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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@@ -1,7 +1,8 @@
import type { ClassId } from "../app/characterCatalog";
import type { BaseClassId, ClassId } from "../app/characterCatalog";
import { clampPlayerLevel, MAX_PLAYER_LEVEL } from "./progression";
import {
allocateTalentPoint,
spentTalentPointsInTree,
talentDescriptionForRank,
talentNodeById,
talentNodesForTree,
@@ -10,9 +11,10 @@ import {
talentTreesForClass,
type TalentRanks,
} from "./talentCatalog";
import { WOW335_ABILITIES_BY_CLASS } from "./wow335AbilityCatalog";
export interface PartyTalentSpecializationDefinition {
readonly classId: ClassId;
readonly classId: BaseClassId;
readonly specialization: string;
readonly primaryTreeId: string;
}
@@ -33,10 +35,13 @@ export const PARTY_TALENT_SPECIALIZATIONS = Object.freeze([
{ classId: "warrior", specialization: "Arms", primaryTreeId: "warrior-arms" },
{ classId: "warrior", specialization: "Fury", primaryTreeId: "warrior-fury" },
{ classId: "paladin", specialization: "Retribution", primaryTreeId: "paladin-retribution" },
{ classId: "hunter", specialization: "Beast Mastery", primaryTreeId: "hunter-beast-mastery" },
{ classId: "hunter", specialization: "Marksmanship", primaryTreeId: "hunter-marksmanship" },
{ classId: "hunter", specialization: "Survival", primaryTreeId: "hunter-survival" },
{ classId: "rogue", specialization: "Combat", primaryTreeId: "rogue-combat" },
{ classId: "rogue", specialization: "Assassination", primaryTreeId: "rogue-assassination" },
{ classId: "rogue", specialization: "Subtlety", primaryTreeId: "rogue-subtlety" },
{ classId: "priest", specialization: "Discipline", primaryTreeId: "priest-discipline" },
{ classId: "priest", specialization: "Shadow", primaryTreeId: "priest-shadow" },
{ classId: "death-knight", specialization: "Frost", primaryTreeId: "death-knight-frost" },
{ classId: "death-knight", specialization: "Unholy", primaryTreeId: "death-knight-unholy" },
@@ -47,7 +52,9 @@ export const PARTY_TALENT_SPECIALIZATIONS = Object.freeze([
{ classId: "mage", specialization: "Frost", primaryTreeId: "mage-frost" },
{ classId: "warlock", specialization: "Affliction", primaryTreeId: "warlock-affliction" },
{ classId: "warlock", specialization: "Demonology", primaryTreeId: "warlock-demonology" },
{ classId: "warlock", specialization: "Destruction", primaryTreeId: "warlock-destruction" },
{ classId: "druid", specialization: "Balance", primaryTreeId: "druid-balance" },
{ classId: "druid", specialization: "Feral (Bear)", primaryTreeId: "druid-feral-combat" },
{ classId: "druid", specialization: "Feral (Cat)", primaryTreeId: "druid-feral-combat" },
] as const satisfies readonly PartyTalentSpecializationDefinition[]);
@@ -98,31 +105,85 @@ function requireSpecialization(
return definition;
}
function orderedCandidateNodeIds(definition: PartyTalentSpecializationDefinition): readonly string[] {
function orderedCandidateNodeIds(
definition: PartyTalentSpecializationDefinition,
ranks: TalentRanks,
): readonly string[] {
const trees = talentTreesForClass(definition.classId);
const primary = trees.find((tree) => tree.id === definition.primaryTreeId);
if (!primary) {
throw new Error(`Unknown primary talent tree ${definition.primaryTreeId} for ${definition.classId}`);
}
return [primary, ...trees.filter((tree) => tree.id !== primary.id)]
const primaryNodes = talentNodesForTree(primary.id);
const deepestPrimaryRow = Math.max(...primaryNodes.map((node) => node.row));
const reachedDeepestPrimaryRow = primaryNodes.some((node) => (
node.row === deepestPrimaryRow && (ranks[node.id] ?? 0) > 0
));
const primaryComplete = spentTalentPointsInTree(ranks, primary.id) >= 51
&& reachedDeepestPrimaryRow;
const eligibleTrees = primaryComplete
? trees.filter((tree) => tree.id !== primary.id)
: [primary];
const treeOrder = new Map(eligibleTrees.map((tree, index) => [tree.id, index]));
const activeTalentIds = new Set(
WOW335_ABILITIES_BY_CLASS[definition.classId]
.flatMap((ability) => ability.talentNodeId ? [ability.talentNodeId] : []),
);
const activePrerequisiteIds = new Set(
[...activeTalentIds].flatMap((nodeId) => {
const node = talentNodeById(nodeId);
return node?.prerequisites.map((entry) => entry.talentId) ?? [];
}),
);
const capstoneRequirements = new Map<string, number>();
const addRequirement = (nodeId: string, requiredRank: number): void => {
capstoneRequirements.set(nodeId, Math.max(requiredRank, capstoneRequirements.get(nodeId) ?? 0));
const node = talentNodeById(nodeId);
for (const prerequisite of node?.prerequisites ?? []) {
addRequirement(prerequisite.talentId, prerequisite.requiredRank);
}
};
const deepestNodes = primaryNodes.filter((node) => node.row === deepestPrimaryRow);
const capstoneCandidates = deepestNodes.some((node) => activeTalentIds.has(node.id))
? deepestNodes.filter((node) => activeTalentIds.has(node.id))
: deepestNodes;
const capstoneTarget = [...capstoneCandidates].sort((left, right) => left.index - right.index)[0];
if (capstoneTarget) addRequirement(capstoneTarget.id, 1);
const neededCapstonePathIds = new Set(
[...capstoneRequirements].filter(([nodeId, requiredRank]) => (
(ranks[nodeId] ?? 0) < requiredRank
)).map(([nodeId]) => nodeId),
);
return eligibleTrees
.flatMap((tree) => talentNodesForTree(tree.id))
.sort((left, right) => (
Number(neededCapstonePathIds.has(right.id)) - Number(neededCapstonePathIds.has(left.id))
|| right.row - left.row
|| Number(activeTalentIds.has(right.id)) - Number(activeTalentIds.has(left.id))
|| Number(activePrerequisiteIds.has(right.id)) - Number(activePrerequisiteIds.has(left.id))
|| (treeOrder.get(left.treeId) ?? 0) - (treeOrder.get(right.treeId) ?? 0)
|| left.index - right.index
))
.map((node) => node.id);
}
/**
* Produces a stable legal build without duplicating talent rules here. The
* primary tree is exhausted in catalog row/index order before secondary trees;
* every individual rank is accepted by the shared allocator at its real level.
* primary tree advances to its deepest tier with exactly the 51 points needed
* for a Wrath capstone, then spends the remaining 20 points in one secondary
* tree. Within each unlocked tier, executable talents and their prerequisites
* are preferred. This mirrors the shape of the Playerbots PvE templates while
* keeping every rank validated against Healer Man's imported talent catalog.
*/
function buildAllocationPlan(
definition: PartyTalentSpecializationDefinition,
): readonly PartyTalentSelection[] {
const candidates = orderedCandidateNodeIds(definition);
let ranks: TalentRanks = {};
const selections: PartyTalentSelection[] = [];
for (let level = 10; level <= MAX_PLAYER_LEVEL; level += 1) {
let selected: PartyTalentSelection | null = null;
const candidates = orderedCandidateNodeIds(definition, ranks);
for (const nodeId of candidates) {
const node = talentNodeById(nodeId);
if (!node || (ranks[nodeId] ?? 0) >= node.maxRank) continue;