Commit Graph

16 Commits

Author SHA1 Message Date
Brian Fertig 4456ee00f0 Add classes speech and video assets 2026-09-26 13:21:55 -06:00
Brian Fertig 64da303c23 Add escort denial gates and transport captain comms
- Hold jumps while the escort convoy is linked or setting down: the
  player must have the transport, its surviving escorts, and the gate
  all on screen before leaving the system.
- Close the destination world's landing door until the transport has
  reached it (phase delivered) or been destroyed (phase failed), so a
  lost convoy never blocks the reset remedy.
- Arm OAC's escortDeny visual beat plus flat toasts on both denials.
- Register the transport captain character and add neutral-transport-link
  (convoy link greeting) and neutral-transport-delivery (delivery thanks)
  comms with audio pools, all once:false so they re-arm per contract.
- Require the convoy to be on screen before the delivery begins, not just
  the destination world.
- Update escort-flow and comms tests for the new witness gates, landing
  door, and transport captain beats.
2026-09-26 09:42:56 -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 5e799bbd5a Add pirate comms: attack/defeat/bounty voice lines with speech and video
- Raiders now roll an attack comm on-screen (50%) or on rolling-wave arrival (20%), and a defeat comm on kill (20%), driven by per-type config in combat.json
- New bounty-attack comm fires when the wanted leader's fight stands up in GameScene._fireBountyEngagements
- Ship 12 pirate speech clips, 3 enemy video clips, and register three new senders (pirate, pirate_defeat, pirate_bounty) in comms.json
- Wire onComm seam through CombatSystem so the scene can arm CommsHub triggers; rolls are no-ops when the seam is absent
- Add combat, bounty-hunt, and comms test coverage for the new roll logic, trigger arming, asset presence, and roster count
2026-09-20 21:34:05 -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 d61f2d6934 Add combat comms, block jump/landing during fights, and retime pirate am
- Add OAC "enemies detected" / "enemies defeated" visual comms with random voice pools, fired on CombatSystem active-flag flips
- Deny jumping or landing while a fight is live so the wave run can't be escaped or hidden on a surface
- Move the 'Pirate Problems' ambush trigger to the midpoint of the entry-gate → capital-world stretch, persisting lastJumpFrom through saves for a stable midpoint
2026-09-17 17:18:53 -06:00
Brian Fertig 78b280d7db Add 'Pirate Problems' quest with combat ambush and save-state ledgers
- New main-story quest granted after 'Special Delivery' is claimed AND its payoff comms are ACKed all the way through (unlocks.acked gate)
- Three-step checklist: speak with Trestle (trestleQ4 warning beats), defend from a rolling wave of six raiders at the gate-to-capital midpoint, return to the Neutral Capital World
- CombatSystem.startWaves gains an origin option so ambush enemies materialize in a ring around a specified point rather than off-screen around the ship
- CommsHub fires a new onAck hook before onEnd so the scene can record acknowledgments and run its grant pass in the same tick
- QuestState.isUnlockMet / grantUnlocked accept a gates.acked set; GameScene supplies it from the comms acked-ledger
- SaveData captures/restores comms.acked, combat.done, and story.capitalReturned; resetRunState clears all three on New Game
- Combat is now built for every scene (not just ?combat demo); the hostile pack spawns only in the sandbox boot
- Test suites updated: quest unlock gating, ambush wave shape, roster count 25→28, save round-trip of new ledgers
2026-09-16 20:15:21 -06:00
Brian Fertig f38b3c0b86 Add special-delivery launch comms assets and seam test
- 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.
