[PARITY] Scenarios, Power Grid & Freezers, Caravans & Backup Pipeline #29

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Summary of Changes

Closes #5, #8, #27, #28.

This PR implements the Quad-System Parity & Infrastructure Expansion:

1. Onboarding Scenarios & Colony Relocation / Abandonment (Closes #27)

  • Scenarios in Map-Gen: Added crashlanded (3 survivors, standard supplies), lone_prospector (1 industrial pioneer, pre-unlocked electricity, high-tech weapon), and tribal_exiles (5 nomads, bows & clubs, sunberry pemmican reserves).
  • Charter Registration UI: Added Starting Scenario dropdown in the charter registration form with scenario descriptions and preview.
  • Colony Relocation / Migration: Implemented RELOCATE_COLONY command in sim-core, which gathers all surviving colonists and packed stockpile inventory, generates a fresh deterministic colony map at the target world tile coordinates, updates settlement coordinates, and preserves colonist injuries, skills, and schedules.
  • Relocation UI: Surveying any habitable world tile on the Planetary World Map provides an "Abandon & Relocate Colony Here" action button with confirmation dialog.

2. Power Grid, Electricity, Indoor Climate Control & Food Spoilage Freezers (Closes #28)

  • Power Grid Circuit Graph: Disjoint-set graph solver over touching conduits and appliances.
  • Electrical Appliances: Conduits, Wood Generator (+1000W), Solar Panel (+1700W scaled by daylight light level), Battery Bank (10,000 Wh accumulator with surplus charge / deficit discharge), Electric Heater (175W), Cooler (200W), Standing Lamp (30W).
  • Climate & Thermostats: Implemented SET_THERMOSTAT command with targetTempC setting (-30°C to +50°C). Coolers and heaters heat or chill enclosed room tiles toward setpoints.
  • Perishable Food & Spoilage: Added spoilTicksRemaining to food items. Sub-zero temperatures (T \le 0^\circ\text{C}) freeze spoilage timers completely (walk-in freezers), cool temperatures (0..10^\circ\text{C}) slow spoilage by 3×, and room temperatures spoil food into spoiled_rot.
  • Power & Climate UI:
    • Live Power Grid monitor in Top HUD badge (⚡ Grid: 1000W / 175W (+825W) • Bat: 10000/10000Wh).
    • Thermostat controls with quick freezer preset (-10°C) and step buttons in Tile & Structure inspector.
    • Dedicated "Power & Climate" Architect Toolbar category.
    • Procedural 16-bit SNES pixel art sprites for all 7 power/climate buildings and 3 new food/rot items.

3. World Map Caravans & Physical Expeditions (Closes #5)

  • Caravan Entities: Full caravan simulation (FORM_CARAVAN, DISPATCH_CARAVAN, SETTLE_CARAVAN) tracking world coordinates, destination, progress, packed pawn members, and item inventory.
  • World Map Travel: Advances travel progress along planetary path tiles based on colonist movement speed and hilliness terrain cost.
  • World Map UI:
    • "Dispatch Expedition Caravan" action on the surveyed world tile inspector.
    • Active caravans are rendered live on the 2D world map canvas with pink diamond icons, dashed expedition routes, and progress percentages.

4. Automated Production Backups & Dev/Staging Realm Pipeline (Closes #8)

  • Production Backup Script (scripts/backup.mjs): Safe atomic database snapshot using SQLite VACUUM INTO with PRAGMA integrity_check, SHA-256 checksum computation, file size verification, and rolling retention policy (24 hourly backups, 30 daily backups).
  • Database Restoration Utility (scripts/restore-backup.mjs): Automated restore script with pre-restore safety copy and post-restore integrity check.
  • Package Scripts: Added npm run backup, npm run backup:remote, npm run restore.

