Commit Graph

3 Commits

Author SHA1 Message Date
Brian Fertig d3fadcf6a5 Add hostile contact encounters to patrol side quests
- Patrol routes now carry 1–3 seeded enemy contacts placed evenly across waypoints.
- Arriving at a contact fires one rolling wave of six raiders, three at a time.
- Route completion and reward claiming require every waypoint and contact cleared.
- Contact specs are fixed on the route at accept for stable saves and deterministic replay.
- Job board, quest checklist, toasts, and map markers expose contact progress.
2026-09-18 11:12:42 -06:00
Brian Fertig a690ca74a2 Enable patrol side quests with full accept/active/claim flow
- Add patrol category rules: target selection (own system or faction neighbor via jump gates), deterministic waypoint route builder inside tether regions with anchor clearance and separation constraints, completable fallback for degenerate fields
- Extend SideQuestState ledger with active slot, claimed marks, and per-contract route records (waypoints + visited indices); save/restore round-trips all new fields with invariant re-establishment
- Wire GameScene seams: acceptSideQuest establishes the patrol route on the ledger; setActiveSideQuest / claimSideQuest manage the active slot and pay out exactly once; updatePatrol checks in waypoints per frame and completes the contract; _drawPatrolMarkers paints in-world beacons; patrolCompassTarget drives the yellow off-screen compass arrow (waypoint or gate)
- JobBoardWindow walks the full door state machine: ACCEPT → SET PATROL ACTIVE → active plate → CLAIM REWARD → claimed plate, with destination and route-progress lines in the detail readout
- Quests console side tab is now live: accepted contracts appear in questSnapshot with waypoint checklist, progress, reward, and claimable from the same CLAIM REWARD / SET PRIORITY doors as story quests
- SurfaceScene exposes activateSurfaceJob / claimSurfaceJob and routes side ids through the existing claim/priority seams
- Add capital-neutral-shop video + image assets; update landing.json to reference them
- Update all headless tests (sidequests, jobboard, quests) to cover patrol target/route/ledger/scene-seam behavior
2026-09-17 22:14:03 -06:00
Brian Fertig 081a086658 Add side quest job board with deterministic postings and ledger
- Introduce js/quests/SideQuests.js: seeded posting generation (patrol/delivery/bounty/escort), placeholder resolution, reward scaling, and a SideQuestState ledger with save round-trip + job-space validation
- Wire the feature into SaveData capture/prepareLoad/resetRunState so accepted/completed contract ids ride saves while postings regenerate from the galaxy seed
- Replace JobBoardWindow placeholders with live AVAILABLE JOBS rows and JOB DETAILS readout (contract copy, payout, ACCEPT door) driven by scene seams; refresh() repaints list/detail/status off those seams
- Add GameScene.sideQuestPostings/acceptSideQuest and SurfaceScene.acceptSurfaceJob so the accept lands on the sleeping game scene's ledger with a surface console note
- Ship data/sidequests.json (category gates all OFFLINE, description pools split neutral vs faction, reward bands, UI copy) and register it in manifest.json
- Add dev/sidequests.test.mjs (gate, determinism, voice, rewards, ledger) and extend dev/jobboard.test.mjs with live postings/selection/accept/refresh coverage
2026-09-17 20:49:09 -06:00