fix: prod-bundle boot, cloud-existence leak, observation gating (final review)

- Wrap main.js body in async main() to eliminate top-level await deadlock in Rollup
- Add npc.lastPlan so clouds persist after hidden arrival/destruction until analytic envelope expires
- Add maxEnvelopeArrival() helper; rewrite playerClouds() to use lastPlan for envelope-gated clouds
- Block markSeen() while player is mid-lane (no observation from hyperspace)
- Pass obsSys=null to playerClouds when player is in a lane (don't exclude visible band from hyperspace)
- Galaxy map clicks now select-only (intel); jumps via Nav buttons / gate diamonds only
- Add preview script, favicon no-op, .playwright-mcp/ and *.png to .gitignore, update README controls text
This commit is contained in:
2026-06-12 15:35:20 +00:00
parent 395c0e851d
commit 051a111855
11 changed files with 116 additions and 78 deletions
+4 -9
View File
@@ -5,7 +5,7 @@ import { playerSystem } from '../sim/player.js';
import { otherEnd } from '../sim/galaxy.js';
export class GalaxyView {
// onSelectSystem(systemId) -> UI intel panel; onJump(laneId) -> goTo lane
// onSelectSystem(systemId) -> UI intel panel
constructor(renderer, world, { onSelectSystem, onJump }) {
this.renderer = renderer;
this.world = world;
@@ -56,13 +56,6 @@ export class GalaxyView {
}
handleSystemTap(systemId) {
const sim = this.world;
const cur = playerSystem(sim);
// Clicking a neighbor = jump intent; clicking anything = intel selection.
const lane = sim.galaxy.lanes.find(
(l) => (l.a === cur && l.b === systemId) || (l.b === cur && l.a === systemId)
);
if (lane) this.onJump(lane.id);
this.onSelectSystem(systemId);
}
@@ -77,11 +70,13 @@ export class GalaxyView {
const sim = this.world;
const v = this.v;
const cur = playerSystem(sim);
// Mid-lane the player observes nothing; don't exclude any visible band.
const obsSys = sim.player.loc.kind === 'lane' ? null : cur;
// Probability clouds: glowing strokes along lane segments, alpha ~ weight.
const cg = this.cloudG;
cg.clear();
for (const cloud of playerClouds(sim, cur)) {
for (const cloud of playerClouds(sim, obsSys)) {
for (const seg of cloud.segs) {
const lane = sim.galaxy.lanes[seg.laneId];
const p0 = this.lanePoint(lane, seg.fromSys, seg.f0);