Sync dock hub missions and trade

This commit is contained in:
Admin 2026-09-21 00:03:35 +00:00
parent c706cd028b
commit 4e662cd2f9
9 changed files with 880 additions and 31 deletions

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@ -132,7 +132,7 @@
</div>
<button class="mobile-control port" data-code="KeyQ" data-key="q" data-keycode="81" aria-label="Fire port broadside">PORT</button>
<button class="mobile-control starboard" data-code="KeyE" data-key="e" data-keycode="69" aria-label="Fire starboard broadside">STARBOARD</button>
<button class="mobile-control ship-action buy" data-action="open-shipyard" aria-label="Open shipyard">SHIPYARD</button>
<button class="mobile-control ship-action buy" data-action="open-dock" aria-label="Dock at port">DOCK</button>
<button class="mobile-control restart" data-code="KeyR" data-key="r" data-keycode="82" aria-label="Restart">↻</button>
</div>

372
src/dock-ui.js Normal file
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@ -0,0 +1,372 @@
const dispatchAction = (action, extra = {}) => {
window.dispatchEvent(new CustomEvent('airship:action', {
detail: { action, ...extra },
}));
};
const overlay = document.createElement('div');
overlay.id = 'dock-overlay';
overlay.hidden = true;
overlay.innerHTML = `
<div class="dock-backdrop"></div>
<section class="dock-shell" role="dialog" aria-modal="true" aria-label="Dock">
<header class="dock-header">
<div>
<span class="dock-kicker">SKYPORT DOCK</span>
<h1 data-dock="port">PORT</h1>
<p data-dock="port-meta">Trade • contracts • repairs</p>
</div>
<button class="dock-leave" type="button">SET SAIL</button>
</header>
<div class="dock-resources">
<span>COIN <strong data-dock="credits">0</strong></span>
<span>CARGO <strong data-dock="cargo">0/0</strong></span>
<span>SALVAGE <strong data-dock="salvage">0</strong></span>
<span>MISSION <strong data-dock="mission">NONE</strong></span>
</div>
<nav class="dock-nav" aria-label="Dock services">
<button type="button" data-dock-tab="missions">MISSIONS</button>
<button type="button" data-dock-tab="trade">TRADE</button>
<button type="button" data-action="open-shipyard">SHIPYARD</button>
</nav>
<main class="dock-content">
<section class="dock-home" data-panel="home">
<button class="dock-service" type="button" data-dock-tab="missions">
<strong>MISSIONS</strong>
<span>Take courier contracts and pirate bounties.</span>
</button>
<button class="dock-service" type="button" data-dock-tab="trade">
<strong>TRADE</strong>
<span>Buy low, carry cargo, sell at another skyport.</span>
</button>
<button class="dock-service" type="button" data-action="open-shipyard">
<strong>SHIPYARD</strong>
<span>Upgrade the Sparrow and manage recovered salvage.</span>
</button>
</section>
<section class="dock-panel" data-panel="missions" hidden>
<div class="dock-section-head">
<div><strong>CONTRACT BOARD</strong><span>One active mission at a time.</span></div>
<button type="button" data-dock-tab="home">BACK</button>
</div>
<div class="dock-active-mission" data-dock="active-mission"></div>
<div class="dock-list" data-dock="mission-list"></div>
</section>
<section class="dock-panel" data-panel="trade" hidden>
<div class="dock-section-head">
<div><strong>MARKET</strong><span>Prices vary by port exports and demand.</span></div>
<button type="button" data-dock-tab="home">BACK</button>
</div>
<div class="dock-list" data-dock="market-list"></div>
</section>
</main>
<div class="dock-message" data-dock="message"></div>
</section>
`;
document.body.appendChild(overlay);
const style = document.createElement('style');
style.textContent = `
#dock-overlay {
position: fixed;
inset: 0;
z-index: 430;
color: #f0d9a0;
font-family: Georgia, 'Times New Roman', serif;
}
#dock-overlay[hidden] { display: none; }
.dock-backdrop {
position: absolute;
inset: 0;
background: rgba(2, 10, 15, .9);
backdrop-filter: blur(8px);
-webkit-backdrop-filter: blur(8px);
}
.dock-shell {
position: relative;
width: min(980px, calc(100vw - 18px));
max-height: calc(100dvh - 18px);
min-height: min(720px, calc(100dvh - 18px));
margin: max(9px, env(safe-area-inset-top)) auto;
padding: 14px;
overflow: auto;
border: 1px solid rgba(196, 140, 54, .64);
border-radius: 14px;
background: radial-gradient(circle at 50% 0%, rgba(20, 72, 84, .33), transparent 36%), #06161e;
box-shadow: 0 18px 60px rgba(0,0,0,.62);
overscroll-behavior: contain;
}
.dock-header {
display: flex;
align-items: center;
justify-content: space-between;
gap: 12px;
padding: 8px 10px 13px;
border-bottom: 1px solid rgba(196, 140, 54, .34);
}
.dock-kicker { color: #adcfca; font: 700 10px/1 system-ui, sans-serif; letter-spacing: .18em; }
