feat(region): build M1 The Region#9
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Make surveyed site stats matter by atomically charging the origin colony, snapshotting immutable stats onto the new outpost, scaling mines and purifier demand, and enforcing buildable-slot caps.
Build seeded ruin, wreck, and canyon encounters on the native engines, enforce graph eligibility and travel ticks, then fold first-clear cargo through mission_delivery with replay-safe outcomes.
Expose the accessible DOM map from colony pads and cockpit view, launch seeded native-engine encounters with travel cycles, resolve one-time cargo atomically, return safely to the origin, and provide a deterministic REGION fixture without a free bootstrap grant.
Keep the generic campaign completion path hidden when an active POI cannot be folded, and give the player an explicit safe route back to the hub without saving cargo or clear state.
Expose every founded colony in the cockpit management screen so players can select and descend into a new outpost, then continue graph-gated survey and POI travel from its landing pad.
Separate node selection from expedition launch so players can see the destination, engine type, and cycle cost before committing.
Define focus, fog-of-war, selection reconciliation, and executable verification before changing the map UI.
Separate node selection from Survey, Travel, and Found actions so mouse and keyboard navigation cannot launch an encounter before its destination and engine are confirmed.
colorpulse6
marked this pull request as ready for review
July 14, 2026 13:32
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Summary
Root cause
RegionMapScreenhad no selected-node state. Every eligible node rendered its own immediate action button, and the overlay handled only Tab/Escape, so a click could launch an engine before the destination felt deliberately confirmed.Verification
From
game/on final HEAD0694aa5:npx tsc --noEmit— passyarn colony:test— 268/268 passyarn engine:test— 66/66 passyarn sprites:test— 4/4 passNEXT_PUBLIC_DEVTOOLS=1 yarn build— static export passgit diff --check— passBrowser playtest
No sprite assets, sprite registrations, or asset scripts changed. Canvas renderer defaults and golden tests remain unchanged. Do not merge until CI is green and the user signs off on the refreshed local playtest.