Release Healer Man 0.1.46

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phenom committed 2026-09-16 14:30:58 -04:00
1 parent f82daf1c13
commit 9ff574ac0b
73 files changed
+33486 -174

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@@ -57,6 +57,7 @@ import {
samplePackFormation,
} from "../game/mobPopulation";
import { useGameStore } from "../game/store";
import { dungeonSimulationNow, useDungeonSimulationStore } from "../game/dungeonSimulationStore";
import {
manastormExperienceReward,
manastormRuntimeScaling,
@@ -913,7 +914,7 @@ function ProxyMob({
const attackRevision = mob?.attackRevision ?? 0;
const attackAnimation = mob?.attackAnimation ?? "attack";
const woundRevision = mob?.woundRevision ?? 0;
const statusNow = Date.now();
const statusNow = dungeonSimulationNow();
const movementLocked = mob?.statuses.some((status) => status.endsAt > statusNow
&& MOVEMENT_LOCKING_MOB_STATUSES.has(status.kind)) ?? false;
const feared = mob?.statuses.some((status) => status.endsAt > statusNow
@@ -1106,7 +1107,7 @@ function MobHealthPlate({ instanceId, height, boss }: {
if (plateRef.current) plateRef.current.lookAt(camera.position);
if (castFillRef.current && mob?.activeCast) {
const duration = Math.max(1, mob.activeCast.completesAt - mob.activeCast.startedAt);
const now = Date.now();
const now = dungeonSimulationNow();
const progress = Math.max(0.001, Math.min(1, (now - mob.activeCast.startedAt) / duration));
castFillRef.current.scale.x = progress;
castFillRef.current.position.x = -width * (1 - progress) / 2;
@@ -1212,6 +1213,7 @@ function RoamingPack({
const nearby = usePopulationProximity(scratchPositions);
const memberRefs = useRef<Array<Group | null>>([]);
const chasingRefs = useRef<boolean[]>(definition.members.map(() => false));
const simulationElapsedRef = useRef(0);
useEffect(() => {
const cleanups = definition.members.map((member, index) => registerMobRuntime(
@@ -1226,8 +1228,13 @@ function RoamingPack({
if (!nearby) return;
const combat = useCombatStore.getState();
const simulation = useDungeonSimulationStore.getState();
const movementDelta = simulation.sessionMode === "spectate-live"
? Math.max(0, (simulation.elapsedMs - simulationElapsedRef.current) / 1_000)
: simulation.sessionMode === "spectate-replay" ? 0 : delta;
simulationElapsedRef.current = simulation.elapsedMs;
const playerPosition = useGameStore.getState().playerPosition;
const now = Date.now();
const now = dungeonSimulationNow();
const anyEngaged = definition.members.some((member) => combat.mobs[`${definition.id}:${member.id}`]?.engaged);
if (active && !anyEngaged) {
let movementMultiplier = 1;
@@ -1242,7 +1249,7 @@ function RoamingPack({
const slow = statuses.find((status) => status.endsAt > now && status.kind === "slow");
if (slow) movementMultiplier = Math.min(movementMultiplier, 1 - (slow.magnitude ?? 0.5));
}
distanceRef.current = (distanceRef.current + Math.min(delta, 0.05) * definition.speed * movementMultiplier)
distanceRef.current = (distanceRef.current + Math.min(movementDelta, 0.5) * definition.speed * movementMultiplier)
% path.totalLength;
}
@@ -1259,6 +1266,20 @@ function RoamingPack({
const forward = scratchForwards[index];
const member = definition.members[index];
const instanceId = `${definition.id}:${member.id}`;
if (simulation.sessionMode === "spectate-replay") {
const replayTransform = getMobRuntimeTransform(instanceId);
if (replayTransform) {
const object = memberRefs.current[index];
if (object) {
object.position.set(...replayTransform.position);
object.rotation.y = replayTransform.yaw;
}
chasePositions[index][0] = replayTransform.position[0];
chasePositions[index][1] = replayTransform.position[1];
chasePositions[index][2] = replayTransform.position[2];
}
continue;
}
const synchronizedTransform = onlineSynchronizedMobTransform(instanceId);
if (synchronizedTransform) {
const object = memberRefs.current[index];
@@ -1389,8 +1410,27 @@ function StaticPopulationMember({ spawn, entities, active, showLabels, useOrigin
const entity = entities[spawn.entityId];
const groupRef = useRef<Group>(null);
const positionRef = useRef<MutableMobVector3>([...spawn.position]);
const simulationElapsedRef = useRef(0);
useEffect(() => registerMobRuntime(spawn.id, spawn.position, spawn.yaw ?? 0), [spawn.id, spawn.position, spawn.yaw]);
useFrame((_, delta) => {
