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Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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
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
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
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
2026-09-29 02:59:32 +02:00
kamilkrzywda 80885c8ad7 test: e2e jump helper prefers undiscovered systems — fixes exhausted-territory ping-pong
CI / build + unit + e2e (pull_request) Successful in 2m30s
2026-09-29 00:56:28 +00:00
kamilkrzywda a62ed2cf95 release v0.7.0
CI / build + unit + e2e (pull_request) Failing after 2m41s
2026-09-29 00:39:04 +00:00
kamilkrzywda 672e99bd96 e2e: research unlocks the gated WEAPONS build via UI + tech state survives restart 2026-09-29 00:38:09 +00:00
kamilkrzywda 94e9fc728c ui: real SKILL TREE tab (research) + SHIP SYSTEMS buttons gated by researched techs 2026-09-29 00:35:39 +00:00
kamilkrzywda 7b0227cde9 api+openapi: GET /api/tech + POST /api/research with 400/404/409/422 mapping 2026-09-29 00:30:10 +00:00
kamilkrzywda 8818f0928d game: tech research action + ship-action gating by researched techs (build gate, raised caps) 2026-09-29 00:24:25 +00:00
kamilkrzywda 4ef924edd6 db+game: tech table + starting tech list seeded on new game and v5 backfill step 2026-09-29 00:20:02 +00:00
kamilkrzywda bd16d3fc47 Merge pull request 'v0.6.0 — SHIP SYSTEMS: expand/upgrade/build + save backfill (#8)' (#15) from ship-systems into master
CI / build + unit + e2e (push) Successful in 2m48s
2026-09-29 01:55:06 +02:00
kamilkrzywda dcaeb4dded release v0.6.0
CI / build + unit + e2e (pull_request) Successful in 3m2s
2026-09-28 23:47:37 +00:00
kamilkrzywda 7e975566ab e2e: ship action via UI (bounded scan until affordable) + ship state survives container restart 2026-09-28 23:46:21 +00:00
kamilkrzywda de0cb45b09 ui: real SHIP SYSTEMS tab (upgrade/expand/build buttons) + left column mirrors live ship state 2026-09-28 23:43:03 +00:00
kamilkrzywda fce27ff6ca api+openapi: GET /api/ship + POST upgrade/expand/build with 400/404/409/422 mapping 2026-09-28 23:38:11 +00:00
kamilkrzywda 5fe306d64d game: ship actions — upgrade/expand/build with cost model, validation (404/409/422), turn + event per action 2026-09-28 23:35:28 +00:00
kamilkrzywda 0910891995 db+game: ship_systems table + starting ship seed (new game and v4 backfill step) 2026-09-28 23:32:04 +00:00
kamilkrzywda c7580d92bd db+game: schema_version on saves with ordered idempotent backfill (v2 bodies, v3 crew) — no more DB wipes 2026-09-28 23:25:06 +00:00
kamilkrzywda f5cba45b42 Merge pull request 'v0.5.0 — CREW: roster with good/bad traits (#7)' (#14) from crew-roster into master
CI / build + unit + e2e (push) Successful in 2m28s
2026-09-29 01:03:25 +02:00
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# Changelog # Changelog
## v0.9.10 — 2026-09-29 12:57
- The WORLD MAP now fills the entire available area of its tab (#36): in wide mode (pinned viewport, #21) the OPERATIONS Tabs are a full-height flex column and the world-map panel flexes to the bottom of the pane — the chart SVG sizes to the measured container instead of the old fixed 380px height, so there is no internal scrollbar on this tab at any window size. The scene keeps its viewBox and scales with the pane on resizes (pan/zoom stay accurate; re-fitting after a resize is intentionally not done). Narrow mode keeps the fixed fallback height since the page scrolls naturally there.
- Follow-up to that layout change (CI run 382): the OPERATIONS Tabs root uses `min-height: 100%` instead of `height: 100%`. With a capped height, a tall tab's content overflowed the flex column and shrank items down to their automatic minimum — the tablist's `overflow-x: auto` zeroes that minimum per CSS spec, so the bar collapsed to ~0px with its buttons clipped out of hit-testing (every subsequent tab click failed with "div intercepts pointer events"); a capped box also released the sticky pin on deep scrolls. With min-height the box grows to fit tall tabs — the bar keeps its natural height and stays pinned across the whole scroll range, while WORLD MAP still fills the pane exactly.
- e2e: the #31 spec no longer relies on WORLD MAP's overflow to force scrolling — it now switches to SHIP SYSTEMS, whose six always-present stacked system cards deterministically overflow the shrunk 1280×560 pane (waiting for the HULL card first), and asserts the same pinned tab bar.
## v0.9.9 — 2026-09-29 11:21
- The WORLD MAP chart is now a force-directed graph (d3-force) with pan + zoom (d3-zoom), replacing the hand-rolled static NodeGraph render (#28): nodes settle into a dynamic layout seeded from the API coordinates and visibly rearrange after every jump, then auto zoom-to-fit so the whole network stays framed in the chart box. Wheel/drag pans and zooms the scene; only systems adjacent to the current one remain clickable (same `role=button` + name contract as before), all nodes lock while a jump is in flight, and a real pan's trailing click never triggers an accidental jump. Jump flow (`POST /api/jump`, turn counter, `onJumped` refresh from #30) is unchanged; the now-orphaned hand-rolled `NodeGraph` component (world map was its only consumer) is deleted.
## v0.9.8 — 2026-09-29 10:20
- The OPERATIONS tab bar now stays pinned while its content scrolls (#31): the TabsList is `position: sticky; top: 0` with a z-index above the panel content, so it pins to the top of the OPERATIONS scroll area in wide mode (where only the center pane scrolls, #21) and to the viewport when the body scrolls in narrow mode. Its existing opaque background (`--surface-raised`) keeps scrolled content from showing through; no layout restructure needed — #21 behavior is untouched.
- e2e: new smoke spec — shrink the viewport so WORLD MAP's fixed-height chart overflows the pane, scroll the panel to the bottom (asserting a real offset), and check the tablist's bounding box hasn't moved.
## v0.9.7 — 2026-09-29 09:59
- LOCAL SYSTEM no longer shows the previous system after a jump (#30): WorldMapPanel owns the world state and applied the `/api/jump` response locally, so MissionControl's lifted `/api/system` state (which drives the LOCAL SYSTEM tab, CARGO HOLD and the SECTOR row) went stale until a page refresh. The panel now takes an `onJumped` callback that MissionControl wires to a `/api/system` refetch after every successful jump — same failure policy as the mount fetch (keep old state on error).
- e2e: new smoke spec — click-to-jump on WORLD MAP, wait for the chart's turn counter to update, switch to LOCAL SYSTEM and assert its header shows the NEW current system from `/api/world` (no `page.reload()` workaround; one jump per run/retry, same pattern as the existing jump test).
## v0.9.6 — 2026-09-29 09:41
- The active operations tab now survives a page refresh (#27): the selected tab ID is persisted to `localStorage` (`sw-active-tab`) on every change and restored on mount when it matches one of the seven valid tab IDs (unknown/stale values fall back to WORLD MAP). The Radix Tabs are controlled for this; SSR and first client render still agree on the default, so there is no hydration mismatch.
- e2e: new smoke spec — click CREW, reload, assert `aria-selected=true` again (fresh context per run/retry, no API state touched, idempotent).
## v0.9.5 — 2026-09-29 09:13
- Fixed the production freeze reported after the v0.9.3 (#21) deploy ("entire UI system is now fucked"). Root cause was NOT the #21 layout change (verified healthy across all 7 tabs and multiple viewports — no clipping, middle pane scrolls internally, side panes fixed): it was world name generation. `makeName` draws from a finite pool of 16×8=128 system names with an unbounded rejection loop, so once a save grew past ~128 systems (turns of play / e2e jump loops), any jump into an undiscovered system spun forever on Node's single thread — sql.js runs synchronously, so the whole process blocked and EVERY API route hung, leaving all panels stuck at LOADING.
- `makeName` (lib/game/world.ts) now falls back to numbered variants (`Kepler Drift 2`) once the pool is exhausted, so it always terminates; `makeCrewName` (lib/game/crew.ts) gets the same guard — the roster has no cap and its 16×22=352 pool would eventually exhaust too.
- Tests: unit — both name generators terminate with unique numbered names after full pool exhaustion (80 tests green, was 78); e2e unchanged — no spec depends on the old behavior and a fresh CI stack never approaches 128 systems.
## v0.9.4 — 2026-09-29 08:29
- Top bar (#23): the `◄ SHIP` label in the mission control header is replaced with the app version number (e.g. `v0.9.4`). The header reads it from `package.json` via the same `@/package.json` import that `/api/version` and the OpenAPI spec use, so there is a single source of truth — no second hardcoded copy.
- e2e: no spec changes needed — no spec asserted on the old `◄ SHIP` label (the landing-page test only checks the SpaceWanderer heading). All 15 specs compile unchanged.
## v0.9.3 — 2026-09-29 08:20
- Layout (#21): only the middle column scrolls now — the app is pinned to the viewport (`height: 100vh` + `overflow: hidden` on the root in wide mode) so body-level scrolling no longer moves the side panes. Left/right columns keep their existing `overflow-y: auto`, so any overflowing content (e.g. a long planet list) scrolls inside its own track instead.
- Added `min-height: 0` to the BODY wrapper and the 3-column grid — flex/grid items default to a content-based minimum size, which is what let the page grow past the viewport before.
- The middle OPERATIONS panel became a flex column with its PanelContent as the scroll area (`flex: 1; min-height: 0; overflow-y: auto`): long tab content scrolls inside the panel while the "OPERATIONS // SHIP COMMAND" header stays pinned — without this, the Panel root's default `overflow: hidden` would have clipped it.
- Narrow layout (<900px) is unchanged: stacked columns with natural body scroll (the viewport pin applies to wide mode only).
- e2e: no spec changes needed — none use mouse.wheel/scrollTo, and Playwright scrolls click targets into view within any scroll container. All 15 specs compile unchanged.
## v0.9.2 — 2026-09-29 08:00
- WORLD MAP (#19): the bottom JUMP ROUTES button list is gone — jumps now happen by clicking galactic chart fields. Systems adjacent to the current one (the same set as before, undiscovered included) are clickable nodes with a pointer cursor and a `// JUMP` sublabel; the current system stays bright green with CURRENT, unreachable systems are dimmed (OFFLINE) and not clickable.
- NodeGraph (`components/ui/node-graph.tsx`) gained two optional, backward-compatible additions: an `onNodeClick(id)` prop that turns non-disabled nodes into buttons (click + Enter/Space, role=button, aria-label, focusable), and a per-node `disabled` flag — while a jump is in flight every node locks, mirroring the old disabled-button behaviour.
- The jump flow itself is unchanged: same POST /api/jump call, world state refreshed from the response (turn counter, current system, new routes), event log entry written server-side as before.
- e2e: two smoke tests touched the removed buttons and were updated — "world map shows…" now asserts the adjacent systems render as clickable chart fields (role=button count matches API adjacency) and "jumping to an adjacent system" clicks the target node by its accessible name. All 15 specs compile; `jumpToFreshSystem` is API-driven and needed no change.
## v0.9.1 — 2026-09-29 06:47
- UI layout pass (visual only — no game logic or API changes): CARGO HOLD // INVENTORY moved out of the LOCAL SYSTEM tab into a persistent panel in the right column; the UPCOMING ENCOUNTERS placeholder was removed entirely; the SHIP DATA placeholder was merged into VESSEL METRICS.
- Grid: `260px / 1fr / 240px` → `320px / 1fr / 360px` (left pane ~+23%, right pane ~50% wider).
- Cargo state wiring follows the existing lifted-state pattern: MissionControl fetches `/api/system` on mount and owns the SystemState; LocalSystemPanel receives it as a prop, keeps its planet list + scan result + explore action, and reports each scan's response up via `onChanged` (same as ShipSystemsPanel) — so CARGO HOLD mirrors scans live with no polling.
- VESSEL METRICS now carries the two SHIP DATA rows that had real values: SECTOR (current system name from the lifted state) and TURN (`ship.turn`). The rest was dropped — HULL INTEGRITY / REACTOR OUTPUT / CREW ACTIVE duplicate the existing progress bars, TOTAL MODULES duplicates the left column's "N ONLINE" badge, DRIFT VELOCITY has no game equivalent.
- e2e: no assertion changes needed — the LOCAL SYSTEM tests only assert panel internals (header, EXPLORE buttons, SCAN RESULT) and API state; CARGO HOLD / UPCOMING ENCOUNTERS / SHIP DATA were never referenced by any spec. All 15 specs compile unchanged.
## v0.9.0 — 2026-09-29 02:47
- EVENT LOG tab — the last of the seven tabs to go live (issue #11): the terminal now renders the save's real game events instead of a placeholder feed. Every action already appends an event row (new game, jump, scan, research, ship upgrade/expand/build, mission accept + completion); this issue adds the read side and the rendering.
- New endpoint: `GET /api/events` → latest N events, newest first (`{id, turn, type, message, createdAt}`), auto-initializes like all other reads. Optional `?limit=` (default 50, cap 200; non-integers or out-of-range values → 400). OpenAPI spec in code updated (14 → 15 paths) with the Event schema enumerating the eight event types.
- Read model (`lib/game/events.ts`): `getEvents(db, limit)` — ORDER BY id DESC LIMIT N over the existing append-only events table; `parseEventLimit` for the query param. No schema change — the events table and all its writers already existed.
- EVENT LOG tab: self-fetching EventLogPanel (MissionPanel pattern — refetches on each tab open). One terminal line per event: `T<turn> // <MESSAGE>` uppercased, with the event's local time as the timestamp; new_game lines render as system lines. Placeholder feed + now() removed from mission-control.tsx.
- Tests: unit — parseEventLimit default/accept/reject (400) and getEvents newest-first ordering + slicing; writer coverage gaps closed so every action type is asserted with correct turn/type/message (expand had no event assertion at all; build and mission-complete lacked the turn check); e2e — after a jump + scan, both events appear in GET /api/events with the newer one first and the terminal renders both lines (idempotent across retries: asserts on this run's own entries by turn/message, never absolute counts), plus the latest five log lines come back identical (ids included) after the mid-run container restart.
## v0.8.0 — 2026-09-29 01:56
- MISSIONS tab — contract generation, acceptance and completion (issue #10): the first objective loop on top of issue #9's research. The board is generated deterministically from the save seed; one mission is ACTIVE at a time; completion is checked after every jump and scan and grants its reward into the cargo hold.
- New table (`lib/db/schema.ts` + DDL): `missions` (id/save_id/type/description/target_system_id/condition_kind/progress_target/progress/reward_kind/reward_qty/state). Seeded on new game AND as backfill step v6 — same pattern as tech; saves created by older code get their board on first read. `SCHEMA_VERSION` 5 → 6.
- Pure mission model (`lib/game/missions.ts`, no save.ts import — the completion hooks are called FROM save.ts, one-way): three types — DELIVER (jump to a target system), EXPLORE (scan N = 2–4 bodies), FIND (haul in an item of one kind). `missionRng(seed, turn)` anchors generation exactly like world expansion does; every action costs exactly one turn, so the stream never repeats. The board is always topped up to ≥3 AVAILABLE after every action (`topUpMissionBoard`, idempotent); DELIVER targets only discovered non-current systems (none on a fresh game → initial contracts are EXPLORE/FIND).
- Acceptance & completion: `acceptMission` — 409 while another mission is ACTIVE or the contract isn't AVAILABLE, costs one turn like every other action and writes an event. `checkMissionCompletion` runs inside jumpToSystem/explorePlanet before persist (one atomic write): DELIVER completes on arrival at its target system, EXPLORE counts scans (capped), FIND completes when a haul contains its kind; completion marks DONE, grants the reward as one neutral 'MISSION REWARD' row of the mission's kind (spenders consume by kind only) and writes an event.
- New endpoints: `GET /api/missions` → `[{id,type,description,targetSystemId,conditionKind,progressTarget,progress,rewardKind,rewardQty,state}]`; `POST /api/missions/{id}/accept` → fresh board (400 non-integer id, 404 unknown, 409 wrong state / active conflict). OpenAPI spec in code updated (12 → 14 paths) with the Mission schema.
- MISSIONS tab now renders REAL data: one card per contract — type title + state badge (AVAILABLE/ACTIVE/DONE), CONTRACT // #id line, objective, reward line and an EXPLORE-only progress line; ACCEPT is enabled only when the contract is AVAILABLE and nothing else is ACTIVE, each response applied directly (no polling). Placeholder encounter content removed.
- Tests: unit — deterministic generation per type + reward range over 200 draws, same-stream determinism, DELIVER target selection / null on a fresh game, top-up idempotency + MIN_AVAILABLE floor, v6 backfill on pre-mission saves (idempotent), accept validation (404/409) + turn + event + re-top-up, per-type completion through real jump/explore actions incl. wrong-system non-completion and reward accumulation into one row; e2e — MISSIONS tab accepts a contract via the UI (card flips ACTIVE, button disables), completes it via API (scan loop for EXPLORE/FIND, BFS jump path for DELIVER) and asserts DONE + the reward landed in the hold, plus the mission board survives the mid-run container restart.
## v0.7.0 — 2026-09-29 00:38
- SKILL TREE tab — technology research unlocks (issue #9): the second spend-side loop on top of issue #8's ship systems. Researching a tech costs inventory items + a turn and its unlock effect then gates or raises ship actions, so the two tabs interlock: researching WEAPONS SYSTEMS is what makes building WEAPONS possible at all.
- New table (`lib/db/schema.ts` + DDL): `tech` (id/save_id/slug/name/cost_kind/cost_qty/prerequisites/effect/researched, UNIQUE(save_id,slug)). Definitions are seeded from the pure module on new game AND as backfill step v5 — same pattern as ship_systems; saves created by older code get the tree on first read. `SCHEMA_VERSION` 4 → 5.
- Pure tech model (`lib/game/tech.ts`, no DB imports — imported by both server and UI so research/cap/gate logic can't drift): six techs in two short chains (WEAPONS SYSTEMS → PLASMA CANNON, REACTOR OVERCLOCK → FUSION CORE) plus four roots. Effects: WEAPONS SYSTEMS gates building WEAPONS; the other five raise one system type's UPGRADE level cap or EXPAND capacity cap by 2–3 over the base caps. Helpers compute per-tech state (RESEARCHED / AVAILABLE / LOCKED + missing prereq names), effective caps and build gates from a set of researched slugs.
- Research action (`lib/game/research.ts`): `getTechState` → the full tree with per-save state; `researchTech` validates prerequisites (409, naming what is missing) and the cost against the cargo hold (422), spends it through the same oldest-row-first path as ship actions, marks the tech researched, costs a turn and writes an event.
- Ship-action gating (`lib/game/ship.ts`): `buildSystem('WEAPONS')` now 409s "requires the WEAPONS SYSTEMS tech" until it is researched; UPGRADE/EXPAND use the effective caps from researched techs, so a raised cap re-enables buttons that were capped.
- New endpoints: `GET /api/tech` → `[{id,slug,name,costKind,costQty,prereqs,effect,state,missingPrereqs}]`; `POST /api/research {techId}` → fresh tech tree state (400 malformed body, 404 unknown id, 409 already researched / prereq missing, 422 insufficient hold). OpenAPI spec in code updated (12 paths).
- SKILL TREE tab now renders REAL data: one card per tech with a state badge, cost line, UNLOCKS line and — when locked — the blocking prerequisite(s); RESEARCH is enabled only for AVAILABLE techs whose cost the cargo hold can pay, and each response is applied directly (no polling). SHIP SYSTEMS cards pick up the same pure helpers: effective caps drive UPGRADE/EXPAND disabling and gated builds show a red `REQUIRES // <TECH>` line with BUILD NEW disabled. Placeholder skill cards removed; MissionControl owns both states so the tabs stay in sync.
- Tests: unit — tree seeding on new game + v5 backfill (deterministic, idempotent), per-tech state incl. locked-with-missing-prereq names, research cost validation with no mutation on failure, exact oldest-first deduction + turn + event + persistence, prereq chain unlock, WEAPONS build gated 409 → succeeds after research, REACTOR upgrade cap raised by REACTOR OVERCLOCK; e2e — SKILL TREE tab researches WEAPONS SYSTEMS via the UI (card flips to RESEARCHED) and the previously-disabled BUILD NEW on WEAPONS becomes enabled and builds, plus tech state survives the mid-run container restart.
## v0.6.0 — 2026-09-28 23:46
- SHIP SYSTEMS tab — expand / upgrade / build ship systems + save backfill plumbing (issue #8): the first spend-side game loop on top of issue #7's crew, plus a root-cause fix for saves created by older code lacking data newer code seeds. Single-player, no auth, by design.
- Backfill plumbing: `schema_version` INTEGER added to `saves` (NULL = v1). `ensureSave` now runs ordered IDEMPOTENT backfill steps for anything below current — v2: every system without planets gets its generated bodies (same `(seed, systemId)` derivation as fresh generation), v3: starting crew if no rows. New games get the current version directly. `lib/db/client.ts` open() carries an idempotent `ALTER TABLE ... ADD COLUMN` guard for files created before the column existed — old saves open fine and backfill on first read, so DB wipes are no longer needed when deploying new versions.
- New table (`lib/db/schema.ts` + DDL): `ship_systems` (id/save_id/type/level/capacity, UNIQUE(save_id,type)). `built` is derived, not stored — level > 0 means built; unbuilt rows sit at level/capacity 0. Starting ship seeded on new game AND as backfill step v4: core types (HULL, REACTOR, LIFE SUPPORT, NAV COMPUTER, COMMS ARRAY) built at base values, WEAPONS unbuilt until a build action.
- Cost model (`lib/game/ship-costs.ts`, pure — imported by both the API and the UI so affordability can't drift): UPGRADE costs `level` units of any resource (capped at MAX_LEVEL 5), EXPAND costs `capacity` units of any resource (capped at MAX_CAPACITY 10), BUILD costs a flat 3 parts. Consumption takes from the oldest cargo row of the required kind first, deleting rows that hit zero; an unaffordable action mutates nothing.
- Ship actions (`lib/game/ship.ts`): `upgradeSystem` / `expandSystem` / `buildSystem` — validate (404 unknown id/type, 409 not built / already built / at cap, 422 insufficient inventory), spend the cost, bump level/capacity or build at base values, cost one turn and write an event each.
- New endpoints: `GET /api/ship` → `{systems:[{id,type,level,capacity,built}],inventory,turn}`; `POST /api/ship/upgrade {systemId}`, `POST /api/ship/expand {systemId}`, `POST /api/ship/build {type}` — each returns the fresh ship state. OpenAPI spec in code updated (10 paths).
- SHIP SYSTEMS tab now renders REAL data: cards show type + level/capacity with UPGRADE / EXPAND buttons per built card and BUILD NEW for unbuilt types, disabled when unaffordable or capped; each action's response is applied directly (no polling). Left column mirrors live state too — the SHIP SYSTEMS panel lists every system with its status/level/capacity + an N ONLINE badge, and VESSEL METRICS bars are driven by real values (hull/reactor from system levels, crew roster vs a cap of 6). Placeholder constants for both removed; other tabs keep theirs until their issues land.
- Tests: unit — backfill upgrades a hand-built v1 save in place (deterministic vs fresh generation, idempotent), starting ship seeding, cost validation with no mutation on failure, exact oldest-first inventory deduction, level/capacity caps, build-once, turn + event per action; e2e — SHIP SYSTEMS tab performs one affordable UPGRADE/BUILD via the UI after a bounded scan loop until something is affordable (asserting card + left column reflect it), and ship state survives the mid-run container restart.
## v0.5.0 — 2026-09-28 22:51 ## v0.5.0 — 2026-09-28 22:51
- CREW tab — crew roster with good/bad traits (issue #7): the ship's people on top of issue #6's exploration loop. Single-player, no auth, by design. Display + arrival only — no dismiss/assign actions yet. - CREW tab — crew roster with good/bad traits (issue #7): the ship's people on top of issue #6's exploration loop. Single-player, no auth, by design. Display + arrival only — no dismiss/assign actions yet.
- New table (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `crew` (id/save_id/name/role/trait_good/trait_bad/origin). Origin is 'STARTING CREW' for the seeded crew or '<planet>, <system>' for members found while exploring. - New table (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `crew` (id/save_id/name/role/trait_good/trait_bad/origin). Origin is 'STARTING CREW' for the seeded crew or '<planet>, <system>' for members found while exploring.
+21
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@@ -0,0 +1,21 @@
import { getGameDb } from '@/lib/db/client'
import { ensureSave } from '@/lib/game/save'
import { EventError, getEvents, parseEventLimit } from '@/lib/game/events'
// The latest game events, newest first; auto-initializes on first hit.
export async function GET(req: Request) {
const db = await getGameDb()
await ensureSave(db) // getEvents assumes a save exists
let limit: number
try {
limit = parseEventLimit(new URL(req.url).searchParams.get('limit'))
} catch (err) {
if (err instanceof EventError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
return Response.json(await getEvents(db, limit))
}
+24
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@@ -0,0 +1,24 @@
import { getGameDb } from '@/lib/db/client'
import { ensureSave } from '@/lib/game/save'
import { acceptMission, MissionError } from '@/lib/game/missions'
// Accept an AVAILABLE mission — it becomes the single active one. Costs a turn; returns the fresh board.
export async function POST(_req: Request, ctx: { params: Promise<{ id: string }> }) {
const db = await getGameDb()
await ensureSave(db) // acceptMission assumes a save exists
const { id } = await ctx.params
const missionId = Number(id)
if (!Number.isInteger(missionId)) {
return Response.json({ error: 'mission id must be an integer' }, { status: 400 })
}
try {
return Response.json(await acceptMission(db, missionId))
} catch (err) {
if (err instanceof MissionError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
}
+10
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@@ -0,0 +1,10 @@
import { getGameDb } from '@/lib/db/client'
import { ensureSave } from '@/lib/game/save'
import { getMissions } from '@/lib/game/missions'
// The full mission board for the single active save; auto-initializes on first hit.
export async function GET() {
const db = await getGameDb()
await ensureSave(db) // top-up inside getMissions assumes a save exists
return Response.json(await getMissions(db))
}
+27
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@@ -0,0 +1,27 @@
import { getGameDb } from '@/lib/db/client'
import { ResearchError, researchTech } from '@/lib/game/research'
// Research one tech. Body: { "techId": number }. Costs inventory items + a turn; returns the fresh tech tree state.
export async function POST(req: Request) {
let body: unknown
try {
body = await req.json()
} catch {
return Response.json({ error: 'Invalid JSON body' }, { status: 400 })
}
const techId = (body as { techId?: unknown }).techId
if (typeof techId !== 'number' || !Number.isInteger(techId)) {
return Response.json({ error: 'techId must be an integer' }, { status: 400 })
}
try {
const db = await getGameDb()
return Response.json(await researchTech(db, techId))
} catch (err) {
if (err instanceof ResearchError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
}
+28
View File
@@ -0,0 +1,28 @@
import { getGameDb } from '@/lib/db/client'
import { ShipError, buildSystem } from '@/lib/game/ship'
// Build an unbuilt ship system type at base values. Body: { "type": string }.
// Costs inventory items + a turn; returns the fresh ship state.
export async function POST(req: Request) {
let body: unknown
try {
body = await req.json()
} catch {
return Response.json({ error: 'Invalid JSON body' }, { status: 400 })
}
const type = (body as { type?: unknown }).type
if (typeof type !== 'string' || type.length === 0) {
return Response.json({ error: 'type must be a non-empty string' }, { status: 400 })
}
try {
const db = await getGameDb()
return Response.json(await buildSystem(db, type))
} catch (err) {
if (err instanceof ShipError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
}
+28
View File
@@ -0,0 +1,28 @@
import { getGameDb } from '@/lib/db/client'
import { ShipError, expandSystem } from '@/lib/game/ship'
// Raise a built ship system's capacity by one (capped at max capacity). Body: { "systemId": number }.
// Costs inventory items + a turn; returns the fresh ship state.
export async function POST(req: Request) {
let body: unknown
try {
body = await req.json()
} catch {
return Response.json({ error: 'Invalid JSON body' }, { status: 400 })
}
const systemId = (body as { systemId?: unknown }).systemId
if (typeof systemId !== 'number' || !Number.isInteger(systemId)) {
return Response.json({ error: 'systemId must be an integer' }, { status: 400 })
}
try {
const db = await getGameDb()
return Response.json(await expandSystem(db, systemId))
} catch (err) {
if (err instanceof ShipError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
}
+8
View File
@@ -0,0 +1,8 @@
import { getGameDb } from '@/lib/db/client'
import { getShipState } from '@/lib/game/ship'
// The ship's systems + cargo hold + turn; auto-initializes on first hit.
export async function GET() {
const db = await getGameDb()
return Response.json(await getShipState(db))
}
+28
View File
@@ -0,0 +1,28 @@
import { getGameDb } from '@/lib/db/client'
import { ShipError, upgradeSystem } from '@/lib/game/ship'
// Level up a built ship system by one (capped at max level). Body: { "systemId": number }.
