Release Healer Man 0.1.17

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phenom committed 2026-09-05 21:27:30 -04:00
1 parent b57d2b2839
commit fc8a7a722a
13 files changed
+234 -40

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@@ -1,12 +1,12 @@
{
"name": "healer-man",
"version": "0.1.16",
"version": "0.1.17",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "healer-man",
"version": "0.1.16",
"version": "0.1.17",
"dependencies": {
"@capacitor/android": "8.4.1",
"@capacitor/core": "8.4.1",
+1 -1
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@@ -1,7 +1,7 @@
{
"name": "healer-man",
"private": true,
"version": "0.1.16",
"version": "0.1.17",
"type": "module",
"scripts": {
"dev": "vite --host 0.0.0.0",
+2 -2
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@@ -1,4 +1,4 @@
{
"versionName": "0.1.16",
"versionCode": 1016
"versionName": "0.1.17",
"versionCode": 1017
}
+1
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@@ -39,6 +39,7 @@ export declare const ARENA_TICK_MS: 50;
export declare class ArenaSimulation {
constructor(options: ArenaSimulationOptions);
start(): this;
resetPreparationClock(startedAt?: number): boolean;
stop(): void;
step(): void;
snapshot(): ArenaAuthoritativeSnapshot;
+7
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@@ -156,6 +156,13 @@ export class ArenaSimulation {
return this;
}
resetPreparationClock(startedAt = Date.now()) {
if (this.interval || this.tickNumber !== 0 || this.phase !== "preparation" || this.finished) return false;
this.startedAt = Number(startedAt);
this.phaseEndsAt = this.startedAt + 10_000;
return true;
}
stop() {
if (this.interval) clearInterval(this.interval);
this.interval = null;
+8
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@@ -26,6 +26,14 @@ test("authoritative simulation seals ten seconds, runs 20 Hz, and rejects duplic
assert.ok(simulation.actor("left-healer").position[0] > before);
});
test("a deferred practice start receives a fresh preparation clock", () => {
const stage = ARENA_STAGES.find((entry) => entry.id === "warnorken-arena");
const simulation = new ArenaSimulation({ id: "deferred", stage, bracket: "2v2", mode: "practice", ruleset: "wow", participants: participants(), startedAt: 1_000 });
assert.equal(simulation.resetPreparationClock(20_000), true);
assert.equal(simulation.snapshot().serverTime, 20_000);
assert.equal(simulation.snapshot().phaseEndsAt, 30_000);
});
test("Dalaran and Ring of Valor mechanics synchronize collision state", () => {
const dalaran = ARENA_STAGES.find((entry) => entry.id === "dalaran-sewers");
const warning = arenaDynamicObjectState(dalaran, 27_000).find((entry) => entry.id === "waterfall");
+103 -23
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@@ -1,7 +1,7 @@
import { Clone } from "@react-three/drei";
import { Clone, useProgress } from "@react-three/drei";
import { Canvas, useFrame } from "@react-three/fiber";
import { Suspense, useEffect, useMemo, useRef, type RefObject } from "react";
import { FrontSide, Group, Mesh, Vector3 } from "three";
import { Component, Suspense, useCallback, useEffect, useMemo, useRef, useState, type ReactNode, type RefObject } from "react";
import { Group, Vector3 } from "three";
import { selectedCharacter, useShellStore } from "./app/shellStore";
import { CharacterModel } from "./avatar/CharacterModel";
import { ProceduralAvatar } from "./avatar/ProceduralAvatar";
@@ -12,23 +12,46 @@ import { arenaStageById } from "./game/arenaStages";
import type { ArenaActorSnapshot, ArenaDynamicObjectSnapshot, ArenaStageManifest } from "./game/arenaTypes";
import { GameGltfLoaderLifecycle, useGameGLTF } from "./scene/useGameGLTF";
function StageEnvironment({ stage }: { stage: ArenaStageManifest }) {
const visual = stage.assets.find((asset) => asset.id === "visual")?.url;
return visual ? <LoadedStage url={visual} /> : <ProceduralStage stage={stage} />;
