Commit graph

5 commits

Author SHA1 Message Date
Erik
2e5d768ca9 Merge slice/flagtracker-metas: quests, Mossy Tracker, meta sync
Resolved FeatureCatalog (both blocks kept; the main window's Tools buttons now
open the Mossy Tracker and Metas panels). Tests from both sides adjusted to
the combined plugin: quest tests look at quest frames only (chat is streamed
too), and the stream tests ignore the /myquests request sent at login.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:29:10 +02:00
Erik
ec22348ebc Radar: nearby_objects every second and dungeon_map per dungeon landblock
start_radar/stop_radar from the backend drive it, as before. nearby_objects
keeps the original's shape: map coordinates on the surface, landblock-local
raw positions with zero map coordinates in a dungeon, ids as signed ints, the
same eight object classes, no wielded items or self. dungeon_map is built the
original's way from the landblock's cells (x a multiple of 10, whole metres,
6-metre floors, rotation = the orientation's stored W) and sent once per
landblock per session; the cells come through a small reader that the
plugin API's dungeon-cell data will fill (until then the map is not sent).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:28:07 +02:00
Erik
78813cf861 Vital sharing across computers through the backend
Outgoing, the original's share_* frames byte for byte: subscribe with the
player id on start and without it after every reconnect, vitals on change or
every 3 s, position on change or every 10 s, the item heartbeat every 5 s,
unsubscribe on stop. Debuff casts come from the host's peer network: the
attempts and landings the bot announces, plus the player's own completed
casts, so a hand-cast debuff is shared once it lands (a plugin cannot see
outgoing packets, so hand-cast attempts are not). Ids stay signed ints, skill
a double, duration_ms the spell's duration.

Incoming, another computer's characters and casts go into the host's peer
network (the new relay imports), where the bot reads them exactly as it reads
characters on this computer: vitals and position for heals, landed debuffs
for target choice. Peers not heard from for 15 s drop out; the original kept
them forever. Logoff now runs features in reverse so the unsubscribe leaves
before the socket closes, and stopping the socket flushes what was queued.

Builds against a preview of the plugin API with the peer relay
(0.1.19-mmpreview.1, packed from the relay commit); switch to the released
package when it exists.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:24:00 +02:00
Erik
714fbfa2e8 Flag tracker: the Mossy Tracker window as a markup panel
The owner calls the flag tracker important, so the original's pages come
across with their tables unchanged: augmentations and luminance auras from
the player's own int properties (the object table carries them), recalls
from the spellbook with composited spell icons, cantrips matched from the
active enchantments to trained skills, attributes and wards, the tracked
weapons the original kept data for but never showed, and the quest timers.
Read on the tick thread at login and on each page's Refresh; the quest
page redraws every five seconds instead of from a thread-pool timer.

The root panel's visibility is the settable IsVisible so the main window
can open it; the three sections the original left as stubs stay out, and a
headless host registers nothing. The fake spell catalog learns IsKnown.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:20:52 +02:00
Erik
5dbb294a96 Skeleton: plugin root, backend socket, /mm router, settings, test harness
The socket connects with the shared-secret header, registers first, reassembles
incoming frames of any size (the original dropped anything over 4 KiB) and
reconnects two seconds after a failure. Incoming share_* frames go to the
vital-sharing handlers; any other frame is a chat-box command for this
character, run one per tick through the chat bar as if typed. Frames are
written with Newtonsoft.Json defaults, the original's serializer, so the
backend sees the same bytes. The secret lives in the character's settings.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 12:03:00 +02:00