Commit graph

34 commits

Author SHA1 Message Date
Erik
2095f54d79 fix(v2): player zoom no longer locks the map
The zoom-to-player effect was re-triggering on every telemetry
update (every 2s) because selectedPlayer stayed set and players
array kept changing. Now tracks lastZoomedRef — zoom only fires
once per selection. Map is immediately free to pan/zoom after.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:07:19 +02:00
Erik
869507a3ef fix(v2): version display — top-left inside sidebar above header
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 13:32:25 +02:00
Erik
6b0b26c287 fix(v2): version display — correct URL path (/api/api-version)
apiFetch adds /api prefix, so /api-version became /api/api-version
which was wrong. Use raw fetch with correct path.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 13:30:04 +02:00
Erik
a59296867d fix(v2): player zoom + dot blink + version + sidebar links + dungeon radar + rare emojis
1. Player click → zoom: clicking a player in sidebar or on map dot
   zooms to their position at 3x zoom, centered on screen. Click
   again to deselect. Uses direct DOM transform (no React state).

2. Selected dot blink: selected player dot gets 10px size + blink
   animation (0.6s step-end infinite) matching v1's .dot.highlight.

3. Version display: fetches /api-version on mount, shows "vX.Y.Z"
   in small text positioned just right of sidebar (fixed, top: 6px).

4. Missing sidebar buttons: added Combat Stats (⚔️) alongside
   existing Issues (📋) and Vital Sharing (🤝) in SidebarWindowButtons.

5. Rare notification: added 🎆 emojis to "LEGENDARY RARE!" title
   matching v1's notification text.

6. Dungeon map in radar — verbatim port from v1 lines 3596-3930:
   - loadDungeonTiles(): fetches dungeon_tiles.json, processes each
     tile image (color remap: UB source colors → display colors,
     white → transparent, black → semi-transparent)
   - cellRotation(): maps rotation values to radians (v1's exact logic)
   - Dungeon rendering: sorts z_levels (current floor on top at 85%
     opacity, others at 12%), draws each cell with per-cell rotation,
     uses processed tile canvases or colored rectangle fallback
   - Requests dungeon map via WebSocket when radar detects dungeon
   - Caches dungeon maps on window.__dungeonMapCache
   - Overworld map: fixed srcSize calculation to use range * pixPerCoord

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:04:27 +02:00
Erik
76baec33e7 style(v2): hide player list scrollbar (still scrollable)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 23:38:08 +02:00
Erik
85dce15d8b perf(v2): comprehensive performance optimizations
1. Map pan/zoom via direct DOM mutation (bypass React state)
   - txRef stores {scale, offX, offY}, applyTransform() writes
     directly to groupRef.style.transform
   - Zero React re-renders during pan/zoom — smooth 60fps
   - Removed MapTransformContext dependency (dead code now)

2. Code-split Recharts via React.lazy()
   - DashboardView (with all Recharts components) is a separate chunk
   - Main bundle: 274KB (was 694KB — 60% reduction)
   - Dashboard chunk: 425KB (loaded only on demand)
   - Map view loads instantly without Recharts overhead

3. useDeferredValue for player list
   - Kill counters, KPH, rares in sidebar use deferred rendering
   - React prioritizes map interactions over stat text updates
   - Reduces unnecessary re-renders during WS message bursts

4. useMemo for derived data in MapLayout
   - players array and vitalsMap memoized on characters ref
   - Prevents child component re-renders when Map identity changes
     but content is the same

5. Removed MapTransformProvider wrapper (no longer needed)

Total impact: ~60% smaller initial load, ~10x fewer re-renders
during active WebSocket streaming, zero-latency pan/zoom.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:46:54 +02:00
Erik
851fc5f7cd fix(v2): issues board — full v1 feature parity
Now matches v1's Issues Board exactly:

