mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-19 07:08:33 +02:00
Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.
Private material moved out of the public tree (docs/private/, git-ignored):
- the wallet keyfile recovery runbook and its helper scripts, which together
published the mainnet wallet file path, the service account, backup snapshot
filenames, and the wallet RPC listener state. The helper duplicated the same
constants, so relocating the document alone would not have removed them.
- the stagenet parallel-candidate runbook and its fixtures.
- the dated production-state record, the internal remediation plan, and the
TODO list. None are reference documentation for an outside reader.
Redacted or genericised:
- operator home-directory paths in shipped scripts and units. The asset build
script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
- private LAN addresses in tests, env examples and deploy docs, replaced with
RFC 5737 documentation addresses.
- the default alert sender and the notification hub example.
- the Monero wallet unit now matches the Wownero one: a dedicated service
account and a config file, instead of the operator's login account with the
wallet password in argv where any local user can read it from /proc.
Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.
Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.
Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.
Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.
127 suites / 1015 tests pass.
404 lines
15 KiB
JavaScript
404 lines
15 KiB
JavaScript
// GameState - Handles game state management and updates
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var GameState = {
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_player: null,
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_monster: null,
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_map: {},
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_items: {},
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_gameActive: false,
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_visibleTiles: {},
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_exploredTiles: {},
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_entrance: null,
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_exit: null,
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_treasure: null,
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_message: null,
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_scheduler: null,
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_engine: null,
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_lighting: {},
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_torches: [],
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init: function() {
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this.reset();
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},
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reset: function() {
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this._player = null;
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this._monster = null;
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this._map = {};
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this._items = {};
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this._gameActive = false;
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this._visibleTiles = {};
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this._exploredTiles = {};
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this._entrance = null;
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this._exit = null;
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this._treasure = null;
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this._message = null;
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this._lighting = {};
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this._torches = [];
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this._depth = 1;
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this._maxDepth = 1;
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if (this._scheduler) this._scheduler.clear();
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if (!this._scheduler) this._scheduler = new ROT.Scheduler.Simple();
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if (!this._engine) this._engine = new ROT.Engine(this._scheduler);
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},
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setGameActive: function(active) {
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this._gameActive = active;
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},
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isGameActive: function() {
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return this._gameActive;
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},
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initializePlayer: function(playerData) {
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if (playerData && typeof playerData.x === 'number' && typeof playerData.y === 'number') {
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this._player = { x: playerData.x, y: playerData.y };
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} else {
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console.warn("Invalid or missing playerData.x/y, using default player position.", playerData);
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this._player = { x: 12, y: 12 }; // Default position
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}
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return this._player;
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},
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initializeMap: function(mapData, initialVisibleTiles, screenWidth, screenHeight) {
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this._map = {};
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this._visibleTiles = {};
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this._exploredTiles = this._exploredTiles || {};
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let mapInitialized = false;
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// Map source precedence: mapData.tiles, then array mapData, then initialVisibleTiles.
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if (mapData && mapData.tiles && typeof mapData.tiles === 'object' && Object.keys(mapData.tiles).length > 0) {
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for (var yKey in mapData.tiles) {
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const y = parseInt(yKey);
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this._map[y] = {};
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for (var xKey in mapData.tiles[y]) {
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const x = parseInt(xKey);
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this._map[y][x] = mapData.tiles[y][x];
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}
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}
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mapInitialized = true;
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}
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else if (mapData && Array.isArray(mapData) && mapData.length > 0) {
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for (let y = 0; y < mapData.length; y++) {
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this._map[y] = {};
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if (mapData[y] && Array.isArray(mapData[y])) {
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for (let x = 0; x < mapData[y].length; x++) {
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this._map[y][x] = mapData[y][x];
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}
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}
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}
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mapInitialized = true;
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}
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else if (initialVisibleTiles && typeof initialVisibleTiles === 'object' && Object.keys(initialVisibleTiles).length > 0) {
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this._visibleTiles = JSON.parse(JSON.stringify(initialVisibleTiles)); // Deep copy
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for (const yKey in this._visibleTiles) {
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const y = parseInt(yKey);
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this._map[y] = this._map[y] || {};
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for (const xKey in this._visibleTiles[y]) {
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const x = parseInt(xKey);
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this._map[y][x] = this._visibleTiles[y][x];
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}
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}
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mapInitialized = true;
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}
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// Fallback: a bordered empty room so the client still renders without server map data.
