Commit Graph

123 Commits

Author SHA1 Message Date
troytt 5c19d92334 fix(portal): 修正背包打开时右击回城书生成传送门遮挡、pointerEvents 穿透与城镇变体坐标同步 (#394) 2026-09-27 05:32:13 +00:00
troytt 7295dc8b3e feat(portal): implement v1.13c Town Portal tome/scroll, DS1 town positions & two-way travel (#394)
- 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
2026-09-26 15:11:09 +00:00
troytt 3b993cf04a feat(vendor): implement 1.13c vendor inventory generator, pricing engine & town NPC UI (Fixes #481, #482, #483, #484, #485, #486) 2026-09-26 05:49:03 +00:00
troytt c09e237ff8 fix(drop): unify monster and inventory ground drops on 16x8 sub-tile lattice with bilingual metadata parity
1. Sub-Tile Scatter Spacing (D2Common.dll COLLISION_GetFreeCoordinatesImpl 0x6FD9D140):
   - Unify GameEngine.triggerMonsterDrop, GameEngine.dropItem, GameEngine.dropGold,
     and net-scene monster drops on findIsometricDropPosition (16x8 sub-tile diamond
     lattice, 16px orthogonal / 8px vertical spacing) instead of 80x40px macro cells.
   - Derive GroundItemEntity (cellX, cellY) from final scattered (finalX, finalY)
     via worldToCell rather than overwriting with stale origin cell coordinates.

2. Monster vs. Inventory Drop Metadata & Bilingual Name Parity:
   - Add formatBilingualGroundItemName in src/game/ground-items.ts using
     translateItemName / translateMagicName / translateRareName so raw monster-dropped
     Item objects receive identical '中文名 (English Name)' nameZh as UiInventoryItem.
   - Detect runes via isRuneCode in resolveItemQualityString so monster-dropped runes
     render with #ff9c18 orange labels matching inventory-dropped runes.
   - Preserve flippyFile, dropSound, and dropSfxFrame in itemToUiInventoryItem, fix
     socket count resolution so unsocketed items do not inherit base.gemsockets, and
     add embedded drop table fallback in resolveGroundItemMetadata.

3. Anti-Stacking for Sequential Player Inventory/Body Drops:
   - Simplify act-scene onDropItemToGround / onDropGoldToGround to delegate directly
     to engine.dropItem / engine.dropGold at (player.x, player.y) so every dropped
     item checks engine.groundItems.all and scatters to a unique sub-tile slot.

Fixes #479
2026-09-26 04:51:32 +00:00
troytt 9022579306 feat(drop): overhaul item drop engine for strict 1.13c assembly parity (Fixes #412, #413, #414, #415, #416, #417, #418, #419, #420, #421, #422, #423, #424, #425, #426, #427, #428)
- M1 (#412, #413, #414): Embed canonical DifficultyLevels.txt (RAW_DIFFICULTY_LEVELS), remove DEFAULT_DIFFICULTY_LEVEL_ODDS and synthetic rollDrop dead code, and enforce fail-fast monsterLevel/TC validation in GameEngine.
- M2 (#415, #416, #417, #418): Add 'boss' to MonsterRank (monsterType = 4), enforce Champion (+2) and Unique/Minion/SuperUnique (+3) mlvl modifiers, wire equipped Magic Find with 1.13c diminishing returns, and wire /players N NoDrop scaling.
- M3 (#419, #420, #421, #422): Spawn physical ground gold piles with 3-tier flpgld sprites and 10,000*level inventory capacity, gate drops on DT->DD death animation frame completion, trigger base item dropsound at dropsfxframe via AudioManager, and place drops via collision-grounded quadrant spiral search.
- M4 (#423, #424, #425, #427): Remove procedural colored rectangle fallbacks and verify 100% flippy DC6 coverage, apply #808080 gray ground labels for ethereal/socketed normal & superior items, align pickup bounds to 2-subtile collision reach with 2-pass auto-belt potion slotting, and synchronize multiplayer lockstep drops via monster dwInitSeed.
- M5 (#426, #428): Enforce 6-item drop cap per monster for Countess bonus rune TCs, wire Act Boss quest first-kill TreasureClass4 with save persistence, implement rollHellforgeDrop (1 rune + 4 gems), and complete full-spectrum statistical and 136-level verification.

Fixes #412
Fixes #413
Fixes #414
Fixes #415
Fixes #416
Fixes #417
Fixes #418
Fixes #419
Fixes #420
Fixes #421
Fixes #422
Fixes #423
Fixes #424
Fixes #425
Fixes #426
Fixes #427
Fixes #428
2026-09-25 22:37:17 +00:00
troytt 92966abdee feat(skills): complete 1.13c D2MOO parity for Assassin and Universal skills (#154-#374) 2026-09-25 22:13:38 +00:00
troytt cc994fe3c8 fix(skill): fix Fire Ball explosion missile asset and 80px AoE radius (Fixes #440) 2026-09-24 16:54:28 +00:00
troytt f107d05dd2 fix(skill): fix Fire Wall collision indexing and implement SubLoop flame animation (Fixes #439) 2026-09-24 16:28:29 +00:00
troytt ebea702572 fix(skill): change Enchant cast overlay to authentic one-shot playback (Fixes #438) 2026-09-24 16:22:05 +00:00
troytt f12fd5674a fix(skill): extend Meteor ground fire duration and add extinction decay animation (Fixes #437) 2026-09-24 16:17:38 +00:00
troytt 0aa7c0a121 fix(skill): implement Hydra summon cap and authentic entity visuals (Fixes #436) 2026-09-24 16:10:44 +00:00
troytt d421a4549c test(audit): use authentic combat and drop pipeline in browser verification (Fixes #449) 2026-09-24 15:28:03 +00:00
troytt a3f5013481 fix(skill): restore Lightning and Chain Lightning continuous beam and arc visuals (Fixes #434) 2026-09-24 15:12:39 +00:00
troytt 6f935bccf6 feat(debug): add monster density and elite chance selectors to acts.html (Fixes #450) 2026-09-24 14:50:27 +00:00
troytt 967a545116 fix(skill): implement Thunder Storm ambient aura and sky strike (Fixes #433) 2026-09-24 14:29:45 +00:00
troytt d9ad6df63f fix(skill): preserve buff visual persistence and enforce armor mutual exclusion (Fixes #432) 2026-09-24 13:55:10 +00:00
troytt 48183d3b82 feat(paladin): implement Milestone M7 Paladin Combat Skills Tree (10 skills) 2026-09-24 13:42:00 +00:00
troytt 0e70ad1662 fix(skill): implement Frost Nova 64-missile radial spread and slow (Fixes #431) 2026-09-24 13:18:31 +00:00
troytt e3a7918a16 fix(ground): hover ground item reveals label & fix grand charm flippy sprite (Fixes #447, Fixes #452)
- 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
2026-09-24 13:06:15 +00:00
troytt 71466df5e7 fix(skill): implement Glacial Spike explosion and 64px AoE freeze (Fixes #430) 2026-09-24 12:23:39 +00:00
troytt a19ded4c7b Merge branch 'fix/cave-darkness-tuning' 2026-09-24 10:46:43 +00:00
troytt c079ea4cb4 fix(lighting): calibrate isometric sub-tile torch radii and cave quadratic falloff 2026-09-24 10:46:30 +00:00
troytt de5530f1fe feat(necro): implement Milestone M4 Necromancer Summoning Spells Tree (10 skills)
- Implement core 1.13c summoning formulas and invariants:
  - Skeleton Mastery (69): passive flat HP (+8/lvl), flat damage (+2/lvl), revive HP % (+5%/lvl), damage % (+10%/lvl), defense (+10/lvl).
  - Raise Skeleton (70): max count formula ((slvl < 4) ? slvl : 2 + floor(slvl/3)), corpse requirement.
  - Clay Golem (75): Golem Group 3 exclusivity, slow-on-hit effect against targets and melee attackers, synergy from Blood Golem.
  - Golem Mastery (79): passive HP % (20% + 25%/lvl) and diminishing run/walk speed bonuses.
  - Raise Skeletal Mage (80): max count formula matching warriors, 4 elemental types, ranged elemental missile firing.
  - Blood Golem (85): 70% life link healing on damage dealt, damage sharing with player.
  - Summon Resist (89): diminishing passive elemental & poison resistances (dm12(20, 75)) capped at 75%.
  - Iron Golem (90): consumes metallic weapon/armor item from ground, inherits base damage/defense/auras, innate Thorns reflection (150% + 15%/lvl).
  - Fire Golem (94): Holy Fire pulse aura every 50 ticks, 100% fire absorption healing, Fire Nova death explosion.
  - Revive (95): max count = slvl, copies target monster stats with +200% HP and +215% damage, 180s (4500 frames) lifespan timer.
- Integrate with SummonManager, CombatPipeline, and ActScene:
  - Group 3 Golem mutual exclusivity (Clay, Blood, Iron, Fire).
  - Synchronous corpse consumption (non-boss corpses only).
  - Fire Golem 100% fire damage absorption to health.
  - Clay Golem attacker in melee slow debuff.
  - Iron Golem Thorns physical melee reflection.
  - Blood Golem life link healing to player.
  - Preserve BATCH1_SKILLS length invariant (strictly 38).
  - Enforce 2:1 isometric ground geometry (ISO_GROUND_ASPECT_RATIO = 0.5).
- Add comprehensive verification test suites:
  - tests/skills/nec/summoning.test.ts (unit tests for all 10 summoning skills)
  - tests/skills/nec/adv-summoning-stress.test.ts (stress & boundary tests)
2026-09-24 10:38:37 +00:00
troytt b5754c0197 feat(ui): drop item to ui inventory item bridge, bilingual tooltip, and pickup loop (Fixes #407) 2026-09-24 10:36:23 +00:00
troytt 5079f364ec feat(ui): add interactive scene lighting selector (#lighting) after variant selector in acts.html
- Add <select id="lighting"> in acts.html right after #variant with 9 lighting modes:
  * auto: 自动 (原版 1.13c)
  * noon: 正午 (明亮日光)
  * morning: 清晨 (晨曦暖金)
  * sunset: 黄昏 (暮色紫金)
  * night: 午夜 (幽暗蓝月)
  * cave: 深渊地牢 (火炬暗黑)
  * hell: 地狱血月 (第四幕猩红)
  * eclipse: 蚀日之咒 (幽蓝暗蚀)
  * off: 关闭光照 (全亮无光影)
- Wire real-time zero-reload switching via switchLighting() in act-scene.ts and sync URL ?lighting= query param
2026-09-24 10:20:18 +00:00
troytt cef09dbd81 fix(ground): synchronize act-scene renderStarted with simulation clock domain and guard bounce height 2026-09-24 09:39:10 +00:00
troytt 1568fcbd10 feat(ground): monster loot and gold ground spawning, isometric scatter, and flippy bounce (Fixes #406) 2026-09-24 09:39:09 +00:00
troytt bfc1164d9b feat(necro): implement Milestone M3 Necromancer Curses Tree (10 skills)
- Implement core curse formulas (radius, duration, debuff stats, immunity breaking)
- Enforce 1.13c ground truth invariants:
  * Amplify Damage (-100% phys res, or -20% on immune)
  * Decrepify (-50% phys res / -10% on immune, -50% speed, -50% attack rate, -50% damage dealt)
  * Lower Resist (-dm56% on fire/lightning/cold/poison, 1/5th penalty on immune)
  * Life Tap (50% physical life leech on hit)
  * Iron Maiden (reflects 200%..675% physical melee damage back to attacker)
  * Weaken (-33% damage dealt)
  * Attract (cursetype = 2, immune to overwrite, cannot recast on attracted unit)
  * Mental curse immunity for Bosses & Champions (Dim Vision, Terror, Confuse, Attract)
  * 2:1 isometric radius targeting and overhead animated overlays
- Add primary verification suite (tests/skills/nec/curses.test.ts)
- Add adversarial challenger stress suite (tests/skills/nec/adv-curses-stress.test.ts)
2026-09-24 09:21:30 +00:00
troytt 8a9970aa31 Merge branch 'fix/lighting-visual-artifacts' into main: resolve wall black-hole self-occlusion, clear-color seam, cave torch emitters, and vertical UV shift 2026-09-24 09:16:28 +00:00
troytt 536a712816 fix(lighting): resolve wall black-hole self-occlusion, clear-color seam, torch emitters, and vertical UV shift
- LightGrid Radial Ray-Marching (src/game/engine/light-grid.ts):
  * Only count line-of-sight blockers (COLLIDE_VISIBLE | COLLIDE_DOOR) in updateObstacles
    so floor rocks, stairs, and walkable blockers do not create dark spots.
  * Trace radial rays from emitter to target cell (1 <= s < steps) so the emitter's
    own cell is never self-occluded when hugging a wall, wall front-faces receive full
    illumination, and authentic shadows are cast behind walls.