// Costs inventory items + a turn; returns the fresh ship state.
export async function POST(req: Request) {
let body: unknown
try {
body = await req.json()
} catch {
return Response.json({ error: 'Invalid JSON body' }, { status: 400 })
}
const systemId = (body as { systemId?: unknown }).systemId
if (typeof systemId !== 'number' || !Number.isInteger(systemId)) {
return Response.json({ error: 'systemId must be an integer' }, { status: 400 })
}
try {
const db = await getGameDb()
return Response.json(await upgradeSystem(db, systemId))
} catch (err) {
if (err instanceof ShipError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
}
+8
View File
@@ -0,0 +1,8 @@
import { getGameDb } from '@/lib/db/client'
import { getTechState } from '@/lib/game/research'
// The full tech tree with per-save state (RESEARCHED / AVAILABLE / LOCKED + missing prereqs). Auto-initializes on first hit.
export async function GET() {
const db = await getGameDb()
return Response.json(await getTechState(db))
}
+6
View File
@@ -160,6 +160,12 @@ body {
-moz-osx-font-smoothing: grayscale; -moz-osx-font-smoothing: grayscale;
} }
/* Radix Tabs hides inactive content via the `hidden` attribute, but inline display styles (the
#36 pane-fill flex chain on the WORLD MAP tab) outrank the UA stylesheet — restore semantics. */
[hidden] {
display: none !important;
}
#root { #root {
min-height: 100vh; min-height: 100vh;
} }
+38
View File
@@ -10,6 +10,9 @@
"@radix-ui/react-tabs": "^1.1.13", "@radix-ui/react-tabs": "^1.1.13",
"class-variance-authority": "^0.7.1", "class-variance-authority": "^0.7.1",
"clsx": "^2.1.1", "clsx": "^2.1.1",
"d3-force": "^3.0.0",
"d3-selection": "^3.0.0",
"d3-zoom": "^3.0.0",
"drizzle-orm": "^0.45.2", "drizzle-orm": "^0.45.2",
"next": "^16.3.5", "next": "^16.3.5",
"react": "^19.3.0", "react": "^19.3.0",
@@ -20,6 +23,9 @@
"devDependencies": { "devDependencies": {
"@playwright/test": "1.63.0", "@playwright/test": "1.63.0",
"@tailwindcss/postcss": "^4.2.0", "@tailwindcss/postcss": "^4.2.0",
"@types/d3-force": "^3.0.10",
"@types/d3-selection": "^3.0.12",
"@types/d3-zoom": "^3.0.9",
"@types/node": "^22.20.3", "@types/node": "^22.20.3",
"@types/react": "^19.3.0", "@types/react": "^19.3.0",
"@types/react-dom": "^19.3.0", "@types/react-dom": "^19.3.0",
@@ -221,6 +227,16 @@
"@types/chai": ["@types/chai@5.2.3", "", { "dependencies": { "@types/deep-eql": "*", "assertion-error": "^2.0.1" } }, "sha512-Mw558oeA9fFbv65/y4mHtXDs9bPnFMZAL/jxdPFUpOHHIXX91mcgEHbS5Lahr+pwZFR8A7GQleRWeI6cGFC2UA=="], "@types/chai": ["@types/chai@5.2.3", "", { "dependencies": { "@types/deep-eql": "*", "assertion-error": "^2.0.1" } }, "sha512-Mw558oeA9fFbv65/y4mHtXDs9bPnFMZAL/jxdPFUpOHHIXX91mcgEHbS5Lahr+pwZFR8A7GQleRWeI6cGFC2UA=="],
"@types/d3-color": ["@types/d3-color@3.1.3", "", {}, "sha512-iO90scth9WAbmgv7ogoq57O9YpKmFBbmoEoCHDB2xMBY0+/KVrqAaCDyCE16dUspeOvIxFFRI+0sEtqDqy2b4A=="],
"@types/d3-force": ["@types/d3-force@3.0.10", "", {}, "sha512-ZYeSaCF3p73RdOKcjj+swRlZfnYpK1EbaDiYICEEp5Q6sUiqFaFQ9qgoshp5CzIyyb/yD09kD9o2zEltCexlgw=="],
"@types/d3-interpolate": ["@types/d3-interpolate@3.0.4", "", { "dependencies": { "@types/d3-color": "*" } }, "sha512-mgLPETlrpVV1YRJIglr4Ez47g7Yxjl1lj7YKsiMCb27VJH9W8NVM6Bb9d8kkpG/uAQS5AmbA48q2IAolKKo1MA=="],
"@types/d3-selection": ["@types/d3-selection@3.0.12", "", {}, "sha512-Qe/KWYhEiIIxGs7HrAAjMfShxKldx19SJtr5zu53f3afPsdZNz7HHtdTLXo/kqeiWNXVycI24kSnfzBYkTzpgw=="],
"@types/d3-zoom": ["@types/d3-zoom@3.0.9", "", { "dependencies": { "@types/d3-interpolate": "*", "@types/d3-selection": "*" } }, "sha512-0sE1406XBYJGiqD3AusTl9ZqC//2mIXix51tbom25gDCA8ri4xnSZg28CaSE8Srl6FClqABUKfsn0qghgdepMA=="],
"@types/deep-eql": ["@types/deep-eql@4.0.2", "", {}, "sha512-c9h9dVVMigMPc4bwTvC5dxqtqJZwQPePsWjPlpSOnojbor6pGqdk541lfA7AqFQr5pB1BRdq0juY9db81BwyFw=="], "@types/deep-eql": ["@types/deep-eql@4.0.2", "", {}, "sha512-c9h9dVVMigMPc4bwTvC5dxqtqJZwQPePsWjPlpSOnojbor6pGqdk541lfA7AqFQr5pB1BRdq0juY9db81BwyFw=="],
"@types/emscripten": ["@types/emscripten@1.41.6", "", {}, "sha512-uN+9i8bFT5CUcZfyIEYDrSueACEyKGbUs5kC/72DGlZZoinh84sJfVV0i8UOJD1asdzkvLPBRrKs41kZ8MdEXg=="], "@types/emscripten": ["@types/emscripten@1.41.6", "", {}, "sha512-uN+9i8bFT5CUcZfyIEYDrSueACEyKGbUs5kC/72DGlZZoinh84sJfVV0i8UOJD1asdzkvLPBRrKs41kZ8MdEXg=="],
@@ -295,6 +311,28 @@
"csstype": ["csstype@3.2.3", "", {}, "sha512-z1HGKcYy2xA8AGQfwrn0PAy+PB7X/GSj3UVJW9qKyn43xWa+gl5nXmU4qqLMRzWVLFC8KusUX8T/0kCiOYpAIQ=="], "csstype": ["csstype@3.2.3", "", {}, "sha512-z1HGKcYy2xA8AGQfwrn0PAy+PB7X/GSj3UVJW9qKyn43xWa+gl5nXmU4qqLMRzWVLFC8KusUX8T/0kCiOYpAIQ=="],
"d3-color": ["d3-color@3.1.0", "", {}, "sha512-zg/chbXyeBtMQ1LbD/WSoW2DpC3I0mpmPdW+ynRTj/x2DAWYrIY7qeZIHidozwV24m4iavr15lNwIwLxRmOxhA=="],
"d3-dispatch": ["d3-dispatch@3.0.1", "", {}, "sha512-rzUyPU/S7rwUflMyLc1ETDeBj0NRuHKKAcvukozwhshr6g6c5d8zh4c2gQjY2bZ0dXeGLWc1PF174P2tVvKhfg=="],
"d3-drag": ["d3-drag@3.0.0", "", { "dependencies": { "d3-dispatch": "1 - 3", "d3-selection": "3" } }, "sha512-pWbUJLdETVA8lQNJecMxoXfH6x+mO2UQo8rSmZ+QqxcbyA3hfeprFgIT//HW2nlHChWeIIMwS2Fq+gEARkhTkg=="],
"d3-ease": ["d3-ease@3.0.1", "", {}, "sha512-wR/XK3D3XcLIZwpbvQwQ5fK+8Ykds1ip7A2Txe0yxncXSdq1L9skcG7blcedkOX+ZcgxGAmLX1FrRGbADwzi0w=="],
"d3-force": ["d3-force@3.0.0", "", { "dependencies": { "d3-dispatch": "1 - 3", "d3-quadtree": "1 - 3", "d3-timer": "1 - 3" } }, "sha512-zxV/SsA+U4yte8051P4ECydjD/S+qeYtnaIyAs9tgHCqfguma/aAQDjo85A9Z6EKhBirHRJHXIgJUlffT4wdLg=="],
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+59
View File
@@ -0,0 +1,59 @@
'use client'
import { useEffect, useState } from 'react'
import { Terminal, type TerminalLine } from '@/components/ui/terminal'
import type { EventDto } from '@/lib/game/events'
// EVENT LOG tab — live data. Fetches /api/events on mount (Radix Tabs unmounts inactive tabs, so it
// refetches whenever the tab is opened). One terminal line per event: T<turn> // <MESSAGE>, newest first.
export function EventLogPanel() {
const [lines, setLines] = useState<TerminalLine[] | null>(null)
const [error, setError] = useState<string | null>(null)
useEffect(() => {
let cancelled = false
fetch('/api/events')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as EventDto[]
})
.then((events) => {
if (!cancelled) {
setLines(
events.map((e) => ({
type: e.type === 'new_game' ? 'system' : 'output',
text: `T${e.turn} // ${e.message.toUpperCase()}`,
timestamp: new Date(e.createdAt).toLocaleTimeString('en-GB', { hour12: false }),
}))
)
}
})
.catch((err: unknown) => {
if (!cancelled) setError(err instanceof Error ? err.message : String(err))
})
return () => {
cancelled = true
}
}, [])
if (error) {
return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>{error.toUpperCase()}</span>
</div>
)
}
if (!lines) {
return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING EVENT LOG…</span>
</div>
)
}
return (
<Terminal lines={lines} title="SHIP LOG" height="22rem" style={{ width: '100%' }} />
)
}
+21 -70
View File
@@ -1,40 +1,29 @@
'use client' 'use client'
import { useCallback, useEffect, useState } from 'react' import { useCallback, useState } from 'react'
import { Badge } from '@/components/ui/badge' import { Badge } from '@/components/ui/badge'
import { Button } from '@/components/ui/button' import { Button } from '@/components/ui/button'
import type { ExploreResult, SystemState } from '@/lib/game/save' import type { ExploreResult, SystemState } from '@/lib/game/save'
import type { FoundItem } from '@/lib/game/world' import type { FoundItem } from '@/lib/game/world'
// LOCAL SYSTEM tab — the bodies of the current system (planets + staggered moons) with an // LOCAL SYSTEM tab — the bodies of the current system (planets + staggered moons) with an
// EXPLORE button per unexplored row. Fetches /api/system on mount; explore responses are // EXPLORE button per unexplored row. The parent (MissionControl) owns the /api/system state so
// applied directly (no polling). Turn-based: one scan costs a turn, each body once. // the right column's CARGO HOLD mirrors scans immediately; this panel reports each scan's
// response up via onChanged and keeps only its own UI bits locally (no polling). Turn-based:
// one scan costs a turn, each body once.
export function LocalSystemPanel() { interface LocalSystemPanelProps {
const [state, setState] = useState<SystemState | null>(null) system: SystemState | null
onChanged: (next: SystemState) => void
}
export function LocalSystemPanel({ system, onChanged }: LocalSystemPanelProps) {
const [lastOutcome, setLastOutcome] = useState<FoundItem[] | null>(null) const [lastOutcome, setLastOutcome] = useState<FoundItem[] | null>(null)
const [error, setError] = useState<string | null>(null) const [error, setError] = useState<string | null>(null)
const [exploringId, setExploringId] = useState<number | null>(null) const [exploringId, setExploringId] = useState<number | null>(null)
useEffect(() => { const explore = useCallback(
let cancelled = false async (planetId: number) => {
fetch('/api/system')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as SystemState
})
.then((s) => {
if (!cancelled) setState(s)
})
.catch((err: unknown) => {
if (!cancelled) setError(err instanceof Error ? err.message : String(err))
})
return () => {
cancelled = true
}
}, [])
const explore = useCallback(async (planetId: number) => {
setExploringId(planetId) setExploringId(planetId)
try { try {
const res = await fetch('/api/explore', { const res = await fetch('/api/explore', {
@@ -44,26 +33,18 @@ export function LocalSystemPanel() {
}) })
const body = (await res.json()) as ExploreResult & { error?: string } const body = (await res.json()) as ExploreResult & { error?: string }
if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`) if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`)
setState(body) // fresh state straight from the response — no refetch needed onChanged(body) // fresh state straight from the response — parent mirrors it to CARGO HOLD
setLastOutcome(body.outcome) setLastOutcome(body.outcome)
} catch (err: unknown) { } catch (err: unknown) {
setError(err instanceof Error ? err.message : String(err)) setError(err instanceof Error ? err.message : String(err))
} finally { } finally {
setExploringId(null) setExploringId(null)
} }
}, []) },
[onChanged]
if (error && !state) {
return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>
SYSTEM SCAN OFFLINE // {error.toUpperCase()}
</span>
</div>
) )
}
if (!state) { if (!system) {
return ( return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}> <div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>SCANNING SYSTEM…</span> <span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>SCANNING SYSTEM…</span>
@@ -88,9 +69,9 @@ export function LocalSystemPanel() {
textTransform: 'uppercase', textTransform: 'uppercase',
}} }}
> >
EXPLORABLE WORLDS // {state.systemName.toUpperCase()} — TURN {state.turn} EXPLORABLE WORLDS // {system.systemName.toUpperCase()} — TURN {system.turn}
</div> </div>
{state.planets.map((row, i) => { {system.planets.map((row, i) => {
const depth = row.parent !== null ? 1 : 0 const depth = row.parent !== null ? 1 : 0
const badge = badgeFor(row.explored, row.hazard) const badge = badgeFor(row.explored, row.hazard)
return ( return (
@@ -102,7 +83,7 @@ export function LocalSystemPanel() {
alignItems: 'center', alignItems: 'center',
gap: '0.5rem', gap: '0.5rem',
padding: depth ? '0.6rem 0.75rem 0.6rem 1.75rem' : '0.6rem 0.75rem', padding: depth ? '0.6rem 0.75rem 0.6rem 1.75rem' : '0.6rem 0.75rem',
borderBottom: i < state.planets.length - 1 ? '1px solid var(--border)' : 'none', borderBottom: i < system.planets.length - 1 ? '1px solid var(--border)' : 'none',
}} }}
> >
<div style={{ overflow: 'hidden' }}> <div style={{ overflow: 'hidden' }}>
@@ -117,7 +98,7 @@ export function LocalSystemPanel() {
{row.name} {row.name}
</div> </div>
<div style={{ fontSize: '0.57rem', color: 'var(--text-muted)', letterSpacing: '0.06em', marginTop: '2px' }}> <div style={{ fontSize: '0.57rem', color: 'var(--text-muted)', letterSpacing: '0.06em', marginTop: '2px' }}>
{depth ? `MOON OF ${state.planets.find((p) => p.id === row.parent)?.name ?? '?'} // ${row.type}` : row.type} {depth ? `MOON OF ${system.planets.find((p) => p.id === row.parent)?.name ?? '?'} // ${row.type}` : row.type}
</div> </div>
</div> </div>
<div style={{ display: 'flex', alignItems: 'center', gap: '0.5rem' }}> <div style={{ display: 'flex', alignItems: 'center', gap: '0.5rem' }}>
@@ -147,36 +128,6 @@ export function LocalSystemPanel() {
</div> </div>
)} )}
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', overflow: 'hidden' }}>
<div
style={{
padding: '0.4rem 0.75rem',
borderBottom: '1px solid var(--border)',
background: 'var(--surface-raised)',
fontSize: '0.6rem',
color: 'var(--text-muted)',
letterSpacing: '0.12em',
textTransform: 'uppercase',
}}
>
CARGO HOLD // INVENTORY
</div>
{state.inventory.length === 0 ? (
<div style={{ padding: '0.6rem 0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>EMPTY — EXPLORE WORLDS TO FIND THINGS</span>
</div>
) : (
state.inventory.map((item) => (
<div key={`${item.kind}-${item.name}`} style={{ display: 'flex', justifyContent: 'space-between', padding: '0.5rem 0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-secondary)', letterSpacing: '0.04em', textTransform: 'uppercase' }}>
{item.name} <span style={{ color: 'var(--text-muted)' }}>// {item.kind}</span>
</span>
<Badge variant="ACTIVE">×{item.qty}</Badge>
</div>
))
)}
</div>
{error && ( {error && (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.5rem 0.75rem' }}> <div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.5rem 0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>SCAN FAILED // {error.toUpperCase()}</span> <span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>SCAN FAILED // {error.toUpperCase()}</span>
+211 -301
View File
@@ -1,24 +1,30 @@
'use client' 'use client'
import { useEffect, useState } from 'react' import { useCallback, useEffect, useState } from 'react'
import { Badge } from '@/components/ui/badge' import { Badge } from '@/components/ui/badge'
import { Alert, AlertDescription, AlertTitle } from '@/components/ui/alert'
import { Button } from '@/components/ui/button'
import { Card, CardContent, CardFooter, CardHeader, CardTitle } from '@/components/ui/card'
import { Panel, PanelContent, PanelHeader, PanelTitle } from '@/components/ui/panel' import { Panel, PanelContent, PanelHeader, PanelTitle } from '@/components/ui/panel'
import { Progress } from '@/components/ui/progress' import { Progress } from '@/components/ui/progress'
import { StatCard } from '@/components/ui/stat-card' import { StatCard } from '@/components/ui/stat-card'
import { StatusGrid, type SystemEntry } from '@/components/ui/status-grid' import { StatusGrid, type SystemEntry } from '@/components/ui/status-grid'
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs' import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs'
import { Terminal, type TerminalLine } from '@/components/ui/terminal'
import { CrewPanel } from '@/components/crew-panel' import { CrewPanel } from '@/components/crew-panel'
import { EventLogPanel } from '@/components/event-log'
import { LocalSystemPanel } from '@/components/local-system' import { LocalSystemPanel } from '@/components/local-system'
import { MissionPanel } from '@/components/missions'
import { ShipSystemsPanel } from '@/components/ship-systems'
import { SkillTreePanel } from '@/components/skill-tree'
import { WorldMapPanel } from '@/components/world-map' import { WorldMapPanel } from '@/components/world-map'
import { CREW_CAPACITY } from '@/lib/game/ship-costs'
import type { CrewDto, SystemState } from '@/lib/game/save'
import type { ShipState } from '@/lib/game/ship'
import type { TechDto } from '@/lib/game/tech'
import pkg from '@/package.json'
// Interface base: layout + visual treatment rebuilt from the scificn-ui Mission Control // Interface base: layout + visual treatment rebuilt from the scificn-ui Mission Control
// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). The // showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). All seven
// WORLD MAP, LOCAL SYSTEM and CREW tabs render live data (/api/world, /api/system, /api/crew); // tabs render live data (/api/world, /api/system, /api/crew, /api/ship, /api/tech, /api/missions,
// the other tabs keep placeholder content until their own issues land. Single player, no auth, by design. // /api/events); the right column's CARGO HOLD renders from the lifted /api/system state. Single
// player, no auth, by design.
function useNarrow(threshold = 900): boolean { function useNarrow(threshold = 900): boolean {
const [narrow, setNarrow] = useState( const [narrow, setNarrow] = useState(
@@ -32,75 +38,107 @@ function useNarrow(threshold = 900): boolean {
return narrow return narrow
} }
function now(): string { // Must match the TabsTrigger values in the render below — used to validate the tab persisted for
return new Date().toLocaleTimeString('en-GB', { hour12: false }) // #27 (an unknown stored value falls back to the default).
} const TAB_IDS = ['world-map', 'local-system', 'crew', 'ship-systems', 'skill-tree', 'missions', 'event-log']
const ACTIVE_TAB_KEY = 'sw-active-tab'
// ── Placeholder content (no game logic — real values land with the turn engine) ──
const shipSystems: SystemEntry[] = [
{ name: 'REACTOR', status: 'ACTIVE', detail: '94.2%' },
{ name: 'LIFE SUPPORT', status: 'ACTIVE' },
{ name: 'NAV COMPUTER', status: 'SCANNING' },
{ name: 'WEAPONS', status: 'OFFLINE' },
{ name: 'COMMS', status: 'ACTIVE' },
]
const shipSystemCards = [
{ name: 'REACTOR', level: 'LV 2', status: 'ACTIVE' as const, actions: ['EXPAND', 'UPGRADE'] },
{ name: 'LIFE SUPPORT', level: 'LV 1', status: 'ACTIVE' as const, actions: ['EXPAND', 'UPGRADE'] },
{ name: 'NAV COMPUTER', level: 'LV 3', status: 'SCANNING' as const, actions: ['EXPAND', 'UPGRADE'] },
{ name: 'WEAPONS', level: 'OFFLINE', status: 'OFFLINE' as const, actions: ['BUILD NEW'] },
{ name: 'COMMS ARRAY', level: 'LV 1', status: 'ACTIVE' as const, actions: ['EXPAND', 'UPGRADE'] },
]
const skillCards = [
{ name: 'ADVANCED FUSION CORE', unlocks: 'REACTOR LV 4 + OVERCLOCK', state: 'AVAILABLE' as const },
{ name: 'HULL PLATING SCHEMATICS', unlocks: 'BUILD ARMOR BAY MODULES', state: 'AVAILABLE' as const },
{ name: 'CREW TRAINING PROTOCOLS', unlocks: 'RETRAIN CREW TRAITS', state: 'LOCKED' as const },
{ name: 'JUMP DRIVE TUNING', unlocks: 'SHORTER JUMP COOLDOWN', state: 'LOCKED' as const },
]
const encounters = [
{ name: 'DERELICT FREIGHTER', when: 'T-07:14', id: '#E-102' },
{ name: 'PIRATE SKIRMISH', when: 'T-22:40', id: '#E-103' },
{ name: 'ANOMALY FIELD', when: 'T-48:12', id: '#E-104' },
]
const shipData = [
{ label: 'TOTAL MODULES', value: '34' },
{ label: 'HULL INTEGRITY', value: '87%' },
{ label: 'REACTOR OUTPUT', value: '94.2%' },
{ label: 'CREW ACTIVE', value: '3 / 6' },
{ label: 'SECTOR', value: '7G // DRIFT LANE' },
{ label: 'DRIFT VELOCITY', value: '0.4 KM/S' },
{ label: 'TURN', value: '12' },
]
const logLines: TerminalLine[] = [
{ type: 'system', text: 'SPACEWANDERER // INITIALIZING SHIP SYSTEMS...', timestamp: now() },
{ type: 'output', text: 'HULL SCAN COMPLETE — INTEGRITY 87%', timestamp: now() },
{ type: 'output', text: 'REACTOR OUTPUT STABLE AT 94.2%', timestamp: now() },
{ type: 'output', text: 'CREW MANIFEST LOADED — 3 ACTIVE PERSONNEL', timestamp: now() },
{ type: 'warn', text: 'WEAPONS OFFLINE — MODULE NOT INSTALLED', timestamp: now() },
{ type: 'system', text: 'ALL SYSTEMS NOMINAL. AWAITING FIRST TURN.', timestamp: now() },
]
export function MissionControl() { export function MissionControl() {
const narrow = useNarrow() const narrow = useNarrow()
const [tick, setTick] = useState(0) const [tick, setTick] = useState(0)
// Ship + system state is owned here (not in the tab panels): the SHIP SYSTEMS tab mirrors ship
// actions via setShip, and the right column's CARGO HOLD renders from the lifted inventory —
// the LOCAL SYSTEM tab reports each scan's response up via setSystem. Crew count feeds the
// roster bar — refetched on page load, like the other panels.
const [ship, setShip] = useState<ShipState | null>(null)
const [system, setSystem] = useState<SystemState | null>(null)
const [techs, setTechs] = useState<TechDto[] | null>(null)
const [crewCount, setCrewCount] = useState<number | null>(null)
// #27 — the active tab survives a page refresh. Restored from localStorage on mount; null until
// then so SSR and the first client render agree on the default tab (no hydration mismatch).
const [activeTab, setActiveTab] = useState<string | null>(null)
useEffect(() => {
let cancelled = false
fetch('/api/ship')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as ShipState
})
.then((s) => {
if (!cancelled) setShip(s)
})
.catch(() => {}) // left column + tab keep their loading state on failure
fetch('/api/system')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as SystemState
})
.then((s) => {
if (!cancelled) setSystem(s)
})
.catch(() => {})
fetch('/api/tech')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as TechDto[]
})
.then((t) => {
if (!cancelled) setTechs(t)
})
.catch(() => {})
fetch('/api/crew')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as CrewDto[]
})
.then((c) => {
if (!cancelled) setCrewCount(c.length)
})
.catch(() => {})
return () => {
cancelled = true
}
}, [])
useEffect(() => { useEffect(() => {
const id = setInterval(() => setTick((t) => t + 1), 1000) const id = setInterval(() => setTick((t) => t + 1), 1000)
return () => clearInterval(id) return () => clearInterval(id)
}, []) }, [])
// #27 — restore the persisted tab once on mount (validated against TAB_IDS).
useEffect(() => {
const stored = window.localStorage.getItem(ACTIVE_TAB_KEY)
if (stored && TAB_IDS.includes(stored)) setActiveTab(stored)
}, [])
// #30 — re-fetch /api/system after a jump: WorldMapPanel owns the world state, so without this
// the lifted system state stays on the previous system until a page refresh. Same failure
// policy as the mount fetch — keep the old state on error.
const refreshSystem = useCallback(() => {
fetch('/api/system')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as SystemState
})
.then((s) => setSystem(s))
.catch(() => {})
}, [])
const timeStr = new Date().toLocaleTimeString('en-GB', { hour12: false }) const timeStr = new Date().toLocaleTimeString('en-GB', { hour12: false })
// Slugs of the researched techs — drives the effective caps + build gates in the SHIP SYSTEMS
// tab via the same pure helpers the API enforces (lib/game/tech.ts).
const researchedSlugs = new Set((techs ?? []).filter((t) => t.state === 'RESEARCHED').map((t) => t.slug))
return ( return (
<div <div
style={{ style={{
minHeight: '100vh', minHeight: '100vh',
// Wide layout is pinned to the viewport so only the columns scroll internally (#21);
// narrow keeps natural flow with body scroll.
height: narrow ? undefined : '100vh',
overflow: narrow ? undefined : 'hidden',
background: 'var(--background)', background: 'var(--background)',
display: 'flex', display: 'flex',
flexDirection: 'column', flexDirection: 'column',
@@ -131,7 +169,7 @@ export function MissionControl() {
flexShrink: 0, flexShrink: 0,
}} }}
> >
◄ SHIP v{pkg.version}
</span> </span>
<span style={{ color: 'var(--border)', flexShrink: 0 }}>│</span> <span style={{ color: 'var(--border)', flexShrink: 0 }}>│</span>
@@ -190,6 +228,7 @@ export function MissionControl() {
<div <div
style={{ style={{
flex: 1, flex: 1,
minHeight: 0, // let the grid below be constrained to the viewport instead of growing it
display: 'flex', display: 'flex',
flexDirection: 'column', flexDirection: 'column',
gap: '1px', gap: '1px',
@@ -236,8 +275,9 @@ export function MissionControl() {
<div <div
style={{ style={{
flex: 1, flex: 1,
minHeight: 0, // same — the columns' overflowY:auto then scrolls inside their tracks
display: 'grid', display: 'grid',
gridTemplateColumns: narrow ? '1fr' : '260px 1fr 240px', gridTemplateColumns: narrow ? '1fr' : '320px 1fr 360px',
gap: '1px', gap: '1px',
background: 'var(--border)', background: 'var(--border)',
}} }}
@@ -257,11 +297,25 @@ export function MissionControl() {
<PanelHeader> <PanelHeader>
<PanelTitle>SHIP SYSTEMS</PanelTitle> <PanelTitle>SHIP SYSTEMS</PanelTitle>
<div style={{ marginLeft: 'auto' }}> <div style={{ marginLeft: 'auto' }}>
<Badge variant="ACTIVE">4 ONLINE</Badge> <Badge variant={ship && ship.systems.some((s) => s.built) ? 'ACTIVE' : 'OFFLINE'}>
{ship ? `${ship.systems.filter((s) => s.built).length} ONLINE` : '—'}
</Badge>
</div> </div>
</PanelHeader> </PanelHeader>
<StatusGrid systems={shipSystems} /> {ship ? (
<StatusGrid
systems={ship.systems.map((s) => ({
name: s.type,
status: s.built ? ('ACTIVE' as const) : ('OFFLINE' as const),
detail: s.built ? `LV ${s.level} · CAP ${s.capacity}` : undefined,
}))}
/>
) : (
<div style={{ padding: '0.5rem 0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING…</span>
</div>
)}
</Panel> </Panel>
<Panel notch="sm"> <Panel notch="sm">
@@ -269,11 +323,40 @@ export function MissionControl() {
<PanelTitle>VESSEL METRICS</PanelTitle> <PanelTitle>VESSEL METRICS</PanelTitle>
</PanelHeader> </PanelHeader>
<PanelContent> <PanelContent>
{ship ? (
// Bars driven by real values: hull/reactor from system levels (level × 20, capped),
// crew roster vs the display cap; SECTOR/TURN rows folded in from the old SHIP DATA
// placeholder (the rest of it duplicated these bars or had no game equivalent).
