Release Healer Man 0.1.15

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

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+31 -4
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@@ -1,5 +1,11 @@
import { useCombatStore } from "../game/combatStore";
import { useGameStore } from "../game/store";
import { classCanEquipItem, PLAYER_EQUIPMENT_OWNER_ID } from "../game/equipment";
import {
compareEquipmentUpgrade,
resolvedEquipmentLoadout,
} from "../game/heirloomEquipment";
import { gearProfileFor } from "../game/specializationCatalog";
function itemType(inventorySlot: string): string {
return inventorySlot
@@ -11,8 +17,25 @@ function itemType(inventorySlot: string): string {
export function BossLootWindow() {
const reward = useCombatStore((state) => state.bossLootRewards[0] ?? null);
const classId = useCombatStore((state) => state.classId);
const specializationId = useCombatStore((state) => state.specializationId);
const role = useCombatStore((state) => state.gearRole);
const level = useCombatStore((state) => state.level);
const equipment = useCombatStore((state) => state.equipment);
const inventory = useCombatStore((state) => state.inventory);
if (!reward) return null;
const profile = gearProfileFor(classId, specializationId, role);
const heirloomContext = {
ownerId: PLAYER_EQUIPMENT_OWNER_ID,
ownerKind: "player" as const,
classId,
specializationId,
role,
level,
};
const loadout = resolvedEquipmentLoadout(equipment, inventory, heirloomContext);
const dismiss = () => useCombatStore.getState().dismissBossLootReward(reward.id);
const viewInventory = () => {
dismiss();
@@ -39,8 +62,11 @@ export function BossLootWindow() {
<div className="boss-loot-window__body">
<p className="boss-loot-window__eyebrow">Loot acquired automatically</p>
<div className="boss-loot-window__items">
{reward.items.map((item) => (
<article
{reward.items.map((item) => {
const comparison = classCanEquipItem(classId, item)
? compareEquipmentUpgrade(item, loadout, profile, heirloomContext)
: null;
return <article
key={item.instanceId}
className={`boss-loot-window__item equipment-quality--${item.quality}`}
>
@@ -48,10 +74,11 @@ export function BossLootWindow() {
<p>
<strong>{item.name}</strong>
<small>{item.quality} · Item level {item.itemLevel} · {itemType(item.inventorySlot)}</small>
{comparison && <small>{comparison.isUpgrade ? `Upgrade · +${comparison.scoreDelta.toFixed(1)} score` : `${comparison.scoreDelta.toFixed(1)} score`}</small>}
</p>
{item.quantity > 1 ? <em>×{item.quantity}</em> : null}
</article>
))}
</article>;
})}
{!reward.items.length ? (
<p className="boss-loot-window__empty">No items dropped this time.</p>
) : null}
+24 -1
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@@ -21,6 +21,8 @@ import { CharacterPreview } from "./CharacterPreview";
import { ControllerButton } from "./ControllerButton";
import { BrandMark, ControllerLegend, FrontSurface } from "./FrontSurface";
import { LazyLocalCompanionPanel } from "./LazyLocalCompanionPanel";
import { PARTY_ROLE_LABELS } from "../game/partyRoles";
import { specializationsForClass } from "../game/specializationCatalog";
export function CharacterCreateScreen() {
const draft = useShellStore((state) => state.draft);
@@ -40,6 +42,7 @@ export function CharacterCreateScreen() {
);
const appearanceLabels = race.labels[draft.gender];
const appearanceCounts = race.counts[draft.gender];
const specializationOptions = useMemo(() => specializationsForClass(draft.classId), [draft.classId]);
const chooseRace = (raceId: RaceId) => {
const nextClasses = classesForRace(raceId, draft.categoryId);
@@ -69,6 +72,7 @@ export function CharacterCreateScreen() {
run: () => chooseGender(gender),
})),
