Files
healer-man/src/ui/Hud.tsx
T
2026-09-17 09:13:15 -04:00

560 lines
27 KiB
TypeScript

import { useInputBindingLabels } from "../input/useInputBindingLabels";
import { HudSurfaceContext } from "./HudSurface";
import type { HudElementId, HudElementLayout } from "../game/uiLayout";
import { DungeonInteractionPrompt } from "./DungeonInteractionPrompt";
import {
useCallback,
useEffect,
useMemo,
useState,
useSyncExternalStore,
type CSSProperties,
} from "react";
import { useProgress } from "@react-three/drei";
import { classById, raceById } from "../app/characterCatalog";
import { useShellStore } from "../app/shellStore";
import { abilityAtLevel, abilityTalentNodeId, learnedAbilityRank, resourceProfileForClass } from "../game/abilityCatalog";
import { ACTION_CONTROLS, actionBindingId } from "../game/actionBindings";
import { resolvedAbilityCosts, useCombatStore } from "../game/combatStore";
import { partyFightStillActive, respawnDefeatedPlayer } from "../game/deathRespawn";
import { requireDungeonDefinition } from "../game/dungeonRegistry";
import { resurrectManastormSession } from "../game/manastormSession";
import { resolveStagePresentation } from "../game/manastormStagePresentation";
import { useManastormStore } from "../game/manastormStore";
import { usePartyStore } from "../game/partyStore";
import { PLAYER_AGGRO_ID } from "../game/aggro";
import { threatMeterRows } from "../game/threatMeter";
import { useGameStore } from "../game/store";
import { ActionBar, type ActionBarItem, type ActionBarItems } from "./ActionBar";
import { ExperienceBar } from "./ExperienceBar";
import { Minimap } from "./Minimap";
import { PlayerStatusPanel } from "./PlayerStatusPanel";
import { EncounterTimeline } from "./EncounterTimeline";
import { PartyFrames } from "./PartyFrames";
import { ResurrectionDestination, useResurrectionCheckpoints } from "./ResurrectionDestination";
import type { ResurrectionCheckpoint } from "../game/resurrectionCheckpoints";
import { TimedEffectStrip } from "./TimedEffectStrip";
import { AuraStrip } from "./AuraStrip";
import { ShelvedHud } from "@shelvedHud";
import { ThreatMeterWidget } from "./ThreatMeterWidget";
import { BossLootWindow } from "./BossLootWindow";
import { EditableHudElement } from "./EditableHudElement";
import { DpsMeter } from "./DpsMeter";
import { useDungeonRunStore } from "../game/dungeonRunStore";
import { formatDungeonDuration } from "../game/dungeonRunTypes";
import { DesktopActionBars } from "./DesktopActionBars";
import { currentUiDevice, useUiLayoutStore } from "../game/uiLayoutStore";
import { SummonFrames } from "./SummonFrames";
import { useOnlineSessionStore } from "../app/onlineSessionStore";
import { onlineAccountIdFromActor, onlinePlayerActorId } from "../game/onlineSessionRuntime";
import {
activeDungeonEncounterRevision,
activeDungeonRunIsComplete,
subscribeDungeonEncounterSnapshots,
} from "../game/dungeonEncounterRuntime";
function LoadingOverlay() {
const activeDungeonId = useGameStore((state) => state.activeDungeonId);
