new rpg mode

This commit is contained in:
Warren H
2026-07-17 12:47:42 -04:00
parent de7b59ce77
commit 10ff124466
180 changed files with 20863 additions and 1014 deletions
+201 -31
View File
@@ -1,11 +1,15 @@
import { lazy, Suspense } from "react";
import { barrierProtects, upcomingEncounterMechanic, useGameStore } from "../game/store";
import { HEALER_CLASSES } from "../game/healers";
import { lazy, Suspense, useEffect, useRef, useState } from "react";
import { barrierProtects, healerFieldContains, upcomingEncounterMechanic, useGameStore } from "../game/store";
import { HEALER_ABILITIES } from "../game/healers";
import { BOSS_DEFINITIONS } from "../game/bossCatalog";
import { bossRoomFor } from "../game/bossRooms";
import { tankAuraProtects } from "../game/partyCombat";
import { BuffDraftPanel } from "./BuffDraftPanel";
import { DEFAULT_CONTROLLER_GLYPHS } from "../input/controllerGlyphs";
import { hockeyPvpDampeningPercent } from "../game/hockeyHealingPvp";
import { blockbreakerTimeMultiplier } from "../game/blockbreaker";
import { RpgRunOverlay } from "./rpgRoguelike/RpgRunOverlay";
import type { CharacterAppearanceV1 } from "../game/characterAppearance";
const GameScene = lazy(() => import("./GameScene").then((module) => ({ default: module.GameScene })));
@@ -43,10 +47,12 @@ function CompactParty() {
</span>
)}
<span className="top-effects">
{member.renewExpiresAt > 0 && <em className="renew-pip">R</em>}
{member.healingEffects.some((effect) => effect.expiresAt > time) && <em className="renew-pip">H</em>}
{member.reactiveHeal && member.reactiveHeal.expiresAt > time && <em className="renew-pip">E{member.reactiveHeal.charges}</em>}
{member.debuffs.length > 0 && <em className="debuff-pip">!</em>}
{barrierProtects(partyPositions[member.id], barrier, time) && <em className="barrier-pip">B</em>}
{tankAuraProtects(partyPositions[member.id], partyPositions.brann, tankAura, time) && <em className="tank-aura-pip">T</em>}
{barrier.kind === "spirit-link" && healerFieldContains(partyPositions[member.id], barrier, time) && <em className="barrier-pip">S</em>}
{tankAuraProtects(partyPositions[member.id], partyPositions[tankAura.sourceId], tankAura, time) && <em className="tank-aura-pip">T</em>}
{member.knockedUntil > time && <em className="knockdown-pip">KD</em>}
</span>
</button>
@@ -57,12 +63,11 @@ function CompactParty() {
}
function CastingBar() {
const healerClassId = useGameStore((state) => state.healerClassId);
const abilityName = HEALER_CLASSES[healerClassId].abilities.mend.name;
const activeCast = useGameStore((state) => state.activeCast);
const time = useGameStore((state) => state.time);
const party = useGameStore((state) => state.party);
if (!activeCast) return null;
const abilityName = HEALER_ABILITIES[activeCast.abilityId].name;
const duration = activeCast.completesAt - activeCast.startedAt;
const progress = Math.min(1, Math.max(0, (time - activeCast.startedAt) / duration));
const target = party.find((member) => member.id === activeCast.targetId);
@@ -78,13 +83,19 @@ function CastingBar() {
function BossBar() {
const boss = useGameStore((state) => state.boss);
const additionalBosses = useGameStore((state) => state.additionalBosses);
const opponentBoss = useGameStore((state) => state.hockeyPvpOpponent.boss);
const phase = useGameStore((state) => state.phase);
const activityMode = useGameStore((state) => state.activityMode);
if (phase === "briefing") return null;
const bosses = [boss, ...additionalBosses.map((entry) => entry.boss)];
const hockeyMode = activityMode === "hockey-healing";
const blockbreakerMode = activityMode === "blockbreaker";
const aetherAssaultMode = activityMode === "aether-assault";
const pvpMode = activityMode === "hockey-healing-pvp";
const bosses = pvpMode ? [boss, opponentBoss] : [boss, ...additionalBosses.map((entry) => entry.boss)];
return (
<div className={`boss-bar-wrap ${bosses.length > 1 ? "is-multi" : ""} ${bosses.length === 3 ? "is-trio" : ""}`}>
{bosses.map((entry) => <div className="boss-bar-entry" key={entry.id}>
<div className="boss-name"><span>Vault Beast</span><strong>{entry.name}</strong><span>{Math.ceil((entry.hp / entry.maxHp) * 100)}%</span></div>
<div className={`boss-bar-wrap ${bosses.length > 1 ? "is-multi" : ""} ${bosses.length === 3 ? "is-trio" : ""} ${pvpMode ? "is-pvp" : ""}`}>
{bosses.map((entry, index) => <div className={`boss-bar-entry ${pvpMode && index === 1 ? "is-opponent" : ""}`} key={`${entry.id}-${index}`}>
<div className="boss-name"><span>{pvpMode ? index === 0 ? "Your target" : "Rival target" : hockeyMode ? index === 0 ? "Striker · paddle + damage" : "Frontline · party damage" : blockbreakerMode ? index === 0 ? "Breaker flank" : "Wall pressure" : aetherAssaultMode ? index === 0 ? "Arcade flank" : "Party pressure" : "Vault Beast"}</span><strong>{entry.name}</strong><span>{Math.ceil((entry.hp / entry.maxHp) * 100)}%</span></div>
<div className="boss-bar"><i style={{ width: `${(entry.hp / entry.maxHp) * 100}%` }} /></div>
</div>)}
</div>
@@ -110,48 +121,123 @@ function EncounterCallout() {
function PhaseOverlay() {
const phase = useGameStore((state) => state.phase);
const runMode = useGameStore((state) => state.runMode);
const activityMode = useGameStore((state) => state.activityMode);
const round = useGameStore((state) => state.round);
const endlessMode = useGameStore((state) => state.endlessMode);
const endlessBossKills = useGameStore((state) => state.endlessBossKills);
const primaryBoss = useGameStore((state) => state.boss);
const additionalBosses = useGameStore((state) => state.additionalBosses);
const hockey = useGameStore((state) => state.hockey);
const blockbreaker = useGameStore((state) => state.blockbreaker);
const aetherAssault = useGameStore((state) => state.aetherAssault);
const hockeyPvp = useGameStore((state) => state.hockeyPvp);
if (runMode === "rpg-roguelike") return null;
if (phase === "intermission") return <BuffDraftPanel className="top-buff-draft" />;
const bosses = [primaryBoss, ...additionalBosses.map((entry) => entry.boss)];
const definitions = bosses.map((boss) => BOSS_DEFINITIONS[boss.id]);
const room = bossRoomFor(primaryBoss.id);
const bossNames = bosses.map((boss) => boss.name).join(" & ");
const hockeyMode = activityMode === "hockey-healing";
const blockbreakerMode = activityMode === "blockbreaker";
const aetherAssaultMode = activityMode === "aether-assault";
const pvpMode = activityMode === "hockey-healing-pvp";
const showEndlessChoice = phase === "victory" && runMode === "rogue-trials" && round === 5 && !endlessMode;
const endlessDefeat = phase === "defeat" && endlessMode;
const briefingMode = runMode === "rogue-trials"
const endlessDefeat = phase === "defeat" && endlessMode && !hockeyMode && !blockbreakerMode && !aetherAssaultMode;
const briefingMode = hockeyMode
? "Endless Goal Defense"
: blockbreakerMode
? "Endless Color Break"
: aetherAssaultMode
? "Endless Arcade Assault"
: pvpMode
