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@@ -1,5 +1,25 @@
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# Changelog
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## 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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## 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.
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- 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.
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## v0.9.3 — 2026-09-29 08:20
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- 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.
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- 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.
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- 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.
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- Narrow layout (<900px) is unchanged: stacked columns with natural body scroll (the viewport pin applies to wide mode only).
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- 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.
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## v0.9.2 — 2026-09-29 08:00
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- 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.
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- 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.
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@@ -18,6 +18,7 @@ import { CREW_CAPACITY } from '@/lib/game/ship-costs'
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import type { CrewDto, SystemState } from '@/lib/game/save'
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import type { ShipState } from '@/lib/game/ship'
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import type { TechDto } from '@/lib/game/tech'
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import pkg from '@/package.json'
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// Interface base: layout + visual treatment rebuilt from the scificn-ui Mission Control
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// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). All seven
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@@ -37,6 +38,11 @@ function useNarrow(threshold = 900): boolean {
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return narrow
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}
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// Must match the TabsTrigger values in the render below — used to validate the tab persisted for
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// #27 (an unknown stored value falls back to the default).
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const TAB_IDS = ['world-map', 'local-system', 'crew', 'ship-systems', 'skill-tree', 'missions', 'event-log']
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const ACTIVE_TAB_KEY = 'sw-active-tab'
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export function MissionControl() {
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const narrow = useNarrow()
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const [tick, setTick] = useState(0)
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@@ -48,6 +54,9 @@ export function MissionControl() {
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const [system, setSystem] = useState<SystemState | null>(null)
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const [techs, setTechs] = useState<TechDto[] | null>(null)
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const [crewCount, setCrewCount] = useState<number | null>(null)
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// #27 — the active tab survives a page refresh. Restored from localStorage on mount; null until
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// then so SSR and the first client render agree on the default tab (no hydration mismatch).
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const [activeTab, setActiveTab] = useState<string | null>(null)
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useEffect(() => {
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let cancelled = false
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@@ -97,6 +106,12 @@ export function MissionControl() {
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return () => clearInterval(id)
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}, [])
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// #27 — restore the persisted tab once on mount (validated against TAB_IDS).
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useEffect(() => {
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const stored = window.localStorage.getItem(ACTIVE_TAB_KEY)
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if (stored && TAB_IDS.includes(stored)) setActiveTab(stored)
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}, [])
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const timeStr = new Date().toLocaleTimeString('en-GB', { hour12: false })
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// Slugs of the researched techs — drives the effective caps + build gates in the SHIP SYSTEMS
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@@ -107,6 +122,10 @@ export function MissionControl() {
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<div
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style={{
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minHeight: '100vh',
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// Wide layout is pinned to the viewport so only the columns scroll internally (#21);
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// narrow keeps natural flow with body scroll.
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height: narrow ? undefined : '100vh',
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overflow: narrow ? undefined : 'hidden',
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background: 'var(--background)',
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display: 'flex',
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flexDirection: 'column',
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@@ -137,7 +156,7 @@ export function MissionControl() {
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flexShrink: 0,
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}}
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>
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◄ SHIP
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v{pkg.version}
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</span>
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<span style={{ color: 'var(--border)', flexShrink: 0 }}>│</span>
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@@ -196,6 +215,7 @@ export function MissionControl() {
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<div
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style={{
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flex: 1,
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minHeight: 0, // let the grid below be constrained to the viewport instead of growing it
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display: 'flex',
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flexDirection: 'column',
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gap: '1px',
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@@ -242,6 +262,7 @@ export function MissionControl() {
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<div
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style={{
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flex: 1,
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minHeight: 0, // same — the columns' overflowY:auto then scrolls inside their tracks
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display: 'grid',
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gridTemplateColumns: narrow ? '1fr' : '320px 1fr 360px',
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gap: '1px',
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@@ -338,7 +359,9 @@ export function MissionControl() {
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overflowY: 'auto',
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}}
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>
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<Panel notch="md" style={{ flex: 1 }}>
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{/* flex column + minHeight:0 so the tab content scrolls inside the panel (#21) —
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the Panel root's default overflow:hidden would otherwise clip it */}
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<Panel notch="md" style={{ flex: 1, minHeight: 0, display: 'flex', flexDirection: 'column' }}>
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<PanelHeader>
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<PanelTitle>OPERATIONS // SHIP COMMAND</PanelTitle>
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<div style={{ marginLeft: 'auto', display: 'flex', gap: '0.5rem' }}>
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@@ -346,8 +369,14 @@ export function MissionControl() {
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</div>
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</PanelHeader>
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<PanelContent style={{ padding: 0 }}>
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<Tabs defaultValue="world-map">
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<PanelContent style={{ padding: 0, flex: 1, minHeight: 0, overflowY: 'auto' }}>
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<Tabs
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value={activeTab ?? 'world-map'}
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onValueChange={(v) => {
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setActiveTab(v)
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window.localStorage.setItem(ACTIVE_TAB_KEY, v) // #27 — keep the tab across refreshes
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}}
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>
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<TabsList
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style={{
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padding: '0 1rem',
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@@ -70,6 +70,18 @@ test('tabs switch panels client-side (event log terminal)', async ({ page }) =>
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await expect(page.getByText(/T\d+ \/\/ /).first()).toBeVisible();
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});
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test('active tab survives a page reload (#27)', async ({ page }) => {
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await page.goto('/');
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// Fresh context → nothing stored yet, so CREW starts unselected (the default is WORLD MAP).
