- Replace the flat felt background with a canvas-generated beige fabric mat (border band, dashed stitching, subtle weave tile, vignette) plus a deeper "pocket" panel behind the board so pieces read as resting on a puzzle mat.
- Add soft drop shadows to jigsaw pieces via an extra shadow pass before the art fill, and pad the piece canvas so the shadow isn't clipped.
- Rebuild the menu into two columns (image picker left, difficulty + start right) with tighter vertical rhythm; make the thumbnail box size a `thumbBox` property so preview/border scale together.
- Consolidate panel background+frame pairs (menu, dropdown, win layer) into single graphics objects to simplify tweening and reduce node count.
- Use a separate invisible zone for table pointerdown so the mat image can be swapped without dropping input, and guard `onTableDown` against double-firing while a piece grab is in progress.
Test now also asserts the menu is back to its original shape (no random-start button), the initial preview and thumb name match the random pick, Start Puzzle begins exactly that image, and the original 🎲 Random button still randomises the menu preview.
The menu always opened on the first artwork; now imageIndex is randomised right after loadArtwork(), so each visit to the picker shows a different initial puzzle. The existing Random/prev/next buttons are unchanged (previous random-start button reverted in 4f2d299). Test page + CDP driver verify 8 fresh page loads all land on a valid in-range image with its preview loaded, with variety across loads.
New '🎲 Start Random' button picks a random picture (never the current one when there's a choice) and starts the puzzle immediately, keeping the selected difficulty. Menu panel grows 820→890 to fit it. Headless-chromium test page + CDP driver verify: button placement, 8/8 random starts reach playing state, image variety, single-image guard, and difficulty preservation.
- __jig_test.html boots a Phaser game that loads JigsawGame with stubbed artwork/music caches and exposes window.__* helpers for driving piece grab/drop, scene inspection, and coordinate conversion.
- phaser.esm.js is a vendored webpack build of Phaser used as the "phaser" import map target so the harness can run without a package manager.
- Add pointerdown handler on each piece to forward the event to the central onTableDown resolver; without it, Phaser's topOnly=true consumes the click and the background never sees it, leaving pieces un-grabbable.
- Anchor the hit-area rectangle to the image's displayOrigin instead of (0,0) so the custom hit box tracks the piece's actual rendered position.
- Introduce group-based table assembly: grid-adjacent pieces snap together on the table, drag as one rigid unit, and lock onto the board as a block
- Extract join/lock rules into pure `resolveDrop` in JigsawLogic.js with a headless verification suite (tools/verifyJigsaw.js) covering fit guarantee, joining, locking, and win counting
- Replace the flat top-bar buttons with a "Menu ▾" dropdown panel to free the top-right corner for the shared site music HUD
- Integrate MusicPlayer soundtrack via getGameSoundtrack() and pin it to the fixed HUD camera
- Offset main camera scroll/zoom bounds by HUD_H so the play field
never slides beneath the fixed top bar
- Shift the scattered-piece tray down by HUD_H to keep pieces clear of
the target image and HUD
- Assign board panel, frame, and reference image to the main camera only
so the fixed HUD camera doesn't draw their corners into the screen
- Hide the faint full-picture reference on Hard and Legendary levels
- Show the target-slot ghost preview only on Easy while dragging a piece
- Store the selected difficulty on the scene for these checks
- Expand the play field to a 3840x2160 world so pieces can scatter widely and the player can explore
- Introduce MIN_ZOOM (0.5) so the entire field fits on screen, with zoom anchored to the cursor
- Add a second fixed HUD camera so the menu, stats bar, and win overlay stay in screen space while the board camera pans/zooms
- Route world objects and UI containers to their respective cameras via cameraFilter
- Update background, scatter tray, and camera clamping to use the new world dimensions
- New Phaser scene (JigsawGame) supporting 4 difficulty tiers (25–144 pieces),
image selection, timer, hint overlay, and win screen.
- Pure geometry module (JigsawLogic) generates seeded tab/blank outlines so
adjacent pieces mesh exactly; also provides deterministic scatter positions.
- Pieces are drawn to canvas textures with depth shading; drag-to-snap with a
ghost target, camera pan on empty table, and wheel/button zoom (1x–4x).
- Registered in gamesRegistry, main.js scene list, and GameRoomScene slug map;
game-icons.png updated for the new icon frame.
- Add ~25 new steps: nearby stars, pan/zoom lesson, star info, fleet movement, home star/system view, colony management (allocation, focus), end turn, and the full Empire menu tour (Research, Diplomacy, Leaders, Colonies)
- Introduce hotspotAction, starPick, advanceOn modes (starPick/fleetInFlight/external), and advanceAction fields in tutorial data schema with validation
- Add VegaStarMap.fitToWorldBounds and extend pickFitZoomIndex to support a narrowed viewport area so the reachable-stars frame avoids the docked panel
- Bypass openModal gating for System View, Colony View, and Empire screens by calling their open functions directly from VegaTutorial; wire onClose/onColonyOpen callbacks to advance()
- Add tutorialFreePan flag so pan/zoom work during the free-pan step while all other map interactions stay frozen
- Add multi-target resolution (nearbyStars returns an array), invisible-shape holes, and per-star click hotspots in the tutorial overlay
- Update verification script to allow buttonless modal steps that advance via external callbacks
- New data-driven script (data/mastervega-tutorial.json) with intro modal and three callout steps over the fleet marker and side-panel ship rows/count controls.
- Split into Phaser-free VegaTutorialData.js (schema validation, interpolation, target-id registry) and Phaser VegaTutorial.js (darken overlay, accent rings, callouts, hotspot, skip confirm, state machine).
- Tutorial auto-opens on every brand-new game and is re-triggerable from the menu when the starting fleet is still in orbit; malformed JSON disables the feature with a warning instead of crashing.
- Add D.tutorial depth (just below detail) so an invited ship-detail window layers above the overlay, and expose VegaSidePanel.tutorialRegion() for screen-space panel regions.
- Register the tutorial asset in the manifest and add verifier section 12 covering schema, targets, voice clips, placeholders, and interpolation.
- Add dedicated place, remove, win, and puzzle-start intro audio assets
- Register the new cues in the asset manifest and SFX key map
- Replace generic UI sounds with Tents-specific cues for placement, removal, and win
- Play the intro jingle on startGame, ducking the soundtrack until it completes
- Update smoke tests to assert the new jingles and cues fire
- Implement full Tents & Trees scene (TentsGame.js) with day-to-night
sky transition, campfire/ember/firefly effects, hover hints, violation
feedback, and a win panel
- Add pure board model (TentsLogic.js) with backtracking solver,
unique-solution puzzle generation across four difficulties, toggle/
diagnose/solved helpers — all unit-testable in Node
- Register the game in gamesRegistry, main scene list, and slug dispatch
- Update game-icons.png with a new icon frame for Tents & Trees
- Add tools/verifyTents.js (solver + play-state unit tests and generation
soak) and tools/smokeTents.js (Phaser-stub smoke test driving the full
select → play → solve → win → restart flow)
- Resolve hand card index from the container at event time instead of
capturing it when handlers are bound, preventing the "wrong card on
second drag" bug after a reorder.
- Enable drag-to-arrange in both draw and discard phases; clicking a card
during draw now shows guidance rather than discarding.
- Add discard-pile click target so a selected card can be discarded by
clicking the pile, and extract shared `_setupPileClick` helper to reduce
duplication.
- Add `tools/regressionPipePuzzleUnhover.cjs`, a Playwright regression
test verifying that Phaser's `killTweensOf(target, 'prop')` no longer
clobbers in-flight rotation tweens on pointerout/pointerover.
- Remove extra-edge generation and cross pieces; board is now a single random spanning tree (one unique route between every pair of cells, no loops)
- Update leak rendering to place droplets on exact open edges using DELTA/EDGE and render water/flash layers above tiles in the container
- Adjust mini preview tiles and difficulty config (drop `extra` param)
- Rework tutorial to explain tree structure, scattered dead ends, and branch-by-branch solving strategy
- Update verification tool: assert tree edge count, no 4-way cells, leaf distribution across rows, faucet row variety, and board randomness; replace cross-based fixture with a valid tree
Replace the single Hamiltonian-path model with a spanning-tree + extra-edges
approach that produces boards full of T-pieces, crosses and dead ends. The
win condition is now simply "zero leaks" — every socket matched to a
neighbour that opens back — instead of requiring one continuous path from
faucet to drain.
