forked from phenom/healer-man
Release Healer Man 0.1.38
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@@ -13,7 +13,7 @@ import { useShellStore } from "../app/shellStore";
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import { abilityAtLevel, resourceProfileForClass } from "../game/abilityCatalog";
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import { ACTION_CONTROLS, actionBindingId } from "../game/actionBindings";
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import { resolvedAbilityCosts, useCombatStore } from "../game/combatStore";
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import { respawnDefeatedPlayer } from "../game/deathRespawn";
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import { partyFightStillActive, respawnDefeatedPlayer } from "../game/deathRespawn";
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import { requireDungeonDefinition } from "../game/dungeonRegistry";
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import { resurrectManastormSession } from "../game/manastormSession";
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import { resolveStagePresentation } from "../game/manastormStagePresentation";
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@@ -86,12 +86,14 @@ export function DefeatedPrompt({
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onReturn,
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sharedOnline = false,
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checkpoints = [],
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partyStillFighting = false,
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}: {
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gameMode: "dungeon" | "manastorm";
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resurrectionCharges: number;
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onReturn: (checkpointId?: string) => void;
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sharedOnline?: boolean;
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checkpoints?: readonly ResurrectionCheckpoint[];
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partyStillFighting?: boolean;
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}) {
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const [requestedCheckpoint, setRequestedCheckpoint] = useState("entrance");
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const checkpointId = checkpoints.some((checkpoint) => checkpoint.id === requestedCheckpoint) ? requestedCheckpoint : "entrance";
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@@ -126,7 +128,9 @@ export function DefeatedPrompt({
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<small>No shared resurrection charges remain. A living ally must resurrect you.</small>
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)}
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{gameMode === "dungeon" && !sharedOnline ? (
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<small>Respawning resets the current encounter and restores the party.</small>
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<small>{partyStillFighting
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? "Your party will keep fighting where they are. Use Recall if you want to regroup."
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: "Respawning resets the current encounter and restores the party."}</small>
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) : null}
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</div>
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</section>
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@@ -204,6 +208,7 @@ export function Hud() {
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: null);
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const selfSelected = usePartyStore((state) => state.selfSelected);
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const partyMembers = usePartyStore((state) => state.members);
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const partyStillFighting = useCombatStore((state) => partyFightStillActive(partyMembers, state.mobs, state.actors));
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const playerRole = usePartyStore((state) => state.playerRole);
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const settings = useCombatStore((state) => state.settings);
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const onlineSession = useOnlineSessionStore((state) => state.snapshot);
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@@ -516,6 +521,7 @@ export function Hud() {
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resurrectionCharges={resurrectionCharges}
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onReturn={returnFromDefeat}
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checkpoints={resurrectionCheckpoints}
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partyStillFighting={partyStillFighting}
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sharedOnline={onlineSession !== null}
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/>
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) : null}
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