Commit Graph
64 Commits
Author SHA1 Message Date
jwinterm dacbf356ed fix: close pre-launch review findings and light the premium renderers
Adversarial multi-agent review of the launch candidate produced 22 confirmed
findings (12 more were refuted). This closes the critical, high, and the
mediums/lows that are cheap and real, then does the iso/3D/Tavern art pass.

CRITICAL — unauthenticated remote kill switch
  Socket.IO does not wrap listener invocation, and this process treats
  uncaughtException/unhandledRejection as fatal, so ONE unguarded throw in ANY
  listener exits the server. `socket.emit('debug_ping')` with no argument did
  exactly that, and systemd restarts straight back into it. Every registration
  in handleConnection now goes through a safe-dispatch wrapper that contains
  sync throws and rejected promises to the offending socket; handleDebugPing
  also stops trusting its payload.

HIGH
  - NIP-98 login now binds the signed event to this deployment's host. The path
    check alone let an event signed for any other origin authenticate here, and
    linking ADOPTS the account owning that pubkey — full account takeover.
  - Fog of war is enforced server-side. getState() shipped absolute
    entrance/exit/treasure coordinates and the monster's exact position in every
    frame, with concealment implemented only in the browser. Discovery is sticky;
    the monster is reported only while in view.
  - NODE_ENV must now be explicit and recognized. Unset, every production gate
    read false while DebugManager reported production and silenced logging.
  - Tavern chat applies the lobby's ban list, rate limiter and user_id
    attribution before entering global chat.
  - userRegistry is deleted by socket.id (it was keyed by socket.id and deleted
    by socket.client.id, so nothing was ever freed).

MEDIUM / LOW
  - Payouts: a legitimately split transfer_split kept its transaction hashes
    instead of quarantining already-broadcast funds with tx_hash NULL, and
    provably pre-broadcast failures return to 'pending' rather than needs_review.
  - RateLimiter key parsing fixed — cleanup() freed nothing and expired windows
    never reset, because ids contain colons.
  - Enter no longer submits a paid entry from behind a modal.
  - Lobby chat no longer double-escapes server-escaped text.
  - Rate limits for identity:get / address:prompt / early_entry.
  - Spectators released when a game ends by disconnect, not just settlement.
  - movementManager / addressManager per-socket maps cleaned on disconnect.

Renderers
  Iso: opaque shading instead of translucent fog, additive torch/lantern/beacon
  light pools, crevice AO, embers, cold memory wash, and it stops reallocating
  the whole canvas every animation frame.
  3D: instanced level geometry (3 draw calls), procedural stone/flagstone
  materials, torch lights + shadows, real meshes for stairs/chest/monster
  (they were humanoid capsules), dust motes, wall cutaway, and lighting
  rebalanced now that fog is measured from the camera.

Tavern
  Block height and hash fragments drift around the stage edge and ripple when a
  block lands, fed by a cosmetic chain tip added to the blockheight broadcast.
  Speech bubbles work again (they keyed off a socketId the server stopped
  sending).

126 suites / 1005 tests pass.
2026-07-26 07:29:47 -04:00
jwinterm 57048546de fix: restore game focus and ship local 3d 2026-07-25 07:52:11 -04:00
jwinterm 89398335c7 feat: productionize paid modes and PvP capture 2026-07-21 20:41:27 -04:00
jwinterm 534e713010 feat(iso): floor pip on every walkable cell (dark gaps are clearly not floor)
Marking only the adjacent walkable cells was not enough — a dark wall-gap/void still read as a
hole you could walk into. Now every visible floor cell gets a soft cyan pip, so the WALKABLE
ground is explicit everywhere; a dark gap with no pip is unambiguously not floor. Keeps the
stronger pulsing outline on the immediately-adjacent walkable cells.
2026-07-18 03:50:07 -04:00
jwinterm d54c906dec feat(iso): highlight walkable adjacent cells (openings vs wall-gaps)
The Kenney iso wall tiles are single-cell segments that leave triangular gaps between slabs, which
read as doorways but are solid wall. Rather than chase perfect wall continuity, flag the cells the
player can actually step to: a soft pulsing cyan diamond outline on each orthogonally-adjacent
walkable+explored floor cell. A reliable "you can go here" cue regardless of wall rendering.
2026-07-18 03:40:04 -04:00
jwinterm 0a98e297c2 fix(iso): fog of war — skip unexplored + distance-fade explored
Iso revealed the WHOLE map from move 0: unexplored (dark) cells fell back to the floor tile
(_tileUrl(dark) -> tiles.floor) and rendered as floor. Now skip dark cells entirely (unexplored =
void), and dim explored tiles by the lightGrid brightness (globalAlpha, floor to 0.16) so the
remembered area fades to black with distance — parity with the 2D modes and 3D (which already
skips dark + uses THREE distance fog).
2026-07-16 04:09:18 -04:00
jwinterm 175effd6fa fix(iso): zoom direction + wall cutaway for readable openings
Zoom: the wheel handler based its step on a hardcoded 1.7, but iso defaults to 1.0 — so the first
scroll (either direction) jumped up to ~1.7 and read as "always zoom in". Base the step on the
CURRENT effective zoom via SP._defaultZoom() instead. Same mode-aware default now used by the camera.

