diff --git a/html/js/network/socketHandlers.js b/html/js/network/socketHandlers.js
index 332e200..d5e46cc 100644
--- a/html/js/network/socketHandlers.js
+++ b/html/js/network/socketHandlers.js
@@ -130,6 +130,20 @@ const SocketHandlers = {
socket.on('game_start', this.onGameStart);
socket.on('game_update', this.onGameUpdate);
socket.on('game_over', this.onGameOver);
+ // Discrete in-run events. Multi-level DESCEND is the big one — without this, taking the
+ // stairs down silently dumped the player at a new entrance and read as a bug.
+ socket.on('game_event', function (data) {
+ if (!data || !data.event) return;
+ var $m = $('#messages');
+ if (data.event === 'descend') {
+ var lvl = (data.depth && data.maxDepth) ? ('Level ' + data.depth + ' of ' + data.maxDepth + ' — ') : '';
+ $m.append($('
')
+ .text('⬇️ Stairs down! ' + lvl + 'keep going — escape before the block!'));
+ } else if (data.event === 'treasure_found') {
+ $m.append($('').text('💰 Treasure secured!'));
+ } else return;
+ if (typeof UI !== 'undefined' && UI.scrollChat) UI.scrollChat();
+ });
socket.on('queue_cancelled', this.onQueueCancelled);
// Payment/Address handlers
diff --git a/html/js/render/sceneModel.js b/html/js/render/sceneModel.js
index a0520ff..99550e3 100644
--- a/html/js/render/sceneModel.js
+++ b/html/js/render/sceneModel.js
@@ -194,32 +194,38 @@ function sceneFromGameState(state, opts) {
var entities = [];
- // Entrance / exit / treasure as entities (so they layer above tiles).
- if (state.entrance) {
+ // Fog of war: a cell is `seen` once explored (grid isn't 'dark'); `inView` only while currently
+ // visible. Features (exit/treasure/entrance) show once discovered; the monster only shows while
+ // in view — otherwise the exit stairs leak through the fog before you've found them.
+ function seen(x, y) { return !!(grid[y] && grid[y][x] && grid[y][x] !== 'dark'); }
+ function inView(x, y) { return !!(visible[y] && visible[y][x] !== undefined); }
+
+ // Entrance / exit / treasure as entities (so they layer above tiles) — only once explored.
+ if (state.entrance && seen(state.entrance[0], state.entrance[1])) {
entities.push({ id: 'entrance', x: state.entrance[0], y: state.entrance[1], kind: 'feature', char: '<', color: '#3fb950', label: null });
}
- if (state.exit) {
+ if (state.exit && seen(state.exit[0], state.exit[1])) {
entities.push({ id: 'exit', x: state.exit[0], y: state.exit[1], kind: 'feature', char: '>', color: '#d29922', label: null });
}
- if (state.treasure) {
+ if (state.treasure && seen(state.treasure[0], state.treasure[1])) {
var tChar = opts.cryptoType === 'XMR' ? '$M' : '$W';
entities.push({ id: 'treasure', x: state.treasure[0], y: state.treasure[1], kind: 'feature', char: tChar, color: '#fbbf24', label: null });
}
- // Items.
+ // Items — only once explored.
if (state.items) {
for (var key in state.items) {
if (state.items.hasOwnProperty(key)) {
var item = state.items[key];
- if (item && typeof item.x === 'number') {
+ if (item && typeof item.x === 'number' && seen(item.x, item.y)) {
entities.push({ id: 'item:' + key, x: item.x, y: item.y, kind: 'item', char: '$', color: '#fbbf24', label: null });
}
}
}
}
- // Monster.
- if (state.monster) {
+ // Monster — only while it's actually in view.
+ if (state.monster && inView(state.monster.x, state.monster.y)) {
entities.push({
id: 'monster', x: state.monster.x, y: state.monster.y,
kind: 'monster', char: '~', color: '#f85149', label: null
diff --git a/html/js/render/spGameRenderer.js b/html/js/render/spGameRenderer.js
index 3ed2cb6..3e6fdff 100644
--- a/html/js/render/spGameRenderer.js
+++ b/html/js/render/spGameRenderer.js
@@ -26,9 +26,12 @@
if (!host) {
host = doc().createElement('div');
host.id = 'rk-game-host';
- // Absolutely FILL #game-display (which is position:relative) so the flex centering + the
- // hidden ROT/FX sibling canvases can't shrink or shove us into a corner.
