47 lines
8.8 KiB
Markdown
47 lines
8.8 KiB
Markdown
# Changelog
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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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