Android build v1.1.20
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@@ -7,8 +7,8 @@ android {
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applicationId "com.warren.iwanttoheal"
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minSdkVersion rootProject.ext.minSdkVersion
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targetSdkVersion rootProject.ext.targetSdkVersion
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versionCode 98
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versionName "1.1.19"
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versionCode 99
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versionName "1.1.20"
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testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
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aaptOptions {
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// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
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@@ -65,9 +65,10 @@ type BossArenaScreenProps = {
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export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSaveUpdated, roguelikeRun }: BossArenaScreenProps) {
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const bossMetadata = IWT2_BOSS_METADATA[bossId]
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const pvpRoguelike = roguelikeRun?.variant === 'pvp'
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const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds))
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const bossHealthScale = roguelikeRun ? roguelikeBossHealthScale(roguelikeRun.stage) : 1
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const [arenaState, setArenaState] = useState<Iwt2ArenaState>(() => createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale))
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const [opponentArenaState, setOpponentArenaState] = useState<Iwt2ArenaState | null>(() => (
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pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null
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pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null
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))
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const [abilityCooldowns, setAbilityCooldowns] = useState<Record<string, number>>({})
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const [status, setStatus] = useState<ArenaStatus>('playing')
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@@ -118,8 +119,8 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
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}, [save])
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const resetArena = useCallback(() => {
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const next = createInitialIwt2ArenaState(bossId, bossIds)
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const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds) : null
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const next = createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale)
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const nextOpponentState = pvpRoguelike ? createInitialIwt2ArenaState(bossId, bossIds, bossHealthScale) : null
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recordedKillIdsRef.current = new Set()
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abilityCooldownsRef.current = {}
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lastHudSignatureRef.current = arenaHudSignature(next)
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@@ -130,7 +131,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
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setAbilityCooldowns({})
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setSelectedOverlayAction('primary')
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setStatus('playing')
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}, [bossId, bossIds, pvpRoguelike])
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}, [bossHealthScale, bossId, bossIds, pvpRoguelike])
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const showOverlay = useCallback((nextStatus: Exclude<ArenaStatus, 'playing'>) => {
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setSelectedOverlayAction('primary')
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@@ -206,7 +207,6 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
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}
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if (action === 'back') {
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if (statusRef.current === 'paused') setStatus('playing')
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else onBack()
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return
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}
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}
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@@ -481,7 +481,7 @@ export function BossArenaScreen({ bossId, bossIds, modeLabel, save, onBack, onSa
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</button>
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</div>
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{lastDevice === 'controller' && (
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<small className="iwt2-result-hint">D-pad selects, A confirms, B exits</small>
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<small className="iwt2-result-hint">D-pad selects, A confirms</small>
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)}
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</div>
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</div>
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@@ -506,6 +506,10 @@ function formatArenaTime(seconds: number): string {
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return `${minutes}:${remainder.toString().padStart(2, '0')}`
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}
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function roguelikeBossHealthScale(stage: number): number {
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return 0.5 + Math.max(0, stage - 1) * 0.1
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}
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function arenaHudSignature(state: Iwt2ArenaState): string {
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return [
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...state.bosses.map((boss) => [
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@@ -665,9 +665,7 @@ export function Iwt2RoguelikeUpgradeScreen({
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setSelectedIndex((current) => moveUpgradeSelection(entries, current, action))
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return
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}
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if (action === 'back' || action === 'pause') {
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onBack()
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}
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if (action === 'back' || action === 'pause') return
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})
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return (
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@@ -956,10 +954,8 @@ function nextEnabledIndex(actions: Iwt2NavAction[], current: number, direction:
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}
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function activeUpgradeEntry(entries: Iwt2UpgradeNavEntry[], index: number) {
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const bounded = Math.min(index, entries.length - 1)
