Release Healer Man 0.1.37

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phenom committed 2026-09-12 21:14:41 -04:00
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@@ -2439,3 +2439,122 @@ Vite's existing large-chunk advisory remains informational.
tests remained skipped. Final production TypeScript/Vite compilation, texture
and performance audits, static compression, and bundle verification passed.
Existing chunk-size advisories remain. No hosted release was published.
## 2026-09-12 - HoTs and regeneration cannot heal corpses
- Reproduced the reported death-with-HoT state through lethal damage followed
by overdue Rejuvenation ticks; the original implementation restored health
while retaining the death animation. Separate failures confirmed passive
spirit/equipment regeneration, ground healing, triggered healing procs, and
a lingering damage tick's level-up refill could also restore corpse health.
- Kept the fix in combat simulation rather than scene movement. Ordinary
player healing in mutable combat work now uses a shared living-target guard;
passive regeneration preserves zero health. Timed effects validate their
target before ticks and procs, discard HoTs on dead targets even before the
next tick, and retain HoTs on living allies when their caster dies. Newly
applied actor HoTs also reject dead targets. Ground healing skips corpses
while continuing to heal living teammates. Experience may still be awarded
after death, but its level-up refill no longer implicitly resurrects.
- Explicit player and actor-based party resurrection remain available and
synchronize restored actor health/alive state. Party resurrection also
clears the death animation using the existing ability-cancel event. Normal
checkpoint respawn still restores health and clears lingering effects.
The existing player movement gate remains unchanged and blocks zero health.
- Fifteen new regressions cover the original self-HoT failure, actual Priest
Renew, overdue/future ticks, explicit companion-to-player HoTs and their
healing logs, dead allies, regeneration, ground healing, proc healing,
post-death level rewards, living-target healing, resurrection, and respawn.
The final focused combat/death/support checks passed 101 tests; the full
suite passed all 230 files and 1,459 tests with six existing skips.
- No live corpse-movement replay or physical Android check was performed in
this pass. Evidence is combat-state regression coverage, not a new visual
claim. Character rendering, camera/input, dungeon assets, lighting, and
navigation policy were not modified. No hosted release was published.
## 2026-09-12 - Selectable resurrection checkpoints and fallen NPC recovery
- Normal dungeons now offer the entrance plus every defeated boss as named
resurrection destinations. Choices use authored boss locations, not corpse
coordinates, and unlock from actual defeated actors or durable encounter
objective completion. Alive/script-despawned bosses and invalid destination
IDs cannot grant a checkpoint. Boss-wipe resets retain completed checkpoints;
a fresh dungeon run clears its progress.
- The player defeat prompt includes a destination chooser. Respawning at the
entrance or a cleared boss retains defeated enemies and run progress while
resetting the current pull and restoring the party through the existing
respawn lifecycle. Legacy callers without a choice retain saved-spawn behavior.
- A contextual `Rez dead members` button and matching destination chooser appear
below the party frames whenever an NPC teammate is dead. Only fallen NPCs are
revived, at full health, into their formation slots at the selected checkpoint.
Living NPCs, the player's health/location, current enemies, and party orders
are not reset. Lingering timed effects on revived NPCs are removed without
removing living allies' HoTs. Manastorm charges and remote human resurrection
behavior are unchanged; non-authority online clients cannot mutate NPC revival.
- Living, engaged bosses disable the NPC chooser/button with an explanation;
the same restriction is checked again when the action executes. Trash combat
does not block it. Individual return tasks use approved navigation toward the
player's current location, including while the party is on Stop, then resume
the current order. Returning members do not cast/taunt from the checkpoint or
skew the engaged squad's target-selection center. Existing validated stuck
recovery remains available. Recall, death, actor unmount, and run reset cancel
pending return tasks. Scene relocation clears the corpse animation explicitly.
- Live localhost Stockades screenshots at 1280x720 showed the panel with a dead
Morvane tank, an enabled entrance chooser/button during trash combat, and the
tank restored to 1707 health at the entrance after clicking while Stop remained
selected. The button disappeared when no NPC was dead; living Thorne continued
taking damage rather than receiving a party-wide refill. At 384x844 both native
chooser and button remained within the viewport, about 176px wide and 44px high.
The narrow screenshot capture was backend-scaled, so DOM bounds supplemented
the visual check. Normal viewport sizing was restored and the temporary tab
and development server were closed.
- Twenty-nine new regressions cover checkpoint unlocking/retention, invalid and
locked choices, player checkpoint respawn, boss/trash restrictions, selective
NPC revival/effect cleanup, authority/Manastorm isolation, Stop/rejoin behavior,
wall-aware return navigation, registry lifecycle, and UI visibility/placement.
The shipping Stockades navigation/collision test also simulates all four NPC
formation slots walking from the entrance and every boss checkpoint back to
the entrance through approved corridors, without requiring stuck recovery.
Final Vitest validation passed all 234 files and 1,488 tests, with six existing
skips. No live boss-kill destination-selection, distant-player return replay,
multiplayer session, or physical Android check is claimed in this pass.
- Browser logs contained no errors; Rapier initialization and KTX2-loader warnings
occurred during development hot reloads. Character assets, camera/input,
dungeon geometry, and lighting were not edited. Final production TypeScript/Vite
compilation, static compression, and release-bundle verification passed; texture
and environment-performance audits also passed during prebuild. Existing build
chunk advisories remain. No hosted release was published.
## Optional DPS meter — September 12, 2026
- Added a compact party DPS meter with current/last-fight damage, class-colored
rankings, and a shared fight timer. It consumes the lossless combat event
stream and counts effective damage, including pets/summons under their owner.
Completed fights remain visible until the next pull; encounter resets clear
the meter. Hiding it does not stop recording. Local menu/background pauses
do not dilute DPS.
- Automatic placement uses the PC lower-left corner and the Thor companion
display. The UI editor supports visibility, dragging/keyboard nudges, width,
and screen selection. These settings participate in saved layouts, all six
template slots, and export/import, including migration of older UI files.
Dedicated companion snapshots carry meter data and draft placement; lower
display movement commands update the authoritative editor draft.
- Live localhost Stockades checks at 1280x720 showed increasing party damage
and readable bars in the PC lower-left corner. Resizing from 230 to 240 pixels
worked; dragging moved the handle from approximately (9, 509) to (269, 400).
Saving visibility off hid the meter, and reopening the editor retained that
setting while damage continued accumulating. Default position/width and
visibility were restored after this check.
- In Thor preview, the meter appeared only inside the 620x540 companion surface.
Populated bars remained clear of the party strip, vital controls, and action
bar. With the main editor open, dragging on the bottom screen moved its handle
from approximately (526, 322) to (661, 369) within companion bounds. Those
preview movement edits were canceled. Screenshots are saved in
`artifacts/dps-meter/pc-default.png`, `thor-default.png`, and
`thor-editor-moved.png`. Full-page capture scaled incorrectly in the browser
backend, so the Thor screenshots use the scrolled normal viewport.
- All 47 targeted tests passed across seven files, including damage accounting,
ownership, reset/pause behavior, UI migration/persistence, and dedicated
companion publication/unsubscription. The production build and release
checks passed. Browser error logs were empty. Physical Thor hardware and a
multiplayer session were not exercised; the new per-party totals consume
this client's combat stream. No hosted release was published.
+2 -2
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@@ -1,12 +1,12 @@
{
"name": "healer-man",
"version": "0.1.36",
"version": "0.1.37",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "healer-man",
"version": "0.1.36",
"version": "0.1.37",
"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": "0.1.36",
"version": "0.1.37",
"type": "module",
"scripts": {
"dev": "vite --host 0.0.0.0",
+2 -2
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@@ -1,4 +1,4 @@
{
"versionName": "0.1.36",
"versionCode": 1036
"versionName": "0.1.37",
"versionCode": 1037
}
+2
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@@ -3,6 +3,7 @@ import "./ui/uiLayout.css";
import { DualDisplayFrame } from "./components/DualDisplayFrame";
import { installInput, releasePointerLock } from "./game/inputManager";
import { CombatBridge } from "./game/CombatBridge";
import { connectDpsMeter } from "./game/dpsMeterStore";
import { useCombatStore } from "./game/combatStore";
import { releaseDungeonGltfCache } from "./game/dungeonAssetCache";
import { clearDungeonRuntimeCaches } from "./game/dungeonRuntimeReset";
@@ -93,6 +94,7 @@ function InputBridge() {
}
export default function GameRuntime() {
useEffect(connectDpsMeter, []);
const editingControls = useGameStore((state) => state.overlay === "keybinds" || state.overlay === "ui-layout");
useEffect(() => () => {
const activeDungeon = requireDungeonDefinition(useGameStore.getState().activeDungeonId);
+62 -57
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@@ -2175,10 +2175,7 @@ function executeTriggeredAuraProcsInWork(
const maximum = work.maxResourcePools[resource] ?? defaultResourceMaximum(resource);
work.resourcePools[resource] = clamp((work.resourcePools[resource] ?? 0) + action.amount, 0, maximum);
} else if (action.kind === "heal" && actionTarget === PLAYER_AURA_ENTITY_ID) {
const healed = Math.min(Math.max(0, action.amount), work.maxHealth - work.health);
work.health += healed;
work.progression.health = work.health;
work.totalHealing += healed;
work.totalHealing += healPlayerInWork(work, action.amount);
} else if (action.kind === "heal" && actionTarget && !work.mobs[actionTarget]) {
work.totalHealing += healCompanionActorInWork(work, actionTarget, Math.max(0, action.amount));
} else if (action.kind === "damage" && actionTarget && work.mobs[actionTarget]) {
@@ -2379,7 +2376,8 @@ function grantMobExperience(
work.secondaryClassId,
work.auras,
);
progression.health = progression.maxHealth;
// A lingering DoT may grant experience after death, but leveling is not resurrection.
progression.health = work.health > 0 ? progression.maxHealth : 0;
work.health = progression.health;
work.maxHealth = progression.maxHealth;
work.maxResource = talentAdjustedMaxResource(
@@ -2877,10 +2875,7 @@ function executeTriggeredSpellInWork(
"taken",
));
if (recipient === PLAYER_AURA_ENTITY_ID) {
const healed = Math.min(amount, work.maxHealth - work.health);
work.health += healed;
work.progression.health = work.health;
work.totalHealing += healed;
work.totalHealing += healPlayerInWork(work, amount);
} else {
const healed = healCompanionActorInWork(work, recipient, amount);
work.totalHealing += healed;
@@ -3188,6 +3183,18 @@ function applyAuraHealthTransitionInWork(
mirrorCompanionActor(nextActor);
}
/** Ordinary healing never transitions a corpse back to a living actor. */
function healPlayerInWork(work: MutableCastWork, amount: number): number {
const requested = Math.max(0, Math.round(Number.isFinite(amount) ? amount : 0));
if (work.health <= 0 || requested <= 0) return 0;
const healed = Math.min(requested, Math.max(0, work.maxHealth - work.health));
work.health += healed;
work.progression.health = work.health;
const actor = work.actors[PLAYER_AURA_ENTITY_ID];
if (actor) work.actors[PLAYER_AURA_ENTITY_ID] = { ...actor, health: work.health, alive: true };
return healed;
}
function healCompanionActorInWork(work: MutableCastWork, id: string, amount: number): number {
const actor = ensureCompanionActorInWork(work, id);
const requested = Math.max(0, Math.round(Number.isFinite(amount) ? amount : 0));
@@ -4700,7 +4707,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
? Math.min(resolution.rawAmount, friendlySummon.maxHealth - friendlySummon.health)
: friendlyOnline
? Math.min(resolution.rawAmount, friendlyOnline.maxHealth - friendlyOnline.health)
: resolution.effectiveAmount;
: healPlayerInWork(work, resolution.rawAmount);
if (friendlySummon && healed > 0) {
work.summons = work.summons.map((summon) => summon.id === healingTargetId
? { ...summon, health: summon.health + healed }
@@ -4710,9 +4717,6 @@ export const useCombatStore = create<CombatState>((set, get) => ({
} else if (friendlyOnline && healed > 0) {
const actor = work.actors[healingTargetId] ?? friendlyOnline;
work.actors[healingTargetId] = { ...actor, health: actor.health + healed, alive: true };
} else if (!friendlyTarget) {
work.health += healed;
work.progression.health = work.health;
}
recordCombatEventInWork(work, {
occurredAt: now,
@@ -4744,10 +4748,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
&& aura.definition.utilityTags?.includes("beacon-of-light")
));
if (beacon?.targetId === PLAYER_AURA_ENTITY_ID) {
const beaconHealing = Math.min(directHealing, work.maxHealth - work.health);
work.health += beaconHealing;
work.progression.health = work.health;
work.totalHealing += beaconHealing;
work.totalHealing += healPlayerInWork(work, directHealing);
} else if (beacon) {
work.totalHealing += healCompanionActorInWork(work, beacon.targetId, directHealing);
}
@@ -5331,10 +5332,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
work.resource = clamp(work.resource + restored, 0, work.maxResource);
work.resourcePools[activeResourceType] = work.resource;
} else if (/food|refreshment|health|firestone/i.test(ability.name)) {
const healed = Math.min(Math.max(1, Math.round(work.maxHealth * 0.25)), work.maxHealth - work.health);
work.health += healed;
work.progression.health = work.health;
work.totalHealing += healed;
work.totalHealing += healPlayerInWork(work, Math.max(1, Math.round(work.maxHealth * 0.25)));
}
} else if (effect.action === "portal") {
summonSequence += 1;
@@ -5363,13 +5361,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
aura.targetId === PLAYER_AURA_ENTITY_ID
&& aura.definition.utilityTags?.includes("rom-revival-charge")
));
const restored = Math.min(
work.maxHealth - work.health,
Math.round(work.maxHealth * 0.05 * (revival?.stacks ?? 0)),
);
work.health += restored;
work.progression.health = work.health;
work.totalHealing += restored;
work.totalHealing += healPlayerInWork(work, Math.round(work.maxHealth * 0.05 * (revival?.stacks ?? 0)));
if (revival) work.auras = work.auras.filter((aura) => aura.instanceId !== revival.instanceId);
}
}
@@ -5412,9 +5404,8 @@ export const useCombatStore = create<CombatState>((set, get) => ({
// Judgement of Light restores 2% health when the marked target is struck.
if (work.totalDamage > 0 && targetId && work.mobs[targetId]?.statuses.some((entry) => entry.kind === "marked")) {
const healed = Math.min(talentAdjustedAmount(Math.round(work.maxHealth * 0.02), modifiers, "healing-percent", ability), work.maxHealth - work.health);
work.health += healed;
work.progression.health = work.health;
const healed = healPlayerInWork(work,
talentAdjustedAmount(Math.round(work.maxHealth * 0.02), modifiers, "healing-percent", ability));
work.totalHealing += healed;
addHealingThreatInWork(work, castThreatSource, healed);
}
@@ -5874,10 +5865,15 @@ export const useCombatStore = create<CombatState>((set, get) => ({
if (id === PLAYER_AURA_ENTITY_ID) {
const restored = state.health > 0 ? 0 : Math.max(1, Math.round(state.maxHealth * fraction));
if (restored <= 0) return 0;
const playerActor = state.actors[id];
set({
health: restored,
controlledUntil: 0,
controlMechanic: null,
playerAnimationEvent: nextAnimationEvent("ability-cancel"),
actors: playerActor ? { ...state.actors, [id]: {
...playerActor, health: restored, alive: true, controlledUntil: 0, cast: null,
} } : state.actors,
feedback: nextFeedback("heal", `Resurrected with ${restored} health.`, { amount: restored, abilityId }),
combatEvents: recordCombatEvent(state.combatEvents, {
occurredAt: now,
@@ -6101,7 +6097,12 @@ export const useCombatStore = create<CombatState>((set, get) => ({
const state = get();
if (!state.actors[sourceActorId]) return false;
if (effect.kind === "dot" && (!state.mobs[targetActorId] || state.mobs[targetActorId].dead)) return false;
if (effect.kind === "hot" && !state.actors[targetActorId]) return false;
if (effect.kind === "hot") {
const targetHealth = targetActorId === PLAYER_AURA_ENTITY_ID ? state.health
: state.summons.find((summon) => summon.id === targetActorId)?.health
?? state.actors[targetActorId]?.health ?? 0;
if (!state.actors[targetActorId] || targetHealth <= 0) return false;
}
const sourceActor = state.actors[sourceActorId];
const sourceMember = usePartyStore.getState().members.find((member) => member.id === sourceActorId);
const amount = sourceMember
@@ -6402,11 +6403,15 @@ export const useCombatStore = create<CombatState>((set, get) => ({
const restored = Math.max(1, Math.round(
state.maxHealth * Math.max(0.01, Math.min(1, percentMaxHealth)),
));
const playerActor = state.actors[PLAYER_AURA_ENTITY_ID];
set({
health: restored,
controlledUntil: 0,
controlMechanic: null,
playerAnimationEvent: nextAnimationEvent("ability-cancel"),
actors: playerActor ? { ...state.actors, [PLAYER_AURA_ENTITY_ID]: {
...playerActor, health: restored, alive: true, controlledUntil: 0, cast: null,
} } : state.actors,
feedback: nextFeedback("heal", `Resurrected with ${restored} health.`, { amount: restored }),
});
return restored;
@@ -7578,7 +7583,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
combatEvents: [...state.combatEvents],
actors: { ...state.actors },
cooldowns: { ...state.cooldowns },
health: Math.min(
health: state.health <= 0 ? 0 : Math.min(
state.maxHealth,
state.health + resolveAuraStatValue(
state.gearStats.healthPer5 / 5 + state.gearStats.spirit * 0.01,
@@ -7707,10 +7712,24 @@ export const useCombatStore = create<CombatState>((set, get) => ({
}
}
const timedEffectTargetAlive = (effect: TimedCombatEffect): boolean => {
if (effect.kind === "dot") {
const mob = effect.targetId ? work.mobs[effect.targetId] : null;
return Boolean(mob && !mob.dead && mob.health > 0);
}
const targetId = effect.targetId ?? PLAYER_AURA_ENTITY_ID;
if (targetId === PLAYER_AURA_ENTITY_ID) return work.health > 0;
const summon = work.summons.find((candidate) => candidate.id === targetId);
if (summon) return summon.health > 0;
const actor = ensureCompanionActorInWork(work, targetId) ?? work.actors[targetId];
return Boolean(actor?.alive && actor.health > 0);
};
for (const effect of state.effects) {
// Check before due ticks/procs, not only after applying their health changes.
