mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +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.
315 lines
13 KiB
JavaScript
315 lines
13 KiB
JavaScript
// AvatarVisuals is the render-kit resolver for turning a saved appearance identity into a
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// drawable visual for a specific projection/context. Legacy ROT screens can use fallback tiles;
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// canvas-capable renderers can draw the same identity as a composed character or premium skin.
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(function (root) {
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'use strict';
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var RK = root.RK = root.RK || {};
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var DEFAULT_EQUIPMENT = { body: 'none', head: 'none', shield: 'none', weapon: 'none' };
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var DEFAULT_APPEARANCE = { avatar: 'default', tint: 'none', equipment: DEFAULT_EQUIPMENT };
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var loading = {};
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function normalize(appearance) {
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if (RK.normalizeAppearance) return RK.normalizeAppearance(appearance || DEFAULT_APPEARANCE);
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return DEFAULT_APPEARANCE;
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}
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function topdownPackFor(appearance, kind) {
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if (kind === 'skin') {
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var skin = RK.SKINS && RK.SKINS[appearance.avatar];
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return (skin && skin.pack) || 'generated-skins';
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}
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if (kind === 'model3d') return 'kenney-3d-characters';
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return 'roguelike-interior';
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}
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function kindFor(appearance, projection) {
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if (!appearance) return 'legacy';
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if (projection === 'iso') return 'iso';
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if (projection === '3d') return 'model3d';
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if (RK.isChar && RK.isChar(appearance.avatar)) return 'char';
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if (RK.isSkin && RK.isSkin(appearance.avatar)) return 'skin';
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if (appearance.avatar && /^kenney-/.test(appearance.avatar)) return 'model3d';
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return 'legacy';
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}
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function fallbackTile(opts) {
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opts = opts || {};
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if (opts.fallbackTile) return opts.fallbackTile;
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if (root.GameTiles && root.GameTiles.getPlayerTile) return root.GameTiles.getPlayerTile();
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return '@';
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}
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function labelFor(appearance) {
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if (RK.appearance) {
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var info = RK.appearance(appearance);
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if (info && info.label) return info.label;
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}
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return 'Character';
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}
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function tintColorFor(appearance, fallback) {
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var ap = normalize(appearance);
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var base = ap && ap.colors && ap.colors.base;
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var tint = base || (ap && ap.tint);
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if (tint && tint !== 'none' && RK.CHAR_TINTS && RK.CHAR_TINTS[tint] && RK.CHAR_TINTS[tint].color) {
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return RK.CHAR_TINTS[tint].color;
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}
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if (RK.appearance) {
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var info = RK.appearance(ap);
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if (info && info.color) return info.color;
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}
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return fallback || null;
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}
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function packFor(appearance, kind, projection) {
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if (projection === 'iso') return 'iso-dungeon';
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if (projection === '3d') return 'kenney-3d-characters';
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return topdownPackFor(appearance, kind);
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}
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function canUsePack(id) {
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return !id || !RK.canUsePack || RK.canUsePack(id);
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}
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function isoCharacterFor(appearance) {
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var assets = (RK.activeIsoAssets && RK.activeIsoAssets()) || RK.isoAssets || {};
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var chars = assets.characters || {};
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return chars[appearance.avatar] || chars.fallback || assets.character || null;
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}
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function modelFor(appearance) {
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var assets = (RK.activeThreeAssets && RK.activeThreeAssets()) || RK.threeAssets || {};
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var models = assets.models || {};
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return models[appearance.avatar] || models.fallback || null;
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}
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function resolve(appearance, opts) {
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opts = opts || {};
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var ap = normalize(appearance);
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var projection = opts.projection || 'legacy-rot';
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// A player who never customized arrives as avatar 'default' (or an unknown id), which is not
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// a char/skin/model and would fall to the grey circle. On the TAVERN canvas path, coerce it
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// to a real Kenney character so nobody is a grey dot in a room of people. But NOT on
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// 'legacy-rot' (the single-player dungeon): there RenderEngine falls back to the original @
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// hero TILE, which is what an un-customized player expects (grey circle was a canvas-only
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// problem). iso/3d keep their own fallbacks below.