class ArenaStageErrorBoundary extends Component<{
readonly children: ReactNode;
readonly fallback: ReactNode;
readonly onError: (error: unknown) => void;
}, { readonly failed: boolean }> {
state = { failed: false };
static getDerivedStateFromError() {
return { failed: true };
}
componentDidCatch(error: unknown) {
this.props.onError(error);
}
render() {
return this.state.failed ? this.props.fallback : this.props.children;
}
}
function LoadedStage({ url }: { url: string }) {
function StageEnvironment({ stage, onReady }: { stage: ArenaStageManifest; onReady: () => void }) {
const visual = stage.assets.find((asset) => asset.id === "visual")?.url;
return (
<>
<ProceduralStage stage={stage} />
{visual ? <LoadedStage url={visual} onReady={onReady} /> : <StageReady onReady={onReady} />}
</>
);
}
function StageReady({ onReady }: { readonly onReady: () => void }) {
useEffect(onReady, [onReady]);
return null;
}
function LoadedStage({ url, onReady }: { url: string; onReady: () => void }) {
const gltf = useGameGLTF(`${url}?arena-runtime=1`);
useEffect(() => {
gltf.scene.traverse((object) => {
if (!(object instanceof Mesh)) return;
const materials = Array.isArray(object.material) ? object.material : [object.material];
for (const material of materials) {
material.side = FrontSide;
material.needsUpdate = true;
}
});
}, [gltf.scene]);
onReady();
}, [gltf.scene, onReady]);
return <Clone object={gltf.scene} />;
}
@@ -37,11 +60,12 @@ function ProceduralStage({ stage }: { stage: ArenaStageManifest }) {
const depth = stage.bounds.max[2] - stage.bounds.min[2];
const centerX = (stage.bounds.max[0] + stage.bounds.min[0]) / 2;
const centerZ = (stage.bounds.max[2] + stage.bounds.min[2]) / 2;
const floorY = Math.min(...stage.teamSpawns.map((spawn) => spawn[1])) - 0.175;
return (
<group>
<mesh position={[centerX, stage.bounds.min[1], centerZ]} receiveShadow>
<boxGeometry args={[width, 0.5, depth]} />
<meshStandardMaterial color="#252b27" roughness={0.9} />
<mesh position={[centerX, floorY, centerZ]} receiveShadow>
<boxGeometry args={[width, 0.25, depth]} />
<meshStandardMaterial color="#364038" roughness={0.92} />
</mesh>
{stage.lineOfSight.map((object) => (
<mesh key={object.id} position={object.position as [number, number, number]} castShadow receiveShadow>
@@ -157,15 +181,26 @@ function ArenaCamera({ actor, stage }: { actor: ArenaActorSnapshot | null; stage
return null;
}
function ArenaWorld({ stage, actors, dynamicObjects, localActor, character, movement }: { stage: ArenaStageManifest; actors: readonly ArenaActorSnapshot[]; dynamicObjects: readonly ArenaDynamicObjectSnapshot[]; localActor: ArenaActorSnapshot | null; character: ReturnType<typeof selectedCharacter>; movement: RefObject<[number, number]> }) {
function ArenaWorld({ stage, actors, dynamicObjects, localActor, character, movement, onStageReady, onStageError }: { stage: ArenaStageManifest; actors: readonly ArenaActorSnapshot[]; dynamicObjects: readonly ArenaDynamicObjectSnapshot[]; localActor: ArenaActorSnapshot | null; character: ReturnType<typeof selectedCharacter>; movement: RefObject<[number, number]>; onStageReady: () => void; onStageError: (error: unknown) => void }) {
return (
<Canvas shadows dpr={[1, 1.35]} camera={{ fov: 52, near: 0.1, far: 1200, position: [0, 16, 24] }}>
<Canvas
shadows
dpr={[1, 1.35]}
camera={{ fov: 52, near: 0.1, far: 1200, position: [0, 16, 24] }}
fallback={<div className="arena-render-fallback"><strong>3D arena unavailable</strong><small>This device could not start WebGL. Return to Arena Command and try another renderer.</small></div>}
>
<color attach="background" args={["#111815"]} />
<fog attach="fog" args={["#111815", 55, 240]} />
<hemisphereLight args={["#c9d8cd", "#101713", 1.55]} />
<directionalLight castShadow position={[24, 42, 18]} intensity={2.2} color="#f1d6a2" />
<GameGltfLoaderLifecycle>
<Suspense fallback={null}><StageEnvironment stage={stage} /></Suspense>
