Commit Graph
109 Commits
Author SHA1 Message Date
kamilkrzywda d4491e082e feat(game): queueTask — queue-time validation, cost deduction, ACTIVE/PENDING row (#44) 2026-10-02 13:25:25 +00:00
kamilkrzywda 6c51c3cec8 feat(game): tasks table + schema v7 backfill, admin registry (#44) 2026-10-02 13:08:53 +00:00
kamilkrzywda f52a59c5fc feat(game): crew-costs balance module + computeDuration duration model (#44) 2026-10-02 12:58:57 +00:00
kamilkrzywda 2a8cb4da06 Merge pull request 'v0.9.12 — admin button + direct DB table CRUD, no auth for now (#38)' (#42) from admin-db-crud into master
CI / build + unit + e2e (push) Successful in 2m41s
v0.9.12
2026-09-29 23:53:45 +02:00
kamilkrzywda 0d2370850f feat(admin): DB CRUD panel + /api/admin endpoints (#38)
CI / build + unit + e2e (pull_request) Successful in 3m47s
- ADMIN button in the mission-control header opens a table picker + row grid with add/edit/delete (components/admin-panel.tsx), deliberately unauthenticated by explicit request
- /api/admin/tables and /api/admin/tables/{name}/rows driven off a name→table registry built from lib/db/schema.ts (lib/db/admin.ts) — no per-table code; 404 unknown table, 400 malformed payload, 409 constraint violation
- OpenAPI spec updated for all four admin operations + Admin* schemas
- unit: lib/db/admin.test.ts (registry, CRUD round-trips, composite PKs, error mapping); e2e: read-only admin.spec.ts
2026-09-29 21:48:15 +00:00
kamilkrzywda be11aac356 Merge pull request 'v0.9.11 — fix #35 e2e spec (tab restore + strict mode), test-only' (#41) from fix-navai-e2e into master
CI / build + unit + e2e (push) Successful in 2m42s
v0.9.11
2026-09-29 17:44:09 +02:00
kamilkrzywda fdc5624b0c fix(e2e): make the #35 NAV AI spec survive tab restore and multi-match sublabels
CI / build + unit + e2e (pull_request) Successful in 3m7s
2026-09-29 15:37:45 +00:00
kamilkrzywda ff4ced9d71 Merge pull request 'v0.9.11 — NAVIGATION AI unlocks two-hop jumps (#35)' (#40) from navigation-ai into master
CI / build + unit + e2e (push) Failing after 2m40s
2026-09-29 16:57:43 +02:00
kamilkrzywda d14ffdcf2f feat(game): NAVIGATION AI unlocks two-hop jumps in one action (#35)
CI / build + unit + e2e (pull_request) Failing after 3m11s
2026-09-29 14:53:11 +00:00
kamilkrzywda d083b5b708 Merge pull request 'v0.9.10 — world map fills entire tab area, no scrollbar (#36)' (#39) from world-map-full-area into master
CI / build + unit + e2e (push) Successful in 3m22s
v0.9.10
2026-09-29 16:09:15 +02:00
kamilkrzywda c012b0fe56 fix(ui): keep the OPERATIONS tab bar intact when tall tabs overflow the pane (#36)
CI / build + unit + e2e (pull_request) Successful in 2m30s
2026-09-29 14:03:27 +00:00
kamilkrzywda 6483d510ef Merge pull request 'v0.9.10 — world map fills entire tab area, no scrollbar (#36)' (#37) from world-map-full-area into master
CI / build + unit + e2e (push) Failing after 13m40s
2026-09-29 15:03:00 +02:00
kamilkrzywda bc6bc7dd07 fix(ui): scale WORLD MAP to fill its tab pane without an internal scrollbar (#36)
CI / build + unit + e2e (pull_request) Failing after 13m30s
2026-09-29 12:59:16 +00:00
kamilkrzywda 3a786913df Merge pull request 'v0.9.9 — world map: force-directed graph with pan+zoom (#28)' (#34) from world-map-graph-viz into master
CI / build + unit + e2e (push) Successful in 3m10s
v0.9.9
2026-09-29 13:27:17 +02:00
kamilkrzywda 978a1d119d feat(ui): render WORLD MAP as a force-directed d3 graph with pan + zoom (#28)
CI / build + unit + e2e (pull_request) Successful in 2m50s
2026-09-29 11:24:02 +00:00
kamilkrzywda a57c590bae Merge pull request 'v0.9.8 — pin tab bar at top while panel content scrolls (#31)' (#33) from pin-tab-bar into master
CI / build + unit + e2e (push) Successful in 2m49s
v0.9.8
2026-09-29 12:25:01 +02:00
kamilkrzywda 1710e50b63 fix(ui): pin the OPERATIONS tab bar while panel content scrolls (#31)
CI / build + unit + e2e (pull_request) Successful in 2m47s
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.
