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@@ -1,5 +1,58 @@
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# Changelog
|
||||
|
||||
## v0.9.11 — 2026-09-29 14:49
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||||
- NAVIGATION AI now enables multi-system jumps (#35): once the existing root tech is researched, `/api/jump` accepts targets up to two hops away (BFS over jump routes) and a multi-hop jump costs one turn per hop — single-hop jumps keep their existing cost. On the WORLD MAP chart, two-hop systems become clickable JUMP fields with a distinct `// JUMP ×2` sublabel; without the tech the range stays adjacent-only as before.
|
||||
- e2e: new spec researches NAVIGATION AI (scan loop + SKILL TREE UI) and jumps to a two-hop system in one action, asserting the world state and the +2 turn cost; the world-map button-count spec now derives its expected count from the save's tech state so it holds across retries on the shared CI DB.
|
||||
|
||||
## 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.
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## v0.9.9 — 2026-09-29 11:21
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- 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.
|
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## v0.9.8 — 2026-09-29 10:20
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- 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.
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- 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.
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||||
|
||||
## v0.9.7 — 2026-09-29 09:59
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- 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).
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||||
- 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
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- 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.
|
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- e2e: new smoke spec — click CREW, reload, assert `aria-selected=true` again (fresh context per run/retry, no API state touched, idempotent).
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|
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## v0.9.5 — 2026-09-29 09:13
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- 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.
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- `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.
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- 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.
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|
||||
## v0.9.4 — 2026-09-29 08:29
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- 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.
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||||
- 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.
|
||||
|
||||
@@ -160,6 +160,12 @@ body {
|
||||
-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 {
|
||||
min-height: 100vh;
|
||||
}
|
||||
|
||||
@@ -10,6 +10,9 @@
|
||||
"@radix-ui/react-tabs": "^1.1.13",
|
||||
"class-variance-authority": "^0.7.1",
|
||||
"clsx": "^2.1.1",
|
||||
"d3-force": "^3.0.0",
|
||||
"d3-selection": "^3.0.0",
|
||||
"d3-zoom": "^3.0.0",
|
||||
"drizzle-orm": "^0.45.2",
|
||||
"next": "^16.3.5",
|
||||
"react": "^19.3.0",
|
||||
@@ -20,6 +23,9 @@
|
||||
"devDependencies": {
|
||||
"@playwright/test": "1.63.0",
|
||||
"@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/react": "^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/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/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=="],
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"d3-color": ["d3-color@3.1.0", "", {}, "sha512-zg/chbXyeBtMQ1LbD/WSoW2DpC3I0mpmPdW+ynRTj/x2DAWYrIY7qeZIHidozwV24m4iavr15lNwIwLxRmOxhA=="],
|
||||
|
||||
"d3-dispatch": ["d3-dispatch@3.0.1", "", {}, "sha512-rzUyPU/S7rwUflMyLc1ETDeBj0NRuHKKAcvukozwhshr6g6c5d8zh4c2gQjY2bZ0dXeGLWc1PF174P2tVvKhfg=="],
|
||||
|
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"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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|
||||
"d3-interpolate": ["d3-interpolate@3.0.1", "", { "dependencies": { "d3-color": "1 - 3" } }, "sha512-3bYs1rOD33uo8aqJfKP3JWPAibgw8Zm2+L9vBKEHJ2Rg+viTR7o5Mmv5mZcieN+FRYaAOWX5SJATX6k1PWz72g=="],
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||||
|
||||
"d3-quadtree": ["d3-quadtree@3.0.1", "", {}, "sha512-04xDrxQTDTCFwP5H6hRhsRcb9xxv2RzkcsygFzmkSIOJy3PeRJP7sNk3VRIbKXcog561P9oU0/rVH6vDROAgUw=="],
|
||||
|
||||
"d3-selection": ["d3-selection@3.0.0", "", {}, "sha512-fmTRWbNMmsmWq6xJV8D19U/gw/bwrHfNXxrIN+HfZgnzqTHp9jOmKMhsTUjXOJnZOdZY9Q28y4yebKzqDKlxlQ=="],
|
||||
|
||||
"d3-timer": ["d3-timer@3.0.1", "", {}, "sha512-ndfJ/JxxMd3nw31uyKoY2naivF+r29V+Lc0svZxe1JvvIRmi8hUsrMvdOwgS1o6uBHmiz91geQ0ylPP0aj1VUA=="],
|
||||
|
||||
"d3-transition": ["d3-transition@3.0.1", "", { "dependencies": { "d3-color": "1 - 3", "d3-dispatch": "1 - 3", "d3-ease": "1 - 3", "d3-interpolate": "1 - 3", "d3-timer": "1 - 3" }, "peerDependencies": { "d3-selection": "2 - 3" } }, "sha512-ApKvfjsSR6tg06xrL434C0WydLr7JewBB3V+/39RMHsaXTOG0zmt/OAXeng5M5LBm0ojmxJrpomQVZ1aPvBL4w=="],
|
||||
|
||||