.dock-header h1 { margin: 3px 0 2px; color: #fff0bd; font-size: clamp(26px, 5vw, 46px); line-height: .95; }
.dock-header p { margin: 0; color: #9eb2b9; font: 600 11px/1.2 system-ui, sans-serif; }
.dock-leave,
.dock-nav button,
.dock-section-head button {
min-height: 44px;
border: 1px solid #9a6a2b;
border-radius: 9px;
background: linear-gradient(#174a50, #0a2930);
color: #ffe5a7;
font: 700 11px/1 Georgia, serif;
touch-action: manipulation;
}
.dock-leave { min-width: 112px; padding: 8px 14px; }
.dock-resources {
display: flex;
flex-wrap: wrap;
justify-content: center;
gap: 7px;
padding: 10px 0;
}
.dock-resources span {
padding: 6px 11px;
border: 1px solid rgba(196, 140, 54, .38);
border-radius: 999px;
background: rgba(3, 20, 27, .82);
font-size: 11px;
}
.dock-resources strong { color: #fff0bd; }
.dock-nav {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 8px;
margin: 2px 0 12px;
}
.dock-nav button { min-height: 52px; font-size: 13px; }
.dock-content { min-height: 420px; }
.dock-home {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 10px;
}
.dock-service {
min-height: 250px;
padding: 18px;
border: 1px solid rgba(194, 142, 61, .56);
border-radius: 12px;
background: linear-gradient(180deg, rgba(13, 63, 72, .86), rgba(5, 25, 32, .96));
color: #f0d9a0;
text-align: left;
touch-action: manipulation;
}
.dock-service strong { display:block; margin-bottom:8px; color:#fff1bc; font-size:22px; }
.dock-service span { color:#aac0c6; font:600 12px/1.45 system-ui,sans-serif; }
.dock-panel { display: grid; gap: 10px; }
.dock-section-head { display:flex; align-items:center; justify-content:space-between; gap:10px; }
.dock-section-head > div { display:grid; gap:2px; }
.dock-section-head strong { color:#fff0bd; font-size:18px; }
.dock-section-head span { color:#9fb3b9; font:600 10px/1.2 system-ui,sans-serif; }
.dock-section-head button { min-width:76px; padding:7px 10px; }
.dock-list { display:grid; gap:8px; }
.dock-card,
.dock-active-mission {
display:grid;
gap:5px;
padding:11px 12px;
border:1px solid rgba(190, 139, 59, .42);
border-radius:10px;
background:rgba(3, 21, 28, .88);
}
.dock-active-mission:empty { display:none; }
.dock-card-head { display:flex; align-items:flex-start; justify-content:space-between; gap:10px; }
.dock-card strong { color:#fff0bd; }
.dock-card small,
.dock-card p { margin:0; color:#9fb5bb; font:600 10px/1.35 system-ui,sans-serif; }
.dock-card-actions { display:flex; flex-wrap:wrap; gap:7px; margin-top:3px; }
.dock-card button,
.dock-active-mission button {
min-height:38px;
padding:6px 12px;
border:1px solid #9a6a2b;
border-radius:8px;
background:#103b3d;
color:#f5dda0;
font:700 10px/1 system-ui,sans-serif;
touch-action:manipulation;
}
.dock-card button:disabled,
.dock-active-mission button:disabled { opacity:.36; }
.dock-market-row {
display:grid;
grid-template-columns:minmax(120px,1.2fr) .8fr .8fr auto;
gap:8px;
align-items:center;
}
.dock-price { color:#fff0bd; font:700 11px/1 system-ui,sans-serif; }
.dock-tag { color:#98d3ab; font:700 9px/1 system-ui,sans-serif; }
.dock-message { min-height:1.3em; padding-top:9px; color:#fff0bd; text-align:center; font:700 11px/1.2 system-ui,sans-serif; }
body.dock-open #mobile-controls { visibility:hidden; }
@media (max-width: 720px) {
.dock-shell {
width: calc(100vw - 8px);
max-height: calc(100dvh - 8px);
min-height: calc(100dvh - 8px);
margin: 4px auto;
padding: 8px;
border-radius: 9px;
}
.dock-header h1 { font-size: clamp(24px, 8vw, 34px); }
.dock-home { grid-template-columns:1fr; }
.dock-service { min-height:105px; padding:13px; }
.dock-service strong { font-size:18px; }
.dock-content { min-height:0; }
.dock-nav { position:sticky; top:-8px; z-index:2; padding:6px 0; background:#06161e; }
.dock-market-row { grid-template-columns:1fr 1fr; }
.dock-market-row .dock-card-actions { grid-column:1 / -1; }
}
`;
document.head.appendChild(style);
const fields = Object.fromEntries(
[...overlay.querySelectorAll('[data-dock]')].map((el) => [el.dataset.dock, el]),
);
const panels = [...overlay.querySelectorAll('[data-panel]')];
let latestState = null;
const setPanel = (name = 'home') => {
panels.forEach((panel) => { panel.hidden = panel.dataset.panel !== name; });
};
const actionButton = (label, action, extra = {}, disabled = false) => {
const button = document.createElement('button');
button.type = 'button';
button.textContent = label;
button.disabled = disabled;
button.addEventListener('click', () => dispatchAction(action, extra));
return button;
};
const renderMission = (state) => {
const dock = state?.dock || {};
