Update 3D game 2026-07-10 21:20

This commit is contained in:
Warren H
2026-07-10 21:20:17 -04:00
parent 141ec64963
commit e0be0458aa
720 changed files with 366857 additions and 0 deletions
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import { describe, expect, it } from "vitest";
import { MODE_COPY, selectRandomBoss, selectRandomBossPair } from "./data";
describe("game mode configuration", () => {
it("separates randomized PVE from selectable Dungeons", () => {
expect(MODE_COPY["roguelike-pve"].title).toBe("PVE");
expect(MODE_COPY.dungeons.title).toBe("Dungeons");
});
it("selects a boss across the full encounter pool", () => {
expect(selectRandomBoss(() => 0)).toBe("bulldrome");
expect(selectRandomBoss(() => 0.34)).toBe("vexa");
expect(selectRandomBoss(() => 0.99)).toBe("cindermaw");
});
it("selects two distinct bosses for PVE", () => {
const values = [0, 0];
const pair = selectRandomBossPair(() => values.shift() ?? 0);
expect(pair).toEqual(["bulldrome", "vexa"]);
expect(new Set(pair)).toHaveLength(2);
});
});
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import type { BossCollection, GameModeId, GameSettings, HunterSave, SaveSlotId } from "./types";
import { BOSS_ORDER } from "../game/bossCatalog";
import { createClassInventory } from "../game/healers";
import type { BossId } from "../game/types";
export const DEFAULT_SETTINGS: GameSettings = {
masterVolume: 80,
reducedMotion: false,
damageNumbers: true,
largeText: false,
};
export const DEFAULT_COLLECTIONS: BossCollection[] = [
{
bossId: "bulldrome",
bossName: "Bulldrome",
defeated: true,
drops: [
{ id: "bull-horn", name: "Cinder Horn", icon: "♜", rarity: "Common", count: 7 },
{ id: "bull-hide", name: "Ember Hide", icon: "▧", rarity: "Uncommon", count: 3 },
{ id: "bull-idol", name: "Vault Idol", icon: "◇", rarity: "Rare", count: 1 },
{ id: "bull-heart", name: "Furnace Heart", icon: "✦", rarity: "Mythic", count: 0 },
],
},
{
bossId: "vexa",
bossName: "Vexa",
defeated: false,
drops: [
{ id: "vexa-silk", name: "Living Silk", icon: "⌁", rarity: "Common", count: 0 },
{ id: "vexa-venom", name: "Widow Venom", icon: "✣", rarity: "Uncommon", count: 0 },
{ id: "vexa-eye", name: "Loom Eye", icon: "◉", rarity: "Rare", count: 0 },
{ id: "vexa-heart", name: "Webmother Heart", icon: "✦", rarity: "Mythic", count: 0 },
],
},
{
bossId: "cindermaw",
bossName: "Cindermaw",
defeated: true,
drops: [
{ id: "maw-scale", name: "Soot Scale", icon: "◈", rarity: "Common", count: 4 },
{ id: "maw-gland", name: "Mending Gland", icon: "+", rarity: "Uncommon", count: 2 },
{ id: "maw-crest", name: "Ashen Crest", icon: "⌁", rarity: "Rare", count: 0 },
{ id: "maw-breath", name: "Bottled Breath", icon: "☀", rarity: "Mythic", count: 0 },
],
},
];
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",
status: "Playable prototype",
},
dungeons: {
eyebrow: "14 hunters · chosen encounter",
title: "Dungeons",
description: "Choose a guardian, review its mechanics, and bring a prepared healing loadout into a focused encounter.",
detail: "Bulldrome · Vexa · Cindermaw",
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",
status: "Mode shell ready",
},
"stadium-pvp": {
eyebrow: "5v5 · objective arena",
title: "Stadium PvP",
description: "Bring a prepared loadout into short team battles where positioning, interrupts, and clutch healing decide the round.",
detail: "Best of five rounds / normalized gear",
status: "Mode shell ready",
},
};
export function selectRandomBoss(random: () => number = Math.random): BossId {
return BOSS_ORDER[Math.floor(random() * BOSS_ORDER.length)] ?? BOSS_ORDER[0];
}