Iso occlusion: tall walls (184px) hide the floor/openings behind them (inherent to iso painter
order). Add a cutaway — walls between the camera and the player (higher x+y, within ~3 cells) draw
at 0.28 alpha so you can see yourself and the openings right in front of you.
2026-07-16 03:23:46 -04:00
jwinterm df6a270d2d fix(iso): infer facing (not always down) + render features as tiles not avatars
Two iso bugs from reusing the tavern renderer for the SP dungeon:
- Character always faced down/SW: sceneFromGameState hardcoded facing:"down", so the renderers
  ignored their movement-inferred facing (truthy default won). Now facing defaults to null (SP
  server sends none) so iso/3D infer it from movement; facingDelta(null)=down keeps tiled fine.
- "Copy of himself at the origin": the iso renderer drew EVERY entity via _charFrame, so the
  entrance feature rendered as a male character at the start. Features/items now draw as pack tiles
  (stairs/chest) or a glyph; monsters get a red tint so they do not read as a second player.
2026-07-14 14:45:50 -04:00
jwinterm 263bfb1cf4 fix(render): iso/3d face movement dir; 3d crash-proof; brighter ASCII walls
- Iso & 3D character faced the wrong way: the SP game never sends player.facing (only the tavern
  does) so it defaulted to down/SW. Both renderers now INFER facing from the movement delta they
  already track (explicit e.facing still wins for the tavern).
- 3D could break the game: wrap ThreeRenderer construction (createRenderer) and the _animate RAF
  body in try/catch — a 3D failure now falls back to Tiled / stops the loop instead of throwing.
- ASCII walls/floors were near-invisible (legend colours are near-black, tuned for tile fog): use
  brighter glyph colours for wall/floor in ASCII (features keep their own colours).
2026-07-14 14:24:51 -04:00
jwinterm 11732531d2 fix(render): iso black — override max-height/object-fit on the SP canvas
Root cause of iso rendering fully black: `.rotdis canvas { max-height:100%; object-fit:contain }`
(styling meant for the legacy ROT canvas) also applied to the render-kit canvas. SP only overrode
max-width. A canvas TALLER than the host (iso: ~2445px vs ~900px host) got object-fit-shrunk to
~0.37x while the CAMERA translate is computed in buffer space — so the player landed far off-screen
(black). Tiled/ascii canvases usually fit the host, so they escaped it. Fix: override max-height:none
+ object-fit:fill so the buffer maps 1:1 and the camera transform alone controls scale/position.
Iso default zoom set to 1.0 (its 84px tiles are large); tiled/ascii keep 1.7.
2026-07-14 12:12:26 -04:00
jwinterm b45c0851c5 fix(render): 3D lazy-loads THREE; ASCII torch lights; iso never-black placeholder
Three mode-switch issues:
- Picking 3D gave "original": SP._ensureRenderer used the sync createRenderer, which falls back to
  Tiled when THREE (lazy CDN load) is not ready. Now it kicks off RK.ensureThree and re-mounts as
  real 3D once loaded (renders Tiled meanwhile so it is not blank).
- ASCII torches were inert glyphs: they now draw a warm flickering radial glow (actual light source)
  with the glyph at full brightness, driven by a throttled ~22fps RAF (cancelled on destroy).
- Switching to iso could show black while the pack images load: tiles now draw a legend-coloured iso
  diamond placeholder until the real image is ready, so the dungeon shape + camera always read.
2026-07-13 14:55:26 -04:00
jwinterm aabf20405f feat(3d): fog-of-war parity (hide unexplored + distance fog on explored)
3D built every tile including unexplored, revealing the whole map. Now: _buildTiles skips
unexplored (dark) cells so they never render (void), and the scene gets THREE distance Fog
(black, 14->32) which — since the camera follows the player — fades explored tiles to black away
from you. Background set to pure black to match. Entities are already fog-gated at the scene
level (features on seen, monster in-view). Net: unexplored hidden, explored fades with distance,
no map-edge leak — matching the 2D modes.
2026-07-13 08:53:43 -04:00
jwinterm 4c7b256c9a feat(3d): real player-follow camera (not fit-to-view)
3D is a paid rung and should behave like the other modes. Rework the THREE camera to FOLLOW the
player instead of framing the whole level: canvas now sizes to the host (setSize updateStyle),
the ortho frustum is a fixed player-centered zoom (span 8) with host aspect, and _animate re-targets
the camera to the player world position every frame (keeps the iso (8,9,8) offset; glides smoothly
since the player mesh lerps). SP._applyCamera no longer CSS-transforms the 3D canvas (it fills the
host and THREE owns the camera). Handles host resize via _fitToHost.
2026-07-13 08:49:23 -04:00
jwinterm 2bbdffe867 fix(render): switching to ASCII mid-game no longer blacks out (+3D fit guard)
The ASCII renderer never set focusPoint, so switching to it mid-game left the SP camera with no
focus → scale-only transform pinned the grid to the corner and the explored area sat off-screen
(black). AsciiRenderer.render now sets focusPoint on the player cell (sticky), and the camera
fallback covers name==="ascii" too (cell-based, same as tiled). Iso already reports focusPoint.
3D drives its own THREE camera + sizes its canvas to the level, so _applyCamera now scale-to-FITS
the 3D canvas into the host (centered, no player-follow) instead of applying a broken zoom.
2026-07-13 08:43:03 -04:00
jwinterm c4c7d71191 fix(camera): derive focus from last player pos when renderer focusPoint is missing
The SP camera still intermittently pinned the whole level to the top-left at game start: the
per-frame _applyCamera read renderer.focusPoint as null (a start-of-game race, or a tick reading
a just-(re)created renderer instance before its first render) and fell back to a scale-only
transform. Add a fallback: when focusPoint is absent, derive it from SP._lastState.player (tiled
coords, cell=24) so the camera always has a target and centers the player. Also read host dims
via clientW/H||offsetW/H for resilience.
2026-07-13 08:32:59 -04:00
jwinterm b1b103c9d7 fix(fog): fade explored memory to black + unify off-map dark (no map-edge leak)
Explored-but-not-visible tiles rendered at a flat 0.25 brightness — a hard-edged grey block
that outlined the explored map (and its edge). Now explored memory dims AND fades toward black
with distance from the player, so the remembered area melts into the dark with no revealing
edge. Also set the render host background to pure #000 so the area beyond the map edge is the
SAME black as an unexplored in-bounds tile (previously #0a0c0f vs #000 — a shade seam that
traced the boundary). Currently-visible lighting unchanged.
2026-07-13 08:24:48 -04:00
jwinterm e9650f9843 fix(render): reliable SP camera fill, clean wall torches, subtler wait juice
Camera: mount the render-kit host with inset:0 (fill #game-display) instead of
min(100%,78vh)+translate(-50%) centering. #game-display is grid-bounded (container is
100vh/overflow-hidden), so filling it gives the camera reliable clientWidth/Height every
frame — fixes the intermittent "player stranded in a top band, black below" off-centering.

