Release Healer Man 0.1.4

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phenom committed 2026-08-18 12:06:04 -04:00
1 parent 5bb170039a
commit f4c9cf356c
63 files changed
+2694 -81

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@@ -6,9 +6,15 @@ import {
} from "../game/hudLayout";
import { useMenuController, type MenuAction } from "../input/useMenuController";
import { ControllerButton } from "./ControllerButton";
import {
type CombatActorGroup,
type CombatPresentationSettings,
type CombatVfxQuality,
} from "../game/combatPresentation";
export interface OptionsPanelSettings {
showMobHealthBars: boolean;
showMobAggroRanges: boolean;
showTargetFrame: boolean;
showThreatMeter: boolean;
threatMeterPosition: NormalizedHudPosition;
@@ -24,19 +30,23 @@ export interface OptionsPanelProps {
settings: OptionsPanelSettings;
onChange: (patch: Partial<OptionsPanelSettings>) => void;
onReset: () => void;
presentationSettings: CombatPresentationSettings;
onPresentationChange: (patch: Partial<CombatPresentationSettings>) => void;
onPresentationReset: () => void;
open?: boolean;
onClose?: () => void;
}
interface ToggleOption {
id: keyof Pick<OptionsPanelSettings,
"showMobHealthBars" | "showTargetFrame" | "showThreatMeter" | "showFloatingCombatText" | "autoTargetNearest" | "enableScreenShake">;
"showMobHealthBars" | "showMobAggroRanges" | "showTargetFrame" | "showThreatMeter" | "showFloatingCombatText" | "autoTargetNearest" | "enableScreenShake">;
label: string;
description: string;
}
const TOGGLES: readonly ToggleOption[] = [
{ id: "showMobHealthBars", label: "Mob health bars", description: "Show health above nearby enemies." },
{ id: "showMobAggroRanges", label: "Mob aggro ranges", description: "Show the boundary where idle dungeon enemies automatically attack your party." },
{ id: "showTargetFrame", label: "Target frame", description: "Show detailed status for your current target." },
{ id: "showThreatMeter", label: "Threat meter", description: "Show the compact movable threat table for your selected enemy." },
{ id: "showFloatingCombatText", label: "Combat numbers", description: "Show damage, healing, and absorb feedback." },
@@ -44,12 +54,39 @@ const TOGGLES: readonly ToggleOption[] = [
{ id: "enableScreenShake", label: "Screen shake", description: "Use restrained camera impact for major hits." },
] as const;
const COMBAT_ACTOR_GROUPS: readonly CombatActorGroup[] = ["player", "party", "enemy"];
const VFX_QUALITY_ORDER: readonly CombatVfxQuality[] = ["off", "low", "high"];
function actorGroupLabel(group: CombatActorGroup): string {
return group === "enemy" ? "Enemies" : `${group[0].toUpperCase()}${group.slice(1)}`;
}
function quantize(value: number, step: number, minimum: number, maximum: number): number {
const next = Math.round(value / step) * step;
return Math.max(minimum, Math.min(maximum, Number(next.toFixed(2))));
}
function OptionsDialog({ settings, onChange, onReset, onClose }: Required<Omit<OptionsPanelProps, "open">>) {
function OptionsDialog({
settings,
onChange,
onReset,
presentationSettings,
onPresentationChange,
onPresentationReset,
onClose,
}: Required<Omit<OptionsPanelProps, "open">>) {
const patchGroupBoolean = (
field: "vfxEnabled" | "audioEnabled",
group: CombatActorGroup,
value: boolean,
) => onPresentationChange({ [field]: { ...presentationSettings[field], [group]: value } });
const patchGroupVolume = (group: CombatActorGroup, value: number) => onPresentationChange({
audioVolume: { ...presentationSettings.audioVolume, [group]: quantize(value, 0.1, 0, 1) },
});
const cycleVfxQuality = () => {
const index = VFX_QUALITY_ORDER.indexOf(presentationSettings.vfxQuality);
onPresentationChange({ vfxQuality: VFX_QUALITY_ORDER[(index + 1) % VFX_QUALITY_ORDER.length] });
};
const actions = useMemo<MenuAction[]>(() => [
...TOGGLES.map((option) => ({
id: `option-${option.id}`,
@@ -61,8 +98,27 @@ function OptionsDialog({ settings, onChange, onReset, onClose }: Required<Omit<O
{ id: "option-scale-up", run: () => onChange({ uiScale: quantize(settings.uiScale + 0.05, 0.05, 0.75, 1.25) }) },
{ id: "option-minimap", run: () => onChange({ minimapRotation: settings.minimapRotation === "north-up" ? "player-up" : "north-up" }) },
