Android build v1.1.2

This commit is contained in:
Warren H
2026-06-29 22:35:49 -04:00
parent cbe42b6164
commit c6251167a5
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# Combat Modules
Shared combat code is split by responsibility:
- `spellEffects.ts` owns spell target plans and the shared spell-effect applier.
- `combatEngine.ts` owns repeated per-member tick math: damage reduction, shields, HoTs, poison, debuff timers, and bounce-heal jumps.
- `combatPresentation.ts` owns UI-facing caps and grouping for combat logs and floating combat text.
- Screen files provide `SpellEffectProfile` objects for mode-specific numbers.
- `spellCasting.ts` owns cast readiness and cooldown writes.
- `pvpSpellCasting.ts` owns the shared PvP cast pipeline: readiness validation, live target validation, effect application, floating-heal emission, and side-state writes.
- `combatTick.ts` owns small tick helpers such as resource regeneration and cooldown decay.
- `cpuAi.ts` owns CPU healer timing, mistake rolls, spell choice, and turn execution.
- `stackCounts.ts` owns stacked buff/upgrade count maps and summaries.
- `spellModifiers.ts` owns stack-based spell modifiers such as cost, cooldown, extra targets, free casts, and power multipliers.
- `combatStateTransitions.ts` owns shared combat state writes such as applying a completed cast to party, resource, cooldown, and free-cast fields.
- `stadiumLifecycle.ts` owns pure Stadium round/shop decisions: round outcome resolution, shop point awards, and CPU purchase selection.
- `pvpRoguelikeLifecycle.ts` owns pure PvP roguelike lifecycle decisions: live snapshot outcomes, combat tick outcomes, upgrade-complete checks, and next-stage progression.
- `pvpRoguelikeUpgrades.ts` owns PvP roguelike upgrade application, revive cleanup, party recovery, resource restore, cooldown reset, and next enemy health setup.
- `pvpRoguelikeMatchSetup.ts` owns PvP roguelike match-start side creation, first segment setup, live opponent naming, and shared reset defaults.
- `stadiumMatchSetup.ts` owns Stadium starter side creation, local/live match setup, live opponent naming, and shared reset defaults.
- `pveRoguelikeRunSetup.ts` owns PvE combat-state creation and roguelike run reset defaults.
- `rewardSummaries.ts` owns reward summary initialization, unlocked ability merging, XP/level/talent accumulation, and PvP roguelike boss loot accumulation.
- `dualScreenPayloads.ts` owns dual-screen combat payload construction and mode-specific status normalization.
- `pvpLiveLifecycle.ts` owns live PvP polling, local progress publication, and rematch request state.
## SpellEffectProfile
Use a profile when spell behavior is the same shape but different by mode.
Examples:
- PvE stores Renew-style effects in `hotEffects`; PvP modes mostly use `hotTicks`.
- Stadium applies dampening through profile power callbacks.
- PvE cleanse intentionally does not emit floating heal text; PvP modes do.
- Shield ratios such as Radiance `0.3`, Mend `0.5`, and Stadium group shield `0.5` belong in profiles.
When adding a spell rule, prefer adding a named profile field or callback instead of branching in screen components.
## StackCounts
Use `createStackCounts` once per party state, upgrade list, or cast snapshot when repeated math needs stack totals. Then pass the map to spell cost, cooldown, target, and effect helpers. This keeps stacked upgrade behavior consistent and avoids repeated `filter`/scan work in combat render and cast paths.
## Spell Modifiers
Use `spellModifiers.ts` for stacked upgrade math instead of open-coded exponent formulas in screen components. Screens still own mode-specific IDs, but shared helpers own the math:
- slot cost/cooldown reducers default to `0.75 ** stacks`.
- opponent slot penalties default to `1.25 ** stacks`.
- power boosts default to `1.25 ** stacks`.
- free-cast checks use a named stack modifier and the mode's existing `freeCastReady` rules.
## State Transitions
Use `applyCastStateUpdate` after a spell effect profile returns the next party. Screens can still prepare mode-specific cooldown adjustments before the spell cooldown lands, but the final resource spend, cooldown write, party replacement, and free-cast progress should go through the transition helper.