Key changes:
- Logic: generate puzzles via randomized Kruskal spanning tree plus tunable
extra edges per difficulty; add bitCount, countLeaks, and derived
angleFor/canonical rotation table
- Art: new tile textures for stub (dead end), T-piece, and cross;
tileKeyFor and angleFor now handle all five piece types
- Game: faucet and drain are fixed anchors (not rotatable); removed the
CONNECTED counter in favour of a simpler LEAKS stat; updated difficulty
tiers (6×6 through 10×10) with extra-edge counts; improved water
rendering contrast
- Tests: rewrite verify script for the new generation model (spanning tree,
connectivity, piece mix, no-leak solution); update smoke test to skip
anchor tiles
- Tutorial: updated rules, board reading guide, and tips for the branching
network variant
## Wolfenstein: Expand E1M2 level and persist per-mission weapon loadouts
### Level Data (assets/gamedata/wolfenstein/level-e1m2.json)
- Increase map dimensions from 33×24 to 39×29 cells, adding new corridors, rooms, and wall structures
- Add tile type `5` (likely a new floor or decorative element) throughout the expanded areas
- Reposition existing doors, guards, items, objects, and wall art to match the new layout
- Add new entities: additional guards with patrol routes, machine gun pickups, ammo, health kits, yellow key, and secret door in the expanded sections
- Update player start position and exit location for the larger map
### Game Logic (src/games/wolfenstein/WolfensteinGame.js)
- Introduce `LOADOUTS_KEY` localStorage persistence to record which weapons the player owned when each mission was unlocked
- Replace `_freshCampaignCarry()` with `_carryForUnlockedStart()`, which loads the recorded weapon loadout for a given mission (falling back to fists-only for mission 0 or unrecorded missions) and tops up ammo to full
- Add `_fullAmmoFor()` helper that computes max ammo reserves for all ammo-consuming weapons in a loadout
- Update `_recordMissionCleared()` to capture the player's current weapon list at clear-time and store it as the unlock loadout for the next mission (only advancing monotonically)
- Change "Next Mission" flow to rely on the recorded loadout rather than extracting live state, ensuring consistent full-ammo/full-health starts
- Update `_retry()` to restore the original attempt's weapons but top up ammo to full per the "die → come back with full ammo" spec
- Added new "level-new" level data (33x24 grid) with doors, enemies, items, and objects
- Removed one ammo-clip from e1m1 and added two health-large pickups
- Introduced shared HUD row anchor constants for consistent positioning
- Updated HUD to display level name alongside episode/mission info
- Added gray rounded-rect background behind weapon icon in HUD for better contrast against steel-blue bar
- Repositioned weapon icon to dynamically sit left of ammo text based on rendered width
- Updated WolfensteinArt to generate the new HUD icon background texture
Replace the flat dark rectangle status bar with a baked riveted-metal "blue steel plate" background styled after Wolfenstein 3D's original HUD:
- Add `paintHudBar` to WolfensteinArt.js generating a 1920x140 texture with vertical steel gradient, bevel edges, recessed readout panels, divider strips with rivets, and a centered portrait socket sized around the new `HUD_PORTRAIT_SIZE` constant
- Add `paintProfile` fallback face and wire up `profile.png` (128x128, 3 health frames) in wolfenstein-artwork.json
- Rebuild `_buildHud` in WolfensteinGame.js: left panel shows episode/mission label + HEALTH value, center shows health-reactive portrait (frame swaps at 66/33 HP thresholds), right panel shows INVENTORY key icons + AMMO count with equipped weapon icon
- Derive weapon/key icon frames from `rules.items` data instead of hardcoded values so HUD stays in sync with wolfenstein-rules.json
- Add `_hudEpisodeMissionText()` helper for static per-level label text (campaign episode/mission or test level name)
- Apply subdued CRT overlay (`applyArcadeCRTOverlay`) tuned for a tactical-display feel, destroyed on teardown
- Switch HUD fonts to shared `m6x11` pixel font with white/ice-blue lettering; remove old KEY_COLORS constant and rectangular key indicators
- Add fists weapon viewmodel with idle/hit animation states (220ms hit pose)
- Implement mouse-wheel weapon cycling that skips unowned weapons
- Add 33% chance for killed guards to drop ammo-clip pickups at death location
- Introduce campaign carry-over system preserving weapons/ammo/health between missions
- Fix stale 'attack' state clearing when enemies lose sight of player
- Extend save/load serialization to persist nextPickupId counter
- Update level-e1m1 with pistol pickup at spawn point
- Add comprehensive test coverage for all new features in verifyWolfenstein.js
- Add shotgun, machine gun, gatling gun, and plasma rifle weapons with
distinct fire modes (semi-auto, auto, burst) and damage profiles
- Refactor ammo from per-weapon pools to shared pools keyed by ammo type
(9mm, shells, plasma), allowing multiple weapons to share the same pool
- Add pickup system with 11 item types: 5 weapons, 4 ammo variants, and
2 health packs, all with spritesheet frames for rendering
- Update level editor with dynamic pickup dropdown populated from rules.json
- Generalize weapon viewmodel rendering to support multiple weapon images
with per-weapon bob/sway animation
- Add cosmetic pickup animations: vertical bobbing and orbiting sparkle
effects drawn in screen space around each pickup billboard
- Bump save version to v3 to invalidate old saves with incompatible ammo
structure
- Update keyboard bindings for weapon switching (keys 1-6)
- Add comprehensive test coverage for new weapons, burst fire mechanics,
ammo pooling, and pickup behavior
- Rename weapon_gattling.png to weapon_gatling.png to fix spelling
Introduces a new "Object" entity type that blocks movement but not sight/bullets, distinct from walls and pickups:
- **Data**: New `objects` array in level JSON (`{x, y, frame}`), with `data/wolfenstein-objects.json` as the frame registry (Tall Bush, Gold Eagle)
- **Artwork**: New `objects.png` spritesheet registered in `wolfenstein-artwork.json`; placeholder texture via `paintObject()` in WolfensteinArt.js
- **Logic**: Objects stored in `state.objects`, with a derived `map.objectBlocked` Set checked only by movement collision (`isWallCell`) — raycaster/sight/bullets never read it, so objects are see-through and shoot-through by construction
- **View**: Rendered as billboard sprites in `_drawSprites` with ground-anchored positioning (bottom edge on floor) and asymptotic depth sorting that stays below the weapon viewmodel
- **Editor**: New "Object" tool category with dynamic dropdown; click open floor to place/remove (toggle), click wall is a no-op; teal square indicator on board
- **Validation**: `validateLevel` checks objects sit on open floor; save/load round-trips with graceful degradation for pre-existing saves
- **Tests**: Verifies object blocks player movement but bullets pass through
**Analysis of the Diff:**
1. **Binary Files:** `walls.png` and `walls.psd` are updated. This suggests an asset update, likely related to the "wolfenstein" theme mentioned in the paths.
2. **JavaScript File:** `tools/verifyWolfenstein.js` is modified.
* A new test case is added under `section('4. Enemy AI');`.
* The test verifies that an enemy (guard) alerts when hit by a projectile, specifically in a scenario where:
* Visual detection (LOS+FOV) is blocked/blind (guard facing away).
* "Heard gunfire" alert path is blocked (different room/door logic).
* The test sets up a specific level layout, forces a door open, fires a pistol, and checks if the enemy's state changes from 'idle' to something else (alerted) and health drops.
* It explicitly mentions fixing an issue with `stepDoors` auto-close countdown underflow by setting `timer`.
**Synthesis:**
The primary functional change is adding a test case to ensure that direct hits alert enemies even when other alert mechanisms (vision, sound through doors) fail. The asset changes are likely incidental or part of the same feature branch (Wolfenstein theme).
**Drafting the Commit Message:**
* **Subject:** Add test for enemy alert on direct hit bypassing vision/sound checks
* **Body:**
* Update Wolfenstein wall assets (PNG/PSD).
* Add verification test in `verifyWolfenstein.js` ensuring enemies alert when shot, even if they cannot see the player or hear gunfire through doors.
* Fix door timer initialization in the test to prevent auto-close interference during projectile flight.
**Refining for Conciseness:**
Subject: Add enemy hit-alert test and update Wolfenstein assets
Body:
- Update `walls.png` and `walls.psd`.
- Add a test case in `verifyWolfenstein.js` verifying that direct hits alert enemies unconditionally, independent of vision cone or room-based sound alerts.
- Ensure door state is correctly initialized in the test to prevent auto-close interference with projectile simulation.
Let's make it standard conventional commit style if possible, or just clear and descriptive.
**Final Polish:**
Subject: Add test for unconditional enemy alert on direct hit
Body:
Update Wolfenstein wall assets (`walls.png`, `walls.psd`).
Add a new test case in `verifyWolfenstein.js` to verify that enemies alert when directly hit by a projectile, even when visual detection (LOS/FOV) and sound-based alerts (through doors) are inactive. This ensures the direct-hit alert path works independently.
Also fixes door timer initialization in the test setup to prevent auto-close logic from interfering with the projectile simulation.
This looks good. I will provide just the message as requested.
- Add new `wallArt` level data array with per-cell decal frames
- Integrate wall art rendering into WolfensteinView using same texture sampling as walls
- Add Wall Art tool to WolfensteinEditor with dynamic dropdown from JSON registry
- Create wolfenstein-wallart.json frame registry for easy decal management
- Add validation ensuring wall art sits on actual wall cells
- Support wall art in save/load system with backward compatibility
- Alert idle enemies when shot, even outside vision cone
Replace all-or-nothing per-sprite depth checks with per-column occlusion
testing. This allows walls to correctly hide only the parts of sprites
(like dead guards) that are behind them, rather than hiding the entire
sprite if any part is occluded.
Implementation details:
- Walk outward from the sprite's center column to determine the visible
span based on the wall depth buffer.
- Use Phaser's `setCrop` to clip the sprite to the visible columns, which
is more performant than redrawing per-column like walls.
- Add `OCCLUSION_EPS` tolerance to prevent flickering when sprites are
positioned exactly against walls due to float precision issues.
This refactors weapon/enemy combat systems to support per-weapon cooldowns,
fire modes (auto/semi), and data-driven damage rolls via ammo types. Guards
now use the pistol's stats for ranged attacks and can be stunned by non-lethal
hits. The level editor now includes a directional facing picker for newly placed
enemies and displays enemy orientation as arrows instead of dots.
Key changes:
- Logic: Replaced single weaponCooldownMs with per-weapon cooldowns map; added
prevFireHeld for semi-auto trigger-edge detection; guards now reference real
weapon definitions via rangedWeapon; projectiles carry ammoType and resolve
damage at hit time using rollDamage(); non-lethal ranged hits apply stunMs to
enemies, freezing their AI until it expires.
- Rules: Added ammoTypes array with damageMin/damageMax; weapons now specify
fireMode and ammoType (projectiles) or damage (melee); enemy definitions
include stunMs and reference weapon IDs instead of hardcoded projectile stats.
- Editor: Added FACING_DIRS constants and drawFacingPicker() overlay that lets
users click N/S/E/W neighbor cells to set a just-placed enemy's facing;
enemies now render as directional arrows showing their spawn orientation;
pendingFacingEnemy state tracks the in-progress pick across tool switches,
undo/redo, and level resets.
- View: Added GUARD_FRAME.stunned (frame 9) which takes visual priority over
all other states when e.stunMs > 0, ensuring the flinch pose displays even if
the enemy's internal state still reads 'attack' or 'chase'.
- Data: Expanded level-e1m1 to 19x21 grid with repositioned doors/enemies/exit;
bumped SAVE_VERSION to 2 since player.cooldowns and prevFireHeld are new
required fields absent from v1 saves.
