Commit graph

4 commits

Author SHA1 Message Date
Erik
adb9d5feab feat: major cleanup + death alerts + idle detection + Discord webhooks
Cleanup:
- Removed 109 stale asset files from static/assets/ (was 122, now 13)
- Removed static/v2/ entirely (was duplicate of root assets)
- Removed dead dashboard code: DashboardView, Layout, GlobalStats,
  CharacterCard, CharacterGrid, VitalBar, TabContainer, CombatTab,
  RaresTab, MapTab, InventoryTab, global.css, MapTransformContext
- Removed recharts dependency (425KB chunk eliminated)
- CSS reduced from 17KB to 10KB
- Added deploy-frontend.sh script for one-command build+deploy
- Updated CLAUDE.md with combat_stats, share_*, dungeon_map events
  and React frontend architecture

Death alerts (frontend + backend):
- Frontend: DeathNotification component with red banner + sawtooth
  sound when vitae goes from 0 to >0
- Backend: detects vitae transition in vitals handler, sends Discord
  webhook to #aclog with "☠️ CHARACTER died! (vitae: X%)"
- Rate-limited: max 1 Discord alert per character per 5 minutes

Idle detection (backend):
- Background task runs every 60 seconds
- Detects: vt_state "default"/"idle" OR kph=0 while in combat/hunt
- Sends Discord webhook: "⚠️ CHARACTER appears idle (state: X, KPH: 0)"
- Auto-clears alert when character becomes active again
- No duplicate alerts for same idle period

Discord integration:
- DISCORD_ACLOG_WEBHOOK env var for webhook URL
- Used by both death alerts and idle detection
- Graceful fallback when not configured

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 16:32:14 +02:00
Erik
0112c59514 feat(v2): 13 improvements — functional, visual, UX, backend
Functional:
1. Chat: "▼ New messages below" indicator when scrolled up, click to jump
2. Combat stats: "Clear Session" button (red, with confirm dialog)
3. Inventory: live updates via inventory_delta WS (re-fetches on change)
4. Inventory: real mana time from equipment_cantrip_state WS (live
   countdown with state dot: green=active, red=inactive, yellow=unknown)

Visual:
5. Thin separator line between tool links and sort buttons
6. Selected player row highlighted with darker background (#2a3344)
7. Scroll-to-top button (▲) appears when scrolled past 200px in player list

UX:
8. Double-click player dot on map opens their chat window
9. Right-click player dot shows context menu (Chat/Stats/Inv/Char/Combat/Radar)
10. Ctrl+D keyboard shortcut toggles between map and dashboard views
11. Sound notification on rare drops (880Hz sine beep via Web Audio API)

Backend:
12. Deep-merge lifetime offense/defense per element — accumulates
    total_attacks, failed_attacks, crits, damage per AttackType×Element
    instead of overwriting with latest session data
13. Startup cleanup: deletes stale combat_stats records from before
    the lifetime fix (pre-2026-04-14T09:00Z)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 13:49:40 +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
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