Release v0.1.4 2026-07-12
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@@ -1,10 +1,13 @@
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import { lazy, Suspense } from "react";
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import { barrierProtects, upcomingEncounterMechanic, useGameStore } from "../game/store";
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import { HEALER_CLASSES } from "../game/healers";
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import { BOSS_DEFINITIONS } from "../game/bossCatalog";
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import { GameScene } from "./GameScene";
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import { bossRoomFor } from "../game/bossRooms";
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import { tankAuraProtects } from "../game/partyCombat";
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import { BuffDraftPanel } from "./BuffDraftPanel";
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const GameScene = lazy(() => import("./GameScene").then((module) => ({ default: module.GameScene })));
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function CompactParty() {
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const party = useGameStore((state) => state.party);
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const time = useGameStore((state) => state.time);
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@@ -110,15 +113,16 @@ function PhaseOverlay() {
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if (phase === "intermission") return <BuffDraftPanel className="top-buff-draft" />;
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const bosses = [primaryBoss, ...additionalBosses.map((entry) => entry.boss)];
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const definitions = bosses.map((boss) => BOSS_DEFINITIONS[boss.id]);
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const room = bossRoomFor(primaryBoss.id);
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const bossNames = bosses.map((boss) => boss.name).join(" & ");
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if (phase === "combat") return null;
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const title = phase === "briefing"
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? definitions.map((boss) => boss.title).join(" & ")
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? room.name
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: phase === "victory"
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? `${bossNames} Broken`
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: "Party Broken";
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const eyebrow = phase === "briefing"
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? (bosses.length > 1 ? "Roguelike PVE · Dual Encounter" : definitions[0].trial)
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? `${bosses.length > 1 ? "Roguelike PVE · Dual Encounter" : definitions[0].trial} · ${room.biome}`
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: phase === "victory"
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? "Encounter Complete"
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: "Encounter Failed";
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@@ -182,7 +186,9 @@ export function TopScreen({ onExit }: { onExit?: () => void }) {
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const setPaused = useGameStore((state) => state.setPaused);
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return (
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<section className="display top-display" aria-label="Main game viewport">
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<GameScene />
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<Suspense fallback={<div className="scene-loading" aria-label="Loading 3D scene" />}>
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<GameScene />
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</Suspense>
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<div className="top-vignette" />
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<div className="top-hud">
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<CompactParty />
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