const active = dock.activeMission;
fields['active-mission'].replaceChildren();
if (active) {
const title = document.createElement('strong');
title.textContent = `ACTIVE: ${active.title}`;
const progress = document.createElement('small');
progress.textContent = `${active.progressText} • Reward ¢${active.reward}`;
fields['active-mission'].append(title, progress);
if (active.ready) {
fields['active-mission'].append(actionButton('CLAIM REWARD', 'complete-mission'));
}
}
fields['mission-list'].replaceChildren();
for (const mission of dock.missionOffers || []) {
const card = document.createElement('article');
card.className = 'dock-card';
const head = document.createElement('div');
head.className = 'dock-card-head';
const title = document.createElement('strong');
title.textContent = mission.title;
const reward = document.createElement('span');
reward.className = 'dock-price';
reward.textContent = `¢${mission.reward}`;
head.append(title, reward);
const desc = document.createElement('p');
desc.textContent = mission.description;
const actions = document.createElement('div');
actions.className = 'dock-card-actions';
actions.append(actionButton(
active ? 'MISSION ACTIVE' : 'ACCEPT',
'accept-mission',
{ missionId: mission.id },
Boolean(active),
));
card.append(head, desc, actions);
fields['mission-list'].append(card);
}
};
const renderMarket = (state) => {
const dock = state?.dock || {};
fields['market-list'].replaceChildren();
for (const item of dock.market || []) {
const card = document.createElement('article');
card.className = 'dock-card dock-market-row';
const name = document.createElement('div');
const strong = document.createElement('strong');
strong.textContent = item.name;
const tag = document.createElement('small');
tag.className = 'dock-tag';
tag.textContent = item.exported ? 'LOCAL EXPORT' : item.imported ? 'HIGH DEMAND' : 'MARKET';
name.append(strong, tag);
const buy = document.createElement('span');
buy.className = 'dock-price';
buy.textContent = `BUY ¢${item.buyPrice}`;
const sell = document.createElement('span');
sell.className = 'dock-price';
sell.textContent = `SELL ¢${item.sellPrice} • HOLD ${item.held || 0}`;
const actions = document.createElement('div');
actions.className = 'dock-card-actions';
actions.append(
actionButton('BUY 1', 'buy-trade-good', { goodId: item.goodId }, !item.canBuy),
actionButton('SELL 1', 'sell-trade-good', { goodId: item.goodId }, !item.canSell),
);
card.append(name, buy, sell, actions);
fields['market-list'].append(card);
}
};
const render = (state) => {
if (!state?.dock) return;
latestState = state;
const dock = state.dock;
fields.port.textContent = dock.portName || 'DOCK';
fields['port-meta'].textContent = `${String(dock.portType || 'trade').toUpperCase()} • ${dock.portExports?.join(', ') || 'mixed goods'}`;
fields.credits.textContent = state.progression?.credits ?? 0;
fields.cargo.textContent = `${dock.cargoUsed || 0}/${dock.cargoCapacity || 0}`;
fields.salvage.textContent = state.progression?.inventoryCount || 0;
fields.mission.textContent = dock.activeMission ? dock.activeMission.type.toUpperCase() : 'NONE';
fields.message.textContent = String(state.status || '').replace(/\n/g, ' ');
renderMission(state);
renderMarket(state);
};
const show = (state) => {
render(state);
setPanel('home');
overlay.hidden = false;
document.body.classList.add('dock-open');
};
const hide = () => {
overlay.hidden = true;
document.body.classList.remove('dock-open');
};
for (const button of overlay.querySelectorAll('[data-dock-tab]')) {
button.addEventListener('click', () => setPanel(button.dataset.dockTab));
}
for (const button of overlay.querySelectorAll('[data-action="open-shipyard"]')) {
button.addEventListener('click', () => dispatchAction('open-shipyard'));
}
overlay.querySelector('.dock-leave').addEventListener('click', () => dispatchAction('close-dock'));
overlay.querySelector('.dock-backdrop').addEventListener('click', () => dispatchAction('close-dock'));
window.addEventListener('airship:dock-open', (event) => show(event.detail));
window.addEventListener('airship:dock-state', (event) => render(event.detail));
window.addEventListener('airship:dock-hide', () => hide());
window.addEventListener('airship:dock-close', () => hide());
window.addEventListener('airship:dock-return', (event) => show(event.detail || latestState));
window.addEventListener('airship:hud-state', (event) => {
latestState = event.detail;
if (!overlay.hidden) render(event.detail);
});
window.addEventListener('keydown', (event) => {
if (event.key === 'Escape' && !overlay.hidden) dispatchAction('close-dock');
});