if (!timedEffectTargetAlive(effect)) continue;
let remainingTicks = effect.remainingTicks;
let nextTickAt = effect.nextTickAt;
while (remainingTicks > 0 && nextTickAt <= now) {
while (remainingTicks > 0 && nextTickAt <= now && timedEffectTargetAlive(effect)) {
const ability = abilityById(effect.sourceAbilityId);
const baseAmount = effect.fixedAmount ?? (ability
? equipmentAdjustedCombatAmount(
@@ -7764,10 +7783,10 @@ export const useCombatStore = create<CombatState>((set, get) => ({
"taken",
));
if (effect.targetId) {
const target = work.actors[effect.targetId]
?? ensureCompanionActorInWork(work, effect.targetId)
?? (work.summons.some((summon) => summon.id === effect.targetId)
? combatActorFromSummon(work.summons.find((summon) => summon.id === effect.targetId)!, progression.level, work.auras)
const target = ensureCompanionActorInWork(work, hotTargetId)
?? work.actors[hotTargetId]
?? (work.summons.some((summon) => summon.id === hotTargetId)
? combatActorFromSummon(work.summons.find((summon) => summon.id === hotTargetId)!, progression.level, work.auras)
: null);
if (target?.alive) partyHotTicks.push({
memberId: target.id,
@@ -7776,9 +7795,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
sourceAbilityId: effect.sourceAbilityId,
});
} else {
const healed = Math.min(modifiedHealing, work.maxHealth - work.health);
work.health += healed;
work.progression.health = work.health;
const healed = healPlayerInWork(work, modifiedHealing);
work.totalHealing += healed;
addHealingThreatInWork(
work,
@@ -7823,12 +7840,7 @@ export const useCombatStore = create<CombatState>((set, get) => ({
remainingTicks -= 1;
nextTickAt += effect.intervalMs;
}
const targetAlive = effect.kind === "dot"
? Boolean(effect.targetId && !work.mobs[effect.targetId]?.dead)
: !effect.targetId || usePartyStore.getState().members.some(
(member) => member.id === effect.targetId && member.health > 0,
);
if (remainingTicks > 0 && targetAlive) {
if (remainingTicks > 0 && timedEffectTargetAlive(effect)) {
work.effects.push(
remainingTicks === effect.remainingTicks && nextTickAt === effect.nextTickAt
? effect
@@ -7884,13 +7896,10 @@ export const useCombatStore = create<CombatState>((set, get) => ({
|| Math.sqrt(distanceSquared(area.position, position)) > area.radius
|| !combatHasLineOfSight(area.position, position)) continue;
const member = partyMembers.find((candidate) => candidate.id === friendlyId);
if (member ? member.health <= 0 : work.health <= 0) continue;
const healed = member
? healCompanionActorInWork(work, friendlyId, amount)
: Math.min(amount, work.maxHealth - work.health);
if (!member) {
work.health += healed;
work.progression.health = work.health;
}
: healPlayerInWork(work, amount);
work.totalHealing += healed;
recordCombatEventInWork(work, {
occurredAt: nextTickAt,
@@ -7941,12 +7950,8 @@ export const useCombatStore = create<CombatState>((set, get) => ({
const target = injured[0];
if (target) {
const healed = target.id === PLAYER_AURA_ENTITY_ID
? Math.min(summon.attackDamage, work.maxHealth - work.health)
? healPlayerInWork(work, summon.attackDamage)
: healCompanionActorInWork(work, target.id, summon.attackDamage);
if (target.id === PLAYER_AURA_ENTITY_ID) {
work.health += healed;
work.progression.health = work.health;
}
work.totalHealing += healed;
addHealingThreatInWork(work, { actorId: summon.ownerActorId, role: "healer", abilityId: summon.sourceAbilityId }, healed);
recordCombatEventInWork(work, {
+238
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@@ -0,0 +1,238 @@
import { beforeEach, describe, expect, it } from "vitest";
import { abilityAtLevel } from "./abilityCatalog";
import { applyAura } from "./combatAuras";
import { PLAYER_AURA_ENTITY_ID, useCombatStore, type TimedCombatEffect } from "./combatStore";
import { clearMobRuntimeRegistry, setMobPosition } from "./mobRuntimeRegistry";
import { clearPartyRuntimeRegistry, registerPartyRuntimePosition } from "./partyRuntimeRegistry";
import { usePartyStore } from "./partyStore";
import { respawnDefeatedPlayer } from "./deathRespawn";
import { useGameStore } from "./store";
function killPlayer(): void {
useCombatStore.getState().damagePlayer(useCombatStore.getState().maxHealth * 10);
expect(useCombatStore.getState().health).toBe(0);
expect(useCombatStore.getState().playerAnimationEvent?.kind).toBe("death");
}
function selfHot(): TimedCombatEffect {
expect(useCombatStore.getState().castAbility("druid-rejuvenation", undefined, 1_000).ok).toBe(true);
const effect = useCombatStore.getState().effects.find((entry) => entry.kind === "hot" && entry.targetId === null);
expect(effect).toBeDefined();
return effect!;
}
function setMemberHealth(id: string, health: number): void {
const member = usePartyStore.getState().members.find((candidate) => candidate.id === id)!;
useCombatStore.getState().commitCompanionActors([{ ...member, health, status: health <= 0 ? "down" : "ready" }]);
}
describe("healing must not implicitly resurrect defeated players", () => {
beforeEach(() => {
clearMobRuntimeRegistry();
clearPartyRuntimeRegistry();
useCombatStore.getState().initializeCharacter({ classId: "druid", level: 1, xp: 0 });
usePartyStore.getState().initializeParty("death-healing", 1, useCombatStore.getState().health);
usePartyStore.getState().selectMember(null);
useCombatStore.getState().setPlayerPosition([0, 0, 0]);
useCombatStore.getState().synchronizeActors();
useGameStore.getState().resetAtEntrance();
});
it("reproduces death with a self HoT and rejects every overdue tick", () => {
const effect = selfHot();
killPlayer();
const deathEvent = useCombatStore.getState().playerAnimationEvent;
useCombatStore.getState().tick(0.1, effect.nextTickAt + effect.intervalMs * 10);
expect(useCombatStore.getState().health).toBe(0);
expect(useCombatStore.getState().playerAnimationEvent).toBe(deathEvent);
expect(useCombatStore.getState().effects).toHaveLength(0);
expect(useCombatStore.getState().castAbility("druid-rejuvenation", undefined, 100_000))
.toMatchObject({ ok: false, reason: "player-dead" });
});
it("removes a dead player's HoT even before its next tick is due", () => {
const effect = selfHot();
killPlayer();
useCombatStore.getState().tick(0, effect.nextTickAt - 1);
expect(useCombatStore.getState().health).toBe(0);
expect(useCombatStore.getState().effects).toHaveLength(0);
});
it("rejects the actual Priest Renew tick after lethal damage", () => {
useCombatStore.getState().initializeCharacter({ classId: "priest", level: 14 });
const renew = useCombatStore.getState().abilities.find((ability) => ability.name === "Renew"
&& ability.effects.some((effect) => effect.kind === "hot"));
expect(renew).toBeDefined();
expect(useCombatStore.getState().castAbility(renew!.id, undefined, 1_000).ok).toBe(true);
const effect = useCombatStore.getState().effects.find((entry) => entry.kind === "hot")!;
killPlayer();
useCombatStore.getState().tick(0.1, effect.nextTickAt);
expect(useCombatStore.getState().health).toBe(0);
expect(useCombatStore.getState().effects).toHaveLength(0);
});
it("does not let passive spirit or equipment regeneration heal a corpse", () => {
const state = useCombatStore.getState();
useCombatStore.setState({ gearStats: { ...state.gearStats, healthPer5: 500, spirit: 500 } });
killPlayer();
for (let frame = 0; frame < 30; frame += 1) {
useCombatStore.getState().tick(0.1, 10_000 + frame * 100);
expect(useCombatStore.getState().health).toBe(0);
}
});
it("rejects companion HoTs with an explicit player target after death", () => {
const effect = selfHot();
const source = usePartyStore.getState().members[0].id;
useCombatStore.setState({ effects: [{ ...effect, sourceActorId: source, targetId: PLAYER_AURA_ENTITY_ID }] });
killPlayer();
useCombatStore.getState().tick(0.1, effect.nextTickAt);
expect(useCombatStore.getState().health).toBe(0);
expect(useCombatStore.getState().effects).toHaveLength(0);
});
it("living explicit player HoTs retain future ticks and healing combat events", () => {
const effect = selfHot();
const source = usePartyStore.getState().members[0].id;
useCombatStore.setState({ effects: [{ ...effect, sourceActorId: source, targetId: PLAYER_AURA_ENTITY_ID }] });
useCombatStore.getState().damagePlayer(50);
const before = useCombatStore.getState().health;
useCombatStore.getState().tick(0, effect.nextTickAt);
expect(useCombatStore.getState().health).toBeGreaterThan(before);
expect(useCombatStore.getState().effects).toHaveLength(1);
expect(useCombatStore.getState().combatEvents.some((event) => event.kind === "healing"
&& event.sourceActorId === source && event.targetActorId === PLAYER_AURA_ENTITY_ID
&& event.effectiveAmount > 0)).toBe(true);
});
it("rejects newly applied teammate HoTs on dead targets", () => {
const ability = abilityAtLevel(useCombatStore.getState().abilities.find((entry) => entry.id === "druid-rejuvenation")!, 1);
const hot = ability.effects.find((effect) => effect.kind === "hot")!;
expect(hot.kind).toBe("hot");
if (hot.kind !== "hot") throw new Error("Expected Rejuvenation HoT");
useCombatStore.getState().synchronizeActors();
const source = usePartyStore.getState().members[0].id;
killPlayer();
expect(useCombatStore.getState().applyTimedActorEffect(source, PLAYER_AURA_ENTITY_ID, ability, hot, 1_000)).toBe(false);
const member = usePartyStore.getState().members[1];
setMemberHealth(member.id, 0);
expect(useCombatStore.getState().applyTimedActorEffect(source, member.id, ability, hot, 1_000)).toBe(false);
expect(useCombatStore.getState().effects).toHaveLength(0);
});
it("removes a fallen ally's HoT without changing other party members", () => {
const member = usePartyStore.getState().members[0];
registerPartyRuntimePosition(member.id, [2, 0, 0]);
usePartyStore.getState().selectMember(member.id);
expect(useCombatStore.getState().castAbility("druid-rejuvenation", undefined, 1_000).ok).toBe(true);
const effect = useCombatStore.getState().effects[0];
setMemberHealth(member.id, 0);
const others = usePartyStore.getState().members.slice(1);
useCombatStore.getState().tick(0, effect.nextTickAt);
expect(usePartyStore.getState().members[0].health).toBe(0);
expect(usePartyStore.getState().members.slice(1)).toEqual(others);
expect(useCombatStore.getState().effects).toHaveLength(0);
});
it("ground healing skips the dead player while continuing to heal living allies", () => {
const effect = selfHot();
const member = usePartyStore.getState().members[0];
registerPartyRuntimePosition(member.id, [0, 0, 0]);
setMemberHealth(member.id, 1);
useCombatStore.setState({ effects: [], areaEffects: [{
id: "healing-ground", sourceActorId: member.id, sourceAbilityId: effect.sourceAbilityId,
position: [0, 0, 0], radius: 10, createdAt: 1_000, expiresAt: 20_000,
nextTickAt: 4_000, tickIntervalMs: 3_000, fixedHealingPerTick: 50,
}] });
killPlayer();
useCombatStore.getState().tick(0.1, 4_000);
expect(useCombatStore.getState().health).toBe(0);
expect(usePartyStore.getState().members[0].health).toBeGreaterThan(1);
expect(useCombatStore.getState().combatEvents.some((event) => event.kind === "healing"
&& event.targetActorId === PLAYER_AURA_ENTITY_ID && event.effectiveAmount > 0)).toBe(false);
});
it("a HoT on a living ally continues even when its player caster dies", () => {
const member = usePartyStore.getState().members[0];
registerPartyRuntimePosition(member.id, [2, 0, 0]);
setMemberHealth(member.id, 1);
usePartyStore.getState().selectMember(member.id);
expect(useCombatStore.getState().castAbility("druid-rejuvenation", undefined, 1_000).ok).toBe(true);
const effect = useCombatStore.getState().effects[0];
killPlayer();
useCombatStore.getState().tick(0.1, effect.nextTickAt);
expect(useCombatStore.getState().health).toBe(0);
expect(usePartyStore.getState().members[0].health).toBeGreaterThan(1);
expect(useCombatStore.getState().effects).toHaveLength(1);
});
it("periodic damage cannot proc an ordinary self heal after its caster dies", () => {
useCombatStore.getState().registerMob("dot-target", { name: "Target", maxHealth: 1_000, xpReward: 0 });
setMobPosition("dot-target", [2, 0, 0]);
const aura = applyAura([], { sourceId: PLAYER_AURA_ENTITY_ID, targetId: PLAYER_AURA_ENTITY_ID,
now: 1_000, definition: {
id: "periodic-heal-proc", name: "Periodic heal", disposition: "buff", durationMs: null,
procs: [{ id: "heal", triggers: "periodic", chance: 1,
action: { kind: "heal", target: "aura-target", amount: 100 } }],
},
}).auras;
useCombatStore.setState({ auras: [...aura], effects: [{
id: "dot", kind: "dot", sourceActorId: PLAYER_AURA_ENTITY_ID,
sourceAbilityId: "druid-rejuvenation", targetId: "dot-target", coefficient: 1,
fixedAmount: 1, remainingTicks: 3, intervalMs: 3_000, nextTickAt: 4_000,
}] });
killPlayer();
useCombatStore.getState().tick(0, 4_000);
expect(useCombatStore.getState().mobs["dot-target"].health).toBeLessThan(1_000);
expect(useCombatStore.getState().health).toBe(0);
});
it("a lingering damage tick can award a level without resurrecting its dead caster", () => {
useCombatStore.getState().registerMob("dot-target", { name: "Target", maxHealth: 1, xpReward: 100_000 });
setMobPosition("dot-target", [2, 0, 0]);
useCombatStore.setState({ effects: [{
id: "dot", kind: "dot", sourceActorId: PLAYER_AURA_ENTITY_ID,
sourceAbilityId: "druid-rejuvenation", targetId: "dot-target", coefficient: 1,
fixedAmount: 100, remainingTicks: 1, intervalMs: 3_000, nextTickAt: 4_000,
}] });
killPlayer();
useCombatStore.getState().tick(0, 4_000);
expect(useCombatStore.getState().level).toBeGreaterThan(1);
expect(useCombatStore.getState().health).toBe(0);
});
it("living self HoTs and regeneration still restore health", () => {
useCombatStore.getState().damagePlayer(50);
const effect = selfHot();
const before = useCombatStore.getState().health;
useCombatStore.getState().tick(0.1, effect.nextTickAt);
expect(useCombatStore.getState().health).toBeGreaterThan(before);
expect(useCombatStore.getState().health).toBeLessThanOrEqual(useCombatStore.getState().maxHealth);
});
it("explicit resurrection and normal respawn still work after discarding corpse HoTs", () => {
const effect = selfHot();
killPlayer();
useCombatStore.getState().tick(0.1, effect.nextTickAt);
const restored = useCombatStore.getState().revivePlayer(0.35);
expect(restored).toBeGreaterThan(0);
expect(useCombatStore.getState().playerAnimationEvent?.kind).toBe("ability-cancel");
expect(useCombatStore.getState().castAbility("druid-rejuvenation", undefined, 20_000).ok).toBe(true);
killPlayer();
expect(respawnDefeatedPlayer()).toBe(true);
expect(useCombatStore.getState().health).toBe(useCombatStore.getState().maxHealth);
expect(useCombatStore.getState().effects).toHaveLength(0);
});
it("actor-based party resurrection clears the corpse animation and actor death state", () => {
const effect = selfHot();
killPlayer();
useCombatStore.getState().synchronizeActors();
useCombatStore.getState().tick(0.1, effect.nextTickAt);
const restored = useCombatStore.getState().reviveActor(PLAYER_AURA_ENTITY_ID, 0.35,
usePartyStore.getState().members[0].id, "party-resurrection", 10_000);
expect(restored).toBeGreaterThan(0);
expect(useCombatStore.getState().playerAnimationEvent?.kind).toBe("ability-cancel");
expect(useCombatStore.getState().actors[PLAYER_AURA_ENTITY_ID]).toMatchObject({ alive: true, health: restored });
});
});
+6 -1
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@@ -1,6 +1,7 @@
import { useCombatStore } from "./combatStore";
import { requireDungeonDefinition } from "./dungeonRegistry";
import { useGameStore } from "./store";
import { resolveResurrectionCheckpoint } from "./resurrectionCheckpoints";
import {
activeDungeonCompletedObjectiveIds,
resetDungeonEncounters,
@@ -11,9 +12,11 @@ import {
* current pull. Defeated enemies and persisted dungeon progress remain clear,
* matching a wipe instead of silently starting a brand-new dungeon.