Torches (in-game): drop the pack torch SPRITE composite — several sheets place it off-center/
rotated, reading as misaligned. Keep wall base + procedural RK.fx flame: a clean wall-mounted
torch that looks right in every pack.

Wait animations: shrink the juice bursts (18-24 -> 6-7 particles, spread 1.8-2.4 -> 0.6-0.7)
and remove the red death/caught bursts, so a grab/escape reads as a tight glint on the hero
instead of an explosion spraying onto the wall torches.
2026-07-12 21:08:16 -04:00
jwinterm d30e62f02f fix(render): dungeon torches mount on walls with a fixture sprite
Torches replace WALL cells adjacent to floor (dungeon.js), but the Tiled renderer based the
torch on a floor tile and drew only a procedural flame — so they read as flames floating on
the floor. Base the dungeon torch on `wall` and draw the pack torch sprite over it, then RK.fx
animates the flame/glow on top: a proper wall-mounted sconce. Fire fixtures now composite
base + sprite + flame (hazards keep base + pulse, no sprite).
2026-07-12 20:18:15 -04:00
jwinterm ad4e10d363 revert(render): waiting screen back to the ROT treasure-hunt animation
The render-kit "waiting room" replaced the beloved scripted drama (player races for a
pulsating treasure, grabs it, escapes or is devoured by a monster pack, death shockwave +
ESCAPED! celebration, randomized variants) with a static lit room — a big downgrade. Restore
BOTH ROT waiting animations (block-wait AND awaiting-payment, selected via Game._awaitingPayment)
by hiding the render-kit host and letting the ROT display own the waiting screen. Remove the
now-unused SP.showWaiting/hideWaiting/waitingScene bridge code. The pack/mode still applies in
actual gameplay, which is what matters.
2026-07-12 20:14:11 -04:00
jwinterm 46f3cc204d feat(render): waiting screen renders through the render kit (pack/mode)
The next-block wait now draws a small lit "mining room" Scene through the ACTIVE renderer
(RK.SPGame.showWaiting) — floor/walls/torches in your chosen pack (Tiled/Iso/3D), camera
centered, torches flickering via the FX loop — with the "Mining the next block" text as an
overlay. So the wait inherits your tiles/mode instead of being the plain ROT animation.
Falls back to the ROT WaitingScreenAnimator if the kit is unavailable. SP.render clears the
overlay when the real game starts.
2026-07-12 19:33:07 -04:00
jwinterm 8a3b254935 fix(ux): honest block-time wording + smooth (lerped) SP camera
- Modal: "Safe — full block window" overstated it (blocks arrive randomly, Poisson). Now
  "Start fresh · blocks land at random" / "Jump in · race the time left".
- Camera: was snapping to the player every frame (jerky on canvas resize / level teleport).
  Now glides (lerp 0.3) and only snaps on a big jump; snap-centers on new-game start.
2026-07-12 15:38:53 -04:00
jwinterm 03fd82c44c fix(camera): sticky focusPoint + per-frame camera loop (stop corner-snap mid-run)
The player-centered camera snapped the dungeon to the top-left corner after a while: the
renderer nulled focusPoint on a transient player-less frame, so the transform lost its
translate. Fix: focusPoint is now sticky (keep the last if the player is momentarily
absent), and the SP bridge re-applies the camera every frame via its own RAF loop, so a
canvas resize or a stale frame can no longer break centering.
2026-07-12 12:32:35 -04:00
jwinterm dd7d70aec8 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.
2026-07-12 11:50:40 -04:00
jwinterm 75b0f7acfb fix(render): Original pack uses the game's REAL original tileset (tiles.png)
The `original` pack was built on the Kenney sheet, so it didn't match the classic look the
ROT instructions + waiting screens use. Point it at html/tiles.png (32px, the legacy