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await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'false');
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await page.getByRole('tab', { name: 'CREW' }).click();
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await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
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await page.reload();
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// The tab is restored from localStorage on mount — no API state involved, so this holds across retries.
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await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
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});
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test('world map shows the generated starting system and its neighbours', async ({ page }) => {
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const world = (await (await page.request.get('/api/world')).json()) as WorldState;
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@@ -71,4 +71,17 @@ describe('makeCrewName', () => {
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for (let i = 0; i < 40; i++) makeCrewName(rng, taken)
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expect(taken.size).toBe(40)
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})
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it('terminates with numbered variants once all 352 base names are taken', () => {
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const rng = startingCrewRng('7')
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const taken = new Set<string>()
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for (let i = 0; i < 352; i++) makeCrewName(rng, taken) // exhaust the whole pool
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expect(taken.size).toBe(352)
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const a = makeCrewName(rng, taken) // must return instead of spinning forever
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const b = makeCrewName(rng, taken)
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expect(a).not.toBe(b)
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expect(taken.has(a)).toBe(true)
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expect(taken.has(b)).toBe(true)
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})
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})
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+15
-5
@@ -49,13 +49,23 @@ function pick<T>(rng: () => number, arr: T[]): T {
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}
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// A name unique against `taken` (the current roster), claimed into the set on success.
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// 16×22 = 352 combinations — a roster realistically never approaches that size.
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// The pool is finite (16×22=352) and the roster has no cap, so — like makeName — fall back to
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// numbered variants once every base is taken instead of spinning forever.
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export function makeCrewName(rng: () => number, taken: Set<string>): string {
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for (;;) {
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const name = `${title(pick(rng, FIRST_NAMES))} ${pick(rng, LAST_NAMES)}`
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if (!taken.has(name)) {
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taken.add(name)
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return name
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const base = `${title(pick(rng, FIRST_NAMES))} ${pick(rng, LAST_NAMES)}`
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if (!taken.has(base)) {
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taken.add(base)
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return base
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}
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if (taken.size >= FIRST_NAMES.length * LAST_NAMES.length) {
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for (let n = 2; ; n++) {
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const name = `${base} ${n}`
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if (!taken.has(name)) {
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taken.add(name)
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return name
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}
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}
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}
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}
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}
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@@ -76,6 +76,19 @@ describe('generateRing (expansion)', () => {
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for (let i = 0; i < 40; i++) makeName(rng, taken)
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expect(taken.size).toBe(40)
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})
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it('terminates with numbered variants once all 128 base names are taken', () => {
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const rng = mulberry32(9)
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const taken = new Set<string>()
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for (let i = 0; i < 128; i++) makeName(rng, taken) // exhaust the whole pool
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expect(taken.size).toBe(128)
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const a = makeName(rng, taken) // must return instead of spinning forever
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const b = makeName(rng, taken)
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expect(a).not.toBe(b)
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expect(taken.has(a)).toBe(true)
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expect(taken.has(b)).toBe(true)
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})
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})
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describe('generatePlanets', () => {
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+17
-5
@@ -36,13 +36,25 @@ function title(word: string): string {
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return word.charAt(0) + word.slice(1).toLowerCase()
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}
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// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one.
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// Picks a name not in `taken` and adds it, so callers can't accidentally reuse one. The base
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// pool is finite (16×8=128), so once every base is taken the loop would spin forever — which
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// froze the whole server on a save that had grown past 128 systems (synchronous sql.js runs on
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// Node's single thread). Numbered variants keep names unique and terminate.
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export function makeName(rng: () => number, taken: Set<string>): string {
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for (;;) {
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const name = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
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if (!taken.has(name)) {
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taken.add(name)
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return name
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const base = `${title(FIRST[Math.floor(rng() * FIRST.length)])} ${title(SECOND[Math.floor(rng() * SECOND.length)])}`
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if (!taken.has(base)) {
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taken.add(base)
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return base
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}
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if (taken.size >= FIRST.length * SECOND.length) {
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for (let n = 2; ; n++) {
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const name = `${base} ${n}`
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if (!taken.has(name)) {
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taken.add(name)
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return name
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}
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}
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}
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}
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}
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "space-wanderer",
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"version": "0.9.2",
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"version": "0.9.6",
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"private": true,
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"scripts": {
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"dev": "next dev -p 3000",
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Reference in New Issue
Block a user