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if (ap && projection !== 'iso' && projection !== '3d' && projection !== 'legacy-rot') {
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var a = ap.avatar;
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var known = (RK.isChar && RK.isChar(a)) || (RK.isSkin && RK.isSkin(a)) || (a && /^kenney-/.test(a));
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if (!known) ap = Object.assign({}, ap, { avatar: 'char-villager' });
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}
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var kind = kindFor(ap, projection);
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var pack = packFor(ap, kind, projection);
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var visual = {
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appearance: ap,
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kind: kind,
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projection: projection,
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context: opts.context || 'player',
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label: labelFor(ap),
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pack: pack,
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allowed: canUsePack(pack),
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fallbackTile: fallbackTile(opts),
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canvas: kind === 'char' || kind === 'skin',
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entity: opts.entity || null
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};
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if (projection === 'iso') {
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visual.assets = RK.isoAssets || null;
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visual.character = isoCharacterFor(ap);
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visual.canvas = false;
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} else if (projection === '3d') {
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visual.assets = RK.threeAssets || null;
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visual.model = modelFor(ap);
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visual.canvas = false;
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visual.three = true;
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}
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return visual;
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}
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function rememberLoad(key, start, onReady) {
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if (loading[key]) {
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if (onReady) loading[key].push(onReady);
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return;
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}
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loading[key] = onReady ? [onReady] : [];
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start(function () {
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var cbs = loading[key] || [];
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delete loading[key];
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cbs.forEach(function (cb) { try { cb(); } catch (_) { /* ignore */ } });
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});
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}
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function ensureCanvasReady(visual, onReady) {
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visual = visual && visual.appearance ? visual : resolve(visual);
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if (!visual.allowed) return false;
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if (visual.kind === 'char') {
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if (RK.charAtlas && RK.charAtlas()) return true;
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if (!RK.loadCharAtlas) return false;
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rememberLoad('char-atlas', function (done) { RK.loadCharAtlas(done); }, onReady);
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return false;
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}
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if (visual.kind === 'skin') {
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if (RK.skinSheet && RK.skinSheet(visual.appearance.avatar)) return true;
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if (!RK.loadSkin) return false;
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rememberLoad('skin:' + visual.appearance.avatar, function (done) {
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var rec = RK.loadSkin(visual.appearance.avatar);
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if (rec && rec.cbs) rec.cbs.push(done);
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}, onReady);
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return false;
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}
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return false;
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}
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function drawCharIcon(ctx, visual, x, y, size) {
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if (!RK.drawCharCompositeCanvas) return false;
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return RK.drawCharCompositeCanvas(ctx, visual.appearance, x, y, size);
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}
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function drawSkinIcon(ctx, visual, x, y, size) {
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var rec = RK.skinSheet && RK.skinSheet(visual.appearance.avatar);
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var skin = RK.SKINS && RK.SKINS[visual.appearance.avatar];
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if (!rec || !skin) return false;
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var row = (skin.dirRows && skin.dirRows.down) || 0;
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var dh = size;
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var dw = dh * (skin.frameW / skin.frameH);
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ctx.imageSmoothingEnabled = true;
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ctx.drawImage(rec.img, 0, row * skin.frameH, skin.frameW, skin.frameH, x + (size - dw) / 2, y, dw, dh);
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return true;
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}
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function drawIcon(ctx, visual, rect, opts) {
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opts = opts || {};
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visual = visual && visual.appearance ? visual : resolve(visual, opts);
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if (!ctx || !rect || !ensureCanvasReady(visual, opts.onReady)) return false;
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var boxW = rect.w || rect.size || 32;
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var boxH = rect.h || rect.size || 32;
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var natural = Math.min(boxW, boxH);
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var legend = visual.context === 'legend' || opts.context === 'legend';
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var scale = opts.scale || (legend ? 0.78 : 1);
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var size = opts.size || Math.max(1, Math.round(natural * scale));
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var offsetX = opts.offsetX || 0;
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var offsetY = opts.offsetY != null ? opts.offsetY : (legend ? Math.round(natural * 0.08) : 0);
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var x = rect.x + Math.max(0, (boxW - size) / 2) + offsetX;
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var y = rect.y + Math.max(0, (boxH - size) / 2) + offsetY;
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ctx.clearRect(rect.x, rect.y, boxW, boxH);
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if (visual.kind === 'char') return drawCharIcon(ctx, visual, x, y, size);
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if (visual.kind === 'skin') return drawSkinIcon(ctx, visual, x, y, size);
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return false;
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}
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function drawTopdownChar(ctx, visual, entity, viewport, opts) {
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opts = opts || {};
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var ch = RK.CHARS && RK.CHARS[visual.appearance.avatar];
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if (!ch || !RK.charFrame || !RK.drawCharTileCanvas) return false;
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var cell = viewport.cell || 32;
