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Author SHA1 Message Date
kamilkrzywda f36820ddff release: v0.3.0 — world generation + jump between solar systems (issue #5)
CI / build + unit + e2e (pull_request) Successful in 3m7s
2026-09-28 21:36:37 +00:00
kamilkrzywda 6a623c738a e2e: world map smoke tests + jump persistence across container restart 2026-09-28 21:35:15 +00:00
kamilkrzywda 80b493746f test: openapi spec assertions for the world endpoints 2026-09-28 21:35:15 +00:00
kamilkrzywda 37c3800479 ui: WORLD MAP tab renders live world state with jump buttons (real data from /api/world) 2026-09-28 21:32:48 +00:00
kamilkrzywda cc6abe8f36 api: GET /api/world + POST /api/jump, OpenAPI spec updated in code 2026-09-28 21:29:23 +00:00
kamilkrzywda 58ac64af4f game: save lifecycle — auto-init, world state, jump with adjacency validation + chart growth 2026-09-28 21:28:14 +00:00
kamilkrzywda 1634c0602e game: seeded world generation (pure) — start region + expansion rings 2026-09-28 21:25:14 +00:00
kamilkrzywda 922a20707b db: game save schema — saves, solar_systems, jump_routes, events (single-player, one save) 2026-09-28 21:25:14 +00:00
kamilkrzywda aa3c5f5501 Merge pull request 'v0.2.2 — LOCAL SYSTEM list: stagger moons under parent planets' (#4) from local-system-moon-stagger into master
CI / build + unit + e2e (push) Successful in 2m55s
2026-09-28 23:07:05 +02:00
kamilkrzywda 7f48fd0e5e ui: LOCAL SYSTEM list staggers moons under their parent planet (v0.2.2)
CI / build + unit + e2e (pull_request) Successful in 2m42s
2026-09-28 21:03:14 +00:00
kamilkrzywda 0573e6d719 Merge pull request 'v0.2.1 — LOCAL SYSTEM tab: planet list only (drop node graph)' (#3) from local-system-list-only into master
CI / build + unit + e2e (push) Successful in 2m50s
2026-09-28 22:29:01 +02:00
kamilkrzywda 2651981044 ui: LOCAL SYSTEM tab shows only the explorable worlds list (v0.2.1)
CI / build + unit + e2e (pull_request) Successful in 3m48s
2026-09-28 20:23:31 +00:00
kamilkrzywda 16a7b468e3 Merge pull request 'v0.2.0 — 7-tab game interface template (visual only)' (#2) from ui-game-tabs into master
CI / build + unit + e2e (push) Successful in 2m36s
2026-09-28 21:25:39 +02:00
17 changed files with 963 additions and 101 deletions
+14
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@@ -1,5 +1,19 @@
# Changelog
## v0.3.0 — 2026-09-28 21:35
- World generation + jump between solar systems (issue #5): the game save, DB schema, turn counter and event writing that all later tabs build on. Single-player by design — one save row, no auth/accounts.
- New tables (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `saves` (id/seed/turn/created_at), `solar_systems` (name, x/y chart position, discovered, is_current), `jump_routes` (directed pairs, both directions stored for single-row adjacency lookups), `events` (append-only log: new-game + jump events so far).
- Seeded world generation (`lib/game/world.ts`, pure functions): a save's seed deterministically generates the starting system plus a ring of six undiscovered neighbours with jump routes; jumping into an undiscovered system grows the chart with four more neighbours around it, so there is always somewhere to jump and a route back.
- Save lifecycle (`lib/game/save.ts`): auto-initializes on first API hit when no save exists, exposes world state, validates jumps (adjacency required — non-adjacent/unknown rejected), sets current, increments the turn counter, writes events, persists durably.
- New endpoints: `GET /api/world` → `{ systems, edges, turn }`; `POST /api/jump { systemId }` → fresh world state (400 malformed body, 404 unknown system, 409 not adjacent). OpenAPI spec in code (`lib/openapi.ts`) updated for both.
- WORLD MAP tab now renders REAL data: fetches `/api/world` on mount, draws the live NodeGraph (current = ACTIVE/CURRENT, discovered = NEUTRAL/DISCOVERED, unknown = OFFLINE/UNKNOWN) with a jump button per adjacent system; placeholder map constants removed for this tab only — other tabs keep their placeholders until their own issues land.
## v0.2.2 — 2026-09-28 21:02
- LOCAL SYSTEM tab: explorable-worlds list now staggers moons under their parent planet (indented rows) — ASHFALL attached under BRIMSTONE, new PALEMOON moon under AURELLE; badges unchanged.
## v0.2.1 — 2026-09-28 20:22
- LOCAL SYSTEM tab: removed the system node graph (star/planets/moons) — the tab now shows only the explorable-worlds list at full panel width. WORLD MAP keeps its node graph; `components/ui/node-graph.tsx` unchanged and still in use there.
## v0.2.0 — 2026-09-28 19:19
- Game interface template (visual only, zero game logic): the operations panel in `components/mission-control.tsx` is now seven tabs — WORLD MAP (NodeGraph of 10 placeholder solar systems linked by jump routes), LOCAL SYSTEM (NodeGraph of star + planets/moons plus an explorable-worlds list), CREW (crew cards with name/role and good/bad trait placeholders), SHIP SYSTEMS (system cards with inert EXPAND / UPGRADE / BUILD NEW affordances), SKILL TREE (tech cards unlocking new system builds/upgrades), MISSIONS (previous NEXT MISSION content), EVENT LOG (ship log terminal). All data is local placeholder constants.
- Left column: VESSEL METRICS progress rings replaced with scificn Progress bracket bars; SHIP SYSTEMS status panel, header stat cards and right column unchanged.
+2 -2
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@@ -46,8 +46,8 @@ Credentials are deliberately NOT stored in this file — see §1 for where they
## 7. App architecture quick map
- **Scaffolded (v0.1.0)** — stack proof only, no game systems yet; the rest of this section is what's built + what lands next.
- Next.js 16 App Router + React 19 + TypeScript strict, bun package manager (bun.lock), Node 22 in CI/Docker.
- **Frontend component layer: scificn-ui v0.1.0** (https://scificn.dev) — copy-paste model on Radix + Tailwind v4; components live in `components/ui/` (Button, Panel, Badge, Card, Alert, Tabs, StatCard, Terminal, StatusGrid, ProgressRing, BarChart, LineChart, NodeGraph, Progress), theme tokens in `app/globals.css`. The app's interface base is the scificn-ui **Mission Control** showcase layout (https://www.scificn.dev/showcase/mission-control) rebuilt as `components/mission-control.tsx` and rendered from `app/page.tsx`, with placeholder ship content — no game logic yet. As of v0.2.0 the operations panel is a 7-tab visual template (WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS, SKILL TREE, MISSIONS, EVENT LOG) built on NodeGraph + Card widgets; all data are local placeholder constants until real game systems land. Deliberate deviation from upstream: `--text-muted` brightened `#4A4A40` → `#6B6B5C` (+12pt lightness) for readability on the near-black background. Upstream repo has **no LICENSE file** — user-approved risk, keep components minimal and re-verify licensing before any redistribution of this codebase.
