Commit Graph

13 Commits

Author SHA1 Message Date
Brian Fertig 138096cd2b Add Cargo research category with quest and build-completion gates
- Introduce data/research/cargo.json: a 3-node chain (8 → 12 → 16 bays) where each node is a blueprint that unlocks the matching ship-hold build
- Add `build` gate field to ResearchModel.js (attachBuildGates) so a node can require a named build to be completed before it becomes researchable, composing with the existing quest gate
- Wire both gates in GameScene and ResearchWindow so node availability, lock notes, and the RESEARCH button reflect quest + build state
- Gate cargo_bay_8 on the special_delivery quest; cargo_bay_12/16 on Improved/Advanced Mining Storage builds
- Update builds.json to require the corresponding research nodes for cargo-bay-8/-12/-16
- Add comprehensive tests covering the cargo tree structure, pure DAG availability, live gate composition, and build-side lock-step
2026-09-14 19:13:56 -06:00
Brian Fertig f0578f1a38 Gate mining Tier-3 research on Special Delivery quest claim
- Add an optional node quest field so research techs can require a named quest's reward to be claimed before becoming available.
- Wire the scene's live questClaimed predicate into ResearchModel.attachQuestGates and the research tree loaders so node states, the RESEARCH button, and LOCKED readouts all honor the gate.
- Gate mining premium_arm and advanced_storage on the Special Delivery quest, and add data/test coverage for the quest-gate behavior.
2026-09-14 15:12:07 -06:00
Brian Fertig 1f39c25c2f Add READY-RESEARCH attention cue on deck slot and console tabs
- New ShimmerCue module: pure shimmerPhase/drawShimmer cycle (yellow band sweeps face, comet runs cut-corner edge), shared by both surfaces
- ActionBar gains setShimmer + a dedicated additive layer; the RESEARCH slot wears the full face+edge recipe while a tech can start and the console is closed
- ResearchWindow._paintCues paints the edge-only shimmer on every category tab whose tree still holds an available tech, plus the ACK pulse on the "Unlock Jumpgates" plate (or SYSTEM tab when off-screen)
- GameScene._applyResearchCue switches one cue at a time: deck slot when console closed, console cues when open; rests while a project runs (maxConcurrent 1), under standby, or under the tutorial finger
- ResearchModel.hasAvailable and SystemCategory.gatesReady/gatesNodeId encode the ready rules
- data: actionbar.json animation.shimmer, research.json fx.tabShimmer (#ffd84d, comm-pulse yellow family)
- dev: Node test (research-cue.test.mjs) pinning the pure cycle model + slot/tab behavior; browser verify page (research-cue-shot.html/.mjs) with CDP capture poses
- assets: arid-surface-03 / arid-takeoff-03 videos
2026-09-13 19:48:53 -06:00
Brian Fertig 4334d8cc93 Add tutorial "pointing finger" highlight for starter quest
- New TutorialGuide.js beat table picks which control to pulse based on live comms/research records, so a loaded run resumes the same beat
- ActionBar and ResearchWindow gain setHighlight() with pulsing rims (ACKNOWLEDGE-style sonar rings in the console) that hide under deck standby/locked slots/closed window
- GameScene applies the highlight per frame before surfaces draw, tracks scanPressed one-shot, and reads targets from data/quests.json → tutorial
- Add tutorial section to quests.json plus tests for beat table, ActionBar rim gating, and data consistency (slot ids, console node matches starter research check)
2026-09-13 18:48:06 -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
Brian Fertig fa3e0cb1f8 Add research completion celebration and progress pips to console
- Fire a one-shot ignition (expanding rings, edge pulse, child flares) when a project completes; queue it if the console is closed or on another tab, dropping stale events after 15s
- Add per-tech progress pips on each category tab showing done/in-progress/not-yet states, with a pulse on the active one
- Light up unlocked nodes with an accent glow ring, icon halo, and a stamped seal glyph replacing the plain checkmark
- Add dev harnesses for screenshotting the live completion treatment and verifying the queued-celebration path
2026-09-08 22:37:28 -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 ec68fa142c Fix frozen video feed on window reopen and add construct SFX
- Use `video.resume()` instead of `video.play()` in Build, Map, Quest,
  and Research windows: Phaser v4's `play()` is a no-op after `pause()`
  because the `_playCalled` flag stays true, leaving the feed frozen
  after close → reopen. `resume()` handles both first open and re-open.
- Play the 'construct' SFX when the planet HUD lines start their
  scramble-decode animation in SurfaceScene.
2026-09-08 10:32:46 -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 ed890a35c3 Fix text centering and close-button click passthrough in UI windows
- Center the ✕ close glyph and "IN PROGRESS" labels via setOrigin(0.5, …);
  Phaser Text defaults to origin (0,0), so they were anchored top-left
  and sat off-center on their plates
- Widen detail buttons from 152 to 190 px so the widest label
  ("IN PROGRESS 88%") no longer bleeds past the plate edges
- Treat 'closing' as open in isOpen so a close tap is consumed by the
  window while it fades out, instead of leaking through as a world click
2026-09-06 09:28:22 -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 70f4954c69 Wire research→build unlocks and add first tether-l2 build entry
- Define the two-sided unlock contract: research nodes declare `unlocks.builds`/`unlocks.research`, builds declare `requires` as "category/node id" (authoritative gate); ResearchModel exposes `unlocksOf`, `buildDefs`, `unlockIssues`, `buildIssues`
- Add `tether-l2` build entry (planet/station targets, credits+minerals cost, level-2 tether effect) and link it from `exploration/tether_l2`
- Show an UNLOCKS line in the research dossier so the console surfaces what a tech opens
- Extend dev/research-builds.test.mjs to validate both sides of the gate and the new model helpers
- Update data/builds.json, research.json, exploration.json `_comment`s and PROJECT_NOTES to document the contract
2026-09-05 15:15:08 -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