2026-09-29 10:22:14 +00:00
kamilkrzywda 1bb04d2a51 Merge pull request 'v0.9.7 — local system refreshes after jump, no page reload needed (#30)' (#32) from local-system-refresh into master
CI / build + unit + e2e (push) Successful in 3m7s
v0.9.7
2026-09-29 12:03:41 +02:00
kamilkrzywda e27ff7015e fix(ui): refresh LOCAL SYSTEM after a jump instead of waiting for a page reload (#30)
CI / build + unit + e2e (pull_request) Successful in 2m39s
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.
2026-09-29 10:00:18 +00:00
kamilkrzywda e6c88b10c2 Merge pull request 'v0.9.6 — keep active tab between page refresh (#27)' (#29) from keep-active-tab into master
CI / build + unit + e2e (push) Successful in 2m46s
v0.9.6
2026-09-29 11:43:21 +02:00
kamilkrzywda f4690bc1a2 feat(ui): keep the active operations tab across page refreshes (#27)
CI / build + unit + e2e (pull_request) Successful in 2m15s
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.
2026-09-29 09:42:18 +00:00
kamilkrzywda 4b030716f7 Merge pull request 'v0.9.5 — fix infinite loop on name-pool exhaustion (server freeze) (#21)' (#26) from ui-layout-fix into master
CI / build + unit + e2e (push) Successful in 2m54s
v0.9.5
2026-09-29 11:22:07 +02:00
kamilkrzywda 06f8a28e96 fix(game): numbered name fallback when pool exhausted — server no longer freezes past 128 systems
CI / build + unit + e2e (pull_request) Successful in 2m38s
Production freeze reported after the v0.9.3 (#21) deploy: every API route
hung and all panels stayed at LOADING. Root cause was not the #21 layout
(verified healthy across all 7 tabs/viewports) but makeName's unbounded
rejection loop over a finite 16x8=128 system-name pool — once a save grew
past ~128 systems, any jump into an undiscovered system spun forever on
Node's single thread (sql.js is synchronous), blocking the whole process.

makeName and makeCrewName now fall back to numbered variants ('Kepler Drift 2')
once their pools are exhausted, so they always terminate.
2026-09-29 09:18:00 +00:00
kamilkrzywda 36ff412f0b Merge pull request 'v0.9.4 — top bar shows app version instead of ◄ SHIP (#23)' (#25) from topbar-version into master
CI / build + unit + e2e (push) Successful in 3m12s
v0.9.4
2026-09-29 10:33:19 +02:00
kamilkrzywda c35edc60d0 feat(ui): top bar shows app version instead of ◄ SHIP label (#23)
CI / build + unit + e2e (pull_request) Successful in 2m44s
2026-09-29 08:30:35 +00:00
kamilkrzywda f545792c36 Merge pull request 'v0.9.3 — layout: only middle pane scrolls, side panels stay fixed (#21)' (#24) from middle-pane-scroll into master
CI / build + unit + e2e (push) Successful in 2m29s
v0.9.3
2026-09-29 10:24:56 +02:00
kamilkrzywda 593cca5dce release v0.9.3
CI / build + unit + e2e (pull_request) Successful in 2m49s
2026-09-29 08:21:14 +00:00
kamilkrzywda d2fb252a98 feat(ui): only the middle column scrolls — side panes stay fixed (#21)
Pin the wide layout to the viewport (height:100vh + overflow:hidden on the
root), add min-height:0 to the BODY wrapper and 3-column grid so the flex
chain actually constrains, and make the OPERATIONS panel a flex column whose
PanelContent is the scroll area (header stays pinned; the Panel root's default
overflow:hidden would otherwise clip). Columns' existing overflow-y:auto now
scrolls inside their tracks. Narrow mode keeps natural body flow.
2026-09-29 08:21:14 +00:00
kamilkrzywda bf6d8714e6 Merge pull request 'v0.9.2 — WORLD MAP: click-to-jump on galactic chart, drop jump routes list (#19)' (#22) from world-map-click-jump into master
CI / build + unit + e2e (push) Successful in 2m19s
v0.9.2
2026-09-29 10:06:05 +02:00
kamilkrzywda 32dda04e92 release v0.9.2
CI / build + unit + e2e (pull_request) Successful in 2m57s
2026-09-29 08:00:44 +00:00
kamilkrzywda ef1d282770 feat(ui): world map — jump by clicking chart fields (#19)
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.
2026-09-29 08:00:44 +00:00
kamilkrzywda 18ca5eae6c Merge pull request 'v0.9.1 — layout pass: CARGO HOLD to right pane, wider panes, drop placeholders' (#20) from layout-tweaks into master
CI / build + unit + e2e (push) Successful in 2m27s
v0.9.1
2026-09-29 09:12:54 +02:00
kamilkrzywda b05ac32da6 release v0.9.1
CI / build + unit + e2e (pull_request) Successful in 2m37s
2026-09-29 06:48:20 +00:00
kamilkrzywda 85627201f8 feat(ui): layout pass — CARGO HOLD to right column, wider panes, drop placeholders
CARGO HOLD // INVENTORY moves out of the LOCAL SYSTEM tab into a persistent
right-column panel; UPCOMING ENCOUNTERS removed; SHIP DATA folded into VESSEL
METRICS (SECTOR + TURN kept with real values, filler dropped). Grid goes
260px/1fr/240px -> 320px/1fr/360px. Cargo state uses the lifted-state pattern:
MissionControl owns /api/system and LocalSystemPanel reports each scan's
response up via onChanged (ShipSystemsPanel style) — no polling.
