Commit Graph

4 Commits

Author SHA1 Message Date
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 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 d78b7ad505 Add gate comm window and sprite-based jump gate rendering
- Replace direct-click-to-jump with a shared comms panel variant that shows LINK ACTIVE/DORMANT status, REQUEST JUMP (disabled while dormant), and CANCEL
- Render gates from the new 256x256 spritesheet (frame 0 body, frame 1 active swirl) with procedural fallback when the texture is missing
- Active gate swirl spins clockwise and breathes alpha between configurable bounds; dormant gates keep the body at full alpha with the swirl hidden
- Wire CommsPanel to a dynamic primary-button action id so the same panel serves world and gate variants
- Add dev probe page (dev/gate-comms.html/.mjs) and update jumpgate/jump-travel tests for the new sprite path, fallback renderer, and comm-window flow
2026-09-06 20:26:06 -06:00
Brian Fertig 5a67dbb206 Implement gate jump travel between systems
- Add JumpTravel.js with pure arrival geometry (return-gate lookup, spawn point past keepout) and wire it into GameScene.jumpThroughGate to re-stage the run via the save pipeline and scene restart
- Add gate hit-test (gateAt) so active gates trigger the jump on click while dormant ones show a console nudge and fall through to fly-here
- Add jump config block to gates.json (feature switch, arrival gap, delay, toast templates) and update landing.json gasgiant shop clips
- Add dev/jump-travel.test.mjs covering config, geometry, real-galaxy coverage, and determinism; refresh PROJECT_NOTES for the new mechanic
2026-09-06 16:37:48 -06:00