feat: implement basic RPG mechanics with boss counter-attack
- Add Player and Boss data models (models.py) - Implement command processing via regex matching (attack/heal/status) - Add boss counter-attack mechanism (15 dmg per player attack) - Add player death/respawn system (lose half gold, respawn full HP) - Update frontend with boss HP bar, player stats panel, quick action buttons - Add colored event log (red for attack, green for heal) - Change port from 8000 to 8080 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
189
frontend/app.js
189
frontend/app.js
@@ -1,10 +1,17 @@
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/**
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* The Island - Debug Client JavaScript
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* Handles WebSocket connection and UI interactions
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* Handles WebSocket connection, UI interactions, and game state display
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*/
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let ws = null;
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const WS_URL = 'ws://localhost:8000/ws';
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const WS_URL = 'ws://localhost:8080/ws';
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// Player state (tracked from server events)
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let playerState = {
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hp: 100,
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maxHp: 100,
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gold: 0
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};
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// DOM Elements
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const statusDot = document.getElementById('statusDot');
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@@ -14,6 +21,17 @@ const eventLog = document.getElementById('eventLog');
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const usernameInput = document.getElementById('username');
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const messageInput = document.getElementById('message');
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const autoScrollCheckbox = document.getElementById('autoScroll');
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const hideTicksCheckbox = document.getElementById('hideTicks');
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// Boss UI Elements
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const bossName = document.getElementById('bossName');
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const bossHpText = document.getElementById('bossHpText');
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const bossHealthBar = document.getElementById('bossHealthBar');
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const bossHealthLabel = document.getElementById('bossHealthLabel');
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// Player UI Elements
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const playerHpDisplay = document.getElementById('playerHp');
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const playerGoldDisplay = document.getElementById('playerGold');
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/**
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* Toggle WebSocket connection
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@@ -59,7 +77,7 @@ function connect() {
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ws.onmessage = (event) => {
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try {
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const data = JSON.parse(event.data);
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logEvent(data);
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handleGameEvent(data);
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} catch (e) {
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console.error('Failed to parse message:', e);
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}
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@@ -67,7 +85,132 @@ function connect() {
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}
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/**
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* Send a mock comment to the server
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* Handle incoming game events
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*/
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function handleGameEvent(event) {
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const eventType = event.event_type;
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const data = event.data || {};
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// Update UI based on event type
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switch (eventType) {
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case 'boss_update':
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updateBossUI(data);
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break;
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case 'attack':
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updateBossFromAttack(data);
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updatePlayerFromEvent(data);
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break;
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case 'heal':
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updatePlayerFromEvent(data);
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break;
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case 'status':
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updatePlayerFromEvent(data);
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updateBossFromStatus(data);
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break;
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case 'system':
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// Handle player death/respawn updates
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if (data.user && data.player_hp !== undefined) {
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updatePlayerFromEvent(data);
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}
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break;
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case 'tick':
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if (data.boss_hp !== undefined) {
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updateBossUI({
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boss_hp: data.boss_hp,
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boss_max_hp: data.boss_max_hp
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});
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}
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break;
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}
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// Log the event
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logEvent(event);
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}
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/**
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* Update Boss health bar UI
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*/
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function updateBossUI(data) {
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if (data.boss_name) {
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bossName.textContent = data.boss_name;
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}
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if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
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const hp = data.boss_hp;
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const maxHp = data.boss_max_hp;
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const percentage = maxHp > 0 ? (hp / maxHp) * 100 : 0;
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bossHpText.textContent = `HP: ${hp} / ${maxHp}`;
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bossHealthBar.style.width = `${percentage}%`;
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bossHealthLabel.textContent = `${Math.round(percentage)}%`;
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// Change color based on HP percentage
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if (percentage <= 25) {
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bossHealthBar.style.background = 'linear-gradient(90deg, #ff2222 0%, #ff4444 100%)';
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} else if (percentage <= 50) {
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bossHealthBar.style.background = 'linear-gradient(90deg, #ff6600 0%, #ff8844 100%)';
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} else {
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bossHealthBar.style.background = 'linear-gradient(90deg, #ff4444 0%, #ff6666 100%)';
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}
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}
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}
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/**
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* Update boss from attack event
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*/
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function updateBossFromAttack(data) {
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if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
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updateBossUI({
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boss_hp: data.boss_hp,
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boss_max_hp: data.boss_max_hp
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});
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}
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}
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/**
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* Update boss from status event
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*/
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function updateBossFromStatus(data) {
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if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
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updateBossUI({
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boss_name: data.boss_name,
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boss_hp: data.boss_hp,
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boss_max_hp: data.boss_max_hp
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});
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}
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}
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/**
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* Update player stats from event data
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*/
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function updatePlayerFromEvent(data) {
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const currentUser = usernameInput.value.trim() || 'Anonymous';
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// Only update if this event is for the current user
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if (data.user !== currentUser) return;
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if (data.player_hp !== undefined) {
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playerState.hp = data.player_hp;
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}
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if (data.player_max_hp !== undefined) {
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playerState.maxHp = data.player_max_hp;
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}
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if (data.player_gold !== undefined) {
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playerState.gold = data.player_gold;
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}
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updatePlayerUI();
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}
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/**
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* Update player stats UI
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*/
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function updatePlayerUI() {
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playerHpDisplay.textContent = `${playerState.hp}/${playerState.maxHp}`;
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playerGoldDisplay.textContent = playerState.gold;
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}
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/**
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* Send a comment/command to the server
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*/
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function sendComment() {
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if (!ws || ws.readyState !== WebSocket.OPEN) {
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@@ -92,6 +235,25 @@ function sendComment() {
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messageInput.value = '';
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}
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/**
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* Quick action buttons
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*/
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function quickAction(action) {
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if (!ws || ws.readyState !== WebSocket.OPEN) {
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alert('Not connected to server');
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return;
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}
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const user = usernameInput.value.trim() || 'Anonymous';
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const payload = {
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action: 'send_comment',
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payload: { user, message: action }
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};
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ws.send(JSON.stringify(payload));
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}
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/**
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* Format timestamp for display
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*/
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@@ -110,10 +272,17 @@ function formatEventData(eventType, data) {
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case 'agent_response':
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return data.response;
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case 'tick':
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return `Tick #${data.tick}`;
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return `Tick #${data.tick} | Players: ${data.player_count || 0}`;
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case 'system':
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case 'error':
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return data.message;
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case 'attack':
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case 'heal':
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case 'status':
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case 'boss_defeated':
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return data.message;
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case 'boss_update':
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return `Boss ${data.boss_name}: ${data.boss_hp}/${data.boss_max_hp} (${Math.round(data.boss_hp_percentage)}%)`;
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default:
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return JSON.stringify(data);
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}
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@@ -127,6 +296,16 @@ function logEvent(event) {
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const timestamp = event.timestamp || Date.now() / 1000;
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const data = event.data || {};
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// Skip tick events if checkbox is checked
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if (eventType === 'tick' && hideTicksCheckbox && hideTicksCheckbox.checked) {
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return;
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}
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// Skip boss_update events to reduce log noise (they're reflected in the UI)
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if (eventType === 'boss_update') {
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return;
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}
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const div = document.createElement('div');
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div.className = `event ${eventType}`;
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div.innerHTML = `
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@@ -51,6 +51,88 @@
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background: #44ff44;
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box-shadow: 0 0 10px rgba(68, 255, 68, 0.5);
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}
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/* Boss Health Bar */
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.boss-panel {
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background: rgba(255, 68, 68, 0.1);
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border: 1px solid rgba(255, 68, 68, 0.3);
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border-radius: 12px;
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padding: 20px;
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margin-bottom: 20px;
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}
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.boss-header {
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display: flex;
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justify-content: space-between;
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align-items: center;
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margin-bottom: 10px;
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}
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.boss-name {
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color: #ff6666;
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font-size: 1.3rem;
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font-weight: bold;
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}
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.boss-hp-text {
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color: #ffaaaa;
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font-size: 0.9rem;
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}
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.health-bar-container {
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width: 100%;
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height: 30px;
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background: rgba(0, 0, 0, 0.4);
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border-radius: 15px;
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overflow: hidden;
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position: relative;
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}
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.health-bar {
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height: 100%;
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background: linear-gradient(90deg, #ff4444 0%, #ff6666 100%);
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border-radius: 15px;
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transition: width 0.3s ease;
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}
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.health-bar-label {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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font-weight: bold;
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text-shadow: 1px 1px 2px rgba(0,0,0,0.8);
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}
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/* Player Stats Panel */
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.player-panel {
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background: rgba(0, 212, 255, 0.1);
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border: 1px solid rgba(0, 212, 255, 0.3);
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border-radius: 12px;
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padding: 20px;
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margin-bottom: 20px;
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}
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.player-header {
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color: #00d4ff;
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font-size: 1.1rem;