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.875rem' }}> <div style={{ display: 'flex', flexDirection: 'column', gap: '0.875rem' }}>
<Progress label="HULL INTEGRITY" value={87} /> <Progress label="HULL INTEGRITY" value={Math.min(100, (ship.systems.find((s) => s.type === 'HULL')?.level ?? 0) * 20)} />
<Progress label="REACTOR OUTPUT" value={94} /> <Progress label="REACTOR OUTPUT" value={Math.min(100, (ship.systems.find((s) => s.type === 'REACTOR')?.level ?? 0) * 20)} />
<Progress label="CREW ROSTER / 6" value={50} /> <Progress label={`CREW ROSTER / ${CREW_CAPACITY}`} value={Math.round(((crewCount ?? 0) / CREW_CAPACITY) * 100)} />
<div style={{ display: 'flex', flexDirection: 'column' }}>
{[
{ label: 'SECTOR', value: (system?.systemName ?? '—').toUpperCase() },
{ label: 'TURN', value: String(ship.turn) },
].map((item, i) => (
<div
key={item.label}
style={{
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
padding: '0.4rem 0',
borderBottom: i < 1 ? '1px solid var(--border)' : 'none',
}}
>
<span style={{ fontSize: '0.6rem', color: 'var(--text-muted)', letterSpacing: '0.1em' }}>{item.label}</span>
<span style={{ fontSize: '0.78rem', color: 'var(--color-green)', textShadow: 'var(--text-glow-green)', letterSpacing: '0.04em', fontWeight: 600 }}>
{item.value}
</span>
</div> </div>
))}
</div>
</div>
) : (
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING…</span>
)}
</PanelContent> </PanelContent>
</Panel> </Panel>
</div> </div>
@@ -289,7 +372,9 @@ export function MissionControl() {
overflowY: 'auto', overflowY: 'auto',
}} }}
> >
<Panel notch="md" style={{ flex: 1 }}> {/* flex column + minHeight:0 so the tab content scrolls inside the panel (#21) —
the Panel root's default overflow:hidden would otherwise clip it */}
<Panel notch="md" style={{ flex: 1, minHeight: 0, display: 'flex', flexDirection: 'column' }}>
<PanelHeader> <PanelHeader>
<PanelTitle>OPERATIONS // SHIP COMMAND</PanelTitle> <PanelTitle>OPERATIONS // SHIP COMMAND</PanelTitle>
<div style={{ marginLeft: 'auto', display: 'flex', gap: '0.5rem' }}> <div style={{ marginLeft: 'auto', display: 'flex', gap: '0.5rem' }}>
@@ -297,13 +382,27 @@ export function MissionControl() {
</div> </div>
</PanelHeader> </PanelHeader>
<PanelContent style={{ padding: 0 }}> <PanelContent style={{ padding: 0, flex: 1, minHeight: 0, overflowY: 'auto' }}>
<Tabs defaultValue="world-map"> {/* Flex column at least pane-tall so a tab can fill it (#36). min-height, not height:
tall tabs grow the box to their content, which keeps the sticky tab bar's containing
block spanning the whole scroll range (a capped height releases the pin on deep
scrolls) and means items never overflow the box, so nothing gets shrink-squashed. */}
<Tabs
value={activeTab ?? 'world-map'}
onValueChange={(v) => {
setActiveTab(v)
window.localStorage.setItem(ACTIVE_TAB_KEY, v) // #27 — keep the tab across refreshes
}}
style={{ display: 'flex', flexDirection: 'column', minHeight: '100%' }}
>
<TabsList <TabsList
style={{ style={{
padding: '0 1rem', padding: '0 1rem',
background: 'var(--surface-raised)', background: 'var(--surface-raised)', // opaque — content scrolls under it (#31)
overflowX: 'auto', overflowX: 'auto',
position: 'sticky', // #31 — pinned in both modes: to the top of the OPERATIONS
top: 0, // scroll area (wide) and to the viewport when the body scrolls (narrow)
zIndex: 1,
}} }}
> >
<TabsTrigger value="world-map">WORLD MAP</TabsTrigger> <TabsTrigger value="world-map">WORLD MAP</TabsTrigger>
@@ -315,14 +414,19 @@ export function MissionControl() {
<TabsTrigger value="event-log">EVENT LOG</TabsTrigger> <TabsTrigger value="event-log">EVENT LOG</TabsTrigger>
</TabsList> </TabsList>
{/* WORLD MAP TAB — live data from /api/world */} {/* WORLD MAP TAB — live data from /api/world; fills the whole pane (#36). Wide mode:
<TabsContent value="world-map" style={{ margin: 0, padding: '1rem' }}> flex column so the panel can fill it with pure flex sizing (a min-height-only
<WorldMapPanel height={380} /> container breaks percentage resolution, so no height:'100%' anywhere in this chain). */}
<TabsContent
value="world-map"
style={{ margin: 0, padding: '1rem', ...(!narrow ? { display: 'flex', flexDirection: 'column', flex: 1, minHeight: 0 } : {}) }}
>
<WorldMapPanel height={380} narrow={narrow} onJumped={refreshSystem} />
</TabsContent> </TabsContent>
{/* LOCAL SYSTEM TAB — live data from /api/system */} {/* LOCAL SYSTEM TAB — live data (state owned by MissionControl; scans report up) */}
<TabsContent value="local-system" style={{ margin: 0, padding: '1rem' }}> <TabsContent value="local-system" style={{ margin: 0, padding: '1rem' }}>
<LocalSystemPanel /> <LocalSystemPanel system={system} onChanged={setSystem} />
</TabsContent> </TabsContent>
{/* CREW TAB — live data from /api/crew */} {/* CREW TAB — live data from /api/crew */}
@@ -330,149 +434,31 @@ export function MissionControl() {
<CrewPanel narrow={narrow} /> <CrewPanel narrow={narrow} />
</TabsContent> </TabsContent>
{/* SHIP SYSTEMS TAB */} {/* SHIP SYSTEMS TAB — live data from /api/ship (state owned by MissionControl) */}
<TabsContent value="ship-systems" style={{ margin: 0, padding: '1rem' }}> <TabsContent value="ship-systems" style={{ margin: 0, padding: '1rem' }}>
<div <ShipSystemsPanel ship={ship} narrow={narrow} onChanged={setShip} researchedSlugs={researchedSlugs} />
style={{
display: 'grid',
gridTemplateColumns: narrow ? '1fr' : 'repeat(2, 1fr)',
gap: '0.75rem',
}}
>
{shipSystemCards.map((system) => (
<Card key={system.name}>
<CardHeader>
<div style={{ display: 'flex', alignItems: 'center' }}>
<CardTitle>{system.name}</CardTitle>
<Badge variant={system.status} className="ml-auto">
{system.level}
</Badge>
</div>
</CardHeader>
<CardContent>
<p style={{ fontSize: '0.65rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>
MODULE BAY // PLACEHOLDER READOUT
</p>
</CardContent>
<CardFooter className="gap-2">
{system.actions.map((action) => (
<Button key={action} variant="OUTLINE" size="SM">
{action}
</Button>
))}
</CardFooter>
</Card>
))}
</div>
</TabsContent> </TabsContent>
{/* SKILL TREE TAB */} {/* SKILL TREE TAB — live data from /api/tech (state owned by MissionControl) */}
<TabsContent value="skill-tree" style={{ margin: 0, padding: '1rem' }}> <TabsContent value="skill-tree" style={{ margin: 0, padding: '1rem' }}>
<div <SkillTreePanel techs={techs} ship={ship} narrow={narrow} onResearched={setTechs} />
style={{
display: 'grid',
gridTemplateColumns: narrow ? '1fr' : 'repeat(2, 1fr)',
gap: '0.75rem',
}}
>
{skillCards.map((skill) => (
<Card key={skill.name}>
<CardHeader>
<div style={{ display: 'flex', alignItems: 'center' }}>
<CardTitle>{skill.name}</CardTitle>
<Badge variant={skill.state === 'AVAILABLE' ? 'ACTIVE' : 'OFFLINE'} className="ml-auto">
{skill.state}
</Badge>
</div>
</CardHeader>
<CardContent>
<p style={{ fontSize: '0.65rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>
UNLOCKS: {skill.unlocks}
</p>
</CardContent>
<CardFooter>
<Button variant="OUTLINE" size="SM">
RESEARCH
</Button>
</CardFooter>
</Card>
))}
</div>
</TabsContent> </TabsContent>
{/* MISSIONS TAB */} {/* MISSIONS TAB — live data from /api/missions */}
<TabsContent value="missions" style={{ margin: 0, padding: '1rem' }}> <TabsContent value="missions" style={{ margin: 0, padding: '1rem' }}>
<div <MissionPanel />
style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}
>
<Alert variant="STATUS">
<AlertTitle>ENCOUNTER #E-102 — DERELICT FREIGHTER</AlertTitle>
<AlertDescription>
Placeholder briefing. Real encounter resolution lands with the turn engine.
</AlertDescription>
</Alert>
<div
style={{
display: 'grid',
gridTemplateColumns: narrow ? '1fr' : '1fr 1fr',
gap: '0.625rem',
}}
>
{[
{ label: 'DESTINATION', value: 'SECTOR 7G // DRIFT LANE' },
{ label: 'ETA', value: 'T-07:14 (PLACEHOLDER)' },
{ label: 'THREAT LEVEL', value: 'LOW — UNMANNED' },
{ label: 'CARGO MANIFEST', value: 'UNKNOWN' },
].map((item) => (
<div
key={item.label}
style={{
padding: '0.75rem',
background: 'var(--surface)',
border: '1px solid var(--border)',
}}
>
<div
style={{
fontSize: '0.55rem',
color: 'var(--text-muted)',
letterSpacing: '0.12em',
marginBottom: '0.35rem',
}}
>
{item.label}
</div>
<div
style={{
fontSize: '0.8rem',
color: 'var(--text-secondary)',
letterSpacing: '0.04em',
}}
>
{item.value}
</div>
</div>
))}
</div>
</div>
</TabsContent> </TabsContent>
{/* EVENT LOG TAB */} {/* EVENT LOG TAB */}
<TabsContent value="event-log" style={{ margin: 0, padding: '1rem' }}> <TabsContent value="event-log" style={{ margin: 0, padding: '1rem' }}>
<Terminal <EventLogPanel />
lines={logLines}
title="SHIP LOG // PLACEHOLDER FEED"
height="22rem"
style={{ width: '100%' }}
/>
</TabsContent> </TabsContent>
</Tabs> </Tabs>
</PanelContent> </PanelContent>
</Panel> </Panel>
</div> </div>
{/* ── RIGHT: UPCOMING ENCOUNTERS + SHIP DATA ── */} {/* ── RIGHT: CARGO HOLD (persistent — inventory lifted from /api/system) ── */}
<div <div
style={{ style={{
background: 'var(--background)', background: 'var(--background)',
@@ -485,110 +471,34 @@ export function MissionControl() {
> >
<Panel notch="sm"> <Panel notch="sm">
<PanelHeader> <PanelHeader>
<PanelTitle>UPCOMING ENCOUNTERS</PanelTitle> <PanelTitle>CARGO HOLD // INVENTORY</PanelTitle>
{system && (
<div style={{ marginLeft: 'auto' }}> <div style={{ marginLeft: 'auto' }}>
<Badge variant="SCANNING">{encounters.length} QUEUED</Badge> <Badge variant={system.inventory.length > 0 ? 'ACTIVE' : 'OFFLINE'}>
</div> {system.inventory.reduce((n, i) => n + i.qty, 0)} UNITS
</PanelHeader>
<PanelContent style={{ padding: 0 }}>
<div style={{ display: 'flex', flexDirection: 'column' }}>
{encounters.map((enc, i) => {
const isNext = i === 0
const isLast = i === encounters.length - 1
return (
<div
key={enc.id}
style={{
padding: '0.6rem 0.75rem',
borderBottom: isLast ? 'none' : '1px solid var(--border)',
background: isNext ? 'var(--surface-raised)' : 'transparent',
}}
>
<div
style={{
display: 'flex',
justifyContent: 'space-between',
alignItems: 'flex-start',
gap: '0.5rem',
}}
>
<div style={{ overflow: 'hidden', flex: 1 }}>
<div
style={{
fontSize: '0.68rem',
color: isNext ? 'var(--text-secondary)' : 'var(--text-muted)',
letterSpacing: '0.04em',
overflow: 'hidden',
textOverflow: 'ellipsis',
whiteSpace: 'nowrap',
textTransform: 'uppercase',
}}
>
{enc.name}
</div>
<div
style={{
fontSize: '0.57rem',
color: 'var(--text-muted)',
letterSpacing: '0.06em',
marginTop: '2px',
}}
>
{enc.when} // {enc.id}
</div>
</div>
<Badge variant={isNext ? 'WARNING' : 'SCANNING'}>
{isNext ? 'NEXT' : 'SCHED'}
</Badge> </Badge>
</div> </div>
</div> )}
)
})}
</div>
</PanelContent>
</Panel>
<Panel notch="sm">
<PanelHeader>
<PanelTitle>SHIP DATA</PanelTitle>
</PanelHeader> </PanelHeader>
<PanelContent> <PanelContent style={{ padding: 0 }}>
<div style={{ display: 'flex', flexDirection: 'column' }}> {!system ? (
{shipData.map((item, i) => ( <div style={{ padding: '0.6rem 0.75rem' }}>
<div <span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING…</span>
key={item.label}
style={{
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
padding: '0.4rem 0',
borderBottom:
i < shipData.length - 1 ? '1px solid var(--border)' : 'none',
}}
>
<span
style={{
fontSize: '0.6rem',
color: 'var(--text-muted)',
letterSpacing: '0.1em',
}}
>
{item.label}
</span>
<span
style={{
fontSize: '0.78rem',
color: 'var(--color-green)',
textShadow: 'var(--text-glow-green)',
letterSpacing: '0.04em',
fontWeight: 600,
}}
>
{item.value}
</span>
</div> </div>
))} ) : system.inventory.length === 0 ? (
<div style={{ padding: '0.6rem 0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>EMPTY — EXPLORE WORLDS TO FIND THINGS</span>
</div> </div>
) : (
system.inventory.map((item) => (
<div key={`${item.kind}-${item.name}`} style={{ display: 'flex', justifyContent: 'space-between', padding: '0.5rem 0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-secondary)', letterSpacing: '0.04em', textTransform: 'uppercase' }}>
{item.name} <span style={{ color: 'var(--text-muted)' }}>// {item.kind}</span>
</span>
<Badge variant="ACTIVE">×{item.qty}</Badge>
</div>
))
)}
</PanelContent> </PanelContent>
</Panel> </Panel>
</div> </div>
+120
View File
@@ -0,0 +1,120 @@
'use client'
import { useCallback, useEffect, useState } from 'react'
import { Badge } from '@/components/ui/badge'
import { Button } from '@/components/ui/button'
import { Card, CardContent, CardFooter, CardHeader, CardTitle } from '@/components/ui/card'
import type { MissionDto } from '@/lib/game/missions'
// MISSIONS tab — live data. Fetches /api/missions on mount (Radix Tabs unmounts inactive tabs, so it
// refetches whenever the tab is opened); accept responses are applied directly (no polling). ACCEPT is
// enabled only when the contract is AVAILABLE and no other mission is ACTIVE — mirroring what
// POST /api/missions/{id}/accept enforces.
export function MissionPanel() {
const [missions, setMissions] = useState<MissionDto[] | null>(null)
const [error, setError] = useState<string | null>(null)
const [busyId, setBusyId] = useState<number | null>(null) // one action at a time — turn-based game
useEffect(() => {
let cancelled = false
fetch('/api/missions')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as MissionDto[]
})
.then((m) => {
if (!cancelled) setMissions(m)
})
.catch((err: unknown) => {
if (!cancelled) setError(err instanceof Error ? err.message : String(err))
})
return () => {
cancelled = true
}
}, [])
const accept = useCallback(async (mission: MissionDto) => {
setBusyId(mission.id)
setError(null)
try {
const res = await fetch(`/api/missions/${mission.id}/accept`, { method: 'POST' })
const data = (await res.json()) as MissionDto[] & { error?: string }
if (!res.ok) throw new Error(data.error ?? `HTTP ${res.status}`)
setMissions(data) // response is the fresh board — apply directly
} catch (err: unknown) {
setError(err instanceof Error ? err.message : String(err))
} finally {
setBusyId(null)
}
}, [])
if (!missions && !error) {
return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING MISSIONS…</span>
</div>
)
}
const active = (missions ?? []).find((m) => m.state === 'ACTIVE')
return (
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}>
{error && (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>{error.toUpperCase()}</span>
</div>
)}
<div style={{ display: 'grid', gridTemplateColumns: 'repeat(3, 1fr)', gap: '0.75rem' }}>
{(missions ?? []).map((mission) => (
<MissionCard key={mission.id} mission={mission} busy={busyId === mission.id} blockedByActive={!!active && active.id !== mission.id} onAccept={accept} />
))}
</div>
</div>
)
}
function MissionCard({
mission,
busy,
blockedByActive,
onAccept,
}: {
mission: MissionDto
busy: boolean
blockedByActive: boolean
onAccept: (mission: MissionDto) => void
}) {
const acceptDisabled = busy || mission.state !== 'AVAILABLE' || blockedByActive
return (
<Card>
<CardHeader>
<div style={{ display: 'flex', alignItems: 'center' }}>
<CardTitle>{mission.type}</CardTitle>
<Badge variant={mission.state === 'ACTIVE' ? 'ACTIVE' : mission.state === 'AVAILABLE' ? 'SCANNING' : 'OFFLINE'} className="ml-auto">
{mission.state}
</Badge>
</div>
</CardHeader>
<CardContent>
<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>CONTRACT // #{mission.id}</p>
<p style={{ fontSize: '0.65rem', color: 'var(--text-secondary)', letterSpacing: '0.08em' }}>{mission.description.toUpperCase()}</p>
<p style={{ fontSize: '0.62rem', color: 'var(--color-green)', letterSpacing: '0.08em' }}>
REWARD {mission.rewardQty}× {mission.rewardKind === 'resource' ? 'RESOURCES' : 'PARTS'}
</p>
{mission.type === 'EXPLORE' && (
<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>
PROGRESS // {mission.progress}/{mission.progressTarget}
</p>
)}
</CardContent>
<CardFooter>
<Button variant="OUTLINE" size="SM" disabled={acceptDisabled} onClick={() => onAccept(mission)}>
ACCEPT
</Button>
</CardFooter>
</Card>
)
}
+134
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'use client'
import { useState } from 'react'
import { Badge } from '@/components/ui/badge'
import { Button } from '@/components/ui/button'
import { Card, CardContent, CardFooter, CardHeader, CardTitle } from '@/components/ui/card'
import { BUILD_PART_COST, expandCost, totalQty, upgradeCost } from '@/lib/game/ship-costs'
import type { ShipState, ShipSystemDto } from '@/lib/game/ship'
import { buildGate, effectiveCapacityCap, effectiveLevelCap } from '@/lib/game/tech'
// SHIP SYSTEMS tab — live data. The parent (MissionControl) owns the ship state so the left
// column mirrors actions immediately; this panel applies each action's response directly via
// onChanged (no polling). Buttons are disabled when unaffordable, capped or gated by an
// unresearched tech, using the same pure helpers the API enforces (lib/game/ship-costs.ts +
// lib/game/tech.ts).
interface ShipSystemsPanelProps {
ship: ShipState | null
narrow?: boolean
onChanged: (next: ShipState) => void
researchedSlugs: Set<string> // slugs of researched techs — raises caps, lifts build gates
}
export function ShipSystemsPanel({ ship, narrow, onChanged, researchedSlugs }: ShipSystemsPanelProps) {
const [error, setError] = useState<string | null>(null)
const [busy, setBusy] = useState(false) // one action at a time — turn-based game
if (!ship) {
return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING SHIP SYSTEMS…</span>
</div>
)
}
const resources = totalQty(ship.inventory, 'resource')
const parts = totalQty(ship.inventory, 'part')
async function act(url: string, body: unknown) {
setBusy(true)
setError(null)
try {
const res = await fetch(url, { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(body) })
const data = (await res.json()) as ShipState & { error?: string }
if (!res.ok) throw new Error(data.error ?? `HTTP ${res.status}`)
onChanged(data) // response is the fresh ship state — apply directly
} catch (err: unknown) {
setError(err instanceof Error ? err.message : String(err))
} finally {
setBusy(false)
}
}
return (
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}>
{error && (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>{error.toUpperCase()}</span>
</div>
)}
<div style={{ display: 'grid', gridTemplateColumns: narrow ? '1fr' : 'repeat(2, 1fr)', gap: '0.75rem' }}>
{ship.systems.map((system) => (
<SystemCard key={system.id} system={system} resources={resources} parts={parts} busy={busy} researchedSlugs={researchedSlugs} onAct={act} />
))}
</div>
</div>
)
}
function SystemCard({
system,
resources,
parts,
busy,
researchedSlugs,
onAct,
}: {
system: ShipSystemDto
resources: number
parts: number
busy: boolean
researchedSlugs: Set<string>
onAct: (url: string, body: unknown) => void
}) {
const maxLevel = effectiveLevelCap(system.type, researchedSlugs)
const maxCapacity = effectiveCapacityCap(system.type, researchedSlugs)
const gate = buildGate(system.type, researchedSlugs) // name of the required tech, or null when ungated/researched
const upgradeDisabled = busy || !system.built || system.level >= maxLevel || resources < upgradeCost(system.level)
const expandDisabled = busy || !system.built || system.capacity >= maxCapacity || resources < expandCost(system.capacity)
const buildDisabled = busy || system.built || gate !== null || parts < BUILD_PART_COST
return (
<Card>
<CardHeader>
<div style={{ display: 'flex', alignItems: 'center' }}>
<CardTitle>{system.type}</CardTitle>
<Badge variant={system.built ? 'ACTIVE' : 'OFFLINE'} className="ml-auto">
{system.built ? `LV ${system.level}` : 'OFFLINE'}
</Badge>
</div>
</CardHeader>
<CardContent>
<p style={{ fontSize: '0.65rem', color: 'var(--text-secondary)', letterSpacing: '0.08em' }}>
{system.built ? `LEVEL ${system.level} · CAPACITY ${system.capacity}` : 'NOT INSTALLED'}
</p>
<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>
{system.built
? `UPGRADE ${upgradeCost(system.level)}× RES · EXPAND ${expandCost(system.capacity)}× RES`
: `BUILD ${BUILD_PART_COST}× PARTS`}
</p>
{!system.built && gate !== null && (
<p style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>REQUIRES // {gate}</p>
)}
</CardContent>
<CardFooter className="gap-2">
{system.built ? (
<>
<Button variant="OUTLINE" size="SM" disabled={upgradeDisabled} onClick={() => onAct('/api/ship/upgrade', { systemId: system.id })}>
UPGRADE
</Button>
<Button variant="OUTLINE" size="SM" disabled={expandDisabled} onClick={() => onAct('/api/ship/expand', { systemId: system.id })}>
EXPAND
</Button>
</>
) : (
<Button variant="OUTLINE" size="SM" disabled={buildDisabled} onClick={() => onAct('/api/ship/build', { type: system.type })}>
BUILD NEW
</Button>
)}
</CardFooter>
</Card>
)
}
+110
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'use client'
import { useState } from 'react'
import { Badge } from '@/components/ui/badge'
import { Button } from '@/components/ui/button'
import { Card, CardContent, CardFooter, CardHeader, CardTitle } from '@/components/ui/card'
import { totalQty } from '@/lib/game/ship-costs'
import type { ShipState } from '@/lib/game/ship'
import type { TechDto } from '@/lib/game/tech'
// SKILL TREE tab — live data. The parent (MissionControl) owns the tech state + ship state; this panel
// applies each research response directly via onResearched (no polling). RESEARCH is enabled only when
// the tech is AVAILABLE and its cost is payable from the cargo hold, mirroring what POST /api/research enforces.
interface SkillTreePanelProps {
techs: TechDto[] | null
ship: ShipState | null
narrow?: boolean
onResearched: (next: TechDto[]) => void
}
export function SkillTreePanel({ techs, ship, narrow, onResearched }: SkillTreePanelProps) {
const [error, setError] = useState<string | null>(null)
const [busy, setBusy] = useState(false) // one action at a time — turn-based game
if (!techs || !ship) {
return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING SKILL TREE…</span>
</div>
)
}
const resources = totalQty(ship.inventory, 'resource')
const parts = totalQty(ship.inventory, 'part')
async function research(tech: TechDto) {
setBusy(true)
setError(null)
try {
const res = await fetch('/api/research', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify({ techId: tech.id }) })
const data = (await res.json()) as TechDto[] & { error?: string }
if (!res.ok) throw new Error(data.error ?? `HTTP ${res.status}`)
onResearched(data) // response is the fresh tech tree state — apply directly
} catch (err: unknown) {
setError(err instanceof Error ? err.message : String(err))
} finally {
setBusy(false)
}
}
return (
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}>
{error && (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>{error.toUpperCase()}</span>
</div>
)}
<div style={{ display: 'grid', gridTemplateColumns: narrow ? '1fr' : 'repeat(2, 1fr)', gap: '0.75rem' }}>
{techs.map((tech) => (
<TechCard key={tech.slug} tech={tech} resources={resources} parts={parts} busy={busy} onResearch={research} />
))}
</div>
</div>
)
}
function TechCard({
tech,
resources,
parts,
busy,
onResearch,
}: {
tech: TechDto
resources: number
parts: number
busy: boolean
onResearch: (tech: TechDto) => void
}) {
const affordable = tech.costKind === 'resource' ? resources >= tech.costQty : parts >= tech.costQty
const researchDisabled = busy || tech.state !== 'AVAILABLE' || !affordable
return (
<Card>
<CardHeader>
<div style={{ display: 'flex', alignItems: 'center' }}>
<CardTitle>{tech.name}</CardTitle>
<Badge variant={tech.state === 'RESEARCHED' ? 'ACTIVE' : tech.state === 'AVAILABLE' ? 'SCANNING' : 'OFFLINE'} className="ml-auto">
{tech.state}
</Badge>
</div>
</CardHeader>
<CardContent>
<p style={{ fontSize: '0.65rem', color: 'var(--text-secondary)', letterSpacing: '0.08em' }}>
COST {tech.costQty}× {tech.costKind === 'resource' ? 'RESOURCES' : 'PARTS'}
</p>
<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>UNLOCKS // {tech.effect}</p>
{tech.state === 'LOCKED' && (
<p style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>REQUIRES // {tech.missingPrereqs.join(' + ')}</p>
)}
</CardContent>
<CardFooter>
<Button variant="OUTLINE" size="SM" disabled={researchDisabled} onClick={() => onResearch(tech)}>
RESEARCH
</Button>
</CardFooter>
</Card>
)
}
-299
View File
@@ -1,299 +0,0 @@
'use client'
import * as React from 'react'
import { cn } from '@/lib/utils'
export type NodeGraphVariant = 'DEFAULT' | 'ACTIVE' | 'WARNING' | 'CRITICAL'
export type NodeStatus = 'ACTIVE' | 'OFFLINE' | 'WARNING' | 'CRITICAL' | 'NEUTRAL'
export interface NodeGraphNode {
id: string
label: string
x: number // 0–100 coordinate space
y: number
status?: NodeStatus
sublabel?: string
}
export interface NodeGraphEdge {
from: string
to: string
label?: string
animated?: boolean
}
export interface NodeGraphProps extends React.HTMLAttributes<HTMLDivElement> {
nodes: NodeGraphNode[]
edges: NodeGraphEdge[]
variant?: NodeGraphVariant
title?: string
height?: number
directed?: boolean
}
const VARIANT_COLORS: Record<NodeGraphVariant, string> = {
DEFAULT: 'var(--text-secondary)',
ACTIVE: 'var(--color-green)',
WARNING: 'var(--color-amber)',
CRITICAL: 'var(--color-red)',
}
const STATUS_COLOR: Record<NodeStatus, string> = {
ACTIVE: 'var(--color-green)',
OFFLINE: 'var(--border)',
WARNING: 'var(--color-amber)',
CRITICAL: 'var(--color-red)',
NEUTRAL: 'var(--text-muted)',
}
const NODE_W = 100
const NODE_H = 36
const NodeGraph = React.forwardRef<HTMLDivElement, NodeGraphProps>(
(
{
className,
nodes,
edges,
variant = 'ACTIVE',
title,
height = 320,
directed = false,
style,
...props
},
ref
) => {
const containerRef = React.useRef<HTMLDivElement>(null)
const [svgW, setSvgW] = React.useState(600)
const [hovered, setHovered] = React.useState<string | null>(null)
React.useEffect(() => {
if (!containerRef.current) return
const ro = new ResizeObserver(entries => {
setSvgW(entries[0].contentRect.width)
})
ro.observe(containerRef.current)
return () => ro.disconnect()
}, [])
const color = VARIANT_COLORS[variant]
const markerId = `arrow-${variant}`
function nodePx(node: NodeGraphNode) {
return (node.x / 100) * svgW
}
function nodePy(node: NodeGraphNode) {
return (node.y / 100) * height
}
function edgeEndpoints(fromNode: NodeGraphNode, toNode: NodeGraphNode) {
const fx = nodePx(fromNode)
const fy = nodePy(fromNode)
const tx = nodePx(toNode)
const ty = nodePy(toNode)
const dx = tx - fx
const dy = ty - fy
const dist = Math.sqrt(dx * dx + dy * dy)
if (dist < 1) return { x1: fx, y1: fy, x2: tx, y2: ty }
const ux = dx / dist
const uy = dy / dist
const hw = NODE_W / 2
const hh = NODE_H / 2
const tW = Math.abs(ux) > 0.001 ? hw / Math.abs(ux) : Infinity
const tH = Math.abs(uy) > 0.001 ? hh / Math.abs(uy) : Infinity
const t = Math.min(tW, tH)
return {
x1: fx + ux * t,
y1: fy + uy * t,
x2: tx - ux * t,
y2: ty - uy * t,
}
}
const nodeMap = new Map(nodes.map(n => [n.id, n]))
const hasAnimatedEdge = edges.some(e => e.animated)
return (
<div
ref={ref}
className={cn(className)}
style={{
border: '1px solid var(--border)',
background: 'var(--surface)',
fontFamily: 'var(--font-mono)',
overflow: 'hidden',
...style,
}}
{...props}
>
{title && (
<div
style={{
padding: '0.4rem 0.75rem',
borderBottom: '1px solid var(--border)',
background: 'var(--surface-raised)',
fontSize: '0.6rem',
color: 'var(--text-muted)',
letterSpacing: '0.12em',
textTransform: 'uppercase',
}}
>
{title}
</div>
)}
<div ref={containerRef} style={{ width: '100%', height: `${height}px` }}>
<svg width={svgW} height={height} style={{ display: 'block' }}>
<defs>
{directed && (
<marker
id={markerId}
markerWidth="6"
markerHeight="6"
refX="6"
refY="3"
orient="auto"
>
<path d="M 0 0 L 6 3 L 0 6 Z" fill={color} />
</marker>
)}
</defs>
{hasAnimatedEdge && (
<style>{`
@keyframes nodeGraphDash { to { stroke-dashoffset: -8; } }
`}</style>
)}
{/* Edges */}
{edges.map((edge, ei) => {
const fromNode = nodeMap.get(edge.from)
const toNode = nodeMap.get(edge.to)
if (!fromNode || !toNode) return null
const { x1, y1, x2, y2 } = edgeEndpoints(fromNode, toNode)
const mx = (x1 + x2) / 2
const my = (y1 + y2) / 2
return (
<g key={ei}>
<line
x1={x1.toFixed(1)}
y1={y1.toFixed(1)}
x2={x2.toFixed(1)}
y2={y2.toFixed(1)}
stroke={color}
strokeWidth={1}
opacity={0.5}
strokeDasharray={edge.animated ? '4 4' : undefined}
markerEnd={directed ? `url(#${markerId})` : undefined}
style={edge.animated
? { animation: 'nodeGraphDash 0.5s linear infinite' }
: undefined}
/>
{edge.label && (
<text
x={mx.toFixed(1)}
y={my.toFixed(1)}
textAnchor="middle"
dominantBaseline="middle"
fontSize={8}
fill="var(--text-muted)"
fontFamily="var(--font-mono)"
>
{edge.label}
</text>
)}
</g>
)
})}
{/* Nodes */}
{nodes.map(node => {
const cx = nodePx(node)
const cy = nodePy(node)
const isHovered = hovered === node.id
const statusColor = node.status ? STATUS_COLOR[node.status] : color
return (
<g
key={node.id}
onMouseEnter={() => setHovered(node.id)}
onMouseLeave={() => setHovered(null)}
style={{ cursor: 'default' }}
>
{/* Background */}
<rect
x={(cx - NODE_W / 2).toFixed(1)}
y={(cy - NODE_H / 2).toFixed(1)}
width={NODE_W}
height={NODE_H}
fill="var(--surface-raised)"
/>
{/* Hover tint */}
{isHovered && (
<rect
x={(cx - NODE_W / 2).toFixed(1)}
y={(cy - NODE_H / 2).toFixed(1)}
width={NODE_W}
height={NODE_H}
fill={statusColor}
fillOpacity={0.12}
/>
)}
{/* Border */}
<rect
x={(cx - NODE_W / 2).toFixed(1)}
y={(cy - NODE_H / 2).toFixed(1)}
width={NODE_W}
height={NODE_H}
fill="none"
stroke={statusColor}
strokeWidth={isHovered ? 1.5 : 1}
/>
{/* Label */}
<text
x={cx.toFixed(1)}
y={(node.sublabel ? cy - 5 : cy).toFixed(1)}
textAnchor="middle"
dominantBaseline="middle"
fontSize={10}
fill={statusColor}
fontFamily="var(--font-mono)"
fontWeight="600"
>
{node.label.toUpperCase()}
</text>
{/* Sublabel */}
{node.sublabel && (
<text
x={cx.toFixed(1)}
y={(cy + 8).toFixed(1)}
textAnchor="middle"
dominantBaseline="middle"
fontSize={8}
fill="var(--text-muted)"
fontFamily="var(--font-mono)"
>
{node.sublabel}
</text>
)}
</g>
)
})}
</svg>
</div>
</div>
)
}
)
NodeGraph.displayName = 'NodeGraph'
export { NodeGraph }
+217 -49
View File
@@ -1,23 +1,58 @@
'use client' 'use client'
import { useCallback, useEffect, useState } from 'react' import { useCallback, useEffect, useRef, useState } from 'react'
import { Button } from '@/components/ui/button' import { forceCenter, forceCollide, forceLink, forceManyBody, forceSimulation } from 'd3-force'
import { NodeGraph } from '@/components/ui/node-graph' import type { SimulationNodeDatum } from 'd3-force'
import { select } from 'd3-selection'
import { zoom, zoomIdentity } from 'd3-zoom'
import type { WorldState } from '@/lib/game/save' import type { WorldState } from '@/lib/game/save'
// WORLD MAP tab — the first live game panel: renders real world state from /api/world and // WORLD MAP tab — real world state from /api/world on a force-directed chart (d3-force) with
// offers a jump button per system adjacent to the current one (NodeGraph nodes are not // pan + zoom (d3-zoom), per #28. Clicking a system adjacent to the current one jumps there
// clickable upstream, so the affordance lives in this list). Turn-based: fetch on mount, // (same POST /api/jump flow as before); the current and unreachable systems are dimmed and not
// refetch via the jump response — no polling. // clickable, and every node is locked while a jump is in flight. Turn-based: fetch on mount,
// refetch via the jump response — no polling. In wide mode (#36) the chart fills the whole tab
// pane (no internal scrollbar); narrow keeps a fixed fallback height since the page scrolls naturally there.
