- Prefer item.damageEn in ENG item tooltips and normalize 2H, versatile 1H/2H, and throwing weapon damage labels in localizeStarterTooltipLine and item-bridge.ts
- Fix starter set item tooltip regex ordering (+所有技能 without trailing $ and +生命补给 before +生命)
- Use getLocalizedNpcName for Town NPC stone menu headers in both ENG and CHI modes across getNpcMenuLayout, handleNpcMenuClick, and drawNpcMenu
- Add SUPERUNIQUE_TBL_ALIASES in monsterDisplayName for 7 SuperUniques whose SuperUniques.txt IDs differ from .tbl keys
- Export cleanChiItemName in ground-labels.ts and apply to CHI ground item labels and drop-to-ground status messages
- Update verify-issue-503-browser.ts LeftDockPanelKind loop + vendor/NPC coverage and expand issue-503-bilingual-parity.test.ts
Refs #503
- Add src/i18n/lang.ts for URL/query/storage language detection, runtime state, and language switcher URL generation preserving query parameters
- Expand scripts/pack-canonical-tbl.ts and regenerate src/data/canonical-tbl-strings.ts with 3,721 ENG and 3,374 CHI 1.13c .tbl entries (UI, monsters, SuperUniques, levels, skills, items)
- Add completedEn speech strings for Act II Quest 2 and Act IV Quest 2 in src/data/canonical-quest-data.ts
- Add index.html bilingual entry portal, acts-zh.html (CHI), acts-en.html (ENG), and language switcher in acts.html; configure multi-page rollup inputs in vite.config.ts
- Localize all 15 UI/game modules (level-names-zh, character-sheet, control-bar, globes, ground-items, ground-labels, item-bridge, inventory, skill-tree-panel, hotkeys, npc-table, world-panels, monsters, hud-manager, act-scene) for authentic CHI and zero-CJK ENG modes
- Add tests/issue-503-bilingual-parity.test.ts and scripts/verify-issue-503-browser.ts
TAG=agy
CONV=5016e6fd-4af8-421f-ae4b-6d443a0a102a
The eight Act I outdoor levels (Blood Moor 2, Cold Plains 3, Stony Field
4, Dark Wood 5, Black Marsh 6, Tamoe Highland 7, Burial Grounds 17, Moo
Moo Farm 39) are now generated by the function-by-function port of
D2MOO's D2Common DRLG in src/game/drlg, bit-exact against a native D2MOO
oracle. The legacy Act I generator (src/game/wilderness/*, the Blood Moor
branch and the Act I paths of wilderness.ts) is deleted; there is no
fallback. Acts 2-5 are unchanged.
Port (completes the kernel committed earlier):
- Tile-map stage: DRLGROOMTILE_AddRoomMapTiles with its tile-data,
linked-tile and warp helpers, DRLGPRESET_AddPresetRoomMapTiles,
DRLGOUTROOM_InitializeDrlgOutdoorRoom (drlg-outroom.ts), the
DrlgDrlgLogic.cpp parts they reach (drlg-logic.ts), D2CMP shim updates.
- drlg-dump.ts: runAct1() driver API; schema 3 dumps with per-room tile
lists. The port is now type-checked (tsconfig no longer excludes it).
Integration:
- drlg-map.ts (replaces drlg/adapter.ts): turns a generated level into
the bake's DS1-shaped canvas with exact (style, sequence, type) per
tile and per-cell DT1 masks, objects, seams from the DRLG level links,
warps from their UNIT_TILE preset units; blank cells stay blocked.
- pack-act-assets: one D2 game seed per (act, variant), a DRLG bake job
and index.json actLayouts; scripts/lib/drlg-mpq-source.ts feeds the
port from the MPQs with the oracle's file list.
- act-variants.ts: WorldVariants picks one generated copy per act (and
the Rogue Encampment DS1 that copy fixed); act-scene.ts and
verify-world-walk both use it. act-scene no longer paints grass into
the blank cells of DRLG scenes.
