Android build v1.1.20

This commit is contained in:
Warren H
2026-07-04 21:15:04 -04:00
parent bdae0007a1
commit 81d65bc381
7 changed files with 72 additions and 55 deletions
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+2 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal" applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 98 versionCode 99
versionName "1.1.19" versionName "1.1.20"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions { aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps. // Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
+11 -7
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@@ -65,9 +65,10 @@ type BossArenaScreenProps = {
export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) { export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
const bossMetadata = IWT2_BOSS_METADATA[bossId] const bossMetadata = IWT2_BOSS_METADATA[bossId]
const pvpRoguelike = roguelikeRun?.variant === 'pvp' const pvpRoguelike = roguelikeRun?.variant === 'pvp'
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds)) const bossHealthScale = roguelikeRun ? roguelikeBossHealthScale(roguelikeRun.stage) : 1
const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale))
const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => ( const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => (
pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null
)) ))
const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({}) const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({})
const [status, setStatus] = useState<ArenaStatus>('playing') const [status, setStatus] = useState<ArenaStatus>('playing')
@@ -118,8 +119,8 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
}, [save]) }, [save])
const resetArena = useCallback(() => { const resetArena = useCallback(() => {
const next = createInitialIwt2ArenaState(bossId, bossIds) const next = createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale)
const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null
recordedKillIdsRef.current = new Set() recordedKillIdsRef.current = new Set()
abilityCooldownsRef.current = {} abilityCooldownsRef.current = {}
lastHudSignatureRef.current = arenaHudSignature(next) lastHudSignatureRef.current = arenaHudSignature(next)
@@ -130,7 +131,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
setAbilityCooldowns({}) setAbilityCooldowns({})
setSelectedOverlayAction('primary') setSelectedOverlayAction('primary')
setStatus('playing') setStatus('playing')
}, [bossId, bossIds, pvpRoguelike]) }, [bossHealthScale, bossId, bossIds, pvpRoguelike])
const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => { const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
setSelectedOverlayAction('primary') setSelectedOverlayAction('primary')
@@ -206,7 +207,6 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
} }
if (action === 'back') { if (action === 'back') {
if (statusRef.current === 'paused') setStatus('playing') if (statusRef.current === 'paused') setStatus('playing')
else onBack()
return return
} }
} }
@@ -481,7 +481,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
</button> </button>
</div> </div>
{lastDevice === 'controller' && ( {lastDevice === 'controller' && (
<small className="iwt2-result-hint">D-pad selects, A confirms, B exits</small> <small className="iwt2-result-hint">D-pad selects, A confirms</small>
)} )}
</div> </div>
</div> </div>
@@ -506,6 +506,10 @@ function formatArenaTime(seconds: number): string {
return `${minutes}:${remainder.toString().padStart(2, '0')}` return `${minutes}:${remainder.toString().padStart(2, '0')}`
} }
function roguelikeBossHealthScale(stage: number): number {
return 0.5 + Math.max(0, stage - 1) * 0.1
}
function arenaHudSignature(state: Iwt2ArenaState): string { function arenaHudSignature(state: Iwt2ArenaState): string {
return [ return [
...state.bosses.map((boss) => [ ...state.bosses.map((boss) => [
+13 -30
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@@ -665,9 +665,7 @@ export function Iwt2RoguelikeUpgradeScreen({
setSelectedIndex((current) => moveUpgradeSelection(entries, current, action)) setSelectedIndex((current) => moveUpgradeSelection(entries, current, action))
return return
} }
if (action === 'back' || action === 'pause') { if (action === 'back' || action === 'pause') return
onBack()
}
}) })
return ( return (
@@ -956,10 +954,8 @@ function nextEnabledIndex(actions: Iwt2NavAction[], current: number, direction:
} }
function activeUpgradeEntry(entries: Iwt2UpgradeNavEntry[], index: number) { function activeUpgradeEntry(entries: Iwt2UpgradeNavEntry[], index: number) {
