Skip to content

Latest commit

 

History

History
445 lines (351 loc) · 17.4 KB

File metadata and controls

445 lines (351 loc) · 17.4 KB

GalaxyQuest System Implementation Status

Last Updated: 31 July 2026 (Documentation sync) Scope: Pirates, Economy, War systems + Phase documentation
Status Summary: ~70% complete with significant incomplete features in Economy integration


1. PIRATES SYSTEM

✅ Currently Implemented

Backend API (api/pirates.php)

  • GET ?action=status — List all pirate factions + threat scores
  • GET ?action=recent_raids&limit=N — Fetch pirate raid messages (last 24h)
  • GET ?action=forecast — Risk index + recommended actions
  • POST ?action=run_tick — Execute pirate simulation tick

Frontend (js/engine/runtime/RuntimePiratesController.js)

  • Mirror UI panel for pirate intelligence
  • Recent raids table display
  • Pirate faction standings table
  • Risk forecast with recommended actions
  • Manual tick execution button

Database Schema

  • Leverages npc_factions table (faction_type = "pirate")
  • Uses diplomacy table for standing/relations
  • Uses messages table for raid notifications

Integration Points

  • api/npc_ai.php — NPC faction ticks (pirates included)
  • Diplomacy decay system working
  • Raid spawning via NPC control logic

⚠️ Incomplete / Gaps

  • No frontend window integration in index.html — Pirates button exists but window management minimal
  • No pirate countermeasures system — No way to spend resources defending against raids
  • No raid consequences — Raids don't affect colony resources/infrastructure
  • No historical raid data — Only recent (24h) raids shown, no archive
  • No pirate faction contracts — Can't trade with or negotiate with pirate factions
  • Standing decay not visible — API returns standing but UI doesn't show changes/decay rate
  • No persistent threat modeling — Risk forecast recalculated each call, not cached
  • TODO: Raid escalation mechanics not implemented

Missing Features (From Code Review)

  • Attack wave forecasting (predicted raid intensity)
  • Colony defense allocation
  • Pirate extortion negotiations
  • Tributary relationships bonuses
  • Historical raid impact reconstruction

2. ECONOMY SYSTEM

✅ Currently Implemented

Backend API (api/economy.php)

  • GET ?action=get_overview[&colony_id=N] — Colony economy snapshot
  • GET ?action=get_production&colony_id=N — Production building details
  • POST ?action=set_production_method — Switch production strategy
  • GET ?action=get_policy — Current policy + tax rates
  • POST ?action=set_policy — Change global economic policy
  • POST ?action=set_tax — Adjust tax rates (income/production/trade)
  • POST ?action=set_subsidy — Toggle per-sector subsidies
  • GET ?action=get_pop_classes[&colony_id=N] — Pop class distribution

Market System (api/market.php)

  • GET ?action=get_prices — Dynamic pricing per good
  • GET ?action=buy — Purchase goods from market
  • GET ?action=sell — Sell goods to market
  • GET ?action=get_history — Transaction history (24h)
  • GET ?action=get_active_events — Market events with price modifiers
  • Price elasticity implemented (supply/demand curve)

Trade Routes (api/trade.php)

  • GET ?action=list — All player's automated trade routes
  • POST ?action=create — Set up recurring trade route
  • POST ?action=delete — Remove trade route
  • POST ?action=toggle — Pause/resume route
  • GET ?action=list_suggestions — AI-recommended routes
  • POST ?action=apply_suggestion — Auto-create suggested route
  • GET ?action=list_proposals — Player-to-player trade proposals
  • POST ?action=propose / accept / reject / cancel
  • Auto-dispatch logic on every trade.php call

Database Schema

  • economy_policies — Per-user global policy
  • economy_production_methods — Building → method mapping
  • economy_processed_goods — Inventory per colony
  • economy_pop_classes — Pop distribution per colony
  • market_supply_demand — Per-system supply/demand tracking
  • economy_market_events — Active price modifiers
  • trade_routes — Recurring automated trades

Frontend (js/engine/runtime/RuntimeEconomyController.js)

