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* Adds room editing dialog Adds a dialog to edit room properties, specifically the position of doors. This allows users to adjust room layouts and door placements after a room has been created. * Enables door repositioning in room editor Implements functionality to move door positions within the room editor dialog. This allows users to fine-tune door placement within a room, enhancing the level design process. It dynamically shows the correct axes of movement by looking at door direction and only displaying the perpendicular movement axes. * Enables moving exits in room editor Allows adjusting the position of exits on walls within the room editor. This change introduces functionality to dynamically update exit positions, providing a more intuitive and interactive editing experience. The "Modal" property of the dialog was set to false to allow background interaction. * Improves door placement in room editor Replaces directional buttons with a slider for precise door positioning on walls. This change allows users to visually adjust the door's location within the room editor dialog, enhancing the user experience. * add id on div to identify map context menu * Improves map menu placement. Makes the map menu stick to the top of the screen to prevent it from scrolling off-screen during gameplay. * Initial plan * Implement maps-menu enable/disable based on nextRoom draft state Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * When dialogue cancelled nextroom should be set to null * Disables room buttons when no room exists Disables the "Add Room" and "Edit Room" buttons when there isn't a room to add or edit. This prevents the user from interacting with those features when they are not available and improves the user experience. * Corrects door placement on the map Adjusts the positioning of doors on the map to ensure they are placed outside the adjacent room's boundary. Simplifies door drawing logic, ensuring doors are consistently drawn as full squares. * Fixes typo in new room dialog Corrects a typo in the new room dialog where "gameTurn" should be "get". This improves the readability of the generated room description for the user. * Corrects door placement on the map Adjusts the door coordinate calculation to ensure doors are placed correctly relative to rooms. The canvas drawing logic was also reviewed, and unnecessary offset code for vertical doors was removed. * Updates save game count to use adventure previews fixes #119 Changes the implementation of GetSaveGameCount to utilize the GetAdventurePreviews method, providing a more accurate count of saved games. Adds .gitignore file for Rider IDE to ignore IDE specific files. * Adds adventure deletion functionality Implements the ability to delete saved adventures. This change introduces a delete endpoint in the service and a corresponding button in the adventure picker component. When a user clicks the delete button, the selected adventure is removed and the adventure list is refreshed. * Fixes adventure deletion event handling Stops event propagation on the adventure deletion button to prevent unintended row selection when deleting an adventure. Also, adds project-level IDE configuration files. * Refactors adventure preview loading Improves the adventure picker component by extracting the adventure preview loading logic into a separate method. This change enhances code readability and maintainability. Also, this fixes a potential UI update issue by explicitly calling StateHasChanged after loading previews when deleting an adventure. * Adds adventurer deletion functionality Enables the deletion of adventurers, ensuring that an adventurer can only be deleted if it is not currently associated with any existing adventures. This prevents data integrity issues and provides a safeguard against accidentally deleting adventurers that are actively used in a game. * Add "Start a new fight" button to reset combat screen - fixes #116 (#124) * Initial analysis of issue #116 - combat screen reset functionality Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Implement "Start a new fight" button to reset combat screen - fixes #116 Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Add adventure name property and use adventurer ID reference (#126) * Initial plan * Add adventure name feature - update domain models and services Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Remove foreign key constraint from adventures table Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Add complete Dungeon theme with custom backgrounds, text, and accent colors (#128) * Initial plan * Add Dungeon theme option to Settings page Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> * Address code review feedback - improve theme persistence Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> * Updates Aspire SDK and package versions Updates the Aspire.AppHost.Sdk version in the AppHost project file. Adds a Directory.Packages.props file to manage package versions centrally, and updates various Aspire and related package versions to their latest releases, ensuring consistency and compatibility across the solution. * Implement full Dungeon theme with custom backgrounds and text colors Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> Co-authored-by: fboucher <fboucher@outlook.com> * Implement door type drawing functions with lock/unlock feature for dungeon map (#129) * Implement door details with different door types (Archway, Wooden, Metal, Reinforced, Curtain, Portcullis, Stone Slab) Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> * Fix: Addresses combobox selection and map debug issues (#130) Addresses an issue where combobox selections were not handled correctly. Now correctly passes the selected object instead of just the ID. Also adds debug logging to help resolve an intermittent map drawing issue. * Upgrades .NET and Aspire dependencies (#132) * upgrade in progress * feat(dab): Configure connection string via environment variable Configures the Data API Builder (DAB) connection string using an environment variable. This change ensures that the connection string for the database is properly set within the DAB configuration, especially during upgrade scenarios. It removes the port from the DAB template and constructs the connection string dynamically in code, referencing the MySQL resource's properties. * Replaces bind mount with file copy Replaces the bind mount approach for database initialization with a simpler file copy mechanism. This change simplifies the setup process, especially during upgrades, by ensuring that database scripts are copied directly into the container. * Implements combat turn management. (#134) Adds logic to manage combat turns, including identifying the current fighter and alternating turns between adventurer and creature. Introduces a dialog to select the first fighter and displays the current turn information. Fixes: #133 * Implements game over and victory conditions (#136) Adds logic to handle adventurer and creature defeats, displaying appropriate messages. Disables user interaction after combat ends to prevent further actions. Resets health depletion flags and UI elements on new fight start. Fixes #135 * Adds damage dice rolling functionality (#138) Implements the ability to roll damage dice within the combat page. This allows players to simulate damage rolls using 1D6 or 2D6 dice. Issue #137 * Removes seed adventurers from database (#139) * Removes demo adventurers from seed data Removes the demo adventurers from the database seed data. This prevents the creation of unnecessary or test adventurers when the database is initialized, ensuring a cleaner and more realistic initial state. * Removes demo adventurers from seed data The demo adventurers are no longer needed in the database seed data. This commit removes them. * Enables local Docker deployment (#140) * Adds Docker configuration for local development Sets up Docker Compose to orchestrate the application, database, and data api builder services for local development. Includes Dockerfile for the web client. Ensures database creation if it doesn't exist. Includes `.dockerignore` to exclude unnecessary files during image builds. Sets up `.env.example` with required environment variables * Enables running the app locally with Docker Provides a `docker-compose.yml` file for easy local deployment using Docker. Adds Dockerfiles for the database, Data API Builder (DAB), and web app components. Includes an `.env.example` file with configurable environment variables. Publishes images to Docker Hub upon tagging a commit. Fixes #91 * Improves adventurer creation flow (#143) * Improves adventurer creation experience Enhances the adventurer creation page by: - Removing unnecessary conditional rendering for weapons, streamlining the weapon selection process. - Updates the manoeuvre selection to provide more guidance to the user, including a dynamic placeholder text and label displaying the current weapon. - Sets default values to avoid null reference exceptions, improving robustness. - Sets default row size on the AdventurerPicker component to medium for better UI consistency Fixes #142 * Navigates to adventure page after character creation Updates the character creation process to navigate to the adventure page with the newly created adventurer's ID. This enables a smoother transition to gameplay. Adds auto-selection of the created adventurer. Fixes #142 * Renames Preview classes to DTO (#144) Renames the `*Preview` classes to `*DTO` to better reflect their purpose as Data Transfer Objects. This change improves clarity and consistency in the codebase. * Positions new rooms automatically on map (#147) Calculates the origin coordinates for newly added rooms based on the selected exit door of the current room, ensuring proper alignment and visual consistency on the map. Adds a visual highlight to the "Add Room to Map" button when a new room is available to be added. Improves map generation workflow by automating room placement. Related to #146 * Prevents duplicate unique rooms on a level (#150) Implements a mechanism to prevent the same unique room from appearing multiple times on the same dungeon level. Introduces a `_usedUniqueRoomsByLevel` dictionary in the `Dungeon` class to track used unique room IDs per level. The `TryResolveUniqueRoomConflict` method in `GameTurn` now re-rolls unique rooms if they've already been used on the current level, up to a maximum number of attempts. Adds `NewRoomDialogData` to pass both the `Room` and `Dungeon` to the NewRoomDialog component. Fixes #149 * fix: standardize Blazor parameter capitalization (#45) (#155) - Adventurer.razor: `state` → `State` with private `_state` backing field - Play.razor: `adventureId` → `AdventureId` with private `_adventureId` backing field Closes #45 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Enhance map graphics with dungeon aesthetic (#156) * feat: enhance map graphics with parchment background, stone textures, and 3D walls Visual improvements to dungeon map (no external libraries): - Parchment-style background with gradient and subtle age texture - 3D beveled walls with shadow effect - Stone tile floor pattern with brick-style layout - Warm torch glow effect for current room - Enhanced door visuals with thicker wall lines - Special main entrance marker with decorative arch - Refined