advanced_mapping #1

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marti merged 8 commits from advanced_mapping into master 2025-12-29 01:12:13 +00:00
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marti added 8 commits 2025-12-29 01:11:13 +00:00
- Implemented door selection and interaction model (walk-to + click).
- Added modal for opening doors.
- Refactored wall rendering to create physical holes (CSG-like wall segments).
- Aligned door meshes to perfectly fit wall cutouts.
- Managed door visibility states to prevent Z-fighting on open doors.
- Created getDoorWorldPosition() function that calculates both mesh position and wall offset
- Eliminated duplicate positioning logic between wall gaps and door meshes
- Removed inconsistent sign inversions that caused misalignment
- Both wall gaps and door meshes now use the same coordinate system
- Fixes issue where doors and gaps were positioned differently on S and W walls
- Fixed wallOffset calculation for E/W walls
- Both E and W walls need inverted offset due to rotation=π/2
- Local X axis points to -Z for both walls when rotated 90°
- Door gaps and door meshes now perfectly aligned on all walls (N/S/E/W)
- Resolves misalignment issue where E/W doors didn't match their wall gaps
- Filter invisible doors from raycast intersection tests
- Open doors no longer block mouse clicks on tiles behind them
- Players can now select and move to tiles visible through open doorways
- Fixes issue where opened doors acted as invisible collision barriers for UI interaction
- Implemented Game Server (game-server.js) with Socket.io
- Added JSON Schemas for Campaigns and Missions
- Updated Docker configurations for multi-service setup
- Refactored main.js to allow local network connections
- Removed legacy code (main_old.js)
- Updated dependencies
- Created TileDefinitions.js with centralized tile definitions
- Implemented abstract deck system (8 rooms 4x4, 4 rooms 4x6, 12 corridors, 10 L-shapes, 8 T-junctions)
- Added connection validation (type compatibility, exit direction, walkability alignment)
- Implemented corridor orientation filtering (EW/NS matching)
- Added exhaustive L/T variant selection with random choice
- Updated corridor definitions with EW and NS orientations
- Fixed ASSETS.tiles references throughout main.js
- Known issue: L/T offset alignment needs further debugging
marti merged commit 6fe693c2fc into master 2025-12-29 01:12:13 +00:00
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Reference: marti/Masmorres#1
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