  • Policy tab with policy selection + descriptions
  • Overview tab with colony goods + pop classes
  • Production method switching per building
  • Tax rate adjustment sliders
  • Market event display integration

⚠️ Incomplete / Gaps

Production Integration

  • Tier-2 goods production recipes only partially implemented
  • Tier-3 goods (luxury, military, research items) not fully wired
  • Pop class job assignments incomplete — colonist/citizen/specialist roles not enforced
  • Production method efficiency multipliers not consistently applied
  • set_production_method endpoint exists but toggle logic may be incomplete

Pop Class System

  • Pop satisfaction mechanics not linked to goods consumption
  • Shortage/starvation events not triggered
  • Pop migration (upward mobility) not implemented
  • Disease/overcrowding penalties not applied
  • economy_pop_classes table populated but tier-based needs tracking incomplete

Policy Enforcement

  • War-economy policy (+30% military, −20% consumer goods) not enforced in production
  • Autarky (no imports) policy has placeholder in code, not fully integrated
  • Mercantilism (import restrictions) not blocking market purchases
  • Subsidies (agriculture/research/military) boost logic stubbed
  • Tax collection formula present but happiness/morale impact not wired to economy

Goods Scoping

  • Market operations partially isolate by system (local prices) but global fallback always used
  • Goods capacity per colony not enforced in UI (backend limits exist)
  • Transport efficiency lost in route automation (no distance/time cost modeling)

Missing Endpoints

  • api/economy_policy.php (designed but merged into economy.php) — unclear scope
  • Faction trade contracts not exposed (api/npc_ai.php has stubs)
  • Luxury good consumption/happiness feedback loop not visible

Design-Level Gaps

  • No visual production chain (Tier-1 → Tier-2 → Tier-3 flow unclear)
  • No manufacturing bottleneck warnings
  • No "low stock" alerts for critical goods
  • No economy-wide deficit forecasting
  • Pop tier promotion criteria not exposed in UI
  • No comparison of policy effects before switching

3. WAR SYSTEM

✅ Currently Implemented

Backend API (api/war.php)

  • POST ?action=declare — Start war (target_user_id, war_goals, casus_belli)
  • GET ?action=list — Active wars for player
  • GET ?action=get_status&war_id=N — Full war status snapshot
  • POST ?action=offer_peace — Propose peace terms
  • POST ?action=respond_peace — Accept/reject peace offer

Database Schema

  • wars table: attacker/defender, war_score, exhaustion, status (active/paused/expired)
  • war_goals table: per-side goals (annex_system, reparations, humiliation, etc)
  • peace_offers table: pending offers with expires_at

War Mechanics Implemented

  • War score tracking (attacker vs defender side)
  • Exhaustion system (accumulated fatigue per side)
  • War goal progression (occupation control, reparations tracking)
  • Peace offer expiration + auto-cleanup
  • Forced peace logic (exhaustion > threshold triggers auto-peace)
  • Territory control detection (colony count in target system)

Frontend (js/engine/runtime/RuntimeWarController.js)

  • War overview panel
  • Active wars list
  • War status display (scores, exhaustion)
  • Peace offer interaction
  • War goal visualization

Integration Points

  • api/game_engine.php — War exhaustion tick + forced-peace checks
  • game.php — War runtime stats in projection
  • config/combat_config.php — All war balance constants

⚠️ Incomplete / Gaps

Frontend UI / UX

  • War declaration UI dialog not fully wired (exists but incomplete)
  • Goal customization UI missing (preset goals only)
  • Casus belli selection not exposed in UI
  • War summary panel lacks enemy fleet/colony threat visualization
  • No "war intelligence" (enemy ship counts, resource scans)
  • Peace negotiation UI minimal (accept/reject only, no counter-offers)

Mechanics Gaps

  • War pre-declaration cooldown not enforced (code checks but no 404 response)
  • Alliance-level wars not implemented (only 1v1)
  • War goal scoring not visible in UI (backend tracks, frontend shows generic "unknown" state)
  • No war attrition tied to active combat (exhaustion only from time, not losses)
  • No fleet damage carryover between battles
  • Tribute/indemnity terms not enforced post-peace