export function selectRandomBossPair(random: () => number = Math.random): readonly [BossId, BossId] {
const firstIndex = Math.floor(random() * BOSS_ORDER.length) % BOSS_ORDER.length;
const secondOffset = 1 + Math.floor(random() * (BOSS_ORDER.length - 1));
return [BOSS_ORDER[firstIndex], BOSS_ORDER[(firstIndex + secondOffset) % BOSS_ORDER.length]];
}
export const MAX_HUNTER_NAME_LENGTH = 20;
export function normalizeHunterName(value: string): string {
return value
.replace(/[\u0000-\u001f\u007f]/g, "")
.replace(/\s+/g, " ")
.trim()
.slice(0, MAX_HUNTER_NAME_LENGTH);
}
export function createHunterSave(slotId: SaveSlotId, now: string, hunterName: string): HunterSave {
const normalizedName = normalizeHunterName(hunterName);
if (!normalizedName) throw new Error("Hunter name is required.");
return {
schemaVersion: 2,
slotId,
hunterName: normalizedName,
activeClassId: "priest",
healers: {
priest: { level: 12, inventory: createClassInventory("priest") },
druid: { level: 1, inventory: createClassInventory("druid") },
shaman: { level: 1, inventory: createClassInventory("shaman") },
},
location: "Ember Vault Approach",
playSeconds: 8 * 60 * 60 + 42 * 60,
updatedAt: now,
stats: {
totalBossKills: 16,
flawlessClears: 5,
alliesSaved: 143,
healingDone: 284_650,
bossKills: { Bulldrome: 12, Vexa: 0, Cindermaw: 4 },
},
collections: structuredClone(DEFAULT_COLLECTIONS),
};
}
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import { describe, expect, it } from "vitest";
import { SaveRepository, type StorageAdapter } from "./saveRepository";
function memoryStorage(): StorageAdapter {
const data = new Map<string, string>();
return {
getItem: (key) => data.get(key) ?? null,
setItem: (key, value) => { data.set(key, value); },
};
}
describe("SaveRepository", () => {
it("creates exactly three offline-first slot views with timestamps", () => {
const repository = new SaveRepository(memoryStorage(), () => "2026-07-10T12:00:00.000Z");
repository.create(2, "Seraphine");
const slots = repository.list(null);
expect(slots.map((slot) => slot.id)).toEqual([1, 2, 3]);
expect(slots[1].local?.updatedAt).toBe("2026-07-10T12:00:00.000Z");
expect(slots[1].local?.hunterName).toBe("Seraphine");
expect(slots[1].online).toBeNull();
});
it("copies a local save into another slot without sharing nested state", () => {
let now = "2026-07-10T12:00:00.000Z";
const repository = new SaveRepository(memoryStorage(), () => now);
repository.create(1, "Aelia");
now = "2026-07-10T13:00:00.000Z";
repository.copyLocal(1, 3);
repository.updateLocal(3, (save) => ({
...save,
healers: { ...save.healers, druid: { ...save.healers.druid, level: 99 } },
}));
const slots = repository.list(null);
expect(slots[0].local?.healers.druid.level).toBe(1);
expect(slots[2].local?.healers.druid.level).toBe(99);
expect(slots[2].local?.slotId).toBe(3);
});
it("uploads local state and can later overwrite it with the online version", () => {
let now = "2026-07-10T12:00:00.000Z";
const repository = new SaveRepository(memoryStorage(), () => now);
repository.create(1, "Aelia");
now = "2026-07-10T13:00:00.000Z";
repository.upload(1, "healer@example.com");
repository.updateLocal(1, (save) => ({
...save,
healers: { ...save.healers, priest: { ...save.healers.priest, level: 40 } },
}));
expect(repository.list("healer@example.com")[0].local?.healers.priest.level).toBe(40);
expect(repository.list("healer@example.com")[0].online?.healers.priest.level).toBe(12);
now = "2026-07-10T14:00:00.000Z";
repository.download(1, "healer@example.com");
expect(repository.list("healer@example.com")[0].local?.healers.priest.level).toBe(12);
