Files
wownerogue/html/js/display/renderEngine.js
jwinterm ed24d43b56 chore: prepare the repository for public release
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.
2026-07-27 06:40:38 -04:00

298 lines
14 KiB
JavaScript

// RenderEngine - Handles game screen rendering and drawing logic
var RenderEngine = {
defaultFg: "#FFF",
init: function(screenWidth, screenHeight) {
this._screenWidth = screenWidth;
this._screenHeight = screenHeight;
},
isVisible: function(x, y, visibleTiles) {
return visibleTiles[y] && visibleTiles[y][x] !== undefined;
},
drawGameScreen: function(gameState) {
if (!DisplayManager.ensureDisplay()) return;
// Ensure we have a clean display first
DisplayManager.clearDisplay();
const display = DisplayManager.getDisplay();
const player = gameState.player;
const monster = gameState.monster;
const items = gameState.items;
const entrance = gameState.entrance;
const exit = gameState.exit;
const treasure = gameState.treasure;
const torches = gameState.torches || []; // New torch positions
const visibleTiles = gameState.visibleTiles || {};
const exploredTiles = gameState.exploredTiles || {};
const lighting = gameState.lighting || {}; // Lighting data from server
const message = gameState.message;
// Get configured tile types from options
const playerTile = window.GameTiles ? window.GameTiles.getPlayerTile() : '@';
const treasureTile = window.GameTiles ? window.GameTiles.getTreasureTile() : '$W';
const monsterTile = window.GameTiles ? window.GameTiles.getMonsterTile() : '~';
const torchTile = window.GameTiles ? window.GameTiles.getTorchTile() : 'torch';
const playerWX = player.x;
const playerWY = player.y;
const centerX = Math.floor(this._screenWidth / 2);
const centerY = Math.floor(this._screenHeight / 2);
const avatarOverlayReady = !!(window.SinglePlayerAvatar &&
window.SinglePlayerAvatar.canDrawPlayer &&
window.SinglePlayerAvatar.canDrawPlayer(gameState));
const topLeftWX = playerWX - centerX;
const topLeftWY = playerWY - centerY;
for (let sy = 0; sy < this._screenHeight; sy++) {
for (let sx = 0; sx < this._screenWidth; sx++) {
const wx = topLeftWX + sx;
const wy = topLeftWY + sy;
let charStack = [];
let fgStack = [];
let bgStack = [];
let baseChar = ' ';
let baseFg = this.defaultFg;
let tileType;
// Debug log for a specific tile if needed - replace with actual test coordinates
// const wx_test = 10, wy_test = 10; // Example coordinates
// if (wx === wx_test && wy === wy_test) {
// console.log(`RenderEngine DEBUG: Tile (${wx},${wy}) raw lighting data: ${lighting[wy] ? lighting[wy][wx] : 'N/A'}`);
// }
// Render base terrain
if (this.isVisible(wx, wy, visibleTiles)) {
tileType = visibleTiles[wy][wx];
baseFg = this.defaultFg;
// Handle new string-based tile system
if (tileType === '#') {
baseChar = '#'; // Wall
} else if (tileType === "'1" || tileType === "'2") {
baseChar = tileType; // Use the specific floor tile type
} else if (tileType === 'torch') {
baseChar = '#'; // Torch tiles are walls with torches on top
} else if (tileType === 1) {
baseChar = '#'; // Legacy wall support
} else if (tileType === 0) {
baseChar = "'1"; // Legacy floor support - use primary floor
} else {
// Use the tile type directly if it's a string
baseChar = tileType || "'1"; // Default to primary floor for safety
}
} else if (exploredTiles[wy] && exploredTiles[wy][wx] !== undefined) {
tileType = exploredTiles[wy][wx];
baseFg = this.defaultFg;
