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8 commits

Author SHA1 Message Date
aa68343ac2
feat(balance): 30-wave campaign, 5 new enemy types, steeper per-wave scaling
The campaign was too easy: a handful of un-upgraded towers stopped
everything. This makes the game substantially harder across three axes.

Campaign extended from 20 to 30 hand-tuned waves (endless now starts at
31). Victory messages, HUD label (via store.totalWaves synced from
TOTAL_WAVES), start screen, lobby and README updated.

Five new enemy types debut in later waves, each with a hand-drawn
canvas look:
- Brute (wave 8): fast tank hybrid, 130 HP, 2 lives
- Phantom (wave 12): fast flyer with real HP, 2 lives
- Scorpion (wave 14): very fast ground, 2 lives
- Golem (wave 18): walking bunker, 560 HP, 3 lives
- Dragon (wave 22): flying boss, 950 HP, 3 lives, gets its own top
  boss health bar like the boss

Per-wave HP scaling steepened (1 + 0.16m + 0.025m², was 0.18m + 0.02m²):
wave 10 now ~4.6x (was 4.2x), wave 20 ~13.2x (was 11.6x), wave 30 ~29x.
Late waves mix the new types into heavy compositions; wave 30 is the
final wall (3 bosses, 2 dragons, 4 golems, 12 scorpions). Endless waves
scale all ten types with bosses every 5 and dragons from endless+2.

Balance validated with the headless greedy-bot simulation: the bot
(capped around tower level 5 on fixed spots) previously trivially won
the campaign and now dies at wave 29 — clearing wave 30 requires
evolved towers (level 6+), research bonuses and good placement. The
sim docs were updated to describe this new tuning philosophy.

New render smoke test (npm test): draws all ten enemy kinds through
the real renderer with a stub 2D context, two frames each with slow/
DoT/flash effects active, guarding every drawEnemy code path. 55 checks
green, build clean. Browser-verified: campaign starts and HUD shows
"Welle x/30".
2026-08-17 20:29:47 +02:00
69fbb015ab
feat(admin): live admin dashboard with solo presence tracking
Solo games run entirely in the browser, so the server previously had no
idea who was playing right now (it only saw logins and finished games).
This adds lightweight presence reporting and an admin dashboard.

Presence (server):
- POST /api/presence (logged-in users): heartbeat while a solo game runs,
  stores username, map (validated), difficulty, wave, since/lastSeen per
  user; entries expire automatically after 90s without a heartbeat
- POST /api/presence/stop: explicit removal when the player exits

Admin API (ADMIN_USERS env, comma-separated usernames):
- GET /api/admin/overview: live solo players, multiplayer room summaries
  (code, mode, map, players — the server already tracks rooms), and
  global stats (accounts, rounds, crystals in circulation)
- GET /api/admin/users?limit=100: user list with stats, newest login first
- publicUser now carries an admin flag; non-admins get 403

Admin UI (src/components/AdminDashboard.vue, served at /admin):
- Login gate for guests/non-admins (guest profiles are detected via
  isLoggedIn, not just user presence)
- KPI cards, live solo table (player, map, difficulty, wave, duration),
  room table, and account table; auto-refresh every 5 seconds
- App.vue renders the dashboard for /admin instead of the game and runs
  a screen watcher that starts/stops the solo presence heartbeat

Config: ADMIN_USERS documented in docker-compose.yml and README.

Tests: 6 new integration checks (admin flag, presence report/stop,
403 guard, overview contents, user list) — 37/37 green, build clean.
Verified end-to-end in the browser: guest gate, admin login, and a live
second player (map/difficulty/wave) appearing in the dashboard.
2026-08-17 15:07:02 +02:00
31cb594cb0
feat(pwa): installable app + fix research tree pip overflow
Research tree UI:
- The level pips shared the header row with the upgrade name and fought
  for width; long names like "Festungsmauern" (5 pips) pushed the pips
  out of the upgrade card. Pips now sit in the bottom row next to the
  buy button (space-between), where width is plentiful, and carry a
  "level / max" tooltip
- Tighter modal padding on phones (max-width 560px), scrollable at 92vh

