/ECONOMY.md table + example
updated. All invariants re-verified (anti-loop, monotone distance, far pays
more than buy, 1-hop viable) and the economy/cargo/shop-UI/scout suites
pass. dev/economics-report.mjs gains an ECON_BANDS=... A/B override and
dev/economy-bands-audit.mjs sweeps the band invariants on any band set.
- Rebalance the three cargo hold upgrades (8/12/16) from a credits-only sink to a mixed cost of credits and minerals, so expanding the hold draws on both trade income and the mining economy.
- Update research descriptions, build data, tests, docs, and code comments to reflect the new two-resource costs.
- Introduce data/research/cargo.json: a 3-node chain (8 → 12 → 16 bays) where each node is a blueprint that unlocks the matching ship-hold build
- Add `build` gate field to ResearchModel.js (attachBuildGates) so a node can require a named build to be completed before it becomes researchable, composing with the existing quest gate
- Wire both gates in GameScene and ResearchWindow so node availability, lock notes, and the RESEARCH button reflect quest + build state
- Gate cargo_bay_8 on the special_delivery quest; cargo_bay_12/16 on Improved/Advanced Mining Storage builds
- Update builds.json to require the corresponding research nodes for cargo-bay-8/-12/-16
- Add comprehensive tests covering the cargo tree structure, pure DAG availability, live gate composition, and build-side lock-step
- Split each row into a title line (name, "N left"/"SOLD OUT" strip, price,
stepper with `stock.gap` padding between blocks) and a full-width desc line.
- Add `buyList.stock` config (w, gap, fontSize, color) for the inventory strip
and use it for sizing/truncation so the name never collides with the strip.
- Update `_btnXs`, `_nameMaxW`, `_descMaxW` layout helpers to place the right
block on the title line and give line 2 the row's full text width.
- Refresh shop-ui tests to assert title-line padding, truncation budget, and
desc wrap within the full row width.
- Replace producer/demand class pricing with strict 1:1 origin assignment;
each settled system sells exactly its signature good at a discounted origin
price, and the catalog remainder becomes a hub pool resold by stations/capitals
- Make banded hop distance the dominant sell-price factor (x1.0 to x7.0),
with planet-type demand as a secondary +10% modifier, and cap every shop's
sell price at its own buy price to eliminate the v1 infinite-credit loop
- Add Stock.js for the time-gated daily batch (6 units per origin per wall-clock
day) — the economy's only stateful piece; wire it through GameScene,
SaveData capture/restore/reset, and the shop UI stepper clamp + SOLD OUT strip
- Update Economy.js with assignOrigins pass, new buyPrice/sellPrice/shopFor
logic, tradePreview stock-cap backstop (buyback exempt), and distanceFactor
- Rework shop UI: BuyList shows "N left"/"SOLD OUT" per batch-limited row and
clamps the stepper; ScoutPanel shows MADE IN (origin system) instead of GROWN ON;
ShopView wires stockRemaining/stockCapsFor/spendStock into preview and confirm
- Update all dev tests (economy, cargo, shop-ui, saves) to assert model v2
invariants including the anti-loop sweep, batch clamp/backstop, and save round-trip
- Add an optional node quest field so research techs can require a named quest's reward to be claimed before becoming available.
- Wire the scene's live questClaimed predicate into ResearchModel.attachQuestGates and the research tree loaders so node states, the RESEARCH button, and LOCKED readouts all honor the gate.
- Gate mining premium_arm and advanced_storage on the Special Delivery quest, and add data/test coverage for the quest-gate behavior.
- 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.
- Waypoints were comms-only beacons with no landing or trade; a second
deep-space station is a more useful destination in their place
- The old waypoint chance in systems.json becomes
deepSpaceStation.second, so a system can roll 0–2 stations
- StationFrames now assigns a distinct sprite variant per station
(Galaxy.stationFrames is id → [frame, …]) and a two-station system
always wears two different variants
- Rename the route-gate pulse from "destination's waypoint" to
"route's next stop" so the term no longer refers to a removed kind
- Add `premium_arm` and `advanced_storage` research nodes (Tier 3) to the mining tech tree, each gated by its Tier-2 parent.
- Add `mining-arm-premium` (4.0 minerals/s) and `mining-storage-advanced` (500 capacity) ship builds in data/builds.json.
- Update existing Tier-2 nodes to declare their new children in `unlocks.research`.
- Extend test suites for the two new research nodes, their build wiring, cost/affordability, DAG layout (3 rows), and availability gating.