// Handle new string-based tile system for explored tiles
if (tileType === '#') {
baseChar = '#'; // Wall
} else if (tileType === "'1" || tileType === "'2") {
baseChar = tileType; // Use the specific floor tile type
} else if (tileType === 'torch') {
baseChar = '#'; // Torch tiles are walls with torches on top
} else if (tileType === 1) {
baseChar = '#'; // Legacy wall support
} else if (tileType === 0) {
baseChar = "'1"; // Legacy floor support - use primary floor
} else {
// Use the tile type directly if it's a string
baseChar = tileType || "'1"; // Default to primary floor for safety
}
} else {
// No visible or explored tile - render empty space
baseChar = ' ';
baseFg = this.defaultFg;
}
// Only add to stacks if we have a valid character
if (baseChar && baseChar !== ' ') {
charStack.push(baseChar);
// Get lighting information for this tile
const lightingAlpha = (lighting[wy] && lighting[wy][wx]) ? lighting[wy][wx] : 0.0;
// Apply lighting shadows for terrain
const isCurrentlyVisible = this.isVisible(wx, wy, visibleTiles);
// Added log to inspect lightingAlpha for visible, lit tiles
// if (isCurrentlyVisible && lightingAlpha > 0.01) { // Using 0.01 to catch small, non-zero alphas
// console.log(`RenderEngine TRACE: Tile (${wx},${wy}), Visible: ${isCurrentlyVisible}, lightingAlpha: ${lightingAlpha.toFixed(3)}, from: ${lighting[wy] ? lighting[wy][wx].toFixed(3) : 'N/A'}`);
// }
if (isCurrentlyVisible) {
if (lightingAlpha > 0) {
// Apply torch shadow using foreground overlay
fgStack.push(`rgba(0, 0, 0, ${Math.min(lightingAlpha, 0.8)})`);
} else {
// Normal tile with no shadow
fgStack.push("transparent");
}
} else {
// Explored but not currently visible - apply darker shadow
fgStack.push(`rgba(0, 0, 0, 0.7)`);
}
bgStack.push("transparent"); // Always transparent background for terrain
}
// Render items
if (items) {
for (const itemKey in items) {
if (items.hasOwnProperty(itemKey)) {
const currentItem = items[itemKey];
if (currentItem && currentItem.x === wx && currentItem.y === wy && this.isVisible(wx, wy, visibleTiles)) {
charStack.push('$');
// Apply torch lighting to items
const lightingAlpha = (lighting[wy] && lighting[wy][wx]) ? lighting[wy][wx] : 0.0;
if (lightingAlpha > 0) {
fgStack.push(`rgba(0, 0, 0, ${Math.min(lightingAlpha, 0.8)})`);
} else {
fgStack.push("transparent");
}
bgStack.push("transparent");
}
}
}
}
// Render entrance
if (entrance && entrance[0] === wx && entrance[1] === wy && this.isVisible(wx, wy, visibleTiles)) {
charStack.push('<');
// Apply torch lighting to entrance
const lightingAlpha = (lighting[wy] && lighting[wy][wx]) ? lighting[wy][wx] : 0.0;
if (lightingAlpha > 0) {
fgStack.push(`rgba(0, 0, 0, ${Math.min(lightingAlpha, 0.8)})`);
} else {
fgStack.push("transparent");
}
bgStack.push("transparent");
}
// Render exit
if (exit && exit[0] === wx && exit[1] === wy && this.isVisible(wx, wy, visibleTiles)) {
charStack.push('>');
// Apply torch lighting to exit
const lightingAlpha = (lighting[wy] && lighting[wy][wx]) ? lighting[wy][wx] : 0.0;
if (lightingAlpha > 0) {
fgStack.push(`rgba(0, 0, 0, ${Math.min(lightingAlpha, 0.8)})`);
} else {
fgStack.push("transparent");
}
bgStack.push("transparent");
}
// Render treasure
if (treasure && treasure[0] === wx && treasure[1] === wy && this.isVisible(wx, wy, visibleTiles)) {
charStack.push(treasureTile);
// Apply torch lighting to treasure
