Android build v1.0.31
This commit is contained in:
@@ -1,5 +1,15 @@
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
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import { INITIAL_PARTY, RAID_PARTY, type CombatLogEntry, type PartyMember, type Spell } from '../game'
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import {
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INITIAL_PARTY,
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RAID_PARTY,
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DEFAULT_GROUP_HEAL_TARGETS,
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groupHealTargets,
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partyDamageOutput,
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tankPressureTargets,
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type CombatLogEntry,
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type PartyMember,
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type Spell,
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} from '../game'
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import { completeRoguelike, type DungeonReward } from '../profile'
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import type { Ability, CharacterProfile, DungeonEncounter } from '../profile'
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import type { GameMode } from '../gameRepository'
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@@ -78,6 +88,17 @@ type FloatingCombatText = {
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value: number
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}
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type PvpRunSummary = {
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bossesKilled: number
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experienceGained: number
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previousLevel: number | null
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newLevel: number | null
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levelsGained: number
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talentPointsGained: number
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unlockedAbilities: DungeonReward['unlockedAbilities']
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loot: Array<NonNullable<DungeonReward['bonusItem']>>
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}
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const BOSS_MECHANICS: BossMechanic[] = [
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'party-pulse',
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'searing-mark',
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@@ -119,6 +140,19 @@ function formatEffectTime(ticks: number) {
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return Number.isInteger(seconds) ? `${seconds}s` : `${seconds.toFixed(1)}s`
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}
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function createEmptyPvpRunSummary(): PvpRunSummary {
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return {
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bossesKilled: 0,
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experienceGained: 0,
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previousLevel: null,
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newLevel: null,
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levelsGained: 0,
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talentPointsGained: 0,
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unlockedAbilities: [],
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loot: [],
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}
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}
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function buffStacks<T extends string>(items: T[], id: T) {
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return items.filter((item) => item === id).length
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}
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@@ -411,11 +445,13 @@ export function PvPRoguelikeScreen({
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const [playerSide, setPlayerSide] = useState<SideState>(() => starterSide(partyTemplate, maxResource))
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const [cpuSide, setCpuSide] = useState<SideState>(() => starterSide(cpuPartyTemplate, maxResource))
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const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
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const selectedIdRef = useRef(partyTemplate[0].id)
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const [elapsedTicks, setElapsedTicks] = useState(0)
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const [cpuDifficulty, setCpuDifficulty] = useState<CpuDifficulty | null>(null)
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const [queueMessage, setQueueMessage] = useState('')
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const [log, setLog] = useState<CombatLogEntry[]>([{ id: 1, text: 'Queueing opponent...', tone: 'system' }])
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const [reward, setReward] = useState<DungeonReward | null>(null)
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const [runSummary, setRunSummary] = useState<PvpRunSummary>(() => createEmptyPvpRunSummary())
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const [rewardError, setRewardError] = useState('')
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const [showEndLog, setShowEndLog] = useState(false)
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const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
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@@ -433,6 +469,8 @@ export function PvPRoguelikeScreen({
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const bossRewardClaimedRef = useRef(new Set<number>())
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const cpuDefeatedRef = useRef(false)
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const playerClearedEncounterRef = useRef(-1)
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const queuedMatchRef = useRef(false)
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const encounterPoolRef = useRef(encounterPool)
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const playerRef = useRef(playerSide)
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const cpuRef = useRef(cpuSide)
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const encounter = encounters[encounterIndex]
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@@ -459,6 +497,12 @@ export function PvPRoguelikeScreen({
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const {
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enabled: dualScreenEnabled,
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} = useDualScreen()
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const setSelectedTargetId = useCallback((id: string) => {
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selectedIdRef.current = id
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setSelectedId(id)
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}, [])
