Commit Graph

112 Commits

Author SHA1 Message Date
Brian Fertig 21e9e68033 Add reputation bonuses for side-quest claims and goods sold
- Add `bonuses` config (sideQuest 10%, perGoodSold 2%) to reputation.json
- Implement `Reputation.creditFraction()` with sub-point pending credit that pays out whole points across multiple sales
- Wire GameScene to award the issuer's standing on side-quest claim and on goods sold in the shop
- Serialize/deserialize pending credits through save/load round-trip
- Add tests covering crediting, clamping, home-world pinning, and save round-trip
2026-09-23 22:39:27 -06:00
Brian Fertig 1e9c528108 Fix Job Board detail text word-wrap for Phaser 4
- Pass `wordWrap` as `{ width, useAdvancedWrap }` instead of a bare number; Phaser 4 ignores the Phaser 3 shape so description copy was running off the panel.
- Add dev-only CDP probe (`dev/jobboard-wrap-*`) that boots to the Job Board, selects a posting, and dumps text-object geometry + overflow vs the panel's right edge.
- Commit captured probe artifacts (`dev/shots/jb-wrap.{png,json}`) as a regression reference.
- Add neutral ally assets: music, attack/scan/scan-complete speech lines, and pilot video.
2026-09-22 19:33:21 -06:00
Brian Fertig 41f6dbbfd9 Make side quest job boards per-surface-world instead of per-system
- Board postings now derive from (seed, system, world key) so two worlds in one system stand different boards; count range drops to 1–3 per world
- Posting ids gain a world segment (`sq-<sys>-<world>-<cat>-<slot>`); add `parseSideQuestId` and use it for scene lookups and claim reward reads
- `allSideQuestJobIds` now builds the job space from each system's surface worlds (planets + free-space stations) via `galaxy.ensureContent`; old per-system ids no longer stand, so in-flight contracts in pre-per-world saves drop on load (documented Path A trade)
- Surface scene passes its world name/isStation through to postings, accept, and activate; window copy updated to say "world" not "system"
- Tests updated for the new signature, per-world determinism, id parsing, and job-space guards
2026-09-22 19:14:33 -06:00
Brian Fertig 78593b1ea2 Add faction gate lock blocking neutral→faction jumps below level 5
- New `factionGateLocked` pure rule in JumpTravel.js: a gate from a neutral system into a faction-controlled one is locked while the player's combat level is below `minLevel`; gates from faction space and neutral→neutral hops are never locked
- Config section `gates.jump.factionLock` (enabled switch, minLevel 5, panel message) in data/gates.json
- Gate comm window shows the lock message in place of the LINK line and grays out REQUEST JUMP; case widens to fit the two-line message
- `jumpThroughGate` adds a flat denial toast on top as defense in depth
- Tests cover the rule's branches (neutral/faction/unknown dest, missing level, enabled switch, custom minLevel) and assert the shipped galaxy has locked gates at level 0 that all open at level 5
2026-09-21 18:56:31 -06:00
Brian Fertig 93a844f07b Fix bounty-hunt tracker so READY repaints when complete flips after all
- Include the quest's complete bit in the tracker row fingerprint so a later frame that only flips `complete` (with no check change) still triggers a repaint to READY.
- Update bounty-hunt and quest-tracker tests to pin the ordering: all legs checked while contract is still out, then COMPLETE landing on a subsequent frame with checks unchanged.
- Add station surface music tracks for spacestation variants 0 and 1 in data/music.json.