"d3-zoom": ["d3-zoom@3.0.0", "", { "dependencies": { "d3-dispatch": "1 - 3", "d3-drag": "2 - 3", "d3-interpolate": "1 - 3", "d3-selection": "2 - 3", "d3-transition": "2 - 3" } }, "sha512-b8AmV3kfQaqWAuacbPuNbL6vahnOJflOhexLzMMNLga62+/nh0JzvJ0aO/5a5MVgUFGS7Hu1P9P03o3fJkDCyw=="],
|
||||
|
||||
"detect-libc": ["detect-libc@2.1.2", "", {}, "sha512-Btj2BOOO83o3WyH59e8MgXsxEQVcarkUOpEYrubB0urwnN10yQ364rsiByU11nZlqWYZm05i/of7io4mzihBtQ=="],
|
||||
|
||||
"drizzle-orm": ["drizzle-orm@0.45.3", "", { "peerDependencies": { "@aws-sdk/client-rds-data": ">=3", "@cloudflare/workers-types": ">=4", "@electric-sql/pglite": ">=0.2.0", "@libsql/client": ">=0.10.0", "@libsql/client-wasm": ">=0.10.0", "@neondatabase/serverless": ">=0.10.0", "@netlify/db": ">=0.4.0", "@op-engineering/op-sqlite": ">=2", "@opentelemetry/api": "^1.4.1", "@planetscale/database": ">=1.13", "@prisma/client": "*", "@tidbcloud/serverless": "*", "@types/better-sqlite3": "*", "@types/pg": "*", "@types/sql.js": "*", "@upstash/redis": ">=1.34.7", "@vercel/postgres": ">=0.8.0", "@xata.io/client": "*", "better-sqlite3": ">=7", "bun-types": "*", "expo-sqlite": ">=14.0.0", "gel": ">=2", "knex": "*", "kysely": "*", "mysql2": ">=2", "pg": ">=8", "postgres": ">=3", "prisma": "*", "sql.js": ">=1", "sqlite3": ">=5" }, "optionalPeers": ["@aws-sdk/client-rds-data", "@cloudflare/workers-types", "@electric-sql/pglite", "@libsql/client", "@libsql/client-wasm", "@neondatabase/serverless", "@netlify/db", "@op-engineering/op-sqlite", "@opentelemetry/api", "@planetscale/database", "@prisma/client", "@tidbcloud/serverless", "@types/better-sqlite3", "@types/pg", "@types/sql.js", "@upstash/redis", "@vercel/postgres", "@xata.io/client", "better-sqlite3", "bun-types", "expo-sqlite", "gel", "knex", "kysely", "mysql2", "pg", "postgres", "prisma", "sql.js", "sqlite3"] }, "sha512-CAloER21cDdcgZ1OmjrZX82EeRNsdP+y0onX/eyoYDaYzki/adrAa91lzM5jWh7zZPK4qUbw/6LGv9J+A+uizA=="],
|
||||
|
||||
+37
-86
@@ -1,69 +1,50 @@
|
||||
'use client'
|
||||
|
||||
import { useCallback, useEffect, useState } from 'react'
|
||||
import { useCallback, useState } from 'react'
|
||||
import { Badge } from '@/components/ui/badge'
|
||||
import { Button } from '@/components/ui/button'
|
||||
import type { ExploreResult, SystemState } from '@/lib/game/save'
|
||||
import type { FoundItem } from '@/lib/game/world'
|
||||
|
||||
// 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
|
||||
// applied directly (no polling). Turn-based: one scan costs a turn, each body once.
|
||||
// EXPLORE button per unexplored row. The parent (MissionControl) owns the /api/system state so
|
||||
// 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() {
|
||||
const [state, setState] = useState<SystemState | null>(null)
|
||||
interface LocalSystemPanelProps {
|
||||
system: SystemState | null
|
||||
onChanged: (next: SystemState) => void
|
||||
}
|
||||
|
||||
export function LocalSystemPanel({ system, onChanged }: LocalSystemPanelProps) {
|
||||
const [lastOutcome, setLastOutcome] = useState<FoundItem[] | null>(null)
|
||||
const [error, setError] = useState<string | null>(null)
|
||||
const [exploringId, setExploringId] = useState<number | null>(null)
|
||||
|
||||
useEffect(() => {
|
||||
let cancelled = false
|
||||
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)
|
||||
try {
|
||||
const res = await fetch('/api/explore', {
|
||||
method: 'POST',
|
||||
headers: { 'content-type': 'application/json' },
|
||||
body: JSON.stringify({ planetId }),
|
||||
})
|
||||
const body = (await res.json()) as ExploreResult & { error?: string }
|
||||
if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`)
|
||||
onChanged(body) // fresh state straight from the response — parent mirrors it to CARGO HOLD
|
||||
setLastOutcome(body.outcome)
|
||||
} catch (err: unknown) {
|
||||
setError(err instanceof Error ? err.message : String(err))
|
||||
} finally {
|
||||
setExploringId(null)
|
||||
}
|
||||
},
|
||||
[onChanged]
|
||||
)
|
||||
|
||||
const explore = useCallback(async (planetId: number) => {
|
||||
setExploringId(planetId)
|
||||
try {
|
||||
const res = await fetch('/api/explore', {
|
||||
method: 'POST',
|
||||
headers: { 'content-type': 'application/json' },
|
||||
body: JSON.stringify({ planetId }),
|
||||
})
|
||||
const body = (await res.json()) as ExploreResult & { error?: string }
|
||||
if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`)
|
||||
setState(body) // fresh state straight from the response — no refetch needed
|
||||
setLastOutcome(body.outcome)
|
||||
} catch (err: unknown) {
|
||||
setError(err instanceof Error ? err.message : String(err))
|
||||
} finally {
|
||||
setExploringId(null)
|
||||
}
|
||||
}, [])
|
||||
|
||||
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 (
|
||||
<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>
|
||||
@@ -88,9 +69,9 @@ export function LocalSystemPanel() {
|
||||
textTransform: 'uppercase',
|
||||
}}
|
||||
>
|
||||
EXPLORABLE WORLDS // {state.systemName.toUpperCase()} — TURN {state.turn}
|
||||
EXPLORABLE WORLDS // {system.systemName.toUpperCase()} — TURN {system.turn}
|
||||
</div>
|
||||
{state.planets.map((row, i) => {
|
||||
{system.planets.map((row, i) => {
|
||||
const depth = row.parent !== null ? 1 : 0
|
||||
const badge = badgeFor(row.explored, row.hazard)
|
||||
return (
|
||||
@@ -102,7 +83,7 @@ export function LocalSystemPanel() {
