Commit Graph

176 Commits

Author SHA1 Message Date
Brian Fertig 97607ec984 Add skill-point grant on level-up and deck shimmer cue for banked points
- Bank one skill point per combat level landed past 5 via the manager's 'levelup' event, landing in the class ledger whether or not a class is on file yet (spend stays gated).
- Surface the bank in the HUD: the level-up feed line now notes "+1 SKILL POINT" for levels above 5.
- Extend the deck's attract cue to shimmer the SHIP slot when skill points are banked and no ship console is open, with research winning the slot when both are ready.
2026-09-30 18:50:52 -06:00
Brian Fertig 89fac9ef78 Rework faction encounters into two-faction crossfire with per-player dis
- Faction space now deploys the local faction AND one rival as hostile groups
  (previously only an opposing faction attacked, local was allies), with both
  sized off the level band.
- Each ship's hostility toward the player is stamped from reputation standing
  vs `encounters.faction.hostileBelow`; neutral factions are observe-only —
  untargetable by guns/skills/escort fire, their bolts/seekers/rams fizzle past
  the ship, and they peel off once rivals are spent.
- Add faction-space encounter timers (tighter roll interval + cooldown) in
  `encounters.faction`, applied via `ctx.faction` in the director.
- Route all player-targeting paths through a new `_playerPool()`/
  `playerTargetable()` gate; add `_peelOff` disengage and rival-live check.
- Update tests for the two-group compose, disposition, and faction timers.
2026-09-30 16:28:56 -06:00
Brian Fertig 20d8fcb0ef Rework gate-access lock copy to name the target system
- Gate locks (bounty + escort) now show "ACCESS TO {system}" instead of a generic level plate, so the player sees which system they need access to first.
- Add `gateLockSystemName`, `postingGateLocked`, and `gateLockCopy` helpers in SideQuests.js with badge/sub/deny forms; fall back to level-gate copy when no system is named.
- Stamp `gateLocked` on postings so JobBoardWindow, GameScene, and SurfaceScene can branch between gate words and the existing level-gate words.
- Update bounty/escort tests to assert the gate lock names the target system (and only that system) plus the opening level.
2026-09-30 15:23:53 -06:00
Brian Fertig f9f5dca694 Rework faction systems into active war zones with faction-driven encount
- Faction-controlled systems now spawn only opposing-faction hostiles (never pirates/neutrals), and local-faction fighters join the player as allies during the fight.
- Rework patrol, bounty, and escort side-quests to the faction war model: patrols are always in-system vs one seeded rival; bounties target a rival's member in a hostile neighbor gated on jump-gate access; escorts rescue a trapped transport in hostile space and deliver it back through the gate into friendly territory.
- Implement per-faction reputation standing (setFaction/changeFaction) with save persistence; faction-owned places now resolve standingFor() via the controlling faction.
- Job boards on faction worlds post only faction-context missions with generic war-voice descriptions ({enemy} placeholder); neutral boards unchanged.
- Update all dev test suites (encounters, bounty-hunts, escort, escort-flow, reputation, sidequests) to cover the new faction rules and gate locks.
