Commit Graph

6 Commits

Author SHA1 Message Date
Brian Fertig 4312177c3d Add BOUNTY HUNT side quest with elite combat seam and verification
- Enable the `bounty` category in data/sidequests.json with level-2 gate,
  Neutral-only contexts, encounter chain odds, and 20 written leader dossiers
- Add pure bounty model to SideQuests.js: plan derivation, wave scripts, XP,
  sequential waypoint rule, and completion only via the mark's kill
- Extend combat seam (Waves/CombatSystem/EnemyShip) for a named elite unit
  deployed with the opening group at scaled hull/damage, plus haltWaves() so
  killing the mark stops deployments while survivors stay hostile
- Wire GameScene/SurfaceScene/JobBoardWindow for locked rows, dossier readout,
  sequential check-ins, engagement chain, and single idempotent claim
- Add dev/bounty-hunts.test.mjs (591 checks) and in-browser probe with JSON/PNG
  evidence; update patrol/sidequests tests for the new live category
2026-09-20 20:10:07 -06:00
Brian Fertig 69ce598f6c Add seven enemy weapon patterns and a rolling ?combat demo wave sequence
- New hostiles frames 1–7 (bomber → warden) with distinct stats and
  monotonic difficulty ramp in data/combat.json
- Shared js/combat/Weapons.js dispatch for lance, spray, burst, rapid,
  ring, missile, and combo patterns used by both combat contexts
- New dodgeable heat-seeking Missile (capped turn-rate homing) plus pure
  geometry helpers in Combat.js
- Rewire ?combat boot to startWaves('combat_demo'): 7 rolling waves, one
  type each, 6 ships per wave, 3 concurrent, replacement per kill
- Add missile_fire SFX voice and extend tests/CDP demo checks for all
  patterns and the full wave run
2026-09-20 08:17:34 -06:00
Brian Fertig 36e36fb2d1 Fix MineralHud capacity restore snapping the fill back to stale fraction
- Void in-flight count-up tween when max changes so a late landing can't redraw against the old cap (250/250 → full after cap grew to 500)
- Add regression test for mid-count-up capacity restore voiding the stale tween
- Archive completed ship-screen goal and add ship.mp4 asset
2026-09-19 09:53:46 -06:00
Brian Fertig 154ee9fd97 Add Ship Screen console with status and cargo tabs
- Wire the deck's SHIP slot to a full-screen ShipWindow (depth 80) following the Map/Quest window contract: bay-camera video panel with NO SIGNAL fallback, tab row, glitch/sweep dressing, ESC/scrim close, and exclusive open/close against research/map/quests/comms.
- Add data-driven Ship Status plate via pure js/ship/ShipScreenModel.js resolving every stat row from data/shipScreen.json (hull/shields live vs nominal, shield recharge, flight, fire rate/DPS, cargo/mineral holds) plus the combat level journey timeline that swaps to a CHOOSE YOUR CLASS door at level 5.
- Add Cargo Holds tab: bay grid with filled/empty/locked states, mineral aggregate bar, and a selected-bay manifest reusing TradeScout.scoutGood() for ranked exits in the buy/sell style.
- Register data/shipScreen.json in the manifest, preload ship.mp4 with skip-if-missing guard, and add dev test + screenshot harness (dev/ship-window.test.mjs, dev/ship-shot.{html,mjs}).
2026-09-19 09:28:09 -06:00
Brian Fertig 716f9270ae Overhaul combat FX: laser bolts, impact reads, shield-sphere strike, and
- Replace dot tracers with elongated glowing bolts (trail band + core streak + head bloom)
  and a directional muzzle flare in both the range and main-game contexts.
- Add enemy impact reads: core flash, directional sparks along the travel vector,
  cyan arc ripple on shield hits vs orange shards on hull hits, white craft hit-flash,
  and a polished damage-number pop.
- Add player shield-sphere strike effect: full-sphere outline + bright arc centered on
  the laser's incoming bearing, radial ripple, spark burst, and a shield-collapse cue
  when shields break to hull.
- Add subtle world-camera shake on player hits, enemy kills, and shield-break while
  keeping the HUD/combat bar perfectly still via the fx-ui camera split.
- Expose new visual knobs (bolt size/trail, muzzle, arc span, shake intensity) in
  data/combat.json; fix Fx.update destroying ships on tintFlash expiry.
2026-09-17 07:55:48 -06:00
Brian Fertig b2cd5a2701 Archive completed combat-feedback goal and update enemy ship sprites
- Record the approved combat feedback goal (VFX/SFX/readability layer + ship handling) in .pi/goals: archived goal record, baseline audit doc, event log, pool snapshot, and ledger checkpoint.
- Refresh assets/images/ships-enemy.png/.psd with updated enemy ship art.
2026-09-16 08:04:50 -06:00