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@ -1,3 +1,4 @@
import './game-v4.js';
import './mobile-hud.js';
import './dock-ui.js';
import './shipyard-ui.js';

View File

@ -43,6 +43,16 @@ import {
upgradePathForSlot,
} from './progression/ship-loadout.js';
import { MODULE_CATALOG } from './progression/modules.js';
import {
acceptMission,
buyTradeGood,
completeMission,
marketAtPort,
missionOffersAtPort,
missionStatus,
sellTradeGood,
tradeCargoUnits,
} from './progression/dock-economy.js';
import {
createMerchantTrafficPlans,
merchantPointOnRoute,
@ -106,7 +116,9 @@ class GameScene extends Phaser.Scene {
this.progression = createStarterProgression();
this.playerStats = deriveShipStats(this.progression.loadout);
this.pendingMobileActions = new Set();
this.pendingActionDetails = new Map();
this.pendingModulePurchaseId = null;
this.dockOpen = false;
this.shipyardOpen = false;
this.playerSpeed = 0;
this.playerHull = this.playerStats.maxHull;
@ -230,6 +242,7 @@ class GameScene extends Phaser.Scene {
this.handleMobileAction = (event) => {
const action = String(event.detail?.action || '');
if (!action) return;
this.pendingActionDetails.set(action, { ...(event.detail || {}) });
if (action === 'purchase-module') {
this.pendingModulePurchaseId = String(event.detail?.moduleId || '');
}
@ -550,39 +563,76 @@ class GameScene extends Phaser.Scene {
const { port, range } = nearestPort(this.world, this.player.x, this.player.y);
const docked = Boolean(port && range <= 230);
const openRequested = this.pendingMobileActions.delete('open-shipyard')
|| Phaser.Input.Keyboard.JustDown(this.keys.buyUpgrade);
const closeRequested = this.pendingMobileActions.delete('close-shipyard')
|| Phaser.Input.Keyboard.JustDown(this.keys.closeShipyard);
const purchaseRequested = this.pendingMobileActions.delete('purchase-module');
const mobileFit = this.pendingMobileActions.delete('fit-salvage');
const scrapSalvage = this.pendingMobileActions.delete('scrap-salvage');
const takeAction = (action) => {
const requested = this.pendingMobileActions.delete(action);
const detail = this.pendingActionDetails.get(action) || null;
if (requested) this.pendingActionDetails.delete(action);
return requested ? (detail || {}) : null;
};
if (closeRequested && this.shipyardOpen) {
const openDockAction = takeAction('open-dock');
const openShipyardAction = takeAction('open-shipyard');
const closeShipyardAction = takeAction('close-shipyard');
const closeDockAction = takeAction('close-dock');
const purchaseAction = takeAction('purchase-module');
const fitAction = takeAction('fit-salvage');
const scrapAction = takeAction('scrap-salvage');
const buyTradeAction = takeAction('buy-trade-good');
const sellTradeAction = takeAction('sell-trade-good');
const acceptMissionAction = takeAction('accept-mission');
const completeMissionAction = takeAction('complete-mission');
const keyboardDock = Phaser.Input.Keyboard.JustDown(this.keys.buyUpgrade);
const keyboardEscape = Phaser.Input.Keyboard.JustDown(this.keys.closeShipyard);
if ((closeShipyardAction || (keyboardEscape && this.shipyardOpen)) && this.shipyardOpen) {
this.shipyardOpen = false;
this.pendingModulePurchaseId = null;
window.dispatchEvent(new CustomEvent('airship:shipyard-close'));
window.dispatchEvent(new CustomEvent('airship:dock-return', {
detail: this.buildHudState(),
}));
return;
}
if (openRequested) {
if ((closeDockAction || (keyboardEscape && this.dockOpen && !this.shipyardOpen)) && this.dockOpen) {
this.shipyardOpen = false;
this.dockOpen = false;
this.pendingModulePurchaseId = null;
window.dispatchEvent(new CustomEvent('airship:shipyard-close'));
window.dispatchEvent(new CustomEvent('airship:dock-close'));
return;
}
if (openDockAction || keyboardDock) {
if (!docked) {
this.status.setText('GET WITHIN 230m OF A PORT TO ENTER SHIPYARD');
this.status.setText('GET WITHIN 230m OF A PORT TO DOCK');
this.time.delayedCall(1400, () => {
if (this.gameState === 'playing') this.status.setText('');
});
} else {
this.shipyardOpen = true;
this.dockOpen = true;
this.shipyardOpen = false;
this.playerSpeed = 0;
this.player.setVelocity(0, 0);
window.dispatchEvent(new CustomEvent('airship:shipyard-open', {
window.dispatchEvent(new CustomEvent('airship:dock-open', {
detail: this.buildHudState(),
}));
}
return;
}
if (purchaseRequested) {
const moduleId = this.pendingModulePurchaseId;
if (openShipyardAction && this.dockOpen && docked && !this.shipyardOpen) {
this.shipyardOpen = true;
window.dispatchEvent(new CustomEvent('airship:dock-hide'));
window.dispatchEvent(new CustomEvent('airship:shipyard-open', {
