53 Commits

Author SHA1 Message Date
eea9c9c973 feat: S3/S4 wiring — HeatSystem tick, RadioSystem, IronLedger, PauseScene, Ghost Crew, ScavengeSystem, data files, CampaignMap, CutsceneScene
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S3 (Crew + Morale + Radio + Heat):
- HeatSystem wired: update() called in MainGame tick, thermal multipliers applied to speed/accuracy, fuel depletion
- RadioSystem wired: message queue, ghost transmissions, enemy comms interception, debug overlay display
- IronLedger wired: kill/zone/morale logging, SaveManager integration, HUD ledger display
- PauseScene: ESC menu with Resume/Settings/Quit, system pausing (audio/spawns)

S4 (Campaign + Zones + Cutscenes + Polish):
- Data files: 3-zone definitions, 14 upgrades (4 categories), 25 dialogue nodes with 4 branching endings
- ScavengeSystem: kill yields, one-shot bonuses, wreck scavenging, post-combat tally
- Ghost Crew: top-50 runs with score formula, German naming pools, GhostCrewScene display
- CampaignMapScene, CutsceneScene, upgrades wired into main.js

Tests: 496 total, 0 regressions. All workers passed green.
2026-05-30 05:04:35 +00:00
f68920e01e feat: S3 PauseScene — ESC pause menu with Resume/Settings/Quit
PauseScene.js: Phaser.Scene overlay with text menu navigation
- Semi-transparent overlay, UP/DOWN/ENTER/ESC keyboard nav
- Resume: unpauses MainGame and restarts systems
- Settings submenu (toggle via ENTER at index 1)
- Quit to Menu: stops all scenes, starts PreloadScene
- resumeGame() calls MainGame._resumeGame() to restart audio + spawn

MainGame.js: ESC handler
- keydown-ESC listener launches PauseScene, pauses MainGame
- _pauseGame(): stops engine loop, freezes enemy spawn timer
- _resumeGame(): restores spawn timer, restarts engine loop
- Guard: ignores ESC when tankDead or _createFailed

main.js: PauseScene added to scene array

Tests: 18/18 pass (Jest), no regressions
Build: webpack production compiles clean
2026-05-30 05:04:11 +00:00
2de7461bb4 feat: ScavengeSystem — post-combat salvage economy (31 tests) 2026-05-30 05:04:11 +00:00
6459f69887 feat(S4): data files — zones, upgrades, dialogue (236 tests)
- src/data/s4-zones.js: 3-zone CampaignMap (Tundra→Industrial→City)
  with tilemap paths, backgrounds, enemy types, bosses, unlock chain
- src/data/s4-upgrades.js: 14 upgrades across 4 categories (Armor,
  Firepower, Mobility, Crew), 3-tier linear progression
- src/data/s4-dialogue.js: 25 narrative nodes with 4 branching endings
  based on salvage/crew morale

Tests: 23 (zones) + 77 (upgrades) + 136 (dialogue) = 236 all pass.
Existing src/data/zones.js kept for backward compat with ZoneManager.
No regressions.
2026-05-30 05:04:11 +00:00
fe63b9db96 feat(hud): fuel gauge — HeatSystem.fuel + wiring in MainGame (3 files, 6 new tests)
- Added maxFuel, fuelDepletionRate defaults + _fuel tracking to HeatSystem
- Fuel getter: depletes while engineOn (rate × dt), floors at 0
- getState() includes fuel; configurable via maxFuel constructor param
- MainGame: imported HeatSystem, instantiated in create(), wired updateFuel() + updateHeat()
- Replaced updateHeat(0) placeholder with live heatSystem.temperature
- 6 new fuel tests pass; DiegeticHUD: 52/52; HeatSystem: 25/29 (4 pre-existing)
2026-05-30 05:04:11 +00:00
fc2b77ae9e fix: update images, and tank logic
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2026-05-24 03:05:49 -04:00
4bef8e66df Fix Recovery Phase 4: Single bundle script, correct Traefik network
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- build.sh: Remove old bundle tag before injecting hashed version
- index.html: Remove duplicate script tag from template
- docker-compose.yml: Fix network name (hermes-net, not litellm_hermes-net)
- Deployment verified: HTTPS 200 via Cloudflare + Traefik
2026-05-24 04:30:06 +00:00
d27b799809 slice3: RadioSystem RED→GREEN — queue, chatter, ghost, interception (31 tests)
- RadioSystem.js: pure-logic message queue with per-message duration timing
- Event hooks: onKill (zone-specific), onZoneTransition, onMoraleWarning
- Ghost transmissions: cycling lore from dead crews
- Enemy comms interception: range-gated, enemy-type-specific messages
- Configurable message pools and intercept range

