The pieces finally meet: procgen dungeons + the baked EoB atlas pipeline + the Vigor combat engine become one game. Three fixed pre-baked floors (seeds 7 → 69 → 59, 208 frames), monsters/loot/encounters rerolled per run and composited over the empty scenes; the Ember Sovereign waits at the bottom. - game-wasm: run state machine in Rust (manifest nav graph as dungeon truth, seeded spawning by theme/depth, embedded combat-core Encounter, vigor/fatigue persistence between fights, rest/potions/relics/flee, permadeath + victory). 8 native tests incl. a whole-run bot and a ScriptedPlayer boss-winnability probe used for tuning. - game-web: no-framework front-end — title/death/victory screens, baked frames with screen-blend monster portraits, combat overlay (dual vigor bars, cast telegraphs, cooldown sweeps, floaters), minimap with fog, all SFX synthesized in WebAudio. - balance: floor-scaled levels with a hero's edge over trash, no packs on floor 1, boss tuned by sim sweep (~35%/55% win at skill 50/80). - campaign atlases now versioned (tools/.gitignore exception); boss portrait added to the Z-Image roster. Verified end-to-end in-browser: an autopilot beat the full game through the real UI (10 fights, 2 flees, Sovereign down), and died plenty before that. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
8 lines
456 B
TOML
8 lines
456 B
TOML
[workspace]
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resolver = "2"
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members = ["reikhelm-core", "reikhelm-viz", "reikhelm-wasm", "game-wasm"]
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# A bare `cargo build`/`test`/`clippy` at the root operates only on the
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# host-native crates; `reikhelm-wasm` is built deliberately for wasm32 via
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# wasm-pack, so it stays out of the default host set (but remains a member so it
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# shares the workspace lockfile and `cargo build -p reikhelm-wasm` works).
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default-members = ["reikhelm-core", "reikhelm-viz"]
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