grid dots on warmer color palette - Configurable MapTheme color constants * docs: update Lambert history and add map graphics decision * Scribe: Document Lambert's map graphics work - Add orchestration log: 2026-02-28T194415-lambert.md - Add session log: 2026-02-28T194415-map-graphics-improvement.md - Merge decisions from inbox (pure Canvas 2D, user directive) - Update Dallas history with Lambert's frontend changes * feat: add dice roll animations (#157) - Added tumbling animation with random face cycling (600ms) - Added single-flip animation for shift buttons - Added doubles celebration with sparkles and stars - Fixed NewRoomDialog to always render dice for animation triggers - Pure CSS/JS implementation, no external libraries * feat: map pan controls for large dungeon exploration (#158) * .squad: Orchestration & session logs for dice animations & map panning - Orchestration logs for Lambert agents 2-5 (dice animations + map panning) - Session log summarizing dice animation work and viewport panning features - Merged decision inbox (viewport panning implementation) into decisions.md - Updated Lambert's history.md with completion details and critical patterns Feature summary: - Dice Roll Animations: Added roll, flip, doubles celebration animations (Agent 2-4) - Map Viewport Panning: Implemented with arrow buttons, keyboard support (Agent 5) - Critical pattern documented: Always-render Dice components with CSS visibility * feat: add map pan controls with arrow buttons and keyboard support - Add viewport offset tracking (viewportOffsetX, viewportOffsetY) in canvasTools.js - Pan ~2 grid squares per click via arrow buttons or keyboard arrow keys - Add Center button to snap viewport to current room - Add Reset button to return to origin (0,0) - Modify DrawRoom() and DrawDoor() to apply viewport offset - Add C# interop methods in MapTools.cs for Blazor components - Add pan control UI to Play.razor with directional pad layout Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * fix: combat/play crash and missing content at high zoom (fixes #114) (#159) * fix: add FluentMenuProvider to MainLayout to fix zoom crash (closes #114) FluentOverflow renders a FluentMenu dropdown when items overflow (e.g. at high zoom levels). FluentMenu requires FluentMenuProvider to be registered in the layout, otherwise it throws ArgumentNullException and disconnects the Blazor circuit. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * fix: enable horizontal scroll on body content when zoomed in At high zoom levels content overflows the viewport horizontally. Adding overflow-x: auto to .body-content allows the user to scroll horizontally to access all content. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * fix: force overflow-x: auto to override FluentUI scoped CSS hidden rule FluentBodyContent's scoped CSS sets overflow-x: hidden with a [b-9l28a7kahd] attribute selector, which wins over our class-only rule. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * chore: auto-strip .squad/.squad-templates/.copilot from main on merge GitHub Actions workflow that runs on every push to main and removes dev-only tooling directories (.squad, .squad-templates, .copilot). These are needed for development on v-next but should never land in the production branch that users see. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Enriches dungeon data and table viewer (#165) * more data related to rooms and metatables * feat: expand creature data and add dungeon lookup tables (fixes #162) Update creature schema to support longer text fields and populate the database with extensive new creature entries and randomized loot lookup tables. * feat: map and display encounter data in room details (fixes #162) Add an Encounter property to the MappedRoom model and update the web client to show encounter information in the room summary. This commit also updates the development environment to .NET 10.0.100 and adds VS Code launch configurations for local development. * fix issue with iaut1 table and all all other meta_table * add level column to meta_table and update data inserts * enhance MetaTables and TableViewer components with improved data handling and UI updates * clean-up * fix: standardize CSV formatting and correct room data tables (fixes #162) Standardizes all CSV data files by removing unnecessary double quotes and updates the `l1w` and `l1wo` tables to correctly list NPC encounters instead of weapons. * squad clean-up * feat: add release and manual triggers to image publishing workflow Update the workflow to trigger on release publication and manual dispatch. This allows users to publish images for specific git tags manually and ensures images are built when a formal release is created. * missing tables used in level 1 * feat: show app version in footer (#169) show app version in footer (#161) * feat: add name and level filtering to creature picker (#163) (#175) Update the creature selection grid to support filtering by name and level, allowing users to more easily find specific creatures. This includes adding search boxes to column options and logic to filter the data source. * feat: add XP delta widget to adventurer sheet (#177) * feat: add XP delta widget to adventurer sheet (#164) Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * align the txtboxs and buttons --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * update aspire done! (#179) --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
fboucher
added a commit
that referenced
this pull request
Mar 29, 2026
