Android build v1.1.16
This commit is contained in:
@@ -1,12 +1,15 @@
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import { useEffect, useState } from 'react'
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import { useGameAction } from '../../input'
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import { summarizeChoiceStacks } from '../../combat/roguelikeUpgrades'
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import { BossArenaScreen } from './screens/BossArenaScreen'
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import {
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Iwt2CloudSaveScreen,
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Iwt2CustomizeCharacterScreen,
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Iwt2DungeonsScreen,
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Iwt2HunterProfileScreen,
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Iwt2ModePlaceholderScreen,
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Iwt2ModeScreen,
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Iwt2RoguelikeScreen,
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Iwt2RoguelikeUpgradeScreen,
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Iwt2SettingsScreen,
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} from './screens/Iwt2ShellScreens'
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import {
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@@ -15,6 +18,17 @@ import {
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type Iwt2Save,
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} from './save/iwt2Repository'
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import type { Iwt2BossId } from './content/bosses'
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import { abilitiesForHealer } from './content/healerAbilities'
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import {
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buildIwt2OpponentDebuffChoices,
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buildIwt2SelfBuffChoices,
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IWT2_REVIVE_PARTY_CHOICE,
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type Iwt2RoguelikeChoice,
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type Iwt2RoguelikeContentType,
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type Iwt2RoguelikeOpponentDebuffId,
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type Iwt2RoguelikeSelfBuffId,
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type Iwt2RoguelikeVariant,
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} from './content/roguelike'
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type Iwt2Screen =
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| 'menu'
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@@ -23,12 +37,24 @@ type Iwt2Screen =
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| 'dungeons'
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| 'raids'
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| 'roguelike'
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| 'pvp'
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| 'roguelike-arena'
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| 'roguelike-upgrade'
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| 'hunter-profile'
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| 'customize-character'
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| 'settings'
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const IWT2_MENU_COLUMNS = 4
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const IWT2_ROGUELIKE_CHOICE_COUNT = 3
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type Iwt2RoguelikeRunState = {
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buffs: Iwt2RoguelikeSelfBuffId[]
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contentType: Iwt2RoguelikeContentType
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debuffs: Iwt2RoguelikeOpponentDebuffId[]
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debuffChoices: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeOpponentDebuffId>>
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selfChoices: Array<Iwt2RoguelikeChoice<Iwt2RoguelikeSelfBuffId>>
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stage: number
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variant: Iwt2RoguelikeVariant
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}
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const MENU_ITEMS: Array<{
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screen: Iwt2Screen
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@@ -38,32 +64,32 @@ const MENU_ITEMS: Array<{
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}> = [
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{
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screen: 'cloud-save',
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title: 'Cloud Save',
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description: 'Account sync shell for IWT2 progression and local save status.',
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title: 'Backup Slot',
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description: 'Save or restore the isolated IWT2 progress slot.',
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glyph: 'C',
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},
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{
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screen: 'dungeons',
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title: 'Dungeons',
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description: 'Queue into IWT2 boss arenas. Bulldrome and Yian Kut Ku are playable slices.',
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description: 'Queue into Bulldrome, Yian Kut Ku, Great Jaggi, and Khezu boss arenas.',
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glyph: 'D',
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},
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{
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screen: 'raids',
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title: 'Raids',
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description: 'Large-party encounter shell for future multi-group boss fights.',
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description: 'Open raid assignments built from active IWT2 boss mechanics.',
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glyph: 'R',
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},
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{
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screen: 'roguelike',
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title: 'Roguelike',
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description: 'Run-based IWT2 progression shell for room chains and reward drafts.',
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glyph: 'G',
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description: 'Draft upgrades through escalating random encounters.',
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glyph: 'L',
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},
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{
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screen: 'pvp',
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screen: 'roguelike',
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title: 'PvP',
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description: 'Competitive healing shell with controller targeting preserved.',
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description: 'Race another healer through roguelike encounters with buffs and sabotage.',
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glyph: 'P',
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},
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{
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@@ -75,7 +101,7 @@ const MENU_ITEMS: Array<{
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{
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screen: 'customize-character',
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title: 'Customize Character',
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description: 'IWT2-only character identity and cosmetic setup shell.',
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description: 'Choose healer kit, armor palette, and IWT2 hunter callsign.',
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glyph: 'K',
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},
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{
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@@ -91,6 +117,10 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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const [save, setSave] = useState<Iwt2Save>(loadIwt2Save)
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const [selectedIndex, setSelectedIndex] = useState(0)
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const [selectedBossId, setSelectedBossId] = useState<Iwt2BossId>('bulldrome')
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const [arenaModeLabel, setArenaModeLabel] = useState('Dungeon')
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const [roguelikeVariant, setRoguelikeVariant] = useState<Iwt2RoguelikeVariant>('pve')
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const [roguelikeContentType, setRoguelikeContentType] = useState<Iwt2RoguelikeContentType>('dungeon')
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const [roguelikeRun, setRoguelikeRun] = useState<Iwt2RoguelikeRunState | null>(null)
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useEffect(() => {
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writeIwt2Save(save)
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@@ -103,7 +133,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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return
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}
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if (action === 'confirm') {
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setScreen(MENU_ITEMS[selectedIndex].screen)
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openMenuItem(MENU_ITEMS[selectedIndex])
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return
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}
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if (action === 'navigateUp' || action === 'navigateLeft') {
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@@ -115,10 +145,24 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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}
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})
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function openMenuItem(item: (typeof MENU_ITEMS)[number]) {
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if (item.title === 'PvP') {
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setRoguelikeVariant('pvp')
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setScreen('roguelike')
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return
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}
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if (item.title === 'Roguelike') {
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setRoguelikeVariant('pve')
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setRoguelikeContentType((current) => current === 'stadium' ? 'dungeon' : current)
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}
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setScreen(item.screen)
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}
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if (screen === 'arena') {
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return (
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<BossArenaScreen
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bossId={selectedBossId}
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modeLabel={arenaModeLabel}
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save={save}
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onBack={() => setScreen('menu')}
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onSaveUpdated={setSave}
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@@ -126,6 +170,57 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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)
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}
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if (screen === 'roguelike-arena' && roguelikeRun) {
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return (
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<BossArenaScreen
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bossId={selectedBossId}
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roguelikeRun={{
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buffs: roguelikeRun.buffs,
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contentType: roguelikeRun.contentType,
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debuffs: roguelikeRun.debuffs,
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onVictory: () => {
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setRoguelikeRun((current) => current
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? {
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...current,
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...buildRoguelikeChoices(save, current.variant),
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}
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: current)
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setScreen('roguelike-upgrade')
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},
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stage: roguelikeRun.stage,
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variant: roguelikeRun.variant,
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}}
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save={save}
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onBack={() => setScreen('roguelike')}
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onSaveUpdated={setSave}
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/>
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)
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}
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if (screen === 'roguelike-upgrade' && roguelikeRun) {
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return (
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<main className="game-shell iwt2-shell">
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<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
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<Iwt2RoguelikeUpgradeScreen
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activeBuffSummary={summarizeIwt2Buffs(save, roguelikeRun.buffs)}
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activeDebuffSummary={summarizeIwt2Debuffs(save, roguelikeRun.debuffs)}
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contentType={roguelikeRun.contentType}
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debuffChoices={roguelikeRun.debuffChoices}
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selfChoices={roguelikeRun.selfChoices}
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stage={roguelikeRun.stage}
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variant={roguelikeRun.variant}
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onBack={() => setScreen('roguelike')}
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onChoose={(buffId, debuffId) => {
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const nextRun = applyRoguelikeChoice(roguelikeRun, buffId, debuffId, save)
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setRoguelikeRun(nextRun)
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setSelectedBossId(bossForRoguelike(nextRun.variant, nextRun.contentType, nextRun.stage))
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setScreen('roguelike-arena')
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}}
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/>
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</main>
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)
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}
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if (screen === 'dungeons') {
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return (
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<main className="game-shell iwt2-shell">
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@@ -133,6 +228,7 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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<Iwt2DungeonsScreen
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onBack={() => setScreen('menu')}
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onOpenBoss={(bossId) => {
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setArenaModeLabel('Dungeon')
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setSelectedBossId(bossId)
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setScreen('arena')
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}}
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@@ -141,12 +237,45 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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)
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}
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if (screen === 'raids' || screen === 'roguelike' || screen === 'pvp') {
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const modeName = screen === 'raids' ? 'Raids' : screen === 'roguelike' ? 'Roguelike' : 'PvP'
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if (screen === 'roguelike') {
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return (
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<main className="game-shell iwt2-shell">
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<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
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<Iwt2ModePlaceholderScreen mode={modeName} onBack={() => setScreen('menu')} />
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<Iwt2RoguelikeScreen
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contentType={roguelikeContentType}
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variant={roguelikeVariant}
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onBack={() => setScreen('menu')}
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onContentTypeChange={setRoguelikeContentType}
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onStart={() => {
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const nextRun = createRoguelikeRun(save, roguelikeVariant, roguelikeContentType)
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setRoguelikeRun(nextRun)
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setSelectedBossId(bossForRoguelike(roguelikeVariant, roguelikeContentType, nextRun.stage))
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setScreen('roguelike-arena')
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}}
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onVariantChange={(nextVariant) => {
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setRoguelikeVariant(nextVariant)
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if (nextVariant === 'pve' && roguelikeContentType === 'stadium') {
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setRoguelikeContentType('dungeon')
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}
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}}
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/>
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</main>
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)
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}
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if (screen === 'raids') {
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return (
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<main className="game-shell iwt2-shell">
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<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
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<Iwt2ModeScreen
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mode="Raids"
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onBack={() => setScreen('menu')}
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onOpenBoss={(bossId) => {
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setArenaModeLabel('Raid')
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setSelectedBossId(bossId)
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setScreen('arena')
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}}
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/>
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</main>
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)
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}
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@@ -164,7 +293,11 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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return (
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<main className="game-shell iwt2-shell">
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<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
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<Iwt2CustomizeCharacterScreen save={save} onBack={() => setScreen('menu')} />
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<Iwt2CustomizeCharacterScreen
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save={save}
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onBack={() => setScreen('menu')}
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onSaveUpdated={setSave}
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/>
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</main>
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)
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}
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@@ -173,7 +306,11 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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return (
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<main className="game-shell iwt2-shell">
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<Iwt2Header save={save} onBackToGameSelect={onBackToGameSelect} />
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<Iwt2CloudSaveScreen save={save} onBack={() => setScreen('menu')} />
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<Iwt2CloudSaveScreen
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save={save}
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onBack={() => setScreen('menu')}
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onSaveUpdated={setSave}
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/>
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</main>
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)
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}
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@@ -202,8 +339,8 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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<button
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className={`iwt2-menu-card ${selectedIndex === index ? 'game-selected' : ''}`}
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data-controller-nav="skip"
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key={item.screen}
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onClick={() => setScreen(item.screen)}
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key={`${item.screen}-${item.title}`}
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onClick={() => openMenuItem(item)}
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onPointerDown={() => setSelectedIndex(index)}
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type="button"
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>
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@@ -221,6 +358,106 @@ export function IWantToHeal2App({ onBackToGameSelect }: { onBackToGameSelect: ()
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)
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}
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function bossForRoguelike(
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variant: Iwt2RoguelikeVariant,
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contentType: Iwt2RoguelikeContentType,
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stage = 1,
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): Iwt2BossId {
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const dungeonBosses: Iwt2BossId[] = variant === 'pvp'
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? ['yian-kut-ku', 'great-jaggi', 'bulldrome', 'khezu']
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: ['bulldrome', 'yian-kut-ku', 'great-jaggi', 'khezu']
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const raidBosses: Iwt2BossId[] = ['khezu', 'great-jaggi', 'yian-kut-ku', 'bulldrome']
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const stadiumBosses: Iwt2BossId[] = ['great-jaggi', 'yian-kut-ku', 'khezu', 'bulldrome']
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const pool = contentType === 'raid'
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? raidBosses
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: contentType === 'stadium'
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? stadiumBosses
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: dungeonBosses
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return pool[(stage - 1) % pool.length]
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}
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function createRoguelikeRun(
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save: Iwt2Save,
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variant: Iwt2RoguelikeVariant,
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contentType: Iwt2RoguelikeContentType,
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): Iwt2RoguelikeRunState {
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return {
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buffs: [],
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contentType,
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debuffs: [],
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...buildRoguelikeChoices(save, variant),
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stage: 1,
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variant,
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}
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}
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function buildRoguelikeChoices(save: Iwt2Save, variant: Iwt2RoguelikeVariant) {
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const abilities = abilitiesForHealer(save.character.healerStyle)
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const selfCatalog = [IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)]
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const debuffCatalog = buildIwt2OpponentDebuffChoices(abilities)
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return {
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selfChoices: chooseRunChoices(selfCatalog, IWT2_ROGUELIKE_CHOICE_COUNT),
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debuffChoices: variant === 'pvp'
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? chooseRunChoices(debuffCatalog, IWT2_ROGUELIKE_CHOICE_COUNT)
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: [],
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}
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}
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function summarizeIwt2Buffs(save: Iwt2Save, buffs: Iwt2RoguelikeSelfBuffId[]) {
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if (buffs.length === 0) return ''
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const abilities = abilitiesForHealer(save.character.healerStyle)
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return summarizeChoiceStacks(
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buffs,
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[IWT2_REVIVE_PARTY_CHOICE, ...buildIwt2SelfBuffChoices(abilities)],
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'None',
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)
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}
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function summarizeIwt2Debuffs(save: Iwt2Save, debuffs: Iwt2RoguelikeOpponentDebuffId[]) {
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if (debuffs.length === 0) return ''
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const abilities = abilitiesForHealer(save.character.healerStyle)
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return summarizeChoiceStacks(
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debuffs,
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buildIwt2OpponentDebuffChoices(abilities),
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'None',
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)
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}
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function applyRoguelikeChoice(
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run: Iwt2RoguelikeRunState,
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buffId: Iwt2RoguelikeSelfBuffId,
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debuffId: Iwt2RoguelikeOpponentDebuffId | undefined,
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save: Iwt2Save,
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): Iwt2RoguelikeRunState {
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const nextDebuffs = debuffId ? [...run.debuffs, debuffId] : run.debuffs
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const nextBase = buffId === IWT2_REVIVE_PARTY_CHOICE.id
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? {
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buffs: run.buffs,
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debuffs: nextDebuffs.slice(1),
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}
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: {
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buffs: [...run.buffs, buffId],
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debuffs: nextDebuffs,
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}
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return {
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...run,
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...nextBase,
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...buildRoguelikeChoices(save, run.variant),
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stage: run.stage + 1,
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}
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}
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function chooseRunChoices<T>(items: readonly T[], count: number): T[] {
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const pool = [...items]
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const choices: T[] = []
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while (pool.length > 0 && choices.length < count) {
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const index = Math.floor(Math.random() * pool.length)
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const [choice] = pool.splice(index, 1)
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if (choice) choices.push(choice)
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}
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return choices
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}
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function Iwt2Header({
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onBackToGameSelect,
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save,
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Block a user