Update game 1.0.27
This commit is contained in:
+21
-3
@@ -138,9 +138,12 @@ services:
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The app listens inside Docker on port `4173`. The database lives at
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`/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is
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mounted into the container as `/app/data`. The startup command installs
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dependencies, applies schema migrations, builds the web app, and starts the
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production server.
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mounted into the container as `/app/data`. This is persistent runtime data, not
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code. Do not commit it and do not copy the Mac `data/game.db` over it during
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deploys.
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The startup command installs dependencies, applies schema/static-content
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updates, builds the web app, and starts the production server.
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Test the local TrueNAS service:
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@@ -220,11 +223,22 @@ cd /mnt/usbssds/apps/iwanttoheal/app
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git pull
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```
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Before restarting, back up the persistent database:
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```sh
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cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
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"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
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```
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Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app
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command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on
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startup, so dependency, schema, and browser bundle changes are applied each time
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the container restarts.
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`npm run db:init` updates schema and seeded static game content. It should not
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erase accounts, characters, inventory, or save progress. Character resets are
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separate manual operations and should only be run intentionally.
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Normal update workflow:
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```sh
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@@ -236,10 +250,14 @@ git push origin main
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# TrueNAS shell
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cd /mnt/usbssds/apps/iwanttoheal/app
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git pull
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cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
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"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
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```
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Then restart the TrueNAS app.
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For the shorter checklist, see [docs/push-updates.md](docs/push-updates.md).
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### Existing auth-only app
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If `iwanttoheal-auth` was already created during earlier testing, the simplest
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@@ -57,13 +57,13 @@ For an online production build, see [DEPLOYMENT.md](DEPLOYMENT.md).
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- Dungeon XP rewards, level-up handling, talent-point awards, and ability unlocks
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- SQLite-backed class talent trees with ranks, tiers, prerequisites, refunds,
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and immediate persistence
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- Seven equipment slots, starter item-level 1 gear, inventory comparison, and
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persistent equipping
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- Nine equipment slots, empty starter inventory, craftable item-level 1 gear,
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inventory comparison, and persistent equipping
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- Aggregate item level, healing power, and resource bonuses that affect combat
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- Five SQLite-authored dungeon difficulty tiers with level gates, combat
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scaling, XP multipliers, and item-level reward bands
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- Encounter-specific weighted loot tables for every difficulty, with authored
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drop chances, slot pools, and item-level 5 through 25 reward variants
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- Four playable SQLite-authored content tiers at item levels 1, 10, 20, and 25
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with level gates, combat scaling, XP multipliers, and reward bands
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- Gear progression through item levels 1, 5, 10, 15, 20, and 25 with
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boss-coin crafting and upgrade steps
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- One live loot roll per defeated encounter, shown in the combat log and
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dungeon-complete summary
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- Atomic inventory awards with retry-safe roll records and stacked duplicate
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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 42
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versionName "1.0.25"
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versionCode 43
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versionName "1.0.27"
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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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@@ -11,7 +11,7 @@ import java.io.File;
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public abstract class ControllerBridgeActivity extends BridgeActivity {
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public static final String EXTRA_INITIAL_URL = "com.warren.iwanttoheal.INITIAL_URL";
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private static final long DPAD_THROTTLE_MS = 125;
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private static final long DPAD_THROTTLE_MS = 220;
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private long lastDpadDispatchAt = 0;
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@Override
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+105
-30
@@ -25,28 +25,35 @@ WHERE slug = 'citadel-of-the-ember-crown';
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INSERT OR IGNORE INTO difficulties
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(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
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VALUES
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(1, 'initiate', 'Initiate', 5, 1, 1.0, 1.0, 1.0, 'Entry-level dungeon difficulty.'),
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(2, 'veteran', 'Veteran', 10, 5, 1.35, 1.2, 1.5, 'Enemies deal more damage and drop stronger gear.'),
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(3, 'champion', 'Champion', 15, 10, 1.7, 1.45, 2.2, 'Demanding encounters for developed characters.'),
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(4, 'mythic', 'Mythic', 20, 15, 2.1, 1.75, 3.0, 'Endgame dungeon difficulty.'),
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(5, 'ascendant', 'Ascendant', 25, 20, 2.6, 2.1, 4.0, 'The current pinnacle difficulty.'),
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(1, 'initiate', 'Initiate', 1, 1, 0.8, 0.8, 1.0, 'Entry-level dungeon difficulty for crafting the first real set.'),
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(2, 'veteran', 'Veteran', 10, 10, 1.45, 1.25, 2.0, 'A major step up that rewards refined gear components.'),
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(3, 'champion', 'Champion', 15, 15, 1.7, 1.45, 2.2, 'Gear-only upgrade tier between Veteran and Mythic.'),
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(4, 'mythic', 'Mythic', 20, 20, 2.25, 1.85, 3.5, 'Endgame dungeon difficulty.'),
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(5, 'ascendant', 'Ascendant', 25, 25, 2.8, 2.25, 4.5, 'The current pinnacle difficulty.'),
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(101, 'raid-normal', 'Normal', 7, 1, 1.0, 1.0, 1.25, 'The opening raid difficulty, tuned for an eighteen-player party.');
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UPDATE difficulties SET
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dropped_item_level = CASE slug
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WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END,
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WHEN 'initiate' THEN 1 WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END,
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unlock_level = CASE slug
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WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 5 WHEN 'champion' THEN 10
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WHEN 'mythic' THEN 15 WHEN 'ascendant' THEN 20 ELSE unlock_level END,
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WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 10 WHEN 'champion' THEN 15
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WHEN 'mythic' THEN 20 WHEN 'ascendant' THEN 25 ELSE unlock_level END,
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health_multiplier = CASE slug
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.35 WHEN 'champion' THEN 1.7
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WHEN 'mythic' THEN 2.1 WHEN 'ascendant' THEN 2.6 ELSE health_multiplier END,
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WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.45 WHEN 'champion' THEN 1.7
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WHEN 'mythic' THEN 2.25 WHEN 'ascendant' THEN 2.8 ELSE health_multiplier END,
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damage_multiplier = CASE slug
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.2 WHEN 'champion' THEN 1.45
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WHEN 'mythic' THEN 1.75 WHEN 'ascendant' THEN 2.1 ELSE damage_multiplier END,
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WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.25 WHEN 'champion' THEN 1.45
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WHEN 'mythic' THEN 1.85 WHEN 'ascendant' THEN 2.25 ELSE damage_multiplier END,
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experience_multiplier = CASE slug
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.5 WHEN 'champion' THEN 2.2
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WHEN 'mythic' THEN 3.0 WHEN 'ascendant' THEN 4.0 ELSE experience_multiplier END;
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WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 2.0 WHEN 'champion' THEN 2.2
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WHEN 'mythic' THEN 3.5 WHEN 'ascendant' THEN 4.5 ELSE experience_multiplier END,
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description = CASE slug
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WHEN 'initiate' THEN 'Entry-level dungeon difficulty for crafting the first real set.'
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WHEN 'veteran' THEN 'A major step up that rewards refined gear components.'
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WHEN 'champion' THEN 'Gear-only upgrade tier between Veteran and Mythic.'
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WHEN 'mythic' THEN 'Endgame dungeon difficulty.'
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WHEN 'ascendant' THEN 'The current pinnacle difficulty.'
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ELSE description END;
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INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
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(1, 1),
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@@ -345,6 +352,9 @@ DELETE FROM crafting_recipes;
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INSERT INTO crafting_recipes
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(id, item_id, difficulty_id, source_dungeon_id, source_encounter_id)
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VALUES
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(901, 101, 1, 1, 3), (902, 102, 1, 1, 3), (903, 103, 1, 1, 3),
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(904, 104, 1, 1, 12), (905, 105, 1, 1, 12), (906, 106, 1, 1, 12),
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(907, 100, 1, 1, 22), (908, 108, 1, 1, 22), (909, 109, 1, 1, 22),
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(1001, 5, 1, 1, 3), (1002, 2, 1, 1, 3), (1003, 6, 1, 1, 3),
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(1004, 4, 1, 1, 12), (1005, 1, 1, 1, 12), (1006, 7, 1, 1, 12),
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(1007, 3, 1, 1, 22), (1008, 8, 1, 1, 22), (1009, 9, 1, 1, 22),
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@@ -429,6 +439,10 @@ INSERT OR IGNORE INTO character_inventory (character_id, item_id, quantity, equi
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(3, 100, 1, 1), (3, 101, 1, 1), (3, 102, 1, 1), (3, 103, 1, 1),
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(3, 104, 1, 1), (3, 108, 1, 1), (3, 105, 1, 1), (3, 109, 1, 1), (3, 106, 1, 1), (3, 107, 1, 0);
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DELETE FROM character_inventory
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WHERE character_id IN (1, 2, 3)
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AND item_id BETWEEN 100 AND 109;
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-- Coin gearing override: every boss/difficulty drops one boss coin, and each
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-- craft costs the target item level in that source boss coin.
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UPDATE crafting_recipes
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@@ -452,17 +466,19 @@ WHERE id BETWEEN 1001 AND 1409
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UPDATE crafting_recipes
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SET difficulty_id = CASE
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(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
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WHEN 1 THEN 1
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WHEN 5 THEN 1
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WHEN 10 THEN 2
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WHEN 15 THEN 3
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WHEN 15 THEN 2
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WHEN 20 THEN 4
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WHEN 25 THEN 5
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ELSE difficulty_id
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END
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WHERE id BETWEEN 1001 AND 1409;
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WHERE id BETWEEN 901 AND 1409;
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UPDATE items
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SET rarity = CASE item_level
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WHEN 1 THEN 'common'
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WHEN 5 THEN 'common'
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WHEN 10 THEN 'uncommon'
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WHEN 15 THEN 'rare'
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@@ -476,7 +492,8 @@ UPDATE items
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SET name = (
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SELECT
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CASE items.item_level
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WHEN 5 THEN ''
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WHEN 1 THEN 'Raw '
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WHEN 5 THEN 'Honed '
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WHEN 10 THEN 'Green '
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WHEN 15 THEN 'Blue '
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WHEN 20 THEN 'Purple '
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@@ -532,7 +549,8 @@ SELECT
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difficulties.dropped_item_level,
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encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
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CASE difficulties.dropped_item_level
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WHEN 5 THEN ''
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WHEN 1 THEN 'Raw '
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WHEN 5 THEN 'Honed '
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WHEN 10 THEN 'Green '
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WHEN 15 THEN 'Blue '
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WHEN 20 THEN 'Purple '
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@@ -540,6 +558,7 @@ SELECT
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ELSE ''
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END || encounters.name || ' Coin',
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CASE difficulties.dropped_item_level
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WHEN 1 THEN 'common'
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WHEN 5 THEN 'common'
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WHEN 10 THEN 'uncommon'
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WHEN 15 THEN 'rare'
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@@ -709,7 +728,6 @@ INSERT INTO generated_loot_tiers
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(item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity)
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VALUES
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(10, 3, 2, 2, 101, 1100, 2),
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(15, 4, 5, 3, 103, 1200, 3),
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(20, 6, 7, 4, 104, 1300, 4),
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(25, 8, 9, 5, 105, 1400, 5);
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@@ -792,19 +810,58 @@ VALUES
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UPDATE difficulties
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SET dropped_item_level = 10,
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unlock_level = 5,
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health_multiplier = 1.35,
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damage_multiplier = 1.2,
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experience_multiplier = 1.75,
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unlock_level = 10,
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health_multiplier = 1.45,
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damage_multiplier = 1.25,
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experience_multiplier = 2.0,
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description = 'Veteran raid difficulty with extra monster-part drops.'
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WHERE id = 101;
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INSERT OR IGNORE INTO difficulties
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(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
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VALUES
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(103, 'raid-champion', 'Champion Raid', 15, 10, 1.7, 1.45, 2.4, 'Champion raid difficulty with extra monster-part drops.'),
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(104, 'raid-mythic', 'Mythic Raid', 20, 15, 2.1, 1.75, 3.2, 'Mythic raid difficulty with extra monster-part drops.'),
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(105, 'raid-ascendant', 'Ascendant Raid', 25, 20, 2.6, 2.1, 4.2, 'Ascendant raid difficulty with extra monster-part drops.');
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(103, 'raid-champion', 'Champion Raid', 15, 15, 1.7, 1.45, 2.4, 'Gear-only raid upgrade tier between Veteran and Mythic.'),
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(104, 'raid-mythic', 'Mythic Raid', 20, 20, 2.25, 1.85, 3.5, 'Mythic raid difficulty with extra monster-part drops.'),
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(105, 'raid-ascendant', 'Ascendant Raid', 25, 25, 2.8, 2.25, 4.5, 'Ascendant raid difficulty with extra monster-part drops.');
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UPDATE difficulties
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SET dropped_item_level = CASE id
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WHEN 103 THEN 15
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WHEN 104 THEN 20
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WHEN 105 THEN 25
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ELSE dropped_item_level
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END,
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unlock_level = CASE id
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WHEN 103 THEN 15
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WHEN 104 THEN 20
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WHEN 105 THEN 25
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ELSE unlock_level
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END,
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health_multiplier = CASE id
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WHEN 103 THEN 1.7
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WHEN 104 THEN 2.25
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WHEN 105 THEN 2.8
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ELSE health_multiplier
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END,
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damage_multiplier = CASE id
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WHEN 103 THEN 1.45
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WHEN 104 THEN 1.85
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WHEN 105 THEN 2.25
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ELSE damage_multiplier
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END,
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experience_multiplier = CASE id
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WHEN 103 THEN 2.4
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WHEN 104 THEN 3.5
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WHEN 105 THEN 4.5
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ELSE experience_multiplier
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END,
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description = CASE id
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WHEN 103 THEN 'Gear-only raid upgrade tier between Veteran and Mythic.'
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WHEN 104 THEN 'Mythic raid difficulty with extra monster-part drops.'
|
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WHEN 105 THEN 'Ascendant raid difficulty with extra monster-part drops.'
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ELSE description
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END
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WHERE id IN (103, 104, 105);
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DELETE FROM dungeon_difficulties WHERE dungeon_id = 2 AND difficulty_id <> 101;
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@@ -1161,6 +1218,19 @@ SET slug = CASE id
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END
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WHERE id BETWEEN 860 AND 871;
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|
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DELETE FROM dungeon_difficulties;
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INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
|
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(1, 1),
|
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(1, 2),
|
||||
(1, 4),
|
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(1, 5),
|
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(3, 2),
|
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(6, 4),
|
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(8, 5),
|
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(2, 101),
|
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(7, 104),
|
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(9, 105);
|
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|
||||
DELETE FROM crafting_recipe_components WHERE recipe_id BETWEEN 1001 AND 1009;
|
||||
|
||||
INSERT OR IGNORE INTO crafting_recipe_components (recipe_id, item_id, quantity) VALUES
|
||||
@@ -1196,17 +1266,19 @@ WHERE id BETWEEN 1001 AND 1409
|
||||
UPDATE crafting_recipes
|
||||
SET difficulty_id = CASE
|
||||
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
|
||||
WHEN 1 THEN 1
|
||||
WHEN 5 THEN 1
|
||||
WHEN 10 THEN 2
|
||||
WHEN 15 THEN 3
|
||||
WHEN 15 THEN 2
|
||||
WHEN 20 THEN 4
|
||||
WHEN 25 THEN 5
|
||||
ELSE difficulty_id
|
||||
END
|
||||
WHERE id BETWEEN 1001 AND 1409;
|
||||
WHERE id BETWEEN 901 AND 1409;
|
||||
|
||||
UPDATE items
|
||||
SET rarity = CASE item_level
|
||||
WHEN 1 THEN 'common'
|
||||
WHEN 5 THEN 'common'
|
||||
WHEN 10 THEN 'uncommon'
|
||||
WHEN 15 THEN 'rare'
|
||||
@@ -1220,7 +1292,8 @@ UPDATE items
|
||||
SET name = (
|
||||
SELECT
|
||||
CASE items.item_level
|
||||
WHEN 5 THEN ''
|
||||
WHEN 1 THEN 'Raw '
|
||||
WHEN 5 THEN 'Honed '
|
||||
WHEN 10 THEN 'Green '
|
||||
WHEN 15 THEN 'Blue '
|
||||
WHEN 20 THEN 'Purple '
|
||||
@@ -1264,7 +1337,8 @@ SELECT
|
||||
difficulties.dropped_item_level,
|
||||
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
|
||||
CASE difficulties.dropped_item_level
|
||||
WHEN 5 THEN ''
|
||||
WHEN 1 THEN 'Raw '
|
||||
WHEN 5 THEN 'Honed '
|
||||
WHEN 10 THEN 'Green '
|
||||
WHEN 15 THEN 'Blue '
|
||||
WHEN 20 THEN 'Purple '
|
||||
@@ -1272,6 +1346,7 @@ SELECT
|
||||
ELSE ''
|
||||
END || encounters.name || ' Coin',
|
||||
CASE difficulties.dropped_item_level
|
||||
WHEN 1 THEN 'common'
|
||||
WHEN 5 THEN 'common'
|
||||
WHEN 10 THEN 'uncommon'
|
||||
WHEN 15 THEN 'rare'
|
||||
|
||||
+105
-138
@@ -1,172 +1,139 @@
|
||||
# Gearing System
|
||||
|
||||
## Goal
|
||||
## Current Rule
|
||||
|
||||
Gearing should move from boss-specific multi-item drop tables to one clear currency loop:
|
||||
The game uses fewer playable content tiers and more gear upgrade steps.
|
||||
|
||||
1. Kill bosses.
|
||||
2. Earn boss coins.
|
||||
3. Craft gear with those coins.
|
||||
4. Upgrade that boss gear into the next item-level tier with higher-rarity coins.
|
||||
Content tiers:
|
||||
|
||||
This keeps boss loot readable, removes low-percentage frustration, and makes every boss kill progress a targeted gear goal.
|
||||
| Content Tier | Unlock Level | Purpose |
|
||||
| --- | ---: | --- |
|
||||
| iLvl 1 | 1 | First real gear set |
|
||||
| iLvl 10 | 10 | Midgame jump |
|
||||
| iLvl 20 | 20 | Endgame jump |
|
||||
| iLvl 25 | 25 | Hard endgame |
|
||||
|
||||
Gear tiers:
|
||||
|
||||
| Gear Tier | How It Is Used |
|
||||
| ---: | --- |
|
||||
| 1 | Crafted from iLvl 1 content |
|
||||
| 5 | Upgrade tier from iLvl 1 content coins |
|
||||
| 10 | Crafted/upgraded from iLvl 10 content coins |
|
||||
| 15 | Gear-only upgrade tier from iLvl 10 content coins |
|
||||
| 20 | Crafted/upgraded from iLvl 20 content coins |
|
||||
| 25 | Crafted/upgraded from iLvl 25 content coins |
|
||||
|
||||
This keeps the dungeon/raid picker simple while still giving players steady gear goals.
|
||||
|
||||
## New Characters
|
||||
|
||||
New characters start with no gear equipped.
|
||||
|
||||
The first goal is to clear iLvl 1 content, earn raw boss coins, and craft the first iLvl 1 set. Starter gear exists as craftable gear, not automatic inventory.
|
||||
|
||||
## Coin Tiers
|
||||
|
||||
Coins are component items. Each coin is tied to a boss source and an item-level tier.
|
||||
Coins are component items. Each coin is tied to a boss and a content tier.
|
||||
|
||||
| Item Level | Display Color | Rarity Key | Example |
|
||||
| --- | --- | --- | --- |
|
||||
| 5 | White | common | Bulldrome Coin |
|
||||
| Content Tier | Coin Prefix | Rarity Key | Example |
|
||||
| ---: | --- | --- | --- |
|
||||
| 1 | Raw | common | Raw Bulldrome Coin |
|
||||
| 10 | Green | uncommon | Green Bulldrome Coin |
|
||||
| 15 | Blue | rare | Blue Bulldrome Coin |
|
||||
| 20 | Purple | epic | Purple Bulldrome Coin |
|
||||
| 25 | Orange | legendary | Orange Bulldrome Coin |
|
||||
|
||||
Implementation note: the current TypeScript rarity union supports `common`, `uncommon`, `rare`, and `epic`. Orange needs a new rarity key, recommended as `legendary`, plus UI color styling.
|
||||
iLvl 5 and iLvl 15 gear do not have their own playable content tier. They use coins from the previous playable tier:
|
||||
|
||||
| Gear Tier | Coin Tier Used |
|
||||
| ---: | ---: |
|
||||
| 1 | 1 |
|
||||
| 5 | 1 |
|
||||
| 10 | 10 |
|
||||
| 15 | 10 |
|
||||
| 20 | 20 |
|
||||
| 25 | 25 |
|
||||
|
||||
## Boss Loot
|
||||
|
||||
Each boss has one loot roll.
|
||||
|
||||
For now, each successful boss loot roll awards 1 to 3 coins:
|
||||
|
||||
| Roll Result | Coins Awarded |
|
||||
| --- | --- |
|
||||
| Low roll | 1 coin |
|
||||
| Normal roll | 2 coins |
|
||||
| High roll | 3 coins |
|
||||
|
||||
Recommended weighting:
|
||||
|
||||
| Coins | Chance |
|
||||
| --- | --- |
|
||||
| 1 | 50% |
|
||||
| 2 | 35% |
|
||||
| 3 | 15% |
|
||||
|
||||
The coin source comes from the defeated boss. Bulldrome drops Bulldrome coins, Rathian drops Rathian coins, and so on.
|
||||
|
||||
The coin tier comes from content difficulty or roguelike depth:
|
||||
|
||||
| Source | Coin Tier |
|
||||
| --- | --- |
|
||||
| Item level 5 content | White level 5 coins |
|
||||
| Item level 10 content | Green level 10 coins |
|
||||
| Item level 15 content | Blue level 15 coins |
|
||||
| Item level 20 content | Purple level 20 coins |
|
||||
| Item level 25 content | Orange level 25 coins |
|
||||
|
||||
## Crafting Costs
|
||||
|
||||
Gear is crafted with boss coins from the same boss and item-level tier.
|
||||
|
||||
| Gear Item Level | Cost |
|
||||
| --- | --- |
|
||||
| 5 | 5 white boss coins |
|
||||
| 10 | 10 green boss coins |
|
||||
| 15 | 15 blue boss coins |
|
||||
| 20 | 20 purple boss coins |
|
||||
| 25 | 25 orange boss coins |
|
||||
|
||||
Example:
|
||||
|
||||
- Bulldrome item-level 5 helmet costs 5 white Bulldrome coins.
|
||||
- Bulldrome item-level 10 helmet costs 10 green Bulldrome coins.
|
||||
- Rathian item-level 20 gloves cost 20 purple Rathian coins.
|
||||
|
||||
## Gear Upgrades
|
||||
|
||||
Crafting can create gear directly, but upgrades should become the preferred long-term path.
|
||||
|
||||
Upgrade rule:
|
||||
|
||||
- Existing boss gear upgrades into the next item-level version of the same boss gear.
|
||||
- Upgrade cost uses coins from the next tier.
|
||||
- Required coin quantity equals the target item level.
|
||||
Each boss drops one boss coin for the selected content tier.
|
||||
|
||||
Examples:
|
||||
|
||||
| Upgrade | Cost |
|
||||
| --- | --- |
|
||||
| Bulldrome item level 5 gear -> Bulldrome item level 10 gear | 10 green Bulldrome coins |
|
||||
| Bulldrome item level 10 gear -> Bulldrome item level 15 gear | 15 blue Bulldrome coins |
|
||||
| Bulldrome item level 15 gear -> Bulldrome item level 20 gear | 20 purple Bulldrome coins |
|
||||
| Bulldrome item level 20 gear -> Bulldrome item level 25 gear | 25 orange Bulldrome coins |
|
||||
- Bulldrome at iLvl 1 drops Raw Bulldrome Coins.
|
||||
- Tigrex at iLvl 10 drops Green Tigrex Coins.
|
||||
- Barroth at iLvl 20 drops Purple Barroth Coins.
|
||||
- Anjanath at iLvl 25 drops Orange Anjanath Coins.
|
||||
|
||||
Upgrade should consume the old item and award the upgraded item. This avoids duplicate clutter and keeps equipment identity clear.
|
||||
## Crafting And Upgrades
|
||||
|
||||
The first gear item in a boss/item line can be crafted directly. Higher versions should be reached through Upgrade.
|
||||
|
||||
Current rule:
|
||||
|
||||
- Craft iLvl 1 boss gear directly.
|
||||
- Upgrade iLvl 1 -> 5 with iLvl 1 coins.
|
||||
- Craft or upgrade iLvl 10 gear from iLvl 10 content.
|
||||
- Upgrade iLvl 10 -> 15 with iLvl 10 coins.
|
||||
- Craft or upgrade iLvl 20 gear from iLvl 20 content.
|
||||
- Craft or upgrade iLvl 25 gear from iLvl 25 content.
|
||||
|
||||
Upgrade consumes the old item and awards the upgraded item. This avoids duplicate clutter and keeps item identity clear.