* Adds room editing dialog Adds a dialog to edit room properties, specifically the position of doors. This allows users to adjust room layouts and door placements after a room has been created. * Enables door repositioning in room editor Implements functionality to move door positions within the room editor dialog. This allows users to fine-tune door placement within a room, enhancing the level design process. It dynamically shows the correct axes of movement by looking at door direction and only displaying the perpendicular movement axes. * Enables moving exits in room editor Allows adjusting the position of exits on walls within the room editor. This change introduces functionality to dynamically update exit positions, providing a more intuitive and interactive editing experience. The "Modal" property of the dialog was set to false to allow background interaction. * Improves door placement in room editor Replaces directional buttons with a slider for precise door positioning on walls. This change allows users to visually adjust the door's location within the room editor dialog, enhancing the user experience. * add id on div to identify map context menu * Improves map menu placement. Makes the map menu stick to the top of the screen to prevent it from scrolling off-screen during gameplay. * Initial plan * Implement maps-menu enable/disable based on nextRoom draft state Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * When dialogue cancelled nextroom should be set to null * Disables room buttons when no room exists Disables the "Add Room" and "Edit Room" buttons when there isn't a room to add or edit. This prevents the user from interacting with those features when they are not available and improves the user experience. * Corrects door placement on the map Adjusts the positioning of doors on the map to ensure they are placed outside the adjacent room's boundary. Simplifies door drawing logic, ensuring doors are consistently drawn as full squares. * Fixes typo in new room dialog Corrects a typo in the new room dialog where "gameTurn" should be "get". This improves the readability of the generated room description for the user. * Corrects door placement on the map Adjusts the door coordinate calculation to ensure doors are placed correctly relative to rooms. The canvas drawing logic was also reviewed, and unnecessary offset code for vertical doors was removed. * Updates save game count to use adventure previews fixes #119 Changes the implementation of GetSaveGameCount to utilize the GetAdventurePreviews method, providing a more accurate count of saved games. Adds .gitignore file for Rider IDE to ignore IDE specific files. * Adds adventure deletion functionality Implements the ability to delete saved adventures. This change introduces a delete endpoint in the service and a corresponding button in the adventure picker component. When a user clicks the delete button, the selected adventure is removed and the adventure list is refreshed. * Fixes adventure deletion event handling Stops event propagation on the adventure deletion button to prevent unintended row selection when deleting an adventure. Also, adds project-level IDE configuration files. * Refactors adventure preview loading Improves the adventure picker component by extracting the adventure preview loading logic into a separate method. This change enhances code readability and maintainability. Also, this fixes a potential UI update issue by explicitly calling StateHasChanged after loading previews when deleting an adventure. * Adds adventurer deletion functionality Enables the deletion of adventurers, ensuring that an adventurer can only be deleted if it is not currently associated with any existing adventures. This prevents data integrity issues and provides a safeguard against accidentally deleting adventurers that are actively used in a game. * Add "Start a new fight" button to reset combat screen - fixes #116 (#124) * Initial analysis of issue #116 - combat screen reset functionality Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Implement "Start a new fight" button to reset combat screen - fixes #116 Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Add adventure name property and use adventurer ID reference (#126) * Initial plan * Add adventure name feature - update domain models and services Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Remove foreign key constraint from adventures table Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: FBoucher <2404846+FBoucher@users.noreply.github.com> * Add complete Dungeon theme with custom backgrounds, text, and accent colors (#128) * Initial plan * Add Dungeon theme option to Settings page Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> * Address code review feedback - improve theme persistence Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> * Updates Aspire SDK and package versions Updates the Aspire.AppHost.Sdk version in the AppHost project file. Adds a Directory.Packages.props file to manage package versions centrally, and updates various Aspire and related package versions to their latest releases, ensuring consistency and compatibility across the solution. * Implement full Dungeon theme with custom backgrounds and text colors Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> Co-authored-by: fboucher <fboucher@outlook.com> * Implement door type drawing functions with lock/unlock feature for dungeon map (#129) * Implement door details with different door types (Archway, Wooden, Metal, Reinforced, Curtain, Portcullis, Stone Slab) Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: fboucher <2404846+fboucher@users.noreply.github.com> * Fix: Addresses combobox selection and map debug issues (#130) Addresses an issue where combobox selections were not handled correctly. Now correctly passes the selected object instead of just the ID. Also