Release Healer Man 0.1.48

This commit is contained in:
phenom committed 2026-09-16 20:58:10 -04:00
1 parent 2162039b49
commit 39425f2494
9 files changed
+219 -40

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+2 -2
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@@ -1,12 +1,12 @@
{
"name": "healer-man",
"version": "0.1.47",
"version": "0.1.48",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "healer-man",
"version": "0.1.47",
"version": "0.1.48",
"dependencies": {
"@capacitor/android": "8.4.1",
"@capacitor/core": "8.4.1",
+1 -1
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@@ -1,7 +1,7 @@
{
"name": "healer-man",
"private": true,
"version": "0.1.47",
"version": "0.1.48",
"type": "module",
"scripts": {
"dev": "vite --host 0.0.0.0",
+2 -2
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@@ -1,4 +1,4 @@
{
"versionName": "0.1.47",
"versionCode": 1047
"versionName": "0.1.48",
"versionCode": 1048
}
+32
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@@ -2,6 +2,7 @@ const { chromium } = require('C:/Users/phenom/.cache/codex-runtimes/codex-primar
const fs = require('node:fs');
const path = require('node:path');
const assert = require('node:assert/strict');
const crypto = require('node:crypto');
const selectedBossName = process.env.BOSS_TEST_BOSS || 'Lady Anacondra';
const directory = path.resolve(process.env.BOSS_TEST_ARTIFACT_DIR || path.join(
'playtest-artifacts',
@@ -38,6 +39,30 @@ const base = process.env.BOSS_TEST_URL || 'http://127.0.0.1:4187';
await page.screenshot({ path: path.join(directory, `${name}.png`) });
console.log(`Captured ${name}`);
};
const canvasHash = async () => {
const canvas = page.locator('canvas');
await canvas.evaluate((element) => {
const hidden = [];
let current = element;
while (current.parentElement) {
for (const sibling of current.parentElement.children) {
if (sibling === current || !(sibling instanceof HTMLElement)) continue;
hidden.push([sibling, sibling.style.visibility]);
sibling.style.visibility = 'hidden';
}
current = current.parentElement;
}
window.__restoreCanvasCapture = () => {
for (const [node, visibility] of hidden) node.style.visibility = visibility;
delete window.__restoreCanvasCapture;
};
});
try {
return crypto.createHash('sha256').update(await canvas.screenshot()).digest('hex');
} finally {
await page.evaluate(() => window.__restoreCanvasCapture?.());
}
};
try {
await page.goto(base, { waitUntil: 'domcontentloaded' });
console.log('Production menu loaded');
@@ -66,6 +91,13 @@ const base = process.env.BOSS_TEST_URL || 'http://127.0.0.1:4187';
return game.assetStatus === 'ready' && game.bossTest?.runtimeIds.every((id) => useCombatStore.getState().mobs[id]);
}, null, { timeout: 90000 });
await page.waitForTimeout(4000);
const bossFrameBefore = await canvasHash();
await page.waitForTimeout(500);
assert.notEqual(
await canvasHash(),
bossFrameBefore,
'Boss Testing redraws the WebGL scene independently from its HUD and nameplates',
);
await capture('03-empty-room');
const before = await page.evaluate(async () => {
const { useGameStore, useCombatStore, useShellStore } = await window.bossTestingStores();
+30 -7
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@@ -34,7 +34,31 @@ fs.rmSync(databaseDirectory, { recursive: true, force: true });
const errors = [];
page.on('pageerror', (error) => errors.push(error.message));
const capture = (name) => page.screenshot({ path: path.join(directory, `${name}.png`), fullPage: true });
const canvasHash = async () => crypto.createHash('sha256').update(await page.locator('canvas').screenshot()).digest('hex');
const captureCanvas = async (name) => {
const canvas = page.locator('canvas');
await canvas.evaluate((element) => {
const hidden = [];
let current = element;
while (current.parentElement) {
for (const sibling of current.parentElement.children) {
if (sibling === current || !(sibling instanceof HTMLElement)) continue;
hidden.push([sibling, sibling.style.visibility]);
sibling.style.visibility = 'hidden';
}
current = current.parentElement;
}
window.__restoreCanvasCapture = () => {
for (const [node, visibility] of hidden) node.style.visibility = visibility;
delete window.__restoreCanvasCapture;
};
});
try {
const image = await canvas.screenshot(name ? { path: path.join(directory, `${name}.png`) } : undefined);
return crypto.createHash('sha256').update(image).digest('hex');
} finally {
await page.evaluate(() => window.__restoreCanvasCapture?.());
}
};
try {
await page.goto('http://127.0.0.1:4189', { waitUntil: 'domcontentloaded' });
@@ -79,22 +103,20 @@ fs.rmSync(databaseDirectory, { recursive: true, force: true });
await page.getByRole('button', { name: 'Free camera' }).click();
assert.equal(await page.getByRole('button', { name: 'Free camera' }).getAttribute('aria-pressed'), 'true');
const beforeFlight = await canvasHash();
const beforeFlight = await captureCanvas('03-canvas-before-flight');
await page.keyboard.down('w');
await page.keyboard.down('e');
await page.waitForTimeout(700);
await page.keyboard.up('e');
await page.keyboard.up('w');
await page.waitForTimeout(150);
const afterFlight = await canvasHash();
assert.notEqual(afterFlight, beforeFlight, 'W/E free-camera input changes the rendered viewpoint');
const afterFlight = await captureCanvas();
assert.notEqual(afterFlight, beforeFlight, 'free-camera movement redraws the 3D dungeon without relying on nameplate overlays');
const canvasBounds = await page.locator('canvas').boundingBox();
assert(canvasBounds, 'simulation canvas is visible');
const lookStart = { x: canvasBounds.x + canvasBounds.width * 0.5, y: canvasBounds.y + canvasBounds.height * 0.55 };
const beforeLook = await page.evaluate(() => window.readSpectatorCameraState());
await page.mouse.move(lookStart.x, lookStart.y);
await page.mouse.down({ button: 'right' });
await page.mouse.move(lookStart.x + 140, lookStart.y - 45, { steps: 10 });
await page.mouse.move(lookStart.x + 220, lookStart.y + 100, { steps: 12 });
await page.waitForTimeout(250);
const duringLook = await page.evaluate(() => window.readSpectatorCameraState());
assert.notEqual(duringLook.yaw, beforeLook.yaw, 'right-drag rotates the free camera');
@@ -108,6 +130,7 @@ fs.rmSync(databaseDirectory, { recursive: true, force: true });
releasedLook.yaw,
'mouse movement after right-button release does not rotate the camera',
);
await page.locator('canvas').screenshot({ path: path.join(directory, '04-canvas-after-flight-look.png') });
await capture('04-paused-free-camera-moved');
await memberButtons.nth(4).click();
+32
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@@ -1,4 +1,5 @@
const assert = require("node:assert/strict");
const crypto = require("node:crypto");
const fs = require("node:fs");
const path = require("node:path");
const { chromium } = require("C:/Users/phenom/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright");
@@ -14,6 +15,31 @@ fs.mkdirSync(directory, { recursive: true });
const errors = [];
page.on("pageerror", (error) => errors.push(error.message));
const canvasHash = async () => {
const canvas = page.locator("canvas");
await canvas.evaluate((element) => {
const hidden = [];
let current = element;
while (current.parentElement) {
for (const sibling of current.parentElement.children) {
if (sibling === current || !(sibling instanceof HTMLElement)) continue;
hidden.push([sibling, sibling.style.visibility]);
sibling.style.visibility = "hidden";
}
current = current.parentElement;
}
window.__restoreCanvasCapture = () => {
for (const [node, visibility] of hidden) node.style.visibility = visibility;
delete window.__restoreCanvasCapture;
};
});
try {
return crypto.createHash("sha256").update(await canvas.screenshot()).digest("hex");
} finally {
await page.evaluate(() => window.__restoreCanvasCapture?.());
}
};
const gameState = () => page.evaluate(async () => {
const storeEntry = performance.getEntriesByType("resource")
.findLast((entry) => new URL(entry.name).pathname === "/src/game/store.ts");
@@ -74,6 +100,7 @@ fs.mkdirSync(directory, { recursive: true });
const cdp = await page.context().newCDPSession(page);
const start = { x: bounds.x + bounds.width * 0.55, y: bounds.y + bounds.height * 0.55 };
const before = await gameState();
const frameBefore = await canvasHash();
assert.equal(before.cameraLookActive, false);
await page.mouse.move(start.x, start.y);
await page.mouse.down({ button: "right" });
@@ -99,6 +126,11 @@ fs.mkdirSync(directory, { recursive: true });
await page.waitForTimeout(350);
const moved = await gameState();
assert.notEqual(moved.cameraYaw, before.cameraYaw);
assert.notEqual(
await canvasHash(),
frameBefore,
"regular dungeon camera input redraws the WebGL scene independently from its HUD and nameplates",
);
await page.screenshot({ path: path.join(directory, "right-drag-camera.png") });
await page.mouse.up({ button: "right" });
@@ -0,0 +1,14 @@
import { readFileSync } from "node:fs";
import { describe, expect, it } from "vitest";
const componentSource = readFileSync(
new URL("./DungeonSimulationSceneBridge.tsx", import.meta.url),
"utf8",
);
describe("dungeon simulation render-loop contract", () => {
it("leaves React Three Fiber in charge of rendering each frame", () => {
expect(componentSource).toContain("useFrame(() => {");
expect(componentSource).not.toMatch(/useFrame\([\s\S]*?\},\s*[1-9]\d*\s*\);/);
});
});
+3 -1
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@@ -436,7 +436,9 @@ export function DungeonSimulationSceneBridge() {
}
if (simulation.runState === "finished") return;
inspectLiveSimulation(cursorRef.current);
}, 1);
// Keep the default frame priority. A positive priority takes ownership of
// R3F rendering and would require this bridge to call gl.render() itself.
});
if (sessionMode === "play") return null;
return (
+103 -27
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@@ -1,8 +1,9 @@
import { useFrame, useThree } from "@react-three/fiber";
import { useRapier } from "@react-three/rapier";
import { useEffect, useRef } from "react";
import { Vector3 } from "three";
import { useEffect, useMemo, useRef } from "react";
import { Quaternion, Vector3 } from "three";
import { consumeMouseLook } from "../game/inputManager";
import { cameraYawAfterHorizontalLook, DEFAULT_CAMERA_PITCH } from "../game/inputMath";
import { getPartyRuntimePosition } from "../game/partyRuntimeRegistry";
import { usePartyStore } from "../game/partyStore";
import { useDungeonSimulationStore } from "../game/dungeonSimulationStore";
@@ -12,9 +13,16 @@ import {
spectatorCameraTranslation,
spectatorKeyboardAxes,
} from "../game/spectatorCameraMath";
import { ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
import { DUNGEON_SIGHT_QUERY_GROUPS } from "./dungeonLineOfSight";
const FOLLOW_DISTANCE = 7;
const FOLLOW_HEIGHT = 2.4;
const FOLLOW_DISTANCE = 3.2;
const FOLLOW_FOCUS_HEIGHT = 1.3;
const FOLLOW_VERTICAL_OFFSET = 0.35;
const FOLLOW_LOOK_AHEAD = 1.25;
const CAMERA_COLLISION_RADIUS = 0.24;
const CAMERA_WALL_GAP = 0.08;
const CAMERA_PULLBACK_DAMPING = 7;
const LOOK_SENSITIVITY = 0.0021;