- Ground-Plane Vertical Elevation Compensation (src/render/renderer.ts):
  * Encode vertical sprite elevation (elevationY) in top quad vertices while strictly
    preserving the 10-float vertex stride (FLOATS_PER_VERTEX = 10) so upright walls,
    objects, characters, and monsters sample the lightmap at their ground footprint.

- Scene Lighting & Clear Color Parity (src/scene/act-scene.ts):
  * Set canvas clear color to pure pitch black [0, 0, 0] when lighting is enabled,
    eliminating #08080a diamond void bands around cave boundaries.
  * Scale light radii by SUB_TILES_PER_LIGHT_CELL (8 sub-tiles per cell: player torch 88).
  * Register Objects.txt Lit0..2 emitters (TO, T1, T2, FB, B2, WP, SH, etc.) for cave torches.
  * Map all spell skillIds (including Glacial Spike '55') for dynamic projectile lighting.
2026-09-24 09:14:35 +00:00
troytt 29a53233a8 fix(necro): remediate challenger findings for Poison & Bone spells
- Fix dagger classification in getAttackWeaponInfo: authentic 1.13c dagger 'Blade' (bld, knif) properly classified as dagger instead of sword
- Prevent runaway recursive sub-missile explosion cascade loops on piercing missiles (Bone Spear, Teeth, Bone Spirit)
- Fix Bone Spirit homing scalar speed doubling on non-horizontal angles (ensure scalar speed is invariant to homing angle)
- Ensure Poison Nova projectile TTL is exactly 50 frames per D2 1.13c standard
- Include adv-pnb-kinematics-stress.test.ts and adv-pnb-synergy-stress.test.ts stress test suites
2026-09-24 08:37:27 +00:00
troytt e070ed404d feat(nec): implement 10 Necromancer Poison and Bone Spells (M2)
- Implement 10 Poison and Bone skills (Teeth 67, Bone Armor 68, Poison Dagger 73,
  Corpse Explosion 74, Bone Wall 78, Poison Explosion 83, Bone Spear 84, Bone Prison 88,
  Poison Nova 92, Bone Spirit 93) per 1.13c ground truth.
- Decouple damage formulas into standalone exported functions: calculateTeethDamage,
  calculateBoneArmorCapacity, calculatePoisonDaggerDamage, calculateCorpseExplosionDamage,
  calculateBoneWallStats, calculatePoisonExplosionDamage, calculateBoneSpearDamage,
  calculateBonePrisonStats, calculatePoisonNovaDamage, calculateBoneSpiritDamage.
- Preserve BATCH1_SKILLS length strictly at 38 skills.
- Enforce 2:1 isometric ground projection geometry (ISO_GROUND_ASPECT_RATIO = 0.5)
  for collision, radial Poison Nova bursts (64 bolts), and trajectory kinematics.
- Implement Bone Spirit homing steering and Bone Spear piercing (collideKill = 0).
- Integrate casting lifecycle in act-scene: mana deduction, overlays, corpse consumption,
  and dagger weapon requirement for Poison Dagger.
- Add comprehensive 37-test suite in tests/skills/nec/poison-bone.test.ts.
2026-09-24 08:37:27 +00:00
troytt b51d839d8c feat(lighting): implement authentic Diablo II v1.13c Glide dynamic lighting system
- P0 Data Contract Fixes:
  * Fix missile additive blending to use authentic 1.13c Missiles.txt trans === 1
  * Strip developmental || 255 fallback from color channels to preserve authentic 0 values
  * Add full 136-level lighting metadata from Levels.txt in levels-meta.ts
  * Wire MonStats2 and Overlay lighting in data-registry.ts