2026-09-29 21:22:42 -06:00
Brian Fertig b8e537787d Add Zenith faction roster with wing-volley and electrified-zone archetyp
- 8 new enemy types (frames 50–57) split 4/4: combo seekers fire flank-angle homing missiles with capped turn-rate; elementals throw darts that bloom into growing, damage-ticking electrified zones
- Balance follows the faction rule (2× damage, 3.5× armor vs pirate raider), documented in combat.json comments
- New `flank_barrage` and `shock_dart` abilities in EnemyAbilities.js with shared `stepShock` frame step wired into CombatSystem.update
- Generalized `_combatBootMode` to accept any id from `factionIds()` so new factions need no code change
- Painted frames 50–57 in ships-enemy.png/.psd; added capital-mindweave-surface-01 reference art
- Tests: dev/zenith.test.mjs (Node), dev/zenith-arena-browser.mjs (Playwright), updated combat.test.mjs roster and sheet-art checks, extended cdp-faction-arena.mjs with zenith tab
2026-09-29 19:07:23 -06:00
Brian Fertig 8cce093a79 Add 16 elite faction fighters with a duel arena and skill layer
- Register 8 Apex (frames 30-37) and 8 Mindweave (frames 40-47) in
  data/combat.json enemyTypes at 2x damage / 3.5x armor vs the pirate,
  each with a distinct weapon pattern and ability kit
- New shared skill layer (js/combat/EnemyAbilities.js): cloaked ambush,
  flank strafe, blink reposition, illusion decoys, telekinetic waves;
  wired into CombatSystem update/collide with cloak gating on fire,
  targeting, and player skills
- Add sweep/spiral/shell weapon patterns in js/combat/Weapons.js
- New ?combat=apex / ?combat=mindweave duel arena with an in-game
  DuelPicker (keys 1-8 / click, 0 = whole pack); plain ?combat demo
  unchanged
- Paint the 16 missing spritesheet frames (ships-enemy.png) so the
  fighters are visible; add a PNG alpha regression test guarding against
  blank cells
- Add dev/cdp-faction-arena.mjs CDP smoke check and extend
  dev/combat.test.mjs with faction roster, balance, ability, duel, and
  sheet-pixel checks
2026-09-28 21:33:23 -06:00
Brian Fertig aca351b035 Persist combat vitals in save data and restore damage on load
- Capture hull/shields/energy from the live CombatSystem into record.combat on save
- Stage `combatVitals` in prepareLoad so a panel load restores the damage the run was flying with (clamped, hull floored at 1) instead of always starting full
- Add `repairFull()` to CombatSystem and call it on world landing (startLanding) so the dock heals the ship
- Set `combatRepair` flag in jumpThroughGate's record so a system arrival also triggers a full repair, while panel loads never carry it
- Clear both staged values in resetRunState for fresh runs
- Carry `cargoCosts` through jump records to preserve per-bay pricing across systems
2026-09-28 19:06:11 -06:00
Brian Fertig ab7cd1857e Fix mineral hold clamping on restore and re-assert Explore gate
- Raise the ship's mining capacity from build records before applying saved minerals, so holds above the base 250 cap survive load/jump-cut instead of being clamped away.
- Re-assert the EXPLORE story gate after blanket slot re-arming in SurfaceScene to prevent it coming back live pre-'Special Delivery'.
- Move ui_hover SFX from row/node hover to close-button hover in BuildWindow and ResearchWindow.
2026-09-28 18:04:40 -06:00
Brian Fertig 52650ff5b9 Add compact video-only comms box for in-combat visual calls
- Introduce a `compact` hook on CommsHub so scenes can flag which
  comms should play as the small right-edge plate.
- GameScene passes `true` for 'visual' comms while combat is active,
  keeping the battlefield clear while the clip and voice still play.
- CommsBox builds a header/text/button-free variant scaled to
  `box.combat.scale` (2/3) with a configurable right-edge margin.
- Guard `beginText` and `setVoice` for the compact form, which has no
  text object or status dot.
2026-09-28 13:28:31 -06:00
Brian Fertig 8a85ec9fff Tune level-6+ encounters and bounty tiers with weighted rosters and XP s
- Combat bands split at level 6 (5–7), 9–12, and 13+ (9–12 cap) with
  weighted pirate rosters; compose() now draws `pirateTypes` from the band
  roster and GameScene uses it when spawning one-shots.
- Patrol encounters gain tiered bands (levels 6+) with mixed rosters,
  fatter rolling waves (up to 20 deep / 6 concurrent), contact-count odds
  overrides, and per-tier `xpScale` dials; legacy array rosters normalize
  to the weighted table.
- Bounty hunts replace the stubbed marksman band with tuned tiers
  (marksman 6–10, deadeye 11–14, apex 15+): growing pickets and escorts,
  escort roster mixes, elite armor/damage scales 3×–4×, and `xpScale`
  trims so payout pace tracks the curve.
- Tests updated to assert the new band shapes, roster draws, XP scaling,
  and tier resolution; skills-bar screenshots refreshed.