? `Versus ${hockeyPvp.opponentName}`
: runMode === "rogue-trials"
? bosses.length === 3 ? "Rogue Trials · Trio Finale" : "Rogue Trials · Dual Round"
: bosses.length > 1 ? "Roguelike PVE · Dual Encounter" : definitions[0].trial;
if (phase === "combat") return null;
const title = phase === "briefing"
? room.name
? hockeyMode ? "Hockey Healing" : blockbreakerMode ? "Blockbreaker" : aetherAssaultMode ? "Aether Assault" : pvpMode ? "Healing Hockey PVP" : room.name
: phase === "victory"
? showEndlessChoice ? "Rogue Trials Cleared" : `${bossNames} Broken`
: endlessDefeat ? "Endless Run Ended" : "Party Broken";
? showEndlessChoice ? "Rogue Trials Cleared" : pvpMode ? "Match Won" : `${bossNames} Broken`
: hockeyMode ? "Goal Breached" : blockbreakerMode && blockbreaker.status === "lost" ? "Wall Breached" : aetherAssaultMode ? "Formation Lost" : pvpMode ? "Match Lost" : endlessDefeat ? "Endless Run Ended" : "Party Broken";
const eyebrow = phase === "briefing"
? `${briefingMode} · ${room.biome}`
? hockeyMode ? `${briefingMode} · Rectangular Boss Rink` : blockbreakerMode ? `${briefingMode} · Advancing Brick Rink` : aetherAssaultMode ? `${briefingMode} · Bright Five-Lane Rink` : pvpMode ? `${briefingMode} · Extended Versus Rink` : `${briefingMode} · ${room.biome}`
: phase === "victory"
? showEndlessChoice ? "Endless Path Unlocked" : "Encounter Complete"
: endlessDefeat ? `${endlessBossKills} Endless Bosses Defeated` : "Encounter Failed";
? showEndlessChoice ? "Endless Path Unlocked" : pvpMode ? `${hockeyPvp.opponentGoalsConceded} Rival Goals · ${endlessBossKills} Boss Kills` : "Encounter Complete"
: hockeyMode ? `${hockey.returns} Pucks Returned · ${endlessBossKills} Bosses Defeated` : blockbreakerMode ? `${blockbreaker.bricksBroken} Bricks · ${blockbreaker.score.toLocaleString()} Points` : aetherAssaultMode ? `${aetherAssault.score.toLocaleString()} Points · Wave ${aetherAssault.wave}` : pvpMode ? `${hockeyPvp.localGoalsConceded} Goals Conceded · ${hockeyPvp.opponentBossKills} Rival Boss Kills` : endlessDefeat ? `${endlessBossKills} Endless Bosses Defeated` : "Encounter Failed";
const copy = phase === "briefing"
? definitions.map((boss) => boss.briefing).join(" ")
? hockeyMode
? "Defend the wide blue goal. Aim each return; the moving Pong paddle strikes it back. Party fights both bosses on enemy half. Fallen bosses are replaced."
: blockbreakerMode
? "Aim the puck into advancing five-brick rows. Matching orthogonal colors break as one combo while two bosses pressure the party. Missed pucks safely re-serve."
: aetherAssaultMode
? "Move across the full bright rink while spellfire launches automatically. Line up ship formations, dodge red bolts and dives, and keep healing through two endless bosses."
: pvpMode
? "Two parties fight matching boss sequences. Defend your goal and aim each return. Every goal deals 45 damage to all five players. Fallen bosses respawn instantly."
: definitions.map((boss) => boss.briefing).join(" ")
: phase === "victory"
? showEndlessChoice ? "Leave with the clear, or continue against an unbroken chain of replacement bosses." : "Five entered. Five endured."
: endlessDefeat ? `Run record: ${endlessBossKills} bosses defeated after the trio finale.` : definitions.map((boss) => boss.failure).join(" ");
? showEndlessChoice ? "Leave with the clear, or continue against an unbroken chain of replacement bosses." : pvpMode ? `${hockeyPvp.opponentName}'s party fell first.` : "Five entered. Five endured."
