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healer-man/dungeon-pipeline
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Dungeon pipeline

This directory turns the original Wailing Caverns one-off into a reviewed, versioned process. Wailing Caverns is the global-WMO golden fixture and Deadmines is the first ADT/hybrid recipe.

Inputs

  • WOW_CLIENT_ROOT points at a local 3.3.5a client. If omitted, the recipes use the workspace-relative ../wow335a client.
  • EPOCH_CLIENT_ROOT points at the installed Project Epoch client. For the Ascension Launcher install used by this project: C:\Program Files\Ascension Launcher\resources\epoch_live.
  • WOW_SERVER_DATA points at a read-only normalized JSON snapshot or a directory containing <slug>.json. Credentials are never read or written.
  • Server JSON has a tables object containing creature, creature_template, creature_template_model, creature_addon, creature_formations, waypoint_data, gameobject, gameobject_template, instance_encounters, and areatrigger_teleport.

Reproducible AzerothCore snapshot

The bulk importer can create one normalized, map-scoped source file per reviewed dungeon recipe from a pinned AzerothCore world database commit. It reads SQL as data and never starts, connects to, or mutates a database:

npm run dungeon:source:azerothcore -- --fetch
$env:WOW_SERVER_DATA = "dungeon-pipeline/work/server-data"

The fetch is pinned by commit in scripts/dungeon-pipeline/import-azerothcore-world.mjs. Its lock report records the repository, commit, file hashes, parsed schemas, and per-dungeon counts. The installed Ascension DungeonEncounterExtra.dbc catalog remains the boss identity/order source so custom realm encounters are not silently replaced by stock server data. The generated SQL cache and normalized snapshots stay under dungeon-pipeline/work/.

Full-campaign build

The campaign compiler turns every reviewed recipe into a runtime-ready dungeon catalog. A clean rebuild is:

$env:EPOCH_CLIENT_ROOT = "C:\Program Files\Ascension Launcher\resources\epoch_live"
npm run dungeon:epoch:sync
npm run dungeon:epoch:catalog
npm run dungeon:source:azerothcore -- --fetch
npm run dungeon:epoch:scripts -- --fetch
npm run dungeon:discover:all
npm run dungeon:epoch:creatures
npm run dungeon:epoch:build
npm run dungeon:catalog
npm run manastorm:maps:validate

dungeon:catalog compiles the 54 reviewed five-player instances declared in dungeon-pipeline/dungeon-campaign.json. The explicit manifest is required because Ascension's Map.dbc also marks instanced outdoor-zone copies and arenas as party instances. Raids, arenas, and outdoor zones are intentionally excluded from the dungeon browser.

The 18 Project Epoch additions require all five-player instance signals: an instance Map.dbc row, LFG records, normal and heroic MapDifficulty.dbc rows, ordered DungeonEncounter.dbc records, and a real WDT/map directory. dungeon:epoch:catalog verifies those signals directly from the installed MPQs. The compiler aligns pinned AzerothCore populations to the exported environments, combines template spells with exact boss-script references, and attaches native animated client models by display ID. It writes:

  • src/game/generated/dungeonCampaignCatalog.json, the readable source artifact
  • src/game/generated/dungeonCampaignCatalog.compressed.ts, the bundled catalog
  • src/game/generated/dungeonAvailability.json, the generated availability list

Boss specials are compiled as independent mechanic records. AzerothCore SmartAI timers and health events are imported automatically; C++ encounter spells are imported from the pinned script checkout. Add or override a boss in dungeon-pipeline/boss-mechanics.json when an encounter needs hand-authored targeting, summon behavior, timing, or telegraph geometry. Use mode: "replace" to make that list authoritative or mode: "append" to layer entries ahead of the imported mechanics, then run npm run dungeon:catalog. The generated combat.mechanicIds list is the stable loadout boundary intended for later encounter randomization.

The same catalog also stores Runewaker kits under rw-<dungeon>-<entity-id> keys. Run npm run runewaker:bosses:refresh to rebuild those records from preserved RuneWaker spell/Lua evidence, regenerate the population packages, and run npm run runewaker:audit:gameplay. A record whose preserved source has no recoverable combat ability is explicitly marked source.kind: "healer-man-source-gap" rather than being claimed as authentic.

Stock AzerothCore population is used for the standard dungeons. The three Ascension-specific instances—Tinkertech Showdown, Frozen Reach, and Forgotten Mine—keep their recovered client identities, spell/summon evidence where available, and explicit source-backed or HealerMan-authored runtime adaptations. Their remaining procedural population is never labeled authoritative. Non-Epoch recipes keep explicit procedural actor bodies until reviewed display exports are available. Epoch actors use packaged client GLBs with their complete native animation libraries; only event-only controllers without a creature display fall back.