- SQLite via Drizzle ORM + sql.js (WASM, kept external in next.config.ts) at db/space-wanderer.db volume-mounted; schema designed to switch to Postgres later. Schema is EMPTY at scaffold stage — first game tables land with the turn engine.
- **Frontend component layer: scificn-ui v0.1.0** (https://scificn.dev) — copy-paste model on Radix + Tailwind v4; components live in `components/ui/` (Button, Panel, Badge, Card, Alert, Tabs, StatCard, Terminal, StatusGrid, ProgressRing, BarChart, LineChart, NodeGraph, Progress), theme tokens in `app/globals.css`. The app's interface base is the scificn-ui **Mission Control** showcase layout (https://www.scificn.dev/showcase/mission-control) rebuilt as `components/mission-control.tsx` and rendered from `app/page.tsx`, with placeholder ship content — no game logic yet. As of v0.2.0 the operations panel is a 7-tab visual template (WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS, SKILL TREE, MISSIONS, EVENT LOG) built on NodeGraph + Card widgets. As of v0.3.0 the WORLD MAP tab renders live data from `GET /api/world` (seeded world generation in `lib/game/`, save/jump/events via Drizzle/sql.js — single player, one save, no auth); the other tabs keep local placeholder constants until their own issues land. Deliberate deviation from upstream: `--text-muted` brightened `#4A4A40` → `#6B6B5C` (+12pt lightness) for readability on the near-black background. Upstream repo has **no LICENSE file** — user-approved risk, keep components minimal and re-verify licensing before any redistribution of this codebase.
- SQLite via Drizzle ORM + sql.js (WASM, kept external in next.config.ts) at db/space-wanderer.db volume-mounted; schema designed to switch to Postgres later. Game tables (`saves`, `solar_systems`, `jump_routes`, `events`) live since v0.3.0 — single-player save with seeded world generation + turn counter; DDL in `lib/db/client.ts` must stay in sync with `lib/db/schema.ts`.
- Vitest unit tests colocated (`**/*.test.ts`); Playwright e2e in `e2e/`, CI-only.
- Server-authoritative TURN engine in lib/ — unlike Flight-Ops there is NO tick loop or sim clock: state advances only when a player action resolves a turn, and every action endpoint returns the full post-action snapshot which the client applies immediately (polling optional/later for multiplayer).
- Plain React hooks for client state, no external store. **NO auth/accounts/multiplayer by design** (single player only) — there is no users/sessions table and no session headers; a "session" means the local single-player save slot in the DB, not an identity system. Do not copy Flight-Ops's lib/auth.ts / SignInScreen / admin patterns.
+27
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@@ -0,0 +1,27 @@
import { getGameDb } from '@/lib/db/client'
import { JumpError, jumpToSystem } from '@/lib/game/save'
// Jump to an adjacent solar system. Body: { "systemId": number }. Returns the fresh world 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 jumpToSystem(db, systemId))
} catch (err) {
if (err instanceof JumpError) {
return Response.json({ error: err.message }, { status: err.status })
}
throw err
}
}
+8
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@@ -0,0 +1,8 @@
import { getGameDb } from '@/lib/db/client'
import { getWorldState } from '@/lib/game/save'
// The full world state for the single active save; auto-initializes on first hit.
export async function GET() {
const db = await getGameDb()
return Response.json(await getWorldState(db))
}
+38 -88
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@@ -5,17 +5,18 @@ 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 { NodeGraph, type NodeGraphEdge, type NodeGraphNode } from '@/components/ui/node-graph'
import { Panel, PanelContent, PanelHeader, PanelTitle } from '@/components/ui/panel'
import { Progress } from '@/components/ui/progress'
import { StatCard } from '@/components/ui/stat-card'
import { StatusGrid, type SystemEntry } from '@/components/ui/status-grid'
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs'
import { Terminal, type TerminalLine } from '@/components/ui/terminal'
import { WorldMapPanel } from '@/components/world-map'
// 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), with
// placeholder SpaceWanderer content — no game logic yet. Single player, no auth, by design.
// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). The
// WORLD MAP tab renders live data from /api/world; the other tabs keep placeholder content
// until their own issues land. Single player, no auth, by design.
function useNarrow(threshold = 900): boolean {
const [narrow, setNarrow] = useState(
@@ -43,59 +44,18 @@ const shipSystems: SystemEntry[] = [
{ name: 'COMMS', status: 'ACTIVE' },
]
// WORLD MAP — every node is a solar system, edges are jump routes.
const worldMapNodes: NodeGraphNode[] = [
{ id: 'kepler', label: 'Kepler Drift', x: 50, y: 48, status: 'ACTIVE', sublabel: 'CURRENT' },
{ id: 'vesper', label: 'Vesper Reach', x: 22, y: 26, status: 'NEUTRAL', sublabel: '3 WORLDS' },
{ id: 'hollow', label: 'Hollow Gate', x: 74, y: 20, status: 'NEUTRAL', sublabel: '5 WORLDS' },
{ id: 'cinder', label: 'Cinder Field', x: 86, y: 56, status: 'WARNING', sublabel: 'RADIATION' },
{ id: 'lantern', label: 'Lantern Void', x: 30, y: 74, status: 'NEUTRAL', sublabel: '2 WORLDS' },
{ id: 'sable', label: 'Sable Reach', x: 8, y: 46, status: 'OFFLINE', sublabel: 'UNKNOWN' },
{ id: 'orpheus', label: 'Orpheus Deep', x: 52, y: 10, status: 'NEUTRAL', sublabel: '7 WORLDS' },
{ id: 'mire', label: 'Mire Station', x: 68, y: 84, status: 'ACTIVE', sublabel: 'OUTPOST' },
{ id: 'thalassa', label: 'Thalassa Bend', x: 12, y: 86, status: 'NEUTRAL', sublabel: '4 WORLDS' },
{ id: 'kuiper', label: 'Kuiper Shard', x: 90, y: 30, status: 'CRITICAL', sublabel: 'WARZONE' },
]
const worldMapEdges: NodeGraphEdge[] = [
{ from: 'kepler', to: 'vesper', animated: true },
{ from: 'kepler', to: 'hollow', label: 'JUMP-2' },
{ from: 'kepler', to: 'lantern', animated: true },
{ from: 'kepler', to: 'mire' },
{ from: 'vesper', to: 'orpheus' },
{ from: 'hollow', to: 'kuiper', label: 'JUMP-1' },
{ from: 'cinder', to: 'kuiper' },
{ from: 'lantern', to: 'thalassa' },
{ from: 'sable', to: 'vesper' },
{ from: 'mire', to: 'cinder' },
]
// LOCAL SYSTEM — the current system (regenerated per save after each jump, later).