2026-09-20 20:25:06 -06:00
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 658babe216 Add XP rewards for sidequest patrols and cargo sale profit
- Sidequest patrol contracts now pay an XP reward alongside credits, fixed at accept as the experience worth of defeated contacts (contacts × wave total × roster xp) and granted via XpManager with a 'sidequest' source tag on claim
- Cargo sales earn 1 XP per credit above each bay's recorded purchase cost; bays with no cost basis or sold at/below cost earn nothing, granted via the same pipe with a 'trade' source tag
- New CargoHold.costsFor() returns FIFO per-bay costs for the profit basis without mutating the hold
- Job board payout/claim lines and console toasts display both credits and XP when present; old saves without an xp field derive it from the encounters spec or fall back to 0
2026-09-19 20:44:48 -06:00
Brian Fertig d9ba476d57 Fix LevelUpMarquee digit lock on non-zero scene clocks
- Stamp `c.lockAt` as elapsed beat time instead of an absolute scene-clock value, so `el >= c.lockAt` holds and the slots actually lock onto the final level during a live session (previously they kept cycling random digits)
- Add regression test 6 covering a marquee on a scene clock at 60s
- Refresh marquee dev screenshots
- Add trestle-q4-04/05 speech assets
2026-09-19 19:16:45 -06:00
Brian Fertig ec1ad155d6 Add level-up marquee beat for combat level landings
- New js/ui/LevelUpMarquee.js: a self-contained full-screen beat (dim, old-level shatter, digit-by-digit decode, lock-in FX, neon shutter peel) driven by hand-stepped timeline with no tweens; coalesces multi-level grants into one "+N LEVELS" beat and buffers mid-beat level-ups so none are dropped
- GameScene wires the marquee to XpManager's 'levelup' event, gates ship/combat/research/build/discovery ticks on its active flag (same pause contract as comms ack), tears it down on shutdown, and exposes a ?combat dev `marquee(from,to)` preview hook
- Add headless Node test (dev/marquee.test.mjs) covering trigger/timeline/reap, coalesce, buffer, teardown, and the FIRMWARE-MAXED cap branch
- Add CDP screenshot harness (dev/marquee-shot.mjs) plus committed dev/shots/ evidence frames for each beat phase via a new debugSeek/debugRelease latch
2026-09-19 18:42:21 -06:00
Brian Fertig 2e9b1ace5a Record per-bay cargo purchase costs and use them as the profit baseline
- CargoHold gains a parallel `costs` ledger (credits/unit actually paid, or null when no cost is on file), kept aligned across add/remove/set/capacity/dropFirstNot and serialized via toJSON/fromJSON
- ShopView stamps each bought bay with the trade's unit price so the console can compare exit prices against what was really paid
- ShipScreenModel/ShipWindow surface per-bay costs, a total-cost hold meta line, and a "PAID" chip + reference line in the bay manifest; bays with no cost read "NO COST" instead of inventing one
- GameScene passes the bay's recorded cost into scoutGood() so exit profits re-baseline against the purchase (falling back to the catalog value when absent), and restore/quest-handoff paths load null costs cleanly for legacy saves
- Adds arid-shop-02 video asset and updates cargo/saves/ship-window/shop-ui tests to cover the new ledger
2026-09-19 13:40:27 -06:00
Brian Fertig dd898bd594 Color route marks by destination kind
- Cargo deliveries set from the ship manifest or surface scout now read brown on the compass and in-world pulse; story-quest and manual picks keep the route's orange
- Add `destination.kind` ('manual' | 'cargo' | 'quest') to save/load so the mark survives a session
- Carve out held "Special Delivery" quest: a cargo pick that matches its home delivery flips to kind 'quest' so the story keeps orange
- Thread the resolved mark color through JumpGate/Planet/Station `setRouteTarget` and DiscoveryCompass entry recoloring
- Fix lava shop clip references in landing.json (ice-shop → lava-shop) and add arid-shop-01.png asset
- Extend dev probes: ship-cargo-compass checks brown/orange per kind, scout-dest asserts cargo kind, ship-shot gains a park shot for the off-screen route arrow
2026-09-19 12:38:56 -06:00
Brian Fertig 8ceb21808f Make ship console BEST EXITS rows tappable to set destination
- ShipWindow hosts a ConfirmOverlay (depth 30) so the SET DESTINATION dialog always paints above the console chrome
- Each remote exit row in the bay manifest becomes a hit-testable tap surface with hover state; local-system rows read HERE and stay inert
- Tapping a row opens the confirm dialog built from shipScreen.json templates; CONFIRM fires onSetDestination(systemId, objectId) through GameScene.setDestination, same seam as the map console
- ESC cancels the dialog before closing the console; closing the console cancels an open dialog to avoid orphan scrim
- Add dev/ship-cargo-dest.test.mjs covering hosting, row tappability, ask/confirm/cancel/close/repaint paths
- Update landing.json arid-land-03 shop reference from ice-shop-03 to arid-shop-03
- Add lava-shop-01.png and lava-shop-03.png assets
- Extend dev/ship-shot.mjs with ?tapExit / ?clickExit probes for headless verification
2026-09-19 11:57:21 -06:00
Brian Fertig 91be23088c Raise claim-reward plate depth above HUD overlays
- Bump CLAIM REWARD plate from depth 31 to 65 so it renders above compass arrows, toasts, deck blocks, and the sub-bar while still staying below modals (70) and full-screen consoles (80).