tileMap sheet) with grid coords = legacy pixel coords / 32: floor [0,0], wall [2,1], door
[1,0], torch [32,1], treasure [30,0], plus the classic @ hero [2,0] and ~ goblin [31,1].
The tiled renderer now prefers a pack's player/monster TILE over the character sprite in the
DUNGEON (tavern keeps sprites), so the Original pack is fully classic. Suite 62/435 green.
2026-07-12 11:37:51 -04:00
jwinterm 277ef72c99 fix(render): SP camera host fills #game-display, beats .rotdis canvas clamp
The render-kit dungeon host was a flex item in a centered flex container (.rotdis) with
sibling canvases, so it got shrunk + shoved into a corner; and .rotdis canvas has
max-width:100% !important which clamped the camera canvas. Fix: host is now
position:absolute inset:0 (fills #game-display, which is position:relative), and the
canvas overrides max-width via setProperty(..., important). Dungeon now renders centered
on the player in the game area.
2026-07-12 11:06:22 -04:00
jwinterm d925df1ae9 feat(render): re-enable render-kit SP dungeon with player-centered camera + goblin monster
Commit to the render kit as THE single-player renderer (legacy = hard fallback only). Fixes
the two things that broke it:
- CAMERA: each renderer now exposes focusPoint (the player's pixel pos); the SP bridge mounts
  a self-sizing 16:10 viewport host and CSS-transforms the canvas to centre the player at a
  readable zoom (wheel to zoom). Renderer-agnostic (tiled/iso/3d). No more whole-level-in-a-corner.
- MONSTER: the tiled renderer drew a hardcoded red dot; now it draws the Goblin character sprite
  (char-goblin, the same path the tavern draws characters), red orb only as last-resort fallback.
Re-enabled: _drawGameScreen prefers RK.SPGame; spRenderPicker ENABLED. Suite 62/435 green.

NEXT (still owed): make the splash + both waiting animations render through the kit too, so
they use the chosen pack/mode instead of the ROT text screens.
2026-07-12 10:56:14 -04:00
jwinterm 55374aaf3a fix(avatar): default/color player renders the original @ hero tile in the dungeon
The default->char-villager coercion (grey-circle guard) applied to legacy-rot too, so an
un-customized single-player showed a villager sprite with no way back to the classic hero.
Exclude legacy-rot from the coercion: default/color appearances now fall through to
RenderEngine's original @ tile fallback (chars/skins still draw their sprites; the tavern
canvas path keeps the villager to avoid grey dots). Updated the splash-legend test to the
new tile-based legend. Suite 62/435 green.
2026-07-12 10:35:03 -04:00
jwinterm 1325b49b42 feat(render): single-player dungeon renders through the render kit (packs in gameplay)
The migration that makes the pack ladder pay off IN the dungeon, not just the tavern.
The SP game now draws via RK (Tiled/ASCII/Iso/3D + unlocked packs) instead of the
legacy ROT display.

- Adapter: sceneFromGameState now consumes the CLIENT state shape (sparse {y:{x:v}}
  tile maps, not just server arrays) via maxDims(). Verified + unit-tested.
- Bug fix: RK.sceneFromGameState was never actually exposed (only RK.scene.*), so
  matchClient + tavern spectator were silently no-op-ing. Aliased onto RK.
- Bridge (spGameRenderer.js, RK.SPGame): mounts an RK renderer in a dedicated host
  inside #game-display, toggles the legacy ROT canvases, zoom-enabled. Game._draw
  GameScreen prefers it and FALLS BACK to RenderEngine on any failure, so the live
  game can never blank. ROT still draws the splash/win/lose text screens.
- Picker (spRenderPicker.js): homepage mode + pack selector, gated by entitlements
  (free = Tiled/Original + ASCII; ladder unlocks Iso/3D/packs), rebuilds on identity.
- index.html loads the render-kit renderers + the bridge/picker.