- Arm `oac-research-new` (trigger `researchNew`) from `_commEnded` when the `oac-research-complete` sign-off finishes and `researchAnyAvailable()` is true, so the hub FIFO plays it right behind the sign-off
- Register the new audio-only comm in `data/comms.json` and move `researchNew` out of the reserved trigger list
- Update roster count to 25 and add node checks for the beat's fields, clip presence, and zero delay in `dev/comms.test.mjs`
- Add headless browser harness (`dev/new-research-shot.html`/`.mjs`) that verifies the seam, gating (in-flight vs available), and FIFO ordering through the real `onEnd` hook
- Ship `assets/videos/arid-shop-03.mp4`
- New ShimmerCue module: pure shimmerPhase/drawShimmer cycle (yellow band sweeps face, comet runs cut-corner edge), shared by both surfaces
- ActionBar gains setShimmer + a dedicated additive layer; the RESEARCH slot wears the full face+edge recipe while a tech can start and the console is closed
- ResearchWindow._paintCues paints the edge-only shimmer on every category tab whose tree still holds an available tech, plus the ACK pulse on the "Unlock Jumpgates" plate (or SYSTEM tab when off-screen)
- GameScene._applyResearchCue switches one cue at a time: deck slot when console closed, console cues when open; rests while a project runs (maxConcurrent 1), under standby, or under the tutorial finger
- ResearchModel.hasAvailable and SystemCategory.gatesReady/gatesNodeId encode the ready rules
- data: actionbar.json animation.shimmer, research.json fx.tabShimmer (#ffd84d, comm-pulse yellow family)
- dev: Node test (research-cue.test.mjs) pinning the pure cycle model + slot/tab behavior; browser verify page (research-cue-shot.html/.mjs) with CDP capture poses
- assets: arid-surface-03 / arid-takeoff-03 videos
- 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)
- 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
- New `js/galaxy/PlanetClasses.js` deals non-home planets from one shared deck so every class lands at ~1/N of the galaxy while star type still flavors local systems
- Config knob `systems.planetClassBalance` (enabled + bias) blends an even split with the star-mix preference; bias 0 = exactly even, 1 = old free preference
- Stamp `galaxy.planetClasses` is read back by content generator, frame pass, economy, and type preview so lazy/eager generation agree
- `rollSystemComposition` accepts optional stamped classes; falls back to per-type weighted draws when balance is off or stamp absent
- Fix arid-surface video path in landing.json (was pointing at ice surface)
- Update shop-ui and trade-scout tests to pick rows the current system actually wants, and handle home-world exit resolution
- Register Carol as a comm sender with her video clip and role
- Add four ack beats (carol-delivered-1/2/3, oac-delivered-1) under the new 'deliveredLaunch' trigger, fired when the player launches after selling the package
- Arm the chain in GameScene.onSurfaceDeparture once story.delivered is set, with the once-ledger keeping it a one-shot
- Update comms tests to cover Carol's registration, the four-beat sequence ordering, and re-arm deduplication
- Stage the payoff audio (carol q3 05-07, oac q3 01) and video assets
(arid-surface-02, carol character) backing the launch-after-sale beat.
- Add dev/delivery-launch.test.mjs pinning GameScene.onSurfaceDeparture:
arms 'deliveredLaunch' once on post-delivery departure from any world,
stays quiet pre-delivery, preserves the capital leg (launchedFromCapital,
home routing, quest refresh), and keeps the arm firing on the defensive
already-home no-op.
The Shop button on the deck is now always live — the shop sub-bar opens on every world. The "Special Delivery" capital-landing witness now gates only the shop's Buy/Sell tab (ShopView reads GameScene.isTradeUnlocked, which replaces isShopUnlocked), so trading stays dark until the player lands on the neutral capital while the rest of the shop UI is reachable everywhere.
- Rename GameScene.isShopUnlocked → isTradeUnlocked and update all references (SaveData, SurfaceScene, quests.json comments)
- Remove the deck-slot enable guard in SurfaceScene.toggleShop / setBarLocked; the slot now re-arms with the rest of the deck
- Add ShopView.isTradeUnlocked + gate checks in setTab / _onTabTap; gray the Buy/Sell tab via _refreshTabs until the gate lifts
- Update dev probes (scout-*, shop-*) to lift gs.story.capitalLanded so the trade panel is reachable
- Extend shop-ui.test.mjs with a TRADE GATE case covering closed/lifted states
- Ship now starts with cargoHold 0; the bar vignette's DONE press builds
out 4 bays (effects.cargoHold) and then places the special-package,
making the parcel aboard the "cargoUpgraded" step's witness instead of
a build-state check.
- Remove the old capital-landing handoff and SurfaceScene package flag;
onVignetteComplete in GameScene applies effects + handoff in order and
refreshes the quest checklist.
- Persist cargoHold through saves and gate jumps so the upgraded hold and
its goods survive a scene restart or load (old saves fall back to the
carried goods count).
- Add arid-land/takeoff 02 assets, fix landing.json slot 3 mapping, and
extend dev tests (jump-cargo probe, saves round-trip, vignette flow) to
cover the new beat ordering and persistence.
- 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
- 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
- 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.
- Split trestle-arrive into an arrive-1/2 ack pair, both voiced (new q2-04/q2-05 clips)
- Quest now completes on reaching the neutral capital planet instead of entering the neighboring system; add _atCapitalWorld proximity check and arm arrival in _checkDestinationReached
- Gate capital-world landing until the quest reward is claimed, with a new capitalDenyToast denial
- Update tests, save-data comments, and fix lava-shop-02 asset reference
- 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.
- 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.