|
||||
alignItems: 'center',
|
||||
gap: '0.5rem',
|
||||
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' }}>
|
||||
@@ -117,7 +98,7 @@ export function LocalSystemPanel() {
|
||||
{row.name}
|
||||
</div>
|
||||
<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 ?? '?'} // ${row.type}` : row.type}
|
||||
</div>
|
||||
</div>
|
||||
<div style={{ display: 'flex', alignItems: 'center', gap: '0.5rem' }}>
|
||||
@@ -147,36 +128,6 @@ export function LocalSystemPanel() {
|
||||
</div>
|
||||
)}
|
||||
|
||||
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', overflow: 'hidden' }}>
|
||||
<div
|
||||
style={{
|
||||
padding: '0.4rem 0.75rem',
|
||||
borderBottom: '1px solid var(--border)',
|
||||
background: 'var(--surface-raised)',
|
||||
fontSize: '0.6rem',
|
||||
color: 'var(--text-muted)',
|
||||
letterSpacing: '0.12em',
|
||||
textTransform: 'uppercase',
|
||||
}}
|
||||
>
|
||||
CARGO HOLD // INVENTORY
|
||||
</div>
|
||||
{state.inventory.length === 0 ? (
|
||||
<div style={{ padding: '0.6rem 0.75rem' }}>
|
||||
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>EMPTY — EXPLORE WORLDS TO FIND THINGS</span>
|
||||
</div>
|
||||
) : (
|
||||
state.inventory.map((item) => (
|
||||
<div key={`${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 && (
|
||||
<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>
|
||||
|
||||
+141
-144
@@ -1,6 +1,6 @@
|
||||
'use client'
|
||||
|
||||
import { useEffect, useState } from 'react'
|
||||
import { useCallback, useEffect, useState } from 'react'
|
||||
import { Badge } from '@/components/ui/badge'
|
||||
import { Panel, PanelContent, PanelHeader, PanelTitle } from '@/components/ui/panel'
|
||||
import { Progress } from '@/components/ui/progress'
|
||||
@@ -15,14 +15,16 @@ import { ShipSystemsPanel } from '@/components/ship-systems'
|
||||
import { SkillTreePanel } from '@/components/skill-tree'
|
||||
import { WorldMapPanel } from '@/components/world-map'
|
||||
import { CREW_CAPACITY } from '@/lib/game/ship-costs'
|
||||
import type { CrewDto } from '@/lib/game/save'
|
||||
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
|
||||
// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). The
|
||||
// All seven tabs render live data (/api/world, /api/system, /api/crew, /api/ship, /api/tech,
|
||||
// /api/missions, /api/events). Single player, no auth, by design.
|
||||
// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). All seven
|
||||
// tabs render live data (/api/world, /api/system, /api/crew, /api/ship, /api/tech, /api/missions,
|
||||
// /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 {
|
||||
const [narrow, setNarrow] = useState(
|
||||
@@ -36,33 +38,25 @@ function useNarrow(threshold = 900): boolean {
|
||||
return narrow
|
||||
}
|
||||
|
||||
// ── Placeholder content (no game logic — real values land with the turn engine) ──
|
||||
|
||||
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' },
|
||||
]
|
||||
// Must match the TabsTrigger values in the render below — used to validate the tab persisted for
|
||||
// #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'
|
||||
|
||||
export function MissionControl() {
|
||||
const narrow = useNarrow()
|
||||
const [tick, setTick] = useState(0)
|
||||
// Ship state is owned here (not in the tab panel) so the left column mirrors ship actions
|
||||
// immediately; the SHIP SYSTEMS tab applies each action's response via setShip. Crew count
|
||||
// feeds the roster bar — refetched on page load, like the other panels.
|
||||
// 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
|
||||
@@ -75,6 +69,15 @@ export function MissionControl() {
|
||||
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}`)
|
||||
@@ -103,16 +106,40 @@ export function MissionControl() {
|
||||
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 })
|
||||
|
||||
// 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))
|
||||
const navAi = researchedSlugs.has('NAV_AI') // #35 — two-hop systems become jumpable chart fields
|
||||
|
||||
return (
|
||||
<div
|
||||
style={{
|
||||
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)',
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
@@ -143,7 +170,7 @@ export function MissionControl() {
|
||||
flexShrink: 0,
|
||||
}}
|
||||
>
|
||||
◄ SHIP
|
||||
v{pkg.version}
|
||||
</span>
|
||||
|
||||
<span style={{ color: 'var(--border)', flexShrink: 0 }}>│</span>
|
||||
@@ -202,6 +229,7 @@ export function MissionControl() {
|
||||
<div
|
||||
style={{
|
||||
flex: 1,
|
||||
minHeight: 0, // let the grid below be constrained to the viewport instead of growing it
|
||||
display: 'flex',
|
||||
flexDirection: 'column',
|
||||
gap: '1px',
|
||||
@@ -248,8 +276,9 @@ export function MissionControl() {
|
||||
<div
|
||||
style={{
|
||||
flex: 1,
|
||||
minHeight: 0, // same — the columns' overflowY:auto then scrolls inside their tracks
|
||||
display: 'grid',
|
||||
gridTemplateColumns: narrow ? '1fr' : '260px 1fr 240px',
|
||||
gridTemplateColumns: narrow ? '1fr' : '320px 1fr 360px',
|
||||
gap: '1px',
|
||||
background: 'var(--border)',
|
||||
}}
|
||||
@@ -297,11 +326,34 @@ export function MissionControl() {
|
||||
<PanelContent>
|
||||
{ship ? (
|
||||
// Bars driven by real values: hull/reactor from system levels (level × 20, capped),
|
||||
// crew roster vs the display cap.