*/
export function respawnDefeatedPlayer(): boolean {
export function respawnDefeatedPlayer(checkpointId?: string): boolean {
const combat = useCombatStore.getState();
if (combat.health > 0) return false;
const checkpoint = checkpointId === undefined ? null : resolveResurrectionCheckpoint(checkpointId);
if (checkpointId !== undefined && !checkpoint) return false;
const dungeonId = useGameStore.getState().activeDungeonId;
const completedObjectiveIds = new Set(activeDungeonCompletedObjectiveIds(dungeonId));
@@ -31,6 +34,8 @@ export function respawnDefeatedPlayer(): boolean {
if (typeof document !== "undefined" && document.pointerLockElement) {
document.exitPointerLock();
}
// Select the saved return spawn without relocating first or resetting twice.
if (checkpoint) useGameStore.setState({ activeSpawn: checkpoint.spawn });
useGameStore.getState().resetAfterDefeat();
resetDungeonEncounters("boss-wipe", dungeonId);
const respawnPosition = useGameStore.getState().playerPosition;
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@@ -0,0 +1,42 @@
import { describe, expect, it } from "vitest";
import { advanceDpsMeter, dpsMeterSnapshot, emptyDpsMeter, recordDpsDamage } from "./dpsMeter";
import type { StructuredCombatEvent } from "./combatEvents";
const actor = { id: "player", name: "You", color: "#fff" };
function damage(id: number, effectiveAmount = 10): StructuredCombatEvent {
return { id, occurredAt: 1_000 + id * 10, kind: "damage", sourceActorId: actor.id,
targetActorId: "enemy", rawAmount: 100, effectiveAmount, overheal: 0, absorbed: 30, critical: false };
}
describe("DPS fight recorder", () => {
it("keeps effective damage from more than 200 events and ranks everyone over the same fight duration", () => {
let state = advanceDpsMeter(emptyDpsMeter(), 1_000, true);
for (let id = 1; id <= 1_000; id++) state = recordDpsDamage(state, damage(id), actor);
const ally = { id: "ally", name: "Ally", color: "#f00" };
state = recordDpsDamage(state, { ...damage(1_000), effectiveAmount: 5_000 }, ally);
const snapshot = dpsMeterSnapshot(state, [{ id: "healer", name: "Healer", color: "#0f0" }]);
expect(snapshot).toMatchObject({ totalDamage: 15_000, totalDps: 1_500, durationSeconds: 10 });
expect(snapshot.rows.map((row) => [row.id, row.dps, row.percent])).toEqual([
["player", 1_000, 100], ["ally", 500, 50], ["healer", 0, 0],
]);
});
it("freezes the last fight, starts fresh on the next pull, and excludes menu time", () => {
let state = recordDpsDamage(emptyDpsMeter(), damage(0, 100), actor);
state = advanceDpsMeter(state, 2_000, true);
state = advanceDpsMeter(state, 12_000, true, true);
state = advanceDpsMeter(state, 13_000, false);
expect(dpsMeterSnapshot(state)).toMatchObject({ active: false, durationSeconds: 2, totalDps: 50 });
expect(advanceDpsMeter(state, 30_000, false)).toBe(state);
state = recordDpsDamage(state, { ...damage(0, 20), occurredAt: 31_000 }, actor);
expect(dpsMeterSnapshot(state)).toMatchObject({ active: true, durationSeconds: 0, totalDamage: 20, totalDps: 20 });
});
it("ignores misses, healing, invalid damage, and clock regressions", () => {
const empty = emptyDpsMeter();
expect(recordDpsDamage(empty, damage(0, 0), actor)).toBe(empty);
expect(recordDpsDamage(empty, damage(0, NaN), actor)).toBe(empty);
expect(recordDpsDamage(empty, { ...damage(0), kind: "healing" }, actor)).toBe(empty);
let state = recordDpsDamage(empty, damage(0), actor);
state = advanceDpsMeter(state, 900, true);
expect(state.elapsedMs).toBe(0);
});
});
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import type { StructuredCombatEvent } from "./combatEvents";
export interface DpsMeterActor {
readonly id: string;
readonly name: string;
readonly color: string;
}
export interface DpsMeterState {
readonly startedAt: number | null;
readonly endedAt: number | null;
readonly updatedAt: number | null;
readonly elapsedMs: number;
readonly damage: Readonly<Record<string, DpsMeterActor & { total: number }>>;
}
export interface DpsMeterRow extends DpsMeterActor {
readonly total: number;
readonly dps: number;
readonly percent: number;
}
export interface DpsMeterSnapshot {
readonly active: boolean;
readonly durationSeconds: number;
readonly totalDamage: number;
readonly totalDps: number;
readonly rows: readonly DpsMeterRow[];
}
export function emptyDpsMeter(): DpsMeterState {
return { startedAt: null, endedAt: null, updatedAt: null, elapsedMs: 0, damage: {} };
}
/** Keep the last pull visible until the next starts; menus do not add combat time. */
export function advanceDpsMeter(state: DpsMeterState, now: number, inCombat: boolean, suspended = false): DpsMeterState {
if (!Number.isFinite(now)) return state;
if (state.startedAt === null || state.endedAt !== null) {
return inCombat ? { ...emptyDpsMeter(), startedAt: now, updatedAt: now } : state;
}
const updatedAt = Math.max(state.updatedAt ?? now, now);
return { ...state, updatedAt,
elapsedMs: state.elapsedMs + (suspended ? 0 : updatedAt - (state.updatedAt ?? updatedAt)),
endedAt: inCombat ? null : updatedAt };
}
/** Consume the lossless stream, never the truncated combat-log history. */
export function recordDpsDamage(state: DpsMeterState, event: StructuredCombatEvent, actor: DpsMeterActor): DpsMeterState {
if (event.kind !== "damage" || !Number.isFinite(event.effectiveAmount) || event.effectiveAmount <= 0) return state;
const next = advanceDpsMeter(state, event.occurredAt, true);
return { ...next, damage: { ...next.damage,
[actor.id]: { ...actor, total: (next.damage[actor.id]?.total ?? 0) + event.effectiveAmount } } };
}
export function dpsMeterSnapshot(state: DpsMeterState, actors: readonly DpsMeterActor[] = []): DpsMeterSnapshot {
const durationSeconds = state.elapsedMs / 1_000;
const seconds = Math.max(1, durationSeconds);
const damage = state.startedAt === null ? {} : {
...Object.fromEntries(actors.map((actor) => [actor.id, { ...actor, total: 0 }])), ...state.damage,
};
const ordered = Object.values(damage).sort((a, b) => b.total - a.total || a.name.localeCompare(b.name));
const maximum = Math.max(1, ordered[0]?.total ?? 0);
const totalDamage = ordered.reduce((sum, actor) => sum + actor.total, 0);
return { active: state.startedAt !== null && state.endedAt === null, durationSeconds, totalDamage,
totalDps: totalDamage / seconds,
rows: ordered.map((actor) => ({ ...actor, dps: actor.total / seconds, percent: actor.total / maximum * 100 })) };
}
+64
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import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
import { PLAYER_AGGRO_ID } from "./aggro";
import { useCombatStore } from "./combatStore";
import { appendCombatEvent } from "./combatEvents";
import { connectDpsMeter, currentDpsMeterSnapshot, useDpsMeterStore } from "./dpsMeterStore";
import { useGameStore } from "./store";
import { useUiLayoutStore } from "./uiLayoutStore";
import { currentCompanionSnapshot, executeCompanionCommand } from "../platform/dualScreenSync";
describe("live DPS tracking and companion editor", () => {
let disconnect: () => void;
beforeEach(() => {
vi.useFakeTimers(); vi.setSystemTime(1_000);
useGameStore.setState({ overlay: null, paused: false, companionOpen: false });
useCombatStore.getState().initializeCharacter({ classId: "mage", level: 5 });
useCombatStore.getState().registerMob("dps-target", { name: "Target", maxHealth: 1_000_000 });
disconnect = connectDpsMeter();
});
afterEach(() => { disconnect(); useUiLayoutStore.getState().finish(false); vi.useRealTimers(); });
it("tracks real damage while hidden, caps overkill, freezes on defeat, and clears on reset", () => {
useUiLayoutStore.getState().begin();
useUiLayoutStore.getState().updateDraft((layout) => ({ ...layout, elements: { ...layout.elements, dps: { ...layout.elements.dps, visible: false } } }));
useCombatStore.getState().damageMob("dps-target", 100, Date.now());
vi.advanceTimersByTime(2_000);
expect(currentDpsMeterSnapshot()).toMatchObject({ totalDamage: 100, totalDps: 50 });
const remaining = useCombatStore.getState().mobs["dps-target"].health;
useCombatStore.getState().damageMob("dps-target", 2_000_000, Date.now());
expect(currentDpsMeterSnapshot()).toMatchObject({ active: false, totalDamage: 100 + remaining });
vi.advanceTimersByTime(10_000);
expect(currentDpsMeterSnapshot().durationSeconds).toBe(2);
useCombatStore.getState().resetEncounter();
expect(useDpsMeterStore.getState().startedAt).toBeNull();
});
it("merges summon damage into its owner and excludes hostile and friendly-target damage", () => {
const actors = useCombatStore.getState().actors;
useCombatStore.setState({ actors: { ...actors, "meter-pet": { ...actors[PLAYER_AGGRO_ID], id: "meter-pet", kind: "pet", ownerId: PLAYER_AGGRO_ID } } });
for (const [id, sourceActorId, targetActorId] of [[1, "meter-pet", "dps-target"], [2, "dps-target", PLAYER_AGGRO_ID], [3, PLAYER_AGGRO_ID, PLAYER_AGGRO_ID]] as const) {
appendCombatEvent([], { occurredAt: Date.now(), kind: "damage", sourceActorId, targetActorId,
rawAmount: 100, effectiveAmount: 80, overheal: 0, absorbed: 20, critical: false }, id);
}
expect(currentDpsMeterSnapshot().totalDamage).toBe(80);
expect(currentDpsMeterSnapshot().rows.find((row) => row.total > 0)?.id).toBe(PLAYER_AGGRO_ID);
});
it("does not dilute DPS while a local game menu pauses combat", () => {
useCombatStore.getState().damageMob("dps-target", 100, Date.now());
vi.advanceTimersByTime(1_000);
useGameStore.setState({ paused: true, overlay: "ui-layout" });
vi.advanceTimersByTime(10_000);
expect(currentDpsMeterSnapshot()).toMatchObject({ durationSeconds: 1, totalDps: 100 });
useGameStore.setState({ paused: false, overlay: null });
vi.advanceTimersByTime(1_000);
expect(currentDpsMeterSnapshot()).toMatchObject({ durationSeconds: 2, totalDps: 50 });
});
it("publishes draft visibility and accepts lower-screen movement only while editing", () => {
useUiLayoutStore.getState().begin();
const command = { name: "editDpsMeter", update: { position: { x: .7, y: .8 }, width: 300 } } as const;
executeCompanionCommand(command);
expect(useUiLayoutStore.getState().draft?.elements.dps.position).toBeNull();
useGameStore.setState({ overlay: "ui-layout" });
executeCompanionCommand(command);
expect(currentCompanionSnapshot().game.dpsMeter).toMatchObject({ editing: true, layout: { position: { x: .7, y: .8 }, width: 300 } });
});
});
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import { create } from "zustand";
import { classById, CLASSES } from "../app/characterCatalog";
import { useShellStore } from "../app/shellStore";
import { useOnlineSessionStore } from "../app/onlineSessionStore";
import { PLAYER_AGGRO_ID } from "./aggro";
import { useCombatStore } from "./combatStore";
import { subscribeCombatEvents } from "./combatEvents";
import { advanceDpsMeter, dpsMeterSnapshot, emptyDpsMeter, recordDpsDamage, type DpsMeterActor } from "./dpsMeter";
import { onlinePlayerActorId } from "./onlineSessionRuntime";
import { usePartyStore } from "./partyStore";
import { useGameStore } from "./store";
export const useDpsMeterStore = create(() => emptyDpsMeter());
function meterActors(): DpsMeterActor[] {
const combat = useCombatStore.getState();
const online = useOnlineSessionStore.getState().snapshot;
return [
{ id: PLAYER_AGGRO_ID, name: useShellStore.getState().activeCharacter?.name ?? "You", color: classById(combat.classId).color },
...usePartyStore.getState().members.map((member) => ({ id: member.id, name: member.name, color: classById(member.classId).color })),
...(online?.players ?? []).filter((player) => player.accountId !== online?.localAccountId).map((player) => ({
id: onlinePlayerActorId(player.accountId), name: player.character?.name ?? player.username,
color: CLASSES.find((entry) => entry.id === player.character?.classId)?.color ?? "#d5c28b",
})),
];
}
export function dpsSourceActor(sourceId: string): DpsMeterActor | null {
const combat = useCombatStore.getState();
const localAccount = useOnlineSessionStore.getState().snapshot?.localAccountId;
const visited = new Set<string>();
let id = sourceId;
while (!visited.has(id)) {
visited.add(id);
if (localAccount && id === onlinePlayerActorId(localAccount)) id = PLAYER_AGGRO_ID;
const known = meterActors().find((actor) => actor.id === id);
if (known) return known;
const ownerId = combat.actors[id]?.ownerId ?? combat.summons.find((summon) => summon.id === id)?.ownerActorId;
if (!ownerId) return null;
id = ownerId;
}
return null;
}
export function currentDpsMeterSnapshot() {
return dpsMeterSnapshot(useDpsMeterStore.getState(), meterActors());
}
/** Owned by the gameplay runtime so hiding or moving the meter never loses damage. */
export function connectDpsMeter(): () => void {
useDpsMeterStore.setState(emptyDpsMeter(), true);
let suspendedPreviously = false;
const sample = () => {
const combat = useCombatStore.getState();
const game = useGameStore.getState();
const inCombat = Object.values(combat.mobs).some((mob) => mob.engaged && !mob.dead && !mob.despawned);
const sharedOnline = Boolean(useOnlineSessionStore.getState().snapshot);
const suspended = !sharedOnline && (game.paused || game.companionOpen || (typeof document !== "undefined" && document.hidden));
const state = useDpsMeterStore.getState();
const next = advanceDpsMeter(state, Date.now(), inCombat, suspendedPreviously);
suspendedPreviously = suspended;
if (next !== state) useDpsMeterStore.setState(next, true);
};
const unsubscribeEvents = subscribeCombatEvents((event) => {
if (event.kind !== "damage" || !useCombatStore.getState().mobs[event.targetActorId]) return;
const actor = dpsSourceActor(event.sourceActorId);
if (actor) useDpsMeterStore.setState(recordDpsDamage(useDpsMeterStore.getState(), event, actor), true);
});
const unsubscribeCombat = useCombatStore.subscribe((state, previous) => {
if (state.combatEvents !== previous.combatEvents && state.combatEvents.length === 0) {
useDpsMeterStore.setState(emptyDpsMeter(), true);
} else sample();
});
const unsubscribeGame = useGameStore.subscribe(sample);
if (typeof document !== "undefined") document.addEventListener("visibilitychange", sample);
const timer = setInterval(sample, 250);
sample();
return () => {
clearInterval(timer);
unsubscribeEvents(); unsubscribeCombat(); unsubscribeGame();
if (typeof document !== "undefined") document.removeEventListener("visibilitychange", sample);
useDpsMeterStore.setState(emptyDpsMeter(), true);
};
}
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import { describe, expect, it } from "vitest";
import { partyRejoinMovement } from "./partyRejoin";
import { emptyPartyRouteState } from "./partyPathing";
import type { PartyNavigationGraph } from "./partyNavigation";
const graph: PartyNavigationGraph = {
nodes: [
{ id: 0, position: [0, 0, 0], neighbors: [{ to: 1, cost: 6 }] },
{ id: 1, position: [0, 0, 6], neighbors: [{ to: 0, cost: 6 }, { to: 2, cost: 2 }] },
{ id: 2, position: [2, 0, 6], neighbors: [{ to: 1, cost: 2 }, { to: 3, cost: 6 }] },
{ id: 3, position: [2, 0, 0], neighbors: [{ to: 2, cost: 6 }] },
],
weldTolerance: .001, sourceVertexCount: 4, sourceTriangleCount: 2,
weldedNodeCount: 4, componentCount: 1, discardedNodeCount: 0,
};
describe("individual resurrection return navigation", () => {
it("finishes only when near the player on a clear traversable segment", () => {
expect(partyRejoinMovement("tank", [0, 0, 0], [2, 0, 0], 0, null, emptyPartyRouteState(),
{ directSegmentAllowed: () => true }).rejoined).toBe(true);
expect(partyRejoinMovement("tank", [0, 0, 0], [0, 5, 0], 0, null, emptyPartyRouteState(),
{ directSegmentAllowed: () => true }).rejoined).toBe(false);
});
it("routes out of a room even when the player is close on the other side of a wall", () => {
const result = partyRejoinMovement("tank", [0, 0, 0], [2, 0, 0], 0, graph, emptyPartyRouteState(), {
directSegmentAllowed: (start, end) => start[0] === end[0] || (start[2] >= 5 && end[2] >= 5),
routeSegmentAllowed: () => true,
});
expect(result.rejoined).toBe(false);
expect(result.blocked).toBe(false);
expect(result.waypoint).toEqual([0, 0, 6]);
});
it("follows the current player position, not a fixed death location or boss", () => {
const result = partyRejoinMovement("tank", [0, 0, 0], [20, 0, 0], 0, null, emptyPartyRouteState(), {
directSegmentAllowed: () => true,
});
const moved = partyRejoinMovement("tank", [4, 0, 0], [20, 0, 8], 50, null, result.route, {
directSegmentAllowed: () => true,
});
expect(moved.waypoint).toEqual([20, 0, 8]);
expect(moved.rejoined).toBe(false);
});
it("reports blocked navigation to the existing watchdog instead of walking through walls", () => {
const result = partyRejoinMovement("tank", [0, 0, 0], [20, 0, 0], 0, null, emptyPartyRouteState(), {