## PvP Spell Casting
Use `applyPvpSpellCast` after a PvP screen builds its mode-specific target plan and `SpellEffectProfile`. Keep balance inputs such as roguelike effects, Stadium dampening, shop buffs, cooldown tweaks, and free-cast flags in the screen; let the helper own the repeated validate/apply/emit/write pipeline.
## CPU AI
Use `runCpuHealTurn` for PvP CPU turns. Screens still own mode-specific behavior tables and apply-spell adapters, while `cpuAi.ts` owns timing checks, mistake rolls, action selection, and invoking the selected spell.
## Stadium Lifecycle
Use `resolveStadiumRound` for win/loss/tie decisions instead of open-coding score checks in `PvpStadiumScreen`. Use `stadiumShopPointsForOutcome` and `chooseStadiumCpuPurchases` for shop setup so player and CPU point rules stay in one place.
## PvP Roguelike Lifecycle
Use `resolvePvpRoguelikeCombatOutcome` after each tick advances both sides. Use `resolvePvpRoguelikeLiveSnapshot` when a live match snapshot arrives. Use `nextPvpRoguelikeStage` after upgrade choices to decide whether to continue, advance stage, or complete the match. Components should execute the returned intent with React setters instead of duplicating the decision tree.
## PvP Roguelike Upgrades
Use `applyPvpRoguelikeUpgradeChoice` to apply selected buffs, incoming debuffs, and revive-buff debuff cleanup. Use `preparePvpRoguelikeNextEncounter` after progression chooses the next encounter so recovery, 25% resource restore, cooldown reset, and enemy health setup stay consistent between live and CPU matches.
## PvP Roguelike Match Setup
Use `createPvpRoguelikeMatchStart` for local/CPU starts and `createPvpRoguelikeLiveMatchStart` for live matches. These helpers build starter sides, set first encounter health, name live opponents, and provide reset defaults so rematch, checkpoint start, and queue fallback do not duplicate initial state construction.
## Stadium Match Setup
Use `createStadiumMatchStart` for queue/CPU starts, `createStadiumLiveMatchStart` for live matches, and `createStadiumStarterSide` for advancing to the next round. These helpers reset party state, carry purchased buffs and round wins where needed, and provide shared reset defaults for queue, rematch, and live match starts.
## PvE Run Setup
Use `createPveCombatState` for initial single-player combat state and `createPveRoguelikeRunStart` when resetting a run. This keeps party cloning, resource setup, enemy health, cooldown/free-cast reset, and UI reset defaults in one place.
## Reward Summaries
Use `createEmptyRewardSummary`, `createEmptyPvpRunSummary`, `mergeDungeonRewardSummary`, and `mergePvpRunRewardSummary` instead of open-coding reward accumulation in screens. This keeps XP, level, talent points, unlocked abilities, and boss loot merge behavior consistent.
Presentation components for these summaries live in `components/RewardPanels.tsx`: use `RewardXpSummary`, `BonusItemReward`, `LootRollList`, and `PvpRunLootList` instead of duplicating reward JSX in result screens.
## Dual-Screen Payloads
Use the builders in `dualScreenPayloads.ts` when publishing combat state to the secondary display. Keep render-derived arrays such as stripped floating text and opponent summaries memoized before calling the builder, then let the builder normalize mode status values like queueing, countdown, and Stadium shop into the bottom-screen status model.
## Live PvP Sync
Use `usePvpLiveMatchSync` for live match polling and rematch controls. Screens should provide only mode-specific progress payloads and opponent snapshot rules; the hook owns publish/poll intervals, rematch pending state, expiry, and error messages.
## Timers
Use `useRoundCountdown` for PvP round starts and `useDeadlineTimer` for mode deadlines such as PvP roguelike upgrade choice and Stadium shop. Keep countdown expiry behavior mode-specific, but avoid open-coded interval refs and `Date.now()` loops in screens.
## Floating Combat Text
Use `useFloatingCombatText` for single-sided combat screens and `useSidedFloatingCombatText` for PvP screens. The hooks own IDs, expiry cleanup, member grouping, side filtering, and dual-screen text stripping so screens only emit heal events.
## Party Targeting
Use `usePartyTargeting` for combat-screen navigation wrappers. Keep raw grid/direct selection rules in `combat/targeting.ts`; the hook owns relative, directional, and direct target callbacks around the current party ref, selected-id ref, grid columns, living-target flags, and target group.