2026-09-27 19:45:57 -06:00
Brian Fertig 34613b254e Add real Game Over flow to end the run on hull death
- Raise a new GameOverOverlay (scrim, semi-transparent "GAME OVER" headline, Return to Main Menu / Continue) when the player's hull breaks in combat
- Add _playerWentDown beat that freezes the world and owns the screen, gating input and the update loop while active
- Route the death decision through a skill seam (_playerDeathRespawns / _syncDeathFlowRespawn) so a future respawnOnDeath skill can override; default ends the run
- Wire Continue to resume the newest save (SaveManager.latest -> prepareLoad) then scene.restart, mirroring the menu's Continue
- Update combat.json playerShip comment to reflect the real death flow replacing the placeholder respawn in the main game
- Add toxic-takeoff-01.mp4 asset
2026-09-27 18:44:19 -06:00
Brian Fertig fce8a19202 Add a soft save record so Continue resumes the last launch
- SaveManager gains softGet/softPut/softClear and an optional `soft` field in the bank blob, invisible to listSlots/filledCount but counted by hasAny/latest/exportAll.
- latest() now considers the soft record as a Continue target, winning only on a strictly newer timestamp (a same-moment manual slot stays the pick); a soft winner reports slot null.
- SurfaceScene auto-snapshots via captureState on launch and calls softPut in a try/catch so a save failure never blocks take-off.
- MenuScene logs "auto" instead of a numeric slot when resuming the soft record.
- Tests cover soft round-trip, Continue eligibility, latest tie-breaking vs manual slots, persistence across managers, softClear, and exportAll inclusion.
2026-09-27 17:24:50 -06:00
Brian Fertig d3341296ae Make patrol waypoints sequential like bounty hunt legs
- Enforce the sequential law in `visitWaypoint` for all route kinds: only the first unvisited waypoint logs (bounty's `anyOrder` escape hatch still applies to the kill's check-off)
- Compass target and in-world beacons now track the NEXT waypoint in order instead of the nearest unvisited; only that one pulses while the rest stand dim until their turn
- Contact checklist rows no longer name which waypoint a contact stands on, keeping the ambush hidden from the tracker
- Update data comments and tests to reflect patrols flying 1, 2, 3 in order
2026-09-27 17:15:38 -06:00
Brian Fertig 4aa0785b0d Remove rank stamp from combat bar seats
- Drop the `rankT` text object, its draw/update logic and data spec (`rankTextPx`) so seats only show icon, veil, sweep and seconds.
- Update `_ensureSkillIcons` fallback wording to reference frame/veil/sweep instead of rank stamp.
- Adjust browser test: stop asserting on rank text, recompute seat clip from the seat box center, and remove the rank-pixel regression check.
- Refresh screenshot fixtures (`dev/shots/*`) to match the new seat layout.
2026-09-27 11:52:49 -06:00
Brian Fertig a17dd7893b Wire class pick to auto-open the skill tree console
- On a confirmed class lock-in, GameScene now sets `_skillTreeAfterPick` and, once the class window's close beat finishes, delays 320 ms then opens SkillWindow with `source: 'classPick'`, handing the player straight into spending their banked points.
- Add an e2e check in classes-browser.test.mjs that a confirmed pick closes the class console and opens the skill tree with spendable points.
- Refresh skills-window screenshot fixtures to match current rendering.
2026-09-27 11:49:36 -06:00
Brian Fertig f49051be69 Sync escort convoy speed to transport while visible and out of combat
- Add `_syncEscortSpeed()` in GameScene: when an escort contract is open, the transport is on screen, and combat is inactive, cap the player hull and escort fighters at the transport's own top speed; restore each craft to its normal/roster speed otherwise.
- Fighters keep their base speed on `_baseSpeed` so the restore is exact even after a jump re-form.
- Per-frame writes only on change to avoid steady-state churn or steering disturbance.
- Hook the sync into `updateSideQuestRoute()` so it runs each frame off the escort lane (no-op elsewhere).
- Cover the new behavior in `escort-flow.test.mjs`: match applies in view/out-of-combat, restores on combat open, transport off-screen, and contract end; give test crafts distinct speeds so match and restore are observable.