|
||||
|
||||
Examples:
|
||||
|
||||
| Upgrade | Cost Source |
|
||||
| --- | --- |
|
||||
| Raw Bulldrome Helmet iLvl 1 -> Honed Bulldrome Helmet iLvl 5 | Raw Bulldrome Coins |
|
||||
| Green Tigrex Helmet iLvl 10 -> Blue Tigrex Helmet iLvl 15 | Green Tigrex Coins |
|
||||
| Purple Bulldrome Helmet iLvl 20 -> Orange Bulldrome Helmet iLvl 25 | Orange Bulldrome Coins |
|
||||
|
||||
## UI Behavior
|
||||
|
||||
The dungeon and raid picker only shows playable content tiers:
|
||||
|
||||
```text
|
||||
iLvl 1 -> iLvl 10 -> iLvl 20 -> iLvl 25
|
||||
```
|
||||
|
||||
The equipment screen still shows gear recipes for:
|
||||
|
||||
```text
|
||||
iLvl 1 -> iLvl 5 -> iLvl 10 -> iLvl 15 -> iLvl 20 -> iLvl 25
|
||||
```
|
||||
|
||||
Direct crafting is blocked for recipes that have a lower item-level version in the same boss/item line. Use the selected item's Upgrade button for those.
|
||||
|
||||
## Roguelike Loot
|
||||
|
||||
Roguelike bosses should award coins when defeated, using the same 1 to 3 coin roll.
|
||||
Roguelike gear should follow the same tier brackets.
|
||||
|
||||
Roguelike coin tier should scale by wave band:
|
||||
Recommended mapping:
|
||||
|
||||
| Waves | Coin Tier |
|
||||
| --- | --- |
|
||||
| 1-4 | Level 5 white coins |
|
||||
| 5-9 | Level 10 green coins |
|
||||
| 10-14 | Level 15 blue coins |
|
||||
| 15-19 | Level 20 purple coins |
|
||||
| 20+ | Level 25 orange coins |
|
||||
|
||||
Boss identity can be handled two ways:
|
||||
|
||||
1. Boss-based coins: use the actual boss template selected for that roguelike boss.
|
||||
2. Roguelike coins: use a generic roguelike coin per tier.
|
||||
|
||||
Recommended first pass: boss-based coins. It reuses the same crafting economy as dungeons and makes roguelike runs feel connected to the main gear chase.
|
||||
|
||||
## Roguelike Checkpoints
|
||||
|
||||
Checkpoints should unlock every 5 waves.
|
||||
|
||||
| Highest Cleared Wave | Future Start Wave |
|
||||
| --- | --- |
|
||||
| 0-4 | 1 |
|
||||
| 5-9 | 5 |
|
||||
| Stage Band | Coin Tier |
|
||||
| --- | ---: |
|
||||
| 1-4 | 1 |
|
||||
| 5-9 | 10 |
|
||||
| 10-14 | 10 |
|
||||
| 15-19 | 15 |
|
||||
| 20+ | Highest unlocked 5-wave checkpoint |
|
||||
| 15-19 | 20 |
|
||||
| 20+ | 25 |
|
||||
|
||||
Checkpoint rule:
|
||||
Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible.
|
||||
|
||||
- Unlock a checkpoint after clearing its boss band.
|
||||
- Starting from a checkpoint begins at that wave band with matching coin tier.
|
||||
- Runs should still record leaderboard progress from the selected start wave so full runs and checkpoint runs can be ranked separately later.
|
||||
## Data Notes
|
||||
|
||||
Current implementation note: the roguelike screen always starts at stage 1 and only awards XP per boss. Checkpoints need saved character progress and a start-wave selector.
|
||||
Authoritative gearing data lives in SQLite seed data:
|
||||
|
||||
## Current Code Fit
|
||||
- `db/seed.sql`
|
||||
- `src/offline-starter-profile.json`
|
||||
|
||||
The existing system already has most of the required foundation:
|
||||
Run this after changing seed data:
|
||||
|
||||
- `items.slot = 'component'` can represent coins.
|
||||
- `character_inventory.quantity` already stacks components.
|
||||
- `crafting_recipes` and `crafting_recipe_components` already support coin costs.
|
||||
- `encounter_loot_rolls` and `encounter_loot_roll_items` already persist retry-safe loot awards.
|
||||
- `completeRoguelike` is already called after each roguelike boss kill for XP, so coin awards can attach to that same flow.
|
||||
```sh
|
||||
npm run db:init
|
||||
npm run offline:export
|
||||
```
|
||||
|
||||
Needed changes:
|
||||
`npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile.
|
||||
|
||||
- Replace current 4-component boss drop tables with one boss coin per boss per tier.
|
||||
- Change boss loot roll count from multiple chance slots to one 1-3 coin roll.
|
||||
- Add orange/legendary rarity support.
|
||||
- Add upgrade recipes or a dedicated upgrade endpoint.
|
||||
- Add roguelike boss coin awards.
|
||||
- Add roguelike checkpoint persistence and start-wave selection.
|
||||
- Export updated offline starter data after seed changes.
|
||||
|
||||
## Suggestions
|
||||
|
||||
Use guaranteed coin drops for now. One to three coins per boss gives steady progress and makes craft timing easy to understand.
|
||||
|
||||
Keep coins boss-specific, not slot-specific. Slot-specific components add complexity without much decision value.
|
||||
|
||||
Use upgrade-first UI. Show the next upgrade for equipped gear before showing the full crafting catalog.
|
||||
|
||||
Keep direct crafting and upgrading at the same coin cost for the target tier. Direct crafting helps new slots catch up; upgrading preserves boss gear identity.
|
||||
|
||||
Add a pity floor only if needed later. If boss kills always award coins, the system already has deterministic progress.
|
||||
|
||||
Use one orange rarity key: `legendary`. Avoid storing display color names as rarity values; colors can change without data migration.
|
||||
TrueNAS keeps its own persistent `data/game.db`. Pushing code does not merge or replace that database. The TrueNAS app applies seed/schema changes when the container starts and runs `npm run db:init`.
|
||||
|
||||
@@ -0,0 +1,164 @@
|
||||
# Push Updates
|
||||
|
||||
Use this when pushing code from the Mac to `git.whoagland.com`, then updating the TrueNAS-hosted server.
|
||||
|
||||
## Rules
|
||||
|
||||
- Git deploys code only.
|
||||
- TrueNAS save data lives in `/mnt/usbssds/apps/iwanttoheal/data/game.db`.
|
||||
- Do not commit, copy, or replace `data/game.db`.
|
||||
- Do not run character reset commands unless you intentionally want a wipe.
|
||||
- Restarting the TrueNAS app runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start`.
|
||||
|
||||
## Step 1: Build Web Locally
|
||||
|
||||
```sh
|
||||
cd /Users/warren/Documents/testgame/testgame
|
||||
npm run build
|
||||
```
|
||||
|
||||
This validates TypeScript, builds the browser app, and refreshes `src/offline-starter-profile.json`.
|
||||
|
||||
## Step 2: Optional Android APK
|
||||
|
||||
Only run this when building a new APK.
|
||||
|
||||
```sh
|
||||
set -e
|
||||
|
||||
cd /Users/warren/Documents/testgame/testgame
|
||||
|
||||
export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
|
||||
export PATH="$JAVA_HOME/bin:$PATH"
|
||||
|
||||
VERSION="1.0.27"
|
||||
|
||||
CURRENT_CODE=$(grep -E 'versionCode [0-9]+' android/app/build.gradle | awk '{print $2}')
|
||||
NEXT_CODE=$((CURRENT_CODE + 1))
|
||||
|
||||
perl -0pi -e "s/versionCode\s+\d+/versionCode $NEXT_CODE/" android/app/build.gradle
|
||||
perl -0pi -e "s/versionName\s+\"[^\"]+\"/versionName \"$VERSION\"/" android/app/build.gradle
|
||||
|
||||
VITE_API_BASE_URL="https://iwanttoheal.phenomrom.com" npm run android:sync
|
||||
|
||||
cd android
|
||||
./gradlew clean assembleDebug
|
||||
cd ..
|
||||
|
||||
cp android/app/build/outputs/apk/debug/app-debug.apk "IWantToHeal-Thor-v$VERSION.apk"
|
||||
ls -lh "IWantToHeal-Thor-v$VERSION.apk"
|
||||
```
|
||||
|
||||
## Step 3: Commit And Push Code
|
||||
|
||||
```sh
|
||||
cd /Users/warren/Documents/testgame/testgame
|
||||
|
||||
git add .
|
||||
git commit -m "Update game 1.0.27"
|
||||
git push origin main
|
||||
```
|
||||
|
||||
Check before committing:
|
||||
|
||||
```sh
|
||||
git status --short
|
||||
```
|
||||
|
||||
Expected: source/doc/build-output changes only. Do not stage `data/game.db`.
|
||||
|
||||
## Step 4: Optional Gitea Release For APK
|
||||
|
||||
Only run this when Step 2 created a new APK.
|
||||
|
||||
```sh
|
||||
set -e
|
||||
|
||||
cd /Users/warren/Documents/testgame/testgame
|
||||
|
||||
export GITEA_URL="https://git.whoagland.com"
|
||||
export GITEA_OWNER="phenom"
|
||||
export GITEA_REPO="i-want-to-heal"
|
||||
export GITEA_TOKEN="PASTE_TOKEN_HERE"
|
||||
|
||||
VERSION="1.0.26"
|
||||
APK="IWantToHeal-Thor-v$VERSION.apk"
|
||||
|
||||
RELEASE_JSON=$(curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases" \
|
||||
-H "Authorization: token $GITEA_TOKEN" \
|
||||
-H "Content-Type: application/json" \
|
||||
-d "{\"tag_name\":\"v$VERSION\",\"target_commitish\":\"main\",\"name\":\"v$VERSION\",\"body\":\"I Want to Heal Android build v$VERSION\",\"draft\":false,\"prerelease\":false}")
|
||||
|
||||
RELEASE_ID=$(python3 -c 'import sys,json; data=json.load(sys.stdin); print(data.get("id") or data)' <<< "$RELEASE_JSON")
|
||||
|
||||
curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases/$RELEASE_ID/assets?name=$APK" \
|
||||
-H "Authorization: token $GITEA_TOKEN" \
|
||||
-F "attachment=@$APK"
|
||||
```
|
||||
|
||||
## Step 5: Update TrueNAS
|
||||
|
||||
```sh
|
||||
cd /mnt/usbssds/apps/iwanttoheal/app
|
||||
git pull
|
||||
```
|
||||
|
||||
Before restarting, make a DB backup:
|
||||
|
||||
```sh
|
||||
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
|
||||
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
|
||||
```
|
||||
|
||||
Then restart the `iwanttoheal` app in the TrueNAS Apps UI.
|
||||
|
||||
## What Happens On Restart
|
||||
|
||||
The app command runs:
|
||||
|
||||
```sh
|
||||
npm ci && npm run db:init && npm run build && npm start
|
||||
```
|
||||
|
||||
That means:
|
||||
|
||||
- dependency changes apply
|
||||
- schema changes apply
|
||||
- seed/static-content updates apply
|
||||
- browser files rebuild
|
||||
- existing accounts and characters stay in `data/game.db`
|
||||
|
||||
`npm run db:init` should not wipe saves. Character wipes are separate manual reset operations.
|
||||
|
||||
## Resetting TrueNAS Characters
|
||||
|
||||
Only run a reset when intentionally starting everyone over.
|
||||
|
||||
Resetting the Mac database does not reset TrueNAS. TrueNAS has its own persistent DB at:
|
||||
|
||||
```text
|
||||
/mnt/usbssds/apps/iwanttoheal/data/game.db
|
||||
```
|
||||
|
||||
Back it up first, then run the reset command or reset SQL on TrueNAS.