2026-09-29 06:48:20 +00:00
kamilkrzywda fb11a8ef81 Merge pull request 'v0.9.0 — EVENT LOG: real game events in the terminal (#11)' (#18) from event-log into master
CI / build + unit + e2e (push) Successful in 2m51s
v0.9.0
2026-09-29 05:05:30 +02:00
kamilkrzywda 37b193ffb8 test(e2e): tab-switch test — assert real log lines, not the removed placeholder
CI / build + unit + e2e (pull_request) Successful in 2m36s
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.
2026-09-29 03:02:04 +00:00
kamilkrzywda 760a45fc4b release v0.9.0
CI / build + unit + e2e (pull_request) Failing after 3m12s
2026-09-29 02:48:25 +00:00
kamilkrzywda 0b435a583b test(e2e): event log entries + restart persistence
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.
2026-09-29 02:47:36 +00:00
kamilkrzywda 29e8ac6909 feat(ui): EVENT LOG tab renders the real game log
Self-fetching EventLogPanel (MissionPanel pattern — refetches on each tab
open). One terminal line per event: T<turn> // <MESSAGE>, newest first, with
the event's local time as the timestamp; new_game lines render as system
lines. Placeholder feed + now() removed from mission-control.
2026-09-29 02:45:38 +00:00
kamilkrzywda 21abf8768f feat(api): GET /api/events endpoint + OpenAPI
Latest game events, newest first; auto-initializes like the other reads.
?limit= defaults to 50 (cap 200), non-integer/out-of-range → 400. OpenAPI
spec gains the path + Event schema (14 -> 15 paths).
2026-09-29 02:45:38 +00:00
kamilkrzywda 8d678d73ce test: assert events for the remaining action types
expand had no event assertion at all; build and mission-complete asserted
type/message but not the event's turn. Issue #11 requires every action type
to be covered with correct turn/type/message.
2026-09-29 02:45:38 +00:00
kamilkrzywda 0d5858695a feat(events): event log read — getEvents + limit parsing
lib/game/events.ts: the latest N events of the save, newest first (ORDER BY
id DESC), with parseEventLimit for the optional ?limit= param (default 50,
cap 200, 400 otherwise). Unit tests cover default/accept/reject and
newest-first ordering + slicing.
2026-09-29 02:45:38 +00:00
kamilkrzywda 6c828e40a6 Merge pull request 'v0.8.0 — MISSIONS: generation, accept & complete (#10)' (#17) from missions into master
CI / build + unit + e2e (push) Successful in 2m44s
v0.8.0
2026-09-29 04:21:13 +02:00
kamilkrzywda b5a072c9aa test(e2e): mission test — match dotted ACTIVE badge, idempotent across retries
CI / build + unit + e2e (pull_request) Successful in 2m25s
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.
2026-09-29 02:18:14 +00:00
kamilkrzywda 85eeeecc4a release v0.8.0
CI / build + unit + e2e (pull_request) Failing after 2m53s
2026-09-29 01:56:24 +00:00
kamilkrzywda 70f95145ae test(e2e): mission accept -> complete + board survives restart
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.
2026-09-29 01:55:49 +00:00
kamilkrzywda 684a126a5b feat(ui): MISSIONS tab renders the live mission board
Self-fetching MissionPanel (world-map pattern — refetches on each tab open,
accept responses applied directly). One card per contract: type title + state
badge, CONTRACT // #id line, objective, reward line, EXPLORE progress line.
ACCEPT enabled only when AVAILABLE and nothing else is ACTIVE. Placeholder
encounter content removed.
2026-09-29 01:55:49 +00:00
kamilkrzywda 786a5ec001 feat(api): GET /api/missions + POST /api/missions/{id}/accept
Routes call ensureSave first (mission functions assume an initialized save),
map MissionError to 404/409 and non-integer path ids to 400. OpenAPI spec in
code gains both paths + the Mission schema (12 -> 14 paths); openapi.test.ts
covers the new shapes.
2026-09-29 01:55:41 +00:00
kamilkrzywda f356ffbe93 feat(missions): mission board — schema, deterministic generation, top-up + v6 backfill
New missions table (schema + DDL). Pure model in lib/game/missions.ts:
DELIVER / EXPLORE / FIND contracts generated from missionRng(seed, turn),
board always topped up to >=3 AVAILABLE after every action. save.ts wires
SCHEMA_VERSION 5 -> 6 with a v6 backfill step and completion hooks inside
jumpToSystem/explorePlanet (one atomic persist). Unit tests cover generation
determinism, top-up idempotency, backfill, accept validation and per-type
completion incl. reward accumulation.
2026-09-29 01:55:34 +00:00
kamilkrzywda 5657e8938a Merge pull request 'v0.7.0 — SKILL TREE: technology research unlocks (#9)' (#16) from skill-tree into master
CI / build + unit + e2e (push) Successful in 2m52s
v0.7.0
2026-09-29 02:59:32 +02:00