const SPECTATOR_FLIGHT_KEYS = new Set([
"KeyW", "KeyA", "KeyS", "KeyD", "KeyQ", "KeyE", "Space",
@@ -25,11 +33,21 @@ export function DungeonSpectatorCamera() {
const camera = useThree((state) => state.camera);
const { rapier, world } = useRapier();
const yawRef = useRef(useGameStore.getState().cameraYaw);
const pitchRef = useRef(-0.22);
const orbitPitchRef = useRef(DEFAULT_CAMERA_PITCH);
const freePitchRef = useRef(-DEFAULT_CAMERA_PITCH);
const freePositionRef = useRef(new Vector3().copy(camera.position));
const pressedKeysRef = useRef(new Set<string>());
const initializedFreeRef = useRef(false);
const followedMemberRef = useRef<string | null>(null);
const boomDistanceRef = useRef(FOLLOW_DISTANCE);
const cameraShape = useMemo(() => new rapier.Ball(CAMERA_COLLISION_RADIUS), [rapier]);
const shapeRotation = useMemo(() => new Quaternion(), []);
const focus = useMemo(() => new Vector3(), []);
const desired = useMemo(() => new Vector3(), []);
const boomDirection = useMemo(() => new Vector3(), []);
const safeDesired = useMemo(() => new Vector3(), []);
const lookAt = useMemo(() => new Vector3(), []);
const forward = useMemo(() => new Vector3(), []);
useEffect(() => {
const onKeyDown = (event: KeyboardEvent) => {
@@ -58,25 +76,28 @@ export function DungeonSpectatorCamera() {
const simulation = useDungeonSimulationStore.getState();
if (simulation.sessionMode === "play") return;
const [mouseX, mouseY] = consumeMouseLook();
yawRef.current -= mouseX * LOOK_SENSITIVITY;
pitchRef.current = Math.max(-1.35, Math.min(1.15, pitchRef.current - mouseY * LOOK_SENSITIVITY));
useGameStore.setState({ cameraYaw: yawRef.current });
if (simulation.cameraMode === "free-fly") {
if (!initializedFreeRef.current) {
freePositionRef.current.copy(camera.position);
camera.getWorldDirection(forward);
yawRef.current = Math.atan2(forward.x, forward.z);
freePitchRef.current = Math.asin(Math.max(-1, Math.min(1, forward.y)));
initializedFreeRef.current = true;
}
yawRef.current = cameraYawAfterHorizontalLook(yawRef.current, mouseX * LOOK_SENSITIVITY);
freePitchRef.current = Math.max(-1.35, Math.min(1.15, freePitchRef.current - mouseY * LOOK_SENSITIVITY));
useGameStore.setState({ cameraYaw: yawRef.current });
followedMemberRef.current = null;
const forward = new Vector3(
Math.sin(yawRef.current) * Math.cos(pitchRef.current),
Math.sin(pitchRef.current),
Math.cos(yawRef.current) * Math.cos(pitchRef.current),
forward.set(
Math.sin(yawRef.current) * Math.cos(freePitchRef.current),
Math.sin(freePitchRef.current),
Math.cos(yawRef.current) * Math.cos(freePitchRef.current),
);
const keyboard = spectatorKeyboardAxes(pressedKeysRef.current);
const movement = spectatorCameraTranslation(
yawRef.current,
pitchRef.current,
freePitchRef.current,
keyboard,
delta,
spectatorCameraBoosted(pressedKeysRef.current),
@@ -85,11 +106,18 @@ export function DungeonSpectatorCamera() {
freePositionRef.current.y += movement[1];
freePositionRef.current.z += movement[2];
camera.position.copy(freePositionRef.current);
camera.lookAt(new Vector3().copy(camera.position).add(forward));
lookAt.copy(camera.position).add(forward);
camera.lookAt(lookAt);
return;
}
if (initializedFreeRef.current) {
orbitPitchRef.current = Math.max(-0.18, Math.min(0.88, -freePitchRef.current));
}
initializedFreeRef.current = false;
yawRef.current = cameraYawAfterHorizontalLook(yawRef.current, mouseX * LOOK_SENSITIVITY);
orbitPitchRef.current = Math.max(-0.18, Math.min(0.88, orbitPitchRef.current + mouseY * LOOK_SENSITIVITY));
useGameStore.setState({ cameraYaw: yawRef.current });
const party = usePartyStore.getState();
const requested = party.members.find((member) => member.id === simulation.spectatedMemberId);
