fertig-classic-games/tools
Brian Fertig cc2461c6b5 feat(dungeonboss): mid-walk spell casting in adventure windows
Add a "Spells" button during adventure room windows allowing the human
to cast hand spells targeting the hero currently mid-crawl (not just
entrance-queued heroes). The adventure modal stays open across the cast,
narrates spell effects as banners, and correctly resumes the walk
afterward without skipping rooms.

Key changes:
- New `adventurePause` walk type and `ADV_RESUME_MARKERS` to mark the
  boundary between a cast's own effects and resumed walk events
- `findHero` now locates heroes in `adv.walking.hero`
- `showPickModal`/`showReactModal` accept custom callbacks to stay
  inside the adventure modal session
- `driveAdventureWindowDecision` routes window/react decisions to the
  modal UI instead of closing it
- AI window/react turns are computed and revealed via a "has cast:"
  overlay before applying
- `applyAdventureWindowChoice` applies choices directly to the engine,
  splits events into narration vs resumed walk, and plays banners
- New event types (`roomBoosted`, `heroHurt`, `heroHealed`, `heroFeared`,
  `heroTeleportMarked`, `heroesBlocked`, `soulBurned`, `handReset`)
  render as banners in the narration pipeline
- Two new verification tests for mid-walk targeting and fearHero safety
2026-07-06 21:55:04 -06:00
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buildCommonWords.js
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genDotLink.js
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genJumble.js
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genKatamino.js
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genMiniCrossword.js
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genPuddingMonsters.js
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genRushHour.js
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genSpireClimbCreatures.js
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genZuma.js
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verifyBejeweled.js
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verifyBlockFighter.js
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verifyBookwork.js
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verifyCanasta.js
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verifyCribbage.js
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verifyDotLink.js
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verifyDungeonBoss.js feat(dungeonboss): mid-walk spell casting in adventure windows 2026-07-06 21:55:04 -06:00
verifyGinRummy.js
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verifyJewelQuest.js
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verifyJumble.js
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verifyMahjong.js
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verifyMahjongMatch.js
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verifyMiniMotorways.js
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verifyPaiGowPoker.js
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verifyRisk.js
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verifyRummikub.js
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verifySWDBG.js
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verifySlots.js
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verifySpireClimb.js
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verifyZuma.js
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