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const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
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setLog((current) => [createLogEntry(nextLogId, text, tone), ...current].slice(0, 60))
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}, [])
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@@ -473,11 +517,16 @@ export function PvPRoguelikeScreen({
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}, [])
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useEffect(() => {
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if (queuedMatchRef.current) return
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const loadedCheckpoint = loadPvpRoguelikeCheckpoint(profile.character.id, contentType)
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setCheckpointStage(loadedCheckpoint)
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setStartStage(loadedCheckpoint)
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}, [contentType, profile.character.id])
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useEffect(() => {
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encounterPoolRef.current = encounterPool
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}, [encounterPool])
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const awardBossReward = useCallback((encounterIndexValue: number) => {
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if (bossRewardClaimedRef.current.has(encounterIndexValue)) return
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bossRewardClaimedRef.current.add(encounterIndexValue)
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@@ -497,6 +546,20 @@ export function PvPRoguelikeScreen({
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)
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.then((result) => {
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setReward(result)
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setRunSummary((current) => {
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const unlockedById = new Map(current.unlockedAbilities.map((ability) => [ability.id, ability]))
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result.unlockedAbilities.forEach((ability) => unlockedById.set(ability.id, ability))
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return {
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bossesKilled: current.bossesKilled + 1,
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experienceGained: current.experienceGained + result.experienceGained,
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previousLevel: current.previousLevel ?? result.previousLevel,
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newLevel: result.newLevel,
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levelsGained: current.levelsGained + result.levelsGained,
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talentPointsGained: current.talentPointsGained + result.talentPointsGained,
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unlockedAbilities: Array.from(unlockedById.values()),
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loot: result.bonusItem ? [...current.loot, result.bonusItem] : current.loot,
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}
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})
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onProfileUpdated(result.profile)
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if (result.bonusItem) {
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addLog(
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@@ -532,8 +595,9 @@ export function PvPRoguelikeScreen({
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: null)
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}, [opponentDebuffChoicesCatalog, selfBuffChoicesCatalog])
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useEffect(() => {
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const firstSegment = buildEncounterSegment(encounterPool, startStage, contentType)
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const startMatch = useCallback((nextStartStage?: number) => {
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const matchStartStage = nextStartStage ?? loadPvpRoguelikeCheckpoint(profile.character.id, contentType)
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const firstSegment = buildEncounterSegment(encounterPoolRef.current, matchStartStage, contentType)
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const firstEncounter = firstSegment[0]
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const basePlayer = starterSide(partyTemplate, maxResource)
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const baseCpu = starterSide(cpuPartyTemplate, maxResource)
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@@ -543,15 +607,18 @@ export function PvPRoguelikeScreen({
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cpuRef.current = baseCpu
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nextLogId.current = 2
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playerClearedEncounterRef.current = -1
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queuedMatchRef.current = true
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bossRewardClaimedRef.current = new Set()
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setEncounters(firstSegment)
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setEncounterIndex(0)
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setStage(startStage)
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setCheckpointStage(matchStartStage)
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setStartStage(matchStartStage)
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setStage(matchStartStage)
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setElapsedTicks(0)
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setStatus('queueing')
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setPlayerSide(basePlayer)
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setCpuSide(baseCpu)
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setSelectedId(partyTemplate[0].id)
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setSelectedTargetId(partyTemplate[0].id)
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setPlayerBuffChoices([])
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setPlayerDebuffChoices([])
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setSelectedBuff(null)
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@@ -560,6 +627,7 @@ export function PvPRoguelikeScreen({
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setPaused(false)
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setTargetGroup(0)
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setReward(null)
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setRunSummary(createEmptyPvpRunSummary())
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setRewardError('')
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setShowEndLog(false)
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setFloatingTexts([])
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@@ -569,26 +637,28 @@ export function PvPRoguelikeScreen({
