Commit Graph

20 Commits

Author SHA1 Message Date
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 55db379a93 Move Special Delivery package handoff to the bar scene's DONE beat
- Ship now starts with cargoHold 0; the bar vignette's DONE press builds
  out 4 bays (effects.cargoHold) and then places the special-package,
  making the parcel aboard the "cargoUpgraded" step's witness instead of
  a build-state check.
- Remove the old capital-landing handoff and SurfaceScene package flag;
  onVignetteComplete in GameScene applies effects + handoff in order and
  refreshes the quest checklist.
- Persist cargoHold through saves and gate jumps so the upgraded hold and
  its goods survive a scene restart or load (old saves fall back to the
  carried goods count).
- Add arid-land/takeoff 02 assets, fix landing.json slot 3 mapping, and
  extend dev tests (jump-cargo probe, saves round-trip, vignette flow) to
  cover the new beat ordering and persistence.
2026-09-13 14:09:16 -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 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 1b4cba9f4f Add shop buy/sell UI, cargo hold, and cargo bay upgrades
- Introduce CargoHold (pure class) as the ship's trade-goods carrier: fixed bays, one good each, capacity = unlocked bays, save/restore round-trip. Ship.cargo + setCargoHold/cargoRoom wired into stats.
- Add three credit-costed cargo builds (cargo-bay-8/12/16) that expand the hold 4→8→12→16 (MAX wins). BuildWindow affordability now covers both minerals and credits; GameScene.beginBuild debits credit lines and _applyCargoUpgrade expands the hold on completion.
- Add tradePreview/resultingCargo to Economy.js as the shop's pure calculator: sell/buy pricing, net credits, the two caps (can't go negative, end hold fits capacity), and atomic sell-to-free-room-for-buy.
- New ShopView + TradeGrid compose the buy/sell screen over the shop clip: SELL grid of cargo bays (tap to check), BUY grid with quantity steppers, live NET preview, Confirm/Clear, and a session-local Buyback tab (neutral undo at the sale price, locked until a sale). Wired into SurfaceScene's SHOP button.
- data/shopui.json drives the shop layout/animation knobs; economy.json gains cargo.maxSlots (16-slot grid); ship.json base cargoHold drops to 4 unlocked bays.
- Headless tests: dev/cargo.test.mjs (hold rules + trade preview caps), dev/shop-ui.test.mjs (construct, sell, buy, caps, buyback, clear), plus updated builds/ship-behavior suites; phaser-stub gains Geom.Rectangle for the hitArea path.
2026-09-11 20:11:34 -06:00
Brian Fertig 5f54cc327e Add trade economy engine, credits currency, and goods catalog
- New Economy.js price/stock engine: deterministic buy/sell prices based on
  producer/demand classes and hop distance (regional availability model)
- Goods catalog (114 goods, 9 categories) with spritesheet mapping and
  per-class producer/demand roles
- Credits state on Ship (add/spend/set/canAfford), save/restore support,
  and upper-right HUD stacked above the minerals readout
- Quest reward payout now supports credits alongside minerals
- cargoHold reduced to 4 units for initial play balance
- Economy generation pass in Galaxy.js computes classBySystem and
  producerHops via multi-source BFS over the jump network
- dev/economy.test.mjs validates determinism, fixed prices, trade loop
  profitability, distance scaling, shop floor composition, and icon mapping
- docs/ECONOMY.md: full design doc covering pricing model, gemstone system,
  and locked decisions
2026-09-11 18:36:30 -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 aaa953d654 Added Comms Feature 2026-09-09 10:10:38 -06:00
Brian Fertig bc8d5359c7 Add asteroid field depletion and restyle station compass + research edge
- Mining now fires `onDepleted` when a cluster's last rock is consumed; GameScene splices the depleted cluster out of world entities, solids, content record, and map chart, then records its id for persistence
- SaveData captures/restores `depletedClusters` so mined-out fields stay gone across save/load (legacy saves default to empty set)
- Change station compass color from red (#ff4d5e) to bright purple (#c84dff) in data and all UI references
- ResearchWindow: thicken tech-tree edges to 3px core + wide glow, add crawling dash animation on unpowered links, endpoint socket dots, and a comet-trail pulse on powered edges
2026-09-08 13:18:48 -06:00
Brian Fertig ce26b38df9 Add quests console with live progress tracking and claimable rewards
- Introduce QuestState ledger (granted/claimed ids) persisted via SaveData, with safe fromJSON validation that drops unknown ids and enforces claimed ⊆ granted
- Define the starter quest "Start Your Journey" in data/quests.json with four live checks: research node, lifetime asteroid mining, home tether level, and discovered world count
- Add totalMined counter tracked on each ore event to support the mining requirement independently of cargo hold
- Build QuestWindow (full-screen console at depth 80) with video feed, category tabs (Main Story live, Side Quests standby), quest list, detail plate with checklist and CLAIM REWARD action
- Wire QUESTS slot into both flight and surface command decks right of SHIP; SurfaceScene delegates snapshot/claim to the sleeping GameScene while rendering its own console notes
- Grant starter quest on first boot with delayed toast; announce "QUEST READY" once per quest when all checks complete
- Update research-builds tests for seven-slot deck layout; add dev/quests.test.mjs covering data contract, ledger behavior, save round-trip, and deck slot placement
2026-09-08 09:32:12 -06:00
Brian Fertig a5152590db Add SET DESTINATION route plotting with compass guidance
- New `js/galaxy/Route.js` derives the unique path between systems over the spanning-tree jump network (Dijkstra), exposing `planRoute` / `nextSystem`; pure and Node-tested in `dev/route.test.mjs`.