<ArenaStageErrorBoundary
key={stage.id}
fallback={<ProceduralStage stage={stage} />}
onError={onStageError}
>
<Suspense fallback={<ProceduralStage stage={stage} />}><StageEnvironment stage={stage} onReady={onStageReady} /></Suspense>
</ArenaStageErrorBoundary>
<DynamicStageObjects stage={stage} objects={dynamicObjects} />
{actors.map((actor) => <ArenaActor key={actor.id} actor={actor} local={actor.id === localActor?.id} character={character} movement={movement} stage={stage} />)}
<ArenaCamera actor={localActor} stage={stage} />
@@ -174,6 +209,25 @@ function ArenaWorld({ stage, actors, dynamicObjects, localActor, character, move
);
}
function ArenaAssetStatus({ stage, ready, fallbackReason }: { readonly stage: ArenaStageManifest; readonly ready: boolean; readonly fallbackReason: string | null }) {
const { active, progress } = useProgress();
if (ready && !active && !fallbackReason) return null;
const value = Math.max(3, Math.min(100, Math.round(progress)));
return (
<section className={`arena-asset-status${fallbackReason ? " arena-asset-status--fallback" : ""}`} role="status" aria-live="polite">
<strong>{fallbackReason ? "Arena ready with safe geometry" : `Loading ${stage.name}`}</strong>
{fallbackReason ? (
<small>The detailed arena asset could not be decoded, so a collision-matched fallback is active.</small>
) : (
<>
<span><i style={{ width: `${value}%` }} /></span>
<small>Streaming arena geometry · {value}%</small>
</>
)}
</section>
);
}
function TeamFrames({ actors, team }: { actors: readonly ArenaActorSnapshot[]; team: 0 | 1 }) {
return (
<div className={`arena-team-frames arena-team-frames--${team}`}>
@@ -194,11 +248,36 @@ export default function ArenaRuntime() {
const intent = useArenaStore((state) => state.intent);
const leave = useArenaStore((state) => state.leave);
const load = useArenaStore((state) => state.load);
const startPractice = useArenaStore((state) => state.startPractice);
const session = useShellStore((state) => state.session);
const character = useShellStore(selectedCharacter);
const stage = snapshot ? arenaStageById(snapshot.stageId) : null;
const localActor = snapshot?.actors.find((actor) => actor.id === (snapshot.controlledActorId ?? "practice-player")) ?? null;
const movementRef = useRef<[number, number]>([0, 0]);
const [loadedStageId, setLoadedStageId] = useState<string | null>(null);
const [stageFailure, setStageFailure] = useState<{ readonly stageId: string; readonly reason: string } | null>(null);
const handleStageReady = useCallback(() => {
if (!stage) return;
setLoadedStageId(stage.id);
setStageFailure((current) => current?.stageId === stage.id ? null : current);
startPractice();
}, [stage, startPractice]);
const handleStageError = useCallback((error: unknown) => {
if (!stage) return;
setLoadedStageId(stage.id);
setStageFailure({ stageId: stage.id, reason: error instanceof Error ? error.message : "Arena asset failed to load" });
startPractice();
}, [stage, startPractice]);
useEffect(() => {
if (!stage || loadedStageId === stage.id) return;
const timeout = window.setTimeout(() => {
setLoadedStageId(stage.id);
setStageFailure({ stageId: stage.id, reason: "Arena asset loading timed out" });
startPractice();
}, 30_000);
return () => window.clearTimeout(timeout);
}, [loadedStageId, stage, startPractice]);
useEffect(() => {
if (snapshot || !character) return;
@@ -254,7 +333,8 @@ export default function ArenaRuntime() {
const seconds = snapshot.phaseEndsAt ? Math.max(0, Math.ceil((snapshot.phaseEndsAt - snapshot.serverTime) / 1000)) : null;
return (
<main className="arena-runtime">
<div className="arena-world"><ArenaWorld stage={stage} actors={snapshot.actors} dynamicObjects={snapshot.dynamicObjects} localActor={localActor} character={character} movement={movementRef} /></div>
