The migration that makes the pack ladder pay off IN the dungeon, not just the tavern.
The SP game now draws via RK (Tiled/ASCII/Iso/3D + unlocked packs) instead of the
legacy ROT display.
- Adapter: sceneFromGameState now consumes the CLIENT state shape (sparse {y:{x:v}}
tile maps, not just server arrays) via maxDims(). Verified + unit-tested.
- Bug fix: RK.sceneFromGameState was never actually exposed (only RK.scene.*), so
matchClient + tavern spectator were silently no-op-ing. Aliased onto RK.
- Bridge (spGameRenderer.js, RK.SPGame): mounts an RK renderer in a dedicated host
inside #game-display, toggles the legacy ROT canvases, zoom-enabled. Game._draw
GameScreen prefers it and FALLS BACK to RenderEngine on any failure, so the live
game can never blank. ROT still draws the splash/win/lose text screens.
- Picker (spRenderPicker.js): homepage mode + pack selector, gated by entitlements
(free = Tiled/Original + ASCII; ladder unlocks Iso/3D/packs), rebuilds on identity.
- index.html loads the render-kit renderers + the bridge/picker.
Bundled with the catalog ladder (migration 028): free Original bare pack, ladder
1/5/10/20/40/50. Deploying makes the free tavern bare (by design) AND the dungeon
render-kit-ed. v1 renders the whole explored level + zoom (player-centered camera is
the next polish). Suite 62/435 green; adapter smoke-verified.