release: v0.3.0 — world generation + jump between solar systems (issue #5)
CI / build + unit + e2e (pull_request) Successful in 3m7s
CI / build + unit + e2e (pull_request) Successful in 3m7s
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# Changelog
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## v0.3.0 — 2026-09-28 21:35
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- 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.
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- 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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- Seeded world generation (`lib/game/world.ts`, pure functions): a save's seed deterministically generates the starting system plus a ring of six undiscovered neighbours with jump routes; jumping into an undiscovered system grows the chart with four more neighbours around it, so there is always somewhere to jump and a route back.
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- Save lifecycle (`lib/game/save.ts`): auto-initializes on first API hit when no save exists, exposes world state, validates jumps (adjacency required — non-adjacent/unknown rejected), sets current, increments the turn counter, writes events, persists durably.
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- New endpoints: `GET /api/world` → `{ systems, edges, turn }`; `POST /api/jump { systemId }` → fresh world state (400 malformed body, 404 unknown system, 409 not adjacent). OpenAPI spec in code (`lib/openapi.ts`) updated for both.
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- WORLD MAP tab now renders REAL data: fetches `/api/world` on mount, draws the live NodeGraph (current = ACTIVE/CURRENT, discovered = NEUTRAL/DISCOVERED, unknown = OFFLINE/UNKNOWN) with a jump button per adjacent system; placeholder map constants removed for this tab only — other tabs keep their placeholders until their own issues land.
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## v0.2.2 — 2026-09-28 21:02
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- LOCAL SYSTEM tab: explorable-worlds list now staggers moons under their parent planet (indented rows) — ASHFALL attached under BRIMSTONE, new PALEMOON moon under AURELLE; badges unchanged.
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@@ -46,8 +46,8 @@ Credentials are deliberately NOT stored in this file — see §1 for where they
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## 7. App architecture quick map
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- **Scaffolded (v0.1.0)** — stack proof only, no game systems yet; the rest of this section is what's built + what lands next.
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- Next.js 16 App Router + React 19 + TypeScript strict, bun package manager (bun.lock), Node 22 in CI/Docker.
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- **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; all data are local placeholder constants until real game systems 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.
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- 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. Schema is EMPTY at scaffold stage — first game tables land with the turn engine.
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- **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.
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- 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`.
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- Vitest unit tests colocated (`**/*.test.ts`); Playwright e2e in `e2e/`, CI-only.
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- 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).
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- 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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{
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"name": "space-wanderer",
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"version": "0.2.2",
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"version": "0.3.0",
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"private": true,
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"scripts": {
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"dev": "next dev -p 3000",
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