127 lines
29 KiB
Markdown
127 lines
29 KiB
Markdown
# Changelog
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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).
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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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- 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.
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- 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.
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## v0.9.1 — 2026-09-29 06:47
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- 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.
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- Grid: `260px / 1fr / 240px` → `320px / 1fr / 360px` (left pane ~+23%, right pane ~50% wider).
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- 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.
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- 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.
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## v0.9.0 — 2026-09-29 02:47
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- 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.
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- 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.
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- Read model (`lib/game/events.ts`): `getEvents(db, limit)` — ORDER BY id DESC LIMIT N over the existing append-only events table; `parseEventLimit` for the query param. No schema change — the events table and all its writers already existed.
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- EVENT LOG tab: self-fetching EventLogPanel (MissionPanel pattern — refetches on each tab open). One terminal line per event: `T<turn> // <MESSAGE>` uppercased, with the event's local time as the timestamp; new_game lines render as system lines. Placeholder feed + now() removed from mission-control.tsx.
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- Tests: unit — parseEventLimit default/accept/reject (400) and getEvents newest-first ordering + slicing; writer coverage gaps closed so every action type is asserted with correct turn/type/message (expand had no event assertion at all; build and mission-complete lacked the turn check); e2e — after a jump + scan, both events appear in GET /api/events with the newer one first and the terminal renders both lines (idempotent across retries: asserts on this run's own entries by turn/message, never absolute counts), plus the latest five log lines come back identical (ids included) after the mid-run container restart.
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## v0.8.0 — 2026-09-29 01:56
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- MISSIONS tab — contract generation, acceptance and completion (issue #10): the first objective loop on top of issue #9's research. The board is generated deterministically from the save seed; one mission is ACTIVE at a time; completion is checked after every jump and scan and grants its reward into the cargo hold.
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- New table (`lib/db/schema.ts` + DDL): `missions` (id/save_id/type/description/target_system_id/condition_kind/progress_target/progress/reward_kind/reward_qty/state). Seeded on new game AND as backfill step v6 — same pattern as tech; saves created by older code get their board on first read. `SCHEMA_VERSION` 5 → 6.
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- Pure mission model (`lib/game/missions.ts`, no save.ts import — the completion hooks are called FROM save.ts, one-way): three types — DELIVER (jump to a target system), EXPLORE (scan N = 2–4 bodies), FIND (haul in an item of one kind). `missionRng(seed, turn)` anchors generation exactly like world expansion does; every action costs exactly one turn, so the stream never repeats. The board is always topped up to ≥3 AVAILABLE after every action (`topUpMissionBoard`, idempotent); DELIVER targets only discovered non-current systems (none on a fresh game → initial contracts are EXPLORE/FIND).
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- Acceptance & completion: `acceptMission` — 409 while another mission is ACTIVE or the contract isn't AVAILABLE, costs one turn like every other action and writes an event. `checkMissionCompletion` runs inside jumpToSystem/explorePlanet before persist (one atomic write): DELIVER completes on arrival at its target system, EXPLORE counts scans (capped), FIND completes when a haul contains its kind; completion marks DONE, grants the reward as one neutral 'MISSION REWARD' row of the mission's kind (spenders consume by kind only) and writes an event.
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- New endpoints: `GET /api/missions` → `[{id,type,description,targetSystemId,conditionKind,progressTarget,progress,rewardKind,rewardQty,state}]`; `POST /api/missions/{id}/accept` → fresh board (400 non-integer id, 404 unknown, 409 wrong state / active conflict). OpenAPI spec in code updated (12 → 14 paths) with the Mission schema.
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- MISSIONS tab now renders REAL data: one card per contract — type title + state badge (AVAILABLE/ACTIVE/DONE), CONTRACT // #id line, objective, reward line and an EXPLORE-only progress line; ACCEPT is enabled only when the contract is AVAILABLE and nothing else is ACTIVE, each response applied directly (no polling). Placeholder encounter content removed.