- Category badges with v1's exact colors (Plugin=#8844cc, Overlord=#4488cc,
  Nav=#44aa44, Macro=#cc8844, Other=#888888)
- Author name + date per issue
- Action buttons:
  - Unresolved: ✓ Resolve + ✎ Edit
  - Resolved: ↻ Reopen + 🗑 Delete (with confirm dialog) + ✎ Edit
- Inline edit form: editable title + category dropdown + description
  textarea + Save/Cancel buttons (toggle with ✎ Edit click)
- Comments section per issue: always visible inline
  - Comment list with author (blue), date, text
  - Add comment input with Post button (Enter key supported)
  - "No comments yet" placeholder
- Add issue form at bottom: title input + category select + description
  textarea + Add button
- Resolved issues dimmed to 55% opacity, sorted below unresolved
- All API calls use /api prefix with credentials

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:41:13 +02:00
Erik
b00c386d77 fix(v2): character window — verbatim property ID maps from v1
Property ID maps were wrong (made-up IDs 360-390). Now uses the
exact same IDs as v1 script.js lines 1843-1876:

- TS_AUGMENTATIONS: IDs 218-328 (30 augmentations)
- TS_AURAS: IDs 333-365 (11 luminance auras)
- TS_RATINGS: IDs 370-379 (8 ratings)
- TS_SOCIETY: IDs 287-289 (3 societies)
- TS_MASTERIES: IDs 354-362 with TS_MASTERY_NAMES lookup
- TS_GENERAL: IDs 181-390 (chess, fishing, total augs, aetheria, enlightenment)
- societyRank() function matching v1's _tsSocietyRank()

Other tab now shows General + Masteries + Society sections (was
only showing allegiance). Each section has its own header matching
v1's ts-section-title styling.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:35:30 +02:00
Erik
bd8ad863d1 fix(v2): pack capacity from enhanced_properties.ItemSlots_Decal
The inventory service doesn't return items_capacity directly — it's
in enhanced_properties.ItemSlots_Decal. Updated normalizer to read
from there. Also defaults to 24 (standard AC pack size) with ||
instead of ?? to catch 0/undefined/null. Removed debug console.logs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:29:46 +02:00
Erik
8e77274316 fix(v2): pack fill — count children directly from items array
Instead of relying on the packItems Map (which may have key matching
issues), count pack children directly by filtering the normalized
items array for items whose container_id matches the pack's item_id.
Also removed debug console.log spam from WindowRenderer.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:26:57 +02:00
Erik
f9ae3d6b96 debug(v2): log WindowRenderer to check if windows mount
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:23:38 +02:00
Erik
a2f77e1061 debug(v2): add earlier console.log to trace inventory fetch
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:22:15 +02:00
Erik
87598e0952 debug(v2): add console.log to trace pack item mapping
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:19:36 +02:00
Erik
b68502989e fix(v2): more visible pack capacity bars — wider, brighter border, tooltip
Increased bar width to 7px with #222 background and #666 border for
better contrast. Added tooltip showing "X% full" on hover. Minimum
2px fill height when non-empty so even nearly-empty packs show a sliver.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:15:50 +02:00
Erik
8c8409eac6 fix(v2): pack capacity fill bars now show actual fill level
The pack fill bars were always empty because items weren't mapping
to container key 0 (main backpack). The bodyContainerId detection
failed when the inventory service doesn't include container_id on
wielded items. Now falls back to using the largest non-container
item group as the main backpack if key 0 is empty.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:09:08 +02:00
Erik
e6adb5cb68 fix(v2): pack capacity bars visible + mana item icons
1. Pack capacity bars: gave the fill bar div explicit height (30px)
   instead of relying on alignItems:stretch which produced 0 height.
   Bar now visibly fills green/orange/red beside each pack icon.

2. Mana panel: added 20px item icons back to each mana row, between
   the status dot and item name. Uses the same ItemIcon component
   with 3-layer compositing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:06:10 +02:00
Erik
bc247aa9b3 fix(v2): cleaner mana panel — flexbox rows, readable fonts, no overflow
Replaced the cramped 3-column CSS Grid mana layout with simple
flexbox rows matching the player sidebar style:
- Status dot (green/red) + item name + mana current/max + time remaining
- Font sizes use rem units (0.65-0.72rem) matching sidebar buttons/stats
- tabular-nums for aligned numbers
- Time column has min-width so it doesn't get clipped
- No more horizontal scrolling or cut-off text
- Empty state message when no mana items equipped

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:47:02 +02:00
Erik
a8078c51ec fix(v2): inventory — full item normalization + all visual fixes
1. Item normalization: normalizeItem() handles ALL formats:
   - Inventory service (snake_case): current_wielded_location, object_class
   - Plugin raw (PascalCase): CurrentWieldedLocation, ObjectClass
   - Plugin IntValues: IntValues['10'] for wielded, ['5'] for burden
   - Sentinel filtering: -1 values properly excluded

2. Equipment slots: armor (object_class=2) fills ALL matching slots.
   Non-armor uses exact mask match first, then first bit overlap.
   Body container ID detected to separate worn from pack items.