...availableClasses.map((definition) => ({ id: `class-${definition.id}`, run: () => updateDraft({ classId: definition.id }) })),
...specializationOptions.map((definition) => ({ id: `spec-${definition.id}`, run: () => updateDraft({ specializationId: definition.id }) })),
{ id: "rotate-left", run: () => updateDraft({ rotation: draft.rotation - 12 }) },
{ id: "rotate-right", run: () => updateDraft({ rotation: draft.rotation + 12 }) },
{ id: "creator-back", run: cancel },
@@ -82,7 +86,7 @@ export function CharacterCreateScreen() {
{ id: "randomize", run: randomize },
{ id: "appearance-back", run: () => setStep("identity") },
{ id: "create-character", run: createCharacter },
], [draft, appearanceCounts, availableClasses, availableRaces, cancel, createCharacter, randomize, setStep, updateDraft]);
], [draft, appearanceCounts, availableClasses, availableRaces, cancel, createCharacter, randomize, setStep, specializationOptions, updateDraft]);
const controller = useMenuController(actions, {
columns: draft.step === "identity" ? 5 : 2,
initialId: draft.step === "identity" ? `race-${draft.raceId}` : "character-name",
@@ -180,6 +184,25 @@ export function CharacterCreateScreen() {
<span>{characterClass.description}</span>
<small>{characterClass.armor} / {characterClass.resourceSummary} / {characterClass.specializations.length ? characterClass.specializations.join(" · ") : "Automatic skill ranks"}</small>
</div>
{specializationOptions.length > 0 && (
<div className="creator-specializations" aria-label="Specialization">
<strong>Specialization</strong>
{specializationOptions.map((definition) => (
<ControllerButton
key={definition.id}
controlId={`spec-${definition.id}`}
selectedId={controller.selectedId}
select={controller.select}
className={draft.specializationId === definition.id ? "is-active" : ""}
type="button"
onClick={() => updateDraft({ specializationId: definition.id })}
>
<span>{definition.displayName}</span>
<small>{PARTY_ROLE_LABELS[definition.role]} / {definition.talentTree}</small>
</ControllerButton>
))}
</div>
)}
</section>
<footer className="creator-footer">
<ControllerButton controlId="creator-back" selectedId={controller.selectedId} select={controller.select} className="front-button" type="button" onClick={cancel}>Back to roster</ControllerButton>
+92 -1
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@@ -1,6 +1,7 @@
import { useMemo, useState } from "react";
import { classById, raceById, type RomClassId } from "../app/characterCatalog";
import { selectedCharacter, useShellStore } from "../app/shellStore";
import type { CharacterProfile } from "../app/types";
import {
ROM_ELITE_SKILL_LEVELS,
ROM_SECONDARY_UNLOCK_LEVEL,
@@ -13,9 +14,100 @@ import { CharacterPreview } from "./CharacterPreview";
import { LazyLocalCompanionPanel } from "./LazyLocalCompanionPanel";
import { ControllerButton } from "./ControllerButton";
import { BrandMark, ControllerLegend, FrontSurface } from "./FrontSurface";
import { PARTY_ROLE_LABELS } from "../game/partyRoles";
import {
specializationById,
specializationsForClass,
} from "../game/specializationCatalog";
export function ClassHallScreen() {
const character = useShellStore(selectedCharacter);
if (!character) return null;
return character.categoryId === "rom"
? <RomClassHall character={character} />
: <SpecializationClassHall character={character} />;
}
function SpecializationClassHall({ character }: { readonly character: CharacterProfile }) {
const notice = useShellStore((state) => state.notice);
const returnToMainMenu = useShellStore((state) => state.returnToMainMenu);
const returnToCharacters = useShellStore((state) => state.returnToCharacters);
const changeSpecialization = useShellStore((state) => state.changeSelectedSpecialization);
const [pendingSpecializationId, setPendingSpecializationId] = useState<string | null>(null);
const options = useMemo(() => specializationsForClass(character.classId), [character.classId]);
const current = specializationById(character.specializationId);
const forced = current === null;
const goBack = forced ? returnToCharacters : returnToMainMenu;
const apply = (resetTalents: boolean) => {
if (!pendingSpecializationId || !changeSpecialization(pendingSpecializationId, resetTalents)) return;
setPendingSpecializationId(null);
if (forced) returnToMainMenu();
};
const actions = useMemo<MenuAction[]>(() => pendingSpecializationId ? [
{ id: "specialization-cancel", run: () => setPendingSpecializationId(null) },
{ id: "specialization-keep", run: () => apply(false) },
{ id: "specialization-reset", run: () => apply(true) },
] : [
...options.map((definition) => ({ id: `specialization-${definition.id}`, run: () => setPendingSpecializationId(definition.id) })),
{ id: "class-hall-back", run: goBack },
], [goBack, options, pendingSpecializationId]);
const controller = useMenuController(actions, {
initialId: current ? `specialization-${current.id}` : options[0] ? `specialization-${options[0].id}` : "class-hall-back",
onBack: pendingSpecializationId ? () => setPendingSpecializationId(null) : goBack,
});
const race = raceById(character.raceId);
const characterClass = classById(character.classId);
const pending = specializationById(pendingSpecializationId);
return (
<DualDisplayFrame
contextLabel="Specialization details"
top={
<FrontSurface className="class-hall-screen" ariaLabel="Class Hall specialization selection">
<header className="class-hall-header">
<BrandMark compact />
<div><span>{characterClass.name} / Class Hall</span><strong>{forced ? "Choose your specialization to continue." : "Change your combat path."}</strong></div>
<ControllerButton controlId="class-hall-back" selectedId={controller.selectedId} select={controller.select} type="button" onClick={goBack}>{forced ? "Roster" : "Back"}</ControllerButton>
</header>
<aside className="class-hall-character">
<CharacterPreview character={character} />
<div><p className="front-kicker">{race.name} / Level {character.level}</p><h1>{character.name}</h1><strong style={{ color: characterClass.color }}>{characterClass.name}</strong>{current && <small>{current.displayName} / {PARTY_ROLE_LABELS[current.role]}</small>}</div>
</aside>
<main className="class-hall-content">
<section className="secondary-class-choice">
<p className="front-kicker">Specialization and heirloom profile</p>
<h2>{forced ? "A specialization is required" : `Current: ${current.displayName}`}</h2>
<p>Your saved specialization locks your activity role and tunes every heirloom stat and weapon slot. Talent points do not change specialization automatically.</p>
<div>{options.map((definition) => (
<ControllerButton key={definition.id} controlId={`specialization-${definition.id}`} selectedId={controller.selectedId} select={controller.select} className={`front-button secondary-class-option ${current?.id === definition.id ? "is-active" : ""}`} type="button" onClick={() => setPendingSpecializationId(definition.id)}>
<b style={{ color: characterClass.color }}>{characterClass.sigil}</b>
<span><strong>{definition.displayName}</strong><small>{PARTY_ROLE_LABELS[definition.role]} / {definition.gearArchetype.replaceAll("-", " ")} / {definition.weaponLayout.replaceAll("-", " ")}</small></span>
</ControllerButton>
))}</div>
</section>
{notice && <p className="front-notice" role="status">{notice}</p>}
</main>
{pending && (
<div className="front-modal-backdrop"><section className="front-confirm" role="alertdialog" aria-modal="true" aria-labelledby="specialization-confirm-title">
<p className="front-kicker">Specialization change</p>
<h2 id="specialization-confirm-title">Become {pending.displayName}?</h2>
<p>Heirloom stats and your allowed activity role change immediately. Choose whether to preserve the current talent build and action bindings.</p>
<div>
<ControllerButton controlId="specialization-cancel" selectedId={controller.selectedId} select={controller.select} className="front-button" type="button" onClick={() => setPendingSpecializationId(null)}>Cancel</ControllerButton>
<ControllerButton controlId="specialization-keep" selectedId={controller.selectedId} select={controller.select} className="front-button" type="button" onClick={() => apply(false)}>Keep talents</ControllerButton>
<ControllerButton controlId="specialization-reset" selectedId={controller.selectedId} select={controller.select} className="front-button front-button--primary" type="button" onClick={() => apply(true)}>Reset talents</ControllerButton>
</div>
</section></div>
)}
<ControllerLegend back />
</FrontSurface>
}
bottom={<LazyLocalCompanionPanel />}
/>
);
}
function RomClassHall({ character }: { readonly character: CharacterProfile }) {
const notice = useShellStore((state) => state.notice);
const returnToMainMenu = useShellStore((state) => state.returnToMainMenu);
const chooseSecondary = useShellStore((state) => state.chooseRomSecondaryClass);
@@ -38,7 +130,6 @@ export function ClassHallScreen() {
onBack: pendingClassId ? () => setPendingClassId(null) : returnToMainMenu,
});
if (!character) return null;
const race = raceById(character.raceId);
const primary = classById(character.classId);
const secondary = character.secondaryClassId ? classById(character.secondaryClassId) : null;
+5 -1
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@@ -25,6 +25,7 @@ import { DungeonMapGraphic } from "./DungeonMapGraphic";
import { BrandMark, ControllerLegend, FrontSurface } from "./FrontSurface";
import { OnlineGroupPanel } from "./OnlineGroupPanel";
import { useOnlineGroupStore } from "../app/onlineGroupStore";
import { specializationById } from "../game/specializationCatalog";
installDungeonShellRuntime();
@@ -66,7 +67,10 @@ export function DungeonSelectScreen() {
?? null;
const selectedDefinition = selectedDungeon ? dungeonDefinitionById(selectedDungeon.id) : null;
const availableRoles = character ? partyRolesForClass(character.classId) : [];
const savedSpecialization = specializationById(character?.specializationId);
const availableRoles = character
? character.categoryId === "rom" ? partyRolesForClass(character.classId) : savedSpecialization ? [savedSpecialization.role] : []
: [];
const selectDungeon = (dungeonId: DungeonId) => {
setSelectedDungeonId(dungeonId);
setRolePickerOpen(false);
+71 -13
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@@ -6,7 +6,6 @@ import {
PLAYER_EQUIPMENT_OWNER_ID,
classCanEquipItem,
equippedOwnerId,
equipmentItemLevel,
equipmentSlotForItem,
type EquipmentSlot,
} from "../game/equipment";
@@ -22,6 +21,14 @@ import { deriveCharacterStats, type CharacterStats } from "../game/wotlkStats";
import { useGameStore } from "../game/store";
import { useMenuController, type MenuAction } from "../input/useMenuController";
import { ControllerButton } from "./ControllerButton";
import {
compareEquipmentUpgrade,
resolvedAverageItemLevel,
resolvedEquipmentLoadout,
type HeirloomContext,
} from "../game/heirloomEquipment";
import { gearProfileFor } from "../game/specializationCatalog";
import type { PartyRole } from "../game/partyRoles";
const SLOT_LABELS: Readonly<Record<EquipmentSlot, string>> = Object.freeze({
head: "Head",
@@ -46,6 +53,10 @@ interface EquipmentOwner {
readonly name: string;
readonly detail: string;
readonly classId: ClassId;
readonly specializationId: string | null;
readonly role: PartyRole;
readonly level: number;
readonly ownerKind: "player" | "party";
}
type StatPage = "attributes" | "offense" | "defense";
@@ -181,6 +192,8 @@ function EquipmentDialog() {
const playerLevel = useCombatStore((state) => state.level);
const playerMaxHealth = useCombatStore((state) => state.maxHealth);
const playerGearStats = useCombatStore((state) => state.gearStats);
const playerSpecializationId = useCombatStore((state) => state.specializationId);
const playerGearRole = useCombatStore((state) => state.gearRole);
const feedback = useCombatStore((state) => state.feedback);
const members = usePartyStore((state) => state.members);
const openOverlay = useGameStore((state) => state.openOverlay);
@@ -191,14 +204,22 @@ function EquipmentDialog() {
name: character?.name ?? "You",
detail: "Player",
classId: playerClassId,
specializationId: playerSpecializationId,
role: playerGearRole,
level: playerLevel,
ownerKind: "player" as const,
},
...members.map((member) => ({
id: member.id,
name: member.name,
detail: `${member.specialization} · ${member.role === "damage" ? "DPS" : member.role}`,
classId: member.classId,
specializationId: member.specializationId,
role: member.role,
level: member.level,
ownerKind: "party" as const,
})),
], [character?.name, members, playerClassId]);
], [character?.name, members, playerClassId, playerGearRole, playerLevel, playerSpecializationId]);
const [ownerId, setOwnerId] = useState(PLAYER_EQUIPMENT_OWNER_ID);
const [inspectedId, setInspectedId] = useState(() => inventory.at(-1)?.instanceId ?? "");
const [statPage, setStatPage] = useState<StatPage>("attributes");
@@ -214,9 +235,20 @@ function EquipmentDialog() {
const owner = owners.find((candidate) => candidate.id === ownerId) ?? owners[0];
const inspected = inventory.find((item) => item.instanceId === inspectedId) ?? inventory.at(-1) ?? null;
const itemById = useMemo(() => new Map(inventory.map((item) => [item.instanceId, item])), [inventory]);
const ownerById = useMemo(() => new Map(owners.map((candidate) => [candidate.id, candidate])), [owners]);
const loadout = equipment[owner.id] ?? {};
const heirloomContext: HeirloomContext = {
ownerId: owner.id,
ownerKind: owner.ownerKind,
classId: owner.classId,
specializationId: owner.specializationId,
role: owner.role,
level: owner.level,
};
const loadout = useMemo(
() => resolvedEquipmentLoadout(equipment, inventory, heirloomContext),
[equipment, inventory, owner.classId, owner.id, owner.level, owner.ownerKind, owner.role, owner.specializationId],
);
const earnedLoadout = equipment[owner.id] ?? {};
const sortedInventory = useMemo(() => [...inventory].sort((left, right) => (
right.itemLevel - left.itemLevel || right.acquiredAt - left.acquiredAt
)), [inventory]);
@@ -230,7 +262,7 @@ function EquipmentDialog() {
id: `equipment-owner-${candidate.id}`,
run: () => setOwnerId(candidate.id),
})),
...EQUIPMENT_SLOTS.flatMap((slot) => loadout[slot] ? [{
...EQUIPMENT_SLOTS.flatMap((slot) => earnedLoadout[slot] ? [{
id: `equipment-slot-${slot}`,
run: () => useCombatStore.getState().unequipItem(owner.id, slot),
}] : []),
@@ -243,7 +275,7 @@ function EquipmentDialog() {
run: () => equip(item),
})),
{ id: "equipment-back", run: close },
], [loadout, owner.id, owners, sortedInventory]);
], [earnedLoadout, owner.id, owners, sortedInventory]);
const controller = useMenuController(actions, {
columns: 2,
initialId: `equipment-owner-${PLAYER_EQUIPMENT_OWNER_ID}`,
@@ -253,7 +285,11 @@ function EquipmentDialog() {
const inspectedOwnerId = inspected ? equippedOwnerId(equipment, inspected.instanceId) : null;
const inspectedOwner = inspectedOwnerId ? ownerById.get(inspectedOwnerId) : null;
const compatible = inspected ? classCanEquipItem(owner.classId, inspected) : false;
const gearLevel = equipmentItemLevel(equipment, inventory, owner.id);
const gearLevel = resolvedAverageItemLevel(equipment, inventory, heirloomContext);
const gearProfile = gearProfileFor(owner.classId, owner.specializationId, owner.role);
const inspectedComparison = inspected && compatible
? compareEquipmentUpgrade(inspected, loadout, gearProfile, heirloomContext)
: null;
const selectedMember = members.find((member) => member.id === owner.id) ?? null;
const ownerLevel = selectedMember?.level ?? playerLevel;
const ownerMaxHealth = selectedMember?.maxHealth ?? playerMaxHealth;
@@ -274,7 +310,7 @@ function EquipmentDialog() {
<div className="equipment-panel__summary">
<strong>{inventory.length}</strong><span>Items</span>
<i aria-hidden="true" />
<strong>{gearLevel}</strong><span>Gear level</span>
<strong>{gearLevel}</strong><span>Average item level</span>
</div>
<ControllerButton
controlId="equipment-back"
@@ -304,7 +340,14 @@ function EquipmentDialog() {
>
<b>{definition.sigil}</b>
<span><strong>{candidate.name}</strong><small>{candidate.detail} · {definition.name}</small></span>
<em>{equipmentItemLevel(equipment, inventory, candidate.id)}</em>
<em>{resolvedAverageItemLevel(equipment, inventory, {
ownerId: candidate.id,
ownerKind: candidate.ownerKind,
classId: candidate.classId,
specializationId: candidate.specializationId,
role: candidate.role,
level: candidate.level,
})}</em>
</ControllerButton>
);
})}
@@ -339,7 +382,8 @@ function EquipmentDialog() {
</div>
<div className="equipment-loadout__slots">
{EQUIPMENT_SLOTS.map((slot) => {
const item = loadout[slot] ? itemById.get(loadout[slot]!) ?? null : null;
const item = loadout[slot] ?? null;
const earned = Boolean(earnedLoadout[slot]);
return item ? (
<ControllerButton
key={slot}
@@ -349,10 +393,11 @@ function EquipmentDialog() {
type="button"
className={`equipment-slot equipment-quality--${item.quality}`}
onFocus={() => setInspectedId(item.instanceId)}
onClick={() => useCombatStore.getState().unequipItem(owner.id, slot)}
disabled={!earned}
onClick={() => earned && useCombatStore.getState().unequipItem(owner.id, slot)}
>
<span><small>{SLOT_LABELS[slot]}</small><strong>{item.name}</strong></span>
<em>Unequip</em>
<em>{earned ? "Unequip" : `Heirloom ${item.itemLevel}`}</em>
</ControllerButton>
) : (
<div key={slot} className="equipment-slot is-empty">
@@ -370,6 +415,7 @@ function EquipmentDialog() {
const assignedId = equippedOwnerId(equipment, item.instanceId);
const assignedOwner = assignedId ? ownerById.get(assignedId) : null;
const canEquip = classCanEquipItem(owner.classId, item);
const comparison = canEquip ? compareEquipmentUpgrade(item, loadout, gearProfile, heirloomContext) : null;
return (
<ControllerButton
key={item.instanceId}
@@ -388,7 +434,7 @@ function EquipmentDialog() {
<small>Level {item.itemLevel} · {itemType(item)}</small>
<small className="equipment-item__stats">{itemStatSummary(item.stats)}</small>
</span>
<em>{assignedOwner ? assignedOwner.name : canEquip ? "Equip" : "Incompatible"}</em>
<em>{comparison?.isUpgrade ? `Upgrade +${displayNumber(comparison.scoreDelta, 1)}` : assignedOwner ? assignedOwner.name : canEquip ? "Equip" : "Incompatible"}</em>
</ControllerButton>
);
})}
@@ -409,6 +455,11 @@ function EquipmentDialog() {
<p className="eyebrow">{inspected.quality} · Item level {inspected.itemLevel}</p>
<h3>{inspected.name}</h3>
<p>{itemType(inspected)}</p>
{inspectedComparison && (