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- Tests: unit — deterministic generation per type + reward range over 200 draws, same-stream determinism, DELIVER target selection / null on a fresh game, top-up idempotency + MIN_AVAILABLE floor, v6 backfill on pre-mission saves (idempotent), accept validation (404/409) + turn + event + re-top-up, per-type completion through real jump/explore actions incl. wrong-system non-completion and reward accumulation into one row; e2e — MISSIONS tab accepts a contract via the UI (card flips ACTIVE, button disables), completes it via API (scan loop for EXPLORE/FIND, BFS jump path for DELIVER) and asserts DONE + the reward landed in the hold, plus the mission board survives the mid-run container restart.
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## v0.7.0 — 2026-09-29 00:38
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- SKILL TREE tab — technology research unlocks (issue #9): the second spend-side loop on top of issue #8's ship systems. Researching a tech costs inventory items + a turn and its unlock effect then gates or raises ship actions, so the two tabs interlock: researching WEAPONS SYSTEMS is what makes building WEAPONS possible at all.
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- New table (`lib/db/schema.ts` + DDL): `tech` (id/save_id/slug/name/cost_kind/cost_qty/prerequisites/effect/researched, UNIQUE(save_id,slug)). Definitions are seeded from the pure module on new game AND as backfill step v5 — same pattern as ship_systems; saves created by older code get the tree on first read. `SCHEMA_VERSION` 4 → 5.
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- Pure tech model (`lib/game/tech.ts`, no DB imports — imported by both server and UI so research/cap/gate logic can't drift): six techs in two short chains (WEAPONS SYSTEMS → PLASMA CANNON, REACTOR OVERCLOCK → FUSION CORE) plus four roots. Effects: WEAPONS SYSTEMS gates building WEAPONS; the other five raise one system type's UPGRADE level cap or EXPAND capacity cap by 2–3 over the base caps. Helpers compute per-tech state (RESEARCHED / AVAILABLE / LOCKED + missing prereq names), effective caps and build gates from a set of researched slugs.
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- Research action (`lib/game/research.ts`): `getTechState` → the full tree with per-save state; `researchTech` validates prerequisites (409, naming what is missing) and the cost against the cargo hold (422), spends it through the same oldest-row-first path as ship actions, marks the tech researched, costs a turn and writes an event.
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- Ship-action gating (`lib/game/ship.ts`): `buildSystem('WEAPONS')` now 409s "requires the WEAPONS SYSTEMS tech" until it is researched; UPGRADE/EXPAND use the effective caps from researched techs, so a raised cap re-enables buttons that were capped.
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- New endpoints: `GET /api/tech` → `[{id,slug,name,costKind,costQty,prereqs,effect,state,missingPrereqs}]`; `POST /api/research {techId}` → fresh tech tree state (400 malformed body, 404 unknown id, 409 already researched / prereq missing, 422 insufficient hold). OpenAPI spec in code updated (12 paths).
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- SKILL TREE tab now renders REAL data: one card per tech with a state badge, cost line, UNLOCKS line and — when locked — the blocking prerequisite(s); RESEARCH is enabled only for AVAILABLE techs whose cost the cargo hold can pay, and each response is applied directly (no polling). SHIP SYSTEMS cards pick up the same pure helpers: effective caps drive UPGRADE/EXPAND disabling and gated builds show a red `REQUIRES // <TECH>` line with BUILD NEW disabled. Placeholder skill cards removed; MissionControl owns both states so the tabs stay in sync.
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- Tests: unit — tree seeding on new game + v5 backfill (deterministic, idempotent), per-tech state incl. locked-with-missing-prereq names, research cost validation with no mutation on failure, exact oldest-first deduction + turn + event + persistence, prereq chain unlock, WEAPONS build gated 409 → succeeds after research, REACTOR upgrade cap raised by REACTOR OVERCLOCK; e2e — SKILL TREE tab researches WEAPONS SYSTEMS via the UI (card flips to RESEARCHED) and the previously-disabled BUILD NEW on WEAPONS becomes enabled and builds, plus tech state survives the mid-run container restart.
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## v0.6.0 — 2026-09-28 23:46
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- SHIP SYSTEMS tab — expand / upgrade / build ship systems + save backfill plumbing (issue #8): the first spend-side game loop on top of issue #7's crew, plus a root-cause fix for saves created by older code lacking data newer code seeds. Single-player, no auth, by design.
