Skip to content

Give the dungeon heart a fixed health of 10000 that slowly heals - #198

Open
Rokk001 wants to merge 113 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/dungeon-heart-h1
Open

Rokk001 wants to merge 113 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/dungeon-heart-h1

Conversation

@Rokk001

@Rokk001 Rokk001 commented Sep 27, 2026 •

Copy link
Copy Markdown

What

The heart's maximum health becomes a fixed 10000, independent of the number of covered tiles (replacing 10000 per room tile). While alive, the heart heals 2.5 per second up to the maximum; a destroyed heart never heals. Since the whole HP now changes every turn, HP-only messages are limited to one per second; percentage-point changes and destruction are still sent at once. The one-time critical warning fires again after the heart has healed above it.

Saves

The heart health is stored under a new record name for the 10000 scale; saves with the old HeartHealth (90000 scale) or HeartHP (floor scale) records are converted by share, so a full heart stays full and a ruin stays a ruin.

Stacking

This PR stacks on #197 (pr/defeat-sequence-2026-09-25). Until it is merged, the diff against the base branch also shows its commits; the new work is the last two commits. To see only this step, compare this branch against the head of #197.

Validation

  • Release build of the stacked branch succeeds (2026-09-27).
  • check_dungeon_heart_combat.py, check_heart_health_ring.py, check_heart_ruin.py, check_level_statistics.py and check_heart_badge_texture.py pass.
  • Verified in game: the tooltip counts up while nobody attacks, and a save from before this step loads with the same share of health.

Supersedes #148, closed and force-pushed by mistake; recreated with the same content and cleaned-up commit trailers.

Rokk001 and others added 30 commits September 7, 2026 00:29
Embed per-monitor DPI awareness and maintain the verified OGRE 13.6.5 renderer patch required for context-safe window replacement, runtime GL options and correct fullscreen client geometry.

Validation: clean Release build, DPI and 3440x1440 fullscreen probes, three GL3Plus variants and the patch reverse check passed; version 0.7.1 remains unchanged because this is unreleased work and the project has no changelog.
Apply display, input, audio, gameplay, minimap, shadow and negotiated nickname changes to the running session while preserving rollback for failed window or input transitions and keeping the 3440x1440 navigation visible.

Validation: clean Release and Debug builds, packet tests, DPI, layout and GL3Plus probes passed; the user confirmed the reported resolution, fullscreen, cursor, flicker and navigation failures are fixed. Version 0.7.1 remains unchanged because this is unreleased work and the project has no changelog.
The spells tab put its ten buttons in a single row of 60 pixel squares running
out to x=700. The pane they live in is the window width minus the 200 pixels of
minimap, so at the 800 wide minimum window it is 600 pixels across, and the last
two spells, Weakness and the Eye of Evil, hung past its right edge where they
could be neither seen nor clicked. Only a window at least 900 wide showed the
whole row, and nothing said so.

The rooms tab solved the same problem long ago: two rows of 40 pixel buttons.
The spells tab now uses the same shape, five spells to a row, ending at x=300
with room to spare at any size the game accepts. The cooldown bar inside each
button now covers exactly its button too, instead of overhanging 20 pixels on
both sides, which with narrower buttons would have bled half way across the
neighbours.

The rooms tab had the tail of the same bug: the temple and portal buttons the
editor uses sat at x=570 to 690, past the same edge. They join the end of the
second row instead.

(cherry picked from commit 10db1cb)
When a human player loses the last dungeon heart, the server sends two
owner-only messages appended to ServerNotificationType: playerDefeated
with the conqueror seat and the heart tile, and levelStatistics with the
elapsed time and six per-seat counters (keepers defeated, creatures
killed, heroes destroyed, rooms captured, items made, creatures
converted). The counters are kept per seat on the server and are not
saved. The client stores the statistics and hands playerDefeated to a
new GameMode::startDefeatSequence entry point.
On playerDefeated the client hides the interface and pointer, blocks
input and cuts the camera to the destroyed heart. A client-only copy of
the heart shakes and bursts into particles and a rubble pile, a swirl
in the conqueror's colour leaves the heart, and a red tint, two
subtitles and a fade to black follow. The timeline runs on a monotonic
clock, so repeated frame callbacks do not speed it up.