directSegmentAllowed: () => false,
});
expect(result.blocked).toBe(true);
expect(result.waypoint).toBeNull();
expect(result.rejoined).toBe(false);
});
});
+33
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@@ -0,0 +1,33 @@
import { findNearestPartyNavigationSurface, type PartyNavigationGraph } from "./partyNavigation";
import { emptyPartyRouteState, nextPartyRouteRecoveryWaypoint, nextPartyRouteWaypoint, partyRouteNeedsPlanning, planPartyRoute, type PartyRouteOptions, type PartyRouteState } from "./partyPathing";
import type { PartyWorldPosition } from "./partyRuntimeRegistry";
export const PARTY_REJOIN_DISTANCE = 3;
/** Returning resurrected members target the player, not a distant boss or leader. */
export function partyRejoinMovement(
id: string, current: PartyWorldPosition, player: PartyWorldPosition, nowMs: number,
graph: PartyNavigationGraph | null, route: PartyRouteState,
options: Pick<PartyRouteOptions, "directSegmentAllowed" | "routeSegmentAllowed">,
) {
const reachedPlayer = (point: PartyWorldPosition) => Math.hypot(
point[0] - player[0], point[1] - player[1], point[2] - player[2],
) <= PARTY_REJOIN_DISTANCE && Boolean(options.directSegmentAllowed?.(point, player));
if (reachedPlayer(current)) return { rejoined: true, route: emptyPartyRouteState(), waypoint: null, blocked: false };
if (options.directSegmentAllowed?.(current, player)) {
return { rejoined: false, route: emptyPartyRouteState(), waypoint: player, blocked: false };
}
const destination = graph ? findNearestPartyNavigationSurface(graph, player, 5)?.position ?? player : player;
const goalKey = `member:${id}|resurrection-rejoin`;
if (partyRouteNeedsPlanning(route, goalKey, current, destination, nowMs, { replanIntervalMs: 350, blockedRetryMs: 800 })) {
route = planPartyRoute(graph, goalKey, current, destination, nowMs, {
...options, maxOriginSnapDistance: 6, maxDestinationSnapDistance: 5,
localFinishDistance: PARTY_REJOIN_DISTANCE,
destinationReached: reachedPlayer,
});
}
const waypoint: [number, number, number] = [0, 0, 0];
const hasWaypoint = nextPartyRouteWaypoint(route, current, waypoint)
|| nextPartyRouteRecoveryWaypoint(route, current, waypoint, options.directSegmentAllowed ?? (() => false));
return { rejoined: false, route, waypoint: hasWaypoint ? waypoint : null, blocked: route.blocked && !hasWaypoint };
}
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@@ -0,0 +1,131 @@
import { beforeEach, describe, expect, it } from "vitest";
import { PLAYER_AGGRO_ID } from "./aggro";
import { useCombatStore } from "./combatStore";
import { activateDungeonEncounterDefinitions, resetDungeonEncounters } from "./dungeonEncounterRuntime";
import { requireDungeonDefinition } from "./dungeonRegistry";
import { configureOnlineSessionRuntime } from "./onlineSessionRuntime";
import { clearPartyRuntimeRegistry, consumePartyRuntimeRejoin, getPartyRuntimePosition, partyRuntimeIsRejoining, registerPartyRuntimePosition } from "./partyRuntimeRegistry";
import { resurrectDeadPartyMembers } from "./partyResurrection";
import { derivePartySpawnSlots } from "./partySpawnSlots";
import { usePartyStore } from "./partyStore";
import { useGameStore } from "./store";
const dungeon = requireDungeonDefinition("stormwind-stockade");
function killMember(index: number) {
const member = usePartyStore.getState().members[index];
useCombatStore.getState().commitCompanionActors([{ ...member, health: 0, status: "down" }]);
return member.id;
}
describe("fallen NPC checkpoint resurrection", () => {
beforeEach(() => {
configureOnlineSessionRuntime({ active: false, authority: true, localAccountId: null });
clearPartyRuntimeRegistry();
useGameStore.getState().activateDungeon("stormwind-stockade");
activateDungeonEncounterDefinitions(dungeon.id, dungeon.encounters ?? []);
resetDungeonEncounters("dungeon", dungeon.id);
useCombatStore.getState().initializeCharacter({ classId: "priest", level: 16 });
useCombatStore.setState({ mobs: {} });
usePartyStore.getState().initializeParty("resurrection-party", 16, useCombatStore.getState().health);
useCombatStore.getState().synchronizeActors();
for (const member of usePartyStore.getState().members) registerPartyRuntimePosition(member.id, [99, 0, 99]);
});
it("restores only fallen members at the original entrance, not the current saved spawn", () => {
const deadId = killMember(0);
usePartyStore.getState().setCommand("stop");
const living = usePartyStore.getState().members.slice(1);
const livingActors = living.map((member) => useCombatStore.getState().actors[member.id]);
const gameBefore = useGameStore.getState();
const playerBefore = useCombatStore.getState().health;
useGameStore.setState({ activeSpawn: { footPosition: [80, 5, 80], yaw: 1 } });
expect(resurrectDeadPartyMembers("entrance", 1_000)).toBe(1);
expect(usePartyStore.getState().members[0]).toMatchObject({ health: usePartyStore.getState().members[0].maxHealth, status: "advancing" });
expect(getPartyRuntimePosition(deadId)).toEqual(derivePartySpawnSlots(dungeon.entrance, 5)[1].footPosition);
expect(partyRuntimeIsRejoining(deadId)).toBe(true);
expect(consumePartyRuntimeRejoin(deadId)).not.toBeNull();
expect(consumePartyRuntimeRejoin(deadId)).toBeNull();
expect(partyRuntimeIsRejoining(deadId)).toBe(true);
expect(usePartyStore.getState().members.slice(1)).toEqual(living);
expect(living.map((member) => useCombatStore.getState().actors[member.id])).toEqual(livingActors);
expect(usePartyStore.getState().command).toBe("stop");
expect(useCombatStore.getState().health).toBe(playerBefore);
expect(useGameStore.getState().playerPosition).toEqual(gameBefore.playerPosition);
expect(useGameStore.getState().resetRevision).toBe(gameBefore.resetRevision);
expect(useCombatStore.getState().combatEvents.at(-1)).toMatchObject({ kind: "resurrection", targetActorId: deadId });
expect(resurrectDeadPartyMembers("entrance", 1_001)).toBe(0);
});
it("restores all fallen members at a killed boss without resetting any living encounter", () => {
const boss = dungeon.bosses[0];
useCombatStore.getState().registerMob(boss.id, { name: boss.name, maxHealth: 1, boss: true });
useCombatStore.getState().damageMob(boss.id, 1, 100);
const mobsBefore = useCombatStore.getState().mobs;
const ids = usePartyStore.getState().members.map((_, index) => killMember(index));
expect(resurrectDeadPartyMembers(`boss:${boss.id}`, 1_000)).toBe(ids.length);
const slots = derivePartySpawnSlots({ footPosition: boss.position, yaw: dungeon.entrance.yaw }, ids.length + 1);
ids.forEach((id, index) => expect(getPartyRuntimePosition(id)).toEqual(slots[index + 1].footPosition));
expect(useCombatStore.getState().mobs).toBe(mobsBefore);
});
it("enforces boss combat at action time and remains usable during trash combat", () => {
const id = killMember(0);
useCombatStore.getState().registerMob("active-boss", { name: "Boss", maxHealth: 100, boss: true });
useCombatStore.getState().damageMob("active-boss", 1, 100);
const before = useCombatStore.getState();
expect(resurrectDeadPartyMembers("entrance", 1_000)).toBe(0);
expect(useCombatStore.getState()).toBe(before);
expect(partyRuntimeIsRejoining(id)).toBe(false);
useCombatStore.getState().damageMob("active-boss", 99, 101);
useCombatStore.getState().registerMob("trash", { name: "Trash", maxHealth: 100 });
useCombatStore.getState().damageMob("trash", 1, 102);
expect(resurrectDeadPartyMembers("entrance", 1_001)).toBe(1);
});
it("rejects locked, stale, or arbitrary checkpoint IDs without any mutation", () => {
killMember(0);
const before = useCombatStore.getState();
for (const id of [`boss:${dungeon.bosses[0].id}`, "boss:other-dungeon", "20,30,40"]) {
expect(resurrectDeadPartyMembers(id, 1_000)).toBe(0);
expect(useCombatStore.getState()).toBe(before);
}
});
it("cannot spend or bypass Manastorm revival charges or run on a non-authority client", () => {
killMember(0);
useGameStore.setState({ gameMode: "manastorm" });
expect(resurrectDeadPartyMembers()).toBe(0);
useGameStore.setState({ gameMode: "dungeon" });
configureOnlineSessionRuntime({ active: true, authority: false, localAccountId: "guest" });
expect(resurrectDeadPartyMembers()).toBe(0);
configureOnlineSessionRuntime({ active: false, authority: true, localAccountId: null });
expect(resurrectDeadPartyMembers("entrance", NaN)).toBe(0);
});
it("does not resurrect the dead player with the NPC button", () => {
killMember(0);
useCombatStore.getState().damagePlayer(useCombatStore.getState().maxHealth * 10);
expect(resurrectDeadPartyMembers("entrance", 1_000)).toBe(1);
expect(useCombatStore.getState().health).toBe(0);
expect(useCombatStore.getState().combatEvents.at(-1)?.targetActorId).not.toBe(PLAYER_AGGRO_ID);
});
it("removes lingering effects only on the resurrected member, leaving living allies' HoTs intact", () => {
const members = usePartyStore.getState().members;
useCombatStore.getState().setPlayerPosition([0, 0, 0]);
for (const member of members) registerPartyRuntimePosition(member.id, [0, 0, 0]);
useCombatStore.getState().synchronizeActors();
const renew = useCombatStore.getState().abilities.find((ability) => ability.name === "Renew")!;
usePartyStore.getState().selectMember(members[0].id);
expect(useCombatStore.getState().castAbility(renew.id, undefined, 1_000)).toMatchObject({ ok: true });
usePartyStore.getState().selectMember(members[1].id);
expect(useCombatStore.getState().castAbility(renew.id, undefined, 5_000).ok).toBe(true);
const livingEffects = useCombatStore.getState().effects.filter((effect) => effect.targetId === members[1].id);
expect(livingEffects.length).toBeGreaterThan(0);
killMember(0);
expect(resurrectDeadPartyMembers("entrance", 6_000)).toBe(1);
expect(useCombatStore.getState().effects.some((effect) => effect.targetId === members[0].id)).toBe(false);
expect(useCombatStore.getState().effects.filter((effect) => effect.targetId === members[1].id)).toEqual(livingEffects);
});
});
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@@ -0,0 +1,39 @@
import { PLAYER_AGGRO_ID } from "./aggro";
import { useCombatStore, type MobCombatState } from "./combatStore";
import { onlineSessionOwnsWorldSimulation } from "./onlineSessionRuntime";
import { beginPartyRuntimeRejoin } from "./partyRuntimeRegistry";
import { derivePartySpawnSlots } from "./partySpawnSlots";
import { usePartyStore } from "./partyStore";
import { useGameStore } from "./store";
import { resolveResurrectionCheckpoint } from "./resurrectionCheckpoints";
export function partyResurrectionBlockedByBoss(mobs: Readonly<Record<string, MobCombatState>>): boolean {
return Object.values(mobs).some((mob) => mob.boss && mob.engaged && !mob.dead && !mob.despawned);
}
/** Normal-dungeon recovery only; never bypass Manastorm charges or online authority. */
export function resurrectDeadPartyMembers(checkpointId = "entrance", now = Date.now()): number {
const game = useGameStore.getState();
const combat = useCombatStore.getState();
if (game.gameMode !== "dungeon" || !Number.isFinite(now) || !onlineSessionOwnsWorldSimulation()
|| partyResurrectionBlockedByBoss(combat.mobs)) return 0;
const checkpoint = resolveResurrectionCheckpoint(checkpointId);
if (!checkpoint) return 0;
const party = usePartyStore.getState();
const fallen = party.members.filter((member) => (combat.actors[member.id]?.health ?? member.health) <= 0);
if (!fallen.length) return 0;
const ids = new Set(fallen.map((member) => member.id));
const slots = derivePartySpawnSlots(checkpoint.spawn, party.members.length + 1);
useCombatStore.setState({ effects: combat.effects.filter((effect) => !effect.targetId || !ids.has(effect.targetId)) });
let restoredCount = 0;
for (const member of fallen) {
if (useCombatStore.getState().reviveActor(member.id, 1, PLAYER_AGGRO_ID, "party-checkpoint-resurrection", now) <= 0) continue;
const index = party.members.findIndex((candidate) => candidate.id === member.id);
beginPartyRuntimeRejoin(member.id, (slots[index + 1] ?? slots[0]).footPosition);
usePartyStore.getState().updateMemberCombat(member.id, {
status: "advancing", activeCast: null, activeCastTargetId: null, controlledUntil: 0, controlMechanic: null,
});
restoredCount += 1;
}
return restoredCount;
}
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@@ -6,6 +6,8 @@ import {
registerPartyRuntimePosition,
updatePartyRuntimeAttackCorridor,
updatePartyRuntimeTargetVisibility,
beginPartyRuntimeRejoin,
finishPartyRuntimeRejoin,
} from "./partyRuntimeRegistry";
import {
activePartyTargetId,
@@ -47,6 +49,36 @@ describe("party combat runtime", () => {
expect(activePartyTargetId(mobs, null)).toBe("pack:a");
});
it("lets a resurrected tank rejoin independently instead of taunting or casting from its checkpoint", () => {
registerEngagedMob();
const tank = usePartyStore.getState().members.find((member) => member.role === "tank")!;
for (const member of usePartyStore.getState().members) registerPartyRuntimePosition(member.id, [0, 0, 0]);
beginPartyRuntimeRejoin(tank.id, [1_000, 0, 0]);
const beforeHealth = useCombatStore.getState().mobs["pack:a"].health;
advanceDungeonPartyCombat(1_000);
expect(usePartyStore.getState().members.find((member) => member.id === tank.id))
.toMatchObject({ status: "advancing", activeCast: null, activeCastTargetId: null });
expect(usePartyStore.getState().memberTargetIds[tank.id]).toBeUndefined();
expect(useCombatStore.getState().mobs["pack:a"].forcedTarget?.actorId).not.toBe(tank.id);
expect(useCombatStore.getState().mobs["pack:a"].health).toBeLessThan(beforeHealth);
finishPartyRuntimeRejoin(tank.id);
registerPartyRuntimePosition(tank.id, [0, 0, 0]);
advanceDungeonPartyCombat(2_000);
expect(usePartyStore.getState().memberTargetIds[tank.id]).toBe("pack:a");
});
it("keeps returning teammates advancing during Stop, then resumes the party order when they arrive", () => {
const tank = usePartyStore.getState().members.find((member) => member.role === "tank")!;
usePartyStore.getState().setCommand("stop");
beginPartyRuntimeRejoin(tank.id, [0, 0, 0]);
advanceDungeonPartyCombat(1_000);
expect(usePartyStore.getState().members.find((member) => member.id === tank.id)?.status).toBe("advancing");
finishPartyRuntimeRejoin(tank.id);
advanceDungeonPartyCombat(2_000);
expect(usePartyStore.getState().command).toBe("stop");
expect(usePartyStore.getState().members.find((member) => member.id === tank.id)?.status).toBe("holding");
});
it("has the tank taunt the active mob while all damage allies attack it", () => {
registerEngagedMob();
for (const member of usePartyStore.getState().members) {
+6 -1
View File
@@ -21,6 +21,7 @@ import { requireDungeonDefinition } from "./dungeonRegistry";
import { getMobPosition } from "./mobRuntimeRegistry";
import {
getPartyRuntimePosition,
partyRuntimeIsRejoining,
partyRuntimeCenter,
partyRuntimePositionAlongAttackCorridor,
partyRuntimeTargetVisible,
@@ -1058,7 +1059,7 @@ export function advanceDungeonPartyCombat(now = Date.now()): void {
));
let members: readonly PartyMember[] = authoritativeMembers;
const partyOrigin = partyRuntimeCenter(
members.map((member) => member.id),
members.filter((member) => !partyRuntimeIsRejoining(member.id)).map((member) => member.id),
combat.playerPosition,
);
let targetId = partyCommandTargetId(
@@ -1122,6 +1123,10 @@ export function advanceDungeonPartyCombat(now = Date.now()): void {
if (member.status !== "down") nextMembers[index] = { ...member, status: "down" };
continue;
}
if (partyRuntimeIsRejoining(member.id)) {
nextMembers[index] = { ...member, status: "advancing", activeCast: null, activeCastTargetId: null };
continue;
}
if (member.controlledUntil > now) {
nextMembers[index] = member.status === "holding"
? member
+30
View File
@@ -11,11 +11,41 @@ import {
updatePartyRuntimeTargetVisibility,
updatePartyRuntimeAttackCorridor,
updatePartyRuntimePosition,
beginPartyRuntimeRejoin,
consumePartyRuntimeRejoin,
partyRuntimeIsRejoining,
finishPartyRuntimeRejoin,
} from "./partyRuntimeRegistry";
describe("party runtime position registry", () => {
beforeEach(clearPartyRuntimeRegistry);
it("consumes a copied relocation once and keeps the individual return task until completed", () => {
const origin: [number, number, number] = [1, 2, 3];
beginPartyRuntimeRejoin("tank", origin);
origin[0] = 999;
const result = consumePartyRuntimeRejoin("tank")! as [number, number, number];
expect(result).toEqual([1, 2, 3]);
result[0] = 888;
expect(getPartyRuntimePosition("tank")).toEqual([1, 2, 3]);
expect(consumePartyRuntimeRejoin("tank")).toBeNull();
expect(partyRuntimeIsRejoining("tank")).toBe(true);
expect(partyRuntimeIsRejoining("healer")).toBe(false);
finishPartyRuntimeRejoin("tank");
expect(partyRuntimeIsRejoining("tank")).toBe(false);
});
