Files
wownerogue/README.md
T
jwinterm 643bec4721 docs: pass for the 2026-07 build — balance sim, multi-level, render packs
- README: rewrite Difficulty section (per-network LEVELS ∝ block time, WOW=5min,
  multi-level descent, corrected casino size); document game_event + depth in the
  Socket.IO table.
- NEW docs/BALANCE_SIM.md: the block-timed edge math (exponential deadline), the
  headless sim over the real engine, what it proved (size self-cancels, fast monster
  fails on slow chains), and the per-network NETWORK_TUNING model.
- NEW docs/MULTI_LEVEL.md: descent mechanic, vault-only treasure, per-level
  provably-fair seeding, config, file map, open polish.
- NEW docs/RENDER_PACKS.md: modes-vs-packs, the RK.fx layer, iso/tiled/zoom/cat.
- docs/ARCHITECTURE.md: mark the block-time-difficulty gotcha RESOLVED; add render
  kit + balance/pacing sections and cross-links.
- docs/TODO.md: 2026-07 done/pending section.
2026-07-11 22:29:57 -04:00

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# Wownerogue
A browser-based roguelike synchronized with Monero (XMR) and Wownero (WOW) block timing. Built with Node.js/Express and Socket.IO for real-time play, optional crypto payments, and automated payouts.
## Features
- **Provably fair** gaming with pre-game hash commitments
- **Live spectator mode** - watch active games in real-time
- **Persistent chat** with 30-day history
- **Transaction history** - view payment and payout records
- **Multiple game modes**: Free play, per-game payments, or credit bundles
- **Real-time multiplayer races**: free, prestige-credit, or crypto winner-take-pot races every block
- Configurable difficulty with house edge tuning
- Automatic wallet RPC integration for payments and payouts
## Quick Start
```bash
git clone <repository-url>
cd wownerogue/src
npm install
cp .env.example .env # Edit with your database/wallet settings
npm run db:create # Initialize PostgreSQL
npm run dev # Start development server
```
Open http://localhost:3000 to play.
---
## Game Modes
| Mode | Cost | Payout | Description |
|------|------|--------|-------------|
| **FREE** | None | None | No payments required |
| **PAID_SINGLE** | 1 WOW/game | 2× escape, 3× with treasure | Per-run payment |
| **PAID_CREDITS** | 10 credits/5 WOW | Optional | Buy credit bundles |
When both modes are enabled (`ALLOW_MIXED_MODE=true`), players with credits can start games instantly without the payment modal.
## Match Mode (Multiplayer Races)
Optional real-time multiplayer races are available when `MATCH_ENABLED=true`. A new race starts every
crypto block as long as at least two players are queued. Supported economies:
| Economy | Entry | Payout | Leaderboard |
|---|---|---|---|
| **Free** | None | None | Pleb |
| **Prestige Credits** | Credits | None | Prestige |
| **Crypto Race** | Race-entry ticket | Winner-take-pot minus house fee | Hall of Champions |
See `docs/MATCH_MODE.md` for full architecture, configuration, and API details.
## Difficulty & Pacing
Difficulty has two levers, both keyed to the crypto network so `cryptoType` actually shapes the
game (it used to be a dead parameter).
**Presets** (`DIFFICULTY_PRESET`) — the per-level shape:
| Preset | Dungeon Size | Monster | Target House Win |
|--------|--------------|---------|------------------|
| `easy` | 30×15 | low | ~30% |
| `normal` | 45×22 | medium | ~55% |
| `hard` | 55×28 | high | ~65% |
| `casino` | 70×35 | very high | ~70% |
Defaults to `normal` for free play, `casino` for paid. Every knob is `env`-overridable
(`DUNGEON_WIDTH`, `MONSTER_SPEED`, …).
**Multi-level depth (`levels`) — the pacing lever, ∝ block time.** A run *descends* N levels (each a
preset-sized dungeon with a fair monster). Reaching a non-final exit takes the stairs down; only the
final exit escapes; the treasure sits in the vault (final level). Because total run length scales
with the chain's block time, the "race the block" **timer** provides the house edge — no giant map,
no cheating-fast monster.
| Chain | Block time | Levels |
|-------|-----------|--------|
| GRIN | ~1 min | 1 |
| XMR | ~2 min | 2 |
| LTC | ~2.5 min | 2 |
| WOW | ~5 min (measured) | 4 |
| BTC | ~10 min | 8 |
Levels live in `NETWORK_TUNING` (`src/game/difficultyConfig.js`); override with `DUNGEON_LEVELS`,
disable with `NETWORK_TUNING_DISABLED=true`. The counts are sim-derived starting points — see
[`docs/BALANCE_SIM.md`](docs/BALANCE_SIM.md) for how the balance is measured and calibrated.
> **Note:** Wownero's block time is **~5 min** (measured on the live daemon), not 2 min as older
> docs/comments claimed.
---
## Key Features
### Provably Fair Gaming
1. Server generates a random seed and shows its SHA-256 hash before the game
2. The seed deterministically generates the dungeon layout and positions
3. After the game, the seed is revealed for verification
4. Players can verify `hash(seed) = commitment` to prove no manipulation
### Spectator Mode
Click **"👁️ Watch Games"** to see active games. Spectators receive real-time updates via Socket.IO rooms. Press ESC to exit.
