- resolveJumpTask: build existingEdgeKeys from all jump routes (both
endpoints in the save's system set), pass all systems except the
target as attachCandidates, insert closing routes for each attach.
- save.test.ts: jump test now expects 1–4 fresh systems (was pinned
to exactly 4); A/B snapshot test stays green (both paths share the
same resolveJumpTask code).
- e2e/helpers.ts: update stale comment ('4 fresh neighbours' →
'1–4 new systems').
- e2e/smoke.spec.ts: new test verifying 1–4 mints, all undiscovered,
each routed to the target, and BFS connectivity of the full graph.
The TabsList is now position:sticky top:0 with a z-index above the panel
content. In wide mode it pins to the top of the OPERATIONS scroll area
(#21's center-pane scroller); in narrow mode, where the body scrolls and
there is no inner scroll container, it pins to the viewport. The existing
opaque background keeps scrolled content from showing through.
WorldMapPanel owns the world state and applied the /api/jump response
locally, so MissionControl's lifted /api/system state (LOCAL SYSTEM tab,
CARGO HOLD, SECTOR row) stayed on the previous system until a full refresh.
The panel now takes an onJumped callback that MissionControl wires to an
/api/system refetch after every successful jump.
Persist the selected tab ID to localStorage (sw-active-tab) on every change
and restore it on mount when it matches one of the seven valid tab IDs. The
Radix Tabs become controlled for this; SSR and first client render still agree
on the default, so there is no hydration mismatch.
Remove the bottom JUMP ROUTES button list; systems adjacent to the current
one become clickable galactic-chart nodes (same POST /api/jump flow, same
state refreshes). Current + unreachable systems are dimmed and not
clickable. NodeGraph gains optional onNodeClick + per-node disabled
(backward-compatible); two smoke tests updated to click chart fields.
CI run 361: v0.9.0 replaced the placeholder feed with EventLogPanel, but this
pre-existing assertion still expected 'SHIP LOG // PLACEHOLDER FEED'. Assert a
real T<turn> // <MESSAGE> line instead — every save has the turn-0 new_game
event, so it holds on a fresh stack and across retries.
smoke: jump (shared helper) + scan, then assert both events are in
GET /api/events with the newer one first, and that the EVENT LOG terminal
renders both T<turn> // <MESSAGE> lines. Idempotent across retries — asserts
on this run's own entries by turn/message, never absolute counts. state: the
latest five log lines come back identical (ids included) after the mid-run
container restart.
CI run 358: the ACTIVE assertion used exact text but badge.tsx renders a
'●' dot prefix for ACTIVE variants (text is '●ACTIVE'), so it could never
match. And attempt 1's accept persisted an ACTIVE mission, leaving every
ACCEPT button disabled on retry. Drop exact matching and, when a leftover
active mission exists, assert the UI state and complete that one instead of
re-accepting.
smoke: pick an AVAILABLE contract (non-DELIVER preferred), accept it through
the UI (card flips ACTIVE, button disables), complete via API — scan loop for
EXPLORE/FIND, BFS jump path for DELIVER — assert DONE and the reward landed in
the hold. state: mission board deep-equal across the mid-run container restart.