- Tests: Added coverage for semi-auto trigger-edge behavior, stun application
and duration, melee non-stun behavior, damage roll range bounds, and guard
projectile ammo type/cooldown spacing; updated existing tests to use new
cooldowns/ammoType fields and toggle fireHeld for repeated shots.
Add computeRooms + alertEnemiesInPlayerRoom: a gunshot now alerts every
idle guard sharing the player's room regardless of range/LOS/cone. A
door cell is always treated as a room boundary for this purpose, even
when fully open — two rooms joined only by a doorway stay distinct
("gunfire carries through the room, not through doorways").
Fix _guardFacing side-walk/side-idle flip: was `rel > 0`, read
backwards in-game, now `rel < 0`.
Cover with three verifyWolfenstein cases: same-room alert fires,
behind-closed-door does not, through-open-door does not (door forced
slide=1 / wall zeroed to exercise the slide-independent path).
- Implement 90° field-of-view check for idle/patrolling guards (only alerts when player is within cone, in range, and has clear line of sight)
- Change patrol behavior: 0-1 waypoints ping-pong, 2+ waypoints form a one-way loop (home → nodes → home → ...)
- Reduce patrol speed to 50% of chase speed for natural movement
- Update editor to display loop closing line when 2+ patrol nodes exist
- Add new weapon sprite images (gattling, machinegun, plasma, rocket, shotgun)
- Extend map parser to support patrol route definitions via `opts.patrols`
- Add patrol routes to e1m1 (guard at 2.5,18.5) and e1m2 (guard at 9.5,8.5)
- Add comprehensive tests for vision cone (inside/outside edge cases) and patrol loop/ping-pong behavior
- Replaced the single-circle bullet texture with a three-circle design
(brass/copper body, bright tracer core, and off-center highlight) for
better readability against various backgrounds
- Reduced bullet texture size from 16×16 to 12×12 to match the more detailed
design
- Decreased bullet render scale from 0.18 to 0.1 in the view to make bullets
appear as small rounds rather than floating dots
- Updated documentation in sprites.md to reflect the new bullet design, size,
and scale changes
Introduce a first-person weapon viewmodel for the pistol that peeks up
from behind the HUD, completing the classic FPS look. The viewmodel
features a subtle, smoothed bob and sway animation that responds to
player movement (forward/strafe), ramping in and out to avoid
snapping.
- Add `paintWeaponPistol` to `WolfensteinArt` as a small procedural
placeholder (360x260) for when real art is absent.
- Update `WolfensteinView` to handle both real and procedural weapon art
with appropriate origins and base positions.
- Implement `_drawWeapon` with bob/sway logic and smooth strength
transitions.
- Register the new sprite key in `wolfenstein-artwork.json`.
- Document the new `wolfenstein-weapon-pistol` asset in `sprites.md`,
including its size, depth, and behavior.
- Add directional billboarding for guards: front/side/back idle & walk
frames selected by relative angle to camera, with flipX for left side
- Add shooting pose (always shown when guard is in attack state)
- Add 2-frame walk cycle (300ms) for moving guards (chase/alert/patrol)
- Add death sequence: fall (350ms) → ground (2s) → fade (800ms),
view-only state in WolfensteinView, pooled sprite destroyed on completion
- Wire guard sheet texture from artwork JSON (enemies.png, 9×7 grid,
frames 0-8 used)
- Add E key as alternate interact key for opening doors
- Update door hint text to show [SPACE/E]
- Update sprites.md with full animation/facing/death documentation
The raycaster's door geometry now takes the live `doors[]` state instead of a boolean flag, so partially-open door cells let render rays pass through the already-slid portion to show what's genuinely beyond, rather than painting a flat "socket" fill. `intersectDoorMidplane` returns a slide-shifted `textureX` so the door texture visibly translates into the wall as it opens.
`WolfensteinView` samples the new `wolfenstein-doors` sheet the same way it does walls (source-texel column, vertical crop, multiply shading), falling back to the flat tan placeholder. Added the doors.png/.psd assets and a `sheets.doors` entry in the art manifest. Updated sprites.md to document the new sheet, the see-through behavior, and that this stays render-only (gameplay raycasts are unaffected).
