Android build v1.0.27
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@@ -386,6 +386,11 @@ export function CombatScreen({
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const nextFloatingTextId = useRef(1)
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const combatRef = useRef(initialCombatState)
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const selectedIdRef = useRef(partyTemplate[0].id)
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const runCombatTickRef = useRef<() => void>(() => {})
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const combatClockActiveRef = useRef(false)
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const lastCombatTickAtRef = useRef(performance.now())
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const statusRef = useRef(status)
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const pausedRef = useRef(paused)
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const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
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const encounter = encounters[encounterIndex]
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const currentPart = getCurrentPart(encounterIndex)
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@@ -415,6 +420,9 @@ export function CombatScreen({
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enabled: dualScreenEnabled,
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} = useDualScreen()
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statusRef.current = status
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pausedRef.current = paused
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useEffect(() => {
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const now = Date.now()
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runStartedAtRef.current = now
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@@ -846,9 +854,7 @@ export function CombatScreen({
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if (spell) castSpell(spell)
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})
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useEffect(() => {
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if (status !== 'playing' || paused) return
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const timer = window.setInterval(() => {
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const runCombatTick = useCallback(() => {
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const current = combatRef.current
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const nextElapsedTicks = current.elapsedTicks + 1
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const nextCooldowns = Object.fromEntries(
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@@ -1042,8 +1048,6 @@ export function CombatScreen({
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enemyHealth: nextEncounter.maxHealth,
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})
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addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
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}, TICK_MS)
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return () => window.clearInterval(timer)
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}, [
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addLog,
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addFloatingHeal,
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@@ -1065,11 +1069,43 @@ export function CombatScreen({
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profile.character.name,
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setCombat,
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startPart,
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status,
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currentPart,
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paused,
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])
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useEffect(() => {
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runCombatTickRef.current = runCombatTick
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}, [runCombatTick])
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useEffect(() => {
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if (status === 'playing' && !paused) {
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if (!combatClockActiveRef.current) {
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lastCombatTickAtRef.current = performance.now()
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combatClockActiveRef.current = true
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}
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return
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}
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combatClockActiveRef.current = false
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}, [paused, status])
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useEffect(() => {
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const timer = window.setInterval(() => {
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if (
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!combatClockActiveRef.current
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|| statusRef.current !== 'playing'
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|| pausedRef.current
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) return
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const now = performance.now()
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const dueTicks = Math.min(4, Math.floor((now - lastCombatTickAtRef.current) / TICK_MS))
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if (dueTicks <= 0) return
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lastCombatTickAtRef.current += dueTicks * TICK_MS
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for (let index = 0; index < dueTicks; index += 1) {
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if (statusRef.current !== 'playing' || pausedRef.current) return
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runCombatTickRef.current()
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}
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}, 50)
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return () => window.clearInterval(timer)
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}, [])
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useEffect(() => {
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if (
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!reward
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