interface WorldMapPanelProps { interface WorldMapPanelProps {
height?: number height?: number // fallback chart height when the pane gives no definite space (narrow mode)
narrow?: boolean
onJumped?: () => void // #30 — let the parent refresh /api/system after a successful jump
} }
export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) { type NodeStatus = 'current' | 'jumpable' | 'offline'
// d3-force mutates these in place; the whole scene is rebuilt from scratch on every world change.
interface ChartNode extends SimulationNodeDatum {
id: number
name: string // already uppercased — doubles as the accessible label
status: NodeStatus
sublabel: string
}
// forceLink replaces the numeric ids with node references once initialized.
interface ChartLink {
source: number | ChartNode
target: number | ChartNode
}
const NODE_W = 100
const NODE_H = 36
// Palette carried over from the old hand-rolled chart.
const STATUS_COLOR: Record<NodeStatus, string> = {
current: 'var(--color-green)',
jumpable: 'var(--text-muted)',
offline: 'var(--border)',
}
export function WorldMapPanel({ height = 380, narrow = false, onJumped }: WorldMapPanelProps) {
// Wide mode: the flex chain (Tabs → TabsContent → this panel) provides a definite pane size to fill (#36).
const filling = !narrow
const [world, setWorld] = useState<WorldState | null>(null) const [world, setWorld] = useState<WorldState | null>(null)
const [error, setError] = useState<string | null>(null) const [error, setError] = useState<string | null>(null)
const [jumpingId, setJumpingId] = useState<number | null>(null) const [jumpingId, setJumpingId] = useState<number | null>(null)
const containerRef = useRef<HTMLDivElement>(null)
useEffect(() => { useEffect(() => {
let cancelled = false let cancelled = false
@@ -37,7 +72,12 @@ export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
} }
}, []) }, [])
// Ref guard so a double-click can't start two jumps before the re-render locks the nodes.
const jumpingRef = useRef(false)
const jump = useCallback(async (systemId: number) => { const jump = useCallback(async (systemId: number) => {
if (jumpingRef.current) return
jumpingRef.current = true
setJumpingId(systemId) setJumpingId(systemId)
try { try {
const res = await fetch('/api/jump', { const res = await fetch('/api/jump', {
@@ -48,12 +88,164 @@ export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
const body = (await res.json()) as WorldState & { error?: string } const body = (await res.json()) as WorldState & { error?: string }
if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`) if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`)
setWorld(body) // fresh state straight from the response — no refetch needed setWorld(body) // fresh state straight from the response — no refetch needed
onJumped?.() // #30 — parent re-fetches /api/system (LOCAL SYSTEM + CARGO HOLD mirror it)
} catch (err: unknown) { } catch (err: unknown) {
setError(err instanceof Error ? err.message : String(err)) setError(err instanceof Error ? err.message : String(err))
} finally { } finally {
jumpingRef.current = false
setJumpingId(null) setJumpingId(null)
} }
}, []) }, [onJumped])
// Rebuild the chart on every world/lock change — the force layout re-settles from the API's
// coordinates, so nodes visibly rearrange after each jump (#28).
useEffect(() => {
const container = containerRef.current
if (!container || !world) return
// Measured pane size (#36): the flex chain gives a definite box in wide mode; `height` is the
// fallback when the container has no resolved size yet (narrow flow, or tab hidden on load).
const W = container.clientWidth || 800
const H = container.clientHeight || height
const current = world.systems.find((s) => s.current)!
// Systems one jump away — the only clickable chart fields (the same set as before).
const reachableIds = new Set(
world.edges.filter(([a, b]) => a === current.id || b === current.id).map(([a, b]) => (a === current.id ? b : a))
)
const nodes: ChartNode[] = world.systems.map((s) => ({
id: s.id,
name: s.name.toUpperCase(),
status: s.current ? 'current' : reachableIds.has(s.id) ? 'jumpable' : 'offline',
sublabel: s.current
? 'CURRENT'
: reachableIds.has(s.id)
? (s.discovered ? 'DISCOVERED // JUMP' : 'UNKNOWN // JUMP')
: s.discovered ? 'DISCOVERED' : 'UNKNOWN',
x: (s.x / 100) * W, // seed from the API coordinates so the layout settles near the old chart
y: (s.y / 100) * H,
}))
const links: ChartLink[] = world.edges.map(([a, b]) => ({ source: a, target: b }))
// width/height 100% + fixed viewBox: the scene scales with the pane on window resizes without
// rebuilding (pan/zoom stay accurate — d3 maps pointers through the SVG transform matrix).
const svg = select(container)
.append('svg')
.attr('width', '100%')
.attr('height', '100%')
.attr('viewBox', `0 0 ${W} ${H}`)
.style('display', 'block')
const root = svg.append('g')
const edgeLayer = root.append('g')
const nodeLayer = root.append('g')
// Pan + zoom (#28): wheel/drag on the chart, transform applied to the scene root. d3-zoom does
// NOT swallow the trailing click after a drag, so track real pans and ignore node clicks that
// end one (mousedown on a node, tiny drag, release over the same node).
let panned = false
const zoomBehavior = zoom<SVGSVGElement, unknown>()
.scaleExtent([0.15, 5])
.on('start', () => {
panned = false
})
.on('zoom', (event) => {
root.attr('transform', event.transform.toString())
// Any user gesture (drag or trackpad pan); a clean click's own mousedown re-fires
// 'start' and resets this before its click lands. Programmatic fits have no sourceEvent.
if (event.sourceEvent) panned = true
})
svg.call(zoomBehavior)
// The settled force layout is bigger than the chart box for large saves, so once the
// simulation stops, zoom-to-fit: frame every node inside the container with padding.
const fitToNodes = () => {
let minX = Infinity
let minY = Infinity
let maxX = -Infinity
let maxY = -Infinity
for (const n of nodes) {
minX = Math.min(minX, (n.x ?? 0) - NODE_W / 2)
minY = Math.min(minY, (n.y ?? 0) - NODE_H / 2)
maxX = Math.max(maxX, (n.x ?? 0) + NODE_W / 2)
maxY = Math.max(maxY, (n.y ?? 0) + NODE_H / 2)
}
const pad = 16
const scale = Math.min(W / (maxX - minX + pad * 2), H / (maxY - minY + pad * 2))
const tx = W / 2 - scale * ((minX + maxX) / 2)
const ty = H / 2 - scale * ((minY + maxY) / 2)
svg.call(zoomBehavior.transform, zoomIdentity.translate(tx, ty).scale(scale))
}
const edgeSel = edgeLayer.selectAll('line').data(links).enter().append('line')
.attr('stroke', 'var(--color-green)')
.attr('stroke-width', 1)
.attr('opacity', 0.5)
const nodeSel = nodeLayer.selectAll<SVGGElement, ChartNode>('g').data(nodes).enter().append('g')
// Same accessible contract as the old chart: only jumpable nodes are role=button with their
// name as the accessible label (e2e clicks them by role/name); all locked while a jump is in flight.
nodeSel.filter((d) => d.status === 'jumpable' && jumpingId === null)
.attr('role', 'button')
.attr('tabindex', 0)
.attr('aria-label', (d) => d.name)
.style('cursor', 'pointer')
.on('click', (event: MouseEvent, d) => {
if (!panned) void jump(d.id) // a real pan ends with a click too — don't jump on that one
})
.on('keydown', (event: KeyboardEvent, d) => {
if (event.key === 'Enter' || event.key === ' ') {
event.preventDefault()
void jump(d.id)
}
})
nodeSel.each(function (d) {
const g = select(this)
const color = STATUS_COLOR[d.status]
g.append('rect')
.attr('x', -NODE_W / 2).attr('y', -NODE_H / 2)
.attr('width', NODE_W).attr('height', NODE_H)
.attr('fill', 'var(--surface-raised)')
g.append('rect')
.attr('x', -NODE_W / 2).attr('y', -NODE_H / 2)
.attr('width', NODE_W).attr('height', NODE_H)
.attr('fill', 'none').attr('stroke', color).attr('stroke-width', 1)
g.append('text')
.attr('x', 0).attr('y', -5)
.attr('text-anchor', 'middle').attr('dominant-baseline', 'middle')
.attr('font-size', 10).attr('fill', color)
.style('font-family', 'var(--font-mono)').style('font-weight', '600')
.text(d.name)
g.append('text')
.attr('x', 0).attr('y', 8)
.attr('text-anchor', 'middle').attr('dominant-baseline', 'middle')
.attr('font-size', 8).attr('fill', 'var(--text-muted)')
.style('font-family', 'var(--font-mono)')
.text(d.sublabel)
})
const simulation = forceSimulation(nodes)
.force('link', forceLink<ChartNode, ChartLink>(links).id((d) => d.id).distance(130).strength(0.25))
.force('charge', forceManyBody().strength(-420))
.force('center', forceCenter(W / 2, H / 2))
.force('collide', forceCollide(60))
.on('end', fitToNodes)
.on('tick', () => {
edgeSel
.attr('x1', (d) => (d.source as ChartNode).x ?? 0)
.attr('y1', (d) => (d.source as ChartNode).y ?? 0)
.attr('x2', (d) => (d.target as ChartNode).x ?? 0)
.attr('y2', (d) => (d.target as ChartNode).y ?? 0)
nodeSel.attr('transform', (d) => `translate(${d.x ?? 0},${d.y ?? 0})`)
})
return () => {
simulation.stop()
svg.remove()
}
}, [world, jumpingId, jump, height])
if (error && !world) { if (error && !world) {
return ( return (
@@ -68,36 +260,24 @@ export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
if (!world) { if (!world) {
return ( return (
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}> <div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>SCANNING CHART…</span> <span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>SCANNING CHART…</span>
</div> </div>
) )
} }
const current = world.systems.find((s) => s.current)! // flex (not height:'100%'): the pane chain is sized by min-height, where percentages don't resolve
const reachable = world.edges
.filter(([a, b]) => a === current.id || b === current.id)
.map(([a, b]) => (a === current.id ? b : a))
.map((id) => world.systems.find((s) => s.id === id)!)
return ( return (
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}> <div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem', ...(filling ? { flex: 1, minHeight: 0 } : {}) }}>
<NodeGraph {/* Wrapper + title bar; in wide mode the box flexes to fill the whole pane (#36). d3 owns everything inside it. */}
nodes={world.systems.map((s) => ({ <div
id: String(s.id), style={{
label: s.name, border: '1px solid var(--border)',
x: s.x, background: 'var(--surface)',
y: s.y, fontFamily: 'var(--font-mono)',
status: s.current ? 'ACTIVE' : s.discovered ? 'NEUTRAL' : 'OFFLINE', overflow: 'hidden',
sublabel: s.current ? 'CURRENT' : s.discovered ? 'DISCOVERED' : 'UNKNOWN', ...(filling ? { flex: 1, minHeight: 0, display: 'flex', flexDirection: 'column' } : {}),
}))} }}
edges={world.edges.map(([a, b]) => ({ from: String(a), to: String(b) }))} >
variant="ACTIVE"
title={`GALACTIC CHART // JUMP ROUTES — TURN ${world.turn}`}
height={height}
style={{ width: '100%' }}
/>
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', overflow: 'hidden' }}>
<div <div
style={{ style={{
padding: '0.4rem 0.75rem', padding: '0.4rem 0.75rem',
@@ -109,21 +289,9 @@ export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
textTransform: 'uppercase', textTransform: 'uppercase',
}} }}
> >
JUMP ROUTES // FROM {current.name.toUpperCase()} GALACTIC CHART // JUMP ROUTES — TURN {world.turn}
</div>
<div style={{ display: 'flex', flexWrap: 'wrap', gap: '0.5rem', padding: '0.6rem 0.75rem' }}>
{reachable.map((s) => (
<Button
key={s.id}
variant="OUTLINE"
size="SM"
disabled={jumpingId !== null}
onClick={() => void jump(s.id)}
>
{jumpingId === s.id ? 'JUMPING…' : `${s.name.toUpperCase()} // JUMP`}
</Button>
))}
</div> </div>
<div ref={containerRef} style={{ width: '100%', ...(filling ? { flex: 1, minHeight: 0 } : { height: `${height}px` }) }} />
</div> </div>
{error && ( {error && (
+29
View File
@@ -0,0 +1,29 @@
import { expect, type Page } from '@playwright/test';
// Shared e2e helpers — kept out of the specs so both files can reuse them.
interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean }
interface WorldState { systems: WorldSystemDto[]; edges: [number, number][]; turn: number }
// Jump to an adjacent system, preferring one that is still undiscovered. Every jump into an
// undiscovered system generates 4 fresh neighbours (lib/game/world.ts), so fresh territory is
// always available — picking the FIRST edge instead ping-pongs between exhausted systems, because
// edges come back in insertion order and the oldest route out of a system is usually the one that
// led here. Falls back to any non-current adjacent system if none is undiscovered.
export async function jumpToFreshSystem(page: Page): Promise<WorldState> {
const world = (await (await page.request.get('/api/world')).json()) as WorldState;
const currentId = world.systems.find((s) => s.current)!.id;
const adjacentIds = new Set<number>();
for (const [a, b] of world.edges) {
if (a === currentId) adjacentIds.add(b);
else if (b === currentId) adjacentIds.add(a);
}
const candidates = [...adjacentIds].map((id) => world.systems.find((s) => s.id === id)!);
const target = candidates.find((s) => !s.discovered) ?? candidates[0];
expect(target).toBeDefined(); // every system has at least one route out (ring generation)
const res = await page.request.post('/api/jump', { data: { systemId: target.id } });
expect(res.status()).toBe(200);
return (await res.json()) as WorldState;
}
+341 -6
View File
@@ -1,4 +1,5 @@
import { expect, test } from '@playwright/test'; import { expect, test } from '@playwright/test';
import { jumpToFreshSystem } from './helpers';
// Mirrors the /api/world + /api/system response shapes (lib/game/save.ts) — kept local so the spec stays self-contained. // Mirrors the /api/world + /api/system response shapes (lib/game/save.ts) — kept local so the spec stays self-contained.
interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean } interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean }
@@ -9,6 +10,42 @@ interface SystemState { systemId: number; systemName: string; planets: PlanetDto
interface FoundItem { kind: string; name: string; qty: number } interface FoundItem { kind: string; name: string; qty: number }
interface ExploreResult extends SystemState { outcome: FoundItem[]; crewFound: unknown } interface ExploreResult extends SystemState { outcome: FoundItem[]; crewFound: unknown }
interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string } interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string }
interface ShipSystemDto { id: number; type: string; level: number; capacity: number; built: boolean }
interface ShipState { systems: ShipSystemDto[]; inventory: InventoryItemDto[]; turn: number }
interface MissionDto { id: number; type: string; description: string; targetSystemId: number | null; conditionKind: string | null; progressTarget: number; progress: number; rewardKind: string; rewardQty: number; state: string }
interface EventDto { id: number; turn: number; type: string; message: string; createdAt: string }
const totalQty = (items: InventoryItemDto[], kind: string) => items.filter((i) => i.kind === kind).reduce((sum, i) => sum + i.qty, 0);
// BFS over the undirected jump routes — [next, ..., target], empty when already there.
const shortestJumpPath = (fromId: number, toId: number, edges: [number, number][]): number[] => {
const adj = new Map<number, number[]>();
for (const [a, b] of edges) {
if (!adj.has(a)) adj.set(a, []);
if (!adj.has(b)) adj.set(b, []);
adj.get(a)!.push(b);
adj.get(b)!.push(a);
}
const prev = new Map<number, number>();
const seen = new Set([fromId]);
const queue = [fromId];
while (queue.length > 0 && !seen.has(toId)) {
const cur = queue.shift()!;
for (const next of adj.get(cur) ?? []) {
if (!seen.has(next)) {
seen.add(next);
prev.set(next, cur);
queue.push(next);
}
}
}
expect(seen.has(toId)).toBe(true); // the world graph is connected by construction
const path: number[] = [];
for (let cur = toId; cur !== fromId; cur = prev.get(cur)!) {
path.unshift(cur);
}
return path;
};
test('landing page loads with the SpaceWanderer title', async ({ page }) => { test('landing page loads with the SpaceWanderer title', async ({ page }) => {
await page.goto('/'); await page.goto('/');
@@ -28,16 +65,68 @@ test('game template tabs render (scificn-ui component layer wired in)', async ({
test('tabs switch panels client-side (event log terminal)', async ({ page }) => { test('tabs switch panels client-side (event log terminal)', async ({ page }) => {
await page.goto('/'); await page.goto('/');
await page.getByRole('tab', { name: 'EVENT LOG' }).click(); await page.getByRole('tab', { name: 'EVENT LOG' }).click();
await expect(page.getByText('SHIP LOG // PLACEHOLDER FEED')).toBeVisible(); // The placeholder feed was replaced by the real log (v0.9.0): at least one T<turn> // <MESSAGE> line
// must render — every save has the turn-0 new_game event, so this holds on a fresh stack and across retries.
await expect(page.getByText(/T\d+ \/\/ /).first()).toBeVisible();
});
test('active tab survives a page reload (#27)', async ({ page }) => {
await page.goto('/');
// Fresh context → nothing stored yet, so CREW starts unselected (the default is WORLD MAP).
await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'false');
await page.getByRole('tab', { name: 'CREW' }).click();
await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
await page.reload();
// The tab is restored from localStorage on mount — no API state involved, so this holds across retries.
await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
});
test('tab bar stays pinned while panel content scrolls (#31)', async ({ page }) => {
await page.goto('/');
// Shrink the viewport so the center pane's content overflows its scroll area regardless of save state.
await page.setViewportSize({ width: 1280, height: 560 });
// SHIP SYSTEMS always renders six stacked system cards (seeded at start, never removed) — tall
// enough to overflow the shrunk pane on any save state, deterministic across retries. (#36 made
// WORLD MAP fill its pane instead of overflowing it, so it can no longer force the scroll.)
await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click();
await expect(page.getByRole('heading', { name: 'HULL' })).toBeVisible();
const tablist = page.getByRole('tablist');
await expect(tablist).toBeVisible();
const before = await tablist.boundingBox();
expect(before).not.toBeNull();
// Scroll the nearest scroll container above the tab list all the way down.
const scrolled = await page.evaluate(() => {
let el = document.querySelector('[role="tablist"]')?.parentElement ?? null;
while (el && !['auto', 'scroll'].includes(getComputedStyle(el).overflowY)) el = el.parentElement;
if (!el) throw new Error('no scroll container above the tab list');
el.scrollTop = el.scrollHeight;
return el.scrollTop;
});
expect(scrolled).toBeGreaterThan(50); // content really overflowed — guards against a vacuous pass
await expect(tablist).toBeVisible();
const after = await tablist.boundingBox();
expect(after).not.toBeNull();
// Pinned: the tab bar's viewport position is unchanged even though the content scrolled away (#31).
expect(Math.abs(after!.y - before!.y)).toBeLessThan(2);
}); });
test('world map shows the generated starting system and its neighbours', async ({ page }) => { test('world map shows the generated starting system and its neighbours', async ({ page }) => {
const world = (await (await page.request.get('/api/world')).json()) as WorldState;
await page.goto('/'); await page.goto('/');
// Live chart title carries the turn counter; a fresh save sits at the start with six jump routes. // Live chart title carries the turn counter.
await expect(page.getByText(/GALACTIC CHART \/\/ JUMP ROUTES — TURN \d+/)).toBeVisible(); await expect(page.getByText(/GALACTIC CHART \/\/ JUMP ROUTES — TURN \d+/)).toBeVisible();
const jumpButtons = page.getByRole('button', { name: /\/\/ JUMP$/ }); // The current system is marked, and every adjacent system is a clickable chart field (role=button).
await expect(jumpButtons.first()).toBeVisible(); const current = world.systems.find((s) => s.current)!;
await expect(jumpButtons).toHaveCount(6); await expect(page.getByText('CURRENT', { exact: true })).toBeVisible();
const panel = page.getByRole('tabpanel');
const adjacent = world.edges.filter(([a, b]) => a === current.id || b === current.id); // six on a fresh save
await expect(panel.getByRole('button')).toHaveCount(adjacent.length);
}); });
test('jumping to an adjacent system updates the world state and turn counter', async ({ page }) => { test('jumping to an adjacent system updates the world state and turn counter', async ({ page }) => {
@@ -48,13 +137,38 @@ test('jumping to an adjacent system updates the world state and turn counter', a
const targetName = before.systems.find((s) => s.id === targetId)!.name; const targetName = before.systems.find((s) => s.id === targetId)!.name;
await page.goto('/'); await page.goto('/');
await page.getByRole('button', { name: `${targetName.toUpperCase()} // JUMP` }).click(); // Click the target's chart field — clickable nodes are role=button with their name as accessible label.
await page.getByRole('tabpanel').getByRole('button', { name: targetName.toUpperCase(), exact: true }).click();
const after = (await (await page.request.get('/api/world')).json()) as WorldState; const after = (await (await page.request.get('/api/world')).json()) as WorldState;
expect(after.turn).toBe(before.turn + 1); expect(after.turn).toBe(before.turn + 1);
expect(after.systems.find((s) => s.current)?.id).toBe(targetId); expect(after.systems.find((s) => s.current)?.id).toBe(targetId);
}); });
test('local system shows the new current system after a jump, without a page reload (#30)', async ({ page }) => {
const before = (await (await page.request.get('/api/world')).json()) as WorldState;
const currentId = before.systems.find((s) => s.current)!.id;
const edge = before.edges.find(([a, b]) => a === currentId || b === currentId)!;
const targetId = edge[0] === currentId ? edge[1] : edge[0];
const targetName = before.systems.find((s) => s.id === targetId)!.name;
await page.goto('/');
// Jump through the UI: click the target's chart field on WORLD MAP (the default tab).
await page.getByRole('tabpanel').getByRole('button', { name: targetName.toUpperCase(), exact: true }).click();
// Wait until the jump response is applied to the chart — server state is committed by then, so
// the /api/world read below can't race the in-flight POST.
await expect(page.getByText(`GALACTIC CHART // JUMP ROUTES — TURN ${before.turn + 1}`)).toBeVisible();
const after = (await (await page.request.get('/api/world')).json()) as WorldState;
const newCurrent = after.systems.find((s) => s.current)!;
expect(newCurrent.id).toBe(targetId); // the jump landed where we aimed
// Switch to LOCAL SYSTEM — it must show the NEW current system without a page reload (#30).
await page.getByRole('tab', { name: 'LOCAL SYSTEM' }).click();
await expect(page.getByText(`EXPLORABLE WORLDS // ${newCurrent.name.toUpperCase()} — TURN ${after.turn}`)).toBeVisible();
});
test('local system shows the current system bodies with staggered moons and explore buttons', async ({ page }) => { test('local system shows the current system bodies with staggered moons and explore buttons', async ({ page }) => {
const sys = (await (await page.request.get('/api/system')).json()) as SystemState; const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
@@ -139,6 +253,227 @@ test('CREW tab renders real roster cards, each showing both traits and an origin
} }
}); });
test('SHIP SYSTEMS tab performs an affordable action and reflects it in the card and left column', async ({ page }) => {
// Scan bodies until something is affordable: an upgrade costs `level` resources (at least one),
// a build costs three parts. Jumping keeps it going if a whole system is exhausted.
let ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
const upgradeTarget = () => ship.systems.find((s) => s.built && s.level < 5 && totalQty(ship.inventory, 'resource') >= s.level);
// WEAPONS is gated behind the unresearched WEAPONS SYSTEMS tech — its build path is covered by
// the research test below, so this one only targets ungated types.
const buildTarget = () => (totalQty(ship.inventory, 'part') >= 3 ? ship.systems.find((s) => !s.built && s.type !== 'WEAPONS') : undefined);
let iterations = 0;
while (!upgradeTarget() && !buildTarget() && iterations < 60) {
iterations++;
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
const unexplored = sys.planets.filter((p) => !p.explored);
if (unexplored.length > 0) {
expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200);
} else {
const world = (await (await page.request.get('/api/world')).json()) as WorldState;
const currentId = world.systems.find((s) => s.current)!.id;
const edge = world.edges.find(([a, b]) => a === currentId || b === currentId)!;
const targetId = edge[0] === currentId ? edge[1] : edge[0];
expect((await page.request.post('/api/jump', { data: { systemId: targetId } })).status()).toBe(200);
}
ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
}
const upgrade = upgradeTarget();
const build = !upgrade ? buildTarget() : undefined;
expect(upgrade ?? build).toBeDefined(); // the bounded scan always finds something to spend on
await page.goto('/');
await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click();
if (upgrade) {
const card = page.getByRole('heading', { name: upgrade.type }).locator('xpath=ancestor::div[3]');
await expect(card.getByRole('button', { name: 'UPGRADE' })).toBeEnabled();
await card.getByRole('button', { name: 'UPGRADE' }).click();
const after = (await (await page.request.get('/api/ship')).json()) as ShipState;
const row = after.systems.find((s) => s.id === upgrade.id)!;
expect(row.level).toBe(upgrade.level + 1);
expect(after.turn).toBe(ship.turn + 1);
// The card badge flipped to the new level and the left column mirrors it.
await expect(card.getByText(`LV ${upgrade.level + 1}`)).toBeVisible();
await expect(page.getByText(`LV ${row.level} · CAP ${row.capacity}`)).toBeVisible();
} else {
const target = build!;
const card = page.getByRole('heading', { name: target.type }).locator('xpath=ancestor::div[3]');
await expect(card.getByRole('button', { name: 'BUILD NEW' })).toBeEnabled();
await card.getByRole('button', { name: 'BUILD NEW' }).click();
const after = (await (await page.request.get('/api/ship')).json()) as ShipState;
const row = after.systems.find((s) => s.id === target.id)!;
expect(row.built).toBe(true);
expect({ level: row.level, capacity: row.capacity }).toEqual({ level: 1, capacity: 2 });
// The card badge flipped OFFLINE → LV 1 and the left column's online count went up.
await expect(card.getByText('LV 1')).toBeVisible();
await expect(page.getByText(`${after.systems.filter((s) => s.built).length} ONLINE`)).toBeVisible();
}
});
test('SKILL TREE tab researches WEAPONS SYSTEMS and unlocks the gated WEAPONS build', async ({ page }) => {
// Research costs two parts, building WEAPONS three — scan until the hold has five. Parts drop on
// ~30% of scans, so P(<5 in 80 scans) is negligible; jumping keeps it going if a system exhausts.
let ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
let iterations = 0;
while (totalQty(ship.inventory, 'part') < 5 && iterations < 80) {
iterations++;
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
const unexplored = sys.planets.filter((p) => !p.explored);
if (unexplored.length > 0) {
expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200);
} else {
await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems
}
ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
}
expect(totalQty(ship.inventory, 'part')).toBeGreaterThanOrEqual(5);
await page.goto('/');
// SHIP SYSTEMS tab: BUILD NEW on WEAPONS is disabled — gated behind the unresearched tech.
await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click();
const weaponsCard = page.getByRole('heading', { name: 'WEAPONS' }).locator('xpath=ancestor::div[3]');
await expect(weaponsCard.getByText('REQUIRES // WEAPONS SYSTEMS')).toBeVisible();
await expect(weaponsCard.getByRole('button', { name: 'BUILD NEW' })).toBeDisabled();
// SKILL TREE tab: research WEAPONS SYSTEMS (two parts) — the card flips to RESEARCHED.
await page.getByRole('tab', { name: 'SKILL TREE' }).click();
const techCard = page.getByRole('heading', { name: 'WEAPONS SYSTEMS' }).locator('xpath=ancestor::div[3]');
await expect(techCard.getByText('AVAILABLE')).toBeVisible(); // root tech — no prerequisites
await expect(techCard.getByRole('button', { name: 'RESEARCH' })).toBeEnabled(); // parts ≥ 2
const turnBefore = ship.turn;
await techCard.getByRole('button', { name: 'RESEARCH' }).click();
await expect(techCard.getByText('RESEARCHED')).toBeVisible();
const afterResearch = (await (await page.request.get('/api/ship')).json()) as ShipState;
expect(afterResearch.turn).toBe(turnBefore + 1); // research costs a turn
// The gated ship action is now available: BUILD NEW on WEAPONS flips to enabled and builds.
await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click();
await expect(weaponsCard.getByRole('button', { name: 'BUILD NEW' })).toBeEnabled();
await weaponsCard.getByRole('button', { name: 'BUILD NEW' }).click();
const afterBuild = (await (await page.request.get('/api/ship')).json()) as ShipState;
expect(afterBuild.systems.find((s) => s.type === 'WEAPONS')!.built).toBe(true);
await expect(weaponsCard.getByText('LV 1')).toBeVisible();
});
test('MISSIONS tab accepts a contract and completing it grants the reward', async ({ page }) => {
const board = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(board.filter((m) => m.state === 'AVAILABLE').length).toBeGreaterThanOrEqual(3); // the board is always topped up
await page.goto('/');
await page.getByRole('tab', { name: 'MISSIONS' }).click();
const acceptButtons = page.getByRole('button', { name: 'ACCEPT' });
const panel = page.getByRole('tabpanel');
// Idempotent across retries sharing a DB: if a previous attempt already accepted a mission, it's still
// ACTIVE and every ACCEPT button is disabled — complete that one instead of accepting again.
const leftover = board.find((m) => m.state === 'ACTIVE');
let picked: MissionDto;
if (leftover) {
picked = leftover;
// No exact match — ACTIVE badges render a "●" dot prefix (components/ui/badge.tsx), so their text is "●ACTIVE".
await expect(panel.getByText('ACTIVE')).toBeVisible();
for (const button of await acceptButtons.all()) {
await expect(button).toBeDisabled();
}
} else {
// Prefer a scan-completable contract — fresh boards are all EXPLORE/FIND (DELIVER only appears once systems are discovered).
picked = board.find((m) => m.state === 'AVAILABLE' && m.type !== 'DELIVER') ?? board.find((m) => m.state === 'AVAILABLE')!;
const idx = board.indexOf(picked);
// One ACCEPT button per card, in board order — the picked contract's is enabled (AVAILABLE, nothing active).
await expect(acceptButtons.nth(idx)).toBeEnabled();
await acceptButtons.nth(idx).click();
// UI flipped: exactly one ACTIVE badge on the board and the accepted card's button is now disabled.