const localSystemNodes: NodeGraphNode[] = [
{ id: 'star', label: 'Kepler-442', x: 50, y: 50, status: 'ACTIVE', sublabel: 'G2 STAR' },
{ id: 'aurelle', label: 'Aurelle', x: 18, y: 30, status: 'ACTIVE', sublabel: 'TERRESTRIAL' },
{ id: 'brimstone', label: 'Brimstone', x: 76, y: 24, status: 'NEUTRAL', sublabel: 'GAS GIANT' },
{ id: 'ashfall', label: 'Ashfall', x: 90, y: 52, status: 'WARNING', sublabel: 'MOON' },
{ id: 'cinderrock', label: 'Cinderrock', x: 74, y: 80, status: 'NEUTRAL', sublabel: 'ROCKY' },
{ id: 'driftband', label: 'Driftband', x: 30, y: 78, status: 'WARNING', sublabel: 'ASTEROID RING' },
{ id: 'palemoon', label: 'Palemoon', x: 8, y: 54, status: 'NEUTRAL', sublabel: 'MOON' },
]
const localSystemEdges: NodeGraphEdge[] = [
{ from: 'star', to: 'aurelle' },
{ from: 'star', to: 'brimstone' },
{ from: 'brimstone', to: 'ashfall', label: 'MOON' },
{ from: 'star', to: 'cinderrock' },
{ from: 'star', to: 'driftband' },
{ from: 'aurelle', to: 'palemoon', label: 'MOON' },
]
// LOCAL SYSTEM — explorable worlds of the current system (regenerated per save after each jump, later).
const explorablePlanets = [
{ name: 'AURELLE', type: 'TERRESTRIAL // OCEAN CONTINENTS', state: 'UNEXPLORED' as const },
{ name: 'BRIMSTONE', type: 'GAS GIANT // CLOUD DECKS', state: 'SCANNED' as const },
{ name: 'ASHFALL (MOON)', type: 'VOLCANIC MOON // SULFUR VEINS', state: 'UNEXPLORED' as const },
{ name: 'CINDERROCK', type: 'ROCKY // IRON RICH', state: 'UNEXPLORED' as const },
{ name: 'DRIFTBAND', type: 'ASTEROID FIELD // HAZARD', state: 'HAZARD' as const },
{
name: 'AURELLE', type: 'TERRESTRIAL // OCEAN CONTINENTS', state: 'UNEXPLORED' as const,
moons: [{ name: 'PALEMOON', type: 'ICE MOON // FROST PLAINS', state: 'UNEXPLORED' as const }],
},
{
name: 'BRIMSTONE', type: 'GAS GIANT // CLOUD DECKS', state: 'SCANNED' as const,
moons: [{ name: 'ASHFALL', type: 'VOLCANIC MOON // SULFUR VEINS', state: 'UNEXPLORED' as const }],
},
{ name: 'CINDERROCK', type: 'ROCKY // IRON RICH', state: 'UNEXPLORED' as const, moons: [] },
{ name: 'DRIFTBAND', type: 'ASTEROID FIELD // HAZARD', state: 'HAZARD' as const, moons: [] },
]
const crew = [
@@ -374,31 +334,14 @@ export function MissionControl() {
<TabsTrigger value="event-log">EVENT LOG</TabsTrigger>
</TabsList>
{/* WORLD MAP TAB */}
{/* WORLD MAP TAB — live data from /api/world */}
<TabsContent value="world-map" style={{ margin: 0, padding: '1rem' }}>
<NodeGraph
nodes={worldMapNodes}
edges={worldMapEdges}
variant="ACTIVE"
title="GALACTIC CHART // JUMP ROUTES (PLACEHOLDER)"
height={380}
style={{ width: '100%' }}
/>
<WorldMapPanel height={380} />
</TabsContent>
{/* LOCAL SYSTEM TAB */}
<TabsContent value="local-system" style={{ margin: 0, padding: '1rem' }}>
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}>
<NodeGraph
nodes={localSystemNodes}
edges={localSystemEdges}
variant="ACTIVE"
title="KEPLER DRIFT // LOCAL SYSTEM (PLACEHOLDER)"
height={280}
style={{ width: '100%' }}
/>
<div
<div
style={{
border: '1px solid var(--border)',
background: 'var(--surface)',
@@ -418,31 +361,39 @@ export function MissionControl() {
>
EXPLORABLE WORLDS // FIND THINGS HERE (PLACEHOLDER)
</div>
{explorablePlanets.map((planet, i) => (
{explorablePlanets.flatMap((planet) => [
{ name: planet.name, type: planet.type, state: planet.state, depth: 0 },
...planet.moons.map((moon) => ({
name: moon.name,
type: moon.type,
state: moon.state,
depth: 1,
})),
]).map((row, i, rows) => (
<div
key={planet.name}
key={row.name}
style={{
display: 'flex',
justifyContent: 'space-between',
alignItems: 'center',
gap: '0.5rem',
padding: '0.6rem 0.75rem',
padding: row.depth
? '0.6rem 0.75rem 0.6rem 1.75rem'
: '0.6rem 0.75rem',
borderBottom:
i < explorablePlanets.length - 1
? '1px solid var(--border)'
: 'none',
i < rows.length - 1 ? '1px solid var(--border)' : 'none',
}}
>
<div style={{ overflow: 'hidden' }}>
<div
style={{
fontSize: '0.68rem',
color: 'var(--text-secondary)',
color: row.depth ? 'var(--text-muted)' : 'var(--text-secondary)',
letterSpacing: '0.04em',
textTransform: 'uppercase',
}}
>
{planet.name}
{row.name}
</div>
<div
style={{
@@ -452,24 +403,23 @@ export function MissionControl() {
marginTop: '2px',
}}
>
{planet.type}
{row.type}
</div>
</div>
<Badge
variant={
planet.state === 'UNEXPLORED'
row.state === 'UNEXPLORED'
? 'SCANNING'
: planet.state === 'HAZARD'
: row.state === 'HAZARD'
? 'WARNING'
: 'ACTIVE'
}
>
{planet.state}
{row.state}
</Badge>
</div>
))}
</div>
</div>
</TabsContent>
{/* CREW TAB */}
+138
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@@ -0,0 +1,138 @@
'use client'
import { useCallback, useEffect, useState } from 'react'
import { Button } from '@/components/ui/button'
import { NodeGraph } from '@/components/ui/node-graph'
import type { WorldState } from '@/lib/game/save'
// WORLD MAP tab — the first live game panel: renders real world state from /api/world and
// offers a jump button per system adjacent to the current one (NodeGraph nodes are not
// clickable upstream, so the affordance lives in this list). Turn-based: fetch on mount,
// refetch via the jump response — no polling.