Project Epoch five-player import

dungeon-pipeline/epoch-five-player-instances.json is the auditable source manifest for the 18 imported instances. It includes the Caverns of Time five-player instances and the selected Wrath five-player maps from Utgarde Keep through Halls of Reflection.

  • dungeon:epoch:sync regenerates the 18 dungeon and Manastorm recipes and updates the explicit campaign.
  • dungeon:epoch:catalog reads the Epoch MPQ/DBC view and verifies maps, difficulties, LFG records, encounters, displays, animations, and spells.
  • dungeon:source:azerothcore writes map-scoped spawns, templates, formations, patrols, game objects, encounter credit entries, and spell lists.
  • dungeon:epoch:scripts -- --fetch maintains a sparse checkout of the exact pinned AzerothCore C++ encounter scripts, including Caverns of Time, and compiles them into a deterministic ability catalog.
  • dungeon:epoch:creatures exports and packages every referenced display as an animation-preserving browser GLB.
  • dungeon:epoch:build resumes the environment, collision, navigation, semantic-anchor, optimization, and stage-package build for all 18 maps.

One-dungeon release flow

The gradual Manastorm-to-five-player migration is tracked in FIVE_PLAYER_IMPORT_TODO.md. Import only the selected dungeon:

npm run dungeon:five-player:import -- shadowfang-keep --refresh
npm run dungeon:catalog
npm test

The importer packages the reviewed instance environment and only the included combat population under public/assets/game/dungeons/<slug>/. The campaign compiler prefers that package for the converted slug and temporarily retains the existing Manastorm package for every unchecked dungeon.

To execute the same single-dungeon command separately for every remaining checklist entry and keep a resumable audit log:

npm run dungeon:five-player:import:remaining

The runner invokes npm run dungeon:five-player:import -- <slug> --refresh for each entry. It writes FIVE_PLAYER_IMPORT_RUN_REPORT.json and FIVE_PLAYER_IMPORT_RUN_REPORT.md after every dungeon. A rerun resumes past green entries unless --force is supplied. Failed entries stay unchecked until their documented blocker is resolved and the individual command succeeds.

After compiling the catalog, run the native-pack audit:

npm run dungeon:catalog
npm run dungeon:five-player:verify

The audit verifies the complete 54-dungeon catalog, authoritative/fallback classification, every native environment and creature URL, file sizes, checksums, animation presence, and compiled entry-to-model bindings. The 2026-07-26 batch packaged 50 native imports; together with the Wailing Caverns golden fixture, 51/54 dungeons have authoritative WoW population packages. Tinkertech Showdown, Frozen Reach, and Forgotten Mine now have playable, provenance-labeled runtime adaptations backed by ascension/ASCENSION_CUSTOM_DUNGEON_RECOVERY.json. They remain outside the authoritative package count because the recovered client evidence does not include complete Ascension creature templates, display mappings, spawn/object coordinates, or server-side cadence.

  1. npm run dungeon:discover -- <slug> writes deterministic client/server snapshots, a provenance lock, review-required overrides, and—when server data is present—a runtime/creature draft. The command reads DBCs through the merged MPQ view; it does not require files to be staged by an MPQ editor.
  2. Review the entrance, objective order, optional encounters, inferred formations, unsupported objects/transports, and off-mesh links.
  3. npm run dungeon:extract -- <slug> exports a global WMO or every WDT-present ADT tile, placement metadata, referenced WMO/M2 models, raw liquids, and textures through the patched portable wow.export bridge.
  4. npm run dungeon:convert -- <slug> assembles the exported scene in Blender and emits lossless visual GLB, collision chunks (each at most 100,000 triangles), editable .blend, bounds, material roles, and a review report.
  5. npm run dungeon:optimize -- <slug> instances and prunes a shipping visual while preserving the lossless GLB and .blend.
  6. npm run dungeon:creatures -- <slug> exports every resolved display in one pass. Direct M2 actors retain their source skeleton; composite records carry baked textures, geosets, equipment attachments, and the complete source sequence library. Unresolved composites are blockers.
  7. npm run dungeon:navmesh -- <slug> bakes an offline Recast navigation GLB to dungeon-pipeline/work/<slug>/staging using pinned dependencies.
  8. npm run dungeon:build -- <slug> hashes the reviewed runtime fixture and its environment/creature dependencies into a pack manifest.
  9. npm run dungeon:validate -- <slug> checks GLBs, collision budgets, population references, creature skins/tracks/semantic clips, difficulty masks, objective connectivity, and reviewed off-mesh links.
  10. Capture the required desktop, Thor, and Android visual/performance evidence.
  11. npm run dungeon:enable -- <slug> updates the generated availability file only when the latest validation report is green.