it("clears pending resurrection tasks on actor unmount and dungeon switch", () => {
const unregister = registerPartyRuntimePosition("tank", [0, 0, 0]);
beginPartyRuntimeRejoin("tank", [1, 0, 0]);
unregister();
expect(partyRuntimeIsRejoining("tank")).toBe(false);
beginPartyRuntimeRejoin("tank", [1, 0, 0]);
clearPartyRuntimeRegistry();
expect(consumePartyRuntimeRejoin("tank")).toBeNull();
expect(partyRuntimeIsRejoining("tank")).toBe(false);
});
it("tracks world actors without exposing mutable registry storage", () => {
const unregister = registerPartyRuntimePosition("tank", [1, 2, 3]);
updatePartyRuntimePosition("tank", 4, 5, 6);
+26
View File
@@ -3,6 +3,29 @@ export type MutablePartyWorldPosition = [x: number, y: number, z: number];
const positions = new Map<string, MutablePartyWorldPosition>();
const targetVisibility = new Map<string, { targetId: string | null; visible: boolean }>();
const rejoins = new Map<string, { position: PartyWorldPosition; pending: boolean }>();
/** A one-shot scene relocation followed by an individual return-to-player task. */
export function beginPartyRuntimeRejoin(id: string, position: PartyWorldPosition): void {
rejoins.set(id, { position: [...position], pending: true });
updatePartyRuntimePosition(id, position[0], position[1], position[2]);
targetVisibility.delete(id);
}
export function consumePartyRuntimeRejoin(id: string): PartyWorldPosition | null {
const rejoin = rejoins.get(id);
if (!rejoin?.pending) return null;
rejoin.pending = false;
return [...rejoin.position];
}
export function partyRuntimeIsRejoining(id: string): boolean {
return rejoins.has(id);
}
export function finishPartyRuntimeRejoin(id: string): void {
rejoins.delete(id);
}
let attackCorridor: {
readonly origin: MutablePartyWorldPosition;
readonly waypoints: readonly PartyWorldPosition[];
@@ -21,6 +44,7 @@ export function registerPartyRuntimePosition(
return () => {
positions.delete(id);
targetVisibility.delete(id);
rejoins.delete(id);
};
}
@@ -111,6 +135,7 @@ export function updatePartyRuntimePosition(
export function removePartyRuntimePosition(id: string): void {
positions.delete(id);
targetVisibility.delete(id);
rejoins.delete(id);
}
export function getPartyRuntimePosition(id: string): PartyWorldPosition | null {
@@ -166,5 +191,6 @@ export function partyRuntimeCenter(
export function clearPartyRuntimeRegistry(): void {
positions.clear();
targetVisibility.clear();
rejoins.clear();
attackCorridor = null;
}
+78
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@@ -0,0 +1,78 @@
import { beforeEach, describe, expect, it } from "vitest";
import { useCombatStore } from "./combatStore";
import { activateDungeonEncounterDefinitions, activeDungeonCompletedObjectiveIds, advanceDungeonEncounters, dispatchActiveDungeonEntityEvent, resetDungeonEncounters } from "./dungeonEncounterRuntime";
import { requireDungeonDefinition } from "./dungeonRegistry";
import { respawnDefeatedPlayer } from "./deathRespawn";
import { availableResurrectionCheckpoints, dungeonResurrectionCheckpoints } from "./resurrectionCheckpoints";
import { useGameStore } from "./store";
const dungeon = requireDungeonDefinition("stormwind-stockade");
describe("boss resurrection checkpoints", () => {
beforeEach(() => {
useGameStore.getState().activateDungeon("stormwind-stockade");
activateDungeonEncounterDefinitions(dungeon.id, dungeon.encounters ?? []);
resetDungeonEncounters("dungeon", dungeon.id);
useCombatStore.getState().initializeCharacter({ classId: "priest", level: 16 });
useCombatStore.setState({ mobs: {} });
});
it("always offers the entrance and unlocks every killed boss, including optional bosses", () => {
expect(dungeonResurrectionCheckpoints(dungeon, {})).toHaveLength(1);
const result = dungeonResurrectionCheckpoints(dungeon, {}, dungeon.bosses.map((boss) => boss.id));
expect(result.map((checkpoint) => checkpoint.id)).toEqual(["entrance", ...dungeon.bosses.map((boss) => `boss:${boss.id}`)]);
dungeon.bosses.forEach((boss, index) => expect(result[index + 1].spawn.footPosition).toEqual(boss.position));
});
it("uses durable encounter completion after hydration when no corpse is registered", () => {
const boss = dungeon.bosses[0];
dispatchActiveDungeonEntityEvent({ kind: "entity-death", entityId: boss.id, now: 100 });
advanceDungeonEncounters(dungeon.id, { kind: "tick", now: 100, facts: { deadEntityIds: [boss.id], registeredEntityIds: [boss.id] } });
expect(activeDungeonCompletedObjectiveIds(dungeon.id)).toContain(boss.id);
expect(availableResurrectionCheckpoints().map((checkpoint) => checkpoint.id)).toContain(`boss:${boss.id}`);
resetDungeonEncounters("boss-wipe", dungeon.id);
expect(availableResurrectionCheckpoints().map((checkpoint) => checkpoint.id)).toContain(`boss:${boss.id}`);
resetDungeonEncounters("dungeon", dungeon.id);
expect(availableResurrectionCheckpoints()).toHaveLength(1);
});
it("does not award a checkpoint for an alive or script-despawned boss", () => {
const boss = dungeon.bosses[0];
useCombatStore.getState().registerMob(boss.id, { name: boss.name, maxHealth: 100, boss: true });
expect(availableResurrectionCheckpoints()).toHaveLength(1);
const mob = useCombatStore.getState().mobs[boss.id];
useCombatStore.setState({ mobs: { [boss.id]: { ...mob, dead: true, health: 0, despawned: true } } });
expect(availableResurrectionCheckpoints()).toHaveLength(1);
});
it("returns the defeated player and party reset signal to the selected boss, preserving the kill", () => {
const boss = dungeon.bosses[0];
useCombatStore.getState().registerMob(boss.id, { name: boss.name, maxHealth: 1, boss: true });
useCombatStore.getState().damageMob(boss.id, 1, 100);
useCombatStore.getState().damagePlayer(useCombatStore.getState().maxHealth * 10);
const before = useGameStore.getState().resetRevision;
expect(respawnDefeatedPlayer(`boss:${boss.id}`)).toBe(true);
expect(useGameStore.getState().playerPosition).toEqual(boss.position);
expect(useGameStore.getState().resetRevision).toBe(before + 1);
expect(useCombatStore.getState().playerPosition).toEqual(boss.position);
expect(useCombatStore.getState().health).toBe(useCombatStore.getState().maxHealth);
expect(useCombatStore.getState().mobs[boss.id].dead).toBe(true);
expect(availableResurrectionCheckpoints().map((checkpoint) => checkpoint.id)).toContain(`boss:${boss.id}`);
});
it("lets a defeated player explicitly choose the entrance instead of a previously saved boss spawn", () => {
useGameStore.setState({ activeSpawn: { footPosition: dungeon.bosses[0].position, yaw: 1 } });
useCombatStore.getState().damagePlayer(useCombatStore.getState().maxHealth * 10);
expect(respawnDefeatedPlayer("entrance")).toBe(true);
expect(useGameStore.getState().playerPosition).toEqual(dungeon.entrance.footPosition);
});
it("rejects locked boss choices and cannot teleport a living player", () => {
const before = useGameStore.getState();
expect(respawnDefeatedPlayer("entrance")).toBe(false);
useCombatStore.getState().damagePlayer(useCombatStore.getState().maxHealth * 10);
expect(respawnDefeatedPlayer(`boss:${dungeon.bosses[0].id}`)).toBe(false);
expect(useCombatStore.getState().health).toBe(0);
expect(useGameStore.getState()).toBe(before);
});
});
+39
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@@ -0,0 +1,39 @@
import { useCombatStore, type MobCombatState } from "./combatStore";
import { activeDungeonCompletedObjectiveIds } from "./dungeonEncounterRuntime";
import { requireDungeonDefinition } from "./dungeonRegistry";
import type { DungeonDefinition, WorldSpawn } from "./dungeonTypes";
import { useGameStore } from "./store";
export interface ResurrectionCheckpoint {
readonly id: string;
readonly name: string;
readonly spawn: WorldSpawn;
}
/** Authored boss positions only: never accept a corpse position or arbitrary UI coordinates. */
export function dungeonResurrectionCheckpoints(
dungeon: DungeonDefinition,
mobs: Readonly<Record<string, MobCombatState>>,
completedObjectiveIds: readonly string[] = [],
): ResurrectionCheckpoint[] {
const completed = new Set(completedObjectiveIds);
return [
{ id: "entrance", name: "Dungeon entrance", spawn: dungeon.entrance },
...dungeon.bosses.filter((boss) => completed.has(boss.id)
|| (mobs[boss.id]?.dead && !mobs[boss.id]?.despawned)).map((boss) => ({
id: `boss:${boss.id}`, name: boss.name,
spawn: { footPosition: boss.position, yaw: dungeon.entrance.yaw },
})),
];
}
export function availableResurrectionCheckpoints(): ResurrectionCheckpoint[] {
const game = useGameStore.getState();
return dungeonResurrectionCheckpoints(requireDungeonDefinition(game.activeDungeonId),
useCombatStore.getState().mobs, activeDungeonCompletedObjectiveIds(game.activeDungeonId));
}
export function resolveResurrectionCheckpoint(id: string): ResurrectionCheckpoint | null {
if (useGameStore.getState().gameMode !== "dungeon") return null;
return availableResurrectionCheckpoints().find((checkpoint) => checkpoint.id === id) ?? null;
}
+38 -1
View File
@@ -13,7 +13,8 @@ import {
} from "./partyNavigation";
import { preparePartyNavigationGraph } from "./partyNavigationAssetCache";
import { shouldLoadPartyNavigation } from "./partyNavigationPolicy";
import { planPartyRoute } from "./partyPathing";
import { emptyPartyRouteState, planPartyRoute } from "./partyPathing";
import { partyRejoinMovement } from "./partyRejoin";
import { partyCombatMovementGoal, stepPartyPosition } from "./partyMovement";
import { derivePartySpawnSlots } from "./partySpawnSlots";
import { collisionTrimeshes, collisionLineOfSightTrimeshes, prepareCollision } from "../scene/productionDungeonCollision";
@@ -111,6 +112,42 @@ function distance(left: readonly number[], right: readonly number[]): number {
}
describe("Stormwind Stockade party navigation", () => {
it("returns resurrected teammates from the entrance and every boss checkpoint through approved shipping corridors", () => {
const world = collisionWorld(true, true);
try {
const directSegmentAllowed = createPartyDirectSegmentValidator(RAPIER, world);
const routeSegmentAllowed = createPartyRouteSegmentValidator(RAPIER, world);
const checkpoints = [stockades.entrance, ...stockades.bosses.map((boss) => ({ footPosition: boss.position, yaw: stockades.entrance.yaw }))];
for (const checkpoint of checkpoints) {
const player = findNearestPartyNavigationSurface(graph, stockades.entrance.footPosition, 6)!.position;
for (const slot of derivePartySpawnSlots(checkpoint, 5).slice(1)) {
const origin = findNearestPartyNavigationSurface(graph, slot.footPosition, 6)?.position;
expect(origin, JSON.stringify(slot)).toBeDefined();
let result = partyRejoinMovement("returning-member", origin!, player, 0, graph, emptyPartyRouteState(), {
directSegmentAllowed, routeSegmentAllowed,
});
expect(result.blocked, JSON.stringify({ checkpoint, origin, waypoints: result.route.waypoints })).toBe(false);
expect(result.rejoined || result.waypoint !== null).toBe(true);
for (let index = 1; index < result.route.waypoints.length; index += 1) {
expect(routeSegmentAllowed(result.route.waypoints[index - 1], result.route.waypoints[index])).toBe(true);
}
const current: [number, number, number] = [...origin!];
const next: [number, number, number] = [0, 0, 0];
for (let frame = 1; frame <= 4_000 && !result.rejoined; frame += 1) {
if (result.waypoint) {
stepPartyPosition(current, result.waypoint, .175, next);
current[0] = next[0]; current[1] = next[1]; current[2] = next[2];
}
result = partyRejoinMovement("returning-member", current, player, frame * 50, graph, result.route, {
directSegmentAllowed, routeSegmentAllowed,
});
}
expect(result.rejoined, JSON.stringify({ checkpoint, origin, current, result })).toBe(true);
}
}
} finally { world.free(); }
}, 60_000);
it("blocks combat sight across shipping room walls in both directions while preserving clear stair sight", () => {
const world = collisionWorld(true, true);
try {
+22 -1
View File
@@ -1,10 +1,31 @@
import { describe, expect, it } from "vitest";
import {
actionKeyForEvent, bindDesktopSlot, defaultUiLayout, desktopSlotForKey,
exportUiPreferences, importUiPreferences, normalizeActionKey, normalizeUiPreferences,
exportUiPreferences, importUiPreferences, normalizeActionKey, normalizeUiPreferences, resolveDpsMeterDisplay,
} from "./uiLayout";
describe("personal UI layouts", () => {
it("defaults DPS to PC lower-left flow and the Thor companion, with saved overrides", () => {
const ui = normalizeUiPreferences(null);
expect(ui.current.pc.elements.dps).toEqual({ visible: true, position: null, width: null });
expect(resolveDpsMeterDisplay(ui.current.pc, false)).toBe("main");
expect(resolveDpsMeterDisplay(ui.current.mobile, true)).toBe("companion");
expect(resolveDpsMeterDisplay(ui.current.pc, true)).toBe("companion");
ui.current.mobile.dpsMeterDisplay = "main";
ui.current.mobile.elements.dps = { visible: false, position: { x: .6, y: .7 }, width: 300 };
expect(importUiPreferences(exportUiPreferences(ui))).toEqual(ui);
expect(resolveDpsMeterDisplay(ui.current.mobile, true)).toBe("main");
});
it("imports older UI templates without a DPS meter", () => {
const exported = JSON.parse(exportUiPreferences(normalizeUiPreferences(null)));
for (const device of ["pc", "mobile"]) {
delete exported.current[device].elements.dps;
delete exported.current[device].dpsMeterDisplay;
}
expect(importUiPreferences(JSON.stringify(exported)).current.pc.elements.dps.visible).toBe(true);
exported.current.pc.dpsMeterDisplay = "invalid";
expect(() => importUiPreferences(JSON.stringify(exported))).toThrow("DPS meter display");
});
it("migrates old accounts to independent Mobile and PC layouts with exactly six empty slots", () => {
const ui = normalizeUiPreferences(undefined);
expect(ui.slots.mobile).toEqual([null, null, null]);
+13 -2
View File
@@ -7,7 +7,7 @@ export const BAR_COLUMNS = [1, 2, 3, 4, 6, 12] as const;
export const HUD_ELEMENTS = {
party: "Party frames", summons: "Pet and summon frames", minimap: "Minimap",
player: "Player status", timeline: "Encounter timeline", target: "Enemy target",
friendly: "Friendly target", threat: "Threat meter", cast: "Cast bar",
friendly: "Friendly target", threat: "Threat meter", dps: "DPS meter", cast: "Cast bar",
hints: "Control hints", actions: "Controller action bar", experience: "Experience bar",
reticle: "Crosshair", loot: "Loot notifications", interaction: "Interaction prompt",
manastorm: "Manastorm status", completion: "Dungeon completion", assets: "Asset notice",
@@ -25,6 +25,7 @@ export interface DesktopActionSlot { abilityId: string | null; key: string | nul
export interface DesktopActionBar { columns: number; slots: DesktopActionSlot[] }
export interface UiLayout {
elements: Record<HudElementId, HudElementLayout>;
dpsMeterDisplay: "auto" | "main" | "companion";
wowBars: boolean;
barCount: number;
bars: DesktopActionBar[];
@@ -42,6 +43,7 @@ export function defaultUiLayout(): UiLayout {
elements: Object.fromEntries(Object.keys(HUD_ELEMENTS).map((id) => [id, {
visible: true, position: null, width: null,
}])) as UiLayout["elements"],
dpsMeterDisplay: "auto",
wowBars: false,
barCount: 1,
bars: Array.from({ length: 5 }, (_, bar) => ({
@@ -106,7 +108,13 @@ export function normalizeUiLayout(value: unknown): UiLayout {
}),
};
});
return { ...defaults, wowBars: source.wowBars === true, barCount: Math.floor(bounded(source.barCount, 1, 1, 5)) };
return { ...defaults,
dpsMeterDisplay: source.dpsMeterDisplay === "main" || source.dpsMeterDisplay === "companion" ? source.dpsMeterDisplay : "auto",
wowBars: source.wowBars === true, barCount: Math.floor(bounded(source.barCount, 1, 1, 5)) };
}
export function resolveDpsMeterDisplay(layout: UiLayout, dualScreen: boolean): "main" | "companion" {
return layout.dpsMeterDisplay === "auto" ? dualScreen ? "companion" : "main" : layout.dpsMeterDisplay;
}
export function normalizeUiPreferences(value: unknown): UiPreferences {
const source = record(value);
@@ -146,9 +154,12 @@ export function importUiPreferences(text: string): UiPreferences {
if (source.format !== "healer-man-ui" || source.version !== 1) throw new Error("Unsupported UI file format or version.");
const validateLayout = (value: unknown) => {
const layout = record(value);
if (layout.dpsMeterDisplay !== undefined && !["auto", "main", "companion"].includes(String(layout.dpsMeterDisplay))) throw new Error("Invalid DPS meter display.");
if (typeof layout.wowBars !== "boolean" || !Number.isInteger(layout.barCount) || Number(layout.barCount) < 1 || Number(layout.barCount) > 5
|| !Array.isArray(layout.bars) || layout.bars.length !== 5) throw new Error("Invalid action bar configuration.");
for (const id of Object.keys(HUD_ELEMENTS)) {
// Version-one exports made before the DPS meter inherit its defaults.