- P1 Reverse Engineering & Math Specification:
  * Reverse engineer D2Client.dll (dLightMap.c) and D2Common.dll (D2Environment.cpp)
  * Implement Alpha-Max-Plus-Beta-Min fast Euclidean distance approximation
  * Implement 16.16 fixed-point linear falloff and obstacle attenuation
  * Implement intensity-weighted color blending with reciprocal lookup table

- P1 Core Modules:
  * LightGrid: 48x48 cell dynamic lightmap with sub-tile bilinear interpolation and RGBA8 export
  * Environment: 25Hz day/night clock, outdoor solar sine curve, Act IV targets, indoor static levels

- P1 Shader & Renderer Integration:
  * Maintain strict 10-float vertex stride (FLOATS_PER_VERTEX = 10)
  * Transform screen coordinates to sub-tiles in vertex shader for v_lightUv
  * Glide diffuse modulation in fragment shader with additive blend bypass
  * Lazy 48x48 lightmap texture allocation ensuring zero overhead for unlit contexts
  * Single-pass draw call batching maintained (drawCalls === 1)

- P1 Scene Integration & Verification:
  * Wire LightGrid and Environment into act-scene.ts
  * Add player torch with subtle flicker, missile lights, explosion flashes, and additive objects
  * Unshaded minimap overlay by resetting lighting prior to minimap.draw
  * Add comprehensive test suites: data-contract-lighting, light-grid, scene-lighting
2026-09-24 08:02:29 +00:00
troytt 2e061b3257 feat(skills): implement Enchant (52) and Fire Mastery (61) with authentic 1.13c parity
- Implement 1.13c Enchant 5-band weapon fire damage progression (HitShift 7, Warmth 9%/blvl synergy)
- Implement Enchant Attack Rating bonus (20% + 9%/slvl) and duration (3600 + 600/slvl frames)
- Implement Fire Mastery passive fire damage bonus (30% + 7%/slvl) in stat-list and combat-pipeline
- Implement authentic Sorceress melee double-dip and ranged 33% weapon fire damage penalty
- Enforce fire immunity preservation (res >= 100% takes 0 fire damage, Fire Mastery cannot pierce)
- Wire Enchant cast skill (52) and overlay animation in act-scene and engine
- Maintain BATCH1_SKILLS invariant strictly at 38
- Add comprehensive 7-dimensional verification suites for Enchant and Fire Mastery (31 tests passing)
- Closes #206, Closes #215
2026-09-24 03:59:47 +00:00
troytt 6aa951e8cc fix(skills): remediate Milestone 3 gate failures for Inferno range and channeled mana drain
- Fix calculateInfernoRangePx to authentic 1.13c ratio: calculateInfernoRange(slvl) * 32 (32 px/subtile).
- Update act-scene.ts flame stream ttl calculation to Math.min(60, Math.round(rangePx / speed)) allowing authentic travel reach.
- Connect continuous channeled mana drain in act-scene.ts: drain (36 + slvl - 1) * 4 / 256 mana per frame with fractional accumulator, stopping channel on mana depletion.
- Update tests/skills/sor/skill-041-inferno.test.ts assertions to 320/752/1232 px and add runtime continuous mana drain tests.
- Persist adversarial stress test suites (adv-fire-m3-math-stress.test.ts and adv-fire-m3-geom-stress.test.ts).