Current fixtures

  • Wailing Caverns is enabled and validates green with a Recast navigation GLB, one authored steep-transition link, 16 shared creature definitions, and the original gameplay coordinates/behavior. Its deterministic pack and green validation baselines live in fixtures/wailing-caverns for clean-rebuild comparison.
  • Deadmines proves the ADT/hybrid source path: 36 WDT-present tiles and 47 referenced model assets extract with no missing dependencies; Blender emits a 36-chunk collision set, reconstructs legacy MCLQ liquid geometry across 27 ADT meshes, and emits an optimized visual. Its imported population is aligned to the exporter coordinate basis and is included in the campaign catalog.

All generated work/cache/staging output is resumable and ignored. Reviewed recipes and fixtures are committed. The one-dungeon validation flow treats missing source dependencies as blockers in JSON reports. The campaign compiler labels its procedural actor/population fallbacks explicitly rather than presenting them as source-faithful exports.

All-WoW-dungeons batch

Use the project-native batch instead of prompting Codex dungeon by dungeon:

npm run dungeon:wow:all

The default pass recompiles the 54-dungeon campaign, verifies all packaged environment and creature assets, audits every mob and boss attack/mechanic, opens every unique native creature GLB to verify idle, movement, attack, wound, and death clips, proves the procedural animation path for model-less actors, runs the actual runtime-registry coverage test, and audits instance-level functionality. It writes deterministic JSON and Markdown reports to WOW_DUNGEON_CONTENT_REPORT.json, WOW_DUNGEON_CONTENT_REPORT.md, WOW_DUNGEON_FUNCTIONALITY_REPORT.json, and WOW_DUNGEON_FUNCTIONALITY_REPORT.md. Catalog compilation also writes WOW_GAMEOBJECT_ASSET_MANIFEST.json, which deduplicates the source-backed object spawns by client model path, preserves per-dungeon/display usage, assigns the planned shipping GLB URL, and lists unresolved display models and bounds.

Useful batch options:

# Re-import cached server/script data and resume every native dungeon package.
npm run dungeon:wow:all -- --refresh

# Refresh the pinned upstream checkout before importing.
npm run dungeon:wow:all -- --fetch

# Re-run green packages, then build the app after validation.
npm run dungeon:wow:all -- --refresh --force --build

# Re-run combat, animation, and instance-functionality audits against current output.
npm run dungeon:wow:all -- --audit-only

The functionality report is the production-fidelity gate. It separately checks typed world-object contracts, source instance scripts, encounter orchestration, required interactions, traversal evidence, resets, checkpoints, and completion playtests. A green asset or combat audit does not imply that doors, escorts, waves, vehicles, keys, chests, or scripted instance progression are implemented. The report fails closed and lists concrete edit targets for every remaining dungeon gap.

The 2026-09-08 implementation sweep completed an instance-level source review for all 54 campaign dungeons. Fifty-one now have runtime-wired reviewed orchestration in addition to fleet boss/checkpoint/completion declarations; the three stock instance scripts that are genuinely empty are pinned and recorded as source-exact no-ops. This means there is no remaining unreviewed instance script, not that every source feature is already exact or live-traversal validated. Per-dungeon adaptations, missing primitives, native-object export work, and live traversal evidence stay open in WOW_DUNGEON_FUNCTIONALITY_REPORT.md.

Source-backed object records stay hidden, non-blocking, and non-interactive until their manifest asset has been exported and the corresponding instance script transition has been reviewed. This lets the typed data ship through the runtime contract without leaking placeholder geometry or turning an incomplete door/transport port into a dungeon soft lock.

Kresh, the Deviate Faerie Dragon, Grubbis, Spirestone Battle Lord, Spirestone Butcher, and Crystal Fang are intentionally recorded as source-faithful melee-only bosses. Kresh entry 3653 and the Deviate Faerie Dragon entry 5912 have no spell or SmartAI row in the pinned AzerothCore snapshot; the latter is also despawned by the Wailing Caverns initialization event. Grubbis entry 7361 has only aggro dialogue and death-completion rows, with no combat spell cast. The three Blackrock Spire entries are 15% rare spawns whose database rows contain no active combat cast; Crystal Fang's exact on-death Spire Spiderling summon is implemented by the reviewed instance adapter. One shared exception table supplies the runtime test and composed-content audit; stale, duplicate, or newly introduced basic-only boss keys fail the batch.