UB's tiles were authored for a mirrored-X rendering space. Instead of
mirroring coordinates (which breaks positioning), flip each tile image
horizontally during pre-processing and negate the cell rotation angles
to compensate. Cell and object positions remain direct (no mirroring).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
UB mirrors both cell positions and player position within layer space,
so relative offset is direct (mirrors cancel out). Removed X negation.
Added float tolerance for rotation quaternion W component comparison
(was using strict equality which fails on floating point values).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Negate Y delta for dungeon tiles and objects so north points up
(AC Y+ = north, canvas Y+ = down)
- Wrap early COM calls in try/catch to prevent RPC_E_SERVERFAULT
during state transitions (portal loading, etc.)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
UB uses mirrored X: x = -(cell.X - playerX), direct Y: y = cell.Y - playerY.
Applied same transform to tile rendering, object positioning, and
entity list distance calculations in dungeon mode.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Process each tile through canvas pixel manipulation:
- White pixels → transparent (same as UB's MakeTransparent)
- Remap UB's 5 source colors (walls, inner walls, ramps, floors, stairs)
to readable display colors on dark background
- Black outlines made semi-transparent
- Current floor at 85% opacity, other floors at 12%
- Non-current floors drawn first, current floor on top
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
361 of 614 tile files have .bmp extension but are actually PNG.
Now detects magic bytes and sets correct MIME type per tile.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Extract 614 UB tile BMPs into dungeon_tiles.json (287KB base64 bundle).
Frontend loads tiles once, then draws them rotated per-cell using
environment IDs. Falls back to colored rectangles if tiles not loaded.
Current floor at 70% opacity, other floors at 15%.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Backend: dungeon_map event handler with permanent in-memory cache
by landblock ID, request_dungeon_map for late-joining browsers
- Frontend: render dungeon cells as colored rectangles when in dungeon,
multi-level Z support (current floor bright, others dimmed),
automatic overworld/dungeon switching based on is_dungeon flag,
raw physics coordinate positioning for dungeon objects
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Draws a rotated/scaled slice of the overworld map behind radar dots.
Map clips to the radar circle, rotates with heading-up mode, and
renders at 40% opacity so dots remain visible on top.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace dereth.png with Thwargle's highres_colorCorrect.png (2041x2041).
Same coordinate bounds (-102.1 to 102.1), dimensions read dynamically.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Replace range dropdown with smooth scroll-wheel zoom on canvas
- Click dot on canvas to select it (white ring + name label)
- Click row in entity list to select on canvas
- Click again to deselect
- Selected row highlighted with blue accent in list
- Auto-scrolls list to keep selected row visible
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
AC heading is standard clockwise (0=N, 90=E). Both compass labels
and object rotation need positive heading — previous negation broke
the compass while fixing objects. Now both use the same sign.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
AC's Actions.Heading uses opposite rotation from standard math
angles (confirmed by UtilityBelt's HeadingToQuaternion negation).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Compass is now always heading-up: player facing direction is fixed
pointing up, N/E/S/W labels rotate around the edge as player turns
- Fix: reopening a closed radar window now resends start_radar command
so streaming resumes without needing a full page refresh
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Browser can open a radar window per character that streams nearby
monsters, players, NPCs, portals, and other objects in real-time.
On-demand activation via start_radar/stop_radar commands through
the existing WebSocket command channel.
- Backend: nearby_objects event handler with in-memory cache and broadcast
- Frontend: canvas mini-map + entity list table in draggable window
- Radar button added to player list alongside Chat/Stats/Inventory/Char
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
🧝♂️ Fix 1: The Mailman Story
Imagine you're a mailman delivering letters. Before, you had to
knock on every door and wait for someone to answer before you could
go back to your truck and get more letters.
But your truck keeps getting MORE letters dumped in it! And if
you're stuck waiting at grandma's door... your truck overflows
and letters fall everywhere! 📬💥
The fix: Now you have a magic helper elf! You hand the letters to
the elf and say "you go deliver these!" while you run back to the
truck to grab more. The elf handles the doors, you handle the truck.
Nobody waits! 🧝♂️✨🍕 Fix 2: The Pizza Party Story
Now let's talk about that elf. The elf had a problem too!
Imagine you have 5 friends at a pizza party and you're handing out
slices. Before, the elf would:
1. Give pizza to Tommy → wait for him to take a bite 🍕
2. Give pizza to Sally → wait for her to take a bite 🍕
3. Give pizza to Bobby → wait for him to take a bite 🍕
So boring! Everyone's just sitting there hungry!
The fix: Now the elf throws ALL the pizza slices at the same time!
🍕🍕🍕🍕🍕 Everyone gets their pizza at once and nobody has to
wait for Tommy to finish chewing!
Yay! 🎉
Technical details:
- Use asyncio.create_task() to fire-and-forget broadcasts
- Use asyncio.gather() to send to all browsers concurrently
- Plugin receive loop no longer blocks on slow browser clients
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Widen the inventory layout so the backpack column no longer crowds the paperdoll, and base mana active/inactive display on the live data currently available from inventory payloads.
Grow the inventory window and mana panel dynamically based on tracked item count so all mana entries remain visible without introducing a scrollable panel.
Adjust the inventory mana panel to fit beside the backpack column without overlap, prevent the panel from scrolling, shrink composite icons correctly, and refine mana-state derivation using existing item spell data.
Move the Mana panel to the right of the backpack column, widen the inventory window, and switch to a smaller Mag-Tools-style row layout with compact icons and status dots.
Derive equipped item mana state and time-remaining data in inventory-service, then render a Mana panel inside the inventory window with live icon, state, mana, and countdown display.
Describes the full search pipeline, item loading, bucket creation,
armor reduction, scoring weights, and constraint satisfaction logic.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>