## Render Allocation
Keep repeated combat-render derivations memoized near their source state: active input bindings, stack summaries, visible shop choices, enemy health segments, and stripped floating text payloads. Avoid calling summary helpers or `bindings[lastDevice]` repeatedly inside JSX loops.
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import type { PartyMember } from '../game'
import {
clamp,
healAmount,
memberHotEffects,
tickHotEffects,
} from './rules'
export type MemberTickInput = {
member: PartyMember
party: PartyMember[]
damage: number
hotHealing: number
hotTicks: 'effects' | 'ticks'
healingMultiplier?: number
damageReductionMultiplier?: number
damageReductionRounding?: 'round' | 'ceil'
shieldedDamageMultiplier?: number
applyDebuff?: {
label: string
ticks: number
}
applyPoisonStacks?: boolean
poisonDamage?: (stacks: number) => number
applyMaxHealthPenaltyTicks?: number
applyHealingReductionTicks?: number
decrementDamageReduction?: boolean
useBounceHeals?: boolean
jumpTarget?: () => PartyMember | undefined
}
export type MemberTickResult = {
member: PartyMember
floatingHeal: number
jumpedBounceHeals: Array<{
targetId: string
heal: NonNullable<PartyMember['bounceHeals']>[number]
}>
}
/**
* Applies one combat tick to a party member. Screen-level engines still decide
* who is targeted and when fights end; this helper owns repeated health math:
* damage reduction, shields, HoT healing, debuff timers, poison, and bounce heals.
*/
export function advanceMemberTick({
member,
party,
damage,
hotHealing,
hotTicks,
healingMultiplier = 1,
damageReductionMultiplier = 0.5,
damageReductionRounding = 'round',
shieldedDamageMultiplier,
applyDebuff,
applyPoisonStacks = false,
poisonDamage = () => 0,
applyMaxHealthPenaltyTicks,
applyHealingReductionTicks,
decrementDamageReduction = false,
useBounceHeals = false,
jumpTarget,
}: MemberTickInput): MemberTickResult {
if (member.health <= 0) {
return { member, floatingHeal: 0, jumpedBounceHeals: [] }
}
let nextDamage = damage
const nextPoisonStacks = applyPoisonStacks
? Math.max(1, (member.poisonStacks ?? 0) + 1)
: member.poisonStacks ?? 0
if (nextPoisonStacks > 0) nextDamage += poisonDamage(nextPoisonStacks)
if ((member.damageReductionTicks ?? 0) > 0) {
const reducedDamage = nextDamage * damageReductionMultiplier
nextDamage = damageReductionRounding === 'ceil'
? Math.ceil(reducedDamage)
: Math.round(reducedDamage)
}
if (member.shield > 0 && shieldedDamageMultiplier !== undefined) {
nextDamage = Math.round(nextDamage * shieldedDamageMultiplier)
}
const absorbed = Math.min(member.shield, nextDamage)
const hotEffects = hotTicks === 'effects' ? memberHotEffects(member) : []
let healing = hotTicks === 'effects'
? hotEffects.reduce((total, effect) => total + healAmount(member, effect.power, healingMultiplier), 0)
: member.hotTicks > 0 ? healAmount(member, hotHealing, healingMultiplier) : 0
let nextBounceHeals = [...(member.bounceHeals ?? [])]
const jumpedBounceHeals: MemberTickResult['jumpedBounceHeals'] = []
if (useBounceHeals && nextDamage > 0 && nextBounceHeals.length > 0) {
nextBounceHeals = nextBounceHeals.flatMap((effect) => {
healing += healAmount(member, effect.power, healingMultiplier)
const nextCharges = effect.charges - 1
if (nextCharges <= 0) return []
const target = jumpTarget?.() ?? party.find((candidate) => candidate.health > 0 && candidate.id !== member.id) ?? member
jumpedBounceHeals.push({
targetId: target.id,
heal: { ...effect, charges: nextCharges },
})
return []
})
}
const nextMaxHealthPenaltyTicks = applyMaxHealthPenaltyTicks !== undefined
? applyMaxHealthPenaltyTicks
: Math.max(0, (member.maxHealthPenaltyTicks ?? 0) - 1)
const nextHealingReductionTicks = applyHealingReductionTicks !== undefined