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- Backfill plumbing: `schema_version` INTEGER added to `saves` (NULL = v1). `ensureSave` now runs ordered IDEMPOTENT backfill steps for anything below current — v2: every system without planets gets its generated bodies (same `(seed, systemId)` derivation as fresh generation), v3: starting crew if no rows. New games get the current version directly. `lib/db/client.ts` open() carries an idempotent `ALTER TABLE ... ADD COLUMN` guard for files created before the column existed — old saves open fine and backfill on first read, so DB wipes are no longer needed when deploying new versions.
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- New table (`lib/db/schema.ts` + DDL): `ship_systems` (id/save_id/type/level/capacity, UNIQUE(save_id,type)). `built` is derived, not stored — level > 0 means built; unbuilt rows sit at level/capacity 0. Starting ship seeded on new game AND as backfill step v4: core types (HULL, REACTOR, LIFE SUPPORT, NAV COMPUTER, COMMS ARRAY) built at base values, WEAPONS unbuilt until a build action.
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- Cost model (`lib/game/ship-costs.ts`, pure — imported by both the API and the UI so affordability can't drift): UPGRADE costs `level` units of any resource (capped at MAX_LEVEL 5), EXPAND costs `capacity` units of any resource (capped at MAX_CAPACITY 10), BUILD costs a flat 3 parts. Consumption takes from the oldest cargo row of the required kind first, deleting rows that hit zero; an unaffordable action mutates nothing.
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- Ship actions (`lib/game/ship.ts`): `upgradeSystem` / `expandSystem` / `buildSystem` — validate (404 unknown id/type, 409 not built / already built / at cap, 422 insufficient inventory), spend the cost, bump level/capacity or build at base values, cost one turn and write an event each.
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- New endpoints: `GET /api/ship` → `{systems:[{id,type,level,capacity,built}],inventory,turn}`; `POST /api/ship/upgrade {systemId}`, `POST /api/ship/expand {systemId}`, `POST /api/ship/build {type}` — each returns the fresh ship state. OpenAPI spec in code updated (10 paths).
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- SHIP SYSTEMS tab now renders REAL data: cards show type + level/capacity with UPGRADE / EXPAND buttons per built card and BUILD NEW for unbuilt types, disabled when unaffordable or capped; each action's response is applied directly (no polling). Left column mirrors live state too — the SHIP SYSTEMS panel lists every system with its status/level/capacity + an N ONLINE badge, and VESSEL METRICS bars are driven by real values (hull/reactor from system levels, crew roster vs a cap of 6). Placeholder constants for both removed; other tabs keep theirs until their issues land.
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- Tests: unit — backfill upgrades a hand-built v1 save in place (deterministic vs fresh generation, idempotent), starting ship seeding, cost validation with no mutation on failure, exact oldest-first inventory deduction, level/capacity caps, build-once, turn + event per action; e2e — SHIP SYSTEMS tab performs one affordable UPGRADE/BUILD via the UI after a bounded scan loop until something is affordable (asserting card + left column reflect it), and ship state survives the mid-run container restart.
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## v0.5.0 — 2026-09-28 22:51
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- CREW tab — crew roster with good/bad traits (issue #7): the ship's people on top of issue #6's exploration loop. Single-player, no auth, by design. Display + arrival only — no dismiss/assign actions yet.
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- New table (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `crew` (id/save_id/name/role/trait_good/trait_bad/origin). Origin is 'STARTING CREW' for the seeded crew or '<planet>, <system>' for members found while exploring.
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- Pure seeded crew generation (`lib/game/crew.ts`, same pattern as world.ts): name pools (16 first × 22 last, unique per roster), role pool of 8, good/bad trait pools of 10 each. `generateStartingCrew` gives a new game 2–3 members with unique names and roles; `rollCrewMember` finds a joining member on ~18% of scans (`CREW_CHANCE = 0.18`).
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- Starting crew is seeded in `ensureSave` from the save seed via `startingCrewRng(seed)` — same per-save derivation pattern as bodies/exploration, so a given seed always starts with the same crew.