interface WorldMapPanelProps {
height?: number
}
export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
const [world, setWorld] = useState<WorldState | null>(null)
const [error, setError] = useState<string | null>(null)
const [jumpingId, setJumpingId] = useState<number | null>(null)
useEffect(() => {
let cancelled = false
fetch('/api/world')
.then(async (res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`)
return (await res.json()) as WorldState
})
.then((state) => {
if (!cancelled) setWorld(state)
})
.catch((err: unknown) => {
if (!cancelled) setError(err instanceof Error ? err.message : String(err))
})
return () => {
cancelled = true
}
}, [])
const jump = useCallback(async (systemId: number) => {
setJumpingId(systemId)
try {
const res = await fetch('/api/jump', {
method: 'POST',
headers: { 'content-type': 'application/json' },
body: JSON.stringify({ systemId }),
})
const body = (await res.json()) as WorldState & { error?: string }
if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`)
setWorld(body) // fresh state straight from the response — no refetch needed
} catch (err: unknown) {
setError(err instanceof Error ? err.message : String(err))
} finally {
setJumpingId(null)
}
}, [])
if (error && !world) {
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' }}>
CHART OFFLINE // {error.toUpperCase()}
</span>
</div>
)
}
if (!world) {
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' }}>SCANNING CHART…</span>
</div>
)
}
const current = world.systems.find((s) => s.current)!
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 (
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}>
<NodeGraph
nodes={world.systems.map((s) => ({
id: String(s.id),
label: s.name,
x: s.x,
y: s.y,
status: s.current ? 'ACTIVE' : s.discovered ? 'NEUTRAL' : 'OFFLINE',
sublabel: s.current ? 'CURRENT' : s.discovered ? 'DISCOVERED' : 'UNKNOWN',
}))}
edges={world.edges.map(([a, b]) => ({ from: String(a), to: String(b) }))}
variant="ACTIVE"
title={`GALACTIC CHART // JUMP ROUTES — TURN ${world.turn}`}
height={height}
style={{ width: '100%' }}
/>
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', overflow: 'hidden' }}>
<div
style={{
padding: '0.4rem 0.75rem',
borderBottom: '1px solid var(--border)',
background: 'var(--surface-raised)',
fontSize: '0.6rem',
color: 'var(--text-muted)',
letterSpacing: '0.12em',
textTransform: 'uppercase',
}}
>
JUMP ROUTES // FROM {current.name.toUpperCase()}
</div>
<div style={{ display: 'flex', flexWrap: 'wrap', gap: '0.5rem', padding: '0.6rem 0.75rem' }}>
{reachable.map((s) => (
<Button
key={s.id}
variant="OUTLINE"
size="SM"
disabled={jumpingId !== null}
onClick={() => void jump(s.id)}
>
{jumpingId === s.id ? 'JUMPING…' : `${s.name.toUpperCase()} // JUMP`}
</Button>
))}
</div>
</div>
{error && (
<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' }}>
JUMP FAILED // {error.toUpperCase()}
</span>
</div>
)}
</div>
)
}
+28
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@@ -1,5 +1,9 @@
import { expect, test } from '@playwright/test';
// Mirrors the /api/world 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 }
test('landing page loads with the SpaceWanderer title', async ({ page }) => {
await page.goto('/');
await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible();
@@ -21,6 +25,30 @@ test('tabs switch panels client-side (event log terminal)', async ({ page }) =>
await expect(page.getByText('SHIP LOG // PLACEHOLDER FEED')).toBeVisible();
});
test('world map shows the generated starting system and its neighbours', async ({ page }) => {
await page.goto('/');
// Live chart title carries the turn counter; a fresh save sits at the start with six jump routes.
await expect(page.getByText(/GALACTIC CHART \/\/ JUMP ROUTES — TURN \d+/)).toBeVisible();
const jumpButtons = page.getByRole('button', { name: /\/\/ JUMP$/ });
await expect(jumpButtons.first()).toBeVisible();
await expect(jumpButtons).toHaveCount(6);
});
test('jumping to an adjacent system updates the world state and turn counter', async ({ page }) => {
const before = (await (await page.request.get('/api/world')).json()) as WorldState;
const currentId = before.systems.find((s) => s.current)!.id;
const edge = before.edges.find(([a, b]) => a === currentId || b === currentId)!;
const targetId = edge[0] === currentId ? edge[1] : edge[0];
const targetName = before.systems.find((s) => s.id === targetId)!.name;
await page.goto('/');
await page.getByRole('button', { name: `${targetName.toUpperCase()} // JUMP` }).click();
const after = (await (await page.request.get('/api/world')).json()) as WorldState;
expect(after.turn).toBe(before.turn + 1);
expect(after.systems.find((s) => s.current)?.id).toBe(targetId);
});
test('GET /api/version reports the app version as JSON', async ({ page }) => {
const res = await page.request.get('/api/version');
expect(res.status()).toBe(200);
+18
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@@ -8,6 +8,10 @@ import { expect, test } from '@playwright/test';
const repoRoot = path.join(__dirname, '..');
const composeArgs = process.env.E2E_COMPOSE_ARGS ?? '';
// Mirrors the /api/world 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 }
test('app survives a container restart (stack + volume persistence)', async ({ page }) => {
test.setTimeout(180_000);
@@ -17,6 +21,15 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
const before = (await resBefore.json()) as { version: string };
expect(before.version).toMatch(/^\d+\.\d+\.\d+$/);
// 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;
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);
const worldJumped = (await jumpRes.json()) as WorldState;
// Restart the app container mid-run — the named DB volume must survive it.
execSync(`docker compose ${composeArgs} restart space-wanderer`, { cwd: repoRoot, stdio: 'pipe' });
@@ -37,6 +50,11 @@ test('app survives a container restart (stack + volume persistence)', async ({ p
expect(after).toBeDefined();
expect(after!.version).toBe(before.version); // same build, not a re-seeded stack
// Game state survived: same turn counter and jumped-to current system as before the restart.
const worldAfter = (await (await page.request.get('/api/world')).json()) as WorldState;
expect(worldAfter.turn).toBe(worldJumped.turn);
expect(worldAfter.systems.find((s) => s.current)?.id).toBe(targetId);
// The page itself serves again with the landing title.
await page.goto('/');
await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible();
+35 -4
View File
@@ -14,12 +14,43 @@ export interface GameDb {
file: string;
}
// CREATE TABLE statements mirroring lib/db/schema.ts — keep in sync. Game tables land with
// the turn engine; _meta is DB plumbing (not game state): a brand-new sql.js database exports
// as ZERO bytes, so without at least one real table there would be nothing valid to persist
// on the ./db volume from first boot.
