diff --git a/proxima-web/.gitignore b/proxima-web/.gitignore index f007e7b..14f48f0 100644 --- a/proxima-web/.gitignore +++ b/proxima-web/.gitignore @@ -1,8 +1,5 @@ node_modules/ dist/ shots/ -# Generated by `npm run assets` from art_src/generated_ships/ — reproducible, so the -# optimized copies stay out of git and only the GLB sources are versioned. -public/assets/ships/ # Generated reference art for the procedural models lives in ../art_src/refs diff --git a/proxima-web/README.md b/proxima-web/README.md index 697f310..4daa203 100644 --- a/proxima-web/README.md +++ b/proxima-web/README.md @@ -12,9 +12,8 @@ both point at Three.js. The reasoning, including where Babylon genuinely wins, i [§Why Three.js](#why-threejs). ```bash -npm install -npm run assets # art_src/generated_ships/*.glb -> public/assets/ships/ -npm run dev # http://localhost:5173 (crew: /station.html) +bun install +bun run dev # http://localhost:5173 (crew: /station.html) ``` Crew members open `http://:5173/station.html` on their phones. The relay @@ -81,28 +80,51 @@ src/sim/ authoritative simulation — no Three.js, no DOM, no timers stats.ts base hull + upgrades - damage -> the numbers everything reads src/render/ Three.js. Reads snapshots, owns no game state src/net/ protocol + transport (the seam WebRTC lands on) -src/host/ pilot app, front-end menus, IndexedDB save, the sim Web Worker -src/stations/ crew console (one page, four stations) +src/host/ pilot app (React), menus, IndexedDB save, the sim Web Worker +src/stations/ crew console (React; one page, four station panels) +src/store/ Zustand — the snapshot every panel subscribes to +src/components/ shadcn / Base UI primitives (generated; regenerate, don't hand-edit) server/relay.ts dumb pipe: host <-> stations. No game state, no validation test/ vitest (unit + full-campaign replay), e2e.mjs, budget.mjs ``` The dependency rule that makes the rest work: **`src/sim` imports nothing from `three`, the DOM, or the network.** That is what lets the same code run in a worker, in -a test, and in CI without a GPU. +a test, and in CI without a GPU. `test/arch.test.ts` enforces it, along with the rule +that no view rebuilds markup from a string. + +### The UI stack, and what it costs + +The views are React 19 + Zustand + Tailwind v4 + shadcn/Base UI, run under Bun. Two +things bought that, and both are measurable: + +- **Frame time.** The hand-rolled pilot HUD reassigned `hud.innerHTML` every frame, + which cost ~20 ms of the frame budget. Reconciling instead took the median frame under + a full skirmish from ~57 ms to ~37 ms on software rendering. +- **Node identity.** The invariant the consoles depend on — a control's DOM node + survives a state update, so a press spanning one is not dropped — used to be + hand-maintained in `ui/dom.ts`. It is now the reconciler's job. + +It is not free: React + Base UI + the icon set cost roughly 85 KB gzipped, paid by both +pages via a shared vendor chunk. That is why the budgets in §Verification moved rather +than being deleted — a stack change should have to argue for its bytes. ## Verification Three layers, cheapest first. ```bash -npm run verify # typecheck + unit + build + browser E2E -npm test # 198 headless sim tests, ~2s -npm run e2e # 12 browser user journeys (needs `npm run dev` running) -npm run budget # bundle size + frame time under load (needs a built `npm run relay`) +bun run verify # typecheck + lint + unit + build + browser E2E + budgets +bun run test # 217 tests (sim + jsdom console), ~2s +bun run e2e # 14 browser user journeys (needs `bun run dev` running) +bun run budget # bundle size + frame time under load (starts its own preview server) ``` -**Unit + replay (198 tests, ~2 s).** Per-system rules, plus a full-campaign replay: a +Note `bun run test` (vitest), not `bun test` (Bun's own runner). Both work — `bunfig.toml` +preloads a DOM so the console tests pass under either — but vitest is the suite `verify` +runs and the one the config in `vite.config.ts` describes. + +**Unit + replay (217 tests, ~2 s).** Per-system rules, plus a full-campaign replay: a scripted crew flies start to victory headlessly. That catches what unit tests can't — a mission that can't be reached, an encounter that never clears, a comms beat that never fires, or a balance change that makes the campaign unwinnable. @@ -112,16 +134,37 @@ crew trades rather than kiting, so an ambush mission can legitimately kill it statement about the bot, not the game. The value is the cliff: real breakage drops it to near zero. -**Browser E2E (12 journeys).** Real pages driven through Playwright, each asserting +**Console tests (`test/panels.test.ts`).** Each panel is rendered against a live snapshot +stream and asserted to keep its controls mounted across 300 updates, with a press +deliberately spanning one. This is the test that should have existed before the console +shipped in a state no human could operate; the reconciler makes it much more likely to +pass, not guaranteed, and a stray `key={index}` or a remount on a changed prop puts the +bug straight back. + +**Browser E2E (14 journeys).** Real pages driven through Playwright, each asserting host-side state rather than pixels: new game → hail → accept → engage; a station flying the ship the pilot renders; an Engineering preset changing top speed; a Science scan resolving a contact that Weapons then reads; four stations linked at once; pause; skirmish; and progress surviving a reload. Uses system Chromium (`CHROME=` to override), so nothing is downloaded. -**Budgets.** Host 180 KB gzipped, station 22 KB, median frame time under a full skirmish -fight ~57 ms on software rendering (SwiftShader — a real GPU is an order of magnitude -under this). All three fail the build if they regress. +One of them measures a control's hit box before driving it, which is not the same kind of +assertion as the rest and is there for a reason: jsdom does not do layout. A lever can be +mounted, wired, and pass every console test while being **zero pixels wide** — which is +what happened when the generated slider's `data-horizontal:` utilities never matched Base +UI's `data-orientation="horizontal"`. Every lever in the console was invisible and +undraggable with the whole suite green. Anything whose failure mode is geometric has to be +measured in a real browser. + +**Budgets.** Measured per page, from what the built HTML actually references — JS *and* +CSS, including the shared vendor chunk both pages pull. Today: pilot **253 KB gzipped**, +crew station **106 KB**, median frame time under a full skirmish fight **~37 ms** on +software rendering (SwiftShader — a real GPU is an order of magnitude under this). All +three fail the build if they regress. + +The size ceilings are not the pre-React ones (180 / 22 KB); see §The UI stack for what +was bought and what it cost. The frame ceiling went the other way — tightened from 60 ms +to 50, below the old build's actual, so the win can't quietly regress away. **Tunable drift.** `CPP_REFERENCE` in `src/sim/data.ts` records the Unreal value of every ported constant, and a test asserts each one matches unless it appears in `DIVERGENCES` @@ -147,11 +190,11 @@ This is the part that motivated the renderer choice. ```bash # 1. generate (content-engine MCP / TRELLIS) -> art_src/generated_ships/foo.glb # 2. -npm run assets +bun run assets # 3. add a row to src/sim/data.ts: { type: 'foo', model: 'foo', scale: 700, ... } ``` -That is the entire import step. `npm run assets` runs `gltf-transform optimize` +That is the entire import step. `bun run assets` runs `gltf-transform optimize` (weld, join, simplify, meshopt, WebP@1K) — the four current hulls go **27 MB → 2.6 MB** in a few seconds. @@ -177,7 +220,7 @@ The check that matters is visual, and it has caught every defect these models ha suite stayed green throughout. So there is a bench for it: ```bash -npm run dev +bun run dev node tools/model-shot.mjs starbase front /tmp/sb.png # or three-quarter | top ``` @@ -197,8 +240,8 @@ material graphs rebuilt over MCP, and 79 MB of `.uasset` for the same four ships - One `Points` cloud for 4000 stars; ships clone shared prototypes so materials batch. - Pooled beams and blasts; nothing allocates per shot. - Logarithmic depth buffer, because the sector spans ~220 000 units and a ship is ~1000. -- Bundle: **168 KB gzipped** for the pilot (mostly Three.js), **16 KB** for a crew - station. Build is ~1 s. Both are budget-checked (`npm run budget`). +- Bundle: **253 KB gzipped** for the pilot (mostly Three.js and React), **106 KB** for a + crew station. Build is ~2 s. Both are budget-checked (`bun run budget`). - Still on WebGL. Materials are deliberately kept node-compatible (no raw GLSL), so moving to `WebGPURenderer` is a renderer swap rather than a shader rewrite. diff --git a/proxima-web/biome.json b/proxima-web/biome.json new file mode 100644 index 0000000..611a8ea --- /dev/null +++ b/proxima-web/biome.json @@ -0,0 +1,40 @@ +{ + "$schema": "https://biomejs.dev/schemas/2.5.5/schema.json", + "vcs": { + "enabled": true, + "clientKind": "git", + "useIgnoreFile": true + }, + "files": { + "ignoreUnknown": false, + "includes": ["**", "!**/*.css"] + }, + "formatter": { + "enabled": true, + "indentStyle": "space", + "indentWidth": 2, + "lineWidth": 100 + }, + "linter": { + "enabled": true, + "rules": { + "preset": "recommended", + "style": { + "noNonNullAssertion": "off" + } + } + }, + "javascript": { + "formatter": { + "quoteStyle": "single" + } + }, + "assist": { + "enabled": true, + "actions": { + "source": { + "organizeImports": "on" + } + } + } +} diff --git a/proxima-web/bun.lock b/proxima-web/bun.lock new 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Without a DOM the +# jsdom panel tests fail there while passing under vitest — see test/setup-bun.ts. +preload = ["./test/setup-bun.ts"] diff --git a/proxima-web/components.json b/proxima-web/components.json new file mode 100644 index 0000000..3f172bb --- /dev/null +++ b/proxima-web/components.json @@ -0,0 +1,25 @@ +{ + "$schema": "https://ui.shadcn.com/schema.json", + "style": "base-nova", + "rsc": false, + "tsx": true, + "tailwind": { + "config": "tailwind.config.js", + "css": "src/globals.css", + "baseColor": "neutral", + "cssVariables": true, + "prefix": "" + }, + "iconLibrary": "lucide", + "rtl": false, + "aliases": { + "components": "@/components", + "utils": "@/lib/utils", + "ui": "@/components/ui", + "lib": "@/lib", + "hooks": "@/hooks" + }, + "menuColor": "default", + "menuAccent": "subtle", + "registries": {} +} diff --git a/proxima-web/index.html b/proxima-web/index.html index 1c4024d..65384a7 100644 --- a/proxima-web/index.html +++ b/proxima-web/index.html @@ -1,77 +1,12 @@ - - - + + Proxima — Bridge - - -
-
-
- W/S throttle · A/D steer · TAB target · SPACE beam · F torpedo · G dock · J warp · Q/E strafe · ENTER accept · R weld · V alert · ESC menu -
- -
-

PROXIMA

-

spinning up the sector…

-
- +
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"node test/budget.mjs", - "verify": "npm run typecheck && npm test && npm run build && npm run e2e" + "assets": "bun tools/optimize-assets.mjs", + "relay": "bun server/relay.ts", + "smoke": "bun test/smoke.mjs", + "e2e": "bun test/e2e.mjs", + "lint": "biome check src", + "lint:fix": "biome check --write src", + "budget": "bun test/budget.mjs", + "verify": "bun run typecheck && bun run lint && bun run test && bun run build && bun run e2e && bun run budget" }, "dependencies": { - "three": "^0.180.0" + "@base-ui/react": "^1.6.0", + "@fontsource-variable/geist": "^5.3.0", + "class-variance-authority": "^0.7.1", + "clsx": "^2.1.1", + "lucide-react": "^1.27.0", + "react": "^19.2.8", + "react-dom": "^19.2.8", + "shadcn": "^4.15.0", + "tailwind-merge": "^3.6.0", + "three": "^0.180.0", + "tw-animate-css": "^1.4.0", + "zustand": "^5.0.14" }, "devDependencies": { + "@biomejs/biome": "2.5.5", "@gltf-transform/cli": "^4.1.0", + "@happy-dom/global-registrator": "^20.11.1", + "@tailwindcss/vite": "^4.3.3", + "@testing-library/react": "^16.3.2", + "@testing-library/user-event": "^14.6.1", "@types/node": "^26.1.1", + "@types/react": "^19.2.17", + "@types/react-dom": "^19.2.3", "@types/three": "^0.180.0", "@types/ws": "^8.18.1", + "@vitejs/plugin-react": "^5.2.0", "jsdom": "^29.1.1", "playwright": "^1.62.0", + "tailwindcss": "^4.3.3", "typescript": "^5.7.0", "vite": "^6.0.0", "vitest": "^2.1.0", diff --git a/proxima-web/public/assets/ships/corvette.glb b/proxima-web/public/assets/ships/corvette.glb new file mode 100644 index 0000000..e17c7f8 Binary files /dev/null and b/proxima-web/public/assets/ships/corvette.glb differ diff --git a/proxima-web/public/assets/ships/cruiser.glb b/proxima-web/public/assets/ships/cruiser.glb new file mode 100644 index 0000000..1aa2558 Binary files /dev/null and b/proxima-web/public/assets/ships/cruiser.glb differ diff --git a/proxima-web/public/assets/ships/gunboat.glb b/proxima-web/public/assets/ships/gunboat.glb new file mode 100644 index 0000000..fd24a4b Binary files /dev/null and b/proxima-web/public/assets/ships/gunboat.glb differ diff --git a/proxima-web/public/assets/ships/interceptor.glb b/proxima-web/public/assets/ships/interceptor.glb new file mode 100644 index 0000000..850ba85 Binary files /dev/null and b/proxima-web/public/assets/ships/interceptor.glb differ diff --git a/proxima-web/src/components/ui/badge.tsx b/proxima-web/src/components/ui/badge.tsx new file mode 100644 index 0000000..e0bef52 --- /dev/null +++ b/proxima-web/src/components/ui/badge.tsx @@ -0,0 +1,49 @@ +import { mergeProps } from '@base-ui/react/merge-props'; +import { useRender } from '@base-ui/react/use-render'; +import { cva, type VariantProps } from 'class-variance-authority'; + +import { cn } from '@/lib/utils'; + +const badgeVariants = cva( + 'group/badge inline-flex h-5 w-fit shrink-0 items-center justify-center gap-1 overflow-hidden rounded-4xl border border-transparent px-2 py-0.5 text-xs font-medium whitespace-nowrap transition-all focus-visible:border-ring focus-visible:ring-[3px] focus-visible:ring-ring/50 has-data-[icon=inline-end]:pr-1.5 has-data-[icon=inline-start]:pl-1.5 aria-invalid:border-destructive aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 [&>svg]:pointer-events-none [&>svg]:size-3!', + { + variants: { + variant: { + default: 'bg-primary text-primary-foreground [a]:hover:bg-primary/80', + secondary: 'bg-secondary text-secondary-foreground [a]:hover:bg-secondary/80', + destructive: + 'bg-destructive/10 text-destructive focus-visible:ring-destructive/20 dark:bg-destructive/20 dark:focus-visible:ring-destructive/40 [a]:hover:bg-destructive/20', + outline: 'border-border text-foreground [a]:hover:bg-muted [a]:hover:text-muted-foreground', + ghost: 'hover:bg-muted hover:text-muted-foreground dark:hover:bg-muted/50', + link: 'text-primary underline-offset-4 hover:underline', + }, + }, + defaultVariants: { + variant: 'default', + }, + }, +); + +function Badge({ + className, + variant = 'default', + render, + ...props +}: useRender.ComponentProps<'span'> & VariantProps) { + return useRender({ + defaultTagName: 'span', + props: mergeProps<'span'>( + { + className: cn(badgeVariants({ variant }), className), + }, + props, + ), + render, + state: { + slot: 'badge', + variant, + }, + }); +} + +export { Badge, badgeVariants }; diff --git a/proxima-web/src/components/ui/button.tsx b/proxima-web/src/components/ui/button.tsx new file mode 100644 index 0000000..7a8a32c --- /dev/null +++ b/proxima-web/src/components/ui/button.tsx @@ -0,0 +1,58 @@ +import { Button as ButtonPrimitive } from '@base-ui/react/button'; +import { cva, type VariantProps } from 'class-variance-authority'; + +import { cn } from '@/lib/utils'; + +const buttonVariants = cva( + "group/button inline-flex shrink-0 items-center justify-center rounded-lg border border-transparent bg-clip-padding text-sm font-medium whitespace-nowrap transition-all outline-none select-none focus-visible:border-ring focus-visible:ring-3 focus-visible:ring-ring/50 active:not-aria-[haspopup]:translate-y-px disabled:pointer-events-none disabled:opacity-50 aria-invalid:border-destructive aria-invalid:ring-3 aria-invalid:ring-destructive/20 dark:aria-invalid:border-destructive/50 dark:aria-invalid:ring-destructive/40 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4", + { + variants: { + variant: { + default: 'bg-primary text-primary-foreground hover:bg-primary/80', + outline: + 'border-border bg-background hover:bg-muted hover:text-foreground aria-expanded:bg-muted aria-expanded:text-foreground dark:border-input dark:bg-input/30 dark:hover:bg-input/50', + secondary: + 'bg-secondary text-secondary-foreground hover:bg-[color-mix(in_oklch,var(--secondary),var(--foreground)_5%)] aria-expanded:bg-secondary aria-expanded:text-secondary-foreground', + ghost: + 'hover:bg-muted hover:text-foreground aria-expanded:bg-muted aria-expanded:text-foreground dark:hover:bg-muted/50', + destructive: + 'bg-destructive/10 text-destructive hover:bg-destructive/20 focus-visible:border-destructive/40 focus-visible:ring-destructive/20 dark:bg-destructive/20 dark:hover:bg-destructive/30 dark:focus-visible:ring-destructive/40', + link: 'text-primary underline-offset-4 hover:underline', + }, + size: { + default: + 'h-8 gap-1.5 px-2.5 has-data-[icon=inline-end]:pr-2 has-data-[icon=inline-start]:pl-2', + xs: "h-6 gap-1 rounded-[min(var(--radius-md),10px)] px-2 text-xs in-data-[slot=button-group]:rounded-lg has-data-[icon=inline-end]:pr-1.5 has-data-[icon=inline-start]:pl-1.5 [&_svg:not([class*='size-'])]:size-3", + sm: "h-7 gap-1 rounded-[min(var(--radius-md),12px)] px-2.5 text-[0.8rem] in-data-[slot=button-group]:rounded-lg has-data-[icon=inline-end]:pr-1.5 has-data-[icon=inline-start]:pl-1.5 [&_svg:not([class*='size-'])]:size-3.5", + lg: 'h-9 gap-1.5 px-2.5 has-data-[icon=inline-end]:pr-2 has-data-[icon=inline-start]:pl-2', + icon: 'size-8', + 'icon-xs': + "size-6 rounded-[min(var(--radius-md),10px)] in-data-[slot=button-group]:rounded-lg [&_svg:not([class*='size-'])]:size-3", + 'icon-sm': + 'size-7 rounded-[min(var(--radius-md),12px)] in-data-[slot=button-group]:rounded-lg', + 'icon-lg': 'size-9', + }, + }, + defaultVariants: { + variant: 'default', + size: 'default', + }, + }, +); + +function Button({ + className, + variant = 'default', + size = 'default', + ...props +}: ButtonPrimitive.Props & VariantProps) { + return ( + + ); +} + +export { Button, buttonVariants }; diff --git a/proxima-web/src/components/ui/progress.tsx b/proxima-web/src/components/ui/progress.tsx new file mode 100644 index 0000000..d02d436 --- /dev/null +++ b/proxima-web/src/components/ui/progress.tsx @@ -0,0 +1,64 @@ +import { Progress as ProgressPrimitive } from '@base-ui/react/progress'; + +import { cn } from '@/lib/utils'; + +function Progress({ className, children, value, ...props }: ProgressPrimitive.Root.Props) { + return ( + + {children} + + + + + ); +} + +function ProgressTrack({ className, ...props }: ProgressPrimitive.Track.Props) { + return ( + + ); +} + +function ProgressIndicator({ className, ...props }: ProgressPrimitive.Indicator.Props) { + return ( + + ); +} + +function ProgressLabel({ className, ...props }: ProgressPrimitive.Label.Props) { + return ( + + ); +} + +function ProgressValue({ className, ...props }: ProgressPrimitive.Value.Props) { + return ( + + ); +} + +export { Progress, ProgressIndicator, ProgressLabel, ProgressTrack, ProgressValue }; diff --git a/proxima-web/src/components/ui/slider.tsx b/proxima-web/src/components/ui/slider.tsx new file mode 100644 index 0000000..84428b3 --- /dev/null +++ b/proxima-web/src/components/ui/slider.tsx @@ -0,0 +1,60 @@ +import { Slider as SliderPrimitive } from '@base-ui/react/slider'; + +import { cn } from '@/lib/utils'; + +/** Named handles, so a thumb's React key is its role rather than its array index. */ +const THUMB_SLOTS = ['lower', 'upper'] as const; + +function Slider({ + className, + defaultValue, + value, + min = 0, + max = 100, + ...props +}: SliderPrimitive.Root.Props) { + const _values = Array.isArray(value) + ? value + : Array.isArray(defaultValue) + ? defaultValue + : [min, max]; + + return ( + + {/* data-horizontal:min-h-9 is a local departure from the generated component: the + track alone is 4px tall, and these levers are dragged with a thumb on a phone. */} + + + + + {/* A slider's thumbs ARE their positions — thumb 0 is always the lower handle. + There is no id to key on and the order cannot change, so the index is the + stable identity here rather than an accident of iteration order. */} + {THUMB_SLOTS.slice(0, _values.length).map((slot) => ( + + ))} + + + ); +} + +export { Slider }; diff --git a/proxima-web/src/components/ui/tabs.tsx b/proxima-web/src/components/ui/tabs.tsx new file mode 100644 index 0000000..63ac9c0 --- /dev/null +++ b/proxima-web/src/components/ui/tabs.tsx @@ -0,0 +1,75 @@ +'use client'; + +import { Tabs as TabsPrimitive } from '@base-ui/react/tabs'; +import { cva, type VariantProps } from 'class-variance-authority'; + +import { cn } from '@/lib/utils'; + +function Tabs({ className, orientation = 'horizontal', ...props }: TabsPrimitive.Root.Props) { + return ( + + ); +} + +const tabsListVariants = cva( + 'group/tabs-list inline-flex w-fit items-center justify-center rounded-lg p-[3px] text-muted-foreground group-data-horizontal/tabs:h-8 group-data-vertical/tabs:h-fit group-data-vertical/tabs:flex-col data-[variant=line]:rounded-none', + { + variants: { + variant: { + default: 'bg-muted', + line: 'gap-1 bg-transparent', + }, + }, + defaultVariants: { + variant: 'default', + }, + }, +); + +function TabsList({ + className, + variant = 'default', + ...props +}: TabsPrimitive.List.Props & VariantProps) { + return ( + + ); +} + +function TabsTrigger({ className, ...props }: TabsPrimitive.Tab.Props) { + return ( + + ); +} + +function TabsContent({ className, ...props }: TabsPrimitive.Panel.Props) { + return ( + + ); +} + +export { Tabs, TabsContent, TabsList, TabsTrigger, tabsListVariants }; diff --git a/proxima-web/src/components/ui/toggle.tsx b/proxima-web/src/components/ui/toggle.tsx new file mode 100644 index 0000000..199eef4 --- /dev/null +++ b/proxima-web/src/components/ui/toggle.tsx @@ -0,0 +1,43 @@ +import { Toggle as TogglePrimitive } from '@base-ui/react/toggle'; +import { cva, type VariantProps } from 'class-variance-authority'; + +import { cn } from '@/lib/utils'; + +const toggleVariants = cva( + "group/toggle inline-flex items-center justify-center gap-1 rounded-lg text-sm font-medium whitespace-nowrap transition-all outline-none hover:bg-muted hover:text-foreground focus-visible:border-ring focus-visible:ring-[3px] focus-visible:ring-ring/50 disabled:pointer-events-none disabled:opacity-50 aria-invalid:border-destructive aria-invalid:ring-destructive/20 aria-pressed:bg-muted data-[state=on]:bg-muted dark:aria-invalid:ring-destructive/40 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4", + { + variants: { + variant: { + default: 'bg-transparent', + outline: 'border border-input bg-transparent hover:bg-muted', + }, + size: { + default: + 'h-8 min-w-8 px-2.5 has-data-[icon=inline-end]:pr-2 has-data-[icon=inline-start]:pl-2', + sm: "h-7 min-w-7 rounded-[min(var(--radius-md),12px)] px-2.5 text-[0.8rem] has-data-[icon=inline-end]:pr-1.5 has-data-[icon=inline-start]:pl-1.5 [&_svg:not([class*='size-'])]:size-3.5", + lg: 'h-9 min-w-9 px-2.5 has-data-[icon=inline-end]:pr-2 has-data-[icon=inline-start]:pl-2', + }, + }, + defaultVariants: { + variant: 'default', + size: 'default', + }, + }, +); + +function Toggle({ + className, + variant = 'default', + size = 'default', + ...props +}: TogglePrimitive.Props & VariantProps) { + return ( + + ); +} + +export { Toggle, toggleVariants }; diff --git a/proxima-web/src/host/App.tsx b/proxima-web/src/host/App.tsx new file mode 100644 index 0000000..bd3e81f --- /dev/null +++ b/proxima-web/src/host/App.tsx @@ -0,0 +1,31 @@ +import { BootSplash } from './components/BootSplash'; +import { Comms } from './components/Comms'; +import { Hud } from './components/Hud'; +import { Menu } from './components/Menu'; +import { useHostRuntime } from './useHostRuntime'; + +const CONTROLS_HINT = + 'W/S throttle · A/D steer · TAB target · SPACE beam · F torpedo · G dock · J warp · Q/E strafe · ENTER accept · R weld · V alert · ESC menu'; + +export function App() { + const { canvasRef, error, evicted, loading, menuProps } = useHostRuntime(); + + return ( + <> + + + + + +
+ {CONTROLS_HINT} +
+ {evicted ? ( +
+ ANOTHER PILOT WINDOW TOOK OVER THIS SESSION — close this tab, or reload it to take control + back. +
+ ) : null} + + ); +} diff --git a/proxima-web/src/host/components/BootSplash.tsx b/proxima-web/src/host/components/BootSplash.tsx new file mode 100644 index 0000000..6a18a9a --- /dev/null +++ b/proxima-web/src/host/components/BootSplash.tsx @@ -0,0 +1,24 @@ +interface Props { + loading: boolean; + error: Error | null; +} + +export function BootSplash({ loading, error }: Props) { + if (!loading && !error) return null; + + return ( +
+

PROXIMA

+ {error ? ( +

+ asset load failed +
+ {String(error)} +

+ ) : null} +
+ ); +} diff --git a/proxima-web/src/host/components/Comms.tsx b/proxima-web/src/host/components/Comms.tsx new file mode 100644 index 0000000..e0cdf3d --- /dev/null +++ b/proxima-web/src/host/components/Comms.tsx @@ -0,0 +1,30 @@ +import { useMemo } from 'react'; + +import type { Snapshot } from '@/sim/types'; +import { useGameStore } from '@/store/game'; + +type CommsEntry = Snapshot['comms'][number]; + +const EMPTY_COMMS: readonly CommsEntry[] = []; + +export function Comms() { + const snapshot = useGameStore((state) => state.snapshot); + const allComms = snapshot?.comms ?? EMPTY_COMMS; + const comms = useMemo(() => allComms.slice(-5), [allComms]); + + if (comms.length === 0) return null; + + return ( +
+ {comms.map((comm) => ( +

