Commit Graph

2 Commits

Author SHA1 Message Date
troytt 820ca12221 refactor: split into isolated common/netproto/server/client/baker modules
Split the mixed src/ and scripts/ trees into five compiler-enforced modules
aligned with the 1.13c DLL architecture, plus tools/:

- src/common/   (D2Common/Storm/D2Lang): formats, MPQ, data tables, DRLG,
                items/skills/units metadata, RNG, pack contracts. No DOM/Node.
- src/netproto/ (D2Net/Bnclient/D2MCPClient): BNCS/MCP/D2GS protocol; external
                code imports only src/netproto/index.ts.
- src/server/   (D2Game): authoritative simulation + LocalLoopbackAdapter.
                All 23 reverse deps into client removed; no Math.random /
                Date.now / performance.now.
- src/client/   (D2Client/D2Gfx/D2Win/D2Launch/D2Sound): render, UI, frontend,
                audio, session, toolbar and the play.html entry.
- src/baker/    Node-only offline packers/extractors + unified `npm run bake`.
- tools/        bot, replay, unlock, verify/audit/benchmark CLIs.

play.html is now the only HTML entry; index.html, acts*.html and bnet.html
plus legacy entry glue (src/main.ts, act-scene, net-scene, lockstep src/net)
are removed.

Adds tsconfig.{common,netproto,server,client,baker}.json wired into
`npm run typecheck`, and tests/arch/boundaries.test.ts enforcing the module
boundaries with zero whitelist exceptions.

Verification: typecheck 6/6 clean; vitest 556 files / 6640 tests pass;
npm run build clean; bake --verify (136/136 levels, universal DT1s);
netproto-replay --strict 0 unknown/opaque/errors; d2-bot walk hardSnaps=0;
audit-levels 136/136; verify-play 9/9 gates at 800x600 and 1024x768.
2026-10-01 00:10:18 +00:00
troytt 2d6bbb93a2 fix(sor-cold): remediate number overload contract and wire reactive combat hooks (Issue #194, #204, #214)
- Fix calculateShiverArmorDamage and calculateChillingArmorDamage number overload to treat number as allocated synergy points (synPoints) with 1.13c percentage scaling, supporting explicit options.synMultiplier override
- Guard duration and chill/freeze length calculators against negative synergy inputs with Math.max(0, synPoints)
- Wire reactive combat hooks in combat.ts (tickMonsters/updateMonsters and hitPlayerWithMissile):
  * Frozen Armor: reactively freezes attacking monster upon taking physical melee damage
  * Shiver Armor: proactively chills and damages attacking monster upon melee attack initiation
  * Chilling Armor: reflects retaliatory chillingarmorbolt on incoming ranged missiles with returnFire=false
- Wire proactive and reactive combat events in combat-pipeline.ts (executeSUnitDmg):
  * Dispatches attackedinmelee proactively before hit resolution
  * Dispatches damagedinmelee post-damage on melee hits
  * Dispatches hitbymissile post-damage on missile hits
  * Exposes attackerStatesApplied, attackerColdDamage256, reflectedPhys256, and spawnedMissiles on SUnitDmgOutcome
- Add comprehensive remediation test suite tests/skills/sor/cold-armors-remediation.test.ts
2026-09-24 01:06:25 +00:00