const candidates = requested
@@ -98,20 +126,68 @@ export function DungeonSpectatorCamera() {
const followed = candidates.map((member) => ({ member, position: getPartyRuntimePosition(member.id) }))
.find((candidate) => candidate.position !== null);
if (!followed?.position) return;
const anchor = new Vector3(followed.position[0], followed.position[1] + FOLLOW_HEIGHT, followed.position[2]);
const backward = new Vector3(
-Math.sin(yawRef.current) * Math.cos(pitchRef.current),
-Math.sin(pitchRef.current),
-Math.cos(yawRef.current) * Math.cos(pitchRef.current),
).normalize();
const ray = new rapier.Ray(anchor, backward);
const hit = world.castRay(ray, FOLLOW_DISTANCE, true, rapier.QueryFilterFlags.EXCLUDE_SENSORS);
const distance = hit ? Math.max(0.8, hit.timeOfImpact - 0.25) : FOLLOW_DISTANCE;
const desired = anchor.clone().addScaledVector(backward, distance);
if (followedMemberRef.current !== followed.member.id) camera.position.copy(desired);
else camera.position.lerp(desired, 1 - Math.exp(-12 * Math.min(delta, 0.1)));
focus.set(
followed.position[0],
followed.position[1] + FOLLOW_FOCUS_HEIGHT,
followed.position[2],
);
const horizontalDistance = FOLLOW_DISTANCE * Math.cos(orbitPitchRef.current);
desired.set(
focus.x - Math.sin(yawRef.current) * horizontalDistance,
focus.y + FOLLOW_VERTICAL_OFFSET + FOLLOW_DISTANCE * Math.sin(orbitPitchRef.current),
focus.z - Math.cos(yawRef.current) * horizontalDistance,
);
boomDirection.copy(desired).sub(focus);
const fullDistance = boomDirection.length();
if (!Number.isFinite(fullDistance) || fullDistance <= 1e-5) return;
boomDirection.multiplyScalar(1 / fullDistance);
const hit = world.castShape(
focus,
shapeRotation,
boomDirection,
cameraShape,
CAMERA_WALL_GAP,
fullDistance,
false,
rapier.QueryFilterFlags.EXCLUDE_SENSORS,
ACTOR_TERRAIN_QUERY_GROUPS,
);
const timeOfImpact = hit?.time_of_impact;
const physicalDistance = typeof timeOfImpact === "number" && Number.isFinite(timeOfImpact)
? Math.max(0, Math.min(fullDistance, timeOfImpact))
: fullDistance;
// WMO sight blockers more closely match the visible wall shell than the
// simplified physical terrain. Include them in the boom test so a camera
// cannot sit behind a rendered wall while HTML nameplates remain visible.
const sightHit = world.castRay(
new rapier.Ray(focus, boomDirection),
fullDistance,
true,
rapier.QueryFilterFlags.EXCLUDE_DYNAMIC | rapier.QueryFilterFlags.EXCLUDE_KINEMATIC,
DUNGEON_SIGHT_QUERY_GROUPS,
);
const sightDistance = sightHit && Number.isFinite(sightHit.timeOfImpact)
? Math.max(0, Math.min(fullDistance, sightHit.timeOfImpact - CAMERA_COLLISION_RADIUS - CAMERA_WALL_GAP))
: fullDistance;
const allowedDistance = Math.min(physicalDistance, sightDistance);
if (followedMemberRef.current !== followed.member.id || !Number.isFinite(boomDistanceRef.current)) {
boomDistanceRef.current = allowedDistance;
} else if (allowedDistance < boomDistanceRef.current) {
boomDistanceRef.current = allowedDistance;
} else {
const pullbackAlpha = 1 - Math.exp(-CAMERA_PULLBACK_DAMPING * Math.min(delta, 0.05));
boomDistanceRef.current += (allowedDistance - boomDistanceRef.current) * pullbackAlpha;
}
safeDesired.copy(focus).addScaledVector(boomDirection, boomDistanceRef.current);
if (followedMemberRef.current !== followed.member.id) camera.position.copy(safeDesired);
else camera.position.lerp(safeDesired, 1 - Math.exp(-12 * Math.min(delta, 0.1)));
followedMemberRef.current = followed.member.id;
camera.lookAt(anchor);
lookAt.set(
focus.x + Math.sin(yawRef.current) * FOLLOW_LOOK_AHEAD,
focus.y + 0.08,
focus.z + Math.cos(yawRef.current) * FOLLOW_LOOK_AHEAD,
);
camera.lookAt(lookAt);
});
return null;