+ {comm.sender} + {comm.text} +

+ ))} +
+ ); +} diff --git a/proxima-web/src/host/components/Hud.tsx b/proxima-web/src/host/components/Hud.tsx new file mode 100644 index 0000000..2f710d8 --- /dev/null +++ b/proxima-web/src/host/components/Hud.tsx @@ -0,0 +1,185 @@ +import { useEffect, useMemo, useState } from 'react'; + +import { onServerMessage } from '@/host/main'; +import type { Snapshot } from '@/sim/types'; +import { useGameStore } from '@/store/game'; + +type Contact = Snapshot['contacts'][number]; + +const EMPTY_CONTACTS: readonly Contact[] = []; + +interface BarProps { + readonly label: string; + readonly value: number; + readonly max: number; + readonly color: string; +} + +function Bar({ label, value, max, color }: BarProps) { + const pct = max > 0 ? Math.max(0, Math.min(1, value / max)) * 100 : 0; + return ( +
+ {label} +
+
+
+ {Math.round(value)} +
+ ); +} + +function Stat({ label, value }: { readonly label: string; readonly value: string | number }) { + return ( +
+ {label} + {value} +
+ ); +} + +export function Hud() { + const snapshot = useGameStore((state) => state.snapshot); + const player = snapshot?.player ?? null; + const alert = snapshot?.alert; + const mode = snapshot?.mode; + const skirmishWave = snapshot?.skirmishWave; + const objective = snapshot?.objective ?? null; + const event = snapshot?.event ?? null; + const contract = snapshot?.contract ?? null; + const contacts = snapshot?.contacts ?? EMPTY_CONTACTS; + + const target = useMemo(() => { + if (!player) return null; + return contacts.find((contact) => contact.id === player.targetId) ?? null; + }, [player, contacts]); + + const [refusalText, setRefusalText] = useState(''); + const [refusalUntil, setRefusalUntil] = useState(0); + const [now, setNow] = useState(() => performance.now()); + + useEffect(() => { + return onServerMessage((msg) => { + if (msg.m !== 'ack') return; + const refusal = msg.acks.find((ack) => !ack.ok && ack.id === undefined && ack.reason); + if (!refusal?.reason) return; + const expiry = performance.now() + 2500; + setRefusalText(refusal.reason); + setRefusalUntil(expiry); + setNow(performance.now()); + }); + }, []); + + useEffect(() => { + if (refusalUntil <= performance.now()) return; + const timer = window.setInterval(() => { + const nextNow = performance.now(); + setNow(nextNow); + if (nextNow >= refusalUntil) { + window.clearInterval(timer); + } + }, 100); + return () => { + window.clearInterval(timer); + }; + }, [refusalUntil]); + + const heading = useMemo(() => { + if (!player) return 0; + return Math.round(((player.heading * 180) / Math.PI + 360) % 360); + }, [player]); + const refusalVisible = refusalText.length > 0 && now < refusalUntil; + + if (!player) return null; + + return ( +
+
+ + + + + +
+ + + + +
+ + {alert === 'red' ? ( +
+ RED ALERT — shields charging +
+ ) : ( +
+ GREEN ALERT — shields bleeding down · V to sound red alert +
+ )} + + {mode === 'skirmish' ? ( +
+ SKIRMISH— WAVE {skirmishWave} +
+ ) : null} + + {mode === 'campaign' && objective ? ( +
+ OBJECTIVE: + {objective.name} — {(objective.range / 1000).toFixed(1)} km + {objective.offered ? ' — press ENTER to ACCEPT' : ''} +
+ ) : null} + + {event ? ( +
+ EVENT: + {event.kind.toUpperCase()} — {Math.ceil(event.timeLeft)}s +
+ ) : null} + + {contract ? ( +
+ {contract.text} +
+ ) : null} + + {player.repairTarget ? ( +
+ DAMAGE: + {player.repairTarget.toUpperCase()} offline — R to weld ({player.repairWelds}/3) +
+ ) : null} + + {target ? ( +
+ TARGET: + {target.name} — hull {Math.round(target.hull)} — {(target.range / 1000).toFixed(1)} km{' '} + {target.inBeamArc ? '[IN ARC]' : '[NO SOLUTION]'} +
+ ) : ( +
+ NO TARGET — press TAB +
+ )} + + {player.docked ? ( +
+ DOCKED — repaired and resupplied +
+ ) : null} + + {refusalVisible ? ( +
+ {refusalText} +
+ ) : null} +
+
+ ); +} diff --git a/proxima-web/src/host/components/Menu.tsx b/proxima-web/src/host/components/Menu.tsx new file mode 100644 index 0000000..610ceec --- /dev/null +++ b/proxima-web/src/host/components/Menu.tsx @@ -0,0 +1,197 @@ +import { useEffect, useState } from 'react'; +import type { Settings } from '@/settings'; +import type { SaveGame } from '@/sim/save'; +import type { Difficulty, GameMode, PlayerShipType } from '@/sim/types'; + +import { + ControlsMenuSection, + MainMenuSection, + NewGameSection, + OutcomeMenuSection, + PausedMenuSection, + SettingsMenuSection, +} from './MenuSections'; + +export interface NewGameChoice { + readonly difficulty: Difficulty; + readonly shipType: PlayerShipType; + readonly mode: GameMode; + readonly save?: SaveGame | null; +} + +export type MenuScreen = 'hidden' | 'main' | 'paused' | 'outcome'; + +export interface MenuProps { + readonly isOpen: boolean; + readonly screen: MenuScreen; + readonly onStart: (choice: NewGameChoice) => void; + readonly onResume: () => void; + readonly onSettings: (next: Settings) => void; + readonly settings: Settings; + readonly pin: string; + readonly save: SaveGame | null; + readonly outcomeShown: boolean; + readonly outcome: 'victory' | 'defeat'; +} + +type VisibleScreen = 'main' | 'newgame' | 'paused' | 'outcome' | 'settings' | 'controls'; + +export function Menu({ + isOpen, + screen, + onStart, + onResume, + onSettings, + settings, + pin, + save, + outcomeShown, + outcome, +}: MenuProps) { + const [currentScreen, setCurrentScreen] = useState('main'); + const [backScreen, setBackScreen] = useState<'main' | 'paused'>('main'); + const [difficulty, setDifficulty] = useState('captain'); + const [shipType, setShipType] = useState('interceptor'); + const [draftSettings, setDraftSettings] = useState({ ...settings }); + + useEffect(() => { + if (screen === 'hidden') return; + if (screen === 'outcome' && outcomeShown) { + setCurrentScreen('outcome'); + return; + } + setCurrentScreen(screen); + if (screen === 'main' || screen === 'paused') { + setBackScreen(screen); + } + }, [outcomeShown, screen]); + + useEffect(() => { + setDraftSettings({ ...settings }); + }, [settings]); + + if (!isOpen) { + return null; + } + + const cycleVolume = (): void => { + const nextValue = + Math.round((draftSettings.volume + 0.25 > 1 ? 0 : draftSettings.volume + 0.25) * 100) / 100; + const next = { ...draftSettings, volume: nextValue }; + setDraftSettings(next); + onSettings(next); + }; + + const cycleQuality = (): void => { + const order: readonly Settings['quality'][] = ['low', 'medium', 'high']; + const index = order.indexOf(draftSettings.quality); + const next = { ...draftSettings, quality: order[(index + 1) % order.length] ?? 'high' }; + setDraftSettings(next); + onSettings(next); + }; + + const toggleWakeLock = (): void => { + const next = { ...draftSettings, wakeLock: !draftSettings.wakeLock }; + setDraftSettings(next); + onSettings(next); + }; + + const launchCampaign = (): void => { + onStart({ difficulty, shipType, mode: 'campaign' }); + }; + + const continueCampaign = (): void => { + if (!save) return; + onStart({ + difficulty: save.difficulty, + shipType: save.shipType, + mode: 'campaign', + save, + }); + }; + + const launchSkirmish = (): void => { + onStart({ difficulty, shipType, mode: 'skirmish' }); + }; + + const retryFromSave = (): void => { + onStart({ + difficulty: save?.difficulty ?? difficulty, + shipType: save?.shipType ?? shipType, + mode: 'campaign', + save, + }); + }; + + const openSubmenu = (next: 'settings' | 'controls'): void => { + if (currentScreen === 'main' || currentScreen === 'paused') { + setBackScreen(currentScreen); + } + setCurrentScreen(next); + }; + + const panelClass = + currentScreen === 'newgame' || currentScreen === 'controls' + ? 'grid gap-3 min-w-[520px] max-w-[92vw] p-7 bg-[#070e1c] border border-[#1e3a5f] rounded-xl text-center' + : 'grid gap-3 min-w-[340px] max-w-[92vw] p-7 bg-[#070e1c] border border-[#1e3a5f] rounded-xl text-center'; + + return ( +
+
+ {currentScreen === 'main' ? ( + openSubmenu('controls')} + onNewGame={() => setCurrentScreen('newgame')} + onSettings={() => openSubmenu('settings')} + onSkirmish={launchSkirmish} + /> + ) : null} + + {currentScreen === 'newgame' ? ( + setCurrentScreen('main')} + onDifficulty={setDifficulty} + onLaunch={launchCampaign} + onShipType={setShipType} + /> + ) : null} + + {currentScreen === 'paused' ? ( + openSubmenu('controls')} + onMainMenu={() => setCurrentScreen('main')} + onResume={onResume} + onSettings={() => openSubmenu('settings')} + /> + ) : null} + + {currentScreen === 'outcome' ? ( + setCurrentScreen('main')} + onRetry={retryFromSave} + /> + ) : null} + + {currentScreen === 'settings' ? ( + setCurrentScreen(backScreen)} + onQuality={cycleQuality} + onVolume={cycleVolume} + onWakeLock={toggleWakeLock} + /> + ) : null} + + {currentScreen === 'controls' ? ( + setCurrentScreen(backScreen)} /> + ) : null} +
+
+ ); +} diff --git a/proxima-web/src/host/components/MenuSections.tsx b/proxima-web/src/host/components/MenuSections.tsx new file mode 100644 index 0000000..2316598 --- /dev/null +++ b/proxima-web/src/host/components/MenuSections.tsx @@ -0,0 +1,292 @@ +import { Button } from '@/components/ui/button'; +import type { Settings } from '@/settings'; +import { SHIPS } from '@/sim/data'; +import type { SaveGame } from '@/sim/save'; +import type { Difficulty, PlayerShipType } from '@/sim/types'; + +export const DIFFICULTIES: readonly { + readonly id: Difficulty; + readonly name: string; + readonly blurb: string; +}[] = [ + { id: 'ensign', name: 'ENSIGN', blurb: 'Softer hostiles — learn the bridge.' }, + { id: 'captain', name: 'CAPTAIN', blurb: 'The tuned baseline.' }, + { id: 'admiral', name: 'ADMIRAL', blurb: 'Harder-hitting, tougher hulls.' }, +]; + +export const CONTROL_ROWS: readonly [string, string][] = [ + ['W / S', 'throttle'], + ['A / D', 'steer'], + ['Q / E', 'strafe (needs thrusters)'], + ['TAB', 'cycle target'], + ['SPACE', 'fire beam'], + ['F', 'fire torpedo'], + ['V', 'red alert'], + ['R', 'repair weld'], + ['G', 'dock / undock'], + ['J', 'warp'], + ['ENTER', 'accept orders'], + ['ESC', 'pause'], +]; + +export const ACTION_BUTTON_CLASS = 'h-10 w-full uppercase tracking-[0.18em]'; +export const OPTION_BUTTON_CLASS = + 'h-auto min-h-14 w-full flex-col items-start gap-1 border-[#1e3a5f] bg-[#0b1528] px-4 py-3 text-left text-slate-100 hover:border-[#2b547f] hover:bg-[#122038]'; +export const SELECTED_BUTTON_CLASS = 'border-[#7dd3fc] bg-sky-950/60 text-sky-100'; + +const starterShips = SHIPS.filter((ship) => ship.cost === 0); + +interface MainMenuSectionProps { + readonly pin: string; + readonly save: SaveGame | null; + readonly onContinue: () => void; + readonly onControls: () => void; + readonly onNewGame: () => void; + readonly onSettings: () => void; + readonly onSkirmish: () => void; +} + +export function MainMenuSection({ + pin, + save, + onContinue, + onControls, + onNewGame, + onSettings, + onSkirmish, +}: MainMenuSectionProps) { + return ( + <> +

PROXIMA

+

+ a co-op starship bridge simulator +

+ {save ? ( + + ) : null} + + + + +

+ Crew joins at /station.html on this machine's LAN address. +

+ {pin ? ( +

+ Session PIN {pin} — or hand out /station.html?pin={pin} +

+ ) : null} + + ); +} + +interface NewGameSectionProps { + readonly difficulty: Difficulty; + readonly shipType: PlayerShipType; + readonly onBack: () => void; + readonly onDifficulty: (value: Difficulty) => void; + readonly onLaunch: () => void; + readonly onShipType: (value: PlayerShipType) => void; +} + +export function NewGameSection({ + difficulty, + shipType, + onBack, + onDifficulty, + onLaunch, + onShipType, +}: NewGameSectionProps) { + return ( + <> +

NEW GAME

+
+

Difficulty

+
+ {DIFFICULTIES.map((option) => ( + + ))} +
+
+
+

Starting hull

+
+ {starterShips.map((ship) => ( + + ))} +
+
+ + + + ); +} + +interface PausedMenuSectionProps { + readonly onControls: () => void; + readonly onMainMenu: () => void; + readonly onResume: () => void; + readonly onSettings: () => void; +} + +export function PausedMenuSection({ + onControls, + onMainMenu, + onResume, + onSettings, +}: PausedMenuSectionProps) { + return ( + <> +

PAUSED

+ + + + +

Progress is saved automatically.

+ + ); +} + +interface OutcomeMenuSectionProps { + readonly outcome: 'victory' | 'defeat'; + readonly onMainMenu: () => void; + readonly onRetry: () => void; +} + +export function OutcomeMenuSection({ outcome, onMainMenu, onRetry }: OutcomeMenuSectionProps) { + return ( + <> +

+ {outcome === 'victory' ? 'THE VEIL IS SECURE' : 'SHIP LOST'} +

+

+ {outcome === 'victory' + ? 'The Crimson Pact is finished in the Veil. Well flown, Captain.' + : 'All hands lost. The sector falls quiet.'} +

+ {outcome === 'defeat' ? ( + + ) : null} + + + ); +} + +interface SettingsMenuSectionProps { + readonly settings: Settings; + readonly onBack: () => void; + readonly onQuality: () => void; + readonly onVolume: () => void; + readonly onWakeLock: () => void; +} + +export function SettingsMenuSection({ + settings, + onBack, + onQuality, + onVolume, + onWakeLock, +}: SettingsMenuSectionProps) { + return ( + <> +

SETTINGS

+ + + + +

+ Crew consoles keep their own screen awake using this setting. +

+ + ); +} + +interface ControlsMenuSectionProps { + readonly onBack: () => void; +} + +export function ControlsMenuSection({ onBack }: ControlsMenuSectionProps) { + return ( + <> +

CONTROLS

+
+ {CONTROL_ROWS.map(([keys, action]) => ( +
+
{keys}
+
{action}
+
+ ))} +
+ + + ); +} diff --git a/proxima-web/src/host/main.ts b/proxima-web/src/host/main.ts deleted file mode 100644 index 2a69982..0000000 --- a/proxima-web/src/host/main.ts +++ /dev/null @@ -1,309 +0,0 @@ -// Host / pilot application. Owns the renderer, the pilot's input, and the worker that -// runs the authoritative simulation. - -import { BridgeAudio } from '../render/audio'; -import { SectorView } from '../render/scene'; -import { RelayHost, sessionPin } from '../net/transport'; -import { Menu, type NewGameChoice } from './menu'; -import { clearCampaign, loadCampaign, saveCampaign } from './storage'; -import { PIXEL_RATIO_CAP, keepAwake, loadSettings, saveSettings } from '../settings'; -import { SessionRecorder } from './recorder'; -import type { ServerMessage, WorkerMessage } from '../net/protocol'; -import type { SaveGame } from '../sim/save'; -import type { Command, Snapshot } from '../sim/types'; - -const canvas = document.getElementById('view') as HTMLCanvasElement; -const hud = document.getElementById('hud') as HTMLDivElement; -const commsEl = document.getElementById('comms') as HTMLDivElement; -const bootEl = document.getElementById('boot') as HTMLDivElement; -const menuEl = document.getElementById('menu') as HTMLDivElement; - -const view = new SectorView(canvas); -const audio = new BridgeAudio(); -const worker = new Worker(new URL('./sim.worker.ts', import.meta.url), { type: 'module' }); -const crew = new RelayHost(); - -let snap: Snapshot | null = null; - -const send = (msg: WorkerMessage): void => worker.postMessage(msg); -const cmd = (c: Command, id?: number): void => send({ m: 'cmd', cmd: c, id }); - -let latestSave: SaveGame | null = null; - -// Opt-in telemetry. Nothing in the sim knows it exists. -const recorder = new SessionRecorder(new URLSearchParams(location.search).has('record')); - -const settings = loadSettings(); -audio.setVolume(settings.volume); -view.setQuality(PIXEL_RATIO_CAP[settings.quality]); -keepAwake(() => settings.wakeLock); - -const menu = new Menu( - menuEl, - (choice: NewGameChoice) => startGame(choice), - () => updatePause(), - settings, - (next) => { - saveSettings(next); - audio.setVolume(next.volume); - view.setQuality(PIXEL_RATIO_CAP[next.quality]); - }, -); - -worker.onmessage = (ev: MessageEvent) => { - const msg = ev.data; - - if (msg.m === 'save') { - latestSave = msg.save; - void saveCampaign(msg.save); - return; - } - if (msg.m === 'ack') { - // Stations filter by their own id; the pilot shows anything unattributed. - crew.broadcast(msg); - const mine = msg.acks.find((a) => a.id === undefined && !a.ok); - if (mine?.reason) showRefusal(mine.reason); - return; - } - if (msg.m !== 'state') return; - - snap = msg.snapshot; - recorder.observe(msg.snapshot, msg.events); - view.pushSnapshot(msg.snapshot); - view.ingest(msg.events); - audio.ingest(msg.events, msg.snapshot.player.hullCritical, 1 / 60); - crew.broadcast(msg); - - // The sim owns the outcome; the menu just reflects it. - if (msg.snapshot.phase !== 'playing') { - menu.setSave(latestSave); - menu.showOutcome(msg.snapshot.phase === 'victory' ? 'victory' : 'defeat'); - recorder.download(); - // A finished campaign shouldn't resume into a dead ship on the next launch. - if (msg.snapshot.phase === 'victory') void clearCampaign(); - } -}; - -const startGame = (choice: NewGameChoice): void => { - view.reset(); - snap = null; - send({ - m: 'boot', - options: { - seed: choice.save?.seed ?? Math.floor(Math.random() * 1e9), - difficulty: choice.difficulty, - shipType: choice.shipType, - mode: choice.mode, - save: choice.save ?? null, - }, - }); - updatePause(); -}; - -// Crew stations are untrusted: they may only submit commands, which the sim validates -// (range, arc, charge, reactor headroom) exactly as it does the pilot's. -crew.onMessage((msg) => { - if (msg.m === 'cmd') { - cmd(msg.cmd, msg.id); - return; - } - if (msg.m === 'game') { - // A crew console asked for a restart. When the ship dies, four phones would - // otherwise just go quiet with only the pilot able to act. - menu.close(); - startGame({ - difficulty: latestSave?.difficulty ?? 'captain', - shipType: latestSave?.shipType ?? 'interceptor', - mode: 'campaign', - save: msg.action === 'restart' ? latestSave : null, - }); - if (msg.action === 'new') void clearCampaign(); - } -}); - -/** Stations currently connected. Drives whether backgrounding this tab may pause. */ -let crewCount = 0; -crew.onCrewCount((n) => { - crewCount = n; -}); - -crew.onEvicted(() => { - // Another pilot tab claimed the host role. Stop simulating and say so plainly, - // rather than fighting it for the relay. - send({ m: 'pause', paused: true }); - document.body.insertAdjacentHTML( - 'beforeend', - '
ANOTHER PILOT WINDOW TOOK OVER THIS SESSION — close this tab, or reload it to take control back.
', - ); -}); - -/** A short-lived reason line, so a refused key press isn't silent. */ -let refusalUntil = 0; -let refusalText = ''; -const showRefusal = (reason: string): void => { - refusalText = reason; - refusalUntil = performance.now() + 2500; -}; - -// ── Pilot input ───────────────────────────────────────────────────────────────── -// -// Held keys are resolved into a throttle/turn intent each frame rather than firing a -// command per keydown, so the command rate stays fixed regardless of key repeat. - -const held = new Set(); - -window.addEventListener('keydown', (e) => { - // Browsers won't start an AudioContext without a gesture. - audio.unlock(); - if (e.repeat) return; - held.add(e.code); - - if (e.code === 'Space') cmd({ c: 'fireBeam' }); - if (e.code === 'KeyF') cmd({ c: 'fireTorpedo' }); - if (e.code === 'KeyG') cmd({ c: 'dock' }); - if (e.code === 'KeyJ') cmd({ c: 'warp' }); - if (e.code === 'Enter') cmd({ c: 'acceptObjective' }); - if (e.code === 'KeyR') cmd({ c: 'weld' }); - if (e.code === 'KeyV') cmd({ c: 'alert', state: 'toggle' }); - if (e.code === 'Tab') { - e.preventDefault(); - cycleTarget(); - } - if (e.code === 'Escape' && snap) { - menu.togglePause(); - updatePause(); - } -}); - -window.addEventListener('keyup', (e) => held.delete(e.code)); -window.addEventListener('blur', () => held.clear()); - -/** - * A backgrounded tab gets throttled, so pausing avoids a lurch on return — but only - * when nobody is depending on this tab. With crew connected, hiding the host window is - * normal (it's the main screen, or the pilot alt-tabbed) and freezing the sim would - * silently kill every station. Rendering stops on its own: rAF doesn't run when hidden. - */ -const updatePause = (): void => { - send({ m: 'pause', paused: menu.isOpen || (document.hidden && crewCount === 0) }); -}; -document.addEventListener('visibilitychange', updatePause); - -const cycleTarget = (): void => { - if (!snap || snap.contacts.length === 0) return; - const ids = snap.contacts.map((c) => c.id); - const at = ids.indexOf(snap.player.targetId ?? -1); - cmd({ c: 'target', id: ids[(at + 1) % ids.length]! }); -}; - -let lastThrottle = 0; -let lastTurn = 0; - -let lastStrafe = 0; - -const pumpInput = (): void => { - const throttle = (held.has('KeyW') ? 1 : 0) - (held.has('KeyS') ? 1 : 0); - const turn = (held.has('KeyD') ? 1 : 0) - (held.has('KeyA') ? 1 : 0); - // Strafe had no keyboard binding at all: E had been rebound to accept-orders, - // so the pilot could not use thrusters they had paid for. - const strafe = (held.has('KeyE') ? 1 : 0) - (held.has('KeyQ') ? 1 : 0); - - if (strafe !== lastStrafe) { - cmd({ c: 'strafe', v: strafe }); - lastStrafe = strafe; - } - - // Only send on change — a held key is already state on the sim side. - if (throttle !== lastThrottle) { - cmd({ c: 'throttle', v: throttle }); - lastThrottle = throttle; - } - if (turn !== lastTurn) { - cmd({ c: 'turn', v: turn }); - lastTurn = turn; - } -}; - -// ── HUD ───────────────────────────────────────────────────────────────────────── - -const bar = (label: string, v: number, max: number, colour: string): string => { - const pct = max > 0 ? Math.max(0, Math.min(1, v / max)) * 100 : 0; - return `
${label}
${Math.round(v)}
`; -}; - -const drawHud = (s: Snapshot): void => { - const p = s.player; - const target = s.contacts.find((c) => c.id === p.targetId); - - hud.innerHTML = [ - bar('HULL', p.hull, p.maxHull, '#4ade80'), - bar('SHIELD', p.shield, p.maxShield, '#38bdf8'), - bar('BEAM', p.beamCharge, 1, '#f59e0b'), - bar('WARP', p.warpCharge, 1, '#a78bfa'), - `
SPD${Math.round(p.speed)}HDG${Math.round(((p.heading * 180) / Math.PI + 360) % 360)}TORP${p.torpedoAmmo}CR${p.credits}
`, - s.alert === 'red' - ? '
RED ALERT — shields charging
' - : '
GREEN ALERT — shields bleeding down · V to sound red alert
', - s.mode === 'skirmish' ? `
SKIRMISH — WAVE ${s.skirmishWave}
` : '', - s.objective && s.mode === 'campaign' - ? `
OBJECTIVE: ${s.objective.name} — ${(s.objective.range / 1000).toFixed(1)} km${s.objective.offered ? ' — press ENTER to ACCEPT' : ''}
` - : '', - s.event ? `
EVENT: ${s.event.kind.toUpperCase()} — ${Math.ceil(s.event.timeLeft)}s
` : '', - s.contract ? `
${s.contract.text}
` : '', - p.repairTarget ? `
DAMAGE: ${p.repairTarget.toUpperCase()} offline — R to weld (${p.repairWelds}/3)
` : '', - target - ? `
TARGET: ${target.name} — hull ${Math.round(target.hull)} — ${(target.range / 1000).toFixed(1)} km ${target.inBeamArc ? '[IN ARC]' : '[NO SOLUTION]'}
` - : '
NO TARGET — press TAB
', - p.docked ? '
DOCKED — repaired and resupplied
' : '', - performance.now() < refusalUntil ? `
${refusalText}
` : '', - - ].join(''); - - commsEl.innerHTML = s.comms - .slice(-5) - .map((c) => `

${c.sender} ${c.text}

`) - .join(''); -}; - -// ── Frame loop ────────────────────────────────────────────────────────────────── - -let lastFrame = performance.now(); - -const frame = (): void => { - requestAnimationFrame(frame); - - const now = performance.now(); - const dt = Math.min((now - lastFrame) / 1000, 0.1); - lastFrame = now; - - if (!menu.isOpen) pumpInput(); - if (snap) { - view.update(snap, dt); - audio.setThrottle(Math.abs(snap.player.speed) / Math.max(1, snap.player.maxSpeed)); - drawHud(snap); - } -}; - -const boot = async (): Promise => { - try { - await view.load(); - } catch (err0) { - const err = err0; - // Asset failures are the most likely thing to go wrong on a fresh checkout - // (forgot `npm run assets`), so say so on the page instead of hanging on the - // splash — that silence is expensive to debug from a screenshot. - bootEl.innerHTML = `

PROXIMA

asset load failed — did you run npm run assets?

${String(err)}
`; - throw err; - } - bootEl.remove(); - - // Offer CONTINUE only if there is something to continue. - latestSave = await loadCampaign(); - menu.setSave(latestSave); - menu.setPin(sessionPin()); - menu.showMain(); - - frame(); -}; - -void boot(); diff --git a/proxima-web/src/host/main.tsx b/proxima-web/src/host/main.tsx new file mode 100644 index 0000000..a0b6ce2 --- /dev/null +++ b/proxima-web/src/host/main.tsx @@ -0,0 +1,77 @@ +import React from 'react'; +import ReactDOM from 'react-dom/client'; +import '../index.css'; + +import { gameStore } from '@/store/game'; +import type { ServerMessage, WorkerMessage } from '../net/protocol'; +import { RelayHost } from '../net/transport'; +import { BridgeAudio } from '../render/audio'; +import { keepAwake, loadSettings, PIXEL_RATIO_CAP, saveSettings } from '../settings'; +import type { SaveGame } from '../sim/save'; +import type { Command } from '../sim/types'; +import { App } from './App'; +import { SessionRecorder } from './recorder'; +import { clearCampaign, loadCampaign, saveCampaign } from './storage'; + +export const worker = new Worker(new URL('./sim.worker.ts', import.meta.url), { type: 'module' }); +export const audio = new BridgeAudio(); +export const crew = new RelayHost(); +export const settings = loadSettings(); +export const recorder = new SessionRecorder(new URLSearchParams(location.search).has('record')); + +audio.setVolume(settings.volume); +keepAwake(() => settings.wakeLock); + +let latestSave: SaveGame | null = null; + +const listeners = new Set<(msg: ServerMessage) => void>(); + +export const send = (msg: WorkerMessage): void => worker.postMessage(msg); + +export const cmd = (command: Command, id?: number): void => { + send({ m: 'cmd', cmd: command, id }); +}; + +export const onServerMessage = (listener: (msg: ServerMessage) => void): (() => void) => { + listeners.add(listener); + return () => { + listeners.delete(listener); + }; +}; + +export const getLatestSave = (): SaveGame | null => latestSave; + +export const primeLatestSave = (save: SaveGame | null): void => { + latestSave = save; +}; + +worker.onmessage = (ev: MessageEvent) => { + const msg = ev.data; + + if (msg.m === 'save') { + latestSave = msg.save; + void saveCampaign(msg.save); + } + + if (msg.m === 'state') { + gameStore.getState().applySnapshot(msg.snapshot); + } + + for (const listener of listeners) { + listener(msg); + } +}; + +const rootElement = document.getElementById('root'); + +if (!(rootElement instanceof HTMLDivElement)) { + throw new Error('Missing #root mount point'); +} + +ReactDOM.createRoot(rootElement).render( + + + , +); + +export { clearCampaign, loadCampaign, PIXEL_RATIO_CAP, saveSettings }; diff --git a/proxima-web/src/host/menu.ts b/proxima-web/src/host/menu.ts deleted file mode 100644 index 6550e63..0000000 --- a/proxima-web/src/host/menu.ts +++ /dev/null @@ -1,277 +0,0 @@ -// Front-end flow: main menu, new-game setup, pause, and the outcome screens. -// -// Replaces MainMenuWidget / PauseMenuWidget / SettingsMenuWidget / OutcomeMenuWidget / -// EndScreenWidget — five UMG classes and their C++ backing — with one overlay driven -// by the same Snapshot the HUD reads. - -import { SHIPS } from '../sim/data'; -import type { SaveGame } from '../sim/save'; -import type { Settings } from '../settings'; -import type { Difficulty, GameMode, PlayerShipType } from '../sim/types'; - -export interface NewGameChoice { - difficulty: Difficulty; - shipType: PlayerShipType; - mode: GameMode; - save?: SaveGame | null; -} - -type Screen = 'main' | 'newgame' | 'paused' | 'outcome' | 'settings' | 'controls' | 'none'; - -const DIFFICULTIES: { id: Difficulty; name: string; blurb: string }[] = [ - { id: 'ensign', name: 'ENSIGN', blurb: 'Softer hostiles — learn the bridge.' }, - { id: 'captain', name: 'CAPTAIN', blurb: 'The tuned baseline.' }, - { id: 'admiral', name: 'ADMIRAL', blurb: 'Harder-hitting, tougher hulls.' }, -]; - -export class Menu { - private screen: Screen = 'main'; - private difficulty: Difficulty = 'captain'; - private shipType: PlayerShipType = 'interceptor'; - private save: SaveGame | null = null; - private pin = ''; - private outcome: 'victory' | 'defeat' = 'defeat'; - - constructor( - private readonly root: HTMLElement, - private readonly onStart: (choice: NewGameChoice) => void, - private readonly onResume: () => void, - private readonly settings: Settings, - private readonly onSettings: (next: Settings) => void, - ) { - root.addEventListener('click', (e) => this.handleClick(e)); - } - - /** The menu owns whether the sim should be running. */ - get isOpen(): boolean { - return this.screen !== 'none'; - } - - /** Shown on the menu so the crew can be told the number out loud. */ - setPin(pin: string): void { - this.pin = pin; - if (this.screen === 'main') this.render(); - } - - setSave(save: SaveGame | null): void { - this.save = save; - if (this.screen === 'main') this.render(); - } - - showMain(): void { - this.screen = 'main'; - this.render(); - } - - showOutcome(kind: 'victory' | 'defeat'): void { - if (this.screen === 'outcome') return; - this.outcome = kind; - this.screen = 'outcome'; - this.render(); - } - - togglePause(): void { - if (this.screen === 'none') { - this.screen = 'paused'; - this.render(); - } else if (this.screen === 'paused') { - this.close(); - } - } - - close(): void { - this.screen = 'none'; - this.root.hidden = true; - this.onResume(); - } - - private handleClick(e: Event): void { - const el = (e.target as HTMLElement).closest('[data-action]') as HTMLElement | null; - if (!el) return; - - const [action, value] = (el.dataset.action ?? '').split(':'); - switch (action) { - case 'newgame': - this.screen = 'newgame'; - break; - case 'difficulty': - this.difficulty = value as Difficulty; - break; - case 'hull': - this.shipType = value as PlayerShipType; - break; - case 'launch': - this.screen = 'none'; - this.root.hidden = true; - this.onStart({ difficulty: this.difficulty, shipType: this.shipType, mode: 'campaign' }); - return; - case 'continue': - this.screen = 'none'; - this.root.hidden = true; - this.onStart({ - difficulty: this.save?.difficulty ?? this.difficulty, - shipType: this.save?.shipType ?? this.shipType, - mode: 'campaign', - save: this.save, - }); - return; - case 'skirmish': - this.screen = 'none'; - this.root.hidden = true; - this.onStart({ difficulty: this.difficulty, shipType: this.shipType, mode: 'skirmish' }); - return; - case 'resume': - this.close(); - return; - case 'menu': - this.screen = 'main'; - break; - case 'settings': - this.screen = 'settings'; - break; - case 'controls': - this.screen = 'controls'; - break; - case 'volume': { - this.settings.volume = Math.round((this.settings.volume + 0.25) * 100) / 100; - if (this.settings.volume > 1.001) this.settings.volume = 0; - this.onSettings(this.settings); - break; - } - case 'quality': { - const order: Settings['quality'][] = ['low', 'medium', 'high']; - const at = order.indexOf(this.settings.quality); - this.settings.quality = order[(at + 1) % order.length]!; - this.onSettings(this.settings); - break; - } - case 'wake': - this.settings.wakeLock = !this.settings.wakeLock; - this.onSettings(this.settings); - break; - case 'retry': - // Retry replays the campaign from the last save, which is exactly where the - // C++ build put the player: the run is lost, the progression isn't. - this.screen = 'none'; - this.root.hidden = true; - this.onStart({ - difficulty: this.save?.difficulty ?? this.difficulty, - shipType: this.save?.shipType ?? this.shipType, - mode: 'campaign', - save: this.save, - }); - return; - } - this.render(); - } - - private render(): void { - this.root.hidden = false; - this.root.innerHTML = this.markup(); - } - - private markup(): string { - if (this.screen === 'main') { - return ` -
-

PROXIMA

-

a co-op starship bridge simulator

- ${this.save ? `` : ''} - - - - -

Crew joins at /station.html on this machine's LAN address.

- ${this.pin ? `

Session PIN ${this.pin} — or hand out /station.html?pin=${this.pin}

` : ''} -
`; - } - - if (this.screen === 'newgame') { - const diffs = DIFFICULTIES.map( - (d) => ``, - ).join(''); - - // Only starter hulls are available at the start; the rest are bought at the drydock. - const hulls = SHIPS.filter((s) => s.cost === 0) - .map( - (s) => ``, - ) - .join(''); - - return ` -
-

NEW GAME

-

DIFFICULTY

-
${diffs}
-

STARTING HULL

-
${hulls}
- - -
`; - } - - if (this.screen === 'paused') { - return ` -
-

PAUSED

- - - - -

Progress is saved automatically.

-
`; - } - - if (this.screen === 'settings') { - return ` -
-

SETTINGS

- - - - -

Crew consoles keep their own screen awake using this setting.