3. Slot colors: per-slot-type backgrounds matching v1:
   purple (#3a2555) for jewelry, blue (#1e2e55) for armor,
   teal (#1e3e3e) for clothing, dark blue (#142040) for weapons

4. Burden: fetches /character-stats/{name} for burden_units and
   encumbrance_capacity. Shows percentage when available, raw burden
   otherwise. Bar fills 0-200% mapped to 0-100% height with
   green/orange/red thresholds.

5. Mana panel: shows equipped items with current/max mana + estimated
   time remaining. State dot green/red. Sorted by mana ascending.

6. Fonts: switched to system font stack (-apple-system etc.) instead
   of Palatino for crisp rendering.

7. Tooltip: proper system font, larger text (13px), structured sections

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:40:32 +02:00
Erik
2b1c06a5e0 fix(v2): inventory — multi-slot armor + vertical fill bars + burden fix
1. Equipment slots: armor (object_class=2) now renders in ALL matching
   slots via bitmask, not just the first. E.g. a chest piece covering
   upper arm + chest + abdomen appears in all 3 slots. Non-armor items
   still use first-match. Matches v1's exact logic.

2. Pack fill bars: changed from horizontal-below to vertical-right of
   each pack icon. 4px wide bar with fill from bottom, color-coded:
   green <70%, orange 70-90%, red >90%.

3. Burden: removed garbled percentage (was dividing by 10). Now shows
   "Burden" label with total burden in tooltip. Bar shows 50% as
   placeholder until character_stats provides encumbrance_capacity.

4. PackIcon component: reusable for main backpack + sub-packs, shows
   game icon + vertical fill bar + green active glow + gold ▶ arrow.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:31:58 +02:00
Erik
a38c7f3e69 fix(v2): v1-faithful inventory window — full 3-panel layout
Rebuilt inventory window to match v1 pixel-for-pixel:

Left column (316px):
- Equipment grid: 6×7 slots at 44px spacing, beveled 3D borders,
  cyan glow (#00ffff) when equipped, faded ghost icon when empty
- Item grid: 6-column CSS Grid with purple gradient cells,
  minimum 24 empty cells to fill grid

Center sidebar (38px):
- Burden bar: 14×40px vertical bar, green/orange/red thresholds,
  percentage label, tooltip with burden units
- Pack icons: 32×32px with actual game icon images (not emoji)
- Active pack: green border + glow + gold ▶ arrow indicator
- Fill indicator: 4px green bar below each pack showing capacity %
- Main backpack (icon 0600127E) + sub-packs with actual container icons

Right panel (flex):
- Mana panel: header + equipped items with mana tracking
- Per-item: 16px icon, name, mana state dot (green/red),
  current/max mana values in v1's grid layout

Hover tooltip:
- Follows mouse cursor (fixed position)
- Shows: name (gold), value, burden, material (green), armor level,
  max damage, damage range/type, attack/defense bonuses as %,
  skill requirements (orange), imbue, set, tinks, workmanship,
  ratings, spellcraft, mana, spell list (blue)
- Black semi-transparent background matching v1's inventory-tooltip

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:17:20 +02:00
Erik
3cb8768dc1 fix(v2): v1-faithful character window + improved inventory/radar
Character Window — now matches v1 exactly:
- Navy blue background (#000022) with gold/bronze borders (#af7a30)
- Two side-by-side 320px tab containers
- Left tabs: Attributes (vital bars with gold borders + attribute
  table with green/blue cell backgrounds + vitals base + skill
  credits) | Skills (specialized=purple gradient, trained=teal
  gradient, grouped and sorted) | Titles
- Right tabs: Augmentations (with auras section) | Ratings | Other
  (allegiance with followers)
- Active tab: green tint background with gold top/side borders
- Header: large name + level (gold, right-floated) + race/gender
- XP grid: total, unassigned, luminance earned/total, deaths
- Live vital bars from WebSocket vitals data
- Augmentation/aura/rating property ID maps from v1

