Commit graph

104 commits

Author SHA1 Message Date
Erik
c4856dc701 feat: compute base item values by reversing active spell buffs
Extract spell effect mappings from Dictionaries.cs into spell_effects.json.
During item ingestion, compute_base_values() reverses active enchantment
effects to get true base stats:
- base_armor_level: armor without Impenetrability buffs
- base_max_damage: damage without Blood Drinker buffs
- base_attack_bonus: attack without Heart Seeker buffs
- base_melee_defense_bonus: defense without Defender buffs
- base_elemental_damage_vs_monsters: elemental without Spirit Drinker
- base_mana_conversion_bonus: mana conv without Hermetic Link

New columns in ItemCombatStats, exposed in search CTEs.
Frontend: Base Armor and Base Dmg columns (hidden by default, toggle on).
Requires ALTER TABLE migration before deploy.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 12:31:39 +02:00
Erik
77e5a544d1 fix: restore sort click to full th area, not just label span
Sort listener was on .th-label span only, making clickable area too
small. Moved back to full .sortable th element. The × hide button
already uses stopPropagation so it won't trigger sort.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 11:28:28 +02:00
Erik
84d651ac44 fix: filter garbage weapon_time values (67108882 is flag data, not speed)
Some unidentified items have IntValues[218103835] = 67108882 which is
a bitmask/flags value, not weapon speed. Cap at 100 in extraction and
filter >100 in frontend display. AC weapon speed is typically 0-50.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 11:18:00 +02:00
Erik
8943133ae3 feat: move column toggles into table headers
Replace separate checkbox bar with inline × buttons in each column
header. Click × to hide a column. Hidden columns appear in a bar
above the table with + buttons to restore them. Sort by clicking
the column label text. Persisted to localStorage.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 10:12:01 +02:00
Erik
faff102e09 fix: broken template literal in displayResults caused JS syntax error
Unclosed string on line 570 prevented entire inventory.js from loading,
breaking character list and all search functionality.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-09 10:06:09 +02:00
Erik
5b706d45e0 feat: add weapon speed, attack bonus, melee defense columns
Backend: add weapon_time and melee_defense_bonus to search CTE.
Frontend: show Speed, Attack Bonus (+%), Melee Def (+%) columns
visible by default. Material/Workmanship hidden by default.
Attack bonus and melee defense shown as percentage offset from 1.0.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 18:24:32 +02:00
Erik
0b91f111ad feat: weapon stat columns + column visibility toggles
New columns: Max Damage, Attack Bonus, Material, Workmanship.
All columns now driven by RESULT_COLUMNS config array.
Column visibility toggles bar above results — checkboxes to
show/hide any column, persisted to localStorage.
Coverage column hidden by default.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 18:22:13 +02:00
Erik
9749eafde4 feat: add weapon type filter (heavy, light, finesse, 2H, bow, crossbow, thrown, caster)
Backend: new weapon_type query parameter on /search/items.
Uses skill ID from IntValues[218103840] for melee types (Heavy=44,
Light=45, Finesse=46, TwoHanded=41) and name matching for missile
sub-types (bow, crossbow, thrown). Caster = ObjectClass 31.

Frontend: dropdown appears when "Weapons" radio selected, hidden otherwise.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 17:41:07 +02:00
Erik
5b26a19666 feat: complete inventory search frontend — weapons, filters, status column
- Add Weapons and Clothing equipment type radio options
- Add Weapon/Combat Stats filter card: damage, attack bonus, crit resist, tinks
- Add Item Properties filter card: material, level req, workmanship, value, burden
- Add Item State filter card: spell text search, bonded, attuned, rare checkboxes
- Add Status column (Equipped/Inventory) to results table
- Remove dead Slot View button and section (no JS handlers existed)
- Update clearAllFields() for all new inputs
- All changes frontend-only — suitbuilder and backend API untouched

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 17:10:35 +02:00
Erik
8432c5f7c3 fix: match object rotation to cell canvas rotation in dungeons
Two issues caused objects to float relative to dungeon map:
1. rotAngle used (heading + PI) but canvas uses (PI - heading)
   - these differ: sin(x+PI) = -sin(x) vs sin(PI-x) = sin(x)
2. Object dy was negated, but 180° heading offset already handles N/S
   - double N/S flip caused objects to drift with heading changes