-
`; - } - - if (this.screen === 'controls') { - const rows: [string, string][] = [ - ['W / S', 'throttle'], - ['A / D', 'steer'], - ['Q / E', 'strafe (needs thrusters)'], - ['TAB', 'cycle target'], - ['SPACE', 'fire beam'], - ['F', 'fire torpedo'], - ['V', 'red alert'], - ['R', 'repair weld'], - ['G', 'dock / undock'], - ['J', 'warp'], - ['ENTER', 'accept orders'], - ['ESC', 'pause menu'], - ]; - return ` -
-

CONTROLS

-
${rows.map(([k, v]) => `
${k}
${v}
`).join('')}
- -
`; - } - - if (this.screen === 'outcome') { - const won = this.outcome === 'victory'; - return ` -
-

${won ? 'THE VEIL IS SECURE' : 'SHIP LOST'}

-

${won ? 'The Crimson Pact is finished in the Veil. Well flown, Captain.' : 'All hands lost. The sector falls quiet.'}

- ${won ? '' : ''} - -
`; - } - - return ''; - } -} diff --git a/proxima-web/src/host/recorder.ts b/proxima-web/src/host/recorder.ts index 6ec8606..0b8fc13 100644 --- a/proxima-web/src/host/recorder.ts +++ b/proxima-web/src/host/recorder.ts @@ -45,7 +45,13 @@ export class SessionRecorder { for (const e of events) { // Only the discrete beats worth analysing later; beams at 60Hz are noise. - if (e.t === 'kill' || e.t === 'dock' || e.t === 'warp' || e.t === 'detonate' || e.t === 'alert') { + if ( + e.t === 'kill' || + e.t === 'dock' || + e.t === 'warp' || + e.t === 'detonate' || + e.t === 'alert' + ) { this.write({ kind: e.t, t: round(snap.time), ...stripVectors(e) }); } } @@ -53,7 +59,12 @@ export class SessionRecorder { // Mission and phase transitions are derived by diffing, not by a sim hook. if (this.previous) { if (this.previous.phase !== snap.phase) { - this.write({ kind: 'phase', t: round(snap.time), from: this.previous.phase, to: snap.phase }); + this.write({ + kind: 'phase', + t: round(snap.time), + from: this.previous.phase, + to: snap.phase, + }); } const was = this.previous.objective?.name; const now = snap.objective?.name; diff --git a/proxima-web/src/host/sim.worker.ts b/proxima-web/src/host/sim.worker.ts index 3b803a8..289b445 100644 --- a/proxima-web/src/host/sim.worker.ts +++ b/proxima-web/src/host/sim.worker.ts @@ -3,11 +3,11 @@ // Rendering and UI work cannot stall the game loop, and the loop cannot stall the // frame — the two only ever exchange structured-cloneable snapshots. +import type { ServerMessage, WorkerMessage } from '../net/protocol'; import { TICK_DT } from '../sim/data'; import { applySave, toSave } from '../sim/save'; -import { createWorld, queueCommand, snapshot, step } from '../sim/world'; -import type { ServerMessage, WorkerMessage } from '../net/protocol'; import type { World } from '../sim/types'; +import { createWorld, queueCommand, snapshot, step } from '../sim/world'; let world: World | null = null; let paused = false; diff --git a/proxima-web/src/host/storage.ts b/proxima-web/src/host/storage.ts index b4669db..1696322 100644 --- a/proxima-web/src/host/storage.ts +++ b/proxima-web/src/host/storage.ts @@ -18,7 +18,10 @@ const open = (): Promise => req.onerror = () => reject(req.error); }); -const tx = async (mode: IDBTransactionMode, run: (store: IDBObjectStore) => IDBRequest): Promise => { +const tx = async ( + mode: IDBTransactionMode, + run: (store: IDBObjectStore) => IDBRequest, +): Promise => { const db = await open(); return new Promise((resolve, reject) => { const request = run(db.transaction(STORE, mode).objectStore(STORE)); diff --git a/proxima-web/src/host/useHostRuntime.ts b/proxima-web/src/host/useHostRuntime.ts new file mode 100644 index 0000000..be4b30e --- /dev/null +++ b/proxima-web/src/host/useHostRuntime.ts @@ -0,0 +1,255 @@ +import type { MutableRefObject } from 'react'; +import { useCallback, useEffect, useRef, useState } from 'react'; +import { gameStore, useGameStore } from '@/store/game'; +import { sessionPin } from '../net/transport'; +import { SectorView } from '../render/scene'; +import type { Settings } from '../settings'; +import { PIXEL_RATIO_CAP, saveSettings } from '../settings'; +import type { SaveGame } from '../sim/save'; +import type { Snapshot } from '../sim/types'; +import type { MenuProps, MenuScreen, NewGameChoice } from './components/Menu'; + +import { + audio, + clearCampaign, + cmd, + crew, + getLatestSave, + loadCampaign, + onServerMessage, + primeLatestSave, + recorder, + send, + settings, +} from './main'; +import { usePilotLoop } from './usePilotLoop'; + +interface HostRuntime { + readonly canvasRef: MutableRefObject; + readonly error: Error | null; + readonly evicted: boolean; + readonly loading: boolean; + readonly menuProps: MenuProps; +} + +export function useHostRuntime(): HostRuntime { + const canvasRef = useRef(null); + const viewRef = useRef(null); + const snapshotRef = useRef(null); + const crewCountRef = useRef(0); + const menuOpenRef = useRef(true); + const outcomeShownRef = useRef(false); + const pinRef = useRef(sessionPin()); + + const snapshot = useGameStore((state) => state.snapshot); + + const [loading, setLoading] = useState(true); + const [error, setError] = useState(null); + const [menuOpen, setMenuOpen] = useState(true); + const [menuScreen, setMenuScreen] = useState('main'); + const [menuSettings, setMenuSettings] = useState({ ...settings }); + const [outcomeShown, setOutcomeShown] = useState(false); + const [save, setSave] = useState(getLatestSave()); + const [evicted, setEvicted] = useState(false); + + snapshotRef.current = snapshot; + menuOpenRef.current = menuOpen; + outcomeShownRef.current = outcomeShown; + + const updatePause = useCallback((): void => { + send({ + m: 'pause', + paused: menuOpenRef.current || (document.hidden && crewCountRef.current === 0), + }); + }, []); + + const startGame = useCallback( + (choice: NewGameChoice): void => { + viewRef.current?.reset(); + gameStore.setState({ snapshot: null }); + snapshotRef.current = null; + menuOpenRef.current = false; + setMenuOpen(false); + setMenuScreen('hidden'); + setOutcomeShown(false); + send({ + m: 'boot', + options: { + seed: choice.save?.seed ?? Math.floor(Math.random() * 1e9), + difficulty: choice.difficulty, + shipType: choice.shipType, + mode: choice.mode, + save: choice.save ?? null, + }, + }); + updatePause(); + }, + [updatePause], + ); + + useEffect(() => { + const canvas = canvasRef.current; + if (!canvas || viewRef.current) return; + + const view = new SectorView(canvas); + view.setQuality(PIXEL_RATIO_CAP[settings.quality]); + viewRef.current = view; + }, []); + + useEffect(() => { + const view = viewRef.current; + if (!view) return; + + let cancelled = false; + const boot = async (): Promise => { + try { + await view.load(); + const nextSave = await loadCampaign(); + primeLatestSave(nextSave); + if (!cancelled) { + setSave(nextSave); + setLoading(false); + setMenuOpen(true); + setMenuScreen('main'); + } + } catch (error0) { + const nextError = error0 instanceof Error ? error0 : new Error(String(error0)); + if (!cancelled) { + setError(nextError); + setLoading(false); + } + } + }; + + void boot(); + return () => { + cancelled = true; + }; + }, []); + + useEffect(() => { + const unsubscribe = onServerMessage((msg) => { + if (msg.m === 'save') { + primeLatestSave(msg.save); + setSave(msg.save); + return; + } + if (msg.m === 'ack') { + crew.broadcast(msg); + return; + } + if (msg.m !== 'state') return; + + recorder.observe(msg.snapshot, msg.events); + viewRef.current?.pushSnapshot(msg.snapshot); + viewRef.current?.ingest(msg.events); + audio.ingest(msg.events, msg.snapshot.player.hullCritical, 1 / 60); + crew.broadcast(msg); + + if (msg.snapshot.phase !== 'playing' && !outcomeShownRef.current) { + setOutcomeShown(true); + setMenuOpen(true); + setMenuScreen('outcome'); + recorder.download(); + if (msg.snapshot.phase === 'victory') void clearCampaign(); + } + }); + + return unsubscribe; + }, []); + + useEffect(() => { + crew.onMessage((msg) => { + if (msg.m === 'cmd') { + cmd(msg.cmd, msg.id); + return; + } + if (msg.m !== 'game') return; + + const save = getLatestSave(); + startGame({ + difficulty: save?.difficulty ?? 'captain', + shipType: save?.shipType ?? 'interceptor', + mode: 'campaign', + save: msg.action === 'restart' ? save : null, + }); + + if (msg.action === 'new') { + primeLatestSave(null); + setSave(null); + void clearCampaign(); + } + }); + + crew.onCrewCount((count) => { + crewCountRef.current = count; + updatePause(); + }); + + crew.onEvicted(() => { + send({ m: 'pause', paused: true }); + setEvicted(true); + }); + }, [startGame, updatePause]); + + useEffect(() => { + document.addEventListener('visibilitychange', updatePause); + return () => { + document.removeEventListener('visibilitychange', updatePause); + }; + }, [updatePause]); + + // `menuOpen` is not "unnecessary" here, whatever the linter thinks: updatePause reads + // menuOpenRef.current and is memoised with an empty dep list, so it never changes + // identity. Drop `menuOpen` as suggested and opening the menu stops pausing the sim. + // biome-ignore lint/correctness/useExhaustiveDependencies: menuOpen is the only trigger + useEffect(() => { + updatePause(); + }, [menuOpen, updatePause]); + + useEffect(() => { + if (menuOpen && menuScreen === 'hidden' && snapshotRef.current && !outcomeShown) { + setMenuScreen('paused'); + return; + } + if (!menuOpen && menuScreen === 'paused') { + setMenuScreen('hidden'); + } + }, [menuOpen, menuScreen, outcomeShown]); + + const handleResume = useCallback((): void => { + setMenuOpen(false); + setMenuScreen('hidden'); + }, []); + + const handleSettings = useCallback((next: Settings): void => { + settings.volume = next.volume; + settings.quality = next.quality; + settings.wakeLock = next.wakeLock; + setMenuSettings({ ...next }); + saveSettings(next); + audio.setVolume(next.volume); + viewRef.current?.setQuality(PIXEL_RATIO_CAP[next.quality]); + }, []); + + usePilotLoop({ menuOpenRef, setMenuOpen, snapshotRef, viewRef }); + + return { + canvasRef, + error, + evicted, + loading, + menuProps: { + isOpen: menuOpen, + screen: menuScreen, + onStart: startGame, + onResume: handleResume, + onSettings: handleSettings, + settings: menuSettings, + pin: pinRef.current, + save, + outcomeShown, + outcome: snapshot?.phase === 'victory' ? 'victory' : 'defeat', + }, + }; +} diff --git a/proxima-web/src/host/usePilotLoop.ts b/proxima-web/src/host/usePilotLoop.ts new file mode 100644 index 0000000..06eef32 --- /dev/null +++ b/proxima-web/src/host/usePilotLoop.ts @@ -0,0 +1,113 @@ +import type { Dispatch, MutableRefObject, SetStateAction } from 'react'; +import { useEffect } from 'react'; +import type { SectorView } from '../render/scene'; +import type { Snapshot } from '../sim/types'; + +import { audio, cmd } from './main'; + +interface Args { + readonly menuOpenRef: MutableRefObject; + readonly setMenuOpen: Dispatch>; + readonly snapshotRef: MutableRefObject; + readonly viewRef: MutableRefObject; +} + +export function usePilotLoop({ menuOpenRef, setMenuOpen, snapshotRef, viewRef }: Args) { + useEffect(() => { + const held = new Set(); + let lastThrottle = 0; + let lastTurn = 0; + let lastStrafe = 0; + let lastFrame = performance.now(); + let frameId = 0; + + const cycleTarget = (): void => { + const currentSnapshot = snapshotRef.current; + if (!currentSnapshot || currentSnapshot.contacts.length === 0) return; + + const ids = currentSnapshot.contacts.map((contact) => contact.id); + const at = ids.indexOf(currentSnapshot.player.targetId ?? -1); + const nextId = ids[(at + 1) % ids.length]; + if (nextId !== undefined) cmd({ c: 'target', id: nextId }); + }; + + const pumpInput = (): void => { + const throttle = (held.has('KeyW') ? 1 : 0) - (held.has('KeyS') ? 1 : 0); + const turn = (held.has('KeyD') ? 1 : 0) - (held.has('KeyA') ? 1 : 0); + const strafe = (held.has('KeyE') ? 1 : 0) - (held.has('KeyQ') ? 1 : 0); + + if (strafe !== lastStrafe) { + cmd({ c: 'strafe', v: strafe }); + lastStrafe = strafe; + } + if (throttle !== lastThrottle) { + cmd({ c: 'throttle', v: throttle }); + lastThrottle = throttle; + } + if (turn !== lastTurn) { + cmd({ c: 'turn', v: turn }); + lastTurn = turn; + } + }; + + const onKeyDown = (event: KeyboardEvent): void => { + audio.unlock(); + if (event.repeat) return; + + held.add(event.code); + if (event.code === 'Space') cmd({ c: 'fireBeam' }); + if (event.code === 'KeyF') cmd({ c: 'fireTorpedo' }); + if (event.code === 'KeyG') cmd({ c: 'dock' }); + if (event.code === 'KeyJ') cmd({ c: 'warp' }); + if (event.code === 'Enter') cmd({ c: 'acceptObjective' }); + if (event.code === 'KeyR') cmd({ c: 'weld' }); + if (event.code === 'KeyV') cmd({ c: 'alert', state: 'toggle' }); + + if (event.code === 'Tab') { + event.preventDefault(); + cycleTarget(); + } + if (event.code === 'Escape' && snapshotRef.current) { + setMenuOpen((current) => !current); + } + }; + + const onKeyUp = (event: KeyboardEvent): void => { + held.delete(event.code); + }; + + const onBlur = (): void => { + held.clear(); + }; + + const frame = (): void => { + frameId = window.requestAnimationFrame(frame); + + const currentSnapshot = snapshotRef.current; + const view = viewRef.current; + if (!currentSnapshot || !view) return; + + const now = performance.now(); + const dt = Math.min((now - lastFrame) / 1000, 0.1); + lastFrame = now; + + if (!menuOpenRef.current) pumpInput(); + view.update(currentSnapshot, dt); + audio.setThrottle( + Math.abs(currentSnapshot.player.speed) / Math.max(1, currentSnapshot.player.maxSpeed), + ); + }; + + window.addEventListener('keydown', onKeyDown); + window.addEventListener('keyup', onKeyUp); + window.addEventListener('blur', onBlur); + frameId = window.requestAnimationFrame(frame); + + return () => { + window.removeEventListener('keydown', onKeyDown); + window.removeEventListener('keyup', onKeyUp); + window.removeEventListener('blur', onBlur); + window.cancelAnimationFrame(frameId); + }; + }, [menuOpenRef, setMenuOpen, snapshotRef, viewRef]); +} diff --git a/proxima-web/src/index.css b/proxima-web/src/index.css new file mode 100644 index 0000000..70899e4 --- /dev/null +++ b/proxima-web/src/index.css @@ -0,0 +1,110 @@ +@import "tailwindcss"; +@import "tw-animate-css"; + +/* + * Base UI marks orientation as `data-orientation="horizontal|vertical"`, but the shadcn + * components it ships with are written against bare `data-horizontal:` / `data-vertical:` + * variants. Tailwind reads those as `[data-horizontal]` / `[data-vertical]` — attributes + * that never exist — so every one of those utilities silently dropped out. + * + * That is not cosmetic. `data-horizontal:w-full` is what gives Slider.Root its width; without + * it the root collapsed to 0px, and every lever in the crew console — the throttle and all + * three reactor sliders — rendered as an invisible, undraggable control. Mapping the variants + * here fixes them all at once and leaves src/components/ui/* regenerable. + */ +@custom-variant data-horizontal (&[data-orientation='horizontal']); +@custom-variant data-vertical (&[data-orientation='vertical']); + +@theme inline { + --color-sidebar-ring: var(--sidebar-ring); + --color-sidebar-border: var(--sidebar-border); + --color-sidebar-accent-foreground: var(--sidebar-accent-foreground); + --color-sidebar-accent: var(--sidebar-accent); + --color-sidebar-primary-foreground: var(--sidebar-primary-foreground); + --color-sidebar-primary: var(--sidebar-primary); + --color-sidebar-foreground: var(--sidebar-foreground); + --color-sidebar: var(--sidebar); + --color-ring: var(--ring); + --color-input: var(--input); + --color-border: var(--border); + --color-destructive: var(--destructive); + --color-accent-foreground: var(--accent-foreground); + --color-accent: var(--accent); + --color-muted-foreground: var(--muted-foreground); + --color-muted: var(--muted); + --color-secondary-foreground: var(--secondary-foreground); + --color-secondary: var(--secondary); + --color-primary-foreground: var(--primary-foreground); + --color-primary: var(--primary); + --color-popover-foreground: var(--popover-foreground); + --color-popover: var(--popover); + --color-card-foreground: var(--card-foreground); + --color-card: var(--card); + --color-foreground: var(--foreground); + --color-background: var(--background); + --radius-sm: calc(var(--radius) * 0.6); + --radius-md: calc(var(--radius) * 0.8); + --radius-lg: var(--radius); + --radius-xl: calc(var(--radius) * 1.4); +} + +:root { + color-scheme: dark; + --background: oklch(0.145 0 0); + --foreground: oklch(0.985 0 0); + --card: oklch(0.205 0 0); + --card-foreground: oklch(0.985 0 0); + --popover: oklch(0.205 0 0); + --popover-foreground: oklch(0.985 0 0); + --primary: oklch(0.922 0 0); + --primary-foreground: oklch(0.205 0 0); + --secondary: oklch(0.269 0 0); + --secondary-foreground: oklch(0.985 0 0); + --muted: oklch(0.269 0 0); + --muted-foreground: oklch(0.708 0 0); + --accent: oklch(0.269 0 0); + --accent-foreground: oklch(0.985 0 0); + --destructive: oklch(0.704 0.191 22.216); + --border: oklch(1 0 0 / 10%); + --input: oklch(1 0 0 / 15%); + --ring: oklch(0.556 0 0); + --radius: 0.625rem; + --sidebar: oklch(0.205 0 0); + --sidebar-foreground: oklch(0.985 0 0); + --sidebar-primary: oklch(0.488 0.243 264.376); + --sidebar-primary-foreground: oklch(0.985 0 0); + --sidebar-accent: oklch(0.269 0 0); + --sidebar-accent-foreground: oklch(0.985 0 0); + --sidebar-border: oklch(1 0 0 / 10%); + --sidebar-ring: oklch(0.556 0 0); +} + +@layer base { + * { + box-sizing: border-box; + -webkit-tap-highlight-color: transparent; + } + [hidden] { + display: none !important; + } + body { + margin: 0; + background: #05070f; + color: #dbe7ff; + font-family: ui-monospace, SFMono-Regular, Menlo, monospace; + font-size: 13px; + line-height: 1.5; + } +} + +@layer utilities { + @keyframes weldHit { + from { background: #14532d; } + to { background: #10203a; } + } + + @keyframes weldMiss { + from { background: #7f1d1d; } + to { background: #10203a; } + } +} diff --git a/proxima-web/src/lib/utils.ts b/proxima-web/src/lib/utils.ts new file mode 100644 index 0000000..9ad0df4 --- /dev/null +++ b/proxima-web/src/lib/utils.ts @@ -0,0 +1,6 @@ +import { type ClassValue, clsx } from 'clsx'; +import { twMerge } from 'tailwind-merge'; + +export function cn(...inputs: ClassValue[]) { + return twMerge(clsx(inputs)); +} diff --git a/proxima-web/src/net/protocol.ts b/proxima-web/src/net/protocol.ts index 8633eea..0947c7f 100644 --- a/proxima-web/src/net/protocol.ts +++ b/proxima-web/src/net/protocol.ts @@ -6,7 +6,14 @@ // invited can't happen here. import type { SaveGame } from '../sim/save'; -import type { Command, Difficulty, GameMode, PlayerShipType, SimEvent, Snapshot } from '../sim/types'; +import type { + Command, + Difficulty, + GameMode, + PlayerShipType, + SimEvent, + Snapshot, +} from '../sim/types'; export const PROTOCOL_VERSION = 1; diff --git a/proxima-web/src/net/transport.ts b/proxima-web/src/net/transport.ts index 2fab8fa..cafa771 100644 --- a/proxima-web/src/net/transport.ts +++ b/proxima-web/src/net/transport.ts @@ -12,6 +12,7 @@ // Next (issue #16): WebRTC data channels, with this relay demoted to signaling. The // interfaces below are the seam that lands on. +import type { Snapshot } from '../sim/types'; import type { ClientMessage, ServerMessage } from './protocol'; export interface HostTransport { @@ -32,6 +33,7 @@ export interface StationTransport { ownsId(id: number | undefined): boolean; /** The relay refused our PIN. */ onRejected(handler: () => void): void; + onSnapshot(handler: (snap: Snapshot) => void): void; onMessage(handler: (msg: ServerMessage) => void): void; onStatus(handler: (connected: boolean) => void): void; close(): void; @@ -184,7 +186,9 @@ export class RelayHost implements HostTransport { export class RelayStation implements StationTransport { private handler: (msg: ServerMessage) => void = () => {}; + private snapshot: (snap: Snapshot) => void = () => {}; private status: (connected: boolean) => void = () => {}; + private currentlyConnected = false; /** * Command ids are scoped to this page by a random nonce, so acks broadcast to every @@ -196,8 +200,15 @@ export class RelayStation implements StationTransport { private rejected: () => void = () => {}; private readonly sock = new Socket( relayUrl('station', storedPin()), - (data) => this.handler(data as ServerMessage), - (connected) => this.status(connected), + (data) => { + const msg = data as ServerMessage; + if (msg.m === 'state') this.snapshot(msg.snapshot); + this.handler(msg); + }, + (connected) => { + this.currentlyConnected = connected; + this.status(connected); + }, () => this.rejected(), ); @@ -215,12 +226,17 @@ export class RelayStation implements StationTransport { return id !== undefined && id >= this.nonce && id < this.nonce + 1e6; } + onSnapshot(handler: (snap: Snapshot) => void): void { + this.snapshot = handler; + } + onMessage(handler: (msg: ServerMessage) => void): void { this.handler = handler; } onStatus(handler: (connected: boolean) => void): void { this.status = handler; + if (this.currentlyConnected) handler(true); } /** The relay refused our PIN. The console should ask for one. */ diff --git a/proxima-web/src/render/audio.ts b/proxima-web/src/render/audio.ts index 4e9ae1d..6c622e2 100644 --- a/proxima-web/src/render/audio.ts +++ b/proxima-web/src/render/audio.ts @@ -9,7 +9,10 @@ import type { SimEvent } from '../sim/types'; type Cue = 'beam' | 'enemyFire' | 'hit' | 'explosion' | 'alarm' | 'dock'; -const MIX: Record = { +const MIX: Record< + Cue, + { freq: number; decay: number; gain: number; type: OscillatorType; sweep: number } +> = { beam: { freq: 880, decay: 0.18, gain: 0.18, type: 'square', sweep: -420 }, enemyFire: { freq: 320, decay: 0.2, gain: 0.14, type: 'sawtooth', sweep: -140 }, hit: { freq: 180, decay: 0.14, gain: 0.22, type: 'triangle', sweep: -90 }, diff --git a/proxima-web/src/render/fx.ts b/proxima-web/src/render/fx.ts index d6c00f7..b877a64 100644 --- a/proxima-web/src/render/fx.ts +++ b/proxima-web/src/render/fx.ts @@ -11,8 +11,8 @@ import { LineBasicMaterial, Mesh, MeshBasicMaterial, - Object3D, - Scene, + type Object3D, + type Scene, SphereGeometry, } from 'three'; import { BEAM_DRAW_TIME } from '../sim/data'; @@ -32,7 +32,11 @@ export class CombatFx { private readonly blasts: Pooled[] = []; constructor(scene: Scene) { - const friendly = new LineBasicMaterial({ color: 0x66ddff, transparent: true, blending: AdditiveBlending }); + const friendly = new LineBasicMaterial({ + color: 0x66ddff, + transparent: true, + blending: AdditiveBlending, + }); for (let i = 0; i < BEAM_POOL; i++) { const geo = new BufferGeometry(); @@ -68,7 +72,9 @@ export class CombatFx { pos.setXYZ(1, ev.to.x, ev.to.y, ev.to.z); pos.needsUpdate = true; - (slot.obj.material as LineBasicMaterial).color = new Color(ev.friendly ? 0x66ddff : 0xff5544); + (slot.obj.material as LineBasicMaterial).color = new Color( + ev.friendly ? 0x66ddff : 0xff5544, + ); slot.obj.visible = true; slot.life = BEAM_DRAW_TIME; } else if (ev.t === 'kill' || ev.t === 'hit') { diff --git a/proxima-web/src/render/models/bench.ts b/proxima-web/src/render/models/bench.ts index 5694d75..4796243 100644 --- a/proxima-web/src/render/models/bench.ts +++ b/proxima-web/src/render/models/bench.ts @@ -16,8 +16,8 @@ import { Scene, WebGLRenderer, } from 'three'; +import { createBody, PLANET_PALETTES } from './planet'; import { createStarbase } from './starbase'; -import { PLANET_PALETTES, createBody } from './planet'; const params = new URLSearchParams(location.search); const which = params.get('model') ?? 'starbase'; @@ -48,7 +48,7 @@ if (which === 'starbase') { kind: which === 'sun' ? 'sun' : 'planet', radius: 1, color: which === 'sun' ? 0xff8a3c : 0x6fa8d8, - palette: PLANET_PALETTES[which] ?? PLANET_PALETTES['rocky']!, + palette: PLANET_PALETTES[which] ?? PLANET_PALETTES.rocky!, seed: 7, }); scene.add(body.root); @@ -62,7 +62,7 @@ const FRAMING: Record = { 'three-quarter': [2.0, 1.1, 2.0], top: [0.01, 3.0, 0], }; -camera.position.set(...(FRAMING[view] ?? FRAMING['front']!)); +camera.position.set(...(FRAMING[view] ?? FRAMING.front!)); camera.lookAt(0, 0, 0); addEventListener('resize', () => { diff --git a/proxima-web/src/render/models/planet.ts b/proxima-web/src/render/models/planet.ts index ab26e28..6e71f12 100644 --- a/proxima-web/src/render/models/planet.ts +++ b/proxima-web/src/render/models/planet.ts @@ -12,15 +12,15 @@ import { AdditiveBlending, BackSide, CanvasTexture, - Sprite, - SpriteMaterial, Color, Mesh, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, - SRGBColorSpace, SphereGeometry, + Sprite, + SpriteMaterial, + SRGBColorSpace, } from 'three'; import { makeRng } from '../../sim/math'; import type { LandmarkKind } from '../../sim/types'; @@ -164,7 +164,10 @@ const starTexture = (seed: number, tint: number): CanvasTexture => { // Tighten the range so the surface is mostly bright with darker lanes, rather // than half-and-half blobs. const cell = Math.min(1, Math.max(0, (g - 0.42) * 3)); - scratch.copy(cool).lerp(base, Math.min(1, cell * 2)).lerp(hot, Math.max(0, cell - 0.5) * 1.6); + scratch + .copy(cool) + .lerp(base, Math.min(1, cell * 2)) + .lerp(hot, Math.max(0, cell - 0.5) * 1.6); const i = (y * TEXTURE_W + x) * 4; image.data[i] = scratch.r * 255; @@ -224,7 +227,7 @@ export const createBody = (opts: { const material = isStar ? new MeshBasicMaterial({ map: starTexture(opts.seed, opts.color) }) : (() => { - const map = surfaceTexture(opts.seed, opts.palette ?? PLANET_PALETTES['rocky']!); + const map = surfaceTexture(opts.seed, opts.palette ?? PLANET_PALETTES.rocky!); return new MeshStandardMaterial({ map, // A planet is a navigation landmark here, not a lighting study: with a single diff --git a/proxima-web/src/render/models/starbase.ts b/proxima-web/src/render/models/starbase.ts index 775efcf..9f6745c 100644 --- a/proxima-web/src/render/models/starbase.ts +++ b/proxima-web/src/render/models/starbase.ts @@ -28,12 +28,12 @@ import { BoxGeometry, - BufferGeometry, + type BufferGeometry, Color, CylinderGeometry, Group, InstancedMesh, - Matrix4, + type Matrix4, Mesh, MeshBasicMaterial, MeshStandardMaterial, @@ -160,7 +160,11 @@ class Assembly { } /** Bakes everything collected so far. Returns the group and the animated beacon meshes. */ - bake(): { root: Group; lamps: { mesh: InstancedMesh; phase: 0 | 1 }[]; chase: InstancedMesh | null } { + bake(): { + root: Group; + lamps: { mesh: InstancedMesh; phase: 0 | 1 }[]; + chase: InstancedMesh | null; + } { const root = new Group(); for (const key of Object.keys(this.buffers) as MatKey[]) { @@ -196,7 +200,9 @@ class Assembly { new MeshBasicMaterial({ color: BEACON }), set.length, ); - set.forEach((m, i) => mesh.setMatrixAt(i, m)); + set.forEach((m, i) => { + mesh.setMatrixAt(i, m); + }); mesh.instanceMatrix.needsUpdate = true; root.add(mesh); lamps.push({ mesh, phase }); @@ -260,8 +266,7 @@ const windowStrip = ( const sign = Math.sign(offset); const depth = Math.abs(offset); - const recess: Vec3 = - face === 'z' ? [length, height, 0.004] : [length, 0.004, height]; + const recess: Vec3 = face === 'z' ? [length, height, 0.004] : [length, 0.004, height]; const recessAt: Vec3 = face === 'z' ? [at[0], at[1], at[2] + sign * depth] : [at[0], at[1] + sign * depth, at[2]]; a.box('trim', recess, recessAt); @@ -273,9 +278,7 @@ const windowStrip = ( const x = at[0] + (t - 0.5) * length * 0.86; if (rng() < 0.18) continue; // a few dark windows, so the row isn't mechanical const size: Vec3 = - face === 'z' - ? [length / count / 2.6, pane, 0.004] - : [length / count / 2.6, 0.004, pane]; + face === 'z' ? [length / count / 2.6, pane, 0.004] : [length / count / 2.6, 0.004, pane]; const pos: Vec3 = face === 'z' ? [x, at[1], at[2] + sign * (depth + 0.004)] @@ -343,15 +346,15 @@ const collar = (a: Assembly, s: number, x0: number, x1: number, radius: number): /** [start, end, half-height]; `collar` entries are drums, `module` entries are plated. */ const SPINE: { x0: number; x1: number; half: number; kind: 'module' | 'collar' }[] = [ - { x0: 0.072, x1: 0.108, half: 0.030, kind: 'collar' }, + { x0: 0.072, x1: 0.108, half: 0.03, kind: 'collar' }, { x0: 0.108, x1: 0.205, half: 0.045, kind: 'module' }, { x0: 0.205, x1: 0.292, half: 0.038, kind: 'collar' }, // passes through the ring - { x0: 0.292, x1: 0.330, half: 0.033, kind: 'collar' }, - { x0: 0.330, x1: 0.442, half: 0.050, kind: 'module' }, + { x0: 0.292, x1: 0.33, half: 0.033, kind: 'collar' }, + { x0: 0.33, x1: 0.442, half: 0.05, kind: 'module' }, { x0: 0.442, x1: 0.474, half: 0.034, kind: 'collar' }, { x0: 0.474, x1: 0.578, half: 0.046, kind: 'module' }, { x0: 0.578, x1: 0.608, half: 0.035, kind: 'collar' }, - { x0: 0.608, x1: 0.700, half: 0.052, kind: 'module' }, + { x0: 0.608, x1: 0.7, half: 0.052, kind: 'module' }, ]; const RING_INNER = 0.215; @@ -368,13 +371,13 @@ const HUB_HALF = 0.071; const dockingCluster = (a: Assembly, rng: () => number, s: number): void => { // Neck and body. a.box('hullDark', [0.062, 0.086, 0.086], [s * 0.731, 0, 0]); - a.box('hull', [0.114, 0.120, 0.120], [s * 0.817, 0, 0]); - a.box('trim', [0.010, 0.128, 0.128], [s * 0.762, 0, 0]); + a.box('hull', [0.114, 0.12, 0.12], [s * 0.817, 0, 0]); + a.box('trim', [0.01, 0.128, 0.128], [s * 0.762, 0, 0]); for (const sign of [1, -1]) { windowStrip(a, rng, { at: [s * 0.817, 0, 0], length: 0.092, - height: 0.030, + height: 0.03, face: 'z', offset: sign * 0.062, count: 4, @@ -382,20 +385,20 @@ const dockingCluster = (a: Assembly, rng: () => number, s: number): void => { } // Vertical spar the arms hang off. - a.box('hullDark', [0.048, 0.330, 0.052], [s * 0.850, 0, 0]); + a.box('hullDark', [0.048, 0.33, 0.052], [s * 0.85, 0, 0]); // Three arms, each ending in a two-pronged clamp. [-0.132, 0, 0.132].forEach((y, i) => { const reach = i === 1 ? 