|
||||
|
||||
## If Something Looks Wrong
|
||||
|
||||
Check the mounted DB path:
|
||||
|
||||
```sh
|
||||
ls -lh /mnt/usbssds/apps/iwanttoheal/data/game.db
|
||||
```
|
||||
|
||||
Check the latest code:
|
||||
|
||||
```sh
|
||||
cd /mnt/usbssds/apps/iwanttoheal/app
|
||||
git log --oneline -5
|
||||
```
|
||||
|
||||
Check the app API:
|
||||
|
||||
```sh
|
||||
curl http://127.0.0.1:4173/api/auth/session
|
||||
```
|
||||
@@ -0,0 +1,60 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
|
||||
<rect width="1280" height="720" fill="#111218"/>
|
||||
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
|
||||
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
|
||||
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
|
||||
<text x="1075" y="88" fill="#e5b95f" font-family="monospace" font-size="18">B Back</text>
|
||||
|
||||
<text x="78" y="158" fill="#e5b95f" font-family="monospace" font-size="18">Pick Dungeon</text>
|
||||
<g>
|
||||
<rect x="78" y="178" width="335" height="128" fill="#24262f" stroke="#e5b95f" stroke-width="5"/>
|
||||
<rect x="94" y="194" width="72" height="72" fill="#481e29" stroke="#090a0d" stroke-width="3"/>
|
||||
<text x="116" y="241" fill="#ef6574" font-family="monospace" font-size="28" font-weight="700">AH</text>
|
||||
<text x="184" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls</text>
|
||||
<text x="184" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 1 • 6 Players</text>
|
||||
<text x="184" y="276" fill="#e5b95f" font-family="monospace" font-size="16">Selected</text>
|
||||
</g>
|
||||
<g>
|
||||
<rect x="436" y="178" width="335" height="128" fill="#20222a" stroke="#41404a" stroke-width="4"/>
|
||||
<rect x="452" y="194" width="72" height="72" fill="#2a263f" stroke="#090a0d" stroke-width="3"/>
|
||||
<text x="474" y="241" fill="#8ca9ff" font-family="monospace" font-size="28" font-weight="700">SC</text>
|
||||
<text x="542" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt</text>
|
||||
<text x="542" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 5 • 6 Players</text>
|
||||
</g>
|
||||
<g opacity="0.65">
|
||||
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<rect x="810" y="194" width="72" height="72" fill="#223226" stroke="#090a0d" stroke-width="3"/>
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<text x="832" y="241" fill="#70d990" font-family="monospace" font-size="28" font-weight="700">GM</text>
|
||||
<text x="900" y="216" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Grove Maw</text>
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||||
<text x="900" y="246" fill="#aaa9b7" font-family="monospace" font-size="16">Level 10 • 6 Players</text>
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<text x="78" y="356" fill="#e5b95f" font-family="monospace" font-size="18">Pick Part</text>
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<g>
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<text x="112" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 1</text>
|
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<text x="250" y="426" fill="#8f90a0" font-family="monospace" font-size="16">3 fights</text>
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</g>
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<g>
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<text x="416" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 2</text>
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<text x="554" y="426" fill="#8f90a0" font-family="monospace" font-size="16">Locked</text>
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</g>
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<g>
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<rect x="686" y="376" width="282" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="720" y="426" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Part 3</text>
|
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<text x="858" y="426" fill="#8f90a0" font-family="monospace" font-size="16">Locked</text>
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</g>
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<text x="78" y="508" fill="#e5b95f" font-family="monospace" font-size="18">Pick Difficulty</text>
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<text x="116" y="568" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Normal</text>
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<rect x="342" y="528" width="240" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="380" y="568" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Heroic</text>
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<text x="644" y="568" fill="#777988" font-family="monospace" font-size="20" font-weight="700">Mythic L10</text>
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<rect x="914" y="508" width="238" height="86" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
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<text x="982" y="559" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Start</text>
|
||||
<text x="78" y="638" fill="#aaa9b7" font-family="monospace" font-size="17">Idea A: All choices are button grids. D-pad works everywhere. No native dropdown.</text>
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</svg>
|
||||
|
After Width: | Height: | Size: 4.5 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
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<rect width="1280" height="720" fill="#111218"/>
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<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
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<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
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<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
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<text x="1014" y="88" fill="#e5b95f" font-family="monospace" font-size="18">LB/RB Change</text>
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<rect x="112" y="184" width="164" height="164" fill="#481e29" stroke="#090a0d" stroke-width="4"/>
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<text x="151" y="280" fill="#ef6574" font-family="monospace" font-size="48" font-weight="700">AH</text>
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<text x="306" y="202" fill="#8f90a0" font-family="monospace" font-size="18">CURRENT DUNGEON</text>
|
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<text x="306" y="248" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Ashen Halls</text>
|
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<text x="306" y="286" fill="#aaa9b7" font-family="monospace" font-size="18">Guide a six-player party through burning halls.</text>
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<text x="306" y="324" fill="#e5b95f" font-family="monospace" font-size="18">Level 1 • 6 Players • 100 XP</text>
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<text x="138" y="425" fill="#f2f0dc" font-family="monospace" font-size="19">Ashen Halls</text>
|
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<text x="356" y="425" fill="#8f90a0" font-family="monospace" font-size="19">Sunken Crypt</text>
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<text x="608" y="425" fill="#8f90a0" font-family="monospace" font-size="19">Grove Maw</text>
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<rect x="128" y="448" width="146" height="8" fill="#e5b95f"/>
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<rect x="874" y="150" width="278" height="398" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="906" y="194" fill="#e5b95f" font-family="monospace" font-size="18">Setup</text>
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<text x="906" y="232" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Part</text>
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<rect x="906" y="252" width="68" height="54" fill="#29291f" stroke="#e5b95f" stroke-width="4"/>
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<text x="932" y="286" fill="#f2f0dc" font-family="monospace" font-size="20">1</text>
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<rect x="990" y="252" width="68" height="54" fill="#20222a" stroke="#41404a" stroke-width="3"/>
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<text x="1016" y="286" fill="#8f90a0" font-family="monospace" font-size="20">2</text>
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<rect x="1074" y="252" width="68" height="54" fill="#20222a" stroke="#41404a" stroke-width="3"/>
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<text x="1100" y="286" fill="#8f90a0" font-family="monospace" font-size="20">3</text>
|
||||
|
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<text x="906" y="350" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Difficulty</text>
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<text x="938" y="405" fill="#f2f0dc" font-family="monospace" font-size="18">Normal</text>
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<rect x="906" y="436" width="236" height="52" fill="#20222a" stroke="#41404a" stroke-width="3"/>
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<text x="938" y="469" fill="#aaa9b7" font-family="monospace" font-size="18">Heroic</text>
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<text x="120" y="624" fill="#e5b95f" font-family="monospace" font-size="22">Prev</text>
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<rect x="342" y="580" width="238" height="70" fill="#15161c" stroke="#41404a" stroke-width="4"/>
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<text x="392" y="624" fill="#e5b95f" font-family="monospace" font-size="22">Next</text>
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<rect x="874" y="580" width="278" height="70" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
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<text x="963" y="624" fill="#f2f0dc" font-family="monospace" font-size="24" font-weight="700">Start</text>
|
||||
<text x="78" y="684" fill="#aaa9b7" font-family="monospace" font-size="17">Idea B: One big focused dungeon. Shoulder buttons or side buttons cycle dungeon.</text>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 3.8 KiB |
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<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
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<rect width="1280" height="720" fill="#111218"/>
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<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
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<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
|
||||
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Mission Board</text>
|
||||
<text x="1046" y="88" fill="#e5b95f" font-family="monospace" font-size="18">A Start</text>
|
||||
|
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<rect x="78" y="150" width="500" height="474" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="112" y="194" fill="#e5b95f" font-family="monospace" font-size="18">Available Runs</text>
|
||||
<g>
|
||||
<rect x="112" y="222" width="432" height="82" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
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||||
<text x="136" y="255" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 1</text>
|
||||
<text x="136" y="283" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • iLvl 1 • 100 XP</text>
|
||||
</g>
|
||||
<g>
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<rect x="112" y="318" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="136" y="351" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 1</text>
|
||||
<text x="136" y="379" fill="#aaa9b7" font-family="monospace" font-size="16">Heroic • iLvl 5 • 140 XP</text>
|
||||
</g>
|
||||
<g opacity="0.65">
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<rect x="112" y="414" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="136" y="447" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt • Part 1</text>
|
||||
<text x="136" y="475" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • Locked Level 5</text>
|
||||
</g>
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<g opacity="0.65">
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<rect x="112" y="510" width="432" height="82" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="136" y="543" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls • Part 2</text>
|
||||
<text x="136" y="571" fill="#aaa9b7" font-family="monospace" font-size="16">Normal • Locked until Part 1 clear</text>
|
||||
</g>
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||||
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<rect x="616" y="150" width="536" height="474" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<rect x="650" y="184" width="130" height="130" fill="#481e29" stroke="#090a0d" stroke-width="4"/>
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||||
<text x="684" y="262" fill="#ef6574" font-family="monospace" font-size="42" font-weight="700">AH</text>
|
||||
<text x="812" y="194" fill="#8f90a0" font-family="monospace" font-size="18">SELECTED RUN</text>
|
||||
<text x="812" y="238" fill="#f2f0dc" font-family="monospace" font-size="30" font-weight="700">Ashen Halls</text>
|
||||
<text x="812" y="278" fill="#e5b95f" font-family="monospace" font-size="20">Part 1 • Normal</text>
|
||||
<text x="650" y="358" fill="#aaa9b7" font-family="monospace" font-size="17">Fastest path for controller play. One list item is the exact run.</text>
|
||||
<text x="650" y="394" fill="#aaa9b7" font-family="monospace" font-size="17">No separate dungeon, phase, or difficulty controls.</text>
|
||||
|
||||
<rect x="650" y="440" width="470" height="64" fill="#15161c" stroke="#33343d" stroke-width="3"/>
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||||
<text x="680" y="480" fill="#f2f0dc" font-family="monospace" font-size="18">Health 1.00x Damage 1.00x XP 1.0x</text>
|
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<rect x="650" y="532" width="220" height="62" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
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<text x="716" y="570" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
|
||||
<rect x="900" y="532" width="220" height="62" fill="#15161c" stroke="#41404a" stroke-width="4"/>
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||||
<text x="955" y="570" fill="#e5b95f" font-family="monospace" font-size="22">Loot</text>
|
||||
|
||||
<text x="78" y="684" fill="#aaa9b7" font-family="monospace" font-size="17">Idea C: Flat mission list. Most controller-friendly, least setup flexibility on one screen.</text>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 3.8 KiB |
@@ -0,0 +1,72 @@
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||||
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
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<rect width="1280" height="720" fill="#111218"/>
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<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
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<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
|
||||
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
|
||||
<text x="958" y="88" fill="#e5b95f" font-family="monospace" font-size="18">B Back • A Select</text>
|
||||
|
||||
<text x="78" y="158" fill="#e5b95f" font-family="monospace" font-size="18">1. Pick Item Level</text>
|
||||
<g>
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<rect x="78" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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||||
<text x="125" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">5</text>
|
||||
<text x="108" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Initiate</text>
|
||||
</g>
|
||||
<g>
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<rect x="268" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<text x="310" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">10</text>
|
||||
<text x="300" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Veteran</text>
|
||||
</g>
|
||||
<g>
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<rect x="458" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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||||
<text x="500" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">15</text>
|
||||
<text x="488" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Champion</text>
|
||||
</g>
|
||||
<g>
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||||
<rect x="648" y="178" width="170" height="72" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
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||||
<text x="690" y="222" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">20</text>
|
||||
<text x="690" y="240" fill="#e5b95f" font-family="monospace" font-size="12">Mythic</text>
|
||||
</g>
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||||
<g opacity="0.65">
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<rect x="838" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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||||
<text x="880" y="222" fill="#777988" font-family="monospace" font-size="22">25</text>
|
||||
<text x="864" y="240" fill="#777988" font-family="monospace" font-size="12">Level 20</text>
|
||||
</g>
|
||||
|
||||
<text x="78" y="304" fill="#e5b95f" font-family="monospace" font-size="18">2. Pick Run</text>
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<g>
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<text x="114" y="387" fill="#ef6574" font-family="monospace" font-size="24" font-weight="700">AH</text>
|
||||
<text x="178" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls</text>
|
||||
<text x="178" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
|
||||
<text x="96" y="446" fill="#e5b95f" font-family="monospace" font-size="16">Part 1 unlocked</text>
|
||||
</g>
|
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<g>
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<rect x="436" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<rect x="454" y="346" width="64" height="64" fill="#2a263f" stroke="#090a0d" stroke-width="3"/>
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||||
<text x="472" y="387" fill="#8ca9ff" font-family="monospace" font-size="24" font-weight="700">SC</text>
|
||||
<text x="536" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt</text>
|
||||
<text x="536" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
|
||||
<text x="454" y="446" fill="#aaa9b7" font-family="monospace" font-size="16">Part 1 unlocked</text>
|
||||
</g>
|
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<g>
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<rect x="794" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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<rect x="812" y="346" width="64" height="64" fill="#223226" stroke="#090a0d" stroke-width="3"/>
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||||
<text x="830" y="387" fill="#70d990" font-family="monospace" font-size="24" font-weight="700">GM</text>
|
||||
<text x="894" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Grove Maw</text>
|
||||
<text x="894" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
|
||||
<text x="812" y="446" fill="#777988" font-family="monospace" font-size="16">Locked dungeon</text>
|
||||
</g>
|
||||
|
||||
<text x="78" y="532" fill="#e5b95f" font-family="monospace" font-size="18">3. Pick Part</text>
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||||
<text x="124" y="592" fill="#f2f0dc" font-family="monospace" font-size="20">Part 1</text>
|
||||
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||||
<text x="398" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 2</text>
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||||
<rect x="626" y="552" width="250" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
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||||
<text x="672" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 3</text>
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||||
<rect x="926" y="552" width="226" height="64" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
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<text x="991" y="592" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
|
||||
|
||||
<text x="78" y="662" fill="#aaa9b7" font-family="monospace" font-size="17">Idea D: submenu flow. Pick item level first, then only compatible dungeon cards appear.</text>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 5.2 KiB |
+18
-10
@@ -363,13 +363,6 @@ function initializeCharacter(database, accountId, characterName, classId) {
|
||||
;[...starterSpells, null].slice(0, 6).forEach((spellId, index) => {
|
||||
insertSlot.run(characterId, index + 1, spellId)
|
||||
})
|
||||
const insertItem = database.prepare(`
|
||||
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
|
||||
VALUES (?, ?, 1, ?)