expect(repository.list("healer@example.com")[0].local?.updatedAt).toBe(now);
});
it("deletes only the local copy so the online record can restore it", () => {
const repository = new SaveRepository(memoryStorage(), () => "2026-07-10T12:00:00.000Z");
repository.create(1, "Aelia");
repository.upload(1, "healer");
repository.deleteLocal(1);
const slot = repository.list("healer")[0];
expect(slot.local).toBeNull();
expect(slot.online).not.toBeNull();
});
it("keeps class progression and inventories independent under one hunter name", () => {
const repository = new SaveRepository(memoryStorage(), () => "2026-07-10T12:00:00.000Z");
repository.create(1, "Aelia");
repository.updateLocal(1, (save) => ({
...save,
activeClassId: "druid",
healers: {
...save.healers,
druid: { level: 8, inventory: [...save.healers.druid.inventory, { ...save.healers.druid.inventory[0], id: "druid-drop" }] },
},
}));
const save = repository.list(null)[0].local!;
expect(save.hunterName).toBe("Aelia");
expect(save.activeClassId).toBe("druid");
expect(save.healers.druid.level).toBe(8);
expect(save.healers.priest.level).toBe(12);
expect(save.healers.druid.inventory).toHaveLength(4);
expect(save.healers.priest.inventory).toHaveLength(4);
});
it("migrates schema v1 saves into Priest progress without losing the hunter name", () => {
const storage = memoryStorage();
const repository = new SaveRepository(storage, () => "2026-07-10T12:00:00.000Z");
const created = repository.create(1, "Legacy");
const legacy = { ...created, schemaVersion: 1, level: 27 } as Record<string, unknown>;
delete legacy.activeClassId;
delete legacy.healers;
storage.setItem("i-want-to-heal:saves:local:v1", JSON.stringify({ 1: legacy }));
const migrated = repository.list(null)[0].local!;
expect(migrated.schemaVersion).toBe(2);
expect(migrated.hunterName).toBe("Legacy");
expect(migrated.activeClassId).toBe("priest");
expect(migrated.healers.priest.level).toBe(27);
expect(migrated.healers.druid.level).toBe(1);
expect(migrated.healers.shaman.inventory.length).toBeGreaterThan(0);
});
it("adds newly shipped bosses to existing schema v2 collection logs", () => {
const storage = memoryStorage();
const repository = new SaveRepository(storage, () => "2026-07-10T12:00:00.000Z");
const created = repository.create(1, "Veteran");
storage.setItem("i-want-to-heal:saves:local:v1", JSON.stringify({
1: { ...created, collections: created.collections.filter((boss) => boss.bossId !== "vexa") },
}));
const migrated = repository.list(null)[0].local!;
expect(migrated.collections.some((boss) => boss.bossId === "vexa")).toBe(true);
});
});
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import { createHunterSave, DEFAULT_COLLECTIONS } from "./data";
import { createClassInventory } from "../game/healers";
import type { HealerClassId } from "../game/types";
import type { HunterSave, SaveSlotId, SaveSlotState } from "./types";
export interface StorageAdapter {
getItem(key: string): string | null;
setItem(key: string, value: string): void;
}
type SaveMap = Partial<Record<SaveSlotId, HunterSave>>;
const LOCAL_KEY = "i-want-to-heal:saves:local:v1";
const CLOUD_KEY = (accountId: string) => `i-want-to-heal:saves:cloud:v1:${accountId.toLowerCase()}`;
const SLOT_IDS: SaveSlotId[] = [1, 2, 3];
const fallbackMemory = new Map<string, string>();
const fallbackStorage: StorageAdapter = {
getItem: (key) => fallbackMemory.get(key) ?? null,
setItem: (key, value) => { fallbackMemory.set(key, value); },
};
function browserStorage(): StorageAdapter {
try {
if (typeof localStorage !== "undefined") return localStorage;
} catch {
// Android WebView can deny storage before its host is ready.