1.0 : 0.88; // the centre arm is the longest, as in the reference - const x0 = 0.850; - const x1 = 0.850 + 0.108 * reach; + const x0 = 0.85; + const x1 = 0.85 + 0.108 * reach; - a.box('hull', [(x1 - x0), 0.062, 0.062], [s * (x0 + x1) / 2, y, 0]); - a.box('hullDark', [(x1 - x0) * 0.9, 0.070, 0.030], [s * (x0 + x1) / 2, y, 0]); + a.box('hull', [x1 - x0, 0.062, 0.062], [(s * (x0 + x1)) / 2, y, 0]); + a.box('hullDark', [(x1 - x0) * 0.9, 0.07, 0.03], [(s * (x0 + x1)) / 2, y, 0]); windowStrip(a, rng, { - at: [s * (x0 + x1) / 2, y, 0], + at: [(s * (x0 + x1)) / 2, y, 0], length: (x1 - x0) * 0.7, - height: 0.020, + height: 0.02, face: 'z', offset: 0.033, count: 3, @@ -403,18 +406,18 @@ const dockingCluster = (a: Assembly, rng: () => number, s: number): void => { // The clamp: two prongs opening outward, which is what makes it read as a dock. for (const z of [1, -1]) { - a.box('hullDark', [0.052, 0.034, 0.022], [s * (x1 + 0.020), y, z * 0.036]); - a.box('hull', [0.020, 0.042, 0.020], [s * (x1 + 0.044), y, z * 0.046]); + a.box('hullDark', [0.052, 0.034, 0.022], [s * (x1 + 0.02), y, z * 0.036]); + a.box('hull', [0.02, 0.042, 0.02], [s * (x1 + 0.044), y, z * 0.046]); a.beacon([s * (x1 + 0.056), y, z * 0.046], (i % 2) as 0 | 1, 0.008); } a.box('trim', [0.016, 0.048, 0.076], [s * (x1 + 0.006), y, 0]); }); // Mast and navigation lamp at the very tip — the outermost thing on the silhouette. - a.box('hullDark', [0.030, 0.016, 0.016], [s * 0.985, 0, 0]); + a.box('hullDark', [0.03, 0.016, 0.016], [s * 0.985, 0, 0]); a.beacon([s * 1.005, 0, 0], 0, 0.013); - a.beacon([s * 0.850, 0.176, 0], 1, 0.010); - a.beacon([s * 0.850, -0.176, 0], 1, 0.010); + a.beacon([s * 0.85, 0.176, 0], 1, 0.01); + a.beacon([s * 0.85, -0.176, 0], 1, 0.01); }; /** @@ -427,9 +430,9 @@ const dockingCluster = (a: Assembly, rng: () => number, s: number): void => { const solarWing = (a: Assembly, sign: number): void => { // Segmented mast from the hub out to the panel, passing through the ring. for (let i = 0; i < 4; i++) { - const y0 = 0.070 + i * 0.058; - a.box('hull', [0.034, 0.050, 0.034], [0, sign * (y0 + 0.026), 0]); - a.box('trim', [0.042, 0.010, 0.042], [0, sign * (y0 + 0.055), 0]); + const y0 = 0.07 + i * 0.058; + a.box('hull', [0.034, 0.05, 0.034], [0, sign * (y0 + 0.026), 0]); + a.box('trim', [0.042, 0.01, 0.042], [0, sign * (y0 + 0.055), 0]); } const centre = sign * 0.468; @@ -441,12 +444,12 @@ const solarWing = (a: Assembly, sign: number): void => { // Backing plate: without it the gaps between cells show open space, and the panel // renders as an empty wire rectangle instead of a solar array. - a.box('hullDark', [halfWide * 2, halfLen * 2, 0.010], [0, centre, 0]); + a.box('hullDark', [halfWide * 2, halfLen * 2, 0.01], [0, centre, 0]); // Frame: border rails plus the central spar the two cell columns sit either side of. - a.box('hull', [0.010, halfLen * 2, 0.016], [0, centre, 0]); + a.box('hull', [0.01, halfLen * 2, 0.016], [0, centre, 0]); for (const end of [-1, 1]) { - a.box('hull', [halfWide * 2, 0.010, 0.016], [0, centre + end * halfLen, 0]); - a.box('hull', [0.010, halfLen * 2, 0.016], [end * halfWide, centre, 0]); + a.box('hull', [halfWide * 2, 0.01, 0.016], [0, centre + end * halfLen, 0]); + a.box('hull', [0.01, halfLen * 2, 0.016], [end * halfWide, centre, 0]); } for (let col = 0; col < 2; col++) { @@ -470,7 +473,13 @@ const solarWing = (a: Assembly, sign: number): void => { const hub = (a: Assembly, rng: () => number): void => { // An octagonal prism rather than a cube: the reference hub is visibly chamfered, and // a real chamfer is one primitive here where a boolean cut would be a mesh library. - a.add('hull', unit.oct, [HUB_HALF * 1.08, HUB_HALF * 2, HUB_HALF * 1.08], [0, 0, 0], [0, 0, Math.PI / 2]); + a.add( + 'hull', + unit.oct, + [HUB_HALF * 1.08, HUB_HALF * 2, HUB_HALF * 1.08], + [0, 0, 0], + [0, 0, Math.PI / 2], + ); // Collar bands at both ends, and a raised belt around the middle. for (const end of [-1, 1]) { a.add( @@ -481,8 +490,20 @@ const hub = (a: Assembly, rng: () => number): void => { [0, 0, Math.PI / 2], ); } - a.add('hullDark', unit.oct, [HUB_HALF * 1.16, HUB_HALF * 0.9, HUB_HALF * 1.16], [0, 0, 0], [0, 0, Math.PI / 2]); - a.add('trim', unit.oct, [HUB_HALF * 1.18, HUB_HALF * 0.16, HUB_HALF * 1.18], [0, 0, 0], [0, 0, Math.PI / 2]); + a.add( + 'hullDark', + unit.oct, + [HUB_HALF * 1.16, HUB_HALF * 0.9, HUB_HALF * 1.16], + [0, 0, 0], + [0, 0, Math.PI / 2], + ); + a.add( + 'trim', + unit.oct, + [HUB_HALF * 1.18, HUB_HALF * 0.16, HUB_HALF * 1.18], + [0, 0, 0], + [0, 0, Math.PI / 2], + ); // The lit command panel the reference puts dead centre, on all four broad faces. // Offsets clear the raised belt: the octagon's flat face sits at cos(pi/8) x radius, @@ -490,7 +511,10 @@ const hub = (a: Assembly, rng: () => number): void => { const face = HUB_HALF * 1.1; for (const sign of [1, -1]) { for (const axis of ['z', 'y'] as const) { - const plate: Vec3 = axis === 'z' ? [HUB_HALF * 1.2, HUB_HALF * 1.2, 0.006] : [HUB_HALF * 1.2, 0.006, HUB_HALF * 1.2]; + const plate: Vec3 = + axis === 'z' + ? [HUB_HALF * 1.2, HUB_HALF * 1.2, 0.006] + : [HUB_HALF * 1.2, 0.006, HUB_HALF * 1.2]; const plateAt: Vec3 = axis === 'z' ? [0, 0, sign * face] : [0, sign * face, 0]; a.box('trim', plate, plateAt); @@ -533,7 +557,7 @@ export const createStarbase = (): Starbase => { else collar(hullParts, s, seg.x0, seg.x1, seg.half); } // Spine running lights along the top and bottom. - for (const x of [0.24, 0.40, 0.55]) { + for (const x of [0.24, 0.4, 0.55]) { hullParts.beacon([s * x, 0.056, 0], 0, 0.007); hullParts.beacon([s * x, -0.056, 0], 1, 0.007); } @@ -615,7 +639,7 @@ export const createStarbase = (): Starbase => { for (const radius of [RING_INNER + 0.006, RING_OUTER - 0.006]) { hullParts.box( 'hullDark', - [0.030, 0.098, RING_DEPTH * 1.3], + [0.03, 0.098, RING_DEPTH * 1.3], [Math.cos(angle) * radius, Math.sin(angle) * radius, 0], [0, 0, angle], ); @@ -649,7 +673,7 @@ export const createStarbase = (): Starbase => { let clock = 0; // Runtime hierarchy, so callers can find the parts rather than guessing at children. - root.userData['sculptRuntime'] = { + root.userData.sculptRuntime = { parts: { hull: baked.root, rimLamps: baked.chase }, sockets: { dockPort: { x: 0.86, y: 0, z: 0 }, dockStarboard: { x: -0.86, y: 0, z: 0 } }, }; diff --git a/proxima-web/src/render/scene.ts b/proxima-web/src/render/scene.ts index 1656d70..061bd51 100644 --- a/proxima-web/src/render/scene.ts +++ b/proxima-web/src/render/scene.ts @@ -14,7 +14,7 @@ import { Fog, Mesh, MeshBasicMaterial, - Object3D, + type Object3D, PerspectiveCamera, Points, PointsMaterial, @@ -23,14 +23,14 @@ import { Vector3, WebGLRenderer, } from 'three'; -import { CombatFx } from './fx'; -import { PLANET_PALETTES, createBody, type Body } from './models/planet'; -import { createStarbase, type Starbase } from './models/starbase'; -import { makeShip, preloadShipModels } from './ships'; import { ENEMIES, shipDef } from '../sim/data'; -import { makeRng } from '../sim/math'; import type { Vec3 } from '../sim/math'; +import { makeRng } from '../sim/math'; import type { SimEvent, Snapshot } from '../sim/types'; +import { CombatFx } from './fx'; +import { type Body, createBody, PLANET_PALETTES } from './models/planet'; +import { createStarbase, type Starbase } from './models/starbase'; +import { makeShip, preloadShipModels } from './ships'; const STARFIELD_COUNT = 4000; const STARFIELD_RADIUS = 400000; @@ -138,7 +138,8 @@ export class SectorView { // Hull hits shake the bridge. Scaled by damage and clamped, so a torpedo rattles // the camera and a glancing beam barely registers. for (const ev of events) { - if (ev.t === 'hit') this.trauma = Math.min(1, this.trauma + ev.damage * HIT_TRAUMA_PER_DAMAGE); + if (ev.t === 'hit') + this.trauma = Math.min(1, this.trauma + ev.damage * HIT_TRAUMA_PER_DAMAGE); else if (ev.t === 'kill') this.trauma = Math.min(1, this.trauma + 0.25); } } @@ -328,7 +329,7 @@ export class SectorView { const look = new Vector3(p.pos.x, p.pos.y, p.pos.z); // Exponential smoothing, frame-rate independent. - const k = 1 - Math.pow(0.0015, dt); + const k = 1 - 0.0015 ** dt; this.camPos.lerp(want, this.camPos.lengthSq() === 0 ? 1 : k); this.camLook.lerp(look, this.camLook.lengthSq() === 0 ? 1 : k); diff --git a/proxima-web/src/render/ships.ts b/proxima-web/src/render/ships.ts index 8531561..caad6cb 100644 --- a/proxima-web/src/render/ships.ts +++ b/proxima-web/src/render/ships.ts @@ -4,16 +4,16 @@ import { Box3, Group, - Mesh, - MeshStandardMaterial, + type Material, Matrix4, - Object3D, + type Mesh, + type MeshStandardMaterial, + type Object3D, Vector3, - type Material, } from 'three'; -import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js'; -import { MODEL_YAW, allModels } from '../sim/data'; +import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; +import { allModels, MODEL_YAW } from '../sim/data'; const loader = new GLTFLoader().setMeshoptDecoder(MeshoptDecoder); diff --git a/proxima-web/src/sim/ai.ts b/proxima-web/src/sim/ai.ts index 907b60f..c589e34 100644 --- a/proxima-web/src/sim/ai.ts +++ b/proxima-web/src/sim/ai.ts @@ -4,6 +4,7 @@ // frigates that hold a standoff ring and lob torpedo volleys, and capitals that close // and slug. Yaw-only — combat stays on a plane, as in the C++ build. +import { fireBeam } from './combat'; import { DIFFICULTY_SCALE, ENEMIES, @@ -17,8 +18,7 @@ import { VOLLEY_GAP, VOLLEY_SIZE, } from './data'; -import { DEG, addScaled, bearingTo, clamp, dist, forward, vec } from './math'; -import { fireBeam } from './combat'; +import { addScaled, bearingTo, clamp, DEG, dist, forward, vec } from './math'; import type { EnemyShip, World } from './types'; const BEAM_ARC = 90; diff --git a/proxima-web/src/sim/combat.ts b/proxima-web/src/sim/combat.ts index d94d7c0..7267267 100644 --- a/proxima-web/src/sim/combat.ts +++ b/proxima-web/src/sim/combat.ts @@ -1,9 +1,9 @@ // Damage, firing arcs, and projectiles. Ported from Components/HealthComponent.cpp, // WeaponComponent.cpp and TorpedoLauncherComponent.cpp. -import { DEG, bearingTo, dist } from './math'; -import type { Combatant, PlayerShip, SimEvent, World } from './types'; import { MAX_MITIGATION, SHIELD_MITIGATION_SCALE } from './data'; +import { bearingTo, DEG, dist } from './math'; +import type { Combatant, PlayerShip, SimEvent, World } from './types'; /** * Shield power mitigates incoming damage before the shield pool absorbs anything diff --git a/proxima-web/src/sim/data.ts b/proxima-web/src/sim/data.ts index ddf2668..b33e884 100644 --- a/proxima-web/src/sim/data.ts +++ b/proxima-web/src/sim/data.ts @@ -223,7 +223,8 @@ export const SHIPS: ShipDef[] = [ }, ]; -export const shipDef = (type: ShipDef['type']): ShipDef => SHIPS.find((s) => s.type === type) ?? SHIPS[0]!; +export const shipDef = (type: ShipDef['type']): ShipDef => + SHIPS.find((s) => s.type === type) ?? SHIPS[0]!; /** * Extra yaw, in radians, applied after the loader levels a hull onto the world axes. @@ -363,21 +364,94 @@ export const SPAWN_GRACE = 12; // by both credits and XP. The last two are one-time modules the starter hull lacks. export const UPGRADES: UpgradeDef[] = [ - { id: 'beam_damage', name: 'Beam Damage', unit: 'dmg', stat: 'beamDamage', magnitudePerTier: 8, maxTier: 3, baseCost: 150 }, - { id: 'beam_recharge', name: 'Beam Recharge', unit: '/s', stat: 'beamRecharge', magnitudePerTier: 0.15, maxTier: 3, baseCost: 150 }, - { id: 'fire_arc', name: 'Targeting Arc', unit: '°', stat: 'fireArc', magnitudePerTier: 15, maxTier: 3, baseCost: 120 }, - { id: 'hull', name: 'Hull Plating', unit: 'hull', stat: 'maxHull', magnitudePerTier: 40, maxTier: 3, baseCost: 200 }, - { id: 'shields', name: 'Shield Capacity', unit: 'shld', stat: 'maxShield', magnitudePerTier: 30, maxTier: 3, baseCost: 200 }, - { id: 'torpedo', name: 'Torpedo Tubes', unit: 'rds', stat: 'torpedoAmmo', magnitudePerTier: 2, maxTier: 3, baseCost: 180 }, - { id: 'reactor', name: 'Reactor Output', unit: 'pwr', stat: 'reactorBudget', magnitudePerTier: 0.5, maxTier: 3, baseCost: 250 }, - { id: 'strafe', name: 'Manoeuvring Thrusters', unit: 'uu/s', stat: 'strafeSpeed', magnitudePerTier: 950, maxTier: 1, baseCost: 160 }, - { id: 'turret', name: 'Auto-Turret', unit: 'dmg', stat: 'turret', magnitudePerTier: 12, maxTier: 1, baseCost: 240 }, + { + id: 'beam_damage', + name: 'Beam Damage', + unit: 'dmg', + stat: 'beamDamage', + magnitudePerTier: 8, + maxTier: 3, + baseCost: 150, + }, + { + id: 'beam_recharge', + name: 'Beam Recharge', + unit: '/s', + stat: 'beamRecharge', + magnitudePerTier: 0.15, + maxTier: 3, + baseCost: 150, + }, + { + id: 'fire_arc', + name: 'Targeting Arc', + unit: '°', + stat: 'fireArc', + magnitudePerTier: 15, + maxTier: 3, + baseCost: 120, + }, + { + id: 'hull', + name: 'Hull Plating', + unit: 'hull', + stat: 'maxHull', + magnitudePerTier: 40, + maxTier: 3, + baseCost: 200, + }, + { + id: 'shields', + name: 'Shield Capacity', + unit: 'shld', + stat: 'maxShield', + magnitudePerTier: 30, + maxTier: 3, + baseCost: 200, + }, + { + id: 'torpedo', + name: 'Torpedo Tubes', + unit: 'rds', + stat: 'torpedoAmmo', + magnitudePerTier: 2, + maxTier: 3, + baseCost: 180, + }, + { + id: 'reactor', + name: 'Reactor Output', + unit: 'pwr', + stat: 'reactorBudget', + magnitudePerTier: 0.5, + maxTier: 3, + baseCost: 250, + }, + { + id: 'strafe', + name: 'Manoeuvring Thrusters', + unit: 'uu/s', + stat: 'strafeSpeed', + magnitudePerTier: 950, + maxTier: 1, + baseCost: 160, + }, + { + id: 'turret', + name: 'Auto-Turret', + unit: 'dmg', + stat: 'turret', + magnitudePerTier: 12, + maxTier: 1, + baseCost: 240, + }, ]; export const upgradeDef = (id: string): UpgradeDef | undefined => UPGRADES.find((u) => u.id === id); /** Credit cost to buy the next tier up from `currentTier` (0-based). */ -export const upgradeCost = (u: UpgradeDef, currentTier: number): number => u.baseCost * (currentTier + 1); +export const upgradeCost = (u: UpgradeDef, currentTier: number): number => + u.baseCost * (currentTier + 1); /** Crew rank needed for the next tier: tier 1 needs rank 1, tier 2 rank 2, and so on. */ export const upgradeRankReq = (currentTier: number): number => currentTier + 1; @@ -501,7 +575,6 @@ export const CAMPAIGN: MissionDef[] = [ }, ]; - // ── Divergence control ────────────────────────────────────────────────────────── // // This file's header claims every number is ported verbatim from the C++. That claim diff --git a/proxima-web/src/sim/math.ts b/proxima-web/src/sim/math.ts index 9391a58..a4a9254 100644 --- a/proxima-web/src/sim/math.ts +++ b/proxima-web/src/sim/math.ts @@ -55,7 +55,12 @@ export const clamp = (v: number, lo: number, hi: number): number => (v < lo ? lo * Ports UE's FMath::FInterpConstantTo — moves `current` toward `target` at a fixed * rate rather than exponentially, which is what gives the ship its impulse feel. */ -export const interpConstantTo = (current: number, target: number, dt: number, rate: number): number => { +export const interpConstantTo = ( + current: number, + target: number, + dt: number, + rate: number, +): number => { if (rate <= 0) return target; const delta = target - current; const step = rate * dt; diff --git a/proxima-web/src/sim/sector.ts b/proxima-web/src/sim/sector.ts index b76d3b8..1da6432 100644 --- a/proxima-web/src/sim/sector.ts +++ b/proxima-web/src/sim/sector.ts @@ -10,10 +10,10 @@ import { CONTRACT_VISIT_RANGE, DISTRESS_CREDITS, DISTRESS_DURATION, - INTERDICTION_CREDITS, ENEMIES, EVENT_CHANCE, EVENT_ROLL_INTERVAL, + INTERDICTION_CREDITS, INTERDICTION_DURATION, PIRATE_CALLSIGNS, SALVAGE_COLLECT_RANGE, @@ -21,10 +21,18 @@ import { SALVAGE_DURATION, SPAWN_GRACE, } from './data'; -import { addScaled, dist, forward, vec } from './math'; import type { Vec3 } from './math'; -import type { Contract, ContractType, EnemyShip, EnemyType, SectorEvent, Verdict, World } from './types'; -import { OK, no } from './types'; +import { addScaled, dist, forward, vec } from './math'; +import type { + Contract, + ContractType, + EnemyShip, + EnemyType, + SectorEvent, + Verdict, + World, +} from './types'; +import { no, OK } from './types'; // ── Gravity ───────────────────────────────────────────────────────────────────── @@ -95,7 +103,11 @@ const spawnEventShips = (world: World, at: Vec3, types: EnemyType[]): void => { }); }; -const startEvent = (world: World, kind: SectorEvent, comms: (s: string, t: string) => void): void => { +const startEvent = ( + world: World, + kind: SectorEvent, + comms: (s: string, t: string) => void, +): void => { const p = world.player; world.eventFleet = []; @@ -116,19 +128,28 @@ const startEvent = (world: World, kind: SectorEvent, comms: (s: string, t: strin world.eventPos = vec(world.landmarks[best]!.pos.x, 0, world.landmarks[best]!.pos.z + 6000); spawnEventShips(world, world.eventPos, ['scout', 'scout']); world.eventDeadline = world.time + DISTRESS_DURATION; - comms('DISTRESS', `MAYDAY — supply convoy under raider attack near ${CAMPAIGN[best]!.landmarkName}! Anyone in range, please respond!`); + comms( + 'DISTRESS', + `MAYDAY — supply convoy under raider attack near ${CAMPAIGN[best]!.landmarkName}! Anyone in range, please respond!`, + ); } else if (kind === 'interdiction') { // A two-ship ambush powering up dead ahead on the ship's course. world.eventPos = { ...p.pos }; addScaled(world.eventPos, forward(p.heading), 11000); spawnEventShips(world, world.eventPos, ['scout', 'gunship']); world.eventDeadline = world.time + INTERDICTION_DURATION; - comms('TACTICAL', 'Pirate interdiction! Two contacts powering up dead ahead on our course — they want our cargo, Captain.'); + comms( + 'TACTICAL', + 'Pirate interdiction! Two contacts powering up dead ahead on our course — they want our cargo, Captain.', + ); } else if (kind === 'salvage') { const angle = world.rng() * Math.PI * 2; world.eventPos = vec(p.pos.x + Math.cos(angle) * 9000, 0, p.pos.z + Math.sin(angle) * 9000); world.eventDeadline = world.time + SALVAGE_DURATION; - comms('SCIENCE', 'Sensor ghost resolved: a free-floating cargo pod adrift close by. Close to 1,500 uu and we can tractor it in.'); + comms( + 'SCIENCE', + 'Sensor ghost resolved: a free-floating cargo pod adrift close by. Close to 1,500 uu and we can tractor it in.', + ); } else { return; } @@ -153,7 +174,11 @@ const endEvent = (world: World, success: boolean, comms: (s: string, t: string) } }; -export const stepEvents = (world: World, dt: number, comms: (s: string, t: string) => void): void => { +export const stepEvents = ( + world: World, + dt: number, + comms: (s: string, t: string) => void, +): void => { const p = world.player; if (world.activeEvent === 'none') { @@ -239,7 +264,8 @@ const generateOffer = (world: World): Contract => { targetA, targetB: type === 'patrol' ? randomSystem(targetA) : -1, stage: 0, - ship: type === 'bounty' ? PIRATE_CALLSIGNS[Math.floor(world.rng() * PIRATE_CALLSIGNS.length)]! : '', + ship: + type === 'bounty' ? PIRATE_CALLSIGNS[Math.floor(world.rng() * PIRATE_CALLSIGNS.length)]! : '', reward: type === 'bounty' ? 220 : type === 'patrol' ? 140 : 160, }; }; @@ -322,14 +348,20 @@ export const stepContracts = (world: World, comms: (s: string, t: string) => voi if (c.type === 'patrol') { if (c.stage === 0 && atSystem(c.targetA)) { c.stage = 1; - comms('STARBASE OPS', `First waypoint swept — ${CAMPAIGN[c.targetA]?.landmarkName} reads clear. One leg to go: ${CAMPAIGN[c.targetB]?.landmarkName}.`); + comms( + 'STARBASE OPS', + `First waypoint swept — ${CAMPAIGN[c.targetA]?.landmarkName} reads clear. One leg to go: ${CAMPAIGN[c.targetB]?.landmarkName}.`, + ); } else if (c.stage === 1 && atSystem(c.targetB)) { completeContract(world, comms); } } else if (c.type === 'delivery') { if (c.stage === 0 && atSystem(c.targetA)) { c.stage = 1; - comms('STARBASE OPS', `Cargo delivered to ${CAMPAIGN[c.targetA]?.landmarkName}. Return to the starbase and dock to close the contract.`); + comms( + 'STARBASE OPS', + `Cargo delivered to ${CAMPAIGN[c.targetA]?.landmarkName}. Return to the starbase and dock to close the contract.`, + ); } else if (c.stage === 1 && p.docked) { completeContract(world, comms); } diff --git a/proxima-web/src/sim/stats.ts b/proxima-web/src/sim/stats.ts index d2e194a..b1eed17 100644 --- a/proxima-web/src/sim/stats.ts +++ b/proxima-web/src/sim/stats.ts @@ -12,8 +12,8 @@ import { MAX_SHIELD, REACTOR_BUDGET, SCAN_RANGE, - UPGRADES, shipDef, + UPGRADES, } from './data'; import type { DamageSystem, PlayerShip, UpgradeStat } from './types'; diff --git a/proxima-web/src/sim/types.ts b/proxima-web/src/sim/types.ts index e224a96..51a132f 100644 --- a/proxima-web/src/sim/types.ts +++ b/proxima-web/src/sim/types.ts @@ -414,6 +414,7 @@ export interface Snapshot { scanTargetId: number | null; scanProgress: number; scanning: boolean; + scanned: number[]; /** Effective numbers after upgrades and damage — what the stations should display. */ stats: { maxSpeed: number; diff --git a/proxima-web/src/sim/world.ts b/proxima-web/src/sim/world.ts index 4940768..12e29d3 100644 --- a/proxima-web/src/sim/world.ts +++ b/proxima-web/src/sim/world.ts @@ -23,14 +23,17 @@ import { RAM_SPEED_MAX, RAM_SPEED_MIN, REVERSE_THROTTLE_MIN, + rankFromXp, SCAN_DURATION, SECTOR_SPAN, - SPAWN_GRACE, SHIELD_BLEED_RATE, SHIELD_CHARGE_RATE, SHIELD_RADIUS_BONUS, SHIPS, + SKIRMISH_MAX_FLEET, + SPAWN_GRACE, STRAFE_ACCELERATION, + shipDef, TORPEDO_ARC_DEG, TORPEDO_BLAST_RADIUS, TORPEDO_DAMAGE, @@ -42,26 +45,39 @@ import { TRIGGER_RADIUS, TURRET_INTERVAL, TURRET_RANGE, + upgradeCost, + upgradeDef, + upgradeRankReq, + WARP_CHARGE_RATE, + WARP_DISTANCE, WAVE_BONUS_CREDITS, WAVE_BONUS_XP, WAVE_INTERVAL, - SKIRMISH_MAX_FLEET, - WARP_CHARGE_RATE, - WARP_DISTANCE, - WELDS_PER_SYSTEM_REPAIR, WELD_GREEN_MAX, WELD_GREEN_MIN, WELD_HULL_REPAIR, WELD_MIN_INTERVAL, - rankFromXp, - shipDef, - upgradeCost, - upgradeDef, - upgradeRankReq, + WELDS_PER_SYSTEM_REPAIR, } from './data'; +import { + addScaled, + bearingTo, + clamp, + DEG, + dist, + forward, + interpConstantTo, + makeRng, + vec, +} from './math'; +import { + acceptContract, + describeContract, + gravityPullAt, + stepContracts, + stepEvents, +} from './sector'; import { effectiveStats } from './stats'; -import { acceptContract, describeContract, gravityPullAt, stepContracts, stepEvents } from './sector'; -import { DEG, addScaled, bearingTo, clamp, dist, forward, interpConstantTo, makeRng, vec } from './math'; import type { Command, DamageSystem, @@ -78,7 +94,7 @@ import type { Verdict, World, } from './types'; -import { OK, no } from './types'; +import { no, OK } from './types'; /** * Reactor allocation scales what a system delivers, linearly and honestly: nominal @@ -378,7 +394,11 @@ const tryDock = (world: World): Verdict => { p.damaged = { engine: false, weapons: false, sensors: false }; p.repairWelds = 0; world.events.push({ t: 'dock', station: base.name }); - pushComms(world, 'STARBASE', 'Docking clamps engaged. Hull repaired, tubes reloaded. Drydock is open, Captain.'); + pushComms( + world, + 'STARBASE', + 'Docking clamps engaged. Hull repaired, tubes reloaded. Drydock is open, Captain.', + ); return OK; }; @@ -686,7 +706,10 @@ const tickShield = (world: World, dt: number): void => { if (p.hull <= 0 || p.docked) return; if (world.alert === 'red') { - p.shield = Math.min(p.maxShield, p.shield + SHIELD_CHARGE_RATE * powerScale(p.power.shields) * dt); + p.shield = Math.min( + p.maxShield, + p.shield + SHIELD_CHARGE_RATE * powerScale(p.power.shields) * dt, + ); } else { p.shield = Math.max(0, p.shield - SHIELD_BLEED_RATE * dt); } @@ -746,10 +769,17 @@ const stepDirector = (world: World, dt: number): void => { if (!world.encounterLive) { // Arriving hails the crew and waits for ACCEPT rather than ambushing them — the // bridge gets to choose its moment. - if (!world.objectiveOffered && dist(world.player.pos, landmark.pos) <= TRIGGER_RADIUS + landmark.radius) { + if ( + !world.objectiveOffered && + dist(world.player.pos, landmark.pos) <= TRIGGER_RADIUS + landmark.radius + ) { world.objectiveOffered = true; pushComms(world, mission.briefSender, mission.briefText); - pushComms(world, 'CMDR VOSS', 'Standing by for your order, Captain — ACCEPT when the bridge is ready.'); + pushComms( + world, + 'CMDR VOSS', + 'Standing by for your order, Captain — ACCEPT when the bridge is ready.', + ); } return; } @@ -818,7 +848,7 @@ const stepFlagship = (world: World): void => { if (world.flagshipId === null) return; const flagship = world.enemies.find((e) => e.id === world.flagshipId); - if (!flagship || !flagship.invulnerable) return; + if (!flagship?.invulnerable) return; const escortsAlive = world.enemies.some((e) => world.escortIds.includes(e.id) && e.alive); if (escortsAlive) return; @@ -954,7 +984,8 @@ const stepCollisions = (world: World): void => { // A drifting nudge should not cost the same as a full-speed impact. const speedFactor = RAM_SPEED_MIN + - (RAM_SPEED_MAX - RAM_SPEED_MIN) * clamp(Math.abs(p.speed) / Math.max(1, stats.maxSpeed), 0, 1); + (RAM_SPEED_MAX - RAM_SPEED_MIN) * + clamp(Math.abs(p.speed) / Math.max(1, stats.maxSpeed), 0, 1); applyDamage(p, RAM_DAMAGE * speedFactor, false, p.power.shields, world.events); applyDamage(e, RAM_DAMAGE * speedFactor, false, 0, world.events); @@ -1010,7 +1041,11 @@ const stepSkirmish = (world: World, dt: number): void => { kind: 'enemy', id, enemyType: type, - pos: vec(world.player.pos.x + Math.cos(angle) * 9000, 0, world.player.pos.z + Math.sin(angle) * 9000), + pos: vec( + world.player.pos.x + Math.cos(angle) * 9000, + 0, + world.player.pos.z + Math.sin(angle) * 9000, + ), heading: angle + Math.PI, hull: def.maxHull * scale.hull, maxHull: def.maxHull * scale.hull, @@ -1074,7 +1109,11 @@ const resolveEncounter = (world: World): void => { pushComms(world, 'CMDR VOSS', 'The Veil is secure. Well flown, Captain.'); } else { const next = CAMPAIGN[world.missionIndex]!; - pushComms(world, 'CMDR VOSS', `Sector cleared. Next objective: ${next.landmarkName}. Lay in a course.`); + pushComms( + world, + 'CMDR VOSS', + `Sector cleared. Next objective: ${next.landmarkName}. Lay in a course.`, + ); } }; @@ -1127,6 +1166,7 @@ export const snapshot = (world: World): Snapshot => { scanTargetId: p.scanTargetId, scanProgress: p.scanProgress, scanning: p.scanning, + scanned: [...p.scanned], stats: { maxSpeed: stats.maxSpeed, beamArcDeg: stats.beamArcDeg, diff --git a/proxima-web/src/stations/App.tsx b/proxima-web/src/stations/App.tsx new file mode 100644 index 0000000..3d01937 --- /dev/null +++ b/proxima-web/src/stations/App.tsx @@ -0,0 +1,77 @@ +import { useEffect, useState } from 'react'; +import { useGameStore } from '@/store/game'; +import { PROTOCOL_VERSION } from '../net/protocol'; +import type { RelayStation } from '../net/transport'; +import type { Command, Station } from '../sim/types'; +import { type StationConnectionState, StationShell } from './components/StationShell'; + +interface StationAppProps { + readonly relay: RelayStation; + readonly send: (cmd: Command, id?: number) => void; +} + +const stationFromHash = (hash: string): Station => { + const station = hash.slice(1); + + switch (station) { + case 'helm': + case 'weapons': + case 'engineering': + case 'science': + return station; + default: + return 'helm'; + } +}; + +const resolveConnectionState = ( + connected: boolean, + pinRejected: boolean, + snapshotExists: boolean, +): StationConnectionState => { + if (pinRejected) return 'pin-required'; + if (!connected) return 'connecting'; + if (!snapshotExists) return 'waiting'; + return 'linked'; +}; + +export function StationApp({ relay, send }: StationAppProps) { + const snapshotExists = useGameStore((state) => state.snapshot !== null); + const [connected, setConnected] = useState(false); + const [pinRejected, setPinRejected] = useState(false); + + useEffect(() => { + relay.onStatus((nextConnected) => { + setConnected(nextConnected); + }); + + relay.onRejected(() => { + sessionStorage.removeItem('proxima.pin'); + setPinRejected(true); + setConnected(false); + }); + + const sendJoin = (): void => { + relay.send({ + m: 'join', + station: stationFromHash(location.hash), + version: PROTOCOL_VERSION, + }); + }; + + sendJoin(); + window.addEventListener('hashchange', sendJoin); + + return () => { + window.removeEventListener('hashchange', sendJoin); + }; + }, [relay]); + + useEffect(() => { + if (snapshotExists) setPinRejected(false); + }, [snapshotExists]); + + const connectionState = resolveConnectionState(connected, pinRejected, snapshotExists); + + return ; +} diff --git a/proxima-web/src/stations/components/EngineeringPanel.tsx b/proxima-web/src/stations/components/EngineeringPanel.tsx new file mode 100644 index 0000000..280d344 --- /dev/null +++ b/proxima-web/src/stations/components/EngineeringPanel.tsx @@ -0,0 +1 @@ +export { EngineeringPanel } from './panels/EngineeringPanel'; diff --git a/proxima-web/src/stations/components/Footer.tsx b/proxima-web/src/stations/components/Footer.tsx new file mode 100644 index 0000000..1420b37 --- /dev/null +++ b/proxima-web/src/stations/components/Footer.tsx @@ -0,0 +1,78 @@ +import { cn } from '@/lib/utils'; +import type { RelayStation } from '@/net/transport'; +import { useGameStore } from '@/store/game'; + +interface FooterProps { + relay: RelayStation; +} + +export function Footer({ relay }: FooterProps) { + const snapshot = useGameStore((state) => state.snapshot); + const phase = snapshot?.phase; + const mode = snapshot?.mode; + const wave = snapshot?.skirmishWave ?? 0; + const objective = snapshot?.objective ?? null; + + if (!phase) { + return null; + } + + let phaseText: string; + if (phase === 'victory') { + phaseText = 'THE VEIL IS SECURE'; + } else if (phase === 'defeat') { + phaseText = 'SHIP LOST'; + } else if (mode === 'skirmish') { + phaseText = `SKIRMISH — WAVE ${wave}`; + } else if (objective?.live) { + phaseText = 'ENCOUNTER LIVE'; + } else if (objective?.offered) { + phaseText = `AWAITING ORDERS — ${objective.name}`; + } else if (objective) { + phaseText = `EN ROUTE — ${objective.name}`; + } else { + phaseText = 'SECTOR CLEAR'; + } + + const isOver = phase !== 'playing'; + const isVictory = phase === 'victory'; + + const sendGame = (action: 'restart' | 'new') => { + relay.send({ m: 'game', action }); + }; + + return ( +
+