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margin-bottom: 15px;
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}
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.player-stats {
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display: flex;
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gap: 30px;
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flex-wrap: wrap;
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}
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.stat-item {
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display: flex;
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align-items: center;
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gap: 10px;
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}
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.stat-icon {
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font-size: 1.5rem;
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}
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.stat-value {
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font-size: 1.2rem;
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font-weight: bold;
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}
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.stat-label {
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font-size: 0.8rem;
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color: #888;
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}
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.panels {
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display: flex;
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flex-direction: column;
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@@ -104,6 +186,19 @@
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background: #666;
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cursor: not-allowed;
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}
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.quick-actions {
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display: flex;
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gap: 10px;
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margin-top: 10px;
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flex-wrap: wrap;
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}
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.quick-btn {
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padding: 8px 16px;
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font-size: 13px;
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}
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.quick-btn.attack { background: #ff6666; }
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.quick-btn.heal { background: #44ff88; }
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.quick-btn.status { background: #ffaa44; }
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.controls {
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display: flex;
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gap: 15px;
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@@ -117,7 +212,7 @@
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font-size: 14px;
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}
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.event-log {
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height: 400px;
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height: 350px;
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overflow-y: auto;
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background: rgba(0, 0, 0, 0.4);
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border-radius: 8px;
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@@ -133,9 +228,15 @@
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}
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.event.comment { border-color: #ffaa00; background: rgba(255, 170, 0, 0.1); }
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.event.agent_response { border-color: #00ff88; background: rgba(0, 255, 136, 0.1); }
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.event.tick { border-color: #888; background: rgba(136, 136, 136, 0.1); }
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.event.tick { border-color: #888; background: rgba(136, 136, 136, 0.05); opacity: 0.6; }
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.event.system { border-color: #00d4ff; background: rgba(0, 212, 255, 0.1); }
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.event.error { border-color: #ff4444; background: rgba(255, 68, 68, 0.1); }
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/* RPG Event Styles */
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.event.attack { border-color: #ff4444; background: rgba(255, 68, 68, 0.15); color: #ff8888; }
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.event.heal { border-color: #44ff88; background: rgba(68, 255, 136, 0.15); color: #88ffaa; }
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.event.status { border-color: #ffaa44; background: rgba(255, 170, 68, 0.1); }
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.event.boss_update { border-color: #ff6666; background: rgba(255, 102, 102, 0.1); }
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.event.boss_defeated { border-color: #ffdd00; background: rgba(255, 221, 0, 0.2); color: #ffee88; font-weight: bold; }
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.event-time { color: #888; font-size: 11px; }
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.event-type { font-weight: bold; text-transform: uppercase; font-size: 11px; }
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.event-data { margin-top: 5px; }
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@@ -153,14 +254,52 @@
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<button id="connectBtn" onclick="toggleConnection()">Connect</button>
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</div>
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<!-- Boss Health Panel -->
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<div class="boss-panel">
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<div class="boss-header">
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<span class="boss-name" id="bossName">Dragon</span>
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<span class="boss-hp-text" id="bossHpText">HP: 1000 / 1000</span>
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</div>
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<div class="health-bar-container">
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<div class="health-bar" id="bossHealthBar" style="width: 100%"></div>
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<span class="health-bar-label" id="bossHealthLabel">100%</span>
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</div>
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</div>
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<!-- Player Stats Panel -->
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<div class="player-panel">
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<div class="player-header">Your Stats</div>
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<div class="player-stats">
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<div class="stat-item">
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<span class="stat-icon">❤️</span>
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<div>
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<div class="stat-value" id="playerHp">100/100</div>
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<div class="stat-label">HP</div>
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</div>
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</div>
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<div class="stat-item">
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<span class="stat-icon">💰</span>
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<div>
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<div class="stat-value" id="playerGold">0</div>
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<div class="stat-label">Gold</div>
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</div>
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</div>
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</div>
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</div>
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<div class="panels">
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<div class="panel">
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<h2>Send Mock Comment</h2>
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<h2>Send Command</h2>
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<div class="input-group">
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<input type="text" id="username" placeholder="Username" value="TestUser">
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<input type="text" id="message" placeholder="Message (try: Attack!, Heal, Help...)">
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<input type="text" id="message" placeholder="Message (attack, heal, status...)">
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<button onclick="sendComment()">Send</button>
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</div>
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<div class="quick-actions">
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<button class="quick-btn attack" onclick="quickAction('attack')">⚔️ Attack</button>
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<button class="quick-btn heal" onclick="quickAction('heal')">💚 Heal</button>
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<button class="quick-btn status" onclick="quickAction('status')">📊 Status</button>
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</div>
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</div>
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<div class="panel">
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@@ -168,6 +307,7 @@
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<div class="controls">
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<button onclick="clearLog()">Clear Log</button>
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<label><input type="checkbox" id="autoScroll" checked> Auto-scroll</label>
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<label><input type="checkbox" id="hideTicks"> Hide ticks</label>
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</div>
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<div class="event-log" id="eventLog"></div>
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</div>
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