- Replace the annular-band scatter (minOrbit/maxOrbit/minEdgeGap) with a ring-based placement: objects sit on one or two orbits around the home world, governed by center-to-center `minSpacing` and `maxNeighbor`
- Free-space stations (deep-space stations, waypoints) are now layout objects alongside planets; planet-bound settlements stay features of their planet
- Handle the N=11 case (9 planets + 2 stations) with an inner 3-ring + outer 8-ring; chain outward defensively for any larger N
- Update tests to verify the new spacing invariants, the two-orbit case, and determinism including station positions
- Refresh PROJECT_NOTES and the data-file comment to describe the orbit model
- Discovery rule: ship within `discovery.distance` (540 px) of a world's edge discovers it once per system; state is pure, save-ready (`Discovery.toJSON/fromJSON`)
- Off-screen compass (`DiscoveryCompass`): themed screen-edge arrows with type/name chips point back at discovered worlds; geometry helpers (`edgeAnchor`, `circleInView`, `lerpAngle`) exported for Node tests
- Solar-system layout: `layoutSystemPlanets` places generated worlds in a deterministic annular band around the home world, enforcing edge-to-edge separation and per-class scale/tint from `data/planets.json`
- All system planets are solid to the ship (collision + click-clamp), not just home
- Rim ping + HUD toast on discovery (`celebrateDiscovery`)
- New planet class pools (rocky/gas/ice/lava) with frames, `classScale`, `classTint`, and `typeLabels`
- Smoke-game dev hooks: `?ship=x,y` and `?near=px` for screenshotting discovery/compass states
- Node test suite (`dev/discovery.test.mjs`) covering rule boundaries, per-system state, JSON round-trip, layout bounds/determinism, compass geometry, and class pools
- Allow planet kinds to specify multiple sheet frames and pick one with a seed-derived Rng so the same galaxy always gets the same home world.
- Add Ethnocentric and Centauri font assets.
Adds the player's home planet to the starting system, rendered from the new
planets.png spritesheet. The planet is a solid disc: the ship may come within
shipClearance of its rim but can never cross it, and clicks on the planet
clamp to the keep-out rim so the ship always has a reachable destination.
- js/entities/Planet.js: solid-disc entity with a circle keep-out constraint
(constrainShip/resolve, pure and scene-free) plus edgePoint/aimPoint helpers
- data/planets.json (+ manifest entry): texture, frame size, scale, homePlanet,
shipClearance, spawnDistanceFromEdge
- Ship.js: exposes a radius (half the hull width) for the keep-out math
- GameScene.js: loads the spritesheet, spawns the home world at the origin,
starts the ship ~150 px off its rim in a seed-derived direction, and applies
the constraint each frame after the ship moves
- dev/planet.test.mjs: Node tests of the constraint against real config;
dev/test-game.html gains a <base href> so asset paths resolve from /dev