|
||||
`)
|
||||
for (let itemId = 100; itemId <= 107; itemId += 1) {
|
||||
insertItem.run(characterId, itemId, itemId === 107 ? 0 : 1)
|
||||
}
|
||||
return characterId
|
||||
}
|
||||
|
||||
@@ -1692,11 +1685,24 @@ function craftItem(database, characterId, recipeId) {
|
||||
crafting_recipes.item_id AS itemId,
|
||||
crafting_recipes.difficulty_id AS difficultyId,
|
||||
crafting_recipes.source_dungeon_id AS sourceDungeonId,
|
||||
crafting_recipes.source_encounter_id AS sourceEncounterId
|
||||
crafting_recipes.source_encounter_id AS sourceEncounterId,
|
||||
items.slot,
|
||||
items.item_level AS itemLevel
|
||||
FROM crafting_recipes
|
||||
JOIN items ON items.id = crafting_recipes.item_id
|
||||
WHERE crafting_recipes.id = ?
|
||||
`).get(recipeId)
|
||||
if (!recipe) throw new Error('That crafting recipe does not exist.')
|
||||
const lowerTierRecipe = database.prepare(`
|
||||
SELECT crafting_recipes.id
|
||||
FROM crafting_recipes
|
||||
JOIN items ON items.id = crafting_recipes.item_id
|
||||
WHERE crafting_recipes.source_encounter_id = ?
|
||||
AND items.slot = ?
|
||||
AND items.item_level < ?
|
||||
LIMIT 1
|
||||
`).get(recipe.sourceEncounterId, recipe.slot, recipe.itemLevel)
|
||||
if (lowerTierRecipe) throw new Error('Upgrade the previous item tier instead.')
|
||||
|
||||
const components = database.prepare(`
|
||||
SELECT
|
||||
@@ -1777,8 +1783,10 @@ function upgradeItem(database, characterId, itemId) {
|
||||
JOIN items ON items.id = crafting_recipes.item_id
|
||||
WHERE crafting_recipes.source_encounter_id = ?
|
||||
AND items.slot = ?
|
||||
AND items.item_level = ?
|
||||
`).get(currentRecipe.sourceEncounterId, item.slot, item.itemLevel + 5)
|
||||
AND items.item_level > ?
|
||||
ORDER BY items.item_level
|
||||
LIMIT 1
|
||||
`).get(currentRecipe.sourceEncounterId, item.slot, item.itemLevel)
|
||||
if (!targetRecipe) throw new Error('No upgrade is available for this item.')
|
||||
|
||||
const components = database.prepare(`
|
||||
|
||||
+210
@@ -1734,6 +1734,151 @@ h2 {
|
||||
outline-color: #a85d20;
|
||||
}
|
||||
|
||||
.run-setup-panel,
|
||||
.run-summary-card {
|
||||
background: var(--panel-light);
|
||||
border: 2px solid #090a0d;
|
||||
margin-top: 14px;
|
||||
outline: 2px solid #3e3d47;
|
||||
padding: 16px;
|
||||
}
|
||||
|
||||
.run-setup-heading {
|
||||
align-items: center;
|
||||
display: flex;
|
||||
gap: 16px;
|
||||
justify-content: space-between;
|
||||
}
|
||||
|
||||
.run-setup-heading h2,
|
||||
.run-summary-copy h2 {
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
.run-setup-heading small {
|
||||
color: var(--muted);
|
||||
font-size: 16px;
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
.tier-grid {
|
||||
display: grid;
|
||||
gap: 10px;
|
||||
grid-template-columns: repeat(auto-fit, minmax(145px, 1fr));
|
||||
margin-top: 14px;
|
||||
}
|
||||
|
||||
.tier-grid button,
|
||||
.activity-card {
|
||||
background: #15161c;
|
||||
border: 2px solid #090a0d;
|
||||
color: var(--ink);
|
||||
cursor: pointer;
|
||||
outline: 2px solid #41404a;
|
||||
}
|
||||
|
||||
.tier-grid button {
|
||||
display: grid;
|
||||
gap: 7px;
|
||||
min-height: 70px;
|
||||
padding: 11px;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.tier-grid button:hover:not(:disabled),
|
||||
.tier-grid button.selected,
|
||||
.activity-card:hover:not(:disabled),
|
||||
.activity-card.selected {
|
||||
outline-color: var(--gold);
|
||||
}
|
||||
|
||||
.tier-grid button.selected,
|
||||
.activity-card.selected {
|
||||
background: #29291f;
|
||||
box-shadow: inset 0 0 0 2px #6e5727;
|
||||
}
|
||||
|
||||
.tier-grid strong,
|
||||
.tier-grid span,
|
||||
.activity-card strong,
|
||||
.activity-card small,
|
||||
.activity-card i {
|
||||
display: block;
|
||||
}
|
||||
|
||||
.tier-grid strong,
|
||||
.activity-card strong {
|
||||
font-family: 'Press Start 2P', monospace;
|
||||
font-size: 8px;
|
||||
}
|
||||
|
||||
.tier-grid span,
|
||||
.activity-card small,
|
||||
.activity-card i {
|
||||
color: var(--muted);
|
||||
font-size: 15px;
|
||||
font-style: normal;
|
||||
}
|
||||
|
||||
.tier-grid button.locked,
|
||||
.activity-card.locked {
|
||||
cursor: not-allowed;
|
||||
filter: grayscale(0.75);
|
||||
opacity: 0.55;
|
||||
}
|
||||
|
||||
.activity-card-grid {
|
||||
display: grid;
|
||||
gap: 12px;
|
||||
grid-template-columns: repeat(auto-fit, minmax(245px, 1fr));
|
||||
margin-top: 14px;
|
||||
}
|
||||
|
||||
.activity-card {
|
||||
align-items: center;
|
||||
display: grid;
|
||||
gap: 8px 12px;
|
||||
grid-template-columns: 72px minmax(0, 1fr);
|
||||
min-height: 112px;
|
||||
padding: 12px;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.activity-card .dungeon-art {
|
||||
grid-row: span 3;
|
||||
height: 68px;
|
||||
width: 68px;
|
||||
}
|
||||
|
||||
.run-summary-card {
|
||||
align-items: center;
|
||||
display: grid;
|
||||
gap: 18px;
|
||||
grid-template-columns: 92px minmax(0, 1fr) minmax(190px, 260px);
|
||||
}
|
||||
|
||||
.run-summary-copy p:not(.eyebrow) {
|
||||
color: var(--muted);
|
||||
font-size: 18px;
|
||||
margin-top: 6px;
|
||||
}
|
||||
|
||||
.part-picker {
|
||||
display: grid;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.part-picker .primary-button.selected-part {
|
||||
background: #f0cb79;
|
||||
outline-color: #fff;
|
||||
}
|
||||
|
||||
.part-picker .primary-button.locked {
|
||||
cursor: not-allowed;
|
||||
filter: grayscale(0.65);
|
||||
opacity: 0.62;
|
||||
}
|
||||
|
||||
.dungeon-card h2 {
|
||||
font-size: 16px;
|
||||
}
|
||||
@@ -4724,6 +4869,71 @@ h2 {
|
||||
padding: 9px 10px;
|
||||
}
|
||||
|
||||
.run-setup-panel,
|
||||
.run-summary-card {
|
||||
margin-top: 8px;
|
||||
padding: 8px;
|
||||
}
|
||||
|
||||
.run-setup-heading {
|
||||
align-items: flex-start;
|
||||
flex-direction: column;
|
||||
gap: 6px;
|
||||
}
|
||||
|
||||
.run-setup-heading small {
|
||||
font-size: 14px;
|
||||
line-height: 1.1;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.tier-grid {
|
||||
gap: 6px;
|
||||
grid-template-columns: repeat(2, minmax(0, 1fr));
|
||||
margin-top: 8px;
|
||||
}
|
||||
|
||||
.tier-grid button {
|
||||
min-height: 52px;
|
||||
padding: 8px;
|
||||
}
|
||||
|
||||
.activity-card-grid {
|
||||
gap: 8px;
|
||||
grid-template-columns: 1fr;
|
||||
margin-top: 8px;
|
||||
}
|
||||
|
||||
.activity-card {
|
||||
gap: 5px 10px;
|
||||
grid-template-columns: 56px minmax(0, 1fr);
|
||||
min-height: 78px;
|
||||
padding: 8px;
|
||||
}
|
||||
|
||||
.activity-card .dungeon-art {
|
||||
height: 52px;
|
||||
width: 52px;
|
||||
}
|
||||
|
||||
.run-summary-card {
|
||||
gap: 10px;
|
||||
grid-template-columns: 64px minmax(0, 1fr);
|
||||
}
|
||||
|
||||
.run-summary-card > .dungeon-art {
|
||||
height: 58px;
|
||||
}
|
||||
|
||||
.run-summary-copy p:not(.eyebrow) {
|
||||
font-size: 15px;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.part-picker {
|
||||
grid-column: 1 / -1;
|
||||
}
|
||||
|
||||
.activity-select,
|
||||
.part-buttons {
|
||||
grid-column: 1 / -1;
|
||||
|
||||
+115
-54
@@ -282,10 +282,32 @@ function App() {
|
||||
?? dungeonOptions[0]!