adds debug logging to help resolve an intermittent map drawing issue. * Upgrades .NET and Aspire dependencies (#132) * upgrade in progress * feat(dab): Configure connection string via environment variable Configures the Data API Builder (DAB) connection string using an environment variable. This change ensures that the connection string for the database is properly set within the DAB configuration, especially during upgrade scenarios. It removes the port from the DAB template and constructs the connection string dynamically in code, referencing the MySQL resource's properties. * Replaces bind mount with file copy Replaces the bind mount approach for database initialization with a simpler file copy mechanism. This change simplifies the setup process, especially during upgrades, by ensuring that database scripts are copied directly into the container. * Implements combat turn management. (#134) Adds logic to manage combat turns, including identifying the current fighter and alternating turns between adventurer and creature. Introduces a dialog to select the first fighter and displays the current turn information. Fixes: #133 * Implements game over and victory conditions (#136) Adds logic to handle adventurer and creature defeats, displaying appropriate messages. Disables user interaction after combat ends to prevent further actions. Resets health depletion flags and UI elements on new fight start. Fixes #135 * Adds damage dice rolling functionality (#138) Implements the ability to roll damage dice within the combat page. This allows players to simulate damage rolls using 1D6 or 2D6 dice. Issue #137 * Removes seed adventurers from database (#139) * Removes demo adventurers from seed data Removes the demo adventurers from the database seed data. This prevents the creation of unnecessary or test adventurers when the database is initialized, ensuring a cleaner and more realistic initial state. * Removes demo adventurers from seed data The demo adventurers are no longer needed in the database seed data. This commit removes them. * Enables local Docker deployment (#140) * Adds Docker configuration for local development Sets up Docker Compose to orchestrate the application, database, and data api builder services for local development. Includes Dockerfile for the web client. Ensures database creation if it doesn't exist. Includes `.dockerignore` to exclude unnecessary files during image builds. Sets up `.env.example` with required environment variables * Enables running the app locally with Docker Provides a `docker-compose.yml` file for easy local deployment using Docker. Adds Dockerfiles for the database, Data API Builder (DAB), and web app components. Includes an `.env.example` file with configurable environment variables. Publishes images to Docker Hub upon tagging a commit. Fixes #91 * Improves adventurer creation flow (#143) * Improves adventurer creation experience Enhances the adventurer creation page by: - Removing unnecessary conditional rendering for weapons, streamlining the weapon selection process. - Updates the manoeuvre selection to provide more guidance to the user, including a dynamic placeholder text and label displaying the current weapon. - Sets default values to avoid null reference exceptions, improving robustness. - Sets default row size on the AdventurerPicker component to medium for better UI consistency Fixes #142 * Navigates to adventure page after character creation Updates the character creation process to navigate to the adventure page with the newly created adventurer's ID. This enables a smoother transition to gameplay. Adds auto-selection of the created adventurer. Fixes #142 * Renames Preview classes to DTO (#144) Renames the `*Preview` classes to `*DTO` to better reflect their purpose as Data Transfer Objects. This change improves clarity and consistency in the codebase. * Positions new rooms automatically on map (#147) Calculates the origin coordinates for newly added rooms based on the selected exit door of the current room, ensuring proper alignment and visual consistency on the map. Adds a visual highlight to the "Add Room to Map" button when a new room is available to be added. Improves map generation workflow by automating room placement. Related to #146 * Prevents duplicate unique rooms on a level (#150) Implements a mechanism to prevent the same unique room from appearing multiple times on the same dungeon level. Introduces a `_usedUniqueRoomsByLevel` dictionary in the `Dungeon` class to track used unique room IDs per level. The `TryResolveUniqueRoomConflict` method in `GameTurn` now re-rolls unique rooms if they've already been used on the current level, up to a maximum number of attempts. Adds `NewRoomDialogData` to pass both the `Room` and `Dungeon` to the NewRoomDialog component. Fixes #149 * fix: standardize Blazor parameter capitalization (#45) (#155) - Adventurer.razor: `state` → `State` with private `_state` backing field - Play.razor: `adventureId` → `AdventureId` with private `_adventureId` backing field Closes #45 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Enhance map graphics with dungeon aesthetic (#156) * feat: enhance map graphics with parchment background, stone textures, and 3D walls Visual improvements to dungeon map (no external libraries): - Parchment-style background with gradient and subtle age texture - 3D beveled walls with shadow effect - Stone tile floor pattern with brick-style layout - Warm torch glow effect for current room - Enhanced door visuals with thicker wall lines - Special main entrance marker with decorative arch - Refined grid dots on warmer color palette - Configurable MapTheme color constants * docs: update Lambert history and add