Files
healer-man/src/ui/Hud.tsx
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TypeScript

import { useCallback, useEffect, useMemo, useState, type CSSProperties } from "react";
import { useProgress } from "@react-three/drei";
import { classById, raceById } from "../app/characterCatalog";
import { useShellStore } from "../app/shellStore";
import { abilityAtLevel, resourceProfileForClass } from "../game/abilityCatalog";
import { ACTION_CONTROLS, actionBindingId } from "../game/actionBindings";
import { useCombatStore } from "../game/combatStore";
import { requireDungeonDefinition } from "../game/dungeonRegistry";
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 { PlayerFrame } from "./PlayerFrame";
import { PartyFrames } from "./PartyFrames";
import { TimedEffectStrip } from "./TimedEffectStrip";
import { AuraStrip } from "./AuraStrip";
import { ManastormStatus } from "./ManastormStatus";
import { ThreatMeterWidget } from "./ThreatMeterWidget";
import { BossLootWindow } from "./BossLootWindow";
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 Hud() {
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 dungeon = requireDungeonDefinition(activeDungeonId);
const encounter = useManastormStore((state) => state.currentEncounter);
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 shield = useCombatStore((state) => state.shield);
const resource = useCombatStore((state) => state.resource);
const maxResource = useCombatStore((state) => state.maxResource);
const resourcePools = useCombatStore((state) => state.resourcePools);
const resourceName = useCombatStore((state) => state.resourceName);
const abilities = useCombatStore((state) => state.abilities);
const talentRanks = useCombatStore((state) => state.talentRanks);
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 feedback = useCombatStore((state) => state.feedback);
const target = useCombatStore((state) => state.selectedTargetId ? state.mobs[state.selectedTargetId] ?? null : null);
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 playerRole = usePartyStore((state) => state.playerRole);
const settings = useCombatStore((state) => state.settings);
const [clock, setClock] = useState(() => Date.now());
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 actionItems = useMemo<ActionBarItems>(() => Object.fromEntries(ACTION_CONTROLS.map((control) => {
const abilityId = actionBindings[actionBindingId(actionLayer, control)];
const catalogAbility = abilityId ? abilities.find((candidate) => candidate.id === abilityId) ?? null : null;
if (!catalogAbility) return [control, null];
const learnedTalentRank = catalogAbility.talentEntryId === undefined
? undefined
: talentRanks[`coa-entry-${catalogAbility.talentEntryId}`] ?? 0;
const ability = abilityAtLevel(catalogAbility, level, learnedTalentRank);
const talentLocked = ability.talentEntryId !== undefined && !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 = ability.costs?.length ? ability.costs : [ability.cost];
const cannotPay = abilityCosts.some((cost) => cost.resource === "health"
? health <= cost.amount
: (resourcePools[cost.resource] ?? (cost.resource === resourceTone ? resource : 0)) < cost.amount);
const displayCost = abilityCosts[0] ?? ability.cost;
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,
};
return [control, item];
})) as ActionBarItems, [abilities, actionBindings, actionLayer, activeCast, classColor, clock, cooldowns, globalCooldownEndsAt, health, level, resource, resourceName, resourcePools, resourceTone, talentRanks]);
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,
})),
],
target.targetActorId,
target.forcedTarget,
clock,
) : [];
const selectedFriendly = selfSelected
? {
name: character?.name ?? "Adventurer",
detail: `You · Level ${level}`,
health,
maxHealth,
self: true,
}
: friendlyTarget
? {
name: friendlyTarget.name,
detail: `${raceById(friendlyTarget.raceId).name} · Level ${friendlyTarget.level}`,
health: friendlyTarget.health,
maxHealth: friendlyTarget.maxHealth,
self: false,
}
: 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,
});
return (
<div className="hud" style={{ "--game-ui-scale": settings.uiScale } as CSSProperties}>
<ManastormStatus />
<BossLootWindow />
{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}
<PlayerFrame
character={character ? { ...character, level } : null}
health={{ current: health, maximum: maxHealth, label: "Health", tone: "health" }}
resource={{ current: resource, maximum: maxResource, label: resourceName, tone: resourceTone }}
shield={shield}
dead={health <= 0}
/>
<PartyFrames />
<Minimap
position={playerPosition}
yaw={cameraYaw}
areaName={stagePresentation.areaName}
distanceTravelled={distance}
rotationMode={settings.minimapRotation}
onOpenMap={toggleMap}
/>
{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>
)}
{target && settings.showThreatMeter && threatRows.length > 0 && (
<ThreatMeterWidget
targetName={target.name}
rows={threatRows}
position={settings.threatMeterPosition}
onPositionChange={updateThreatMeterPosition}
/>
)}
{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: `${friendlyTargetPercent}%` }} /></div>
<TimedEffectStrip
targetId={selectedFriendly.self ? null : friendlyTarget?.id ?? null}
className="timed-effect-strip--target"
/>
<AuraStrip
targetId={selectedFriendly.self ? PLAYER_AGGRO_ID : friendlyTarget?.id ?? PLAYER_AGGRO_ID}
className="aura-strip--target"
/>
<small>{Math.ceil(selectedFriendly.health)} / {selectedFriendly.maxHealth}</small>
</section>
)}
<div className="hud-bottom-stack">
{activeCast && castingAbility && (
<section className={`cast-bar cast-bar--${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>
)}
{!activeCast && (
<div className={`control-hint ${hasMoved && cameraLookActive ? "control-hint--settled" : ""}`}>
{inputMode === "gamepad"
? "Left stick move | L1 / L2 layers | Face / R1 / R2 / D-pad abilities | R3 target | Start pause"
: cameraLookActive
? "Release right mouse for cursor | WASD move | Arrow keys look | 1-8 abilities | Shift / Alt layers"
: "Right mouse / Arrow keys look | Click party frames to target | WASD move | Tab enemy"}
</div>
)}
<ActionBar
items={actionItems}
activeLayer={actionLayer}
onActivate={castBinding}
inputMode={inputMode}
feedback={settings.showFloatingCombatText ? feedback?.message ?? null : null}
/>
</div>
<ExperienceBar level={level} current={xp} required={xpToNext} />
{cameraLookActive && <span className="reticle" aria-hidden="true" />}
{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>
)}
<LoadingOverlay />
</div>
);
}