Bundled with the catalog ladder (migration 028): free Original bare pack, ladder
1/5/10/20/40/50. Deploying makes the free tavern bare (by design) AND the dungeon
render-kit-ed. v1 renders the whole explored level + zoom (player-centered camera is
the next polish). Suite 62/435 green; adapter smoke-verified.
2026-07-12 10:14:56 -04:00
jwinterm 42ed51af69 feat(monetization): lock the cosmetic ladder (loyalty model) + free Original pack
Nails down the premium unlock system per the design pass:
- FREE `original` topdown pack (NEW): the game's bare tiles — floor/wall/door/
  torch/features only, no furniture, so the free tavern reads plain (the intended
  "reason to unlock"). Registered in assetPacks (RK.THEMES.original) as the free
  default topdown pack; plain ASCII stays free (accessibility).
- Loyalty ladder (lifetime credits PURCHASED, cumulative, NOT deducted → buying to
  play also unlocks cosmetics): Interior 1, skins 5, iso 10, +tilepack 20, +iso 40,
  3D 50. Each row is data (tilepack OR skin) → operator appends more at any rung.
  DEFAULT_CATALOG (entitlements.js) + migration 028 + MONETIZATION.md ladder table.
- Tests updated to the new thresholds (catalogEntitlements_ultra, directEntryCredit_ultra).

Note: this reprices roguelike-interior from free → 1cr, so once deployed the free
tavern becomes bare (by design). Deploy is bundled with the single-player render-kit
migration so the free-tier change lands with its payoff. Suite 61/432 green.
2026-07-12 09:52:13 -04:00
jwinterm d8abe89cb7 fix(home): align splash legend + make the character creator discoverable
- Splash legend (screenManager.js): every row now uses a uniform 2-cell icon slot at
  a shared left edge and a single fixed text column, so the four icons + descriptions
  line up regardless of glyph width (was: per-row span math + leading-space hacks →
  ragged columns, player sprite offset).
- Character creator was already on the homepage but read like an admin control: the
  button showed the DEFAULT character label "Operator". Renamed the default to
  "Adventurer" (charCustomize.js), switched the icon 🧍→🎭, and gave it a clear
  "Create / customize your character" tooltip so it announces itself.
2026-07-12 08:55:24 -04:00
jwinterm 11de46a7e4 feat(fx): RK.fx juice engine — animated torch/hearth flame + glow, hazard tiles
The shared "juice" layer, pure-canvas (CSP-safe, no WebGL/shaders), driven off a
clock so both renderers light a scene the same way:

- html/js/render/fxLayer.js (NEW): RK.fx — layered-sine flame flicker, additive
  warm glow, a dancing two-layer canvas flame, and pulsing hazard overlays
  (lava/poison/spikes) with a footprint-clip callback so it fits square cells
  and iso diamonds alike.
- Tavern now has FIRE: 4 corner braziers + a hearth on the left wall throw real
  flickering light. Placed along walls, clear of spawn/aisles/tables.
- Both renderers: torch/hearth/hazard tiles draw only their FLOOR base in the
  static pass (no more solid amber block), then RK.fx paints the animated flame
  / hazard pulse in the live loop. Tiled caches emitter positions and draws them
  over the vignette so light punches through the dark edges; iso adds them as
  depth-sorted fx items and keeps its RAF alive while any fire/hazard is onscreen.
- Dungeon hazard zones wired end-to-end in the scene model (lava L / poison P /
  spikes ^ chars -> pulsing tiles) — they render the moment the generator emits
  them; no client-authoritative fakes.
- fxLayer.js included in tavern.html + match.html.

Suite 58/419 green; render files node --check clean.
2026-07-11 17:00:43 -04:00
jwinterm 4d673748df feat(iso): orientation-aware walls + floor variety + juice (shadows/vignette)
Fixes the "thin disconnected slabs" on the top-left/bottom-right walls and juices
the iso scene:
- Wall facing: iso walls have an orientation. A run along grid-x uses the _S
  rotation, a run along grid-y uses the perpendicular _W (I viewed the tiles:
  _S faces SW, _W faces SE — the two camera-facing rotations), and true corners
  use the corner tile. The renderer picks per-cell from neighbours. Enclosing
  walls now read as continuous faces on all four edges. Same logic gives
  windows/doors a Y rotation.
- Floor variety: deterministic per-cell hash sprinkles planksBroken into wood
  floors and stoneTile/stoneUneven into stone — no more flat identical sea.
- Juice: soft contact shadows ground every prop + character, and a warm radial
  vignette lights the room instead of it looking pasted onto black.
- Tavern map: barrels/crates line the side walls (clear of windows/spawn, via
  the wall-safe put()) so the lobby reads lived-in in every render mode.

