Refactor universe sim and observer HUD
This commit is contained in:
369
SESSION.md
369
SESSION.md
@@ -2,252 +2,205 @@
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## Project State
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This repository now contains a playable Three.js/Vite prototype for a space RTS / economy sim testbed inspired by EVE Online and X4.
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This repository now contains a playable Three.js/Vite autonomous space-sim prototype that has moved away from a player-command RTS testbed and toward a game-master / observer simulation.
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The codebase has been refactored away from a single monolithic `GameApp.ts` toward a more maintainable, data-driven structure. Authored game content now lives in JSON catalogs, while runtime code is split into domain types, world-building helpers, UI presenters, and rendering helpers.
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The codebase is still TypeScript + Three.js on Vite, with authored catalogs under `src/game/data/`, but the runtime now centers on:
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The current prototype includes:
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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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- economic production loops
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- pirate harassment
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- strategic system control
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- observer-oriented HUD and camera controls
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- Two solar systems: `Helios Reach` and `Perseus Gate`
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- A large space environment with stars, planets, orbit lines, nebulae, asteroid/resource fields, and starfield
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- RTS-style ship selection, command issuance, camera movement, zoom levels, and follow-camera support
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- Three view levels based on zoom: `local`, `solar`, and `universe`
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- A bottom command bar with selection info, order buttons, and a minimap
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- A strategic HUD overlay that switches to NATO / military-style symbols at higher zoom levels
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- A generic window layer, with an initial fleet command window for managing multi-wing groups
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- App windows can now be dragged by their headers and resized from a corner grip
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- `stargate` now exists as a constructible category in the same authored pipeline as other stations
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## Current Prototype
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## Major Gameplay Systems Added
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The current build includes:
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### World / Navigation
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- a generated universe with a few dozen systems
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- 4 empire factions inspired by EVE-style sovereign powers
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- multiple pirate factions that raid empire space
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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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- Ships can travel between the two systems using staged FTL travel
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- Travel flow includes:
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- leaving gravity well
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- FTL spool
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- warp
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- arrival
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- FTL speed was increased and a basic warp streak / tunnel effect was added
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- Local ship movement is no longer purely straight-line:
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- ships bias toward curved orbital-style transfers around the system center
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- idle ships hold a passive orbit instead of freezing in place
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## Major Gameplay / Sim Systems
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### Orbital Model
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### Universe Generation
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- Stations are no longer static arbitrary points
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- Stations in `Helios` are placed on Lagrange-style offsets relative to planets
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- Stations update position over time with the planetary orbital motion
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- Ships and stations are beginning to behave like orbitals rather than free-floating markers
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- Startup no longer uses the fixed two-system authored sandbox.
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- `src/game/world/universeGenerator.ts` now generates:
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- empire capitals
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- empire mining systems
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- pirate base systems
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- central high-value systems
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- frontier filler systems
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- The generated scenario also assigns:
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- faction definitions
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- initial faction-owned stations
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- initial ship formations
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- central system IDs
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### Units / AI / Orders
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### Factions
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- Ship roles currently in the prototype:
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- military
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- transport
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- mining
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- Ship classes now distinguish:
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- frigate
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- destroyer
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- cruiser
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- industrial
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- capital
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- Unit state machine now includes states for:
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- idle / moving
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- FTL travel
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- mining and delivery
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- docking approach / docking / docked / undocking
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- patrol / escort
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- Fleets are now a first-class gameplay concept:
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- fleets have a commander, stance, high-level fleet order, and explicit wings
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- wings can be nested via parent/child relationships to represent sub-wings
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- ships now carry behavior metadata such as command, mining, escort, screen, or logistics
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- fleet orders fan out into ship-level execution orders, keeping "order" separate from "behavior"
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- Fleet tree selection is now manager-backed:
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- fleets, wings, sub-wings, and ships can be selected directly from the fleet window
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- selection is now handled through a dedicated selection manager rather than scattered UI state mutations
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- Orders currently supported:
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- move
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- transfer
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- mine
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- patrol
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- escort
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- Runtime faction state now exists in `src/game/types.ts`.
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- Factions track:
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- credits
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- ore mined
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- goods produced
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- ships built
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- stations built
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- ships lost
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- enemy ships destroyed
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- raids completed
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- stolen cargo
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- owned systems
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- Empire factions and pirate factions are distinct runtime kinds.
