updating buff and debuff icons. separated COA classes from WoW classes on the character creation screen
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@@ -13,6 +13,7 @@ interface PlayerSnapshot {
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position: Vector3Tuple;
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yaw: number;
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distanceDelta?: number;
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grounded?: boolean;
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}
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export interface GameState {
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@@ -31,6 +32,8 @@ export interface GameState {
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assetStatus: AssetStatus;
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assetMessage: string | null;
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playerPosition: Vector3Tuple;
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playerNavigationPosition: Vector3Tuple;
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playerGrounded: boolean;
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cameraYaw: number;
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areaName: string;
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distanceTravelled: number;
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@@ -77,6 +80,8 @@ export const useGameStore = create<GameState>((set) => ({
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assetStatus: "checking",
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assetMessage: null,
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playerPosition: entrance.footPosition,
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playerNavigationPosition: entrance.footPosition,
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playerGrounded: true,
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cameraYaw: entrance.yaw,
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areaName: resolveAreaNameForDungeon(initialDungeon, entrance.footPosition),
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distanceTravelled: 0,
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@@ -106,6 +111,8 @@ export const useGameStore = create<GameState>((set) => ({
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assetStatus: "checking",
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assetMessage: null,
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playerPosition: activeSpawn.footPosition,
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playerNavigationPosition: activeSpawn.footPosition,
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playerGrounded: true,
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cameraYaw: activeSpawn.yaw,
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areaName: resolveAreaNameForDungeon(definition, activeSpawn.footPosition),
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distanceTravelled: 0,
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@@ -175,10 +182,12 @@ export const useGameStore = create<GameState>((set) => ({
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if (isStaleLoadingWrite) return state;
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return { assetStatus, assetMessage };
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}),
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updatePlayerSnapshot: ({ position, yaw, distanceDelta = 0 }) => set((state) => {
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updatePlayerSnapshot: ({ position, yaw, distanceDelta = 0, grounded = true }) => set((state) => {
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const definition = requireDungeonDefinition(state.activeDungeonId);
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return {
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playerPosition: position,
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playerNavigationPosition: grounded ? position : state.playerNavigationPosition,
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playerGrounded: grounded,
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cameraYaw: yaw,
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areaName: resolveAreaNameForDungeon(definition, position),
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distanceTravelled: state.distanceTravelled + Math.max(0, distanceDelta),
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@@ -193,6 +202,8 @@ export const useGameStore = create<GameState>((set) => ({
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mapOpen: false,
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cameraLookActive: false,
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playerPosition: state.activeSpawn.footPosition,
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playerNavigationPosition: state.activeSpawn.footPosition,
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playerGrounded: true,
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cameraYaw: state.activeSpawn.yaw,
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areaName: resolveAreaNameForDungeon(definition, state.activeSpawn.footPosition),
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distanceTravelled: 0,
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@@ -213,6 +224,8 @@ export const useGameStore = create<GameState>((set) => ({
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mapOpen: false,
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cameraLookActive: false,
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playerPosition: activeEntrance.footPosition,
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playerNavigationPosition: activeEntrance.footPosition,
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playerGrounded: true,
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cameraYaw: activeEntrance.yaw,
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areaName: resolveAreaNameForDungeon(definition, activeEntrance.footPosition),
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distanceTravelled: 0,
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