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if (!mapInitialized) {
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console.warn("No valid mapData or initialVisibleTiles provided. Creating default map for testing.");
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const defaultMapWidth = screenWidth;
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const defaultMapHeight = screenHeight;
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for (let y = 0; y < defaultMapHeight; y++) {
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this._map[y] = {};
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for (let x = 0; x < defaultMapWidth; x++) {
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this._map[y][x] = (x === 0 || x === defaultMapWidth - 1 || y === 0 || y === defaultMapHeight - 1) ? 1 : 0;
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}
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}
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// Adjust player position if it's in a wall of the default map
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if (this._map[this._player.y] && this._map[this._player.y][this._player.x] === 1) {
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this._player.x = Math.floor(defaultMapWidth / 2);
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this._player.y = Math.floor(defaultMapHeight / 2);
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if (this._map[this._player.y][this._player.x] === 1) {
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this._map[this._player.y][this._player.x] = 0; // Force floor
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}
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}
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}
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return mapInitialized;
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},
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validatePlayerPosition: function(screenWidth, screenHeight) {
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if (!this._map[this._player.y] || this._map[this._player.y][this._player.x] === undefined) {
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console.error(`Player position (${this._player.x}, ${this._player.y}) is invalid or outside map boundaries. Attempting to find fallback.`);
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let foundFallback = false;
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for (let y_scan = 0; y_scan < screenHeight; y_scan++) {
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if (this._map[y_scan]) {
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for (let x_scan = 0; x_scan < screenWidth; x_scan++) {
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const tile = this._map[y_scan][x_scan];
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// Floor is encoded either as 0 or as the tile ids "'1" / "'2".
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if (tile === 0 || tile === "'1" || tile === "'2") {
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this._player.x = x_scan;
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this._player.y = y_scan;
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foundFallback = true;
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break;
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}
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}
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}
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if (foundFallback) break;
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}
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if (!foundFallback) {
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console.error("Could not find a valid fallback starting position for the player on the map.");
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return false;
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}
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}
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return true;
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},
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computeFieldOfView: function() {
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// The callback reports transparency: true for tiles that pass light, false for blockers.
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var fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
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if (!this._map[y] || this._map[y][x] === undefined) {
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return false; // Unknown tiles block light
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}
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const tile = this._map[y][x];
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// Floor is encoded either as 0 or as the tile ids "'1" / "'2".
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return tile === 0 || tile === "'1" || tile === "'2";
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}.bind(this));
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// A map built from initialVisibleTiles already carries visibility; only compute otherwise.
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if (!this._visibleTiles || Object.keys(this._visibleTiles).length === 0) {
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this._visibleTiles = {};
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fov.compute(this._player.x, this._player.y, 10, function(x, y, r, visibility) {
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if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
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if (this._map[y] && this._map[y][x] !== undefined) {
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this._visibleTiles[y][x] = this._map[y][x];
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}
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}.bind(this));
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}
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// Explored tiles accumulate on player movement, so the initial FOV pass does not call
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// updateExploredTiles().
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},
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updateExploredTiles: function() {
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for (var yKey in this._visibleTiles) {
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const y = parseInt(yKey);
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if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
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for (var xKey in this._visibleTiles[y]) {
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const x = parseInt(xKey);
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this._exploredTiles[y][x] = this._visibleTiles[y][x];
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}
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}
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},
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updateGameState: function(data) {
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if (!this._gameActive) {
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console.warn("GameState.updateGameState called, but game is not active. Ignoring update.");
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return false;
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}
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if (!data) {
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console.error("GameState.updateGameState: No update data received!");
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return false;
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}
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try {
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let needsRedraw = false;
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// A new depth is a new level: the accumulated map, explored and visible tiles belong to
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// the previous level and are cleared, otherwise its walls ghost through the fresh one.
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if (typeof data.depth === 'number' && data.depth !== this._depth) {
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this._depth = data.depth;
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if (typeof data.maxDepth === 'number') this._maxDepth = data.maxDepth;
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this._map = {};
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this._visibleTiles = {};
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this._exploredTiles = {};
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needsRedraw = true;
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}
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if (data.player) {
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this._player = data.player;
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needsRedraw = true;
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}
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if (data.monster !== undefined) {
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this._monster = data.monster;
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needsRedraw = true;
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}
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if (data.items !== undefined) {
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this._items = data.items;
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needsRedraw = true;
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}
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if (data.entrance !== undefined) {
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this._entrance = data.entrance;
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needsRedraw = true;
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}
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if (data.exit !== undefined) {
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this._exit = data.exit;
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needsRedraw = true;
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}
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if (data.treasure !== undefined) {
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this._treasure = data.treasure;
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needsRedraw = true;
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}
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if (data.lighting !== undefined) {
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this._lighting = data.lighting;
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needsRedraw = true;
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}
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if (data.torches !== undefined) {
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this._torches = data.torches;
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needsRedraw = true;
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}
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// Visible tiles drive movement feedback, so they also refresh the explored set.
