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space-game/SESSION.md

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# Session Summary
## Project State
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.
The codebase is still TypeScript + Three.js on Vite, with authored catalogs under `src/game/data/`, but the runtime now centers on:
- procedural universe generation
- autonomous faction behavior
- direct per-ship faction control
- economic production loops
- pirate harassment
- strategic system control
- observer-oriented HUD and camera controls
## Current Prototype
The current build includes:
- a generated universe with a few dozen systems
- 4 empire factions inspired by EVE-style sovereign powers
- multiple pirate factions that raid empire space
- rich central systems that factions contest for control
- faction-owned stations, ships, inventories, and combat stats
- autonomous shipbuilding and limited outpost growth
- observer controls for camera orbit, pan, focus, and inspection
## Major Gameplay / Sim Systems
### Universe Generation
- Startup no longer uses the fixed two-system authored sandbox.
- `src/game/world/universeGenerator.ts` now generates:
- empire capitals
- empire mining systems
- pirate base systems
- central high-value systems
- frontier filler systems
- The generated scenario also assigns:
- faction definitions
- initial faction-owned stations
- initial ship formations
- central system IDs
### Factions
- Runtime faction state now exists in `src/game/types.ts`.
- Factions track:
- credits
- ore mined
- goods produced
- ships built
- stations built
- ships lost
- enemy ships destroyed
- raids completed
- stolen cargo
- owned systems
- Empire factions and pirate factions are distinct runtime kinds.
### High-Level AI / Delegation
- Faction AI now acts at a strategic level and issues direct orders to ships.
- Empire AI chooses high-level goals such as:
- secure home and mining space
- contest central systems
- send miners to resource systems
- send military ships to rally and patrol targets
- Pirate AI chooses raid targets and moves military ships into hostile space.
- The fleet / wing layer has been removed from both simulation and UI.
### Economy / Production
- Mining, refining, and fabrication still run through recipe-driven station logic.
- Faction-owned inventories are effectively pooled across faction stations for recipe consumption.
- Factions can build new ships when enough goods exist.
- Empires can build limited defense outposts in central systems they control.
### Combat / Control
- Ships and relevant stations now have combat stats:
- health
- damage
- range
- cooldown
- Combat is lightweight and proximity-based.
- Central systems track control progress and controlling faction.
- Pirate ships can steal cargo from vulnerable civilian ships.
## Starting State
- Empires now start very small for easier debugging and growth observation.
- Each empire currently starts with:
- 1 miner
- 1 manufactory
- 1 refinery
- Each pirate faction currently starts with:
- 1 frigate
- 1 trade hub
- This is a bootstrap-oriented setup: factions mine first, then try to grow from minimal infrastructure.
## UI / UX State
### Observer HUD
- The old summary panel is gone.
- The old bottom RTS command bar has been removed.
- The bottom HUD is now a selection dock that shows:
- selection title
- status line
- horizontally scrolling cards for selected entities
- fallback observer details when nothing specific is selected
- A dedicated `Debug` window now contains the `New Universe` button.
### Selection / Inspection
- Selection is no longer limited to ships and stations.
- It is now possible to select:
- systems
- planets
- ships
- stations
- Double-click centers / focuses the clicked target.
- Multiple ship selections render as horizontal cards in the bottom dock.
### Windows
- Generic draggable / resizable app windows still exist.
- Main windows currently in use:
- `Ships`
- `Debug`
- The `Ships` window:
- lists ships grouped by faction
- selects a ship on click
- focuses a ship on double click
- focuses a faction home system when clicking that faction header
### Strategic Rendering
- Strategic overlay and minimap infrastructure still exist.
- The minimap canvas is still created for renderer use, but it is no longer shown in the visible HUD.
- Fleet link overlays and fleet counters were removed along with the fleet system.
## Controls
- `Left Click`: inspect / select systems, planets, ships, or stations
- `Shift + Left Click`: add ships to multi-selection
- `Ctrl/Cmd + Left Click`: toggle ships in multi-selection
- `Left Drag`: marquee-select multiple visible ships
- `Double Click`: center / focus the clicked target
- `Middle Drag`: orbit camera
- `Shift + Middle Drag`: pan camera
- `Mouse Wheel` or `-` / `=`: zoom
- `W A S D`: pan camera using the same motion as `Shift + Middle Drag`
- `Q / E`: rotate camera
- `F`: focus current selection
- `G`: toggle ships window
- `Tab`: jump camera between systems
## Technical Notes
- Main runtime remains concentrated in `src/game/GameApp.ts`
- World construction and entity instancing:
- `src/game/world/worldFactory.ts`
- Procedural universe generation:
- `src/game/world/universeGenerator.ts`
- Selection state:
- `src/game/state/selectionManager.ts`
- HUD / presentation:
- `src/game/ui/hud.ts`
- `src/game/ui/presenters.ts`
- `src/game/ui/strategicRenderer.ts`
- Production build is currently passing with `npm run build`
## Known Limitations / Caveats
- `GameApp.ts` is still carrying too much simulation responsibility.
- Faction AI is improved, but still fairly heuristic and not yet a deep planning system.
- Combat is lightweight and does not yet model formations, threat evaluation, or target priorities in a sophisticated way.
- Economic logistics are still abstracted heavily.
- Ship construction is recipe-gated but still simplified.
- Stations consume pooled faction stock rather than explicit transport delivery chains.
- Bootstrap progression is still constrained by the current station recipe / stock model.
- The ships window is useful for inspection, but the overall UI is still only partially refit for observer mode.
- There is still no persistence layer for window layouts, saves, or generated universe seeds.
## Suggested Next Steps
- Extract faction strategy into a dedicated AI / planning module
- Separate economic simulation from UI and rendering concerns
- Improve transport logistics so goods physically move through faction supply chains
- Add explicit shipyard construction queues and faction production priorities
- Rework bootstrap progression so factions can genuinely grow from near-zero infrastructure
- Add system-level threat, ownership, and economy views for game-master inspection
- Add save/load support for generated universes and long-running simulations