|
||||
// 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' }}>
|
||||
<Progress label="HULL INTEGRITY" value={Math.min(100, (ship.systems.find((s) => s.type === 'HULL')?.level ?? 0) * 20)} />
|
||||
<Progress label="REACTOR OUTPUT" value={Math.min(100, (ship.systems.find((s) => s.type === 'REACTOR')?.level ?? 0) * 20)} />
|
||||
<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>
|
||||
) : (
|
||||
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING…</span>
|
||||
@@ -321,7 +373,9 @@ export function MissionControl() {
|
||||
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>
|
||||
<PanelTitle>OPERATIONS // SHIP COMMAND</PanelTitle>
|
||||
<div style={{ marginLeft: 'auto', display: 'flex', gap: '0.5rem' }}>
|
||||
@@ -329,15 +383,29 @@ export function MissionControl() {
|
||||
</div>
|
||||
</PanelHeader>
|
||||
|
||||
<PanelContent style={{ padding: 0 }}>
|
||||
<Tabs defaultValue="world-map">
|
||||
<TabsList
|
||||
style={{
|
||||
padding: '0 1rem',
|
||||
background: 'var(--surface-raised)',
|
||||
overflowX: 'auto',
|
||||
}}
|
||||
>
|
||||
<PanelContent style={{ padding: 0, flex: 1, minHeight: 0, overflowY: 'auto' }}>
|
||||
{/* 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
|
||||
style={{
|
||||
padding: '0 1rem',
|
||||
background: 'var(--surface-raised)', // opaque — content scrolls under it (#31)
|
||||
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="local-system">LOCAL SYSTEM</TabsTrigger>
|
||||
<TabsTrigger value="crew">CREW</TabsTrigger>
|
||||
@@ -347,14 +415,19 @@ export function MissionControl() {
|
||||
<TabsTrigger value="event-log">EVENT LOG</TabsTrigger>
|
||||
</TabsList>
|
||||
|
||||
{/* WORLD MAP TAB — live data from /api/world */}
|
||||
<TabsContent value="world-map" style={{ margin: 0, padding: '1rem' }}>
|
||||
<WorldMapPanel height={380} />
|
||||
{/* WORLD MAP TAB — live data from /api/world; fills the whole pane (#36). Wide mode:
|
||||
flex column so the panel can fill it with pure flex sizing (a min-height-only
|
||||
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} navAi={navAi} onJumped={refreshSystem} />
|
||||
</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' }}>
|
||||
<LocalSystemPanel />
|
||||
<LocalSystemPanel system={system} onChanged={setSystem} />
|
||||
</TabsContent>
|
||||
|
||||
{/* CREW TAB — live data from /api/crew */}
|
||||
@@ -386,7 +459,7 @@ export function MissionControl() {
|
||||
</Panel>
|
||||
</div>
|
||||
|
||||
{/* ── RIGHT: UPCOMING ENCOUNTERS + SHIP DATA ── */}
|
||||
{/* ── RIGHT: CARGO HOLD (persistent — inventory lifted from /api/system) ── */}
|
||||
<div
|
||||
style={{
|
||||
background: 'var(--background)',
|
||||
@@ -399,110 +472,34 @@ export function MissionControl() {
|
||||
>
|
||||
<Panel notch="sm">
|
||||
<PanelHeader>
|
||||
<PanelTitle>UPCOMING ENCOUNTERS</PanelTitle>
|
||||
<div style={{ marginLeft: 'auto' }}>
|
||||
<Badge variant="SCANNING">{encounters.length} QUEUED</Badge>
|
||||
</div>
|
||||
<PanelTitle>CARGO HOLD // INVENTORY</PanelTitle>
|
||||
{system && (
|
||||
<div style={{ marginLeft: 'auto' }}>
|
||||
<Badge variant={system.inventory.length > 0 ? 'ACTIVE' : 'OFFLINE'}>
|
||||
{system.inventory.reduce((n, i) => n + i.qty, 0)} UNITS
|
||||
</Badge>
|
||||
</div>
|
||||
)}
|
||||
</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>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</PanelContent>
|
||||
</Panel>
|
||||
|
||||
<Panel notch="sm">
|
||||
<PanelHeader>
|
||||
<PanelTitle>SHIP DATA</PanelTitle>
|
||||
</PanelHeader>
|
||||
<PanelContent>
|
||||
<div style={{ display: 'flex', flexDirection: 'column' }}>
|
||||
{shipData.map((item, i) => (
|
||||
<div
|
||||
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}
|
||||
{!system ? (
|
||||
<div style={{ padding: '0.6rem 0.75rem' }}>
|
||||
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING…</span>
|
||||
</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>
|
||||
) : (
|
||||
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>
|
||||
))}
|
||||
</div>
|
||||
))
|
||||
)}
|
||||
</PanelContent>
|
||||
</Panel>
|
||||
</div>
|
||||
|
||||
@@ -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 }
|
||||
+218
-49
@@ -1,23 +1,61 @@
|
||||
'use client'
|
||||
|
||||
import { useCallback, useEffect, useState } from 'react'
|
||||
import { Button } from '@/components/ui/button'
|
||||
import { NodeGraph } from '@/components/ui/node-graph'
|
||||
import { useCallback, useEffect, useRef, useState } from 'react'
|
||||
import { forceCenter, forceCollide, forceLink, forceManyBody, forceSimulation } from 'd3-force'
|
||||
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 { reachableWithin } from '@/lib/game/world'
|
||||
|
||||
// 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.
|
||||
// WORLD MAP tab — real world state from /api/world on a force-directed chart (d3-force) with
|
||||
// pan + zoom (d3-zoom), per #28. Clicking a system within jump range of the current one jumps
|
||||
// there (same POST /api/jump flow as before; two hops away once NAVIGATION AI is researched,
|
||||
// #35); the current and unreachable systems are dimmed and not
|
||||
// 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 {
|
||||
height?: number
|
||||
height?: number // fallback chart height when the pane gives no definite space (narrow mode)
|
||||
narrow?: boolean
|
||||
navAi?: boolean // #35 — NAVIGATION AI researched: two-hop systems are jumpable fields too
|
||||
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, navAi = 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 [error, setError] = useState<string | null>(null)
|
||||
const [jumpingId, setJumpingId] = useState<number | null>(null)
|
||||
const containerRef = useRef<HTMLDivElement>(null)
|
||||
|
||||
useEffect(() => {
|
||||
let cancelled = false
|
||||
@@ -37,7 +75,12 @@ 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) => {
|
||||
if (jumpingRef.current) return
|
||||
jumpingRef.current = true
|
||||
setJumpingId(systemId)
|
||||
try {
|
||||
const res = await fetch('/api/jump', {
|
||||
@@ -48,12 +91,162 @@ export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
|
||||
const body = (await res.json()) as WorldState & { error?: string }
|
||||
if (!res.ok) throw new Error(body.error ?? `HTTP ${res.status}`)
|
||||
setWorld(body) // fresh state straight from the response — no refetch needed
|
||||
onJumped?.() // #30 — parent re-fetches /api/system (LOCAL SYSTEM + CARGO HOLD mirror it)
|
||||
} catch (err: unknown) {
|
||||
setError(err instanceof Error ? err.message : String(err))
|
||||
} finally {
|
||||
jumpingRef.current = false
|
||||
setJumpingId(null)
|
||||
}
|
||||
}, [])
|
||||
}, [onJumped])
|
||||
|
||||
// Rebuild the chart on every world/lock change — the force layout re-settles from the API's
|
||||
// coordinates, so nodes visibly rearrange after each jump (#28).