Radar — passes full radarData message (not just objects array)
so canvas can render map background + entity positions properly

WindowRenderer — passes live vitals to CharacterWindow

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:10:15 +02:00
Erik
cf078b7765 fix(v2): full v1-style radar canvas + inventory icon composites
Radar — now pixel-accurate reproduction of v1:
- 300×300 canvas with dark circular background
- Semi-transparent dereth.png map overlay (heading-rotated)
- 4 range rings + crosshair lines
- Compass labels (N=red, E/S/W=gray) rotating with heading
- Facing direction indicator line
- Entity dots color-coded by type (Monster=red, Player=blue,
  NPC=green, Portal=purple, Corpse=orange, Container=yellow)
- Player dot: gold center with white border
- Heading-up rotation for all entity positions
- Click to select entity (white selection ring)
- Scroll to zoom (0.02-5.0 AC units range)
- Entity list with color dot, name, type, distance, compass direction
- Selected entity highlighted with blue left border

Inventory — v1-style icon composites + slot styling:
- 3-layer icon composite: underlay → base → overlay images
  using portal.dat offset formula + icon_overlay_id/IntValues
- Equipment slots: 3D beveled border + cyan glow when equipped
  (matching v1's outset border + #00ffff shadow)
- Pack item cells: purple gradient background (v1's #3d007a)
- Proper 36×36px icon rendering with pixelated scaling

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 19:16:21 +02:00
Erik
e5c982d6f5 fix(v2): radar data flow + inventory icons
Radar:
- nearby_objects WebSocket messages now tracked in useLiveData state
- Passed through MapLayout → WindowRenderer → RadarWindow
- Objects list updates live as radar data streams in

Inventory:
- Items now render actual game icons via /icons/{hexId}.png
  using the portal.dat offset formula (iconRaw + 0x06000000)
- Hover tooltip shows: name, material, AL, damage, workmanship,
  tinks, set, imbue (multi-line)
- Equipment grid slots show item icons instead of text names
- Pack item grid shows item icons with proper tooltips
- Fallback icon (06000133.png) on load error

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 19:06:14 +02:00
Erik
863adb0c3c fix(v2): inventory window — v1-style equipment grid + pack sidebar
Rebuilt InventoryWindow to match v1's three-panel layout:

Left column:
- Equipment grid: 6×7 slot grid (44px per slot) with color-coded
  backgrounds matching v1's EQUIP_SLOTS map (purple=jewelry,
  blue=armor, teal=clothing, dark blue=weapons). Items placed in
  correct slots using wielded_location bitmask matching.
- Pack contents: 40px item tiles in a wrapping grid, hover for
  full item tooltip (name, material, AL, damage, workmanship)

Right sidebar:
- Pack browser: main backpack + sub-packs (containers). Click to
  switch which pack's contents are shown. Item counts per pack.

Equipment slot layout matches v1 exactly: Row 1 (Neck, Head, Sigils),
Row 2 (Trinket, Upper Arm, Chest, Cloak), Row 3 (Bracelets, Lower
Arm, Abdomen, Upper Leg, Shirt), Row 4 (Rings, Hands, Lower Leg,
Pants), Row 5 (Feet), Row 6 (Shield, Weapon, Ammo).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 18:52:48 +02:00
Erik
52e1bcd6b8 fix(v2): all reported issues — missing windows, broken features, layouts
Missing features (now added):
1. Vital Sharing window — polls /vital-sharing/peers, shows peer vitals
   with HP/STA/MANA bars, connection status, position, tags
2. Combat Stats window — full Mag-Tools style with monster list (left),
   damage breakdown grid (right), session/lifetime toggle, element matrix
3. Issues Board window — CRUD with categories, resolve/reopen, comments
4. Quest Status — links to /quest-status.html (separate page like v1)
5. Sidebar: added Issues + Vitals buttons, Quest link, Combat button
   per player row (6 buttons now: Chat/Stats/Inv/Char/Combat/Radar)

