Release Healer Man 0.1.15

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phenom committed 2026-09-05 15:33:06 -04:00
1 parent 7b41b102fa
commit f49e54f35f
43 files changed
+1478 -112

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@@ -131,7 +131,6 @@ import { rollBossLoot } from "./lootCatalog";
import { normalizeInventory, type InventoryItem } from "./lootTypes";
import {
PLAYER_EQUIPMENT_OWNER_ID,
equipmentStats,
activeEquipmentStatsForClass,
equipInventoryItem,
normalizeEquipment,
@@ -139,6 +138,12 @@ import {
type EquipmentAssignments,
type EquipmentSlot,
} from "./equipment";
import {
resolvedEquipmentStats,
type HeirloomContext,
} from "./heirloomEquipment";
import { defaultPartyRoleForClass, type PartyRole } from "./partyRoles";
import { specializationById } from "./specializationCatalog";
import {
EMPTY_ITEM_STATS,
itemStatSummary,
@@ -491,6 +496,8 @@ export interface ActorHealingRequest {
export interface CharacterCombatSeed {
readonly classId: ClassId;
readonly specializationId?: string | null;
readonly role?: PartyRole;
readonly secondaryClassId?: ClassId | null;
readonly raceId?: RaceId;
readonly level?: number;
@@ -593,6 +600,8 @@ export interface PendingGroundTarget {
export interface CombatState {
classId: ClassId;
specializationId: string | null;
gearRole: PartyRole;
secondaryClassId: ClassId | null;
raceId: RaceId;
level: number;
@@ -645,6 +654,7 @@ export interface CombatState {
settings: GameplaySettings;
playerPosition: CombatPosition;
initializeCharacter: (profile: CharacterCombatSeed) => void;
refreshResolvedGear: () => void;
registerMob: (id: string, registration: MobRegistration) => void;
removeMob: (id: string) => void;
lootMob: (id: string, now?: number) => boolean;
@@ -3117,6 +3127,8 @@ function initialState() {
const initialPools = initialResourcePools(classId, abilities, maxResource);
return {
classId,
specializationId: null,
gearRole: "healer" as PartyRole,
secondaryClassId: null,
raceId,
level,
@@ -3175,6 +3187,9 @@ export const useCombatStore = create<CombatState>((set, get) => ({
initializeCharacter: (profile) => {
resetCombatPresentationSession();
const classId = profile.classId;
const specialization = specializationById(profile.specializationId);
const specializationId = specialization?.classId === classId ? specialization.id : null;
const gearRole = specialization?.role ?? profile.role ?? defaultPartyRoleForClass(classId);
const secondaryClassId = profile.secondaryClassId ?? null;
const raceId = profile.raceId ?? "human";
const progression = normalizeProgression(profile.level ?? 1, profile.xp ?? profile.experience ?? 0);
@@ -3184,7 +3199,14 @@ export const useCombatStore = create<CombatState>((set, get) => ({
const abilities = abilitiesForCharacter(classId, secondaryClassId);
const inventory = normalizeInventory(profile.inventory);
const equipment = normalizeEquipment(profile.equipment, inventory);
const gearStats = activeEquipmentStatsForClass(equipment, inventory, PLAYER_EQUIPMENT_OWNER_ID, classId);
const gearStats = specializationId !== null || classId.startsWith("rom-") ? resolvedEquipmentStats(equipment, inventory, {
ownerId: PLAYER_EQUIPMENT_OWNER_ID,
ownerKind: "player",
classId,
specializationId,
role: gearRole,
level: progression.level,
}) : activeEquipmentStatsForClass(equipment, inventory, PLAYER_EQUIPMENT_OWNER_ID, classId);
const maxHealth = talentAdjustedMaxHealth(
classId,
progression.level,
@@ -3231,6 +3253,44 @@ export const useCombatStore = create<CombatState>((set, get) => ({
}));
},
refreshResolvedGear: () => set((state) => {
const context: HeirloomContext = {
ownerId: PLAYER_EQUIPMENT_OWNER_ID,
ownerKind: "player",
classId: state.classId,
specializationId: state.specializationId,
role: state.gearRole,
level: state.level,
};
const gearStats = state.specializationId !== null || state.classId.startsWith("rom-")
? resolvedEquipmentStats(state.equipment, state.inventory, context)
: activeEquipmentStatsForClass(state.equipment, state.inventory, PLAYER_EQUIPMENT_OWNER_ID, state.classId);
const maxHealth = talentAdjustedMaxHealth(
state.classId,
state.level,
state.talentModifiers,
gearStats,
state.raceId,
state.secondaryClassId,
);
const maxResource = talentAdjustedMaxResource(
state.classId,
state.level,
state.talentModifiers,
gearStats,
state.raceId,
state.secondaryClassId,
);
if (gearStats === state.gearStats && maxHealth === state.maxHealth && maxResource === state.maxResource) return state;
return {
gearStats,
maxHealth,
maxResource,
health: clamp(state.maxHealth > 0 ? state.health / state.maxHealth * maxHealth : maxHealth, 0, maxHealth),
resource: clamp(state.maxResource > 0 ? state.resource / state.maxResource * maxResource : maxResource, 0, maxResource),
};
}),
registerMob: (id, registration) => set((state) => {
if (!id) return state;
const existing = state.mobs[id];
@@ -3471,12 +3531,14 @@ export const useCombatStore = create<CombatState>((set, get) => ({
const ownerName = ownerId === PLAYER_EQUIPMENT_OWNER_ID
? "You"
: usePartyStore.getState().members.find((member) => member.id === ownerId)?.name ?? "Companion";
const gearStats = activeEquipmentStatsForClass(
change.assignments,
state.inventory,
PLAYER_EQUIPMENT_OWNER_ID,
state.classId,
);
const gearStats = state.specializationId !== null || state.classId.startsWith("rom-") ? resolvedEquipmentStats(change.assignments, state.inventory, {
ownerId: PLAYER_EQUIPMENT_OWNER_ID,
ownerKind: "player",
classId: state.classId,
specializationId: state.specializationId,
role: state.gearRole,
level: state.level,
}) : activeEquipmentStatsForClass(change.assignments, state.inventory, PLAYER_EQUIPMENT_OWNER_ID, state.classId);
const maxHealth = talentAdjustedMaxHealth(
state.classId,
state.level,
@@ -3518,7 +3580,14 @@ export const useCombatStore = create<CombatState>((set, get) => ({
const state = get();
const next = unequipInventorySlot(state.equipment, ownerId, slot);
if (next === state.equipment) return false;
const gearStats = activeEquipmentStatsForClass(next, state.inventory, PLAYER_EQUIPMENT_OWNER_ID, state.classId);
const gearStats = state.specializationId !== null || state.classId.startsWith("rom-") ? resolvedEquipmentStats(next, state.inventory, {
ownerId: PLAYER_EQUIPMENT_OWNER_ID,
ownerKind: "player",
classId: state.classId,
specializationId: state.specializationId,
role: state.gearRole,
level: state.level,
}) : activeEquipmentStatsForClass(next, state.inventory, PLAYER_EQUIPMENT_OWNER_ID, state.classId);
const maxHealth = talentAdjustedMaxHealth(
state.classId,
state.level,