|
||||
useEffect(() => {
|
||||
const container = containerRef.current
|
||||
if (!container || !world) return
|
||||
|
||||
// Measured pane size (#36): the flex chain gives a definite box in wide mode; `height` is the
|
||||
// fallback when the container has no resolved size yet (narrow flow, or tab hidden on load).
|
||||
const W = container.clientWidth || 800
|
||||
const H = container.clientHeight || height
|
||||
const current = world.systems.find((s) => s.current)!
|
||||
// Clickable chart fields: one hop away, or two hops once NAVIGATION AI is researched (#35).
|
||||
const hops = reachableWithin(world.edges, current.id, navAi ? 2 : 1)
|
||||
|
||||
const nodes: ChartNode[] = world.systems.map((s) => ({
|
||||
id: s.id,
|
||||
name: s.name.toUpperCase(),
|
||||
status: s.current ? 'current' : hops.has(s.id) ? 'jumpable' : 'offline',
|
||||
sublabel: s.current
|
||||
? 'CURRENT'
|
||||
: hops.has(s.id)
|
||||
? `${s.discovered ? 'DISCOVERED' : 'UNKNOWN'} // JUMP${(hops.get(s.id) ?? 1) > 1 ? ' ×2' : ''}`
|
||||
: 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, navAi])
|
||||
|
||||
if (error && !world) {
|
||||
return (
|
||||
@@ -68,36 +261,24 @@ export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
|
||||
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>
|
||||
<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>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)!)
|
||||
|
||||
// flex (not height:'100%'): the pane chain is sized by min-height, where percentages don't resolve
|
||||
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 ${world.turn}`}
|
||||
height={height}
|
||||
style={{ width: '100%' }}
|
||||
/>
|
||||
|
||||
<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', overflow: 'hidden' }}>
|
||||
<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem', ...(filling ? { flex: 1, minHeight: 0 } : {}) }}>
|
||||
{/* Wrapper + title bar; in wide mode the box flexes to fill the whole pane (#36). d3 owns everything inside it. */}
|
||||
<div
|
||||
style={{
|
||||
border: '1px solid var(--border)',
|
||||
background: 'var(--surface)',
|
||||
fontFamily: 'var(--font-mono)',
|
||||
overflow: 'hidden',
|
||||
...(filling ? { flex: 1, minHeight: 0, display: 'flex', flexDirection: 'column' } : {}),
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
padding: '0.4rem 0.75rem',
|
||||
@@ -109,21 +290,9 @@ export function WorldMapPanel({ height = 380 }: WorldMapPanelProps) {
|
||||
textTransform: 'uppercase',
|
||||
}}
|
||||
>
|
||||
JUMP ROUTES // FROM {current.name.toUpperCase()}
|
||||
</div>
|
||||
<div style={{ display: 'flex', flexWrap: 'wrap', gap: '0.5rem', padding: '0.6rem 0.75rem' }}>
|
||||
{reachable.map((s) => (
|
||||
<Button
|
||||
key={s.id}
|
||||
variant="OUTLINE"
|
||||
size="SM"
|
||||
disabled={jumpingId !== null}
|
||||
onClick={() => void jump(s.id)}
|
||||
>
|
||||
{jumpingId === s.id ? 'JUMPING…' : `${s.name.toUpperCase()} // JUMP`}
|
||||
</Button>
|
||||
))}
|
||||
GALACTIC CHART // JUMP ROUTES — TURN {world.turn}
|
||||
</div>
|
||||
<div ref={containerRef} style={{ width: '100%', ...(filling ? { flex: 1, minHeight: 0 } : { height: `${height}px` }) }} />
|
||||
</div>
|
||||
|
||||
{error && (
|
||||
|
||||
+150
-6
@@ -70,13 +70,68 @@ test('tabs switch panels client-side (event log terminal)', async ({ page }) =>
|
||||
await expect(page.getByText(/T\d+ \/\/ /).first()).toBeVisible();
|
||||
});
|
||||
|
||||
test('world map shows the generated starting system and its neighbours', async ({ page }) => {
|
||||
test('active tab survives a page reload (#27)', async ({ page }) => {
|
||||
await page.goto('/');
|
||||
// Live chart title carries the turn counter; a fresh save sits at the start with six jump routes.
|
||||
// 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 }) => {
|
||||
const world = (await (await page.request.get('/api/world')).json()) as WorldState;
|
||||
// #35 — once NAVIGATION AI is researched the chart also offers two-hop systems, so the expected
|
||||
// button count depends on the save's tech state (the CI DB persists across retries).
|
||||
const techs = (await (await page.request.get('/api/tech')).json()) as { slug: string; state: string }[];
|
||||
const maxHops = techs.some((t) => t.slug === 'NAV_AI' && t.state === 'RESEARCHED') ? 2 : 1;
|
||||
|
||||
await page.goto('/');
|
||||
// Live chart title carries the turn counter.
|
||||
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);
|
||||
// The current system is marked, and every in-range system is a clickable chart field (role=button).
|
||||
const current = world.systems.find((s) => s.current)!;
|
||||
await expect(page.getByText('CURRENT', { exact: true })).toBeVisible();
|
||||
const panel = page.getByRole('tabpanel');
|
||||
// Six on a fresh save without NAV AI; the two-hop ring joins once it is researched.