Missing Features

  • War declarations by all players trigger global event (not in event log)
  • Declarations don't trigger NPC diplomacy reactions
  • No neutral nation penalties for breaking peace early
  • No war-specific taxation enabled (economic war mechanics)
  • Supply line disruption not implemented
  • Siege mechanics (blockading colonies) not present

Data Gaps

  • War goal progress calculation incomplete for some goal types:
    • humiliation goal incomplete progress tracking
    • reparations goal doesn't check treasury/payment
    • technology_theft goal not in schema
  • Peace offer terms not validated after acceptance
  • War history not retained (wars deleted after expiry)

TODO Items Found in Code

// FROM COMBAT_SYSTEM_DESIGN.md §12 Implementierungs-Roadmap:
- [ ] War-Exhaustion-Tick in game_engine.php finalisieren
- [ ] Allianz-System (wars between alliances)
- [ ] Tests: war-events.test.js (Vitest)
- [ ] WarOverviewPanel UI finalization
- [ ] New JS API calls for war.php routing
- [ ] project_war_snapshots.php script for debugging

4. PHASE DOCUMENTS & ARCHITECTURAL DECISIONS

Phase 1 (✅ Complete)

File: PHASE_1_COMPLETION_SUMMARY.md
Content: Initial combat system foundation, battle simulator basics, preliminary VFX

Phase 2 (✅ Complete)

File: PHASE_2_COMPLETION.md / PHASE_2_IMPLEMENTATION.md
Status: Multi-entity weapon-fire VFX system
What was done:

  • Extended weapon fire from installations to ships, debris, wormholes, beacons
  • Unified BeamEffect pool rendering
  • Combat bridge enhancements (alternating fire patterns)
  • Performance optimized for 500+ entities

Phase 2 Verification (✅ Complete)

File: PHASE_2_VERIFICATION.md
Validated: All Phase 2 acceptance criteria met, test pass rates

Phase 3 (✅ Complete)

File: PHASE_3_COMPLETION.md / PHASE_3_DEBRIS_SYSTEM.md
Status: Advanced debris destruction system
What was implemented:

  • DebrisManager class with state machine (intact → damaged → critical → destroyed)
  • Cumulative damage tracking + cooperative damage (multi-attacker)
  • Fragment emission progression (6→12→24 particles)
  • Material damage visualization (color/emissive lerping)
  • 40+ comprehensive unit tests
  • Integration with weapon-fire VFX system

Architectural Decisions Documented

API Routing — All systems use consistent /api/[system].php?action= pattern
Frontend Controllers — Runtime*Controller.js pattern for all UI panels
Event System — Window manager (WM) + custom events for inter-system communication
Database Normalization — Separate tables per system (economy_policies, wars, peace_offers, etc)
Configuration — Per-system config files (combat_config.php, galaxy_config.json)


5. ACTIONABLE GAPS & RECOMMENDATIONS

High-Priority Completion Items

War System (affects gameplay flow)

  1. War declaration UI → Full dialog with goal customization
  2. War goal progress calculation → Fix humiliation and reparations tracking
  3. Peace negotiation UI → Counter-offer capabilities
  4. Alliance wars → 2v2 or N-faction scenarios
  5. War-triggered NPC diplomacy reactions

Economy System (production chains)

  1. Tier-2 goods production completion → Wire all recipes
  2. Pop class satisfaction mechanics → Full happiness/morale system
  3. Policy enforcement → War-economy, autarky, mercantilism effects
  4. Manufacturing bottleneck warnings → Production cap alerts
  5. Goods capacity enforcement UI → Visual inventory constraints

Pirates System (player interaction)

  1. Raid countermeasures → Spend credits/military to deter
  2. Raid impact mechanics → Affect colony resources
  3. Pirate contract negotiations → Trade/tribute options
  4. Standing decay visibility → Show changes per tick
  5. Historical raid archive → Track and analyze patterns

Medium-Priority Integration

  • Economy-War coupling: War economy policy effects, military goods consumption
  • Traders system: NPC traders respond to economy policy changes
  • Research tree: Economy & war research prerequisites wired
  • Achievement system: War/economy/pirate milestone tracking
  • Journal events: Declarations, peace treaties, market events logged

