Commit Graph

81 Commits

Author SHA1 Message Date
troytt 728d641646 feat(skills): implement Charged Bolt (38) and Telekinesis (43) with 1.13c parity (#192, #197)
- Fix double-append bug in src/game/engine.ts lines 446-449
- Implement Charged Bolt (38) kinematics, NextDelay 0, 5-band damage, 32-entry discrete orthogonal jitter, and +6% Lightning synergy
- Implement Telekinesis (43) 600px range, remote object triggering, ground item pickup whitelist, 1-2 damage, 35% knockback, 35 stun ticks, and Energy Shield hard synergy
- Add comprehensive 7-Dimensional test suites for Charged Bolt (38) and Telekinesis (43)
- Verify 100% pass across all 4,175 unit tests and clean typecheck
2026-09-23 19:30:47 +00:00
troytt 6fefc684ef feat(skills): implement Sorceress Lightning (49) & Chain Lightning (53) with 1.13c parity (closes #203, closes #207)
- Implement 1.13c piecewise 5-band damage and +8%/+4% synergies for Lightning and Chain Lightning
- Implement authentic missile kinematics, NextDelay 4, ping-pong retargeting excluding immediate victim, and infinite beam piercing
- Wire casting overlays, 0 frame cooldown, and 1.13c mana formulas in missile-engine.ts, skills.ts, and act-scene.ts
- Add comprehensive 7-dimensional verification test suites in tests/skills/sor/ (40/40 passing)
- Full repo test suite passing: 4,140 passed, 0 failed, 0 typecheck errors
2026-09-23 18:24:28 +00:00
troytt 0e0cd3adee feat(skills): harden 1.13c Nova and Static Field against adversarial probes (fixes #196, #202)
- Fix ghost property resistLightning to respect monster resistances and lightningResist in act-scene.ts
- Wire monster resistances across MonsterStats and applyEliteModifiers in combat.ts and monsters.ts
- Clamp Static Field damage non-lethally post-resistance scaling and protect against difficulty floor underflow in missile-engine.ts
- Implement continuous sub-step collision and raycast line-of-sight in missile-engine.ts and skills.ts
- Add persistent NextDelay tracking on GameEngine with automatic per-tick expired entry pruning
- Align Nova (64 bolts, aspect ratio 0.5, NextDelay 4) and Static Field in executeSkillCore113c
2026-09-23 17:14:53 +00:00
troytt 35b926749e feat(skills): implement 1.13c Nova and Static Field with 7-D test verification (fixes #196, #202) 2026-09-23 16:27:57 +00:00
troytt 72b9f9e7ec feat(assets): bake 9 missing missile and 9 overlay DCC sprite atlases with dark border thresholding (Milestone M0) 2026-09-23 15:11:21 +00:00
troytt c2e4c5b067 Merge branch 'feat/refactor-transparency' 2026-09-23 14:30:19 +00:00
troytt a8295c265d feat(render): refactor transparency and blend modes for light beams and monsters 2026-09-23 14:29:50 +00:00
troytt 84c7730382 fix(skills): implement falling meteor dual sprite trajectory, frame indexing, exact tick-60 detonation, and wall collision
- Dual sprite falling trajectory: render falling meteor fireball (meteor) and flame tail (meteortail) descending diagonally during 60-tick countdown with additive blending
- Animation frame indexing: meteorcenter advances monotonically starting at frame 0, meteorfire plays emergence once (0..11) then loops 12..36 indefinitely
- Detonation timing: center expires and detonates at tick 60 exact (isExpired when ttl <= 1)
- Wall collision: drop meteorfire ground patches landing inside solid walls in MissileEngine
- Full test coverage: Dimensions 8 & 9 added to skill-056-meteor.test.ts, stress and adversarial test suites verified
2026-09-23 13:06:24 +00:00
troytt 96eee679b4 feat(skills): implement Skill #056 Meteor with 1.13c ground truth parity (Ref #401) 2026-09-23 12:36:17 +00:00
troytt ddad686654 feat(skills): implement Blizzard (Skill 59) with 1.13c parity and baked missile assets (Ref #400)
- Add authoritative 64-entry circle lookup table (BLIZZARD_CIRCLE_X, BLIZZARD_CIRCLE_Y) matching D2Game.dll 0x6FD1C960 with 2:1 isometric projection (ISO_GROUND_ASPECT_RATIO = 0.5)
