feat(maps): save elite capture plans per character - #429
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September 11, 2026 06:44
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## What changed Find an elite skill, choose a boss, and see its known capture locations on the World Map and supported Mission Map. The planner adds search, filters, skill previews, tracking, and a capture-location entry point from Builds. ## Why Players can plan a capture without switching between a build inspector, a wiki list, and the map. This layer uses individual skill markers and explicit navigation between results and details; #434 refines that interface into inline details and character-specific filters. ## Invariant Boss coordinates are static capture references, never live boss tracking. Missing coordinates do not create guessed markers. Native projection remains within the existing certified Maps boundary; unsupported readings hide markers. Skill descriptions and artwork come from the installed client. ## Delivery Second layer of stack #432, targeting `feat/elite-capture-data` (#429). Follow with #431 → #433 → #434. Recommend Beta consideration for the complete Maps integration before release. ## Verification - Projection, tracking, keyboard navigation, and UI tests cover the map planner. - Browser exploration covered filtering, tracking, previews, and marker navigation; Matthias exercised the real-game feature. - `pnpm check` passed on the rebased complete stack. - Rebased onto `c04c7736`, including the dependency audit fixes. - [Application verification](https://github.com/Mat4m0/gwonmac/actions/runs/34684307411) passed on `30208d00`, including runtime and packaged-app checks. - [x] I kept this pull request focused. - [x] I ran the relevant checks. - [x] I did not add game binaries, credentials, diagnostics, or private traffic. - [x] I updated documentation when behavior or an invariant changed.
Mat4m0
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## What changed Find and save elite skills without losing the map or opening a separate details screen. Ten profession icons toggle classes individually; Select all, Deselect all, Current class (primary and secondary), and Hide already learned provide quick filtering. A star saves a matching skill directly from its result row. ## Why The previous panel hid too much context, repeated nearby icons, and could let filters or results consume all available space. Details now expand within the list. The panel starts at roughly 80% screen height, resizes from its bottom grip, reserves visible skill rows, and collapses to one small control row. ## Invariant - Search, professions, region, saved/learned filters, explicit skill focus, map visibility, panel expansion, and height belong to the existing per-character capture plan. Current class follows secondary-profession changes; manual selections and an empty selection stay fixed. - Ordered saves preserve rapid edits and cannot replace another character's state. Existing plans keep their saved skills and boss; an absent height uses the default. Learned status remains a live observation. - Inspection and quick saving do not filter markers or select a boss. Show only this skill and Set target remain explicit actions. Both maps share filters and retain independent visibility switches. - Touching copies of the same skill in the same map area share one icon and list all possible bosses. Different skills and distant locations remain separate. The active boss retains its source position. - Map icons display the inner artwork with a thin edge; client assets remain unchanged. Hover cards support nearby skill choices, keyboard focus, reduced motion, and immediate removal on native map close. ## Delivery Final layer of stack #432, targeting `feat/skill-detail-icons` (#433). Merge order: #429 → #430 → #431 → #433 → #434. Recommend Beta consideration for persisted preferences and the full native Maps integration before release; no release is requested here. ## Verification - `pnpm check` passed after rebasing onto main `c04c7736`. - Focused tests cover restart, character isolation, secondary professions, empty selections, queued saves, quick saving, inline details, resizing/cancellation, shared-spawn deduplication, and native preview removal. - Real browser exploration used 301 fixture skills, both themes, small windows, dragging, keyboard resizing, independent scrolling, and all four Sorrow's Furnace boss names. The production app was built and opened using the existing game cache; Matthias approved the in-game result. - Main now includes #436, which fixes the dependency audit blocker from the earlier runs. - [Application verification](https://github.com/Mat4m0/gwonmac/actions/runs/34684312052) passed on `496b27c2`, including runtime and packaged-app checks. - [x] I kept this pull request focused. - [x] I ran the relevant checks. - [x] I did not add game binaries, credentials, diagnostics, or private traffic. - [x] I updated documentation when behavior or an invariant changed.
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What changed
Add a Toolbox-derived elite capture catalogue and a capture plan for each character. The catalogue contains 925 capture entries for 302 skills; a plan stores saved skills and one selected boss.
Why
The map planner needs one reproducible location source and one owner for saved capture choices. Missing coordinates remain notes-only locations.
Invariant
Named actions are validated and written atomically in order. Accounts and characters stay separate. Learned status remains a live observation. The importer pins the reviewed upstream sources and preserves their attribution.
Delivery
First layer of stack #432, targeting
main. Merge before #430 → #431 → #433 → #434. Recommend Beta consideration for the complete feature because it adds persisted player choices. This layer adds no map UI or native observation.Verification
Catalogue identity, tracking invariants, concurrent writes, character isolation, corrupt-file recovery, and preload transport are covered by executable tests.
pnpm checkpassed on the rebased complete stack.Rebased onto
c04c7736, including the website dependency audit fixes from fix(deps): patch website dependencies blocking verification #436.Application verification passed on
04ce3689, including runtime and packaged-app checks.I kept this pull request focused.
I ran the relevant checks.
I did not add game binaries, credentials, diagnostics, or private traffic.
I updated documentation when behavior or an invariant changed.