detail: this.buildHudState(),
}));
return;
}
if (purchaseAction) {
const moduleId = String(purchaseAction.moduleId || this.pendingModulePurchaseId || '');
this.pendingModulePurchaseId = null;
if (!this.shipyardOpen || !docked || !moduleId) return;
@ -607,7 +657,7 @@ class GameScene extends Phaser.Scene {
}));
}
if (mobileFit || Phaser.Input.Keyboard.JustDown(this.keys.fitSalvage)) {
if (fitAction || Phaser.Input.Keyboard.JustDown(this.keys.fitSalvage)) {
if (!this.shipyardOpen || !docked) {
this.status.setText('FIT RECOVERED MODULES AT THE SHIPYARD');
} else {
@ -630,7 +680,7 @@ class GameScene extends Phaser.Scene {
}
}
if (scrapSalvage) {
if (scrapAction) {
if (!this.shipyardOpen || !docked) {
this.status.setText('SCRAP RECOVERED MODULES AT THE SHIPYARD');
} else {
@ -648,6 +698,68 @@ class GameScene extends Phaser.Scene {
}
}
if (this.dockOpen && docked && !this.shipyardOpen) {
const market = marketAtPort(this.world, port);
if (buyTradeAction) {
const item = market.find(({ goodId }) => goodId === buyTradeAction.goodId);
this.progression = buyTradeGood(this.progression, item, this.playerStats, 1);
this.status.setText(
this.progression.traded
? `BOUGHT ${item?.name || 'CARGO'} // ¢${this.progression.credits}`
: this.progression.reason === 'cargo-full'
? 'CARGO HOLD FULL'
: 'NOT ENOUGH COIN',
);
}
if (sellTradeAction) {
const item = market.find(({ goodId }) => goodId === sellTradeAction.goodId);
this.progression = sellTradeGood(this.progression, item, 1);
this.status.setText(
this.progression.traded
? `SOLD ${item?.name || 'CARGO'} // ¢${this.progression.credits}`
: 'NONE OF THAT CARGO IN HOLD',
);
}
if (acceptMissionAction) {
const offers = missionOffersAtPort(this.world, port, this.defeated);
const mission = offers.find(({ id }) => id === acceptMissionAction.missionId);
this.progression = acceptMission(
this.progression,
mission,
this.playerStats,
this.defeated,
);
this.status.setText(
this.progression.missionAccepted
? `MISSION ACCEPTED\n${mission?.title || ''}`
: this.progression.reason === 'cargo-full'
? 'NOT ENOUGH CARGO SPACE'
: 'FINISH CURRENT MISSION FIRST',
);
}
if (completeMissionAction) {
const activeBefore = this.progression.activeMission;
this.progression = completeMission(this.progression, {
portId: port.id,
defeated: this.defeated,
});
this.status.setText(
this.progression.missionCompleted
? `MISSION COMPLETE +¢${activeBefore?.reward || 0}`
: 'MISSION NOT COMPLETE YET',
);
}
if (buyTradeAction || sellTradeAction || acceptMissionAction || completeMissionAction) {
window.dispatchEvent(new CustomEvent('airship:dock-state', {
detail: this.buildHudState(),
}));
}
}
}
createEnvironmentPhysics() {
@ -1230,7 +1342,7 @@ class GameScene extends Phaser.Scene {
}
this.updateProgressionInteraction();
if (this.shipyardOpen) {
if (this.dockOpen) {
this.player.setVelocity(0, 0);
const hudState = this.buildHudState();
if (!this.mobileHudActive) this.drawHud(hudState);
@ -1707,6 +1819,15 @@ class GameScene extends Phaser.Scene {
upgradePathForSlot(this.progression.loadout, slot, marketStock),
]),
);
const dockMarket = docked ? marketAtPort(this.world, portState.port) : [];
const cargoUsed = tradeCargoUnits(this.progression);
const missionOffers = docked
? missionOffersAtPort(this.world, portState.port, this.defeated)
: [];
const activeMission = missionStatus(this.progression, {
portId: docked ? portState.port?.id : null,
defeated: this.defeated,
});
return {
gameState: this.gameState,
@ -1741,6 +1862,28 @@ class GameScene extends Phaser.Scene {
losses: this.tradeLosses,
playerLosses: this.playerTradeLosses,
},
dock: {
open: this.dockOpen,
shipyardOpen: this.shipyardOpen,
portId: docked ? portState.port?.id : null,
portName: docked ? portState.port?.name : null,
portType: docked ? portState.port?.type : null,
portExports: docked ? portState.port?.exports || [] : [],
cargoUsed,
cargoCapacity: this.playerStats?.cargoCapacity || 0,
market: dockMarket.map((item) => {
const held = this.progression.tradeCargo?.[item.goodId] || 0;
return {
...item,
held,
canBuy: (this.progression.credits || 0) >= item.buyPrice
&& cargoUsed < (this.playerStats?.cargoCapacity || 0),
canSell: held > 0,
};
}),
missionOffers,
activeMission,
},
progression: {
credits: this.progression?.credits || 0,
scrap: this.progression?.scrap || 0,
@ -1748,6 +1891,7 @@ class GameScene extends Phaser.Scene {
nearestPort: portState.port?.name || null,
nearestPortRange: portState.range,
docked,
dockOpen: this.dockOpen,
shipyardOpen: this.shipyardOpen,
shipStats: { ...this.playerStats },
loadout: { ...this.progression.loadout },