- world-graph: remove the invented Stony Field <-> Dark Wood seam
(gAct1WildernessDrlgLink / gAct1MonasteryDrlgLink keep them apart;
they meet only through the Underground Passage); world-placement
anchors the second group at the Monastery Gate (3000, 1000).
- level-links: findBorderOpening takes an optional edge range.
- d2map: dt1MaskAllows extracted, behaviour unchanged.
Tools and tests:
- tools/d2moo-oracle: tile-map stage and schema 3; the 4 fixtures are
regenerated (scripts/drlg-fixtures.ts).
- scripts/render-drlg-compare.ts (both dumps through the same adapter
and renderer, fails unless the XOR is empty) and
scripts/audit-levels-browser.ts (headless audit of every baked map).
- tests/drlg-act1-oracle.test.ts (all stages, all 4 fixtures) and
tests/drlg-act1-invariants.test.ts; tests and stress scripts of the
deleted generator are retired or now run on Acts 2-5 only.
- verify-world-walk: start in the town the runtime opens and floor the
spawn sub-tile like the movement collision does.
Verification:
- drlg-diff --levels 2-7,17,39 --seeds 32: 32/32 identical at every
stage; --trace-check 64/64, --isolated 32/32, difficulty 1 and 2 16/16.
- render-drlg-compare, 3 bake copies x 8 levels: 24/24 XOR empty.
- Full re-bake: 365 maps, 0 missing tiles. Browser audit: 355/365 maps,
133/136 level ids clean (112/124/129: Act 5 minions without art, as
before).
- verify:world-graph 37583 assertions; verify:world-walk 29/29;
verify:entity-packs, typecheck clean. vitest 6369 passed; the 6
failures (5 ground-item name formatting, 123-var3 waypoint) and the
verify:packs / verify:generators failures also occur at bad6806.
Test pins updated, measured on the new bake: SceneEntrance 172 -> 166
and world-graph edges 286 -> 284 (the removed seam), seamless pairs
27 -> 26 and placement pairs 19 -> 18; full-spectrum floors / walls /
PNGs 1008898 / 237542 / 1390 (the old pins matched no bake of the
current code).
TAG=agy
CONV=a4f9163c-a011-4161-b169-7f361b1ed57e
- Resolve exact Diablo II v1.13c DS1 Type-2 Object #33 (Objects.txt ID 59) Town Portal sub-tiles across all 9 town presets (Acts 1-5) in src/game/portal.ts
- Implement TownPortalSlot.mouthInLevel(levelId) and enterFrom(levelId) per ObjMode.cpp:3245 (wilderness -> town keeps portal open; town -> wilderness closes portal)
- Add 20-charge quantity tracking for Tome of Town Portal (tbk) and Tome of Identify (ibk), right-click casting for tbk/tsc in inventory, and scroll-to-tome refill
- Bake authentic TP DCC sprite atlases (tptrlitophth, tphdlitophth, tptrlitonhth, tphdlitonhth) into public/overlays/town_portal_*
- Render Town Portal entity with OP/ON DCC animation, dynamic blue light (Light=19, RGB 64/110/255), overhead destination label, and proximity walk-to-interact in src/scene/act-scene.ts
- Add unit and parity tests in tests/town-portal.test.ts
Closes#394
- Hover ground item icon reveals authentic name label without needing Alt key (Fixes#447)
- Connect SceneMouseController pointermove/pointerleave with GroundLabelOverlay hover callback and ladder layout rendering
- Correct Grand Charm (cm3) and Gheed's Fortune ground flippy sprite mapping to flpchm3 (Fixes#452)
- Correct Small Charm (cm1) and Large Charm (cm2) default flippy mappings to flpchm1 and flpchm2
- Add 1.13c charm ground flippy resolution tier and Chinese semantic fallbacks in resolveGroundItemSpriteRect
- Add comprehensive vitest suites in tests/charm-ground-flippy-parity.test.ts and tests/ground-items-alt-labels.test.ts