- Pack authentic DCC missile sprites (blizzard1..3, blizzardexplode1..2, blizzard4 alias, blizzardexplode3 alias) from d2data.mpq into public/missiles/ and export metadata in missiles-meta.ts
- Implement 1.13c simulation in skills.ts and missile-engine.ts:
  * Controller missile 158 blizzardcenter: 100 ticks lifetime, emits 1 falling shard every 4 ticks (Param3=4), coprime step 13 mod 64, radius 7 subtiles
  * Falling shards (blizzard1..4): 9 ticks range, vertical screen altitude descent from 120 px to 0 px
  * Impact explosions (blizzardexplode1..3): 6 ticks duration, cold damage, 100 ticks chill, NextDelay = 0
  * Authentic 5-band level scaling [15, 30, 45, 55, 65] and +5%/pt synergies
- Integrate Blizzard casting in act-scene.ts: spawn blizzardcenter, handle altitude offset, aliased art fallback, and ice_cast_3 overlay
- Add comprehensive 10-case verification test suite (tests/blizzard-missile-113c.test.ts)
2026-09-23 11:35:28 +00:00
troytt 39c25dfe6f fix(skills): eliminate idle hydra turret inward crossfire self-targeting (Ref #399)
- Remove targetX and targetY from stationary turret projectile definition in castSkill (act-scene.ts)
- Remove idle fallback to projectile.targetX/Y in tickProjectiles (skills.ts) so turrets only fire when an alive target is found within range
- Add negative unit test in Dimension 3 verifying 0 projectiles are spawned over 50 ticks with empty targets array
2026-09-23 09:58:57 +00:00
troytt ebaa1b4df2 feat(skills): implement Hydra (Skill 62) with 1.13c parity and visual assets (Ref #399) 2026-09-23 09:58:57 +00:00
troytt e5a34af708 feat(skills): implement Diablo II v1.13c aura skills system with town/wilderness target filtering and visual parity (Fixes #397)
- 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
2026-09-23 09:15:48 +00:00
troytt ce6fdf131e fix(render): animated torches, candles, environmental fires, and DT1 tile sequences (Fixes #398) 2026-09-23 08:58:23 +00:00
troytt c3bb79e403 feat(skills): implement Frozen Orb with 1.13c parity and visual assets 2026-09-23 08:07:47 +00:00
troytt b1479b31ac fix(render): authentic Diablo II v1.13c ground items flippy sprites and clean pickup lifecycle
- 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
2026-09-23 07:03:17 +00:00
troytt 807585a615 Merge branch 'issue-393' into main: fix waypoint menu icons parity (#393) 2026-09-23 06:43:24 +00:00
troytt 6cba99f017 fix(ui): waypoint menu icons and click logic 1.13c parity (#393)
- Ground Truth Invariant (D2Client.dll 1.13c at 0x6fb5b2f4-0x6fb5b355 & 0x6fb5a53d):
  - In waygateicons.dc6 (5 frames):
    - Frame 0 (sx=0): Current waypoint unhovered state (blue portal).
    - Frame 1 (sx=30): Current waypoint hovered state (blue portal lit).
    - Frame 3 (sx=90): Activated destination waypoint unhovered state (stone icon).
    - Frame 4 (sx=120): Activated destination waypoint hovered state (stone icon lit).
    - Locked waypoint: Skips sprite draw call completely (je 0x6fb5b355), text drawn in gray.
  - Waypoint click handling:
    - Current waypoint click is a no-op (player already present at location).
    - Locked waypoint click is a no-op.
    - Activated destination waypoint click initiates teleport and closes panel.
- Track current waypoint, current level, and act tab across act-scene and world-panels.
- Update tests in tests/world-panels.test.ts to verify authentic 1.13c behavior.
2026-09-23 06:43:05 +00:00
troytt 263286c0c2 fix(render): isometric grid drop dispersal and authentic ground slanted sprite perspective 2026-09-23 06:23:21 +00:00
troytt 15948eb896 fix(skills): remove translucent solid light boxes during cast overlay animation (#386, #395) 2026-09-23 06:14:11 +00:00
troytt da24f9944f Merge branch 'issue-386' into main (Fixes #386) 2026-09-23 05:54:15 +00:00
troytt c814376e8a fix(ground-items): authentic ground item icon sprites and eliminate residual white dot 2026-09-23 05:48:03 +00:00