2026-09-13 15:29:00 -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 efaa559efa Rework "Leaving the Nest" arrival to the capital world with voice
- 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
2026-09-12 23:16:49 -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 3137a800bf Add "Leaving the Nest" quest chain and READY tracker state
- New second main quest "Leaving the Nest" (data/quests.json) that unlocks when the starter quest's reward is claimed, with four checks: system charted, gates activated, Trestle talked, Trestle met
- Quest unlock chain in QuestState (isUnlockMet / grantUnlocked) and GameScene._grantUnlockedQuests — grants on claim + scene create for loaded saves, announces via SFX, OAC quest-grant voice (new oac-quest-new comm), and NEW QUEST toast
- Trestle story beats: three-brief ACK sequence (trestle-brief-1/2/3, trigger trestleBrief) armed when home jumpgates go online, and arrival beat (trestle-arrive, trigger trestleArrival) on landing in a neighbor system; CommsHub gains onStart hook so the played-ledger marks feed quest checks live
- Quest check types: systemCharted, gatesActivated, trestleTalked, trestleMet — evaluated in GameScene._questCheckEval / _trestleCheck against the comms played-ledger (survives reloads; mid-sequence quit re-arms only unplayed beats)
- System-complete milestone moved from research completion to the chart-completing discovery (celebrateDiscovery), one fire per system via _systemCompleteSeen set
- QuestTrackerHud READY state: completed-unclaimed rows turn amber with breathing tint, percent reads "READY" (bold), one-shot flash + diamond burst on flip, CLAIM REWARD button in row popup claims in place; silent when tracker is slid off (toast + chime carry it)
- New speech clips (trestle q2-01/02/03), lava-takeoff video, updated lava-land video, renamed lava-planet image, new laval-surface image
- Dev: quest-ready.html/mjs capture harness for the READY state shot; tests updated across comms, quests, quest-tracker, and system-hud suites
2026-09-10 20:29:47 -06:00
Brian Fertig 8afe4c78c6 Add Trestle's first-foreign-planet intro comm pair and ACK pulse cue
- Introduce the `firstForeignPlanet` trigger: when the player discovers a planet in a non-home system, Trestle (new out-of-system mentor character) delivers a two-part ack comm pair (meetup + quest claim), with dedicated video and speech assets.
- Make audio cache keys folder-scoped so characters with identically-named clips (e.g. both having `intro-01.mp3`) don't collide in the loader.
- Add an amber pulsing attention cue (halo + staggered sonar rings) on the ACKNOWLEDGE button for ack comms, driven per-frame from CommsBox.update().
- Put the ActionBar deck into a standby state while an ack comm holds: slots go inert (no hover/press), dimmed visually; re-arms when the comm ends. GameScene wires this via `actionBar.setEnabled()` each frame based on `comms.paused`.
- Extend MenuButton to accept a custom border color so the ACK button can wear the box's amber against the cyan UI.
- Add dev self-check harnesses (`comms-trestle.mjs`, `comms-trestle-hold.mjs`) and update existing tests to cover the new pair, folder-scoped keys, deck standby behavior, and pulse animation.
- Disable browser module caching in CDP probe/shot scripts to avoid stale ES modules shadowing on-disk changes during dev testing.
2026-09-09 12:12:34 -06:00
Brian Fertig 881a94a1b6 Add full OAC tutorial comms chain and ice-surface video assets
- Wire 10 new comm beats (oac-tether, oac-scan, oac-upgrade, oac-minerals,
  oac-fly-mine, oac-first-cluster, oac-research-complete, oac-tether2,
  oac-relaunch, oac-explore) into data/comms.json with their triggers,
  speech clips, and FIFO ordering
- Add trigger arming in GameScene (firstScan, tetherResearch, firstCluster,
  minerals200, researchComplete) and SurfaceScene (tetherL2Launch)
- Make CommsHub.trigger idempotent so a double-click can't queue the same
  comm twice
- Fix landing.json to use ice-surface-02/03.mp4 instead of rocky variants;
  add the two new ice-surface videos and an ice-shop image
- Add speech clips intro-05 through intro-10 and research-complete
- Expand dev/comms-intro.mjs into a full 10-step walkthrough self-check,
  add dev/comms-upgrade-hold page for screenshotting the longest comm, and
  update dev/comms.test.mjs to cover the new roster
2026-09-09 11:28:22 -06:00
Brian Fertig aaa953d654 Added Comms Feature 2026-09-09 10:10:38 -06:00
Brian Fertig 71cbea2fab Shorten research labels and fix console layout clipping
- Use fixed short button copy for the gates tech ("Unlock Jumpgates") and mining nodes (drop "Mining" prefix) since the tree node has no room for system names or category words
- Raise detail panel height and widen node/button plates so long descriptions and status labels stop bleeding past plate edges
- Add word-wrap to the unlocks line and trim redundant status prefixes ("RESEARCH CONSOLE STANDBY", "PROJECT COMPLETE")
- Fix ice-surface-01 video reference in landing.json (was pointing at rocky-surface)
- Add OAC speech clips and ice surface video asset; update planets.psd
- Tighten tether research descriptions to match the new short-copy style
2026-09-09 08:28:32 -06:00