PWA (installable as app in mobile browsers):
- public/manifest.webmanifest: standalone display, any orientation,
  TRXTD theme colors, German lang, start_url "/"
- public/sw.js: network-first service worker with runtime caching.
  index.html is always fetched fresh so new deploys are picked up
  immediately; the cache only serves as offline fallback. API calls
  and cross-origin requests are never intercepted
- Icon set generated by scripts/generate-icons.mjs (pure Node PNG
  encoder, zero image dependencies): gold tower on the game-themed
  dark gradient in 192px, 512px, maskable 512px (motif inside the safe
  zone) and 180px apple-touch-icon
- index.html: manifest link, favicon, apple-touch-icon, theme-color,
  mobile-web-app-capable, apple-mobile-web-app meta tags
- src/main.ts: service worker registration in production builds only
  (dev HMR stays untouched)
- server.mjs: serve .webmanifest as application/manifest+json (Chrome
  requires the correct MIME type for installability)

Verified against the production server: manifest (application/
manifest+json), icons (image/png) and sw.js (text/javascript) respond
with 200, index.html references all PWA tags; npm test 48/48 green.
2026-08-17 14:53:58 +02:00
1a9ac5bf45
feat: account system, OIDC, meta-progression research tree, and automated tests
Account & Persistence Layer (server/db.mjs)
- SQLite via node:sqlite DatabaseSync with WAL mode, foreign keys, and
  synchronous=NORMAL for microsecond response times
- Users table: UUID primary key, unique lowercase username, scrypt-hashed
  password, optional OIDC sub/issuer, crystal balance, timestamps
- Sessions table: 64-byte random hex token, FK to users, configurable TTL
  with automatic expiry cleanup every 10 minutes
- User upgrades table: composite PK (user_id, upgrade_id), level tracking,
  ON CONFLICT DO UPDATE for idempotent merges
- User stats table: games played/won, total kills/score, highest wave
- Password hashing: crypto.scrypt with 16-byte salt and 64-byte derived
  key, constant-time comparison via crypto.timingSafeEqual
- Guest merge: caps crystals at 100,000, caps levels to defined maxLevels,
  uses MAX(level, new) to preserve higher account levels, ignores unknown
  upgrade IDs, transactional with BEGIN IMMEDIATE/COMMIT/ROLLBACK
- Atomic crystal purchasing: subtracts cost only if balance sufficient,
  upgrades level within transaction, returns full user object on success

Meta-Progression Definitions (shared/meta-upgrades.mjs)
- Single source of truth shared between server (authoritative validation)
  and client (talent tree UI)
- 3 branches: Economy (start_gold, wave_bonus, obstacle_discount),
  Defense (bonus_lives, shockwave, fortress_shield),
  Towers (tower_range, tower_speed, dot_potency)
- 9 upgrades with 1–5 levels each, progressive cost curves
- calcCrystalsEarned(wave, score, win): base 2.5 per wave, +40 for victory,
  +floor(score/250), minimum 1 crystal per game

REST API (server/server.mjs)
- /api/auth/register: username 3–16 chars a-z0-9_-; password min 8 chars;
  case-insensitive uniqueness; auto-creates user_stats row; returns
  session cookie (HttpOnly, SameSite=Lax, Secure when HTTPS)
- /api/auth/login: constant-time username lookup via scrypt verify;
  rate-limited 20 auth attempts/IP/minute
- /api/auth/logout: deletes session server-side, clears cookie
- /api/auth/me: returns publicUser (id, username, crystals, upgrades,
  stats, oidc flag) or null
- /api/auth/oidc/login: PKCE Authorization Code flow with SHA-256 S256
  challenge/verifier; discovers .well-known/openid-configuration;
  verifies RS256 id_token signature via JWKS public key; validates
  issuer, audience, and expiry; finds or creates user by OIDC sub/issuer
- /api/auth/oidc/callback: exchanges code for tokens, verifies id_token,
  issues session cookie, redirects to /?auth=ok or /?auth=error
- /api/upgrades/buy: validates upgrade ID against META_UPGRADES,
  checks current level < maxLevel, deducts cost from crystals
- /api/game/finish: server-authoritative crystal calculation;
  bounds-checks inputs (wave ≤ 9999, score ≤ 10M, kills ≤ 1M);
  updates user_stats (games_played, games_won, total_kills, total_score,
  highest_wave via MAX)
- /api/auth/merge-guest: one-time guest-to-account crystal and upgrade
  migration with level caps
- /api/config: public endpoint exposing OIDC enabled state and button label
- Security: CSP header on all responses, X-Content-Type-Options: nosniff,
  X-Frame-Options: DENY, Referrer-Policy: no-referrer, cache-control
  no-store on API responses, path-traversal protection on static serving