- Persist only the destination (`systemId`, `objectId`) in save data; the route itself is recomputed from the current system, so following it shortens automatically and a detour re-plots.
- Compass marks the route's next gate in orange (shown even while undiscovered) and suppresses that gate's ordinary cyan entry.
- On jump, resolve arrival / on-course / detour before `captureState` and queue REACHED / RE-PLOTTED notices to surface after the destination scene spawns.
- Map console SYSTEM tab now charts a charted star's system; confirming an object sets the destination and closes the map.
- Fix galaxy stars bleeding through the system chart: plate culling respects overall visibility, fog skips when no tethers anchor it, and the boot reveal finalizes to full alpha on tab switch.
- Add `assets/videos/ss-land-03.mp4` and document the route feature in PROJECT_NOTES.
2026-09-07 20:10:15 -06:00
Brian Fertig 22c2ccfcd2 Add GALAXY tab to the MAP console with whole-galaxy chart, jump lanes, a
- New `GalaxyView` renders glowing stars per archetype (pulsing heartbeat),
  the jump-lane web (traveled/frontier/unexplored), the charted region's
  convex hull, HOME/SHIP markers, hover readouts, and CONFIRM JUMP on a
  live lane (reuses the existing gate transport).
- `GalaxyChart.js` provides the pure model + geometry: edgeKey, snapshot
  builder, convex hull / padded polygon, star pulse/color, and plate
  clipping (Liang-Barsky + Sutherland-Hodgman) — all Node-testable.
- Run's footprint (`visitedSystems`, `usedGates`) is captured/restored/
  reset in SaveData; legacy saves default to "current system charted,
  nothing traveled".
- MapWindow gains tab switching between the system chart and the galaxy
  view, with shared stats/legend/status chrome per mode.
- Two dev tests cover the galaxy model, save round-trip, hull geometry,
  plate clipping, and a regression for the star-label blink bug.
2026-09-07 15:59:47 -06:00
Brian Fertig a3a229a72d Add per-system research category that unlocks jump gates
- Introduce a dynamic "system" research category built at runtime with two techs: `{System} Map` (granted on entry) and `Unlock {System} Jumpgates` (researchable once every NAV point is discovered).
- Wire gate activation through the research effects seam so completing the jumpgate tech activates the system's gates plus linked return gates, anchors level-1 tethers at each activated gate, and saves/restores via a new `activatedGates` set.
- Extend ResearchModel with optional tree hooks (`available`, `lockNote`) so dynamic categories can gate research on live world state without adding static requires.
- Add map and gate procedural icons, update tests for the new category contract and icon roster, and document the system category in project notes.
