Android build v1.1.13
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@@ -11,6 +11,7 @@
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## Input Requirements
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- Every game screen, menu, dialog, overlay, and gameplay interaction must be fully navigable by controller at all times.
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- Any time a screen, menu, dialog, overlay, or gameplay interaction is added or changed, verify controller navigation still works for that surface before considering the work complete.
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- Controller navigation must not depend on touch, mouse, keyboard, or hidden developer-only shortcuts.
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- Focus state must always be visible and predictable when controller navigation is active.
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- Avoid interaction patterns that trap focus, lose focus, or require precise pointer input.
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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 91
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versionName "1.1.12"
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versionCode 92
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versionName "1.1.13"
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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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@@ -944,24 +944,23 @@ export function PvpStadiumScreen({
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const finishShop = useCallback(() => {
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if (shopReady || status !== 'shop') return
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const liveMatch = liveMatchRef.current
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if (!liveMatch) {
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startNextRound()
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return
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}
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setShopReady(true)
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submittedShopRef.current = true
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setPlayerSide((current) => {
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const next = { ...current, shopReady: true }
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playerRef.current = next
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return next
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})
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if (liveMatchRef.current) {
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submitPvpUpgradeChoice(liveMatchRef.current.id, {
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const readyPlayer = { ...playerRef.current, shopReady: true }
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playerRef.current = readyPlayer
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setPlayerSide(readyPlayer)
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submitPvpUpgradeChoice(liveMatch.id, {
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encounterIndex: roundIndex,
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buffId: 'stadium-shop',
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debuffId: '',
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purchases: playerRef.current.buffs,
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shopReady: true,
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}).catch(() => undefined)
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return
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}
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startNextRound()
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}, [roundIndex, shopReady, startNextRound, status])
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const { rematchRequested, rematchMessage, handleRematch } = usePvpLiveMatchSync<StadiumSideState, LivePvpMatch>({
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