<div className="arena-world"><ArenaWorld stage={stage} actors={snapshot.actors} dynamicObjects={snapshot.dynamicObjects} localActor={localActor} character={character} movement={movementRef} onStageReady={handleStageReady} onStageError={handleStageError} /></div>
<ArenaAssetStatus stage={stage} ready={loadedStageId === stage.id} fallbackReason={stageFailure?.stageId === stage.id ? stageFailure.reason : null} />
<header className="arena-match-header">
<span>{stage.name}</span><strong>{snapshot.bracket} · {snapshot.ruleset.toUpperCase()}</strong><em>Dampening {Math.round(snapshot.dampening * 100)}%</em>
</header>
+7 -1
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@@ -55,9 +55,15 @@ export function createArenaPractice(options: PracticeOptions) {
onSnapshot: (snapshot) => options.onSnapshot({ ...snapshot, controlledActorId: "practice-player" }),
onResult: (result) => options.onResult({ ...result, ratingUpdates: [] }),
});
simulation.start();
options.onSnapshot({ ...simulation.snapshot(), controlledActorId: "practice-player" });
let started = false;
return {
start() {
if (started) return;
started = true;
simulation.resetPreparationClock();
simulation.start();
},
intent(intent: ArenaCombatIntent) {
return simulation.receiveIntent("practice-player", intent);
},
+3
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@@ -41,6 +41,7 @@ interface ArenaStoreState {
deleteLoadout: (session: PlayerSession, characterId: string, slot: number) => Promise<boolean>;
queueMatch: (session: PlayerSession | null, character: CharacterProfile) => Promise<boolean>;
ready: (session: PlayerSession) => Promise<void>;
startPractice: () => void;
leave: (session: PlayerSession | null) => Promise<void>;
intent: (intent: Omit<ArenaCombatIntent, "sequence">) => void;
resetResult: () => void;
@@ -221,6 +222,8 @@ export const useArenaStore = create<ArenaStoreState>((set, get) => ({
catch (error) { set({ error: messageFor(error) }); }
},
startPractice: () => get().practice?.start(),
leave: async (session) => {
get().practice?.stop();
get().socket?.close();
+27
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@@ -13,6 +13,7 @@ import {
MINIMUM_CORPSE_VISIBLE_MS,
MOB_WOUND_ANIMATION_COOLDOWN_MS,
PLAYER_AURA_ENTITY_ID,
resolvedAbilityCosts,
selectedMob,
useCombatStore,
} from "./combatStore";
@@ -97,6 +98,32 @@ describe("combat store", () => {
expect(useCombatStore.getState().mobs.ravager.engaged).toBe(true);
});
it("uses the displayed primary mana and resolved percentage cost for affordability", () => {
useCombatStore.getState().initializeCharacter({ classId: "mage", level: 1 });
const initial = useCombatStore.getState();
const frostbolt = initial.abilities.find((ability) => ability.id === "mage-frostbolt");
expect(frostbolt).toBeDefined();
const [cost] = resolvedAbilityCosts(frostbolt!, initial.talentModifiers, initial);
expect(cost).toEqual({ resource: "mana", amount: Math.round(initial.maxResource * 0.14) });
registerTarget("mana-target", [10, 0, 0]);
useCombatStore.setState({
resource: cost.amount,
resourcePools: { ...initial.resourcePools, mana: 0 },
});
expect(useCombatStore.getState().castAbility(frostbolt!.id, [0, 0, 0], 1_000)).toMatchObject({ ok: true });
useCombatStore.getState().cancelCast();
useCombatStore.setState({
resource: cost.amount - 1,
resourcePools: { ...initial.resourcePools, mana: initial.maxResource },
});
expect(useCombatStore.getState().castAbility(frostbolt!.id, [0, 0, 0], 3_000)).toMatchObject({
ok: false,
reason: "not-enough-resource",
});
});
it("emits exactly one cast and release event and cancels presentation with the cast", () => {
useCombatStore.getState().initializeCharacter({ classId: "mage", level: 1 });
registerTarget("presentation-target", [10, 0, 0]);
+14 -6
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@@ -1504,15 +1504,18 @@ function initialResourcePools(
return { pools, maximums };
}
function abilityCosts(
export function resolvedAbilityCosts(
ability: AbilityDefinition,
modifiers: readonly TalentModifier[],
state: Pick<CombatState, "maxHealth" | "maxResourcePools"> & Partial<Pick<CombatState, "auras">>,
state: Pick<CombatState, "classId" | "maxHealth" | "maxResource" | "maxResourcePools"> & Partial<Pick<CombatState, "auras">>,
): readonly { resource: ResourceType; amount: number }[] {
const aggregated = new Map<ResourceType, number>();
const activeResourceType = resourceProfileForClass(state.classId).type;
for (const cost of ability.costs?.length ? ability.costs : [ability.cost]) {
const maximum = cost.resource === "health"
? state.maxHealth
: cost.resource === activeResourceType
? state.maxResource
: state.maxResourcePools[cost.resource] ?? defaultResourceMaximum(cost.resource);
const baseAmount = cost.percentage ? maximum * cost.amount / 100 : cost.amount;
const rawAmount = Math.max(0, Math.round(applyTalentModifierValue(
@@ -3866,7 +3869,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
: ability?.target;
const modifiers = state.talentModifiers;
const resourceCost = ability ? talentAdjustedResourceCost(ability, modifiers) : 0;
const costs = ability ? abilityCosts(ability, modifiers, state) : [];
const costs = ability ? resolvedAbilityCosts(ability, modifiers, state) : [];
const costsToSpend = completingCast?.mode === "channel" ? [] : costs;
const targeting = ability ? targetingRulesForAbility(ability) : null;
const spellSchool = ability ? ability.castRules?.school ?? abilityDamageSchool(state.classId, ability) : "physical";
@@ -3895,7 +3898,9 @@ export const useCombatStore = create<CombatState>((set, get) => ({
else if (ability.id === "rom-mage-primary-56" && !hasRuneWakerState("rom-static-field-charge")) failure = "condition-not-met";
else if (costs.some((cost) => cost.resource === "health"
? state.health <= cost.amount
: (state.resourcePools[cost.resource] ?? (cost.resource === resourceProfileForClass(state.classId).type ? state.resource : 0)) < cost.amount)) failure = "not-enough-resource";
: (cost.resource === resourceProfileForClass(state.classId).type
? state.resource
: state.resourcePools[cost.resource] ?? 0) < cost.amount)) failure = "not-enough-resource";
else if (runeCost && !spendDeathKnightRunes(state.deathKnightRunes, runeCost, now)) failure = "not-enough-runes";
const playerOrigin = currentOrigin(state, origin);
@@ -4060,7 +4065,11 @@ export const useCombatStore = create<CombatState>((set, get) => ({
state.classId,
);
const cooldownMs = talentAdjustedCooldown(ability, modifiers);
const spentPools = { ...state.resourcePools };
const activeResourceType = resourceProfileForClass(state.classId).type;
const spentPools: Partial<Record<ResourceType, number>> = {
...state.resourcePools,
[activeResourceType]: state.resource,
};
const lastResourceSpentAt = { ...state.lastResourceSpentAt };
let healthAfterCosts = state.health;
for (const cost of costsToSpend) {
@@ -4073,7 +4082,6 @@ export const useCombatStore = create<CombatState>((set, get) => ({
const spentRunes = runeCost && completingCast?.mode !== "channel"
? spendDeathKnightRunes(state.deathKnightRunes, runeCost, now)
: state.deathKnightRunes;
const activeResourceType = resourceProfileForClass(state.classId).type;
const activeResourceAfterCosts = spentPools[activeResourceType] ?? state.resource - resourceCost;
if (!completingCast && castTimeMs > 0) {
castSequence += 1;
+45
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@@ -3327,6 +3327,51 @@ button.equipment-slot:hover { background: rgba(174,191,131,.1); }
.arena-world,
.arena-world > div { position: absolute; inset: 0; }
.arena-render-fallback {
display: grid;
place-content: center;
gap: .4rem;
padding: 2rem;
color: #e8eee4;
text-align: center;
background: radial-gradient(circle at center, #17251f, #07100d 68%);
}
.arena-render-fallback small { max-width: 32rem; color: #b9c4b6; }
.arena-asset-status {
position: absolute;
z-index: 3;
top: 50%;
left: 50%;
display: grid;
width: min(24rem, calc(100vw - 2rem));