if (id === "dps" && record(layout.elements)[id] === undefined) continue;
const element = record(record(layout.elements)[id]);
const position = record(element.position);
if (typeof element.visible !== "boolean" || (element.position !== null && [position.x, position.y].some((v) => typeof v !== "number" || !Number.isFinite(v) || v < 0 || v > 1))
+10 -1
View File
@@ -5,6 +5,8 @@ import { useShellStore } from "../app/shellStore";
import { emitControllerToken, setExternalControllerMovement } from "../input/controller";
import { currentCompanionSnapshot, executeCompanionCommand, type DualScreenMessage } from "./dualScreenSync";
import { createRateLimitedPublisher } from "./rateLimitedPublisher";
import { useUiLayoutStore } from "../game/uiLayoutStore";
import { useDpsMeterStore } from "../game/dpsMeterStore";
export function connectAuthoritativeDualScreen(
channel: BroadcastChannel,
@@ -30,6 +32,12 @@ export function connectAuthoritativeDualScreen(
const unsubscribeParty = usePartyStore.subscribe(() => {
if (companionReady) gamePublisher.request();
});
const unsubscribeUi = useUiLayoutStore.subscribe(() => {
if (companionReady) gamePublisher.request();
});
const unsubscribeDps = useDpsMeterStore.subscribe(() => {
if (companionReady) gamePublisher.request();
});
channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
if (event.data.type === "companion-ready") {
companionReady = true;
@@ -52,7 +60,8 @@ export function connectAuthoritativeDualScreen(
unsubscribeGame();
unsubscribeCombat();
unsubscribeParty();
unsubscribeUi();
unsubscribeDps();
gamePublisher.dispose();
};
}
+48
View File
@@ -0,0 +1,48 @@
import { afterEach, describe, expect, it, vi } from "vitest";
import { connectAuthoritativeDualScreen } from "./authoritativeDualScreenRuntime";
import { useUiLayoutStore } from "../game/uiLayoutStore";
import { useDpsMeterStore } from "../game/dpsMeterStore";
import { emptyDpsMeter } from "../game/dpsMeter";
import type { DualScreenMessage } from "./dualScreenSync";
describe("dedicated companion DPS synchronization", () => {
afterEach(() => {
useUiLayoutStore.getState().finish(false);
useDpsMeterStore.setState(emptyDpsMeter(), true);
vi.unstubAllGlobals();
vi.useRealTimers();
});
it("publishes meter ticks and layout drafts, then unsubscribes on disconnect", () => {
vi.useFakeTimers(); vi.setSystemTime(1_000);
vi.stubGlobal("window", { setTimeout, clearTimeout, location: { search: "?display=top" } });
const postMessage = vi.fn<(message: DualScreenMessage) => void>();
const channel = { postMessage, onmessage: null } as unknown as BroadcastChannel;
const disconnect = connectAuthoritativeDualScreen(channel, { data: { type: "companion-ready" } } as MessageEvent<DualScreenMessage>);
try {
useUiLayoutStore.getState().begin();
useUiLayoutStore.getState().updateDraft((layout) => ({ ...layout, dpsMeterDisplay: "companion", elements: {
...layout.elements, dps: { visible: false, position: { x: .4, y: .6 }, width: 300 },
} }));
vi.advanceTimersByTime(100);
let latest = postMessage.mock.lastCall?.[0];
expect(latest?.type).toBe("app-state");
if (latest?.type !== "app-state") throw new Error("Missing companion snapshot");
expect(latest.snapshot.game.dpsMeter).toMatchObject({ display: "companion", layout: {
visible: false, position: { x: .4, y: .6 }, width: 300,
} });
useDpsMeterStore.setState({ startedAt: 1_000, endedAt: null, updatedAt: 3_000, elapsedMs: 2_000,
damage: { test: { id: "test", name: "Test", color: "#fff", total: 200 } } }, true);
vi.advanceTimersByTime(100);
latest = postMessage.mock.lastCall?.[0];
if (latest?.type !== "app-state") throw new Error("Missing DPS snapshot");
expect(latest.snapshot.game.dpsMeter.values).toMatchObject({ totalDamage: 200, totalDps: 100, durationSeconds: 2 });
} finally { disconnect(); }
postMessage.mockClear();
useUiLayoutStore.getState().finish(false);
useDpsMeterStore.setState(emptyDpsMeter(), true);
vi.advanceTimersByTime(100);
expect(postMessage).not.toHaveBeenCalled();
});
});
+32 -1
View File
@@ -26,6 +26,12 @@ import { abilityAtLevel, resourceProfileForClass, type AbilityTarget } from "../
import type { DungeonId } from "../game/dungeonCatalog";
import { useManastormStore } from "../game/manastormStore";
import { resolveStagePresentation } from "../game/manastormStagePresentation";
import { currentDpsMeterSnapshot } from "../game/dpsMeterStore";
import type { DpsMeterSnapshot } from "../game/dpsMeter";
import { activeUiLayout, useUiLayoutStore } from "../game/uiLayoutStore";
import { normalizeHudPosition } from "../game/hudLayout";
import { resolveDpsMeterDisplay, type HudElementLayout } from "../game/uiLayout";
import { currentDisplayLayout } from "./displayLayout";
export { createDualScreenChannel } from "./dualScreenChannel";
@@ -89,6 +95,12 @@ export interface CompanionPartyObjectiveSnapshot {
}
export interface CompanionGameSnapshot {
dpsMeter: {
values: DpsMeterSnapshot;
layout: HudElementLayout;
display: "main" | "companion";
editing: boolean;
};
gameMode: GameMode;
dungeonId: string;
dungeonTitle: string;
@@ -159,7 +171,8 @@ export type CompanionCommand =
| { name: "cyclePartyMember"; direction: 1 | -1 }
| { name: "setPartyCommand"; command: PartyCommand }
| { name: "recallParty" }
| { name: "resetAtEntrance" };
| { name: "resetAtEntrance" }
| { name: "editDpsMeter"; update: Partial<HudElementLayout> };
export type DualScreenMessage =
| { type: "companion-ready" }
@@ -180,6 +193,7 @@ export function currentCompanionSnapshot(): CompanionSnapshot {
const combat = useCombatStore.getState();
const party = usePartyStore.getState();
const manastorm = useManastormStore.getState();
const uiLayout = activeUiLayout();
const dungeon = requireDungeonDefinition(game.activeDungeonId);
const stagePresentation = resolveStagePresentation(game.gameMode, manastorm.currentEncounter, {
title: dungeon.title,
@@ -251,6 +265,12 @@ export function currentCompanionSnapshot(): CompanionSnapshot {
draft: shell.draft,
notice: shell.notice,
game: {
dpsMeter: {
values: currentDpsMeterSnapshot(),
layout: uiLayout.elements.dps,
display: resolveDpsMeterDisplay(uiLayout, typeof window !== "undefined" && currentDisplayLayout() !== "single"),
editing: game.overlay === "ui-layout",
},
gameMode: game.gameMode,
dungeonId: dungeon.id,
dungeonTitle: stagePresentation.title,
@@ -322,6 +342,17 @@ export function executeCompanionCommand(command: CompanionCommand): void {
const game = useGameStore.getState();
const combat = useCombatStore.getState();
switch (command.name) {
case "editDpsMeter": {
if (game.overlay !== "ui-layout" || !useUiLayoutStore.getState().draft) break;
const update: Partial<HudElementLayout> = {};
if (command.update.position) update.position = normalizeHudPosition(command.update.position, { x: .5, y: .5 });
if (typeof command.update.width === "number" && Number.isFinite(command.update.width)) update.width = Math.round(Math.max(160, Math.min(600, command.update.width)));
useUiLayoutStore.getState().updateDraft((layout) => ({ ...layout, elements: {
...layout.elements, dps: { ...layout.elements.dps, ...update },
} }));
useUiLayoutStore.setState({ selectedElement: "dps" });
break;
}
case "selectCharacter": shell.selectCharacter(command.characterId); break;
case "openCreator": shell.openCreator(); break;
case "cancelCreator": shell.cancelCreator(); break;
+56 -8
View File
@@ -72,10 +72,14 @@ import {
type PartyRouteState,
} from "../game/partyPathing";
import { partyCombatRangeBand } from "../game/partyRuntime";
import { partyRejoinMovement } from "../game/partyRejoin";
import { useWailingEncounterStore } from "../game/wailingCavernsEncounter";
import {
clearPartyRuntimeAttackCorridor,
consumePartyRuntimeRejoin,
finishPartyRuntimeRejoin,
getPartyRuntimePosition,
partyRuntimeIsRejoining,
registerPartyRuntimePosition,
updatePartyRuntimeAttackCorridor,
updatePartyRuntimePosition,
@@ -419,6 +423,7 @@ function PartyActors({
: null;
const recallPosition = navigationRecall?.position ?? player;
party.members.forEach((member, index) => {
finishPartyRuntimeRejoin(member.id);
const position = positionsRef.current.get(member.id) ?? initialMemberPosition(index);
// Attach a recalled squad to the reviewed surface just as initial
// spawns do. An exact visual-floor point can sit between Recast stair
@@ -518,6 +523,7 @@ function PartyActors({
members.forEach((member, index) => {
const position = positionsRef.current.get(member.id) ?? initialMemberPosition(index);
const slot = spawnSlots[index + 1] ?? spawnSlots[0];
finishPartyRuntimeRejoin(member.id);
position[0] = slot.footPosition[0];
position[1] = slot.footPosition[1];
position[2] = slot.footPosition[2];
@@ -605,6 +611,29 @@ function PartyActors({
appendPartyBreadcrumb(playerTrailRef.current, playerNavigation);
const routeNow = clock.elapsedTime * 1_000;
const combatNow = Date.now();
for (const member of party.members) {
if (member.health <= 0) {
finishPartyRuntimeRejoin(member.id);
continue;
}
const checkpoint = consumePartyRuntimeRejoin(member.id);
if (!checkpoint) continue;
const landing = navigationGraph
? findNearestPartyNavigationSurface(navigationGraph, checkpoint, 6)?.position ?? checkpoint : checkpoint;
const current = positionsRef.current.get(member.id) ?? [...landing];
current[0] = landing[0]; current[1] = landing[1]; current[2] = landing[2];
positionsRef.current.set(member.id, current);
updatePartyRuntimePosition(member.id, current[0], current[1], current[2]);
combatRoutesRef.current.delete(member.id);
combatAnchorsRef.current.delete(member.id);
followerCursorsRef.current.delete(member.id);
directFollowMovingRef.current.delete(member.id);
stuckProgressRef.current.delete(member.id);
updatePartyRuntimeTargetVisibility(member.id, null, false);
const animationSignal = animationEventSignalsRef.current.get(member.id);
animationRevisionRef.current += 1;
if (animationSignal) animationSignal.current = { revision: animationRevisionRef.current, kind: "ability-cancel" };
}
const playerTrail = playerTrailRef.current.points;
const latestPlayerTrailPoint = playerTrail[playerTrail.length - 1];
const previousPlayerTrailPoint = playerTrail[playerTrail.length - 2];
@@ -639,7 +668,7 @@ function PartyActors({
lastLeaderWaypointRef.current = null;
}
const objective = objectives.find((candidate) => candidate.id === party.objectiveBossId) ?? null;
const leaderIndex = party.members.findIndex((member) => member.health > 0);
const leaderIndex = party.members.findIndex((member) => member.health > 0 && !partyRuntimeIsRejoining(member.id));
const safeDelta = Math.min(delta, 0.05);
const desired: MutablePartyWorldPosition = [0, 0, 0];
const nextPosition: MutablePartyWorldPosition = [0, 0, 0];
@@ -994,7 +1023,8 @@ function PartyActors({
}
lastHealthRef.current.set(member.id, member.health);
if (!actor || !current) continue;
const memberTargetId = party.memberTargetIds[member.id] ?? party.activeMobId;
const rejoining = partyRuntimeIsRejoining(member.id);
const memberTargetId = rejoining ? null : party.memberTargetIds[member.id] ?? party.activeMobId;
const memberTargetPosition = memberTargetId ? getMobPosition(memberTargetId) : null;
const canSeeActiveTarget = Boolean(
memberTargetId
@@ -1012,10 +1042,28 @@ function PartyActors({
if (member.health <= 0) {
const signal = movingSignalsRef.current.get(member.id);
if (signal) signal.current = false;
} else if (party.command === "stop") {
// Holding is represented by retaining the current world-space tuple.
} else if (member.activeCast || member.controlledUntil > combatNow) {
// Casting and crowd control are intentional immobility, not stuck navigation.
} else if (rejoining) {
const intent = partyRejoinMovement(member.id, current, playerNavigation, routeNow,
navigationGraph, combatRoutesRef.current.get(member.id) ?? emptyPartyRouteState(),
{ directSegmentAllowed, routeSegmentAllowed: navigationRouteSegmentAllowed });
combatRoutesRef.current.set(member.id, intent.route);
if (intent.rejoined) {
finishPartyRuntimeRejoin(member.id);
combatRoutesRef.current.delete(member.id);
followerCursorsRef.current.delete(member.id);
} else {
movementExpected = true;
frameRouteBlocked ||= intent.blocked;
if (intent.waypoint) {
desired[0] = intent.waypoint[0]; desired[1] = intent.waypoint[1]; desired[2] = intent.waypoint[2];
hasDesired = true;
faceX = desired[0] - current[0]; faceZ = desired[2] - current[2];
}
}
} else if (party.command === "stop") {
// Holding is represented by retaining the current world-space tuple.