const gameMode = useGameStore((state) => state.gameMode);
const encounter = useManastormStore((state) => state.currentEncounter);
const dungeon = requireDungeonDefinition(activeDungeonId);
const assetStatus = useGameStore((state) => state.assetStatus);
const { active, progress, item } = useProgress();
if (assetStatus !== "checking" && assetStatus !== "loading") return null;
const networkComplete = !active && progress >= 100;
const value = active || networkComplete ? Math.max(3, Math.round(progress)) : 3;
const statusText = active && item
? "Streaming dungeon geometry"
: networkComplete
? "Finalizing collision and lighting"
: "Reading expedition assets";
const stagePresentation = resolveStagePresentation(gameMode, encounter, {
title: dungeon.title,
mapId: dungeon.mapId,
areaName: dungeon.title,
});
return (
<div className="loading-screen" role="status" aria-live="polite">
<div className="loading-screen__mark" aria-hidden="true">HM</div>
<p className="eyebrow">{stagePresentation.title} · Map {stagePresentation.mapId}</p>
<h1>Healer Man</h1>
<div className="loading-screen__track"><span style={{ width: `${value}%` }} /></div>
<p className="loading-screen__item">{statusText} - {value}%</p>
</div>
);
}
export function DefeatedPrompt({
gameMode,
resurrectionCharges,
onReturn,
sharedOnline = false,
checkpoints = [],
partyStillFighting = false,
}: {
gameMode: "dungeon" | "manastorm";
resurrectionCharges: number;
onReturn: (checkpointId?: string) => void;
sharedOnline?: boolean;
checkpoints?: readonly ResurrectionCheckpoint[];
partyStillFighting?: boolean;
}) {
const [requestedCheckpoint, setRequestedCheckpoint] = useState("entrance");
const checkpointId = checkpoints.some((checkpoint) => checkpoint.id === requestedCheckpoint) ? requestedCheckpoint : "entrance";
const canReturn = !sharedOnline && (gameMode === "dungeon" || resurrectionCharges > 0);
return (
<section
className="defeated-prompt"
role="dialog"
aria-modal="false"
aria-labelledby="defeated-prompt-title"
>
<div className="defeated-prompt__panel">
<p className="eyebrow">Defeated</p>
<h2 id="defeated-prompt-title">You can still be resurrected</h2>
<p>
Stay down and wait for a party member to resurrect you, or choose to return now.
</p>
{canReturn ? (
<>
{gameMode === "dungeon" && checkpoints.length > 0 ? (
<ResurrectionDestination checkpoints={checkpoints} value={checkpointId} onChange={setRequestedCheckpoint} />
) : null}
<button type="button" className="button button--primary" onClick={() => onReturn(gameMode === "dungeon" ? checkpointId : undefined)}>
{gameMode === "manastorm"
? `Resurrect now · ${resurrectionCharges} remaining`
: checkpointId === "entrance" ? "Respawn at entrance" : "Respawn at checkpoint"}
</button>
</>
) : sharedOnline ? (
<small>Your shared run is still active. A living player can resurrect you.</small>
) : (
<small>No shared resurrection charges remain. A living ally must resurrect you.</small>
)}
{gameMode === "dungeon" && !sharedOnline ? (
<small>{partyStillFighting
? "Your party will keep fighting where they are. Use Recall if you want to regroup."
: "Respawning resets the current encounter and restores the party."}</small>
) : null}
</div>
</section>
);
}
export function DungeonCompletePrompt({
dungeonTitle,
onFinish,
onResults,
durationMs,
finalBossOnly = false,
}: {
readonly dungeonTitle: string;
readonly onFinish: () => void;
readonly onResults?: () => void;
readonly durationMs?: number | null;
readonly finalBossOnly?: boolean;
}) {
return (
<section className="dungeon-complete-banner" role="status" aria-live="polite">
<span aria-hidden="true">◆</span>
<p>
<strong>{dungeonTitle} complete</strong>
<small>{finalBossOnly ? "Final boss defeated." : "Every required encounter is defeated."} Loot the room or finish the run.</small>
{durationMs != null ? <small>Time to final boss: {formatDungeonDuration(durationMs)}</small> : null}
</p>
<button type="button" className="button button--primary" onClick={onFinish}>
Finish dungeon
</button>
{onResults ? <button type="button" className="button" onClick={onResults}>Run results</button> : null}
</section>
);
}
export function Hud({ surface = "top", onLayoutChange, completion, onFinish, onResurrect, interaction, onInteract }: {
surface?: "top" | "bottom";
onLayoutChange?: (id: HudElementId, update: Partial<HudElementLayout>) => void;
completion?: boolean;
onFinish?: () => void;
onResurrect?: (checkpointId: string) => void;
interaction?: { prompt: string; name: string; label: string } | null;
onInteract?: () => void;
} = {}) {
const bindingLabel = useInputBindingLabels();
const ui = useUiLayoutStore();
const desktopBars = currentUiDevice() === "pc" && (ui.draft ?? ui.preferences.current.pc).wowBars;
const character = useShellStore((state) => state.activeCharacter);
const gameMode = useGameStore((state) => state.gameMode);
const areaName = useGameStore((state) => state.areaName);
const distance = useGameStore((state) => state.distanceTravelled);
const playerPosition = useGameStore((state) => state.playerPosition);
const cameraYaw = useGameStore((state) => state.cameraYaw);
const hasMoved = useGameStore((state) => state.hasMoved);
const cameraLookActive = useGameStore((state) => state.cameraLookActive);
const inputMode = useGameStore((state) => state.inputMode);
const actionLayer = useGameStore((state) => state.actionLayer);
const assetStatus = useGameStore((state) => state.assetStatus);
const assetMessage = useGameStore((state) => state.assetMessage);
const activeDungeonId = useGameStore((state) => state.activeDungeonId);
const resurrectionCheckpoints = useResurrectionCheckpoints();
const dungeon = requireDungeonDefinition(activeDungeonId);
const encounter = useManastormStore((state) => state.currentEncounter);
const resurrectionCharges = useManastormStore((state) => state.resurrectionCharges);
const toggleMap = useGameStore((state) => state.toggleMap);
const classId = useCombatStore((state) => state.classId);
const level = useCombatStore((state) => state.level);
const xp = useCombatStore((state) => state.xp);
const xpToNext = useCombatStore((state) => state.xpToNext);
const health = useCombatStore((state) => state.health);
const maxHealth = useCombatStore((state) => state.maxHealth);
const resource = useCombatStore((state) => state.resource);
const maxResource = useCombatStore((state) => state.maxResource);
const resourcePools = useCombatStore((state) => state.resourcePools);
const maxResourcePools = useCombatStore((state) => state.maxResourcePools);
const resourceName = useCombatStore((state) => state.resourceName);
const abilities = useCombatStore((state) => state.abilities);
const talentRanks = useCombatStore((state) => state.talentRanks);
const talentModifiers = useCombatStore((state) => state.talentModifiers);
const auras = useCombatStore((state) => state.auras);
const actionBindings = useCombatStore((state) => state.actionBindings);
const cooldowns = useCombatStore((state) => state.cooldowns);
const globalCooldownEndsAt = useCombatStore((state) => state.globalCooldownEndsAt);
const activeCast = useCombatStore((state) => state.activeCast);
const pendingGroundTarget = useCombatStore((state) => state.pendingGroundTarget);
const feedback = useCombatStore((state) => state.feedback);
const target = useCombatStore((state) => state.selectedTargetId ? state.mobs[state.selectedTargetId] ?? null : null);
const selectedFriendlyActorId = useCombatStore((state) => state.selectedFriendlyActorId);
const friendlyTarget = usePartyStore((state) => state.selectedMemberId
? state.members.find((member) => member.id === state.selectedMemberId) ?? null
: null);
const selfSelected = usePartyStore((state) => state.selfSelected);
const partyMembers = usePartyStore((state) => state.members);
const partyStillFighting = useCombatStore((state) => partyFightStillActive(partyMembers, state.mobs, state.actors));
const playerRole = usePartyStore((state) => state.playerRole);
const settings = useCombatStore((state) => state.settings);
const onlineSession = useOnlineSessionStore((state) => state.snapshot);
const [clock, setClock] = useState(() => Date.now());
useSyncExternalStore(
subscribeDungeonEncounterSnapshots,
activeDungeonEncounterRevision,
activeDungeonEncounterRevision,
);
const runProgress = useDungeonRunStore((state) => state.progress);
const finalBossDefeated = runProgress?.dungeonId === activeDungeonId && runProgress.finishedAt !== null;
const dungeonComplete = completion ?? (gameMode === "dungeon" && (finalBossDefeated || activeDungeonRunIsComplete(activeDungeonId)));
useEffect(() => {
const timer = window.setInterval(() => setClock(Date.now()), 100);
return () => window.clearInterval(timer);
}, []);
const updateThreatMeterPosition = useCallback((threatMeterPosition: typeof settings.threatMeterPosition) => {
useCombatStore.getState().updateSettings({ threatMeterPosition });
}, []);
const classColor = classById(classId).color;
const resourceTone = resourceProfileForClass(classId).type;
const assignedAbilities = useMemo(() => {
const used = new Set(Object.values(actionBindings));
if (desktopBars) for (const bar of (ui.draft ?? ui.preferences.current.pc).bars) for (const slot of bar.slots) used.add(slot.abilityId);
return abilities.filter((ability) => used.has(ability.id));
}, [abilities, actionBindings, desktopBars, ui.draft, ui.preferences]);
const abilityItems = useMemo<Record<string, ActionBarItem>>(() => Object.fromEntries(assignedAbilities.map((catalogAbility) => {
const learnedTalentRank = learnedAbilityRank(catalogAbility, talentRanks);
const ability = abilityAtLevel(catalogAbility, level, learnedTalentRank);
const talentLocked = Boolean(abilityTalentNodeId(ability)) && !learnedTalentRank;
const personalRemaining = Math.max(0, (cooldowns[ability.id] ?? 0) - clock);
const globalRemaining = Math.max(0, globalCooldownEndsAt - clock);
const remaining = Math.max(personalRemaining, globalRemaining);
const abilityCosts = resolvedAbilityCosts(ability, talentModifiers, {
classId,
maxHealth,
maxResource,
maxResourcePools,
auras,
});
const cannotPay = abilityCosts.some((cost) => cost.resource === "health"
? health <= cost.amount
: (cost.resource === resourceTone ? resource : resourcePools[cost.resource] ?? 0) < cost.amount);
const displayCost = abilityCosts[0] ?? { resource: ability.cost.resource, amount: 0 };
const item: ActionBarItem = {
id: ability.id,
name: ability.name,
shortLabel: ability.sigil,
iconUrl: ability.icon,
description: ability.description,
color: classColor,
resourceCost: displayCost.amount,
resourceLabel: displayCost.resource === resourceTone ? resourceName : displayCost.resource.replace("-", " "),
cooldownRemaining: remaining / 1_000,
cooldownDuration: (personalRemaining >= globalRemaining ? ability.cooldownMs : ability.gcdMs) / 1_000,
disabled: talentLocked || level < ability.unlockLevel || health <= 0 || remaining > 0 || Boolean(activeCast) || cannotPay,
lockedUntilLevel: level < ability.unlockLevel ? ability.unlockLevel : undefined,
target: ability.target,
cooldownSeconds: ability.cooldownMs / 1_000,
castSeconds: ability.castTimeMs / 1_000,
range: ability.range.max,
talentLocked,
};
return [catalogAbility.id, item];
})), [assignedAbilities, activeCast, auras, classColor, classId, clock, cooldowns, globalCooldownEndsAt, health, level, maxHealth, maxResource, maxResourcePools, resource, resourceName, resourcePools, resourceTone, talentModifiers, talentRanks]);
const actionItems = Object.fromEntries(ACTION_CONTROLS.map((control) => [control,
abilityItems[actionBindings[actionBindingId(actionLayer, control)] ?? ""] ?? null,
])) as ActionBarItems;
const castBinding = (control: (typeof ACTION_CONTROLS)[number]) => useCombatStore.getState().castActionBinding(
useGameStore.getState().actionLayer,
control,
useGameStore.getState().playerPosition,
Date.now(),
);
const targetPercent = target ? Math.max(0, Math.min(100, target.health / target.maxHealth * 100)) : 0;
const threatRows = target ? threatMeterRows(
target.threatByActor,
[
{
id: PLAYER_AGGRO_ID,
name: character?.name ?? "You",
role: playerRole,
alive: health > 0,
},
...partyMembers.map((member) => ({
id: member.id,
name: member.name,
role: member.role,
alive: member.health > 0,
})),
...(onlineSession?.players ?? [])
.filter((player) => player.accountId !== onlineSession?.localAccountId)
.map((player) => ({
id: onlinePlayerActorId(player.accountId),
name: player.character?.name ?? player.username,
role: player.role ?? "damage",
alive: player.health > 0,
})),
],
target.targetActorId,
target.forcedTarget,
clock,
) : [];
const onlineFriendlyAccountId = selectedFriendlyActorId
? onlineAccountIdFromActor(selectedFriendlyActorId)
: null;
const onlineFriendly = onlineFriendlyAccountId
? onlineSession?.players.find((player) => player.accountId === onlineFriendlyAccountId) ?? null
: null;
const selectedFriendly = selfSelected
? {
name: character?.name ?? "Adventurer",
detail: `You · Level ${level}`,
health,
maxHealth,
self: true,
targetId: PLAYER_AGGRO_ID,
}
: friendlyTarget
? {
name: friendlyTarget.name,
detail: `${raceById(friendlyTarget.raceId).name} · Level ${friendlyTarget.level}`,
health: friendlyTarget.health,
maxHealth: friendlyTarget.maxHealth,
self: false,
targetId: friendlyTarget.id,
}
: onlineFriendly
? {
name: onlineFriendly.character?.name ?? onlineFriendly.username,
detail: `Online player · Level ${onlineFriendly.character?.level ?? 1}`,
health: onlineFriendly.health,
maxHealth: onlineFriendly.maxHealth,
self: false,
targetId: onlinePlayerActorId(onlineFriendly.accountId),
}
: null;
const friendlyTargetPercent = selectedFriendly
? Math.max(0, Math.min(100, selectedFriendly.health / selectedFriendly.maxHealth * 100))
: 0;
const castingAbility = activeCast ? abilities.find((ability) => ability.id === activeCast.abilityId) : null;
const castProgress = activeCast
? Math.max(0, Math.min(100, (clock - activeCast.startedAt) / (activeCast.completesAt - activeCast.startedAt) * 100))
: 0;
const castRemaining = activeCast ? Math.max(0, activeCast.completesAt - clock) / 1_000 : 0;
const targetCastProgress = target?.activeCast
? Math.max(0, Math.min(100, (clock - target.activeCast.startedAt)
/ Math.max(1, target.activeCast.completesAt - target.activeCast.startedAt) * 100))
: 0;
const targetCastRemaining = target?.activeCast
? Math.max(0, target.activeCast.completesAt - clock) / 1_000
: 0;
const stagePresentation = resolveStagePresentation(gameMode, encounter, {