const bounded = Math.min(index, entries.length - 1) if (entries.length === 0) return undefined
const active = entries[bounded] return entries[Math.min(index, entries.length - 1)]
if (active && !upgradeEntryDisabled(active)) return active
return entries.find((entry) => !upgradeEntryDisabled(entry))
} }
function upgradeEntryDisabled(entry: Iwt2UpgradeNavEntry) { function upgradeEntryDisabled(entry: Iwt2UpgradeNavEntry) {
@@ -967,30 +963,17 @@ function upgradeEntryDisabled(entry: Iwt2UpgradeNavEntry) {
} }
function moveUpgradeSelection(entries: Iwt2UpgradeNavEntry[], current: number, action: string) { function moveUpgradeSelection(entries: Iwt2UpgradeNavEntry[], current: number, action: string) {
const enabledEntries = entries if (entries.length === 0) return 0
.map((entry, index) => ({ entry, index }))
.filter(({ entry }) => !upgradeEntryDisabled(entry))
if (enabledEntries.length === 0) return 0
const bounded = Math.min(current, entries.length - 1) const bounded = Math.min(current, entries.length - 1)
const candidate = entries[bounded] const active = entries[bounded]
const active = candidate && !upgradeEntryDisabled(candidate) const continueIndex = entries.findIndex((entry) => entry.kind === 'upgradeContinue' || entry.kind === 'upgradeLeave')
? candidate const lastChoiceIndex = Math.max(0, continueIndex >= 0 ? continueIndex - 1 : entries.length - 1)
: enabledEntries[0]?.entry if (action === 'navigateRight') return Math.min(lastChoiceIndex, bounded + 1)
if (!active) return bounded if (action === 'navigateLeft') return Math.max(0, bounded - 1)
const candidates = enabledEntries.filter(({ entry }) => { if (action === 'navigateDown') return continueIndex >= 0 ? continueIndex : bounded
if (entry === active) return false if (action === 'navigateUp' && active?.kind === 'upgradeContinue') return lastChoiceIndex
if (action === 'navigateLeft') return entry.row === active.row && entry.column < active.column if (action === 'navigateUp' && active?.kind === 'upgradeLeave') return lastChoiceIndex
if (action === 'navigateRight') return entry.row === active.row && entry.column > active.column return bounded
if (action === 'navigateUp') return entry.row < active.row
return entry.row > active.row
})
if (candidates.length === 0) return entries.findIndex((entry) => entry === active)
candidates.sort((a, b) => {
const aPrimary = Math.abs(a.entry.row - active.row) + Math.abs(a.entry.column - active.column)
const bPrimary = Math.abs(b.entry.row - active.row) + Math.abs(b.entry.column - active.column)
return aPrimary - bPrimary || a.index - b.index
})
return candidates[0]?.index ?? bounded
} }
function moveSpatialSelection(actions: Iwt2NavAction[], current: number, action: string) { function moveSpatialSelection(actions: Iwt2NavAction[], current: number, action: string) {
+10 -5
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@@ -56,9 +56,13 @@ const INITIAL_PARTY: InitialPartyMember[] = [
{ id: 'warrior', classId: 'warrior', aiRole: 'melee', x: 515, y: 310, preferredOffset: { x: -18, y: 64 }, decisionOffset: 0.24 }, { id: 'warrior', classId: 'warrior', aiRole: 'melee', x: 515, y: 310, preferredOffset: { x: -18, y: 64 }, decisionOffset: 0.24 },
] ]
export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome', bossIds?: Iwt2BossId[]): Iwt2ArenaState { export function createInitialIwt2ArenaState(
bossId: Iwt2BossId = 'bulldrome',
bossIds?: Iwt2BossId[],
bossHealthScale = 1,
): Iwt2ArenaState {
const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId) const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId)
const bosses = initialBossIds.map((id, index) => createBossEntity(id, index)) const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, bossHealthScale))
return { return {
schemaVersion: 1, schemaVersion: 1,
time: 0, time: 0,
@@ -84,9 +88,10 @@ function chooseInitialBossIds(primaryBossId: Iwt2BossId): Iwt2BossId[] {
return [primaryBossId, random] return [primaryBossId, random]
} }
function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityState { function createBossEntity(bossId: Iwt2BossId, index: number, healthScale: number): Iwt2BossEntityState {
const bossMetadata = IWT2_BOSS_METADATA[bossId] const bossMetadata = IWT2_BOSS_METADATA[bossId]
const position = initialBossPosition(index) const position = initialBossPosition(index)
const maxHealth = Math.max(1, Math.round(bossMetadata.maxHealth * Math.max(0.01, healthScale)))
return { return {
id: bossId, id: bossId,
kind: 'boss', kind: 'boss',
@@ -95,8 +100,8 @@ function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityStat
velocity: { x: 0, y: 0 }, velocity: { x: 0, y: 0 },
facing: { x: -1, y: 0 }, facing: { x: -1, y: 0 },