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 16:24:06 +02:00
Erik
6c500f7cdb fix: add 180° heading offset for dungeons (from UB line 1013)
UB applies HeadingToQuaternion(heading - 180) for dungeon rendering.
The layer has Y increasing downward, and the 180° offset flips N/S.
Reverted coordinates to Version 1 (X mirror, Y direct) which had
correct tile connections, and added the 180° heading offset that UB
uses to fix N/S orientation.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 16:17:16 +02:00
Erik
203ae0a4fb fix: revert to Version 1 approach (tiles connected) + just add Y negate
Version 1 (X mirror, Y direct) had correct tile connections but N/S
flipped. Previous attempts to fix N/S also changed rotation handling
which broke tiles. This commit reverts tile processing (no flip),
reverts rotation (exact UB values), and only adds Y negation to
Version 1's working coordinates. No other changes.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 16:10:58 +02:00
Erik
8b605a4cae fix: horizontally flip tile images + negate rotation
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>
2026-04-08 16:00:57 +02:00
Erik
8d2e74397b fix: remove X mirror, fix rotation float tolerance
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>
2026-04-08 15:48:07 +02:00
Erik
b067a148f3 fix: flip dungeon Y for north-up, guard COM exceptions
- 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>
2026-04-08 15:43:15 +02:00
Erik
3857c0de79 fix: mirror X axis for dungeon tiles to match UB coordinate system
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>
2026-04-08 15:31:23 +02:00
Erik
683d1cf337 feat: UB-style tile processing — white transparent, color remapping
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>
2026-04-08 15:21:58 +02:00
Erik
06f326cce0 fix: detect PNG vs BMP format in dungeon tiles
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>
2026-04-08 15:18:09 +02:00
Erik
e2982e34b5 feat: render actual dungeon tile textures in radar
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>
2026-04-08 15:14:52 +02:00
Erik
b941a29f04 feat: add dungeon map streaming and rendering in radar
- 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>
2026-04-08 13:16:36 +02:00
Erik
2f21159acb feat: add dereth.png map background to radar canvas
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>
2026-04-08 12:49:38 +02:00
Erik
2b9aa7f4ae revert: switch back to original dereth.png (6123x6123)
The original high-res map matches GoArrow's in-game map.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 12:47:14 +02:00
Erik
672819e591 feat: switch to UtilityBelt's acmap.png (2048x2048)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-08 12:43:22 +02:00
Erik
f6301a8cab feat: swap map to high-res color-corrected Dereth map
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>
2026-04-08 12:41:47 +02:00
Erik
60eab15fff feat: scroll-wheel zoom and click-to-select in radar
- 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>
2026-04-08 12:28:09 +02:00
Erik
359d255730 fix: correct compass E/W and object rotation
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>
2026-04-08 12:20:35 +02:00
Erik
eaa5b5c48d fix: negate AC heading for correct E/W compass orientation
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>
2026-04-08 12:14:51 +02:00
Erik
502467e075 fix: radar compass always heading-up with rotating N/E/S/W labels, fix reopen bug
- 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>
2026-04-08 12:07:40 +02:00
Erik
3852cf205e Add real-time radar feature for nearby objects
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>
2026-04-07 23:01:05 +02:00
Erik
5c20d40f1f Reduce inventory column gap from 20px to 13px 2026-03-13 20:54:31 +01:00
Erik
0f1fcc1231 Fix active pack indicator: change sidebar/pack-list overflow to visible so yellow frame and arrow show 2026-03-13 20:51:51 +01:00
Erik
0b2fe8fb1e Fix inventory 3-column layout: 20px gaps, fixed 316px left column width 2026-03-13 20:46:49 +01:00
Erik
e02edfde8a fix: increase column gap to 8px 2026-03-13 20:41:43 +01:00
Erik
932a6d8ea7 fix: narrow container column to reduce paperdoll overlap 2026-03-13 20:38:29 +01:00
Erik
cff99f9b87 refactor: 3-column inventory layout (paperdoll+items | packs | mana) 2026-03-13 20:34:36 +01:00
Erik
66ff5f01fc fix: constrain item grid to 6-slot width, fix scroll chain 2026-03-13 20:27:15 +01:00
Erik
e7879c57fb fix: remove scrollbar from pack list sidebar 2026-03-13 20:21:13 +01:00
Erik
50de20c5a7 fix: restore item grid scrollbar (was overflow-y: hidden) 2026-03-13 20:09:14 +01:00
Erik
f028e3421c fix: cap sidebar height to paperdoll, scroll pack list 2026-03-13 20:07:38 +01:00
Erik
83deb20a7f fix: move backpack contents below paperdoll, not below mana panel 2026-03-13 20:03:17 +01:00
Erik
a6e941eb01 fix: simplify burden meter to pure inline styles 2026-03-13 19:52:49 +01:00
Erik
a3c3d0286e fix: separate burden label from meter 2026-03-13 16:29:30 +01:00
Erik
ca88f90476 fix: unclip burden meter label and fill 2026-03-13 16:26:22 +01:00
Erik
c3f5450e0d fix: force burden meter visibility 2026-03-13 11:26:35 +01:00
Erik
a17b1fc11e fix: layer burden meter fill correctly 2026-03-13 11:22:44 +01:00
Erik
b318c04fd6 fix: restore burden meter colors 2026-03-13 11:17:45 +01:00
Erik
8bea346a57 fix: refine burden meter display 2026-03-13 11:08:30 +01:00
Erik
692a92128c fix: compute burden percent from capacity 2026-03-13 10:29:43 +01:00
Erik
26624a302b fix: show true character burden 2026-03-13 10:04:25 +01:00
Erik
7013288152 fix: use the correct main pack icon 2026-03-13 09:55:44 +01:00