Version 0.15.0 #46

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aslan merged 6 commits from imperfect-galaxy-work into main 2026-10-24 23:23:38 +02:00
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Order queue: an order with `queue: true` waits after a fleet's order and what
  was queued before it, checked as one given now (the order route's rules moved
  into services/fleet/orders.ts, so the AIs' orders are answered as before), at
  most 10, only after a move, an intercept or an orbit; the tick starts the next
  once an order is done, passing over one that can't start. Web: a small +
  beside each order button, the fleet panel's queued orders, each queued leg
  drawn at half the course line's opacity.
- Power down (fleets, probes and stations): 30 game minutes down and 30 up,
  neither called off, each confirmed in a dialog; powered down, 5% of its idle
  power, its sight alone, no fire, half its signature (its panel's Visibility
  too), no orders, splits or merges; self-destruct still works. The AIs and
  pirates never power down.
- The space menu's header: ✏️ (renaming in a dialog), 📏 (starts the ruler,
  closes the menu) and ✕, one larger square size.
- A building level the colony has no power for yet shows its gain (a new
  colony's first Robot Factory read 8 → 8); the POWER blocker still refuses it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- On a phone the sheet is swiped from its header's and footer's buttons too: a
  tap still presses one, a move past the drag threshold drags (the pointer
  captured only then) and its click is swallowed; a dialog opened from a footer
  button never drags it.
- A powered-down fleet, probe or station has its name (and a station's posting
  line) drawn at its dimmed opacity on the map.
- Polish: comments the rename left past the line width rewrapped, a broken
  sentence fixed, the power routes beside each other in the controller.
- Tests: swiping from buttons, the dimmed name read from the screen's pixels,
  mining, building, salvaging and orbiting fleets stopping as they power down.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`ASTEROID_DEPLETED`, sent when mining takes an asteroid's last unit: each human
player whose fleets were mining it or on their way to (all of them stop, as
before) is told once, naming their fleets; never an AI. `removeAsteroid` returns
the miners it stopped. The web words it, lists it in Settings before Debris
salvaged, and 📍 goes to the first of those fleets still on the map. A new enum
value and its migration; tests on two players' fleets sharing one asteroid.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each course line and queued leg is drawn by a small WebGL renderer of its own
(roundLine.ts): Excalibur's lines end square. The order's line is white at 75 %
opacity, a queued leg at 25 %; the selection ring is 1.5 wide like the orbit
rings and the lines.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
aslan merged commit e96305e7ba into main 2026-10-24 23:23:38 +02:00
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