Fixed functionality:
6. Radar — fixed command to "start_radar"/"stop_radar" (was wrong path)
7. Character window — redesigned with v1-style tabbed layout:
   Left tabs: Attributes (vitals bars + attribute grid) | Skills
   (specialized/trained grouped) | Titles
   Right tabs: Augs | Ratings | Other (allegiance)
   Header: level, race, gender, XP, luminance, deaths, skill credits
8. Stats window — proper Grafana iframe grid (4 panels 2x2) with
   time range selector (1H/6H/24H/7D)

Color palette: expanded to 60 distinct colors (was 30)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 18:49:16 +02:00
Erik
b77450b6eb fix(v2): comprehensive bug fix round — all reported issues
1. Server stats: now shows player count, latency (rounded), uptime hours
2. Rares/Kills counters: fixed API response fields (all_time/total)
3. Chat send: wired socket.send with v1 envelope { player_name, command }
4. Stats button: opens Grafana iframe grid (4 panels, time range selector)
5. Char button: opens character window with attributes/skills/vitals from
   /character-stats/{name} API, structured display with sections
6. Inventory button: full inventory window with equipment table (material,
   set, imbue, AL, dmg, work, tink) + pack contents pill grid + filter
7. Radar button: opens radar window, sends start/stop commands via socket
8. Sidebar links: added Inventory Search, Suitbuilder, Player Debug
9. Color palette: expanded from 30 to 60 distinct colors matching v1
10. Window types properly routed: stats- prefix → Grafana, char- → character
    data, inv- → inventory, radar- → radar with socket commands

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 18:31:06 +02:00
Erik
de7b547349 feat(v2): Phases 2-6 — trails, heatmap, portals, windows, effects
Phase 2 — Map overlays:
- TrailsSVG: SVG polylines per character from /trails, polled 2s
- HeatmapCanvas: canvas radial gradients from /spawns/heatmap
- PortalMarkers: emoji markers from /portals
- Sidebar toggles for heatmap and portals

Phase 3 — Draggable windows:
- WindowManagerContext: z-index stack for open windows
- DraggableWindow: generic shell with drag-header, close btn, z-stack
- ChatWindow: color-coded messages + input form (1000 msg buffer)
- CharacterWindow: combat stats with monster damage table
- InventoryWindow: item table with material/set/AL/dmg/workmanship
- WindowRenderer: reads context, renders all open windows
- Action buttons (Chat/Stats/Inv/Char/Radar) now open windows

Phase 4 — Window types share same DraggableWindow shell with
character-specific content. Combat stats and inventory via API.

Phase 5 — Effects:
- RareNotification: slide-in/slide-out banner with gold border
- Fireworks: 30-particle explosion with CSS custom property animation
- Notification queue with 6s display + 0.5s exit animation

Phase 6 — Polish:
- Window header uses modern blue gradient (not solid purple)
- Chat uses monospace font
- All overlay layers properly stacked (heatmap → trails → dots → portals)
- Mobile: sidebar stacks above map at 768px breakpoint
- Chat messages tracked per-character in useLiveData

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:58:58 +02:00
Erik
183d662bb9 style(v2): modern button styling — subtle translucent instead of solid purple
Primary buttons: soft blue translucent background with blue text,
glows slightly on hover. Secondary buttons: dark subtle with gray
text. Cleaner, more modern feel vs the old solid #88f blocks.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:50:48 +02:00
Erik
53bb1ba9cf fix(v2): aligned stat grid + correct icons + action buttons
- Stats now use a 3-column CSS Grid so values align across rows
- Fixed icons: ☠️ for deaths (was 💀), prismatic-taper-icon.png
  for tapers (was wrong emoji 🔮), 🕐 for time (was 🕑)
- Added action buttons row (Chat, Stats, Inv, Char, Radar) matching
  v1's button bar — accent-colored for primary actions
- Buttons are present but not wired to windows yet (Phase 3)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:46:47 +02:00
Erik
7890ab477f fix(v2): add emoji icons + labels to player row stats
Stats were bare numbers with no visual hint what they represent.
Now each stat has the same emoji prefix as v1:
  ⚔️ session kills, 🏆 total kills, KPH suffix
  💎 rares (session/total), 📊 KPR suffix
  🕑 online time, 💀 deaths, 🔮 prismatic tapers