Suite 58/419 green.
2026-07-11 15:11:26 -04:00
jwinterm be8594282b feat(iso): rich Kenney Isometric Dungeon set + correct facing + ASCII picker
A — RICH ISO. The old iso-dungeon was a 7-tile sliver of Kenney Isometric
Dungeon; wire the full set so town/dungeon are RICH and interchangeable:
- Real architecture: full stoneWall, stoneWallWindow (actual window),
  stoneWallDoorOpen (real door), archway, wood column, stairs.
- Distinct furniture per kind: table -> tableShortChairs (table+chairs),
  keg/barrel -> real barrel, crate -> woodenCrate, shelf -> woodenCrates,
  chest -> chestClosed (added to the floor+prop compositor). No more
  everything-is-a-chest.

Facing (was 90 deg off, twice): verified against live movement the sprites are
angled CLOCKWISE from NE (0=NE,2=SE,4=SW,6=NW), so up->Male_0, right->Male_2,
down->Male_4, left->Male_6. Now the run anim points the way you actually move.

ASCII picker no-op: ASCII draws glyphs and consumes no tile pack, so
projForMode(ascii)=null and the packbar hides for it (it only ever made sense
for Tiled/Iso).

Suite 58/419 green.
2026-07-11 14:53:24 -04:00
jwinterm ccaff7d29c feat(packs): Fancy dies as a mode → topdown packs; Roguelike Dungeon tile pack (B)
Modes are TECHNIQUES; 'Fancy' (tiles+FX) was really a topdown PACK, so:
- Remove 'fancy' from RENDER_MODES (saved 'fancy' falls back to tiles; its dead
  Pixi branch is short-circuited by canUseMode). Modes = Tiled/ASCII/Iso/3D.
- Modes now carry a ; a premium mode unlocks once the user has ANY
  unlocked pack for that projection (not a single hardcoded pack) — needed now
  that iso is multi-pack.
- New 'roguelike-dungeon' topdown pack: same sheet, a DUNGEON palette (stone
  floors + barrels/crates vs the wood interior) — a distinct 2D tileset with zero
  new assets. Registered + catalog (migration 027, topdown tier 1 / 1 credit).
  The tiled renderer's lighting/shadows/vignette are the built-in FX.
- Also: iso facing fix (Male 0=NW..6=NE) reflected in tests.

So the Tiled pack picker now offers Roguelike Interior <-> Dungeon, and Iso offers
Dungeon <-> Medieval — packs as products, proven in the best-looking mode too.
Suite 58/419 green.
2026-07-11 14:35:30 -04:00
jwinterm 4a91d91822 fix(iso): face the direction of visual movement (Kenney 45deg renders 0=NW..6=NE)
Male_0..7 are 45-degree renders (viewed: 0=NW, 2=SW, 4=SE, 6=NE). In this iso
projection grid up->NE, down->SW, left->NW, right->SE, so map facing to the visual
movement direction. Applies to both iso packs (shared characters).
2026-07-11 14:16:10 -04:00
jwinterm 3d9b5420ee feat(packs): Medieval Town iso pack (2nd iso environment) + pack picker
Proves the packs-as-products loop end to end:
- Copied Kenney Isometric Medieval Town wood tiles (floor/floor2/wall/window/
  door/banner) into assets/kenney/iso-medieval/.
- Registered 'iso-medieval' as a 2nd iso RENDER pack (its own tile geometry —
  Medieval tiles are shorter than the dungeon set; reuses the dungeon characters).
  Strong on architecture; no medieval furniture at this scale, so furniture kinds
  fall back to floor for now (shines most in the dungeon).
- Catalog product: DEFAULT_CATALOG + migration 026, iso tier 2 / 15 credits.
- PACK PICKER in the tavern: when a projection has >1 unlocked pack, a selector
  appears to switch live (setActivePack -> re-render). Uses ?unlock=1 to preview.

So: switch Iso ★, and the pack picker lets you flip iso-dungeon <-> Medieval Town
live. Adding the next pack = assets + registerPack + a catalog row. Suite 58/419 green.
2026-07-11 13:57:47 -04:00
jwinterm 11b7fb1272 feat(render): pack registry — multi-pack, interchangeable render environments
The engine behind 'add more 2D tilesets / iso packs / 3D skins as products'. A
pack is a self-contained render environment for a projection (topdown/iso/3d);
because scenes are kind-based, the SAME pack renders both town and dungeon
(interchangeable), and each maps to a catalog id (monetizable, entitlement-gated).

- packRegistry.js: registerPack / packsForProjection / unlockedPacks (canUsePack)
  / activePackId (saved-if-unlocked else first unlocked) / setActivePack /
  activePackAssets. Per-projection active-pack selection, persisted. In-memory
  store fallback so it's testable under Node.
- assetPacks: registers the 3 built-ins (roguelike-interior topdown, iso-dungeon,
  kenney-3d-characters) + activeIsoAssets()/activeThreeAssets() resolvers; RK.theme()
  now defaults to the active topdown pack.
- isoRenderer + avatarVisuals (iso/3d character lookup) read the ACTIVE pack.
- packRegistry loaded before assetPacks in tavern + game.

