Files

233 lines
10 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Healer Man
A standalone React Three Fiber dungeon game using the exact Wailing Caverns
layout extracted from the local 3.3.5a client. The runtime includes the textured
WMO, all 3,381 active default-set doodad placements, reconstructed WMO water,
separate collision, authoritative entrance/encounter anchors, and a responsive
exploration HUD modeled after the architecture of `i-want-to-heal-mmo`.
## Run
```powershell
npm install
npm run dev
```
For online-account testing, run `npm start` in a second terminal so Vite can
proxy `/api` to the local Node/SQLite server on port `4173`. Then open the local
URL printed by Vite. Offline roster play does not require the second process.
The game starts at the Healer Man account gate. Online accounts authenticate
through the combined Node server and synchronize character rosters to its
persistent SQLite database. A separate device-local offline roster remains
available when the server cannot be reached. Server passwords are stored as
salted scrypt verifiers rather than plaintext.
For a production-style local run after building:
```powershell
npm run db:init
npm start
```
The TrueNAS checkout, persistent-data mount, reverse-proxy cutover, update,
backup, and Gitea APK release procedures are documented in
[`DEPLOYMENT.md`](DEPLOYMENT.md).
Verification:
```powershell
npm test
npm run build
```
## Conquest of Azeroth classes
All 21 CoA classes use a checked-in live Vol'Jin catalog generated from
Ascension's builder API and class database, then joined to the extracted
realm-specific `area-52/patch-D` `Spell.dbc` and `SkillLineAbility.dbc` files,
plus the spell support tables from `patch-S`. The snapshot includes 91 trees,
3,612 selectable nodes, all 3,929 node-rank spell IDs and descriptions, 5,444
class-page spell rows, 556 skill-line-specific spell chains, and 8,034 unique
spell records with complete DBC matches. Runtime spell ranks are selected from
character level; tree abilities remain locked until their exact node and rank
are purchased.
CoA progression starts at level 10 and alternates class-tree Ability Essence
and specialization-tree Talent Essence, reaching the live 26/25 split at level
60. Node costs, level locks, tree-investment gates, prerequisites, connections,
coordinates, passives, and rank tooltips come directly from the live payload.
Refresh the snapshot and locally extracted icons with:
```powershell
npm run coa:sync:live
npm run coa:icons
```
`coa:sync:live` maintains a resumable tooltip cache because the public database
occasionally returns transient gateway errors. `npm run coa:sync` refreshes the
builder/class data and reuses that cache without crawling every spell-detail
page. Icon export includes all ability, talent, and class-selection icons; the
current extraction completes without question-mark fallbacks.
## Boss loot
Boss loot is authored in SQLite-compatible SQL under
[`data/loot/`](data/loot/README.md), not in combat or scene code. Run
`npm run loot:generate` after changing the schema or seed data. The generator
validates the relational data and ships both a browser-safe JSON catalog and
`public/data/healer-man-loot.sqlite`, whose `boss_loot_browser` view is ready
for a future loot-browser screen.
Every Wailing Caverns boss rolls one item when it dies. The item instance
captures the player's level at the killing blow, remains on the corpse until
looted, and is then saved in that character's inventory. The SQL loot source
contains the original 3.3.5a attributes, ratings, armor, block, weapon damage,
weapon speed, regeneration, and spell-power values for each item. A scaled
drop preserves that original stat distribution instead of replacing it with a
generic item-power budget.
The equipment runtime uses the Wrath primary attributes and itemizable combat
stats. Strength, Agility, Stamina, Intellect, Spirit, Attack Power, Spell
Power, weapon damage, Hit, Critical Strike, Haste, Expertise, Armor
Penetration, defensive ratings, block, regeneration, resilience, and magical
resistances feed the player and AI-party combat calculations. Combat ratings
use the level- and class-specific conversion data from the local 3.3.5a client.
The Inventory & Equipment screen exposes the resulting Attributes, Offense,
and Defense sheets for the player and every current party member.
The reusable dungeon pipeline (global WMO and ADT/hybrid) is documented in
[`dungeon-pipeline/README.md`](dungeon-pipeline/README.md). Its entry points are:
```powershell
npm run dungeon:discover -- <slug>
npm run dungeon:extract -- <slug>
npm run dungeon:convert -- <slug>
npm run dungeon:optimize -- <slug>
npm run dungeon:creatures -- <slug>
npm run dungeon:navmesh -- <slug>
npm run dungeon:build -- <slug>
npm run dungeon:validate -- <slug>
npm run dungeon:enable -- <slug>
```
World and creature GLBs ship with KTX2/Basis GPU textures. On Windows, install
the pinned Khronos encoder into the project-local `.tools` directory and audit
the checked-in visual assets with:
```powershell
powershell -ExecutionPolicy Bypass -File scripts/asset-pipeline/bootstrap-ktx.ps1
npm run assets:ktx2:visuals
npm run assets:ktx2:audit
```
The dungeon, Manastorm, and Runewaker environment optimizers apply the same
KTX2 step to future visual outputs. The production build also runs the audit so
an accidentally reintroduced PNG/JPEG world texture fails before deployment.
