The inventoryVersion counter in useLiveData was a single global value that
bumped on every inventory_delta for any character. With 60+ active chars
all generating deltas, the global counter advanced multiple times per
second.
InventoryWindow's debounce effect watched this global counter, so every
bump reset its 2-second fetch timer. Since bumps arrived faster than 2s,
the fetch never fired — the window appeared frozen until the user closed
and reopened it (which triggered the initial-fetch effect).
Fix: make inventoryVersions a Map<string, number> keyed by character name.
Each inventory_delta now only bumps its own character's counter, so an
open window's debounce correctly fires 2s after its character's last
delta, ignoring unrelated traffic.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
The CharacterWindow only fetched once from API on mount and never
updated. Now:
- character_stats WS messages are tracked in useLiveData via ref
- Passed through WindowRenderer to CharacterWindow as liveStats prop
- Window uses live WS data when available, falls back to API fetch
- Attributes, skills, vitals base values, properties (augmentations,
ratings, etc.), allegiance all update in real-time
Also: vitals bars in the character window use live WS vitals data
(health_percentage etc.) for real-time HP/Stamina/Mana display.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Quest Status window (📜 Quests in sidebar):
- Fetches GET /quest-status API (polls every 30s)
- Grid: characters as rows × all unique quests as columns
- "READY" shown in green, countdowns in yellow, missing as dash
- Quest names shortened (removes "Timer", "Pickup" suffixes)
- Sticky header row, scrollable body
- Replaces broken quest-status.html link
Player Dashboard window (👥 Dashboard in sidebar):
- Sortable table of all online characters
- Columns: Character, State, KPH, Session kills, Total kills,
Rares (total + session), Deaths, Uptime, HP%, Tapers
- Click column headers to sort (ascending/descending toggle)
- State badges: green=combat/hunt, red=other, gray=idle
- KPH in green, rares in gold, deaths in red (if > 0)
- HP% color-coded: green >80%, yellow >40%, red below
Sidebar changes:
- Removed broken /quest-status.html external link
- Added 👥 Dashboard + 📜 Quests as window opener buttons
- Both lazy-loaded (only fetched when first opened)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
Command history:
- Up/Down arrow keys browse sent command history (like bash/console)
- 50 commands stored per character in localStorage
- Persists across page reloads and browser sessions
- Current input preserved when browsing (restored on Down past end)
- Duplicates kept (matches user preference)
Smart auto-scroll:
- New messages only auto-scroll if user is already at the bottom
- If user has scrolled up to read history, it stays put
- Sending a message snaps back to bottom
- 30px threshold for "at bottom" detection
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Non-active, non-idle VTank states (nav, turn_in_quests, etc.) now
display in red instead of amber/yellow in both:
- Map sidebar: .ml-meta-pill.other (red background + text)
- Dashboard cards: .badge-other (red background + text)
Green = combat/hunt, Red = nav/other states, Gray = idle/default
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- v1 vanilla JS frontend moved to /classic (static/classic/)
- v2 React app now serves at / (root)
- Vite base changed from /v2/ to /
- Assets at /assets/, service worker at /sw.js
- /classic still works — all v1 files preserved with relative paths
- /v2 still works as before (build output unchanged)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. React.memo on WindowRenderer — prevents re-renders when parent
state changes but no windows are affected
2. Coordinate display via direct DOM ref — no React state updates
on mouse move (was triggering re-renders on every pixel)
3. useDeferredValue for sidebar vitals + player list — React
prioritizes map interactions over stat text updates
4. Chat messages in ref — stores in useRef instead of useState,
only bumps a version counter for re-render. Eliminates a
new Map() allocation on every chat message.
5. Lazy-load 8 window components — InventoryWindow, CharacterWindow,
RadarWindow, CombatStatsWindow, IssuesWindow, VitalSharingWindow,
StatsWindow, CombatPickerWindow all loaded on first open.
Main bundle dropped from 278KB to 211KB (24% reduction).
6. Preload critical assets — dereth.png, backpack icon, dungeon_tiles.json
via <link rel="preload"> in index.html for instant map render.
7. Bundle splitting — React runtime extracted to separate 12KB chunk
(cached independently). Window components split into 8 chunks.
Total: 13 chunks vs previous 2.
8. Service worker — caches map images, icon sprites, and dungeon tiles.
Icon images cached on first fetch. Repeat page loads serve from
cache instantly. Auto-cleans old cache versions.
Net result:
- Initial load: 211KB main + 17KB CSS (was 278KB + 17KB)
- React cached separately: 12KB
- Windows load on demand: 1-15KB each
- Dashboard with Recharts: 425KB (unchanged, still lazy)
- Map images/icons: cached by service worker after first load
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
All features functional: map view, sidebar, player dots/trails/heatmap/portals,
draggable windows (chat/stats/inventory/character/radar/combat/issues/vitals),
session+lifetime combat stats, 60-color palette, rare notifications, dungeon
radar, version display. Performance: code-split Recharts, direct DOM pan/zoom,
deferred player list, memoized derived data.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Dashboard toggle moved from sidebar header to tool links area
alongside Suitbuilder, Inv Search, Debug, Quests
- Combat sidebar button now opens a character picker window
(combatpicker prefix) that lists all online characters — click
one to open their full combat stats window
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
- 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>
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>