}
return fallbackStorage;
}
interface LegacyHunterSave extends Omit<HunterSave, "schemaVersion" | "activeClassId" | "healers"> {
schemaVersion: 1;
level: number;
}
const HEALER_IDS: HealerClassId[] = ["priest", "druid", "shaman"];
function normalizeCollections(collections: HunterSave["collections"] | undefined) {
const source = collections ?? [];
const knownIds = new Set(DEFAULT_COLLECTIONS.map((boss) => boss.bossId));
const current = DEFAULT_COLLECTIONS.map((fallback) => source.find((boss) => boss.bossId === fallback.bossId) ?? structuredClone(fallback));
return [...current, ...source.filter((boss) => !knownIds.has(boss.bossId))];
}
function normalizeSave(value: unknown): HunterSave | null {
if (!value || typeof value !== "object") return null;
const candidate = value as Partial<HunterSave> & Partial<LegacyHunterSave>;
if (!candidate.slotId || !candidate.hunterName) return null;
if (candidate.schemaVersion === 2 && candidate.healers) {
const activeClassId = HEALER_IDS.includes(candidate.activeClassId as HealerClassId) ? candidate.activeClassId as HealerClassId : "priest";
return {
...(candidate as HunterSave),
activeClassId,
collections: normalizeCollections(candidate.collections),
healers: Object.fromEntries(HEALER_IDS.map((classId) => [classId, {
level: Math.max(1, candidate.healers?.[classId]?.level ?? 1),
inventory: candidate.healers?.[classId]?.inventory ?? createClassInventory(classId),
}])) as HunterSave["healers"],
};
}
const legacy = candidate as LegacyHunterSave;
return {
schemaVersion: 2,
slotId: legacy.slotId,
hunterName: legacy.hunterName,
activeClassId: "priest",
healers: {
priest: { level: Math.max(1, legacy.level || 1), inventory: createClassInventory("priest") },
druid: { level: 1, inventory: createClassInventory("druid") },
shaman: { level: 1, inventory: createClassInventory("shaman") },
},
location: legacy.location,
playSeconds: legacy.playSeconds,
updatedAt: legacy.updatedAt,
stats: legacy.stats,
collections: normalizeCollections(legacy.collections),
};
}
function parseSaveMap(raw: string | null): SaveMap {
if (!raw) return {};
try {
const parsed = JSON.parse(raw) as Record<string, unknown>;
if (!parsed || typeof parsed !== "object") return {};
return Object.fromEntries(Object.entries(parsed).flatMap(([id, value]) => {
const save = normalizeSave(value);
return save ? [[id, save]] : [];
})) as SaveMap;
} catch {
return {};
}
}
function cloneSave(save: HunterSave): HunterSave {
return structuredClone(save);
}
export class SaveRepository {
constructor(
private readonly storage: StorageAdapter = browserStorage(),
private readonly now: () => string = () => new Date().toISOString(),
) {}
list(accountId: string | null): SaveSlotState[] {
const local = this.read(LOCAL_KEY);
const online = accountId ? this.read(CLOUD_KEY(accountId)) : {};
return SLOT_IDS.map((id) => ({ id, local: local[id] ?? null, online: online[id] ?? null }));
}
create(slotId: SaveSlotId, hunterName: string): HunterSave {
const save = createHunterSave(slotId, this.now(), hunterName);
this.setLocal(save);
return save;
}
touch(slotId: SaveSlotId): HunterSave | null {
return this.updateLocal(slotId, (save) => ({ ...save, updatedAt: this.now() }));