radius: bossMetadata.radius, radius: bossMetadata.radius,
health: bossMetadata.maxHealth, health: maxHealth,
maxHealth: bossMetadata.maxHealth, maxHealth,
meleeCooldownRemaining: 0.6 + index * 0.25, meleeCooldownRemaining: 0.6 + index * 0.25,
chargeCooldownRemaining: initialBossSpecialCooldown(bossId) + index * 0.7, chargeCooldownRemaining: initialBossSpecialCooldown(bossId) + index * 0.7,
chargeCount: 0, chargeCount: 0,
+6 -2
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@@ -54,8 +54,12 @@ export type Iwt2ArenaState = Iwt2CoreArenaState & {
telegraphs: Iwt2ArenaTelegraph[] telegraphs: Iwt2ArenaTelegraph[]
} }
export function createInitialIwt2ArenaState(bossId?: Iwt2BossId, bossIds?: Iwt2BossId[]): Iwt2ArenaState { export function createInitialIwt2ArenaState(
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds)) bossId?: Iwt2BossId,
bossIds?: Iwt2BossId[],
bossHealthScale?: number,
): Iwt2ArenaState {
return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale))
} }
export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState { export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
+30 -9
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@@ -14,11 +14,12 @@ import {
withFallbackFacing, withFallbackFacing,
} from './vector' } from './vector'
const CENTER_LEASH_BOSS_IDS = new Set(['great-jaggi', 'khezu']) const NO_CENTER_LEASH_BOSS_IDS = new Set<string>()
const CENTER_LEASH_START_DISTANCE = 230 const CENTER_LEASH_START_DISTANCE = 230
const CENTER_LEASH_WALL_MARGIN = 96 const CENTER_LEASH_WALL_MARGIN = 96
const CENTER_LEASH_EXTRA_DISTANCE = 36 const CENTER_LEASH_EXTRA_DISTANCE = 36
const PARTY_ARRIVAL_RADIUS = 3.5 const PARTY_ARRIVAL_RADIUS = 3.5
const PARTY_SAFE_DESTINATION_PADDING = 34
export function tickPartyMember( export function tickPartyMember(
member: Iwt2PartyEntityState, member: Iwt2PartyEntityState,
@@ -128,24 +129,29 @@ function getPartyDesiredPosition(
const anchor = attackTarget?.position ?? getPrimaryBoss(state).position const anchor = attackTarget?.position ?? getPrimaryBoss(state).position
const centerLeash = getTankCenterLeashPosition(member, state) const centerLeash = getTankCenterLeashPosition(member, state)
if (centerLeash) return centerLeash if (centerLeash) return centerLeash
return { return clampPartyDestination({
x: anchor.x + member.preferredOffset.x + drift.x, x: anchor.x + member.preferredOffset.x + drift.x,
y: anchor.y + member.preferredOffset.y + drift.y, y: anchor.y + member.preferredOffset.y + drift.y,
} }, member, state)
}
function clampPartyDestination(
position: Iwt2Vec2,
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): Iwt2Vec2 {
return clampVec2ToArena(position, member.radius + PARTY_SAFE_DESTINATION_PADDING, state.bounds)
} }
function getTankCenterLeashPosition( function getTankCenterLeashPosition(
member: Iwt2PartyEntityState, member: Iwt2PartyEntityState,
state: Iwt2ArenaState, state: Iwt2ArenaState,
): Iwt2Vec2 | null { ): Iwt2Vec2 | null {
const boss = getPrimaryBoss(state) if (member.aiRole !== 'tank') return null
if (member.aiRole !== 'tank' || !CENTER_LEASH_BOSS_IDS.has(boss.bossId)) return null const boss = getCenterLeashBoss(member, state)
if (!boss) return null
const center = arenaCenter(state) const center = arenaCenter(state)
const bossCenterDistance = distanceVec2(boss.position, center)
const nearWall = isBossNearWall(boss, state)
if (!nearWall && bossCenterDistance < CENTER_LEASH_START_DISTANCE) return null
const bossMetadata = IWT2_BOSS_METADATA[boss.bossId] const bossMetadata = IWT2_BOSS_METADATA[boss.bossId]
const towardCenter = withFallbackFacing(subtractVec2(center, boss.position), { const towardCenter = withFallbackFacing(subtractVec2(center, boss.position), {
x: boss.position.x < center.x ? 1 : -1, x: boss.position.x < center.x ? 1 : -1,
@@ -159,6 +165,21 @@ function getTankCenterLeashPosition(
) )
} }
function getCenterLeashBoss(
member: Iwt2PartyEntityState,
state: Iwt2ArenaState,
): Iwt2ArenaState['boss'] | null {
const center = arenaCenter(state)
const candidates = state.bosses.filter((boss) => {
if (boss.health <= 0 || NO_CENTER_LEASH_BOSS_IDS.has(boss.bossId)) return false
return isBossNearWall(boss, state) || distanceVec2(boss.position, center) >= CENTER_LEASH_START_DISTANCE
})
if (candidates.length === 0) return null
return candidates.reduce((best, boss) => (
distanceVec2(member.position, boss.position) < distanceVec2(member.position, best.position) ? boss : best
), candidates[0])
}
function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 { function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
return { return {
x: state.bounds.width * 0.5, x: state.bounds.width * 0.5,