release: v0.4.0 — LOCAL SYSTEM planet list + exploration to find things (issue #6)
CI / build + unit + e2e (pull_request) Successful in 3m6s

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# Changelog
## v0.4.0 — 2026-09-28 22:17
- LOCAL SYSTEM tab — planet list + exploration to find things (issue #6): the first in-system game loop on top of issue #5's save/world foundation. Single-player, no auth, by design.
- New tables (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `planets` (id/system_id/parent_id/name/type/hazard/explored — planets have parent_id NULL, moons point at their planet) and `inventory_items` (id/save_id/kind[name]/qty — the dumb-simple cargo hold SHIP SYSTEMS (#8) will spend from later).
- Planet generation hooks into world gen (`lib/game/world.ts`, pure + seeded): each system gets 2–5 planets, some with 1–3 moons, generated when the system is inserted via `bodyRng(seed, systemId)` — so a given system always has the same bodies regardless of order. Bodies are stored in display order (a moon follows its parent row).
- Exploration (`lib/game/save.ts`): `explorePlanet` rolls a deterministic haul from `explorationRng(seed, planetId)` — a resource and/or a part (qty), or nothing (~21% of scans) — marks the body explored (each once), costs a turn, accumulates finds into inventory (same kind+name bumps qty) and writes an explore event.
- New endpoints: `GET /api/system` → `{ systemId, systemName, planets[{id,name,type,hazard,explored,parent}], inventory, turn }`; `POST /api/explore {planetId}` → fresh system state + `outcome` (400 malformed body, 404 unknown planet, 409 already explored). OpenAPI spec in code (`lib/openapi.ts`) updated for both.
- LOCAL SYSTEM tab now renders REAL data: fetches `/api/system` on mount, draws the staggered body list (planets base level, moons indented + dimmed with their parent's name), badges reflect real state (UNEXPLORED / SCANNED / HAZARD) and an EXPLORE button per unexplored row; explore responses apply directly (no polling). A CARGO HOLD panel shows the live inventory. Placeholder constants removed for this tab only — other tabs keep theirs until their issues land.
## v0.3.0 — 2026-09-28 21:35
- World generation + jump between solar systems (issue #5): the game save, DB schema, turn counter and event writing that all later tabs build on. Single-player by design — one save row, no auth/accounts.
- New tables (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `saves` (id/seed/turn/created_at), `solar_systems` (name, x/y chart position, discovered, is_current), `jump_routes` (directed pairs, both directions stored for single-row adjacency lookups), `events` (append-only log: new-game + jump events so far).
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## 7. App architecture quick map
- **Scaffolded (v0.1.0)** — stack proof only, no game systems yet; the rest of this section is what's built + what lands next.
- Next.js 16 App Router + React 19 + TypeScript strict, bun package manager (bun.lock), Node 22 in CI/Docker.
- **Frontend component layer: scificn-ui v0.1.0** (https://scificn.dev) — copy-paste model on Radix + Tailwind v4; components live in `components/ui/` (Button, Panel, Badge, Card, Alert, Tabs, StatCard, Terminal, StatusGrid, ProgressRing, BarChart, LineChart, NodeGraph, Progress), theme tokens in `app/globals.css`. The app's interface base is the scificn-ui **Mission Control** showcase layout (https://www.scificn.dev/showcase/mission-control) rebuilt as `components/mission-control.tsx` and rendered from `app/page.tsx`, with placeholder ship content — no game logic yet. As of v0.2.0 the operations panel is a 7-tab visual template (WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS, SKILL TREE, MISSIONS, EVENT LOG) built on NodeGraph + Card widgets. As of v0.3.0 the WORLD MAP tab renders live data from `GET /api/world` (seeded world generation in `lib/game/`, save/jump/events via Drizzle/sql.js — single player, one save, no auth); the other tabs keep local placeholder constants until their own issues land. Deliberate deviation from upstream: `--text-muted` brightened `#4A4A40` → `#6B6B5C` (+12pt lightness) for readability on the near-black background. Upstream repo has **no LICENSE file** — user-approved risk, keep components minimal and re-verify licensing before any redistribution of this codebase.
- SQLite via Drizzle ORM + sql.js (WASM, kept external in next.config.ts) at db/space-wanderer.db volume-mounted; schema designed to switch to Postgres later. Game tables (`saves`, `solar_systems`, `jump_routes`, `events`) live since v0.3.0 — single-player save with seeded world generation + turn counter; DDL in `lib/db/client.ts` must stay in sync with `lib/db/schema.ts`.
- **Frontend component layer: scificn-ui v0.1.0** (https://scificn.dev) — copy-paste model on Radix + Tailwind v4; components live in `components/ui/` (Button, Panel, Badge, Card, Alert, Tabs, StatCard, Terminal, StatusGrid, ProgressRing, BarChart, LineChart, NodeGraph, Progress), theme tokens in `app/globals.css`. The app's interface base is the scificn-ui **Mission Control** showcase layout (https://www.scificn.dev/showcase/mission-control) rebuilt as `components/mission-control.tsx` and rendered from `app/page.tsx`, with placeholder ship content — no game logic yet. As of v0.2.0 the operations panel is a 7-tab visual template (WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS, SKILL TREE, MISSIONS, EVENT LOG) built on NodeGraph + Card widgets. As of v0.3.0 the WORLD MAP tab renders live data from `GET /api/world` (seeded world generation in `lib/game/`, save/jump/events via Drizzle/sql.js — single player, one save, no auth); as of v0.4.0 the LOCAL SYSTEM tab also renders live data (`GET /api/system` + `POST /api/explore` — per-system planet/moon generation and deterministic exploration into inventory). The other tabs keep local placeholder constants until their own issues land. Deliberate deviation from upstream: `--text-muted` brightened `#4A4A40` → `#6B6B5C` (+12pt lightness) for readability on the near-black background. Upstream repo has **no LICENSE file** — user-approved risk, keep components minimal and re-verify licensing before any redistribution of this codebase.
- SQLite via Drizzle ORM + sql.js (WASM, kept external in next.config.ts) at db/space-wanderer.db volume-mounted; schema designed to switch to Postgres later. Game tables (`saves`, `solar_systems`, `jump_routes`, `planets`, `inventory_items`, `events`) live since v0.3.0/v0.4.0 — single-player save with seeded world + per-system body generation, turn counter and exploration; DDL in `lib/db/client.ts` must stay in sync with `lib/db/schema.ts`.
- Vitest unit tests colocated (`**/*.test.ts`); Playwright e2e in `e2e/`, CI-only.
- Server-authoritative TURN engine in lib/ — unlike Flight-Ops there is NO tick loop or sim clock: state advances only when a player action resolves a turn, and every action endpoint returns the full post-action snapshot which the client applies immediately (polling optional/later for multiplayer).
- Plain React hooks for client state, no external store. **NO auth/accounts/multiplayer by design** (single player only) — there is no users/sessions table and no session headers; a "session" means the local single-player save slot in the DB, not an identity system. Do not copy Flight-Ops's lib/auth.ts / SignInScreen / admin patterns.
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{
"name": "space-wanderer",
"version": "0.3.0",
"version": "0.4.0",
"private": true,
"scripts": {
"dev": "next dev -p 3000",