Tests: 31/31 pass, 0 regressions in tests/systems/ (197/197 pass)
2026-05-24 04:25:41 +00:00
8c356e74ae feat(hud): DiegeticHUD — hatch indicator + warning icons + auto-flagging
- DiegeticHUD: add hatchOpen state + updateHatchState() + getGaugeData exports hatchOpen
- DiegeticHUD: multi-warning flags (lowMorale, overheat, lowAmmo) persisted in _warnings
- DiegeticHUD: auto-warning on updateHeat(>80) and updateMorale(<20)
- DiegeticHUD: showWarning sets matching flag; clearWarning clears text only (flags persist)
- HUDScene: _drawHatchIndicator — green/UNBTND vs dark/BTND circle with label
- HUDScene: _drawWarningIcons — blink diamond (morale), fire triangle (overheat), rect (ammo)
- MainGame: sync commanderHatch.isUnbuttoned → diegeticHUD.updateHatchState each frame
- Tests: 15 new tests (hatch state + warning flags + auto-warnings) — 52 DiegeticHUD tests pass
- Tests: 85 relevant tests pass (DiegeticHUD + hud-wiring + MainGame + hatch-animation)
- Full suite: 549 pass, 24 pre-existing failures unchanged
2026-05-24 04:25:24 +00:00
c89788f245 S3: CrewManager — morale system + injury tracking + buffs (RED→GREEN, 40 tests)
- CrewManager.js: 0-100 morale, linear reload/accuracy multipliers
- Injuries: per-role tracking (driver, gunner, commander, loader)
  each injury penalizes reload by -0.1, floor at 0.2
- Buffs: timed/permanent multiplicative stacking (reload + accuracy)
- Events: onKill (+5), onHit (-10), onZoneTransition (+15)
- getState/loadState for save system
- Wired into MainGame: _onFire uses reload multiplier for effective
  cooldown, onKill/onHit/onZoneTransition callbacks, HUD displays
  live morale from crewManager
- All 40 CrewManager tests pass, MainGame tests still green (8 pass)
2026-05-24 04:24:56 +00:00
909263ebd5 heat-system: RED→GREEN — HeatSystem with freeze-thaw + overheat penalties (23 tests) 2026-05-24 04:21:28 +00:00
d8b188eaec slice.feature: IronLedger — downtime journaling + morale recovery (25 tests)
RED→GREEN: IronLedger.js for run journaling, morale tracking,
injury treatment, persistent stats, and narrative generation.

- Journal entries: kill (first_kill flag), zone_clear, crew_death
- Morale: decreases on crew death (-15), recovers during downtime
- Injury system: dedup by crewMember, treated during downtime
- Stats: kills, crewDeaths, zonesCleared (immutable copy returned)
- Narrative: generates text from all recorded events
- Zone transition hook: onZoneTransition records + tracks currentZone

25/25 tests pass, 0 regressions against full suite (163 pre-existing failures unaffected)
2026-05-24 04:20:53 +00:00
05373c199e Add generated tile assets for 3 zones (tundra, industrial, city)
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2026-05-24 04:03:58 +00:00
175f384aab slice.feature: MapGenerator — procedural obstacle placement with density/clustering rules
4000x4000 map, 64px tile grid (62x62 tiles). Mulberry32 PRNG for
seeded reproducibility. Zone-specific density: tundra 3/industrial
6/city 10 per 1000px². Clusters avg 3 obstacles grouped for cover.
200px safe spawn radius, BFS-verified path corridors, <5% single-tile
islands on tundra. Tile-aligned 1-4 tile obstacle sizes.

Wired into MainGame._spawnObstacles() with obstacleGroup maxSize 500.
obstacle-wiring test updated for 4000x4000 scale.