map graphics decision * Scribe: Document Lambert's map graphics work - Add orchestration log: 2026-02-28T194415-lambert.md - Add session log: 2026-02-28T194415-map-graphics-improvement.md - Merge decisions from inbox (pure Canvas 2D, user directive) - Update Dallas history with Lambert's frontend changes * feat: add dice roll animations (#157) - Added tumbling animation with random face cycling (600ms) - Added single-flip animation for shift buttons - Added doubles celebration with sparkles and stars - Fixed NewRoomDialog to always render dice for animation triggers - Pure CSS/JS implementation, no external libraries * feat: map pan controls for large dungeon exploration (#158) * .squad: Orchestration & session logs for dice animations & map panning - Orchestration logs for Lambert agents 2-5 (dice animations + map panning) - Session log summarizing dice animation work and viewport panning features - Merged decision inbox (viewport panning implementation) into decisions.md - Updated Lambert's history.md with completion details and critical patterns Feature summary: - Dice Roll Animations: Added roll, flip, doubles celebration animations (Agent 2-4) - Map Viewport Panning: Implemented with arrow buttons, keyboard support (Agent 5) - Critical pattern documented: Always-render Dice components with CSS visibility * feat: add map pan controls with arrow buttons and keyboard support - Add viewport offset tracking (viewportOffsetX, viewportOffsetY) in canvasTools.js - Pan ~2 grid squares per click via arrow buttons or keyboard arrow keys - Add Center button to snap viewport to current room - Add Reset button to return to origin (0,0) - Modify DrawRoom() and DrawDoor() to apply viewport offset - Add C# interop methods in MapTools.cs for Blazor components - Add pan control UI to Play.razor with directional pad layout Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * fix: combat/play crash and missing content at high zoom (fixes #114) (#159) * fix: add FluentMenuProvider to MainLayout to fix zoom crash (closes #114) FluentOverflow renders a FluentMenu dropdown when items overflow (e.g. at high zoom levels). FluentMenu requires FluentMenuProvider to be registered in the layout, otherwise it throws ArgumentNullException and disconnects the Blazor circuit. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * fix: enable horizontal scroll on body content when zoomed in At high zoom levels content overflows the viewport horizontally. Adding overflow-x: auto to .body-content allows the user to scroll horizontally to access all content. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * fix: force overflow-x: auto to override FluentUI scoped CSS hidden rule FluentBodyContent's scoped CSS sets overflow-x: hidden with a [b-9l28a7kahd] attribute selector, which wins over our class-only rule. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * chore: auto-strip .squad/.squad-templates/.copilot from main on merge GitHub Actions workflow that runs on every push to main and removes dev-only tooling directories (.squad, .squad-templates, .copilot). These are needed for development on v-next but should never land in the production branch that users see. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * Enriches dungeon data and table viewer (#165) * more data related to rooms and metatables * feat: expand creature data and add dungeon lookup tables (fixes #162) Update creature schema to support longer text fields and populate the database with extensive new creature entries and randomized loot lookup tables. * feat: map and display encounter data in room details (fixes #162) Add an Encounter property to the MappedRoom model and update the web client to show encounter information in the room summary. This commit also updates the development environment to .NET 10.0.100 and adds VS Code launch configurations for local development. * fix issue with iaut1 table and all all other meta_table * add level column to meta_table and update data inserts * enhance MetaTables and TableViewer components with improved data handling and UI updates * clean-up * fix: standardize CSV formatting and correct room data tables (fixes #162) Standardizes all CSV data files by removing unnecessary double quotes and updates the `l1w` and `l1wo` tables to correctly list NPC encounters instead of weapons. * squad clean-up * feat: add release and manual triggers to image publishing workflow Update the workflow to trigger on release publication and manual dispatch. This allows users to publish images for specific git tags manually and ensures images are built when a formal release is created. * missing tables used in level 1 * feat: show app version in footer (#169) show app version in footer (#161) * feat: add name and level filtering to creature picker (#163) (#175) Update the creature selection grid to support filtering by name and level, allowing users to more easily find specific creatures. This includes adding search boxes to column options and logic to filter the data source. * feat: add XP delta widget to adventurer sheet (#177) * feat: add XP delta widget to adventurer sheet (#164) Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * align the txtboxs and buttons --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> * update aspire done! (#179) * update version for release --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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Closes #161
Displays the app version in the footer inline after the About Frank link.
<Version>in the .csprojGITHUB_RUN_NUMBERMSBuild property in CIAssemblyInformationalVersion— no runtime env dependencyCo-authored-by: Copilot 223556219+Copilot@users.noreply.github.com