} else if (index === leaderIndex) {
hasDesired = leaderHasWaypoint;
movementExpected = leaderMovementExpected;
@@ -1254,7 +1302,7 @@ function PartyActors({
const movementProfile = movementProfileFor(member.id, index);
const currentPlanarDistance = planarDistance(current, playerNavigation);
if (member.health > 0 && party.command !== "stop" && hasDesired) {
if (member.health > 0 && (party.command !== "stop" || rejoining) && hasDesired) {
const speed = (currentPlanarDistance > 8 ? PARTY_CATCH_UP_SPEED : PARTY_MOVE_SPEED)
* movementProfile.speedMultiplier;
const moved = stepPartyPosition(current, desired, speed * safeDelta, nextPosition);
@@ -1287,7 +1335,7 @@ function PartyActors({
stuckProgress = createPartyStuckRecoveryState(current, routeNow);
stuckProgressRef.current.set(member.id, stuckProgress);
}
const recoveryGoal = memberTargetPosition ? `mob:${memberTargetId}`
const recoveryGoal = rejoining ? "resurrection-rejoin:player" : memberTargetPosition ? `mob:${memberTargetId}`
: index === leaderIndex ? `objective:${party.objectiveBossId}` : `follow:${leaderMember?.id}`;
const recovery = updatePartyStuckRecovery(stuckProgress, {
position: current,
@@ -1296,7 +1344,7 @@ function PartyActors({
movementExpected,
health: member.health,
paused: !active || game.paused || game.mapOpen || game.companionOpen,
stopped: party.command === "stop",
stopped: party.command === "stop" && !rejoining,
casting: member.activeCast !== null,
controlled: member.controlledUntil > combatNow,
nowMs: routeNow,
@@ -1316,7 +1364,7 @@ function PartyActors({
const landing = choosePartyStuckRecoveryPosition({
current,
player: playerNavigation,
groupAnchor: index === leaderIndex ? playerNavigation : leaderPosition ?? playerNavigation,
groupAnchor: rejoining || index === leaderIndex ? playerNavigation : leaderPosition ?? playerNavigation,
trailPoints: [...leaderTrailRef.current.points, ...playerTrailRef.current.points].map((point) => point.position),
validate: recoveryPointAllowed,
});
+10
View File
@@ -731,6 +731,16 @@ kbd { color: var(--moss-bright); font: inherit; font-size: 0.64rem; }
.party-frame.is-selected { border-color: rgba(229, 207, 110, .75); background: linear-gradient(100deg, rgba(39, 43, 20, .96), rgba(18, 38, 24, .88)); box-shadow: 0 0 0 1px rgba(229,207,110,.14), 0 6px 18px rgba(0,0,0,.32); }
.party-frame.is-dispellable { border-color: var(--dispel-bright); box-shadow: 0 0 0 1px rgba(var(--dispel-rgb),.72), 0 0 12px rgba(var(--dispel-rgb),.62), 0 6px 18px rgba(0,0,0,.32); }
.party-frame.is-down { filter: grayscale(.75); opacity: .58; }
.party-rez-button { display: grid; width: 100%; min-height: 44px; gap: 3px; padding: 6px 8px; border: 1px solid var(--party-rez-border, rgba(224,197,101,.5)); border-radius: 4px; background: var(--party-rez-background, linear-gradient(110deg, rgba(41,45,23,.96), rgba(13,28,20,.94))); color: var(--party-rez-color, #fff0b0); cursor: pointer; }
.party-rez-button strong { font-size: 10px; }
.party-rez-button small { color: #b6c4a8; font-size: 8px; }
.party-rez-button:hover:not(:disabled), .party-rez-button:focus-visible { border-color: #fff0b0; outline: 1px solid #fff0b0; outline-offset: 2px; }
.party-rez-button:disabled { opacity: .6; cursor: not-allowed; }
.party-resurrection { display: grid; gap: 4px; }
.resurrection-destination { display: grid; width: 100%; gap: 3px; margin-bottom: 6px; color: #b6c4a8; font-size: 10px; text-align: left; }
.resurrection-destination select { width: 100%; min-width: 0; min-height: 44px; padding: 4px 7px; border: 1px solid rgba(224,197,101,.5); border-radius: 4px; background: #142219; color: #fff0b0; font: inherit; }
.resurrection-destination select:focus-visible { outline: 1px solid #fff0b0; outline-offset: 2px; }
.resurrection-destination select:disabled { opacity: .6; }
.party-frame--player { opacity: .9; }
.party-frame--player.is-selected { opacity: 1; }
.party-frame--online { border-color: rgba(79,184,154,.3); background: linear-gradient(100deg, rgba(9,35,31,.94), rgba(11,24,21,.9)); }
+21 -8
View File
@@ -30,6 +30,10 @@ import { ExperienceBar } from "./ExperienceBar";
import { BrandMark, FrontSurface } from "./FrontSurface";
import { ShelvedCompanionPanel } from "@shelvedCompanionPanel";
import { SHELVED_MODES_ENABLED } from "../app/releaseFeatures";
import { EditableHudElement } from "./EditableHudElement";
import { DpsMeterWidget } from "./DpsMeterWidget";
import { useUiLayoutStore } from "../game/uiLayoutStore";
import { useDpsMeterStore } from "../game/dpsMeterStore";
function safePercent(current: number, maximum: number): number {
if (!Number.isFinite(current) || !Number.isFinite(maximum) || maximum <= 0) return 0;
@@ -456,14 +460,21 @@ export function CompanionPanel({ snapshot, send, preferControllerBinds = false }
</div>
</article>
</section>
<section className="companion-map-card">
<DungeonMapGraphic position={snapshot.game.playerPosition} yaw={snapshot.game.cameraYaw} compact />
<div>
<span>{snapshot.game.overlay ? "Upper display" : "Current area"}</span>
<strong>{snapshot.game.overlay ? overlayName(snapshot.game.overlay, romSkills) : snapshot.game.areaName}</strong>
<small>{Math.round(snapshot.game.distanceTravelled)} m explored / {heading} degrees</small>
</div>
</section>
<div className="companion-tactical__overview">
<section className="companion-map-card">
<DungeonMapGraphic position={snapshot.game.playerPosition} yaw={snapshot.game.cameraYaw} compact />
<div>
<span>{snapshot.game.overlay ? "Upper display" : "Current area"}</span>
<strong>{snapshot.game.overlay ? overlayName(snapshot.game.overlay, romSkills) : snapshot.game.areaName}</strong>
<small>{Math.round(snapshot.game.distanceTravelled)} m explored / {heading} degrees</small>
</div>
</section>
{snapshot.game.dpsMeter.display === "companion" && <EditableHudElement id="dps" hostSelector=".companion-panel"
elementLayout={snapshot.game.dpsMeter.layout} editing={snapshot.game.dpsMeter.editing}
onChange={(update) => send({ name: "editDpsMeter", update })}>
<DpsMeterWidget compact snapshot={snapshot.game.dpsMeter.values} width={snapshot.game.dpsMeter.layout.width} />
</EditableHudElement>}
</div>
<div className="companion-tactical__actions" style={{ gridColumn: "1 / 3", minWidth: 0 }}>
<ActionBar
items={actionItems}
@@ -501,5 +512,7 @@ export function LocalCompanionPanel() {
useGameStore();
useCombatStore();
usePartyStore();
useUiLayoutStore();
useDpsMeterStore();
return <CompanionPanel snapshot={currentCompanionSnapshot()} send={executeCompanionCommand} />;
}
+14
View File
@@ -0,0 +1,14 @@
import { currentDisplayLayout } from "../platform/displayLayout";
import { currentUiDevice, useUiLayoutStore } from "../game/uiLayoutStore";
import { resolveDpsMeterDisplay } from "../game/uiLayout";
import { currentDpsMeterSnapshot, useDpsMeterStore } from "../game/dpsMeterStore";
import { EditableHudElement } from "./EditableHudElement";
import { DpsMeterWidget } from "./DpsMeterWidget";
export function DpsMeter() {
useDpsMeterStore();
const ui = useUiLayoutStore();
const layout = ui.draft ?? ui.preferences.current[currentUiDevice()];
if (resolveDpsMeterDisplay(layout, currentDisplayLayout() !== "single") !== "main") return null;
return <EditableHudElement id="dps"><DpsMeterWidget snapshot={currentDpsMeterSnapshot()} width={layout.elements.dps.width} /></EditableHudElement>;
}
+20
View File
@@ -0,0 +1,20 @@
import type { CSSProperties } from "react";
import type { DpsMeterSnapshot } from "../game/dpsMeter";
import "./dpsMeter.css";
export function DpsMeterWidget({ snapshot, width, compact = false }: {
snapshot: DpsMeterSnapshot; width?: number | null; compact?: boolean;
}) {
const number = (value: number) => Math.round(value).toLocaleString();
return <section className={`dps-meter ${compact ? "dps-meter--compact" : ""}`} aria-label="DPS meter"
style={{ "--dps-meter-width": `${width ?? 230}px` } as CSSProperties}>
<header><strong>DPS</strong><small>{snapshot.rows.length === 0 ? "Waiting for combat" : snapshot.active ? "Current fight" : "Last fight"}</small>
<span>{Math.floor(snapshot.durationSeconds / 60)}:{String(Math.floor(snapshot.durationSeconds % 60)).padStart(2, "0")}</span></header>
{snapshot.rows.length > 0 ? <ol>{snapshot.rows.map((row) => <li key={row.id}
title={`${row.name}: ${number(row.dps)} DPS · ${number(row.total)} damage`}
style={{ "--dps-color": row.color } as CSSProperties}>
<i style={{ width: `${row.percent}%` }} aria-hidden="true" /><span>{row.name}</span><b>{number(row.dps)}</b>
</li>)}</ol> : <p>Damage dealt per second</p>}
{snapshot.rows.length > 0 && <footer><span>Party · {number(snapshot.totalDamage)} damage</span><b>{number(snapshot.totalDps)} DPS</b></footer>}
</section>;
}
+20 -14
View File
@@ -1,12 +1,13 @@
import { useLayoutEffect, useRef, useState, type CSSProperties, type ReactNode } from "react";
import { createPortal } from "react-dom";
import { HUD_ELEMENTS, type HudElementId } from "../game/uiLayout";
import { HUD_ELEMENTS, type HudElementId, type HudElementLayout } from "../game/uiLayout";
import { currentUiDevice, useUiLayoutStore } from "../game/uiLayoutStore";
import { useGameStore } from "../game/store";
import "./uiLayout.css";
const FALLBACKS: Partial<Record<HudElementId, [number, number, number]>> = {
party: [.1, .3, 210], summons: [.27, .25, 150], minimap: [.9, .12, 160], player: [.9, .34, 160],
timeline: [.9, .52, 160], target: [.5, .15, 230], friendly: [.3, .15, 230], threat: [.78, .25, 160],
timeline: [.9, .52, 160], target: [.5, .15, 230], friendly: [.3, .15, 230], threat: [.78, .25, 160], dps: [.13, .8, 230],
cast: [.5, .68, 330], actions: [.5, .86, 420], hints: [.5, .65, 420], experience: [.5, .99, 900],
reticle: [.5, .5, 20], loot: [.5, .3, 320], interaction: [.5, .6, 320], manastorm: [.5, .05, 400],
completion: [.5, .39, 360], assets: [.78, .6, 200], feedback: [.5, .71, 400],
@@ -14,14 +15,17 @@ const FALLBACKS: Partial<Record<HudElementId, [number, number, number]>> = {
};
/** Defaults remain in their original CSS flow until the player moves the widget. */
export function EditableHudElement({ id, children, intrinsicWidth, bottomAnchor }: {
export function EditableHudElement({ id, children, intrinsicWidth, bottomAnchor, elementLayout,
editing: editingOverride, hostSelector = ".game-shell", onChange }: {
id: HudElementId; children?: ReactNode; intrinsicWidth?: number; bottomAnchor?: number;
elementLayout?: HudElementLayout; editing?: boolean; hostSelector?: string;
onChange?: (update: Partial<HudElementLayout>) => void;
}) {
const overlay = useGameStore((state) => state.overlay);
const editing = overlay === "ui-layout";
const editing = editingOverride ?? overlay === "ui-layout";
const state = useUiLayoutStore();
const layout = state.draft ?? state.preferences.current[currentUiDevice()];
const element = layout.elements[id];
const element = elementLayout ?? layout.elements[id];
const [origin, setOrigin] = useState<{ x: number; y: number; width: number } | null>(null);
const ref = useRef<HTMLDivElement>(null);
const [host, setHost] = useState<Element | null>(null);
@@ -34,14 +38,14 @@ export function EditableHudElement({ id, children, intrinsicWidth, bottomAnchor
: origin ?? { x: fallback[0], y: fallback[1] });
const width = intrinsicWidth ?? element.width ?? origin?.width ?? fallback[2];
useLayoutEffect(() => { if (ref.current) setHost(ref.current.closest(".game-shell")); }, []);
useLayoutEffect(() => { if (ref.current) setHost(ref.current.closest(hostSelector)); }, [hostSelector]);
useLayoutEffect(() => {
if (positioned || !ref.current) return;
const node = ref.current;
const measure = () => {
const child = node.firstElementChild?.getBoundingClientRect();
const host = node.closest(".game-shell")?.getBoundingClientRect();
const host = node.closest(hostSelector)?.getBoundingClientRect();
if (child && host && child.width > 0 && child.height > 0) {
setOrigin({ x: (child.left - host.left + child.width / 2) / host.width,
y: (child.top - host.top + child.height / 2) / host.height, width: child.width });
@@ -52,21 +56,23 @@ export function EditableHudElement({ id, children, intrinsicWidth, bottomAnchor
if (node.firstElementChild) observer.observe(node.firstElementChild);
window.addEventListener("resize", measure);
return () => { observer.disconnect(); window.removeEventListener("resize", measure); };
}, [positioned, children]);
}, [positioned, children, hostSelector]);
useLayoutEffect(() => {
const node = ref.current;
const host = node?.closest(".game-shell");
const host = node?.closest(hostSelector);
if (!positioned || !node || !host) return;
const measure = () => setBounds({ width: host.clientWidth, height: host.clientHeight, panelWidth: node.offsetWidth, panelHeight: node.offsetHeight });
const observer = new ResizeObserver(measure);
observer.observe(node); observer.observe(host); measure();
return () => observer.disconnect();
}, [positioned, host]);
}, [positioned, host, hostSelector]);
const updatePosition = (x: number, y: number) => state.updateDraft((draft) => ({ ...draft, elements: {
...draft.elements, [id]: { ...draft.elements[id], position: { x: Math.max(0, Math.min(1, x)), y: Math.max(0, Math.min(1, y)) }, width },
} }));
const updatePosition = (x: number, y: number) => {
const update = { position: { x: Math.max(0, Math.min(1, x)), y: Math.max(0, Math.min(1, y)) }, width };
if (onChange) onChange(update);
else state.updateDraft((draft) => ({ ...draft, elements: { ...draft.elements, [id]: { ...draft.elements[id], ...update } } }));
};
const left = Math.max(6, Math.min(Math.max(6, bounds.width - bounds.panelWidth - 6), position.x * bounds.width - bounds.panelWidth / 2));
const top = Math.max(6, Math.min(Math.max(6, bounds.height - bounds.panelHeight - 6), position.y * bounds.height - bounds.panelHeight / 2));
const style = positioned ? { left, top, width: `min(${width}px, calc(100% - 12px))` } as CSSProperties : undefined;
@@ -85,7 +91,7 @@ export function EditableHudElement({ id, children, intrinsicWidth, bottomAnchor
}}
onPointerMove={(event) => {
if (drag.current?.pointerId !== event.pointerId) return;
const host = ref.current!.closest(".game-shell")!.getBoundingClientRect();
const host = ref.current!.closest(hostSelector)!.getBoundingClientRect();
updatePosition((event.clientX - host.left - drag.current.dx) / host.width, (event.clientY - host.top - drag.current.dy) / host.height);
}}
onPointerUp={() => { drag.current = null; }} onPointerCancel={() => { drag.current = null; }} onLostPointerCapture={() => { drag.current = null; }}
+23 -8
View File
@@ -28,12 +28,15 @@ import { Minimap } from "./Minimap";
import { PlayerStatusPanel } from "./PlayerStatusPanel";
import { EncounterTimeline } from "./EncounterTimeline";
import { PartyFrames } from "./PartyFrames";
import { ResurrectionDestination, useResurrectionCheckpoints } from "./ResurrectionDestination";
import type { ResurrectionCheckpoint } from "../game/resurrectionCheckpoints";
import { TimedEffectStrip } from "./TimedEffectStrip";
import { AuraStrip } from "./AuraStrip";
import { ShelvedHud } from "@shelvedHud";
import { ThreatMeterWidget } from "./ThreatMeterWidget";
import { BossLootWindow } from "./BossLootWindow";
import { EditableHudElement } from "./EditableHudElement";
import { DpsMeter } from "./DpsMeter";
import { DesktopActionBars } from "./DesktopActionBars";
import { currentUiDevice, useUiLayoutStore } from "../game/uiLayoutStore";
import { SummonFrames } from "./SummonFrames";
@@ -82,12 +85,16 @@ export function DefeatedPrompt({
resurrectionCharges,
onReturn,
sharedOnline = false,
checkpoints = [],
}: {
gameMode: "dungeon" | "manastorm";
resurrectionCharges: number;
onReturn: () => void;
onReturn: (checkpointId?: string) => void;
sharedOnline?: boolean;
checkpoints?: readonly ResurrectionCheckpoint[];
}) {
const [requestedCheckpoint, setRequestedCheckpoint] = useState("entrance");
const checkpointId = checkpoints.some((checkpoint) => checkpoint.id === requestedCheckpoint) ? requestedCheckpoint : "entrance";
const canReturn = !sharedOnline && (gameMode === "dungeon" || resurrectionCharges > 0);
return (
<section
@@ -103,11 +110,16 @@ export function DefeatedPrompt({
Stay down and wait for a party member to resurrect you, or choose to return now.
