mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-20 07:38:34 +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.
238 lines
11 KiB
JavaScript
238 lines
11 KiB
JavaScript
// SinglePlayerAvatar stores the selected identity for the legacy single-player page and manages
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// the overlay canvas used by old ROT.js screens. It delegates visual decisions to RK.avatarVisuals.
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(function (root) {
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'use strict';
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var DEFAULT_APPEARANCE = { avatar: 'default', tint: 'none', equipment: { body: 'none', head: 'none', shield: 'none', weapon: 'none' } };
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function normalize(input) {
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if (root.RK && root.RK.normalizeAppearance) return root.RK.normalizeAppearance(input || DEFAULT_APPEARANCE);
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return DEFAULT_APPEARANCE;
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}
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function requestRedraw() {
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if (root.Game && root.Game._gameActive && root.Game._drawGameScreen) {
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root.Game._drawGameScreen();
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} else if (root.ScreenManager && root.DisplayManager && root.DisplayManager.ensureDisplay && root.DisplayManager.ensureDisplay()) {
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if (root.ScreenManager.isShowingWaitingScreen && root.ScreenManager.isShowingWaitingScreen() && root.ScreenManager.drawWaitingScreen) {
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root.ScreenManager.drawWaitingScreen(true);
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} else if (root.ScreenManager.drawWelcomeScreen) {
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root.ScreenManager.drawWelcomeScreen();
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}
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}
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}
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var SinglePlayerAvatar = {
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_appearance: null,
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_overlay: null,
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_ctx: null,
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_lastWorld: null,
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_facing: 'down',
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_loading: {},
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_initialized: false,
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init: function () {
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if (this._initialized) return;
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this._initialized = true;
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var identity = root.RK && root.RK.loadIdentity ? root.RK.loadIdentity() : null;
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this.setAppearance(identity && identity.appearance ? identity.appearance : DEFAULT_APPEARANCE, { save: false, redraw: false });
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this._bindButton();
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this.updateButton();
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},
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_bindButton: function () {
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var self = this;
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var btn = root.document && root.document.getElementById('characterButton');
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if (!btn || btn._rkBound) return;
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btn._rkBound = true;
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btn.addEventListener('click', function () {
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if (!root.RK || !root.RK.openCustomize) return;
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root.RK.openCustomize(self._appearance || DEFAULT_APPEARANCE, function (appearance) {
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var normalized = normalize(appearance);
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self.setAppearance(normalized, { save: true, redraw: true });
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if (root.socket && root.socket.emit) {
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root.socket.emit('identity:update', { appearance: normalized });
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}
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}, { projection: 'topdown' });
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});
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},
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setAppearance: function (appearance, opts) {
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opts = opts || {};
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this._appearance = normalize(appearance);
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if (opts.save !== false && root.RK && root.RK.saveIdentity) root.RK.saveIdentity(this._appearance);
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this.updateButton();
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if (opts.redraw !== false) requestRedraw();
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},
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applyIdentity: function (data) {
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if (!data) return;
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if (data.entitlements && root.RK && root.RK.setEntitlementSnapshot) {
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root.RK.setEntitlementSnapshot(data.entitlements);
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if (root.RK.rebuildRenderPicker) root.RK.rebuildRenderPicker();
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}
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if (data.appearance) this.setAppearance(data.appearance, { save: true, redraw: true });
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else this.updateButton();
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},
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applyEntitlements: function (data) {
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if (data && root.RK && root.RK.setEntitlementSnapshot) {
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root.RK.setEntitlementSnapshot(data);
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this.updateButton();
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}
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},
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updateButton: function () {
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var btn = root.document && root.document.getElementById('characterButton');
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var label = root.document && root.document.getElementById('characterButtonLabel');
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if (!btn || !label) return;
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if (!root.RK || !root.RK.appearance) {
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label.textContent = 'CHARACTER';
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return;
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}
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var info = root.RK.appearance(this._appearance || DEFAULT_APPEARANCE);
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// Show the chosen character's name, but keep it clearly a customize control (the leading
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// 🎭 + this title) so it doesn't read like a mode/role button.