- host.style.cssText = 'display:none; position:absolute; top:0; left:0; right:0; bottom:0;' +
+ // A bounded viewport CENTERED in #game-display (which is position:relative). Absolute
+ // positioning dodges the flex centering + sibling ROT/FX canvases; capping the height
+ // (vs filling the very-tall #game-display) keeps the player-centered camera on-screen
+ // instead of low.
+ host.style.cssText = 'display:none; position:absolute; top:50%; left:50%;' +
+ ' width:min(100%, 1000px); height:min(100%, 78vh); transform:translate(-50%,-50%);' +
' overflow:hidden; background:#0a0c0f; z-index:6; touch-action:none; cursor:grab;';
gd.appendChild(host);
}
diff --git a/src/game/difficultyConfig.js b/src/game/difficultyConfig.js
index 2ae3e2f..ba89975 100644
--- a/src/game/difficultyConfig.js
+++ b/src/game/difficultyConfig.js
@@ -157,12 +157,15 @@ function getDifficultyPreset(cryptoType = 'WOW', overridePreset = null) {
// NOTE: the exact per-network level counts are sim starting points (calibration re-run is pending
// the sim's multi-level support). Operator env overrides (DUNGEON_LEVELS, DUNGEON_*, MONSTER_*) win.
// Kill: NETWORK_TUNING_DISABLED=true.
+// Level counts trimmed from the first sim estimate — 4-8 levels in a single block deadline is too
+// punishing (you rarely clear them all before the block). Kept modest until a real multi-level
+// calibration run + the descent UX are in. Reach-exit-to-win stays intuitive with fewer levels.
const NETWORK_TUNING = {
GRIN: { levels: 1 }, // ~1 min blocks
- XMR: { levels: 2 }, // ~2 min
+ XMR: { levels: 1 }, // ~2 min
LTC: { levels: 2 }, // ~2.5 min
- WOW: { levels: 4 }, // ~5 min (measured)
- BTC: { levels: 8 } // ~10 min
+ WOW: { levels: 2 }, // ~5 min (measured)
+ BTC: { levels: 3 } // ~10 min
};
// Fold the per-network level count onto the resolved preset (size + monster stay at the preset).
diff --git a/src/game/movementManager.js b/src/game/movementManager.js
index 52b7a48..a13ed08 100644
--- a/src/game/movementManager.js
+++ b/src/game/movementManager.js
@@ -65,9 +65,12 @@ class MovementManager {
this.spectatorManager.broadcastToSpectators(game.id, state);
}
- // Handle special events from moveResult (escape / treasure)
+ // Handle special events from moveResult (escape / treasure / descend). Include depth for the
+ // multi-level descend so the client can tell the player they took the stairs down (not a bug).
if (moveResult && moveResult.event) {
- this.io.to(socketId).emit('game_event', { event: moveResult.event });
+ this.io.to(socketId).emit('game_event', {
+ event: moveResult.event, depth: moveResult.depth, maxDepth: moveResult.maxDepth
+ });
}
}
diff --git a/test/networkTuning_ultra.test.js b/test/networkTuning_ultra.test.js
index 303f9fd..ab0255a 100644
--- a/test/networkTuning_ultra.test.js
+++ b/test/networkTuning_ultra.test.js
@@ -23,13 +23,14 @@ describe('per-network difficulty tuning (multi-level)', () => {
expect(w.monster.movesPerPlayerMove).toBe(DIFFICULTY_PRESETS.casino.monster.movesPerPlayerMove);
});
- test('levels scale with block time: GRIN < XMR < WOW < BTC', () => {
+ test('levels are non-decreasing with block time, BTC the deepest', () => {
const lv = (n) => applyNetworkTuning(casino(), n).levels;
- expect(lv('GRIN')).toBeLessThan(lv('XMR'));
+ expect(lv('GRIN')).toBeLessThanOrEqual(lv('XMR'));
expect(lv('XMR')).toBeLessThanOrEqual(lv('LTC'));
- expect(lv('LTC')).toBeLessThan(lv('WOW'));
+ expect(lv('LTC')).toBeLessThanOrEqual(lv('WOW'));
expect(lv('WOW')).toBeLessThan(lv('BTC'));
- expect(lv('GRIN')).toBe(1); // fast chain = single level
+ expect(lv('GRIN')).toBe(1); // fast chain = single level
+ expect(lv('BTC')).toBeGreaterThan(1); // slow chain descends
});
test('applies to every preset (levels is preset-agnostic pacing)', () => {