? applyHealingReductionTicks
: Math.max(0, (member.healingReductionTicks ?? 0) - 1)
const nextDebuffTicks = applyDebuff
? applyDebuff.ticks
: Math.max(0, (member.debuffTicks ?? 0) - 1)
const nextEffectiveMaxHealth = Math.max(1, Math.round(
member.maxHealth * (nextMaxHealthPenaltyTicks > 0 ? 0.75 : 1),
))
return {
member: {
...member,
health: clamp(
clamp(member.health + healing, 0, nextEffectiveMaxHealth) - nextDamage + absorbed,
0,
nextEffectiveMaxHealth,
),
shield: Math.max(0, member.shield - nextDamage),
hotTicks: hotTicks === 'effects' ? 0 : Math.max(0, member.hotTicks - 1),
hotEffects: hotTicks === 'effects' ? tickHotEffects(hotEffects) : member.hotEffects,
bounceHeals: useBounceHeals ? nextBounceHeals : member.bounceHeals,
damageReductionTicks: decrementDamageReduction
? Math.max(0, (member.damageReductionTicks ?? 0) - 1)
: member.damageReductionTicks,
debuff: nextDebuffTicks > 0
? applyDebuff?.label ?? member.debuff
: undefined,
debuffTicks: nextDebuffTicks > 0 ? nextDebuffTicks : undefined,
poisonStacks: nextPoisonStacks,
maxHealthPenaltyTicks: nextMaxHealthPenaltyTicks,
healingReductionTicks: nextHealingReductionTicks,
},
floatingHeal: healing,
jumpedBounceHeals,
}
}
export function attachJumpedBounceHeals(
party: PartyMember[],
jumpedBounceHeals: MemberTickResult['jumpedBounceHeals'],
) {
if (jumpedBounceHeals.length === 0) return party
const jumpedByTarget = new Map<string, NonNullable<PartyMember['bounceHeals']>>()
for (const jump of jumpedBounceHeals) {
const current = jumpedByTarget.get(jump.targetId)
if (current) current.push(jump.heal)
else jumpedByTarget.set(jump.targetId, [jump.heal])
}
return party.map((member) => {
const jumped = jumpedByTarget.get(member.id)
if (!jumped || jumped.length === 0) return member
return {
...member,
bounceHeals: [
...(member.bounceHeals ?? []),
...jumped,
],
}
})
}
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import type { CombatLogEntry } from '../game'
export type BasicFloatingCombatText = {
id: number
memberId: string
value: number
}
export const DEFAULT_COMBAT_LOG_LIMIT = 60
export const STADIUM_COMBAT_LOG_LIMIT = 70
export const DEFAULT_FLOATING_TEXT_LIMIT = 48
export function appendCombatLog(
current: CombatLogEntry[],
entry: CombatLogEntry,
limit = DEFAULT_COMBAT_LOG_LIMIT,
) {
return [entry, ...current].slice(0, limit)
}
export function appendFloatingText<T extends BasicFloatingCombatText>(
current: T[],
entry: T,
limit = DEFAULT_FLOATING_TEXT_LIMIT,
) {
return [...current, entry].slice(-limit)
}
export function groupFloatingTextsByMember<T extends BasicFloatingCombatText>(texts: T[]) {
const groups = new Map<string, T[]>()
texts.forEach((entry) => {
const current = groups.get(entry.memberId)
if (current) current.push(entry)
else groups.set(entry.memberId, [entry])
})
return groups
}
export function stripFloatingTextSide<T extends BasicFloatingCombatText>(texts: T[]): BasicFloatingCombatText[] {
return texts.map(({ id, memberId, value }) => ({ id, memberId, value }))
}
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import type { PartyMember, Spell } from '../game'
import { putSpellOnCooldown } from './spellCasting'
import { advanceFreeCastProgress } from './spellEffects'
export type CastStateFields<TParty extends readonly PartyMember[] = PartyMember[]> = {
party: TParty
resource: number
cooldowns: Record<string, number>
castsTowardFree: number
freeCastReady: boolean
}
export function applyCastStateUpdate<
TParty extends readonly PartyMember[],
TState extends CastStateFields<TParty>,
>({
current,
party,
spell,
resourceCost,
cooldownMultiplier = 1,
cooldowns = current.cooldowns,
freeCast = { enabled: false, wasReady: false },
}: {
current: TState