2026-09-27 11:21:56 -06:00
Brian Fertig fdd0b4900c Fix skill window close button racing with fly-here handler
- Stamp `closedByButtonAt` in `SkillWindow.close()` so the scene can tell a console ✕ click apart from a world click on the same frame.
- Add a 20ms guard in `GameScene` that suppresses the fly-here action when the close just fired, matching the mining menu and comms panel contract.
2026-09-27 10:49:34 -06:00
Brian Fertig c423bfa8ab Freeze world input while skill tree console is open
- Add `skillWindow` to the full-screen click guard so clicks don't
  steer the ship or fold panels while the skill tree is open.
- Include the skill window in the shared `_frozen` condition so the
  world parks (throttle/velocity cleared) behind it, matching the
  class console and level-up marquee contract.
2026-09-27 10:47:24 -06:00
Brian Fertig 420371a4de Redesign skill tree console as grid with session-based reset
- Replace per-skill rows with a scrollable tile grid (authored `node` cells or
  auto-layout by dependency depth), elbow join lines, rank badges and empty sockets
- Add detail drawer at bottom third showing the selected skill's copy plus ADD A SKILL
  POINT, RESET and ASSIGN/CLEAR SEAT actions
- Introduce a console session in SkillState: points spent while open are PENDING and
  resettable; closing commits them; reset cascades down a branch bought this session
  or refuses when it would strand a committed point
- Wire GameScene onReset/onClose doors, toast copy and passive re-roll on refund
- Move all tree geometry/palette knobs into data/skills.json (window.tree) with clamped
  fallbacks in SkillModel.windowSpec()
- Add pure treeLayout()/classTreeLayout() to SkillModel for canvas-free layout tests
- Expand dev/skills-window-browser.test.mjs to verify regions, tile placement, session
  lifecycle, scroller (wheel/drag/thumb), and pixel-prove the gold join line
- Update README, PROJECT_NOTES and screenshot fixtures
2026-09-27 10:12:47 -06:00
Brian Fertig 51fc62ec66 Add skill layer: data-driven Skill Tree, combat bar seats, and two Vangu
- New `data/skills.json` (registered in manifest) owns every number/string for the
  per-class skill trees, type taxonomy, seat table, bar look, and window copy;
  code only reads behavior off it so adding a third skill is a data edit.
- Pure skill model + ledger (`js/skills/SkillModel.js`, `SkillState.js`): rank
  points from the class bank, spend-through-unlock edges, seat bindings, save
  round-trip via `record.playerSkills` (old saves load as an empty ledger).
- Combat runtime in `CombatSystem.js`: cast pipeline with per-skill recharge
  clocks, energy spend/regen (now on by default), Ramming Charge dash + arrival
  blast (4x..12x weapon damage by rank), Reinforced Plating hull pool re-rolled
  from base so it never compounds; charge passes through the pack and settles once.
- UI: full-screen Skill Tree console (`js/ui/SkillWindow.js`) opened from the ship
  console's SKILL TREE door (lit when the class owns a tree), combat bar seats draw
  icon/rank/cooldown/affordability states with click-to-assign and right-click clear,
  keys 1-8 cast or place.
- Evidence: new Node + Playwright suites (`skills.test.mjs`, `skills-combat.test.mjs`,
  `skills-bar-browser.test.mjs`, `skills-window-browser.test.mjs`,
  `skills-devdoor-browser.test.mjs`) plus screenshots in `dev/shots/`; README and
  PROJECT_NOTES document the layer and dev doors (`?skill`, `?skilltree`).
2026-09-27 07:20:55 -06:00
Brian Fertig 2ede7cb160 Add level-5 class selection with Vanguard and Wraith bonuses
- Introduce data/classes.json as the single source for roster, copy, accents, icon frames, perk numbers, and console chrome
- Add ClassModel (pure reads), ClassState (idempotent run ledger + save round-trip), and Aiming (intercept solve + barrel geometry) so perks are testable without Phaser
- Wire CombatSystem to the class ledger: Vanguard dual-cannon volley, Wraith predictive aim with a max-lead fallback to raw aim; cooldown unchanged
- Add full-screen ClassWindow console over the frozen GameScene (looping muted feed, Trestle briefing, themed tabs, PICK confirm), opened once at level 5 when combat is quiet or via the ship console door / ?level5 dev param
- Persist record.playerClass in saves and clear it on New Game; ship console now shows a class plate with crest + banked skill points instead of the choose-class door
2026-09-26 18:58:37 -06:00
Brian Fertig bb0005b5a5 Fix action drift during freeze states by parking ship and combat bodies
The level-up marquee, jump clip, and ack comm freezes gate world
drivers but not physics: the Arcade world still steps, so coasting
bodies kept gliding through the beat. Add _parkForFreeze() to zero
ship velocity/acceleration and all enemy/ally body motion every
frozen frame, killing any mid-freeze injection on the next tick.