Editor (WolfensteinEditor.js):
- Decouple the board from grid size: fixed 900px viewport with independent
pan (right-drag / WASD / arrows) and zoom (wheel / +/- / F to fit)
instead of squeezing the whole grid in; add a whole-level map overview
minimap with click-to-jump.
- Grids up to 1000 cells/side (was 48); painting past the edge auto-grows
the grid (preserving content, re-sealing borders) instead of being refused.
- Rebuild the toolbar as a categorized DOM radio + dropdown panel (Wall /
Door / Pickup / Enemy / Patrol / Zone / Erase) instead of a flat list.
- Add a Patrol tool: select a guard, then click tiles to add/remove
waypoints; routes are drawn (dim for all, highlighted for the selection).
- Throttle the reachability validate during paint-drag; flush it before
Test Play / Export; queue game assets in preload() like ZumaEditor.
Doors (WolfensteinLogic.js, WolfensteinRaycaster.js, WolfensteinView.js):
- Player now opens doors by pressing Space (HUD "[SPACE] Open" prompt when
one is in range); enemies still shove them open. Doors animate open/closed
via a slide value (400ms) instead of popping, and stay solid for
gameplay until fully open.
- Render doors as recessed mid-cell geometry (real depth, producing the "H"
doorway shape) via a door-aware render-only raycast — collision/LOS are
unchanged; the door visibly slides sideways into a dark socket as it opens.
Enemy AI (WolfensteinLogic.js):
- Idle enemies with an authored patrol route ping-pong along
[home, ...nodes] until they spot the player; validate patrol nodes.
Rendering (WolfensteinView.js, assets, data):
- Add textured wall rendering: per-column 1px source-texel sampling from
the new walls.png spritesheet, darkened with a 'multiply' grey to match
the existing side/fog shading, with per-wall-type flat-color fallback.
- Wire in assets/images/wolfenstein/walls.png and point the art manifest at it.
Misc:
- level-e1m1.json: reworked to a taller (20-row) map exercising the new
wall/door types; playerRadius 0.25 -> 0.35.
- sprites.md: document exact wall-sheet size, the sliding/recessed door
behavior, guard sheet usage, and standalone image sizes/proportions.
Movement & collision:
- stepSeparation (TALogic) replaces the hard "snap unit to nearest clear
tile centre" correction with a circle-vs-blocked-tile push proportional
to overlap, damped by separationStiffness — no more teleport-yank,
corner-bouncing, or stalling in exact-width corridors (caught as an
AI-vs-AI win-rate regression in testing).
- servicePathQueue now routes at a unit's exact required clearance instead
of padding +1, so traffic spreads across all passable tiles rather than
funneling into a few wide chokepoint corridors.
- TAArt's structure painter falls back to a generic spinning glyph for
topperFrame buildings.
Upgrades (new rule: upgradesFrom):
- A building may be placed directly on top of a friendly building it
names at the same tile/footprint, consuming it for a 50% refund of the
replaced building's OWN cost (not a price discount) — implemented via
TALogic.findUpgradeTarget and an army-aware canPlaceAt.
- New definitions: nuclearplant (upgrades energygen, frame 22) and
advancedmassgen (upgrades massgen, frame 24).
- compileRules (TARules) validates upgradesFrom references and topperFrame;
sprites.md documents the semantics.
- New map m06 "Annihilation" (medium, snowfields, Klaxon skill 5, seed
90123 — pre-vetted from the original sweep for early-economy balance).
Tests (tools/verifyTotalAnnihilation.js):
- Section 4d: pathfinding routes around obstacles and a unit threads a
corridor exactly its own width.
- Section 5b: obstacle push is a bounded per-tick nudge (not a
teleport), settles clear without oscillation, a unit ordered past an
obstacle arrives, and no stuck-give-up flagging.
- Upgrade suite: exact 50% refund credited in place, fresh-ground builds
still work, enemy-owned and mismatched-type targets rejected, reverse
nuclearplant/energygen pairing, and canPlaceAt without an army never
grants upgrade placements.