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const active = entries[bounded]
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if (active && !upgradeEntryDisabled(active)) return active
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return entries.find((entry) => !upgradeEntryDisabled(entry))
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if (entries.length === 0) return undefined
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return entries[Math.min(index, entries.length - 1)]
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}
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function upgradeEntryDisabled(entry: Iwt2UpgradeNavEntry) {
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@@ -967,30 +963,17 @@ function upgradeEntryDisabled(entry: Iwt2UpgradeNavEntry) {
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}
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function moveUpgradeSelection(entries: Iwt2UpgradeNavEntry[], current: number, action: string) {
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const enabledEntries = entries
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.map((entry, index) => ({ entry, index }))
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.filter(({ entry }) => !upgradeEntryDisabled(entry))
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if (enabledEntries.length === 0) return 0
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if (entries.length === 0) return 0
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const bounded = Math.min(current, entries.length - 1)
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const candidate = entries[bounded]
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const active = candidate && !upgradeEntryDisabled(candidate)
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? candidate
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: enabledEntries[0]?.entry
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if (!active) return bounded
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const candidates = enabledEntries.filter(({ entry }) => {
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if (entry === active) return false
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if (action === 'navigateLeft') return entry.row === active.row && entry.column < active.column
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if (action === 'navigateRight') return entry.row === active.row && entry.column > active.column
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if (action === 'navigateUp') return entry.row < active.row
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return entry.row > active.row
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})
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if (candidates.length === 0) return entries.findIndex((entry) => entry === active)
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candidates.sort((a, b) => {
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const aPrimary = Math.abs(a.entry.row - active.row) + Math.abs(a.entry.column - active.column)
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const bPrimary = Math.abs(b.entry.row - active.row) + Math.abs(b.entry.column - active.column)
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return aPrimary - bPrimary || a.index - b.index
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})
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return candidates[0]?.index ?? bounded
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const active = entries[bounded]
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const continueIndex = entries.findIndex((entry) => entry.kind === 'upgradeContinue' || entry.kind === 'upgradeLeave')
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const lastChoiceIndex = Math.max(0, continueIndex >= 0 ? continueIndex - 1 : entries.length - 1)
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if (action === 'navigateRight') return Math.min(lastChoiceIndex, bounded + 1)
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if (action === 'navigateLeft') return Math.max(0, bounded - 1)
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if (action === 'navigateDown') return continueIndex >= 0 ? continueIndex : bounded
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if (action === 'navigateUp' && active?.kind === 'upgradeContinue') return lastChoiceIndex
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if (action === 'navigateUp' && active?.kind === 'upgradeLeave') return lastChoiceIndex
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return bounded
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}
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function moveSpatialSelection(actions: Iwt2NavAction[], current: number, action: string) {
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@@ -56,9 +56,13 @@ const INITIAL_PARTY: InitialPartyMember[] = [
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{ id: 'warrior', classId: 'warrior', aiRole: 'melee', x: 515, y: 310, preferredOffset: { x: -18, y: 64 }, decisionOffset: 0.24 },
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]
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export function createInitialIwt2ArenaState(bossId: Iwt2BossId = 'bulldrome', bossIds?: Iwt2BossId[]): Iwt2ArenaState {
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export function createInitialIwt2ArenaState(
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bossId: Iwt2BossId = 'bulldrome',
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bossIds?: Iwt2BossId[],
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bossHealthScale = 1,
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): Iwt2ArenaState {
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const initialBossIds = bossIds?.length ? bossIds.slice(0, 2) : chooseInitialBossIds(bossId)
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const bosses = initialBossIds.map((id, index) => createBossEntity(id, index))
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const bosses = initialBossIds.map((id, index) => createBossEntity(id, index, bossHealthScale))
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return {
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schemaVersion: 1,
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time: 0,
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@@ -84,9 +88,10 @@ function chooseInitialBossIds(primaryBossId: Iwt2BossId): Iwt2BossId[] {
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return [primaryBossId, random]
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}
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function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityState {
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function createBossEntity(bossId: Iwt2BossId, index: number, healthScale: number): Iwt2BossEntityState {
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const bossMetadata = IWT2_BOSS_METADATA[bossId]
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const position = initialBossPosition(index)
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const maxHealth = Math.max(1, Math.round(bossMetadata.maxHealth * Math.max(0.01, healthScale)))
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return {
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id: bossId,
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kind: 'boss',
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@@ -95,8 +100,8 @@ function createBossEntity(bossId: Iwt2BossId, index: number): Iwt2BossEntityStat
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velocity: { x: 0, y: 0 },
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facing: { x: -1, y: 0 },
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radius: bossMetadata.radius,