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- Exploration extended: the crew roll draws from the SAME per-planet rng stream as the resource/part haul (called after it in `explorePlanet`), so outcomes stay deterministic per save+planet and existing hauls are unchanged. Found members join the roster with origin = '<planet>, <system>'; each body can only be scanned once, so no duplicate joins.
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- New endpoint: `GET /api/crew` → `[{id,name,role,trait_good,trait_bad,origin}]` in join order (auto-initializes like the others). `POST /api/explore` responses now also carry `crewFound` (the joining member or null). OpenAPI spec in code (`lib/openapi.ts`) updated for both.
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- CREW tab now renders REAL data: fetches `/api/crew` on mount (Radix unmounts inactive tabs, so opening the tab always refetches — no polling), cards show name + role, the good (+) and bad (−) traits and an ORIGIN line. Placeholder crew constants removed for this tab only — other tabs keep theirs until their issues land.
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## v0.4.0 — 2026-09-28 22:17
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- LOCAL SYSTEM tab — planet list + exploration to find things (issue #6): the first in-system game loop on top of issue #5's save/world foundation. Single-player, no auth, by design.
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- New tables (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `planets` (id/system_id/parent_id/name/type/hazard/explored — planets have parent_id NULL, moons point at their planet) and `inventory_items` (id/save_id/kind[name]/qty — the dumb-simple cargo hold SHIP SYSTEMS (#8) will spend from later).
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- Planet generation hooks into world gen (`lib/game/world.ts`, pure + seeded): each system gets 2–5 planets, some with 1–3 moons, generated when the system is inserted via `bodyRng(seed, systemId)` — so a given system always has the same bodies regardless of order. Bodies are stored in display order (a moon follows its parent row).
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- Exploration (`lib/game/save.ts`): `explorePlanet` rolls a deterministic haul from `explorationRng(seed, planetId)` — a resource and/or a part (qty), or nothing (~21% of scans) — marks the body explored (each once), costs a turn, accumulates finds into inventory (same kind+name bumps qty) and writes an explore event.
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- New endpoints: `GET /api/system` → `{ systemId, systemName, planets[{id,name,type,hazard,explored,parent}], inventory, turn }`; `POST /api/explore {planetId}` → fresh system state + `outcome` (400 malformed body, 404 unknown planet, 409 already explored). OpenAPI spec in code (`lib/openapi.ts`) updated for both.
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- LOCAL SYSTEM tab now renders REAL data: fetches `/api/system` on mount, draws the staggered body list (planets base level, moons indented + dimmed with their parent's name), badges reflect real state (UNEXPLORED / SCANNED / HAZARD) and an EXPLORE button per unexplored row; explore responses apply directly (no polling). A CARGO HOLD panel shows the live inventory. Placeholder constants removed for this tab only — other tabs keep theirs until their issues land.
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## v0.3.0 — 2026-09-28 21:35
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- World generation + jump between solar systems (issue #5): the game save, DB schema, turn counter and event writing that all later tabs build on. Single-player by design — one save row, no auth/accounts.
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- New tables (`lib/db/schema.ts` + DDL in `lib/db/client.ts`): `saves` (id/seed/turn/created_at), `solar_systems` (name, x/y chart position, discovered, is_current), `jump_routes` (directed pairs, both directions stored for single-row adjacency lookups), `events` (append-only log: new-game + jump events so far).
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- Seeded world generation (`lib/game/world.ts`, pure functions): a save's seed deterministically generates the starting system plus a ring of six undiscovered neighbours with jump routes; jumping into an undiscovered system grows the chart with four more neighbours around it, so there is always somewhere to jump and a route back.
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- Save lifecycle (`lib/game/save.ts`): auto-initializes on first API hit when no save exists, exposes world state, validates jumps (adjacency required — non-adjacent/unknown rejected), sets current, increments the turn counter, writes events, persists durably.
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- New endpoints: `GET /api/world` → `{ systems, edges, turn }`; `POST /api/jump { systemId }` → fresh world state (400 malformed body, 404 unknown system, 409 not adjacent). OpenAPI spec in code (`lib/openapi.ts`) updated for both.