</p>
{canReturn ? (
<button type="button" className="button button--primary" onClick={onReturn}>
{gameMode === "manastorm"
? `Resurrect now · ${resurrectionCharges} remaining`
: "Respawn at entrance"}
</button>
<>
{gameMode === "dungeon" && checkpoints.length > 0 ? (
<ResurrectionDestination checkpoints={checkpoints} value={checkpointId} onChange={setRequestedCheckpoint} />
) : null}
<button type="button" className="button button--primary" onClick={() => onReturn(gameMode === "dungeon" ? checkpointId : undefined)}>
{gameMode === "manastorm"
? `Resurrect now · ${resurrectionCharges} remaining`
: checkpointId === "entrance" ? "Respawn at entrance" : "Respawn at checkpoint"}
</button>
</>
) : sharedOnline ? (
<small>Your shared run is still active. A living player can resurrect you.</small>
) : (
@@ -159,6 +171,7 @@ export function Hud() {
const assetStatus = useGameStore((state) => state.assetStatus);
const assetMessage = useGameStore((state) => state.assetMessage);
const activeDungeonId = useGameStore((state) => state.activeDungeonId);
const resurrectionCheckpoints = useResurrectionCheckpoints();
const dungeon = requireDungeonDefinition(activeDungeonId);
const encounter = useManastormStore((state) => state.currentEncounter);
const resurrectionCharges = useManastormStore((state) => state.resurrectionCharges);
@@ -349,12 +362,12 @@ export function Hud() {
mapId: dungeon.mapId,
areaName,
});
const returnFromDefeat = () => {
const returnFromDefeat = (checkpointId?: string) => {
if (gameMode === "manastorm") {
resurrectManastormSession({ kind: "player" });
return;
}
respawnDefeatedPlayer();
respawnDefeatedPlayer(checkpointId ?? "entrance");
};
const finishDungeon = () => {
useShellStore.getState().saveActiveDungeonRunCheckpoint(null);
@@ -364,6 +377,7 @@ export function Hud() {
return (
<div className="hud" style={{ "--game-ui-scale": settings.uiScale } as CSSProperties}>
<ShelvedHud />
<DpsMeter />
<BossLootWindow />
<EditableHudElement id="completion">{dungeonComplete && health > 0 ? (
<DungeonCompletePrompt dungeonTitle={dungeon.title} onFinish={finishDungeon} />
@@ -501,6 +515,7 @@ export function Hud() {
gameMode={gameMode}
resurrectionCharges={resurrectionCharges}
onReturn={returnFromDefeat}
checkpoints={resurrectionCheckpoints}
sharedOnline={onlineSession !== null}
/>
) : null}
+29 -2
View File
@@ -1,4 +1,4 @@
import type { CSSProperties } from "react";
import { useState, type CSSProperties } from "react";
import { classById, raceById } from "../app/characterCatalog";
import { useShellStore } from "../app/shellStore";
import { useCombatStore } from "../game/combatStore";
@@ -15,8 +15,11 @@ import { useOnlineGroupStore } from "../app/onlineGroupStore";
import type { OnlineGroupMember } from "../app/onlineGroupTypes";
import { useOnlineSessionStore } from "../app/onlineSessionStore";
import type { OnlineSessionPlayer } from "../app/onlineSessionTypes";
import { onlinePlayerActorId } from "../game/onlineSessionRuntime";
import { onlinePlayerActorId, onlineSessionOwnsWorldSimulation } from "../game/onlineSessionRuntime";
import { auraDefinitionIsDispellableDebuff } from "./auraDisplay";
import { partyResurrectionBlockedByBoss, resurrectDeadPartyMembers } from "../game/partyResurrection";
import { ResurrectionDestination, useResurrectionCheckpoints } from "./ResurrectionDestination";
import { useGameStore } from "../game/store";
const PARTY_COMMANDS: readonly {
command: PartyCommand;
@@ -230,6 +233,11 @@ export function PartyFrames() {
.map((aura) => aura.definition.name)
.join(", "));
const members = usePartyStore((state) => state.members);
const gameMode = useGameStore((state) => state.gameMode);
const bossCombat = useCombatStore((state) => partyResurrectionBlockedByBoss(state.mobs));
const checkpoints = useResurrectionCheckpoints();
const [requestedCheckpoint, setRequestedCheckpoint] = useState("entrance");
const checkpointId = checkpoints.some((checkpoint) => checkpoint.id === requestedCheckpoint) ? requestedCheckpoint : "entrance";
const selectedMemberId = usePartyStore((state) => state.selectedMemberId);
const selfSelected = usePartyStore((state) => state.selfSelected);
const routeBlocked = usePartyStore((state) => state.routeBlocked);
@@ -321,6 +329,25 @@ export function PartyFrames() {
onSelect={() => selectMember(member.id)}
/>
))}
{gameMode === "dungeon" && members.some((member) => member.health <= 0) ? (
<div className="party-resurrection">
<ResurrectionDestination checkpoints={checkpoints} value={checkpointId} onChange={setRequestedCheckpoint}
disabled={bossCombat || !onlineSessionOwnsWorldSimulation()} />
<button
type="button"
className="party-rez-button"
disabled={bossCombat || !onlineSessionOwnsWorldSimulation()}
title={bossCombat ? "Unavailable during boss combat." : !onlineSessionOwnsWorldSimulation()
? "Only the party's simulation host can resurrect NPC teammates."
: "Resurrect fallen NPC teammates at the selected checkpoint. They will return to you."}
onClick={() => resurrectDeadPartyMembers(checkpointId)}
>
<strong>Rez dead members</strong>
<small>{bossCombat ? "Unavailable during boss combat" : !onlineSessionOwnsWorldSimulation()
? "Simulation host only" : "Then return to you"}</small>
</button>
</div>
) : null}
</section>
);
}
+31
View File
@@ -0,0 +1,31 @@
import { useMemo, useSyncExternalStore } from "react";
import { useCombatStore } from "../game/combatStore";
import { activeDungeonCompletedObjectiveIds, activeDungeonEncounterRevision, subscribeDungeonEncounterSnapshots } from "../game/dungeonEncounterRuntime";
import { requireDungeonDefinition } from "../game/dungeonRegistry";
import { dungeonResurrectionCheckpoints, type ResurrectionCheckpoint } from "../game/resurrectionCheckpoints";
import { useGameStore } from "../game/store";
export function useResurrectionCheckpoints() {
const dungeonId = useGameStore((state) => state.activeDungeonId);
const mobs = useCombatStore((state) => state.mobs);
const revision = useSyncExternalStore(subscribeDungeonEncounterSnapshots,
activeDungeonEncounterRevision, activeDungeonEncounterRevision);
return useMemo(() => dungeonResurrectionCheckpoints(requireDungeonDefinition(dungeonId), mobs,
activeDungeonCompletedObjectiveIds(dungeonId)), [dungeonId, mobs, revision]);
}
export function ResurrectionDestination({ checkpoints, value, onChange, disabled = false }: {
checkpoints: readonly ResurrectionCheckpoint[];
value: string;
onChange: (id: string) => void;
disabled?: boolean;
}) {
return (
<label className="resurrection-destination">
<span>Resurrect at</span>
<select value={value} onChange={(event) => onChange(event.target.value)} disabled={disabled}>
{checkpoints.map((checkpoint) => <option key={checkpoint.id} value={checkpoint.id}>{checkpoint.name}</option>)}
</select>
</label>
);
}
+17
View File
@@ -138,6 +138,23 @@ export function UiLayoutEditor() {
</div>)}
<button type="button" onClick={() => ui.updateDraft((layout) => ({ ...layout, elements: defaultUiLayout().elements }))}>Reset all positions and visibility</button>
</details>
<details open className="ui-layout-editor__dps"><summary>DPS meter</summary>
<label><input type="checkbox" checked={draft.elements.dps.visible} onChange={(event) => ui.updateDraft((layout) => ({ ...layout,
elements: { ...layout.elements, dps: { ...layout.elements.dps, visible: event.target.checked } },
}))} />Show DPS meter</label>
<label>Screen<select aria-label="DPS meter screen" value={draft.dpsMeterDisplay} onChange={(event) => ui.updateDraft((layout) => ({ ...layout,
dpsMeterDisplay: event.target.value as typeof layout.dpsMeterDisplay,
elements: { ...layout.elements, dps: { ...layout.elements.dps, position: null } },
}))}>
<option value="auto">Automatic · PC lower left / Thor bottom</option>
<option value="main">Main screen</option><option value="companion">Companion screen</option>
</select></label>
<label>Width<input type="range" aria-label="DPS meter width" min={160} max={600} step={10} value={draft.elements.dps.width ?? 230}
onChange={(event) => ui.updateDraft((layout) => ({ ...layout, elements: { ...layout.elements,
dps: { ...layout.elements.dps, width: Number(event.target.value) },
} }))} /><output>{draft.elements.dps.width ?? 230}px</output></label>
<p>Drag the DPS label on its screen to move it. Damage includes pets and summons. The last fight stays visible until the next pull.</p>
</details>
{ui.device === "pc" && <details open><summary>PC action bars</summary>
<label className="ui-layout-editor__check"><input type="checkbox" checked={draft.wowBars} onChange={(event) => ui.updateDraft((layout) => {
const combat = useCombatStore.getState();
+24
View File
@@ -2,6 +2,7 @@ import { createElement } from "react";
import { renderToStaticMarkup } from "react-dom/server";
import { describe, expect, it } from "vitest";
import { DefeatedPrompt, DungeonCompletePrompt } from "./Hud";
import { ResurrectionDestination } from "./ResurrectionDestination";
describe("defeated prompt", () => {
it("offers an explicit dungeon respawn while explaining that waiting is allowed", () => {
@@ -25,6 +26,29 @@ describe("defeated prompt", () => {
expect(markup).toContain("No shared resurrection charges remain");
expect(markup).not.toContain("Resurrect now");
});
it("offers labeled entrance and killed-boss choices on the player defeat prompt", () => {
const markup = renderToStaticMarkup(createElement(DefeatedPrompt, {
gameMode: "dungeon", resurrectionCharges: 0, onReturn: () => undefined,
checkpoints: [
{ id: "entrance", name: "Dungeon entrance", spawn: { footPosition: [0, 0, 0], yaw: 0 } },
{ id: "boss:bazil", name: "Bazil Thredd", spawn: { footPosition: [20, 0, 0], yaw: 0 } },
],
}));
expect(markup).toContain("Resurrect at");
expect(markup).toContain("value=\"boss:bazil\"");
expect(markup).toContain("Dungeon entrance");
});
it("retains a selected boss destination in the shared chooser", () => {
const markup = renderToStaticMarkup(createElement(ResurrectionDestination, {
checkpoints: [
{ id: "entrance", name: "Dungeon entrance", spawn: { footPosition: [0, 0, 0], yaw: 0 } },
{ id: "boss:bazil", name: "Bazil Thredd", spawn: { footPosition: [20, 0, 0], yaw: 0 } },
], value: "boss:bazil", onChange: () => undefined,
}));
expect(markup).toContain("value=\"boss:bazil\" selected=\"\"");
});
});
describe("dungeon completion prompt", () => {
+42
View File
@@ -0,0 +1,42 @@
.dps-meter {
position: absolute;
z-index: 12;
bottom: max(32px, env(safe-area-inset-bottom));
left: max(14px, env(safe-area-inset-left));
width: min(var(--dps-meter-width, 230px), calc(100% - 28px));
max-height: 220px;
overflow: auto;
padding: 8px;
border: 1px solid var(--edge, #536344);
border-radius: 6px;
background: rgba(5, 17, 12, .9);
color: var(--ink, #ece5d0);
font-size: 11px;
font-variant-numeric: tabular-nums;
pointer-events: auto;
}
.dps-meter > header { display: flex; align-items: center; gap: 8px; margin-bottom: 6px; }
.dps-meter > header strong { color: var(--gold, #d5c28b); font: bold 13px Georgia, serif; }
.dps-meter > header small { flex: 1; color: var(--muted, #a4b69a); font-size: 10px; }
.dps-meter > header span { font-size: 10px; }
.dps-meter > p { margin: 4px 0; color: var(--muted, #a4b69a); font-size: 10px; }
.dps-meter > ol { display: grid; gap: 3px; margin: 0; padding: 0; list-style: none; }
.dps-meter li { position: relative; display: flex; align-items: center; gap: 8px; min-height: 20px; padding: 2px 5px; overflow: hidden; border-radius: 3px; background: #ffffff06; }
.dps-meter li > i { position: absolute; inset: 0 auto 0 0; background: var(--dps-color); opacity: .3; }
.dps-meter li > span { position: relative; flex: 1; overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.dps-meter li > b { position: relative; font-size: 10px; }
.dps-meter > footer { display: flex; justify-content: space-between; gap: 5px; margin-top: 6px; color: var(--muted, #a4b69a); font-size: 9px; }
.dps-meter > footer b { color: var(--ink, #ece5d0); white-space: nowrap; }
.editable-hud--editing:has(> .dps-meter) { padding-top: 24px; }
.dps-meter--compact { position: relative; inset: auto; width: min(var(--dps-meter-width, 230px), 100%); max-height: 150px; padding: 5px; font-size: 8px; }
.dps-meter--compact > header { gap: 5px; margin-bottom: 3px; }
.dps-meter--compact > header strong { font-size: 10px; }
.dps-meter--compact > header :is(small, span), .dps-meter--compact > p { font-size: 7px; }
.dps-meter--compact > ol { gap: 2px; }
.dps-meter--compact li { min-height: 13px; padding: 1px 4px; }
.dps-meter--compact li > b { font-size: 7px; }
.dps-meter--compact > footer { margin-top: 3px; font-size: 6px; }
.companion-tactical__overview { display: grid; grid-template-rows: minmax(0, 1fr) auto; gap: 6px; min-width: 0; min-height: 0; }
.companion-tactical__overview > .companion-map-card { grid-template-columns: minmax(0, 1fr) 110px; min-height: 0; }
.ui-layout-editor__dps { padding: 5px 0; }
.ui-layout-editor__dps input[type="range"] { flex: 1; min-width: 0; }
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import { createElement } from "react";
import { renderToStaticMarkup } from "react-dom/server";
import { beforeEach, describe, expect, it, vi } from "vitest";
import { useCombatStore } from "../game/combatStore";
import { activateDungeonEncounterDefinitions, resetDungeonEncounters } from "../game/dungeonEncounterRuntime";
import { requireDungeonDefinition } from "../game/dungeonRegistry";
import { usePartyStore } from "../game/partyStore";
import { useGameStore } from "../game/store";
import { PartyFrames } from "./PartyFrames";
// Exercise the client HUD against live stores rather than their initial SSR snapshots.
vi.mock("../game/partyStore", async (importOriginal) => {
const actual = await importOriginal<typeof import("../game/partyStore")>();
return { ...actual, usePartyStore: Object.assign(
(select: (state: ReturnType<typeof actual.usePartyStore.getState>) => unknown) => select(actual.usePartyStore.getState()), actual.usePartyStore,
) };
});
vi.mock("../game/combatStore", async (importOriginal) => {
const actual = await importOriginal<typeof import("../game/combatStore")>();
return { ...actual, useCombatStore: Object.assign(
(select: (state: ReturnType<typeof actual.useCombatStore.getState>) => unknown) => select(actual.useCombatStore.getState()), actual.useCombatStore,
) };
});
vi.mock("../game/store", async (importOriginal) => {
const actual = await importOriginal<typeof import("../game/store")>();
return { ...actual, useGameStore: Object.assign(
(select: (state: ReturnType<typeof actual.useGameStore.getState>) => unknown) => select(actual.useGameStore.getState()), actual.useGameStore,
) };
});
const dungeon = requireDungeonDefinition("stormwind-stockade");
const render = () => renderToStaticMarkup(createElement(PartyFrames));
function killMember() {
const member = usePartyStore.getState().members[0];
useCombatStore.getState().commitCompanionActors([{ ...member, health: 0, status: "down" }]);
}
describe("party resurrection UI", () => {
beforeEach(() => {
useGameStore.getState().activateDungeon("stormwind-stockade");
activateDungeonEncounterDefinitions(dungeon.id, dungeon.encounters ?? []);
resetDungeonEncounters("dungeon", dungeon.id);
useCombatStore.getState().initializeCharacter({ classId: "priest", level: 16 });
useCombatStore.setState({ mobs: {} });
usePartyStore.getState().initializeParty("rez-ui", 16, useCombatStore.getState().health);
useCombatStore.getState().synchronizeActors();
});
it("hides the control when all NPCs are alive, even if only the player is dead", () => {
expect(render()).not.toContain("Rez dead members");
useCombatStore.getState().damagePlayer(useCombatStore.getState().maxHealth * 10);
expect(render()).not.toContain("Rez dead members");
});
it("places the button and labeled destination selector below every party frame", () => {
killMember();
const markup = render();
expect(markup).toContain("Rez dead members");
expect(markup).toContain("Resurrect at");
expect(markup).toContain("Dungeon entrance");
expect(markup.indexOf("party-resurrection")).toBeGreaterThan(markup.lastIndexOf("party-frame__identity"));
expect(markup).not.toMatch(/class="party-rez-button" disabled/);
});
it("shows why resurrection is disabled during a living boss encounter", () => {
killMember();
useCombatStore.getState().registerMob("boss", { name: "Boss", boss: true, maxHealth: 100 });
useCombatStore.getState().damageMob("boss", 1, 100);
expect(render()).toMatch(/class="party-rez-button" disabled=""/);
expect(render()).toContain("Unavailable during boss combat");
});
it("offers killed boss destinations but not bosses that are still alive", () => {
killMember();
const boss = dungeon.bosses[0];
expect(render()).not.toContain(`value="boss:${boss.id}"`);
useCombatStore.getState().registerMob(boss.id, { name: boss.name, boss: true, maxHealth: 1 });
useCombatStore.getState().damageMob(boss.id, 1, 100);
expect(render()).toContain(`value="boss:${boss.id}"`);
});
it("does not offer free resurrection in Manastorm", () => {
killMember();
useGameStore.setState({ gameMode: "manastorm" });
expect(render()).not.toContain("Rez dead members");
});
});