party: TParty
spell: Spell
resourceCost: number
cooldownMultiplier?: number
cooldowns?: Record<string, number>
freeCast?: {
enabled: boolean
wasReady: boolean
}
}) {
const freeCastProgress = advanceFreeCastProgress({
enabled: freeCast.enabled,
wasReady: freeCast.wasReady,
castsTowardFree: current.castsTowardFree,
})
return {
...current,
party,
resource: current.resource - resourceCost,
cooldowns: putSpellOnCooldown(cooldowns, spell, cooldownMultiplier),
castsTowardFree: freeCastProgress.castsTowardFree,
freeCastReady: freeCastProgress.freeCastReady,
}
}
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import { clamp } from './rules'
export function tickSeconds(tickMs: number) {
return tickMs / 1000
}
export function advanceCooldowns(cooldowns: Record<string, number>, elapsedSeconds: number) {
const nextCooldowns: Record<string, number> = {}
for (const id in cooldowns) {
nextCooldowns[id] = Math.max(0, cooldowns[id] - elapsedSeconds)
}
return nextCooldowns
}
export function regenerateResource(resource: number, amount: number, maxResource: number) {
return clamp(resource + amount, 0, maxResource)
}
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import type { PartyMember, Spell } from '../game'
import { effectiveMaxHealth } from './rules'
export type CpuHealBehavior = {
directHealThreshold: number
groupHealThreshold: number
hotThreshold: number
shieldThreshold: number
}
export type CpuTurnBehavior = CpuHealBehavior & {
actionEveryTicks: number
mistakeChance: number
}
export function shouldCpuAct({
elapsedTicks,
behavior,
}: {
elapsedTicks: number
behavior: CpuTurnBehavior
}) {
return elapsedTicks % behavior.actionEveryTicks === 0 && Math.random() >= behavior.mistakeChance
}
export function chooseCpuHealActions({
party,
spells,
behavior,
preferSlots = false,
}: {
party: PartyMember[]
spells: Spell[]
behavior: CpuHealBehavior
preferSlots?: boolean
}) {
let livingCount = 0
let healthRatioTotal = 0
let lowest: PartyMember | null = null
let tank: PartyMember | null = null
let cleanseTarget: PartyMember | null = null
let renewTarget: PartyMember | null = null
let shieldTarget: PartyMember | null = null
let woundedCount = 0
for (const member of party) {
if (member.health <= 0) continue
livingCount += 1
const ratio = member.health / effectiveMaxHealth(member)
healthRatioTotal += ratio
if (!lowest || ratio < lowest.health / effectiveMaxHealth(lowest)) lowest = member
if (!tank && member.role === 'Tank') tank = member
if (!cleanseTarget && (member.debuff || (member.poisonStacks ?? 0) > 0)) cleanseTarget = member
if (!renewTarget && member.hotTicks <= 1 && ratio < behavior.hotThreshold) renewTarget = member
if (!shieldTarget && member.role === 'Tank' && member.shield <= 5 && ratio < behavior.shieldThreshold) {
shieldTarget = member
}
if (ratio < behavior.directHealThreshold) woundedCount += 1
}
if (!lowest || livingCount === 0) return []
const averageHealth = healthRatioTotal / livingCount
const spellByKind = (kind: Spell['kind']) => spells.find((candidate) => candidate.kind === kind)
const spellBySlot = (slot: string) => spells.find((candidate) => candidate.key === slot)
const direct = preferSlots ? spellBySlot('1') : spellByKind('direct')
const hot = preferSlots ? spellBySlot('2') : spellByKind('hot')
const group = preferSlots ? spellBySlot('3') : spellByKind('group')
const shield = preferSlots ? spellBySlot('4') : spellByKind('shield')
const cleanse = preferSlots ? spellBySlot('5') : spellByKind('cleanse')
const ordered: Array<{ spell: Spell | undefined; targetId: string | null }> = [
{ spell: cleanseTarget ? cleanse : undefined, targetId: cleanseTarget?.id ?? null },
{ spell: averageHealth < behavior.groupHealThreshold ? group : undefined, targetId: lowest.id },
