import { lazy, Suspense, useMemo } from "react"; import type { CharacterProfile } from "../app/types"; import { classById } from "../app/characterCatalog"; import { useShellStore } from "../app/shellStore"; import { useGameStore } from "../game/store"; import { useCombatStore } from "../game/combatStore"; import { useArenaStore } from "../game/arenaStore"; import { abilitiesForCharacter, abilityAtLevel, learnedAbilityRank } from "../game/abilityCatalog"; import type { ArenaActorSnapshot, ArenaAuthoritativeSnapshot, ArenaStageManifest } from "../game/arenaTypes"; import { SpellbookPanel } from "./SpellbookPanel"; import { EquipmentPanel } from "./EquipmentPanel"; import { AbilityBindingsPanel } from "./AbilityBindingsPanel"; import { KeybindsPanel } from "./KeybindsPanel"; import { OptionsPanel } from "./OptionsPanel"; import { UiLayoutEditor } from "./UiLayoutEditor"; const Talents = lazy(() => import("./TalentGameplayPanel")); export function ArenaPanels({ character, actor, snapshot, stage, cast }: { character: CharacterProfile; actor: ArenaActorSnapshot | null; snapshot: ArenaAuthoritativeSnapshot; stage: ArenaStageManifest; cast: (id: string) => void; }) { const overlay = useGameStore((state) => state.overlay); const settings = useCombatStore((state) => state.settings); const presentation = useShellStore((state) => state.combatPresentationSettings); const close = () => useGameStore.getState().closeOverlay(); const color = classById(character.classId).color; const abilities = useMemo(() => abilitiesForCharacter(character.classId, character.secondaryClassId).map((definition) => { const rank = learnedAbilityRank(definition, actor?.combat?.talentRanks ?? character.talentRanks); const ability = abilityAtLevel(definition, actor?.level ?? character.level, rank); return { id: ability.id, name: ability.name, description: ability.description, level: ability.unlockLevel, color, sigil: ability.sigil, iconUrl: ability.icon, known: ability.passive || Boolean(actor?.abilityIds?.includes(ability.id)), passive: ability.passive, resourceCost: ability.cost.amount, resourceLabel: ability.cost.resource, cooldownSeconds: ability.cooldownMs / 1000, castSeconds: ability.castTimeMs / 1000, range: ability.range.max }; }), [actor?.level, actor?.abilityIds, character, color]); return <> { close(); cast(id); }} /> {overlay === "talents" && Loading talents…}>} useCombatStore.getState().updateSettings(patch)} onReset={() => useCombatStore.getState().resetSettings()} presentationSettings={presentation} onPresentationChange={(patch) => useShellStore.getState().updateCombatPresentationSettings(patch)} onPresentationReset={() => useShellStore.getState().resetCombatPresentationSettings()} /> {(overlay === "map" || overlay === "party" || overlay === "boss-guide") &&

{stage.name}

{stage.lineOfSight.map((object) => )} {snapshot.actors.filter((entry) => entry.alive).map((entry) => {entry.name})}

Win by defeating the opposing team. Healing dampening: {Math.round(snapshot.dampening * 100)}%.

Talents and equipment use the loadout you entered with. Change them between matches.

{(["attack", "defend", "stop", "recall"] as const).map((command) => )}
} ; }