// No exact match — ACTIVE badges render a "●" dot prefix (components/ui/badge.tsx), so their text is "●ACTIVE".
await expect(panel.getByText('ACTIVE')).toBeVisible();
await expect(acceptButtons.nth(idx)).toBeDisabled();
// API confirms it: exactly one ACTIVE mission, the picked one (accepting cost a turn).
const boardAfterAccept = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(boardAfterAccept.filter((m) => m.state === 'ACTIVE')).toEqual([boardAfterAccept.find((m) => m.id === picked.id)!]);
}
// Baseline of the reward kind in the hold — scans during completion may add more, so assert >=.
const shipBefore = (await (await page.request.get('/api/ship')).json()) as ShipState;
const baseline = totalQty(shipBefore.inventory, picked.rewardKind);
// Complete it. EXPLORE/FIND: scan until done, jumping when a system exhausts (parts drop on ~30% of
// scans, so P(a FIND-part misses in 80 scans) ≈ 0.7^80 — negligible). DELIVER: follow the shortest
// jump path to its target (edges only ever get added, so the precomputed path stays valid).
let deliverPath: number[] = [];
if (picked.type === 'DELIVER') {
const worldNow = (await (await page.request.get('/api/world')).json()) as WorldState;
deliverPath = shortestJumpPath(worldNow.systems.find((s) => s.current)!.id, picked.targetSystemId!, worldNow.edges);
}
let state = 'ACTIVE';
let iterations = 0;
while (state !== 'DONE' && iterations < 80) {
iterations++;
if (deliverPath.length > 0) {
expect((await page.request.post('/api/jump', { data: { systemId: deliverPath.shift()! } })).status()).toBe(200);
} else {
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
const unexplored = sys.planets.filter((p) => !p.explored);
if (unexplored.length > 0) {
expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200);
} else {
await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems
}
}
state = ((await (await page.request.get('/api/missions')).json()) as MissionDto[]).find((m) => m.id === picked.id)?.state ?? 'ACTIVE';
}
expect(state).toBe('DONE'); // the bounded loop always completes: scans are plentiful, jump paths finite
const shipAfter = (await (await page.request.get('/api/ship')).json()) as ShipState;
expect(totalQty(shipAfter.inventory, picked.rewardKind)).toBeGreaterThanOrEqual(baseline + picked.rewardQty);
});
test('EVENT LOG tab shows real game events, newest first', async ({ page }) => {
// Idempotent across retries sharing a DB: assert on THIS run's own entries (identified by turn and
// message), never on absolute counts — earlier attempts leave their events behind.
const afterJump = await jumpToFreshSystem(page);
const jumpedName = afterJump.systems.find((s) => s.current)!.name;
const jumpTurn = afterJump.turn;
// Scan one body — if the current system is exhausted (leftover from a previous attempt), hop again first.
let sys = (await (await page.request.get('/api/system')).json()) as SystemState;
if (!sys.planets.some((p) => !p.explored)) {
await jumpToFreshSystem(page); // fresh systems always have unscanned bodies
sys = (await (await page.request.get('/api/system')).json()) as SystemState;
}
const planet = sys.planets.find((p) => !p.explored)!;
const exploreRes = await page.request.post('/api/explore', { data: { planetId: planet.id } });
expect(exploreRes.status()).toBe(200);
const explored = (await exploreRes.json()) as ExploreResult;
// API: this run's jump + scan are in the log, and the newer one (the scan) comes first.
const events = (await (await page.request.get('/api/events')).json()) as EventDto[];
const exploreEvent = events.find((e) => e.turn === explored.turn && e.type === 'explore');
expect(exploreEvent?.message).toMatch(new RegExp(`^Explored ${planet.name} — found`));
const jumpEvent = events.find((e) => e.type === 'jump' && e.message === `Jumped to ${jumpedName}`);
expect(jumpEvent).toBeDefined(); // system names are unique, so the message pins this run's jump
expect(events.indexOf(exploreEvent!)).toBeLessThan(events.indexOf(jumpEvent!));
// UI: the terminal renders both lines (T<turn> // <MESSAGE>, uppercased).
await page.goto('/');
await page.getByRole('tab', { name: 'EVENT LOG' }).click();
const panel = page.getByRole('tabpanel');
await expect(panel.getByText(new RegExp(`T${explored.turn} // EXPLORED ${planet.name.toUpperCase()}`))).toBeVisible();
await expect(panel.getByText(new RegExp(`T${jumpTurn} // JUMPED TO ${jumpedName.toUpperCase()}`))).toBeVisible();
});
test('GET /api/version reports the app version as JSON', async ({ page }) => { test('GET /api/version reports the app version as JSON', async ({ page }) => {
const res = await page.request.get('/api/version'); const res = await page.request.get('/api/version');
expect(res.status()).toBe(200); expect(res.status()).toBe(200);
+44 -15
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@@ -1,6 +1,7 @@
import { execSync } from 'node:child_process'; import { execSync } from 'node:child_process';
import path from 'node:path'; import path from 'node:path';
import { expect, test } from '@playwright/test'; import { expect, test } from '@playwright/test';
import { jumpToFreshSystem } from './helpers';
// Repo root — docker-compose.yml lives here; `docker compose restart` runs on // Repo root — docker-compose.yml lives here; `docker compose restart` runs on
// this host (the test runner), browsers stay remote. CI points E2E_COMPOSE_ARGS at the // this host (the test runner), browsers stay remote. CI points E2E_COMPOSE_ARGS at the
@@ -8,12 +9,15 @@ import { expect, test } from '@playwright/test';
const repoRoot = path.join(__dirname, '..'); const repoRoot = path.join(__dirname, '..');
const composeArgs = process.env.E2E_COMPOSE_ARGS ?? ''; const composeArgs = process.env.E2E_COMPOSE_ARGS ?? '';
// Mirrors the /api/world + /api/system response shapes (lib/game/save.ts) — kept local so the spec stays self-contained. // Mirrors the /api/system response shape (lib/game/save.ts) — kept local so the spec stays self-contained.
interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean }
interface WorldState { systems: WorldSystemDto[]; edges: [number, number][]; turn: number }
interface PlanetDto { id: number; name: string; type: string; hazard: boolean; explored: boolean; parent: number | null } interface PlanetDto { id: number; name: string; type: string; hazard: boolean; explored: boolean; parent: number | null }
interface SystemState { systemId: number; systemName: string; planets: PlanetDto[]; inventory: { kind: string; name: string; qty: number }[]; turn: number } interface SystemState { systemId: number; systemName: string; planets: PlanetDto[]; inventory: { kind: string; name: string; qty: number }[]; turn: number }
interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string } interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string }
interface ShipSystemDto { id: number; type: string; level: number; capacity: number; built: boolean }
interface ShipState { systems: ShipSystemDto[]; inventory: { kind: string; name: string; qty: number }[]; turn: number }
interface TechDto { id: number; slug: string; name: string; costKind: string; costQty: number; prereqs: string[]; effect: string; state: string; missingPrereqs: string[] }
interface MissionDto { id: number; type: string; description: string; targetSystemId: number | null; conditionKind: string | null; progressTarget: number; progress: number; rewardKind: string; rewardQty: number; state: string }
interface EventDto { id: number; turn: number; type: string; message: string; createdAt: string }
test('app survives a container restart (stack + volume persistence)', async ({ page }) => { test('app survives a container restart (stack + volume persistence)', async ({ page }) => {
test.setTimeout(180_000); test.setTimeout(180_000);
@@ -25,22 +29,13 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
expect(before.version).toMatch(/^\d+\.\d+\.\d+$/); expect(before.version).toMatch(/^\d+\.\d+\.\d+$/);
// Game-state baseline: jump once so there is real progress that must survive the restart. // Game-state baseline: jump once so there is real progress that must survive the restart.
const worldBefore = (await (await page.request.get('/api/world')).json()) as WorldState; await jumpToFreshSystem(page);
const currentId = worldBefore.systems.find((s) => s.current)!.id;
const edge = worldBefore.edges.find(([a, b]) => a === currentId || b === currentId)!;
const targetId = edge[0] === currentId ? edge[1] : edge[0];
const jumpRes = await page.request.post('/api/jump', { data: { systemId: targetId } });
expect(jumpRes.status()).toBe(200);
// Exploration baseline: scan one body so explored state + inventory must survive too. // Exploration baseline: scan one body so explored state + inventory must survive too.
// (Earlier specs may have exhausted the current system, so jump until an unscanned body shows up.) // (Earlier specs may have exhausted the current system, so jump until an unscanned body shows up.)
let sysBefore = (await (await page.request.get('/api/system')).json()) as SystemState; let sysBefore = (await (await page.request.get('/api/system')).json()) as SystemState;
for (let i = 0; !sysBefore.planets.some((p) => !p.explored) && i < 20; i++) { for (let i = 0; !sysBefore.planets.some((p) => !p.explored) && i < 20; i++) {
const world = (await (await page.request.get('/api/world')).json()) as WorldState; await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems
const curId = world.systems.find((s) => s.current)!.id;
const e = world.edges.find(([a, b]) => a === curId || b === curId)!;
const tId = e[0] === curId ? e[1] : e[0];
expect((await page.request.post('/api/jump', { data: { systemId: tId } })).status()).toBe(200);
sysBefore = (await (await page.request.get('/api/system')).json()) as SystemState; sysBefore = (await (await page.request.get('/api/system')).json()) as SystemState;
} }
const targetPlanet = sysBefore.planets.find((p) => !p.explored)!; const targetPlanet = sysBefore.planets.find((p) => !p.explored)!;
@@ -52,6 +47,24 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
const crewBefore = (await (await page.request.get('/api/crew')).json()) as CrewDto[]; const crewBefore = (await (await page.request.get('/api/crew')).json()) as CrewDto[];
expect(crewBefore.length).toBeGreaterThanOrEqual(2); // starting crew is always seeded expect(crewBefore.length).toBeGreaterThanOrEqual(2); // starting crew is always seeded
// Ship baseline: the systems (levels/capacities) + cargo hold must survive too.
const shipBefore = (await (await page.request.get('/api/ship')).json()) as ShipState;
expect(shipBefore.systems.length).toBeGreaterThan(0); // starting ship is always seeded
// Tech baseline: the researched flags must survive too.
const techBefore = (await (await page.request.get('/api/tech')).json()) as TechDto[];
expect(techBefore.length).toBeGreaterThan(0); // the tech tree is always seeded
// Mission board baseline: contracts, states and progress must survive too. The GET tops the board
// up first — a no-op here because every action leaves at least MIN_AVAILABLE AVAILABLE contracts.
const missionsBefore = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(missionsBefore.length).toBeGreaterThan(0); // the board is always seeded on new game
// Event log baseline: append-only, and nothing writes between this snapshot and the restart — so the
// latest lines must come back byte-identical (ids included) after it.
const eventsBefore = (await (await page.request.get('/api/events?limit=5')).json()) as EventDto[];
expect(eventsBefore.length).toBeGreaterThan(0);
// Restart the app container mid-run — the named DB volume must survive it. // Restart the app container mid-run — the named DB volume must survive it.
execSync(`docker compose ${composeArgs} restart space-wanderer`, { cwd: repoRoot, stdio: 'pipe' }); execSync(`docker compose ${composeArgs} restart space-wanderer`, { cwd: repoRoot, stdio: 'pipe' });
@@ -73,7 +86,7 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
expect(after!.version).toBe(before.version); // same build, not a re-seeded stack expect(after!.version).toBe(before.version); // same build, not a re-seeded stack
// Game state survived: same turn counter and current system as before the restart. // Game state survived: same turn counter and current system as before the restart.
const worldAfter = (await (await page.request.get('/api/world')).json()) as WorldState; const worldAfter = (await (await page.request.get('/api/world')).json()) as { turn: number; systems: { id: number; current: boolean }[] };
expect(worldAfter.turn).toBe(sysExplored.turn); expect(worldAfter.turn).toBe(sysExplored.turn);
expect(worldAfter.systems.find((s) => s.current)?.id).toBe(sysExplored.systemId); expect(worldAfter.systems.find((s) => s.current)?.id).toBe(sysExplored.systemId);
@@ -86,6 +99,22 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
const crewAfter = (await (await page.request.get('/api/crew')).json()) as CrewDto[]; const crewAfter = (await (await page.request.get('/api/crew')).json()) as CrewDto[];
expect(crewAfter).toEqual(crewBefore); expect(crewAfter).toEqual(crewBefore);
// Ship state survived too: same systems, levels/capacities and cargo hold.
const shipAfter = (await (await page.request.get('/api/ship')).json()) as ShipState;
expect(shipAfter).toEqual(shipBefore);
// Tech tree survived too: same researched flags (no re-seed on restart).
const techAfter = (await (await page.request.get('/api/tech')).json()) as TechDto[];
expect(techAfter).toEqual(techBefore);
// Mission board survived too: same contracts, states and progress (no re-seed or re-top-up on restart).
const missionsAfter = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
expect(missionsAfter).toEqual(missionsBefore);
// Event log survived too: same latest lines, in the same order.
const eventsAfter = (await (await page.request.get('/api/events?limit=5')).json()) as EventDto[];
expect(eventsAfter).toEqual(eventsBefore);
// The page itself serves again with the landing title. // The page itself serves again with the landing title.
await page.goto('/'); await page.goto('/');
await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible(); await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible();
+46 -1
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@@ -24,7 +24,8 @@ CREATE TABLE IF NOT EXISTS saves (
id INTEGER PRIMARY KEY AUTOINCREMENT, id INTEGER PRIMARY KEY AUTOINCREMENT,
seed TEXT NOT NULL, seed TEXT NOT NULL,
turn INTEGER NOT NULL DEFAULT 0, turn INTEGER NOT NULL DEFAULT 0,
created_at TEXT NOT NULL created_at TEXT NOT NULL,
schema_version INTEGER -- which save-schema version this row was backfilled up to (NULL = v1)
); );
CREATE TABLE IF NOT EXISTS solar_systems ( CREATE TABLE IF NOT EXISTS solar_systems (
@@ -71,6 +72,42 @@ CREATE TABLE IF NOT EXISTS crew (
origin TEXT NOT NULL -- 'STARTING CREW' or '<planet>, <system>' for members found while exploring origin TEXT NOT NULL -- 'STARTING CREW' or '<planet>, <system>' for members found while exploring
); );
CREATE TABLE IF NOT EXISTS ship_systems (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
type TEXT NOT NULL,
level INTEGER NOT NULL DEFAULT 0, -- 0 = not built yet ('built' is derived: level > 0)
capacity INTEGER NOT NULL DEFAULT 0,
UNIQUE (save_id, type)
);
CREATE TABLE IF NOT EXISTS tech (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
slug TEXT NOT NULL, -- stable key, e.g. WEAPONS_SYSTEMS
name TEXT NOT NULL, -- display name, e.g. 'WEAPONS SYSTEMS'
cost_kind TEXT NOT NULL, -- 'resource' | 'part'
cost_qty INTEGER NOT NULL DEFAULT 1,
prerequisites TEXT NOT NULL DEFAULT '', -- comma-separated tech slugs, '' when none
effect TEXT NOT NULL, -- effect slug — semantics in EFFECTS (lib/game/tech.ts)
researched INTEGER NOT NULL DEFAULT 0,
UNIQUE (save_id, slug)
);
CREATE TABLE IF NOT EXISTS missions (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
type TEXT NOT NULL, -- 'DELIVER' | 'EXPLORE' | 'FIND'
description TEXT NOT NULL, -- human-readable objective, e.g. "Jump to Kepler Drift"
target_system_id INTEGER, -- DELIVER only — destination system (NULL otherwise)
condition_kind TEXT, -- FIND only — 'resource' | 'part' (NULL otherwise)
progress_target INTEGER NOT NULL DEFAULT 1, -- EXPLORE: scans required; 1 for the others
progress INTEGER NOT NULL DEFAULT 0, -- scans counted since acceptance; 0/1 for DELIVER/FIND
reward_kind TEXT NOT NULL, -- 'resource' | 'part'
reward_qty INTEGER NOT NULL DEFAULT 1,
state TEXT NOT NULL DEFAULT 'AVAILABLE' -- 'AVAILABLE' | 'ACTIVE' | 'DONE'
);
CREATE TABLE IF NOT EXISTS events ( CREATE TABLE IF NOT EXISTS events (
id INTEGER PRIMARY KEY AUTOINCREMENT, id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id), save_id INTEGER NOT NULL REFERENCES saves(id),
@@ -98,6 +135,14 @@ async function open(file: string): Promise<GameDb> {
const raw = bytes ? new SQL.Database(new Uint8Array(bytes)) : new SQL.Database(); const raw = bytes ? new SQL.Database(new Uint8Array(bytes)) : new SQL.Database();
raw.exec(DDL); // no-op for tables that already exist in an older file raw.exec(DDL); // no-op for tables that already exist in an older file
// Idempotent evolution for files created by older code: CREATE TABLE IF NOT EXISTS above cannot
// add columns, so check and add any that are missing. This is what makes DB wipes unnecessary —
// old saves open fine and get backfilled by ensureSave (see lib/game/save.ts).
const saveCols = raw.exec('PRAGMA table_info(saves)')[0]?.values.map((v) => v[1]) ?? [];
if (!saveCols.includes('schema_version')) {
raw.exec('ALTER TABLE saves ADD COLUMN schema_version INTEGER');
}
const instance: GameDb = { db: drizzle(raw, { schema }), raw, file }; const instance: GameDb = { db: drizzle(raw, { schema }), raw, file };
// First run: stamp when this DB was created and land the file on disk so the ./db volume // First run: stamp when this DB was created and land the file on disk so the ./db volume
+57 -2
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@@ -1,4 +1,4 @@
import { integer, primaryKey, real, sqliteTable, text } from 'drizzle-orm/sqlite-core' import { integer, primaryKey, real, sqliteTable, text, uniqueIndex } from 'drizzle-orm/sqlite-core'
// Drizzle schema for game state. Single-player by design: exactly ONE save row ever exists // Drizzle schema for game state. Single-player by design: exactly ONE save row ever exists
// (no auth/accounts), so every table hangs off saves.id but only one save is in play. // (no auth/accounts), so every table hangs off saves.id but only one save is in play.
@@ -11,13 +11,16 @@ export const saves = sqliteTable('saves', {
seed: text('seed').notNull(), seed: text('seed').notNull(),
turn: integer('turn').notNull().default(0), turn: integer('turn').notNull().default(0),
createdAt: text('created_at').notNull(), createdAt: text('created_at').notNull(),
// Which schema version this save was last brought up to (NULL on saves from before the
// column existed = v1). ensureSave runs ordered idempotent backfill steps for anything below.
schemaVersion: integer('schema_version'),
}) })
export const solarSystems = sqliteTable('solar_systems', { export const solarSystems = sqliteTable('solar_systems', {
id: integer('id').primaryKey({ autoIncrement: true }), id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id), saveId: integer('save_id').notNull().references(() => saves.id),
name: text('name').notNull(), name: text('name').notNull(),
// 0–100 coordinate space, rendered directly by the NodeGraph component. // 0–100 coordinate space; seeds the force-directed WORLD MAP layout (components/world-map.tsx).
x: real('x').notNull(), x: real('x').notNull(),
y: real('y').notNull(), y: real('y').notNull(),
discovered: integer('discovered', { mode: 'boolean' }).notNull().default(false), discovered: integer('discovered', { mode: 'boolean' }).notNull().default(false),
@@ -71,6 +74,58 @@ export const crew = sqliteTable('crew', {
origin: text('origin').notNull(), origin: text('origin').notNull(),
}) })
// The ship's systems, one row per known type (see SHIP_TYPES in lib/game/ship-costs.ts).
// `built` is derived, not stored: level > 0 means built — unbuilt rows sit at level/capacity 0.
export const shipSystems = sqliteTable(
'ship_systems',
{
id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id),
type: text('type').notNull(),
level: integer('level').notNull().default(0), // 0 = not built yet
capacity: integer('capacity').notNull().default(0),
},
(t) => [uniqueIndex('ship_systems_save_type_unique').on(t.saveId, t.type)],
)
// The technology tree, one row per known tech (see TECHS in lib/game/tech.ts). Definitions are
// seeded from the pure module on new game / backfill v5 — same pattern as ship_systems.
// `researched` is the per-save progress; prerequisites/effect are stored for completeness but
// the canonical semantics live in lib/game/tech.ts (EFFECTS).
export const tech = sqliteTable(
'tech',
{
id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id),
slug: text('slug').notNull(), // stable key, e.g. WEAPONS_SYSTEMS
name: text('name').notNull(), // display name, e.g. 'WEAPONS SYSTEMS'
costKind: text('cost_kind').notNull(), // 'resource' | 'part'
costQty: integer('cost_qty').notNull().default(1),
prerequisites: text('prerequisites').notNull().default(''), // comma-separated tech slugs, '' when none
effect: text('effect').notNull(), // effect slug — semantics in EFFECTS (lib/game/tech.ts)
researched: integer('researched', { mode: 'boolean' }).notNull().default(false),
},
(t) => [uniqueIndex('tech_save_slug_unique').on(t.saveId, t.slug)],
)
// The mission board (#10): contracts generated deterministically from the save seed, one ACTIVE
// at a time. `type` drives completion semantics (see advanceMission in lib/game/missions.ts):
// DELIVER jumps to target_system_id, EXPLORE counts scans up to progress_target, FIND completes
// when a scan's haul contains condition_kind. The reward lands in inventory_items on completion.
export const missions = sqliteTable('missions', {
id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id),
type: text('type').notNull(), // 'DELIVER' | 'EXPLORE' | 'FIND'
description: text('description').notNull(), // human-readable objective, e.g. "Jump to Kepler Drift"
targetSystemId: integer('target_system_id'), // DELIVER only — destination system (NULL otherwise)
conditionKind: text('condition_kind'), // FIND only — 'resource' | 'part' (NULL otherwise)
progressTarget: integer('progress_target').notNull().default(1), // EXPLORE: scans required; 1 for the others
progress: integer('progress').notNull().default(0), // scans counted since acceptance; 0/1 for DELIVER/FIND
rewardKind: text('reward_kind').notNull(), // 'resource' | 'part'
rewardQty: integer('reward_qty').notNull().default(1),
state: text('state').notNull().default('AVAILABLE'), // 'AVAILABLE' | 'ACTIVE' | 'DONE'
})
// Append-only game log. Writers so far: new-game + jump events; later issues add more // Append-only game log. Writers so far: new-game + jump events; later issues add more
// writers and a read endpoint. // writers and a read endpoint.
export const events = sqliteTable('events', { export const events = sqliteTable('events', {
+13
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@@ -71,4 +71,17 @@ describe('makeCrewName', () => {
for (let i = 0; i < 40; i++) makeCrewName(rng, taken) for (let i = 0; i < 40; i++) makeCrewName(rng, taken)
expect(taken.size).toBe(40) expect(taken.size).toBe(40)
}) })
it('terminates with numbered variants once all 352 base names are taken', () => {
const rng = startingCrewRng('7')
const taken = new Set<string>()
for (let i = 0; i < 352; i++) makeCrewName(rng, taken) // exhaust the whole pool
expect(taken.size).toBe(352)
const a = makeCrewName(rng, taken) // must return instead of spinning forever
const b = makeCrewName(rng, taken)
expect(a).not.toBe(b)
expect(taken.has(a)).toBe(true)
expect(taken.has(b)).toBe(true)
})
}) })
+12 -2
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@@ -49,15 +49,25 @@ function pick<T>(rng: () => number, arr: T[]): T {
} }
// A name unique against `taken` (the current roster), claimed into the set on success. // A name unique against `taken` (the current roster), claimed into the set on success.
// 16×22 = 352 combinations — a roster realistically never approaches that size. // The pool is finite (16×22=352) and the roster has no cap, so — like makeName — fall back to
// numbered variants once every base is taken instead of spinning forever.
export function makeCrewName(rng: () => number, taken: Set<string>): string { export function makeCrewName(rng: () => number, taken: Set<string>): string {
for (;;) { for (;;) {
const name = `${title(pick(rng, FIRST_NAMES))} ${pick(rng, LAST_NAMES)}` const base = `${title(pick(rng, FIRST_NAMES))} ${pick(rng, LAST_NAMES)}`
if (!taken.has(base)) {
taken.add(base)
return base
}
if (taken.size >= FIRST_NAMES.length * LAST_NAMES.length) {
for (let n = 2; ; n++) {
const name = `${base} ${n}`
if (!taken.has(name)) { if (!taken.has(name)) {
taken.add(name) taken.add(name)
return name return name
} }
} }
}
}
} }
// The crew a new game starts with: 2–3 members, unique names and roles (roles are drawn // The crew a new game starts with: 2–3 members, unique names and roles (roles are drawn
+68
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@@ -0,0 +1,68 @@
import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
import { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { getWorldState } from './save'
import { DEFAULT_LIMIT, EventError, MAX_LIMIT, getEvents, parseEventLimit } from './events'
const dirs: string[] = []
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-events-test-'))
dirs.push(dir)
const file = path.join(dir, 'test.db')
return { db: await openGameDb(file), file }
}
afterAll(async () => {
for (const d of dirs) await rm(d, { recursive: true, force: true })
})
// Appends `count` synthetic events (turns 1..count) on top of the turn-0 new_game event.
async function seedEvents(db: GameDb, count: number): Promise<void> {
const [save] = await db.db.select().from(schema.saves).limit(1)
for (let i = 1; i <= count; i++) {
await db.db.insert(schema.events).values({ saveId: save.id, turn: i, type: 'test', message: `event ${i}`, createdAt: new Date(Date.UTC(2026, 8, 29, 0, i)).toISOString() })
}
}
describe('parseEventLimit', () => {
it('defaults to DEFAULT_LIMIT when the param is absent', () => {
expect(parseEventLimit(null)).toBe(DEFAULT_LIMIT)
})
it('accepts integers in [1, MAX_LIMIT]', () => {
expect(parseEventLimit('1')).toBe(1)
expect(parseEventLimit(String(MAX_LIMIT))).toBe(MAX_LIMIT)
expect(parseEventLimit('25')).toBe(25)
})
it('rejects non-integers and out-of-range values with a 400', () => {
for (const bad of ['abc', '', '0', '-3', String(MAX_LIMIT + 1), '2.5']) {
try {
parseEventLimit(bad)
expect.unreachable(`limit ${JSON.stringify(bad)} should have been rejected`)
} catch (err) {
expect(err).toBeInstanceOf(EventError)
expect((err as EventError).status).toBe(400)
}
}
})
})
describe('getEvents', () => {
it('returns the latest events newest-first, sliced to limit', async () => {
const { db } = await freshFile()
await getWorldState(db) // auto-initializes the save (turn-0 new_game event)
await seedEvents(db, 5)
const all = await getEvents(db, DEFAULT_LIMIT)
expect(all.map((e) => e.turn)).toEqual([5, 4, 3, 2, 1, 0]) // newest first, turn-0 line included
expect(all[all.length - 1].type).toBe('new_game')
const two = await getEvents(db, 2)
expect(two.map((e) => [e.turn, e.message])).toEqual([[5, 'event 5'], [4, 'event 4']])
})
})
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@@ -0,0 +1,40 @@
import { desc } from 'drizzle-orm'
import * as schema from '@/lib/db/schema'
import type { GameDb } from '@/lib/db/client'
export interface EventDto {
id: number
turn: number
type: string
message: string
createdAt: string
}
export const DEFAULT_LIMIT = 50
export const MAX_LIMIT = 200
export class EventError extends Error {
constructor(
public readonly status: number,
message: string,
) {
super(message)
}
}
// Parses the optional ?limit= query param. Absent → default; anything that is not an integer in
// [1, MAX_LIMIT] is a 400 (the route maps EventError to its status).
export function parseEventLimit(raw: string | null): number {
if (raw === null) return DEFAULT_LIMIT
const limit = Number(raw)
if (!Number.isInteger(limit) || limit < 1 || limit > MAX_LIMIT) {
throw new EventError(400, `limit must be an integer between 1 and ${MAX_LIMIT}`)
}
return limit
}
// The latest N events of the save, newest first. Assumes a save exists (the route calls ensureSave).
export async function getEvents(db: GameDb, limit: number): Promise<EventDto[]> {
const rows = await db.db.select().from(schema.events).orderBy(desc(schema.events.id)).limit(limit)
return rows.map((e) => ({ id: e.id, turn: e.turn, type: e.type, message: e.message, createdAt: e.createdAt }))
}
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@@ -0,0 +1,295 @@
import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
import { eq } from 'drizzle-orm'
import { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { explorationRng, mulberry32, rollExploration } from './world'
import { SCHEMA_VERSION, explorePlanet, getWorldState, jumpToSystem } from './save'
import { acceptMission, MIN_AVAILABLE, REWARD_ITEM_NAME, generateMission, missionRng, pickMissionType, topUpMissionBoard, type MissionDef, type MissionSystem } from './missions'
const dirs: string[] = []
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-missions-test-'))
dirs.push(dir)
const file = path.join(dir, 'test.db')
return { db: await openGameDb(file), file }
}
afterAll(async () => {
for (const d of dirs) await rm(d, { recursive: true, force: true })
})
// A snapshot with one discovered non-current system to deliver to.
const SYSTEMS: MissionSystem[] = [
{ id: 1, name: 'Start', discovered: true, isCurrent: true },
{ id: 2, name: 'Alpha', discovered: true, isCurrent: false },
{ id: 3, name: 'Beta', discovered: false, isCurrent: false },
]
describe('generateMission (pure)', () => {
it('DELIVER targets a discovered non-current system and returns null when none exists', () => {
const def = generateMission('DELIVER', mulberry32(7), SYSTEMS)!
expect(def.type).toBe('DELIVER')
expect(def.targetSystemId).toBe(2) // the only candidate
expect(def.description).toContain('Alpha')
expect(generateMission('DELIVER', mulberry32(7), [SYSTEMS[0]])).toBeNull() // only the current system is discovered
})
it('EXPLORE targets 2–4 scans, FIND one item kind; rewards are always 1–3', () => {
for (let i = 0; i < 200; i++) {
const e = generateMission('EXPLORE', mulberry32(i), SYSTEMS)!
expect(e.progressTarget).toBeGreaterThanOrEqual(2)
expect(e.progressTarget).toBeLessThanOrEqual(4)
expect(e.description).toMatch(/^Scan [2-4] bodies$/)
const f = generateMission('FIND', mulberry32(i), SYSTEMS)!
expect(['resource', 'part']).toContain(f.conditionKind)
expect(f.description).toContain(f.conditionKind!)
for (const d of [e, f]) {
expect(d.rewardQty).toBeGreaterThanOrEqual(1)
expect(d.rewardQty).toBeLessThanOrEqual(3)
}
}
})
it('is deterministic — the same (seed, turn) stream generates identical missions', () => {
const a = generateMission('DELIVER', missionRng('42', 5), SYSTEMS)
const b = generateMission('DELIVER', missionRng('42', 5), SYSTEMS)
expect(a).toEqual(b)
})
})
describe('pickMissionType (pure)', () => {
it('never picks DELIVER without a target, and does pick it when one exists', () => {
for (let i = 0; i < 200; i++) expect(pickMissionType(mulberry32(i), false)).not.toBe('DELIVER')
const types = new Set(Array.from({ length: 200 }, (_, i) => pickMissionType(mulberry32(i), true)))
expect(types.has('DELIVER')).toBe(true)
for (const t of types) expect(['DELIVER', 'EXPLORE', 'FIND']).toContain(t)
})
})
describe('topUpMissionBoard', () => {
it('seeds a fresh game with MIN_AVAILABLE AVAILABLE non-DELIVER missions and is idempotent', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game — createNewGame already topped the board up
const rows = await db.db.select().from(schema.missions)
expect(rows).toHaveLength(MIN_AVAILABLE)
for (const r of rows) {
expect(r.state).toBe('AVAILABLE')
expect(r.type).not.toBe('DELIVER') // only the start system is discovered yet — no targets exist
}
await topUpMissionBoard(db) // a second pass inserts nothing
expect((await db.db.select().from(schema.missions)).length).toBe(MIN_AVAILABLE)
})
it('generates deterministically from (seed, turn) on a hand-crafted save', async () => {
const { db } = await freshFile()
// A v6 save with start (current), one discovered neighbour and one undiscovered.
await db.db.insert(schema.saves).values({ seed: '42', turn: 5, createdAt: new Date().toISOString(), schemaVersion: SCHEMA_VERSION })
const [start] = await db.db.insert(schema.solarSystems).values({ saveId: 1, name: 'Start', x: 50, y: 50, discovered: true, isCurrent: true }).returning()
const [alpha] = await db.db.insert(schema.solarSystems).values({ saveId: 1, name: 'Alpha', x: 60, y: 50, discovered: true, isCurrent: false }).returning()
const [beta] = await db.db.insert(schema.solarSystems).values({ saveId: 1, name: 'Beta', x: 40, y: 50 }).returning()
await topUpMissionBoard(db)
// Replay the same pure pipeline with the same (seed, turn) stream — must match row for row.
const snapshot: MissionSystem[] = [
{ id: start.id, name: 'Start', discovered: true, isCurrent: true },
{ id: alpha.id, name: 'Alpha', discovered: true, isCurrent: false },
{ id: beta.id, name: 'Beta', discovered: false, isCurrent: false },
]
const rng = missionRng('42', 5)
const expected: MissionDef[] = []
while (expected.length < MIN_AVAILABLE) {
const type = pickMissionType(rng, snapshot.some((s) => s.discovered && !s.isCurrent))
expected.push(generateMission(type, rng, snapshot)!)