2026-09-26 12:08:29 -06:00
Brian Fertig d3ebb8e2a0 Add pirate-kill reputation milestone with per-system tally persistence
- Every N pirates killed in a system (default 10) grants +1 standing to all settlements in that system, configured via data/reputation.json bonuses.pirateKills
- Track per-system kill tallies as registry-backed run state, persisted through SaveData.js capture/prepare/reset with normalization and legacy-save fallback
- Wire the payout into GameScene.recordPirateKill, called from CombatSystem's onKill seam, clamping at max standing and showing a toast when at least one place moves
- Add reputation tests covering the milestone data shape, standing writes, save round-trip, garbage-entry rejection, legacy-load, and New Game reset
2026-09-26 09:50:50 -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 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 b66b3b73e3 Fix escort compass chip click not retargeting the ship
- `escortCompassTarget()` now emits a `destination` kind carrying the world's discovery id (a planet's name / a station's settlement id) instead of reusing the `waypoint`/idx shape, which autopilot resolved to `route.waypoints[0]` — the escort's rendezvous point in the destination system
- `autopilotTo()` gains an `escort:obj:` branch that resolves the payload to the world's discovery entry, and maps a stale content-record-id payload onto the live entity so the click no longer silently no-ops
- `_escortDestinationObject()` now matches the live planet/station by discovery name (a Planet's `name` is its class label) and returns the entity's `discoveryId` for compass/autopilot identity
- Compass offscreen listing suppresses the destination world's own slot when the escort arrow stands it, mirroring the existing route-gate rule
- Add headless unit test (`dev/escort-compass.test.mjs`) covering planet/station destinations, the stale record-id payload, and the old `patrol:wp:` shape, plus a Playwright repro (`dev/escort-compass-click.mjs`) that drives a real mouse click on the chip in a live browser
2026-09-23 22:30:47 -06:00
Brian Fertig c6c3f8087f Change escort compass color to magenta
- Switch the escort quest compass arrow and its default fallback from green (#7ce8a4) to magenta (#e87cf5) in both data/sidequests.json and GameScene.js so the escort marker is visually distinct.
2026-09-23 21:57:46 -06:00
Brian Fertig c1c4d0e22c Tune escort encounter pacing to a hot lane cadence
- Replace near-certain short-interval rolls with a middling 40–60% chance on a 20–30s interval and a longer 15–30s cooldown, targeting roughly 2–8 engagements per run
- Update the escort director comments in sidequests.json and GameScene.js to describe the new tuning
2026-09-23 21:51:33 -06:00
Brian Fertig 5810560b18 Add escort delivery touchdown animation and on-screen witness check
- Replace the instant "delivered" completion with a two-phase flow:
  phase `delivering` (convoy breaks off, glides beside the destination
  world, fades out) followed by the seal/payout on fade close.
- The delivery now requires the destination world to be visible in the
  camera's world rect (`_escortObjectOnScreen`) rather than merely within
  a distance radius.
- Add `_runEscortDelivery` (time-driven ease-out approach + alpha/scale
  fade, frame-rate independent) and `_sealEscortDelivery` (tear down
  convoy, close phase, complete quest, toast).
- Extend `normalizeEscort` to accept the new `delivering` phase.
- `_escortDestinationObject` now returns the world's rendered radius so
  the landing slot can anchor just off the planet/station disc.
- Add `escortArrivingToast` UI string for the "convoy inbound" moment.
- Update escort-flow test to assert the delivering → delivered sequence
  and add a standalone repro script (`dev/escort-delivery-repro.mjs`).