troytt ff347bb946 Merge branch 'issue-387' into main (Fixes #387) 2026-09-23 05:37:19 +00:00
troytt 6eaeab4619 feat(skills): authentic 1.13c Cast Overlay system and elemental spell animations (Fixes #386) 2026-09-23 03:53:57 +00:00
troytt ea8644c2ea feat(feedback): authentic inventory full flippy bounce animation & audio-visual refusal (Fixes #392) 2026-09-23 03:22:28 +00:00
troytt 3704e7d088 feat(scene): authentic 1.13c animated map objects and phase staggering (Fixes #387)
- 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
2026-09-23 03:14:14 +00:00
troytt 53a9ef3f9b feat(interaction): implement authentic ground item & gold pickup with pathfinding (Fixes #391) 2026-09-23 03:12:06 +00:00
troytt 7d7925ab2b Merge branch 'issue-390' into main (Fixes #390) 2026-09-23 02:36:16 +00:00
troytt ff867a13e3 feat(skills): authentic baked missile DCC atlas and explosion rendering 2026-09-23 02:35:55 +00:00
troytt 30e8ecee5f feat(ui): authentic Alt key ground item floating labels and ladder collision avoidance (Fixes #390) 2026-09-23 02:35:05 +00:00
troytt 2733ba625b feat(render): authentic ground item rendering and glint sparkles (Fixes #389) 2026-09-23 02:27:31 +00:00
troytt 3f78ad782e feat(items): authentic 1.13c ground items entity, safe drop radial search and item/gold dropping (Fixes #388) 2026-09-23 02:19:12 +00:00
troytt 627af83e97 feat(skills): authentic 1.13c Fire Bolt projectile physics from Missiles.txt (Fixes #385) 2026-09-23 02:09:50 +00:00
troytt 752d7e8066 feat(map): authentic Diablo II 1.13c shadow layer (type 13) rendering and pack verification 2026-09-23 01:22:51 +00:00
troytt 7f810e40e3 feat(class): complete 7-class switching with signature sets and stash treasures (Fixes #379) 2026-09-22 10:45:48 +00:00
troytt bc6b5cd331 feat(skills): add normal attack icon and enable dual left/right slot binding (Fixes #151) 2026-09-22 06:19:19 +00:00
troytt db82a5da32 feat(stash): implement camp town stash entities across 5 acts and 6x8 storage panel (Fixes #150) 2026-09-22 05:33:57 +00:00
troytt a727343eb3 feat(arena): add switchAndCastSkill and hero class avatar overlay to ?arena=1 2026-09-22 03:30:22 +00:00
troytt 550787cb0a feat(engine): implement R1 universal 1.13c skill engine, 7-class renderer, arena harness, and M2/E2E suites 2026-09-22 03:22:02 +00:00
troytt 09cc23b53c fix: load localized map area names from tbl on transition (Fixes #147) 2026-09-22 02:55:24 +00:00
troytt f24ad292ca feat(char): pack and render all 7 hero classes with R8 atlases and tests 2026-09-22 02:38:22 +00:00
troytt f9fd5eb3b8 feat(anim): 实现角色与怪物动作播放、武器切换感知与地表锚点对齐 (Fixes #145) 2026-09-21 14:51:18 +00:00
troytt e2a74cc8f0 feat(ui/controls): 实现完整 UI/HUD 系统、操作快捷键对齐与装备词条染色 (fixes #134, fixes #135, fixes #136, fixes #137, fixes #138, fixes #139, fixes #140)
- R1 (Issue #134): 离线烘焙预生成 UI 图集 (public/ui/) 与 embedded DropTables,彻底消除 2 秒纯色占位回退,实现零运行期 MPQ/DLL 依赖
- R2 (Issue #135): 修复地图缩放 (0.4x~8.0x) 及多 DPR 下 NPC 名称标签与模型顶部的投影对齐
- R3 (Issue #136): HUD 与全屏画布采用 1:1 纵横比等比缩放与居中,彻底修复宽屏下红蓝球被横向拉伸为椭圆的问题
- R4 (Issue #137): 传送点菜单 (Waypoint Menu) 支持点击无缝跨场景传送,随机选取地图变体并平稳降落在对应小站子网格
- R5 (Issue #138): 角色属性面板 (InvChar6) 文本与数字完美对准背景凹槽石框,加点按钮对齐
- R6 (Issue #139): 物品栏 5 级回退 DC6 图标渲染,消灭空白占位框;装备 Tooltip 等比缩放与视口翻折防遮挡
- R7 (Issue #140): 任务日志界面集成 1~5 幕全量 27 个任务图标 (a1q1..a5q6) 及 27 帧已完成印章,第 4 幕自动进行插槽钳制保护
- Controls Parity: 还原原版左键移动/NPC交互/小站/攻击,Shift 强制原地站立攻击,右键释放技能与被动/无技能移动回退,解除 A/W/S/1..4 快捷键与移动冲突
- Tooltips & Dyes: 基于 1.13c PL2 调色板 Table 104 (cgrn) 渲染翡翠绿军帽,战争召唤按 descpriority 完整呈现 11 行符文之语属性与三行正统标题
2026-09-21 11:09:10 +00:00
troytt 79bf8f4cda perf(scene): 解决首屏阻塞式 166 次 MPQ Range 请求导致的地图载入卡顿 (Issue #117)
- 将 DropTables 移出首屏临界路径,消除 runScene 启动时 166 次 MPQ HTTP Range 阻塞
- 引入 getSharedDropTables 全局单例记忆化缓存,避免跨地图切关卡时重复挂载与重读 MPQ
- 在 boot() 初始阶段提早非阻塞式预热,并在 GameEngine 创建后异步注入 dropTables
- 在 GameEngine 中添加 setDropTables 方法支持动态掉落表注入
- 新增 tests/scene-drop-preload.test.ts 覆盖单例缓存与延迟注入行为验证