{ spell: shieldTarget ? shield : undefined, targetId: shieldTarget?.id ?? null },
{ spell: woundedCount > 0 ? direct : undefined, targetId: lowest.id },
{ spell: renewTarget ? hot : undefined, targetId: renewTarget?.id ?? null },
{ spell: tank ? direct : undefined, targetId: tank?.id ?? null },
]
return ordered
.filter((action): action is { spell: Spell; targetId: string } => Boolean(action.spell && action.targetId))
}
export function chooseCpuHealAction(options: Parameters<typeof chooseCpuHealActions>[0]) {
return chooseCpuHealActions(options)[0] ?? null
}
export function runCpuHealTurn<TSide>({
side,
elapsedTicks,
spells,
behavior,
preferSlots = false,
applySpell,
}: {
side: TSide & { party: PartyMember[] }
elapsedTicks: number
spells: Spell[]
behavior: CpuTurnBehavior
preferSlots?: boolean
applySpell: (side: TSide, spell: Spell, targetId: string) => void
}) {
if (!shouldCpuAct({ elapsedTicks, behavior })) return false
const action = chooseCpuHealAction({
party: side.party,
spells,
behavior,
preferSlots,
})
if (!action) return false
applySpell(side, action.spell, action.targetId)
return true
}
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import type { DualScreenCombatState } from '../dualScreen'
export function buildCombatDualScreenState(state: DualScreenCombatState): DualScreenCombatState {
return state
}
export function buildPvpRoguelikeDualScreenState({
status,
...state
}: Omit<DualScreenCombatState, 'status'> & {
status: DualScreenCombatState['status'] | 'queueing' | 'round-countdown'
}): DualScreenCombatState {
return {
...state,
status: status === 'queueing' || status === 'round-countdown' ? 'playing' : status,
}
}
export function buildStadiumDualScreenState({
status,
...state
}: Omit<DualScreenCombatState, 'status' | 'targetGroup' | 'speedMultiplier'> & {
status: DualScreenCombatState['status'] | 'queueing' | 'round-countdown' | 'shop'
}): DualScreenCombatState {
return {
...state,
status: status === 'queueing' || status === 'round-countdown'
? 'playing'
: status === 'shop'
? 'upgrade-choice'
: status,
targetGroup: 0,
speedMultiplier: 1,
}
}
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import type { DungeonEncounter } from '../profile'
import { chooseRandom } from './rules'
export function encounterThreat(encounter: DungeonEncounter) {
return (
encounter.maxHealth
+ encounter.damage * 18
+ encounter.tankDamage * 10
+ encounter.partyDamage * 18
)
}
export function buildRoguelikeSegment<TMechanic extends string, TExtra extends object = object>({
pool,
stage,
mechanics,
trashCandidateCount,
bossCandidateCount,
healthScale,
damageScale,
partyDamageScale,
idBase,
bossDescription,
bossName,
fallbackBossFirst = false,
extraFields,
}: {
pool: DungeonEncounter[]
stage: number
mechanics: TMechanic[]
trashCandidateCount: (trashCount: number) => number
bossCandidateCount: (bossCount: number) => number
healthScale: number
damageScale: number
partyDamageScale: number
idBase: number
bossDescription: (mechanics: TMechanic[]) => string
bossName?: (encounter: DungeonEncounter) => string
fallbackBossFirst?: boolean
extraFields?: (encounter: DungeonEncounter, isBoss: boolean, mechanics: TMechanic[]) => TExtra
}) {
const trashPool = [...pool.filter((encounter) => !encounter.isBoss)]
.sort((left, right) => encounterThreat(left) - encounterThreat(right))
const bossPool = [...pool.filter((encounter) => encounter.isBoss)]
.sort((left, right) => encounterThreat(left) - encounterThreat(right))
const selectedTrash = chooseRandom(trashPool.slice(0, trashCandidateCount(trashPool.length)), 2)
const selectedBoss = chooseRandom(bossPool.slice(0, bossCandidateCount(bossPool.length)), 1)[0]