On the black screen a debriefing window shows the player, the outcome,
the elapsed time and a per-seat statistics table from levelStatistics.
Its confirm button returns to the main menu, which zooms in briefly and
opens the skirmish sub-menu.
When a heart's health reaches 0, only the heart object is removed. The
room keeps its floor tiles as an inert ruin with no health, so the seat
has no temple any more and the existing defeat path runs as before. The
ruin cannot be attacked, its floor is never released in game mode, and
a saved ruin gets no new heart object on load.
The heart took its health from the durability of its floor tiles, so a
3 by 3 heart fell to a few blows. It now has 10000 health per room tile
(90000 for a 3 by 3 heart); the critical warning stays at 11 % of this
maximum. Only fighters damage an enemy heart: workers deal no damage to
it, and a worker given a non-creature target drops its fight action.

Saves write the heart health as "HeartHealth" on the new scale. An older
"HeartHP" record is converted to the same share of the new maximum, a
value above the maximum is limited to it, an unknown record is rejected
and a destroyed heart stays a ruin.
The green ring of the heart badge now shows the remaining heart health
of the local player as an arc, and the badge glows magenta for three
seconds after the heart was hit. The server sends the new owner-only
heartHealth notification (appended last to ServerNotificationType) when
the health fraction changed by at least one percentage point, when the
heart is destroyed and once when a game starts or is loaded. The client
redraws the badge into its existing texture with blitFromMemory, since
loadFromMemory would create a new texture that the badge never shows.

The badge drawing moves into drawBadgePixels, with the symbol test as a
named function instead of a lambda.
The badge icon still said "Your Mana". The heartHealth message now also
carries the current and maximum heart HP, the server sends it on every whole
HP change, and the client sets the icon tooltip and context line to
"Dungeon Heart: current/max" every frame. The badge tooltip in the layout
reads "Dungeon Heart Health" until the first message arrives.
…econd

The heart maximum no longer depends on the number of covered tiles. A living
damaged heart regains 2.5 / turnsPerSecond per turn up to the maximum, a
destroyed heart never heals. Saves write HeartHealth10000; the older HeartHealth
(per tile scale) and HeartHP records are converted by share, so a full heart
stays full and a ruin stays a ruin. Messages that only carry a new whole HP are
sent at most once per second; percentage point changes and destruction are
still sent at once.
Rokk001 added 15 commits October 8, 2026 21:59
…th packets

A packet that is too short only triggered a log message and left the
conqueror seat, the heart tile, the seat count and the heart health values
uninitialised. They now start as unknown (-1, no seats, a full heart).
Pi, the notify tolerance, the golden angle of the rubble layout and the
shake, pulse and flicker frequencies get names. The arithmetic is unchanged.
The Windows scripts read the dependency, Visual Studio and Python locations
from one shared script, now named windows-paths.ps1 with the variables
taskDependencyRoot and taskPythonCmakeRoot. The locations can still be set
with OD_DEPS_ROOT, OD_PYTHON_ROOT and OD_VS_PATH.
Brings in the later changes of the defeat sequence and heart badge branch:
- packet values of the defeat, statistics and heart health messages are initialised
- the heart HP values of the heartHealth notification are documented
- named constants for the heart health ring and the heart burst
- if/else instead of nested ternaries for the badge ring colour
- named functions instead of lambdas in the defeat notification check
The defeat sequence adds materials/textures/DefeatFireball.png, but the credits
file had no entry for it. The texture is AI-generated for this project and
released under GPLv3+, same wording as the other generated textures.
Brings in the CREDITS line for the AI-generated defeat fireball texture so this
branch lists the asset it carries.
Take over the shared script locations so the Windows scripts no longer contain a personal home folder path: the dependency, Visual Studio and Python locations are read from windows-paths.ps1.
Take over the shared script locations so the Windows scripts no longer contain a personal home folder path: the dependency, Visual Studio and Python locations are read from windows-paths.ps1.
Bring the latest tip of pr/defeat-sequence-2026-09-25 into this branch so it contains everything its predecessor now has.

This branch has not been deployed

No deployments
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants