Android build v1.1.16

This commit is contained in:
Warren H
2026-07-04 17:41:45 -04:00
parent 99e97e5208
commit 0d269a6041
20 changed files with 2304 additions and 307 deletions
+256 -19
View File
@@ -1,12 +1,15 @@
import { useEffect, useState } from 'react'
import { useGameAction } from '../../input'
import { summarizeChoiceStacks } from '../../combat/roguelikeUpgrades'
import { BossArenaScreen } from './screens/BossArenaScreen'
import {
Iwt2CloudSaveScreen,
Iwt2CustomizeCharacterScreen,
Iwt2DungeonsScreen,
Iwt2HunterProfileScreen,
Iwt2ModePlaceholderScreen,
Iwt2ModeScreen,
Iwt2RoguelikeScreen,
Iwt2RoguelikeUpgradeScreen,
Iwt2SettingsScreen,
} from './screens/Iwt2ShellScreens'
import {
@@ -15,6 +18,17 @@ import {
type Iwt2Save,
} from './save/iwt2Repository'
import type { Iwt2BossId } from './content/bosses'
import { abilitiesForHealer } from './content/healerAbilities'
import {
buildIwt2OpponentDebuffChoices,
buildIwt2SelfBuffChoices,
IWT2_REVIVE_PARTY_CHOICE,
type Iwt2RoguelikeChoice,
type Iwt2RoguelikeContentType,
type Iwt2RoguelikeOpponentDebuffId,
type Iwt2RoguelikeSelfBuffId,
type Iwt2RoguelikeVariant,
} from './content/roguelike'
type Iwt2Screen =
| 'menu'
@@ -23,12 +37,24 @@ type Iwt2Screen =
| 'dungeons'
| 'raids'
| 'roguelike'
| 'pvp'
| 'roguelike-arena'
| 'roguelike-upgrade'
| 'hunter-profile'
| 'customize-character'
| 'settings'
const IWT2_MENU_COLUMNS = 4
const IWT2_ROGUELIKE_CHOICE_COUNT = 3
type Iwt2RoguelikeRunState = {
buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[]
debuffChoices: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeOpponentDebuffId>>
selfChoices: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>>
stage: number
variant: Iwt2RoguelikeVariant
}
const MENU_ITEMS: Array<{
screen: Iwt2Screen
@@ -38,32 +64,32 @@ const MENU_ITEMS: Array<{
}> = [
{
screen: 'cloud-save',
title: 'Cloud Save',
description: 'Account sync shell for IWT2 progression and local save status.',
title: 'Backup Slot',
description: 'Save or restore the isolated IWT2 progress slot.',
glyph: 'C',
},
{
screen: 'dungeons',
title: 'Dungeons',
description: 'Queue into IWT2 boss arenas. Bulldrome and Yian Kut Ku are playable slices.',
description: 'Queue into Bulldrome, Yian Kut Ku, Great Jaggi, and Khezu boss arenas.',
glyph: 'D',
},
{
screen: 'raids',
title: 'Raids',
description: 'Large-party encounter shell for future multi-group boss fights.',
description: 'Open raid assignments built from active IWT2 boss mechanics.',
glyph: 'R',
},
{
screen: 'roguelike',
title: 'Roguelike',
description: 'Run-based IWT2 progression shell for room chains and reward drafts.',
glyph: 'G',
description: 'Draft upgrades through escalating random encounters.',
glyph: 'L',
},
{
screen: 'pvp',
screen: 'roguelike',
title: 'PvP',
description: 'Competitive healing shell with controller targeting preserved.',
description: 'Race another healer through roguelike encounters with buffs and sabotage.',
glyph: 'P',
},
{
@@ -75,7 +101,7 @@ const MENU_ITEMS: Array<{
{
screen: 'customize-character',
title: 'Customize Character',
description: 'IWT2-only character identity and cosmetic setup shell.',
description: 'Choose healer kit, armor palette, and IWT2 hunter callsign.',
glyph: 'K',
},
{
@@ -91,6 +117,10 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
const [save, setSave] = useState<Iwt2Save>(loadIwt2Save)
const [selectedIndex, setSelectedIndex] = useState(0)
const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>('bulldrome')
const [arenaModeLabel, setArenaModeLabel] = useState('Dungeon')
const [roguelikeVariant, setRoguelikeVariant] = useState<Iwt2RoguelikeVariant>('pve')
const [roguelikeContentType, setRoguelikeContentType] = useState<Iwt2RoguelikeContentType>('dungeon')
const [roguelikeRun, setRoguelikeRun] = useState<Iwt2RoguelikeRunState | null>(null)
useEffect(() => {
writeIwt2Save(save)
@@ -103,7 +133,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
return
}
if (action === 'confirm') {
setScreen(MENU_ITEMS[selectedIndex].screen)
openMenuItem(MENU_ITEMS[selectedIndex])
return
}
if (action === 'navigateUp' || action === 'navigateLeft') {
@@ -115,10 +145,24 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
}
})
function openMenuItem(item: (typeof MENU_ITEMS)[number]) {
if (item.title === 'PvP') {
setRoguelikeVariant('pvp')
setScreen('roguelike')
return
}
if (item.title === 'Roguelike') {
setRoguelikeVariant('pve')
setRoguelikeContentType((current) => current === 'stadium' ? 'dungeon' : current)
}
setScreen(item.screen)
}
if (screen === 'arena') {
return (
<BossArenaScreen
bossId={selectedBossId}
modeLabel={arenaModeLabel}
save={save}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
@@ -126,6 +170,57 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
)
}
if (screen === 'roguelike-arena' && roguelikeRun) {
return (
<BossArenaScreen
bossId={selectedBossId}
roguelikeRun={{
buffs: roguelikeRun.buffs,
contentType: roguelikeRun.contentType,
debuffs: roguelikeRun.debuffs,
onVictory: () => {
setRoguelikeRun((current) => current
? {
...current,
...buildRoguelikeChoices(save, current.variant),
}
: current)
setScreen('roguelike-upgrade')
},
stage: roguelikeRun.stage,
variant: roguelikeRun.variant,
}}
save={save}
onBack={() => setScreen('roguelike')}
onSaveUpdated={setSave}
/>
)
}
if (screen === 'roguelike-upgrade' && roguelikeRun) {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2RoguelikeUpgradeScreen
activeBuffSummary={summarizeIwt2Buffs(save, roguelikeRun.buffs)}
activeDebuffSummary={summarizeIwt2Debuffs(save, roguelikeRun.debuffs)}
contentType={roguelikeRun.contentType}
debuffChoices={roguelikeRun.debuffChoices}
selfChoices={roguelikeRun.selfChoices}
stage={roguelikeRun.stage}
variant={roguelikeRun.variant}
onBack={() => setScreen('roguelike')}
onChoose={(buffId, debuffId) => {
const nextRun = applyRoguelikeChoice(roguelikeRun, buffId, debuffId, save)
setRoguelikeRun(nextRun)
setSelectedBossId(bossForRoguelike(nextRun.variant, nextRun.contentType, nextRun.stage))
setScreen('roguelike-arena')
}}
/>
</main>
)
}
if (screen === 'dungeons') {
return (
<main className="game-shell iwt2-shell">
@@ -133,6 +228,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<Iwt2DungeonsScreen
onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => {
setArenaModeLabel('Dungeon')
setSelectedBossId(bossId)
setScreen('arena')
}}
@@ -141,12 +237,45 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
)
}
if (screen === 'raids' || screen === 'roguelike' || screen === 'pvp') {
const modeName = screen === 'raids' ? 'Raids' : screen === 'roguelike' ? 'Roguelike' : 'PvP'
if (screen === 'roguelike') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2ModePlaceholderScreen mode={modeName} onBack={() => setScreen('menu')} />
<Iwt2RoguelikeScreen
contentType={roguelikeContentType}
variant={roguelikeVariant}
onBack={() => setScreen('menu')}
onContentTypeChange={setRoguelikeContentType}
onStart={() => {
const nextRun = createRoguelikeRun(save, roguelikeVariant, roguelikeContentType)
setRoguelikeRun(nextRun)
setSelectedBossId(bossForRoguelike(roguelikeVariant, roguelikeContentType, nextRun.stage))
setScreen('roguelike-arena')
}}
onVariantChange={(nextVariant) => {
setRoguelikeVariant(nextVariant)
if (nextVariant === 'pve' && roguelikeContentType === 'stadium') {
setRoguelikeContentType('dungeon')
}
}}
/>
</main>
)
}
if (screen === 'raids') {
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2ModeScreen
mode="Raids"
onBack={() => setScreen('menu')}
onOpenBoss={(bossId) => {
setArenaModeLabel('Raid')
setSelectedBossId(bossId)
setScreen('arena')
}}
/>
</main>
)
}
@@ -164,7 +293,11 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2CustomizeCharacterScreen save={save} onBack={() => setScreen('menu')} />
<Iwt2CustomizeCharacterScreen
save={save}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
/>
</main>
)
}
@@ -173,7 +306,11 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
return (
<main className="game-shell iwt2-shell">
<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
<Iwt2CloudSaveScreen save={save} onBack={() => setScreen('menu')} />
<Iwt2CloudSaveScreen
save={save}
onBack={() => setScreen('menu')}
onSaveUpdated={setSave}
/>
</main>
)
}
@@ -202,8 +339,8 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
<button
className={`iwt2-menu-card ${selectedIndex === index ? 'game-selected' : ''}`}
data-controller-nav="skip"
key={item.screen}
onClick={() => setScreen(item.screen)}
key={`${item.screen}-${item.title}`}
onClick={() => openMenuItem(item)}
onPointerDown={() => setSelectedIndex(index)}
type="button"
>
@@ -221,6 +358,106 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
)
}
function bossForRoguelike(
variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType,
stage = 1,
): Iwt2BossId {
const dungeonBosses: Iwt2BossId[] = variant === 'pvp'
? ['yian-kut-ku', 'great-jaggi', 'bulldrome', 'khezu']
: ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'khezu']
const raidBosses: Iwt2BossId[] = ['khezu', 'great-jaggi', 'yian-kut-ku', 'bulldrome']
const stadiumBosses: Iwt2BossId[] = ['great-jaggi', 'yian-kut-ku', 'khezu', 'bulldrome']
const pool = contentType === 'raid'
? raidBosses
: contentType === 'stadium'
? stadiumBosses
: dungeonBosses
return pool[(stage - 1) % pool.length]
}
function createRoguelikeRun(
save: Iwt2Save,
variant: Iwt2RoguelikeVariant,
contentType: Iwt2RoguelikeContentType,
): Iwt2RoguelikeRunState {
return {
buffs: [],
contentType,
debuffs: [],
...buildRoguelikeChoices(save, variant),
stage: 1,
variant,
}
}
function buildRoguelikeChoices(save: Iwt2Save, variant: Iwt2RoguelikeVariant) {
const abilities = abilitiesForHealer(save.character.healerStyle)
const selfCatalog = [IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)]
const debuffCatalog = buildIwt2OpponentDebuffChoices(abilities)
return {
selfChoices: chooseRunChoices(selfCatalog, IWT2_ROGUELIKE_CHOICE_COUNT),
debuffChoices: variant === 'pvp'
? chooseRunChoices(debuffCatalog, IWT2_ROGUELIKE_CHOICE_COUNT)
: [],
}
}
function summarizeIwt2Buffs(save: Iwt2Save, buffs: Iwt2RoguelikeSelfBuffId[]) {
if (buffs.length === 0) return ''
const abilities = abilitiesForHealer(save.character.healerStyle)
return summarizeChoiceStacks(
buffs,
[IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)],
'None',
)
}
function summarizeIwt2Debuffs(save: Iwt2Save, debuffs: Iwt2RoguelikeOpponentDebuffId[]) {
if (debuffs.length === 0) return ''
const abilities = abilitiesForHealer(save.character.healerStyle)
return summarizeChoiceStacks(
debuffs,
buildIwt2OpponentDebuffChoices(abilities),
'None',
)
}
function applyRoguelikeChoice(
run: Iwt2RoguelikeRunState,
buffId: Iwt2RoguelikeSelfBuffId,
debuffId: Iwt2RoguelikeOpponentDebuffId | undefined,
save: Iwt2Save,
): Iwt2RoguelikeRunState {
const nextDebuffs = debuffId ? [...run.debuffs, debuffId] : run.debuffs
const nextBase = buffId === IWT2_REVIVE_PARTY_CHOICE.id
? {
buffs: run.buffs,
debuffs: nextDebuffs.slice(1),
}
: {
buffs: [...run.buffs, buffId],
debuffs: nextDebuffs,
}
return {
...run,
...nextBase,
...buildRoguelikeChoices(save, run.variant),
stage: run.stage + 1,
}
}
function chooseRunChoices<T>(items: readonly T[], count: number): T[] {
const pool = [...items]
const choices: T[] = []
while (pool.length > 0 && choices.length < count) {
const index = Math.floor(Math.random() * pool.length)
const [choice] = pool.splice(index, 1)
if (choice) choices.push(choice)
}
return choices
}
function Iwt2Header({
onBackToGameSelect,
save,
+14 -11
View File
@@ -2,7 +2,8 @@ import { ControllerBindingLabel } from '../../components/ControllerIcons'
import { DEFAULT_BINDINGS, useInput } from '../../input'
import { IWT2_CLASS_METADATA, IWT2_PARTY_ORDER } from './content/classes'
import { IWT2_ABILITY_ACTIONS, IWT2_TARGET_ACTIONS } from './content/controls'
import { abilitiesForHealer } from './content/healerAbilities'
import { abilitiesForHealer, IWT2_HEALER_METADATA } from './content/healerAbilities'
import { loadIwt2Save } from './save/iwt2Repository'
export function Iwt2BottomDisplay() {
const {
@@ -13,7 +14,9 @@ export function Iwt2BottomDisplay() {
const activeBindings = lastDevice === 'controller'
? bindings.controller
: DEFAULT_BINDINGS.controller
const abilities = abilitiesForHealer('field_medic')
const save = loadIwt2Save()
const abilities = abilitiesForHealer(save.character.healerStyle)
const healer = IWT2_HEALER_METADATA[save.character.healerStyle]
const partyTargets = IWT2_PARTY_ORDER.map((classId) => IWT2_CLASS_METADATA[classId])
return (
@@ -21,7 +24,7 @@ export function Iwt2BottomDisplay() {
<section className="dual-controls-resource iwt2-bottom-resource">
<div>
<p className="eyebrow">I Want To Heal 2</p>
<strong>Field Medic</strong>
<strong>{healer.name}</strong>
</div>
<div className="dual-controls-mana">
<span>Mana 100 / 100</span>
@@ -34,23 +37,23 @@ export function Iwt2BottomDisplay() {
const action = IWT2_TARGET_ACTIONS[index] ?? 'targetParty1'
const label = target.id === 'healer' ? 'Player' : target.name.replace(' Tank', '')
return (
<button type="button" key={target.id}>
<div className="dual-control-chip" key={target.id}>
<ControllerBindingLabel
binding={activeBindings[action]}
iconStyle="playstation"
/>{' '}
{label}
</button>
</div>
)
})
) : (
<>
<button type="button">
<div className="dual-control-chip">
<ControllerBindingLabel binding="Button12" iconStyle="playstation" /> Previous Target
</button>
<button type="button">
</div>
<div className="dual-control-chip">
Next Target <ControllerBindingLabel binding="Button13" iconStyle="playstation" />
</button>
</div>
</>
)}
</section>
@@ -58,7 +61,7 @@ export function Iwt2BottomDisplay() {
{abilities.map((ability, index) => {
const action = IWT2_ABILITY_ACTIONS[index] ?? 'ability1'
return (
<button className="spell iwt2-bottom-spell" key={ability.id} type="button">
<div className="spell iwt2-bottom-spell" key={ability.id}>
<kbd>
<ControllerBindingLabel
binding={activeBindings[action]}
@@ -69,7 +72,7 @@ export function Iwt2BottomDisplay() {
<span className={`spell-icon spell-${ability.kind}`}>{ability.icon}</span>
<strong>{ability.name}</strong>
<small>{ability.manaCost} Mana</small>
</button>
</div>
)
})}
</section>
+93 -1
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@@ -1,6 +1,6 @@
import { IWT2_BALANCE_OVERRIDES } from './balanceOverrides'
export type Iwt2BossId = 'bulldrome' | 'yian-kut-ku'
export type Iwt2BossId = 'bulldrome' | 'yian-kut-ku' | 'great-jaggi' | 'khezu'
export type Iwt2BalanceOverrides = {
bosses?: Partial<Record<Iwt2BossId, Partial<Pick<Iwt2BossMetadata, 'maxHealth' | 'birdHealth'>>>>
@@ -46,6 +46,24 @@ export type Iwt2BossMetadata = {
birdRadius?: number
birdContactDamage?: number
birdStunSeconds?: number
packHowlCooldown?: number
packHowlWindup?: number
packLaneDamage?: number
packLaneStunSeconds?: number
packLaneWidth?: number
packLaneCount?: number
thunderRingCooldown?: number
thunderRingWindup?: number
thunderRingInnerRadius?: number
thunderRingOuterRadius?: number
thunderRingDamage?: number
thunderRingStunSeconds?: number
lightningStrikeCooldown?: number
lightningStrikeWindup?: number
lightningStrikeRadius?: number
lightningStrikeDamage?: number
lightningStrikeStunSeconds?: number
lightningStrikeCount?: number
}
const DEFAULT_BULLDROME_BOSS_METADATA: Iwt2BossMetadata = {
@@ -116,6 +134,76 @@ const DEFAULT_YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = {
birdStunSeconds: 0.75,
}
const DEFAULT_GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = {
id: 'great-jaggi',
name: 'Great Jaggi',
icon: 'J',
color: '#3f8f73',
accentColor: '#b8f0aa',
maxHealth: 620,
radius: 27,
moveSpeed: 146,
meleeRange: 52,
meleeDamage: 7,
meleeCooldown: 0.82,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
packHowlCooldown: 5.8,
packHowlWindup: 0.95,
packLaneDamage: 15,
packLaneStunSeconds: 0.45,
packLaneWidth: 24,
packLaneCount: 3,
}
const DEFAULT_KHEZU_BOSS_METADATA: Iwt2BossMetadata = {
id: 'khezu',
name: 'Khezu',
icon: 'K',
color: '#d8d7c9',
accentColor: '#77d9ff',
maxHealth: 760,
radius: 30,
moveSpeed: 92,
meleeRange: 58,
meleeDamage: 10,
meleeCooldown: 1.15,
chargeCooldown: 0,
chargeWindup: 0,
chargeSpeed: 0,
chargeDamage: 0,
chargeStunSeconds: 0,
chargeLength: 0,
chargeOvershoot: 0,
chargeWidth: 0,
slamWindup: 0,
slamRadius: 0,
slamDamage: 0,
slamStunSeconds: 0,
thunderRingCooldown: 7.2,
thunderRingWindup: 0.9,
thunderRingInnerRadius: 70,
thunderRingOuterRadius: 172,
thunderRingDamage: 22,
thunderRingStunSeconds: 0.7,
lightningStrikeCooldown: 4.2,
lightningStrikeWindup: 0.78,
lightningStrikeRadius: 46,
lightningStrikeDamage: 17,
lightningStrikeStunSeconds: 0.55,
lightningStrikeCount: 2,
}
function applyBossOverrides(metadata: Iwt2BossMetadata): Iwt2BossMetadata {
const override = IWT2_BALANCE_OVERRIDES.bosses?.[metadata.id]
if (!override) return metadata
@@ -127,8 +215,12 @@ function applyBossOverrides(metadata: Iwt2BossMetadata): Iwt2BossMetadata {
export const BULLDROME_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_BULLDROME_BOSS_METADATA)
export const YIAN_KUT_KU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_YIAN_KUT_KU_BOSS_METADATA)
export const GREAT_JAGGI_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_GREAT_JAGGI_BOSS_METADATA)
export const KHEZU_BOSS_METADATA: Iwt2BossMetadata = applyBossOverrides(DEFAULT_KHEZU_BOSS_METADATA)
export const IWT2_BOSS_METADATA: Record<Iwt2BossId, Iwt2BossMetadata> = {
bulldrome: BULLDROME_BOSS_METADATA,
'yian-kut-ku': YIAN_KUT_KU_BOSS_METADATA,
'great-jaggi': GREAT_JAGGI_BOSS_METADATA,
khezu: KHEZU_BOSS_METADATA,
}
+91 -100
View File
@@ -1,12 +1,18 @@
import type { Spell } from '../../../game'
import type { Ability } from '../../../profile'
import { toCombatSpell } from '../../../combat/rules'
export type Iwt2AbilityTarget = 'party-member' | 'self' | 'ground'
export type Iwt2HealerId = 'dawnweaver' | 'lifebinder' | 'runesage'
export type Iwt2HealerMetadata = {
id: Iwt2HealerId
name: string
icon: string
description: string
}
export type Iwt2HealerAbility = {
id: string
healerId: string
healerId: Iwt2HealerId
slot: number
name: string
icon: string
@@ -16,110 +22,95 @@ export type Iwt2HealerAbility = {
manaCost: number
cooldownSeconds: number
target: Iwt2AbilityTarget
extraTargets?: number
}
const IWT1_DAWNWEAVER_ABILITIES: Ability[] = [
{
id: 1,
classId: 1,
slug: 'mend',
name: 'Mend',
spellType: 'direct_heal',
cost: 5,
cooldown: 0.5,
power: 30,
unlockLevel: 1,
glyph: '+',
description: 'A fast, efficient single-target heal.',
export const IWT2_HEALER_METADATA: Record<Iwt2HealerId, Iwt2HealerMetadata> = {
dawnweaver: {
id: 'dawnweaver',
name: 'Dawnweaver',
icon: '+',
description: 'Direct heals, radiant group recovery, shields, and cleanse.',
},
{
id: 2,
classId: 1,
slug: 'renew',
name: 'Renew',
spellType: 'heal_over_time',
cost: 7,
cooldown: 0.5,
power: 12,
unlockLevel: 1,
glyph: '~',
description: 'Heals now and continues healing over time.',
lifebinder: {
id: 'lifebinder',
name: 'Lifebinder',
icon: '~',
description: 'Verdant healing over time, barkskin shielding, and steady group recovery.',
},
{
id: 3,
classId: 1,
slug: 'radiance',
name: 'Radiance',
spellType: 'party_heal',
cost: 12,
cooldown: 8,
power: 18,
unlockLevel: 1,
glyph: '*',
description: 'Restores health to up to 4 injured party members.',
runesage: {
id: 'runesage',
name: 'Runesage',
icon: 'R',
description: 'Rune-scripted mends, concordance healing, aegis shielding, and unraveling cleanse.',
},
{
id: 4,
classId: 1,
slug: 'sun-ward',
name: 'Sun Ward',
spellType: 'absorb',
cost: 8,
cooldown: 7,
power: 36,
unlockLevel: 1,
glyph: 'O',
description: 'Places a damage-absorbing shield on your target.',
},
{
id: 5,
classId: 1,
slug: 'purify',
name: 'Purify',
spellType: 'cleanse',
cost: 5,
cooldown: 5,
power: 10,
unlockLevel: 1,
glyph: 'x',
description: 'Removes a harmful effect and restores health.',
},
{
id: 6,
classId: 1,
slug: 'dawn-burst',
name: 'Dawn Burst',
spellType: 'party_heal',
cost: 16,
cooldown: 12,
power: 28,
unlockLevel: 5,
glyph: 'D',
description: 'A brilliant wave of healing for up to 4 injured allies.',
},
]
}
function toIwt2Ability(ability: Ability, index: number): Iwt2HealerAbility {
const spell = toCombatSpell(ability, String(index + 1))
export const IWT2_HEALER_ORDER: Iwt2HealerId[] = ['dawnweaver', 'lifebinder', 'runesage']
export const IWT2_HEALER_ABILITIES: Record<Iwt2HealerId, Iwt2HealerAbility[]> = {
dawnweaver: [
createAbility('dawnweaver', 1, 'mend', 'Mend', '+', 'direct', 30, 5, 0.5),
createAbility('dawnweaver', 2, 'renew', 'Renew', '~', 'hot', 12, 7, 0.5, 'heal_over_time'),
createAbility('dawnweaver', 3, 'radiance', 'Radiance', '*', 'group', 18, 12, 8),
createAbility('dawnweaver', 4, 'sun-ward', 'Sun Ward', 'O', 'shield', 36, 8, 7, 'shield'),
createAbility('dawnweaver', 5, 'purify', 'Purify', 'x', 'cleanse', 10, 5, 5, 'cleanse'),
createAbility('dawnweaver', 6, 'dawn-burst', 'Dawn Burst', 'D', 'group', 28, 16, 12),
],
lifebinder: [
createAbility('lifebinder', 1, 'verdant-touch', 'Verdant Touch', '+', 'direct', 24, 4, 0.55),
createAbility('lifebinder', 2, 'seed-of-life', 'Seed of Life', '~', 'hot', 16, 9, 1, 'heal_over_time'),
createAbility('lifebinder', 3, 'wild-growth', 'Wild Growth', '*', 'group', 15, 11, 7.5),
createAbility('lifebinder', 4, 'barkskin', 'Barkskin', 'O', 'shield', 46, 10, 5.5, 'shield'),
createAbility('lifebinder', 5, 'purging-sap', 'Purging Sap', 'x', 'cleanse', 12, 6, 4.5, 'cleanse'),
createAbility('lifebinder', 6, 'ancient-grove', 'Ancient Grove', 'G', 'shield', 72, 18, 12, 'shield'),
],
runesage: [
createAbility('runesage', 1, 'etched-mend', 'Etched Mend', '+', 'direct', 22, 3, 0.35),
createAbility('runesage', 2, 'mending-rune', 'Mending Rune', '~', 'hot', 10, 5, 0.45, 'heal_over_time'),
createAbility('runesage', 3, 'concordance', 'Concordance', '*', 'group', 16, 9, 5.5),
createAbility('runesage', 4, 'aegis-script', 'Aegis Script', 'O', 'shield', 28, 6, 4.5, 'shield'),
createAbility('runesage', 5, 'unravel', 'Unravel', 'x', 'cleanse', 8, 4, 3.5, 'cleanse'),
createAbility('runesage', 6, 'grand-design', 'Grand Design', 'R', 'group', 22, 13, 8.5),
],
}
export function abilitiesForHealer(healerId: Iwt2HealerId | string) {
return IWT2_HEALER_ABILITIES[asIwt2HealerId(healerId)]
}
export function asIwt2HealerId(value: unknown): Iwt2HealerId {
if (value === 'field_medic') return 'dawnweaver'
if (value === 'ward_sage') return 'lifebinder'
if (value === 'storm_chanter') return 'runesage'
return IWT2_HEALER_ORDER.includes(value as Iwt2HealerId)
? value as Iwt2HealerId
: 'dawnweaver'
}
function createAbility(
healerId: Iwt2HealerId,
slot: number,
slug: string,
name: string,
icon: string,
kind: Spell['kind'],
power: number,
manaCost: number,
cooldownSeconds: number,
effectType?: string,
): Iwt2HealerAbility {
return {
id: spell.id,
healerId: 'field_medic',
slot: index + 1,
name: spell.name,
icon: spell.glyph,
kind: spell.kind,
power: spell.power,
effectType: spell.effectType,
manaCost: spell.cost,
cooldownSeconds: spell.cooldown,
id: `${healerId}-${slug}`,
healerId,
slot,
name,
icon,
kind,
power,
effectType,
manaCost,
cooldownSeconds,
target: 'party-member',
}
}
export const IWT2_HEALER_ABILITIES: Record<string, Iwt2HealerAbility[]> = {
field_medic: IWT1_DAWNWEAVER_ABILITIES.map(toIwt2Ability),
}
export function abilitiesForHealer(healerId: string) {
return IWT2_HEALER_ABILITIES[healerId] ?? IWT2_HEALER_ABILITIES.field_medic
}
+65
View File
@@ -0,0 +1,65 @@
import {
buildOpponentSlotDebuffChoices,
buildSelfSlotUpgradeChoices,
} from '../../../combat/roguelikeUpgrades'
import type { Spell } from '../../../game'
import { type Iwt2HealerAbility } from './healerAbilities'
export type Iwt2RoguelikeVariant = 'pve' | 'pvp'
export type Iwt2RoguelikeContentType = 'dungeon' | 'raid' | 'stadium'
export type Iwt2RoguelikeSlot = '1' | '2' | '3' | '4' | '5'
export type Iwt2RoguelikeSelfBuffId =
| 'revive-party-members'
| `slot${Iwt2RoguelikeSlot}-extra-target`
| `slot${Iwt2RoguelikeSlot}-cost-down`
| `slot${Iwt2RoguelikeSlot}-cooldown-down`
export type Iwt2RoguelikeOpponentDebuffId =
| `opp-slot${Iwt2RoguelikeSlot}-cost-up`
| `opp-slot${Iwt2RoguelikeSlot}-cooldown-up`
export type Iwt2RoguelikeChoice<T extends string> = {
id: T
name: string
description: string
}
export const IWT2_ROGUELIKE_SLOTS: readonly Iwt2RoguelikeSlot[] = ['1', '2', '3', '4', '5']
export const IWT2_REVIVE_PARTY_CHOICE: Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId> = {
id: 'revive-party-members',
name: 'Revive Party Members',
description: 'Revive fallen party members before the next IWT2 arena.',
}
export function iwt2AbilityToSpell(ability: Iwt2HealerAbility): Spell {
return {
id: ability.id,
key: String(ability.slot),
name: ability.name,
description: ability.name,
cost: ability.manaCost,
cooldown: ability.cooldownSeconds,
power: ability.power,
glyph: ability.icon,
kind: ability.kind,
effectType: ability.effectType,
}
}
export function buildIwt2SelfBuffChoices(abilities: Iwt2HealerAbility[]) {
return buildSelfSlotUpgradeChoices<Iwt2RoguelikeSelfBuffId>({
slots: IWT2_ROGUELIKE_SLOTS,
spells: abilities.map(iwt2AbilityToSpell),
labelMode: 'ability',
})
}
export function buildIwt2OpponentDebuffChoices(abilities: Iwt2HealerAbility[]) {
return buildOpponentSlotDebuffChoices<Iwt2RoguelikeOpponentDebuffId>({
slots: IWT2_ROGUELIKE_SLOTS,
spells: abilities.map(iwt2AbilityToSpell),
labelMode: 'ability',
})
}
+110 -5
View File
@@ -1,3 +1,5 @@
import { asIwt2HealerId, type Iwt2HealerId } from '../content/healerAbilities'
export type Iwt2InventoryItem = {
id: string
name: string
@@ -5,21 +7,35 @@ export type Iwt2InventoryItem = {
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
}
export type Iwt2ArmorPaletteId = 'guild_green' | 'sun_gold' | 'ember_red' | 'moon_blue'
export type Iwt2CollectionLog = {
bossKills: Record<string, number>
dropsFound: Record<string, number>
}
export type Iwt2Character = {
name: string
level: number
experience: number
healerStyle: Iwt2HealerId
armorPalette: Iwt2ArmorPaletteId
}
export type Iwt2CloudSlot = {
savedAt: number
character: Iwt2Character
inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog
}
export type Iwt2Save = {
version: 1
updatedAt: number
character: {
name: string
level: number
experience: number
}
character: Iwt2Character
inventory: Iwt2InventoryItem[]
collectionLog: Iwt2CollectionLog
cloudSlot?: Iwt2CloudSlot
}
const IWT2_SAVE_KEY = 'i-want-to-heal-2:save:v1'
@@ -32,6 +48,8 @@ export function createDefaultIwt2Save(): Iwt2Save {
name: 'Healer',
level: 1,
experience: 0,
healerStyle: 'dawnweaver',
armorPalette: 'guild_green',
},
inventory: [],
collectionLog: {
@@ -52,12 +70,15 @@ function normalizeSave(value: unknown): Iwt2Save {
name: candidate.character?.name || 'Healer',
level: Math.max(1, Math.floor(candidate.character?.level ?? 1)),
experience: Math.max(0, Math.floor(candidate.character?.experience ?? 0)),
healerStyle: asIwt2HealerId(candidate.character?.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character?.armorPalette),
},
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
collectionLog: {
bossKills: candidate.collectionLog?.bossKills ?? {},
dropsFound: candidate.collectionLog?.dropsFound ?? {},
},
cloudSlot: normalizeCloudSlot(candidate.cloudSlot),
}
}
@@ -109,7 +130,91 @@ export function recordIwt2BossKill(save: Iwt2Save, bossId: string): Iwt2Save {
}
}
export function updateIwt2CharacterSettings(
save: Iwt2Save,
settings: Partial<Pick<Iwt2Save['character'], 'name' | 'healerStyle' | 'armorPalette'>>,
): Iwt2Save {
return {
...save,
updatedAt: Date.now(),
character: {
...save.character,
...settings,
name: normalizeCharacterName(settings.name ?? save.character.name),
healerStyle: asIwt2HealerId(settings.healerStyle ?? save.character.healerStyle),
armorPalette: asIwt2ArmorPaletteId(settings.armorPalette ?? save.character.armorPalette),
},
}
}
export function snapshotIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
return {
...save,
updatedAt: Date.now(),
cloudSlot: {
savedAt: Date.now(),
character: { ...save.character },
inventory: save.inventory.map((item) => ({ ...item })),
collectionLog: {
bossKills: { ...save.collectionLog.bossKills },
dropsFound: { ...save.collectionLog.dropsFound },
},
},
}
}
export function restoreIwt2CloudSlot(save: Iwt2Save): Iwt2Save {
if (!save.cloudSlot) return save