|
||||
const jumpable = world.systems.filter((s) => s.id !== current.id && shortestJumpPath(current.id, s.id, world.edges).length <= maxHops);
|
||||
await expect(panel.getByRole('button')).toHaveCount(jumpable.length);
|
||||
});
|
||||
|
||||
test('jumping to an adjacent system updates the world state and turn counter', async ({ page }) => {
|
||||
@@ -87,13 +142,38 @@ test('jumping to an adjacent system updates the world state and turn counter', a
|
||||
const targetName = before.systems.find((s) => s.id === targetId)!.name;
|
||||
|
||||
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;
|
||||
expect(after.turn).toBe(before.turn + 1);
|
||||
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 }) => {
|
||||
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
|
||||
|
||||
@@ -289,6 +369,70 @@ test('SKILL TREE tab researches WEAPONS SYSTEMS and unlocks the gated WEAPONS bu
|
||||
await expect(weaponsCard.getByText('LV 1')).toBeVisible();
|
||||
});
|
||||
|
||||
test('NAVIGATION AI research unlocks two-hop jumps on the world map (#35)', async ({ page }) => {
|
||||
// Research costs two resources (70% of scans drop one), so a short scan loop makes it affordable;
|
||||
// jumping keeps it going if a system exhausts. Idempotent: a retry finds it already RESEARCHED.
|
||||
let techs = (await (await page.request.get('/api/tech')).json()) as { id: number; slug: string; state: string }[];
|
||||
const navAiState = () => techs.find((t) => t.slug === 'NAV_AI')!.state;
|
||||
if (navAiState() !== 'RESEARCHED') {
|
||||
let ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
|
||||
let iterations = 0;
|
||||
while (totalQty(ship.inventory, 'resource') < 2 && iterations < 40) {
|
||||
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, 'resource')).toBeGreaterThanOrEqual(2);
|
||||
|
||||
await page.goto('/');
|
||||
// SKILL TREE tab: research NAVIGATION AI (two resources) — the card flips to RESEARCHED.
|
||||
await page.getByRole('tab', { name: 'SKILL TREE' }).click();
|
||||
const techCard = page.getByRole('heading', { name: 'NAVIGATION AI' }).locator('xpath=ancestor::div[3]');
|
||||
await expect(techCard.getByText('AVAILABLE')).toBeVisible(); // root tech — no prerequisites
|
||||
await expect(techCard.getByRole('button', { name: 'RESEARCH' })).toBeEnabled(); // resources ≥ 2
|
||||
await techCard.getByRole('button', { name: 'RESEARCH' }).click();
|
||||
await expect(techCard.getByText('RESEARCHED')).toBeVisible();
|
||||
}
|
||||
|
||||
// Pick a system exactly two hops from the current one. A completely fresh save has none (the start
|
||||
// region is only one hop deep), so jump once first — that expansion creates the two-hop territory.
|
||||
let world = (await (await page.request.get('/api/world')).json()) as WorldState;
|
||||
const findTwoHop = () => {
|
||||
const currentId = world.systems.find((s) => s.current)!.id;
|
||||
return world.systems.find((s) => shortestJumpPath(currentId, s.id, world.edges).length === 2);
|
||||
};
|
||||
let guard = 0;
|
||||
while (!findTwoHop() && guard < 5) {
|
||||
await jumpToFreshSystem(page); // +1 turn — jumping into undiscovered territory always expands the chart
|
||||
world = (await (await page.request.get('/api/world')).json()) as WorldState;
|
||||
guard++;
|
||||
}
|
||||
const target = findTwoHop()!;
|
||||
expect(target).toBeDefined();
|
||||
|
||||
await page.goto('/'); // fresh chart with NAV AI researched — two-hop fields are clickable now
|
||||
// #27 restores whatever tab a previous step persisted (SKILL TREE after the research above), so
|
||||
// activate WORLD MAP explicitly before asserting on the chart.
|
||||
await page.getByRole('tab', { name: 'WORLD MAP' }).click();
|
||||
await expect(page.getByText(/GALACTIC CHART \/\/ JUMP ROUTES — TURN \d+/)).toBeVisible();
|
||||
const panel = page.getByRole('tabpanel');
|
||||
const turnBefore = world.turn;
|
||||
|
||||
// The two-hop systems render as distinct chart fields (// JUMP ×2 sublabel) — several at once, so .first().
|
||||
await expect(panel.getByText(/(DISCOVERED|UNKNOWN) \/\/ JUMP ×2/).first()).toBeVisible();
|
||||
await panel.getByRole('button', { name: target.name.toUpperCase() }).click();
|
||||
|
||||
const after = (await (await page.request.get('/api/world')).json()) as WorldState;
|
||||
expect(after.systems.find((s) => s.id === target.id)!.current).toBe(true); // world state updated in one action
|
||||
expect(after.turn).toBe(turnBefore + 2); // the turn cost scales with hop count (#35)
|
||||
});
|
||||
|
||||
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
|
||||
|
||||
+1
-1
@@ -20,7 +20,7 @@ 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.
|
||||
// 0–100 coordinate space; seeds the force-directed WORLD MAP layout (components/world-map.tsx).