## Controls
- Move: WASD, arrow keys, or left stick
- Jump: Space or L3
- Look: hold the right mouse button for mouse look, or use right stick
- Base abilities: keyboard 18; controller Cross, Square, Triangle, Circle,
R1, R2, D-pad Left, and D-pad Right
- Secondary abilities: hold Shift or L1 while pressing an ability control
- Tertiary abilities: hold Alt or L2 while pressing an ability control
- Hostile target: Tab or R3
- Friendly target: click a party/player frame or use D-pad Up/Down to cycle
living allies and yourself
- Party orders: F1 Attack, F2 Defend, F3 Stop
- Companion screen on a one-screen PC: C or gamepad Back/Select
- Map: M; Spellbook: P; Talents: N
- Pause: Escape or gamepad Start
Menus support keyboard, mouse/touch, and controller navigation. Use the D-pad
or left stick to move, Cross to select, and Circle to go back. Open
**Ability controls** from the pause menu to customize all 24 Base/L1/L2
bindings. Bindings save independently for each character and may be empty or
reuse the same class ability.
## Displays
Healer Man uses one authoritative game runtime and one WebGL canvas:
- AYN Thor top display: dungeon renderer and primary menus (`960 x 540` CSS).
- AYN Thor bottom display: roster, character details, and tactical UI
(`620 x 540` CSS). It never creates a second dungeon renderer.
- PC: the same lower-screen UI opens as an overlay with C or Select; normal
Tab navigation remains available throughout the menus.
Preview both Thor surfaces in a desktop browser at:
```text
http://localhost:5173/?layout=thor-preview
```
The Android host uses two Capacitor WebViews, Android `DisplayManager`, and a
secondary `Presentation`; state and semantic commands cross screens through a
rate-limited `BroadcastChannel`.
## Android / AYN Thor
Install JDK 21 and Android SDK Platform 36, set `JAVA_HOME` and
`ANDROID_SDK_ROOT`, then run:
```powershell
npm run android:apk
```
The debug APK is written under `android/app/build/outputs/apk/debug/`. To build
and install directly onto a connected device, use `npm run android:install`.
Android uses a separate compact `dist-android` build. It bundles the client,
interface, equipment, and Wailing Caverns starter content while optional
dungeons, character packs, and Manastorm stages are downloaded into app-private
storage. Installed content and local saves remain playable without a server
connection and survive APK updates. See `CONTENT_UPDATES.md` for the update
contract and `DEPLOYMENT.md` for TrueNAS publishing and signed Gitea releases.
## Runtime details
- The player is a dynamic capsule against a separate static Rapier trimesh.
- Physics uses a fixed 60 Hz timestep.
- The real entrance is `[163.49, -73.66, 132.9]` in Three.js coordinates.
- Source coordinates convert one-to-one as
`Three(x,y,z) = (-WoW.x, WoW.z, WoW.y)`.
- Repeated props use `EXT_mesh_gpu_instancing`: 3,348 placements are grouped
into 71 batches.
- The population uses 16 locally extracted, skinned creature GLBs with native
Stand, locomotion, attack, wound, cast, and death libraries; distant static
mobs and roaming packs are unmounted beyond the proximity gate. Background
animation runs at 30 Hz or 15 Hz by distance and freezes safely behind the
camera, while bosses, targets, combatants, and nearby actors stay full-rate.
- Production world and creature textures use KTX2/Basis transcoding to remain
compressed in GPU memory instead of expanding to uncompressed RGBA textures.
- Missing production GLBs activate a small cave proxy; malformed assets activate
the recoverable scene-error screen.
- The controller action HUD displays only the active eight-slot layer. Its
face-button diamond, shoulders, and D-pad keep the physical controller layout
visible without showing all 24 bindings over the playfield.
The navigation GLB is generated offline with pinned Recast settings. Party
leaders project onto its route graph, including separately-authored off-mesh
links, while collision/floor checks reject wall shortcuts. Followers replay the
leader's breadcrumb trail to avoid cutting corners. A disconnected route makes
the party hold safely and reports `Route blocked`; player movement continues to
use the collision GLB directly.
## Structure
- `src/game/`: serializable state, combat/loot simulation, input mapping, coordinates, and area math
- `data/loot/`: authoritative SQL loot schema and dungeon seed data
- `src/app/`: local accounts, character rosters, creation catalog, and shell state
- `src/platform/`: single/dual display routing and Thor synchronization
- `src/scene/`: R3F Canvas, Rapier bridge, camera, player, and dungeon loaders
- `src/ui/`: responsive HUD, encounter map, loading, pause, and error surfaces
- `src/assets/game/dungeons/wailing-caverns/`: shipping GLBs and anchor metadata
Wailing Caverns remains the global-WMO regression fixture. Deadmines is the
gated ADT/hybrid pilot and cannot be enabled without authoritative server data
and green automated/visual reports.