Release v0.1.6 2026-07-12

This commit is contained in:
Warren H
2026-07-12 23:20:15 -04:00
parent 35553c18dd
commit 122f159b94
55 changed files with 2229 additions and 587 deletions
+21 -6
View File
@@ -1,25 +1,39 @@
import { RUN_BUFFS, bossHealthMultiplier, effectiveRunBuffRank, formatRunBuffEffect } from "../game/roguelike";
import { useEffect, useState } from "react";
import { ROGUE_TRIALS_TRIO_ROUND, RUN_BUFFS, bossHealthMultiplier, effectiveRunBuffRank, formatRunBuffEffect } from "../game/roguelike";
import { HEALER_CLASSES } from "../game/healers";
import { useGameStore } from "../game/store";
import { isRunBuffInputLocked, useGameStore } from "../game/store";
export function BuffDraftPanel({ className = "" }: { className?: string }) {
const round = useGameStore((state) => state.round);
const runMode = useGameStore((state) => state.runMode);
const healerClassId = useGameStore((state) => state.healerClassId);
const runBuffRanks = useGameStore((state) => state.runBuffRanks);
const passiveRunBuffId = useGameStore((state) => state.passiveRunBuffId);
const choices = useGameStore((state) => state.draftBuffIds);
const selected = useGameStore((state) => state.selectedRunBuffId);
const inputUnlockAt = useGameStore((state) => state.runBuffInputUnlockAt);
const setSelected = useGameStore((state) => state.setSelectedRunBuff);
const choose = useGameStore((state) => state.chooseRunBuff);
const continueRun = useGameStore((state) => state.continueRoguelikeRound);
const nextRound = round + 1;
const nextBossCount = runMode === "rogue-trials" && nextRound === ROGUE_TRIALS_TRIO_ROUND ? 3 : 2;
const abilities = HEALER_CLASSES[healerClassId].abilities;
const [inputLocked, setInputLocked] = useState(() => isRunBuffInputLocked(useGameStore.getState()));
useEffect(() => {
const remaining = inputUnlockAt - Date.now();
setInputLocked(remaining > 0);
if (remaining <= 0) return;
const timer = window.setTimeout(() => setInputLocked(false), remaining);
return () => window.clearTimeout(timer);
}, [inputUnlockAt]);
return (
<div className={`buff-draft ${className}`.trim()} role="dialog" aria-modal="true" aria-label={`Choose a buff for round ${nextRound}`}>
<div className={`buff-draft ${inputLocked ? "is-input-locked" : ""} ${className}`.trim()} role="dialog" aria-modal="true" aria-label={`Choose a buff for round ${nextRound}`} aria-busy={inputLocked}>
<header>
<span>Round {round} cleared</span>
<h2>Choose one blessing</h2>
<p>Claim required. Round {nextRound} begins with two new bosses at {Math.round(bossHealthMultiplier(nextRound) * 100)}% base HP.</p>
<p>Claim required. Round {nextRound} begins with {nextBossCount === 3 ? "an unseen trio" : "two new bosses"} at {Math.round(bossHealthMultiplier(nextRound) * 100)}% base HP.</p>
</header>
<div className={`buff-choice-grid choice-count-${choices.length}`}>
{choices.length > 0 ? choices.map((buffId) => {
@@ -35,6 +49,7 @@ export function BuffDraftPanel({ className = "" }: { className?: string }) {
onFocus={() => setSelected(buffId)}
onPointerEnter={() => setSelected(buffId)}
onClick={() => choose(buffId)}
disabled={inputLocked}
aria-pressed={selected === buffId}
>
<i>{buff.icon}</i>
@@ -44,7 +59,7 @@ export function BuffDraftPanel({ className = "" }: { className?: string }) {
</button>
);
}) : (
<button className="buff-mastery-continue is-controller-focused" onClick={continueRun}>
<button className="buff-mastery-continue is-controller-focused" onClick={continueRun} disabled={inputLocked}>
<i></i>
<span><small>Full mastery</small><strong>Continue Without Buff</strong></span>
<b>All 18 blessings reached maximum rank.</b>
@@ -52,7 +67,7 @@ export function BuffDraftPanel({ className = "" }: { className?: string }) {
</button>
)}
</div>
<footer>{choices.length > 0 && <><b> / </b> Choose <i /></>} <b>A / ENTER</b> {choices.length > 0 ? "Claim" : "Continue"}</footer>
<footer>{inputLocked ? <b>Choices ready in a moment</b> : <>{choices.length > 0 && <><b> / </b> Choose <i /></>} <b>A / ENTER</b> {choices.length > 0 ? "Claim" : "Continue"}</>}</footer>
</div>
);
}