Backward-compatible: one pack per projection resolves to today's defaults — nothing
changes visually. Adding a pack now = registerPack(...) + assets + a catalog row.
Tests: +5 (register/list, unlock filter, active/saved/fallback, refuse locked).
Suite 58 suites / 419 tests green.
2026-07-11 13:40:29 -04:00
jwinterm 6d0334f4f2 feat(iso): furniture props in isometric mode (bar/kegs, tables, chairs, barrels)
The iso renderer only drew floor+wall (bar/table hardcoded). Generalize the
floor-base + prop compositing to all furniture kinds (bar/table/chair/keg/shelf/
barrel/crate) and map them to the iso-dungeon tiles: stacked barrels = the bar +
kegs, chest = tables/crates/shelves, chair = chairs. Half walls kept (full walls
would occlude the front row). Same coherent iso-dungeon art set. Client-only.
2026-07-11 12:57:11 -04:00
jwinterm 0e553a49d6 feat(render): wheel + trackpad-pinch zoom in every mode
Reusable zoom control (zoomControl.js): RK.attachZoom(host) adds wheel/pinch zoom
to a render host; RK.applyZoom(host) scales whatever canvas is mounted (2D or
WebGL) via CSS transform (pixelated so pixel art stays crisp), re-applied on mode
switch. Trackpad pinch = ctrl+wheel, handled the same way; double-click resets.
Wired into the tavern stage, so it works across Tiled/ASCII/Fancy/Iso/3D. Client-only.
2026-07-11 08:02:40 -04:00
jwinterm 1b59d2f927 feat(catalog): graduated cosmetic ladder + per-session test-unlock
Step 1 — real tiered unlocks (was flat: any credit unlocked skins+iso+3D):
- entitlements DEFAULT_CATALOG + migration 025 graduate the ladder — unlock by
  lifetime credit spend OR subscription tier, whichever first:
    Fancy (generated-skins)       1 credit  / supporter (tier 1)
    Iso   (iso-dungeon)          10 credits / premium   (tier 2)
    3D    (kenney-3d-characters) 25 credits / operator  (tier 3)
- Migration 025 UPDATEs the already-seeded 024 rows (idempotent).
- Tests updated to assert the ladder (1cr -> Fancy only; 10 -> +Iso; 25 -> all).

Step 2 — test the premium modes without paying:
- renderModes: ?unlock=1 (sticky via localStorage) flips RENDER_MODE_TEST_UNLOCKS
  for THAT browser only, so Fancy/Iso/3D are all clickable; ?unlock=0 turns it off.

Suite 57 suites / 414 tests green.
2026-07-11 07:24:26 -04:00
jwinterm e7fe16fcaa fix(tavern): bigger cat + drop the green rug
- catSprites: scale the cat to ~2.7x its cell (the sprite is ~40% cat, 60%
  transparent padding) so it reads tile-sized instead of tiny.
- tavernMap: remove the centre rug — tile 923 renders green, which looks wrong on
  the wood floor. (Re-add with a verified warm rug tile later.)
2026-07-11 07:11:41 -04:00
jwinterm 6a2010a023 fix(tavern): use the wooden table tile (191), not the green one (312) 2026-07-11 07:08:42 -04:00
jwinterm cdd379c5e4 feat(render): composite object tiles over a base tile (pipeline) + bigger cat
The black boxes around furniture/windows were transparent object tiles drawn
straight onto the dark canvas. Fix at the pipeline level, not as a tavern one-off:

- tileRenderer: a tile kind whose legend declares `over` (the ground it sits on)
  now draws that base tile FIRST, then the object on top — so the object's
  transparent areas show the floor/wall. Works for any scene, atlas or flat-colour
  fallback. Wall-grounding shadow strip now only applies to real walls, not objects.
- sceneModel TAVERN_LEGEND: declares over='floor' for bar/keg/shelf/table/chair/
  barrel/crate/rug and over='wall' for windows.
- catSprites: the cat occupies ~40% of its 50x50 frame, so scale to ~2x the cell
  and centre it — it now reads about tile-sized instead of tiny.

Client-only. Suite 57 suites / 413 tests green.
2026-07-11 07:07:55 -04:00
jwinterm be34bd2b2d feat(tavern): a real cat (Pet Cats Pack, CC-0)
The old 'cat' used a char-goblin sprite (green monster). Replaced with actual
pixel cats from the Pet Cats Pack (CC-0, commercial-ok):
- html/assets/cats/cat1..6-idle.png — 6 cats, 10-frame 50x50 idle strips.
- catSprites.js: loads + animates a cat sprite (RK.drawCatCanvas), flips to face left.
- tileRenderer: draws entities with kind 'cat' via the cat sprite path (shadow + frame).
- tavernLife: spawns a RANDOM cat that wanders the customer floor (not behind the
  bar), injected as kind 'cat' with its catSprite id. Degrades to a villager if
  catSprites.js isn't loaded.
- tavern.html loads catSprites.js.