title: dungeon.title,
mapId: dungeon.mapId,
areaName,
});
const returnFromDefeat = (checkpointId?: string) => {
if (gameMode === "manastorm") {
resurrectManastormSession({ kind: "player" });
return;
}
respawnDefeatedPlayer(checkpointId ?? "entrance");
};
const finishDungeon = () => {
useShellStore.getState().saveActiveDungeonRunCheckpoint(null);
useShellStore.getState().returnToMainMenu();
};
return (
<HudSurfaceContext.Provider value={{ surface, onChange: onLayoutChange, onResurrect }}>
<div className={`hud hud-surface-${surface}`} style={{ "--game-ui-scale": settings.uiScale } as CSSProperties}>
<ShelvedHud />
<DpsMeter />
{surface === "top" && <BossLootWindow />}
<EditableHudElement id="interaction"><DungeonInteractionPrompt interaction={interaction} onInteract={onInteract} /></EditableHudElement>
<EditableHudElement id="completion">{dungeonComplete ? (
<DungeonCompletePrompt dungeonTitle={dungeon.title} onFinish={onFinish ?? finishDungeon}
finalBossOnly={!activeDungeonRunIsComplete(activeDungeonId)} durationMs={runProgress?.timed ? runProgress.durationMs : null}
onResults={finalBossDefeated ? () => useGameStore.getState().openOverlay("dungeon-results") : undefined} />
) : null}</EditableHudElement>
<EditableHudElement id="loot">{feedback?.kind === "loot" ? (
<section className="loot-reward" role="status" aria-live="polite">
<span aria-hidden="true">◆</span>
<p><strong>Loot acquired</strong><small>{feedback.message}</small><em>Press I to inspect and equip</em></p>
</section>
) : null}</EditableHudElement>
<EditableHudElement id="party"><PartyFrames /></EditableHudElement>
<EditableHudElement id="summons"><SummonFrames now={clock} /></EditableHudElement>
{surface === "top" && pendingGroundTarget ? (
<section className="ground-target-reticle" role="status" aria-live="polite">
<div aria-hidden="true"><i /><b /></div>
<strong>Place ground effect</strong>
<small>Confirm: {bindingLabel(inputMode === "gamepad" ? "controller" : "pc", "ground-confirm")} · Cancel: {bindingLabel(inputMode === "gamepad" ? "controller" : "pc", "ground-cancel")}</small>
<span>
<button
type="button"
disabled={!pendingGroundTarget.valid}
onClick={() => useCombatStore.getState().confirmGroundTarget()}
>Confirm</button>
<button type="button" onClick={() => useCombatStore.getState().cancelGroundTarget()}>Cancel</button>
</span>
</section>
) : null}
<div className="hud-top-right">
<EditableHudElement id="minimap"><Minimap
position={playerPosition}
yaw={cameraYaw}
areaName={stagePresentation.areaName}
distanceTravelled={distance}
rotationMode={settings.minimapRotation}
onOpenMap={toggleMap}
/></EditableHudElement>
<EditableHudElement id="player"><PlayerStatusPanel now={clock} /></EditableHudElement>
<EditableHudElement id="timeline"><EncounterTimeline now={clock} /></EditableHudElement>
</div>
<EditableHudElement id="target">{target && settings.showTargetFrame && (
<section className={`target-frame ${target.boss ? "target-frame--boss" : ""}`} aria-label={`Target ${target.name}`}>
<header><strong>{target.name}</strong><span>{target.boss ? "Boss" : `Level ${target.level}`}</span></header>
<div className="target-frame__track"><span style={{ width: `${targetPercent}%` }} /></div>
{target.activeCast ? (
<div
className={`target-frame__cast ${target.activeCast.interruptible ? "" : "target-frame__cast--locked"}`}
aria-label={`${target.activeCast.name}, ${targetCastRemaining.toFixed(1)} seconds remaining`}
>
<header><strong>{target.activeCast.name}</strong><span>{targetCastRemaining.toFixed(1)}s</span></header>
<div className="target-frame__cast-track"><span style={{ width: `${targetCastProgress}%` }} /></div>
</div>
) : null}
<TimedEffectStrip targetId={target.id} kinds={["dot"]} className="timed-effect-strip--target" />