?? (fallbackBossFirst ? bossPool[0] : trashPool[0])
?? trashPool[0]
?? pool[0]
const selectedMechanics = mechanics
return [...selectedTrash, selectedBoss].map((encounter, index) => {
const isBoss = index === 2
return {
...encounter,
id: idBase + stage * 10 + index,
sequence: (stage - 1) * 3 + index + 1,
isBoss,
encounterType: isBoss ? 'boss' : 'trash',
enemyName: isBoss ? (bossName?.(encounter) ?? `${encounter.enemyName} ${stage}`) : encounter.enemyName,
description: isBoss ? bossDescription(selectedMechanics) : encounter.description,
maxHealth: Math.round(encounter.maxHealth * healthScale),
damage: Math.round(encounter.damage * damageScale),
tankDamage: Math.round(encounter.tankDamage * damageScale),
partyDamage: Math.round(encounter.partyDamage * partyDamageScale),
lootTables: [],
...(extraFields?.(encounter, isBoss, selectedMechanics) ?? {} as TExtra),
}
})
}
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import type { PartyMember } from '../game'
export type PveCombatState = {
party: PartyMember[]
resource: number
enemyHealth: number
cooldowns: Record<string, number>
elapsedTicks: number
castsTowardFree: number
freeCastReady: boolean
}
export function createPveCombatState<TEncounter extends { maxHealth: number }>({
partyTemplate,
maxResource,
encounter,
enemyCount,
}: {
partyTemplate: readonly PartyMember[]
maxResource: number
encounter: TEncounter
enemyCount: number
}): PveCombatState {
return {
party: partyTemplate.map((member) => ({ ...member })),
resource: maxResource,
enemyHealth: encounter.maxHealth * enemyCount,
cooldowns: {},
elapsedTicks: 0,
castsTowardFree: 0,
freeCastReady: false,
}
}
export function createPveRoguelikeRunStart<TEncounter extends { maxHealth: number }>({
partyTemplate,
maxResource,
encounters,
initialEncounterIndex,
enemyCount,
}: {
partyTemplate: readonly PartyMember[]
maxResource: number
encounters: readonly TEncounter[]
initialEncounterIndex: number
enemyCount: number
}) {
return {
combatState: createPveCombatState({
partyTemplate,
maxResource,
encounter: encounters[initialEncounterIndex],
enemyCount,
}),
defaults: {
roguelikeStage: 1,
selectedId: partyTemplate[0].id,
encounterIndex: initialEncounterIndex,
status: 'playing' as const,
paused: false,
targetGroup: 0 as const,
reward: null,
rewardError: '',
lootRolls: [],
showEndLog: false,
floatingTexts: [],
roguelikeUpgrades: [],
upgradeChoices: [],
marathonBossesDefeated: 0,
resourceSpent: 0,
log: { text: 'A new run begins.', tone: 'system' as const },
},
}
}
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export type PvpRoguelikeStatus = 'queueing' | 'round-countdown' | 'playing' | 'upgrade-choice' | 'won' | 'lost'
export type PvpRoguelikeLogTone = 'system' | 'heal' | 'danger' | 'loot'
export type PvpRoguelikeCombatOutcome =
| {
type: 'none'
}
| {
type: 'lost'
status: 'lost'
log: { text: string; tone: PvpRoguelikeLogTone }
}
| {
type: 'won'
status: 'won'
markOpponentDefeated: boolean
log: { text: string; tone: PvpRoguelikeLogTone }
}
| {
type: 'upgrade-choice'
status: 'upgrade-choice'
log: { text: string; tone: PvpRoguelikeLogTone }
}
export function resolvePvpRoguelikeCombatOutcome({
playerAlive,
opponentAlive,
playerCleared,
encounterIsBoss,
encounterName,
opponentDefeated,
liveMatchActive,
opponentLabel,
}: {
playerAlive: boolean
opponentAlive: boolean
playerCleared: boolean
encounterIsBoss: boolean
encounterName: string
opponentDefeated: boolean
liveMatchActive: boolean
opponentLabel: string
}): PvpRoguelikeCombatOutcome {
if (!playerAlive) {
return {
type: 'lost',
status: 'lost',
log: { text: 'Your party fell first.', tone: 'danger' },
}
}
if (!liveMatchActive && !opponentAlive && !opponentDefeated) {
return {
type: 'won',
status: 'won',