}
updateLocal(slotId: SaveSlotId, update: (save: HunterSave) => HunterSave): HunterSave | null {
const saves = this.read(LOCAL_KEY);
const source = saves[slotId];
if (!source) return null;
const next = { ...update(cloneSave(source)), slotId, updatedAt: this.now() };
saves[slotId] = next;
this.write(LOCAL_KEY, saves);
return next;
}
deleteLocal(slotId: SaveSlotId): void {
const saves = this.read(LOCAL_KEY);
delete saves[slotId];
this.write(LOCAL_KEY, saves);
}
copyLocal(sourceId: SaveSlotId, targetId: SaveSlotId): HunterSave | null {
const saves = this.read(LOCAL_KEY);
const source = saves[sourceId];
if (!source || sourceId === targetId) return null;
const copy = { ...cloneSave(source), slotId: targetId, updatedAt: this.now() };
saves[targetId] = copy;
this.write(LOCAL_KEY, saves);
return copy;
}
upload(slotId: SaveSlotId, accountId: string): HunterSave | null {
const local = this.read(LOCAL_KEY)[slotId];
if (!local) return null;
const cloud = this.read(CLOUD_KEY(accountId));
const uploaded = { ...cloneSave(local), updatedAt: this.now() };
cloud[slotId] = uploaded;
this.write(CLOUD_KEY(accountId), cloud);
this.setLocal(uploaded);
return uploaded;
}
download(slotId: SaveSlotId, accountId: string): HunterSave | null {
const cloud = this.read(CLOUD_KEY(accountId))[slotId];
if (!cloud) return null;
const downloaded = { ...cloneSave(cloud), slotId, updatedAt: this.now() };
this.setLocal(downloaded);
return downloaded;
}
private setLocal(save: HunterSave): void {
const saves = this.read(LOCAL_KEY);
saves[save.slotId] = save;
this.write(LOCAL_KEY, saves);
}
private read(key: string): SaveMap {
return parseSaveMap(this.storage.getItem(key));
}
private write(key: string, saves: SaveMap): void {
this.storage.setItem(key, JSON.stringify(saves));
}
}
export function formatSaveTimestamp(value: string): string {
const date = new Date(value);
if (Number.isNaN(date.getTime())) return "Unknown time";
return new Intl.DateTimeFormat(undefined, {
month: "short",
day: "numeric",
year: "numeric",
hour: "numeric",
minute: "2-digit",
}).format(date);
}
export function formatPlayTime(seconds: number): string {
const hours = Math.floor(seconds / 3600);
const minutes = Math.floor((seconds % 3600) / 60);
return `${hours}h ${String(minutes).padStart(2, "0")}m`;
}
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import { create } from "zustand";
import { DEFAULT_SETTINGS, normalizeHunterName } from "./data";
import { SaveRepository } from "./saveRepository";
import type { AppScreen, GameModeId, GameSettings, HunterSave, SaveSlotId, SaveSlotState } from "./types";
import type { BossId, HealerClassId, InventoryItem } from "../game/types";
const repository = new SaveRepository();
const SETTINGS_KEY = "i-want-to-heal:settings:v1";
function loadSettings(): GameSettings {
try {
const saved = localStorage.getItem(SETTINGS_KEY);
return saved ? { ...DEFAULT_SETTINGS, ...JSON.parse(saved) } : DEFAULT_SETTINGS;
} catch {
return DEFAULT_SETTINGS;
}
}
function persistSettings(settings: GameSettings) {
try {
localStorage.setItem(SETTINGS_KEY, JSON.stringify(settings));
} catch {
// Settings remain active for this session when storage is unavailable.