- Update ship.mp4 asset.
2026-09-19 10:25:58 -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 e5e7f6ce78 Fix Job Board text display and wrapping
- Add missing title, subtitle, right-side, issuer, body, and payout text to the container
- Use a numeric wordWrap width for the detail body instead of an object
2026-09-18 12:26:03 -06:00
Brian Fertig 1a12fa5e1a Restore in-place on confirmed load instead of cutting to the menu
- A confirmed LOAD used to hand off to the main menu, relying on the
  menu's New Game to apply the staged restore; that path resets run
  state, so the load never carried the restore through.
- GameScene and SurfaceScene now add reloadRun(): close the save
  panel and sub-bar, then restart (GameScene) or re-start (SurfaceScene)
  the game scene so the fresh create() picks up the staged restore —
  the ship lands back exactly where it was saved.
- saves-ui-test now asserts the in-place restore (ship back at the
  saved position) and covers the Return to Main Menu path.
- New CDP probe/repro scripts in dev/ drive the real index.html in
  headless Chrome to exercise the save/load user flow and diagnose
  input and confirm-geometry issues.
2026-09-18 12:13:34 -06:00
Brian Fertig d3fadcf6a5 Add hostile contact encounters to patrol side quests
- Patrol routes now carry 1–3 seeded enemy contacts placed evenly across waypoints.
- Arriving at a contact fires one rolling wave of six raiders, three at a time.
- Route completion and reward claiming require every waypoint and contact cleared.
- Contact specs are fixed on the route at accept for stable saves and deterministic replay.
- Job board, quest checklist, toasts, and map markers expose contact progress.
2026-09-18 11:12:42 -06:00
Brian Fertig b461bc98af Add combat XP leveling: kills earn XP, level-ups bump armor
- Kills grant the hostile type's own `xp` (the roster sets XP-per-threat;
  the curve lives in data/progression.json, 100 x n^2, capped at level 80)
- Each crossed level fires one `levelup` event: +3 hull / +2 shields with
  a full heal, cyan burst + a distinct voice, and a kill-feed line — the
  placeholder toughness the skill layer will subscribe to later
- Combat bar gains an XP row below the orbs (level, live gold fill,
  banked / next cost; hidden when the snapshot carries no xp, so the
  range bar keeps its old face)
- Kills show a gold "+N" reward floater; the level-up's SFX is the new
  8th combat event (solar_flare_01)
- XpManager is pure and tested headless (node dev/xp.test.mjs); the
  ledger saves as { level, xp } and old saves load fresh at level 0
- dev hooks (xp/grantXp), sfxcheck (range seven, main eight), shot
  captures, and README all follow along
2026-09-18 09:57:07 -06:00
Brian Fertig a690ca74a2 Enable patrol side quests with full accept/active/claim flow
- Add patrol category rules: target selection (own system or faction neighbor via jump gates), deterministic waypoint route builder inside tether regions with anchor clearance and separation constraints, completable fallback for degenerate fields
- Extend SideQuestState ledger with active slot, claimed marks, and per-contract route records (waypoints + visited indices); save/restore round-trips all new fields with invariant re-establishment
- Wire GameScene seams: acceptSideQuest establishes the patrol route on the ledger; setActiveSideQuest / claimSideQuest manage the active slot and pay out exactly once; updatePatrol checks in waypoints per frame and completes the contract; _drawPatrolMarkers paints in-world beacons; patrolCompassTarget drives the yellow off-screen compass arrow (waypoint or gate)
- JobBoardWindow walks the full door state machine: ACCEPT → SET PATROL ACTIVE → active plate → CLAIM REWARD → claimed plate, with destination and route-progress lines in the detail readout
