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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