import { create } from "zustand"; import { PLAYABLE_RACES, classesForRace, isRomClassId, randomAppearance, supportedGenders, type CharacterAppearance, type ClassId, type GenderId, type RaceId, } from "../app/characterCatalog"; import { type EquipmentAssignments, } from "./equipment"; import { resolvedEquipmentStats } from "./heirloomEquipment"; import { specializationsForClass } from "./specializationCatalog"; import { EMPTY_ITEM_STATS, healthFromStamina, type DamageSchool, type ItemStats, } from "./itemStats"; import { damageAfterEquipmentMitigation, deriveCharacterStats, } from "./wotlkStats"; import type { InventoryItem } from "./lootTypes"; import { runtimePartyTalentRanksForLevel } from "./partyTalentRuntime"; import type { RuntimeTalentRanks as TalentRanks } from "./talentRuntimeCatalog"; import type { EnemyControlMechanic } from "./enemyAttacks"; import type { ContentCategoryId } from "../app/contentCategories"; import type { PartyRole, PartySize } from "./partyRoles"; import { resourceProfileForClass, type ResourceType } from "./abilityCatalog"; import { createDeathKnightRunes, type CombatActorCastState, type DeathKnightRuneState } from "./combatActors"; export { classCanFillPartyRole, defaultPartyRoleForClass, PARTY_ROLE_LABELS, partyRolesForClass, type PartyRole, type PartySize, } from "./partyRoles"; export type PartyCommand = "attack" | "defend" | "stop"; export type PartyMemberStatus = "ready" | "advancing" | "guarding" | "healing" | "attacking" | "holding" | "down"; export interface PartyMember { readonly id: string; readonly name: string; readonly raceId: RaceId; readonly gender: GenderId; readonly appearance: CharacterAppearance; readonly classId: ClassId; readonly specialization: string; readonly specializationId: string | null; readonly talentTreeId: string; readonly talentRanks: TalentRanks; readonly role: PartyRole; readonly level: number; readonly health: number; readonly maxHealth: number; readonly resourceType: ResourceType; readonly resourceName: string; readonly resource: number; readonly maxResource: number; readonly resourcePools: Readonly>>; readonly lastResourceSpentAt: Readonly>>; readonly cooldowns: Readonly>; readonly globalCooldownEndsAt: number; readonly activeCast: CombatActorCastState | null; readonly activeCastTargetId: string | null; readonly schoolLockedUntil: Readonly>>; readonly runes: readonly DeathKnightRuneState[]; readonly gearStats: ItemStats; readonly status: PartyMemberStatus; readonly nextActionAt: number; readonly tauntReadyAt: number; readonly controlledUntil: number; readonly controlMechanic: EnemyControlMechanic | null; } interface PartyTemplate { readonly name: string; readonly classId: ClassId; readonly specialization: string; readonly talentTreeId: string; } const TANK_TEMPLATES: readonly PartyTemplate[] = Object.freeze([ { name: "Garrick", classId: "warrior", specialization: "Protection", talentTreeId: "warrior-protection" }, { name: "Morvane", classId: "death-knight", specialization: "Blood", talentTreeId: "death-knight-blood" }, { name: "Seraphin", classId: "paladin", specialization: "Protection", talentTreeId: "paladin-protection" }, ]); const HEALER_TEMPLATES: readonly PartyTemplate[] = Object.freeze([ { name: "Elowen", classId: "priest", specialization: "Holy", talentTreeId: "priest-holy" }, { name: "Lucian", classId: "paladin", specialization: "Holy", talentTreeId: "paladin-holy" }, { name: "Nym", classId: "druid", specialization: "Restoration", talentTreeId: "druid-restoration" }, { name: "Tala", classId: "shaman", specialization: "Restoration", talentTreeId: "shaman-restoration" }, ]); /** Every entry is a Wrath damage specialization; tank and healer specs are excluded. */ const DAMAGE_TEMPLATES: readonly PartyTemplate[] = Object.freeze([ { name: "Brynn", classId: "warrior", specialization: "Arms", talentTreeId: "warrior-arms" }, { name: "Kael", classId: "warrior", specialization: "Fury", talentTreeId: "warrior-fury" }, { name: "Aurelia", classId: "paladin", specialization: "Retribution", talentTreeId: "paladin-retribution" }, { name: "Tamsin", classId: "hunter", specialization: "Marksmanship", talentTreeId: "hunter-marksmanship" }, { name: "Fen", classId: "hunter", specialization: "Survival", talentTreeId: "hunter-survival" }, { name: "Vale", classId: "rogue", specialization: "Combat", talentTreeId: "rogue-combat" }, { name: "Nyx", classId: "rogue", specialization: "Assassination", talentTreeId: "rogue-assassination" }, { name: "Selene", classId: "priest", specialization: "Shadow", talentTreeId: "priest-shadow" }, { name: "Varek", classId: "death-knight", specialization: "Frost", talentTreeId: "death-knight-frost" }, { name: "Thorne", classId: "death-knight", specialization: "Unholy", talentTreeId: "death-knight-unholy" }, { name: "Korra", classId: "shaman", specialization: "Enhancement", talentTreeId: "shaman-enhancement" }, { name: "Orin", classId: "shaman", specialization: "Elemental", talentTreeId: "shaman-elemental" }, { name: "Mira", classId: "mage", specialization: "Arcane", talentTreeId: "mage-arcane" }, { name: "Ember", classId: "mage", specialization: "Fire", talentTreeId: "mage-fire" }, { name: "Ilyra", classId: "mage", specialization: "Frost", talentTreeId: "mage-frost" }, { name: "Malric", classId: "warlock", specialization: "Affliction", talentTreeId: "warlock-affliction" }, { name: "Sable", classId: "warlock", specialization: "Demonology", talentTreeId: "warlock-demonology" }, { name: "Rowan", classId: "druid", specialization: "Balance", talentTreeId: "druid-balance" }, { name: "Ash", classId: "druid", specialization: "Feral (Cat)", talentTreeId: "druid-feral-combat" }, ]); const ROM_TANK_TEMPLATES: readonly PartyTemplate[] = Object.freeze([ { name: "Aldric", classId: "rom-warrior", specialization: "Primary", talentTreeId: "" }, { name: "Maerwen", classId: "rom-warden", specialization: "Primary", talentTreeId: "" }, { name: "Bronn", classId: "rom-champion", specialization: "Primary", talentTreeId: "" }, ]); const ROM_HEALER_TEMPLATES: readonly PartyTemplate[] = Object.freeze([ { name: "Liora", classId: "rom-priest", specialization: "Primary", talentTreeId: "" }, { name: "Sylva", classId: "rom-druid", specialization: "Primary", talentTreeId: "" }, ]); const ROM_DAMAGE_TEMPLATES: readonly PartyTemplate[] = Object.freeze([ { name: "Cael", classId: "rom-scout", specialization: "Primary", talentTreeId: "" }, { name: "Veya", classId: "rom-rogue", specialization: "Primary", talentTreeId: "" }, { name: "Ilyen", classId: "rom-mage", specialization: "Primary", talentTreeId: "" }, { name: "Morgha", classId: "rom-warlock", specialization: "Primary", talentTreeId: "" }, { name: "Roran", classId: "rom-knight", specialization: "Primary", talentTreeId: "" }, ]); export const TANK_SPECIALIZATIONS = Object.freeze(new Set([ "warrior:Protection", "death-knight:Blood", "paladin:Protection", ])); export function isTankSpecialization(classId: ClassId, specialization: string): boolean { return TANK_SPECIALIZATIONS.has(`${classId}:${specialization}`); } export const HEALER_SPECIALIZATIONS = Object.freeze(new Set([ "priest:Holy", "paladin:Holy", "druid:Restoration", "shaman:Restoration", ])); export function isHealerSpecialization(classId: ClassId, specialization: string): boolean { return HEALER_SPECIALIZATIONS.has(`${classId}:${specialization}`); } function hashSeed(seed: string): number { let hash = 2166136261; for (let index = 0; index < seed.length; index += 1) { hash ^= seed.charCodeAt(index); hash = Math.imul(hash, 16777619); } return hash >>> 0; } function nextRandom(state: { value: number }): number { let value = state.value || 0x9e3779b9; value ^= value << 13; value ^= value >>> 17; value ^= value << 5; state.value = value >>> 0; return state.value / 0x1_0000_0000; } function memberMaxHealth( level: number, role: PartyRole, gearStats: ItemStats = EMPTY_ITEM_STATS, _classId: ClassId = "warrior", _raceId: RaceId = "human", ): number { const safeLevel = Math.max(1, Math.trunc(level)); const base = role === "tank" ? 185 + safeLevel * 32 : role === "healer" ? 115 + safeLevel * 22 : 105 + safeLevel * 21; return base + healthFromStamina(gearStats.stamina); } function memberMaxResource( classId: ClassId, level: number, raceId: RaceId, gearStats: ItemStats = EMPTY_ITEM_STATS, ): number { const profile = resourceProfileForClass(classId); return profile.type === "mana" ? deriveCharacterStats(classId, level, gearStats, raceId).mana : profile.maximum; } function withMemberGearStats(member: PartyMember, gearStats: ItemStats): PartyMember { const maxHealth = memberMaxHealth( member.level, member.role, gearStats, member.classId, member.raceId, ); const health = member.health <= 0 ? 0 : Math.max(1, Math.round(member.health / Math.max(1, member.maxHealth) * maxHealth)); const maxResource = memberMaxResource(member.classId, member.level, member.raceId, gearStats); const resource = Math.max(0, Math.round( member.resource / Math.max(1, member.maxResource) * maxResource, )); return { ...member, gearStats, health, maxHealth, resource, maxResource, resourcePools: Object.freeze({ ...member.resourcePools, [member.resourceType]: resource }), }; } function createMember( template: PartyTemplate, role: PartyRole, level: number, index: number, seed: string, ): PartyMember { // Appearance has its own keyed stream so adding customization fields later // cannot reshuffle which class/spec templates make up this character's party. const identityRandom = { value: hashSeed(`${seed}:${role}:${index}:${template.classId}:${template.specialization}:appearance-v1`), }; const eligibleRaces = PLAYABLE_RACES.filter((race) => classesForRace(race.id).some( (candidate) => candidate.id === template.classId, )); const racePool = eligibleRaces.length ? eligibleRaces : PLAYABLE_RACES; const race = racePool[Math.floor(nextRandom(identityRandom) * racePool.length)] ?? racePool[0]; const genders = supportedGenders(race.id); const gender: GenderId = genders[Math.floor(nextRandom(identityRandom) * genders.length)] ?? genders[0] ?? "male"; const appearance = randomAppearance(race.id, gender, () => nextRandom(identityRandom)); const id = `party-${role}-${index}-${template.classId}`; const specializationId = specializationsForClass(template.classId) .find((definition) => definition.displayName === template.specialization)?.id ?? null; const gearStats = resolvedEquipmentStats({}, [], { ownerId: id, ownerKind: "party", classId: template.classId, specializationId, role, level, }); const maxHealth = memberMaxHealth(level, role, gearStats, template.classId, race.id); const resourceProfile = resourceProfileForClass(template.classId); const maxResource = memberMaxResource(template.classId, level, race.id, gearStats); const resource = Math.round( maxResource * (resourceProfile.maximum > 0 ? resourceProfile.initial / resourceProfile.maximum : 0), ); return { id, name: template.name, raceId: race.id, gender, appearance, classId: template.classId, specialization: template.specialization, specializationId, talentTreeId: template.talentTreeId, talentRanks: isRomClassId(template.classId) ? Object.freeze({}) : runtimePartyTalentRanksForLevel(template.classId, template.specialization, level), role, level: Math.max(1, Math.trunc(level)), health: maxHealth, maxHealth, resourceType: resourceProfile.type, resourceName: resourceProfile.name, resource, maxResource, resourcePools: Object.freeze({ [resourceProfile.type]: resource }), lastResourceSpentAt: Object.freeze({}), cooldowns: Object.freeze({}), globalCooldownEndsAt: 0, activeCast: null, activeCastTargetId: null, schoolLockedUntil: Object.freeze({}), runes: template.classId === "death-knight" ? createDeathKnightRunes() : Object.freeze([]), gearStats, status: "ready", nextActionAt: 0, tauntReadyAt: 0, controlledUntil: 0, controlMechanic: null, }; } /** * Builds the four AI slots around the player's selected role. The resulting * group is always a classic five-player composition including the player. */ export function createDungeonParty( seed: string, level: number, playerRole: PartyRole = "healer", partySize: PartySize = 5, categoryId: ContentCategoryId = "wow", ): readonly PartyMember[] { const random = { value: hashSeed(seed || "healer-man") }; const tankTemplates = categoryId === "rom" ? ROM_TANK_TEMPLATES : TANK_TEMPLATES; const healerTemplates = categoryId === "rom" ? ROM_HEALER_TEMPLATES : HEALER_TEMPLATES; const damageTemplates = categoryId === "rom" ? ROM_DAMAGE_TEMPLATES : DAMAGE_TEMPLATES; const tank = tankTemplates[Math.floor(nextRandom(random) * tankTemplates.length)] ?? tankTemplates[0]; const damagePool = [...damageTemplates]; for (let index = damagePool.length - 1; index > 0; index -= 1) { const swapIndex = Math.floor(nextRandom(random) * (index + 1)); [damagePool[index], damagePool[swapIndex]] = [damagePool[swapIndex], damagePool[index]]; } const healer = healerTemplates[Math.floor(nextRandom(random) * healerTemplates.length)] ?? healerTemplates[0]; if (playerRole === "tank") { return [ createMember(healer, "healer", level, 0, seed), ...damagePool.slice(0, 3).map((template, index) => createMember(template, "damage", level, index + 1, seed)), ].slice(0, Math.max(0, partySize - 1)); } if (playerRole === "damage") { return [ createMember(tank, "tank", level, 0, seed), createMember(healer, "healer", level, 1, seed), ...damagePool.slice(0, 2).map((template, index) => createMember(template, "damage", level, index + 2, seed)), ].slice(0, Math.max(0, partySize - 1)); } return [ createMember(tank, "tank", level, 0, seed), ...damagePool.slice(0, 3).map((template, index) => createMember(template, "damage", level, index + 1, seed)), ].slice(0, Math.max(0, partySize - 1)); } export interface PartyRuntimeCommit { readonly members: readonly PartyMember[]; readonly activeMobId: string | null; readonly objectiveBossId: string | null; readonly memberTargetIds: Readonly>; } export interface PartyState { seed: string | null; playerRole: PartyRole; partySize: PartySize; categoryId: ContentCategoryId; members: readonly PartyMember[]; command: PartyCommand; selectedMemberId: string | null; selfSelected: boolean; routeBlocked: boolean; recallRevision: number; activeMobId: string | null; objectiveBossId: string | null; memberTargetIds: Readonly>; initializeParty: ( seed: string, level: number, playerHealth: number, playerRole?: PartyRole, partySize?: PartySize, categoryId?: ContentCategoryId, ) => void; resetCombat: (level: number, playerHealth: number) => void; syncLevel: (level: number) => void; syncEquipment: (equipment: EquipmentAssignments, inventory: readonly InventoryItem[]) => void; setCommand: (command: PartyCommand) => void; recallParty: () => void; setRouteBlocked: (blocked: boolean) => void; selectMember: (id: string | null) => boolean; selectSelf: () => void; cycleMember: (direction?: 1 | -1) => string | null; clearSelection: () => void; healMember: (id: string, amount: number) => number; updateMemberCombat: ( id: string, patch: Partial>, ) => boolean; reviveMember: (id: string, percentMaxHealth?: number) => number; damageMember: (id: string, amount: number, school?: DamageSchool, attackerLevel?: number) => number; /** Applies