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if (data.visibleTiles && typeof data.visibleTiles === 'object' && Object.keys(data.visibleTiles).length > 0) {
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this._visibleTiles = data.visibleTiles;
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if (this._visibleTiles[18] && (this._visibleTiles[18][36] !== undefined || this._visibleTiles[18][35] !== undefined)) {
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const clientDebug = `🔍 CLIENT y=18: x=35: ${this._visibleTiles[18][35]}, x=36: ${this._visibleTiles[18][36]}`;
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
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}
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if (this._visibleTiles[16] && (this._visibleTiles[16][36] !== undefined || this._visibleTiles[16][35] !== undefined)) {
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const clientDebug = `🔍 CLIENT y=16: x=35: ${this._visibleTiles[16][35]}, x=36: ${this._visibleTiles[16][36]}`;
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(clientDebug);
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}
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this.updateExploredTiles();
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needsRedraw = true;
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}
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return needsRedraw;
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} catch (err) {
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console.error("Error in GameState.updateGameState:", err);
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return false;
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}
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},
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movePlayer: function(dx, dy, screenWidth, screenHeight) {
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if (!DisplayManager.ensureDisplay()) return;
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const newX = this._player.x + dx;
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const newY = this._player.y + dy;
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if (newX < 0 || newY < 0 || newX >= screenWidth || newY >= screenHeight) {
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console.warn("Attempted to move player outside of bounds:", newX, newY);
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return;
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}
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// Tile value 1 is wall; undefined is off-map. Both block movement.
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if (this._map[newY] && this._map[newY][newX] !== undefined && this._map[newY][newX] !== 1) {
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this._player.x = newX;
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this._player.y = newY;
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this.updateExploredTiles();
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return true;
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} else {
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return false;
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}
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},
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// Debug helpers: console output here is intentional.
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debugPrintMap: function(screenWidth, screenHeight) {
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console.log("Current game map:");
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for (let y = 0; y < screenHeight; y++) {
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let row = "";
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for (let x = 0; x < screenWidth; x++) {
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if (this._map[y] && this._map[y][x] !== undefined) {
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row += this._map[y][x] + " ";
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} else {
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row += "? "; // Unknown/undefined area
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}
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}
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console.log(row);
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}
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},
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debugTileMapping: function() {
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const testValues = [0, 1, undefined, null];
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for (const val of testValues) {
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const char = (val === 1) ? '#' : "\'";
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const debugMsg = `Test mapping: value=${val} -> char='${char}'`;
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console.log(debugMsg);
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(debugMsg);
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}
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},
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// Local FOV, used only when running without a server; in normal play the server owns FOV.
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// This definition shadows the earlier computeFieldOfView on the same object literal.
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computeFieldOfView: function() {
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if (!this._player) {
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console.warn("Cannot compute FOV: player not initialized");
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return;
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}
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const oldVisibleTiles = JSON.parse(JSON.stringify(this._visibleTiles));
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this._visibleTiles = {};
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const fov = new ROT.FOV.PreciseShadowcasting(function(x, y) {
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const tile = this._map[y] && this._map[y][x];
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// Floor is encoded either as 0 or as the tile ids "'1" / "'2".
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return tile === 0 || tile === "'1" || tile === "'2";
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}.bind(this));
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fov.compute(this._player.x, this._player.y, 6, function(x, y, r, visibility) {
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if (!this._visibleTiles[y]) this._visibleTiles[y] = {};
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this._visibleTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
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if (!this._exploredTiles[y]) this._exploredTiles[y] = {};
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this._exploredTiles[y][x] = this._map[y] && this._map[y][x] !== undefined ? this._map[y][x] : 0;
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}.bind(this));
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},
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// Snapshot consumed by the render kit and the legacy render engine.
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getGameStateForRender: function() {
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const renderState = {
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map: this._map,
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player: this._player,
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monster: this._monster,
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items: this._items,
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entrance: this._entrance,
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exit: this._exit,
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treasure: this._treasure,
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visibleTiles: this._visibleTiles,
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exploredTiles: this._exploredTiles,
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message: this._message,
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gameActive: this._gameActive,
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lighting: this._lighting,
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torches: this._torches
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};
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return renderState;
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},
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// This definition shadows the earlier movePlayer on the same object literal.
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movePlayer: function(dx, dy, screenWidth, screenHeight) {
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if (!this._player) {
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console.warn("Cannot move player: player not initialized");
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return false;
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}
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const newX = this._player.x + dx;
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const newY = this._player.y + dy;
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if (newX < 0 || newX >= screenWidth || newY < 0 || newY >= screenHeight) {
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return false;
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}
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// Tile value 1 is wall and blocks movement.
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if (this._map[newY] && this._map[newY][newX] === 1) {
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return false;
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}
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this._player.x = newX;
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this._player.y = newY;
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return true;
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}
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};
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// Make it available globally
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if (typeof window !== 'undefined') {
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window.GameState = GameState;
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}
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