const lightingAlpha = (lighting[wy] && lighting[wy][wx]) ? lighting[wy][wx] : 0.0;
if (lightingAlpha > 0) {
fgStack.push(`rgba(0, 0, 0, ${Math.min(lightingAlpha, 0.8)})`);
} else {
fgStack.push("transparent");
}
bgStack.push("transparent");
}
// Render torches (check if this tile has a torch)
if (this.isVisible(wx, wy, visibleTiles) && visibleTiles[wy][wx] === 'torch') {
charStack.push(torchTile);
// Don't apply shadows to torches since they're light sources
fgStack.push("transparent");
bgStack.push("transparent");
}
// Render monster
if (monster && monster.x === wx && monster.y === wy && this.isVisible(wx, wy, visibleTiles)) {
charStack.push(monsterTile);
// Apply torch lighting to monster
const lightingAlpha = (lighting[wy] && lighting[wy][wx]) ? lighting[wy][wx] : 0.0;
if (lightingAlpha > 0) {
fgStack.push(`rgba(0, 0, 0, ${Math.min(lightingAlpha, 0.8)})`);
} else {
fgStack.push("transparent");
}
bgStack.push("transparent");
}
// Render player (always on top)
if (wx === playerWX && wy === playerWY) {
if (!avatarOverlayReady) {
charStack.push(playerTile);
// Don't apply shadows to player - keep them clearly visible
fgStack.push("transparent");
bgStack.push("transparent");
}
}
if (charStack.length > 0) {
// Validate array lengths
while (fgStack.length < charStack.length) fgStack.push("transparent");
while (bgStack.length < charStack.length) bgStack.push("transparent");
// Validate characters are in tileMap
for (let i = 0; i < charStack.length; i++) {
if (!charStack[i] || (window.options?.tileMap && !window.options.tileMap.hasOwnProperty(charStack[i]))) {
// Default to primary floor if tile not found
charStack[i] = "'1";
}
if (!fgStack[i]) fgStack[i] = "transparent";
if (!bgStack[i]) bgStack[i] = "transparent";
}
try {
display.draw(sx, sy, charStack, fgStack, bgStack);
} catch (error) {
display.draw(sx, sy, ["'"], ["transparent"], ["transparent"]);
}
}
}
}
if (avatarOverlayReady && window.SinglePlayerAvatar.drawPlayer) {
var drew = window.SinglePlayerAvatar.drawPlayer(gameState, {
screenX: centerX,
screenY: centerY,
cell: window.options ? window.options.tileWidth : 32
});
// Fallback: if the overlay couldn't render (display not ready, atlas stale, etc.),
// draw the @ tile so the player is never invisible. The @ was suppressed above
// because canDrawPlayer returned true, but the overlay draw may still fail.
if (!drew) {
try { display.draw(centerX, centerY, playerTile, "#FFF", "transparent"); }
catch (_) { /* ignore: next frame will retry */ }
}
}
// Drive the overlay FX torch light on the player, who is always camera-centered
// at (centerX, centerY). Coordinates are in base-canvas pixel space (tile * cell),
// matching the avatar overlay convention. Fully guarded + additive only; the ROT
// display draw above is untouched. Works whether or not the fancy avatar rendered.
if (window.FX && window.FX.renderLighting) {
try {
var _cellW = (window.options && window.options.tileWidth) || 32;
var _cellH = (window.options && window.options.tileHeight) || _cellW;
window.FX.renderLighting(centerX * _cellW + _cellW / 2, centerY * _cellH + _cellH / 2, _cellW);
} catch (_) { /* FX is purely cosmetic: never block the dungeon render */ }
}
// Render message at bottom if present
if (message) {
ScreenManager.drawCenteredText(this._screenHeight - 1, message);
}
}
};
// Make it available globally
if (typeof window !== 'undefined') {
window.RenderEngine = RenderEngine;
}