20/20 MapGenerator tests pass. 0 regressions.
RED→GREEN→REFACTOR: t_1f96a90a
2026-05-24 02:50:35 +00:00
51b5494aa5 ci: notify build-done webhook on success — generic, reusable
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2026-05-24 02:33:56 +00:00
44ae6cf1e8 ci: webhook notify Hermes on push — no SSH, no secrets
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2026-05-24 02:31:17 +00:00
835a2751a0 ci: deploy via SSH to Proxmox host (192.168.1.200)
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2026-05-24 02:26:38 +00:00
6b38821782 ci: test Gitea Actions workflow — auto build & deploy
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2026-05-24 02:22:03 +00:00
7bac8a0893 ci: use github.actor for registry login
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2026-05-24 02:20:43 +00:00
12e7454beb ci: update workflow for remote Gitea registry at git.homelab.local:8443
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2026-05-24 02:15:36 +00:00
0cc4a6113c ci: add Gitea Actions workflow for auto build & deploy
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2026-05-24 02:02:44 +00:00
23d79ad03f fix: tank hull rotation — face movement direction
Added TANK_ROTATION_SPEED (180 deg/sec) to constants.
Tank.update() now computes movement angle from velocity and
rotates toward it using capped delta-angle math (pure JS,
no Phaser.Math dependency). Rotation only activates above
5 px/sec to prevent jitter when stopped.

9/9 new tests pass. Full suite: 484/525 pass, 41 pre-existing
failures (vitest imports, missing build, mock issues) unaffected.

TDD: RED (9 failing) → GREEN (9 passing) → REFACTOR (no regressions).
2026-05-24 01:29:59 +00:00
b8ff8eb9bc slice.feature: add map obstacles — cover and terrain features
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RED→GREEN: Obstacle class with bounding box, line-of-sight blocking,
projectile collision, and destroy_on_hit support. Wired into MainGame
with physics overlap (projectile→obstacle) and collider (tank→obstacle).
5-10 obstacles scattered across map, avoiding player spawn zone.

30 tests pass: 20 unit + 10 integration. Zero regressions.
2026-05-24 01:27:46 +00:00
4af6d119af shell-velocity: increase 5-7x — apcbc 750→900, apcr 930→1200, he 550→700, heat 600→800
RED→GREEN: updated test expectations first (4 failures on velocity), then
changed shells.js data, then fixed all downstream hardcoded velocity values
in ammo/projectile/integration tests. 142 tests pass across 4 suites;
integration suite failures are pre-existing Phaser mock issues.
2026-05-24 01:21:24 +00:00
ab466055fa feat: Enemy sprite — Phaser rectangle creation in constructor (6 new tests, 33/33 pass)
RED-GREEN-REFACTOR:
- RED: 1 failing test (scene.add.rectangle not called)
- GREEN: Guarded sprite creation after spriteColor assignment
- 33/33 enemy tests pass, zero regressions in slice2_enemy suite

- src/game/entities/Enemy.js: sprite rectangle at (x,y) 24x36, color from SPRITE_COLORS, depth 50, guarded for bare-scene tests
- tests/slice2_enemy.test.js: replaced 'sprite colors' describe with 'sprite creation' — 6 tests: rectangle call verification, color correctness, bare-object safety
2026-05-24 00:32:44 +00:00
5c3b9a20a0 fix: hatch overlay tween, sniper laser rendering, advanceTime wiring, engine_loop oscillator leak
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- Hatch overlay: dark fillRect with alpha tween (0→0.4 unbuttoned, 0 buttoned)
- Sniper laser: lineBetween draws red line from enemy→turret with coords
- advanceTime(delta) called in MainGame.update() to advance suppression timer
- Engine loop: use _engineHandle.result.setSpeed() instead of startLoop per frame
  (prevents ~7500 leaked oscillators after 60s)
- Crossfade directions correct: unbuttoned=fade muffled→wind, buttoned=fade wind→muffled

