Skip to content

Show the heart health as six segments with hover percentage and right-click focus - #199

Open
Rokk001 wants to merge 106 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/dungeon-heart-h2
Open

Rokk001 wants to merge 106 commits into
tomluchowski:shaders-improvementfrom
Rokk001:pr/dungeon-heart-h2

Conversation

@Rokk001

@Rokk001 Rokk001 commented Sep 27, 2026 •

Copy link
Copy Markdown

What

The health ring of the top-left badge is drawn as six segments starting at the top, separated by spokes every 60 degrees; one segment stands for one sixth of the health, and a partly covered segment is drawn partly filled. The badge tooltip becomes "Dungeon heart health bar" with the info line "Dungeon heart at N %. Right-click moves the view to the heart.", and right-click on the badge moves the camera to the heart (reusing the existing focus-room path; a no-op without an own living heart). The HUD badges are restyled with a forged dungeon look: a dark iron frame with rivets, emerald health gems, a ruby heart and an embossed gold coin, and bronze-framed dark stone number strips; the heart and coin symbols are rendered from height maps with soft sampling.

Saves

Display-only change; the level and save format is unchanged, so old maps and saves keep working.

Stacking

This PR stacks on #197 (pr/defeat-sequence-2026-09-25) and #198 (pr/dungeon-heart-h1). Until both are merged, the diff against the base branch also shows their commits; the new work is the last seven commits. To see only this step, compare this branch against the head of #198.

Validation

  • Release build of the stacked branch succeeds (2026-09-27).
  • check_heart_health_ring.py (88 checks, including the segment readback at 0, 17, 50 and 100 % and a partly filled segment) and check_heart_badge_texture.py (17 checks, pixel readback with the real CEGUI/Ogre texture) pass.
  • Verified in game: the info line shows the percentage, and right-click on the badge moves the view to the heart.

Supersedes #149, 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)
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
…62408a1c296287d00f9e647306654deb35ca' into HEAD
This packages the accepted implementation without private development notes. No release version or changelog change is required for this unreleased contribution.
Replace the auto declarations introduced by this branch with explicit types,
as requested in issue tomluchowski#42 and required by the project coding guidelines. No behavioural change.
When an enemy hits a heart that is at or below 11 % of its durability,
the human owner receives one event message. No warning on the killing
hit, for AI or defeated owners, or in the editor.
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.
…ght-click to the heart

The ring of the heart badge is drawn as six segments separated by spokes. One
segment stands for one sixth of the health and a partly covered segment is
filled in part. The badge tooltip reads "Dungeon heart health bar" and the
info line "Dungeon heart at 17 %. Right-click moves the view to the heart."
A right-click on the badge moves the camera to the own heart.
…rivets, emerald health gems, ruby heart and embossed gold coin
…ges, lit from height maps with soft 3x3 sampling
The diffuse and highlight terms were copied into both well functions; they
are now two small helpers. Pi and the degree/radian factors come from the ring
header, and the half segment width is derived from the segment size. The values
are unchanged.

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