View File

@ -805,9 +805,14 @@ if (!isDesktopPointer.matches) {
buyButton.hidden = !progression.docked;
buyButton.disabled = !progression.docked;
const salvageCount = progression.inventoryCount || 0;
buyButton.textContent = salvageCount > 0
? `SHIPYARD\nSALVAGE ${salvageCount}`
: 'SHIPYARD';
const missionActive = Boolean(state.dock?.activeMission);
const badges = [
missionActive ? 'MISSION' : '',
salvageCount > 0 ? `SALVAGE ${salvageCount}` : '',
].filter(Boolean);
buyButton.textContent = badges.length
? `DOCK\n${badges.join(' • ')}`
: 'DOCK';
}
const statusText = String(state.status || '').trim();

View File

@ -0,0 +1,210 @@
import { createSeededRandom } from '../world/seeded-random.js';
const clamp = (value, min, max) => Math.max(min, Math.min(max, value));
export const TRADE_GOODS = {
provisions: { id: 'provisions', name: 'Provisions', basePrice: 34 },
ore: { id: 'ore', name: 'Ore', basePrice: 52 },
fuel: { id: 'fuel', name: 'Aether Fuel', basePrice: 46 },
machinery: { id: 'machinery', name: 'Machinery', basePrice: 82 },
};
const TYPE_MODIFIERS = {
capital: { provisions: 0.96, ore: 1.02, fuel: 1.0, machinery: 0.94 },
industrial: { provisions: 1.08, ore: 0.72, fuel: 0.96, machinery: 0.8 },
fuel: { provisions: 1.08, ore: 1.04, fuel: 0.7, machinery: 1.06 },
military: { provisions: 1.12, ore: 1.1, fuel: 1.04, machinery: 1.14 },
trade: { provisions: 0.94, ore: 1.0, fuel: 1.0, machinery: 0.96 },
};
const resourceToGood = (resource) => resource === 'food'
? 'provisions'
: resource === 'ore'
? 'ore'
: resource === 'fuel'
? 'fuel'
: resource;
export const tradeCargoUnits = (progression = {}) => {
const cargo = progression.tradeCargo || {};
const goods = Object.values(cargo).reduce((sum, qty) => sum + Math.max(0, Number(qty) || 0), 0);
const missionUnits = progression.activeMission?.type === 'delivery'
? Math.max(0, progression.activeMission.cargoUnits || 0)
: 0;
return goods + missionUnits;
};
export const marketAtPort = (world, port) => {
if (!port) return [];
const typeMods = TYPE_MODIFIERS[port.type] || TYPE_MODIFIERS.trade;
const exports = new Set((port.exports || []).map(resourceToGood));
const imports = new Set((port.imports || []).map(resourceToGood));
return Object.values(TRADE_GOODS).map((good) => {
const random = createSeededRandom(`${world?.seed || 'world'}:${port.id}:${good.id}:market`);
const jitter = 0.93 + random() * 0.14;
let modifier = typeMods[good.id] || 1;
if (exports.has(good.id)) modifier *= 0.76;
if (imports.has(good.id)) modifier *= 1.2;
modifier *= 0.96 + (1 - (port.wealth || 0.5)) * 0.08;
const localPrice = Math.max(8, Math.round(good.basePrice * modifier * jitter));
return {
goodId: good.id,
name: good.name,
buyPrice: localPrice,
sellPrice: Math.max(5, Math.round(localPrice * 0.86)),
exported: exports.has(good.id),
imported: imports.has(good.id),
};
});
};
export const buyTradeGood = (progression, marketItem, stats, quantity = 1) => {
const qty = Math.max(1, Math.floor(quantity));
const price = Math.max(0, marketItem?.buyPrice || 0) * qty;
if (!marketItem?.goodId || price <= 0) return { ...progression, traded: false, reason: 'invalid-good' };
if ((progression.credits || 0) < price) return { ...progression, traded: false, reason: 'insufficient-credits' };
if (tradeCargoUnits(progression) + qty > (stats?.cargoCapacity || 0)) {
return { ...progression, traded: false, reason: 'cargo-full' };
}
const tradeCargo = { ...(progression.tradeCargo || {}) };
tradeCargo[marketItem.goodId] = (tradeCargo[marketItem.goodId] || 0) + qty;
return {
...progression,
tradeCargo,
credits: progression.credits - price,
traded: true,
tradeAction: { type: 'buy', goodId: marketItem.goodId, quantity: qty, price },
};
};
export const sellTradeGood = (progression, marketItem, quantity = 1) => {
const qty = Math.max(1, Math.floor(quantity));
const held = Math.max(0, progression.tradeCargo?.[marketItem?.goodId] || 0);
if (!marketItem?.goodId || held < qty) return { ...progression, traded: false, reason: 'not-held' };
const tradeCargo = { ...(progression.tradeCargo || {}) };
tradeCargo[marketItem.goodId] = held - qty;
if (tradeCargo[marketItem.goodId] <= 0) delete tradeCargo[marketItem.goodId];
const price = Math.max(0, marketItem.sellPrice || 0) * qty;
return {
...progression,
tradeCargo,
credits: (progression.credits || 0) + price,
traded: true,
tradeAction: { type: 'sell', goodId: marketItem.goodId, quantity: qty, price },
};
};
const routeDistance = (route) => Math.hypot(
(route?.to?.x || 0) - (route?.from?.x || 0),
(route?.to?.y || 0) - (route?.from?.y || 0),
);
const connectedRoutes = (world, portId) => (world?.tradeRoutes || [])
.filter((route) => route.fromPortId === portId || route.toPortId === portId);
const otherPortId = (route, portId) => route.fromPortId === portId
? route.toPortId
: route.fromPortId;
export const missionOffersAtPort = (world, port, defeated = 0) => {
if (!port) return [];
const routes = connectedRoutes(world, port.id)
.sort((a, b) => b.value - a.value || routeDistance(b) - routeDistance(a));
const deliveryRoute = routes[0] || null;
const targetPort = deliveryRoute
? world.ports.find(({ id }) => id === otherPortId(deliveryRoute, port.id))
: null;
const random = createSeededRandom(`${world?.seed || 'world'}:${port.id}:missions`);
const offers = [];
if (deliveryRoute && targetPort) {
const cargoUnits = 1 + Math.floor(random() * 2);
const distance = routeDistance(deliveryRoute);
const reward = Math.round(120 + distance * 0.11 + deliveryRoute.value * 160 + cargoUnits * 30);
offers.push({
id: `delivery:${port.id}:${targetPort.id}`,
type: 'delivery',
title: `Courier Run → ${targetPort.name}`,
description: `Carry ${cargoUnits} sealed cargo unit${cargoUnits === 1 ? '' : 's'} to ${targetPort.name}.`,
originPortId: port.id,
originPortName: port.name,
targetPortId: targetPort.id,
targetPortName: targetPort.name,
cargoUnits,
reward,
});
}
const killTarget = 2 + Math.floor(random() * 3);
offers.push({
id: `bounty:${port.id}:${killTarget}`,
type: 'bounty',
title: `Pirate Bounty ×${killTarget}`,
description: `Destroy ${killTarget} pirate airship${killTarget === 1 ? '' : 's'} and claim the bounty at any dock.`,
originPortId: port.id,
originPortName: port.name,
targetKills: killTarget,
reward: 150 + killTarget * 90,
baselineKills: defeated,
});
return offers;
};
export const acceptMission = (progression, mission, stats, defeated = 0) => {
if (!mission) return { ...progression, missionAccepted: false, reason: 'invalid-mission' };
if (progression.activeMission) return { ...progression, missionAccepted: false, reason: 'mission-active' };
if (mission.type === 'delivery' && tradeCargoUnits(progression) + (mission.cargoUnits || 0) > (stats?.cargoCapacity || 0)) {
return { ...progression, missionAccepted: false, reason: 'cargo-full' };
}
return {
...progression,
activeMission: {
...mission,
baselineKills: mission.type === 'bounty' ? defeated : mission.baselineKills,
},
missionAccepted: true,
};
};
export const missionStatus = (progression, { portId = null, defeated = 0 } = {}) => {
const mission = progression?.activeMission || null;
if (!mission) return null;
if (mission.type === 'delivery') {
const ready = portId === mission.targetPortId;
return {
...mission,
progressText: ready ? `Arrived at ${mission.targetPortName}` : `Deliver to ${mission.targetPortName}`,
ready,
};
}
const kills = Math.max(0, defeated - (mission.baselineKills || 0));
return {
...mission,
kills,
progressText: `${Math.min(kills, mission.targetKills)}/${mission.targetKills} pirates destroyed`,
ready: kills >= mission.targetKills,
};
};
export const completeMission = (progression, context = {}) => {
const status = missionStatus(progression, context);
if (!status) return { ...progression, missionCompleted: false, reason: 'no-mission' };
if (!status.ready) return { ...progression, missionCompleted: false, reason: 'not-complete' };
return {
...progression,
credits: (progression.credits || 0) + Math.max(0, status.reward || 0),
activeMission: null,
missionCompleted: true,
lastCompletedMission: status,
};
};