+ {phaseText} +

+ {isOver && ( +
+ + +
+ )} +
+ ); +} diff --git a/proxima-web/src/stations/components/HelmPanel.tsx b/proxima-web/src/stations/components/HelmPanel.tsx new file mode 100644 index 0000000..cbf738b --- /dev/null +++ b/proxima-web/src/stations/components/HelmPanel.tsx @@ -0,0 +1 @@ +export { HelmPanel, useHelmScopeStore } from './panels/HelmPanel'; diff --git a/proxima-web/src/stations/components/LiveSlider.tsx b/proxima-web/src/stations/components/LiveSlider.tsx new file mode 100644 index 0000000..fa8560d --- /dev/null +++ b/proxima-web/src/stations/components/LiveSlider.tsx @@ -0,0 +1,53 @@ +import { useState } from 'react'; + +import { Slider } from '@/components/ui/slider'; + +/** + * A slider whose authoritative value comes from the 60 Hz snapshot, but which the hand + * owns while a finger is on it. + * + * A fully controlled slider fed straight from the snapshot fights the drag: every frame + * the sim echoes back a value one relay round-trip behind where the thumb now is, so the + * thumb snaps backwards under the finger. That is the judder fixed in 5f1becb, and + * binding `value` directly to the snapshot re-introduces it — over LAN latency on a + * phone, which is the case that matters and the one a desktop dev never sees. + * + * So: while dragging, the local value wins and every change is still sent; on release + * the latch clears and the snapshot takes the lever back. `onValueCommitted` fires on + * pointerup and keyup, so keyboard operation behaves the same way. + */ +export function LiveSlider({ + value, + onChange, + min, + max, + step, + label, +}: { + /** Authoritative position, from the snapshot. Ignored while a drag is in progress. */ + readonly value: number; + readonly onChange: (v: number) => void; + readonly min: number; + readonly max: number; + readonly step: number; + readonly label: string; +}) { + const [drag, setDrag] = useState(null); + + return ( + { + const v = Array.isArray(next) ? next[0] : next; + if (v === undefined) return; + setDrag(v); + onChange(v); + }} + onValueCommitted={() => setDrag(null)} + min={min} + max={max} + step={step} + /> + ); +} diff --git a/proxima-web/src/stations/components/SciencePanel.tsx b/proxima-web/src/stations/components/SciencePanel.tsx new file mode 100644 index 0000000..4729dcb --- /dev/null +++ b/proxima-web/src/stations/components/SciencePanel.tsx @@ -0,0 +1 @@ +export { SciencePanel, useScienceScopeStore } from './panels/SciencePanel'; diff --git a/proxima-web/src/stations/components/StationPanelProps.ts b/proxima-web/src/stations/components/StationPanelProps.ts new file mode 100644 index 0000000..f322215 --- /dev/null +++ b/proxima-web/src/stations/components/StationPanelProps.ts @@ -0,0 +1,5 @@ +import type { Command } from '@/sim/types'; + +export interface StationPanelProps { + readonly send: (cmd: Command, id?: number) => void; +} diff --git a/proxima-web/src/stations/components/StationShell.tsx b/proxima-web/src/stations/components/StationShell.tsx new file mode 100644 index 0000000..8f4524b --- /dev/null +++ b/proxima-web/src/stations/components/StationShell.tsx @@ -0,0 +1,301 @@ +import { type ReactNode, useEffect, useRef, useState } from 'react'; +import { cn } from '@/lib/utils'; +import type { Command, Snapshot, Station } from '@/sim/types'; +import { gameStore, useGameStore } from '@/store/game'; +import { Scope } from '../ui/scope'; +import { EngineeringPanel } from './EngineeringPanel'; +import { HelmPanel, useHelmScopeStore } from './HelmPanel'; +import { SciencePanel, useScienceScopeStore } from './SciencePanel'; +import { WeaponsPanel } from './WeaponsPanel'; + +export type StationConnectionState = 'connecting' | 'pin-required' | 'linked' | 'waiting'; + +interface StationShellProps { + readonly connectionState: StationConnectionState; + readonly send: (cmd: Command, id?: number) => void; +} + +const STATION_LABELS = { + helm: 'HELM', + weapons: 'WPN', + engineering: 'ENG', + science: 'SCI', +} as const satisfies Record; + +const STATIONS = [ + 'helm', + 'weapons', + 'engineering', + 'science', +] as const satisfies readonly Station[]; + +const stationFromHash = (hash: string): Station => { + const station = hash.slice(1); + + switch (station) { + case 'helm': + case 'weapons': + case 'engineering': + case 'science': + return station; + default: + return 'helm'; + } +}; + +const statusMeta = ( + connectionState: StationConnectionState, +): { readonly text: string; readonly className: string } => { + switch (connectionState) { + case 'pin-required': + return { + text: 'PIN REQUIRED', + className: 'border-[#7f1d1d] bg-[#2a0f17] text-[#fda4af]', + }; + case 'connecting': + return { + text: 'NO LINK — RECONNECTING…', + className: 'border-[#1e3a5f] bg-[#08101c] text-[#93c5fd]', + }; + case 'waiting': + return { + text: 'LINKED — WAITING FOR SHIP', + className: 'border-[#7c5a1b] bg-[#221506] text-[#fcd34d]', + }; + case 'linked': + return { + text: 'LINKED', + className: 'border-[#14532d] bg-[#052013] text-[#86efac]', + }; + default: + return assertNever(connectionState); + } +}; + +const noticeText = (connectionState: StationConnectionState): string | null => { + switch (connectionState) { + case 'pin-required': + return 'That session PIN was wrong. The pilot screen shows the current one.'; + case 'connecting': + return 'Cannot reach the ship. Check you are on the same network as the host.'; + case 'waiting': + return 'Connected, but nothing is flying yet. On the host machine, open the game and press LAUNCH.'; + case 'linked': + return null; + default: + return assertNever(connectionState); + } +}; + +const footerText = ( + phase: string | null, + mode: string | null, + skirmishWave: number, + objective: { name: string; live?: boolean; offered?: boolean } | null, +): string => { + if (phase === null) return 'AWAITING TELEMETRY'; + if (phase === 'victory') return 'THE VEIL IS SECURE'; + if (phase === 'defeat') return 'SHIP LOST'; + if (mode === 'skirmish') return `SKIRMISH — WAVE ${skirmishWave}`; + if (objective?.live) return 'ENCOUNTER LIVE'; + if (objective?.offered) return `AWAITING ORDERS — ${objective.name}`; + if (objective) return `EN ROUTE — ${objective.name}`; + return 'SECTOR CLEAR'; +}; + +const renderActivePanel = (activeTab: Station, send: StationShellProps['send']): ReactNode => { + switch (activeTab) { + case 'helm': + return ; + case 'weapons': + return ; + case 'engineering': + return ; + case 'science': + return ; + default: + return assertNever(activeTab); + } +}; + +function assertNever(value: never): never { + throw new Error(`Unexpected station value: ${String(value)}`); +} + +export function StationShell({ connectionState, send }: StationShellProps) { + const snapshot = useGameStore((state) => state.snapshot); + const phase = snapshot?.phase ?? null; + const mode = snapshot?.mode ?? null; + const skirmishWave = snapshot?.skirmishWave ?? 0; + const objective = snapshot?.objective ?? null; + const isRedAlert = snapshot?.alert === 'red'; + const helmScopeMode = useHelmScopeStore((state) => state.mode); + const resetHelmScopeMode = useHelmScopeStore((state) => state.resetMode); + const scienceScopeMode = useScienceScopeStore((state) => state.mode); + const resetScienceScopeMode = useScienceScopeStore((state) => state.resetMode); + const radarRef = useRef(null); + const [pin, setPin] = useState(''); + const [activeTab, setActiveTab] = useState(() => stationFromHash(location.hash)); + + useEffect(() => { + const canvas = radarRef.current; + if (canvas === null) return; + + const scope = new Scope(canvas); + const drawSnapshot = (nextSnapshot: Snapshot | null): void => { + if (nextSnapshot === null) return; + scope.draw( + nextSnapshot, + activeTab === 'science' + ? scienceScopeMode + : activeTab === 'helm' + ? helmScopeMode + : 'tactical', + ); + }; + + drawSnapshot(gameStore.getState().snapshot); + return gameStore.subscribe((state) => state.snapshot, drawSnapshot); + }, [activeTab, helmScopeMode, scienceScopeMode]); + + useEffect(() => { + if (activeTab !== 'helm') resetHelmScopeMode(); + if (activeTab !== 'science') resetScienceScopeMode(); + }, [activeTab, resetHelmScopeMode, resetScienceScopeMode]); + + useEffect(() => { + const syncTab = (): void => { + setActiveTab(stationFromHash(location.hash)); + }; + + window.addEventListener('hashchange', syncTab); + return () => { + window.removeEventListener('hashchange', syncTab); + }; + }, []); + + const showLivePanels = connectionState === 'linked'; + const { text: statusText, className: statusClass } = statusMeta(connectionState); + const notice = noticeText(connectionState); + + const selectTab = (nextTab: Station): void => { + setActiveTab(nextTab); + location.hash = nextTab; + }; + + return ( +
+
+
+

PROXIMA

+
+ {statusText} +
+
+ + {connectionState === 'pin-required' ? ( +
{ + event.preventDefault(); + const value = pin.trim(); + if (!value) return; + + sessionStorage.setItem('proxima.pin', value); + location.replace(`${location.pathname}${location.hash}`); + }} + > + +
+ setPin(event.target.value)} + placeholder="Enter crew PIN" + /> + +
+
+ ) : null} + + {notice ? ( +
+ {notice} +
+ ) : null} + + + +
+ {STATIONS.map((tab) => ( + + ))} +
+ + + +
+ {renderActivePanel(activeTab, send)} +
+ +
+ {footerText(phase, mode, skirmishWave, objective)} +
+
+
+ ); +} diff --git a/proxima-web/src/stations/components/WeaponsPanel.tsx b/proxima-web/src/stations/components/WeaponsPanel.tsx new file mode 100644 index 0000000..741cda8 --- /dev/null +++ b/proxima-web/src/stations/components/WeaponsPanel.tsx @@ -0,0 +1 @@ +export { WeaponsPanel } from './panels/WeaponsPanel'; diff --git a/proxima-web/src/stations/components/panels/EngineeringDrydock.tsx b/proxima-web/src/stations/components/panels/EngineeringDrydock.tsx new file mode 100644 index 0000000..a857ccb --- /dev/null +++ b/proxima-web/src/stations/components/panels/EngineeringDrydock.tsx @@ -0,0 +1,143 @@ +import { Badge } from '@/components/ui/badge'; +import { Button } from '@/components/ui/button'; +import { cn } from '@/lib/utils'; +import { SHIPS, UPGRADES, upgradeCost, upgradeRankReq } from '@/sim/data'; +import type { Snapshot } from '@/sim/types'; +import { km, pct } from '@/stations/lib/utils'; + +import type { StationPanelProps } from '../StationPanelProps'; + +interface EngineeringDrydockProps { + readonly player: Snapshot['player']; + readonly send: StationPanelProps['send']; +} + +export function EngineeringDrydock({ player, send }: EngineeringDrydockProps) { + return ( +
+
+ DRYDOCK + + {player.credits} CR · RANK {player.rank} + +
+ {!player.docked ? ( +

Dock at a starbase to open the drydock.

+ ) : ( +
+
+
UPGRADES
+
+ {UPGRADES.map((upgrade) => { + const tier = player.upgrades[upgrade.id] ?? 0; + const maxed = tier >= upgrade.maxTier; + const cost = upgradeCost(upgrade, tier); + const requiredRank = upgradeRankReq(tier); + const canBuy = !maxed && player.credits >= cost && player.rank >= requiredRank; + + return ( +
+
+
+
{upgrade.name}
+
+ {maxed + ? 'MAX' + : `${cost} cr · rank ${requiredRank} · +${upgrade.magnitudePerTier}${upgrade.unit}`} +
+
+ + TIER {tier}/{upgrade.maxTier} + +
+
+ +
+
+ ); + })} +
+
+ +
+
HULLS
+
+ {SHIPS.map((ship) => { + const owned = player.ownedShips.includes(ship.type); + const active = ship.type === player.shipType; + const canBuy = + owned || (player.credits >= ship.cost && player.rank >= ship.rankReq); + const statusText = active + ? 'Current hull' + : owned + ? 'Owned — ready to swap' + : `${ship.cost} cr · rank ${ship.rankReq}`; + + return ( +
+
+
+
{ship.name}
+

{ship.blurb}

+
+ + {active ? 'ACTIVE' : owned ? 'OWNED' : 'FOR SALE'} + +
+
+
+ TOP {km(ship.maxSpeed)} +
+
+ HULL {pct(ship.maxHull, 240)}% +
+
+ TORP {ship.torpedoAmmo} +
+
+
+ {statusText} + +
+
+ ); + })} +
+
+
+ )} +
+ ); +} diff --git a/proxima-web/src/stations/components/panels/EngineeringPanel.tsx b/proxima-web/src/stations/components/panels/EngineeringPanel.tsx new file mode 100644 index 0000000..9a48b0d --- /dev/null +++ b/proxima-web/src/stations/components/panels/EngineeringPanel.tsx @@ -0,0 +1,225 @@ +import { useCallback, useEffect, useRef } from 'react'; + +import { Badge } from '@/components/ui/badge'; +import { Button } from '@/components/ui/button'; +import { cn } from '@/lib/utils'; +import { WELD_GREEN_MAX, WELD_GREEN_MIN, WELD_SWEEP_PERIOD } from '@/sim/data'; +import type { DamageSystem, ShipSystem } from '@/sim/types'; +import { pct } from '@/stations/lib/utils'; +import { useGameStore } from '@/store/game'; +import { LiveSlider } from '../LiveSlider'; +import type { StationPanelProps } from '../StationPanelProps'; +import { EngineeringDrydock } from './EngineeringDrydock'; + +const POWER_SYSTEMS = [ + { key: 'engines', label: 'ENGINES' }, + { key: 'weapons', label: 'WEAPONS' }, + { key: 'shields', label: 'SHIELDS' }, +] as const satisfies readonly { readonly key: ShipSystem; readonly label: string }[]; + +const DAMAGE_SYSTEMS = [ + { key: 'engine', label: 'ENGINE' }, + { key: 'weapons', label: 'WEAPONS' }, + { key: 'sensors', label: 'SENSORS' }, +] as const satisfies readonly { readonly key: DamageSystem; readonly label: string }[]; + +const PRESETS = [ + { label: 'COMBAT', power: { engines: 0.4, weapons: 1.3, shields: 1.3 } }, + { label: 'TRAVEL', power: { engines: 1.6, weapons: 0.7, shields: 0.7 } }, + { label: 'BALANCED', power: { engines: 1, weapons: 1, shields: 1 } }, +] as const; + +const SWEEP_PERIOD_MS = WELD_SWEEP_PERIOD * 1000; +const SWEEP_CLASS = + 'relative h-10 overflow-hidden rounded-full border border-[#1e3a5f] bg-[#08101c]'; +const SWEEP_HIT_CLASS = + 'border-emerald-400 shadow-[0_0_0_1px_rgba(74,222,128,0.95),0_0_18px_rgba(74,222,128,0.45)]'; +const SWEEP_MISS_CLASS = + 'border-rose-400 shadow-[0_0_0_1px_rgba(251,113,133,0.95),0_0_18px_rgba(251,113,133,0.45)]'; + +const damageChipClassName = (damaged: boolean): string => + cn( + 'justify-between gap-2 rounded-full border px-2.5 py-1 font-medium tracking-[0.14em]', + damaged + ? 'border-rose-500/60 bg-rose-950/55 text-rose-200' + : 'border-emerald-500/45 bg-emerald-950/35 text-emerald-200', + ); + +export function EngineeringPanel({ send }: StationPanelProps) { + const snapshot = useGameStore((state) => state.snapshot); + const player = snapshot?.player ?? null; + + const markerRef = useRef(null); + const sweepRef = useRef(null); + const flashTimeoutRef = useRef(null); + + const currentPhase = useCallback((): number => { + return (performance.now() % SWEEP_PERIOD_MS) / SWEEP_PERIOD_MS; + }, []); + + const flashSweep = useCallback((credited: boolean): void => { + const sweep = sweepRef.current; + if (sweep === null) return; + + if (flashTimeoutRef.current !== null) { + window.clearTimeout(flashTimeoutRef.current); + } + + sweep.className = SWEEP_CLASS; + void sweep.offsetWidth; + sweep.className = credited + ? `${SWEEP_CLASS} ${SWEEP_HIT_CLASS}` + : `${SWEEP_CLASS} ${SWEEP_MISS_CLASS}`; + + flashTimeoutRef.current = window.setTimeout(() => { + if (sweepRef.current !== null) { + sweepRef.current.className = SWEEP_CLASS; + } + flashTimeoutRef.current = null; + }, 180); + }, []); + + useEffect(() => { + let rafId = 0; + + const tick = (): void => { + const pctLeft = currentPhase() * 100; + if (markerRef.current !== null) { + markerRef.current.style.left = `${pctLeft}%`; + } + rafId = requestAnimationFrame(tick); + }; + + rafId = requestAnimationFrame(tick); + return () => { + cancelAnimationFrame(rafId); + if (flashTimeoutRef.current !== null) { + window.clearTimeout(flashTimeoutRef.current); + } + }; + }, [currentPhase]); + + if (player === null) { + return ( +
+ AWAITING ENGINEERING TELEMETRY +
+ ); + } + + const reactorUsed = POWER_SYSTEMS.reduce((sum, system) => sum + player.power[system.key], 0); + const reactorLoadPct = pct(reactorUsed, player.stats.reactorBudget); + const weldHint = player.repairTarget + ? `Repairing ${player.repairTarget.toUpperCase()} — ${player.repairWelds}/3 welds. Release in the green.` + : 'Release in the green to patch hull.'; + + const applyPreset = (power: (typeof PRESETS)[number]['power']): void => { + for (const system of POWER_SYSTEMS) { + send({ c: 'power', system: system.key, v: 0 }); + } + send({ c: 'power', system: 'engines', v: power.engines }); + send({ c: 'power', system: 'weapons', v: power.weapons }); + send({ c: 'power', system: 'shields', v: power.shields }); + }; + + const handleWeld = (): void => { + const phase = currentPhase(); + flashSweep(phase >= WELD_GREEN_MIN && phase <= WELD_GREEN_MAX); + send({ c: 'weld', phase }); + }; + + return ( +
+
+
+ REACTOR CONTROL + + {reactorUsed.toFixed(1)} / {player.stats.reactorBudget.toFixed(1)} · {reactorLoadPct}% + +
+
+
+
+
+ {POWER_SYSTEMS.map((system) => ( +
+
+ {system.label} + + {player.power[system.key].toFixed(1)} + +
+ send({ c: 'power', system: system.key, v })} + min={0} + max={2} + step={0.1} + /> +
+ ))} +
+
+ {PRESETS.map((preset) => ( + + ))} +
+
+ +
+
DAMAGE CONTROL
+
+ {DAMAGE_SYSTEMS.map((system) => { + const damaged = player.damaged[system.key]; + return ( + + {system.label} + {damaged ? 'BAD' : 'OK'} + + ); + })} +
+
+
+
+
+
+
+

{weldHint}

+
+ +
+
+ + +
+ ); +} diff --git a/proxima-web/src/stations/components/panels/HelmPanel.tsx b/proxima-web/src/stations/components/panels/HelmPanel.tsx new file mode 100644 index 0000000..6b2e35c --- /dev/null +++ b/proxima-web/src/stations/components/panels/HelmPanel.tsx @@ -0,0 +1,320 @@ +import { useCallback, useEffect, useRef } from 'react'; + +import { create } from 'zustand'; + +import { Button } from '@/components/ui/button'; +import { cn } from '@/lib/utils'; +import { DOCK_RANGE, REVERSE_THROTTLE_MIN } from '@/sim/data'; +import type { Command } from '@/sim/types'; +import { useGameStore } from '@/store/game'; + +import { LiveSlider } from '../LiveSlider'; +import type { StationPanelProps } from '../StationPanelProps'; + +type ScopeMode = 'tactical' | 'map'; + +interface HelmScopeStore { + readonly mode: ScopeMode; + readonly toggleMode: () => void; + readonly resetMode: () => void; +} + +const useHelmScopeStore = create((set) => ({ + mode: 'tactical', + toggleMode: () => set((state) => ({ mode: state.mode === 'map' ? 'tactical' : 'map' })), + resetMode: () => set({ mode: 'tactical' }), +})); + +const km = (n: number): string => `${(n / 1000).toFixed(1)} km`; +const pct = (v: number, max: number): number => (max > 0 ? Math.round((v / max) * 100) : 0); + +function ReadoutRow({ + label, + value, + tone = 'normal', +}: { + readonly label: string; + readonly value: string; + readonly tone?: 'normal' | 'accent' | 'danger' | 'success'; +}) { + return ( + <> +
{label}
+
+ {value} +
+ + ); +} + +const HOLD_BUTTON_CLASS = 'h-10 tracking-[0.18em] [touch-action:none]'; + +export function HelmPanel({ send }: StationPanelProps) { + const snapshot = useGameStore((state) => state.snapshot); + const player = snapshot?.player; + const landmarks = snapshot?.landmarks ?? []; + const objective = snapshot?.objective ?? null; + const scopeMode = useHelmScopeStore((state) => state.mode); + const toggleScopeMode = useHelmScopeStore((state) => state.toggleMode); + const heldRef = useRef(null); + const releaseRef = useRef(null); + + const stopHold = useCallback((): void => { + if (heldRef.current !== null) { + window.clearInterval(heldRef.current); + heldRef.current = null; + } + + const release = releaseRef.current; + releaseRef.current = null; + if (release !== null) { + send(release); + } + }, [send]); + + const startHold = useCallback( + (cmd: Command, stopCmd: Command): void => { + stopHold(); + send(cmd); + releaseRef.current = stopCmd; + heldRef.current = window.setInterval(() => { + send(cmd); + }, 100); + }, + [send, stopHold], + ); + + const setThrottle = useCallback((v: number): void => send({ c: 'throttle', v }), [send]); + + useEffect(() => stopHold, [stopHold]); + + /** + * A held control must release when the console loses the pointer for reasons the + * element never sees — the tab going to the background, the phone locking, the browser + * taking the gesture. Without this the interval keeps firing `turn` and the rudder + * stays hard over while nobody is touching anything. + */ + useEffect(() => { + const release = (): void => stopHold(); + window.addEventListener('blur', release); + window.addEventListener('pagehide', release); + document.addEventListener('visibilitychange', release); + return () => { + window.removeEventListener('blur', release); + window.removeEventListener('pagehide', release); + document.removeEventListener('visibilitychange', release); + }; + }, [stopHold]); + + if (player === undefined) { + return ( +
+ AWAITING HELM TELEMETRY +
+ ); + } + + const station = landmarks.find((landmark) => landmark.kind === 'station') ?? null; + const stationRange = + station === null + ? null + : Math.hypot(station.pos.x - player.pos.x, station.pos.z - player.pos.z); + const inDockRange = stationRange !== null && stationRange <= DOCK_RANGE; + const hasStrafe = player.stats.strafeSpeed > 0; + const hullPercent = pct(player.hull, player.maxHull); + // Clamped to the sim's own range, NOT to 0. `Math.max(0, …)` put the lever's floor at + // full stop, so REVERSE_THROTTLE_MIN was unreachable by drag and REV left the ship + // making sternway while the readout insisted 0%. + const throttleValue = Math.max(REVERSE_THROTTLE_MIN, Math.min(1, player.throttle)); + const dockLabel = player.docked ? 'UNDOCK' : 'DOCK'; + const warpLabel = `WARP ${Math.round(player.warpCharge * 100)}%`; + const warpDisabled = player.warpCharge < 1 || player.docked; + const courseDisabled = player.warpCharge < 1 || objective === null || player.docked; + const dockDisabled = !player.docked && !inDockRange; + const objectiveText = objective ? `${objective.name} · ${km(objective.range)}` : '—'; + const stationText = player.docked + ? 'DOCKED' + : stationRange === null + ? 'NO STARBASE' + : `${km(stationRange)}${inDockRange ? ' — IN RANGE' : ''}`; + + return ( +
+
+
+ THROTTLE + send({ c: 'throttle', v })} + min={REVERSE_THROTTLE_MIN} + max={1} + step={0.01} + /> + + {Math.round(throttleValue * 100)}% + +
+ +
+ + + + +
+ +
+ + +
+ +
+ + +
+ + {!hasStrafe ? ( +

+ Manoeuvring thrusters not installed — buy them at the drydock. +

+ ) : null} + +
+ + +
+ +
+ + +
+
+ +
+ {/* Orders are on Science — Helm keeps only the bearing to steer to. */} +
+ + + + +
+
+
+ ); +} + +export { useHelmScopeStore }; diff --git a/proxima-web/src/stations/components/panels/SciencePanel.tsx b/proxima-web/src/stations/components/panels/SciencePanel.tsx new file mode 100644 index 0000000..b403306 --- /dev/null +++ b/proxima-web/src/stations/components/panels/SciencePanel.tsx @@ -0,0 +1,273 @@ +import { create } from 'zustand'; + +import { Button } from '@/components/ui/button'; +import { Progress } from '@/components/ui/progress'; +import { cn } from '@/lib/utils'; +import { rankFromXp, SCAN_DURATION } from '@/sim/data'; +import type { Snapshot } from '@/sim/types'; +import { useGameStore } from '@/store/game'; + +import type { StationPanelProps } from '../StationPanelProps'; + +type ScopeMode = 'tactical' | 'map'; +type Contact = Snapshot['contacts'][number]; +type CommsEntry = Snapshot['comms'][number]; + +interface ScienceScopeStore { + readonly mode: ScopeMode; + readonly toggleMode: () => void; + readonly resetMode: () => void; +} + +const EMPTY_CONTACTS: readonly Contact[] = []; +const EMPTY_COMMS: readonly CommsEntry[] = []; + +const km = (n: number): string => `${(n / 1000).toFixed(1)} km`; + +const useScienceScopeStore = create((set) => ({ + mode: 'tactical', + toggleMode: () => set((state) => ({ mode: state.mode === 'map' ? 'tactical' : 'map' })), + resetMode: () => set({ mode: 'tactical' }), +})); + +function Readout({ + label, + value, + tone, +}: { + readonly label: string; + readonly value: string; + readonly tone?: 'normal' | 'danger' | 'accent'; +}) { + return ( +
+
{label}
+
+ {value} +
+
+ ); +} + +export function SciencePanel({ send }: StationPanelProps) { + const snapshot = useGameStore((state) => state.snapshot); + const contacts = snapshot?.contacts ?? EMPTY_CONTACTS; + const event = snapshot?.event ?? null; + const objective = snapshot?.objective ?? null; + const offer = snapshot?.offer ?? null; + const contract = snapshot?.contract ?? null; + const player = snapshot?.player ?? null; + const comms = snapshot?.comms ?? EMPTY_COMMS; + const scopeMode = useScienceScopeStore((state) => state.mode); + const toggleScopeMode = useScienceScopeStore((state) => state.toggleMode); + + if (player === null) { + return ( +
+ AWAITING TELEMETRY +
+ ); + } + + const isScanning = player.scanning && player.scanTargetId !== null; + const scanPercent = Math.round(player.scanProgress * 100); + const scannedIds = player.scanned; + const activeContact = contacts.find((contact) => contact.id === player.scanTargetId) ?? null; + const recentComms = comms.slice(-5); + const rank = rankFromXp(player.xp); + const objectiveText = objective + ? `${objective.name} · ${km(objective.range)}${ + objective.offered ? ' — ORDERS PENDING' : objective.live ? ' — ENGAGED' : '' + }` + : '—'; + const objectiveTone = objective?.offered ? 'danger' : objective?.live ? 'accent' : 'normal'; + const contractText = contract + ? `ACTIVE — ${contract.text}` + : offer + ? `ON OFFER — ${offer.text}` + : player.docked + ? 'No postings.' + : 'Dock to see board'; + const showAcceptContract = offer !== null && contract === null; + + return ( +
+ {objective?.offered ? ( + + ) : null} + +
+ + +
+ +
+
CONTRACT BOARD
+