}
const rows = await db.db.select().from(schema.missions)
expect(rows.map((r) => ({ type: r.type, description: r.description, targetSystemId: r.targetSystemId, conditionKind: r.conditionKind, progressTarget: r.progressTarget, rewardKind: r.rewardKind, rewardQty: r.rewardQty }))).toEqual(expected)
})
})
// Inserts a mission row directly so tests can control exactly what the board holds.
async function insertMission(db: GameDb, fields: { type: string; description: string; targetSystemId?: number | null; conditionKind?: string | null; progressTarget?: number; rewardKind?: string; rewardQty?: number }): Promise<number> {
const [save] = await db.db.select().from(schema.saves).limit(1)
const [row] = await db.db.insert(schema.missions).values({ saveId: save.id, type: fields.type, description: fields.description, targetSystemId: fields.targetSystemId ?? null, conditionKind: fields.conditionKind ?? null, progressTarget: fields.progressTarget ?? 1, rewardKind: fields.rewardKind ?? 'resource', rewardQty: fields.rewardQty ?? 1 }).returning()
return row.id
}
describe('acceptMission', () => {
it('rejects unknown ids with 404 and a second accept while one is active with 409 naming the active mission', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game — board seeded
await expect(acceptMission(db, 999)).rejects.toMatchObject({ status: 404 })
const [a, b] = (await db.db.select().from(schema.missions))
await acceptMission(db, a.id)
await expect(acceptMission(db, a.id)).rejects.toMatchObject({ status: 409, message: /already active/i }) // re-accepting the active one
await expect(acceptMission(db, b.id)).rejects.toMatchObject({ status: 409, message: /One mission at a time/ })
})
it('activates an AVAILABLE contract, costs a turn, writes an event and keeps the board topped up', async () => {
const { db } = await freshFile()
await getWorldState(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const [a] = await db.db.select().from(schema.missions)
const board = await acceptMission(db, a.id)
expect(board.find((m) => m.id === a.id)!.state).toBe('ACTIVE')
expect(board.filter((m) => m.state === 'AVAILABLE').length).toBeGreaterThanOrEqual(MIN_AVAILABLE) // topped back up
const [after] = await db.db.select().from(schema.saves).limit(1)
expect(after.turn).toBe(save.turn + 1)
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'mission')!
expect(event.message).toContain('Accepted mission')
expect(event.turn).toBe(save.turn + 1)
})
})
describe('completion', () => {
it('EXPLORE counts scans, completes at the target and grants the reward into the hold', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game — empty inventory, all bodies unexplored
const id = await insertMission(db, { type: 'EXPLORE', description: 'Scan 3 bodies', progressTarget: 3, rewardKind: 'part', rewardQty: 2 })
await acceptMission(db, id)
const planets = (await db.db.select().from(schema.planets)).filter((p) => p.parentId === null)
await explorePlanet(db, planets[0].id)
let mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('ACTIVE')
expect(mission.progress).toBe(1)
await explorePlanet(db, planets[1].id)
mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('ACTIVE')
expect(mission.progress).toBe(2)
await explorePlanet(db, planets[2].id) // third scan — completes
mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('DONE')
expect(mission.progress).toBe(3)
const reward = (await db.db.select().from(schema.inventoryItems)).find((i) => i.name === REWARD_ITEM_NAME)!
expect(reward.kind).toBe('part')
expect(reward.qty).toBe(2)
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'mission' && /complete/i.test(e.message))!
expect(event.turn).toBe(4) // accept (1) + three scans (2–4); completion is written by the third scan
expect(event.message).toContain('Scan 3 bodies')
})
it('FIND completes when a haul contains its kind and ignores scans that do not', async () => {
const { db } = await freshFile()
await getWorldState(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const id = await insertMission(db, { type: 'FIND', description: 'Find at least one part while scanning', conditionKind: 'part', rewardKind: 'resource', rewardQty: 3 })
// Pick bodies by their deterministic per-planet rolls — one without parts first (no progress),
// then one with (completes).
const planets = await db.db.select().from(schema.planets)
const haulOf = (p: { id: number }) => rollExploration(explorationRng(save.seed, p.id))
const noPart = planets.find((p) => !haulOf(p).some((i) => i.kind === 'part'))!
expect(noPart).toBeDefined()
const withPart = planets.find((p) => haulOf(p).some((i) => i.kind === 'part'))!
expect(withPart).toBeDefined()
await acceptMission(db, id)
await explorePlanet(db, noPart.id) // haul has no parts — the mission does not advance
let mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('ACTIVE')
expect(mission.progress).toBe(0)
await explorePlanet(db, withPart.id) // haul has parts — completes
mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('DONE')
const reward = (await db.db.select().from(schema.inventoryItems)).find((i) => i.name === REWARD_ITEM_NAME)!
expect(reward.kind).toBe('resource')
expect(reward.qty).toBe(3)
})
it('DELIVER completes on arrival at its target system', async () => {
const { db } = await freshFile()
const world = await getWorldState(db) // new game — start is current, six undiscovered neighbours
const [start] = await db.db.select().from(schema.solarSystems).where(eq(schema.solarSystems.isCurrent, true))
const neighbor = world.systems.find((s) => !s.discovered)!
await jumpToSystem(db, neighbor.id) // start is now discovered + non-current — a valid target
const id = await insertMission(db, { type: 'DELIVER', description: `Jump to ${start.name}`, targetSystemId: start.id, rewardKind: 'resource', rewardQty: 1 })
await acceptMission(db, id)
// Wrong destination: one of the ring neighbours generated around `neighbor` on the first jump.
const world2 = await getWorldState(db)
const wrongEdge = world2.edges.find(([a, b]) => (a === neighbor.id || b === neighbor.id) && a !== start.id && b !== start.id)!
const wrongId = wrongEdge[0] === neighbor.id ? wrongEdge[1] : wrongEdge[0]
await jumpToSystem(db, wrongId) // not the target — no completion
expect((await db.db.select().from(schema.missions)).find((m) => m.id === id)!.state).toBe('ACTIVE')
await jumpToSystem(db, neighbor.id) // back through `neighbor`…
const result = await jumpToSystem(db, start.id) // …to the target — completes
const mission = (await db.db.select().from(schema.missions)).find((m) => m.id === id)!
expect(mission.state).toBe('DONE')
expect(result.systems.find((s) => s.current)?.id).toBe(start.id)
const reward = (await db.db.select().from(schema.inventoryItems)).find((i) => i.name === REWARD_ITEM_NAME)!
expect(reward.kind).toBe('resource')
expect(reward.qty).toBe(1)
})
it('rewards of the same kind accumulate into one hold row across missions', async () => {
const { db } = await freshFile()
await getWorldState(db)
const a = await insertMission(db, { type: 'EXPLORE', description: 'Scan 2 bodies', progressTarget: 2, rewardKind: 'resource', rewardQty: 2 })
const b = await insertMission(db, { type: 'EXPLORE', description: 'Scan 2 more bodies', progressTarget: 2, rewardKind: 'resource', rewardQty: 3 })
const planets = (await db.db.select().from(schema.planets)).filter((p) => p.parentId === null)
await acceptMission(db, a)
await explorePlanet(db, planets[0].id)
await explorePlanet(db, planets[1].id) // completes A — 2× resource reward
expect((await db.db.select().from(schema.missions)).find((m) => m.id === a)!.state).toBe('DONE')
await acceptMission(db, b)
await explorePlanet(db, planets[2].id)
await explorePlanet(db, planets[3].id) // completes B — 3× more of the same kind+name
expect((await db.db.select().from(schema.missions)).find((m) => m.id === b)!.state).toBe('DONE')
const rewards = (await db.db.select().from(schema.inventoryItems)).filter((i) => i.name === REWARD_ITEM_NAME)
expect(rewards).toHaveLength(1) // accumulated, not a second row
expect(rewards[0].qty).toBe(5)
})
})
describe('backfill v6', () => {
it('seeds the board on a pre-#10 save when it opens — deterministic and idempotent', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game at the current version
// Simulate a save created by pre-v6 code: no mission rows, stamped v5.
await db.db.delete(schema.missions)
await db.db.update(schema.saves).set({ schemaVersion: 5 })
await getWorldState(db) // ensureSave → backfill runs the v6 step
const rows = await db.db.select().from(schema.missions)
expect(rows).toHaveLength(MIN_AVAILABLE)
for (const r of rows) expect(r.state).toBe('AVAILABLE')
const [save] = await db.db.select().from(schema.saves)
expect(save.schemaVersion).toBe(SCHEMA_VERSION)
// Idempotent — a second pass changes nothing.
await getWorldState(db)
expect((await db.db.select().from(schema.missions)).length).toBe(MIN_AVAILABLE)
})
})
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import { eq } from 'drizzle-orm'
import * as schema from '@/lib/db/schema'
import { persist, type GameDb } from '@/lib/db/client'
import { mulberry32, type FoundItem } from './world'
// Mission board (#10): contracts generated deterministically from the save seed. Three types —
// DELIVER (jump to a target system), EXPLORE (scan N bodies), FIND (haul in an item of one kind).
// One mission is ACTIVE at a time; the board always holds MIN_AVAILABLE AVAILABLE contracts.
// The pure helpers below are DB-free so generation/completion rules stay unit-testable alone.
export type MissionType = 'DELIVER' | 'EXPLORE' | 'FIND'
export type ItemKind = 'resource' | 'part'
export type MissionStateName = 'AVAILABLE' | 'ACTIVE' | 'DONE'
// The board never drops below this many AVAILABLE contracts (topped up after every action).
export const MIN_AVAILABLE = 3
// What generation produces and the DB stores — one row per mission.
export interface MissionDef {
type: MissionType
description: string
targetSystemId: number | null // DELIVER only
conditionKind: ItemKind | null // FIND only
progressTarget: number // EXPLORE: scans required; 1 for the others
rewardKind: ItemKind
rewardQty: number // 1–3, consistent with exploration hauls
}
// A system as far as generation cares about.
export interface MissionSystem {
id: number
name: string
discovered: boolean
isCurrent: boolean
}
// Deterministic per (seed, turn) — same anchoring style as world expansion in save.ts. Every
// action costs exactly one turn, so the stream never repeats for two different top-ups.
export function missionRng(seed: string, turn: number): () => number {
return mulberry32((Number(seed) + Math.imul(turn, 0x9e3779b1)) >>> 0)
}
// Which type to generate next: DELIVER when a target exists and the coin says so, else EXPLORE/FIND.
export function pickMissionType(rng: () => number, canDeliver: boolean): MissionType {
if (canDeliver && rng() < 0.5) return 'DELIVER'
return rng() < 0.5 ? 'EXPLORE' : 'FIND'
}
// One mission of the given type from the current world snapshot. DELIVER returns null when no
// discovered non-current system exists to target (e.g. a brand-new game).
export function generateMission(type: MissionType, rng: () => number, systems: MissionSystem[]): MissionDef | null {
const rewardKind: ItemKind = rng() < 0.5 ? 'resource' : 'part'
const rewardQty = 1 + Math.floor(rng() * 3) // 1–3
if (type === 'DELIVER') {
const candidates = systems.filter((s) => s.discovered && !s.isCurrent)
if (candidates.length === 0) return null
const target = candidates[Math.floor(rng() * candidates.length)]
return { type, description: `Jump to ${target.name}`, targetSystemId: target.id, conditionKind: null, progressTarget: 1, rewardKind, rewardQty }
}
if (type === 'EXPLORE') {
const scans = 2 + Math.floor(rng() * 3) // 2–4
return { type, description: `Scan ${scans} bodies`, targetSystemId: null, conditionKind: null, progressTarget: scans, rewardKind, rewardQty }
}
const kind: ItemKind = rng() < 0.5 ? 'resource' : 'part'
return { type, description: `Find at least one ${kind} while scanning`, targetSystemId: null, conditionKind: kind, progressTarget: 1, rewardKind, rewardQty }
}
// What an action did to the world — what completion checks run against.
export interface MissionAction {
jumpedTo?: number // system id reached by a jump
outcome?: FoundItem[] // haul from a scan
}
// How far an action advances a mission: new progress, or null when the action doesn't touch it.
// DELIVER completes on arrival at its target; EXPLORE counts every scan (capped); FIND completes
// when a haul contains its kind.
export function advanceMission(
mission: { type: MissionType; targetSystemId: number | null; conditionKind: ItemKind | null; progressTarget: number; progress: number },
action: MissionAction,
): number | null {
if (action.jumpedTo !== undefined) {
return mission.type === 'DELIVER' && mission.targetSystemId === action.jumpedTo ? 1 : null
}
if (mission.type === 'EXPLORE') return Math.min(mission.progressTarget, mission.progress + 1)
if (mission.type === 'FIND' && mission.conditionKind !== null && (action.outcome ?? []).some((i) => i.kind === mission.conditionKind)) return 1
return null
}
// --- DB layer -----------------------------------------------------------------
export interface MissionDto extends MissionDef {
id: number
progress: number
state: MissionStateName
}
// Carries an HTTP status so route handlers can map failures to responses without re-parsing.
export class MissionError extends Error {
constructor(
public readonly status: number,
message: string,
) {
super(message)
}
}
async function readMissions(db: GameDb): Promise<MissionDto[]> {
return (await db.db.select().from(schema.missions)).map((m) => ({
id: m.id,
type: m.type as MissionType,
description: m.description,
targetSystemId: m.targetSystemId,
conditionKind: m.conditionKind as ItemKind | null,
progressTarget: m.progressTarget,
progress: m.progress,
rewardKind: m.rewardKind as ItemKind,
rewardQty: m.rewardQty,
state: m.state as MissionStateName,
}))
}
// The board for the MISSIONS tab. Assumes a save exists (routes call ensureSave first) and tops
// the AVAILABLE list up before reading so the tab always has contracts to offer.
export async function getMissions(db: GameDb): Promise<MissionDto[]> {
await topUpMissionBoard(db)
return readMissions(db)
}
// Keeps at least MIN_AVAILABLE AVAILABLE missions on the board, generating deterministically from
// (seed, turn). Idempotent — a second call with a full list inserts nothing.
export async function topUpMissionBoard(db: GameDb): Promise<void> {
const [save] = await db.db.select().from(schema.saves).limit(1)
if (!save) return
const systems = (await db.db.select().from(schema.solarSystems)).map((s) => ({ id: s.id, name: s.name, discovered: s.discovered, isCurrent: s.isCurrent }))
let available = (await db.db.select({ state: schema.missions.state }).from(schema.missions)).filter((m) => m.state === 'AVAILABLE').length
if (available >= MIN_AVAILABLE) return
const rng = missionRng(save.seed, save.turn)
while (available < MIN_AVAILABLE) {
const type = pickMissionType(rng, systems.some((s) => s.discovered && !s.isCurrent))
const def = generateMission(type, rng, systems)
if (!def) break // no DELIVER target — the other types always generate
await db.db.insert(schema.missions).values({ saveId: save.id, type: def.type, description: def.description, targetSystemId: def.targetSystemId, conditionKind: def.conditionKind, progressTarget: def.progressTarget, rewardKind: def.rewardKind, rewardQty: def.rewardQty })
available += 1
}
}
// Mission rewards are granted under one neutral name — spenders (ship actions, research) consume by kind only.
export const REWARD_ITEM_NAME = 'MISSION REWARD'
const kindLabel = (kind: ItemKind): string => (kind === 'resource' ? 'RESOURCES' : 'PARTS')
// Accepts an AVAILABLE contract: it becomes THE active mission (one at a time), costs a turn like
// every other action and writes an event. Returns the fresh board.
export async function acceptMission(db: GameDb, missionId: number): Promise<MissionDto[]> {
const [save] = await db.db.select().from(schema.saves).limit(1)
if (!save) throw new MissionError(404, 'No save yet')
const rows = await readMissions(db)
const target = rows.find((m) => m.id === missionId)
if (!target) throw new MissionError(404, `Unknown mission ${missionId}`)
if (target.state !== 'AVAILABLE') throw new MissionError(409, `${target.description} is already ${target.state.toLowerCase()}`)
const active = rows.find((m) => m.state === 'ACTIVE')
if (active) throw new MissionError(409, `One mission at a time — finish "${active.description}" first`)
const turn = save.turn + 1
await db.db.update(schema.missions).set({ state: 'ACTIVE' }).where(eq(schema.missions.id, target.id))
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'mission', message: `Accepted mission — ${target.description}`, createdAt: new Date().toISOString() })
await topUpMissionBoard(db) // one contract left the AVAILABLE list — keep the board topped up
await persist(db)
return readMissions(db)
}
// Runs after a jump or scan: advances the ACTIVE mission (if any) and, on completion, marks it
// DONE, grants its reward into the cargo hold and writes an event. Called from save.ts inside the
// action that triggered it, before persist — so everything lands in one atomic write.
export async function checkMissionCompletion(db: GameDb, saveId: number, turn: number, action: MissionAction): Promise<void> {
const row = (await db.db.select().from(schema.missions)).find((m) => m.state === 'ACTIVE')
if (!row) return
const active = { type: row.type as MissionType, targetSystemId: row.targetSystemId, conditionKind: row.conditionKind as ItemKind | null, progressTarget: row.progressTarget, progress: row.progress }
const newProgress = advanceMission(active, action)
if (newProgress === null) return
if (newProgress >= active.progressTarget) {
await db.db.update(schema.missions).set({ state: 'DONE', progress: newProgress }).where(eq(schema.missions.id, row.id))
// The reward lands in the hold like any haul — same kind+name accumulates into one row.
const existing = (await db.db.select().from(schema.inventoryItems)).find((i) => i.kind === row.rewardKind && i.name === REWARD_ITEM_NAME)
if (existing) {
await db.db.update(schema.inventoryItems).set({ qty: existing.qty + row.rewardQty }).where(eq(schema.inventoryItems.id, existing.id))
} else {
await db.db.insert(schema.inventoryItems).values({ saveId, kind: row.rewardKind, name: REWARD_ITEM_NAME, qty: row.rewardQty })
}
await db.db.insert(schema.events).values({ saveId, turn, type: 'mission', message: `Mission complete — ${row.description} (+${row.rewardQty}× ${kindLabel(row.rewardKind as ItemKind)})`, createdAt: new Date().toISOString() })
} else {
await db.db.update(schema.missions).set({ progress: newProgress }).where(eq(schema.missions.id, row.id))
}
}
+147
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@@ -0,0 +1,147 @@
import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
import { eq } from 'drizzle-orm'
import { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { BUILD_PART_COST, MAX_LEVEL, upgradeCost } from './ship-costs'
import { buildSystem, getShipState, upgradeSystem, type ShipState } from './ship'
import { TECHS } from './tech'
import { getTechState, researchTech } from './research'
const dirs: string[] = []
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-research-test-'))
dirs.push(dir)
const file = path.join(dir, 'test.db')
return { db: await openGameDb(file), file }
}
afterAll(async () => {
for (const d of dirs) await rm(d, { recursive: true, force: true })
})
async function addItem(db: GameDb, kind: 'resource' | 'part', name: string, qty: number): Promise<void> {
const [save] = await db.db.select().from(schema.saves).limit(1)
await db.db.insert(schema.inventoryItems).values({ saveId: save.id, kind, name, qty })
}
const systemOf = (state: ShipState, type: string): ShipState['systems'][number] => state.systems.find((s) => s.type === type)!
describe('getTechState', () => {
it('new game: every tech seeded — roots AVAILABLE, chained ones LOCKED naming the missing prereq', async () => {
const { db } = await freshFile()
const techs = await getTechState(db)
expect(techs).toHaveLength(TECHS.length)
for (const def of TECHS) {
const t = techs.find((x) => x.slug === def.slug)!
if (def.prereqs.length === 0) {
expect(t.state).toBe('AVAILABLE')
expect(t.missingPrereqs).toEqual([])
} else {
expect(t.state).toBe('LOCKED')
expect(t.missingPrereqs).toEqual(def.prereqs.map((slug) => TECHS.find((x) => x.slug === slug)!.name))
}
}
})
})
describe('researchTech', () => {
it('rejects unknown id with 404, locked techs with 409 naming the missing prereq, and re-research with 409', async () => {
const { db } = await freshFile()
const techs = await getTechState(db)
await expect(researchTech(db, 999)).rejects.toMatchObject({ status: 404 })
const plasma = techs.find((t) => t.slug === 'PLASMA_CANNON')! // locked behind WEAPONS SYSTEMS
await expect(researchTech(db, plasma.id)).rejects.toMatchObject({ status: 409, message: /WEAPONS SYSTEMS/ })
const weapons = techs.find((t) => t.slug === 'WEAPONS_SYSTEMS')!
await addItem(db, 'part', 'SERVO ACTUATOR', weapons.costQty)
await researchTech(db, weapons.id)
await expect(researchTech(db, weapons.id)).rejects.toMatchObject({ status: 409 }) // already researched
})
it('validates the cost against the hold — 422 with no mutation when short', async () => {
const { db } = await freshFile()
const techs = await getTechState(db)
const nav = techs.find((t) => t.slug === 'NAV_AI')! // resource×2, root
const before = await getShipState(db)
await expect(researchTech(db, nav.id)).rejects.toMatchObject({ status: 422 })
expect((await getShipState(db)).turn).toBe(before.turn) // no turn spent on a failed research
expect((await db.db.select().from(schema.tech)).find((t) => t.slug === 'NAV_AI')!.researched).toBe(false)
})
it('spends the cost from the oldest row first, persists researched state, costs a turn and writes an event', async () => {
const { db } = await freshFile()
await getShipState(db)
await addItem(db, 'resource', 'IRON ORE', 1) // oldest — fully consumed by the cost of 2
await addItem(db, 'resource', 'CRYSTAL DUST', 5)
const techs = await getTechState(db)
const nav = techs.find((t) => t.slug === 'NAV_AI')!
const result = await researchTech(db, nav.id)
expect(result.find((t) => t.slug === 'NAV_AI')!.state).toBe('RESEARCHED')
expect((await db.db.select().from(schema.inventoryItems)).map((i) => [i.name, i.qty])).toEqual([['CRYSTAL DUST', 4]]) // IRON ORE row deleted
expect((await getShipState(db)).turn).toBe(1)
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'research')!
expect(event.turn).toBe(1)
expect(event.message).toContain('NAVIGATION AI')
// Persisted: a fresh read still shows it researched.
expect((await getTechState(db)).find((t) => t.slug === 'NAV_AI')!.state).toBe('RESEARCHED')
})
it('unlocks the next chain step once its prerequisite is researched', async () => {
const { db } = await freshFile()
await getTechState(db) // ensureSave — the save must exist before items can be added
await addItem(db, 'part', 'SERVO ACTUATOR', 5) // WEAPONS SYSTEMS (2) + PLASMA CANNON (3)
let techs = await getTechState(db)
expect(techs.find((t) => t.slug === 'PLASMA_CANNON')!.state).toBe('LOCKED')
await researchTech(db, techs.find((t) => t.slug === 'WEAPONS_SYSTEMS')!.id)
techs = await getTechState(db)
expect(techs.find((t) => t.slug === 'PLASMA_CANNON')!.state).toBe('AVAILABLE') // prereq met → researchable now
await researchTech(db, techs.find((t) => t.slug === 'PLASMA_CANNON')!.id)
expect((await getTechState(db)).find((t) => t.slug === 'PLASMA_CANNON')!.state).toBe('RESEARCHED')
})
})
describe('gating of ship actions', () => {
it('WEAPONS build is 409 until the WEAPONS SYSTEMS tech is researched, then succeeds', async () => {
const { db } = await freshFile()
await getShipState(db)
await addItem(db, 'part', 'SERVO ACTUATOR', BUILD_PART_COST + 2) // research (2) + build (3)
await expect(buildSystem(db, 'WEAPONS')).rejects.toMatchObject({ status: 409, message: /requires/ }) // gated — even with parts in the hold
const techs = await getTechState(db)
await researchTech(db, techs.find((t) => t.slug === 'WEAPONS_SYSTEMS')!.id)
const state = await buildSystem(db, 'WEAPONS')
expect(systemOf(state, 'WEAPONS').built).toBe(true)
})
it('raises the REACTOR upgrade cap once REACTOR OVERCLOCK is researched', async () => {
const { db } = await freshFile()
await getShipState(db)
const reactorId = systemOf(await getShipState(db), 'REACTOR').id
await db.db.update(schema.shipSystems).set({ level: MAX_LEVEL }).where(eq(schema.shipSystems.id, reactorId)) // at the base cap
await expect(upgradeSystem(db, reactorId)).rejects.toMatchObject({ status: 409 })
await addItem(db, 'resource', 'IRON ORE', 3 + upgradeCost(MAX_LEVEL)) // research cost (3) + upgrade cost at level 5
const techs = await getTechState(db)
await researchTech(db, techs.find((t) => t.slug === 'REACTOR_OVERCLOCK')!.id)
const state = await upgradeSystem(db, reactorId) // the raised cap admits one more level
expect(systemOf(state, 'REACTOR').level).toBe(MAX_LEVEL + 1)
})
})
+79
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@@ -0,0 +1,79 @@
import { eq } from 'drizzle-orm'
import * as schema from '@/lib/db/schema'
import { persist, type GameDb } from '@/lib/db/client'
import { EFFECTS, TECHS, techStatus, type TechDto } from './tech'
import { ensureSave } from './save'
import { ShipError, spendItems } from './ship'
// Technology research: the SKILL TREE tab's read + action. Researching a tech costs inventory
// items (oldest row first, like ship actions) plus a turn, and its unlock effect then gates or
// raises ship actions (enforced in lib/game/ship.ts via the same pure helpers).