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- WORLD MAP tab now renders REAL data: fetches `/api/world` on mount, draws the live NodeGraph (current = ACTIVE/CURRENT, discovered = NEUTRAL/DISCOVERED, unknown = OFFLINE/UNKNOWN) with a jump button per adjacent system; placeholder map constants removed for this tab only — other tabs keep their placeholders until their own issues land.
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## v0.2.2 — 2026-09-28 21:02
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- LOCAL SYSTEM tab: explorable-worlds list now staggers moons under their parent planet (indented rows) — ASHFALL attached under BRIMSTONE, new PALEMOON moon under AURELLE; badges unchanged.
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## v0.2.1 — 2026-09-28 20:22
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- LOCAL SYSTEM tab: removed the system node graph (star/planets/moons) — the tab now shows only the explorable-worlds list at full panel width. WORLD MAP keeps its node graph; `components/ui/node-graph.tsx` unchanged and still in use there.
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## v0.2.0 — 2026-09-28 19:19
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- Game interface template (visual only, zero game logic): the operations panel in `components/mission-control.tsx` is now seven tabs — WORLD MAP (NodeGraph of 10 placeholder solar systems linked by jump routes), LOCAL SYSTEM (NodeGraph of star + planets/moons plus an explorable-worlds list), CREW (crew cards with name/role and good/bad trait placeholders), SHIP SYSTEMS (system cards with inert EXPAND / UPGRADE / BUILD NEW affordances), SKILL TREE (tech cards unlocking new system builds/upgrades), MISSIONS (previous NEXT MISSION content), EVENT LOG (ship log terminal). All data is local placeholder constants.
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- Left column: VESSEL METRICS progress rings replaced with scificn Progress bracket bars; SHIP SYSTEMS status panel, header stat cards and right column unchanged.
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- New scificn-ui components copied into `components/ui/`: NodeGraph, Progress (+ `@radix-ui/react-progress` dependency).
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## v0.1.0 — 2026-09-28 15:47
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- Initial scaffold (stack proof): base stack copied/adapted from Flight-Ops (`../flight`) — Next.js 16 App Router + React 19 + TypeScript strict, bun package manager, Node 22 in CI/Docker.
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- Single-player only by design: NO auth/accounts/multiplayer anywhere (Flight-Ops's users/sessions/admin/leaderboard patterns deliberately not copied).
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- Frontend component layer: scificn-ui v0.1.0 integrated copy-paste (Radix + Tailwind v4, SCI-FI theme) — Button, Panel, Badge, Card, Alert in `components/ui/`; theme tokens in `app/globals.css` with a brightened `--text-muted` override (`#4A4A40` → `#6B6B5C`).
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- Interface base: the scificn-ui **Mission Control** showcase (https://www.scificn.dev/showcase/mission-control) rebuilt as the app's main UI — `app/page.tsx` renders `components/mission-control.tsx` (client dashboard: sticky header, stat-card row, 3-column grid of Panel/Tabs/StatusGrid/ProgressRing/BarChart/LineChart/Terminal panels, sticky footer), placeholder ship content only, no game logic; additional upstream components copied into `components/ui/` (Tabs, StatCard, Terminal, StatusGrid, ProgressRing, BarChart, LineChart) + `@radix-ui/react-tabs` dependency.
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- DB plumbing: SQLite via Drizzle ORM + sql.js (WASM) at `db/space-wanderer.db`, volume-mounted; empty schema placeholder — game tables land with the first game systems.
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- API pattern established: `/api/version` + OpenAPI 3.x spec generated in code (`lib/openapi.ts`) served at `/api/openapi`.
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- CI/e2e/docker pipeline: single "build + unit + e2e" job on the dind runner, isolated stack `space-wanderer-ci` with static IP 172.39.0.10 (fresh DB volume per run), Playwright e2e (`smoke.spec.ts`, `state.spec.ts`) CI-only against that stack; prod compose behind Traefik at `https://space-wanderer.dev.kkhost.pl` (not deployed yet).
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