Verification & Testing

  • sim-core: 34/34 vitest unit tests passing (100% green), including 6 dedicated quad-system determinism tests.
  • server: 4/4 integration tests passing, including account persistence, offline shield, and world trade.
  • typecheck: Strict TypeScript compilation clean with 0 errors across all workspaces (@frontier/sim-core, @frontier/server, @frontier/client).
  • build: Full production build succeeds cleanly.
## Summary of Changes Closes #5, #8, #27, #28. This PR implements the **Quad-System Parity & Infrastructure Expansion**: ### 1. Onboarding Scenarios & Colony Relocation / Abandonment (Closes #27) - **Scenarios in Map-Gen**: Added `crashlanded` (3 survivors, standard supplies), `lone_prospector` (1 industrial pioneer, pre-unlocked electricity, high-tech weapon), and `tribal_exiles` (5 nomads, bows & clubs, sunberry pemmican reserves). - **Charter Registration UI**: Added Starting Scenario dropdown in the charter registration form with scenario descriptions and preview. - **Colony Relocation / Migration**: Implemented `RELOCATE_COLONY` command in `sim-core`, which gathers all surviving colonists and packed stockpile inventory, generates a fresh deterministic colony map at the target world tile coordinates, updates settlement coordinates, and preserves colonist injuries, skills, and schedules. - **Relocation UI**: Surveying any habitable world tile on the Planetary World Map provides an "Abandon & Relocate Colony Here" action button with confirmation dialog. ### 2. Power Grid, Electricity, Indoor Climate Control & Food Spoilage Freezers (Closes #28) - **Power Grid Circuit Graph**: Disjoint-set graph solver over touching conduits and appliances. - **Electrical Appliances**: Conduits, Wood Generator (+1000W), Solar Panel (+1700W scaled by daylight light level), Battery Bank (10,000 Wh accumulator with surplus charge / deficit discharge), Electric Heater (175W), Cooler (200W), Standing Lamp (30W). - **Climate & Thermostats**: Implemented `SET_THERMOSTAT` command with `targetTempC` setting (-30°C to +50°C). Coolers and heaters heat or chill enclosed room tiles toward setpoints. - **Perishable Food & Spoilage**: Added `spoilTicksRemaining` to food items. Sub-zero temperatures ($T \le 0^\circ\text{C}$) freeze spoilage timers completely (walk-in freezers), cool temperatures ($0..10^\circ\text{C}$) slow spoilage by 3×, and room temperatures spoil food into `spoiled_rot`. - **Power & Climate UI**: - Live Power Grid monitor in Top HUD badge (`⚡ Grid: 1000W / 175W (+825W) • Bat: 10000/10000Wh`). - Thermostat controls with quick freezer preset (-10°C) and step buttons in Tile & Structure inspector. - Dedicated "Power & Climate" Architect Toolbar category. - Procedural 16-bit SNES pixel art sprites for all 7 power/climate buildings and 3 new food/rot items. ### 3. World Map Caravans & Physical Expeditions (Closes #5) - **Caravan Entities**: Full caravan simulation (`FORM_CARAVAN`, `DISPATCH_CARAVAN`, `SETTLE_CARAVAN`) tracking world coordinates, destination, progress, packed pawn members, and item inventory. - **World Map Travel**: Advances travel progress along planetary path tiles based on colonist movement speed and hilliness terrain cost. - **World Map UI**: - "Dispatch Expedition Caravan" action on the surveyed world tile inspector. - Active caravans are rendered live on the 2D world map canvas with pink diamond icons, dashed expedition routes, and progress percentages. ### 4. Automated Production Backups & Dev/Staging Realm Pipeline (Closes #8) - **Production Backup Script (`scripts/backup.mjs`)**: Safe atomic database snapshot using SQLite `VACUUM INTO` with `PRAGMA integrity_check`, SHA-256 checksum computation, file size verification, and rolling retention policy (24 hourly backups, 30 daily backups). - **Database Restoration Utility (`scripts/restore-backup.mjs`)**: Automated restore script with pre-restore safety copy and post-restore integrity check. - **Package Scripts**: Added `npm run backup`, `npm run backup:remote`, `npm run restore`. --- ### Verification & Testing - **sim-core**: 34/34 vitest unit tests passing (100% green), including 6 dedicated quad-system determinism tests. - **server**: 4/4 integration tests passing, including account persistence, offline shield, and world trade. - **typecheck**: Strict TypeScript compilation clean with 0 errors across all workspaces (`@frontier/sim-core`, `@frontier/server`, `@frontier/client`). - **build**: Full production build succeeds cleanly.
- Scenarios: crashlanded, lone_prospector, tribal_exiles in map-gen and onboarding UI (Issue #27)
- Relocation: RELOCATE_COLONY command migrating surviving colonists and packed goods (Issue #27)
- Power Grid: conduits, wood generator (+1000W), solar panel (+1700W), battery bank (10kWh), brownouts (Issue #28)
- Climate & Freezers: SET_THERMOSTAT, electric heater, cooler, sub-zero spoilage freezing, rot decay (Issue #28)
- Caravans: FORM_CARAVAN, DISPATCH_CARAVAN, SETTLE_CARAVAN, world map expedition routes & rendering (Issue #5)
- Backups: automated production and local backup & restore scripts with VACUUM INTO and 24h/30d retention (Issue #8)
- UI: Power HUD badge, thermostat controls, power architect tab, and 16-bit SNES procedural pixel sprites
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Merge approved by @johnw via Antigravity chat on 2026-10-18: " ship it\

Merge approved by @johnw via Antigravity chat on 2026-10-18: " ship it\
agent-gemini closed this pull request 2026-10-18 12:46:16 +02:00

Pull request closed

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