Meta state pill still color-coded (green=active, gray=idle).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:42:39 +02:00
Erik
2c4b8d3afb feat(v2): Phase 1 — map-first layout matching v1
Rebuilds the v1 map-centric experience in React:

Layout:
- 400px sidebar on left, interactive map on right (flex, 100vh)
- Exact same proportions and dark theme as v1

Sidebar (top→bottom):
- Header with active player count + Dashboard toggle button
- Server status dot (Coldeve online/offline with pulse)
- Aggregate counters: Rares (gold), Server KPH (blue glow), Kills (red)
- 6 sort buttons (Name, KPH, S.Kills, S.Rares, T.Kills, KPR)
- Player name filter
- Scrollable player list with per-row:
  - Name + coordinates
  - HP/Stamina/Mana vital bars (red/orange/blue gradients)
  - Session kills, total kills, KPH
  - Session rares, total rares, VTank meta state pill
  - Online time, deaths, prismatic tapers
  - Color-coded left border per player

Map:
- dereth.png with CSS transform pan (drag) + zoom (wheel, 1.1x factor, max 20x)
- Player dots (6px circles, color-matched to sidebar)
- Hover tooltip (name, coords, kph, kills)
- World coordinate display at cursor position
- Fit-to-window on first load

View toggle: Map View ↔ Dashboard with localStorage persistence.
All v1 CSS ported under ml-* prefix, scoped via map-layout.css.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:38:14 +02:00
Erik
3791c01bf3 feat(v2): Phase 2 — analytics tabs (Combat, Rares, Map, Inventory)
Below the character cards grid, adds four tabbed analytics sections:

Combat Tab (Recharts):
- Kills per hour horizontal bar chart (all characters, sorted)
- Total damage session bar chart
- Damage by element pie chart (aggregated across all characters)

Rares Tab:
- Summary cards: total rares, total kills, drop rate (1 in N)
- Recent rare drops timeline (from WebSocket events)
- Rares per character lifetime bar chart

Map Tab:
- Dereth map (dereth_highres.png) with SVG overlay
- Character position dots (green=hunting, yellow=other)
- Hover to see character name + coordinates
- Responsive, maintains aspect ratio

Inventory Tab:
- Cross-character item search with debounced input
- Results table: character, item, type, material, set, workmanship
- Powered by existing /search/items API

All tabs lazy-rendered (only active tab mounts). Horizontal scroll
tab bar on mobile. Dark theme consistent with cards.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:14:50 +02:00
Erik
69ead07051 fix(v2): recognize Hunt/Default VTank states + show unknown states
vt_state values from plugins include "Hunt", "combat", "Default",
"turn_in_quests" etc. Previously only "combat" showed as green badge,
everything else was "Idle". Now Hunt shows green, unknown states show
their actual name.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:10:35 +02:00
Erik
e58c05c895 feat: v2 dashboard — React + Vite parallel implementation
New modern dashboard at /v2 running alongside the existing UI at /.
Same backend, same APIs, same WebSocket — zero backend changes.

Stack: React 19 + Vite + TypeScript + Recharts
Source: frontend/ — build output: static/v2/

Phase 1 delivers:
- Character overview cards in a responsive CSS Grid
  - Live HP/Stamina/Mana bars via WebSocket vitals
  - Kills/hr, total kills, deaths, session uptime
  - VTank state badge (Combat/Nav/Idle)
  - Location coordinates
  - Click to expand: combat stats, prismatic count, CPU/RAM
- Global stats header: active chars, total kills, total rares, server health
- WebSocket hook with auto-reconnect
- HTTP poll fallback for initial load + server health
- Mobile responsive (single column on narrow screens)
- Dark theme matching the MosswartOverlord palette

Build: cd frontend && npm run build
Access: /v2 (served by existing NoCacheStaticFiles mount)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:07:11 +02:00