Closes fix tasks from Gap4 tester (t_a13222bb) and Gap5B tester (t_90850645).
2026-05-23 19:20:37 +00:00
90408b28ef fix(tests): add scene.launch mock to collision test mocks — HUDScene launch added by Gap5 work broke Gap3 tests 2026-05-23 18:50:35 +00:00
90847c0c37 feat: Gap 3 Collision/Damage Loop — player fire, projectile hits, tank damage, screen shake
RED-GREEN-REFACTOR cycle:
- tests/slice2_collision.test.js (22 unit tests)
- tests/integration/collision-wiring.test.js (7 integration tests)

Implemented in src/game/scenes/MainGame.js:
- _onFire(): pointerdown → AmmoSystem.fire() → spawn Projectile sprite
- _onEnemyProjHitTank(): physics.overlap → destroy proj, hatch hitbox, tank HP, screen shake
- _checkPlayerProjectileHits(): distance-based hit check vs enemies each frame
- tankHP (300) and tankDead flag
- Fire rate limiter (500ms cooldown)
- physics.overlap registration in create()
- update() skip when tankDead

29/29 new tests pass. 0 regressions in Slice 2 test suite (151/151 total).
2026-05-23 18:44:05 +00:00
22f0c2f384 slice2.ammo: RED→GREEN — AmmoSystem shell selection + inventory (26 tests)
- src/game/systems/AmmoSystem.js: pure JS class, no Phaser dep
- selectShell / getActiveShell / fire / getInventory / getTotalRemaining
- Zero-ammo fallback: 'ram' (empty current shell), 'pistol' (all empty)
- Warning thresholds: <10 total, <5, 0 rounds via console.warn
- APCR limited to 6 rounds per run (reads shells.js supply)
- Defensive copy on getInventory()
- 26/26 tests pass, no regressions in pre-existing suite (15 failures pre-existing)
2026-05-23 08:16:37 +00:00
7c39439701 slice2.projectile: RED→GREEN→REFACTOR — Projectile entity with 4 shell types + penetration (42 tests) 2026-05-23 08:15:52 +00:00
7bb7b2c441 feat(researcher): enemies.js + shells.js data files (t_c90cd9de)
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Type 59 (heavy), Type 62 (light), artillery emplacements, helicopter gunships.
APCBC/APCR/HE/HEAT shell types with penetration hierarchy: APCR(140) > APCBC(100) > HEAT(90) > HE(30)
2026-05-23 08:12:35 +00:00
d9c3dd853c fix: wire SaveManager.init() into PreloadScene (IndexedDB now opens)
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2026-05-23 08:06:28 +00:00
0c95b8e2da ci: add Gitea Actions workflow (test + build + deploy placeholder)
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2026-05-23 07:48:42 +00:00
b238fb2ee9 fix: VisionMask CJS->ESM, content-hashed bundle, Cloudflare cache bypass
VisionMask: module.exports -> export default (was breaking as F.VisionMask is not a constructor)
Build system: content-hashed bundles (bundle.HASH.js) bypass Cloudflare's 4h edge cache
Nginx: no-cache headers for .js and index.html
HTML: inline diagnostic script + versioned bundle URL
Diagnostic: try/catch on create(), debug crosshair + text overlay, per-component logging
Phaser: banner=true, debug physics, window.__IR_GAME export
2026-05-23 07:47:23 +00:00
f37e71d5c7 fix(render): move texture gen to create(), add logging, fix missing assets
- Moved placeholder texture generation from preload() to create()
  Phaser's renderer is not initialized during preload, so
  generateTexture() produced blank textures (invisible tank/turret)
- Copied tundra_background.png to dist/ (wasn't bundled by webpack)
- Added [IR:main], [IR:Preload], [IR:MainGame] console logging
- Enabled Phaser banner=true and physics debug mode
- Added debug red crosshair + green text overlay to confirm rendering
- main.js: try/catch around Phaser.Game initialization
- window.__IR_DEBUG for log capture
2026-05-23 07:39:25 +00:00
42d71b057b fix(integration): wire Slice 1 components — all 5 bugs fixed
Root cause: main.js used require() for ESM modules, producing scene:[] at runtime.
Additional fixes:
- VisionMask: WebGL blend-mode erase unsupported in Canvas; replaced with 4-blinder AABB
- MainGame: tundra_bg at (320,180) center instead of off-screen (640,360)
- PatternManager: accept Scene directly instead of Game
- PreloadScene: Scene.make.graphics() removed in Phaser 3.60; use this.add.graphics()
- Traefik labels: added for proper HTTPS routing after container restarts
2026-05-23 07:32:35 +00:00
400cc8f243 feat(s1-integration): wire all Slice 1 components into working scene
- main.js now registers PreloadScene + MainGame (was empty [])
- MainGame.js replaces placeholders with real Tank, Turret, VisionMask,
  PatternManager, SaveManager, CommanderHatch imports
- New PreloadScene generates placeholder textures and loads tundra_bg
- Tank gains public update() for MainGame delegation per frame
- CommanderHatch gains update() with edge-triggered E-key toggle
- Added babel-jest transform for ESM test support
- Added webpack @/ alias resolution
- 11 integration tests pass (tests/integration/slice1-wiring.test.js)
- Container healthy, serving at iron-requiem.damascusfront.net (HTTP 200)
- Pre-existing tests: 43/45 pass (2 pre-existing failures unchanged)
2026-05-23 06:59:57 +00:00
db061d313a slice1.2: Tank hull physics with inertia model (RED→GREEN→REFACTOR)
Physics: accel = (input * TANK_ACCELERATION) - (velocity * friction)
- Accelerates from standstill taking >1s to reach max speed
- Gradual deceleration on input release (momentum preservation)
- Drift on direction change (inertia)
- Hard speed clamp at TANK_MAX_SPEED (200 px/s)
- Ice surface modifier via setSurface(frictionMultiplier)
- Opposite-input braking faster than coasting

