Release Healer Man 0.1.49
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@@ -23,6 +23,7 @@ import type {
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BenchmarkRunReport,
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BenchmarkScenarioDefinition,
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} from "./benchmarkTypes";
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import { specializationsForClass } from "../specializationCatalog";
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const BENCHMARK_CLOCK_ORIGIN = 1_000_000;
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const BENCHMARK_MOB_HEALTH = 1_000_000_000;
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@@ -274,9 +275,12 @@ export async function runCombatBenchmark(
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let completed = true;
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try {
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const combat = useCombatStore.getState();
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const specializationId = specializationsForClass(build.classId)
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.find((specialization) => specialization.displayName === build.orientation)?.id;
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combat.initializeCharacter({
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classId: build.classId,
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secondaryClassId: build.secondaryClassId,
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specializationId,
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level: build.level,
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talentRanks: build.talentRanks,
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inventory: build.inventory,
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@@ -296,6 +300,8 @@ export async function runCombatBenchmark(
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const positions = partyPositions(scenario.partyLayout, party.members.length);
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party.members.forEach((member, index) => registerPartyRuntimePosition(member.id, positions[index] ?? [0, 0, 0]));
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useCombatStore.getState().synchronizeActors();
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useCombatStore.getState().applyDefaultPartyBuffs(now);
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useCombatStore.getState().applyPrecombatPreparation(now);
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const referenceTank = build.role === "tank"
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? { maxHealth: initializedCombat.maxHealth }
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