// CREATE TABLE statements mirroring lib/db/schema.ts — keep in sync. _meta is DB plumbing
// (not game state): a brand-new sql.js database exports as ZERO bytes, so without at least
// one real table there would be nothing valid to persist on the ./db volume from first boot.
const DDL = `
CREATE TABLE IF NOT EXISTS _meta (key TEXT PRIMARY KEY, value TEXT);
CREATE TABLE IF NOT EXISTS saves (
id INTEGER PRIMARY KEY AUTOINCREMENT,
seed TEXT NOT NULL,
turn INTEGER NOT NULL DEFAULT 0,
created_at TEXT NOT NULL
);
CREATE TABLE IF NOT EXISTS solar_systems (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
name TEXT NOT NULL,
x REAL NOT NULL,
y REAL NOT NULL,
discovered INTEGER NOT NULL DEFAULT 0,
is_current INTEGER NOT NULL DEFAULT 0
);
CREATE TABLE IF NOT EXISTS jump_routes (
from_system INTEGER NOT NULL REFERENCES solar_systems(id),
to_system INTEGER NOT NULL REFERENCES solar_systems(id),
PRIMARY KEY (from_system, to_system)
);
CREATE TABLE IF NOT EXISTS events (
id INTEGER PRIMARY KEY AUTOINCREMENT,
save_id INTEGER NOT NULL REFERENCES saves(id),
turn INTEGER NOT NULL,
type TEXT NOT NULL,
message TEXT NOT NULL,
created_at TEXT NOT NULL
);
`;
// SPACE_WANDERER_DB_PATH override exists so unit tests can point at a temp file instead
+44 -3
View File
@@ -1,6 +1,47 @@
// Drizzle schema for game state. EMPTY on purpose at scaffold stage (v0.1.0) — no game
// tables yet; the first turn-engine/ship/crew tables land with the first game systems.
import { integer, primaryKey, real, sqliteTable, text } from 'drizzle-orm/sqlite-core'
// 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.
// Column names/types here are the source of truth; matching CREATE TABLE statements live
// in lib/db/client.ts (DDL) and must stay in sync with this file.
export {};
export const saves = sqliteTable('saves', {
id: integer('id').primaryKey({ autoIncrement: true }),
// Seed for the deterministic world generator — same seed always regenerates the same world.
seed: text('seed').notNull(),
turn: integer('turn').notNull().default(0),
createdAt: text('created_at').notNull(),
})
export const solarSystems = sqliteTable('solar_systems', {
id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id),
name: text('name').notNull(),
// 0–100 coordinate space, rendered directly by the NodeGraph component.
x: real('x').notNull(),
y: real('y').notNull(),
discovered: integer('discovered', { mode: 'boolean' }).notNull().default(false),
isCurrent: integer('is_current', { mode: 'boolean' }).notNull().default(false),
})
// Jump routes, stored as directed pairs (both directions of each route) so adjacency and
// "reachable from current" are single-row lookups. Read side dedupes for display.
export const jumpRoutes = sqliteTable(
'jump_routes',
{
fromSystem: integer('from_system').notNull().references(() => solarSystems.id),
toSystem: integer('to_system').notNull().references(() => solarSystems.id),
},
(t) => [primaryKey({ columns: [t.fromSystem, t.toSystem] })],
)
// Append-only game log. Writers so far: new-game + jump events; later issues add more
// writers and a read endpoint.
export const events = sqliteTable('events', {
id: integer('id').primaryKey({ autoIncrement: true }),
saveId: integer('save_id').notNull().references(() => saves.id),
turn: integer('turn').notNull(),
type: text('type').notNull(),
message: text('message').notNull(),
createdAt: text('created_at').notNull(),
})
+132
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@@ -0,0 +1,132 @@
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 { getWorldState, jumpToSystem, type WorldState } from './save'
const dirs: string[] = []
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-save-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 })
})
function currentOf(world: WorldState): WorldState['systems'][number] {
const current = world.systems.filter((s) => s.current)
expect(current).toHaveLength(1)
return current[0]
}
describe('ensureSave / getWorldState', () => {
it('auto-initializes a save on first read: start + 6 neighbours, turn 0, new_game event', async () => {
const { db } = await freshFile()
const world = await getWorldState(db)
expect(world.turn).toBe(0)
expect(world.systems).toHaveLength(7)
expect(currentOf(world).discovered).toBe(true)
expect(world.systems.filter((s) => !s.discovered)).toHaveLength(6)
expect(world.edges).toHaveLength(12) // start↔each neighbour + ring cycle
const ids = new Set(world.systems.map((s) => s.id))
for (const [a, b] of world.edges) {
expect(ids.has(a)).toBe(true)
expect(ids.has(b)).toBe(true)
}
const rows = db.raw.exec('SELECT type, turn FROM events ORDER BY id')
expect(rows[0].values).toEqual([['new_game', 0]])
})
it('is idempotent — a second read does not regenerate the world', async () => {
const { db } = await freshFile()
const first = await getWorldState(db)
const second = await getWorldState(db)
expect(second).toEqual(first)
})
})
describe('jumpToSystem validation', () => {
it('rejects unknown systems with 404 and jumping to the current system with 409', async () => {
const { db } = await freshFile()
const world = await getWorldState(db)
const start = currentOf(world)
await expect(jumpToSystem(db, 999_999)).rejects.toMatchObject({ status: 404 })
await expect(jumpToSystem(db, start.id)).rejects.toMatchObject({ status: 409 })
const after = await getWorldState(db)
expect(after.turn).toBe(0) // rejected jumps mutate nothing
expect(currentOf(after).id).toBe(start.id)
})
it('rejects non-adjacent systems with 409 and leaves state untouched', async () => {
const { db } = await freshFile()
const w0 = await getWorldState(db)
const start = currentOf(w0)
// Every initial neighbour is adjacent to the start, so jump once first.
const n0 = w0.systems.find((s) => !s.current)!
await jumpToSystem(db, n0.id)
const w1 = await getWorldState(db)
expect(currentOf(w1).id).toBe(n0.id)
// A system with no route to the current one (ring members two steps away qualify).
const adjacent = new Set(
w1.edges.filter(([a, b]) => a === n0.id || b === n0.id).flatMap(([a, b]) => [a, b]),
)
const far = w1.systems.find((s) => !adjacent.has(s.id))!