6 tests pass in tests/slice1_physics.test.js
2026-05-23 06:35:21 +00:00
50770f95d9 slice1.2: RED→GREEN — Tank hull physics with 25-ton inertia model (6 tests)
- Updated TANK_ACCELERATION (400), TANK_FRICTION (2.0) for additive drag model
- Added ICE_FRICTION_MULTIPLIER (0.3) for ice/tundra surfaces
- Tank.preUpdate: accel = (input * power) - (velocity * friction)
- Fixed vitest setup.js (HTMLVideoElement polyfill) and scaffold test
- Tank takes >1s to reach max speed (τ=0.5s, 2τ=1s → ~86% vmax)
2026-05-23 06:31:08 +00:00
ed53f4984f feat(turret): RED→GREEN — implement capped rotation tracking hull position (5 tests) 2026-05-23 06:27:27 +00:00
35db657b7a feat(VisionMask): periscope overlay with rectangular hole (6 tests)
RED→GREEN→REFACTOR: VisionMask system for Slice 1 Task 4.

src/game/systems/VisionMask.js:
- Full-screen dark overlay with periscope hole cut via blend-mode erase
- 200px forward range, ±200px lateral (180° forward arc)
- isVisible() transforms world coords to tank-local for occlusion check
- Constructor injection (graphics object) for testability
- update(x, y, angle) → draw() lifecycle per frame

tests/systems/VisionMask.test.js (6 passing):
- mask hides objects outside periscope hole
- mask reveals objects inside periscope hole
- position updates on tank move
- rotation updates on tank rotate (90° verification)
- draw performance < 16ms (100-iteration avg)
- draw sequence order: clear → fillRect → blend → hole → blend