2026-09-23 21:39:59 -06:00
Brian Fertig 0a53931f16 Add Escort side quest: convoy rendezvous, elevated lane combat, and rese
- New "Escort" contract type on neutral job boards (minLevel 3): the player
  links a persistent transport + 1-2 escort fighters at a local waypoint,
  flies them through a seeded 1-2 hop gate route to a planet/station, and
  delivers with the sky clear.
- TransportShip extends NeutralShip with a lapsed break-off window and a
  `persistent` flag so CombatSystem's active/neutralOnly gates skip it; the
  convoy never holds the jump gate or landing door open.
- Dedicated escort EncounterDirector (9-18s rolls, 85-100% chance) fires
  mixed-fighter waves ~5x more frequently than normal encounters; one wave at
  a time via the patrol contact's law.
- Transport loss fails the contract; landing on a planet resets it with a
  fresh rendezvous in the current system and full-armor transport, same
  destination.
- 20 unique escort dossier descriptions, reward band raised to 120-175 CR.
- Three new test suites: escort.test.mjs (model), escort-flow.test.mjs
  (scene flow), escort-browser.test.mjs (real browser boot + board render).
2026-09-23 05:45:18 -06:00
Brian Fertig 6f77ada8ad Gate random encounters on the 'Special Delivery' quest claim
- Add `_encountersLockedByQuest()` to GameScene: while the delivery
  chain is live (not yet completed AND claimed), keep the encounter
  director from rolling. Quests disabled = gate off too.
- AND the new scene-side hold into `encounters.update`'s `allowed` so
  the pure clock stays untouched; document the contract in Encounters.js.
- Ship new transport sprite assets (ships-transport.png/.psd).
2026-09-22 20:48:22 -06:00
Brian Fertig 81a1589307 Add neutral-only encounter comms and soundtrack
- Introduce a NEUTRAL-ONLY encounter path: when escorts are live with zero hostiles, the combat seam now carries a `neutral` flag so the scene can swap to a dedicated neutral hum instead of the combat shuffle.
- Fire two new pilot comms once per neutral encounter — `neutralScan` (pilot on screen) and `neutralScanComplete` (first pilot break-off) — via a new `onComm` seam in CombatSystem; hostile-only beats stay silent during neutral encounters.
- Add `neutral` music context to data/music.json with its own shuffle playlist, load it in GameScene, and resume the correct context on wake.
- Ship a `?neutral` dev boot (two pilots, 8 s escort window) for testing the full beat at home, plus tests covering the comm seam, mixed→neutral re-resolution, and data validation.
2026-09-22 20:12:41 -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 7aba525aec Gate the EXPLORE slot behind the Special Delivery quest
- Deck-locks the explore action until the 'Special Delivery' story quest is granted, reading the same shared QuestState ledger as the trade unlock so loaded saves see consistent state.
- Adds `_exploreUnlocked()` and `_syncExploreLock()` helpers; re-syncs on quest claim so granting the quest lifts the gate live.
- Refuses direct presses with a console note when the story gate is still closed.
2026-09-22 17:59:55 -06:00
Brian Fertig 2f80ddfdb1 Add periodic random ship encounters with neutral ally escorts
- New EncounterDirector (js/combat/Encounters.js): pure, data-driven clock that rolls pirate / neutral / mixed encounters in neutral non-home systems on a ~45–90s interval at 50–60% chance, one at a time with a 30–60s cooldown, never during a live wave run or on a downed player.
- Neutral ally ships (js/combat/NeutralShip.js) on spritesheet frames 20–27: escort the player for a per-ship 10–15s window, engage the nearest pirate in mixed fights, then break off and fly off-screen; player-safe by construction (never targeted or damaged by ally bolts/seekers).
- Pirate targeting generalized so hostiles can draw aggro onto escorts when the player is out of range; escort and pirate bolts/missiles collide with each other but not the player.
- Group size scales with combat level (1–2 low → 4–5 high, bands in data/combat.json); encounter hostiles are one-shots so the fight ends when the sky clears.