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### Docking / Logistics
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### High-Level AI / Delegation
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- Docking was added as a required step for transfer to stations
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- Stations have limited docking capacity and explicit docking ports
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- Carriers now act as mobile docking hosts for smaller combatants
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- Carrier recovery was corrected so docking ships reserve a pad early and approach the moving pad directly instead of stalling behind the hull
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- Mining ships now:
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- mine ore in `Perseus`
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- return to `Helios`
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- dock at a refinery
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- transfer ore
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- undock and repeat
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- Mining ships now correctly leave for the refinery once full even when the delivery leg is inter-system
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- Faction AI now acts at a strategic level instead of directly micromanaging every ship.
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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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### Economy / Inventory Foundations
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### Fleets / Wings
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- Added item storage classes:
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- `bulk-solid`
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- `bulk-liquid`
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- `bulk-gas`
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- `container`
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- `manufactured`
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- Added itemized manufactured goods for industrial progression:
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- `hull-sections`
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- `ammo-crates`
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- `naval-guns`
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- `ship-equipment`
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- `ship-parts`
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- Added deployable constructible kit items so buildables are also producible:
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- `trade-hub-kit`
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- `refinery-kit`
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- `farm-ring-kit`
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- `manufactory-kit`
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- `shipyard-kit`
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- `defense-grid-kit`
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- `stargate-kit`
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- Added module categories and starter module definitions for ships/stations
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- Added explicit recipe data for refinery and fabrication processing
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- Ships and stations now expose compatible cargo/storage/module metadata
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- Refineries track:
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- ore stored
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- active refining batch
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- refining timer
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- refined output stock
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- Stations now also maintain per-item stock internally
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- Fabricator-array stations can now build ship parts, ammo, guns, and equipment from recipe data
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- Fabricator-array stations can now also assemble deployable kits for constructibles, including stargates
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- Refinery/manufactory processing now consumes itemized inputs and produces itemized outputs through a shared recipe-driven flow
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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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### Energy / Fuel
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### Economy / Production
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- Ships now track:
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- fuel
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- energy
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- Stations now track:
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- fuel
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- energy
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- Ships consume energy/fuel depending on activity
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- Docked ships recharge energy
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- Stations recharge energy passively
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- Mining, refining, and fabrication still run through recipe-driven station logic.
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- Faction-owned inventories are effectively pooled across faction stations for recipe consumption.
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- Factions can build new ships when enough goods exist.
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- Empires can build limited defense outposts in central systems they control.
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## Testbed Layout
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### Combat / Control
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- `Helios Reach` is now the industrial / infrastructure system
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- stations are concentrated there
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- refinery loop terminates there
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- `Perseus Gate` is now the extraction / resource system
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- resource asteroid nodes are concentrated there
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- miners operate there before hauling back
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- Ships and relevant stations now have combat stats:
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- health
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- damage
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- range
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- cooldown
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- Combat is lightweight and proximity-based.
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- Central systems track control progress and controlling faction.
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- Pirate ships can steal cargo from vulnerable civilian ships.
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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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- 1 miner
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- Pirates still start with small raiding groups.
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## UI / UX State
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- Ship and station selection is supported
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- Ship multi-selection is supported via click modifiers and marquee drag selection
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- Selected ships can now be ordered to dock with the nearest friendly carrier
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- Active fleets can be selected and focused through the fleet command window
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- The fleet window now renders fleets as a real tree rather than a flat list
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- Fleet tree nodes show order, behavior, and state on ship-level entries
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- `Solar` and `universe` views now overlay high-level tactical symbology instead of relying only on 3D meshes
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- `Solar` view now shows fleet hierarchy links between commanders and wing leaders
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- Ships use role-specific long-range symbols:
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- military: hostile/combat-style diamond iconography
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- transport: boxed logistics symbol
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- mining: angular resource / industrial symbol
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- Stations and constructibles use square strategic markers with category-specific internal glyphs
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- `Universe` view groups ships into fleet counts per system and role for cleaner strategic readability
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- Focusing works for:
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- single ships: follow camera
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- stations: focus camera on the station
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- Selection panels show:
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- ship state, order, cargo, hold type, fuel, energy, modules
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- station role, docking occupancy, stored resources, refinery timing, fuel, energy, modules
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### Observer HUD
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- The old summary panel is gone.
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- The old bottom RTS command bar has been removed.
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- The bottom HUD is now a selection dock that shows:
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- selection title
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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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- Selection is no longer limited to ships and stations.