}
}
interface FrontendState {
screen: AppScreen;
accountId: string | null;
slots: SaveSlotState[];
selectedSlotId: SaveSlotId;
activeSlotId: SaveSlotId | null;
selectedMode: GameModeId;
selectedBossId: BossId;
settings: GameSettings;
notice: string;
signIn: (accountId: string) => void;
continueOffline: () => void;
signOut: () => void;
navigate: (screen: AppScreen) => void;
selectSlot: (slotId: SaveSlotId) => void;
createSlot: (slotId: SaveSlotId, hunterName: string) => boolean;
playSlot: (slotId: SaveSlotId) => void;
deleteSlot: (slotId: SaveSlotId) => void;
copySlot: (sourceId: SaveSlotId, targetId: SaveSlotId) => void;
uploadSlot: (slotId: SaveSlotId) => void;
downloadSlot: (slotId: SaveSlotId) => void;
selectMode: (mode: GameModeId) => void;
selectBoss: (bossId: BossId) => void;
selectHealerClass: (classId: HealerClassId) => void;
updateActiveHealerInventory: (inventory: InventoryItem[]) => void;
updateSetting: <K extends keyof GameSettings>(key: K, value: GameSettings[K]) => void;
touchActiveSave: () => void;
recordBossVictory: (bossName: string) => void;
clearNotice: () => void;
}
function activeSave(slots: SaveSlotState[], activeSlotId: SaveSlotId | null): HunterSave | null {
return slots.find((slot) => slot.id === activeSlotId)?.local ?? null;
}
export const useFrontendStore = create<FrontendState>((set, get) => ({
screen: "login",
accountId: null,
slots: repository.list(null),
selectedSlotId: 1,
activeSlotId: null,
selectedMode: "roguelike-pve",
selectedBossId: "bulldrome",
settings: loadSettings(),
notice: "",
signIn: (rawAccountId) => {
const accountId = rawAccountId.trim() || "wayfinder";
set({ accountId, slots: repository.list(accountId), screen: "saves", notice: `Online sync connected as ${accountId}.` });
},
continueOffline: () => set({ accountId: null, slots: repository.list(null), screen: "saves", notice: "Offline saves ready." }),
signOut: () => set({ accountId: null, slots: repository.list(null), activeSlotId: null, screen: "login", notice: "Signed out. Offline saves remain on this device." }),
navigate: (screen) => set({ screen, notice: "" }),
selectSlot: (selectedSlotId) => set({ selectedSlotId, notice: "" }),
createSlot: (slotId, rawHunterName) => {
const hunterName = normalizeHunterName(rawHunterName);
if (!hunterName) {
set({ notice: "Enter a hunter name before creating the save." });
return false;
}
repository.create(slotId, hunterName);
set((state) => ({ slots: repository.list(state.accountId), selectedSlotId: slotId, notice: `${hunterName} created in offline slot ${slotId}.` }));
return true;
},
playSlot: (slotId) => {
const local = repository.touch(slotId);
if (!local) return;
set((state) => ({ activeSlotId: slotId, selectedSlotId: slotId, slots: repository.list(state.accountId), screen: "home", notice: "Offline save loaded." }));
},
deleteSlot: (slotId) => {
repository.deleteLocal(slotId);
set((state) => ({
slots: repository.list(state.accountId),
activeSlotId: state.activeSlotId === slotId ? null : state.activeSlotId,
notice: `Local slot ${slotId} deleted. Online copy preserved.`,
}));
},
copySlot: (sourceId, targetId) => {
const copy = repository.copyLocal(sourceId, targetId);
if (!copy) return;
set((state) => ({ slots: repository.list(state.accountId), selectedSlotId: targetId, notice: `Slot ${sourceId} copied to slot ${targetId}.` }));
},
uploadSlot: (slotId) => {
const { accountId } = get();
if (!accountId) return set({ notice: "Sign in before syncing online." });
const uploaded = repository.upload(slotId, accountId);
set({ slots: repository.list(accountId), notice: uploaded ? `Slot ${slotId} synced to server.` : "No offline save to sync." });
},
downloadSlot: (slotId) => {
const { accountId } = get();
if (!accountId) return set({ notice: "Sign in before downloading an online save." });