// Carries an HTTP status so route handlers can map failures to responses without re-parsing.
export class ResearchError extends Error {
constructor(
public readonly status: number,
message: string,
) {
super(message)
}
}
async function researchedSlugs(db: GameDb): Promise<Set<string>> {
return new Set((await db.db.select().from(schema.tech)).filter((t) => t.researched).map((t) => t.slug))
}
// The full tech tree with per-save state — RESEARCHED / AVAILABLE / LOCKED (with the missing
// prerequisite names when locked). Auto-initializes like the other reads.
export async function getTechState(db: GameDb): Promise<TechDto[]> {
await ensureSave(db)
const rows = await db.db.select().from(schema.tech)
const researched = new Set(rows.filter((t) => t.researched).map((t) => t.slug))
return TECHS.map((def) => {
const row = rows.find((r) => r.slug === def.slug)! // seeded on new game / backfill v5
const { state, missingPrereqs } = techStatus(def, researched)
return {
id: row.id,
slug: def.slug,
name: def.name,
costKind: def.costKind,
costQty: def.costQty,
prereqs: def.prereqs.map((slug) => TECHS.find((t) => t.slug === slug)?.name ?? slug),
effect: EFFECTS[def.effect]?.description ?? def.effect,
state,
missingPrereqs,
}
})
}
// Research one tech: validates prerequisites (409, naming what is missing) and the cost (422),
// spends it from the cargo hold, marks it researched, costs a turn and writes an event.
export async function researchTech(db: GameDb, techId: number): Promise<TechDto[]> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const rows = await db.db.select().from(schema.tech)
const target = rows.find((t) => t.id === techId)
if (!target) throw new ResearchError(404, `Unknown tech ${techId}`)
const def = TECHS.find((t) => t.slug === target.slug)!
const researched = await researchedSlugs(db)
if (researched.has(def.slug)) throw new ResearchError(409, `${def.name} is already researched`)
const missing = def.prereqs.filter((p) => !researched.has(p)).map((slug) => TECHS.find((t) => t.slug === slug)?.name ?? slug)
if (missing.length > 0) throw new ResearchError(409, `${def.name} requires ${missing.join(' and ')} first`)
try {
await spendItems(db, save.id, def.costKind, def.costQty)
} catch (err) {
// spendItems throws ShipError(422) on a short hold — re-throw as this domain's error.
if (err instanceof ShipError) throw new ResearchError(err.status, err.message)
throw err
}
const turn = save.turn + 1
await db.db.update(schema.tech).set({ researched: true }).where(eq(schema.tech.id, target.id))
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'research', message: `Researched ${def.name} (cost: ${def.costQty}× ${def.costKind === 'resource' ? 'resources' : 'parts'})`, createdAt: new Date().toISOString() })
await persist(db)
return getTechState(db)
}
+114 -1
View File
@@ -2,10 +2,13 @@ import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os' import { tmpdir } from 'node:os'
import path from 'node:path' import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest' import { afterAll, describe, expect, it } from 'vitest'
import { eq } from 'drizzle-orm'
import { openGameDb, type GameDb } from '@/lib/db/client' import { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema' import * as schema from '@/lib/db/schema'
import { generateStartingCrew, rollCrewMember, startingCrewRng } from './crew' import { generateStartingCrew, rollCrewMember, startingCrewRng } from './crew'
import { getCrewState, getSystemState, explorePlanet, getWorldState, jumpToSystem, type WorldState } from './save' import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
import { TECHS } from './tech'
import { SCHEMA_VERSION, getCrewState, getSystemState, explorePlanet, getWorldState, jumpToSystem, type WorldState } from './save'
import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world' import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world'
const dirs: string[] = [] const dirs: string[] = []
@@ -300,3 +303,113 @@ describe('explorePlanet crew finds', () => {
expect((await getCrewState(db)).length).toBe(before.length + 1) expect((await getCrewState(db)).length).toBe(before.length + 1)
}) })
}) })
describe('backfill (old saves)', () => {
// Planets/moons of one system in insertion order, nested by parent — ids are excluded so a
// regenerated set compares equal to the original even though autoincrement moved on.
function bodyShape(rows: { id: number; name: string; type: string; hazard: boolean; parentId: number | null }[]) {
return rows
.filter((r) => r.parentId === null)
.map((p) => ({ name: p.name, type: p.type, hazard: p.hazard, moons: rows.filter((m) => m.parentId === p.id).map((m) => [m.name, m.type, m.hazard]) }))
}
it('upgrades a v1 save (no bodies, no crew) in place — deterministic and idempotent', async () => {
const { db } = await freshFile()
await getWorldState(db) // new game: everything seeded at the current version
const systems = await db.db.select().from(schema.solarSystems)
const rowsFor = (systemId: number) => db.db.select().from(schema.planets).where(eq(schema.planets.systemId, systemId))
const beforeBodies: Record<number, unknown> = {}
for (const s of systems) {
const rows = await rowsFor(s.id)
beforeBodies[s.id] = bodyShape(rows.sort((a, b) => a.id - b.id))
}
const crewOf = (rows: { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string }[]) =>
rows.map((c) => ({ name: c.name, role: c.role, traitGood: c.traitGood, traitBad: c.traitBad, origin: c.origin })) // ids excluded — re-seed moves autoincrement on
const beforeCrew = crewOf(await db.db.select().from(schema.crew))
const shipOf = (rows: { id: number; type: string; level: number; capacity: number }[]) =>
rows.map((s) => ({ type: s.type, level: s.level, capacity: s.capacity })).sort((a, b) => a.type.localeCompare(b.type)) // ids excluded — re-seed moves autoincrement on
const beforeShip = shipOf(await db.db.select().from(schema.shipSystems))
const techShape = (rows: { id: number; slug: string; name: string; costKind: string; costQty: number; prerequisites: string; effect: string; researched: boolean }[]) =>
rows.map((t) => ({ slug: t.slug, name: t.name, costKind: t.costKind, costQty: t.costQty, prerequisites: t.prerequisites, effect: t.effect, researched: t.researched })).sort((a, b) => a.slug.localeCompare(b.slug))
const beforeTech = techShape(await db.db.select().from(schema.tech))
// Simulate a save created by pre-v0.5 code: no bodies, no crew, no ship, no tech, no version stamp (NULL).
await db.db.delete(schema.planets)
await db.db.delete(schema.crew)
await db.db.delete(schema.shipSystems)
await db.db.delete(schema.tech)
await db.db.update(schema.saves).set({ schemaVersion: null })
const world = await getWorldState(db) // ensureSave → backfill runs
expect(world.systems).toHaveLength(7)
for (const s of systems) {
const rows = await rowsFor(s.id)
expect(bodyShape(rows.sort((a, b) => a.id - b.id))).toEqual(beforeBodies[s.id]) // identical to fresh generation
}
expect(crewOf(await db.db.select().from(schema.crew))).toEqual(beforeCrew)
expect(shipOf(await db.db.select().from(schema.shipSystems))).toEqual(beforeShip)
expect(techShape(await db.db.select().from(schema.tech))).toEqual(beforeTech)
const [save] = await db.db.select().from(schema.saves)
expect(save.schemaVersion).toBe(SCHEMA_VERSION)
// Idempotent: a second pass changes nothing.
const planetCount = (await db.db.select().from(schema.planets)).length
await getWorldState(db)
expect((await db.db.select().from(schema.planets)).length).toBe(planetCount)
expect((await db.db.select().from(schema.crew)).length).toBe(beforeCrew.length)
expect(shipOf(await db.db.select().from(schema.shipSystems))).toEqual(beforeShip)
expect(techShape(await db.db.select().from(schema.tech))).toEqual(beforeTech)
for (const s of systems) {
const rows = await rowsFor(s.id)
expect(bodyShape(rows.sort((a, b) => a.id - b.id))).toEqual(beforeBodies[s.id])
}
})
it('leaves an up-to-date save untouched', async () => {
const { db } = await freshFile()
await getWorldState(db)
const planetCount = (await db.db.select().from(schema.planets)).length
const [save] = await db.db.select().from(schema.saves)
expect(save.schemaVersion).toBe(SCHEMA_VERSION)
await getWorldState(db) // second read: no backfill work to do
expect((await db.db.select().from(schema.planets)).length).toBe(planetCount)
})
it('seeds the starting ship on a new game: core types built at base values, WEAPONS unbuilt', async () => {
const { db } = await freshFile()
await getWorldState(db)
const rows = (await db.db.select().from(schema.shipSystems)).sort((a, b) => a.type.localeCompare(b.type))
expect(rows).toHaveLength(SHIP_TYPES.length)
for (const def of SHIP_TYPES) {
const row = rows.find((r) => r.type === def.type)!
if (def.builtAtStart) {
expect({ level: row.level, capacity: row.capacity }).toEqual({ level: BASE_LEVEL, capacity: BASE_CAPACITY })
} else {
expect(row.level).toBe(0) // unbuilt until a BUILD action
expect(row.capacity).toBe(0)
}
}
})
it('seeds the tech tree on a new game: one row per known tech, none researched', async () => {
const { db } = await freshFile()
await getWorldState(db)
const rows = (await db.db.select().from(schema.tech)).sort((a, b) => a.slug.localeCompare(b.slug))
expect(rows).toHaveLength(TECHS.length)
for (const def of TECHS) {
const row = rows.find((r) => r.slug === def.slug)!
expect({ name: row.name, costKind: row.costKind, costQty: row.costQty, prerequisites: row.prerequisites, effect: row.effect }).toEqual({
name: def.name,
costKind: def.costKind,
costQty: def.costQty,
prerequisites: def.prereqs.join(','),
effect: def.effect,
})
expect(row.researched).toBe(false) // nothing is researched at the start
}
})
})
+97 -13
View File
@@ -3,6 +3,9 @@ import type { GameDb } from '@/lib/db/client'
import { persist } from '@/lib/db/client' import { persist } from '@/lib/db/client'
import * as schema from '@/lib/db/schema' import * as schema from '@/lib/db/schema'
import { generateStartingCrew, rollCrewMember, startingCrewRng, type CrewMember } from './crew' import { generateStartingCrew, rollCrewMember, startingCrewRng, type CrewMember } from './crew'
import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
import { checkMissionCompletion, topUpMissionBoard } from './missions'
import { TECHS } from './tech'
import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, mulberry32, rollExploration, type FoundItem } from './world' import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, mulberry32, rollExploration, type FoundItem } from './world'
// Save lifecycle: auto-init on first hit, world state reads, and the jump action. // Save lifecycle: auto-init on first hit, world state reads, and the jump action.
@@ -45,20 +48,36 @@ function expansionRng(seed: string, turn: number): () => number {
return mulberry32((Number(seed) + turn * 1_000_003) >>> 0) return mulberry32((Number(seed) + turn * 1_000_003) >>> 0)
} }
// Inserts one system together with its generated bodies (planets + moons), so a system is // The bodies of one system (planets + moons), derived from (seed, system id) via bodyRng —
// never left without worlds to explore. Bodies derive from (seed, system id) via bodyRng — // independent of generation order and every other system. Shared by new-game creation and the
// independent of generation order and every other system. // v2 backfill so both produce identical rows for a given save+system.
async function insertBodiesForSystem(db: GameDb, systemId: number, seed: string): Promise<void> {
for (const body of generatePlanets(bodyRng(seed, systemId))) {
const [planet] = await db.db.insert(schema.planets).values({ systemId, parentId: null, name: body.name, type: body.type, hazard: body.hazard }).returning({ id: schema.planets.id })
for (const moon of body.moons) {
await db.db.insert(schema.planets).values({ systemId, parentId: planet.id, name: moon.name, type: moon.type, hazard: moon.hazard })
}
}
}
// Inserts one system together with its generated bodies, so a system is never left without
// worlds to explore.
async function insertSystemWithBodies(db: GameDb, saveId: number, ws: { name: string; x: number; y: number }, seed: string): Promise<number> { async function insertSystemWithBodies(db: GameDb, saveId: number, ws: { name: string; x: number; y: number }, seed: string): Promise<number> {
const [row] = await db.db.insert(schema.solarSystems).values({ saveId, name: ws.name, x: ws.x, y: ws.y }).returning({ id: schema.solarSystems.id }) const [row] = await db.db.insert(schema.solarSystems).values({ saveId, name: ws.name, x: ws.x, y: ws.y }).returning({ id: schema.solarSystems.id })
for (const body of generatePlanets(bodyRng(seed, row.id))) { await insertBodiesForSystem(db, row.id, seed)
const [planet] = await db.db.insert(schema.planets).values({ systemId: row.id, parentId: null, name: body.name, type: body.type, hazard: body.hazard }).returning({ id: schema.planets.id })
for (const moon of body.moons) {
await db.db.insert(schema.planets).values({ systemId: row.id, parentId: planet.id, name: moon.name, type: moon.type, hazard: moon.hazard })
}
}
return row.id return row.id
} }
// v2 backfill: every system without planets gets its generated bodies. Idempotent — systems
// that already have rows are skipped, so a second run changes nothing.
async function ensureBodiesForAllSystems(db: GameDb, saveId: number, seed: string): Promise<void> {
const systems = await db.db.select().from(schema.solarSystems)
for (const system of systems) {
const rows = await db.db.select({ id: schema.planets.id }).from(schema.planets).where(eq(schema.planets.systemId, system.id))
if (rows.length === 0) await insertBodiesForSystem(db, system.id, seed)
}
}
async function insertRoutes(db: GameDb, edges: [number, number][], resolve: (index: number) => number): Promise<void> { async function insertRoutes(db: GameDb, edges: [number, number][], resolve: (index: number) => number): Promise<void> {
for (const [a, b] of edges) { for (const [a, b] of edges) {
const from = resolve(a) const from = resolve(a)
@@ -75,17 +94,43 @@ async function seedStartingCrew(db: GameDb, saveId: number, seed: string): Promi
} }
} }
// Creates the save + starting region when the DB has none. No-op otherwise — safe to call // What each schema version added to a save. Saves created by older code lack the data newer
// on every request (single player, one process: check-then-insert cannot race in practice). // versions seed at new-game time, so ensureSave runs these steps in order for anything below
// current — each step is idempotent (a no-op when its data already exists).
export const SCHEMA_VERSION = 6 // v1: save + start region only · v2: bodies for every system · v3: starting crew · v4: starting ship · v5: tech tree · v6: mission board
// Seeds the starting ship: one row per known type — core types built at base values, the rest
// unbuilt (level/capacity 0) until a BUILD action.
async function seedStartingShip(db: GameDb, saveId: number): Promise<void> {
for (const def of SHIP_TYPES) {
await db.db.insert(schema.shipSystems).values({ saveId, type: def.type, level: def.builtAtStart ? BASE_LEVEL : 0, capacity: def.builtAtStart ? BASE_CAPACITY : 0 })
}
}
// Seeds the tech tree: one row per known tech (definitions from lib/game/tech.ts), none researched.
async function seedStartingTech(db: GameDb, saveId: number): Promise<void> {
for (const def of TECHS) {
await db.db.insert(schema.tech).values({ saveId, slug: def.slug, name: def.name, costKind: def.costKind, costQty: def.costQty, prerequisites: def.prereqs.join(','), effect: def.effect })
}
}
// Creates the save + starting region when the DB has none; backfills older saves otherwise.
// Safe to call on every request (single player, one process: check-then-insert cannot race).
export async function ensureSave(db: GameDb): Promise<void> { export async function ensureSave(db: GameDb): Promise<void> {
const existing = await db.db.select().from(schema.saves).limit(1) const existing = await db.db.select().from(schema.saves).limit(1)
if (existing.length > 0) return if (existing.length === 0) {
await createNewGame(db)
return
}
await backfillSave(db, existing[0])
}
async function createNewGame(db: GameDb): Promise<void> {
const seed = newSeed() const seed = newSeed()
const region = generateStartRegion(mulberry32(Number(seed))) const region = generateStartRegion(mulberry32(Number(seed)))
const nowIso = new Date().toISOString() const nowIso = new Date().toISOString()
const [save] = await db.db.insert(schema.saves).values({ seed, turn: 0, createdAt: nowIso }).returning() const [save] = await db.db.insert(schema.saves).values({ seed, turn: 0, createdAt: nowIso, schemaVersion: SCHEMA_VERSION }).returning()
// All inserted as undiscovered first; the start is then marked discovered + current. // All inserted as undiscovered first; the start is then marked discovered + current.
const startId = await insertSystemWithBodies(db, save.id, region.start, seed) const startId = await insertSystemWithBodies(db, save.id, region.start, seed)
const neighborIds: number[] = [] const neighborIds: number[] = []
@@ -95,11 +140,46 @@ export async function ensureSave(db: GameDb): Promise<void> {
const resolve = (index: number) => (index === 0 ? startId : neighborIds[index - 1]) const resolve = (index: number) => (index === 0 ? startId : neighborIds[index - 1])
await insertRoutes(db, region.edges, resolve) await insertRoutes(db, region.edges, resolve)
await seedStartingCrew(db, save.id, seed) await seedStartingCrew(db, save.id, seed)
await seedStartingShip(db, save.id)
await seedStartingTech(db, save.id)
await topUpMissionBoard(db) // only the start system is discovered yet — no DELIVER targets on a fresh game
await db.db.insert(schema.events).values({ saveId: save.id, turn: 0, type: 'new_game', message: `New game — seed ${seed}, starting system ${region.start.name}`, createdAt: nowIso }) await db.db.insert(schema.events).values({ saveId: save.id, turn: 0, type: 'new_game', message: `New game — seed ${seed}, starting system ${region.start.name}`, createdAt: nowIso })
await persist(db) await persist(db)
} }
// Ordered idempotent backfill for a save created by older code. A NULL version means v1.
async function backfillSave(db: GameDb, save: { id: number; seed: string; schemaVersion: number | null }): Promise<void> {
const from = save.schemaVersion ?? 1
let version = from
if (version < 2) {
await ensureBodiesForAllSystems(db, save.id, save.seed) // bodies derive from (seed, system id) — identical to fresh generation
version = 2
}
if (version < 3) {
if ((await db.db.select().from(schema.crew)).length === 0) await seedStartingCrew(db, save.id, save.seed)
version = 3
}
if (version < 4) {
if ((await db.db.select().from(schema.shipSystems)).length === 0) await seedStartingShip(db, save.id)
version = 4
}
if (version < 5) {
if ((await db.db.select().from(schema.tech)).length === 0) await seedStartingTech(db, save.id)
version = 5
}
if (version < 6) {
await topUpMissionBoard(db) // idempotent — only inserts when fewer than MIN_AVAILABLE AVAILABLE contracts exist
version = 6
}
if (from !== SCHEMA_VERSION) {
await db.db.update(schema.saves).set({ schemaVersion: version }).where(eq(schema.saves.id, save.id))
await persist(db)
}
}
export async function getWorldState(db: GameDb): Promise<WorldState> { export async function getWorldState(db: GameDb): Promise<WorldState> {
await ensureSave(db) await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1) const [save] = await db.db.select().from(schema.saves).limit(1)
@@ -158,6 +238,8 @@ export async function jumpToSystem(db: GameDb, systemId: number): Promise<WorldS
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id)) await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'jump', message: `Jumped to ${target.name}`, createdAt: new Date().toISOString() }) await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'jump', message: `Jumped to ${target.name}`, createdAt: new Date().toISOString() })
await checkMissionCompletion(db, save.id, turn, { jumpedTo: target.id }) // an ACTIVE DELIVER may have arrived at its destination
await topUpMissionBoard(db)
await persist(db) await persist(db)
return getWorldState(db) return getWorldState(db)
@@ -282,6 +364,8 @@ export async function explorePlanet(db: GameDb, planetId: number): Promise<Explo
const crewText = crewFound ? ` — ${crewFound.name} joined the crew` : '' const crewText = crewFound ? ` — ${crewFound.name} joined the crew` : ''
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id)) await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, save.id))
await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'explore', message: `Explored ${target.name} — found ${foundText}${crewText}`, createdAt: new Date().toISOString() }) await db.db.insert(schema.events).values({ saveId: save.id, turn, type: 'explore', message: `Explored ${target.name} — found ${foundText}${crewText}`, createdAt: new Date().toISOString() })
await checkMissionCompletion(db, save.id, turn, { outcome }) // an ACTIVE EXPLORE/FIND may have advanced or completed
await topUpMissionBoard(db)
await persist(db) await persist(db)
return { ...(await readSystemState(db)), outcome, crewFound } return { ...(await readSystemState(db)), outcome, crewFound }
+48
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@@ -0,0 +1,48 @@
// Pure ship-system model: the known system types, base values and the action cost model.
// No DB imports — both lib/game/ship.ts (server) and the frontend import from here so the
// UI's affordability/cap logic can never drift from what the API enforces.
export interface ShipTypeDef {
type: string
builtAtStart: boolean // part of the starting ship? (otherwise unbuilt until BUILD)
}
// The known system types — display order. Reuses the placeholder SHIP SYSTEMS tab card names
// for continuity, plus HULL so the vessel-metrics hull bar can be driven by a real level.
export const SHIP_TYPES: ShipTypeDef[] = [
{ type: 'HULL', builtAtStart: true },
{ type: 'REACTOR', builtAtStart: true },
{ type: 'LIFE SUPPORT', builtAtStart: true },
{ type: 'NAV COMPUTER', builtAtStart: true },
{ type: 'COMMS ARRAY', builtAtStart: true },
{ type: 'WEAPONS', builtAtStart: false },
]
export const BASE_LEVEL = 1 // what a system starts at when built (starting ship or BUILD)
export const BASE_CAPACITY = 2
export const MAX_LEVEL = 5 // UPGRADE cap
export const MAX_CAPACITY = 10 // EXPAND cap
// Display-only cap for the VESSEL METRICS crew roster bar (no gameplay effect yet).
export const CREW_CAPACITY = 6
// Cost model — all costs are in inventory items, consumed from the oldest cargo row of the
// required kind first (see spendItems in lib/game/ship.ts):
// UPGRADE {systemId} — `level` units of any resource (scales with current level)
// EXPAND {systemId} — `capacity` units of any resource (scales with current capacity)
// BUILD {type} — a flat amount of parts (parts are rarer than resources, so builds
// are the bigger investment)
export function upgradeCost(level: number): number {
return level
}
export function expandCost(capacity: number): number {
return capacity
}
export const BUILD_PART_COST = 3
// Total qty of one kind across the cargo hold — used for affordability checks.
export function totalQty(items: { kind: string; qty: number }[], kind: 'resource' | 'part'): number {
return items.filter((i) => i.kind === kind).reduce((sum, i) => sum + i.qty, 0)
}
+157
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@@ -0,0 +1,157 @@
import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
import { eq } from 'drizzle-orm'
import { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { BASE_CAPACITY, BASE_LEVEL, BUILD_PART_COST, MAX_CAPACITY, MAX_LEVEL, SHIP_TYPES } from './ship-costs'
import { buildSystem, expandSystem, getShipState, upgradeSystem, type ShipState } from './ship'
const dirs: string[] = []
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-ship-test-'))
dirs.push(dir)
const file = path.join(dir, 'test.db')
return { db: await openGameDb(file), file }
}
afterAll(async () => {
for (const d of dirs) await rm(d, { recursive: true, force: true })
})
async function addItem(db: GameDb, kind: 'resource' | 'part', name: string, qty: number): Promise<void> {
const [save] = await db.db.select().from(schema.saves).limit(1)
await db.db.insert(schema.inventoryItems).values({ saveId: save.id, kind, name, qty })
}
const systemOf = (state: ShipState, type: string): ShipState['systems'][number] => state.systems.find((s) => s.type === type)!
describe('getShipState', () => {
it('new game: starting ship in display order — core types built at base values, WEAPONS unbuilt', async () => {
const { db } = await freshFile()
const state = await getShipState(db)
expect(state.systems.map((s) => s.type)).toEqual(SHIP_TYPES.map((t) => t.type)) // display order follows SHIP_TYPES
for (const def of SHIP_TYPES) {
const row = systemOf(state, def.type)
if (def.builtAtStart) {
expect(row.built).toBe(true)
expect({ level: row.level, capacity: row.capacity }).toEqual({ level: BASE_LEVEL, capacity: BASE_CAPACITY })
} else {
expect(row.built).toBe(false) // unbuilt until a BUILD action
expect(row.level).toBe(0)
expect(row.capacity).toBe(0)
}
}
expect(state.inventory).toEqual([])
expect(state.turn).toBe(0)
})
})
describe('upgradeSystem', () => {
it('rejects with 422 and mutates nothing when the hold is empty', async () => {
const { db } = await freshFile()
const before = await getShipState(db)
const reactorId = systemOf(before, 'REACTOR').id
await expect(upgradeSystem(db, reactorId)).rejects.toMatchObject({ status: 422 })
const after = await getShipState(db)
expect(systemOf(after, 'REACTOR').level).toBe(BASE_LEVEL) // no level change…
expect(after.turn).toBe(before.turn) // …and no turn spent on a failed action
})
it('rejects unknown systemId with 404 and unbuilt systems with 409', async () => {
const { db } = await freshFile()
await getShipState(db)
await expect(upgradeSystem(db, 999)).rejects.toMatchObject({ status: 404 })
const weaponsId = systemOf(await getShipState(db), 'WEAPONS').id
await expect(upgradeSystem(db, weaponsId)).rejects.toMatchObject({ status: 409 })
})
it('consumes the cost from the oldest resource row first (deleting rows that hit zero), costs a turn and writes an event', async () => {
const { db } = await freshFile()
await getShipState(db)
await addItem(db, 'resource', 'IRON ORE', 1) // oldest — fully consumed by the cost of 1
await addItem(db, 'resource', 'CRYSTAL DUST', 5)
const reactorId = systemOf(await getShipState(db), 'REACTOR').id
const state = await upgradeSystem(db, reactorId) // level 1 → cost 1 resource
expect(systemOf(state, 'REACTOR').level).toBe(BASE_LEVEL + 1)
expect((await db.db.select().from(schema.inventoryItems)).map((i) => [i.name, i.qty])).toEqual([['CRYSTAL DUST', 5]]) // IRON ORE row deleted
expect(state.turn).toBe(1)
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'upgrade')!
expect(event.turn).toBe(1)
expect(event.message).toContain('REACTOR')
})
it('caps at MAX_LEVEL with 409', async () => {
const { db } = await freshFile()
await getShipState(db)
const reactorId = systemOf(await getShipState(db), 'REACTOR').id
await db.db.update(schema.shipSystems).set({ level: MAX_LEVEL }).where(eq(schema.shipSystems.id, reactorId)) // cost path covered above
await expect(upgradeSystem(db, reactorId)).rejects.toMatchObject({ status: 409 })
expect((await getShipState(db)).turn).toBe(0)
})
})
describe('expandSystem', () => {
it('raises capacity by one for `capacity` resources; caps at MAX_CAPACITY with 409', async () => {
const { db } = await freshFile()
await getShipState(db)
await addItem(db, 'resource', 'IRON ORE', BASE_CAPACITY + 1) // cost is the current capacity (2), one left over
const hullId = systemOf(await getShipState(db), 'HULL').id
const state = await expandSystem(db, hullId)
expect(systemOf(state, 'HULL').capacity).toBe(BASE_CAPACITY + 1)
expect((await db.db.select().from(schema.inventoryItems)).map((i) => [i.name, i.qty])).toEqual([['IRON ORE', 1]])
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'expand')!
expect(event.turn).toBe(1)
expect(event.message).toContain('HULL')
await db.db.update(schema.shipSystems).set({ capacity: MAX_CAPACITY }).where(eq(schema.shipSystems.id, hullId))
await expect(expandSystem(db, hullId)).rejects.toMatchObject({ status: 409 })
})
it('rejects unknown systemId with 404 and unbuilt systems with 409', async () => {
const { db } = await freshFile()
await getShipState(db)
await expect(expandSystem(db, 999)).rejects.toMatchObject({ status: 404 })
const weaponsId = systemOf(await getShipState(db), 'WEAPONS').id
await expect(expandSystem(db, weaponsId)).rejects.toMatchObject({ status: 409 })
})
})
describe('buildSystem', () => {
it('builds an unbuilt type at base values for a flat parts cost; a second build is 409 and unknown types are 404', async () => {
const { db } = await freshFile()
await getShipState(db)
// WEAPONS is gated behind the WEAPONS SYSTEMS tech (issue #9) — research it directly so this
// test keeps covering the cost path; the gate itself is covered in research.test.ts.
await db.db.update(schema.tech).set({ researched: true }).where(eq(schema.tech.slug, 'WEAPONS_SYSTEMS'))
await expect(buildSystem(db, 'WEAPONS')).rejects.toMatchObject({ status: 422 }) // no parts in the hold yet
await addItem(db, 'part', 'SERVO ACTUATOR', BUILD_PART_COST)
const state = await buildSystem(db, 'WEAPONS')
const weapons = systemOf(state, 'WEAPONS')
expect(weapons.built).toBe(true)
expect({ level: weapons.level, capacity: weapons.capacity }).toEqual({ level: BASE_LEVEL, capacity: BASE_CAPACITY })
expect(await db.db.select().from(schema.inventoryItems)).toHaveLength(0) // parts row deleted
expect(state.turn).toBe(1)
const event = (await db.db.select().from(schema.events)).find((e) => e.type === 'build')!
expect(event.turn).toBe(1)
expect(event.message).toContain('WEAPONS')
await expect(buildSystem(db, 'WEAPONS')).rejects.toMatchObject({ status: 409 }) // already built
await expect(buildSystem(db, 'SHIELDS')).rejects.toMatchObject({ status: 404 }) // not a known type
})
})
+136
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@@ -0,0 +1,136 @@
import { eq } from 'drizzle-orm'
import * as schema from '@/lib/db/schema'
import { persist, type GameDb } from '@/lib/db/client'
import { BUILD_PART_COST, BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES, expandCost, upgradeCost } from './ship-costs'
import { buildGate, effectiveCapacityCap, effectiveLevelCap } from './tech'
import { ensureSave, type InventoryItemDto } from './save'
export interface ShipSystemDto {
id: number
type: string
level: number
capacity: number
built: boolean // derived — level > 0 (unbuilt rows sit at level/capacity 0)
}
// The ship's full state for the SHIP SYSTEMS tab and left column.
export interface ShipState {
systems: ShipSystemDto[] // display order follows SHIP_TYPES
inventory: InventoryItemDto[]
turn: number
}
// Carries an HTTP status so route handlers can map failures to responses without re-parsing.
export class ShipError extends Error {
constructor(
public readonly status: number,
message: string,
) {
super(message)
}
}
async function readShipState(db: GameDb): Promise<ShipState> {
const [save] = await db.db.select().from(schema.saves).limit(1)
const rows = await db.db.select().from(schema.shipSystems)
const orderOf = (type: string) => {
const i = SHIP_TYPES.findIndex((t) => t.type === type)
return i === -1 ? 99 : i // unknown types (shouldn't exist) sort last
}
const systems = [...rows]
.sort((a, b) => orderOf(a.type) - orderOf(b.type))
.map((r) => ({ id: r.id, type: r.type, level: r.level, capacity: r.capacity, built: r.level > 0 }))
const inventory = (await db.db.select().from(schema.inventoryItems)).map((i) => ({ kind: i.kind as 'resource' | 'part', name: i.name, qty: i.qty }))
return { systems, inventory, turn: save.turn }
}
// The ship's systems + cargo hold + turn. Auto-initializes like the other reads.
export async function getShipState(db: GameDb): Promise<ShipState> {
await ensureSave(db)
return readShipState(db)
}
// Consume `amount` units of one kind from the oldest cargo rows first (id order); rows that hit
// zero are deleted. The total is checked up front, so an insufficient hold mutates nothing.