- Update scripts/pack-missiles.ts to include missing Necromancer missiles: corpseexplosion, poisoncorpseexplosion, poisonexplosioncloud, poisonpuff, cursecast, bonecast, bonespeartrail, revive
- Update scripts/pack-overlays.ts to include 15 Necromancer overlays: 10 Curses overhead state icons, 2 hit overlays, 3 Bone Armor overlays
- Extract and bake 32-bit RGBA sprite sheets into public/missiles/ and public/overlays/ with transparent border thresholding (max(r,g,b) <= 4 -> alpha = 0)
- Generate strongly-typed metadata in src/render/missiles-meta.ts and src/render/overlays-meta.ts
- Add comprehensive Vitest test suite in tests/skills/nec/necro-assets.test.ts verifying physical file existence, JSON frame geometry, and 0 transparent border artifacts
- Verified typecheck with 0 errors and all asset test suites passing 100%
- Implement all 33 Paladin aura overlay targets (13 front/back pairs + 7 full rings) with authentic 1.13c Overlay.txt definitions
- Update offline overlay baking script scripts/pack-overlays.ts and generated metadata src/render/overlays-meta.ts with zero runtime MPQ parsing
- Align baked UI atlases and manifest in public/ui/ and src/ui/baked-ui-meta.ts
- Expand tests/skills/aura-target-parity.test.ts to 7 dimensions including 3D Isometric Aura Ring Sandwich depth layering
- Fix hero class walk offset assertion in tests/hero-classes-art.test.ts
- Add set item icon dye tests in tests/set-items-icons-dye.test.ts
- Implement all 20 Paladin auras (offensive & defensive) with 1.13c MPQ parameters
- Town vs Wilderness filtering: friendly auras buff only self in town, broadcast to allies/mercenaries/summons in wilderness; offensive pulses and redemption suspended in town
- Conviction (#123) asymmetry: caster ring visual only with 0 self debuffs; wilderness enemies receive -Def% and -Res% debuffs with green spikes foot ring; suspended in town
- Holy Freeze (#114) parity: caster displays cyan ring, wilderness enemies take cold pulse damage, item_slow, and blue chill tint with ZERO enemy foot rings
- Offline asset baking: baked 20 aura overlay animations into public/overlays and generated src/render/overlays-meta.ts with zero runtime MPQ parsing
- Full test coverage in tests/skills/aura-target-parity.test.ts passing 6/6 tests and full TypeScript typecheck passing
- Extract and stitch all 213 Blizzard flp*.dc6 resting frames into items-atlas.png
- Support all 4 flpgld gold pile size groups and color dye transforms
- Implement resolveGroundItemSpriteRect() in src/ui/inventory.ts
- Render authentic isometric ground art with contact shadow in drawGroundItem()
- Eliminate synthetic blue boxes, 2D perspective shear hacks, and sparkle white dots
- Fix engine pickup entity matching so picked items are cleanly removed with zero residual dots
- Add tests/ground-items-flippy-parity.test.ts
- Decode and extract all frames for map objects (DCC/DC6) in scripts/pack-act-assets.ts
- Deduplicate unique member art across object placements and pack into objectPages atlas
- Serialize animatedFrames, frameDelta, frameDurationMs, cycleAnim, and sync from Objects.txt into scene.json
- Support multi-frame MapRuntime ObjectDrawable ticking and rendering in src/scene/act-scene.ts
- Introduce SplitMix64 spatial phase hash (computeObjectPhaseOffsetMs) for non-synced objects to eliminate unnatural mechanical synchronization across scene torches and campfires
- Preserve backward-compatibility for single-frame static objects (Stash B6)
- Add 100% passing test suite in tests/object-animation-113c.test.ts