{contractText}

+ {showAcceptContract ? ( +
+ +
+ ) : null} +
+ +
+ + +
+ + {isScanning ? ( +
+
+ SCANNING {activeContact?.name ?? 'CONTACT'} + {scanPercent}% +
+ +

+ Scanning — hold the lock for {SCAN_DURATION}s. +

+
+ ) : null} + +
+
CONTACTS
+ {contacts.length === 0 ? ( +

+ No contacts. +

+ ) : ( +
+ {contacts.map((contact) => { + const isResolved = scannedIds.includes(contact.id); + const inRange = contact.range <= player.stats.scanRange; + return ( + + ); + })} +
+ )} +
+ +
+ + + +
+ +
+
COMMS
+ {recentComms.length === 0 ? ( +

+ Channel quiet. +

+ ) : ( +
+ {recentComms.map((entry) => ( +
+
+ {entry.sender} + T+{entry.at.toFixed(1)}s +
+

{entry.text}

+
+ ))} +
+ )} +
+
+ ); +} + +export { useScienceScopeStore }; diff --git a/proxima-web/src/stations/components/panels/WeaponsPanel.tsx b/proxima-web/src/stations/components/panels/WeaponsPanel.tsx new file mode 100644 index 0000000..b9c7704 --- /dev/null +++ b/proxima-web/src/stations/components/panels/WeaponsPanel.tsx @@ -0,0 +1,181 @@ +import { useMemo } from 'react'; +import { Badge } from '@/components/ui/badge'; +import { Button } from '@/components/ui/button'; +import { cn } from '@/lib/utils'; +import type { Command, Snapshot } from '@/sim/types'; +import { useGameStore } from '@/store/game'; + +import { km } from '../../lib/utils'; + +interface WeaponsPanelProps { + readonly send: (cmd: Command, id?: number) => void; +} + +type Contact = Snapshot['contacts'][number]; + +const EMPTY_CONTACTS: Snapshot['contacts'] = []; + +const getSolutionLabel = ( + contact: Contact, +): 'BEAM SOLUTION' | 'TORPEDO ARC ONLY' | 'SHIELDED' | 'NO SOLUTION' => { + if (contact.shielded || (contact.shield > 0 && !contact.scanned)) { + return 'SHIELDED'; + } + if (contact.inBeamArc) { + return 'BEAM SOLUTION'; + } + if (contact.inTorpedoArc) { + return 'TORPEDO ARC ONLY'; + } + return 'NO SOLUTION'; +}; + +const solutionClassName = (label: ReturnType): string => { + switch (label) { + case 'BEAM SOLUTION': + return 'text-[#4ade80]'; + case 'TORPEDO ARC ONLY': + return 'text-[#fbbf24]'; + case 'SHIELDED': + return 'text-[#f87171]'; + case 'NO SOLUTION': + return 'text-[#94a3b8]'; + default: + return assertNever(label); + } +}; + +const assertNever = (value: never): never => { + throw new Error(`Unexpected solution label: ${String(value)}`); +}; + +export function WeaponsPanel({ send }: WeaponsPanelProps) { + const snapshot = useGameStore((state) => state.snapshot); + const player = snapshot?.player ?? null; + const contacts = snapshot?.contacts ?? EMPTY_CONTACTS; + + const targetId = player?.targetId ?? null; + const target = useMemo(() => { + if (!player) return null; + return contacts.find((contact) => contact.id === player.targetId) ?? null; + }, [player, contacts]); + + const beamCharge = player?.beamCharge ?? 0; + const torpedoAmmo = player?.torpedoAmmo ?? 0; + const torpedoReload = player?.torpedoReload ?? 0; + const weaponsPower = player?.power.weapons ?? 0; + const beamDamage = player?.stats.beamDamage ?? 0; + const beamArcDeg = player?.stats.beamArcDeg ?? 0; + const turretDamage = player?.stats.turretDamage ?? 0; + const weaponsDamaged = player?.damaged.weapons ?? false; + + const beamChargePercent = Math.round(beamCharge * 100); + const torpedoReloading = torpedoReload > 0; + const beamDisabled = beamCharge < 1 || !target?.inBeamArc; + const torpedoDisabled = torpedoAmmo <= 0 || torpedoReloading || !target?.inTorpedoArc; + const turretStatus = turretDamage > 0 ? `${Math.round(turretDamage)} dmg auto` : 'OFFLINE'; + + return ( +
+
+
+

WEAPONS

+

+ {target ? `${target.name} targeted` : 'Select a contact to target'} +

+
+
+ + WPN PWR {weaponsPower} + + {weaponsDamaged ? DAMAGED : null} +
+
+ +
+ {contacts.length > 0 ? ( + contacts.map((contact) => { + const solutionLabel = getSolutionLabel(contact); + + return ( + + ); + }) + ) : ( +

+ No contacts. +

+ )} +
+ +
+ + +
+ +
+
+
BEAM DMG
+
{Math.round(beamDamage)}
+
+
+
BEAM ARC
+
{Math.round(beamArcDeg)}°
+
+
+
TURRET STATUS
+
{turretStatus}
+
+
+
+ ); +} diff --git a/proxima-web/src/stations/lib/utils.ts b/proxima-web/src/stations/lib/utils.ts new file mode 100644 index 0000000..b631541 --- /dev/null +++ b/proxima-web/src/stations/lib/utils.ts @@ -0,0 +1,2 @@ +export const km = (n: number): string => `${(n / 1000).toFixed(1)} km`; +export const pct = (v: number, max: number): number => (max > 0 ? Math.round((v / max) * 100) : 0); diff --git a/proxima-web/src/stations/main.tsx b/proxima-web/src/stations/main.tsx new file mode 100644 index 0000000..fd08e75 --- /dev/null +++ b/proxima-web/src/stations/main.tsx @@ -0,0 +1,35 @@ +import * as React from 'react'; +import * as ReactDOM from 'react-dom/client'; +import '../index.css'; +import { gameStore } from '@/store/game'; +import { RelayStation, sessionPin } from '../net/transport'; +import type { Command } from '../sim/types'; +import { StationApp } from './App'; + +const relay = new RelayStation(); + +export const send = (cmd: Command, id?: number): void => { + if (id === undefined) { + relay.sendCommand({ m: 'cmd', cmd }); + return; + } + + relay.send({ m: 'cmd', cmd, id }); +}; + +export const hostSessionPin = sessionPin; + +relay.onSnapshot((snap) => { + gameStore.getState().applySnapshot(snap); +}); + +const root = document.getElementById('root'); +if (!(root instanceof HTMLDivElement)) { + throw new Error('Station root container not found'); +} + +ReactDOM.createRoot(root).render( + + + , +); diff --git a/proxima-web/src/stations/panels/common.ts b/proxima-web/src/stations/panels/common.ts deleted file mode 100644 index f3b539b..0000000 --- a/proxima-web/src/stations/panels/common.ts +++ /dev/null @@ -1,46 +0,0 @@ -// Controls that belong to no single station: the session footer. -// -// The C++ build put the game phase and a restart button on EVERY console. Without it, -// a ship dying leaves four crew phones frozen on a dead snapshot with only the pilot -// able to do anything, which breaks the co-op loop hard. - -import { el, setFlag, setHidden, setText } from '../ui/dom'; -import { tapButton } from '../ui/controls'; -import type { Snapshot } from '../../sim/types'; - -export interface Footer { - root: HTMLElement; - update(s: Snapshot): void; -} - -export const createFooter = (onGame: (action: 'restart' | 'new') => void): Footer => { - const phase = el('div', { class: 'phase' }); - const restart = tapButton('RETRY FROM LAST SAVE', () => onGame('restart'), { class: 'alert' }); - const fresh = tapButton('NEW CAMPAIGN', () => onGame('new')); - const actions = el('div', { class: 'grid two', children: [restart, fresh] }); - - const root = el('div', { class: 'footer', children: [phase, actions] }); - - return { - root, - update(s: Snapshot) { - const over = s.phase !== 'playing'; - - let text: string; - if (s.phase === 'victory') text = 'THE VEIL IS SECURE'; - else if (s.phase === 'defeat') text = 'SHIP LOST'; - else if (s.mode === 'skirmish') text = `SKIRMISH — WAVE ${s.skirmishWave}`; - else if (s.objective?.live) text = 'ENCOUNTER LIVE'; - else if (s.objective?.offered) text = `AWAITING ORDERS — ${s.objective.name}`; - else if (s.objective) text = `EN ROUTE — ${s.objective.name}`; - else text = 'SECTOR CLEAR'; - - setText(phase, text); - setFlag(phase, 'bad', s.phase === 'defeat'); - setFlag(phase, 'win', s.phase === 'victory'); - // Restart is only offered once the run is actually over; mid-flight it would - // just be a way for one crew member to throw the game away. - setHidden(actions, !over); - }, - }; -}; diff --git a/proxima-web/src/stations/panels/engineering.ts b/proxima-web/src/stations/panels/engineering.ts deleted file mode 100644 index 1c806a1..0000000 --- a/proxima-web/src/stations/panels/engineering.ts +++ /dev/null @@ -1,190 +0,0 @@ -// Engineering: reactor, damage control, and the drydock. -// -// The contract board used to sit here (as it did in the C++ console, next to the -// drydock wallet). It moved to Science: signing a posting is answering the starbase, -// and having one console own every hail is worth more than keeping the money in one -// place. Engineering still spends the credits a contract earns. - -import { - MAX_PER_SYSTEM, - SHIPS, - UPGRADES, - WELD_GREEN_MAX, - WELD_GREEN_MIN, - WELD_SWEEP_PERIOD, - upgradeCost, - upgradeRankReq, -} from '../../sim/data'; -import { el, setDisabled, setFlag, setHidden, setText, syncList } from '../ui/dom'; -import { slider, sweepGauge, tapButton } from '../ui/controls'; -import { type Panel, type Send } from './panel'; -import type { ShipSystem, Snapshot } from '../../sim/types'; - -const SYSTEMS: ShipSystem[] = ['engines', 'weapons', 'shields']; -const DAMAGE_SYSTEMS = ['engine', 'weapons', 'sensors'] as const; - -/** One tap instead of dragging three sliders mid-fight. */ -const PRESETS: Record = { - combat: [0.4, 1.3, 1.3], - travel: [1.6, 0.7, 0.7], - balanced: [1, 1, 1], -}; - -export const createEngineeringPanel = (send: Send): Panel => { - // ── Reactor ─────────────────────────────────────────────────────────────────── - const powerRows = SYSTEMS.map((sys) => { - const value = el('b'); - const control = slider({ min: 0, max: MAX_PER_SYSTEM, step: 0.1 }, (v) => - send({ c: 'power', system: sys, v }), - ); - const row = el('div', { - class: 'pwr', - children: [el('label', { text: sys.toUpperCase() }), control.root, value], - }); - return { sys, control, value, row }; - }); - - const reactorOut = el('p', { class: 'muted' }); - - const applyPreset = (name: keyof typeof PRESETS): void => { - // Zero everything first: the reactor caps the total, so raising a row before - // dropping the others just gets clamped against power still allocated. - const [e, w, sh] = PRESETS[name]!; - for (const sys of SYSTEMS) send({ c: 'power', system: sys, v: 0 }); - send({ c: 'power', system: 'engines', v: e }); - send({ c: 'power', system: 'weapons', v: w }); - send({ c: 'power', system: 'shields', v: sh }); - }; - - const presets = el('div', { - class: 'grid', - children: [ - tapButton('COMBAT', () => applyPreset('combat')), - tapButton('TRAVEL', () => applyPreset('travel')), - tapButton('BALANCED', () => applyPreset('balanced')), - ], - }); - - // ── Damage control ──────────────────────────────────────────────────────────── - const chips = DAMAGE_SYSTEMS.map((d) => el('span', { class: 'chip', text: d.toUpperCase() })); - const weldLabel = el('p', { class: 'muted' }); - const sweep = sweepGauge( - { period: WELD_SWEEP_PERIOD, greenMin: WELD_GREEN_MIN, greenMax: WELD_GREEN_MAX }, - (phase) => send({ c: 'weld', phase }), - ); - - // ── Drydock ─────────────────────────────────────────────────────────────────── - const dockedNote = el('p', { class: 'muted', text: 'Dock at a starbase to open the drydock.' }); - const upgradeList = el('div', { class: 'contacts' }); - const upgradeRows = new Map(); - const hullList = el('div', { class: 'grid two' }); - const hullRows = new Map(); - const drydockHead = el('h3'); - - const root = el('div', { - children: [ - ...powerRows.map((r) => r.row), - reactorOut, - presets, - el('h3', { text: 'DAMAGE CONTROL' }), - el('div', { class: 'chips', children: chips }), - sweep.root, - weldLabel, - drydockHead, - dockedNote, - upgradeList, - hullList, - ], - }); - - const createUpgradeRow = (u: (typeof UPGRADES)[number]): HTMLElement => { - const row = el('button', { - children: [el('b', { text: u.name }), el('span'), el('em')], - }); - row.addEventListener('click', () => send({ c: 'buyUpgrade', id: u.id })); - return row; - }; - - const createHullRow = (d: (typeof SHIPS)[number]): HTMLElement => { - const row = el('button', { children: [el('b', { text: d.name }), el('span')] }); - row.addEventListener('click', () => send({ c: 'buyShip', type: d.type })); - return row; - }; - - return { - root, - update(s: Snapshot) { - const p = s.player; - - for (const { sys, control, value } of powerRows) { - control.reflect(p.power[sys]); - setText(value, p.power[sys].toFixed(1)); - // A starved system is genuinely dead now, so say so rather than letting the - // crew wonder why nothing works. - setFlag(value, 'bad', p.power[sys] <= 0.01); - } - const used = SYSTEMS.reduce((sum, sys) => sum + p.power[sys], 0); - setText(reactorOut, `Reactor ${used.toFixed(1)} / ${p.stats.reactorBudget.toFixed(1)}`); - - DAMAGE_SYSTEMS.forEach((d, i) => { - const chip = chips[i]!; - setFlag(chip, 'bad', p.damaged[d]); - setFlag(chip, 'ok', !p.damaged[d]); - }); - // The sweep runs off the sim clock so every console's marker agrees. - sweep.tick(s.time); - setText( - weldLabel, - p.repairTarget - ? `Repairing ${p.repairTarget.toUpperCase()} — ${p.repairWelds}/3 welds. Release in the green.` - : 'Release in the green to patch hull.', - ); - - setText(drydockHead, `DRYDOCK · ${p.credits} cr · rank ${p.rank}`); - setHidden(dockedNote, p.docked); - setHidden(upgradeList, !p.docked); - setHidden(hullList, !p.docked); - - if (!p.docked) return; - - syncList( - upgradeList, - UPGRADES, - (u) => u.id, - createUpgradeRow, - (node, u) => { - const tier = p.upgrades[u.id] ?? 0; - const maxed = tier >= u.maxTier; - const cost = upgradeCost(u, tier); - const rankOk = p.rank >= upgradeRankReq(tier); - const [, detail, tierOut] = node.children as unknown as HTMLElement[]; - setText( - detail!, - maxed ? 'MAX' : `${cost} cr · rank ${upgradeRankReq(tier)} · +${u.magnitudePerTier}${u.unit}`, - ); - setText(tierOut!, `tier ${tier}/${u.maxTier}`); - setDisabled(node as HTMLButtonElement, maxed || !rankOk || p.credits < cost); - }, - upgradeRows, - ); - - syncList( - hullList, - SHIPS, - (d) => d.type, - createHullRow, - (node, d) => { - const owned = p.ownedShips.includes(d.type); - const active = d.type === p.shipType; - const [, detail] = node.children as unknown as HTMLElement[]; - setText(detail!, active ? 'ACTIVE' : owned ? 'owned' : `${d.cost} cr · rank ${d.rankReq}`); - setDisabled( - node as HTMLButtonElement, - active || (!owned && (p.credits < d.cost || p.rank < d.rankReq)), - ); - }, - hullRows, - ); - }, - }; -}; diff --git a/proxima-web/src/stations/panels/helm.ts b/proxima-web/src/stations/panels/helm.ts deleted file mode 100644 index f0f9f1c..0000000 --- a/proxima-web/src/stations/panels/helm.ts +++ /dev/null @@ -1,137 +0,0 @@ -// Helm: fly the ship, dock, warp, read the course. - -import { DOCK_RANGE, REVERSE_THROTTLE_MIN } from '../../sim/data'; -import { el, setDisabled, setFlag, setHidden, setText } from '../ui/dom'; -import { holdButton, slider, tapButton } from '../ui/controls'; -import { km, pct, type Panel, type Send } from './panel'; -import type { Snapshot } from '../../sim/types'; - -// Orders and the contract board are NOT here: answering a hail is Science's job, and -// Helm keeps only the bearing it has to steer to. See panels/science.ts. - -export const createHelmPanel = (send: Send, onToggleMap: () => void): Panel => { - // ── Throttle ────────────────────────────────────────────────────────────────── - // A continuous lever for trimming, plus discrete taps for a panic stop. Both are - // wanted: you cannot reliably drag to zero in a fight, and you cannot ease onto a - // docking approach with four buttons. - const throttle = slider( - { min: REVERSE_THROTTLE_MIN * 100, max: 100, step: 1, detent: 3 }, - (v) => send({ c: 'throttle', v: v / 100 }), - ); - const throttleLabel = el('b', { text: '0%' }); - - const setThrottle = (fraction: number) => { - throttle.input.value = String(Math.round(fraction * 100)); - send({ c: 'throttle', v: fraction }); - }; - - const throttleTaps = el('div', { - class: 'grid', - children: [ - tapButton('FULL', () => setThrottle(1)), - tapButton('HALF', () => setThrottle(0.5)), - tapButton('STOP', () => setThrottle(0)), - tapButton('REV', () => setThrottle(REVERSE_THROTTLE_MIN)), - ], - }); - - // ── Steering ────────────────────────────────────────────────────────────────── - // Held, not toggled. Leaving the rudder hard over because a thumb slipped is the - // difference between a bridge sim and a frustration. - const steering = el('div', { - class: 'grid two', - children: [ - holdButton('◀ PORT', () => send({ c: 'turn', v: -1 }), () => send({ c: 'turn', v: 0 })), - holdButton('STBD ▶', () => send({ c: 'turn', v: 1 }), () => send({ c: 'turn', v: 0 })), - ], - }); - - const strafeRow = el('div', { - class: 'grid two', - children: [ - holdButton('◀ SLIDE', () => send({ c: 'strafe', v: -1 }), () => send({ c: 'strafe', v: 0 })), - holdButton('SLIDE ▶', () => send({ c: 'strafe', v: 1 }), () => send({ c: 'strafe', v: 0 })), - ], - }); - const strafeNote = el('p', { - class: 'muted', - text: 'Manoeuvring thrusters not installed — buy them at the drydock.', - }); - - // ── Navigation ──────────────────────────────────────────────────────────────── - const dock = tapButton('DOCK', () => send({ c: 'dock' })); - const warp = tapButton('WARP', () => send({ c: 'warp' })); - const course = tapButton('LAY IN COURSE', () => send({ c: 'layInCourse' })); - const mapToggle = tapButton('SECTOR MAP', onToggleMap); - - const speedOut = el('dd'); - const hullOut = el('dd'); - const objectiveOut = el('dd'); - const baseOut = el('dd'); - - const readouts = el('dl', { - children: [ - el('dt', { text: 'SPEED' }), - speedOut, - el('dt', { text: 'HULL' }), - hullOut, - el('dt', { text: 'STARBASE' }), - baseOut, - el('dt', { text: 'OBJECTIVE' }), - objectiveOut, - ], - }); - const root = el('div', { - children: [ - el('div', { class: 'lever', children: [el('label', { text: 'THROTTLE' }), throttle.root, throttleLabel] }), - throttleTaps, - steering, - strafeRow, - strafeNote, - el('div', { class: 'grid two', children: [dock, warp] }), - el('div', { class: 'grid two', children: [course, mapToggle] }), - readouts, - ], - }); - - return { - root, - update(s: Snapshot) { - const p = s.player; - - // The lever shows the ORDER, not the measured speed. Reflecting speed made it - // crawl and jump around under the operator's finger as the ship accelerated. - throttle.reflect(Math.round(p.throttle * 100)); - setText(throttleLabel, `${Math.round(p.throttle * 100)}%`); - - // Strafe is a bought module in the C++ too, so it genuinely isn't available yet — - // but hiding the controls made the whole capability look absent. Show them - // disabled with the reason instead. - const hasStrafe = p.stats.strafeSpeed > 0; - for (const b of strafeRow.children) setDisabled(b as HTMLButtonElement, !hasStrafe); - setHidden(strafeNote, hasStrafe); - - setText(dock, p.docked ? 'UNDOCK' : 'DOCK'); - setText(warp, `WARP ${Math.round(p.warpCharge * 100)}%`); - setDisabled(warp, p.warpCharge < 1 || p.docked); - setDisabled(course, p.warpCharge < 1 || !s.objective || p.docked); - - setText(speedOut, `${Math.round(p.speed)} / ${Math.round(p.maxSpeed)}`); - setText(hullOut, pct(p.hull, p.maxHull)); - setFlag(hullOut, 'bad', p.hullCritical); - - // The dock-readiness readout the C++ helm had: without it, DOCK is a button you - // press hopefully. - const base = s.landmarks.find((l) => l.kind === 'station'); - if (base) { - const range = Math.hypot(base.pos.x - p.pos.x, base.pos.z - p.pos.z); - const inRange = range <= DOCK_RANGE; - setText(baseOut, p.docked ? 'DOCKED' : `${km(range)}${inRange ? ' — IN RANGE' : ''}`); - setFlag(baseOut, 'ok', p.docked || inRange); - setDisabled(dock, !p.docked && !inRange); - } - - setText(objectiveOut, s.objective ? `${s.objective.name} · ${km(s.objective.range)}` : '—'); - }, - }; -}; diff --git a/proxima-web/src/stations/panels/panel.ts b/proxima-web/src/stations/panels/panel.ts deleted file mode 100644 index c929c24..0000000 --- a/proxima-web/src/stations/panels/panel.ts +++ /dev/null @@ -1,19 +0,0 @@ -// The contract every crew console panel implements. -// -// `root` is built once in the create* function and never replaced; `update` may only -// write text, attributes and classes. That invariant is what keeps a button alive -// under a finger for the whole duration of a press. - -import type { Command, Snapshot } from '../../sim/types'; - -export interface Panel { - root: HTMLElement; - update(s: Snapshot): void; -} - -/** Panels send commands; they never touch the transport directly. */ -export type Send = (cmd: Command) => void; - -export const km = (v: number): string => `${(v / 1000).toFixed(1)} km`; -export const pct = (v: number, max: number): string => - `${Math.round((max > 0 ? v / max : 0) * 100)}%`; diff --git a/proxima-web/src/stations/panels/science.ts b/proxima-web/src/stations/panels/science.ts deleted file mode 100644 index 59c27ee..0000000 --- a/proxima-web/src/stations/panels/science.ts +++ /dev/null @@ -1,172 +0,0 @@ -// Science: the ship's comms officer. Resolves contacts, reads the sector, keeps the -// channel — and answers every hail that arrives on it. -// -// Both acceptances live here because both are transmissions, not actions on the ship: -// fleet orders are a reply to CMDR VOSS, and a station contract is a reply to the -// starbase. The C++ Science page owned ACCEPT ORDERS (StationServerSubsystem.cpp:511); -// this port had drifted it onto Helm. The contract board is a deliberate departure — -// C++ kept it on Engineering next to the drydock wallet, but that split the two -// "answer a hail" verbs across two consoles for no reason a crew could feel. - -import { SCAN_DURATION } from '../../sim/data'; -import { el, setDisabled, setFlag, setHidden, setText, setWidth, syncList } from '../ui/dom'; -import { tapButton } from '../ui/controls'; -import { km, type Panel, type Send } from './panel'; -import type { Snapshot } from '../../sim/types'; - -type Contact = Snapshot['contacts'][number]; - -export const createSciencePanel = (send: Send, onToggleMap: () => void): Panel => { - const mapToggle = tapButton('SECTOR MAP', onToggleMap); - const cancel = tapButton('CANCEL SCAN', () => send({ c: 'scan', id: null })); - - // ── Orders ──────────────────────────────────────────────────────────────────── - // Top of the panel, as on the C++ console: when the fleet hails, the crew has to - // find this in a hurry. - const objectiveOut = el('dd'); - const accept = tapButton('ACCEPT ORDERS', () => send({ c: 'acceptObjective' }), { - class: 'alert wide', - }); - accept.hidden = true; - - // ── Contract board ──────────────────────────────────────────────────────────── - const boardText = el('p', { class: 'muted' }); - const acceptContract = tapButton('ACCEPT CONTRACT', () => send({ c: 'acceptContract' }), { - class: 'alert', - }); - - const progress = el('i'); - const progressBar = el('div', { class: 'bar', children: [progress] }); - const progressNote = el('p', { - class: 'muted', - text: `Scanning — hold the lock for ${SCAN_DURATION}s.`, - }); - const scanning = el('div', { children: [progressBar, progressNote] }); - - const list = el('div', { class: 'contacts' }); - const empty = el('p', { class: 'muted', text: 'No contacts.' }); - const rows = new Map(); - - const sensorOut = el('dd'); - const xpOut = el('dd'); - const eventRow = el('div', { class: 'dl-row' }); - const eventOut = el('dd'); - eventRow.append(el('dt', { text: 'EVENT' }), eventOut); - - const comms = el('div', { class: 'comms' }); - const commsRows = new Map(); - const commsEmpty = el('p', { class: 'muted', text: 'Channel quiet.' }); - - const root = el('div', { - children: [ - el('h3', { text: 'ORDERS' }), - el('dl', { children: [el('dt', { text: 'OBJECTIVE' }), objectiveOut] }), - accept, - el('div', { class: 'grid two', children: [mapToggle, cancel] }), - scanning, - el('h3', { text: 'CONTACTS' }), - empty, - list, - el('dl', { - children: [el('dt', { text: 'SENSORS' }), sensorOut, el('dt', { text: 'XP / RANK' }), xpOut], - }), - eventRow, - el('h3', { text: 'COMMS' }), - commsEmpty, - comms, - el('h3', { text: 'CONTRACT BOARD' }), - boardText, - acceptContract, - ], - }); - - const createRow = (c: Contact): HTMLElement => { - const row = el('button', { - class: 'contact', - children: [el('b'), el('span'), el('em')], - }); - row.addEventListener('click', () => send({ c: 'scan', id: Number(row.dataset['id']) })); - return row; - }; - - return { - root, - update(s: Snapshot) { - const p = s.player; - const isScanning = p.scanning && p.scanTargetId !== null; - - // Orders. `offered` means the ship has arrived and the fleet is waiting on a reply. - setText( - objectiveOut, - s.objective - ? `${s.objective.name} · ${km(s.objective.range)}${ - s.objective.offered ? ' — ORDERS PENDING' : s.objective.live ? ' — ENGAGED' : '' - }` - : '—', - ); - setFlag(objectiveOut, 'ok', !!s.objective?.offered); - setHidden(accept, !s.objective?.offered); - setText(accept, s.objective ? `ACCEPT ORDERS — ${s.objective.name}` : 'ACCEPT ORDERS'); - - setText(mapToggle, 'SECTOR MAP'); - setDisabled(cancel, !isScanning); - setHidden(scanning, !isScanning); - setWidth(progress, p.scanProgress); - - setHidden(empty, s.contacts.length > 0); - syncList( - list, - s.contacts, - (c) => String(c.id), - createRow, - (node, c) => { - node.dataset['id'] = String(c.id); - setFlag(node, 'sel', c.id === p.scanTargetId); - const [name, detail, state] = node.children as unknown as HTMLElement[]; - setText(name!, `${c.name} · ${c.className}`); - setText( - detail!, - `${km(c.range)} · ${c.range <= p.stats.scanRange ? 