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cpuDefeatedRef.current = false
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if (gameMode === 'offline') {
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const randomCpu = randomCpuDifficulty()
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setQueueMessage(`Offline mode. CPU ${randomCpu} enters at stage ${startStage}.`)
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setQueueMessage(`Offline mode. CPU ${randomCpu} enters at stage ${matchStartStage}.`)
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setCpuDifficulty(randomCpu)
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setLog([{ id: 1, text: `Offline mode. CPU ${randomCpu} enters at stage ${startStage}.`, tone: 'system' }])
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setLog([{ id: 1, text: `Offline mode. CPU ${randomCpu} enters at stage ${matchStartStage}.`, tone: 'system' }])
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const timer = window.setTimeout(() => {
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setStatus('playing')
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addLog(`Stage ${startStage} begins against CPU ${randomCpu}.`, 'system')
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addLog(`Stage ${matchStartStage} begins against CPU ${randomCpu}.`, 'system')
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}, 500)
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return () => window.clearTimeout(timer)
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}
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setQueueMessage(`Searching queue. Stage ${startStage} start ready.`)
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setLog([{ id: 1, text: `Searching queue. Stage ${startStage} start ready.`, tone: 'system' }])
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setQueueMessage(`Searching queue. Stage ${matchStartStage} start ready.`)
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setLog([{ id: 1, text: `Searching queue. Stage ${matchStartStage} start ready.`, tone: 'system' }])
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const timer = window.setTimeout(() => {
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const randomCpu = randomCpuDifficulty()
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setCpuDifficulty(randomCpu)
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setQueueMessage(`No queued player found. CPU ${randomCpu} steps in.`)
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setStatus('playing')
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addLog(`No queued player found. CPU ${randomCpu} steps in at stage ${startStage}.`, 'system')
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addLog(`No queued player found. CPU ${randomCpu} steps in at stage ${matchStartStage}.`, 'system')
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}, 1400)
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return () => window.clearTimeout(timer)
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}, [addLog, contentType, cpuPartyTemplate, encounterPool, gameMode, maxResource, partyTemplate, startStage])
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}, [addLog, contentType, cpuPartyTemplate, gameMode, maxResource, partyTemplate, profile.character.id, setSelectedTargetId])
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useEffect(() => startMatch(), [startMatch])
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const applySpell = useCallback((
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current: SideState,
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@@ -611,6 +681,11 @@ export function PvPRoguelikeScreen({
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const hotTargets = new Set(spell.kind === 'hot' ? [targetId] : [])
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const shieldTargets = new Set(spell.kind === 'shield' ? [targetId] : [])
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const extraTargets = buffStacks(buffs, `slot${spell.key as SlotKey}-extra-target` as SelfBuffId)
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const groupTargets = new Set(
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spell.kind === 'group'
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? groupHealTargets(current.party, DEFAULT_GROUP_HEAL_TARGETS + extraTargets).map((member) => member.id)
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: [],
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)
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for (let index = 0; index < extraTargets; index += 1) {
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if (spell.kind === 'group') break
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if (spell.kind === 'hot') {
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@@ -629,6 +704,7 @@ export function PvPRoguelikeScreen({
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const nextParty = current.party.map((member) => {
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if (member.health <= 0) return member
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if (spell.kind === 'group') {
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if (!groupTargets.has(member.id)) return member
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const groupPower = Math.round(spell.power * (1.25 ** buffStacks(buffs, 'group-heal-boost')))
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const nextHealth = healMember(member, groupPower, debuffs)
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addFloatingHeal(sideName, member.id, Math.max(0, nextHealth - member.health))
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@@ -687,29 +763,30 @@ export function PvPRoguelikeScreen({
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const castPlayerSpell = useCallback((spell: Spell) => {
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if (status !== 'playing' || playerDone || !playerAlive) return
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const targetId = selectedIdRef.current
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const succeeded = applySpell(playerRef.current, (value) => {
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const next = typeof value === 'function' ? value(playerRef.current) : value
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playerRef.current = next
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setPlayerSide(next)
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}, 'player', playerRef.current.buffs, playerRef.current.debuffs, spell, selectedId)
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if (succeeded) addLog(`${spell.name} cast on ${playerRef.current.party.find((member) => member.id === selectedId)?.name ?? 'target'}.`, 'heal')
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}, [addLog, applySpell, playerAlive, playerDone, selectedId, status])
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}, 'player', playerRef.current.buffs, playerRef.current.debuffs, spell, targetId)
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if (succeeded) addLog(`${spell.name} cast on ${playerRef.current.party.find((member) => member.id === targetId)?.name ?? 'target'}.`, 'heal')
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}, [addLog, applySpell, playerAlive, playerDone, status])
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const selectRelativeTarget = useCallback((direction: -1 | 1) => {
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const living = playerRef.current.party.filter((member) => member.health > 0)
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if (living.length === 0) return
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const currentIndex = living.findIndex((member) => member.id === selectedId)
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const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
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const nextIndex = currentIndex < 0
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? 0
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: (currentIndex + direction + living.length) % living.length
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setSelectedId(living[nextIndex].id)
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}, [selectedId])
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setSelectedTargetId(living[nextIndex].id)
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}, [setSelectedTargetId])
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const selectDirectionalTarget = useCallback((action: InputAction) => {
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const currentIndex = playerRef.current.party.findIndex((member) => member.id === selectedId)
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const currentIndex = playerRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
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if (currentIndex < 0) {
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const firstLiving = playerRef.current.party.find((member) => member.health > 0)
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if (firstLiving) setSelectedId(firstLiving.id)
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if (firstLiving) setSelectedTargetId(firstLiving.id)
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return
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}
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const currentRow = Math.floor(currentIndex / partyColumns)
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@@ -736,14 +813,14 @@ export function PvPRoguelikeScreen({
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const bSecondary = horizontal ? 0 : Math.abs(b.column - currentColumn)
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return aPrimary - bPrimary || aSecondary - bSecondary
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})
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if (candidates[0]) setSelectedId(candidates[0].member.id)
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}, [partyColumns, selectedId])
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if (candidates[0]) setSelectedTargetId(candidates[0].member.id)
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}, [partyColumns, setSelectedTargetId])
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const selectDirectTarget = useCallback((slot: number) => {
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const index = slot + (contentType === 'raid' ? targetGroup * 6 : 0)
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const member = playerRef.current.party[index]
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if (member?.health > 0) setSelectedId(member.id)
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}, [contentType, targetGroup])
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if (member?.health > 0) setSelectedTargetId(member.id)
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}, [contentType, setSelectedTargetId, targetGroup])
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const cpuTakeTurn = useCallback(() => {
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if (!cpuDifficulty || status !== 'playing' || cpuDone || !cpuAlive) return
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@@ -790,10 +867,14 @@ export function PvPRoguelikeScreen({
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const appliesHealingReduction = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 9 === 0 && mechanics.includes('healing-reduction')
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const appliesPoison = encounterValue.isBoss && elapsedTicks > 0 && elapsedTicks % 12 === 0 && mechanics.includes('ramping-poison')
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const damageMultiplier = incomingDamageMultiplier(side.debuffs)
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const tankPressure = tankPressureTargets(side.party)
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const tankPressureIds = new Set(tankPressure.targets.map((member) => member.id))
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const nextParty = side.party.map((member) => {
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if (member.health <= 0) return member
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let damage = member.id === primaryTarget.id ? encounterValue.damage : 0
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if (member.role === 'Tank') damage += encounterValue.tankDamage
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if (tankPressureIds.has(member.id)) {
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damage += Math.round(encounterValue.tankDamage * tankPressure.multiplier)
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}
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if (bossPulse) damage += 10
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if (member.debuff) damage += 6
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const nextPoisonStacks = appliesPoison && member.id === primaryTarget.id
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@@ -842,7 +923,7 @@ export function PvPRoguelikeScreen({
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cooldowns: Object.fromEntries(
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Object.entries(side.cooldowns).map(([id, seconds]) => [id, Math.max(0, seconds - TICK_MS / 1000)]),
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),
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enemyHealth: Math.max(0, side.enemyHealth - encounterValue.partyDamage),
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enemyHealth: Math.max(0, side.enemyHealth - partyDamageOutput(nextParty, encounterValue.partyDamage)),
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}
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}, [addFloatingHeal, elapsedTicks, maxResource])
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@@ -895,6 +976,12 @@ export function PvPRoguelikeScreen({
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addLog(`CPU ${cpuDifficulty ?? 1} fell. Finish the boss for XP.`, 'loot')
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}
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if (nextPlayer.enemyHealth <= 0) {
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if (encounter.isBoss && cpuDefeatedRef.current) {
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finishRoguelikeRun()
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setStatus('won')
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addLog('CPU defeated. Match complete.', 'loot')
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return
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}
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addLog(`${encounter.enemyName} cleared. Choose your next edge.`, 'loot')
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beginUpgradePhase()
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}
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@@ -955,10 +1042,17 @@ export function PvPRoguelikeScreen({
|
||||
}
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const clearedBoss = encounter.isBoss
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if (clearedBoss && cpuDefeatedRef.current) {
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finishRoguelikeRun()
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setStatus('won')
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addLog('CPU defeated. Match complete.', 'loot')
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return
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}
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const nextStage = clearedBoss ? stage + 1 : stage
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const nextSegment = clearedBoss ? buildEncounterSegment(encounterPool, nextStage, contentType) : []
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const nextEncounter = clearedBoss ? nextSegment[0] : encounters[encounterIndex + 1]
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if (!nextEncounter) {
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finishRoguelikeRun()
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setStatus('won')
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addLog('No further encounters remain.', 'loot')
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return
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@@ -1007,7 +1101,7 @@ export function PvPRoguelikeScreen({
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setElapsedTicks(0)
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setStatus('playing')
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addLog(`You chose ${selectedBuff.name} and ${selectedDebuff.name}. CPU ${cpuDifficulty} chose ${cpuBuff.name} and ${cpuDebuff.name}.`, 'system')
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}, [addLog, contentType, cpuDifficulty, encounter, encounterIndex, encounterPool, encounters, maxResource, opponentDebuffChoicesCatalog, selectedBuff, selectedDebuff, selfBuffChoicesCatalog, stage, starterSpells])
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}, [addLog, contentType, cpuDifficulty, encounter, encounterIndex, encounterPool, encounters, finishRoguelikeRun, maxResource, opponentDebuffChoicesCatalog, selectedBuff, selectedDebuff, selfBuffChoicesCatalog, stage, starterSpells])
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||||
useGameAction((action) => {
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||||
if (action === 'pause' || action === 'back') {
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@@ -1036,9 +1130,9 @@ export function PvPRoguelikeScreen({
|
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setTargetGroup((current) => {
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const groupCount = Math.max(1, Math.ceil(playerRef.current.party.length / 6))
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const next = ((current + 1) % groupCount) as 0 | 1 | 2
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const selectedIndex = playerRef.current.party.findIndex((member) => member.id === selectedId)
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const selectedIndex = playerRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
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const nextMember = playerRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
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if (nextMember?.health > 0) setSelectedId(nextMember.id)
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if (nextMember?.health > 0) setSelectedTargetId(nextMember.id)
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return next
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})
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return
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@@ -1128,7 +1222,7 @@ export function PvPRoguelikeScreen({
|
||||
{dualScreenEnabled && status !== 'queueing' && (
|
||||
<DualScreenTopCombat
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||||
state={dualScreenState}
|
||||
onSelectTarget={setSelectedId}
|
||||
onSelectTarget={setSelectedTargetId}
|
||||
/>
|
||||
)}
|
||||
|
||||
@@ -1152,7 +1246,7 @@ export function PvPRoguelikeScreen({
|
||||
<button
|
||||
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'down' : ''}`}
|
||||
key={`player-${member.id}`}
|
||||
onClick={() => setSelectedId(member.id)}
|
||||
onClick={() => setSelectedTargetId(member.id)}
|
||||
type="button"
|
||||
>
|
||||
<div className="member-header">
|
||||
@@ -1351,9 +1445,39 @@ export function PvPRoguelikeScreen({
|
||||
<h2>{status === 'won' ? `CPU ${cpuDifficulty} Falls` : `CPU ${cpuDifficulty} Wins`}</h2>
|
||||
<p>{finalEncountersCleared} encounters cleared.</p>
|
||||
<div className="reward-summary">
|
||||
{!reward && !rewardError && <p>Boss kills grant XP immediately.</p>}
|
||||
<p>{runSummary.bossesKilled} bosses killed.</p>
|
||||
<p>+{runSummary.experienceGained} XP</p>
|
||||
{runSummary.bossesKilled > 0 && !reward && !rewardError && <p>Final boss rewards still recording...</p>}
|
||||
{rewardError && <p className="reward-error">{rewardError}</p>}
|
||||
{reward && (
|
||||
{runSummary.levelsGained > 0 && runSummary.previousLevel !== null && runSummary.newLevel !== null && (
|
||||
<p className="level-gain">
|
||||
Level {runSummary.previousLevel} to {runSummary.newLevel}
|
||||
<small>+{runSummary.talentPointsGained} talent point{runSummary.talentPointsGained === 1 ? '' : 's'}</small>
|
||||
</p>
|
||||
)}
|
||||
{runSummary.unlockedAbilities.map((ability) => (
|
||||
<p className="ability-unlock" key={ability.id}>
|
||||
<span>{ability.glyph}</span>
|
||||
Ability Unlocked: {ability.name}
|
||||
</p>
|
||||
))}
|
||||
<div className="run-loot-rolls">
|
||||
{runSummary.loot.length > 0 ? runSummary.loot.map((item, index) => (
|
||||
<div className="dropped" key={`${item.id}-${index}`}>
|
||||
<strong>Boss {index + 1}</strong>
|
||||
<span>
|
||||
{item.glyph} {item.name} x{item.quantity}
|
||||
{item.duplicate ? ` (owned x${item.quantityAfter})` : ''}
|
||||
</span>
|
||||
</div>
|
||||
)) : (
|
||||
<div>
|
||||
<strong>Loot</strong>
|
||||
<span>No boss loot awarded</span>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
{reward && runSummary.bossesKilled === 0 && (
|
||||
<>
|
||||
<p>+{reward.experienceGained} XP</p>
|
||||
{reward.levelsGained > 0 && (
|
||||
@@ -1392,6 +1516,7 @@ export function PvPRoguelikeScreen({
|
||||
)}
|
||||
</>
|
||||
)}
|
||||
<button onClick={() => startMatch()} type="button">Queue Next Match</button>
|
||||
<button className="secondary-result-button" onClick={onExit} type="button">Back to Roguelike</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user