damage that has already passed a discrete combat-result roll. */ damageMemberResolved: (id: string, amount: number) => number; controlMember: (id: string, mechanic: EnemyControlMechanic, endsAt: number) => boolean; clearMemberControl: (id: string) => boolean; commitRuntime: (commit: PartyRuntimeCommit) => void; } export const usePartyStore = create((set, get) => ({ seed: null, playerRole: "healer", partySize: 5, categoryId: "wow", members: [], command: "defend", selectedMemberId: null, selfSelected: false, routeBlocked: false, recallRevision: 0, activeMobId: null, objectiveBossId: null, memberTargetIds: {}, initializeParty: (seed, level, playerHealth, playerRole = "healer", partySize = 5, categoryId = "wow") => set({ seed, playerRole, partySize, categoryId, members: createDungeonParty(seed, level, playerRole, partySize, categoryId), command: "defend", selectedMemberId: null, selfSelected: false, routeBlocked: false, activeMobId: null, objectiveBossId: null, memberTargetIds: {}, }), resetCombat: (level, playerHealth) => set((state) => { return { members: createDungeonParty(state.seed ?? "healer-man", level, state.playerRole, state.partySize, state.categoryId), command: "defend", selectedMemberId: null, selfSelected: false, routeBlocked: false, activeMobId: null, objectiveBossId: null, memberTargetIds: {}, }; }), syncLevel: (level) => set((state) => { const safeLevel = Math.max(1, Math.trunc(level)); if (state.members.every((member) => member.level === safeLevel)) return state; return { members: state.members.map((member) => { const maxHealth = memberMaxHealth( safeLevel, member.role, member.gearStats, member.classId, member.raceId, ); const health = member.health <= 0 ? 0 : Math.max(1, Math.round(member.health / Math.max(1, member.maxHealth) * maxHealth)); const maxResource = memberMaxResource( member.classId, safeLevel, member.raceId, member.gearStats, ); const resource = Math.max(0, Math.round( member.resource / Math.max(1, member.maxResource) * maxResource, )); return { ...member, level: safeLevel, health, maxHealth, resource, maxResource, resourcePools: Object.freeze({ ...member.resourcePools, [member.resourceType]: resource }), talentRanks: isRomClassId(member.classId) ? Object.freeze({}) : runtimePartyTalentRanksForLevel(member.classId, member.specialization, safeLevel), }; }), }; }), syncEquipment: (assignments, inventory) => set((state) => ({ members: state.members.map((member) => withMemberGearStats( member, resolvedEquipmentStats(assignments, inventory, { ownerId: member.id, ownerKind: "party", classId: member.classId, specializationId: member.specializationId, role: member.role, level: member.level, }), )), })), setCommand: (command) => set((state) => ({ command, routeBlocked: false, activeMobId: null, memberTargetIds: {}, members: state.members.map((member) => member.health <= 0 ? member : { ...member, status: command === "stop" ? "holding" : "ready", nextActionAt: 0 }), })), recallParty: () => set((state) => ({ recallRevision: state.recallRevision + 1, routeBlocked: false, })), setRouteBlocked: (blocked) => set((state) => ( state.routeBlocked === blocked ? state : { routeBlocked: blocked } )), selectMember: (id) => { if (id === null) { set({ selectedMemberId: null, selfSelected: false }); return true; } const member = get().members.find((candidate) => candidate.id === id); if (!member) return false; set({ selectedMemberId: id, selfSelected: false }); return true; }, selectSelf: () => set({ selectedMemberId: null, selfSelected: true }), cycleMember: (direction = 1) => { const state = get(); const selfToken = "__self__"; const available = [ ...state.members.filter((member) => member.health > 0).map((member) => member.id), selfToken, ]; const currentId = state.selfSelected ? selfToken : state.selectedMemberId; const currentIndex = available.findIndex((id) => id === currentId); const step = direction < 0 ? -1 : 1; const nextIndex = currentIndex < 0 ? (step > 0 ? 0 : available.length - 1) : (currentIndex + step + available.length) % available.length; const id = available[nextIndex]; if (id === selfToken) { set({ selectedMemberId: null, selfSelected: true }); return null; } set({ selectedMemberId: id, selfSelected: false }); return id; }, clearSelection: () => set({ selectedMemberId: null, selfSelected: false }), healMember: (id, amount) => { const requested = Math.max(0, Math.round(Number.isFinite(amount) ? amount : 0)); if (requested <= 0) return 0; let healed = 0; set((state) => ({ members: state.members.map((member) => { if (member.id !== id || member.health <= 0 || member.health >= member.maxHealth) return member; healed = Math.min(requested, member.maxHealth - member.health); return { ...member, health: member.health + healed }; }), })); return healed; }, updateMemberCombat: (id, patch) => { let updated = false; set((state) => ({ members: state.members.map((member) => { if (member.id !== id) return member; updated = true; return { ...member, ...patch }; }), })); return updated; }, reviveMember: (id, percentMaxHealth = 0.35) => { let restored = 0; set((state) => ({ members: state.members.map((member) => { if (member.id !== id || member.health > 0) return member; restored = Math.max(1, Math.round( member.maxHealth * Math.max(0.01, Math.min(1, percentMaxHealth)), )); return { ...member, health: restored, status: "ready", controlledUntil: 0, controlMechanic: null, }; }), })); return restored; }, damageMember: (id, amount, school = "physical", attackerLevel) => { const requested = Math.max(0, Math.round(Number.isFinite(amount) ? amount : 0)); if (requested <= 0) return 0; let damaged = 0; set((state) => ({ members: state.members.map((member) => { if (member.id !== id || member.health <= 0) return member; const mitigated = damageAfterEquipmentMitigation( requested, member.gearStats, member.level, school, attackerLevel ?? member.level, ); damaged = Math.min(mitigated, member.health); const health = member.health - damaged; return { ...member, health, status: health <= 0 ? "down" : member.status, }; }), })); return damaged; }, damageMemberResolved: (id, amount) => { const requested = Math.max(0, Math.round(Number.isFinite(amount) ? amount : 0)); if (requested <= 0) return 0; let damaged = 0; set((state) => ({ members: state.members.map((member) => { if (member.id !== id || member.health <= 0) return member; damaged = Math.min(requested, member.health); const health = member.health - damaged; return { ...member, health, status: health <= 0 ? "down" : member.status, }; }), })); return damaged; }, controlMember: (id, mechanic, endsAt) => { if (!Number.isFinite(endsAt)) return false; let controlled = false; set((state) => ({ members: state.members.map((member) => { if (member.id !== id || member.health <= 0) return member; controlled = true; return { ...member, controlledUntil: Math.max(member.controlledUntil, endsAt), controlMechanic: mechanic, status: "holding", }; }), })); return controlled; }, clearMemberControl: (id) => { let cleared = false; set((state) => ({ members: state.members.map((member) => { if (member.id !== id || member.controlledUntil <= 0) return member; cleared = true; return { ...member, controlledUntil: 0, controlMechanic: null, status: member.health <= 0 ? "down" : "ready", }; }), })); return cleared; }, commitRuntime: ({ members, activeMobId, objectiveBossId, memberTargetIds }) => set((state) => ({ members, selectedMemberId: state.selectedMemberId && members.some((member) => member.id === state.selectedMemberId) ? state.selectedMemberId : null, activeMobId, objectiveBossId, memberTargetIds, })), }));