const simulation = useDungeonSimulationStore.getState();
const movementDelta = simulation.sessionMode === "spectate-live"
? Math.max(0, (simulation.elapsedMs - simulationElapsedRef.current) / 1_000)
: simulation.sessionMode === "spectate-replay" ? 0 : delta;
simulationElapsedRef.current = simulation.elapsedMs;
if (simulation.sessionMode === "spectate-replay") {
const replayTransform = getMobRuntimeTransform(spawn.id);
if (replayTransform) {
positionRef.current[0] = replayTransform.position[0];
positionRef.current[1] = replayTransform.position[1];
positionRef.current[2] = replayTransform.position[2];
if (groupRef.current) {
groupRef.current.position.set(...replayTransform.position);
groupRef.current.rotation.y = replayTransform.yaw;
}
}
return;
}
const synchronizedTransform = onlineSynchronizedMobTransform(spawn.id);
if (synchronizedTransform) {
positionRef.current[0] = synchronizedTransform.position[0];
@@ -1413,7 +1453,7 @@ function StaticPopulationMember({ spawn, entities, active, showLabels, useOrigin
const position = positionRef.current;
const player = useGameStore.getState().playerPosition;
const targetPosition = mobTargetPosition(mob?.targetActorId, player);
const now = Date.now();
const now = dungeonSimulationNow();
let feared = false;
let movementLocked = false;
if (mob?.dead) {
@@ -1423,7 +1463,7 @@ function StaticPopulationMember({ spawn, entities, active, showLabels, useOrigin
&& MOVEMENT_LOCKING_MOB_STATUSES.has(status.kind));
feared = mob.statuses.some((status) => status.endsAt > now && status.kind === "fear");
const slow = mob.statuses.find((status) => status.endsAt > now && status.kind === "slow")?.magnitude ?? 0;
const maximumStep = Math.min(delta, 0.05) * mob.moveSpeed * Math.max(0.1, 1 - slow);
const maximumStep = Math.min(movementDelta, 0.5) * mob.moveSpeed * Math.max(0.1, 1 - slow);
if (active && !movementLocked && feared) {
stepFearedMobAway(
position,
@@ -1438,7 +1478,7 @@ function StaticPopulationMember({ spawn, entities, active, showLabels, useOrigin
maximumStep, active, now, movementLocked || feared);
} else if (mob?.combatPhase === "returning") {
navigateMob(navigator, mob, position, targetPosition, mob.homePosition ?? spawn.position,
Math.min(delta, 0.05) * mob.moveSpeed * 1.25, active, now);
Math.min(movementDelta, 0.5) * mob.moveSpeed * 1.25, active, now);
} else {
position[0] = spawn.position[0];
position[1] = spawn.position[1];
@@ -1531,18 +1571,35 @@ function SummonedPopulationMember({
const groupRef = useRef<Group>(null);
const initial = getMobRuntimeTransform(instanceId)?.position ?? [0, 0, 0];
const positionRef = useRef<MutableMobVector3>([...initial]);
const simulationElapsedRef = useRef(0);
useFrame((_, delta) => {
const simulation = useDungeonSimulationStore.getState();
const movementDelta = simulation.sessionMode === "spectate-live"
? Math.max(0, (simulation.elapsedMs - simulationElapsedRef.current) / 1_000)
: simulation.sessionMode === "spectate-replay" ? 0 : delta;
simulationElapsedRef.current = simulation.elapsedMs;
if (simulation.sessionMode === "spectate-replay") {
const replayTransform = getMobRuntimeTransform(instanceId);
if (replayTransform && groupRef.current) {
positionRef.current[0] = replayTransform.position[0];
positionRef.current[1] = replayTransform.position[1];
positionRef.current[2] = replayTransform.position[2];
groupRef.current.position.set(...replayTransform.position);
groupRef.current.rotation.y = replayTransform.yaw;
}
return;
}
const mob = useCombatStore.getState().mobs[instanceId];
if (!mob || mob.dead || mob.despawned) return;
const player = useGameStore.getState().playerPosition;
const targetPosition = mobTargetPosition(mob.targetActorId, player);
const position = positionRef.current;
const now = Date.now();
const now = dungeonSimulationNow();
const movementLocked = mob.statuses.some((status) => status.endsAt > now
&& MOVEMENT_LOCKING_MOB_STATUSES.has(status.kind));
const feared = mob.statuses.some((status) => status.endsAt > now && status.kind === "fear");
const slow = mob.statuses.find((status) => status.endsAt > now && status.kind === "slow")?.magnitude ?? 0;
const maximumStep = Math.min(delta, 0.05) * mob.moveSpeed * Math.max(0.1, 1 - slow);
const maximumStep = Math.min(movementDelta, 0.5) * mob.moveSpeed * Math.max(0.1, 1 - slow);
if (active && !movementLocked && feared) {
stepFearedMobAway(
position,