|
||||
const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId)
|
||||
?? raidOptions[0]
|
||||
const activity = screen === 'raids' && raid ? raid : dungeon
|
||||
const activityOptions = screen === 'raids' ? raidOptions : dungeonOptions
|
||||
const tierOptions = activityOptions
|
||||
.flatMap((option) => option.difficulties)
|
||||
.filter((difficulty, index, all) => (
|
||||
all.findIndex((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel) === index
|
||||
))
|
||||
.sort((a, b) => a.droppedItemLevel - b.droppedItemLevel)
|
||||
const savedDifficulty = profile.dungeons
|
||||
.flatMap((option) => option.difficulties)
|
||||
.find((candidate) => candidate.id === selectedDifficultyId)
|
||||
const selectedTier = tierOptions.find((candidate) => (
|
||||
candidate.droppedItemLevel === savedDifficulty?.droppedItemLevel
|
||||
&& profile.character.level >= candidate.unlockLevel
|
||||
))
|
||||
?? tierOptions.slice().reverse().find((candidate) => profile.character.level >= candidate.unlockLevel)
|
||||
?? tierOptions[0]
|
||||
const selectedTierItemLevel = selectedTier?.droppedItemLevel ?? 0
|
||||
const tierActivityOptions = activityOptions.filter((option) =>
|
||||
option.difficulties.some((difficulty) => difficulty.droppedItemLevel === selectedTierItemLevel),
|
||||
)
|
||||
const selectedActivityId = screen === 'raids' && raid ? raid.id : dungeon.id
|
||||
const activity = tierActivityOptions.find((candidate) => candidate.id === selectedActivityId)
|
||||
?? tierActivityOptions[0]
|
||||
?? (screen === 'raids' && raid ? raid : dungeon)
|
||||
const selectedDifficulty = activity.difficulties.find(
|
||||
(candidate) => candidate.id === selectedDifficultyId,
|
||||
(candidate) => candidate.droppedItemLevel === selectedTierItemLevel,
|
||||
) ?? activity.difficulties[0]
|
||||
const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel
|
||||
const completedSections = activity.contentType === 'raid'
|
||||
@@ -570,44 +592,108 @@ function App() {
|
||||
title={activity.contentType === 'raid' ? 'Raids' : 'Dungeons'}
|
||||
onBack={() => setScreen('menu')}
|
||||
/>
|
||||
<article className="dungeon-card">
|
||||
<section className="run-setup-panel">
|
||||
<div className="run-setup-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Step 1</p>
|
||||
<h2>Item Level</h2>
|
||||
</div>
|
||||
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers unlock by character level.</small>
|
||||
</div>
|
||||
<div className="tier-grid">
|
||||
{tierOptions.map((difficulty) => {
|
||||
const locked = profile.character.level < difficulty.unlockLevel
|
||||
const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel
|
||||
return (
|
||||
<button
|
||||
className={`${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
|
||||
disabled={locked}
|
||||
key={difficulty.id}
|
||||
onClick={() => {
|
||||
const nextActivity = activity.difficulties.some(
|
||||
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
|
||||
)
|
||||
? activity
|
||||
: activityOptions.find((option) =>
|
||||
option.difficulties.some((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel),
|
||||
)
|
||||
if (nextActivity) {
|
||||
if (screen === 'raids') setSelectedRaidId(nextActivity.id)
|
||||
else setSelectedDungeonId(nextActivity.id)
|
||||
const nextDifficulty = nextActivity.difficulties.find(
|
||||
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
|
||||
)
|
||||
if (nextDifficulty) setSelectedDifficultyId(nextDifficulty.id)
|
||||
}
|
||||
}}
|
||||
type="button"
|
||||
>
|
||||
<strong>iLvl {difficulty.droppedItemLevel}</strong>
|
||||
<span>{locked ? `Level ${difficulty.unlockLevel}` : difficulty.name}</span>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="run-setup-panel">
|
||||
<div className="run-setup-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Step 2</p>
|
||||
<h2>{screen === 'raids' ? 'Pick Raid' : 'Pick Dungeon'}</h2>
|
||||
</div>
|
||||
<small>{selectedDifficulty.name} rewards iLvl {selectedDifficulty.droppedItemLevel} components.</small>
|
||||
</div>
|
||||
<div className="activity-card-grid">
|
||||
{tierActivityOptions.map((candidate) => {
|
||||
const difficulty = candidate.difficulties.find(
|
||||
(option) => option.droppedItemLevel === selectedDifficulty.droppedItemLevel,
|
||||
) ?? candidate.difficulties[0]
|
||||
const locked = profile.character.level < difficulty.unlockLevel
|
||||
const selected = candidate.id === activity.id
|
||||
return (
|
||||
<button
|
||||
className={`activity-card ${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
|
||||
disabled={locked}
|
||||
key={candidate.id}
|
||||
onClick={() => {
|
||||
if (screen === 'raids') setSelectedRaidId(candidate.id)
|
||||
else setSelectedDungeonId(candidate.id)
|
||||
setSelectedDifficultyId(difficulty.id)
|
||||
}}
|
||||
type="button"
|
||||
>
|
||||
<span className={`dungeon-art ${candidate.contentType === 'raid' ? 'raid-art' : ''}`}>
|
||||
{activityInitials(candidate.name)}
|
||||
</span>
|
||||
<strong>{candidate.name}</strong>
|
||||
<small>{candidate.locationName}</small>
|
||||
<i>
|
||||
Level {candidate.recommendedLevel} | {candidate.partySize} Players
|
||||
</i>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<article className="run-summary-card">
|
||||
<div className={`dungeon-art ${activity.contentType === 'raid' ? 'raid-art' : ''}`}>
|
||||
{activityInitials(activity.name)}
|
||||
</div>
|
||||
<div>
|
||||
<p className="eyebrow">{activity.locationName}</p>
|
||||
<div className="run-summary-copy">
|
||||
<p className="eyebrow">Step 3</p>
|
||||
<h2>{activity.name}</h2>
|
||||
<p>{activity.description}</p>
|
||||
<div className="tag-row">
|
||||
<span>Level {activity.recommendedLevel}</span>
|
||||
<span>{activity.partySize} Players</span>
|
||||
<span>{selectedDifficulty.name}</span>
|
||||
<span>Component Level {selectedDifficulty.droppedItemLevel}</span>
|
||||
<span>iLvl {selectedDifficulty.droppedItemLevel}</span>
|
||||
<span>{Math.round(activity.experienceReward * selectedDifficulty.experienceMultiplier)} XP</span>
|
||||
</div>
|
||||
</div>
|
||||
{activityOptions.length > 1 && (
|
||||
<label className="activity-select">
|
||||
<span>{activity.contentType === 'raid' ? 'Raid' : 'Dungeon'}</span>
|
||||
<select
|
||||
value={activity.id}
|
||||
onChange={(event) => {
|
||||
const nextActivityId = Number(event.target.value)
|
||||
const nextActivity = activityOptions.find((candidate) => candidate.id === nextActivityId)
|
||||
if (screen === 'raids') setSelectedRaidId(nextActivityId)
|
||||
else setSelectedDungeonId(nextActivityId)
|
||||
if (nextActivity?.difficulties[0]) {
|
||||
setSelectedDifficultyId(nextActivity.difficulties[0].id)
|
||||
}
|
||||
}}
|
||||
>
|
||||
{activityOptions.map((candidate) => (
|
||||
<option key={candidate.id} value={candidate.id}>{candidate.name}</option>
|
||||
))}
|
||||
</select>
|
||||
</label>
|
||||
)}
|
||||
<div className="part-buttons">
|
||||
<div className="part-picker">
|
||||
{parts.map((p) => (
|
||||
<button
|
||||
key={p.part}
|
||||
@@ -616,6 +702,7 @@ function App() {
|
||||
onClick={() => {
|
||||
setSelectedPart(p.part)
|
||||
setCombatContentId(activity.id)
|
||||
setSelectedDifficultyId(selectedDifficulty.id)
|
||||
setScreen('combat')
|
||||
}}
|
||||
type="button"
|
||||
@@ -626,32 +713,6 @@ function App() {
|
||||
</div>
|
||||
</article>
|
||||
<div className="difficulty-section compact-difficulty-section">
|
||||
<div className="difficulty-select-row">
|
||||
<div>
|
||||
<p className="eyebrow">Challenge Tier</p>
|
||||
<h2>Difficulty</h2>
|
||||
</div>
|
||||
<label>
|
||||
<span>Select</span>
|
||||
<select
|
||||
value={selectedDifficulty.id}
|
||||
onChange={(event) => setSelectedDifficultyId(Number(event.target.value))}
|
||||
>
|
||||
{activity.difficulties.map((difficulty, index) => (
|
||||
<option
|
||||
disabled={profile.character.level < difficulty.unlockLevel}
|
||||
key={difficulty.id}
|
||||
value={difficulty.id}
|
||||
>
|
||||
{index + 1}. {difficulty.name}
|
||||
{profile.character.level < difficulty.unlockLevel
|
||||
? ` - Level ${difficulty.unlockLevel}`
|
||||
: ''}
|
||||
</option>
|
||||
))}
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
<div className={`difficulty-summary ${difficultyLocked ? 'locked' : ''}`}>
|
||||
<div>
|
||||
<strong>{selectedDifficulty.name}</strong>
|
||||
|
||||
+188
-109
@@ -35,6 +35,7 @@ import {
|
||||
} from '../dualScreen'
|
||||
|
||||
const TICK_MS = 700
|
||||
const TARGET_RENDER_THROTTLE_MS = 180
|
||||
|
||||
type RoguelikeMode = 'dungeon' | 'raid'
|
||||
type RoguelikeUpgradeTiming = 'boss' | 'encounter'
|
||||
@@ -73,6 +74,16 @@ type FloatingCombatText = {
|
||||
value: number
|
||||
}
|
||||
|
||||
type SinglePlayerCombatState = {
|
||||
party: PartyMember[]
|
||||
resource: number
|
||||
enemyHealth: number
|
||||
cooldowns: Record<string, number>
|
||||
elapsedTicks: number
|
||||
castsTowardFree: number
|
||||
freeCastReady: boolean
|
||||
}
|
||||
|
||||
const ROGUELIKE_MECHANICS: RoguelikeMechanic[] = [
|
||||
'party-pulse',
|
||||
'searing-mark',
|
||||
@@ -340,13 +351,18 @@ export function CombatScreen({
|
||||
const sectionName = isRoguelike ? 'Stage' : dungeon.contentType === 'raid' ? 'Phase' : 'Part'
|
||||
const contentName = isRoguelike ? 'Roguelike' : dungeon.contentType === 'raid' ? 'Raid' : 'Dungeon'
|
||||
const initialEncounterIndex = (startPart - 1) * 3
|
||||
const [party, setParty] = useState<PartyMember[]>(partyTemplate)
|
||||
const initialCombatState = useMemo<SinglePlayerCombatState>(() => ({
|
||||
party: partyTemplate,
|
||||
resource: maxResource,
|
||||
enemyHealth: encounters[initialEncounterIndex].maxHealth,
|
||||
cooldowns: {},
|
||||
elapsedTicks: 0,
|
||||
castsTowardFree: 0,
|
||||
freeCastReady: false,
|
||||
}), [encounters, initialEncounterIndex, maxResource, partyTemplate])
|
||||
const [combatState, setCombatState] = useState<SinglePlayerCombatState>(() => initialCombatState)
|
||||
const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
|
||||
const [resource, setResource] = useState(maxResource)
|
||||
const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex)
|
||||
const [enemyHealth, setEnemyHealth] = useState(encounters[initialEncounterIndex].maxHealth)
|
||||
const [cooldowns, setCooldowns] = useState<Record<string, number>>({})
|
||||
const [, setElapsedTicks] = useState(0)
|
||||
const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing')
|
||||
const [paused, setPaused] = useState(false)
|
||||
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
|
||||
@@ -360,8 +376,6 @@ export function CombatScreen({
|
||||
const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
|
||||
const [roguelikeUpgrades, setRoguelikeUpgrades] = useState<RoguelikeUpgrade[]>([])
|
||||
const [upgradeChoices, setUpgradeChoices] = useState<RoguelikeUpgrade[]>([])
|
||||
const [, setCastsTowardFree] = useState(0)
|
||||
const [freeCastReady, setFreeCastReady] = useState(false)
|
||||
const rewardClaimedRef = useRef(false)
|
||||
const profileRefreshedRef = useRef(false)
|
||||
const rolledEncounterIdsRef = useRef(new Set<number>())
|
||||
@@ -371,10 +385,11 @@ export function CombatScreen({
|
||||
const partStartTimesRef = useRef<Record<number, number>>({})
|
||||
const nextLogId = useRef(2)
|
||||
const nextFloatingTextId = useRef(1)
|
||||
const partyRef = useRef(partyTemplate)
|
||||
const enemyHealthRef = useRef(encounters[initialEncounterIndex].maxHealth)
|
||||
const elapsedTicksRef = useRef(0)
|
||||
const combatRef = useRef(initialCombatState)
|
||||
const selectedIdRef = useRef(partyTemplate[0].id)
|
||||
const selectedRenderTimeoutRef = useRef<number | null>(null)
|
||||
const lastSelectedRenderAtRef = useRef(0)
|
||||
const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
|
||||
const encounter = encounters[encounterIndex]
|
||||
const currentPart = getCurrentPart(encounterIndex)
|
||||
const firstEncounterIndex = (startPart - 1) * 3
|
||||
@@ -416,9 +431,38 @@ export function CombatScreen({
|
||||
})
|
||||
}, [paused])