### Transaction History
Click **"📜 History"** to view your payment and payout records. Shows:
- Total received from payouts
- Payment history with status and credits received
- Payout history with multipliers and transaction hashes
### Session Persistence
Sessions use an anonymous token stored in localStorage:
- ✅ Persists across refreshes, browser closes, server restarts
- ⚠️ Lost when clearing cookies/localStorage, using incognito mode, or switching browsers/devices
A warning appears if localStorage is unavailable.
---
## API Reference
### Public Endpoints
| Endpoint | Description |
|----------|-------------|
| `GET /health` | Server health, uptime, memory, wallet status |
| `GET /api/game-modes` | Current modes and pricing |
| `GET /api/user/:socketId/credits` | User credit balance |
| `GET /api/user/:socketId/payments` | Payment history (paginated) |
| `GET /api/user/:socketId/payouts` | Payout history (paginated) |
| `POST /api/user/:socketId/address` | Set payout address |
| `GET /verify/:gameId` | Provably fair verification page |
### Admin Endpoints
Require `X-Admin-Key` header matching `ADMIN_API_KEY` env variable.
| Endpoint | Description |
|----------|-------------|
| `POST /api/admin/refund/payment` | Refund a payment, deduct credits if applicable |
| `POST /api/admin/credits/adjust` | Add or remove credits from a user |
| `GET /api/admin/users/search` | Search users by socket ID or address |
**Example: Refund a payment**
```bash
curl -X POST http://localhost:3000/api/admin/refund/payment \
-H "Content-Type: application/json" \
-H "X-Admin-Key: your-admin-key" \
-d '{"paymentId": 123, "reason": "Customer request", "sendFunds": true}'
```
**Example: Adjust credits**
```bash
curl -X POST http://localhost:3000/api/admin/credits/adjust \
-H "Content-Type: application/json" \
-H "X-Admin-Key: your-admin-key" \
-d '{"socketId": "abc123", "amount": 5, "reason": "Compensation"}'
```
### Socket.IO Events
**Client → Server**
| Event | Description |
|-------|-------------|
| `auto_start` | Start game (uses credits if available) |
| `player_move` | Move player (direction: 0-3) |
| `request_payment` | Request payment address |
| `get_active_games` | List games for spectating |
| `spectate_game` | Start spectating a game |
**Server → Client**
| Event | Description |
|-------|-------------|
| `game_start` | Game initialized with dungeon state |
| `game_update` | State after movement (incl. `depth`/`maxDepth` for multi-level descent) |
| `game_event` | Discrete event: `treasure_found`, `descend` (took the stairs down), `escaped` |
| `game_over` | Game ended |
| `payment_created` | Payment address ready |
| `credits_update` | Credit balance changed |
| `spectator_update` | Spectated game state |
---
## Configuration
Key environment variables (see `.env.example` for full list):
```bash
# Core
NODE_ENV=production
PORT=3000
DIFFICULTY_PRESET=casino
# Payments
PAYMENTS_ENABLED=true
PAYMENT_MODES=direct,credits
DIRECT_GAME_PRICE=100000000000 # 1 WOW in atomic units
CREDITS_PACKAGES='[{"id":"small","credits":10,"price":"500000000000","bonus":0}]'
# Payouts
DIRECT_PAYOUT_ESCAPE=2.0
DIRECT_PAYOUT_TREASURE=3.0
# Wallet RPC (required for paid modes)
PRIMARY_WALLET_ENDPOINT=http://127.0.0.1:34570
WALLET_RPC_USER=user
WALLET_RPC_PASSWORD=password
# Database
DB_HOST=localhost
DB_NAME=wownerogue
DB_USER=your_user
DB_PASSWORD=your_password
# Admin API (generate with: openssl rand -hex 32)
ADMIN_API_KEY=your-secure-key
# Network (Monero only - Wownero only has mainnet)
MONERO_NETWORK=mainnet
```
Amounts use atomic units: 1 WOW = 10^11 atomic units.
---
## Production Deployment
See [docs/DEPLOY.md](docs/DEPLOY.md) for detailed production deployment instructions including:
- systemd service configuration
- Nginx/reverse proxy setup with WebSocket support
- Database permissions and security hardening
- Multi-instance deployment (running Wownero and Monero on the same server)
---
## Operations
See [docs/LOGS_AND_BACKUP.md](docs/LOGS_AND_BACKUP.md) for:
- Log management with systemd/journald
- PostgreSQL automated backups
- Backup verification procedures
---
## Testing
```bash
cd src
npm test
```
Tests cover payment handlers, wallet RPC, security rules, movement logic, and integration flows.
---
## Project Structure
```
src/
├── index.js # Entry point
├── config/ # Payment config, validation
├── db/ # PostgreSQL layer
├── game/ # Dungeon, player, monster logic
├── network/ # Socket handlers, chat, queue, spectator
├── payments/ # Wallet RPC, QR codes
└── utils/ # Errors, memory management
html/
├── index.html # Game client
├── admin.html # Admin dashboard
└── js/ # Frontend modules
test/
└── *.test.js # Jest tests
```
---
## License
See LICENSE file for details.