- Quests console side tab is now live: accepted contracts appear in questSnapshot with waypoint checklist, progress, reward, and claimable from the same CLAIM REWARD / SET PRIORITY doors as story quests
- SurfaceScene exposes activateSurfaceJob / claimSurfaceJob and routes side ids through the existing claim/priority seams
- Add capital-neutral-shop video + image assets; update landing.json to reference them
- Update all headless tests (sidequests, jobboard, quests) to cover patrol target/route/ledger/scene-seam behavior
2026-09-17 22:14:03 -06:00
Brian Fertig 081a086658 Add side quest job board with deterministic postings and ledger
- Introduce js/quests/SideQuests.js: seeded posting generation (patrol/delivery/bounty/escort), placeholder resolution, reward scaling, and a SideQuestState ledger with save round-trip + job-space validation
- Wire the feature into SaveData capture/prepareLoad/resetRunState so accepted/completed contract ids ride saves while postings regenerate from the galaxy seed
- Replace JobBoardWindow placeholders with live AVAILABLE JOBS rows and JOB DETAILS readout (contract copy, payout, ACCEPT door) driven by scene seams; refresh() repaints list/detail/status off those seams
- Add GameScene.sideQuestPostings/acceptSideQuest and SurfaceScene.acceptSurfaceJob so the accept lands on the sleeping game scene's ledger with a surface console note
- Ship data/sidequests.json (category gates all OFFLINE, description pools split neutral vs faction, reward bands, UI copy) and register it in manifest.json
- Add dev/sidequests.test.mjs (gate, determinism, voice, rewards, ledger) and extend dev/jobboard.test.mjs with live postings/selection/accept/refresh coverage
2026-09-17 20:49:09 -06:00
Brian Fertig 1b9b269b80 Add Job Board console UI and surface scene integration
- Introduce js/ui/JobBoardWindow.js: nearly full-screen (depth 80) build-console-style window with a muted looping 2:3 feed on the left, and AVAILABLE JOBS / JOB DETAILS placeholder sections on the right; open/close state machine, boot reveal, ambient glitch/sweep/cursor effects, ✕ close door
- Wire the Job Board slot through SurfaceScene: toggleJobBoard/leaveJobBoard, setServiceLocked (generalized from setBarLocked) so deck + drawer stand down while the board is up with the jobBoard slot kept live as a second door; pause/resume the surface clip under the console
- Preload assets/videos/jobboard.mp4 in GameScene via data/actionbar.json → surface.explore.video (2:3 aspect), adding a NO SIGNAL fallback when missing
- Update data/actionbar.json explore drawer with the jobBoard item (isHomeSystem:false, no labelActive) and the shared video block
- Add headless test dev/jobboard.test.mjs covering config, build, geometry, open/close, update ticks, and destroy; extend phaser-stub with setVisible/setDepth
- Add dev screenshot harness dev/jobboard-shot.{html,mjs} and reference shots for drawer/board/left stages
2026-09-17 19:47:02 -06:00
Brian Fertig 919bcc4c4e Add isHomeSystem where-clause to hide Job Board in the home system
- The player's home system is safe space (no enemies), so no work should be posted on its board.
- worldContext now exposes isHomeSystem from GameScene; matchesWhere handles boolean values with list any-match.
- data/actionbar.json gives jobBoard a { isHomeSystem: false } clause instead of showing everywhere.
- explore.test.mjs covers home/non-home worlds, stations, and boolean-clause matching.
- Added the jobboard.mp4 bar clip asset; updated SurfaceScene/GameScene comments to reflect the new rule.
2026-09-17 18:35:52 -06:00
Brian Fertig c352e089e8 Rework combat bar into bottom-centered orb strip
- 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.