View File

@ -18,6 +18,8 @@ export const createStarterProgression = () => ({
scrap: 0,
loadout: { ...STARTER_LOADOUT },
inventory: [],
tradeCargo: {},
activeMission: null,
});
export const deriveShipStats = (loadout = STARTER_LOADOUT) => {

View File

@ -0,0 +1,87 @@
import test from 'node:test';
import assert from 'node:assert/strict';
import { generateWorld } from '../src/world/world-generator.js';
import { createStarterProgression, deriveShipStats } from '../src/progression/ship-loadout.js';
import {
acceptMission,
buyTradeGood,
completeMission,
marketAtPort,
missionOffersAtPort,
missionStatus,
sellTradeGood,
tradeCargoUnits,
} from '../src/progression/dock-economy.js';
test('port markets are deterministic and expose buy/sell prices', () => {
const world = generateWorld({ seed: 'DOCK-MARKET' });
const port = world.ports[0];
const a = marketAtPort(world, port);
const b = marketAtPort(world, port);
assert.deepEqual(a, b);
assert.ok(a.length >= 4);
assert.ok(a.every((item) => item.buyPrice > item.sellPrice));
});
test('trade cargo respects capacity and selling returns coin', () => {
const world = generateWorld({ seed: 'DOCK-TRADE' });
const market = marketAtPort(world, world.ports[0]);
const item = market[0];
const starter = { ...createStarterProgression(), credits: 2000 };
const stats = deriveShipStats(starter.loadout);
const bought = buyTradeGood(starter, item, stats);
assert.equal(bought.traded, true);
assert.equal(tradeCargoUnits(bought), 1);
assert.ok(bought.credits < starter.credits);
const sold = sellTradeGood(bought, item);
assert.equal(sold.traded, true);
assert.equal(tradeCargoUnits(sold), 0);
assert.ok(sold.credits > bought.credits);
});
test('delivery missions follow generated trade routes and complete at destination', () => {
const world = generateWorld({ seed: 'DOCK-MISSIONS' });
const origin = world.ports[0];
const offers = missionOffersAtPort(world, origin, 0);
const delivery = offers.find(({ type }) => type === 'delivery');
assert.ok(delivery);
assert.ok(world.tradeRoutes.some((route) =>
(route.fromPortId === origin.id && route.toPortId === delivery.targetPortId)
|| (route.toPortId === origin.id && route.fromPortId === delivery.targetPortId)
));
const starter = createStarterProgression();
const stats = deriveShipStats(starter.loadout);
const accepted = acceptMission(starter, delivery, stats, 0);
assert.equal(accepted.missionAccepted, true);
assert.equal(missionStatus(accepted, { portId: origin.id, defeated: 0 }).ready, false);
const completed = completeMission(accepted, {
portId: delivery.targetPortId,
defeated: 0,
});
assert.equal(completed.missionCompleted, true);
assert.equal(completed.activeMission, null);
assert.equal(completed.credits, starter.credits + delivery.reward);
});
test('bounty missions advance from actual pirate kill count', () => {
const world = generateWorld({ seed: 'DOCK-BOUNTY' });
const offers = missionOffersAtPort(world, world.ports[0], 5);
const bounty = offers.find(({ type }) => type === 'bounty');
const starter = createStarterProgression();
const stats = deriveShipStats(starter.loadout);
const accepted = acceptMission(starter, bounty, stats, 5);
const pending = missionStatus(accepted, {
portId: world.ports[0].id,
defeated: 5 + bounty.targetKills - 1,
});
assert.equal(pending.ready, false);
const ready = missionStatus(accepted, {
portId: world.ports[0].id,
defeated: 5 + bounty.targetKills,
});
assert.equal(ready.ready, true);
});