Client-only (no server change). Suite 57 suites / 413 tests green.
2026-07-11 07:02:01 -04:00
jwinterm 24e738c733 feat(tavern): proper tavern — real bar, kegs, bottles, tables+chairs, windows, rug
Used the sheet's hand-labelled roguelikeSheet_meta.json to pick the RIGHT tiles
instead of guessing:
- New tile kinds + coords (window, counter, keg/barrel, shelf, table, chair,
  crate, rug, door) in sceneModel TAVERN_LEGEND/TILE_OF + assetPacks tileMap.
- tavernMap redesigned: windowed walls, a bar counter with a shelf of bottles
  behind it and a keg (beer!) at each end, six tables each with a chair, a
  central rug, corner barrels/crates, and a door. Chairs are walkable so standing
  on one reads as sitting. Warm wood floor color (was a dark green in the fallback).
- Bartender now stands BEHIND the bar (spawn + roam confined to the row between
  the top wall and the counter, sealed off by it).

Still TODO from feedback: a cat (no cat sprite on the sheet — needs an asset) and
richer bar bottles. Suite 57 suites / 413 tests green.
2026-07-11 06:50:05 -04:00
jwinterm 3eb4959e9a fix(tavern): render the reliable procedural room, drop the goblin 'cat'
- The imported .tmx tavern room renders as a block-scatter in the browser (the
  client falls back to the walkable grid, drawing furniture/walls as generic
  blocks). Gate it behind TAVERN_DESIGNED_ROOM=true and default to the hand-built
  procedural tavern (tavernMap.js) — bar + tables + walls — which renders reliably
  through the theme atlas.
- Remove the tavern 'cat': it used the char-goblin sprite, so it read as a green
  monster stuck in the wall. Gone until there's a real critter sprite.
2026-07-10 22:44:26 -04:00
jwinterm 588250e5a9 fix(render): default avatar renders as a real character, not a grey circle
A player who never customized arrives as avatar 'default' — not a char/skin/model,
so avatarVisuals resolved it to 'legacy' kind with no sprite and the renderer drew
the grey fallback circle (while NPCs with explicit char-* avatars rendered fine).
Coerce any unknown/'default' avatar to 'char-villager' on the 2D topdown path so
nobody is ever a grey dot in a room of people. iso/3d keep their own fallbacks.
2026-07-10 22:41:58 -04:00
jwinterm f0f74f703f fix(render): no torch-flame on the tavern player + repaint when the tile atlas loads
Two tavern rendering bugs in Tiled mode:

1. The 'you' cell looked like a flaming dot. The warm torch light + drifting
   embers are a DUNGEON effect (the player carries the torch) but _composite/
   _ensureEmbers ran on every scene, so in the tavern they painted a flame on
   the 'you' avatar while other players rendered normally. Gate both to
   scene.isDungeon.

2. Tavern tiles showed as flat 'blocks' that never refreshed. The tile atlas
   image loads async; switching INTO the tiled renderer (e.g. entering the
   tavern) before it's ready paints the flat-colour fallback once and never
   repaints until the next scene update. Hook atlas.onReady to re-render the
   last scene the moment the atlas is ready.

Client-only; no server change. Deploy = git pull + restart (or just pull, it's
static assets).
2026-07-10 19:41:40 -04:00
jwinterm 3f12d8f047 feat(credits): client consumes served catalog; direct entry counts as a credit purchase
① assetPacks.js merges the server-authoritative catalog (from the entitlement snapshot) into RK.PACKS — operator-added packs now appear client-side and existing packs pick up server definitions, retiring the client half of the split-brain. ② A confirmed direct/single_game payment now records as 'buy 1 credit + spend it': balance nets to zero but total_credits_purchased advances (recordDirectEntryPurchase), so direct play unlocks the same tier/threshold cosmetics as buying credits, and the client gets a fresh entitlement snapshot. +2 tests. Suite 49/345 green.

P1 foundation (branch feat/credits-catalog-foundation). Remaining: the buy modal reflects the unified credits model; a later pass can fully collapse single_game into the credit spend path.
2026-07-10 16:28:31 -04:00
jwinterm a05a10efd7 fix(ui): tavern floor, play-area focus border, and Smirk locked-wallet UX
Tavern: revert the per-cell 'varied floor/wall' tiles to coherent single tiles — mixing wood/stone/plank per cell read as visual noise (assetPacks.js).

Play area: draw the keyboard-focus outline inset (outline-offset -2px) so the yellow border shows on the right edge, which the container's overflow:hidden was clipping (ui.js).

Smirk: a locked wallet now shows a friendly 'unlock in the extension, then Retry' hint instead of a red error, and the LOCKED error code is preserved through connect()/signMessage(). Current Smirk builds auto-open the unlock popup on connect(); older builds throw LOCKED, which the Retry button re-invokes (smirkAuth.js).
2026-07-10 08:46:38 -04:00