|
||||
|
||||
const setCombat = useCallback((
|
||||
nextState: SinglePlayerCombatState | ((current: SinglePlayerCombatState) => SinglePlayerCombatState),
|
||||
) => {
|
||||
const next = typeof nextState === 'function'
|
||||
? nextState(combatRef.current)
|
||||
: nextState
|
||||
combatRef.current = next
|
||||
setCombatState(next)
|
||||
}, [])
|
||||
|
||||
const setSelectedTargetId = useCallback((id: string) => {
|
||||
if (selectedIdRef.current === id) return
|
||||
selectedIdRef.current = id
|
||||
setSelectedId(id)
|
||||
const now = performance.now()
|
||||
const elapsed = now - lastSelectedRenderAtRef.current
|
||||
if (elapsed >= TARGET_RENDER_THROTTLE_MS) {
|
||||
lastSelectedRenderAtRef.current = now
|
||||
setSelectedId(id)
|
||||
return
|
||||
}
|
||||
if (selectedRenderTimeoutRef.current !== null) return
|
||||
selectedRenderTimeoutRef.current = window.setTimeout(() => {
|
||||
selectedRenderTimeoutRef.current = null
|
||||
lastSelectedRenderAtRef.current = performance.now()
|
||||
setSelectedId(selectedIdRef.current)
|
||||
}, TARGET_RENDER_THROTTLE_MS - elapsed)
|
||||
}, [])
|
||||
|
||||
useEffect(() => () => {
|
||||
if (selectedRenderTimeoutRef.current !== null) {
|
||||
window.clearTimeout(selectedRenderTimeoutRef.current)
|
||||
}
|
||||
}, [])
|
||||
|
||||
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
|
||||
@@ -468,18 +512,19 @@ export function CombatScreen({
|
||||
: []
|
||||
const nextEncounters = roguelikeMode ? nextRoguelikeEncounters : staticEncounters
|
||||
const freshParty = partyTemplate.map((member) => ({ ...member }))
|
||||
partyRef.current = freshParty
|
||||
enemyHealthRef.current = nextEncounters[initialEncounterIndex].maxHealth
|
||||
setCombat({
|
||||
party: freshParty,
|
||||
resource: maxResource,
|
||||
enemyHealth: nextEncounters[initialEncounterIndex].maxHealth,
|
||||
cooldowns: {},
|
||||
elapsedTicks: 0,
|
||||
castsTowardFree: 0,
|
||||
freeCastReady: false,
|
||||
})
|
||||
if (roguelikeMode) setRoguelikeEncounters(nextRoguelikeEncounters)
|
||||
setRoguelikeStage(1)
|
||||
setParty(freshParty)
|
||||
setSelectedTargetId(partyTemplate[0].id)
|
||||
setResource(maxResource)
|
||||
setEncounterIndex(initialEncounterIndex)
|
||||
setEnemyHealth(nextEncounters[initialEncounterIndex].maxHealth)
|
||||
setCooldowns({})
|
||||
elapsedTicksRef.current = 0
|
||||
setElapsedTicks(0)
|
||||
setStatus('playing')
|
||||
setPaused(false)
|
||||
setTargetGroup(0)
|
||||
@@ -490,8 +535,6 @@ export function CombatScreen({
|
||||
setFloatingTexts([])
|
||||
setRoguelikeUpgrades([])
|
||||
setUpgradeChoices([])
|
||||
setCastsTowardFree(0)
|
||||
setFreeCastReady(false)
|
||||
rewardClaimedRef.current = false
|
||||
profileRefreshedRef.current = false
|
||||
rolledEncounterIdsRef.current = new Set()
|
||||
@@ -500,18 +543,19 @@ export function CombatScreen({
|
||||
runStartedAtRef.current = Date.now()
|
||||
partStartTimesRef.current = { [startPart]: runStartedAtRef.current }
|
||||
setLog([{ id: nextLogId.current++, text: 'A new run begins.', tone: 'system' }])
|
||||
}, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, setSelectedTargetId, startPart, staticEncounters])
|
||||
}, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, setCombat, setSelectedTargetId, startPart, staticEncounters])
|
||||
|
||||
const castSpell = useCallback(
|
||||
(spell: Spell) => {
|
||||
const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, freeCastReady)
|
||||
if (status !== 'playing' || cooldowns[spell.id] > 0 || resource < effectiveCost) return
|
||||
const healer = partyRef.current.find((member) => member.id === 'mira')
|
||||
const current = combatRef.current
|
||||
const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, current.freeCastReady)
|
||||
if (status !== 'playing' || current.cooldowns[spell.id] > 0 || current.resource < effectiveCost) return
|
||||
const healer = current.party.find((member) => member.id === 'mira')
|
||||
if (!healer || healer.health <= 0) return
|
||||
const targetId = selectedIdRef.current
|
||||
const selected = partyRef.current.find((member) => member.id === targetId)
|
||||
const selected = current.party.find((member) => member.id === targetId)
|
||||
if (!selected || selected.health <= 0) return
|
||||
const extraTarget = (blockedIds: string[]) => partyRef.current
|
||||
const extraTarget = (blockedIds: string[]) => current.party
|
||||
.filter((member) => member.health > 0 && !blockedIds.includes(member.id))
|
||||
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
|
||||
const directTargets = new Set([targetId])
|
||||
@@ -547,28 +591,7 @@ export function CombatScreen({
|
||||
if (extra) directTargets.add(extra.id)
|
||||
}
|
||||
|
||||
setResource((value) => value - effectiveCost)
|
||||
resourceSpentRef.current += effectiveCost
|
||||
setCooldowns((current) => ({
|
||||
...current,
|
||||
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
|
||||
}))
|
||||
if (upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free') > 0) {
|
||||
if (freeCastReady) {
|
||||
setFreeCastReady(false)
|
||||
setCastsTowardFree(0)
|
||||
} else {
|
||||
setCastsTowardFree((current) => {
|
||||
const next = current + 1
|
||||
if (next >= 5) {
|
||||
setFreeCastReady(true)
|
||||
return 0
|
||||
}
|
||||
return next
|
||||
})
|
||||
}
|
||||
}
|
||||
const nextParty = partyRef.current.map((member) => {
|
||||
const nextParty = current.party.map((member) => {
|
||||
if (member.health <= 0) return member
|
||||
if (spell.kind === 'group') {
|
||||
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'group-heal-boost')))
|
||||
@@ -602,11 +625,35 @@ export function CombatScreen({
|
||||
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
|
||||
}
|
||||
})
|
||||
partyRef.current = nextParty
|
||||
setParty(nextParty)
|
||||
const freeCastStacks = upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free')
|
||||
const nextFreeCastReady = freeCastStacks > 0 && current.freeCastReady
|
||||
? false
|
||||
: current.freeCastReady
|
||||
const nextCastsTowardFree = freeCastStacks > 0
|
||||
? current.freeCastReady
|
||||
? 0
|
||||
: current.castsTowardFree + 1 >= 5
|
||||
? 0
|
||||
: current.castsTowardFree + 1
|
||||
: current.castsTowardFree
|
||||
const gainedFreeCast = freeCastStacks > 0
|
||||
&& !current.freeCastReady
|
||||
&& current.castsTowardFree + 1 >= 5
|
||||
resourceSpentRef.current += effectiveCost
|
||||
setCombat({
|
||||
...current,
|
||||
party: nextParty,
|
||||
resource: current.resource - effectiveCost,
|
||||
cooldowns: {
|
||||
...current.cooldowns,
|
||||
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
|
||||
},
|
||||
castsTowardFree: nextCastsTowardFree,
|
||||
freeCastReady: gainedFreeCast || nextFreeCastReady,
|
||||
})
|
||||
addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal')
|
||||
},
|
||||
[activeSetEffects, addFloatingHeal, addLog, cooldowns, freeCastReady, resource, roguelikeUpgrades, status],
|
||||
[activeSetEffects, addFloatingHeal, addLog, roguelikeUpgrades, setCombat, status],
|
||||
)
|
||||
|
||||
const finishRun = useCallback(
|
||||
@@ -669,7 +716,7 @@ export function CombatScreen({
|
||||
)
|
||||
|
||||
const selectRelativeTarget = useCallback((direction: -1 | 1) => {
|
||||
const living = partyRef.current.filter((member) => member.health > 0)
|
||||
const living = combatRef.current.party.filter((member) => member.health > 0)
|
||||
if (living.length === 0) return
|
||||
const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
|
||||
const nextIndex = currentIndex < 0
|
||||
@@ -680,14 +727,14 @@ export function CombatScreen({
|
||||
|
||||
const selectDirectionalTarget = useCallback((action: InputAction) => {
|
||||
const columns = dungeon.partySize >= 10 ? 6 : 3
|
||||
const currentIndex = partyRef.current.findIndex((member) => member.id === selectedIdRef.current)
|
||||
const currentIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
|
||||
if (currentIndex < 0) {
|
||||
setSelectedTargetId(partyRef.current[0].id)
|
||||
setSelectedTargetId(combatRef.current.party[0].id)
|
||||
return
|
||||
}
|
||||
const currentRow = Math.floor(currentIndex / columns)
|
||||
const currentColumn = currentIndex % columns
|
||||
const candidates = partyRef.current
|
||||
const candidates = combatRef.current.party
|
||||
.map((member, index) => ({
|
||||
member,
|
||||
index,
|
||||
@@ -721,14 +768,15 @@ export function CombatScreen({
|
||||
|
||||
const selectDirectTarget = useCallback((slot: number) => {
|
||||
const index = slot + (dungeon.partySize > 6 ? targetGroup * 6 : 0)
|
||||
const member = partyRef.current[index]
|
||||
const member = combatRef.current.party[index]
|
||||
if (member) setSelectedTargetId(member.id)
|
||||
}, [dungeon.partySize, setSelectedTargetId, targetGroup])
|
||||
|
||||
const chooseRoguelikeUpgrade = useCallback((upgrade: RoguelikeUpgrade) => {
|
||||
if (!roguelikeMode) return
|
||||
const current = combatRef.current
|
||||
const clearedBoss = encounters[encounterIndex]?.isBoss ?? false
|
||||
const recoveredParty = partyRef.current.map((member) => ({
|
||||
const recoveredParty = current.party.map((member) => ({
|
||||
...member,
|
||||
health: member.health <= 0
|
||||
? 0
|
||||
@@ -747,24 +795,24 @@ export function CombatScreen({
|
||||
? nextSegment[0]
|
||||
: encounters[encounterIndex + 1]
|
||||
if (!nextEncounter) return
|
||||
partyRef.current = recoveredParty
|
||||
enemyHealthRef.current = nextEncounter.maxHealth
|
||||
setRoguelikeUpgrades((current) => [...current, upgrade])
|
||||
if (clearedBoss) {
|
||||
setRoguelikeStage(nextStage)
|
||||
setRoguelikeEncounters((current) => [...current, ...nextSegment])
|
||||
}
|
||||
setParty(recoveredParty)
|
||||
setEncounterIndex((current) => current + 1)
|
||||
setEnemyHealth(nextEncounter.maxHealth)
|
||||
elapsedTicksRef.current = 0
|
||||
setElapsedTicks(0)
|
||||
setCooldowns({})
|
||||
setResource((value) => clamp(value + Math.round(maxResource * 0.25), 0, maxResource))
|
||||
setCombat({
|
||||
...current,
|
||||
party: recoveredParty,
|
||||
enemyHealth: nextEncounter.maxHealth,
|
||||
elapsedTicks: 0,
|
||||
cooldowns: {},
|
||||
resource: clamp(current.resource + Math.round(maxResource * 0.25), 0, maxResource),
|
||||
})
|
||||
setUpgradeChoices([])
|
||||
setStatus('playing')
|
||||
addLog(`${upgrade.name} gained. ${nextEncounter.enemyName} approaches.`, 'system')
|
||||
}, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage])
|
||||
}, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage, setCombat])
|
||||
|
||||
useGameAction((action, device) => {
|
||||
if (action === 'pause' || (action === 'back' && device === 'pc')) {
|
||||
@@ -783,10 +831,10 @@ export function CombatScreen({
|
||||
if (action === 'toggleTargetGroup') {
|
||||
if (dungeon.partySize <= 6) return
|
||||
setTargetGroup((current) => {
|
||||
const groupCount = Math.max(1, Math.ceil(partyRef.current.length / 6))
|
||||
const groupCount = Math.max(1, Math.ceil(combatRef.current.party.length / 6))
|
||||
const next = ((current + 1) % groupCount) as 0 | 1 | 2
|
||||
const selectedIndex = partyRef.current.findIndex((member) => member.id === selectedIdRef.current)
|
||||
const nextMember = partyRef.current[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
|
||||
const selectedIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
|
||||
const nextMember = combatRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
|
||||
if (nextMember) setSelectedTargetId(nextMember.id)
|
||||
return next
|
||||
})
|
||||
@@ -809,20 +857,17 @@ export function CombatScreen({
|
||||
useEffect(() => {
|
||||
if (status !== 'playing' || paused) return
|
||||
const timer = window.setInterval(() => {
|
||||
const nextElapsedTicks = elapsedTicksRef.current + 1
|
||||
elapsedTicksRef.current = nextElapsedTicks
|
||||
setElapsedTicks(nextElapsedTicks)
|
||||
setResource((value) => clamp(value + 2.4, 0, maxResource))
|
||||
setCooldowns((current) =>
|
||||
Object.fromEntries(
|
||||
Object.entries(current).map(([id, seconds]) => [
|
||||
id,
