Simplify simulation and restore ship browser
This commit is contained in:
60
SESSION.md
60
SESSION.md
@@ -8,7 +8,7 @@ The codebase is still TypeScript + Three.js on Vite, with authored catalogs unde
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- procedural universe generation
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- autonomous faction behavior
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- fleet / wing hierarchy
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- direct per-ship faction control
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- economic production loops
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- pirate harassment
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- strategic system control
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@@ -24,12 +24,6 @@ The current build includes:
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- rich central systems that factions contest for control
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- faction-owned stations, ships, inventories, and combat stats
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- autonomous shipbuilding and limited outpost growth
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- fleet and wing structure with behaviors such as:
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- `command`
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- `screen`
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- `mining`
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- `logistics`
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- `escort`
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- observer controls for camera orbit, pan, focus, and inspection
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## Major Gameplay / Sim Systems
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@@ -67,23 +61,14 @@ The current build includes:
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### High-Level AI / Delegation
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- Faction AI now acts at a strategic level instead of directly micromanaging every ship.
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- Faction AI now acts at a strategic level and issues direct orders to ships.
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- Empire AI chooses high-level goals such as:
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- secure home and mining space
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- contest central systems
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- assign industrial fleets to mining loops
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- Pirate AI chooses raid targets and dispatches fleets into hostile space.
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- Fleet-level orders are now the intended command boundary between:
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- faction strategy
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- fleet / wing execution
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- This work was specifically done to stop faction AI from stomping `screen` behavior with raw ship move orders.
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### Fleets / Wings
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- Fleet creation now groups ships per faction and role in `src/game/fleet/runtime.ts`.
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- War fleets and industry fleets are generated from faction-owned ships.
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- Wing behaviors remain meaningful at the tactical layer.
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- `screen` is intended to remain subordinate to fleet command rather than independent faction micromanagement.
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- send miners to resource systems
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- send military ships to rally and patrol targets
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- Pirate AI chooses raid targets and moves military ships into hostile space.
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- The fleet / wing layer has been removed from both simulation and UI.
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### Economy / Production
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@@ -106,11 +91,14 @@ The current build includes:
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## Starting State
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- Empires now start very small for easier debugging and growth observation.
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- Each empire currently starts with only 3 ships:
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- 1 frigate
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- 1 hauler
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- Each empire currently starts with:
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- 1 miner
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- Pirates still start with small raiding groups.
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- 1 manufactory
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- 1 refinery
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- Each pirate faction currently starts with:
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- 1 frigate
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- 1 trade hub
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- This is a bootstrap-oriented setup: factions mine first, then try to grow from minimal infrastructure.
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## UI / UX State
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@@ -123,7 +111,6 @@ The current build includes:
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- status line
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- horizontally scrolling cards for selected entities
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- fallback observer details when nothing specific is selected
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- Fleet launch controls were removed from the main HUD.
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- A dedicated `Debug` window now contains the `New Universe` button.
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### Selection / Inspection
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@@ -136,19 +123,24 @@ The current build includes:
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- stations
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- Double-click centers / focuses the clicked target.
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- Multiple ship selections render as horizontal cards in the bottom dock.
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- Fleet window tree selection still works.
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### Windows
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- Generic draggable / resizable app windows still exist.
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- Main windows currently in use:
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- `Fleet Command`
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- `Ships`
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- `Debug`
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- The `Ships` window:
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- lists ships grouped by faction
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- selects a ship on click
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- focuses a ship on double click
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- focuses a faction home system when clicking that faction header
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### Strategic Rendering
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- Strategic overlay and minimap infrastructure still exist.
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- The minimap canvas is still created for renderer use, but it is no longer shown in the visible HUD.
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- Fleet link overlays and fleet counters were removed along with the fleet system.
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## Controls
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@@ -160,10 +152,10 @@ The current build includes:
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- `Middle Drag`: orbit camera
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- `Shift + Middle Drag`: pan camera
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- `Mouse Wheel` or `-` / `=`: zoom
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- `W A S D`: pan camera
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- `W A S D`: pan camera using the same motion as `Shift + Middle Drag`
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- `Q / E`: rotate camera
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- `F`: focus current selection
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- `G`: toggle fleet command window
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- `G`: toggle ships window
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- `Tab`: jump camera between systems
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## Technical Notes
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@@ -173,8 +165,6 @@ The current build includes:
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- `src/game/world/worldFactory.ts`
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- Procedural universe generation:
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- `src/game/world/universeGenerator.ts`
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- Fleet composition helpers:
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- `src/game/fleet/runtime.ts`
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- Selection state:
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- `src/game/state/selectionManager.ts`
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- HUD / presentation:
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@@ -191,16 +181,16 @@ The current build includes:
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- Economic logistics are still abstracted heavily.
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- Ship construction is recipe-gated but still simplified.
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- Stations consume pooled faction stock rather than explicit transport delivery chains.
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- Fleet window remains useful, but the overall UI is now only partially refit for observer mode.
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- Bootstrap progression is still constrained by the current station recipe / stock model.
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- The ships window is useful for inspection, but the overall UI is still only partially refit for observer mode.
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- There is still no persistence layer for window layouts, saves, or generated universe seeds.
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## Suggested Next Steps
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- Extract faction strategy into a dedicated AI / planning module
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- Extract fleet order execution into its own gameplay system
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- Separate economic simulation from UI and rendering concerns
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- Improve transport logistics so goods physically move through faction supply chains
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- Add explicit shipyard construction queues and faction production priorities
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- Improve combat behavior so `screen`, `escort`, and `command` have stronger distinct tactical roles
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- Rework bootstrap progression so factions can genuinely grow from near-zero infrastructure
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- Add system-level threat, ownership, and economy views for game-master inspection
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- Add save/load support for generated universes and long-running simulations
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