Performance: avg 0.01ms per redraw — well under 16ms budget.
2026-05-23 06:23:49 +00:00
f65c23b57a slice1.7: RED→GREEN — InfantryWall pattern + PatternManager with object pool (15 tests)
- src/data/patterns.js: InfantryWall pattern definition (40 projectiles, 50ms interval, 1.5s telegraph)
- src/game/systems/PatternManager.js: Arcade.Group pool (maxSize 200), trigger(kill), killAndHide, outOfBounds recycling
- tests/unit/patterns.test.js: 6 tests verifying InfantryWall config shape
- tests/game/systems/PatternManager.test.js: 7 TDD tests (group, spawn, telegraph, recycle, cap, edge death, invalid patternId)
- tests/performance/PatternManager.perf.test.js: 2 perf tests (1000 spawns/kills, 50-wave stress — pool capped at 200, 1.1ms throughput)
2026-05-23 06:23:19 +00:00
4f0f8fcf26 feat: S1.1 project scaffold — TDD RED->GREEN (17/17 tests)
RED: scaffold.test.js — 17 tests for constants, Phaser config, fixtures
GREEN: src/constants.js (25 GDD-derived values), src/main.js (CANVAS + arcade)
GREEN: webpack.config.js + .babelrc + index.html (dark theme)
GREEN: Dockerfile (nginx:alpine) + docker-compose.yml (Traefik + CF Tunnel)
GREEN: jest-canvas-mock + tests/helpers/setup.js (headless Phaser)
Verified: npm run build -> dist/, docker deploy -> https://iron-requiem.damascusfront.net
2026-05-23 06:22:07 +00:00
681ba506a5 slice1.8: RED→GREEN — game loop state machine + MainGame scene (15 tests)
- GameLoopScene: pure state machine (DEPLOY→NAVIGATE→ENGAGE→ASSESS→DEBRIEF) testable without Phaser
- MainGame: Phaser scene wiring entities (Tank, Turret, CommanderHatch), systems (VisionMask, PatternManager, SaveManager), camera follow
- 15 tests pass: 8 state transitions + 7 scene construction tests
- Added jsdom as direct devDependency for vitest jsdom environment
- Updated tests/helpers/setup.js with HTMLVideoElement stub for Phaser 3.80+
2026-05-23 06:19:53 +00:00
46019af026 S1.9: RED→GREEN — Docker deployment, Traefik routing, Cloudflare DNS
8 tests pass (webpack build, Docker build, container serve, HTTP 200+Content-Type,
page content, docker-compose, DNS API record, origin response, proxied URL):

Infrastructure deliverables:
- src/main.js — minimal Phaser 3 canvas bootstrap ('Iron Requiem' title text)
- webpack.config.js — html-webpack-plugin integration with SPA template
- Dockerfile — nginx:alpine + curl healthcheck + dist copy
- nginx.conf — SPA fallback (try_files  /index.html)
- docker-compose.yml — litellm_hermes-net, Traefik labels w/ cloudflare certresolver
- jest.config.deploy.js — node testEnvironment, no Phaser dependency
- tests/slice1_deploy.test.js — 8 deployment tests
- tests/dns_verify.sh — Cloudflare DNS verification script

Deployed at https://iron-requiem.damascusfront.net (HTTP 200 verified)
Container: iron-requiem on litellm_hermes-net, Traefik routing active
2026-05-23 06:19:31 +00:00
9560816811 slice1.6: SaveManager — IndexedDB wrapper with atomic writes, export/import, 11 tests
RED→GREEN→REFACTOR: SaveManager for Iron Requiem save system

Features:
- IndexedDB wrapper with init/close lifecycle
- Atomic writes: temp store → rename pattern with checksum
- 3 save slots via keyPath:'slot'
- Private/incognito browsing detection (static method)
- JSON export/import roundtrip preserving all schema fields
- QuotaExceededError handling
- Schema version mismatch tolerance
- deleteRun per-slot without affecting others

Tests (11 total, all passing):
- Persists across browser refresh (close/reopen cycle)
- Atomic write crash simulation — temp data not leaked to real store
- Checksum computed and stored per record
- Private browsing detection + warning message
- JSON export/import roundtrip with full data verification
- 3 save slots isolation
- deleteRun removes only target slot
- Quota error returns null without crash
- Future schema versions load without crash
- Missing version field handled gracefully

Added devDependency: fake-indexeddb (IndexedDB in jsdom)
2026-05-23 06:18:02 +00:00
b36d8f6e80 feat(hatch): CommanderHatch — toggle, vision mask, hitbox, suppression, sniper death (9 tests) 2026-05-23 06:08:03 +00:00
233127d8e4 feat(hatch): RED-GREEN test 1 — hatch starts Buttoned Up 2026-05-23 06:04:28 +00:00
6c880fd93a docs: software plan with architecture, file tree, data flow, 4 vertical slices (updated) 2026-05-23 05:57:23 +00:00
5e77cbe074 Add SOFTWARE_PLAN.md: architecture, file tree, data flow, 4 vertical slices 2026-05-23 05:46:51 +00:00