|
||||
Math.max(0, seconds - TICK_MS / 1000),
|
||||
]),
|
||||
),
|
||||
const current = combatRef.current
|
||||
const nextElapsedTicks = current.elapsedTicks + 1
|
||||
const nextCooldowns = Object.fromEntries(
|
||||
Object.entries(current.cooldowns).map(([id, seconds]) => [
|
||||
id,
|
||||
Math.max(0, seconds - TICK_MS / 1000),
|
||||
]),
|
||||
)
|
||||
let nextResource = clamp(current.resource + 2.4, 0, maxResource)
|
||||
|
||||
const living = partyRef.current.filter((member) => member.health > 0)
|
||||
const living = current.party.filter((member) => member.health > 0)
|
||||
if (living.length === 0) {
|
||||
if (isRoguelike) finishRoguelikeRun(encounterIndex)
|
||||
setStatus('lost')
|
||||
@@ -854,12 +899,12 @@ export function CombatScreen({
|
||||
if (appliesHealingReduction) addLog(`${primaryTarget.name} receives reduced healing.`, 'danger')
|
||||
if (tankBuster) addLog(`${encounter.enemyName} crushes the tanks.`, 'danger')
|
||||
if (resourceDrain) {
|
||||
setResource((value) => clamp(value - 8, 0, maxResource))
|
||||
nextResource = clamp(nextResource - 8, 0, maxResource)
|
||||
addLog(`${encounter.enemyName} drains ${gameClass.resourceName}.`, 'danger')
|
||||
}
|
||||
|
||||
const healerBeforeDamage = partyRef.current.find((member) => member.id === 'mira')
|
||||
const nextParty = partyRef.current.map((member) => {
|
||||
const healerBeforeDamage = current.party.find((member) => member.id === 'mira')
|
||||
const nextParty = current.party.map((member) => {
|
||||
if (member.health <= 0) return member
|
||||
let damage = member.id === primaryTarget.id ? encounter.damage : 0
|
||||
if (member.role === 'Tank') damage += encounter.tankDamage
|
||||
@@ -898,8 +943,6 @@ export function CombatScreen({
|
||||
}
|
||||
})
|
||||
const healerAfterDamage = nextParty.find((member) => member.id === 'mira')
|
||||
partyRef.current = nextParty
|
||||
setParty(nextParty)
|
||||
|
||||
if (
|
||||
healerBeforeDamage
|
||||
@@ -911,16 +954,30 @@ export function CombatScreen({
|
||||
}
|
||||
|
||||
if (nextParty.every((member) => member.health <= 0)) {
|
||||
setCombat({
|
||||
...current,
|
||||
party: nextParty,
|
||||
resource: nextResource,
|
||||
cooldowns: nextCooldowns,
|
||||
elapsedTicks: nextElapsedTicks,
|
||||
enemyHealth: current.enemyHealth,
|
||||
})
|
||||
if (isRoguelike) finishRoguelikeRun(encounterIndex)
|
||||
setStatus('lost')
|
||||
addLog('The party has fallen.', 'danger')
|
||||
return
|
||||
}
|
||||
|
||||
const nextEnemyHealth = enemyHealthRef.current - encounter.partyDamage
|
||||
const nextEnemyHealth = current.enemyHealth - encounter.partyDamage
|
||||
if (nextEnemyHealth > 0) {
|
||||
enemyHealthRef.current = nextEnemyHealth
|
||||
setEnemyHealth(nextEnemyHealth)
|
||||
setCombat({
|
||||
...current,
|
||||
party: nextParty,
|
||||
resource: nextResource,
|
||||
cooldowns: nextCooldowns,
|
||||
elapsedTicks: nextElapsedTicks,
|
||||
enemyHealth: nextEnemyHealth,
|
||||
})
|
||||
return
|
||||
}
|
||||
|
||||
@@ -929,8 +986,14 @@ export function CombatScreen({
|
||||
}
|
||||
|
||||
if (isRoguelike && (upgradesEveryEncounter || encounter.isBoss)) {
|
||||
enemyHealthRef.current = 0
|
||||
setEnemyHealth(0)
|
||||
setCombat({
|
||||
...current,
|
||||
party: nextParty,
|
||||
resource: nextResource,
|
||||
cooldowns: nextCooldowns,
|
||||
elapsedTicks: nextElapsedTicks,
|
||||
enemyHealth: 0,
|
||||
})
|
||||
setUpgradeChoices(chooseRandom(roguelikeUpgradeCatalog, 3))
|
||||
setStatus('upgrade-choice')
|
||||
addLog(`${encounter.enemyName} defeated. Choose an upgrade.`, 'loot')
|
||||
@@ -938,16 +1001,28 @@ export function CombatScreen({
|
||||
}
|
||||
|
||||
if (isPartBoss && !isFinalBoss) {
|
||||
enemyHealthRef.current = 0
|
||||
setEnemyHealth(0)
|
||||
setCombat({
|
||||
...current,
|
||||
party: nextParty,
|
||||
resource: nextResource,
|
||||
cooldowns: nextCooldowns,
|
||||
elapsedTicks: nextElapsedTicks,
|
||||
enemyHealth: 0,
|
||||
})
|
||||
setStatus('part-complete')
|
||||
addLog(`${encounter.enemyName} is defeated.`, 'loot')
|
||||
return
|
||||
}
|
||||
|
||||
if (encounterIndex === encounters.length - 1) {
|
||||
enemyHealthRef.current = 0
|
||||
setEnemyHealth(0)
|
||||
setCombat({
|
||||
...current,
|
||||
party: nextParty,
|
||||
resource: nextResource,
|
||||
cooldowns: nextCooldowns,
|
||||
elapsedTicks: nextElapsedTicks,
|
||||
enemyHealth: 0,
|
||||
})
|
||||
finishRun(currentPart, startPart)
|
||||
addLog(`${encounter.enemyName} is defeated. Rolling its loot table.`, 'loot')
|
||||
return
|
||||
@@ -965,13 +1040,15 @@ export function CombatScreen({
|
||||
maxHealthPenaltyTicks: undefined,
|
||||
healingReductionTicks: undefined,
|
||||
}))
|
||||
partyRef.current = recoveredParty
|
||||
enemyHealthRef.current = nextEncounter.maxHealth
|
||||
setParty(recoveredParty)
|
||||
setEncounterIndex((value) => value + 1)
|
||||
setEnemyHealth(nextEncounter.maxHealth)
|
||||
elapsedTicksRef.current = 0
|
||||
setElapsedTicks(0)
|
||||
setCombat({
|
||||
...current,
|
||||
party: recoveredParty,
|
||||
resource: nextResource,
|
||||
cooldowns: nextCooldowns,
|
||||
elapsedTicks: 0,
|
||||
enemyHealth: nextEncounter.maxHealth,
|
||||
})
|
||||
addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
|
||||
}, TICK_MS)
|
||||
return () => window.clearInterval(timer)
|
||||
@@ -994,6 +1071,7 @@ export function CombatScreen({
|
||||
gameClass.resourceName,
|
||||
requestLootRoll,
|
||||
profile.character.name,
|
||||
setCombat,
|
||||
startPart,
|
||||
status,
|
||||
currentPart,
|
||||
@@ -1398,19 +1476,20 @@ export function CombatScreen({
|
||||
const nextIndex = encounterIndex + 1
|
||||
partStartTimesRef.current[currentPart + 1] = Date.now()
|
||||
const nextEncounter = encounters[nextIndex]
|
||||
const recoveredParty = partyRef.current.map((member) => ({
|
||||
const current = combatRef.current
|
||||
const recoveredParty = current.party.map((member) => ({
|
||||
...member,
|
||||
health: clamp(member.health + 35, 0, member.maxHealth),
|
||||
debuff: undefined,
|
||||
debuffTicks: undefined,
|
||||
}))
|
||||
partyRef.current = recoveredParty
|
||||
enemyHealthRef.current = nextEncounter.maxHealth
|
||||
setParty(recoveredParty)
|
||||
setEncounterIndex(nextIndex)
|
||||
setEnemyHealth(nextEncounter.maxHealth)
|
||||
elapsedTicksRef.current = 0
|
||||
setElapsedTicks(0)
|
||||
setCombat({
|
||||
...current,
|
||||
party: recoveredParty,
|
||||
enemyHealth: nextEncounter.maxHealth,
|
||||
elapsedTicks: 0,
|
||||
})
|
||||
setStatus('playing')
|
||||
addLog(`Proceeding to ${sectionName} ${currentPart + 1}. ${nextEncounter.enemyName} approaches.`, 'system')
|
||||
}}
|
||||
|
||||
@@ -61,15 +61,24 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
||||
firstRecipe?.id ?? null,
|
||||
)
|
||||
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId)
|
||||
const selectedRecipeRequiresUpgrade = selectedRecipe
|
||||
? profile.craftingRecipes.some((recipe) =>
|
||||
recipe.sourceEncounterId === selectedRecipe.sourceEncounterId
|
||||
&& recipe.item.slot === selectedRecipe.item.slot
|
||||
&& recipe.item.itemLevel < selectedRecipe.item.itemLevel,
|
||||
)
|
||||
: false
|
||||
const selectedItemRecipe = selectedItem
|
||||
? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id)
|
||||
: undefined
|
||||
const upgradeRecipe = selectedItem && selectedItemRecipe
|
||||
? profile.craftingRecipes.find((recipe) =>
|
||||
recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId
|
||||
&& recipe.item.slot === selectedItem.slot
|
||||
&& recipe.item.itemLevel === selectedItem.itemLevel + 5,
|
||||
)
|
||||
? profile.craftingRecipes
|
||||
.filter((recipe) =>
|
||||
recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId
|
||||
&& recipe.item.slot === selectedItem.slot
|
||||
&& recipe.item.itemLevel > selectedItem.itemLevel,
|
||||
)
|
||||
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
|
||||
: undefined
|
||||
const equippedBySlot = useMemo(
|
||||
() => new Map(
|
||||
@@ -503,11 +512,11 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
|
||||
</div>
|
||||
<button
|
||||
className="primary-button"
|
||||
disabled={!selectedRecipe.canCraft || crafting}
|
||||
disabled={selectedRecipeRequiresUpgrade || !selectedRecipe.canCraft || crafting}
|
||||
onClick={craftSelected}
|
||||
type="button"
|
||||
>
|
||||
{crafting ? 'Crafting...' : 'Craft Item'}
|
||||
{crafting ? 'Crafting...' : selectedRecipeRequiresUpgrade ? 'Upgrade Existing Item' : 'Craft Item'}
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
+14
-7
@@ -760,8 +760,7 @@ function emptyCharacterData(classId: number): CharacterData {
|
||||
const gc = static_.classes.find((c) => c.id === classId)!
|
||||
const talentRanks: Record<string, number> = {}
|
||||
for (const t of gc.talents) talentRanks[String(t.id)] = 0
|
||||
const starterItemIds = [100, 101, 102, 103, 104, 105, 106, 107, 108, 109]
|
||||
const inventory: Item[] = static_.inventory.filter((i) => starterItemIds.includes(i.id)).map((i) => ({ ...i }))
|
||||
const inventory: Item[] = []
|
||||
const startingAbilitySlots: Array<number | null> = gc.spells
|
||||
.filter((s) => s.unlockLevel === 1)
|
||||
.slice(0, 5)
|
||||
@@ -1164,6 +1163,12 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
|
||||
const profile = buildProfile(save)
|
||||
const recipe = profile.craftingRecipes.find((candidate) => candidate.id === recipeId)
|
||||
if (!recipe) throw new Error('That crafting recipe does not exist.')
|
||||
const requiresUpgrade = profile.craftingRecipes.some((candidate) =>
|
||||
candidate.sourceEncounterId === recipe.sourceEncounterId
|
||||
&& candidate.item.slot === recipe.item.slot
|
||||
&& candidate.item.itemLevel < recipe.item.itemLevel,
|
||||
)
|
||||
if (requiresUpgrade) throw new Error('Upgrade the previous item tier instead.')
|
||||
const missing = recipe.components.find((component) => component.owned < component.quantity)
|
||||
if (missing) {
|
||||
throw new Error(`Need ${missing.quantity} ${missing.item.name} to craft this item.`)
|
||||
@@ -1191,11 +1196,13 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
|
||||
if (item.slot === 'component') throw new Error('Components cannot be upgraded.')
|
||||
const currentRecipe = profile.craftingRecipes.find((recipe) => recipe.item.id === item.id)
|
||||
const targetRecipe = currentRecipe
|
||||
? profile.craftingRecipes.find((recipe) =>
|
||||
recipe.sourceEncounterId === currentRecipe.sourceEncounterId
|
||||
&& recipe.item.slot === item.slot
|
||||
&& recipe.item.itemLevel === item.itemLevel + 5,
|
||||
)
|
||||
? profile.craftingRecipes
|
||||
.filter((recipe) =>
|
||||
recipe.sourceEncounterId === currentRecipe.sourceEncounterId
|
||||
&& recipe.item.slot === item.slot
|
||||
&& recipe.item.itemLevel > item.itemLevel,
|
||||
)
|
||||
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
|
||||
: null
|
||||
if (!targetRecipe) throw new Error('No upgrade is available for this item.')
|
||||
const missing = targetRecipe.components.find((component) => component.owned < component.quantity)
|
||||
|
||||
+2
-1
@@ -121,6 +121,7 @@ const STORAGE_KEY = 'ashen-halls-input-bindings-v1'
|
||||
const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1'
|
||||
const GAME_ACTION_EVENT = 'ashen-halls-game-action'
|
||||
const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller'
|
||||
const COMBAT_TARGET_NAVIGATION_THROTTLE_MS = 220
|
||||
|
||||
type CaptureState = {
|
||||
device: InputDevice
|
||||
@@ -446,7 +447,7 @@ export function InputProvider({ children }: { children: ReactNode }) {
|
||||
const combatActive = Boolean(document.querySelector('[data-combat-active="true"]'))
|
||||
if (combatActive && !uiOverlay && isCombatTargetAction(action)) {
|
||||
const now = performance.now()
|
||||
if (now - lastCombatNavigationRef.current < 125) return
|
||||
if (now - lastCombatNavigationRef.current < COMBAT_TARGET_NAVIGATION_THROTTLE_MS) return
|
||||
lastCombatNavigationRef.current = now
|
||||
}
|
||||
|
||||
|
||||
+541
-857
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user