Release Healer Man 0.1.54

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phenom committed 2026-09-18 16:09:25 -04:00
1 parent d6976e6ef6
commit 2dbb0acfc1
26 files changed
+1893 -912

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@@ -745,9 +745,16 @@ function partyAbilityTargetIsValid(
&& !ability.effects.some((effect) => effect.kind === "resurrection")) return false;
const distance = Math.sqrt(distanceSquared(origin, targetPosition));
const targeting = targetingRulesForAbility(ability);
const maximumRange = hostile && ability.target === "self"
const catalogMaximumRange = hostile && ability.target === "self"
? targeting.radius ?? ability.radius ?? ability.range.max
: ability.range.max;
// Several stock melee SkillLine rows use a three-yard DBC range while the
// companion formation deliberately settles just outside that distance.
// Apply the same combat-reach leeway used by companion weapon swings so
// builders, diseases, bleeds, and finishers remain usable in formation.
const maximumRange = hostile && catalogMaximumRange > 0 && catalogMaximumRange <= 5
? Math.max(catalogMaximumRange, partyAttackRange(member))
: catalogMaximumRange;
if (distance < ability.range.min || distance > maximumRange || Math.abs(origin[1] - targetPosition[1]) > 8) return false;
if (targeting.requiresLineOfSight && !combatHasLineOfSight(origin, targetPosition)) return false;
if (hostile && targeting.requiresFacing) {
@@ -905,6 +912,45 @@ function choosePartySupportIntent(
return { ability, targetId: dispelTargetId };
}
}
// Preventive damage-taken procs (Earth Shield / Prayer of Mending-shaped
// effects) belong on the tank before damage lands. Normal HoTs and direct
// heals still wait for the injured-target path below.
const preventiveTarget = members
.filter((candidate) => candidate.health > 0)
.sort((left, right) => (
Number(right.role === "tank") - Number(left.role === "tank")
|| left.id.localeCompare(right.id)
))[0];
if (preventiveTarget) {
const maintainedAbilityIds = new Set(combat.auras
.filter((aura) => aura.sourceId === member.id && (aura.expiresAt === null || aura.expiresAt > now))
.flatMap((aura) => abilitiesForCharacter(member.classId, member.secondaryClassId)
.map((ability) => learnedAbilityForBuild(ability, member.level, member.talentRanks))
.filter((ability): ability is AbilityDefinition => ability !== null)
.filter((ability) => ability.effects.some((effect) => effect.kind === "apply-aura"
&& effect.aura.id === aura.definition.id))
.map((ability) => ability.id)));
const activeAuraExclusiveGroups = new Set(combat.auras
.filter((aura) => aura.sourceId === member.id && (aura.expiresAt === null || aura.expiresAt > now))
.flatMap((aura) => aura.definition.exclusiveGroup ? [aura.definition.exclusiveGroup] : []));
const preventive = choosePartyAbility(member, {
now,
target: null,
friendlyTargets: [{
id: preventiveTarget.id,
health: preventiveTarget.health,
maxHealth: preventiveTarget.maxHealth,
}],
maintainedAbilityIds,
activeAuraExclusiveGroups,
canUseAbility: ability => (ability.target === "friendly" || ability.target === "any")
&& ability.effects.some((effect) => effect.kind === "apply-aura"
&& effect.aura.disposition === "buff"
&& effect.aura.procs?.some((proc) => proc.triggers === "damage-taken"))
&& partyAbilityTargetIsValid(member, ability, preventiveTarget.id),
});
if (preventive) return { ability: preventive, targetId: preventiveTarget.id };
}
const injured = [
...(!simulatedPartyExcludesPlayer() && combat.health > 0 && combat.health < combat.maxHealth
? [{ id: PLAYER_AGGRO_ID, health: combat.health, maxHealth: combat.maxHealth, role: "healer" as const }]
@@ -1089,6 +1135,23 @@ function executePartyAbility(
ability.id,
now,
);
// Resource restoration writes through the authoritative actor store.
// Mirror only its resource fields: the actor has not received this
// action's cooldown/GCD yet, so a full actor-to-member copy would erase
// the committed action state and let generators such as Bloodrage spam.
if (friendlyTargetId === member.id) {
const resourceMirror = memberFromCompanionActor(
runtimeMember,
useCombatStore.getState().actors[member.id],
);
runtimeMember = {
...runtimeMember,
resource: resourceMirror.resource,
maxResource: resourceMirror.maxResource,
resourcePools: resourceMirror.resourcePools,
lastResourceSpentAt: resourceMirror.lastResourceSpentAt,
};
}
}
} else if (effect.kind === "combo") {
const current = runtimeMember.comboTargetId === targetId ? runtimeMember.comboPoints : 0;