Multiplayer Fairness
- Meta-upgrades (start_gold, bonus_lives, tower_range, tower_speed,
  dot_potency, wave_bonus, obstacle_discount, shockwave, fortress_shield)
  applied only in solo campaign mode
- Co-op and Duel multiplayer sessions reset all meta buffs to zero,
  preserving lockstep determinism and competitive balance
- Multiplayer results set crystalsEarned: 0 to prevent duplicate rewards

Frontend (Vue 3 + TypeScript)
- AuthModal.vue: username/password login and registration form with
  validation, OIDC single sign-on button (shown when configured),
  guest-to-account upgrade on first login
- UserProfileBar.vue: top-bar indicator showing crystal count (💎),
  user display name, research and login/logout buttons, reactive
  auth state via auth controller
- ResearchTree.vue: interactive talent tree modal with 3 branches,
  per-upgrade cost/level display, purchase confirmation, disabled
  state for unaffordable/maxed upgrades, branch icons and descriptions
- auth.ts: reactive controller managing login, registration, OIDC
  redirect detection (?auth=ok/?auth=error), guest profile migration
  on first login, upgrade purchasing, and game result reporting
- meta.ts: frontend helpers for branch definitions, upgrade costs,
  and guest profile persistence in localStorage
- engine.ts: solo meta bonus application (start_gold, bonus_lives,
  tower_range, tower_speed, dot_potency, wave_bonus, obstacle_discount,
  shockwave, fortress_shield); crystal rewards in finish() path
- mpgame.ts: meta buff reset in multiplayer sessions; crystalsEarned: 0
- sound.ts: shield sound synthesis for fortress_shield absorption
- store.ts: auth state, research tree toggle, upgrade snapshot
- types.ts: SfxName extended with "shield" sound

Docker Configuration
- Multi-stage build: node:22-alpine build → node:22-alpine runtime
  (production deps only: ws)
- VOLUME /app/data for persistent SQLite database
- HEALTHCHECK on /health endpoint
- docker-compose.yml: port 3001, persistent ./data volume,
  commented OIDC environment variables (OIDC_ENABLED, OIDC_ISSUER,
  OIDC_CLIENT_ID, OIDC_CLIENT_SECRET, OIDC_REDIRECT_URI, OIDC_BUTTON_LABEL)
- .gitignore: data/, *.db, *.db-journal, *.db-wal, *.db-shm

