The player ship was never wired to its own movement systems — it lacked
MaxSpeed/TurnRate (so steer_to_target skipped it) and the Player marker
(so click-to-move skipped it). Only integrate_velocity matched, leaving
the ship drifting on a hardcoded undock vector and ignoring all input.
Left-click was also bound to camera drag, selection, and move at once,
and "Approach" started a cosmetic timer that moved nothing.
New control scheme (single ship, like Stellaris minus fleet selection):
- Right-click issues a move order (was left-click, which conflicted
with selection + camera drag).
- Left-click cursor-selects the target under the cursor (was
nearest-to-camera) and deselects on empty space.
- "Approach" now actually flies to the selected target, homing onto it
via ApproachTarget even as it orbits.
- Smooth acceleration + stopping-distance arrival deceleration +
turn-rate-limited banking replace instant velocity snapping.
- A pulsing destination waypoint ring gives on-world move-order feedback.
- Undock holds position (zero velocity + at-ship MoveTarget) instead of
drifting off on a stale vector.
- Follow-cam now allows free-look rotate/zoom so the player can find
and click targets while the camera tracks the ship.
Steering is shared: the player ship and AI ships use one physics model.
AI spawn bundle gets the new required components (Acceleration,
ArrivalRadius).
Also fixes a B0001 panic in the destination-marker system: the marker
query now carries Without<PlayerShip> so it is provably disjoint from
the player Transform read.
Includes the in-system action-panel rebuild-on-change optimization
(buttons and their Interaction state persist between frames so clicks
register), which the Approach/Dock flow depends on.
Flight tuning lives in in_system/scene.rs (PLAYER_MAX_SPEED,
PLAYER_ACCELERATION, PLAYER_TURN_RATE, PLAYER_ARRIVAL_RADIUS).
Add comprehensive in-system gameplay features including:
Camera System:
- Orbit mode for galaxy/inspection views
- Follow mode for tracking player ship during flight
- Cinematic mode for docked/cutscene views
- Smooth interpolation and orbit controls
In-System Gameplay:
- Docked state at stations with undock functionality
- Flight mode with velocity and target-based navigation
- Point-and-click movement via ground plane projection
- Target selection system for POIs
Flight Controls:
- Flight state tracking with speed monitoring
- Automatic camera transitions between modes
- Flight HUD with speed indicator and status panel
- Contextual action system for approach/dock/mining
UI Updates:
- Docked station panel with system information
- Flight mode controls and hints
- Dynamic population display
This implementation provides the foundation for tactical
space gameplay with smooth camera transitions and
intuitive point-and-click navigation.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>