return {
...save,
updatedAt: Date.now(),
character: { ...save.cloudSlot.character },
inventory: save.cloudSlot.inventory.map((item) => ({ ...item })),
collectionLog: {
bossKills: { ...save.cloudSlot.collectionLog.bossKills },
dropsFound: { ...save.cloudSlot.collectionLog.dropsFound },
},
}
}
function bossDropFor(bossId: string): { id: string, name: string } {
if (bossId === 'yian-kut-ku') return { id: 'yian-kut-ku-scale', name: 'Yian Kut Ku Scale' }
if (bossId === 'great-jaggi') return { id: 'great-jaggi-hide', name: 'Great Jaggi Hide' }
if (bossId === 'khezu') return { id: 'khezu-pearl', name: 'Khezu Pearl' }
return { id: 'raw-bulldrome-coin', name: 'Raw Bulldrome Coin' }
}
function asIwt2ArmorPaletteId(value: unknown): Iwt2ArmorPaletteId {
return value === 'sun_gold'
|| value === 'ember_red'
|| value === 'moon_blue'
|| value === 'guild_green'
? value
: 'guild_green'
}
function normalizeCharacterName(name: string): string {
const trimmed = name.trim().slice(0, 18)
return trimmed || 'Healer'
}
function normalizeCloudSlot(value: unknown): Iwt2CloudSlot | undefined {
if (!value || typeof value !== 'object') return undefined
const candidate = value as Partial<Iwt2CloudSlot>
if (!candidate.character || !candidate.collectionLog) return undefined
return {
savedAt: typeof candidate.savedAt === 'number' ? candidate.savedAt : Date.now(),
character: {
name: normalizeCharacterName(candidate.character.name ?? 'Healer'),
level: Math.max(1, Math.floor(candidate.character.level ?? 1)),
experience: Math.max(0, Math.floor(candidate.character.experience ?? 0)),
healerStyle: asIwt2HealerId(candidate.character.healerStyle),
armorPalette: asIwt2ArmorPaletteId(candidate.character.armorPalette),
},
inventory: Array.isArray(candidate.inventory) ? candidate.inventory : [],
collectionLog: {
bossKills: candidate.collectionLog.bossKills ?? {},
dropsFound: candidate.collectionLog.dropsFound ?? {},
},
}
}
+181 -26
View File
@@ -19,18 +19,42 @@ import { PartyFrames } from '../components/PartyFrames'
import { IWT2_ABILITY_ACTIONS, IWT2_TARGET_ACTIONS } from '../content/controls'
import { abilitiesForHealer, type Iwt2HealerAbility } from '../content/healerAbilities'
import { IWT2_BOSS_METADATA, type Iwt2BossId } from '../content/bosses'
import type {
Iwt2RoguelikeContentType,
Iwt2RoguelikeOpponentDebuffId,
Iwt2RoguelikeSelfBuffId,
Iwt2RoguelikeVariant,
} from '../content/roguelike'
type ArenaStatus = 'playing' | 'paused' | 'victory' | 'defeat'
type OverlayAction = 'primary' | 'menu'
type OverlayNavEntry = {
action: OverlayAction
row: number
}
const OVERLAY_NAV_ENTRIES: OverlayNavEntry[] = [
{ action: 'primary', row: 0 },
{ action: 'menu', row: 1 },
]
type BossArenaScreenProps = {
bossId: Iwt2BossId
modeLabel?: string
save: Iwt2Save
onBack: () => void
onSaveUpdated: (save: Iwt2Save) => void
roguelikeRun?: {
buffs: Iwt2RoguelikeSelfBuffId[]
contentType: Iwt2RoguelikeContentType
debuffs: Iwt2RoguelikeOpponentDebuffId[]
onVictory: () => void
stage: number
variant: Iwt2RoguelikeVariant
}
}
export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossArenaScreenProps) {
export function BossArenaScreen({ bossId, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
const bossMetadata = IWT2_BOSS_METADATA[bossId]
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId))
const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({})
@@ -39,6 +63,7 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
const [selectedPartyId, setSelectedPartyId] = useState<Iwt2EntityId>('player-healer')
const stateRef = useRef(arenaState)
const statusRef = useRef(status)
const selectedOverlayActionRef = useRef<OverlayAction>(selectedOverlayAction)
const selectedPartyIdRef = useRef<Iwt2EntityId>(selectedPartyId)
const saveRef = useRef(save)
const killRecordedRef = useRef(false)
@@ -62,6 +87,10 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
statusRef.current = status
}, [status])
useEffect(() => {
selectedOverlayActionRef.current = selectedOverlayAction
}, [selectedOverlayAction])
useEffect(() => {
selectedPartyIdRef.current = selectedPartyId
}, [selectedPartyId])
@@ -88,8 +117,12 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
}, [])
const abilities = useMemo(
() => abilitiesForHealer('field_medic'),
[],
() => applyRoguelikeModifiers(
abilitiesForHealer(save.character.healerStyle),
roguelikeRun?.buffs ?? [],
roguelikeRun?.debuffs ?? [],
),
[roguelikeRun?.buffs, roguelikeRun?.debuffs, save.character.healerStyle],
)
const castAbility = useCallback((ability: Iwt2HealerAbility) => {
@@ -109,16 +142,45 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
setArenaState(result.state)
}, [])
const moveOverlaySelection = useCallback((action: string) => {
setSelectedOverlayAction((current) => {
const active = OVERLAY_NAV_ENTRIES.find((entry) => entry.action === current) ?? OVERLAY_NAV_ENTRIES[0]
const candidates = OVERLAY_NAV_ENTRIES.filter((entry) => {
if (entry.action === current) return false
if (action === 'navigateUp') return entry.row < active.row
if (action === 'navigateDown') return entry.row > active.row
return false
})
if (candidates.length === 0) return current
candidates.sort((a, b) => Math.abs(a.row - active.row) - Math.abs(b.row - active.row))
return candidates[0]?.action ?? current
})
}, [])
const activateOverlayAction = useCallback((overlayAction = selectedOverlayActionRef.current) => {
if (overlayAction === 'menu') {
onBack()
return
}
if (statusRef.current === 'paused') {
setStatus('playing')
return
}
if (statusRef.current === 'victory' && roguelikeRun) {
roguelikeRun.onVictory()
return
}
resetArena()
}, [onBack, resetArena, roguelikeRun])
useGameAction((action, device) => {
if (device === 'controller' && statusRef.current !== 'playing') {
if (action.startsWith('navigate')) {
setSelectedOverlayAction((current) => current === 'primary' ? 'menu' : 'primary')
moveOverlaySelection(action)
return
}
if (action === 'confirm') {
if (selectedOverlayAction === 'menu') onBack()
else if (statusRef.current === 'paused') setStatus('playing')
else resetArena()
activateOverlayAction()
return
}
if (action === 'back') {
@@ -201,7 +263,11 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
const playerMana = arenaState.party.find((member) => member.id === 'player-healer')?.mana ?? 0
const alivePartyCount = arenaState.party.filter((member) => member.health > 0).length
const totalPartyDamage = arenaState.party.reduce((total, member) => total + member.damageDone, 0)
const overlayPrimaryLabel = status === 'paused' ? 'Resume' : 'Restart'
const overlayPrimaryLabel = status === 'paused'
? 'Resume'
: status === 'victory' && roguelikeRun
? 'Choose Upgrade'
: 'Restart'
const overlayTitle = status === 'victory'
? `${bossMetadata.name} Down`
: status === 'defeat'
@@ -217,6 +283,15 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
: status === 'defeat'
? 'is-defeat'
: 'is-paused'
const pauseTitle = arenaPauseTitle(roguelikeRun, modeLabel ?? bossMetadata.name)
const pauseCopy = roguelikeRun?.variant === 'pvp'
? undefined
: 'Combat is stopped. Resume the fight or leave the current run.'
const pauseLeaveLabel = roguelikeRun?.variant === 'pvp'
? 'Leave'
: roguelikeRun
? 'Leave Roguelike'
: `Leave ${modeLabel ?? 'Arena'}`
return (
<main
@@ -241,7 +316,35 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
selectedPartyIdRef={selectedPartyIdRef}
stateRef={stateRef}
/>
{status !== 'playing' && (
{status === 'paused' && (
<div className="pause-screen iwt2-arena-overlay is-paused" data-game-nav-active="true" role="dialog" aria-modal="true">
<div>
<p className="eyebrow">Paused</p>
<h2>{pauseTitle}</h2>
{pauseCopy && <p>{pauseCopy}</p>}
<button
className={selectedOverlayAction === 'primary' ? 'game-selected' : ''}
data-controller-nav="skip"
onClick={() => activateOverlayAction('primary')}
onPointerDown={() => setSelectedOverlayAction('primary')}
type="button"
>
Resume
</button>
<button
className={`secondary-result-button ${selectedOverlayAction === 'menu' ? 'game-selected' : ''}`}
data-controller-nav="skip"
onClick={() => activateOverlayAction('menu')}
onPointerDown={() => setSelectedOverlayAction('menu')}
type="button"
>
{pauseLeaveLabel}
</button>
</div>
</div>
)}
{status !== 'playing' && status !== 'paused' && (
<div className={`pause-screen iwt2-arena-overlay ${overlayTone}`} data-game-nav-active="true">
<div className="iwt2-result-panel">
<div className="iwt2-result-crest" style={{ '--boss-color': bossMetadata.color, '--boss-accent': bossMetadata.accentColor } as CSSProperties}>
@@ -249,22 +352,25 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
</div>
<p className="eyebrow">{overlayEyebrow}</p>
<h1>{overlayTitle}</h1>
{status !== 'paused' && (
<div className="iwt2-result-summary" aria-label="Arena result summary">
<span>
<strong>{formatArenaTime(arenaState.time)}</strong>
Clear
</span>
<span>
<strong>{alivePartyCount}/{arenaState.party.length}</strong>
Standing
</span>
<span>
<strong>{Math.round(totalPartyDamage)}</strong>
Damage
</span>
</div>
{roguelikeRun && (
<p className="iwt2-result-hint">
{roguelikeRun.variant.toUpperCase()} {formatRoguelikeContentType(roguelikeRun.contentType)} Stage {roguelikeRun.stage}
</p>
)}
<div className="iwt2-result-summary" aria-label="Arena result summary">
<span>
<strong>{formatArenaTime(arenaState.time)}</strong>
Clear
</span>
<span>
<strong>{alivePartyCount}/{arenaState.party.length}</strong>
Standing
</span>
<span>
<strong>{Math.round(totalPartyDamage)}</strong>
Damage
</span>
</div>
{status === 'victory' && (
<div className="iwt2-result-reward">
<span>+125 XP</span>
@@ -276,7 +382,7 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
<button
className={`iwt2-result-button is-primary ${selectedOverlayAction === 'primary' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'primary' ? 'true' : undefined}
onClick={status === 'paused' ? () => setStatus('playing') : resetArena}
onClick={() => activateOverlayAction('primary')}
type="button"
>
{overlayPrimaryLabel}
@@ -284,7 +390,7 @@ export function BossArenaScreen({ bossId, save, onBack, onSaveUpdated }: BossAre
<button
className={`iwt2-result-button is-secondary ${selectedOverlayAction === 'menu' ? 'game-selected' : ''}`}
data-game-selected={selectedOverlayAction === 'menu' ? 'true' : undefined}
onClick={onBack}
onClick={() => activateOverlayAction('menu')}
type="button"
>
Menu
@@ -352,3 +458,52 @@ function tickCooldowns(cooldowns: Record<string, number>, dt: number) {
}
return changed ? next : cooldowns
}
function applyRoguelikeModifiers(
abilities: Iwt2HealerAbility[],
buffs: Iwt2RoguelikeSelfBuffId[],
debuffs: Iwt2RoguelikeOpponentDebuffId[],
): Iwt2HealerAbility[] {
if (buffs.length === 0 && debuffs.length === 0) return abilities
return abilities.map((ability) => {
const slot = String(ability.slot)
const costDown = countStacks(buffs, `slot${slot}-cost-down`)
const costUp = countStacks(debuffs, `opp-slot${slot}-cost-up`)
const cooldownDown = countStacks(buffs, `slot${slot}-cooldown-down`)
const cooldownUp = countStacks(debuffs, `opp-slot${slot}-cooldown-up`)
const extraTargets = countStacks(buffs, `slot${slot}-extra-target`)
if (costDown === 0 && costUp === 0 && cooldownDown === 0 && cooldownUp === 0 && extraTargets === 0) return ability
return {
...ability,
cooldownSeconds: roundModifier(ability.cooldownSeconds * 0.75 ** cooldownDown * 1.25 ** cooldownUp),
extraTargets: (ability.extraTargets ?? 0) + extraTargets,
manaCost: Math.max(1, Math.ceil(ability.manaCost * 0.75 ** costDown * 1.25 ** costUp)),
}
})
}
function countStacks(items: readonly string[], id: string) {
return items.filter((item) => item === id).length
}
function roundModifier(value: number) {
return Math.max(0.1, Math.round(value * 100) / 100)
}
function formatRoguelikeContentType(contentType: Iwt2RoguelikeContentType) {
if (contentType === 'raid') return 'Raid'
if (contentType === 'stadium') return 'Stadium'
return 'Dungeon'
}
function arenaPauseTitle(
roguelikeRun: BossArenaScreenProps['roguelikeRun'] | undefined,
fallbackTitle: string,
) {
if (!roguelikeRun) return fallbackTitle
if (roguelikeRun.contentType === 'stadium') return 'Stadium'
if (roguelikeRun.variant === 'pvp') {
return roguelikeRun.contentType === 'raid' ? 'Raid Clash' : 'Dungeon Clash'
}
return roguelikeRun.contentType === 'raid' ? 'Raid Roguelike' : 'Dungeon Roguelike'
}
File diff suppressed because it is too large Load Diff
+17 -2
View File
@@ -75,7 +75,7 @@ export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome'): I
health: bossMetadata.maxHealth,
maxHealth: bossMetadata.maxHealth,
meleeCooldownRemaining: 0.6,
chargeCooldownRemaining: bossId === 'bulldrome' ? 2 : 0,
chargeCooldownRemaining: initialBossSpecialCooldown(bossId),
chargeCount: 0,
attackPhase: 'idle',
phaseSecondsRemaining: 0,
@@ -85,9 +85,11 @@ export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome'): I
slamApplied: false,
wallContactSeconds: 0,
relocateTarget: { x: DEFAULT_ARENA_WIDTH * 0.58, y: DEFAULT_ARENA_HEIGHT * 0.5 },
fireballCooldownRemaining: bossId === 'yian-kut-ku' ? 1.2 : 0,
fireballCooldownRemaining: initialBossSecondaryCooldown(bossId),
fireballTarget: { x: 320, y: 250 },
birdWaveThresholdsTriggered: [],
mechanicLanes: [],
mechanicCircles: [],
},
nextEventId: 1,
nextProjectileId: 1,
@@ -97,6 +99,19 @@ export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome'): I
}
}
function initialBossSpecialCooldown(bossId: Iwt2BossId): number {
if (bossId === 'bulldrome') return 2
if (bossId === 'great-jaggi') return 2.4
if (bossId === 'khezu') return 3
return 0
}
function initialBossSecondaryCooldown(bossId: Iwt2BossId): number {
if (bossId === 'yian-kut-ku') return 1.2
if (bossId === 'khezu') return 1.6
return 0
}
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
const step = Math.max(0, Math.min(dt, MAX_DT))
if (step <= 0) return { ...state, events: [...state.events] }
+4
View File
@@ -11,6 +11,8 @@ import type {
Iwt2ProjectileEntityState,
Iwt2Vec2,
} from './types'
import { tickGreatJaggi } from './greatJaggiAi'
import { tickKhezu } from './khezuAi'
import { tickYianKutKu } from './yianKutKuAi'
import {
applyPartyDamageInShape,
@@ -44,6 +46,8 @@ export type Iwt2BossTickResult = {
export function tickBoss(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
if (state.boss.bossId === 'yian-kut-ku') return tickYianKutKu(state, dt)
if (state.boss.bossId === 'great-jaggi') return tickGreatJaggi(state, dt)
if (state.boss.bossId === 'khezu') return tickKhezu(state, dt)
return tickBulldrome(state, dt)
}
+211
View File
@@ -0,0 +1,211 @@
import { GREAT_JAGGI_BOSS_METADATA } from '../content/bosses'
import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2MechanicLaneState,
Iwt2PartyEntityState,
} from './types'
import {
applyPartyDamageInShape,
createLaneIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
clamp,
clampVec2ToArena,
distanceVec2,
moveToward,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export function tickGreatJaggi(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
let boss = {
...state.boss,
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) return withGreatJaggiIndicators({ boss, party, events })
if (boss.attackPhase === 'packHowlWindup') {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) {
const result = applyPackLanes(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: 'packHowlRecover',
phaseSecondsRemaining: 0.45,
}
}
return withGreatJaggiIndicators({ boss, party, events })
}
if (boss.attackPhase === 'packHowlRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
mechanicLanes: [],
phaseSecondsRemaining: 0,
}
}
return withGreatJaggiIndicators({ boss, party, events })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'packHowlWindup',
chargeCooldownRemaining: GREAT_JAGGI_BOSS_METADATA.packHowlCooldown!,
mechanicLanes: createPackLanes(state, party),
phaseSecondsRemaining: GREAT_JAGGI_BOSS_METADATA.packHowlWindup!,
velocity: { x: 0, y: 0 },
}
return withGreatJaggiIndicators({ boss, party, events })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withGreatJaggiIndicators({ boss, party, events })
const nextPosition = clampVec2ToArena(
moveToward(boss.position, target.position, GREAT_JAGGI_BOSS_METADATA.moveSpeed * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
return withGreatJaggiIndicators({ boss, party, events })
}
function createPackLanes(state: Iwt2ArenaState, party: Iwt2PartyEntityState[]): Iwt2MechanicLaneState[] {
const living = party.filter((member) => member.health > 0)
const count = GREAT_JAGGI_BOSS_METADATA.packLaneCount!
const lanes: Iwt2MechanicLaneState[] = []
for (let index = 0; index < count; index += 1) {
const target = living[(index * 2) % Math.max(1, living.length)]
const baseY = target
? target.position.y
: state.bounds.height * ((index + 1) / (count + 1))
const slope = index % 2 === 0 ? 54 : -54
const y = clamp(baseY + (index - 1) * 28, 54, state.bounds.height - 54)
lanes.push({
id: `pack-lane-${index}`,
start: { x: -28, y: clamp(y - slope, 36, state.bounds.height - 36) },
end: { x: state.bounds.width + 28, y: clamp(y + slope, 36, state.bounds.height - 36) },
width: GREAT_JAGGI_BOSS_METADATA.packLaneWidth!,
})
}
return lanes
}
function applyPackLanes(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
const hitEntityIds: string[] = []
for (const lane of boss.mechanicLanes) {
const result = applyPartyDamageInShape(nextParty, {
kind: 'lane',
start: lane.start,
end: lane.end,
width: lane.width,
}, {
damage: GREAT_JAGGI_BOSS_METADATA.packLaneDamage!,
excludedEntityIds: hitEntityIds,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: GREAT_JAGGI_BOSS_METADATA.packLaneStunSeconds!,
time,
})
nextParty = result.party
hitEntityIds.push(...result.hitEntityIds)
events.push(...result.events)
}
return { party: nextParty, events }
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > GREAT_JAGGI_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: GREAT_JAGGI_BOSS_METADATA.meleeRange,
}, {
damage: GREAT_JAGGI_BOSS_METADATA.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: GREAT_JAGGI_BOSS_METADATA.meleeCooldown },
party: result.party,
events: result.events,
}
}
function withGreatJaggiIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createGreatJaggiIndicators(result.boss),
}
}
function createGreatJaggiIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
if (
boss.attackPhase !== 'packHowlWindup'
&& boss.attackPhase !== 'packHowlRecover'
) {
return []
}
return boss.mechanicLanes.map((lane) => createLaneIndicator({
color: boss.attackPhase === 'packHowlRecover' ? '#f05b4f' : '#b8f0aa',
end: lane.end,
id: `${boss.id}:${lane.id}`,
mechanicId: 'great-jaggi-pack-lane',
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'packHowlWindup',
boss.attackPhase === 'packHowlRecover',
),
sourceId: boss.id,
start: lane.start,
width: lane.width,
}))
}
+10 -2
View File
@@ -63,14 +63,22 @@ function targetIdsForAbility(
): Iwt2EntityId[] {
const living = party.filter((member) => member.health > 0)
if (living.length === 0) return []
const extraTargets = Math.max(0, Math.floor(ability.extraTargets ?? 0))
if (ability.kind === 'group') {
return [...living]
.sort((a, b) => healthRatio(a) - healthRatio(b))
.slice(0, 4)
.slice(0, 4 + extraTargets)
.map((member) => member.id)
}
const selected = living.find((member) => member.id === selectedTargetId)
return [selected?.id ?? living[0].id]
const primaryId = selected?.id ?? living[0].id
if (extraTargets === 0) return [primaryId]
const additionalTargets = living
.filter((member) => member.id !== primaryId)
.sort((a, b) => healthRatio(a) - healthRatio(b))
.slice(0, extraTargets)
.map((member) => member.id)
return [primaryId, ...additionalTargets]
}
function applyAbilityToMember(member: Iwt2PartyEntityState, ability: Iwt2HealerAbility): Iwt2PartyEntityState {
+258
View File
@@ -0,0 +1,258 @@
import { KHEZU_BOSS_METADATA } from '../content/bosses'
import type { Iwt2BossTickResult } from './bossAi'
import type {
Iwt2ArenaEvent,
Iwt2ArenaIndicator,
Iwt2ArenaState,
Iwt2BossEntityState,
Iwt2MechanicCircleState,
Iwt2PartyEntityState,
} from './types'
import {
applyPartyDamageInShape,
createCircleIndicator,
createDonutIndicator,
indicatorPhaseFromAttack,
} from './mechanics'
import {
clampVec2ToArena,
distanceVec2,
moveToward,
scaleVec2,
subtractVec2,
withFallbackFacing,
} from './vector'
export function tickKhezu(state: Iwt2ArenaState, dt: number): Iwt2BossTickResult {
const events: Iwt2ArenaEvent[] = []
let party = state.party
let boss = {
...state.boss,
meleeCooldownRemaining: Math.max(0, state.boss.meleeCooldownRemaining - dt),
chargeCooldownRemaining: Math.max(0, state.boss.chargeCooldownRemaining - dt),
fireballCooldownRemaining: Math.max(0, state.boss.fireballCooldownRemaining - dt),
phaseSecondsRemaining: Math.max(0, state.boss.phaseSecondsRemaining - dt),
velocity: { x: 0, y: 0 },
}
const target = getBossTarget(party)
if (boss.health <= 0 || !target) return withKhezuIndicators({ boss, party, events })
if (boss.attackPhase === 'thunderRingWindup') {
boss = {
...boss,
facing: withFallbackFacing(subtractVec2(target.position, boss.position), boss.facing),
}
if (boss.phaseSecondsRemaining <= 0) {
const result = applyThunderRing(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: 'thunderRingRecover',
phaseSecondsRemaining: 0.45,
}
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.attackPhase === 'lightningStrikeWindup') {
if (boss.phaseSecondsRemaining <= 0) {
const result = applyLightningStrikes(party, boss, state.time + dt)
party = result.party
events.push(...result.events)
boss = {
...boss,
attackPhase: 'lightningStrikeRecover',
phaseSecondsRemaining: 0.38,
}
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.attackPhase === 'thunderRingRecover' || boss.attackPhase === 'lightningStrikeRecover') {
if (boss.phaseSecondsRemaining <= 0) {
boss = {
...boss,
attackPhase: 'idle',
mechanicCircles: [],
phaseSecondsRemaining: 0,
}
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.chargeCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'thunderRingWindup',
chargeCooldownRemaining: KHEZU_BOSS_METADATA.thunderRingCooldown!,
phaseSecondsRemaining: KHEZU_BOSS_METADATA.thunderRingWindup!,
velocity: { x: 0, y: 0 },
}
return withKhezuIndicators({ boss, party, events })
}
if (boss.fireballCooldownRemaining <= 0) {
boss = {
...boss,
attackPhase: 'lightningStrikeWindup',
fireballCooldownRemaining: KHEZU_BOSS_METADATA.lightningStrikeCooldown!,
mechanicCircles: createLightningTargets(party),
phaseSecondsRemaining: KHEZU_BOSS_METADATA.lightningStrikeWindup!,
velocity: { x: 0, y: 0 },
}
return withKhezuIndicators({ boss, party, events })
}
const meleeResult = maybeApplyMelee(party, boss, target, state.time + dt)
party = meleeResult.party
events.push(...meleeResult.events)
boss = meleeResult.boss
if (events.length > 0) return withKhezuIndicators({ boss, party, events })
const nextPosition = clampVec2ToArena(
moveToward(boss.position, target.position, KHEZU_BOSS_METADATA.moveSpeed * dt),
boss.radius,
state.bounds,
)
boss = {
...boss,
position: nextPosition,
velocity: scaleVec2(subtractVec2(nextPosition, boss.position), dt > 0 ? 1 / dt : 0),
facing: withFallbackFacing(subtractVec2(target.position, nextPosition), boss.facing),
}
return withKhezuIndicators({ boss, party, events })
}
function createLightningTargets(party: Iwt2PartyEntityState[]): Iwt2MechanicCircleState[] {
return [...party]
.filter((member) => member.health > 0)
.sort((a, b) => (a.health / a.maxHealth) - (b.health / b.maxHealth))
.slice(0, KHEZU_BOSS_METADATA.lightningStrikeCount!)
.map((member, index) => ({
id: `lightning-${index}`,
position: { ...member.position },
radius: KHEZU_BOSS_METADATA.lightningStrikeRadius!,
}))
}
function applyThunderRing(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
const result = applyPartyDamageInShape(party, {
kind: 'donut',
position: boss.position,
innerRadius: KHEZU_BOSS_METADATA.thunderRingInnerRadius!,
outerRadius: KHEZU_BOSS_METADATA.thunderRingOuterRadius!,
}, {
damage: KHEZU_BOSS_METADATA.thunderRingDamage!,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: KHEZU_BOSS_METADATA.thunderRingStunSeconds!,
time,
})
return { party: result.party, events: result.events }
}
function applyLightningStrikes(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
time: number,
): { party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
let nextParty = party
const events: Iwt2ArenaEvent[] = []
for (const circle of boss.mechanicCircles) {
const result = applyPartyDamageInShape(nextParty, {
kind: 'circle',
position: circle.position,
radius: circle.radius,
}, {
damage: KHEZU_BOSS_METADATA.lightningStrikeDamage!,
knockdownSeconds: 0,
sourceId: boss.id,
stunSeconds: KHEZU_BOSS_METADATA.lightningStrikeStunSeconds!,
time,
})
nextParty = result.party
events.push(...result.events)
}
return { party: nextParty, events }
}
function getBossTarget(party: Iwt2PartyEntityState[]): Iwt2PartyEntityState | undefined {
const livingTank = party.find((member) => member.classId === 'paladin' && member.health > 0)
if (livingTank) return livingTank
return party.find((member) => member.health > 0)
}
function maybeApplyMelee(
party: Iwt2PartyEntityState[],
boss: Iwt2BossEntityState,
target: Iwt2PartyEntityState,
time: number,
): { boss: Iwt2BossEntityState, party: Iwt2PartyEntityState[], events: Iwt2ArenaEvent[] } {
if (boss.meleeCooldownRemaining > 0) return { boss, party, events: [] }
if (distanceVec2(boss.position, target.position) > KHEZU_BOSS_METADATA.meleeRange + target.radius) {
return { boss, party, events: [] }
}
const result = applyPartyDamageInShape(party, {
kind: 'circle',
position: boss.position,
radius: KHEZU_BOSS_METADATA.meleeRange,
}, {
damage: KHEZU_BOSS_METADATA.meleeDamage,
sourceId: boss.id,
time,
})
return {
boss: { ...boss, meleeCooldownRemaining: KHEZU_BOSS_METADATA.meleeCooldown },
party: result.party,
events: result.events,
}
}
function withKhezuIndicators(result: Omit<Iwt2BossTickResult, 'indicators'>): Iwt2BossTickResult {
return {
...result,
indicators: createKhezuIndicators(result.boss),
}
}
function createKhezuIndicators(boss: Iwt2BossEntityState): Iwt2ArenaIndicator[] {
const indicators: Iwt2ArenaIndicator[] = []
if (boss.attackPhase === 'thunderRingWindup' || boss.attackPhase === 'thunderRingRecover') {
indicators.push(createDonutIndicator({
color: '#77d9ff',
id: `${boss.id}:thunder-ring`,
innerRadius: KHEZU_BOSS_METADATA.thunderRingInnerRadius!,
mechanicId: 'khezu-thunder-ring',
outerRadius: KHEZU_BOSS_METADATA.thunderRingOuterRadius!,
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'thunderRingWindup',
boss.attackPhase === 'thunderRingRecover',
),
position: boss.position,
sourceId: boss.id,
}))
}
if (boss.attackPhase === 'lightningStrikeWindup' || boss.attackPhase === 'lightningStrikeRecover') {
for (const circle of boss.mechanicCircles) {
indicators.push(createCircleIndicator({
color: '#9be8ff',
id: `${boss.id}:${circle.id}`,
mechanicId: 'khezu-lightning-strike',
phase: indicatorPhaseFromAttack(
boss.attackPhase === 'lightningStrikeWindup',
boss.attackPhase === 'lightningStrikeRecover',
),
position: circle.position,
radius: circle.radius,
sourceId: boss.id,
}))
}
}
return indicators
}
+11 -2
View File
@@ -51,7 +51,14 @@ export type Iwt2CircleHitShape = {
radius: number
}
export type Iwt2HitShape = Iwt2LaneHitShape | Iwt2CircleHitShape
export type Iwt2DonutHitShape = {
kind: 'donut'
position: Iwt2Vec2
innerRadius: number
outerRadius: number
}
export type Iwt2HitShape = Iwt2LaneHitShape | Iwt2CircleHitShape | Iwt2DonutHitShape
export function createArenaEvent(
id: number,
@@ -155,7 +162,9 @@ export function partyMemberIntersectsShape(member: Iwt2PartyEntityState, shape:
shape.width,
)
}
return distanceVec2(member.position, shape.position) <= shape.radius + member.radius
const distance = distanceVec2(member.position, shape.position)
if (shape.kind === 'circle') return distance <= shape.radius + member.radius
return distance <= shape.outerRadius + member.radius && distance >= Math.max(0, shape.innerRadius - member.radius)
}
export function createLaneIndicator({
+49 -1
View File
@@ -1,5 +1,5 @@
import { IWT2_CLASS_METADATA } from '../content/classes'
import { BULLDROME_BOSS_METADATA } from '../content/bosses'
import { BULLDROME_BOSS_METADATA, IWT2_BOSS_METADATA } from '../content/bosses'
import type { Iwt2ArenaState, Iwt2HostileAddState, Iwt2PartyEntityState, Iwt2Vec2 } from './types'
import {
addVec2,
@@ -14,6 +14,11 @@ import {
withFallbackFacing,
} from './vector'
const CENTER_LEASH_BOSS_IDS = new Set(['great-jaggi', 'khezu'])
const CENTER_LEASH_START_DISTANCE = 230
const CENTER_LEASH_WALL_MARGIN = 96
const CENTER_LEASH_EXTRA_DISTANCE = 36
export function tickPartyMember(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
@@ -115,12 +120,55 @@ function getPartyDesiredPosition(
const drift = decisionSecondsRemaining <= 0 ? decisionDrift(member, state.time) : { x: 0, y: 0 }
const attackTarget = getPriorityAttackTarget(member, state)
const anchor = attackTarget?.position ?? state.boss.position
const centerLeash = getTankCenterLeashPosition(member, state)
if (centerLeash) return centerLeash
return {
x: anchor.x + member.preferredOffset.x + drift.x,
y: anchor.y + member.preferredOffset.y + drift.y,
}
}
function getTankCenterLeashPosition(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 | null {
if (member.aiRole !== 'tank' || !CENTER_LEASH_BOSS_IDS.has(state.boss.bossId)) return null
const center = arenaCenter(state)
const bossCenterDistance = distanceVec2(state.boss.position, center)
const nearWall = isBossNearWall(state)
if (!nearWall && bossCenterDistance < CENTER_LEASH_START_DISTANCE) return null
const bossMetadata = IWT2_BOSS_METADATA[state.boss.bossId]
const towardCenter = withFallbackFacing(subtractVec2(center, state.boss.position), {
x: state.boss.position.x < center.x ? 1 : -1,
y: state.boss.position.y < center.y ? 0.35 : -0.35,
})
const leashDistance = bossMetadata.meleeRange + state.boss.radius + member.radius + CENTER_LEASH_EXTRA_DISTANCE
return clampVec2ToArena(
addVec2(state.boss.position, scaleVec2(towardCenter, leashDistance)),
member.radius,
state.bounds,
)
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return {
x: state.bounds.width * 0.5,
y: state.bounds.height * 0.5,
}
}
function isBossNearWall(state: Iwt2ArenaState): boolean {
const margin = state.boss.radius + CENTER_LEASH_WALL_MARGIN
return (
state.boss.position.x <= margin
|| state.boss.position.x >= state.bounds.width - margin
|| state.boss.position.y <= margin
|| state.boss.position.y >= state.bounds.height - margin
)
}
function getDangerAvoidancePosition(member: Iwt2PartyEntityState, state: Iwt2ArenaState): Iwt2Vec2 | null {
const boss = state.boss
const hazardEscape = getHazardAvoidancePosition(member, state)
+21
View File
@@ -94,6 +94,12 @@ export type Iwt2BossAttackPhase =
| 'fireballRecover'
| 'birdSummonWindup'
| 'birdSummonRecover'
| 'packHowlWindup'
| 'packHowlRecover'
| 'thunderRingWindup'
| 'thunderRingRecover'
| 'lightningStrikeWindup'
| 'lightningStrikeRecover'
export type Iwt2HostileAddAttackPhase =
| 'idle'
@@ -125,6 +131,21 @@ export type Iwt2BossEntityState = {
fireballCooldownRemaining: number
fireballTarget: Iwt2Vec2
birdWaveThresholdsTriggered: number[]
mechanicLanes: Iwt2MechanicLaneState[]
mechanicCircles: Iwt2MechanicCircleState[]
}
export type Iwt2MechanicLaneState = {
id: string
start: Iwt2Vec2
end: Iwt2Vec2
width: number
}
export type Iwt2MechanicCircleState = {
id: string
position: Iwt2Vec2
radius: number
}
export type Iwt2HostileAddState = {