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
+53 -12
View File
@@ -1,9 +1,11 @@
import type { BossGroupCollection, GameModeId, GameSettings, HunterSave, SaveSlotId } from "./types";
import { AVAILABLE_BOSS_IDS, BOSS_DEFINITIONS, BOSS_GROUPS } from "../game/bossCatalog";
import { createClassInventory } from "../game/healers";
import { createClassInventory, HEALER_CLASS_ORDER } from "../game/healers";
import type { BossId } from "../game/types";
import { createDefaultGearProgress } from "../game/progression/gear";
import { BOSS_PET_DROPS, GROUP_DROP_TABLES, createEmptyCollectionLog, type CollectionLog, type LootRarity, type MaterialStack } from "../game/progression/loot";
import { BLOCKBREAKER_BREACH_DAMAGE } from "../game/blockbreaker";
import { createDefaultHealerAppearance } from "../game/healerVisuals";
export const DEFAULT_SETTINGS: GameSettings = {
masterVolume: 80,
@@ -66,10 +68,10 @@ export const DEFAULT_COLLECTIONS: BossGroupCollection[] = buildCollections(DEFAU
export const MODE_COPY: Record<GameModeId, { eyebrow: string; title: string; description: string; detail: string; status: string }> = {
"roguelike-pve": {
eyebrow: "14 hunters · randomized PVE",
title: "PVE",
description: "Enter without an encounter briefing, adapt to two randomized guardians, and build toward a full roguelike run.",
detail: "Two bosses selected when the run begins",
eyebrow: "Solo healer · drafted RPG expedition",
title: "RPG Roguelike",
description: "Draft a random four-companion party and mixed healing spellbook, clear escalating arcade hallways, defeat ten bosses, and build a run-only loadout.",
detail: "Three acts, three shops, and a final guardian",
status: "Playable now",
},
"rogue-trials": {
@@ -86,11 +88,39 @@ export const MODE_COPY: Record<GameModeId, { eyebrow: string; title: string; des
detail: `${AVAILABLE_BOSS_IDS.length} animated guardians available`,
status: "Playable now",
},
"hockey-healing": {
eyebrow: "14 hunters · endless healer pressure",
title: "Hockey Healing",
description: "Defend a wide goal while healing through two active bosses. Aim returns past a moving Pong paddle that strikes back.",
detail: "Every fallen boss drops loot, rolls its pet chance, then receives a replacement",
status: "Playable now",
},
"hockey-healing-pvp": {
eyebrow: "1v1 healer duel · online queue",
title: "Healing Hockey PVP",
description: "Defend your net, keep your party alive, and race a rival through the same endless boss order in a mirrored hockey arena.",
detail: "Goals deal 45 partywide damage · 5% Dampening per boss · normalized base gear",
status: "Playable now",
},
blockbreaker: {
eyebrow: "14 hunters · endless color-break PVE",
title: "Blockbreaker",
description: "Heal through two endless bosses while aiming a puck into advancing rows of linked color bricks.",
detail: `Breaches deal ${BLOCKBREAKER_BREACH_DAMAGE} damage to every party member · survive while four allies stand`,
status: "Playable now",
},
"aether-assault": {
eyebrow: "14 hunters · endless movement-only arcade PVE",
title: "Aether Assault",
description: "Move freely and heal through endless bosses while automatic spellfire cuts through arcane ship formations.",
detail: "No extra buttons · fixed-forward auto-fire · ship strikes damage only the healer",
status: "Playable now",
},
"roguelike-pvp": {
eyebrow: "3v3 · mirrored expeditions",
title: "Roguelike PvP",
description: "Race a rival squad through shifting rooms. Send hazards across the veil while keeping your own formation alive.",
detail: "Draft order, rival pressure, and sudden-death rules",
detail: "Draft order, normalized base gear, rival pressure, and sudden-death rules",
status: "Mode shell ready",
},
"stadium-pvp": {
@@ -120,15 +150,15 @@ export function createHunterSave(slotId: SaveSlotId, now: string, hunterName: st
const normalizedName = normalizeHunterName(hunterName);
if (!normalizedName) throw new Error("Hunter name is required.");
return {
schemaVersion: 5,
schemaVersion: 6,
slotId,
hunterName: normalizedName,
activeClassId: "priest",
healers: {
priest: { level: 1, inventory: createClassInventory("priest") },
druid: { level: 1, inventory: createClassInventory("druid") },
shaman: { level: 1, inventory: createClassInventory("shaman") },
},
healers: Object.fromEntries(HEALER_CLASS_ORDER.map((classId) => [classId, {
level: 1,
inventory: createClassInventory(classId),
appearance: createDefaultHealerAppearance(classId),
}])) as HunterSave["healers"],
location: "Ember Vault Approach",
playSeconds: 0,
updatedAt: now,
@@ -140,6 +170,17 @@ export function createHunterSave(slotId: SaveSlotId, now: string, hunterName: st
bossKills: {},
highestRoguelikeRound: 0,
highestRogueTrialsEndlessKills: 0,
highestHockeyHealingReturns: 0,
longestHockeyHealingSecondsAtBest: 0,
hockeyHealingPvpWins: 0,
hockeyHealingPvpLosses: 0,
hockeyHealingPvpBossKills: 0,
highestBlockbreakerBricks: 0,
longestBlockbreakerSeconds: 0,
highestBlockbreakerScore: 0,
highestAetherAssaultScore: 0,
highestAetherAssaultWaveAtBest: 0,
longestAetherAssaultSecondsAtBest: 0,
},
materials: [] as MaterialStack[],
collectionLog: createEmptyCollectionLog(),