Skip to content

feat(region): build M1 The Region#9

Merged
colorpulse6 merged 12 commits into
mainfrom
feat/m1-region
Jul 14, 2026
Merged

feat(region): build M1 The Region#9
colorpulse6 merged 12 commits into
mainfrom
feat/m1-region

Conversation

@colorpulse6

@colorpulse6 colorpulse6 commented Jul 14, 2026

Copy link
Copy Markdown
Owner

Summary

  • add a deterministic, migrated Ashfall region graph with unknown → rumored → surveyed → cleared/claimed intel
  • add the pad-gated accessible DOM region map, one-cycle survey/travel, and three seeded native-engine POIs (ruin, wreck, canyon)
  • make map nodes selection-only with a roving-focus listbox and a separate explicit Survey/Travel/Found action panel
  • label selected POIs as FIRST-PERSON, BOARDING, or GROUND-RUN while keeping unknown names, templates, engines, stats, and actions secret
  • route first-clear cargo through mission_delivery with destination selection, replay-safe rewards, and fail-closed save handling
  • replace free founding with atomic 300 metal + 50 food + 50 water outposts whose ore, water, and slot stats affect colony simulation
  • add the REGION DevPanel fixture and keep every founded colony selectable so its landing pad remains reachable

Root cause

RegionMapScreen had 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 HEAD 0694aa5:

  • npx tsc --noEmit — pass
  • yarn colony:test — 268/268 pass
  • yarn engine:test — 66/66 pass
  • yarn sprites:test — 4/4 pass
  • NEXT_PUBLIC_DEVTOOLS=1 yarn build — static export pass
  • focused region selection/screen suite — 10/10 pass with observed red/green cycles
  • git diff --check — pass

Browser playtest

  • served the DevPanel-enabled production static export at http://localhost:3000
  • verified mouse selection never launches and selected cards expose exactly one external action
  • verified ArrowUp/ArrowDown move selection and focus
  • verified Enter and Z on a node only focus the explicit action; bare Shift and Shift+Tab do not launch
  • native Enter launched Cinder Relay exactly once (cycle 0 → 1) into its labeled first-person engine
  • native Space launched Oathbreaker exactly once (cycle 0 → 1) into its labeled boarding engine
  • verified the initial origin focus, strong selected state, encounter labels, one-cycle copy, and unknown-node secrecy
  • browser console: 0 errors

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.

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
colorpulse6 marked this pull request as ready for review July 14, 2026 13:32
@qodo-code-review

Copy link
Copy Markdown

Qodo reviews are paused for this user.

Troubleshooting steps vary by plan Learn more →

On a Teams plan?
Reviews resume once this user has a paid seat and their Git account is linked in Qodo.
Link Git account →

Using GitHub Enterprise Server, GitLab Self-Managed, or Bitbucket Data Center?
These require an Enterprise plan - Contact us
Contact us →

@colorpulse6
colorpulse6 merged commit 0778fa2 into main Jul 14, 2026
5 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant