forked from phenom/healer-man
Release Healer Man 0.1.4
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@@ -6,9 +6,15 @@ import {
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} from "../game/hudLayout";
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import { useMenuController, type MenuAction } from "../input/useMenuController";
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import { ControllerButton } from "./ControllerButton";
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import {
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type CombatActorGroup,
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type CombatPresentationSettings,
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type CombatVfxQuality,
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} from "../game/combatPresentation";
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export interface OptionsPanelSettings {
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showMobHealthBars: boolean;
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showMobAggroRanges: boolean;
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showTargetFrame: boolean;
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showThreatMeter: boolean;
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threatMeterPosition: NormalizedHudPosition;
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@@ -24,19 +30,23 @@ export interface OptionsPanelProps {
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settings: OptionsPanelSettings;
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onChange: (patch: Partial<OptionsPanelSettings>) => void;
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onReset: () => void;
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presentationSettings: CombatPresentationSettings;
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onPresentationChange: (patch: Partial<CombatPresentationSettings>) => void;
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onPresentationReset: () => void;
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open?: boolean;
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onClose?: () => void;
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}
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interface ToggleOption {
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id: keyof Pick<OptionsPanelSettings,
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"showMobHealthBars" | "showTargetFrame" | "showThreatMeter" | "showFloatingCombatText" | "autoTargetNearest" | "enableScreenShake">;
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"showMobHealthBars" | "showMobAggroRanges" | "showTargetFrame" | "showThreatMeter" | "showFloatingCombatText" | "autoTargetNearest" | "enableScreenShake">;
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label: string;
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description: string;
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}
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const TOGGLES: readonly ToggleOption[] = [
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{ id: "showMobHealthBars", label: "Mob health bars", description: "Show health above nearby enemies." },
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{ id: "showMobAggroRanges", label: "Mob aggro ranges", description: "Show the boundary where idle dungeon enemies automatically attack your party." },
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{ id: "showTargetFrame", label: "Target frame", description: "Show detailed status for your current target." },
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{ id: "showThreatMeter", label: "Threat meter", description: "Show the compact movable threat table for your selected enemy." },
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{ id: "showFloatingCombatText", label: "Combat numbers", description: "Show damage, healing, and absorb feedback." },
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@@ -44,12 +54,39 @@ const TOGGLES: readonly ToggleOption[] = [
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{ id: "enableScreenShake", label: "Screen shake", description: "Use restrained camera impact for major hits." },
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] as const;
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const COMBAT_ACTOR_GROUPS: readonly CombatActorGroup[] = ["player", "party", "enemy"];
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const VFX_QUALITY_ORDER: readonly CombatVfxQuality[] = ["off", "low", "high"];
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function actorGroupLabel(group: CombatActorGroup): string {
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return group === "enemy" ? "Enemies" : `${group[0].toUpperCase()}${group.slice(1)}`;
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}
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function quantize(value: number, step: number, minimum: number, maximum: number): number {
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const next = Math.round(value / step) * step;
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return Math.max(minimum, Math.min(maximum, Number(next.toFixed(2))));
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}
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function OptionsDialog({ settings, onChange, onReset, onClose }: Required<Omit<OptionsPanelProps, "open">>) {
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function OptionsDialog({
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settings,
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onChange,
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onReset,
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presentationSettings,
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onPresentationChange,
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onPresentationReset,
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onClose,
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}: Required<Omit<OptionsPanelProps, "open">>) {
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const patchGroupBoolean = (
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field: "vfxEnabled" | "audioEnabled",
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group: CombatActorGroup,
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value: boolean,
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) => onPresentationChange({ [field]: { ...presentationSettings[field], [group]: value } });
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const patchGroupVolume = (group: CombatActorGroup, value: number) => onPresentationChange({
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audioVolume: { ...presentationSettings.audioVolume, [group]: quantize(value, 0.1, 0, 1) },
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});
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const cycleVfxQuality = () => {
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const index = VFX_QUALITY_ORDER.indexOf(presentationSettings.vfxQuality);
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onPresentationChange({ vfxQuality: VFX_QUALITY_ORDER[(index + 1) % VFX_QUALITY_ORDER.length] });
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};
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const actions = useMemo<MenuAction[]>(() => [
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...TOGGLES.map((option) => ({
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id: `option-${option.id}`,
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@@ -61,8 +98,27 @@ function OptionsDialog({ settings, onChange, onReset, onClose }: Required<Omit<O
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{ id: "option-scale-up", run: () => onChange({ uiScale: quantize(settings.uiScale + 0.05, 0.05, 0.75, 1.25) }) },
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{ id: "option-minimap", run: () => onChange({ minimapRotation: settings.minimapRotation === "north-up" ? "player-up" : "north-up" }) },
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{ id: "option-threat-position", run: () => onChange({ threatMeterPosition: DEFAULT_THREAT_METER_POSITION }) },
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{ id: "option-reset", run: onReset },
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], [onChange, onReset, settings]);
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{ id: "option-vfx-quality", run: cycleVfxQuality },
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...COMBAT_ACTOR_GROUPS.flatMap((group) => [
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{
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id: `option-vfx-${group}`,
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run: () => patchGroupBoolean("vfxEnabled", group, !presentationSettings.vfxEnabled[group]),
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},
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{
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id: `option-audio-${group}`,
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run: () => patchGroupBoolean("audioEnabled", group, !presentationSettings.audioEnabled[group]),
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},
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{
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id: `option-audio-${group}-down`,
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run: () => patchGroupVolume(group, presentationSettings.audioVolume[group] - 0.1),
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},
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{
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id: `option-audio-${group}-up`,
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run: () => patchGroupVolume(group, presentationSettings.audioVolume[group] + 0.1),
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},
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]),
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{ id: "option-reset", run: () => { onReset(); onPresentationReset(); } },
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], [onChange, onPresentationChange, onPresentationReset, onReset, presentationSettings, settings]);
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const controller = useMenuController(actions, { columns: 1, onBack: onClose });
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const optionButton = (id: string, label: string, run: () => void, disabled = false) => (
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@@ -127,10 +183,50 @@ function OptionsDialog({ settings, onChange, onReset, onClose }: Required<Omit<O
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threatMeterPosition: DEFAULT_THREAT_METER_POSITION,
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}))}
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</div>
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<h3 className="options-panel__section-title">Combat presentation</h3>
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<div className="option-row">
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<span><strong>VFX quality</strong><small>High uses the full particle budget; Low reduces particles and lights; Off skips combat VFX.</small></span>
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{optionButton("option-vfx-quality", presentationSettings.vfxQuality[0].toUpperCase() + presentationSettings.vfxQuality.slice(1), cycleVfxQuality)}
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</div>
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{COMBAT_ACTOR_GROUPS.map((group) => (
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<div className="options-panel__combat-group" key={group}>
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<div className="option-row">
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<span><strong>{actorGroupLabel(group)} VFX</strong><small>Show attacks, spells, trails, impacts, and auras from this group.</small></span>
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<ControllerButton
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controlId={`option-vfx-${group}`}
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selectedId={controller.selectedId}
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select={controller.select}
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type="button"
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className={presentationSettings.vfxEnabled[group] ? "is-on" : ""}
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aria-pressed={presentationSettings.vfxEnabled[group]}
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onClick={() => patchGroupBoolean("vfxEnabled", group, !presentationSettings.vfxEnabled[group])}
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>{presentationSettings.vfxEnabled[group] ? "On" : "Off"}</ControllerButton>
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</div>
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<div className="option-row">
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<span><strong>{actorGroupLabel(group)} combat audio</strong><small>Mute or mix ability and weapon sounds from this group.</small></span>
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<div className="option-audio-controls">
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<ControllerButton
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controlId={`option-audio-${group}`}
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selectedId={controller.selectedId}
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select={controller.select}
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type="button"
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className={presentationSettings.audioEnabled[group] ? "is-on" : ""}
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aria-pressed={presentationSettings.audioEnabled[group]}
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onClick={() => patchGroupBoolean("audioEnabled", group, !presentationSettings.audioEnabled[group])}
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>{presentationSettings.audioEnabled[group] ? "On" : "Muted"}</ControllerButton>
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<div className="option-stepper">
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{optionButton(`option-audio-${group}-down`, "−", () => patchGroupVolume(group, presentationSettings.audioVolume[group] - 0.1), presentationSettings.audioVolume[group] <= 0)}
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<output>{Math.round(presentationSettings.audioVolume[group] * 100)}%</output>
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{optionButton(`option-audio-${group}-up`, "+", () => patchGroupVolume(group, presentationSettings.audioVolume[group] + 0.1), presentationSettings.audioVolume[group] >= 1)}
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</div>
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</div>
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</div>
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</div>
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))}
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</div>
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<div className="options-panel__actions">
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<ControllerButton controlId="option-reset" selectedId={controller.selectedId} select={controller.select} type="button" className="button" onClick={onReset}>Restore defaults</ControllerButton>
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<ControllerButton controlId="option-reset" selectedId={controller.selectedId} select={controller.select} type="button" className="button" onClick={() => { onReset(); onPresentationReset(); }}>Restore defaults</ControllerButton>
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<button type="button" className="button button--primary" onClick={onClose}>Done</button>
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</div>
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<footer className="game-panel__footer"><span><kbd>A</kbd> Change</span><span><kbd>B</kbd> Pause menu</span></footer>
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