<p className={inspectedComparison.isUpgrade ? "is-beneficial" : undefined}>
{inspectedComparison.isUpgrade ? "Upgrade" : "Not an upgrade"} · {inspectedComparison.scoreDelta >= 0 ? "+" : ""}{displayNumber(inspectedComparison.scoreDelta, 2)} specialization score
</p>
)}
<dl className="equipment-details__stats">
{inspectedStatRows.map((row) => (
<div key={row.label}>
@@ -417,6 +468,13 @@ function EquipmentDialog() {
</div>
))}
</dl>
{inspectedComparison && Object.keys(inspectedComparison.usefulStatDeltas).length > 0 && (
<dl className="equipment-details__stats">
{Object.entries(inspectedComparison.usefulStatDeltas).map(([key, value]) => (
<div key={key}><dt>{key.replace(/([A-Z])/g, " $1")}</dt><dd className={(value ?? 0) > 0 ? "is-beneficial" : undefined}>{(value ?? 0) > 0 ? "+" : ""}{value}</dd></div>
))}
</dl>
)}
<dl className="equipment-details__provenance">
<div><dt>Source</dt><dd>{inspected.sourceBossName}</dd></div>
<div><dt>Original level</dt><dd>{inspected.sourceItemLevel}</dd></div>
+5 -5
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@@ -99,9 +99,9 @@ export function MainMenuScreen() {
run: returnToCharacters,
neighbors: { up: "mode-dungeons", left: "mode-dungeons" },
},
...(isRom ? [{ id: "mode-class-hall", run: openClassHall }] : []),
...(character ? [{ id: "mode-class-hall", run: openClassHall }] : []),
...(isGm ? [{ id: "mode-gm-tools", run: openGmAdmin }] : []),
], [isGm, isRom, openClassHall, openDungeons, openGmAdmin, openManastorms, returnToCharacters]);
], [character, isGm, openClassHall, openDungeons, openGmAdmin, openManastorms, returnToCharacters]);
const controller = useMenuController(actions, {
initialId: "mode-dungeons",
onBack: returnToCharacters,
@@ -173,7 +173,7 @@ export function MainMenuScreen() {
<em>Authorized</em>
</ControllerButton>
)}
{isRom && (
{character && (
<ControllerButton
controlId="mode-class-hall"
selectedId={controller.selectedId}
@@ -183,8 +183,8 @@ export function MainMenuScreen() {
onClick={openClassHall}
>
<b aria-hidden="true">CH</b>
<span><strong>Class Hall</strong><small>Choose a permanent partner class and swap your active ordering.</small></span>
<em>{character && character.level >= 10 ? "Open" : "Unlocks at 10"}</em>
<span><strong>Class Hall</strong><small>{isRom ? "Choose a permanent partner class and swap your active ordering." : "Change specialization and retune your heirlooms."}</small></span>
<em>{isRom && character.level < 10 ? "Unlocks at 10" : "Open"}</em>
</ControllerButton>
)}
{GAME_MODES.map((mode) => mode.available ? (
+5 -1
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@@ -35,6 +35,7 @@ import { ControllerButton } from "./ControllerButton";
import { BrandMark, ControllerLegend, FrontSurface } from "./FrontSurface";
import { OnlineGroupPanel } from "./OnlineGroupPanel";
import { useOnlineGroupStore } from "../app/onlineGroupStore";
import { specializationById } from "../game/specializationCatalog";
installManastormShellRuntime();
@@ -58,7 +59,10 @@ export function ManastormSelectScreen() {
const startOnlineActivity = useOnlineGroupStore((state) => state.startActivity);
const adminConfig = useManastormAdminStore((state) => state.config);
const character = activeCharacter ?? rosterCharacter;
const availableRoles = character ? partyRolesForClass(character.classId) : [];
const savedSpecialization = specializationById(character?.specializationId);
const availableRoles = character
? character.categoryId === "rom" ? partyRolesForClass(character.classId) : savedSpecialization ? [savedSpecialization.role] : []
: [];
const [partySize, setPartySize] = useState<ManastormPartySize>(5);
const groupHumanCount = onlineGroup?.members.length ?? 1;
const effectivePartySize = onlineGroup