|
||||
x: real('x').notNull(),
|
||||
y: real('y').notNull(),
|
||||
discovered: integer('discovered', { mode: 'boolean' }).notNull().default(false),
|
||||
|
||||
@@ -71,4 +71,17 @@ describe('makeCrewName', () => {
|
||||
for (let i = 0; i < 40; i++) makeCrewName(rng, taken)
|
||||
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)
|
||||
})
|
||||
})
|
||||
|
||||
+15
-5
@@ -49,13 +49,23 @@ function pick<T>(rng: () => number, arr: T[]): T {
|
||||
}
|
||||
|
||||
// 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 {
|
||||
for (;;) {
|
||||
const name = `${title(pick(rng, FIRST_NAMES))} ${pick(rng, LAST_NAMES)}`
|
||||
if (!taken.has(name)) {
|
||||
taken.add(name)
|
||||
return name
|
||||
const base = `${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} ${n}`
|
||||
if (!taken.has(name)) {
|
||||
taken.add(name)
|
||||
return name
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+7
-4
@@ -6,7 +6,7 @@ import { generateStartingCrew, rollCrewMember, startingCrewRng, type CrewMember
|
||||
import { BASE_CAPACITY, BASE_LEVEL, SHIP_TYPES } from './ship-costs'
|
||||
import { checkMissionCompletion, topUpMissionBoard } from './missions'
|
||||
import { TECHS } from './tech'
|
||||
import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, mulberry32, rollExploration, type FoundItem } from './world'
|
||||
import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, mulberry32, reachableWithin, rollExploration, type FoundItem } from './world'
|
||||
|
||||
// Save lifecycle: auto-init on first hit, world state reads, and the jump action.
|
||||
// Single-player by design — exactly one save row ever exists, so every query below is
|
||||
@@ -217,10 +217,13 @@ export async function jumpToSystem(db: GameDb, systemId: number): Promise<WorldS
|
||||
if (current.id === target.id) throw new JumpError(409, 'Already at this system')
|
||||
|
||||
const routes = await db.db.select().from(schema.jumpRoutes)
|
||||
const adjacent = routes.some((r) => r.fromSystem === current.id && r.toSystem === target.id)
|
||||
if (!adjacent) throw new JumpError(409, `${target.name} is not reachable from ${current.name}`)
|
||||
// #35 — NAVIGATION AI extends the jump range from adjacent (1 hop) to 2 hops; a multi-hop jump
|
||||
// costs one turn per hop, so single-hop jumps keep their existing cost.
|
||||
const navAi = (await db.db.select().from(schema.tech)).some((t) => t.slug === 'NAV_AI' && t.researched)
|
||||
const hopCount = reachableWithin(routes.map((r) => [r.fromSystem, r.toSystem]), current.id, navAi ? 2 : 1).get(target.id)
|
||||
if (hopCount === undefined) throw new JumpError(409, `${target.name} is not reachable from ${current.name}`)
|
||||
|
||||
const turn = save.turn + 1
|
||||
const turn = save.turn + hopCount
|
||||
await db.db.update(schema.solarSystems).set({ isCurrent: false }).where(eq(schema.solarSystems.id, current.id))
|
||||
await db.db.update(schema.solarSystems).set({ isCurrent: true, discovered: true }).where(eq(schema.solarSystems.id, target.id))
|
||||
|
||||
|
||||
+3
-1
@@ -37,7 +37,9 @@ export const EFFECTS: Record<string, TechEffect & { description: string }> = {
|
||||
BUILD_WEAPONS: { kind: 'unlock_build', shipType: 'WEAPONS', description: 'Unlocks building the WEAPONS system' },
|
||||
REACTOR_LEVEL_CAP: { kind: 'raise_level_cap', shipType: 'REACTOR', bonus: 2, description: `Raises REACTOR max level by 2 (${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} → ${MAX_LEVEL + 2})` },
|
||||
// #35 — the researched state of this tech also extends the jump range to 2 hops (enforced in
|
||||
// lib/game/save.ts, which keys off the NAV_AI slug); the description is what the SKILL TREE card shows.
|
||||
NAV_LEVEL_CAP: { kind: 'raise_level_cap', shipType: 'NAV COMPUTER', bonus: 2, description: `Raises NAV COMPUTER max level by 2 (${MAX_LEVEL} → ${MAX_LEVEL + 2}) and enables multi-system jumps (up to 2 hops in one action)` },
|
||||
WEAPONS_LEVEL_CAP: { kind: 'raise_level_cap', shipType: 'WEAPONS', bonus: 2, description: `Raises WEAPONS max level by 2 (once built)` },
|
||||
REACTOR_CAPACITY_CAP: { kind: 'raise_capacity_cap', shipType: 'REACTOR', bonus: 3, description: `Raises REACTOR max capacity by 3 (${MAX_CAPACITY} → ${MAX_CAPACITY + 3})` },
|
||||
}
|
||||
|
||||
+48
-1
@@ -1,5 +1,5 @@
|
||||
import { describe, expect, it } from 'vitest'
|
||||
import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, makeName, mulberry32, rollExploration } from './world'
|
||||
import { bodyRng, explorationRng, generatePlanets, generateRing, generateStartRegion, makeName, mulberry32, reachableWithin, rollExploration } from './world'
|
||||
|
||||
describe('generateStartRegion', () => {
|
||||
const region = generateStartRegion(mulberry32(42))
|
||||
@@ -76,6 +76,19 @@ describe('generateRing (expansion)', () => {
|
||||
for (let i = 0; i < 40; i++) makeName(rng, taken)
|
||||
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', () => {
|
||||
@@ -132,3 +145,37 @@ describe('rollExploration', () => {
|
||||
expect(shapes).toEqual(new Set(['rp', 'r-', '-p', '--']))
|
||||
})
|
||||
})
|
||||
|
||||
describe('reachableWithin (#35 jump range)', () => {
|
||||
// Chain 1—2—3—4 with a branch off 2: 2—5. Distances from 1: 2→1, 3/5→2, 4→3.
|
||||
const edges: [number, number][] = [[1, 2], [2, 3], [3, 4], [2, 5]]
|
||||
|
||||
it('maxHops=1 returns only direct neighbours at distance 1 (the pre-NAV-AI range)', () => {
|
||||
expect(reachableWithin(edges, 1, 1)).toEqual(new Map([[2, 1]]))
|
||||
})
|
||||
|
||||
it('maxHops=2 adds the two-hop systems and stops before three', () => {
|
||||
expect(reachableWithin(edges, 1, 2)).toEqual(new Map([ [2, 1], [3, 2], [5, 2] ]))
|
||||
})
|
||||
|
||||
it('larger maxHops keeps walking until the graph is exhausted', () => {
|
||||
expect(reachableWithin(edges, 1, 5)).toEqual(new Map([ [2, 1], [3, 2], [5, 2], [4, 3] ]))
|
||||
})
|
||||
|
||||
it('never includes the origin and handles empty/isolated input', () => {
|
||||
expect(reachableWithin(edges, 1, 3).has(1)).toBe(false)
|
||||
expect(reachableWithin([], 1, 2)).toEqual(new Map())
|
||||
expect(reachableWithin([[9, 10]], 1, 2)).toEqual(new Map())
|
||||
})
|
||||
|
||||
it('accepts double-directed route rows (the save.ts input shape) identically', () => {
|
||||
const directed: [number, number][] = [[1, 2], [2, 1], [2, 3], [3, 2]]
|
||||
expect(reachableWithin(directed, 1, 2)).toEqual(new Map([ [2, 1], [3, 2] ]))
|
||||
})
|
||||
|
||||
it('on a fresh start region every system is one hop away — two-hop targets only exist after an expansion', () => {
|
||||
const region = generateStartRegion(mulberry32(42)) // edges index into [start, ...neighbors], start = 0
|
||||
expect(reachableWithin(region.edges, 0, 1).size).toBe(region.neighbors.length)
|
||||
expect(reachableWithin(region.edges, 0, 2).size).toBe(region.neighbors.length)
|
||||
})
|
||||
})
|
||||
|
||||
+48
-6
@@ -3,7 +3,7 @@
|
||||
|
||||
export interface WorldSystem {
|
||||
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
|
||||
}
|
||||
|
||||
@@ -36,13 +36,25 @@ 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.
|
||||
// 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 {
|
||||
for (;;) {
|
||||
const name = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
|
||||
if (!taken.has(name)) {
|
||||
taken.add(name)
|
||||
return name
|
||||
const base = `${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)) {
|
||||
taken.add(name)
|
||||
return name
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -124,6 +136,36 @@ export function generateRing(
|
||||
return { systems, edges: ringEdges(systems.length) }
|
||||
}
|
||||
|
||||
// BFS over jump routes: every system within maxHops of fromId, mapped to its shortest hop count.
|
||||
// `edges` may be undirected pairs (WorldState.edges) or double-directed route rows — duplicates are
|
||||
// harmless because a visited system is never re-queued. fromId itself is not in the result.
|
||||
export function reachableWithin(edges: [number, number][], fromId: number, maxHops: number): Map<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 dist = new Map<number, number>()
|
||||
const seen = new Set([fromId]) // the origin is never re-queued or reported
|
||||
let frontier = [fromId]
|
||||
for (let hop = 1; hop <= maxHops; hop++) {
|
||||
const next: number[] = []
|
||||
for (const id of frontier) {
|
||||
for (const nb of adj.get(id) ?? []) {
|
||||
if (!seen.has(nb)) {
|
||||
seen.add(nb)
|
||||
dist.set(nb, hop)
|
||||
next.push(nb)
|
||||
}
|
||||
}
|
||||
}
|
||||
frontier = next
|
||||
}
|
||||
return dist
|
||||
}
|
||||
|
||||
// --- Bodies (planets + moons) and exploration -------------------------------
|
||||
|
||||
export interface WorldMoon {
|
||||
|
||||
+4
-4
@@ -8,7 +8,7 @@ export const openApiSpec = {
|
||||
info: {
|
||||
title: 'SpaceWanderer API',
|
||||
description:
|
||||
'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.',
|
||||
'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 solar systems within range (adjacent by default; two hops once NAVIGATION AI is researched).',
|
||||
// Sourced from package.json so it stays in sync with every version bump.
|
||||
version: pkg.version,
|
||||
},
|
||||
@@ -52,9 +52,9 @@ export const openApiSpec = {
|
||||
},
|
||||
'/api/jump': {
|
||||
post: {
|
||||
summary: 'Jump to an adjacent solar system',
|
||||
summary: 'Jump to a solar system within range',
|
||||
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.',
|
||||
'Validates that the target is within jump range of the current system — one hop away, or two hops once NAVIGATION AI is researched (#35) — sets it as current (discovering it if new and generating its neighbours), advances the turn counter by the hop count and writes a jump event. Returns the fresh world state.',
|
||||
operationId: 'jumpToSystem',
|
||||
requestBody: {
|
||||
required: true,
|
||||
@@ -90,7 +90,7 @@ export const openApiSpec = {
|
||||
},
|
||||
},
|
||||
409: {
|
||||
description: 'Target is not adjacent to the current system (or is the current system itself)',
|
||||
description: 'Target is outside jump range of the current system — more than one hop away, or more than two hops without NAVIGATION AI researched (or is the current system itself)',
|
||||
content: {
|
||||
'application/json': {
|
||||
schema: { $ref: '#/components/schemas/Error' },
|
||||
|
||||
+8
-2
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "space-wanderer",
|
||||
"version": "0.9.0",
|
||||
"version": "0.9.11",
|
||||
"private": true,
|
||||
"scripts": {
|
||||
"dev": "next dev -p 3000",
|
||||
@@ -15,6 +15,9 @@
|
||||
"@radix-ui/react-tabs": "^1.1.13",
|
||||
"class-variance-authority": "^0.7.1",
|
||||
"clsx": "^2.1.1",
|
||||
"d3-force": "^3.0.0",
|
||||
"d3-selection": "^3.0.0",
|
||||
"d3-zoom": "^3.0.0",
|
||||
"drizzle-orm": "^0.45.2",
|
||||
"next": "^16.3.5",
|
||||
"react": "^19.3.0",
|
||||
@@ -25,11 +28,14 @@
|
||||
"devDependencies": {
|
||||
"@playwright/test": "1.63.0",
|
||||
"@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/react": "^19.3.0",
|
||||
"@types/react-dom": "^19.3.0",
|
||||
"@types/sql.js": "^1.4.11",
|
||||
"tailwindcss": "^4.2.0",
|
||||
"typescript": "^7.0.2",
|
||||
"vitest": "^5.0.1"
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user