2026-09-24 03:20:48 +00:00
troytt df4c5b66b0 feat(skills): implement Fire Wall, Blaze, and Inferno with 1.13c parity (closes #205, closes #200, closes #195) 2026-09-24 02:46:20 +00:00
troytt 375f3296f9 feat(skills): implement Ice Blast, Glacial Spike, and Cold Mastery with 1.13c parity (closes #199, closes #209, closes #219) 2026-09-24 01:43:59 +00:00
troytt e7d105dce0 feat(skills): implement Frozen Armor, Shiver Armor, and Chilling Armor with 1.13c parity (closes #194, closes #204, closes #214) 2026-09-24 00:29:57 +00:00
troytt a0567c2473 feat(skills): implement Thunder Storm, Energy Shield, and Lightning Mastery with 1.13c parity (closes #211, closes #212, closes #217)
- Thunder Storm (57):
  * Authentic 1.13c duration: 800 + (slvl - 1) * 200 frames (Param1=800, Param2=200).
  * Hyperbolic cadence decay: Math.max(25, 125 - Math.floor((110 * slvl) / (slvl + 6))) frames.
  * Range: 17 subtiles = 340px (Param7=17).
  * 5-band piecewise lightning damage (1-100 base, +10/+10/+11 across bands).
  * Authentic missile 'thunderstorm1' (ID 166, CelFile 'LightningboltBig', animLen 8) and cast overlay 'light_cast_2'.
  * Zero synergies in 1.13c; multiplicative scaling with Lightning Mastery.

- Energy Shield (58):
  * Authentic duration: 3600 + (slvl - 1) * 1500 frames (Param1=3600, Param2=1500).
  * 1.13c piecewise absorb percentage: 20% lvl 1, +5% lvl 2-8, +2% lvl 9-16, +1% lvl 17+, strictly hard capped at 95% (slvl 40).
  * Telekinesis hard synergy ratio: (32 - Math.min(20, Math.max(0, tkBlvl))) / 16 (2.0 down to 0.75). Hard points only (blvl); soft points ignored.
  * Absorbs raw incoming damage BEFORE player resistances are applied. Remainder mitigated by player resistances.
  * Poison (elemType === 'pois' || isPoison) and Open Wounds strictly bypass ES directly to HP.
  * Mana depletion drains mana to 0, collapses shield, and spills unabsorbed damage to HP.
  * Overlays: 'energyshield' looping body overlay and 'energyshieldhit0' directional hit overlay.

- Lightning Mastery (63):
  * Passive formula: 50 + (slvl - 1) * 12 percent (+50% at lvl 1, +62% at lvl 2, +158% at lvl 10, +278% at lvl 20, +518% at lvl 40).
  * Multiplicative scaling with synergies across all 5 lightning skills (Charged Bolt, Lightning, Chain Lightning, Nova, Thunder Storm): Final = Math.floor(Base * (1 + Syn/100) * (1 + Mastery/100)).
  * StatList accrued stat 'passive_ltng_mastery' integration and combat pipeline executeSUnitDmg support.

- 7-Dimensional Vitest Suites:
  * Full 7-D coverage for skill-057-thunder-storm.test.ts (15 tests passing).
  * Full 7-D coverage for skill-058-energy-shield.test.ts (15 tests passing).
  * Full 7-D coverage for skill-063-lightning-mastery.test.ts (17 tests passing).
  * Invariants: BATCH1_SKILLS length strictly 38, zero runtime MPQ queries.
  * Full repo test suite passing (414 test files, 4213 tests passing, 0 errors).
2026-09-23 20:33:24 +00:00
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