{ id: "option-threat-position", run: () => onChange({ threatMeterPosition: DEFAULT_THREAT_METER_POSITION }) },
{ id: "option-reset", run: onReset },
], [onChange, onReset, settings]);
{ id: "option-vfx-quality", run: cycleVfxQuality },
...COMBAT_ACTOR_GROUPS.flatMap((group) => [
{
id: `option-vfx-${group}`,
run: () => patchGroupBoolean("vfxEnabled", group, !presentationSettings.vfxEnabled[group]),
},
{
id: `option-audio-${group}`,
run: () => patchGroupBoolean("audioEnabled", group, !presentationSettings.audioEnabled[group]),
},
{
id: `option-audio-${group}-down`,
run: () => patchGroupVolume(group, presentationSettings.audioVolume[group] - 0.1),
},
{
id: `option-audio-${group}-up`,
run: () => patchGroupVolume(group, presentationSettings.audioVolume[group] + 0.1),
},
]),
{ id: "option-reset", run: () => { onReset(); onPresentationReset(); } },
], [onChange, onPresentationChange, onPresentationReset, onReset, presentationSettings, settings]);
const controller = useMenuController(actions, { columns: 1, onBack: onClose });
const optionButton = (id: string, label: string, run: () => void, disabled = false) => (
@@ -127,10 +183,50 @@ function OptionsDialog({ settings, onChange, onReset, onClose }: Required<Omit<O
threatMeterPosition: DEFAULT_THREAT_METER_POSITION,
}))}
</div>
<h3 className="options-panel__section-title">Combat presentation</h3>
<div className="option-row">
<span><strong>VFX quality</strong><small>High uses the full particle budget; Low reduces particles and lights; Off skips combat VFX.</small></span>
{optionButton("option-vfx-quality", presentationSettings.vfxQuality[0].toUpperCase() + presentationSettings.vfxQuality.slice(1), cycleVfxQuality)}
</div>
{COMBAT_ACTOR_GROUPS.map((group) => (
<div className="options-panel__combat-group" key={group}>
<div className="option-row">
<span><strong>{actorGroupLabel(group)} VFX</strong><small>Show attacks, spells, trails, impacts, and auras from this group.</small></span>
<ControllerButton
controlId={`option-vfx-${group}`}
selectedId={controller.selectedId}
select={controller.select}
type="button"
className={presentationSettings.vfxEnabled[group] ? "is-on" : ""}
aria-pressed={presentationSettings.vfxEnabled[group]}
onClick={() => patchGroupBoolean("vfxEnabled", group, !presentationSettings.vfxEnabled[group])}
>{presentationSettings.vfxEnabled[group] ? "On" : "Off"}</ControllerButton>
</div>
<div className="option-row">
<span><strong>{actorGroupLabel(group)} combat audio</strong><small>Mute or mix ability and weapon sounds from this group.</small></span>
<div className="option-audio-controls">
<ControllerButton
controlId={`option-audio-${group}`}
selectedId={controller.selectedId}
select={controller.select}
type="button"
className={presentationSettings.audioEnabled[group] ? "is-on" : ""}
aria-pressed={presentationSettings.audioEnabled[group]}
onClick={() => patchGroupBoolean("audioEnabled", group, !presentationSettings.audioEnabled[group])}
>{presentationSettings.audioEnabled[group] ? "On" : "Muted"}</ControllerButton>
<div className="option-stepper">
{optionButton(`option-audio-${group}-down`, "−", () => patchGroupVolume(group, presentationSettings.audioVolume[group] - 0.1), presentationSettings.audioVolume[group] <= 0)}
<output>{Math.round(presentationSettings.audioVolume[group] * 100)}%</output>
{optionButton(`option-audio-${group}-up`, "+", () => patchGroupVolume(group, presentationSettings.audioVolume[group] + 0.1), presentationSettings.audioVolume[group] >= 1)}
</div>
</div>
</div>
</div>
))}
</div>
<div className="options-panel__actions">
<ControllerButton controlId="option-reset" selectedId={controller.selectedId} select={controller.select} type="button" className="button" onClick={onReset}>Restore defaults</ControllerButton>
<ControllerButton controlId="option-reset" selectedId={controller.selectedId} select={controller.select} type="button" className="button" onClick={() => { onReset(); onPresentationReset(); }}>Restore defaults</ControllerButton>
<button type="button" className="button button--primary" onClick={onClose}>Done</button>
</div>
<footer className="game-panel__footer"><span><kbd>A</kbd> Change</span><span><kbd>B</kbd> Pause menu</span></footer>