- 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
- New js/ui/PerimeterShimmer.js: constant amber base rim + glow, and two comets in counter-streams (amber CW, neon cyan CCW) tracing the cut-corner plate perimeter; pure arc math (perimeterPath / arcPoint / arcPolyline) exported for bare-Node tests
- QuestTrackerHud promotes READY rows to the console's cut-corner plate (CyberShape.rectPoints), drives PerimeterShimmer per-frame on the absolute clock so repaints never reset comet phase, and fires a one-shot rim flash when a row is claimed; shimmers are torn down with each paint
- data/quests.json gains tracker.shimmer config (enabled, notch, periodMs, dashFrac, phaseOffsetPerRow, claimFlashMs, base, comets)
- CyberShape.rectPoints added for absolute-coord cut-corner polygons
- New dev/perimeter-shimmer.test.mjs covering arc math, counter-streams, absolute-phase invariance, degenerate configs; quest-tracker tests extended for shimmer lifecycle and claim flash
- 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.
- 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.
- 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.
- 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.
- Center the row background plate on its own local origin so it no longer double-offsets with the object's world position, eliminating the right/down drift and stretched spacing.
- Switch stepper glyphs to a centered (0.5, 0.5) origin and recompute the tap area live inside hitAreaCallback against the current glyph size, so the box stays centered on the visible button even as qty text re-measures.
- Add dev/shop-shot probes that assert bar fillRect coords and verify plus/minus clicks register on the glyph while a point in the old mis-anchored gap does not.
- Extend landing.json with additional land/surface/takeoff/shop video entries.
The panel was centered as a group; now the SELL grid's left edge sits at
the surface HUD's planet-text left edge (landing.hud.marginX, 24px —
same key the HUD name/line use) so the cargo grid lines up vertically
with the planet name above it, and the BUY list stretches from just
past the grid all the way to the right edge minus that same padding
(1280px window: BUY list 560 -> 770px wide; the 440px floor stays as
the narrow-window fallback). The 16px gap between the panels is
unchanged, and the sub-bar still anchors to the deck's Shop button.
shopui.json's buyList.w is now only the headless fallback width.
The center column is gone: Confirm + Clear move onto the tab sub-bar
([tabs] | [Clear][Confirm] | NET value), serving both the trade and
buyback tabs, so the two panels sit side by side with just a bit of
padding between (grid.centerW 208 -> 16). The row description keeps the
smaller font, word-wraps inside the text column (wrap width stops
before the price), and the char-count budget now spans two lines so the
headless path stays bounded; rowH grows 64 -> 72 to fit both lines.
The buttons persist across tab switches (they were content before and
died with it), Confirm stays grayed while the trade is invalid, and the
stub gains setX/setY so the bar layout is testable.
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).
description + price + stepper) instead of the 4×4 icon grid
Each stock good is now ONE WIDE ROW — the good's icon, its name + a
one-line description (the good's flavor), and the price + a −/qty/+
stepper on the right — the way the user wanted the shop list to read.
The stock (12–16 goods) outgrows the panel, so the list SCROLLS:
drag on the row area or the mouse wheel; rows outside the window are
clipped (row-based alpha clipping — this Phaser build has no
ScrollContainer/camera clip), and hidden rows' steppers are
non-interactive. The selection is data (goodId→qty), so stepping a
good works whether its row is on screen or not.
js/ui/shop/BuyList.js new — the scrollable BUY list (rows, drag +
wheel scroll, per-row steppers, flavor text)
js/ui/shop/TradeGrid.js SELL-only now — the BUY mode (steppers, stock
rendering, buy-selection data) is stripped;
one grid, one purpose
js/ui/shop/ShopView.js composes TradeGrid (SELL) + BuyList (BUY);
the BUY panel sizes itself to the SELL grid's
height (top- AND bottom-aligned)
data/shopui.json buyList row/typography knobs (name, desc,
price, row bg/border, selection accent)
dev/shop-ui.test.mjs BUY assertions rewritten for the list + a new
SCROLL section (scroll clamps, row clipping,
stepping off-screen rows)
dev/shop-shot.mjs BUY probe → the row's inline text (no tooltip)
docs/ECONOMY.md §12 the BUY bullet + mockup now describe the list
The BUY side's name + price used to live in a hover tooltip because a
grid cell is too small for text; a wide row carries them inline, so the
tooltip stays on the SELL side only. All headless suites green
(shop-ui, economy, cargo, builds, ship-behavior).
The pending trade's credit delta now sits at the right end of the
Buy/Sell + Buyback sub-bar, past a hairline divider — tabs AND the
credit math on one console, one glance apart (entry state dims it to
0 cr). The center column keeps Confirm/Clear (re-centered); the
buyback panel's Confirm moves up to sit just below its rows.
Knobs: data/shopui.json → preview (bar sizing, zeroColor, divider).
Docs: docs/ECONOMY.md §12 mockups + bullets follow the new layout.
Tests: dev/shop-ui.test.mjs asserts the bar's NET readout mirrors the
pending trade (+N cr while picking, 0 cr after Confirm).