const downloaded = repository.download(slotId, accountId);
set({ slots: repository.list(accountId), notice: downloaded ? `Slot ${slotId} overwritten with online version.` : "No online version exists for this slot." });
},
selectMode: (selectedMode) => set({ selectedMode, screen: "mode", notice: "" }),
selectBoss: (selectedBossId) => set({ selectedBossId, notice: "" }),
selectHealerClass: (classId) => {
const { activeSlotId, accountId } = get();
if (!activeSlotId) return;
const updated = repository.updateLocal(activeSlotId, (save) => ({ ...save, activeClassId: classId }));
if (!updated) return;
set({ slots: repository.list(accountId), notice: `${updated.healers[classId].level > 1 ? "Level " + updated.healers[classId].level + " " : ""}${classId[0].toUpperCase() + classId.slice(1)} selected.` });
},
updateActiveHealerInventory: (inventory) => {
const { activeSlotId, accountId } = get();
if (!activeSlotId) return;
repository.updateLocal(activeSlotId, (save) => ({
...save,
healers: {
...save.healers,
[save.activeClassId]: { ...save.healers[save.activeClassId], inventory: structuredClone(inventory) },
},
}));
set({ slots: repository.list(accountId) });
},
updateSetting: (key, value) => set((state) => {
const settings = { ...state.settings, [key]: value };
persistSettings(settings);
return { settings, notice: "Settings saved offline." };
}),
touchActiveSave: () => {
const { activeSlotId, accountId } = get();
if (!activeSlotId) return;
repository.touch(activeSlotId);
set({ slots: repository.list(accountId) });
},
recordBossVictory: (bossName) => {
const { activeSlotId, accountId } = get();
if (!activeSlotId) return;
repository.updateLocal(activeSlotId, (save) => {
const bossKills = { ...save.stats.bossKills, [bossName]: (save.stats.bossKills[bossName] ?? 0) + 1 };
return {
...save,
stats: { ...save.stats, totalBossKills: save.stats.totalBossKills + 1, flawlessClears: save.stats.flawlessClears + 1, bossKills },
collections: save.collections.map((boss) => boss.bossName === bossName
? { ...boss, defeated: true, drops: boss.drops.map((drop, index) => index === 0 ? { ...drop, count: drop.count + 1 } : drop) }
: boss),
};
});
set({ slots: repository.list(accountId), notice: `${bossName} clear saved offline.` });
},
clearNotice: () => set({ notice: "" }),
}));
export function useActiveHunter(): HunterSave | null {
return useFrontendStore((state) => activeSave(state.slots, state.activeSlotId));
}
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import type { HealerClassId, InventoryItem } from "../game/types";
export type SaveSlotId = 1 | 2 | 3;
export type AppScreen = "login" | "saves" | "home" | "profile" | "settings" | "mode" | "game";
export type GameModeId = "roguelike-pve" | "dungeons" | "roguelike-pvp" | "stadium-pvp";
export interface CollectionDrop {
id: string;
name: string;
icon: string;
rarity: "Common" | "Uncommon" | "Rare" | "Mythic";
count: number;
}
export interface BossCollection {
bossId: string;
bossName: string;
defeated: boolean;
drops: CollectionDrop[];
}
export interface HunterStats {
totalBossKills: number;
flawlessClears: number;
alliesSaved: number;
healingDone: number;
bossKills: Record<string, number>;
}
export interface HealerProgress {
level: number;
inventory: InventoryItem[];
}
export interface HunterSave {
schemaVersion: 2;
slotId: SaveSlotId;
hunterName: string;
activeClassId: HealerClassId;
healers: Record<HealerClassId, HealerProgress>;
location: string;
playSeconds: number;
updatedAt: string;
stats: HunterStats;
collections: BossCollection[];
}
export interface SaveSlotState {
id: SaveSlotId;
local: HunterSave | null;
online: HunterSave | null;
}
export interface GameSettings {
masterVolume: number;
reducedMotion: boolean;
damageNumbers: boolean;
largeText: boolean;
}