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health: bossMetadata.maxHealth,
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maxHealth: bossMetadata.maxHealth,
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health: maxHealth,
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maxHealth,
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meleeCooldownRemaining: 0.6 + index * 0.25,
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chargeCooldownRemaining: initialBossSpecialCooldown(bossId) + index * 0.7,
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chargeCount: 0,
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@@ -54,8 +54,12 @@ export type Iwt2ArenaState = Iwt2CoreArenaState & {
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telegraphs: Iwt2ArenaTelegraph[]
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}
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export function createInitialIwt2ArenaState(bossId?: Iwt2BossId, bossIds?: Iwt2BossId[]): Iwt2ArenaState {
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return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds))
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export function createInitialIwt2ArenaState(
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bossId?: Iwt2BossId,
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bossIds?: Iwt2BossId[],
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bossHealthScale?: number,
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): Iwt2ArenaState {
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return decorateArenaState(createCoreIwt2ArenaState(bossId, bossIds, bossHealthScale))
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}
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export function tickIwt2Arena(state: Iwt2ArenaState, input: Iwt2ArenaInput, dt: number): Iwt2ArenaState {
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@@ -14,11 +14,12 @@ import {
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withFallbackFacing,
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} from './vector'
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const CENTER_LEASH_BOSS_IDS = new Set(['great-jaggi', 'khezu'])
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const NO_CENTER_LEASH_BOSS_IDS = new Set<string>()
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const CENTER_LEASH_START_DISTANCE = 230
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const CENTER_LEASH_WALL_MARGIN = 96
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const CENTER_LEASH_EXTRA_DISTANCE = 36
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const PARTY_ARRIVAL_RADIUS = 3.5
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const PARTY_SAFE_DESTINATION_PADDING = 34
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export function tickPartyMember(
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member: Iwt2PartyEntityState,
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@@ -128,24 +129,29 @@ function getPartyDesiredPosition(
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const anchor = attackTarget?.position ?? getPrimaryBoss(state).position
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const centerLeash = getTankCenterLeashPosition(member, state)
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if (centerLeash) return centerLeash
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return {
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return clampPartyDestination({
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x: anchor.x + member.preferredOffset.x + drift.x,
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y: anchor.y + member.preferredOffset.y + drift.y,
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}, member, state)
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}
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function clampPartyDestination(
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position: Iwt2Vec2,
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member: Iwt2PartyEntityState,
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state: Iwt2ArenaState,
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): Iwt2Vec2 {
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return clampVec2ToArena(position, member.radius + PARTY_SAFE_DESTINATION_PADDING, state.bounds)
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}
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function getTankCenterLeashPosition(
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member: Iwt2PartyEntityState,
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state: Iwt2ArenaState,
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): Iwt2Vec2 | null {
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const boss = getPrimaryBoss(state)
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if (member.aiRole !== 'tank' || !CENTER_LEASH_BOSS_IDS.has(boss.bossId)) return null
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if (member.aiRole !== 'tank') return null
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const boss = getCenterLeashBoss(member, state)
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if (!boss) return null
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const center = arenaCenter(state)
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const bossCenterDistance = distanceVec2(boss.position, center)
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const nearWall = isBossNearWall(boss, state)
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if (!nearWall && bossCenterDistance < CENTER_LEASH_START_DISTANCE) return null
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const bossMetadata = IWT2_BOSS_METADATA[boss.bossId]
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const towardCenter = withFallbackFacing(subtractVec2(center, boss.position), {
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x: boss.position.x < center.x ? 1 : -1,
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@@ -159,6 +165,21 @@ function getTankCenterLeashPosition(
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)
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}
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function getCenterLeashBoss(
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member: Iwt2PartyEntityState,
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state: Iwt2ArenaState,
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): Iwt2ArenaState['boss'] | null {
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const center = arenaCenter(state)
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const candidates = state.bosses.filter((boss) => {
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if (boss.health <= 0 || NO_CENTER_LEASH_BOSS_IDS.has(boss.bossId)) return false
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return isBossNearWall(boss, state) || distanceVec2(boss.position, center) >= CENTER_LEASH_START_DISTANCE
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})
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if (candidates.length === 0) return null
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return candidates.reduce((best, boss) => (
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distanceVec2(member.position, boss.position) < distanceVec2(member.position, best.position) ? boss : best
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), candidates[0])
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}
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function arenaCenter(state: Iwt2ArenaState): Iwt2Vec2 {
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return {
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x: state.bounds.width * 0.5,
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