- 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
- 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.
- 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 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.
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).