// Exported: research.ts spends tech costs through the same path.
export async function spendItems(db: GameDb, saveId: number, kind: 'resource' | 'part', amount: number): Promise<void> {
const rows = (await db.db.select().from(schema.inventoryItems)).filter((i) => i.kind === kind).sort((a, b) => a.id - b.id)
if (rows.reduce((sum, r) => sum + r.qty, 0) < amount) {
throw new ShipError(422, `Insufficient ${kind === 'resource' ? 'resources' : 'parts'} in the cargo hold — need ${amount}`)
}
let remaining = amount
for (const row of rows) {
if (remaining <= 0) break
const take = Math.min(row.qty, remaining)
remaining -= take
if (take >= row.qty) await db.db.delete(schema.inventoryItems).where(eq(schema.inventoryItems.id, row.id))
else await db.db.update(schema.inventoryItems).set({ qty: row.qty - take }).where(eq(schema.inventoryItems.id, row.id))
}
}
async function bumpTurnAndEvent(db: GameDb, saveId: number, turn: number, type: string, message: string): Promise<void> {
await db.db.update(schema.saves).set({ turn }).where(eq(schema.saves.id, saveId))
await db.db.insert(schema.events).values({ saveId, turn, type, message, createdAt: new Date().toISOString() })
}
// Slugs of the researched techs on this save — drives the effective caps and build gates below.
async function researchedTechSlugs(db: GameDb): Promise<Set<string>> {
return new Set((await db.db.select().from(schema.tech)).filter((t) => t.researched).map((t) => t.slug))
}
// UPGRADE — level up a built system by one (capped at the effective max level, raised by techs). Cost: `level` units of any resource.
export async function upgradeSystem(db: GameDb, systemId: number): Promise<ShipState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxLevel = effectiveLevelCap(target.type, await researchedTechSlugs(db))
if (target.level >= maxLevel) throw new ShipError(409, `${target.type} is at max level (${maxLevel})`)
const cost = upgradeCost(target.level)
await spendItems(db, save.id, 'resource', cost)
const turn = save.turn + 1
await db.db.update(schema.shipSystems).set({ level: target.level + 1 }).where(eq(schema.shipSystems.id, target.id))
await bumpTurnAndEvent(db, save.id, turn, 'upgrade', `Upgraded ${target.type} to level ${target.level + 1} (cost: ${cost}× resources)`)
await persist(db)
return readShipState(db)
}
// EXPAND — raise a built system's capacity by one (capped at the effective max capacity, raised by techs). Cost: `capacity` units of any resource.
export async function expandSystem(db: GameDb, systemId: number): Promise<ShipState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.id === systemId)
if (!target) throw new ShipError(404, `Unknown ship system ${systemId}`)
if (target.level <= 0) throw new ShipError(409, `${target.type} is not built`)
const maxCapacity = effectiveCapacityCap(target.type, await researchedTechSlugs(db))
if (target.capacity >= maxCapacity) throw new ShipError(409, `${target.type} is at max capacity (${maxCapacity})`)
const cost = expandCost(target.capacity)
await spendItems(db, save.id, 'resource', cost)
const turn = save.turn + 1
await db.db.update(schema.shipSystems).set({ capacity: target.capacity + 1 }).where(eq(schema.shipSystems.id, target.id))
await bumpTurnAndEvent(db, save.id, turn, 'expand', `Expanded ${target.type} capacity to ${target.capacity + 1} (cost: ${cost}× resources)`)
await persist(db)
return readShipState(db)
}
// BUILD — build an unbuilt type at base values. Cost: a flat amount of parts. Some types are
// gated behind a researched tech (see EFFECTS in lib/game/tech.ts).
export async function buildSystem(db: GameDb, type: string): Promise<ShipState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const target = (await db.db.select().from(schema.shipSystems)).find((s) => s.type === type)
if (!target) throw new ShipError(404, `Unknown ship system type ${type}`)
if (target.level > 0) throw new ShipError(409, `${target.type} is already built`)
const gate = buildGate(type, await researchedTechSlugs(db))
if (gate) throw new ShipError(409, `Building ${type} requires the ${gate} tech`)
await spendItems(db, save.id, 'part', BUILD_PART_COST)
const turn = save.turn + 1
await db.db.update(schema.shipSystems).set({ level: BASE_LEVEL, capacity: BASE_CAPACITY }).where(eq(schema.shipSystems.id, target.id))
await bumpTurnAndEvent(db, save.id, turn, 'build', `Built ${target.type} at base values (cost: ${BUILD_PART_COST}× parts)`)
await persist(db)
return readShipState(db)
}
+102
View File
@@ -0,0 +1,102 @@
// Pure technology model: the known techs, their costs/prerequisites and what each unlock does.
// No DB imports — both lib/game/research.ts + lib/game/ship.ts (server) and the frontend import
// from here so research/cap/gate logic can never drift from what the API enforces.
import { MAX_CAPACITY, MAX_LEVEL } from './ship-costs'
export interface TechDef {
slug: string // stable key used in DB + prerequisites
name: string // display name
costKind: 'resource' | 'part'
costQty: number
prereqs: string[] // slugs that must be researched first (short chains only)
effect: string // effect slug — see EFFECTS below
}
// The technology tree, in display order. Roots have no prerequisites; the two chains are
// WEAPONS SYSTEMS → PLASMA CANNON and REACTOR OVERCLOCK → FUSION CORE. Costs stay small so a
// handful of scans makes something affordable (the e2e scan loop relies on that).
export const TECHS: TechDef[] = [
{ slug: 'WEAPONS_SYSTEMS', name: 'WEAPONS SYSTEMS', costKind: 'part', costQty: 2, prereqs: [], effect: 'BUILD_WEAPONS' },
{ slug: 'REACTOR_OVERCLOCK', name: 'REACTOR OVERCLOCK', costKind: 'resource', costQty: 3, prereqs: [], effect: 'REACTOR_LEVEL_CAP' },
{ slug: 'HULL_PLATING', name: 'HULL PLATING', costKind: 'resource', costQty: 3, prereqs: [], effect: 'HULL_CAPACITY_CAP' },
{ slug: 'NAV_AI', name: 'NAVIGATION AI', costKind: 'resource', costQty: 2, prereqs: [], effect: 'NAV_LEVEL_CAP' },
{ slug: 'PLASMA_CANNON', name: 'PLASMA CANNON', costKind: 'part', costQty: 3, prereqs: ['WEAPONS_SYSTEMS'], effect: 'WEAPONS_LEVEL_CAP' },
{ slug: 'FUSION_CORE', name: 'FUSION CORE', costKind: 'resource', costQty: 4, prereqs: ['REACTOR_OVERCLOCK'], effect: 'REACTOR_CAPACITY_CAP' },
]
// What each researched tech changes on the ship. `unlock_build` gates a BUILD action; the cap
// effects raise the UPGRADE/EXPAND ceiling for one system type (stacked over the base caps).
export interface TechEffect {
kind: 'unlock_build' | 'raise_level_cap' | 'raise_capacity_cap'
shipType: string
bonus?: number // cap effects only
}
export const EFFECTS: Record<string, TechEffect & { description: string }> = {
BUILD_WEAPONS: { kind: 'unlock_build', shipType: 'WEAPONS', description: 'Unlocks building the WEAPONS system' },
REACTOR_LEVEL_CAP: { kind: 'raise_level_cap', shipType: 'REACTOR', bonus: 2, description: `Raises REACTOR max level by 2 (${MAX_LEVEL} → ${MAX_LEVEL + 2})` },
HULL_CAPACITY_CAP: { kind: 'raise_capacity_cap', shipType: 'HULL', bonus: 3, description: `Raises HULL max capacity by 3 (${MAX_CAPACITY} → ${MAX_CAPACITY + 3})` },
NAV_LEVEL_CAP: { kind: 'raise_level_cap', shipType: 'NAV COMPUTER', bonus: 2, description: `Raises NAV COMPUTER max level by 2 (${MAX_LEVEL} → ${MAX_LEVEL + 2})` },
WEAPONS_LEVEL_CAP: { kind: 'raise_level_cap', shipType: 'WEAPONS', bonus: 2, description: `Raises WEAPONS max level by 2 (once built)` },
REACTOR_CAPACITY_CAP: { kind: 'raise_capacity_cap', shipType: 'REACTOR', bonus: 3, description: `Raises REACTOR max capacity by 3 (${MAX_CAPACITY} → ${MAX_CAPACITY + 3})` },
}
export type TechStateName = 'RESEARCHED' | 'AVAILABLE' | 'LOCKED'
// One tech as served to the UI (GET /api/tech) and consumed by both tabs.
export interface TechDto {
id: number
slug: string
name: string
costKind: 'resource' | 'part'
costQty: number
prereqs: string[] // prerequisite NAMES (for display), in TECHS order
effect: string // human-readable unlock description
state: TechStateName
missingPrereqs: string[] // unmet prerequisite names — non-empty only when LOCKED
}
export function techBySlug(slug: string): TechDef | undefined {
return TECHS.find((t) => t.slug === slug)
}
// RESEARCHED if done, AVAILABLE if all prerequisites are researched, LOCKED otherwise (with the
// missing prerequisite names so the UI can say which one is blocking it).
export function techStatus(def: TechDef, researchedSlugs: Set<string>): { state: TechStateName; missingPrereqs: string[] } {
if (researchedSlugs.has(def.slug)) return { state: 'RESEARCHED', missingPrereqs: [] }
const missing = def.prereqs.filter((p) => !researchedSlugs.has(p)).map((slug) => techBySlug(slug)?.name ?? slug)
return missing.length === 0 ? { state: 'AVAILABLE', missingPrereqs: [] } : { state: 'LOCKED', missingPrereqs: missing }
}
// The UPGRADE ceiling for a system type given what is researched (base cap + bonuses).
export function effectiveLevelCap(shipType: string, researchedSlugs: Set<string>): number {
let cap = MAX_LEVEL
for (const def of TECHS) {
if (!researchedSlugs.has(def.slug)) continue
const effect = EFFECTS[def.effect]
if (effect?.kind === 'raise_level_cap' && effect.shipType === shipType) cap += effect.bonus ?? 0
}
return cap
}
// The EXPAND ceiling for a system type given what is researched.
export function effectiveCapacityCap(shipType: string, researchedSlugs: Set<string>): number {
let cap = MAX_CAPACITY
for (const def of TECHS) {
if (!researchedSlugs.has(def.slug)) continue
const effect = EFFECTS[def.effect]
if (effect?.kind === 'raise_capacity_cap' && effect.shipType === shipType) cap += effect.bonus ?? 0
}
return cap
}
// The name of the tech that must be researched before a system type can be BUILT, or null when
// building it is not gated (or the gate is already researched).
export function buildGate(shipType: string, researchedSlugs: Set<string>): string | null {
for (const def of TECHS) {
const effect = EFFECTS[def.effect]
if (effect?.kind === 'unlock_build' && effect.shipType === shipType && !researchedSlugs.has(def.slug)) return def.name
}
return null
}
+13
View File
@@ -76,6 +76,19 @@ describe('generateRing (expansion)', () => {
for (let i = 0; i < 40; i++) makeName(rng, taken) for (let i = 0; i < 40; i++) makeName(rng, taken)
expect(taken.size).toBe(40) expect(taken.size).toBe(40)
}) })
it('terminates with numbered variants once all 128 base names are taken', () => {
const rng = mulberry32(9)
const taken = new Set<string>()
for (let i = 0; i < 128; i++) makeName(rng, taken) // exhaust the whole pool
expect(taken.size).toBe(128)
const a = makeName(rng, taken) // must return instead of spinning forever
const b = makeName(rng, taken)
expect(a).not.toBe(b)
expect(taken.has(a)).toBe(true)
expect(taken.has(b)).toBe(true)
})
}) })
describe('generatePlanets', () => { describe('generatePlanets', () => {
+15 -3
View File
@@ -3,7 +3,7 @@
export interface WorldSystem { export interface WorldSystem {
name: string name: string
x: number // 0–100 coordinate space, rendered directly by NodeGraph x: number // 0–100 coordinate space; seeds the force-directed WORLD MAP layout
y: number y: number
} }
@@ -36,15 +36,27 @@ function title(word: string): string {
return word.charAt(0) + word.slice(1).toLowerCase() return word.charAt(0) + word.slice(1).toLowerCase()
} }
// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one. // Picks a name not in `taken` and adds it, so callers can't accidentally reuse one. The base
// pool is finite (16×8=128), so once every base is taken the loop would spin forever — which
// froze the whole server on a save that had grown past 128 systems (synchronous sql.js runs on
// Node's single thread). Numbered variants keep names unique and terminate.
export function makeName(rng: () => number, taken: Set<string>): string { export function makeName(rng: () => number, taken: Set<string>): string {
for (;;) { for (;;) {
const name = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}` const base = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
if (!taken.has(base)) {
taken.add(base)
return base
}
if (taken.size >= FIRST.length * SECOND.length) {
for (let n = 2; ; n++) {
const name = `${base} ${n}`
if (!taken.has(name)) { if (!taken.has(name)) {
taken.add(name) taken.add(name)
return name return name
} }
} }
}
}
} }
function clamp(v: number): number { function clamp(v: number): number {
+80
View File
@@ -6,14 +6,94 @@ describe('OpenAPI spec', () => {
it('documents every public endpoint', () => { it('documents every public endpoint', () => {
expect(Object.keys(openApiSpec.paths).sort()).toEqual([ expect(Object.keys(openApiSpec.paths).sort()).toEqual([
'/api/crew', '/api/crew',
'/api/events',
'/api/explore', '/api/explore',
'/api/jump', '/api/jump',
'/api/missions',
'/api/missions/{id}/accept',
'/api/research',
'/api/ship',
'/api/ship/build',
'/api/ship/expand',
'/api/ship/upgrade',
'/api/system', '/api/system',
'/api/tech',
'/api/version', '/api/version',
'/api/world', '/api/world',
]); ]);
}); });
it('describes the ship endpoints as ShipState in and out, with error responses on the actions', () => {
const ship = openApiSpec.paths['/api/ship'].get.responses[200].content['application/json'].schema;
expect(ship.$ref).toBe('#/components/schemas/ShipState');
const system = openApiSpec.components.schemas.ShipSystem.properties;
expect(Object.keys(system)).toEqual(['id', 'type', 'level', 'capacity', 'built']);
for (const [path, request] of [
['/api/ship/upgrade', '#/components/schemas/UpgradeRequest'],
['/api/ship/expand', '#/components/schemas/ExpandRequest'],
['/api/ship/build', '#/components/schemas/BuildRequest'],
] as const) {
const post = openApiSpec.paths[path].post;
expect(post.requestBody.content['application/json'].schema.$ref).toBe(request);
expect(post.responses[200].content['application/json'].schema.$ref).toBe('#/components/schemas/ShipState');
for (const status of ['400', '404', '409', '422'] as const) {
expect(post.responses[status].content['application/json'].schema.$ref).toBe('#/components/schemas/Error');
}
}
});
it('describes the tech endpoints: GET /api/tech → Tech[], POST /api/research with error responses', () => {
const tech = openApiSpec.paths['/api/tech'].get.responses[200].content['application/json'].schema;
expect(tech.type).toBe('array');
expect((tech.items as { $ref: string }).$ref).toBe('#/components/schemas/Tech');
const techProps = openApiSpec.components.schemas.Tech.properties;
expect(Object.keys(techProps)).toEqual(['id', 'slug', 'name', 'costKind', 'costQty', 'prereqs', 'effect', 'state', 'missingPrereqs']);
expect((techProps.state as { enum: string[] }).enum).toEqual(['RESEARCHED', 'AVAILABLE', 'LOCKED']);
const post = openApiSpec.paths['/api/research'].post;
expect(post.requestBody.content['application/json'].schema.$ref).toBe('#/components/schemas/ResearchRequest');
expect(post.responses[200].content['application/json'].schema.items.$ref).toBe('#/components/schemas/Tech');
for (const status of ['400', '404', '409', '422'] as const) {
expect(post.responses[status].content['application/json'].schema.$ref).toBe('#/components/schemas/Error');
}
});
it('describes the mission endpoints: GET /api/missions → Mission[], POST accept with error responses', () => {
const missions = openApiSpec.paths['/api/missions'].get.responses[200].content['application/json'].schema;
expect(missions.type).toBe('array');
expect((missions.items as { $ref: string }).$ref).toBe('#/components/schemas/Mission');
const props = openApiSpec.components.schemas.Mission.properties;
expect(Object.keys(props)).toEqual(['id', 'type', 'description', 'targetSystemId', 'conditionKind', 'progressTarget', 'progress', 'rewardKind', 'rewardQty', 'state']);
expect((props.type as { enum: string[] }).enum).toEqual(['DELIVER', 'EXPLORE', 'FIND']);
expect((props.state as { enum: string[] }).enum).toEqual(['AVAILABLE', 'ACTIVE', 'DONE']);
const post = openApiSpec.paths['/api/missions/{id}/accept'].post;
expect(post.responses[200].content['application/json'].schema.items.$ref).toBe('#/components/schemas/Mission');
for (const status of ['400', '404', '409'] as const) {
expect(post.responses[status].content['application/json'].schema.$ref).toBe('#/components/schemas/Error');
}
});
it('describes GET /api/events → Event[] with a limit query param and a 400 error response', () => {
const events = openApiSpec.paths['/api/events'].get.responses[200].content['application/json'].schema;
expect(events.type).toBe('array');
expect((events.items as { $ref: string }).$ref).toBe('#/components/schemas/Event');
const props = openApiSpec.components.schemas.Event.properties;
expect(Object.keys(props)).toEqual(['id', 'turn', 'type', 'message', 'createdAt']);
expect((props.type as { enum: string[] }).enum).toEqual(['new_game', 'jump', 'explore', 'research', 'upgrade', 'expand', 'build', 'mission']);
const get = openApiSpec.paths['/api/events'].get;
const limit = (get.parameters ?? []).find((p) => p.name === 'limit');
expect(limit?.in).toBe('query');
expect(limit?.required).toBe(false);
expect(get.responses['400'].content['application/json'].schema.$ref).toBe('#/components/schemas/Error');
});
it('describes /api/crew as an array of CrewMember and crewFound on ExploreResult', () => { it('describes /api/crew as an array of CrewMember and crewFound on ExploreResult', () => {
const crew = openApiSpec.paths['/api/crew'].get.responses[200].content['application/json'].schema; const crew = openApiSpec.paths['/api/crew'].get.responses[200].content['application/json'].schema;
expect(crew.type).toBe('array'); expect(crew.type).toBe('array');
+473
View File
@@ -186,6 +186,377 @@ export const openApiSpec = {
}, },
}, },
}, },
'/api/ship': {
get: {
summary: 'Ship state',
description:
"The ship's systems (built flag derived from level), the cargo hold and the turn counter. The starting ship is seeded on new game — core types built at base values, the rest unbuilt until a build action. Auto-initializes a new game when no save exists yet.",
operationId: 'getShip',
responses: {
200: {
description: 'Current ship state',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/ShipState' },
},
},
},
},
},
},
'/api/ship/upgrade': {
post: {
summary: 'Upgrade a ship system',
description:
"Level up a built ship system by one (capped at max level). Costs `level` units of any resource, consumed from the oldest cargo row first, plus a turn. Returns the fresh ship state.",
operationId: 'upgradeShipSystem',
requestBody: {
required: true,
content: {
'application/json': {
schema: { $ref: '#/components/schemas/UpgradeRequest' },
},
},
},
responses: {
200: {
description: 'Fresh ship state after the upgrade',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/ShipState' },
},
},
},
400: {
description: 'Malformed body or non-integer systemId',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
404: {
description: 'Unknown ship system id',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
409: {
description: 'System is not built or already at max level',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
422: {
description: 'Not enough resources in the cargo hold for the cost',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
'/api/ship/expand': {
post: {
summary: 'Expand a ship system',
description:
"Raise a built ship system's capacity by one (capped at max capacity). Costs `capacity` units of any resource, consumed from the oldest cargo row first, plus a turn. Returns the fresh ship state.",
operationId: 'expandShipSystem',
requestBody: {
required: true,
content: {
'application/json': {
schema: { $ref: '#/components/schemas/ExpandRequest' },
},
},
},
responses: {
200: {
description: 'Fresh ship state after the expansion',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/ShipState' },
},
},
},
400: {
description: 'Malformed body or non-integer systemId',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
404: {
description: 'Unknown ship system id',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
409: {
description: 'System is not built or already at max capacity',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
422: {
description: 'Not enough resources in the cargo hold for the cost',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
'/api/ship/build': {
post: {
summary: 'Build a ship system',
description:
'Build an unbuilt ship system type at base values. Costs a flat amount of parts, consumed from the oldest cargo row first, plus a turn. Returns the fresh ship state.',
operationId: 'buildShipSystem',
requestBody: {
required: true,
content: {
'application/json': {
schema: { $ref: '#/components/schemas/BuildRequest' },
},
},
},
responses: {
200: {
description: 'Fresh ship state after the build',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/ShipState' },
},
},
},
400: {
description: 'Malformed body or empty type',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
404: {
description: 'Unknown ship system type',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
409: {
description: 'System is already built',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
422: {
description: 'Not enough parts in the cargo hold for the cost',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
'/api/tech': {
get: {
summary: 'Tech tree state',
description:
"The full technology tree with per-save state — RESEARCHED if done, AVAILABLE if all prerequisites are researched, LOCKED otherwise (with the missing prerequisite names). Researching a tech gates or raises ship actions (e.g. building WEAPONS requires the WEAPONS SYSTEMS tech). Auto-initializes a new game when no save exists yet.",
operationId: 'getTech',
responses: {
200: {
description: 'The tech tree with per-save state',
content: {
'application/json': {
schema: { type: 'array', items: { $ref: '#/components/schemas/Tech' } },
},
},
},
},
},
},
'/api/research': {
post: {
summary: 'Research a tech',
description:
"Validates the prerequisites (409, naming what is missing) and the cost against the cargo hold (422), spends the cost from the oldest row first, marks the tech researched, increments the turn counter and writes a research event. Returns the fresh tech tree state.",
operationId: 'researchTech',
requestBody: {
required: true,
content: {
'application/json': {
schema: { $ref: '#/components/schemas/ResearchRequest' },
},
},
},
responses: {
200: {
description: 'Fresh tech tree state after the research',
content: {
'application/json': {
schema: { type: 'array', items: { $ref: '#/components/schemas/Tech' } },
},
},
},
400: {
description: 'Malformed body or non-integer techId',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
404: {
description: 'Unknown tech id',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
409: {
description: 'Tech is already researched or a prerequisite is not researched yet (message names the missing prereq)',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
422: {
description: 'Not enough of the required kind in the cargo hold for the cost',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
'/api/missions': {
get: {
summary: 'Mission board',
description:
"The save's mission contracts — generated deterministically from the seed, always topped up to at least three AVAILABLE. One mission is ACTIVE at a time; completion is checked after jumps and scans (DELIVER on arrival at its target system, EXPLORE after N scans, FIND when a haul contains its kind) and grants the reward into the cargo hold. Auto-initializes a new game when no save exists yet.",
operationId: 'getMissions',
responses: {
200: {
description: 'The mission board',
content: {
'application/json': {
schema: { type: 'array', items: { $ref: '#/components/schemas/Mission' } },
},
},
},
},
},
},
'/api/missions/{id}/accept': {
post: {
summary: 'Accept a mission',
description:
"Makes an AVAILABLE contract the single ACTIVE one (409 while another is active, or when it isn't AVAILABLE). Costs a turn and writes a mission event. Returns the fresh board.",
operationId: 'acceptMission',
parameters: [
{
name: 'id',
in: 'path',
required: true,
schema: { type: 'integer' },
description: 'missions.id of the contract to accept',
},
],
responses: {
200: {
description: 'Fresh mission board after the acceptance',
content: {
'application/json': {
schema: { type: 'array', items: { $ref: '#/components/schemas/Mission' } },
},
},
},
400: {
description: 'Non-integer id in the path',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
404: {
description: 'Unknown mission id',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
409: {
description: "Mission isn't AVAILABLE, or another mission is already ACTIVE (one at a time)",
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
'/api/events': {
get: {
summary: 'Event log',
description: "The save's game events, newest first — every action (new game, jump, scan, research, ship work, mission) appends one. Auto-initializes a new game when no save exists yet.",
operationId: 'getEvents',
parameters: [
{
name: 'limit',
in: 'query',
required: false,
schema: { type: 'integer', minimum: 1, maximum: 200 },
description: 'How many of the latest events to return (default 50)',
},
],
responses: {
200: {
description: 'Latest events, newest first',
content: {
'application/json': {
schema: { type: 'array', items: { $ref: '#/components/schemas/Event' } },
},
},
},
400: {
description: 'limit is not an integer in [1, 200]',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
}, },
components: { components: {
schemas: { schemas: {
@@ -275,6 +646,108 @@ export const openApiSpec = {
}, },
required: ['id', 'name', 'role', 'trait_good', 'trait_bad', 'origin'], required: ['id', 'name', 'role', 'trait_good', 'trait_bad', 'origin'],
}, },
ShipSystem: {
type: 'object',
properties: {
id: { type: 'integer' },
type: { type: 'string', description: "System type, e.g. REACTOR or WEAPONS" },
level: { type: 'integer', description: '0 when not built yet' },
capacity: { type: 'integer', description: '0 when not built yet' },
built: { type: 'boolean', description: 'Derived — true when level > 0' },
},
required: ['id', 'type', 'level', 'capacity', 'built'],
},
ShipState: {
type: 'object',
properties: {
systems: {
type: 'array',
description: "The ship's systems in display order",
items: { $ref: '#/components/schemas/ShipSystem' },
},
inventory: { type: 'array', items: { $ref: '#/components/schemas/InventoryItem' } },
turn: { type: 'integer', description: 'Turn counter — one per jump, exploration or ship action' },
},
required: ['systems', 'inventory', 'turn'],
},
Tech: {
type: 'object',
properties: {
id: { type: 'integer' },
slug: { type: 'string', description: "Stable key, e.g. WEAPONS_SYSTEMS" },
name: { type: 'string', description: "Display name, e.g. 'WEAPONS SYSTEMS'" },
costKind: { type: 'string', enum: ['resource', 'part'] },
costQty: { type: 'integer' },
prereqs: {
type: 'array',
description: 'Prerequisite tech names (empty for roots)',
items: { type: 'string' },
},
effect: { type: 'string', description: "Human-readable unlock, e.g. 'Unlocks building the WEAPONS system'" },
state: { type: 'string', enum: ['RESEARCHED', 'AVAILABLE', 'LOCKED'] },
missingPrereqs: {
type: 'array',
description: 'Unmet prerequisite names — non-empty only when LOCKED',
items: { type: 'string' },
},
},
required: ['id', 'slug', 'name', 'costKind', 'costQty', 'prereqs', 'effect', 'state', 'missingPrereqs'],
},
ResearchRequest: {
type: 'object',
properties: {
techId: { type: 'integer', description: 'tech.id of the tech to research' },
},
required: ['techId'],
},
Mission: {
type: 'object',
properties: {
id: { type: 'integer' },
type: { type: 'string', enum: ['DELIVER', 'EXPLORE', 'FIND'] },
description: { type: 'string', description: "Human-readable objective, e.g. 'Jump to Kepler Drift'" },
targetSystemId: { type: ['integer', 'null'], nullable: true, description: 'DELIVER only — destination system (NULL otherwise)' },
conditionKind: { type: ['string', 'null'], enum: ['resource', 'part', null], description: 'FIND only — item kind to haul in (NULL otherwise)' },
progressTarget: { type: 'integer', description: 'EXPLORE: scans required; 1 for the others' },
progress: { type: 'integer', description: 'Scans counted since acceptance; 0/1 for DELIVER/FIND' },
rewardKind: { type: 'string', enum: ['resource', 'part'] },
rewardQty: { type: 'integer', description: 'Reward quantity (1–3), granted into the cargo hold on completion' },
state: { type: 'string', enum: ['AVAILABLE', 'ACTIVE', 'DONE'] },
},
required: ['id', 'type', 'description', 'targetSystemId', 'conditionKind', 'progressTarget', 'progress', 'rewardKind', 'rewardQty', 'state'],
},
Event: {
type: 'object',
properties: {
id: { type: 'integer' },
turn: { type: 'integer', description: 'The save turn the action cost (new_game is 0)' },
type: { type: 'string', enum: ['new_game', 'jump', 'explore', 'research', 'upgrade', 'expand', 'build', 'mission'] },
message: { type: 'string' },
createdAt: { type: 'string', description: 'ISO 8601 timestamp' },
},
required: ['id', 'turn', 'type', 'message', 'createdAt'],
},
UpgradeRequest: {
type: 'object',
properties: {
systemId: { type: 'integer', description: 'ship_systems.id of the built system to level up' },
},
required: ['systemId'],
},
ExpandRequest: {
type: 'object',
properties: {
systemId: { type: 'integer', description: 'ship_systems.id of the built system to expand' },
},
required: ['systemId'],
},
BuildRequest: {
type: 'object',
properties: {
type: { type: 'string', description: "Ship system type to build, e.g. WEAPONS (see ShipSystem.type)" },
},
required: ['type'],
},
SystemState: { SystemState: {
type: 'object', type: 'object',
properties: { properties: {
+8 -2
View File
@@ -1,6 +1,6 @@
{ {
"name": "space-wanderer", "name": "space-wanderer",
"version": "0.5.0", "version": "0.9.10",
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "next dev -p 3000", "dev": "next dev -p 3000",
@@ -15,6 +15,9 @@
"@radix-ui/react-tabs": "^1.1.13", "@radix-ui/react-tabs": "^1.1.13",
"class-variance-authority": "^0.7.1", "class-variance-authority": "^0.7.1",
"clsx": "^2.1.1", "clsx": "^2.1.1",
"d3-force": "^3.0.0",
"d3-selection": "^3.0.0",
"d3-zoom": "^3.0.0",
"drizzle-orm": "^0.45.2", "drizzle-orm": "^0.45.2",
"next": "^16.3.5", "next": "^16.3.5",
"react": "^19.3.0", "react": "^19.3.0",
@@ -25,11 +28,14 @@
"devDependencies": { "devDependencies": {
"@playwright/test": "1.63.0", "@playwright/test": "1.63.0",
"@tailwindcss/postcss": "^4.2.0", "@tailwindcss/postcss": "^4.2.0",
"tailwindcss": "^4.2.0", "@types/d3-force": "^3.0.10",
"@types/d3-selection": "^3.0.12",
"@types/d3-zoom": "^3.0.9",
"@types/node": "^22.20.3", "@types/node": "^22.20.3",
"@types/react": "^19.3.0", "@types/react": "^19.3.0",
"@types/react-dom": "^19.3.0", "@types/react-dom": "^19.3.0",
"@types/sql.js": "^1.4.11", "@types/sql.js": "^1.4.11",
"tailwindcss": "^4.2.0",
"typescript": "^7.0.2", "typescript": "^7.0.2",
"vitest": "^5.0.1" "vitest": "^5.0.1"
} }