'in sensor range' : 'out of range'}`, - ); - setText(state!, c.scanned ? 'RESOLVED' : 'unresolved'); - setFlag(state!, 'ok', c.scanned); - setDisabled(node as HTMLButtonElement, c.range > p.stats.scanRange && !c.scanned); - }, - rows, - ); - - setText(sensorOut, `${km(p.stats.scanRange)}${p.damaged.sensors ? ' (DAMAGED)' : ''}`); - setFlag(sensorOut, 'bad', p.damaged.sensors); - setText(xpOut, `${p.xp} · rank ${p.rank}`); - - setHidden(eventRow, !s.event); - if (s.event) setText(eventOut, `${s.event.kind.toUpperCase()} · ${Math.ceil(s.event.timeLeft)}s`); - - setHidden(commsEmpty, s.comms.length > 0); - syncList( - comms, - s.comms, - (c) => `${c.at}:${c.sender}`, - () => el('p', { children: [el('b'), el('span')] }), - (node, c) => { - const [sender, text] = node.children as unknown as HTMLElement[]; - setText(sender!, c.sender); - setText(text!, ` ${c.text}`); - }, - commsRows, - ); - - // The board only posts while docked, and only one contract runs at a time. - if (s.contract) { - setText(boardText, `ACTIVE — ${s.contract.text}`); - setHidden(acceptContract, true); - } else if (s.offer) { - setText(boardText, `ON OFFER — ${s.offer.text}`); - setHidden(acceptContract, false); - } else { - setText(boardText, p.docked ? 'No postings.' : 'Dock at a starbase to see the board.'); - setHidden(acceptContract, true); - } - }, - }; -}; diff --git a/proxima-web/src/stations/panels/weapons.ts b/proxima-web/src/stations/panels/weapons.ts deleted file mode 100644 index 69d382e..0000000 --- a/proxima-web/src/stations/panels/weapons.ts +++ /dev/null @@ -1,99 +0,0 @@ -// Weapons: pick a target, read the solution, shoot. - -import { el, setDisabled, setFlag, setHidden, setText, syncList } from '../ui/dom'; -import { tapButton } from '../ui/controls'; -import { km, type Panel, type Send } from './panel'; -import type { Snapshot } from '../../sim/types'; - -type Contact = Snapshot['contacts'][number]; - -export const createWeaponsPanel = (send: Send): Panel => { - const list = el('div', { class: 'contacts' }); - const empty = el('p', { class: 'muted', text: 'No contacts.' }); - const rows = new Map(); - - const beam = tapButton('FIRE BEAM', () => send({ c: 'fireBeam' }), { class: 'fire' }); - const torpedo = tapButton('TORPEDO', () => send({ c: 'fireTorpedo' }), { class: 'fire' }); - - const dmgOut = el('dd'); - const arcOut = el('dd'); - const turretRow = el('div', { class: 'dl-row' }); - const turretOut = el('dd'); - const damagedNote = el('p', { class: 'muted bad', text: 'WEAPONS DAMAGED — beam recharges at half rate.' }); - - turretRow.append(el('dt', { text: 'TURRET' }), turretOut); - - const root = el('div', { - children: [ - empty, - list, - el('div', { class: 'grid two', children: [beam, torpedo] }), - damagedNote, - el('dl', { - children: [el('dt', { text: 'BEAM DMG' }), dmgOut, el('dt', { text: 'BEAM ARC' }), arcOut], - }), - turretRow, - ], - }); - - const createRow = (c: Contact): HTMLElement => { - const name = el('b'); - const detail = el('span'); - const solution = el('em'); - const row = el('button', { class: 'contact', children: [name, detail, solution] }); - // The listener is attached once, to a node that outlives every repaint. - row.addEventListener('click', () => send({ c: 'target', id: Number(row.dataset['id']) })); - return row; - }; - - const updateRow = (row: HTMLElement, c: Contact, s: Snapshot): void => { - row.dataset['id'] = String(c.id); - setFlag(row, 'sel', c.id === s.player.targetId); - - const [name, detail, solution] = row.children as unknown as HTMLElement[]; - setText(name!, `${c.name} · ${c.className}`); - setText( - detail!, - c.scanned - ? `${km(c.range)} · hull ${Math.round(c.hull)}/${Math.round(c.maxHull)} · shield ${Math.round(c.shield)}` - : `${km(c.range)} · unscanned — Science can resolve it`, - ); - // A target that eats damage with no explanation reads as a bug. Say why. - setText( - solution!, - c.shielded - ? 'SHIELDED BY ESCORTS — kill them first' - : c.inBeamArc - ? 'BEAM SOLUTION' - : c.inTorpedoArc - ? 'TORPEDO ARC ONLY' - : 'NO SOLUTION', - ); - setFlag(solution!, 'ok', c.inBeamArc && !c.shielded); - setFlag(solution!, 'bad', c.shielded); - }; - - return { - root, - update(s: Snapshot) { - const p = s.player; - setHidden(empty, s.contacts.length > 0); - syncList(list, s.contacts, (c) => String(c.id), createRow, (node, c) => updateRow(node, c, s), rows); - - const target = s.contacts.find((c) => c.id === p.targetId); - setText(beam, `FIRE BEAM ${Math.round(p.beamCharge * 100)}%`); - setDisabled(beam, p.beamCharge < 1 || !target?.inBeamArc); - setText( - torpedo, - p.torpedoReload > 0 ? `RELOADING ${p.torpedoReload.toFixed(1)}s` : `TORPEDO (${p.torpedoAmmo})`, - ); - setDisabled(torpedo, p.torpedoAmmo <= 0 || p.torpedoReload > 0 || !target?.inTorpedoArc); - - setText(dmgOut, String(Math.round(p.stats.beamDamage))); - setText(arcOut, `${Math.round(p.stats.beamArcDeg)}°`); - setHidden(turretRow, p.stats.turretDamage <= 0); - setText(turretOut, `${p.stats.turretDamage} dmg auto`); - setHidden(damagedNote, !p.damaged.weapons); - }, - }; -}; diff --git a/proxima-web/src/stations/station.ts b/proxima-web/src/stations/station.ts deleted file mode 100644 index 326ec47..0000000 --- a/proxima-web/src/stations/station.ts +++ /dev/null @@ -1,211 +0,0 @@ -// Crew console entry point: transport, tab routing, the render loop, link state. -// -// Panels are created once and never destroyed — switching tabs hides one and shows -// another, so scroll position, slider drags and focus all survive. See ui/dom.ts for -// why that matters more than it sounds. - -import { RelayStation } from '../net/transport'; -import { Scope } from './ui/scope'; -import { toastStrip } from './ui/controls'; -import { keepAwake, loadSettings } from '../settings'; -import { createHelmPanel } from './panels/helm'; -import { createWeaponsPanel } from './panels/weapons'; -import { createEngineeringPanel } from './panels/engineering'; -import { createSciencePanel } from './panels/science'; -import { createFooter } from './panels/common'; -import type { Panel } from './panels/panel'; -import type { Command, Snapshot, Station } from '../sim/types'; - -const canvas = document.getElementById('radar') as HTMLCanvasElement; -const panelHost = document.getElementById('panel') as HTMLDivElement; -const tabs = document.getElementById('tabs') as HTMLDivElement; -const statusEl = document.getElementById('status') as HTMLDivElement; -const noticeEl = document.getElementById('notice') as HTMLDivElement; -const alertEl = document.getElementById('alert') as HTMLButtonElement; - -// A phone that sleeps mid-fight takes a bridge station down with it. -const settings = loadSettings(); -keepAwake(() => settings.wakeLock); - -const link = new RelayStation(); -const send = (cmd: Command): void => { - link.sendCommand({ m: 'cmd', cmd }); -}; -const scope = new Scope(canvas); -const footer = createFooter((action) => link.send({ m: 'game', action })); -const toast = toastStrip(); -document.querySelector('.wrap')!.append(footer.root, toast.root); - -let snap: Snapshot | null = null; -let lastSnapAt = 0; -let connected = false; -let dirty = false; -let showMap = false; -let station: Station = (location.hash.slice(1) as Station) || 'helm'; - -const toggleMap = (): void => { - showMap = !showMap; - dirty = true; -}; - -// Built lazily on first activation, then kept forever. -const factories: Record Panel> = { - helm: () => createHelmPanel(send, toggleMap), - weapons: () => createWeaponsPanel(send), - engineering: () => createEngineeringPanel(send), - science: () => createSciencePanel(send, toggleMap), -}; -const panels = new Map(); - -const panelFor = (which: Station): Panel => { - let panel = panels.get(which); - if (!panel) { - panel = factories[which](); - panels.set(which, panel); - panelHost.appendChild(panel.root); - } - return panel; -}; - -const activate = (which: Station): void => { - station = which; - panelFor(which); - for (const [name, panel] of panels) panel.root.hidden = name !== which; - for (const b of tabs.querySelectorAll('[data-station]')) { - b.classList.toggle('sel', (b as HTMLElement).dataset['station'] === which); - } - dirty = true; -}; - -link.onMessage((msg) => { - if (msg.m === 'ack') { - // Acks go to every station, so keep only the ones this page asked for. Refusals - // are the whole point: a control that does nothing with no reason is unusable. - const mine = msg.acks.find((a) => link.ownsId(a.id) && !a.ok); - if (mine?.reason) toast.show(mine.reason, 'error'); - return; - } - if (msg.m !== 'state') return; - snap = msg.snapshot; - lastSnapAt = performance.now(); - dirty = true; -}); - -link.onStatus((isConnected) => { - connected = isConnected; - dirty = true; -}); - -/** - * A refused PIN is a dead end unless the console asks for one. Mirrors the friendly - * form the C++ build showed rather than an error page. - */ -let pinRejected = false; -link.onRejected(() => { - pinRejected = true; - sessionStorage.removeItem('proxima.pin'); - dirty = true; -}); - -const pinForm = document.getElementById('pinform') as HTMLFormElement; -const pinInput = document.getElementById('pin') as HTMLInputElement; - -pinForm.addEventListener('submit', (e) => { - e.preventDefault(); - const value = pinInput.value.trim(); - if (!value) return; - sessionStorage.setItem('proxima.pin', value); - // The socket latched on rejection, so the cleanest way back in is a reload — and - // drop any ?pin= from the URL, or the bad one would just be reapplied. - location.replace(`${location.pathname}${location.hash}`); -}); - -/** - * Three states, not two. "The relay accepted my socket" is not the same as "there is a - * ship to fly" — a crew member staring at a dead console needs to know which end to go - * and fix, and the old console showed a confident green LINKED next to an empty panel. - */ -const updateLinkState = (): void => { - const fresh = snap !== null && performance.now() - lastSnapAt < 2000; - - if (pinRejected) { - statusEl.textContent = 'PIN REQUIRED'; - statusEl.className = ''; - noticeEl.textContent = 'That session PIN was wrong. The pilot screen shows the current one.'; - noticeEl.hidden = false; - pinForm.hidden = false; - panelHost.hidden = true; - canvas.hidden = true; - return; - } - pinForm.hidden = true; - - if (!connected) { - statusEl.textContent = 'NO LINK — RECONNECTING…'; - statusEl.className = ''; - noticeEl.textContent = 'Cannot reach the ship. Check you are on the same network as the host.'; - noticeEl.hidden = false; - } else if (!fresh) { - statusEl.textContent = 'LINKED — WAITING FOR SHIP'; - statusEl.className = 'warn'; - noticeEl.textContent = - 'Connected, but nothing is flying yet. On the host machine, open the game and press LAUNCH.'; - noticeEl.hidden = false; - } else { - statusEl.textContent = 'LINKED'; - statusEl.className = 'ok'; - noticeEl.hidden = true; - } - - panelHost.hidden = !fresh; - canvas.hidden = !fresh; -}; - -alertEl.addEventListener('click', () => send({ c: 'alert', state: 'toggle' })); - -tabs.addEventListener('click', (e) => { - const btn = (e.target as HTMLElement).closest('[data-station]') as HTMLElement | null; - if (!btn) return; - const which = btn.dataset['station'] as Station; - location.hash = which; - activate(which); -}); - -window.addEventListener('hashchange', () => { - activate((location.hash.slice(1) as Station) || 'helm'); -}); - -/** - * One update per frame, not one per snapshot. Snapshots arrive at up to 60 Hz and must - * coalesce, or a phone spends its whole budget on state it will never display. - */ -let lastFrameAt = performance.now(); - -const frame = (): void => { - requestAnimationFrame(frame); - - const now = performance.now(); - toast.tick((now - lastFrameAt) / 1000); - lastFrameAt = now; - - updateLinkState(); - - if (!snap || !dirty) return; - dirty = false; - - // Alert doctrine is ship-wide: show it on every console and tint the whole page, - // so the state is readable from across a room. - const red = snap.alert === 'red'; - alertEl.hidden = false; - alertEl.textContent = red ? 'RED ALERT — STAND DOWN' : 'SOUND RED ALERT'; - alertEl.classList.toggle('red', red); - document.body.classList.toggle('red', red); - - panelFor(station).update(snap); - footer.update(snap); - scope.draw(snap, showMap && (station === 'helm' || station === 'science') ? 'map' : 'tactical'); -}; - -activate(station); -frame(); -link.send({ m: 'join', station, version: 1 }); diff --git a/proxima-web/src/stations/ui/controls.ts b/proxima-web/src/stations/ui/controls.ts deleted file mode 100644 index bc9abb3..0000000 --- a/proxima-web/src/stations/ui/controls.ts +++ /dev/null @@ -1,245 +0,0 @@ -// Interactive controls for the crew consoles. -// -// Pointer Events only — never touch* plus mouse* pairs, which double-fire on hybrid -// devices. Everything here is built to survive a real hand: a finger that slides off a -// button, a phone that locks mid-turn, two thumbs on two controls at once. - -import { el } from './dom'; - -/** Every control currently held, so a blur or a locked screen can release them all. */ -const heldReleases = new Map void>(); - -const releaseAll = (): void => { - for (const release of heldReleases.values()) release(); - heldReleases.clear(); -}; - -window.addEventListener('blur', releaseAll); -window.addEventListener('pagehide', releaseAll); -document.addEventListener('visibilitychange', () => { - if (document.hidden) releaseAll(); -}); - -/** - * A button that acts while held and stops on release — the rudder, the strafe - * thrusters. Tap-to-set-and-tap-again is the wrong model for steering: you cannot - * safely leave the helm hard over because someone's thumb slipped. - * - * Pointer capture is load-bearing. Without it, sliding a finger off PORT never - * delivers pointerup to that element and the rudder stays over. - */ -export const holdButton = ( - label: string, - onPress: () => void, - onRelease: () => void, - opts: { class?: string } = {}, -): HTMLButtonElement => { - const button = el('button', { text: label, class: `hold ${opts.class ?? ''}`.trim() }); - - const release = (id?: number): void => { - if (id !== undefined) heldReleases.delete(id); - button.classList.remove('pressed'); - onRelease(); - }; - - button.addEventListener('pointerdown', (e) => { - if (button.disabled) return; - e.preventDefault(); - button.setPointerCapture(e.pointerId); - button.classList.add('pressed'); - heldReleases.set(e.pointerId, () => release()); - onPress(); - }); - - for (const type of ['pointerup', 'pointercancel', 'lostpointercapture'] as const) { - button.addEventListener(type, (e) => { - if (!heldReleases.has(e.pointerId)) return; - release(e.pointerId); - }); - } - - return button; -}; - -/** A plain tap button. Identity is stable; only its label and disabled state change. */ -export const tapButton = (label: string, onTap: () => void, opts: { class?: string } = {}): HTMLButtonElement => { - const button = el('button', { text: label, class: opts.class ?? '' }); - button.addEventListener('click', () => { - if (!button.disabled) onTap(); - }); - return button; -}; - -export interface Slider { - root: HTMLElement; - input: HTMLInputElement; - /** True while a finger or mouse is on it — the caller must not write value then. */ - isDragging(): boolean; - /** Writes the value only when idle, so a snapshot can't fight the operator's drag. */ - reflect(value: number): void; -} - -/** - * A continuous slider that sends at most once per frame while dragging, always sends a - * trailing value so the resting position lands, and never has its value overwritten - * mid-drag by an arriving snapshot. - */ -export const slider = ( - opts: { min: number; max: number; step: number; detent?: number }, - onChange: (value: number) => void, -): Slider => { - const input = el('input', { - attrs: { - type: 'range', - min: String(opts.min), - max: String(opts.max), - step: String(opts.step), - }, - }); - - let dragging = false; - let pending: number | null = null; - let frame = 0; - - const flush = (): void => { - frame = 0; - if (pending === null) return; - onChange(pending); - pending = null; - }; - - const queue = (value: number): void => { - pending = value; - if (!frame) frame = requestAnimationFrame(flush); - }; - - input.addEventListener('pointerdown', () => { - dragging = true; - }); - for (const type of ['pointerup', 'pointercancel'] as const) { - input.addEventListener(type, () => { - dragging = false; - flush(); // the resting position must land even if the drag ended between frames - }); - } - - input.addEventListener('input', () => { - let value = Number(input.value); - // Snap-to-zero: without a detent you cannot reliably neutralise a throttle. - if (opts.detent && Math.abs(value) <= opts.detent) { - value = 0; - input.value = '0'; - } - queue(value); - }); - - return { - root: input, - input, - isDragging: () => dragging, - reflect(value) { - if (dragging) return; - if (Math.abs(Number(input.value) - value) < opts.step) return; - input.value = String(value); - }, - }; -}; - -export interface Sweep { - root: HTMLElement; - /** Advances the marker. `now` is the shared sim clock, so every console agrees. */ - tick(simTime: number): void; - setEnabled(enabled: boolean): void; - flash(credited: boolean): void; -} - -/** - * The repair sweep: a marker runs a triangle wave and the operator releases inside the - * green band. Run locally so it feels instant, and driven off the SIM clock rather than - * a local one, so every console's marker sits in the same place — a crew can call - * "now" and mean it. - */ -export const sweepGauge = ( - opts: { period: number; greenMin: number; greenMax: number }, - onRelease: (phase: number) => void, -): Sweep => { - const marker = el('i', { class: 'marker' }); - const green = el('i', { class: 'green' }); - green.style.left = `${opts.greenMin * 100}%`; - green.style.width = `${(opts.greenMax - opts.greenMin) * 100}%`; - - const track = el('div', { class: 'sweep', children: [green, marker] }); - const button = el('button', { text: 'WELD', class: 'hold weld' }); - const root = el('div', { children: [track, button] }); - - let phase = 0; - let enabled = true; - - // Triangle rather than sawtooth: the marker sweeps back, so the green band is - // approached from both sides and the timing reads naturally. - const phaseAt = (t: number): number => { - const x = (t % opts.period) / opts.period; - return x < 0.5 ? x * 2 : 2 - x * 2; - }; - - button.addEventListener('pointerdown', (e) => { - if (button.disabled) return; - e.preventDefault(); - button.setPointerCapture(e.pointerId); - button.classList.add('pressed'); - }); - for (const type of ['pointerup', 'pointercancel', 'lostpointercapture'] as const) { - button.addEventListener(type, () => { - if (!button.classList.contains('pressed')) return; - button.classList.remove('pressed'); - onRelease(phase); - }); - } - - return { - root, - tick(simTime) { - if (!enabled) return; - phase = phaseAt(simTime); - marker.style.left = `${phase * 100}%`; - }, - setEnabled(value) { - enabled = value; - button.disabled = !value; - }, - flash(credited) { - track.classList.remove('hit', 'miss'); - // Force a reflow so a repeat of the same class still animates. - void track.offsetWidth; - track.classList.add(credited ? 'hit' : 'miss'); - }, - }; -}; - -export interface Toast { - root: HTMLElement; - show(text: string, kind?: 'info' | 'error'): void; - tick(dt: number): void; -} - -/** A short-lived status line. Announced politely so screen readers pick it up. */ -export const toastStrip = (): Toast => { - const root = el('div', { class: 'toast', attrs: { role: 'status', 'aria-live': 'polite' } }); - root.hidden = true; - let left = 0; - - return { - root, - show(text, kind = 'info') { - root.textContent = text; - root.classList.toggle('bad', kind === 'error'); - root.hidden = false; - left = 2.5; - }, - tick(dt) { - if (left <= 0) return; - left -= dt; - if (left <= 0) root.hidden = true; - }, - }; -}; diff --git a/proxima-web/src/stations/ui/dom.ts b/proxima-web/src/stations/ui/dom.ts deleted file mode 100644 index 9018fd7..0000000 --- a/proxima-web/src/stations/ui/dom.ts +++ /dev/null @@ -1,99 +0,0 @@ -// Minimal DOM helpers for the crew consoles. -// -// The one rule these exist to enforce: **a control's DOM node is created once and -// never replaced.** The previous console rebuilt `panel.innerHTML` ten times a second -// (the markup embeds live speed/charge/range values, so it always differed), which -// destroyed and recreated every button. Browsers cancel a click when the mousedown -// target is removed before mouseup, so most real presses were silently dropped — -// worst on a phone, where a tap lasts 80-200ms. Synthetic test clicks never reproduced -// it because they press and release in under a millisecond. -// -// So: build the tree once, then only ever write text, attributes and classes. - -export interface ElOpts { - class?: string; - text?: string; - /** Applied as data-* attributes. */ - data?: Record; - attrs?: Record; - children?: (Node | null)[]; -} - -export const el = ( - tag: K, - opts: ElOpts = {}, -): HTMLElementTagNameMap[K] => { - const node = document.createElement(tag); - if (opts.class) node.className = opts.class; - if (opts.text !== undefined) node.textContent = opts.text; - for (const [k, v] of Object.entries(opts.data ?? {})) node.dataset[k] = v; - for (const [k, v] of Object.entries(opts.attrs ?? {})) node.setAttribute(k, v); - for (const child of opts.children ?? []) if (child) node.appendChild(child); - return node; -}; - -/** Writes only when the value actually differs, so the DOM isn't dirtied 60x/second. */ -export const setText = (node: Element, text: string): void => { - if (node.textContent !== text) node.textContent = text; -}; - -export const setDisabled = (node: HTMLButtonElement | HTMLInputElement, disabled: boolean): void => { - if (node.disabled !== disabled) node.disabled = disabled; -}; - -export const setFlag = (node: Element, name: string, on: boolean): void => { - node.classList.toggle(name, on); -}; - -export const setWidth = (node: HTMLElement, fraction: number): void => { - const pct = `${Math.max(0, Math.min(1, fraction)) * 100}%`; - if (node.style.width !== pct) node.style.width = pct; -}; - -export const setHidden = (node: HTMLElement, hidden: boolean): void => { - if (node.hidden !== hidden) node.hidden = hidden; -}; - -/** - * Reconciles a keyed list against a container, reusing rows by key. - * - * Rows are only created for genuinely new keys and only removed for genuinely gone - * ones, so a contact you are about to tap does not get rebuilt underneath your finger - * just because its range readout ticked over. Order is only touched when the key order - * actually changed — contact ids are stable and monotonic, so in a fight this is - * effectively never. - */ -export const syncList = ( - container: HTMLElement, - items: readonly T[], - keyOf: (item: T) => string, - create: (item: T) => HTMLElement, - update: (node: HTMLElement, item: T) => void, - cache: Map, -): void => { - const live = new Set(); - - items.forEach((item, i) => { - const key = keyOf(item); - live.add(key); - - let node = cache.get(key); - if (!node) { - node = create(item); - node.dataset['key'] = key; - cache.set(key, node); - } - update(node, item); - - // Only move a node if it isn't already in the right slot. - if (container.children[i] !== node) { - container.insertBefore(node, container.children[i] ?? null); - } - }); - - for (const [key, node] of cache) { - if (live.has(key)) continue; - node.remove(); - cache.delete(key); - } -}; diff --git a/proxima-web/src/stations/ui/scope.ts b/proxima-web/src/stations/ui/scope.ts index 51580fd..c05ee21 100644 --- a/proxima-web/src/stations/ui/scope.ts +++ b/proxima-web/src/stations/ui/scope.ts @@ -172,7 +172,10 @@ export class Scope { ctx.lineWidth = 1; } ctx.fillStyle = isObjective ? '#fde68a' : '#7d9dc4'; - const label = isObjective && s.objective ? `${l.name} · ${(s.objective.range / 1000).toFixed(0)} km` : l.name; + const label = + isObjective && s.objective + ? `${l.name} · ${(s.objective.range / 1000).toFixed(0)} km` + : l.name; ctx.fillText(label, p.x + 11, p.y + 3); } diff --git a/proxima-web/src/store/game.ts b/proxima-web/src/store/game.ts new file mode 100644 index 0000000..4fa5f03 --- /dev/null +++ b/proxima-web/src/store/game.ts @@ -0,0 +1,17 @@ +import { create } from 'zustand'; +import { subscribeWithSelector } from 'zustand/middleware'; +import type { Snapshot } from '../sim/types'; + +interface GameStore { + snapshot: Snapshot | null; + applySnapshot: (snap: Snapshot) => void; +} + +export const gameStore = create()( + subscribeWithSelector((set) => ({ + snapshot: null, + applySnapshot: (snap) => set({ snapshot: snap }), + })), +); + +export const useGameStore = gameStore; diff --git a/proxima-web/station.html b/proxima-web/station.html index bb6c1d8..cff305e 100644 --- a/proxima-web/station.html +++ b/proxima-web/station.html @@ -1,138 +1,12 @@ - - - - Proxima — Crew Station - + + + Proxima — Station -
-
-

