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fix: fog-of-war entities, multi-level descend feedback, camera centering, fewer levels
- FOG: sceneFromGameState only emits exit/entrance/treasure/items once their cell is EXPLORED, and the monster only while IN VIEW — no more exit stairs leaking through the fog. - DESCEND FEEDBACK: reaching a non-final exit descends (multi-level) and used to silently dump the player at a new entrance (read as a bug). Server now sends depth/maxDepth on game_event; the client shows "Stairs down! Level N of M — keep going". Also lowered level counts (WOW 4->2, BTC 8->3, XMR 2->1) — clearing 4-8 levels in one block was unwinnable; kept modest until proper multi-level calibration + UX. - CAMERA: the host filled the very-tall #game-display so centering put the player low; it's now a bounded viewport (min(100%,78vh)) centered in #game-display, so the player stays on-screen-centered. Suite 62/435 green.
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@@ -23,13 +23,14 @@ describe('per-network difficulty tuning (multi-level)', () => {
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expect(w.monster.movesPerPlayerMove).toBe(DIFFICULTY_PRESETS.casino.monster.movesPerPlayerMove);
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});
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test('levels scale with block time: GRIN < XMR < WOW < BTC', () => {
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test('levels are non-decreasing with block time, BTC the deepest', () => {
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const lv = (n) => applyNetworkTuning(casino(), n).levels;
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expect(lv('GRIN')).toBeLessThan(lv('XMR'));
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expect(lv('GRIN')).toBeLessThanOrEqual(lv('XMR'));
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expect(lv('XMR')).toBeLessThanOrEqual(lv('LTC'));
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expect(lv('LTC')).toBeLessThan(lv('WOW'));
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expect(lv('LTC')).toBeLessThanOrEqual(lv('WOW'));
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expect(lv('WOW')).toBeLessThan(lv('BTC'));
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expect(lv('GRIN')).toBe(1); // fast chain = single level
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expect(lv('GRIN')).toBe(1); // fast chain = single level
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expect(lv('BTC')).toBeGreaterThan(1); // slow chain descends
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});
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test('applies to every preset (levels is preset-agnostic pacing)', () => {
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