: hockeyMode
? `Run ended after ${hockey.returns} returns and ${endlessBossKills} boss kills.`
: blockbreakerMode
? `Run record: ${blockbreaker.bricksBroken} bricks, ${blockbreaker.score.toLocaleString()} points, and ${endlessBossKills} boss kills.`
: aetherAssaultMode
? `Run record: ${aetherAssault.score.toLocaleString()} points, wave ${aetherAssault.wave}, ${aetherAssault.kills} ships, and ${endlessBossKills} boss kills.`
: pvpMode ? `${hockeyPvp.opponentName} kept their party standing.`
: endlessDefeat ? `Run record: ${endlessBossKills} bosses defeated after the trio finale.` : definitions.map((boss) => boss.failure).join(" ");
return (
<div className={`phase-overlay phase-${phase}`}>
<div className="phase-sigil"></div>
<span>{eyebrow}</span>
<h1>{title}</h1>
<p>{copy}</p>
<small>{phase === "briefing" ? "Begin from lower display" : showEndlessChoice ? "Choose Endless Mode or Quit on lower display" : "Restart from lower display"}</small>
<small>{phase === "briefing" ? "Begin from lower display" : showEndlessChoice ? "Choose Endless Mode or Quit on lower display" : pvpMode ? "Choose next match from lower display" : "Restart from lower display"}</small>
</div>
);
}
function BlockbreakerScorePopup() {
const activityMode = useGameStore((state) => state.activityMode);
const lastBreakAt = useGameStore((state) => state.blockbreaker.lastBreakAt);
const count = useGameStore((state) => state.blockbreaker.lastBreakCount);
const award = useGameStore((state) => state.blockbreaker.lastScoreAward);
const [visibleAt, setVisibleAt] = useState<number | null>(null);
useEffect(() => {
if (activityMode !== "blockbreaker" || !Number.isFinite(lastBreakAt)) {
setVisibleAt(null);
return;
}
setVisibleAt(lastBreakAt);
const timeout = window.setTimeout(() => setVisibleAt((current) => current === lastBreakAt ? null : current), 850);
return () => window.clearTimeout(timeout);
}, [activityMode, lastBreakAt]);
if (visibleAt === null) return null;
return <div className="blockbreaker-score-popup" role="status" aria-live="polite"><strong>+{award.toLocaleString()}</strong><small>{count} {count === 1 ? "brick" : "brick combo"}</small></div>;
}
function AetherScorePopup() {
const activityMode = useGameStore((state) => state.activityMode);
const lastKillAt = useGameStore((state) => state.aetherAssault.lastKillAt);
const award = useGameStore((state) => state.aetherAssault.lastKillScore);
const multiplier = useGameStore((state) => state.aetherAssault.multiplier);
const [visibleAt, setVisibleAt] = useState<number | null>(null);
useEffect(() => {
if (activityMode !== "aether-assault" || !Number.isFinite(lastKillAt)) {
setVisibleAt(null);
return;
}
setVisibleAt(lastKillAt);
const timeout = window.setTimeout(() => setVisibleAt((current) => current === lastKillAt ? null : current), 700);
return () => window.clearTimeout(timeout);
}, [activityMode, lastKillAt]);
if (visibleAt === null) return null;
return <div className="blockbreaker-score-popup aether-score-popup" role="status" aria-live="polite"><strong>+{award.toLocaleString()}</strong><small>{multiplier.toFixed(2)}× streak</small></div>;
}
function PauseOverlay({ onExit }: { onExit?: () => void }) {
const paused = useGameStore((state) => state.paused);
const selection = useGameStore((state) => state.pauseSelection);
@@ -170,14 +256,12 @@ function PauseOverlay({ onExit }: { onExit?: () => void }) {
<p>Simulation, damage, and movement are stopped.</p>
<div className="pause-actions">
<button
className={selection === "resume" ? "is-controller-focused" : ""}