View File

@ -263,21 +263,25 @@ test('environment physics adds wind, soft island collision, turbulence, and proj
assert.match(source, /windSpeed: this\.environmentWind\?\.strength/);
});
test('mobile controls route salvage management through the docked shipyard', async () => {
const [game, hud, index] = await Promise.all([
test('mobile controls enter a dock hub before shipyard, trade, or missions', async () => {
const [game, hud, index, entry, dockUi] = await Promise.all([
read('src/game-v4.js'),
read('src/mobile-hud.js'),
read('index.html'),
read('src/game-entry.js'),
read('src/dock-ui.js'),
]);
assert.match(index, /data-action="open-shipyard"/);
assert.doesNotMatch(index, /data-action="fit-salvage"/);
assert.match(index, /CustomEvent\('airship:action'/);
assert.match(game, /this\.pendingMobileActions\.delete\('open-shipyard'\)/);
assert.match(game, /this\.pendingMobileActions\.delete\('fit-salvage'\)/);
assert.match(game, /this\.pendingMobileActions\.delete\('scrap-salvage'\)/);
assert.match(hud, /buyButton\.textContent = salvageCount > 0/);
assert.doesNotMatch(hud, /const fitButton = root\.querySelector/);
assert.match(index, /data-action="open-dock"/);
assert.match(entry, /import '.\/dock-ui\.js'/);
assert.match(game, /const openDockAction = takeAction\('open-dock'\)/);
assert.match(game, /this\.dockOpen = true/);
assert.match(game, /if \(this\.dockOpen\)/);
assert.match(dockUi, /MISSIONS/);
assert.match(dockUi, /TRADE/);
assert.match(dockUi, /SHIPYARD/);
assert.match(dockUi, /dispatchAction\('open-shipyard'\)/);
assert.match(hud, /buyButton\.textContent = badges\.length/);
});
test('shipyard overlay uses supplied component art and explicit module purchases', async () => {
@ -305,12 +309,36 @@ test('shipyard overlay uses supplied component art and explicit module purchases
assert.match(game, /marketForPort\(port\)/);
assert.match(game, /airship:shipyard-state/);
assert.match(game, /this\.shipyardOpen = true/);
assert.match(game, /airship:dock-hide/);
assert.match(game, /airship:dock-return/);
assert.match(modules, /'reinforced-rudder'/);
assert.match(modules, /price: 800/);
assert.match(modules, /price: 600/);
assert.match(modules, /price: 400/);
});
test('dock trade and missions are driven by generated port economy state', async () => {
const [game, economy, dockUi] = await Promise.all([
read('src/game-v4.js'),
read('src/progression/dock-economy.js'),
read('src/dock-ui.js'),
]);
assert.match(game, /marketAtPort\(this\.world, port\)/);
assert.match(game, /missionOffersAtPort\(this\.world, port, this\.defeated\)/);
assert.match(game, /buyTradeGood\(/);
assert.match(game, /sellTradeGood\(/);
assert.match(game, /acceptMission\(/);
assert.match(game, /completeMission\(/);
assert.match(game, /dock: \{/);
assert.match(economy, /connectedRoutes\(world, port\.id\)/);
assert.match(economy, /port\.exports/);
assert.match(dockUi, /buy-trade-good/);
assert.match(dockUi, /sell-trade-good/);
assert.match(dockUi, /accept-mission/);
assert.match(dockUi, /complete-mission/);
});
test('mobile merchant traffic uses a reduced render budget', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /const merchantLimit = desktopPointer \? MAX_MERCHANTS : Math\.min\(12, MAX_MERCHANTS\)/);