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- It is now possible to select:
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- systems
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- planets
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- ships
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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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- `Debug`
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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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## Controls
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- `Left Click`: select ships or stations
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- `Shift + Left Click`: add ships to ship selection
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- `Ctrl/Cmd + Left Click`: toggle ships in selection
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- `Left Drag`: marquee-select multiple ships
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- `Right Click`: issue move/transfer orders
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- `Right Click` with no ship selection and an active fleet: issue a fleet move order
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- `Left Click`: inspect / select systems, planets, ships, or stations
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- `Shift + Left Click`: add ships to multi-selection
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- `Ctrl/Cmd + Left Click`: toggle ships in multi-selection
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- `Left Drag`: marquee-select multiple visible ships
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- `Double Click`: center / focus the clicked target
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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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- `Q / E`: rotate camera
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- `F`: focus selection, and follow a single selected ship
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- `G`: toggle the fleet command window
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- `R`: assign selected compatible ships to dock with the nearest friendly carrier
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- `F`: focus current selection
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- `G`: toggle fleet command window
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- `Tab`: jump camera between systems
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- `B`: toggle build mode
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- `1-7`: choose constructible
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- `M`: assign mining
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- `P`: assign patrol
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- `E`: assign escort
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## Technical Notes
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- The prototype is built with:
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- Vite
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- TypeScript
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- Three.js
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- Authored data now lives in JSON files under `src/game/data/`, including:
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- `items.json`
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- `recipes.json`
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- `systems.json`
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- `modules.json`
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- `ships.json`
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- `constructibles.json`
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- `scenario.json`
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- `balance.json`
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- Shared domain and runtime types now live in `src/game/types.ts`
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- Stations now carry both coarse storage totals and itemized stock for recipes
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- The recipe graph now covers every current constructible and every current catalog item ID
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- World construction is extracted into `src/game/world/worldFactory.ts`
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- HUD creation and presentation logic are extracted into:
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- Main runtime remains concentrated in `src/game/GameApp.ts`
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- World construction and entity instancing:
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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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- `src/game/ui/hud.ts`
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- `src/game/ui/presenters.ts`
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- `src/game/ui/strategicRenderer.ts`
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- Fleet composition helpers now live in:
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- `src/game/fleet/runtime.ts`
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- Inventory helpers now live in `src/game/state/inventory.ts`
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- Selection logic is now centralized in:
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- `src/game/state/selectionManager.ts`
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- Ship-to-ship docking now reuses the same generalized docking path as station docking inside `src/game/GameApp.ts`
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- High-level symbology is rendered through a dedicated 2D HUD overlay canvas layered above the 3D scene
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- Production build is currently passing with `npm run build`
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## Known Limitations / Caveats
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- Orbital behavior is still an approximation for gameplay, not a full orbital mechanics simulation
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- Stations are on Lagrange-style offsets, but not using a physically rigorous orbital solver
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- Ship transfer paths are curved and orbit-biased, but still use authored steering rather than patched conics or n-body integration
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- Fuel / energy exist but station refueling, resupply, and depletion failure states are still minimal
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- Module definitions exist, and a generic window framework now exists, but there is still no actual ship/station designer yet
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- Production is still automated by recipe priority; there is not yet a player-facing queue UI for choosing or reordering station recipes
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- Constructible recipes currently output kit items, but build mode still spawns structures directly rather than consuming those kits
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- Docking works for logistics, but there is not yet a richer docking queue / reservation UI
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- NATO-style symbology is gameplay-oriented inspiration, not a strict APP-6 / MIL-STD implementation
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- Fleet orders currently cover patrol, move, hold, and mining, but wing-specific doctrine editing is still minimal
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- Carrier recovery exists, but launch/redeploy flows and richer carrier doctrine are still minimal
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- Window positions and sizes are not yet persisted across reloads
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- `GameApp.ts` is still carrying too much simulation responsibility.
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- Faction AI is improved, but still fairly heuristic and not yet a deep planning system.
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- Combat is lightweight and does not yet model formations, threat evaluation, or target priorities in a sophisticated way.
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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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- 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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- Continue shrinking `GameApp.ts` by extracting simulation/order logic into dedicated gameplay systems once the current rules stabilize
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- Add JSON schema validation or runtime validation for the authored data catalogs to catch content errors earlier
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- Move constructible placement and future unit spawning onto a shared scenario/entity factory pipeline
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- Introduce explicit orbital anchors for:
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- stars
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- planets
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- stations
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- asteroid belts / resource fields
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- Replace the current movement approximation with a more formal orbital transfer model
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- Add refueling and power management gameplay
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- Add ship/station fitting data structures that can later drive a designer UI
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- Expand the economy beyond ore/refining into manufactured goods and trade lanes
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- Improve FTL visuals with a fullscreen post-process distortion or tunnel effect
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- Expand the strategic overlay with threat rings, route arrows, and fleet stance/status markers
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- Extract fleet command propagation and ship AI execution out of `GameApp.ts` into dedicated simulation systems now that the fleet model has stabilized enough to justify it
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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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- 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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