onFocus={() => setPauseSelection("resume")}
className={selection === "resume" ? "is-controller-selected" : ""}
onPointerEnter={() => setPauseSelection("resume")}
onClick={() => setPaused(false)}
>Resume <small>{DEFAULT_CONTROLLER_GLYPHS.start} / ESC</small></button>
<button
className={`secondary ${selection === "exit" ? "is-controller-focused" : ""}`}
onFocus={() => setPauseSelection("exit")}
className={`secondary ${selection === "exit" ? "is-controller-selected" : ""}`}
onPointerEnter={() => setPauseSelection("exit")}
onClick={exit}
>Return to main menu <small>{DEFAULT_CONTROLLER_GLYPHS.confirm}</small></button>
@@ -188,30 +272,116 @@ function PauseOverlay({ onExit }: { onExit?: () => void }) {
);
}
export function TopScreen({ onExit }: { onExit?: () => void }) {
function GoalPopup() {
const activityMode = useGameStore((state) => state.activityMode);
const goalSequence = useGameStore((state) => state.hockeyPvp.goalSequence);
const lastGoalSide = useGameStore((state) => state.hockeyPvp.lastGoalSide);
const lastSeenSequence = useRef(goalSequence);
const [visibleSequence, setVisibleSequence] = useState<number | null>(null);
useEffect(() => {
if (activityMode !== "hockey-healing-pvp" || goalSequence < lastSeenSequence.current) {
lastSeenSequence.current = goalSequence;
setVisibleSequence(null);
return;
}
if (goalSequence === lastSeenSequence.current) return;
lastSeenSequence.current = goalSequence;
setVisibleSequence(goalSequence);
const timeout = window.setTimeout(() => {
setVisibleSequence((current) => current === goalSequence ? null : current);
}, 1_250);
return () => window.clearTimeout(timeout);
}, [activityMode, goalSequence]);
if (visibleSequence === null) return null;
return (
<div
key={visibleSequence}
className={`goal-popup ${lastGoalSide === "local" ? "is-conceded" : "is-scored"}`}
role="status"
aria-live="assertive"
aria-atomic="true"
>
<strong>GOAL</strong>
</div>
);
}
function DampeningIndicator() {
const activityMode = useGameStore((state) => state.activityMode);
const localBossKills = useGameStore((state) => state.endlessBossKills);
const opponentBossKills = useGameStore((state) => state.hockeyPvp.opponentBossKills);
if (activityMode !== "hockey-healing-pvp") return null;
const percent = hockeyPvpDampeningPercent(localBossKills, opponentBossKills);
return (
<div className="dampening-indicator" role="status" aria-label={`${percent}% healing dampening`}>
<span>Dampening</span><strong>{percent}%</strong>
<i><em style={{ width: `${percent}%` }} /></i>
</div>
);
}
export function TopScreen({
onExit,
playerAppearance,
}: {
onExit?: () => void;
playerAppearance?: CharacterAppearanceV1;
}) {
const phase = useGameStore((state) => state.phase);
const bossCount = useGameStore((state) => state.additionalBosses.length + 1);
const round = useGameStore((state) => state.round);
const runMode = useGameStore((state) => state.runMode);
const activityMode = useGameStore((state) => state.activityMode);
const endlessMode = useGameStore((state) => state.endlessMode);
const endlessBossKills = useGameStore((state) => state.endlessBossKills);
const hockeyReturns = useGameStore((state) => state.hockey.returns);
const blockbreaker = useGameStore((state) => state.blockbreaker);
const aetherAssault = useGameStore((state) => state.aetherAssault);
const hockeyPvp = useGameStore((state) => state.hockeyPvp);
const time = useGameStore((state) => state.time);
const setPaused = useGameStore((state) => state.setPaused);
const rpgRun = useGameStore((state) => state.rpgRun);