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label.textContent = (info && info.label ? info.label : 'CHARACTER').toUpperCase();
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btn.title = 'Create / customize your character'
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+ (info && info.label ? ': currently ' + info.label : '')
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+ (info && info.premium ? ' (premium)' : '');
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},
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_baseCanvas: function () {
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if (!root.DisplayManager || !root.DisplayManager.getDisplay()) return null;
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var display = root.DisplayManager.getDisplay();
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return display && display.getContainer ? display.getContainer() : null;
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},
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_syncOverlay: function () {
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var base = this._baseCanvas();
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var host = root.document && root.document.getElementById('game-display');
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if (!base || !host) return null;
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if (!this._overlay) {
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this._overlay = root.document.createElement('canvas');
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this._overlay.className = 'single-player-avatar-overlay';
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this._overlay.style.position = 'absolute';
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this._overlay.style.pointerEvents = 'none';
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this._overlay.style.zIndex = '6';
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this._overlay.style.imageRendering = 'pixelated';
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host.appendChild(this._overlay);
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this._ctx = this._overlay.getContext('2d');
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}
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if (this._overlay.width !== base.width) this._overlay.width = base.width;
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if (this._overlay.height !== base.height) this._overlay.height = base.height;
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this._overlay.style.left = base.offsetLeft + 'px';
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this._overlay.style.top = base.offsetTop + 'px';
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this._overlay.style.width = base.offsetWidth + 'px';
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this._overlay.style.height = base.offsetHeight + 'px';
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this._overlay.style.display = 'block';
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return this._ctx;
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},
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clearOverlay: function () {
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if (this._ctx && this._overlay) this._ctx.clearRect(0, 0, this._overlay.width, this._overlay.height);
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},
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currentAppearance: function () {
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return this._appearance || normalize(DEFAULT_APPEARANCE);
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},
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resolveVisual: function (opts) {
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opts = opts || {};
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if (!root.RK || !root.RK.avatarVisuals) {
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return { appearance: this.currentAppearance(), kind: 'legacy', fallbackTile: opts.fallbackTile || '@' };
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}
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return root.RK.avatarVisuals.resolve(this.currentAppearance(), opts);
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},
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_ensureVisual: function (visual) {
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if (!root.RK || !root.RK.avatarVisuals || !visual || !visual.canvas) return false;
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return root.RK.avatarVisuals.ensureCanvasReady(visual, requestRedraw);
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},
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canDrawPlayer: function () {
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return this._ensureVisual(this.resolveVisual({ projection: 'legacy-rot', context: 'dungeon-player' }));
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},
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_updateFacing: function (player) {
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if (!player) return this._facing;
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if (this._lastWorld) {
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var dx = player.x - this._lastWorld.x;
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var dy = player.y - this._lastWorld.y;
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if (dx < 0) this._facing = 'left';
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else if (dx > 0) this._facing = 'right';
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else if (dy < 0) this._facing = 'up';
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else if (dy > 0) this._facing = 'down';
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}
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this._lastWorld = { x: player.x, y: player.y };
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return this._facing;
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},
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drawPlayer: function (gameState, viewport) {
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var visual = this.resolveVisual({ projection: 'legacy-rot', context: 'dungeon-player' });
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if (!gameState || !gameState.player || !viewport || !this._ensureVisual(visual)) {
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this.clearOverlay();
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return false;
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}
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var ctx = this._syncOverlay();
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if (!ctx) return false;
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this.clearOverlay();
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var player = gameState.player;
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var facing = this._updateFacing(player);
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var drew = root.RK.avatarVisuals.drawTopdownWorld(ctx, visual, {
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id: 'single-player',
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x: player.x,
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y: player.y,
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facing: facing
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}, viewport, { onReady: requestRedraw });
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// After the avatar is drawn, sync the overlay FX layer to the same base
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// canvas and let its warm torch light track the player cell. Fully guarded:
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// no-op when the FX module is absent.
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this._syncFX(viewport);
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return drew;
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},
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// Attach/sync the FX overlay to the same base canvas used by the avatar overlay
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// (mirrors _syncOverlay's sizing) and drive the torch light at the player cell.
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_syncFX: function (viewport) {
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if (!root.FX || !viewport) return;
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var base = this._baseCanvas();
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if (!base) return;
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try {
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root.FX.attach(base);
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var cell = viewport.cell || (root.options && root.options.tileWidth) || 32;
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var px = viewport.screenX * cell + cell / 2;
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var py = viewport.screenY * cell + cell / 2;
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root.FX.renderLighting(px, py, cell);
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} catch (_) { /* FX is purely additive: never let it break the avatar */ }
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},
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drawLegendIcon: function (tileX, tileY, opts) {
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opts = opts || {};
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var visual = this.resolveVisual({ projection: 'legacy-rot', context: 'legend', fallbackTile: opts.fallbackTile || '@2' });
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if (!this._ensureVisual(visual)) return false;
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var ctx = this._syncOverlay();
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if (!ctx || !root.RK || !root.RK.avatarVisuals) return false;
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var cell = opts.cell || (root.options && root.options.tileWidth) || 32;
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var cols = opts.cols || 2;
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return root.RK.avatarVisuals.drawIcon(ctx, visual, {
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x: tileX * cell,
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y: tileY * cell,
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w: cols * cell,
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h: cell
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}, {
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context: 'legend',
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scale: 0.78,
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offsetY: Math.max(1, Math.round(cell * 0.08)),
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onReady: requestRedraw
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});
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}
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};
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root.SinglePlayerAvatar = SinglePlayerAvatar;
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if (typeof module !== 'undefined' && module.exports) module.exports = SinglePlayerAvatar;
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})(typeof window !== 'undefined' ? window : globalThis);
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