PROXIMA

-
WAITING FOR HOST…
-
- - - - -
- - - - -
- -
-
- +
+ diff --git a/proxima-web/tailwind.config.js b/proxima-web/tailwind.config.js new file mode 100644 index 0000000..e5da2e4 --- /dev/null +++ b/proxima-web/tailwind.config.js @@ -0,0 +1,12 @@ +/** @type {import('tailwindcss').Config} */ +export default { + content: [ + './index.html', + './station.html', + './src/**/*.{js,ts,jsx,tsx}', + ], + theme: { + extend: {}, + }, + plugins: [], +}; diff --git a/proxima-web/test/arch.test.ts b/proxima-web/test/arch.test.ts index 77433ac..72bb83d 100644 --- a/proxima-web/test/arch.test.ts +++ b/proxima-web/test/arch.test.ts @@ -16,11 +16,16 @@ import { join } from 'node:path'; const stripComments = (source: string): string => source.replace(/\/\*[\s\S]*?\*\//g, '').replace(/(^|[^:])\/\/.*$/gm, '$1'); +/** + * Reads `.ts` AND `.tsx`. The extension mattered: when the consoles moved to React the + * panels all became `.tsx`, and a `.ts`-only glob silently stopped covering every file + * the markup rule exists to protect — the guard kept passing over an empty set. + */ const read = (dir: string): { path: string; source: string }[] => readdirSync(dir, { withFileTypes: true }).flatMap((entry) => { const path = join(dir, entry.name); if (entry.isDirectory()) return read(path); - return entry.name.endsWith('.ts') + return entry.name.endsWith('.ts') || entry.name.endsWith('.tsx') ? [{ path, source: stripComments(readFileSync(path, 'utf8')) }] : []; }); @@ -64,14 +69,30 @@ describe('ship models', () => { }); }); -describe('console controls are built once', () => { - it('no station panel assigns innerHTML', () => { - // Rebuilding markup is what destroys a button mid-press. Panels may only write - // text, attributes and classes — see src/stations/ui/dom.ts. - for (const { path, source } of read('src/stations')) { +describe('markup is never rebuilt from a string', () => { + // Two separate bugs, one rule. Rebuilding a panel's markup destroys the button under + // the finger mid-press; rebuilding the HUD's markup every frame cost the pilot view + // ~20 ms a frame. React's reconciler handles both now, so the only way back in is a + // raw string assignment — which is what these check for. + const guard = (dir: string): void => { + const files = read(dir); + + // Without this the guard is worthless: a glob that matches nothing passes every + // assertion. That is exactly how the .ts-only version kept reporting green over a + // directory of .tsx panels. + expect(files.length, `${dir} matched no source files — the guard is vacuous`).toBeGreaterThan(0); + + for (const { path, source } of files) { expect(/\.innerHTML\s*=/.test(source), `${path} rebuilds markup instead of mutating it`).toBe( false, ); + expect( + /dangerouslySetInnerHTML/.test(source), + `${path} rebuilds markup instead of mutating it`, + ).toBe(false); } - }); + }; + + it('no station panel assigns innerHTML', () => guard('src/stations')); + it('no host view assigns innerHTML', () => guard('src/host')); }); diff --git a/proxima-web/test/budget.mjs b/proxima-web/test/budget.mjs index bea83dc..14ff6a7 100644 --- a/proxima-web/test/budget.mjs +++ b/proxima-web/test/budget.mjs @@ -4,57 +4,107 @@ // has to download, and the frame time under a full fight. Both fail the build rather // than being noticed months later. // -// npm run build && node test/budget.mjs +// bun run build && bun run budget +// +// Starts its own `vite preview` if nothing is already serving BASE, so it can be the +// last link in `bun run verify` without a second server to remember. +// +// The React/Bun migration deleted this file rather than renegotiating it, which is the +// one move a budget cannot survive: the ceilings existed precisely so a stack change +// would have to argue for the bytes it costs. It is back, with the argument made +// explicit in BUDGETS below. import { chromium } from 'playwright'; +import { spawn } from 'node:child_process'; import { gzipSync } from 'node:zlib'; -import { readFileSync, readdirSync } from 'node:fs'; +import { readFileSync } from 'node:fs'; import { join } from 'node:path'; +import { setTimeout as sleep } from 'node:timers/promises'; -const BASE = process.env.BASE ?? 'http://localhost:8099'; +const PORT = Number(process.env.PORT ?? 8099); +const BASE = process.env.BASE ?? `http://localhost:${PORT}`; +const DIST = 'dist'; + +const serving = async () => { + try { + return (await fetch(BASE, { signal: AbortSignal.timeout(1500) })).ok; + } catch { + return false; + } +}; /** - * Gzipped ceilings, in KB, set just above current so a regression trips them. The - * station figure is the one that matters — it's what a phone downloads — and it counts - * the shared sim/data chunks it pulls in, not just its own. + * Gzipped ceilings, in KB, set just above current so a regression trips them. * - * Raised 20 -> 25 when the console gained the session footer, the refusal toast, the - * weld sweep gauge and the wake lock. That is real functionality, not bloat; the - * ceiling still sits just above actual so a regression trips it. + * These are NOT the pre-React numbers (180 host / 22 station). React 19 + Base UI + + * the icon set cost roughly 85 KB gzipped that the hand-rolled DOM did not, and the + * shared vendor chunk is paid by both pages. That trade bought back ~20 ms a frame on + * the pilot view — see FRAME_BUDGET_MS — and a component model the consoles can grow + * into. It is a deliberate purchase, recorded here so the next one has to be argued + * for too rather than merely happening. + * + * The station figure is still the one that matters: it is what a phone on the LAN + * downloads before a crew member can press anything. + */ +const BUDGETS = { host: 270, station: 115 }; + +/** + * Median frame time under a full fight, in ms. 16.7 is 60fps; software rendering in CI + * is much slower, so this is a "did something catastrophic happen" line, not a target. + * Tightened 60 -> 50 because this branch measures ~37 ms where main measured ~57: main + * rebuilt the whole HUD's markup every frame. Locking the ceiling below main's actual + * is what stops that regression coming back unnoticed. */ -const BUDGETS = { host: 200, station: 25 }; -/** Median frame time under a full fight, in ms. 16.7 is 60fps; software rendering in CI is slower. */ -const FRAME_BUDGET_MS = 60; +const FRAME_BUDGET_MS = 50; const failures = []; // ── Bundle size ──────────────────────────────────────────────────────────────── - -const assets = join('dist', 'assets'); -const sizes = { host: 0, station: 0 }; - -for (const file of readdirSync(assets)) { - if (!file.endsWith('.js')) continue; - const kb = gzipSync(readFileSync(join(assets, file))).length / 1024; - // The station page pulls only its own chunk plus the shared transport; the host - // additionally pulls Three.js. - if (file.startsWith('host')) sizes.host += kb; - else if (file.startsWith('station')) sizes.station += kb; - else { - sizes.host += kb; - sizes.station += kb; +// +// Measured per PAGE by reading what the built HTML actually references — script src, +// modulepreload, stylesheet — rather than guessing from filename prefixes. Chunk names +// are a build-tool detail that changes under you; the entry HTML is the contract with +// the browser. It also means CSS counts, which under Tailwind is no longer a rounding +// error (~10 KB gzipped, and it was going uncounted). + +const assetsOf = (html) => { + const source = readFileSync(join(DIST, html), 'utf8'); + const refs = new Set(); + for (const [, href] of source.matchAll(/(?:src|href)="(\/assets\/[^"]+\.(?:js|css))"/g)) { + refs.add(href.replace(/^\//, '')); } + return [...refs]; +}; + +const sizes = {}; +for (const [name, html] of Object.entries({ host: 'index.html', station: 'station.html' })) { + const files = assetsOf(html); + if (files.length === 0) throw new Error(`${html} references no built assets — did the build run?`); + sizes[name] = files.reduce((kb, file) => kb + gzipSync(readFileSync(join(DIST, file))).length / 1024, 0); } for (const [name, budget] of Object.entries(BUDGETS)) { const kb = sizes[name]; const verdict = kb <= budget ? 'ok ' : 'FAIL'; - console.log(` ${verdict} ${name} bundle ${kb.toFixed(1)} KB gzipped (budget ${budget})`); - if (kb > budget) failures.push(`${name} bundle ${kb.toFixed(1)} KB exceeds ${budget} KB`); + console.log(` ${verdict} ${name} page ${kb.toFixed(1)} KB gzipped (budget ${budget})`); + if (kb > budget) failures.push(`${name} page ${kb.toFixed(1)} KB exceeds ${budget} KB`); } // ── Frame time under load ────────────────────────────────────────────────────── +let preview = null; +if (!(await serving())) { + preview = spawn('npx', ['vite', 'preview', '--port', String(PORT), '--strictPort'], { + stdio: 'ignore', + }); + for (let i = 0; i < 40 && !(await serving()); i += 1) await sleep(250); + if (!(await serving())) { + preview.kill(); + console.error(`could not start a preview server on ${BASE} — run \`bun run build\` first`); + process.exit(1); + } +} + const browser = await chromium.launch({ executablePath: process.env.CHROME ?? '/usr/bin/chromium', args: ['--enable-unsafe-swiftshader', '--use-gl=angle', '--use-angle=swiftshader'], @@ -64,8 +114,8 @@ await page.goto(BASE, { waitUntil: 'networkidle' }); await page.waitForSelector('#boot', { state: 'detached', timeout: 30000 }); // Skirmish reaches a full fight fastest, which is the load worth measuring. -await page.click('button[data-action="skirmish"]'); -await page.waitForFunction(() => /WAVE 1/.test(document.querySelector('#hud')?.textContent ?? ''), null, { +await page.click('[data-testid="menu-skirmish"]'); +await page.waitForFunction(() => /WAVE 1/.test(document.body?.textContent ?? ''), null, { timeout: 20000, }); await page.waitForTimeout(4000); // let hostiles close and start shooting @@ -91,10 +141,13 @@ const median = frames[Math.floor(frames.length / 2)]; const p95 = frames[Math.floor(frames.length * 0.95)]; const frameVerdict = median <= FRAME_BUDGET_MS ? 'ok ' : 'FAIL'; -console.log(` ${frameVerdict} frame time median ${median.toFixed(1)} ms, p95 ${p95.toFixed(1)} ms (budget ${FRAME_BUDGET_MS})`); +console.log( + ` ${frameVerdict} frame time median ${median.toFixed(1)} ms, p95 ${p95.toFixed(1)} ms (budget ${FRAME_BUDGET_MS})`, +); if (median > FRAME_BUDGET_MS) failures.push(`median frame ${median.toFixed(1)} ms exceeds ${FRAME_BUDGET_MS} ms`); await browser.close(); +preview?.kill(); if (failures.length) { console.error('\nBUDGET FAILED:\n' + failures.map((f) => ` - ${f}`).join('\n')); diff --git a/proxima-web/test/e2e.mjs b/proxima-web/test/e2e.mjs index bb7d652..7ec8517 100644 --- a/proxima-web/test/e2e.mjs +++ b/proxima-web/test/e2e.mjs @@ -32,6 +32,17 @@ const browser = await chromium.launch({ args: ['--enable-unsafe-swiftshader', '--use-gl=angle', '--use-angle=swiftshader'], }); +// Warm up Vite's module transform cache so the first real journey doesn't pay +// the cold-compilation cost. Without this, modules are compiled on first request +// and the initial page load can exceed startNewGame's 15 s HULL timeout. +{ + const warmup = await browser.newContext({ viewport: { width: 1600, height: 900 } }); + const p = await warmup.newPage(); + await p.goto(BASE, { waitUntil: 'networkidle' }); + await p.waitForSelector('#boot', { state: 'detached', timeout: 60000 }); + await warmup.close(); +} + const failures = []; const results = []; @@ -59,7 +70,9 @@ const journey = async (name, fn) => { const openPilot = async (ctx) => { const page = await ctx.newPage(); page.on('console', (m) => { - if (m.type() === 'error' && !m.text().includes('favicon')) throw new Error(`console: ${m.text()}`); + const loc = m.location()?.url ?? ''; + if (m.type() === 'error' && !m.text().includes('favicon') && !loc.includes('favicon')) + throw new Error(`console: ${m.text()}`); }); await page.goto(BASE, { waitUntil: 'networkidle' }); await page.waitForSelector('#boot', { state: 'detached', timeout: 30000 }); @@ -68,11 +81,11 @@ const openPilot = async (ctx) => { }; const startNewGame = async (page, difficulty = 'captain') => { - await page.click('button[data-action="newgame"]'); - await page.click(`button[data-action="difficulty:${difficulty}"]`); - await page.click('button[data-action="launch"]'); - await page.waitForFunction(() => document.querySelector('#hud')?.textContent?.includes('HULL'), null, { - timeout: 15000, + await page.click('[data-testid="menu-newgame"]'); + await page.getByRole('button', { name: difficulty.toUpperCase() }).click(); + await page.click('[data-testid="menu-launch"]'); + await page.waitForFunction(() => document.body?.textContent?.includes('HULL'), null, { + timeout: 60000, }); }; @@ -94,7 +107,7 @@ const openStation = async (ctx, which) => { return page; }; -const hud = (page) => page.evaluate(() => document.querySelector('#hud')?.textContent ?? ''); +const hud = (page) => page.evaluate(() => document.body?.textContent ?? ''); /** * Presses a control the way a hand does: press, dwell, release. This is the thing the @@ -102,9 +115,22 @@ const hud = (page) => page.evaluate(() => document.querySelector('#hud')?.textCo * so it never spanned a repaint, and an entire console that dropped real presses * reported 8/8 green. */ -const press = async (page, selector, ms = 140) => { - const box = await page.locator(selector).first().boundingBox(); +/** + * Raw mouse events go to viewport coordinates, so unlike `locator.click()` nothing + * scrolls the control into view first — a control below the fold gets pressed at + * whatever happens to be at those coordinates instead, and the journey fails somewhere + * else entirely. Scroll first, then measure. + */ +const boxOf = async (page, selector) => { + const el = page.locator(selector).first(); + await el.scrollIntoViewIfNeeded(); + const box = await el.boundingBox(); if (!box) throw new Error(`no such control: ${selector}`); + return box; +}; + +const press = async (page, selector, ms = 140) => { + const box = await boxOf(page, selector); await page.mouse.move(box.x + box.width / 2, box.y + box.height / 2); await page.mouse.down(); await page.waitForTimeout(ms); @@ -113,8 +139,7 @@ const press = async (page, selector, ms = 140) => { /** Holds a control down for `ms`, for the steering controls. */ const hold = async (page, selector, ms) => { - const box = await page.locator(selector).first().boundingBox(); - if (!box) throw new Error(`no such control: ${selector}`); + const box = await boxOf(page, selector); await page.mouse.move(box.x + box.width / 2, box.y + box.height / 2); await page.mouse.down(); await page.waitForTimeout(ms); @@ -130,7 +155,7 @@ await journey('new game -> objective hail -> accept -> fleet engages', async (ct await startNewGame(pilot); // The player starts inside the home system's trigger radius, so the hail is prompt. - await pilot.waitForFunction(() => /press ENTER to ACCEPT/.test(document.querySelector('#hud')?.textContent ?? ''), null, { + await pilot.waitForFunction(() => /press ENTER to ACCEPT/.test(document.body?.textContent ?? ''), null, { timeout: 20000, }); @@ -156,7 +181,7 @@ await journey('new game -> objective hail -> accept -> fleet engages', async (ct await journey('science console accepts the fleet orders', async (ctx) => { const pilot = await openPilot(ctx); await startNewGame(pilot); - await pilot.waitForFunction(() => /press ENTER to ACCEPT/.test(document.querySelector('#hud')?.textContent ?? ''), null, { + await pilot.waitForFunction(() => /press ENTER to ACCEPT/.test(document.body?.textContent ?? ''), null, { timeout: 20000, }); @@ -201,19 +226,59 @@ await journey('helm station drives the ship, pressed the way a hand presses', as // Deliberate 140ms presses, long enough to span several state updates. await press(helm, 'button:has-text("FULL")'); await pilot.waitForFunction( - () => Number(/SPD\s*(\d+)/.exec(document.querySelector('#hud')?.textContent ?? '')?.[1] ?? 0) > 800, + () => Number(/SPD\s*(\d+)/.exec(document.body?.textContent ?? '')?.[1] ?? 0) > 800, null, { timeout: 10000 }, ); await press(helm, 'button:has-text("STOP")'); await pilot.waitForFunction( - () => Number(/SPD\s*(\d+)/.exec(document.querySelector('#hud')?.textContent ?? '')?.[1] ?? 999) < 200, + () => Number(/SPD\s*(\d+)/.exec(document.body?.textContent ?? '')?.[1] ?? 999) < 200, null, { timeout: 10000 }, ); }); +// ── Journey 2a: the throttle lever is a real control, and reaches astern ─────── +// +// A lever can be present, mounted, correctly wired, pass every jsdom assertion — and +// still be zero pixels wide, because layout is the one thing jsdom does not do. That is +// exactly what happened: the shadcn slider is written against `data-horizontal:w-full` +// while Base UI emits `data-orientation="horizontal"`, so the utility never matched and +// Slider.Root collapsed to 0px. Every lever in the console was invisible and undraggable +// with the whole suite green. Hence: measure the box, then drag it. + +await journey('the throttle lever has a real hit box and can be driven astern', async (ctx) => { + const pilot = await openPilot(ctx); + await startNewGame(pilot); + const helm = await openStation(ctx, 'helm'); + + const box = await helm.locator('[data-base-ui-slider-control]').first().boundingBox(); + if (!box) throw new Error('no throttle lever on the helm console'); + // Not "nonzero" — usable. A 4px-tall target is not a control on a phone. + if (box.width < 80 || box.height < 24) { + throw new Error(`throttle lever is ${box.width}x${box.height}px — too small to operate`); + } + + // Drag the thumb hard over to the astern stop. + const y = box.y + box.height / 2; + await helm.mouse.move(box.x + box.width * 0.6, y); + await helm.mouse.down(); + await helm.mouse.move(box.x - 60, y, { steps: 15 }); + await helm.mouse.up(); + + // The whole chain has to agree: lever, console readout, and the ship the pilot sees. + await pilot.waitForFunction( + () => /SPD\s*-\d+/.test(document.body?.textContent ?? ''), + null, + { timeout: 10000 }, + ); + const readout = await helm.textContent('[data-testid="throttle-readout"]'); + if (!/^-\d+%$/.test(readout ?? '')) { + throw new Error(`ship is making sternway but the lever reads ${readout}`); + } +}); + // ── Journey 2b: loss rate, not just 'one press worked' ──────────────────────── await journey('ten deliberate presses all land', async (ctx) => { @@ -226,8 +291,9 @@ await journey('ten deliberate presses all land', async (ctx) => { const wantFast = i % 2 === 0; await press(helm, wantFast ? 'button:has-text("FULL")' : 'button:has-text("STOP")'); // The interceptor accelerates at 1500/s, so braking from full speed genuinely - // takes ~1.2s. Allow for the physics, not just the message. - await pilot.waitForTimeout(1800); + // takes ~1.2s. Allow for the physics, not just the message. Extra headroom for + // software rendering which can lag the HUD update. + await pilot.waitForTimeout(3000); const speed = await speedOf(pilot); if (wantFast ? speed > 300 : speed < 300) landed++; } @@ -314,7 +380,7 @@ await journey('engineering reactor preset changes the ship top speed', async (ct await journey('science scan resolves a contact for weapons', async (ctx) => { const pilot = await openPilot(ctx); await startNewGame(pilot); - await pilot.waitForFunction(() => /press ENTER to ACCEPT/.test(document.querySelector('#hud')?.textContent ?? ''), null, { + await pilot.waitForFunction(() => /press ENTER to ACCEPT/.test(document.body?.textContent ?? ''), null, { timeout: 20000, }); await pilot.keyboard.press('Enter'); @@ -369,9 +435,9 @@ await journey('escape pauses the sim and resume continues it', async (ctx) => { await pilot.keyboard.up('KeyW'); await pilot.keyboard.press('Escape'); - await pilot.waitForSelector('button[data-action="resume"]', { timeout: 5000 }); + await pilot.getByRole('button', { name: 'RESUME' }).waitFor({ timeout: 5000 }); - const tickOf = () => pilot.evaluate(() => document.querySelector('#hud')?.textContent ?? ''); + const tickOf = () => pilot.evaluate(() => document.body?.textContent ?? ''); // Snapshots already in flight when the pause message was posted still land after it, // so let the stream drain before taking the baseline. await pilot.waitForTimeout(500); @@ -379,7 +445,7 @@ await journey('escape pauses the sim and resume continues it', async (ctx) => { await pilot.waitForTimeout(1500); if ((await tickOf()) !== paused) throw new Error('the sim kept running while paused'); - await pilot.click('button[data-action="resume"]'); + await pilot.getByRole('button', { name: 'RESUME' }).click(); await pilot.waitForTimeout(1200); await pilot.screenshot({ path: `${OUT}/e2e-resumed.png` }); }); @@ -388,8 +454,8 @@ await journey('escape pauses the sim and resume continues it', async (ctx) => { await journey('skirmish mode spawns waves', async (ctx) => { const pilot = await openPilot(ctx); - await pilot.click('button[data-action="skirmish"]'); - await pilot.waitForFunction(() => /WAVE 1/.test(document.querySelector('#hud')?.textContent ?? ''), null, { + await pilot.click('[data-testid="menu-skirmish"]'); + await pilot.waitForFunction(() => /WAVE 1/.test(document.body?.textContent ?? ''), null, { timeout: 20000, }); @@ -413,9 +479,9 @@ await journey('campaign progress survives a page reload', async (ctx) => { await pilot.waitForSelector('#boot', { state: 'detached', timeout: 30000 }); // A CONTINUE button only appears when a save was actually read back. - await pilot.waitForSelector('button[data-action="continue"]', { timeout: 10000 }); - await pilot.click('button[data-action="continue"]'); - await pilot.waitForFunction(() => document.querySelector('#hud')?.textContent?.includes('HULL'), null, { + await pilot.waitForSelector('[data-testid="menu-continue"]', { timeout: 10000 }); + await pilot.click('[data-testid="menu-continue"]'); + await pilot.waitForFunction(() => document.body?.textContent?.includes('HULL'), null, { timeout: 15000, }); await pilot.screenshot({ path: `${OUT}/e2e-continue.png` }); diff --git a/proxima-web/test/panels.test.ts b/proxima-web/test/panels.test.ts index 185ec52..99bb816 100644 --- a/proxima-web/test/panels.test.ts +++ b/proxima-web/test/panels.test.ts @@ -1,24 +1,40 @@ // @vitest-environment jsdom // -// The test that should have existed. The old console rebuilt panel.innerHTML ~10x/sec, -// which destroyed every button; browsers cancel a click whose mousedown target was -// removed before mouseup, so most real presses were dropped. Synthetic Playwright -// clicks press and release in under a millisecond and never spanned a repaint, so an -// 8/8 green E2E suite sat on top of a console no human could operate. +// The tests that should have existed. The pre-React console rebuilt panel.innerHTML +// ~10x/sec, which destroyed every button; browsers cancel a click whose mousedown +// target was removed before mouseup, so most real presses were dropped. Synthetic +// Playwright clicks press and release in under a millisecond and never spanned a +// repaint, so an 8/8 green E2E suite sat on top of a console no human could operate. // -// These assert the invariant directly and in ~40ms: a control's DOM node survives an -// arbitrary number of state updates. - -import { beforeEach, describe, expect, it, vi } from 'vitest'; -import { createHelmPanel } from '../src/stations/panels/helm'; -import { createWeaponsPanel } from '../src/stations/panels/weapons'; -import { createEngineeringPanel } from '../src/stations/panels/engineering'; -import { createSciencePanel } from '../src/stations/panels/science'; -import { createWorld, snapshot, step } from '../src/sim/world'; +// React's reconciler makes node identity much more likely to survive — but "likely" is +// not "checked", and a stray `key={index}`, a conditional wrapper or a remount on a +// changed prop puts it straight back. These assert the invariant directly, per panel, +// in ~40 ms. + +import { createElement, type ComponentType } from 'react'; +import { act, cleanup, fireEvent, render, screen } from '@testing-library/react'; +import { afterEach, beforeEach, describe, expect, it } from 'vitest'; + import { TICK_DT } from '../src/sim/data'; +import { createWorld, snapshot, step } from '../src/sim/world'; import type { Command, Snapshot } from '../src/sim/types'; +import { EngineeringPanel } from '../src/stations/components/panels/EngineeringPanel'; +import { HelmPanel, useHelmScopeStore } from '../src/stations/components/panels/HelmPanel'; +import { SciencePanel, useScienceScopeStore } from '../src/stations/components/panels/SciencePanel'; +import { WeaponsPanel } from '../src/stations/components/panels/WeaponsPanel'; +import { gameStore } from '../src/store/game'; + +const resetStores = (): void => { + gameStore.setState({ snapshot: null }); + useHelmScopeStore.getState().resetMode(); + useScienceScopeStore.getState().resetMode(); +}; + +const apply = (snap: Snapshot): void => { + gameStore.getState().applySnapshot(snap); +}; -/** A real snapshot, advanced so the live values (speed, ranges, charge) actually move. */ +/** A real snapshot stream, advanced so the live values (speed, ranges, charge) move. */ const snapshots = (count: number, opts: { fight?: boolean } = {}): Snapshot[] => { const w = createWorld({ seed: 4 }); if (opts.fight) { @@ -30,37 +46,57 @@ const snapshots = (count: number, opts: { fight?: boolean } = {}): Snapshot[] => w.pending.push({ cmd: { c: 'throttle', v: 1 } }); const out: Snapshot[] = []; - for (let i = 0; i < count; i++) { + for (let i = 0; i < count; i += 1) { step(w, TICK_DT); out.push(snapshot(w)); } return out; }; -const PANELS = { - helm: (send: (c: Command) => void) => createHelmPanel(send, () => {}), - weapons: (send: (c: Command) => void) => createWeaponsPanel(send), - engineering: (send: (c: Command) => void) => createEngineeringPanel(send), - science: (send: (c: Command) => void) => createSciencePanel(send, () => {}), +/** A snapshot with the fleet hailing and a board posting up, without answering either. */ +const hailed = (): Snapshot => { + const w = createWorld({ seed: 4 }); + const base = w.landmarks.find((l) => l.dockable)!; + w.player.pos = { ...base.pos }; + w.player.speed = 0; + w.pending.push({ cmd: { c: 'dock' } }); + step(w, TICK_DT); + // Stand on the objective so the director hails — but never accept. + w.player.pos = { ...w.landmarks[0]!.pos }; + step(w, TICK_DT); + return snapshot(w); }; -describe.each(Object.entries(PANELS))('%s panel', (name, create) => { - beforeEach(() => { - document.body.innerHTML = ''; - }); +const PANELS: Record void }>> = { + helm: HelmPanel, + weapons: WeaponsPanel, + engineering: EngineeringPanel, + science: SciencePanel, +}; - it('keeps every control attached across hundreds of state updates', () => { - const panel = create(() => {}); - document.body.appendChild(panel.root); +const labelled = (): string[] => + screen.queryAllByRole('button').map((b) => b.textContent ?? ''); + +beforeEach(resetStores); +afterEach(() => { + cleanup(); + resetStores(); +}); +describe.each(Object.entries(PANELS))('%s panel', (name, Panel) => { + it('keeps every control attached across hundreds of state updates', () => { const frames = snapshots(300, { fight: true }); - panel.update(frames[0]!); + act(() => apply(frames[0]!)); + + const { container } = render(createElement(Panel, { send: () => undefined })); // Capture the controls as they exist after the first paint. - const controls = [...panel.root.querySelectorAll('button, input')]; + const controls = [...container.querySelectorAll('button, input, [data-slot="slider-thumb"]')]; expect(controls.length, `${name} rendered no controls`).toBeGreaterThan(0); - for (const s of frames) panel.update(s); + act(() => { + for (const s of frames) apply(s); + }); for (const control of controls) { expect( @@ -71,76 +107,67 @@ describe.each(Object.entries(PANELS))('%s panel', (name, create) => { }); it('does not churn the control set while state ticks', () => { - const panel = create(() => {}); - document.body.appendChild(panel.root); - const frames = snapshots(120, { fight: true }); - panel.update(frames[0]!); - const before = panel.root.querySelectorAll('button, input').length; + act(() => apply(frames[0]!)); + + const { container } = render(createElement(Panel, { send: () => undefined })); + const before = container.querySelectorAll('button, input').length; - for (const s of frames) panel.update(s); - expect(panel.root.querySelectorAll('button, input').length).toBe(before); + act(() => { + for (const s of frames) apply(s); + }); + expect(container.querySelectorAll('button, input').length).toBe(before); }); it('survives a snapshot with no contacts and one with a full fight', () => { - const panel = create(() => {}); - document.body.appendChild(panel.root); + act(() => apply(snapshots(1)[0]!)); + render(createElement(Panel, { send: () => undefined })); expect(() => { - panel.update(snapshots(1)[0]!); - panel.update(snapshots(1, { fight: true })[0]!); - panel.update(snapshots(1)[0]!); + act(() => apply(snapshots(1, { fight: true })[0]!)); + act(() => apply(snapshots(1)[0]!)); }).not.toThrow(); }); + + it('renders before any snapshot has arrived', () => { + // A console opened before the host is up must say something, not throw. + expect(() => render(createElement(Panel, { send: () => undefined }))).not.toThrow(); + }); }); describe('Science owns communications', () => { - const buttons = (panel: { root: HTMLElement }): string[] => - [...panel.root.querySelectorAll('button')].map((b) => b.textContent ?? ''); - - /** A snapshot with the fleet hailing and a board posting up, without answering either. */ - const hailed = (): Snapshot => { - const w = createWorld({ seed: 4 }); - const base = w.landmarks.find((l) => l.dockable)!; - w.player.pos = { ...base.pos }; - w.player.speed = 0; - w.pending.push({ cmd: { c: 'dock' } }); - step(w, TICK_DT); - // Stand on the objective so the director hails — but never accept. - w.player.pos = { ...w.landmarks[0]!.pos }; - step(w, TICK_DT); - return snapshot(w); - }; - it('offers both acceptances on Science and neither anywhere else', () => { const s = hailed(); expect(s.objective?.offered, 'fixture did not produce a pending hail').toBe(true); expect(s.offer, 'fixture did not produce a board posting').not.toBeNull(); + act(() => apply(s)); - const sci = createSciencePanel(() => {}, () => {}); - const helm = createHelmPanel(() => {}, () => {}); - const eng = createEngineeringPanel(() => {}); - for (const p of [sci, helm, eng]) { - document.body.appendChild(p.root); - p.update(s); - } - - expect(buttons(sci).some((t) => t.startsWith('ACCEPT ORDERS'))).toBe(true); - expect(buttons(sci)).toContain('ACCEPT CONTRACT'); + const helm = render(createElement(HelmPanel, { send: () => undefined })); // A verb on two consoles is a verb no one owns. - expect(buttons(helm).some((t) => t.includes('ACCEPT'))).toBe(false); - expect(buttons(eng).some((t) => t.includes('ACCEPT'))).toBe(false); + expect(labelled().some((t) => t.includes('ACCEPT'))).toBe(false); + helm.unmount(); + + const eng = render(createElement(EngineeringPanel, { send: () => undefined })); + expect(labelled().some((t) => t.includes('ACCEPT'))).toBe(false); + expect(screen.queryByText('CONTRACT BOARD')).toBeNull(); + eng.unmount(); + + render(createElement(SciencePanel, { send: () => undefined })); + expect(labelled().some((t) => t.startsWith('ACCEPT ORDERS'))).toBe(true); + expect(labelled()).toContain('ACCEPT CONTRACT'); + expect(screen.getByText('CONTRACT BOARD')).toBeTruthy(); + expect(screen.getByText(/ORDERS PENDING/)).toBeTruthy(); }); it('sends both commands from Science', () => { const sent: Command[] = []; - const sci = createSciencePanel((c) => sent.push(c), () => {}); - document.body.appendChild(sci.root); - sci.update(hailed()); + act(() => apply(hailed())); + render(createElement(SciencePanel, { send: (c: Command) => sent.push(c) })); - for (const b of sci.root.querySelectorAll('button')) { - if (b.textContent?.startsWith('ACCEPT')) b.click(); + for (const b of screen.queryAllByRole('button')) { + if (b.textContent?.startsWith('ACCEPT')) fireEvent.click(b); } + expect(sent.map((c) => c.c)).toEqual( expect.arrayContaining(['acceptObjective', 'acceptContract']), ); @@ -150,42 +177,94 @@ describe('Science owns communications', () => { describe('press survives a concurrent update', () => { it('a click still fires when state updates between pointerdown and click', () => { const sent: Command[] = []; - const panel = createHelmPanel((c) => sent.push(c), () => {}); - document.body.appendChild(panel.root); - const frames = snapshots(40); - panel.update(frames[0]!); + act(() => apply(frames[0]!)); + render(createElement(HelmPanel, { send: (c: Command) => sent.push(c) })); - const stop = [...panel.root.querySelectorAll('button')].find((b) => b.textContent === 'STOP')!; - expect(stop).toBeDefined(); + const stop = screen.getByRole('button', { name: 'STOP' }); - // The exact sequence the old console broke on. - stop.dispatchEvent(new MouseEvent('mousedown', { bubbles: true })); - for (const s of frames) panel.update(s); - stop.dispatchEvent(new MouseEvent('mouseup', { bubbles: true })); - stop.click(); + // The exact sequence the pre-React console broke on. + fireEvent.mouseDown(stop); + act(() => { + for (const s of frames) apply(s); + }); + fireEvent.mouseUp(stop); + fireEvent.click(stop); + expect(stop.isConnected, 'the button under the finger was replaced mid-press').toBe(true); expect(sent.some((c) => c.c === 'throttle' && c.v === 0)).toBe(true); }); }); describe('hold controls', () => { - it('release fires even when the pointer is lost rather than lifted', () => { + it('centres the rudder when the pointer leaves rather than lifts', () => { + // A finger sliding off the button never delivers pointerup to it. If only pointerup + // stopped the hold, the ship would spin forever. const sent: Command[] = []; - const panel = createHelmPanel((c) => sent.push(c), () => {}); - document.body.appendChild(panel.root); - panel.update(snapshots(1)[0]!); + act(() => apply(snapshots(1)[0]!)); + render(createElement(HelmPanel, { send: (c: Command) => sent.push(c) })); - const port = [...panel.root.querySelectorAll('button')].find((b) => b.textContent?.includes('PORT'))!; - // jsdom has no pointer capture; stub it so the handler path is exercised. - port.setPointerCapture = vi.fn(); - - port.dispatchEvent(new Event('pointerdown', { bubbles: true }) as PointerEvent); + const port = screen.getByRole('button', { name: 'PORT' }); + fireEvent.pointerDown(port); expect(sent.filter((c) => c.c === 'turn' && c.v === -1).length).toBe(1); - // A finger sliding off the button loses capture instead of firing pointerup. The - // rudder must still centre, or the ship spins forever. - port.dispatchEvent(new Event('lostpointercapture', { bubbles: true }) as PointerEvent); + fireEvent.pointerLeave(port); expect(sent.filter((c) => c.c === 'turn' && c.v === 0).length).toBe(1); }); + + it('centres the rudder when the tab goes to the background', () => { + // The console can lose the pointer for reasons the element never sees: the phone + // locking, the browser taking the gesture, the tab being backgrounded. No event + // reaches the button, so without a window-level release the rudder stays hard over. + const sent: Command[] = []; + act(() => apply(snapshots(1)[0]!)); + render(createElement(HelmPanel, { send: (c: Command) => sent.push(c) })); + + fireEvent.pointerDown(screen.getByRole('button', { name: 'STBD' })); + expect(sent.filter((c) => c.c === 'turn' && c.v === 1).length).toBe(1); + + fireEvent(window, new Event('blur')); + expect(sent.filter((c) => c.c === 'turn' && c.v === 0).length).toBe(1); + }); +}); + +describe('the throttle lever tells the truth', () => { + const helmSnapshot = (throttle: number): Snapshot => { + const snap = snapshots(1)[0]!; + return { ...snap, player: { ...snap.player, throttle } }; + }; + + const lever = (parent: ParentNode): HTMLInputElement => { + const input = parent.querySelector('input[type="range"]'); + if (!(input instanceof HTMLInputElement)) throw new Error('no throttle lever rendered'); + return input; + }; + + it('reaches astern rather than bottoming out at all stop', () => { + // `min={0}` made REVERSE_THROTTLE_MIN unreachable by drag, and the readout insisted + // 0% while the ship made sternway. Both halves of that are checked here. + act(() => apply(helmSnapshot(-0.35))); + const { container } = render(createElement(HelmPanel, { send: () => undefined })); + + expect(lever(container).min).toBe('-0.35'); + expect(lever(container).getAttribute('aria-valuenow')).toBe('-0.35'); + expect(screen.getByTestId('throttle-readout').textContent).toBe('-35%'); + }); + + it('reads full ahead as full ahead', () => { + act(() => apply(helmSnapshot(1))); + const { container } = render(createElement(HelmPanel, { send: () => undefined })); + + expect(lever(container).getAttribute('aria-valuenow')).toBe('1'); + expect(screen.getByTestId('throttle-readout').textContent).toBe('100%'); + }); + + it('REV commands astern, not all stop', () => { + const sent: Command[] = []; + act(() => apply(helmSnapshot(0))); + render(createElement(HelmPanel, { send: (c: Command) => sent.push(c) })); + + fireEvent.click(screen.getByRole('button', { name: 'REV' })); + expect(sent).toEqual([{ c: 'throttle', v: -0.35 }]); + }); }); diff --git a/proxima-web/test/setup-bun.ts b/proxima-web/test/setup-bun.ts new file mode 100644 index 0000000..5b14157 --- /dev/null +++ b/proxima-web/test/setup-bun.ts @@ -0,0 +1,18 @@ +// Preloaded by `bun test` (see bunfig.toml). Vitest does NOT use this file — it gets a +// DOM from the `environmentMatchGlobs` entry in vite.config.ts instead. +// +// Why it exists: this repo has two test runners that both answer to something spelled +// "test". `bun run test` is vitest, the real suite. `bun test` is Bun's own runner, +// which globs the same *.test.ts files but boots them in a bare V8 with no `document` +// — so the jsdom panel tests exploded with `ReferenceError: document is not defined` +// while the vitest run went green. Two runners disagreeing about whether the console +// works is worse than having one, so Bun's gets a DOM too. +// +// The panel tests are the whole reason the console is trusted; whichever way a +// contributor types "test", they must run. + +import { GlobalRegistrator } from '@happy-dom/global-registrator'; + +if (typeof document === 'undefined') { + GlobalRegistrator.register(); +} diff --git a/proxima-web/tsconfig.json b/proxima-web/tsconfig.json index 31cae29..62d8b48 100644 --- a/proxima-web/tsconfig.json +++ b/proxima-web/tsconfig.json @@ -1,6 +1,7 @@ { "compilerOptions": { "target": "ES2022", + "jsx": "react-jsx", "module": "ESNext", "moduleResolution": "bundler", "lib": ["ES2022", "DOM", "DOM.Iterable", "WebWorker"], @@ -12,7 +13,11 @@ "skipLibCheck": true, "isolatedModules": true, "noEmit": true, - "types": ["vite/client", "node"] + "types": ["vite/client", "node"], + "baseUrl": ".", + "paths": { + "@/*": ["src/*"] + } }, "include": ["src", "test", "tools", "server"] } diff --git a/proxima-web/vite.config.ts b/proxima-web/vite.config.ts index e405247..7e99446 100644 --- a/proxima-web/vite.config.ts +++ b/proxima-web/vite.config.ts @@ -1,6 +1,9 @@ import { defineConfig, type PluginOption } from 'vite'; import { resolve } from 'node:path'; +import react from '@vitejs/plugin-react'; +import tailwindcss from '@tailwindcss/vite'; import { attachRelay } from './server/relay'; +import type { UserConfig } from 'vitest/config'; // The crew relay rides on the dev server, so `npm run dev` is the whole setup: one // port, one URL to hand round the room, no second process to remember. @@ -14,7 +17,12 @@ const relayPlugin = (): PluginOption => ({ // Two entry points: the host/pilot view (index.html) and the crew console // (station.html). Both ship from the same static build — see README §Distribution. export default defineConfig({ - plugins: [relayPlugin()], + plugins: [react(), tailwindcss(), relayPlugin()], + resolve: { + alias: { + '@': resolve(__dirname, 'src'), + }, + }, build: { target: 'es2022', rollupOptions: { @@ -27,4 +35,8 @@ export default defineConfig({ // strictPort: silently sliding to 5174 when 5173 is busy means the docs, the tests // and the human all end up talking to different servers. server: { host: true, port: 5173, strictPort: true }, -}); + test: { + environment: 'node', + environmentMatchGlobs: [['test/panels.test.ts', 'jsdom']], + }, +} satisfies UserConfig);