Commit Graph

5 Commits

Author SHA1 Message Date
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 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 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 05b6f573c3 Add signature gemstone as guaranteed local buy in every shop
- Ensure each class's gemstone (tier 3–4 producer good) always appears on the shop floor, swapping into the least-important slot when at max stock to preserve size and avoid duplicates.
- Add a test sweeping every system/class to verify the world's "jewel" is present, produced, and premium in all shops.
2026-09-11 21:58:05 -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