Automated Tests (npm test)
- scripts/test-db.mjs (17 unit tests): isolated SQLite persistence –
  scrypt hash/verify roundtrip, timing-safe constant-time comparison,
  user creation with lowercase enforcement, UNIQUE constraint, session
  create/get/delete lifecycle, expired session invalidation, crystal
  addition, 5-level upgrade cost progression with max-level guard,
  guest merge (crystal cap 100k, level cap, MAX() semantics, unknown
  upgrade rejection), game result stats accumulation, calcCrystalsEarned
  formula verification
- scripts/test-auth.mjs (31 integration tests): spawns real server with
  isolated DATA_DIR, exercises full REST flow – register validation
  (username too short, password too short, duplicate, case-insensitive),
  login (wrong password, correct), session cookie attributes (HttpOnly,
  SameSite=Lax, Path=/), /me endpoint, upgrade purchase (insufficient
  crystals, unknown ID, successful purchase), game finish rewards
  (victory, defeat, negative values clamped to 1 crystal minimum),
  guest merge (crystals, level caps, unknown upgrades), logout,
  OIDC-disabled endpoints (400), unauthenticated guards (401), 404
  routing, CSP header on static files, rate limiting (429 after 20+
  auth attempts per minute), and persistence across server restart
  (kill + respawn with same DATA_DIR preserves all state)
2026-08-16 16:22:38 +02:00
ce2484bb8d
feat: add multi-map system with 4 distinct biomes, layouts, and multiplayer sync
- Introduce 4 playable map environments:
  * Meadow (Grüne Lichtung): Classic balanced S-curve path with lush grasslands, flowers, and standard obstacles
  * Desert (Sonnendünen): Winding dune trail with sandstone rocks, oasis palms, and scrub
  * Frostland (Frostgipfel): Icy serpentine path through snowfields with frost-covered pines and crystal rocks
  * Volcano (Lavabruch): Tight aggressive layout through dark obsidian/basalt with glowing magma streams and floating ember sparks
- Add comprehensive MapDef & MapTheme configuration for distinct waypoint routes, flying trajectories, biome color palettes, portal/keep styles, and obstacle densities
- Extend Canvas 2D renderer to dynamically adapt backgrounds, path texturing, portal effects, and procedurally drawn biome foliage/decorations per map
- Upgrade GameEngine with dynamic map loading, obstacle clearing logic, and per-map highscore persistence
- Implement multiplayer map synchronization in WebSocket server (set-map event), room state, and lobby UI allowing host map selection
- Update StartScreen and LobbyScreen components with interactive map selection cards and per-map highscore tracking
- Add automated test suites for map path integrity, determinism, playability, and room map protocol synchronization
2026-08-16 15:03:34 +02:00
4f8400c480
feat: add 9-level tower evolution system with distinct tier abilities
Extend all 5 towers to 9 upgrade levels, divided into 3 visual and
functional evolution tiers:
- Tier 1 (L1-3, Yellow): Base stats (damage, range, rate).
- Tier 2 (L4-6, Orange): First major ability evolution with pulsing orange aura.
- Tier 3 (L7-9, Blue): Final devastating evolution with blue aura.

Evolutions per tower:
- Arrow Tower:
  * L4-6 (Orange): Multishot firing 2-3 arrows simultaneously at distinct targets.
  * L7-9 (Blue): 4-arrow multishot + Poison DoT (up to 28 dmg/s).
- Cannon:
  * L4-6 (Orange): Incendiary shells applying Burn DoT in splash radius.
  * L7-9 (Blue): Flak shells hitting flying units with full splash + burn damage.
- Frost Tower:
  * L4-6 (Orange): Permafrost - every 3rd pulse completely freezes enemies (speed = 0).
  * L7-9 (Blue): Shatter - frozen enemies receive +50% damage from all sources.
- Tesla Tower:
  * L4-6 (Orange): Chain lightning applies stun on each hit.
  * L7-9 (Blue): Lightning Storm - every 4th shot strikes and stuns ALL enemies in range.
- Laser Tower:
  * L4-6 (Orange): Prism refraction splitting the beam onto 2-3 secondary targets.
  * L7-9 (Blue): Piercing beam penetrating all enemies in a line up to 280px range.

Engine & Renderer updates:
- Added DoT tick handling (poison/burn) and freeze/stun status effects.
- Added visual indicators for frozen enemies (ice spikes) and DoT particles.
- Added 3-slot tier-colored pips on tower base plates + pulsating evolution auras.
- Updated TowerPanel with 9-star tier display (★★★ yellow, ★★★ orange, ★★★ blue)
  and dynamic special ability descriptions.

Testing & Validation:
- Added `scripts/test-evolution.mts` covering all 10 evolved mechanics (all green).
- Verified lockstep multiplayer determinism via `scripts/test-mp.mts`.
- Verified solo campaign balance preservation via `scripts/sim.mts`.
- Full TypeScript typecheck and production build passing.
2026-08-16 13:54:09 +02:00
4ec0e483aa
feat(server): add security hardening for public hosting
- Add CSP, frame and referrer headers for served static files
- Enforce WebSocket origin check to prevent cross-site hijacking
- Trust X-Forwarded-For only when the peer is from a private proxy network
- Limit concurrent connections (500 total / 20 per IP) and rooms (300)
- Add ALLOWED_ORIGINS env var for additional WebSocket origins
- Document reverse proxy setup (NPM/NPMplus) in README
- Add scripts/security-test.mjs to verify origin and limit behavior
2026-08-16 13:16:20 +02:00
c4347f8420
feat: initialize TRXTD browser tower defense 2026-08-15 16:07:09 +02:00