await expect(jumpToSystem(db, far.id)).rejects.toMatchObject({ status: 409 })
const after = await getWorldState(db)
expect(after.turn).toBe(1)
expect(currentOf(after).id).toBe(n0.id)
})
})
describe('jumpToSystem success path', () => {
it('sets current, increments turn, discovers the target and grows the chart', async () => {
const { db } = await freshFile()
const w0 = await getWorldState(db)
const start = currentOf(w0)
const target = w0.systems.find((s) => !s.current)! // all initial neighbours are adjacent to the start
const after = await jumpToSystem(db, target.id)
expect(after.turn).toBe(1)
expect(currentOf(after).id).toBe(target.id)
expect(after.systems.find((s) => s.id === target.id)!.discovered).toBe(true)
// Expansion: 4 new undiscovered neighbours around the target, each routed to it.
const fresh = after.systems.filter((s) => !w0.systems.some((p) => p.id === s.id))
expect(fresh).toHaveLength(4)
expect(fresh.every((s) => !s.discovered)).toBe(true)
for (const n of fresh) {
expect(after.edges.some(([a, b]) => (a === target.id && b === n.id) || (a === n.id && b === target.id))).toBe(true)
}
const rows = db.raw.exec('SELECT type, turn FROM events ORDER BY id')
expect(rows[0].values).toEqual([['new_game', 0], ['jump', 1]])
})
it('persists the current system and turn across a DB reopen (container restart)', async () => {
const { db, file } = await freshFile()
const w0 = await getWorldState(db)
const target = w0.systems.find((s) => !s.current)!
const after = await jumpToSystem(db, target.id)
const reopened = await openGameDb(file) // a new process would see the same file
const again = await getWorldState(reopened)
expect(again.turn).toBe(after.turn)
expect(currentOf(again).id).toBe(target.id)
expect(again.systems).toHaveLength(after.systems.length)
})
})
+147
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@@ -0,0 +1,147 @@
import { eq } from 'drizzle-orm'
import type { GameDb } from '@/lib/db/client'
import { persist } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { generateRing, generateStartRegion, mulberry32 } from './world'
// Save lifecycle: auto-init on first hit, world state reads, and the jump action.
// Single-player by design — exactly one save row ever exists, so every query below is
// unscoped (there is nothing to scope against).
export interface WorldSystemDto {
id: number
name: string
x: number
y: number
discovered: boolean
current: boolean
}
export interface WorldState {
systems: WorldSystemDto[]
edges: [number, number][] // undirected system-id pairs, deduped + sorted for stable output
turn: number
}
// Carries an HTTP status so route handlers can map failures to responses without re-parsing.
export class JumpError extends Error {
constructor(
public readonly status: number,
message: string,
) {
super(message)
}
}
function newSeed(): string {
const buf = new Uint32Array(1)
crypto.getRandomValues(buf)
return String(buf[0])
}
// Deterministic per save+turn: the whole world of a seed is reproducible from (seed, turn).
function expansionRng(seed: string, turn: number): () => number {
return mulberry32((Number(seed) + turn * 1_000_003) >>> 0)
}
async function insertSystems(db: GameDb, saveId: number, systems: { name: string; x: number; y: number }[], discovered: boolean): Promise<Map<string, number>> {
const rows = await db.db
.insert(schema.solarSystems)
.values(systems.map((s) => ({ saveId, name: s.name, x: s.x, y: s.y, discovered })))
.returning({ id: schema.solarSystems.id, name: schema.solarSystems.name })
return new Map(rows.map((r) => [r.name, r.id]))
}
async function insertRoutes(db: GameDb, edges: [number, number][], resolve: (index: number) => number): Promise<void> {
for (const [a, b] of edges) {
const from = resolve(a)
const to = resolve(b)
await db.db.insert(schema.jumpRoutes).values({ fromSystem: from, toSystem: to })
await db.db.insert(schema.jumpRoutes).values({ fromSystem: to, toSystem: from }) // both directions → adjacency is a single-row lookup
}
}
// Creates the save + starting region when the DB has none. No-op otherwise — safe to call
// on every request (single player, one process: check-then-insert cannot race in practice).
export async function ensureSave(db: GameDb): Promise<void> {
const existing = await db.db.select().from(schema.saves).limit(1)
if (existing.length > 0) return
const seed = newSeed()
const region = generateStartRegion(mulberry32(Number(seed)))
const nowIso = new Date().toISOString()
const [save] = await db.db.insert(schema.saves).values({ seed, turn: 0, createdAt: nowIso }).returning()
// All inserted as undiscovered first; the start is then marked discovered + current.
const ids = await insertSystems(db, save.id, [region.start, ...region.neighbors], false)
const startId = ids.get(region.start.name)!
await db.db.update(schema.solarSystems).set({ discovered: true, isCurrent: true }).where(eq(schema.solarSystems.id, startId))
const resolve = (index: number) => (index === 0 ? startId : ids.get(region.neighbors[index - 1].name)!)
await insertRoutes(db, region.edges, resolve)
await db.db.insert(schema.events).values({ saveId: save.id, turn: 0, type: 'new_game', message: `New game — seed ${seed}, starting system ${region.start.name}`, createdAt: nowIso })
await persist(db)
}
export async function getWorldState(db: GameDb): Promise<WorldState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const systems = await db.db.select().from(schema.solarSystems)
const routes = await db.db.select().from(schema.jumpRoutes)
// Dedupe the stored directed pairs into sorted undirected edges.
const seen = new Set<string>()
const edges: [number, number][] = []
for (const r of routes) {
const a = Math.min(r.fromSystem, r.toSystem)
const b = Math.max(r.fromSystem, r.toSystem)
const key = `${a}-${b}`
if (!seen.has(key)) {
seen.add(key)
edges.push([a, b])
}
}
return {
systems: systems.map((s) => ({ id: s.id, name: s.name, x: s.x, y: s.y, discovered: s.discovered, current: s.isCurrent })),
edges,
turn: save.turn,
}
}
export async function jumpToSystem(db: GameDb, systemId: number): Promise<WorldState> {
await ensureSave(db)
const [save] = await db.db.select().from(schema.saves).limit(1)
const systems = await db.db.select().from(schema.solarSystems)
const target = systems.find((s) => s.id === systemId)
if (!target) throw new JumpError(404, `Unknown system ${systemId}`)
const current = systems.find((s) => s.isCurrent)!