Testing Gaps

Smoke Tests Present:

  • test_pirates_endpoint_smoke.php
  • test_economy_endpoint_smoke.php
  • test_war_endpoint_smoke.php

Missing E2E Tests:

  • War goal progression → Colony occupation → Score increase
  • Peace negotiation flow → Offer → Counter → Accept
  • Economy policy switch → Production method changes → Goods output changes
  • Population class migration → Citizen promotion sequence
  • Raid → Damage applied → Defense option → Outcome

6. API ENDPOINT SUMMARY TABLE

Pirates Endpoints

Endpoint Method Status Missing
status GET ✅ Complete Defense options, impact data
recent_raids GET ✅ Complete Archive, filtering
forecast GET ✅ Complete Predictive ML model, escalation
run_tick POST ✅ Complete Return detailed raid list

Economy Endpoints

Endpoint Method Status Missing
get_overview GET ⚠️ Partial Happiness/welfare integration
get_production GET ⚠️ Partial Efficiency breakdown, bottlenecks
set_production_method POST ⚠️ Partial Validation of tier requirements
get_policy GET ✅ Complete
set_policy POST ⚠️ Partial Enforcement hooks missing
set_tax POST ✅ Complete
set_subsidy POST ⚠️ Partial Subsidy calculation
get_pop_classes GET ⚠️ Partial Satisfaction values incomplete

Market Endpoints

Endpoint Method Status Missing
get_prices GET ✅ Complete Local scoping needs work
buy POST ✅ Complete Wallet integration
sell POST ✅ Complete Profit tracking
get_history GET ✅ Complete
get_active_events GET ✅ Complete Event creation mechanism

Trade Endpoints

Endpoint Method Status Missing
list GET ✅ Complete
create POST ✅ Complete
delete POST ✅ Complete
toggle POST ✅ Complete
list_suggestions GET ✅ Complete Improvement algorithm
apply_suggestion POST ✅ Complete
list_proposals GET ✅ Complete
propose POST ✅ Complete Automated responses
accept POST ✅ Complete
reject POST ✅ Complete

War Endpoints

Endpoint Method Status Missing
list GET ✅ Complete Sorting/filtering options
get_status GET ✅ Complete Fleet composition, logistics
declare POST ⚠️ Partial Goal customization, cooldown enforcement
offer_peace POST ✅ Complete Counter-offers, negotiation flow
respond_peace POST ✅ Complete Terms enforcement post-peace

7. DEVELOPER NOTES

Configuration Files to Review

config/combat_config.php      — War balancing constants
config/galaxy_config.json     — Diplomacy configs
config/db.php                 — Database connection

Key Database Views Needed

-- War progress tracking
SELECT war_id, goal_type, progress FROM war_goals ...

-- Economy summary
SELECT colony_id, goods_type, quantity, production_rate FROM colonies ...

-- Pirate threat model
SELECT faction_id, threat_score, raids_24h, standing FROM npc_factions ...

Test Data / Bootstrap

# Initialize test data
docker compose exec -T web php scripts/bootstrap_25k.php

# Seed traders (for economy testing)
docker compose exec -T web php scripts/initialize_traders_system.php

# Test endpoints individually
php tests/js/api.test.js
php tests/js/war-events.test.js  # If exists

8. STATUS BY IMPLEMENTATION WEIGHT

System Feature Completeness Integration Frontend Comment
Pirates 60% 70% 50% Mechanics work, UI minimal, no consequences
Economy 75% 60% 65% API rich but production chains incomplete
War 80% 75% 40% Backend solid, UI needs major work
Market 85% 90% 70% Functional, scoping needs refinement
Trade 90% 85% 80% Mature system, well-integrated

Conclusion

The GalaxyQuest codebase has solid backend infrastructure for Pirates, Economy, and War systems but uneven frontend integration and incomplete game mechanics.

Critical Path to 100% Functionality:

  1. Complete economy production chain (Tier-2/3)
  2. War goal UI + alliance wars
  3. Pirates defense mechanics
  4. Policy enforcement hooks

Estimated Effort: 200-300 developer hours to reach full feature parity.