2026-09-06 15:56:38 -06:00
Brian Fertig 1d1cb2c150 Add build console with tether-l2 install, dev server, and diagnostics
- Introduce the BUILD deck slot on planet surfaces: full-screen BuildWindow
  (looping feed video, category tabs, build list, dossier + cost + BUILD
  button) backed by pure BuildModel/BuildState rules
- Move tether level 2 from a research effect to a one-off planet build
  (200 minerals, 20 s, requires L1 tether on the world); home world starts
  with tether-l1 pre-installed as a rule re-asserted after load
- Add `node dev/server.mjs` static server sending Cache-Control: no-store to
  stop browsers heuristically caching ES modules (the "new data + old JS" bug)
- Fix world-name casing leak: CommsPanel keeps canonical spelling in the
  landing payload; GameScene.startLanding normalizes via WorldNames.canonicalPlanetName
  so name-keyed build/tether lookups match
- Add in-game diagnostics (orbitDiag/orbitDiagBrief), dev/build-check.html
  self-check page, and Node tests for builds, world names, and save staging
- Persist builds (built records + in-flight remaining time) in the save bank;
  tick on the game-loop clock so a build survives takeoff mid-build
2026-09-05 18:55:29 -06:00
Brian Fertig 7138d153fa Add research console with Exploration tech tree and save persistence
- Full-screen RESEARCH window: looping archive feed, category tabs, branching
  DAG tech tree (top-down layout), per-tech dossier + RESEARCH button, deck
  progress bar
- Pure rules layer (ResearchModel / ResearchState) is Node-testable; the
  window is a passive view and GameScene owns effects, toasts, and saves
- First category **Exploration** (Tether Level 1–4, Tether Anchoring, Signal
  Amplification) lives in data/research/exploration.json; adding a category
  = one JSON file + one registry line + one manifest line
- Effects seam: `tether.level` grows the home tether via TetherField.setLevel;
  `capability` flags land on scene.researchCapabilities for future systems
- Save/restore round-trips an in-flight project (remainingMs captured at save,
  startedAt rebuilt on load); old saves without research still load
- Dev tooling: dev/cdp-shot.mjs (CDP screenshot with readiness wait),
  dev/research-shot.html/.mjs (boots the console + starts a run for a shot)
- Assets: gasgiant planet frame 03, takeoff/landing clips, research-computer
  feed; planets.png/.psd updated
2026-09-05 14:59:27 -06:00
Brian Fertig 520cba85f6 Add mining economy: rock shrink, split/shatter, and mineral hold
- Extract minerals from the latched asteroid at ratePerSec × miningSpeed; each mineral shrinks the rock by 1 px so the beam stays latched to its rim.
- Break rocks that lose ~1/3 of their original size: large ones halve in place (beam keeps mining one half), small ones shatter into pieces that fly home and load the hold.
- Add ship.minerals hold with addMinerals/setMinerals capped at stats.mineralStorage; a full hold ends the run instead of grinding the rock away.
- Persist the hold in save/restore (captureState writes ship.minerals, applyRestore restores it) and keep legacy saves working when the field is absent.
- Play new mining_split sfx on each break and surface split/absorbed/storageFull events as console toasts.
- Expose AsteroidCluster rock surgery (setSize/addRock/removeMember) for runtime splits, and add headless Phaser stub + loader plus a mining test suite covering extraction, halving, shattering, full-hold stop, and the hold API.
2026-09-05 11:18:35 -06:00
Brian Fertig 0c30985588 Add reputation data layer with stable place identity
- Introduce Reputation module (js/reputation/Reputation.js) tracking player standing on planets and space stations on a −20…+20 scale, with the home world pinned at +20
- Add data/reputation.json config for scale bounds, neutral default, and home-world standing
- Assign stable seed-deterministic ids to planets (<systemId>-p<ordinal>) and settlements (<systemId>-s<n>) in SystemGenerator so saved standing lines up with regenerated galaxies
- Wire reputation into the save system (captureState/prepareLoad/resetRunState) with backward-compatible loading of pre-reputation saves as all-neutral
- Add faction-check placeholder: standingFor() resolves home → stored → owner/faction → neutral, with factionStanding() stubbed for the upcoming factions layer
- Register a single Reputation instance in GameScene via the shared registry (same pattern as Discovery)
- Add dev/reputation.test.mjs covering scale clamping, home pinning, serialization round-trips, legacy/corrupt record handling, save integration, and place-id stability
2026-09-04 18:37:44 -06:00
Brian Fertig 217ba6bedb Add save/load system with 10-slot localStorage bank and UI
- SaveManager: 10-slot localStorage bank (put/get/clear/list/export), corrupt-bank recovery, failed-write surfacing, bulk JSON export
- SaveData: captureState / prepareLoad / consumeRestore / resetRunState — seed + player state round-trip through a shared registry
- MenuSubBar: fold-up drawer off the deck's MENU button (Save Game / Load Game / Return to Main Menu) with animated open/close
- SavePanel: 10-slot pop-up in save or load mode; overwrite + load confirm dialogs; "download all" bulk export; toast feedback
- ConfirmOverlay: split-open confirm dialog for destructive actions
- SlotCard, Toast: per-slot cards and inline feedback strips
- MenuScene: Load Game button (grayed while bank is empty) opens the same panel in load mode
- GameScene: menu sub-bar + save panel wired into deck action, ESC handling, input blocking while modal, applyRestore on scene boot
- Tether HUD moved from above the MENU button to upper-right corner, stacking downward
- MenuButton: disabled (grayed) state and screenFixed option for scrolling-camera UI
- New SFX assets (ui-click, ui-hover) + updated existing FX; gasgiant planet image
- Dev tooling: cdp-firefox.mjs, wdshot.mjs (headless Firefox via geckodriver), saves-ui-test.html/.mjs (integration driver), saves.test.mjs (Node unit tests), system-hud test updates
2026-09-04 13:09:08 -06:00