if (current.id === target.id) throw new JumpError(409, 'Already at this system')
const routes = await db.db.select().from(schema.jumpRoutes)
const adjacent = routes.some((r) => r.fromSystem === current.id && r.toSystem === target.id)
if (!adjacent) throw new JumpError(409, `${target.name} is not reachable from ${current.name}`)
const turn = save.turn + 1
await db.db.update(schema.solarSystems).set({ isCurrent: false }).where(eq(schema.solarSystems.id, current.id))
await db.db.update(schema.solarSystems).set({ isCurrent: true, discovered: true }).where(eq(schema.solarSystems.id, target.id))
if (!target.discovered) {
// Growing the chart: a ring of new (undiscovered) neighbours around the newly reached
// system, so there is always somewhere to jump next and a route back.
const rng = expansionRng(save.seed, turn)
const takenNames = new Set(systems.map((s) => s.name))
const ring = generateRing(rng, target.x, target.y, takenNames, systems)
const ids = await insertSystems(db, save.id, ring.systems, false)
const resolve = (index: number) => (index === 0 ? target.id : ids.get(ring.systems[index - 1].name)!)
await insertRoutes(db, ring.edges, resolve)
}
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 persist(db)
return getWorldState(db)
}
+79
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@@ -0,0 +1,79 @@
import { describe, expect, it } from 'vitest'
import { generateRing, generateStartRegion, makeName, mulberry32 } from './world'
describe('generateStartRegion', () => {
const region = generateStartRegion(mulberry32(42))
it('produces a starting system plus six neighbours', () => {
expect(region.neighbors).toHaveLength(6)
expect(region.start.x).toBe(50)
expect(region.start.y).toBe(50)
})
it('gives every system a unique name and in-bounds coordinates', () => {
const all = [region.start, ...region.neighbors]
const names = all.map((s) => s.name)
expect(new Set(names).size).toBe(names.length)
for (const s of all) {
expect(s.x).toBeGreaterThanOrEqual(0)
expect(s.x).toBeLessThanOrEqual(100)
expect(s.y).toBeGreaterThanOrEqual(0)
expect(s.y).toBeLessThanOrEqual(100)
}
})
it('connects the start to every neighbour and closes the ring cycle', () => {
const n = region.neighbors.length
// anchor↔each member (n edges) + ring cycle (n edges)
expect(region.edges).toHaveLength(n * 2)
for (let i = 0; i < n; i++) {
expect(region.edges).toContainEqual([0, i + 1])
expect(region.edges).toContainEqual([i + 1, ((i + 1) % n) + 1])
}
// every edge endpoint is a valid index into [start, ...neighbors]
for (const [a, b] of region.edges) {
expect(a).toBeGreaterThanOrEqual(0)
expect(a).toBeLessThan(n + 1)
expect(b).toBeGreaterThanOrEqual(0)
expect(b).toBeLessThan(n + 1)
}
})
it('is deterministic under a fixed seed and differs across seeds', () => {
const again = generateStartRegion(mulberry32(42))
expect(again).toEqual(region)
const other = generateStartRegion(mulberry32(43))
expect(other.start.name !== region.start.name || other.neighbors[0].name !== region.neighbors[0].name).toBe(true)
})
})
describe('generateRing (expansion)', () => {
it('adds four systems spaced away from the anchor and existing positions', () => {
const takenNames = new Set(['Kepler Drift'])
const takenPositions = [{ name: 'Kepler Drift', x: 50, y: 50 }]
const ring = generateRing(mulberry32(7), 50, 50, takenNames, takenPositions)
expect(ring.systems).toHaveLength(4)
const ringNames = ring.systems.map((s) => s.name)
for (const s of ring.systems) {
expect(Math.hypot(s.x - 50, s.y - 50)).toBeGreaterThanOrEqual(16)
expect(s.name).not.toBe('Kepler Drift') // never reuses a pre-taken name
}
expect(new Set(ringNames).size).toBe(4) // and makeName claimed them into the set
for (const n of ringNames) expect(takenNames.has(n)).toBe(true)
expect(ring.edges).toHaveLength(8) // anchor↔each + cycle
for (const [a, b] of ring.edges) {
expect(a).toBeGreaterThanOrEqual(0)
expect(a).toBeLessThan(5)
expect(b).toBeGreaterThanOrEqual(0)
expect(b).toBeLessThan(5)
}
})
it('never reuses a taken name', () => {
const rng = mulberry32(1)
const taken = new Set<string>()
for (let i = 0; i < 40; i++) makeName(rng, taken)
expect(taken.size).toBe(40)
})
})
+125
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@@ -0,0 +1,125 @@
// Pure, seeded world generation — no DB, no Date, no Math.random. The same seed always
// yields the same world, which is what makes unit tests (and save regeneration) deterministic.
export interface WorldSystem {
name: string
x: number // 0–100 coordinate space, rendered directly by NodeGraph
y: number
}
export const START_X = 50
export const START_Y = 50
const START_RING = 6 // neighbours around the starting system on a new game
const EXPAND_RING = 4 // new neighbours generated when jumping into an undiscovered system
const MIN_SPACING = 16 // minimum distance between any two systems in the 0–100 space
// mulberry32 — small fast seeded PRNG; plenty for name/position picking.
export function mulberry32(seed: number): () => number {
let a = seed >>> 0
return () => {
a |= 0
a = (a + 0x6d2b79f5) | 0
let t = Math.imul(a ^ (a >>> 15), 1 | a)
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
}
const FIRST = [
'KEPLER', 'VESPER', 'HOLLOW', 'CINDER', 'LANTERN', 'SABLE', 'ORPHEUS', 'MIRE',
'THALASSA', 'KUIPER', 'AURELLE', 'BRIMSTONE', 'EMBER', 'FROST', 'GALE', 'IRON',
]
const SECOND = ['DRIFT', 'REACH', 'GATE', 'FIELD', 'VOID', 'DEEP', 'BEND', 'SHARD']
function title(word: string): string {
return word.charAt(0) + word.slice(1).toLowerCase()
}
// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one.
export function makeName(rng: () => number, taken: Set<string>): string {
for (;;) {
const name = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
if (!taken.has(name)) {
taken.add(name)
return name
}
}
}
function clamp(v: number): number {
return Math.min(96, Math.max(4, v))
}
// Places `count` systems on a ring around (cx,cy), nudging each candidate until it is at
// least MIN_SPACING away from every known position. After 12 tries it accepts the last
// candidate anyway — ponytail: a slightly crowded node beats an infinite loop; with ≤6
// rings per region and spacing 16 in a 0–100 box this never triggers in practice.
function placeRing(
rng: () => number,
cx: number,
cy: number,
count: number,
takenNames: Set<string>,
takenPositions: WorldSystem[],
): WorldSystem[] {
const placed: WorldSystem[] = []
for (let i = 0; i < count; i++) {
const baseAngle = (i / count) * Math.PI * 2 + (rng() - 0.5) * 0.6
let x = cx
let y = cy
for (let attempt = 0; attempt < 12; attempt++) {
const angle = baseAngle + attempt * 0.45
const radius = 26 + rng() * 8
x = clamp(cx + Math.cos(angle) * radius)
y = clamp(cy + Math.sin(angle) * radius)
if ([...takenPositions, ...placed].every((p) => Math.hypot(p.x - x, p.y - y) >= MIN_SPACING)) break
}
placed.push({ name: makeName(rng, takenNames), x, y })
}
return placed
}
// Edges for a ring of n members around an anchor at index 0: anchor↔each member plus the
// cycle connecting consecutive members (so every system has ≥2 routes and you can always
// get back). Pairs are indices into [anchor, ...members].
function ringEdges(n: number): [number, number][] {
const edges: [number, number][] = []
for (let i = 0; i < n; i++) {
edges.push([0, i + 1])
edges.push([i + 1, ((i + 1) % n) + 1])
}
return edges
}
export interface StartRegion {
start: WorldSystem
neighbors: WorldSystem[]
edges: [number, number][] // indices into [start, ...neighbors]
}
// New game: the starting system at chart centre plus a ring of undiscovered neighbours.
export function generateStartRegion(rng: () => number): StartRegion {
const taken = new Set<string>()
const start: WorldSystem = { name: makeName(rng, taken), x: START_X, y: START_Y }
const neighbors = placeRing(rng, START_X, START_Y, START_RING, taken, [start])
return { start, neighbors, edges: ringEdges(neighbors.length) }
}
export interface RingRegion {
systems: WorldSystem[]
edges: [number, number][] // indices into [anchor, ...systems] — index 0 is the anchor itself
}
// Jumping into an undiscovered system grows the chart: a fresh ring of (undiscovered)
// neighbours around it. `takenNames`/`takenPositions` are every system already in the save.
export function generateRing(
rng: () => number,
anchorX: number,
anchorY: number,
takenNames: Set<string>,
takenPositions: WorldSystem[],
): RingRegion {
const systems = placeRing(rng, anchorX, anchorY, EXPAND_RING, takenNames, takenPositions)
return { systems, edges: ringEdges(systems.length) }
}
+14 -2
View File
@@ -3,8 +3,20 @@ import { describe, expect, it } from 'vitest';
import { openApiSpec } from './openapi';
describe('OpenAPI spec', () => {
it('documents exactly the one public endpoint (scaffold stage)', () => {
expect(Object.keys(openApiSpec.paths).sort()).toEqual(['/api/version']);
it('documents every public endpoint', () => {
expect(Object.keys(openApiSpec.paths).sort()).toEqual(['/api/jump', '/api/version', '/api/world']);
});
it('describes the world endpoints as WorldState in and out', () => {
const world = openApiSpec.paths['/api/world'].get.responses[200].content['application/json'].schema;
expect(world.$ref).toBe('#/components/schemas/WorldState');
const jump = openApiSpec.paths['/api/jump'].post;
expect(jump.requestBody.content['application/json'].schema.$ref).toBe('#/components/schemas/JumpRequest');
expect(jump.responses[200].content['application/json'].schema.$ref).toBe('#/components/schemas/WorldState');
for (const status of ['400', '404', '409'] as const) {
expect(jump.responses[status].content['application/json'].schema.$ref).toBe('#/components/schemas/Error');
}
});
it('keeps info.version in sync with package.json', () => {
+113 -1
View File
@@ -8,7 +8,7 @@ export const openApiSpec = {
info: {
title: 'SpaceWanderer API',
description:
'JSON API for SpaceWanderer — a single-player turn-based space adventure. Scaffold stage: app metadata only; game endpoints (turn actions, state snapshots) land with the first game systems.',
'JSON API for SpaceWanderer — a single-player turn-based space adventure (one save, no accounts). World endpoints: read the generated world state and jump between adjacent solar systems.',
// Sourced from package.json so it stays in sync with every version bump.
version: pkg.version,
},
@@ -32,6 +32,74 @@ export const openApiSpec = {
},
},
},
'/api/world': {
get: {
summary: 'World state',
description:
'The full world of the single active save — every known solar system, jump routes and the turn counter. Auto-initializes a new game (seeded world generation) when no save exists yet.',
operationId: 'getWorld',
responses: {
200: {
description: 'Current world state',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/WorldState' },
},
},
},
},
},
},
'/api/jump': {
post: {
summary: 'Jump to an adjacent solar system',
description:
'Validates that the target is a jump route away from the current system, sets it as current (discovering it if new and generating its neighbours), increments the turn counter and writes a jump event. Returns the fresh world state.',
operationId: 'jumpToSystem',
requestBody: {
required: true,
content: {
'application/json': {
schema: { $ref: '#/components/schemas/JumpRequest' },
},
},
},
responses: {
200: {
description: 'Fresh world state after the jump',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/WorldState' },
},
},
},
400: {
description: 'Malformed body or non-integer systemId',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
404: {
description: 'Unknown system id',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
409: {
description: 'Target is not adjacent to the current system (or is the current system itself)',
content: {
'application/json': {
schema: { $ref: '#/components/schemas/Error' },
},
},
},
},
},
},
},
components: {
schemas: {
@@ -42,6 +110,50 @@ export const openApiSpec = {
},
required: ['version'],
},
WorldSystem: {
type: 'object',
properties: {
id: { type: 'integer' },
name: { type: 'string' },
x: { type: 'number', description: '0–100 chart coordinate' },
y: { type: 'number', description: '0–100 chart coordinate' },
discovered: { type: 'boolean' },
current: { type: 'boolean', description: 'True for the system the ship is in now' },
},
required: ['id', 'name', 'x', 'y', 'discovered', 'current'],
},
WorldState: {
type: 'object',
properties: {
systems: { type: 'array', items: { $ref: '#/components/schemas/WorldSystem' } },
edges: {
type: 'array',
description: 'Undirected jump routes as [fromId, toId] pairs (sorted, deduped)',
items: {
type: 'array',
items: { type: 'integer' },
minItems: 2,
maxItems: 2,
},
},
turn: { type: 'integer', description: 'Turn counter — one per jump' },
},
required: ['systems', 'edges', 'turn'],
},
JumpRequest: {
type: 'object',
properties: {
systemId: { type: 'integer', description: 'solar_systems.id of the jump target' },
},
required: ['systemId'],
},
Error: {
type: 'object',
properties: {
error: { type: 'string' },
},
required: ['error'],
},
},
},
};
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "space-wanderer",
"version": "0.2.0",
"version": "0.3.0",
"private": true,
"scripts": {
"dev": "next dev -p 3000",