gap: .45rem;
padding: .85rem 1rem;
border: 1px solid rgba(220, 190, 99, .5);
text-align: center;
background: rgba(6, 13, 10, .92);
transform: translate(-50%, -50%);
box-shadow: 0 1rem 4rem rgba(0, 0, 0, .45);
pointer-events: none;
}
.arena-asset-status > span {
overflow: hidden;
height: .32rem;
background: rgba(216, 185, 98, .16);
}
.arena-asset-status > span i {
display: block;
height: 100%;
background: #d8b962;
transition: width .15s ease-out;
}
.arena-asset-status small { color: #b9c4b6; }
.arena-asset-status--fallback { top: auto; bottom: 5.3rem; transform: translateX(-50%); }
.arena-match-header {
position: absolute;
top: .7rem;
+14 -5
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@@ -4,7 +4,7 @@ import { classById, raceById } from "../app/characterCatalog";
import { useShellStore } from "../app/shellStore";
import { abilityAtLevel, resourceProfileForClass } from "../game/abilityCatalog";
import { ACTION_CONTROLS, actionBindingId } from "../game/actionBindings";
import { useCombatStore } from "../game/combatStore";
import { resolvedAbilityCosts, useCombatStore } from "../game/combatStore";
import { respawnDefeatedPlayer } from "../game/deathRespawn";
import { requireDungeonDefinition } from "../game/dungeonRegistry";
import { resurrectManastormSession } from "../game/manastormSession";
@@ -137,9 +137,12 @@ export function Hud() {
const resource = useCombatStore((state) => state.resource);
const maxResource = useCombatStore((state) => state.maxResource);
const resourcePools = useCombatStore((state) => state.resourcePools);
const maxResourcePools = useCombatStore((state) => state.maxResourcePools);
const resourceName = useCombatStore((state) => state.resourceName);
const abilities = useCombatStore((state) => state.abilities);
const talentRanks = useCombatStore((state) => state.talentRanks);
const talentModifiers = useCombatStore((state) => state.talentModifiers);
const auras = useCombatStore((state) => state.auras);
const actionBindings = useCombatStore((state) => state.actionBindings);
const cooldowns = useCombatStore((state) => state.cooldowns);
const globalCooldownEndsAt = useCombatStore((state) => state.globalCooldownEndsAt);
@@ -190,11 +193,17 @@ export function Hud() {
const personalRemaining = Math.max(0, (cooldowns[ability.id] ?? 0) - clock);
const globalRemaining = Math.max(0, globalCooldownEndsAt - clock);
const remaining = Math.max(personalRemaining, globalRemaining);
const abilityCosts = ability.costs?.length ? ability.costs : [ability.cost];
const abilityCosts = resolvedAbilityCosts(ability, talentModifiers, {
classId,
maxHealth,
maxResource,
maxResourcePools,
auras,
});
const cannotPay = abilityCosts.some((cost) => cost.resource === "health"
? health <= cost.amount
: (resourcePools[cost.resource] ?? (cost.resource === resourceTone ? resource : 0)) < cost.amount);
const displayCost = abilityCosts[0] ?? ability.cost;
: (cost.resource === resourceTone ? resource : resourcePools[cost.resource] ?? 0) < cost.amount);
const displayCost = abilityCosts[0] ?? { resource: ability.cost.resource, amount: 0 };
const item: ActionBarItem = {
id: ability.id,
name: ability.name,
@@ -211,7 +220,7 @@ export function Hud() {
target: ability.target,
};
return [control, item];
})) as ActionBarItems, [abilities, actionBindings, actionLayer, activeCast, classColor, clock, cooldowns, globalCooldownEndsAt, health, level, resource, resourceName, resourcePools, resourceTone, talentRanks]);
})) as ActionBarItems, [abilities, actionBindings, actionLayer, activeCast, auras, classColor, classId, clock, cooldowns, globalCooldownEndsAt, health, level, maxHealth, maxResource, maxResourcePools, resource, resourceName, resourcePools, resourceTone, talentModifiers, talentRanks]);
const castBinding = (control: (typeof ACTION_CONTROLS)[number]) => useCombatStore.getState().castActionBinding(
useGameStore.getState().actionLayer,