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
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+18
-3
@@ -86,13 +86,28 @@ function normalize(segs) {
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return segs.map((s) => ({ ...s, w: s.w / m }));
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}
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// All player-visible clouds: seen, alive, in-transit NPCs on multi-system runs.
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// Latest possible arrival under the analytic envelope (slowest legal journey).
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export function maxEnvelopeArrival(galaxy, plan) {
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const laneIds = plan.routeLanes ?? plan.legs.map((l) => l.laneId);
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let t = plan.startTime;
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for (const laneId of laneIds) t += galaxy.lanes[laneId].days * (JIT_MIN + JIT_SPAN) * DELAY_MULT;
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return t;
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}
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// All player-visible clouds: seen NPCs whose cloud envelope hasn't yet expired.
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export function playerClouds(world, observedSystemId) {
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const out = [];
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for (const npcId of world.player.seenNpcs) {
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const npc = world.npcs[npcId];
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if (!npc.alive || npc.state !== 'transit' || !npc.plan) continue;
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let segs = cloudFor(world.galaxy, npc.plan, world.t);
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// Active journey, or a finished/doomed one whose envelope hasn't expired:
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// cloud EXISTENCE must not reveal the hidden outcome either.
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let plan = null;
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if (npc.alive && npc.state === 'transit' && npc.plan) plan = npc.plan;
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else if (npc.lastPlan && world.t < maxEnvelopeArrival(world.galaxy, npc.lastPlan)) plan = npc.lastPlan;
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if (!plan) continue;
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// A ship the player can concretely see right now has no cloud.
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if (npc.alive && npc.state === 'docked' && npc.systemId === observedSystemId) continue;
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let segs = cloudFor(world.galaxy, plan, world.t);
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if (observedSystemId != null) segs = excludeVisibleBand(world.galaxy, segs, observedSystemId);
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if (segs.length > 0) out.push({ npcId, name: npc.name, segs });
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}
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@@ -22,6 +22,7 @@ export function playerKnownPrices(world, planetId) {
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// the player's system becomes "seen" — its cloud is now player-visible forever.
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export function markSeen(world) {
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if (!world.player.alive) return;
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if (world.player.loc.kind === 'lane') return; // no observation from hyperspace
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const sys = playerSystem(world);
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if (sys == null) return;
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for (const { npc } of shipsIn(world, sys)) world.player.seenNpcs.add(npc.id);
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@@ -102,6 +102,7 @@ export function planNpc(world, npc) {
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routeLanes: best.route.lanes, startSys: origin.systemId,
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startTime: t, ...itin,
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};
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npc.lastPlan = null; // superseded; v1 simplification: a fresh cloud implies the previous run ended
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npc.state = 'transit';
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world.queue.push(itin.arriveTime, 'npc-arrive', { npcId: npc.id, planId });
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}
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@@ -113,6 +114,7 @@ export function onNpcArrive(world, { npcId, planId }) {
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const plan = npc.plan;
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if (plan.finalOutcome === 'destroyed') {
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npc.alive = false;
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npc.lastPlan = plan; // cloud persists from the envelope until observed/expired
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npc.plan = null;
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npc.cargo = null;
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npc.state = 'destroyed';
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@@ -128,6 +130,7 @@ export function onNpcArrive(world, { npcId, planId }) {
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npc.credits = Math.round((npc.credits + price * npc.cargo.qty) * 100) / 100;
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world.stats.trades++;
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}
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npc.lastPlan = plan; // unobserved arrival: the player's cloud persists a while
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npc.cargo = null;
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npc.plan = null;
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world.queue.push(world.t + DOCK_DELAY, 'npc-replan', { npcId });
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