Commit Graph

8 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 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 7549c91df1 Add set-destination from trade scout, shop HUD, and green sell selection
- Trade scout best-exit rows now open a "SET DESTINATION" confirm dialog
  (SurfaceScene.askSetDestination + ConfirmOverlay), confirming sets the
  GameScene destination; local-system exits are rejected with a note.
- Surface scene builds a corner credits/minerals readout over the shop clip,
  refreshed after trades and torn down on leave.
- Sell-bay selection restyled: green stroke + tinted fill + upper-left
  checkmark badge (data/shopui.json slot config), replacing the cyan ring.
- Add lava/capital-neutral music, videos, and landing data entries; remove
  tresle.png in favor of capital-neutral-surface.png.
- New dev probes: scout-dest, shop-hud, shop-select-shot, map-dest-shot,
  cdp-cast; extend shop-ui.test.mjs for selection visuals and exit taps.
2026-09-12 19:12:16 -06:00
Brian Fertig 54989d3a3a Make BUY/SELL a toggle and save pending trade across panel close
- Pressing the open tab now closes the panel (back to entry state) instead of
  rebuilding it; pressing again re-opens with the selection restored, so hiding
  the panel no longer loses the player's pending trade.
- Save the SELL/BUY maps onto ShopView (_pendingSell/_pendingBuy) on toggle-close
  and tab switch; _restorePendingSelection() re-applies them when the panel is
  rebuilt. The sub-bar stays live while closed: NET shows the delta, Clear
  cancels the saved trade, Confirm executes it.
- preview()/clear()/_afterTrade()/_hasAnySelection() now treat a null tab with a
  pending selection as an active trade, so the buyback path is no longer shadowed.
- Rename ScoutPanel.data to report: Phaser's GameObject reserves .data (its Data
  manager), and a plain object there crashed GameObject.destroy(). Update all
  callers in ShopView, tests, and dev/shop-shot.mjs.
- Simplify the scout price line to credits only ("9 CR") and drop the now-unused
  priceSell style from shopui.json; update goods.png/psd.
- Add setSellMap()/setBuyMap() to TradeGrid/BuyList to restore a saved selection
  onto freshly rebuilt panels, and cover the toggle flow in shop-ui.test.mjs plus
  a toggle probe in dev/shop-shot.mjs.
2026-09-12 11:19:39 -06:00
Brian Fertig a2d211a981 Rework the BUY side: a scrollable list of wide rows (icon + name +
description + price + stepper) instead of the 4×4 icon grid

Each stock good is now ONE WIDE ROW — the good's icon, its name + a
one-line description (the good's flavor), and the price + a −/qty/+
stepper on the right — the way the user wanted the shop list to read.
The stock (12–16 goods) outgrows the panel, so the list SCROLLS:
drag on the row area or the mouse wheel; rows outside the window are
clipped (row-based alpha clipping — this Phaser build has no
ScrollContainer/camera clip), and hidden rows' steppers are
non-interactive. The selection is data (goodId→qty), so stepping a
good works whether its row is on screen or not.

  js/ui/shop/BuyList.js   new — the scrollable BUY list (rows, drag +
                          wheel scroll, per-row steppers, flavor text)
  js/ui/shop/TradeGrid.js SELL-only now — the BUY mode (steppers, stock
                          rendering, buy-selection data) is stripped;
                          one grid, one purpose
  js/ui/shop/ShopView.js  composes TradeGrid (SELL) + BuyList (BUY);
                          the BUY panel sizes itself to the SELL grid's
                          height (top- AND bottom-aligned)
  data/shopui.json        buyList row/typography knobs (name, desc,
                          price, row bg/border, selection accent)
  dev/shop-ui.test.mjs    BUY assertions rewritten for the list + a new
                          SCROLL section (scroll clamps, row clipping,
                          stepping off-screen rows)
  dev/shop-shot.mjs       BUY probe → the row's inline text (no tooltip)
  docs/ECONOMY.md §12     the BUY bullet + mockup now describe the list

The BUY side's name + price used to live in a hover tooltip because a
grid cell is too small for text; a wide row carries them inline, so the
tooltip stays on the SELL side only. All headless suites green
(shop-ui, economy, cargo, builds, ship-behavior).
2026-09-11 23:23:15 -06:00
Brian Fertig 36ef43119d Show shop cell name + price in a hover tooltip instead of over the icon
- TradeGrid cells now render only the good's icon; hovering a usable cell reveals a shared per-grid tooltip with the name and "sell/buy for N cr" price line, anchored above (or below on the top row) and clamped to the panel.
- Per-cell name/price text objects are removed; a single `label` remains only for locked/empty state ("locked", "—").
- data/shopui.json: add `tooltip` section (bg, border, pad, gap, font sizes) and bump `iconScale` to 0.62 so icons fill the now-cleaner cell.
- Apply theme fonts throughout the shop UI — Ethnocentric for section titles, Centauri for body text, tooltip, stepper, and buttons via `fontStack()`.
- dev/shop-shot.mjs: replace old layout probe with a hover-tooltip probe (structure check, programmatic + real mousemove hovers on sell/buy cells, pointerout hide) and await web fonts before boot so screenshots use the real typefaces.
- dev/shop-ui.test.mjs: new HOVER TOOLTIP suite asserting tooltip visibility, text content, locked/empty suppression, unhover, buy-side pricing, and theme font application.
2026-09-11 21:39:51 -06:00
Brian Fertig 77d649276c Rework shop UI to cyberpunk sub-bar + entry state, fix panel geometry
- Shop now opens on the tab sub-bar only (shop video plays); clicking Buy/Sell reveals the trade panel — showcases the clip before the UI takes over.
- Tab bar and Confirm/Clear are now MenuButtons in a console-blue sub-bar that rests above the command deck, anchored to the deck's Shop button (MenuSubBar recipe), replacing the old top-of-screen custom buttons.
- Fix trade panel vertical placement: a Container's (x,y) is a pure translation of local space (verified via dev/cbox-test.html), so the grid position IS the panel top-left; setting it to topY + h/2 treated it as a centered origin and clipped bottom rows. Panel now anchors just under the HUD planet text via SurfaceScene.shopTopY().
- Parent TradeGrid plate/title to the grid container so they render above the shop video (scene-level depth-0 objects drew behind it in this build).
- Add dev probes (dev/cbox-test.html, dev/shop-shot.{html,mjs}) and update phaser-stub/test stubs for setSize/setBlendMode/rectangle; document entry state + sub-bar in docs/ECONOMY.md.
2026-09-11 21:19:32 -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