<AuraStrip targetId={target.id} className="aura-strip--target" />
<small>{Math.ceil(target.health)} / {target.maxHealth}</small>
</section>
)}</EditableHudElement>
<EditableHudElement id="threat">{target && settings.showThreatMeter && threatRows.length > 0 && (
<ThreatMeterWidget
targetName={target.name}
rows={threatRows}
position={settings.threatMeterPosition}
onPositionChange={updateThreatMeterPosition}
/>
)}</EditableHudElement>
<EditableHudElement id="friendly">{selectedFriendly && settings.showTargetFrame && (
<section className="target-frame target-frame--friendly" aria-label={`Friendly target ${selectedFriendly.name}${selectedFriendly.self ? ", self" : ""}`}>
<header>
<strong>{selectedFriendly.name}</strong>
<span>{selectedFriendly.detail}</span>
</header>
<div className="target-frame__track"><span style={{ width: `${friendlyTargetPercent}%` }} /></div>
<TimedEffectStrip
targetId={selectedFriendly.self ? null : selectedFriendly.targetId}
className="timed-effect-strip--target"
/>
<AuraStrip
targetId={selectedFriendly.targetId}
className="aura-strip--target"
/>
<small>{Math.ceil(selectedFriendly.health)} / {selectedFriendly.maxHealth}</small>
</section>
)}</EditableHudElement>
<div className="hud-bottom-stack">
<EditableHudElement id="cast">{activeCast && castingAbility && (
<section className={`cast-bar cast-bar--${activeCast.mode}`} aria-label={`${activeCast.mode === "channel" ? "Channeling" : "Casting"} ${castingAbility.name}`}>
<header><strong>{castingAbility.name}</strong><span>{castRemaining.toFixed(1)}s</span></header>
<div className="cast-bar__track">
<span style={{ width: `${activeCast.mode === "channel" ? 100 - castProgress : castProgress}%` }} />
</div>
<small>{activeCast.mode === "channel" ? "Channeling" : "Casting"}</small>
</section>
)}</EditableHudElement>
<EditableHudElement id="hints">{!activeCast && (
<div className={`control-hint ${hasMoved && cameraLookActive ? "control-hint--settled" : ""}`}>
{cameraLookActive ? "Release right mouse for cursor · " : "Hold right mouse to look · "}
Forward: {bindingLabel(inputMode === "gamepad" ? "controller" : "pc", "move-forward")} · Target: {bindingLabel(inputMode === "gamepad" ? "controller" : "pc", "target-next")} · Pause: {bindingLabel(inputMode === "gamepad" ? "controller" : "pc", "pause")}
</div>
)}</EditableHudElement>
{!desktopBars && <EditableHudElement id="actions"><ActionBar
items={actionItems}
activeLayer={actionLayer}
onActivate={castBinding}
inputMode={surface === "bottom" ? "gamepad" : inputMode}
feedback={settings.showFloatingCombatText ? feedback?.message ?? null : null}
/></EditableHudElement>}
</div>
<DesktopActionBars items={abilityItems} />
<EditableHudElement id="feedback">{desktopBars && settings.showFloatingCombatText && feedback?.message
? <div className="desktop-action-feedback" role="status">{feedback.message}</div> : null}</EditableHudElement>
<EditableHudElement id="experience"><ExperienceBar level={level} current={xp} required={xpToNext} /></EditableHudElement>
<EditableHudElement id="reticle">{cameraLookActive && <span className="reticle" aria-hidden="true" />}</EditableHudElement>
<EditableHudElement id="assets">{assetStatus === "proxy" && (
<div className="asset-notice" role="status">
<strong>Cave proxy active</strong>
<span>{assetMessage ?? `Add ${[
...dungeon.assets.visual,
...dungeon.assets.collision,
].map((asset) => asset.fileName).join(" and ")}.`}</span>
</div>
)}</EditableHudElement>
{surface === "top" && <LoadingOverlay />}
{surface === "top" && health <= 0 ? (
<DefeatedPrompt
gameMode={gameMode}
resurrectionCharges={resurrectionCharges}
onReturn={returnFromDefeat}
checkpoints={resurrectionCheckpoints}
partyStillFighting={partyStillFighting}
sharedOnline={onlineSession !== null}
/>
) : null}
</div>
</HudSurfaceContext.Provider>
);
}