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var e = {
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id: entity.id || 'avatar',
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x: entity.x || 0,
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y: entity.y || 0,
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facing: entity.facing || 'down'
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};
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var frame = RK.charFrame(ch, e, opts.now || Date.now());
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var dw = cell * (opts.scale || 1.8);
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var dh = dw * frame.squash;
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var cx = viewport.screenX * cell + cell / 2;
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var dy = (viewport.screenY * cell + cell) - dh + frame.bob;
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var ap = RK.charAppearance({ avatar: visual.appearance.avatar, appearance: visual.appearance });
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ctx.imageSmoothingEnabled = false;
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if (entity.you) {
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ctx.strokeStyle = 'rgba(255,255,255,0.85)';
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ctx.lineWidth = 2;
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ctx.beginPath();
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ctx.ellipse(cx, viewport.screenY * cell + cell - 2, dw * 0.3, cell * 0.16, 0, 0, Math.PI * 2);
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ctx.stroke();
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}
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function drawComposite(dx, dy2) {
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RK.drawCharTileCanvas(ctx, ch.frame, ap.tint, dx, dy2, dw, dh, ap.colors, 'base');
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RK.charOverlayParts(ap).forEach(function (part) {
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RK.drawCharTileCanvas(ctx, part.frame, part.tint, dx, dy2, dw, dh, part.colorable ? ap.colors : null, part.slot);
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});
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}
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if (frame.flip) {
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ctx.save();
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ctx.translate(cx + dw / 2, dy);
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ctx.scale(-1, 1);
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drawComposite(0, 0);
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ctx.restore();
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} else {
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drawComposite(cx - dw / 2, dy);
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}
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if (entity.label) {
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ctx.fillStyle = '#d7dbe0';
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ctx.font = '11px monospace';
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ctx.textAlign = 'center';
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ctx.fillText(entity.label, cx, dy - 2);
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}
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return true;
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}
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function drawTopdownSkin(ctx, visual, entity, viewport, opts) {
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opts = opts || {};
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var rec = RK.skinSheet && RK.skinSheet(visual.appearance.avatar);
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var skin = RK.SKINS && RK.SKINS[visual.appearance.avatar];
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if (!rec || !skin || !RK.skinFrame) return false;
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var cell = viewport.cell || 32;
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var e = {
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id: entity.id || 'avatar-skin',
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x: entity.x || 0,
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y: entity.y || 0,
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facing: entity.facing || 'down'
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};
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var frame = RK.skinFrame(skin, e, opts.now || Date.now());
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var dh = cell * (skin.scale || 1.7);
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var dw = dh * (skin.frameW / skin.frameH);
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var cx = viewport.screenX * cell + cell / 2;
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var dx = cx - dw / 2;
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var dy = (viewport.screenY * cell + cell) - dh;
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ctx.imageSmoothingEnabled = true;
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var midY = dy + dh * 0.45;
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var halo = ctx.createRadialGradient(cx, midY, 0, cx, midY, dw * 0.8);
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halo.addColorStop(0, 'rgba(255,226,180,0.30)');
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halo.addColorStop(1, 'rgba(255,226,180,0)');
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ctx.fillStyle = halo;
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ctx.beginPath();
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ctx.arc(cx, midY, dw * 0.8, 0, Math.PI * 2);
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ctx.fill();
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if (entity.you) {
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ctx.strokeStyle = 'rgba(255,255,255,0.85)';
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ctx.lineWidth = 2;
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ctx.beginPath();
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ctx.ellipse(cx, viewport.screenY * cell + cell - 2, dw * 0.3, cell * 0.16, 0, 0, Math.PI * 2);
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ctx.stroke();
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}
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ctx.drawImage(rec.img, frame.col * skin.frameW, frame.row * skin.frameH, skin.frameW, skin.frameH, dx, dy, dw, dh);
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if (entity.label) {
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ctx.fillStyle = '#d7dbe0';
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ctx.font = '11px monospace';
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ctx.textAlign = 'center';
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ctx.fillText(entity.label, cx, dy - 2);
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}
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return true;
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}
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function drawTopdownWorld(ctx, visual, entity, viewport, opts) {
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opts = opts || {};
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visual = visual && visual.appearance ? visual : resolve(visual, opts);
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if (!ctx || !entity || !viewport || !visual.allowed || !ensureCanvasReady(visual, opts.onReady)) return false;
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if (visual.kind === 'char') return drawTopdownChar(ctx, visual, entity, viewport, opts);
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if (visual.kind === 'skin') return drawTopdownSkin(ctx, visual, entity, viewport, opts);
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return false;
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}
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RK.avatarVisuals = {
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DEFAULT_APPEARANCE: DEFAULT_APPEARANCE,
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normalize: normalize,
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kindFor: kindFor,
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resolve: resolve,
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tintColorFor: tintColorFor,
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ensureCanvasReady: ensureCanvasReady,
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drawIcon: drawIcon,
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drawTopdownWorld: drawTopdownWorld
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};
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RK.resolveAvatarVisual = resolve;
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})(window);
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