- New 'volley' weapon pattern (wide staggered-speed fan) and owner-tagged bolts/missiles for ally vs enemy routing in Weapons.js.
- Neutral roster config + encounters section added to data/combat.json; EnemyTypes gains neutralTypeConfig/Ids/SheetList.
- Tests: dev/encounters.test.mjs (cadence, gate, weights, size bands), dev/neutral.test.mjs (roster, escort AI, targeting, no friendly fire), plus combat/xp test updates; CDP probes and encounter-hud-check for in-browser HUD verification.
2026-09-22 07:19:20 -06:00
Brian Fertig 8ade473479 Add faction-tinted swirl to locked jump gates
- Locked gates (neutral → faction, below minLevel) now render their
  swirling center in the controlling faction's hue as an in-world
  "that gate belongs to someone" tell, complementing the comm window's
  grayed REQUEST JUMP and lock message.
- JumpGate.setFactionTint tints the active swirl (setTint) or recolors
  the procedural fallback field discs; null clears back to the ordinary
  swirl. Falsy-but-valid hues (e.g. 0x000000) are not treated as clear.
- GameScene.gateFactionTintFor resolves the destination faction's color;
  _refreshGateFactionTints re-resolves all gates at build, once the XP
  ledger exists (save may have already lifted the lock), and on each
  level-up event to clear tints as the lock lifts.
- Test harness extended with setTint/setFillStyle mocks; new checks cover
  tint apply/clear/falsy-hue on the sprite path and field-disc recolor
  + restore on the fallback path.
2026-09-21 19:07:18 -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 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 27a9a59c03 Add combat soundtrack that swaps in when combat goes live
- Introduce `music.combat` playlist (same shuffled contract as `game`) with its own per-context volume override (`volumes.combat`).
- Add `GameScene.setCombatMusic(active)` wired to the `_setCombatBar` seam: combat live stops the deep-space shuffle and starts the combat one; combat over swaps back unless the scene is asleep on a world's surface.
- Track sleep/wake with `_asleep` so the wake handler resumes the correct context (combat if still active, otherwise deep-space).
- Generalize `startMusicShuffleOn` to take a `context` parameter for independent volume resolution.
- Update preload to queue combat tracks under their derived keys and extend tests for combat shuffle, context swap, re-fire, asleep behavior, and data contract.
2026-09-20 20:38:07 -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 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 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 4595950fb9 Add Pirate Problems quest payoff comms and trigger arming
- Wire GameScene._questRefresh to arm the quest's own `payoffTrigger` on the once-per-quest READY moment, so Trestle's two-beat sign-off (job boards + level-5 hook) plays when 'Pirate Problems' becomes complete + unclaimed.
- Add trestle-q4-4/5 ack comms (data/comms.json) and declare `payoffTrigger: "trestleQ4Payoff"` on the quest (data/quests.json).
- Reorder stationVideos in data/landing.json to put ss-02 before ss-01.
- Extend dev/comms.test.mjs roster count and add payoff pair checks; add new dev/quest-payoff.test.mjs pinning the arming seam; extend dev/quests.test.mjs with payoff wiring checks.
2026-09-19 19:49:30 -06:00
Brian Fertig 0bd93369a5 Use dedicated combat SFX voices for cannon, hit, and enemy laser
- Split the shared `fire` event into `cannon_fire`, `cannon_hit`, and `fire` so each weapon gets its own distinct voice
- Add three new sound assets (combat-mass-cannon, combat-mass-cannon-hit, combat-laser) to data/sfx.json and load them in GameScene
- Remove the 0.45 volume multiplier on enemy fire; the laser now plays at full volume since it has its own voice
- Update CombatSfx event map, both combat contexts (CombatScene, CombatSystem), dev tests, and README to reflect the ten-event SFX set
2026-09-19 19:07:50 -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 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 da2f1fecb9 Set Special Delivery destination from bar conversation
- Move the home-world destination from the capital departure to the Special Delivery bar vignette completion, matching the story trigger.
- Keep the capital departure only for story trail and post-sale comms, so later capital visits no longer override the player's destination.
- Show a destination-set console note in SurfaceScene, staggered behind the package-handoff note when it appears.
2026-09-18 12:58:40 -06:00