2026-09-16 16:14:35 -06:00
Brian Fertig 0d51184daa Readability layer: lock reticle, threat cues, off-screen arrows, kill feed, bar gauge flash
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.
2026-09-16 02:02:55 -06:00
Brian Fertig 1d0622a3d5 Integrate combat into the main game with auto-fire and a combat bar
- 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)
2026-09-15 22:03:07 -06:00
Brian Fertig 15eaf26c03 Change cargo bay builds to cost credits + minerals
- 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.
2026-09-14 19:27:55 -06:00
Brian Fertig 138096cd2b Add Cargo research category with quest and build-completion gates
- 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
2026-09-14 19:13:56 -06:00
Brian Fertig 8810ec1b3d Rework BUY-list rows: title line carries name · inventory · price · 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.
2026-09-14 18:56:27 -06:00
Brian Fertig 828a5b8c38 Implement economy model v2: one world, one good with daily batch stock
- 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
2026-09-14 18:22:21 -06:00
Brian Fertig f0578f1a38 Gate mining Tier-3 research on Special Delivery quest claim
- 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.
2026-09-14 15:12:07 -06:00
Brian Fertig 54d2886c91 Remove waypoint kind; allow up to two deep-space stations per system
- 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
2026-09-14 10:25:19 -06:00
Brian Fertig 1f39c25c2f Add READY-RESEARCH attention cue on deck slot and console tabs
- 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
2026-09-13 19:48:53 -06:00
Brian Fertig 4334d8cc93 Add tutorial "pointing finger" highlight for starter quest
- 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)
2026-09-13 18:48:06 -06:00
Brian Fertig 942de11dde Move the surface shop gate from the deck slot to the Buy/Sell tab
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
2026-09-13 14:46:59 -06:00
Brian Fertig bd8b161584 Add planet vignette dialogue system with bar meeting scene
- 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
2026-09-13 13:13:51 -06:00
Brian Fertig fb4c8d1d3c Add Explore drawer with Bar service and monotonic quest checklist steps
- 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
2026-09-13 10:45:57 -06:00
Brian Fertig 1e3beccb22 Add "Special Delivery" quest with package handoff and shop gating
- 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.
2026-09-13 08:49:50 -06:00
Brian Fertig b6523808fa Name scout exits by their world, not just the system
- 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.
2026-09-12 20:53:16 -06:00
Brian Fertig 7549c91df1 Add set-destination from trade scout, shop HUD, and green sell selection
- 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.
2026-09-12 19:12:16 -06:00
Brian Fertig 338a45e782 Add dual-shimmer rim to READY quest rows in the tracker HUD
- 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
2026-09-12 11:42:56 -06:00
Brian Fertig 54989d3a3a Make BUY/SELL a toggle and save pending trade across panel close
- 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.
2026-09-12 11:19:39 -06:00
Brian Fertig 564b086c6a Add trade scout panel to inspect goods and charted exits in shop
- 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.
2026-09-12 10:28:13 -06:00
Brian Fertig 071f3ac0e4 Align shop sub-bar to span full action deck width
- 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.
2026-09-12 09:44:30 -06:00
Brian Fertig e9eda003b4 Fix shop buy-list clipping and add a scrollbar
- 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.
2026-09-12 09:21:05 -06:00
Brian Fertig 71f8bf6fe4 Fix shop buy-row bar position and stepper hitbox anchoring
- 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.
2026-09-12 08:54:50 -06:00
Brian Fertig c3d5e7fe74 Span the trade panel to the screen edges: SELL flush with the planet text, BUY out to the same right padding
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.
2026-09-12 00:06:17 -06:00
Brian Fertig cc4a15cafd Widen the BUY list right up against the SELL grid; the row description drops to 11px and wraps to two lines without touching the price/stepper
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.
2026-09-11 23:47:43 -06:00
Brian Fertig 3fdd825570 Lock the deck while the shop is up: only LEAVE SHOP stays live
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).
2026-09-11 23:31:54 -06:00
Brian Fertig a2d211a981 Rework the BUY side: a scrollable list of wide rows (icon + name +
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).
2026-09-11 23:23:15 -06:00