const rpgFocusId = useGameStore((state) => state.rpgFocusId);
const dispatchRpgAction = useGameStore((state) => state.dispatchRpgAction);
const setRpgFocusId = useGameStore((state) => state.setRpgFocusId);
const restart = useGameStore((state) => state.restart);
const hockeyMode = activityMode === "hockey-healing";
const blockbreakerMode = activityMode === "blockbreaker";
const aetherAssaultMode = activityMode === "aether-assault";
const pvpMode = activityMode === "hockey-healing-pvp";
const duration = `${Math.floor(time / 60)}:${String(Math.floor(time % 60)).padStart(2, "0")}`;
return (
<section className="display top-display" aria-label="Main game viewport">
<Suspense fallback={<div className="scene-loading" aria-label="Loading 3D scene" />}>
<GameScene />
<GameScene playerAppearance={playerAppearance} />
</Suspense>
<div className="top-vignette" />
<div className="top-hud">
<CompactParty />
<BossBar />
<div className="objective-chip"><span>{endlessMode ? `Endless · ${endlessBossKills} kills` : runMode !== "encounter" ? `Round ${round}` : "Objective"}</span><strong>{endlessMode ? "Defeat bosses · replacements incoming" : bossCount === 3 ? "Defeat trio · keep five alive" : bossCount === 2 ? "Defeat both · keep five alive" : "Keep all five alive"}</strong></div>
<div className={`objective-chip ${hockeyMode || pvpMode || blockbreakerMode || aetherAssaultMode ? "is-hockey" : ""} ${pvpMode ? "is-pvp" : ""} ${blockbreakerMode ? "is-blockbreaker" : ""} ${aetherAssaultMode ? "is-aether" : ""}`}><span>{hockeyMode ? `Hockey Healing · ${hockeyReturns} returns · ${duration}` : blockbreakerMode ? `Blockbreaker · ${blockbreaker.score.toLocaleString()} pts · ${duration}` : aetherAssaultMode ? `Aether Assault · ${aetherAssault.score.toLocaleString()} pts · ${duration}` : pvpMode ? `VS ${hockeyPvp.opponentName} · ${duration}` : endlessMode ? `Endless · ${endlessBossKills} kills` : runMode !== "encounter" ? `Round ${round}` : "Objective"}</span><strong>{hockeyMode ? `Defend wide goal · ${endlessBossKills} boss kills` : blockbreakerMode ? `${blockbreaker.bricksBroken} bricks · ${blockbreakerTimeMultiplier(time).toFixed(1)}× · row in ${Math.max(0, blockbreaker.nextRowAt - time).toFixed(1)}s` : aetherAssaultMode ? `Wave ${aetherAssault.wave} · ${aetherAssault.ships.length} ships · ${aetherAssault.multiplier.toFixed(2)}×` : pvpMode ? `Goals ${hockeyPvp.opponentGoalsConceded}${hockeyPvp.localGoalsConceded} · Bosses ${endlessBossKills}${hockeyPvp.opponentBossKills}` : endlessMode ? "Defeat bosses · replacements incoming" : bossCount === 3 ? "Defeat trio · keep five alive" : bossCount === 2 ? "Defeat both · keep five alive" : "Keep all five alive"}</strong></div>
<EncounterCallout />
<DampeningIndicator />
<CastingBar />
<div className="control-hint"><b>WASD</b> Move <i /> <b>Q / E</b> Target <i /> <b>16</b> Cast</div>
<div className="control-hint"><b>WASD</b> Move{aetherAssaultMode ? " + auto-fire" : ""} <i /> <b>Q / E</b> Target <i /> <b>16</b> Cast</div>
{onExit && <button className="game-menu-button" onClick={() => phase === "combat" ? setPaused(true) : onExit()}><b></b> Menu <small>{DEFAULT_CONTROLLER_GLYPHS.start} / ESC</small></button>}
</div>
<GoalPopup />
<BlockbreakerScorePopup />
<AetherScorePopup />
<PhaseOverlay />
{runMode === "rpg-roguelike" && rpgRun && (
<RpgRunOverlay
run={rpgRun}
focusedId={rpgFocusId}
onFocusChange={setRpgFocusId}
onAction={dispatchRpgAction}
onRestartRun={restart}
onExitRun={onExit}
/>
)}
<PauseOverlay onExit={onExit} />
</section>
);