forked from phenom/healer-man
Release Healer Man 0.1.38
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@@ -1,23 +1,41 @@
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import { useCombatStore } from "./combatStore";
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import { useCombatStore, type MobCombatState } from "./combatStore";
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import type { CombatActorState } from "./combatActors";
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import { requireDungeonDefinition } from "./dungeonRegistry";
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import { useGameStore } from "./store";
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import { resolveResurrectionCheckpoint } from "./resurrectionCheckpoints";
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import { usePartyStore, type PartyMember } from "./partyStore";
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import {
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activeDungeonCompletedObjectiveIds,
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resetDungeonEncounters,
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} from "./dungeonEncounterRuntime";
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/**
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* Atomically returns a defeated player to the saved run spawn and resets the
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* current pull. Defeated enemies and persisted dungeon progress remain clear,
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* matching a wipe instead of silently starting a brand-new dungeon.
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*/
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export function partyFightStillActive(
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members: readonly Pick<PartyMember, "id" | "health">[],
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mobs: Readonly<Record<string, MobCombatState>>,
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actors: Readonly<Record<string, Pick<CombatActorState, "health">>> = {},
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): boolean {
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return members.some((member) => (actors[member.id]?.health ?? member.health) > 0)
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&& Object.values(mobs).some((mob) => mob.engaged && !mob.dead && !mob.despawned);
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}
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/** Recover only the player during an ongoing party fight; otherwise retain wipe recovery. */
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export function respawnDefeatedPlayer(checkpointId?: string): boolean {
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const combat = useCombatStore.getState();
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if (combat.health > 0) return false;
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const game = useGameStore.getState();
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if (game.gameMode !== "dungeon") return false;
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const checkpoint = checkpointId === undefined ? null : resolveResurrectionCheckpoint(checkpointId);
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if (checkpointId !== undefined && !checkpoint) return false;
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if (partyFightStillActive(usePartyStore.getState().members, combat.mobs, combat.actors)) {
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const spawn = checkpoint?.spawn ?? game.activeSpawn;
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if (!combat.respawnPlayerOnly(spawn.footPosition)) return false;
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// Relocation does not fire the resetRevision watched by PartyBridge/PartyPopulation.
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useGameStore.getState().relocatePlayer(spawn, true);
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useGameStore.getState().closeOverlay();
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return true;
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}
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const dungeonId = useGameStore.getState().activeDungeonId;
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const completedObjectiveIds = new Set(activeDungeonCompletedObjectiveIds(dungeonId));
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const retrySpawnIds = new Set(
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