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-19 03:03:28 +00:00
troytt 370dcc05b1 feat(items): 用 TC 树替换 rollDrop 并彻底删除 demo 物品数据 (Issue #107) 2026-09-18 12:54:50 +00:00
troytt 064e956de6 feat(items): 用 TC 树替换 rollDrop 并彻底删除 demo 物品数据 (Issue #107) 2026-09-18 12:54:21 +00:00
troytt 27049a4dac fix(scene): 优化 Live 模式请求非预设关卡时的诊断报错信息
当用户在 ?live=1 下请求旷野或迷宫关卡(如冰冷之原 Level 3)时,明确提示该关卡无单体 LvlPrest 预设,引导切换至资源包 (Pack) 模式浏览。

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 12:16:34 +00:00
troytt 5d6dc8a15f feat(anim): 接入 LvlPrest.txt 的 Animate 列还原逐关卡动画速度 (Issue #85)
- 从 LvlPrest.txt 读取 Animate 列作为动画速度 animSpeed (D2 1.13c 默认速度 80,即 80/256 帧/tick @ 25Hz => 128ms/帧)
- 在 animated-tiles.ts 中提供 frameDurationMsFromAnimSpeed 公式函数与 128ms 默认帧时长
- 统一在 acts.ts、maze.ts、preset.ts、wilderness.ts、pack-act-assets.ts 中解析并传递 animSpeed 与 frameDurationMs
- 在 act-scene.ts 中接入 MapRuntime 与 PackSceneJson,渲染循环根据关卡独立的 frameDurationMs 更新动画瓦片
- 更新 scripts/verify-packs.ts 校验门禁并通过 1671/1671 项断言
- 新增 tests/animated-tiles-speed.test.ts 专项单测,全量 vitest 1137 测试全通

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 10:57:00 +00:00
troytt 11e8a39e4e fix(render): 还原原版暗黑2建筑与城门屋顶过道遮挡消失机制 (#72)
- roofs.ts: 将默认最低透明度 DEFAULT_MIN_ROOF_ALPHA 设为 0.0,还原原版遮挡完全隐形机制
- roofs.ts: getRoofBounds 引入 roofHeight 等距高程投影补偿,将悬空屋顶包围盒延伸至地面投影视野
- roofs.ts: 将 DEFAULT_CLUSTER_CELL_DISTANCE 增至 4,并在 clusterRoofs 中自动插值补全城门与建筑群间隙走廊网格单元
- act-scene.ts & d2map.ts: 在 Drawable 和 IsoDraw 中接线传递 DT1 roofHeight 高程属性
- tests/roofs.test.ts: 补充高程下投、哈洛加斯西门跨过道聚类遮挡及拱梁/上墙全消失测试

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-18 02:12:37 +00:00
troytt 04d562a99c fix(monsters): include superunique and minion monster IDs in PlannedLevel types
Ensure monster art is loaded for all superunique bosses and their
minions to prevent red placeholder boxes when they spawn.

TAG=agy
CONV=2a1934de-30ef-464e-b3f3-fcbcdbbc49f1
2026-09-17 12:36:42 +00:00