markOpponentDefeated: true,
log: { text: `${opponentLabel} fell. Match complete.`, tone: 'loot' },
}
}
if (!playerCleared) return { type: 'none' }
if (encounterIsBoss && opponentDefeated) {
return {
type: 'won',
status: 'won',
markOpponentDefeated: false,
log: { text: `${opponentLabel} defeated. Match complete.`, tone: 'loot' },
}
}
return {
type: 'upgrade-choice',
status: 'upgrade-choice',
log: { text: `${encounterName} cleared. Choose your next edge.`, tone: 'loot' },
}
}
export function resolvePvpRoguelikeLiveSnapshot({
currentStatus,
opponentStatus,
opponentAlive,
alreadyLoggedOpponentDone,
opponentName,
}: {
currentStatus: PvpRoguelikeStatus
opponentStatus?: string
opponentAlive?: boolean
alreadyLoggedOpponentDone: boolean
opponentName: string
}) {
if (currentStatus === 'won' || currentStatus === 'lost') return { type: 'none' as const }
if ((opponentStatus === 'lost' || opponentAlive === false) && !alreadyLoggedOpponentDone) {
return {
type: 'won' as const,
status: 'won' as const,
markOpponentDefeated: true,
log: { text: `${opponentName} fell. Match complete.`, tone: 'loot' as const },
}
}
if (opponentStatus === 'won') {
return {
type: 'lost' as const,
status: 'lost' as const,
log: { text: `${opponentName} finished first.`, tone: 'danger' as const },
}
}
return { type: 'none' as const }
}
export function resolvePvpRoguelikeUpgradeCompletion({
clearedBoss,
opponentDefeated,
opponentLabel,
}: {
clearedBoss: boolean
opponentDefeated: boolean
opponentLabel: string
}) {
if (!clearedBoss || !opponentDefeated) return { type: 'none' as const }
return {
type: 'won' as const,
status: 'won' as const,
log: { text: `${opponentLabel} defeated. Match complete.`, tone: 'loot' as const },
}
}
export function nextPvpRoguelikeStage<TEncounter>({
clearedBoss,
stage,
encounterIndex,
encounters,
nextSegment,
}: {
clearedBoss: boolean
stage: number
encounterIndex: number
encounters: readonly TEncounter[]
nextSegment: readonly TEncounter[]
}) {
const nextStage = clearedBoss ? stage + 1 : stage
const nextEncounter = clearedBoss ? nextSegment[0] : encounters[encounterIndex + 1]
if (!nextEncounter) {
return {
type: 'complete' as const,
status: 'won' as const,
log: { text: 'No further encounters remain.', tone: 'loot' as const },
}
}
return {
type: 'next' as const,
nextStage,
nextEncounter,
nextEncounterIndex: encounterIndex + 1,
appendSegment: clearedBoss,
}
}
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import type { PartyMember } from '../game'
import type { PvpMatchSnapshot, PvpMatchSide } from '../pvpRoguelike'
export type PvpRoguelikeSetupSide<TBuff extends string, TDebuff extends string> = {
party: PartyMember[]
resource: number
cooldowns: Record<string, number>
enemyHealth: number
buffs: TBuff[]
debuffs: TDebuff[]
castsTowardFree: number
freeCastReady: boolean
}
export type PvpRoguelikeLiveMatchSetup = {
id: string
side: PvpMatchSide
opponentSide: PvpMatchSide
opponentName: string
opponentClassName: string
}
export function createPvpRoguelikeStarterSide<TBuff extends string, TDebuff extends string>(
partyTemplate: readonly PartyMember[],
maxResource: number,
): PvpRoguelikeSetupSide<TBuff, TDebuff> {
return {
party: partyTemplate.map((member) => ({ ...member })),
resource: maxResource,
cooldowns: {},
enemyHealth: 0,
buffs: [],
debuffs: [],
castsTowardFree: 0,
freeCastReady: false,
}
}
export function createPvpRoguelikeMatchStart<
TBuff extends string,
TDebuff extends string,
TEncounter extends { maxHealth: number },
>({
startStage,
encounterPool,
buildSegment,
partyTemplate,
opponentPartyTemplate,
maxResource,
upgradeChoiceSeconds,
}: {
startStage: number
encounterPool: readonly TEncounter[]
buildSegment: (pool: readonly TEncounter[], stage: number) => TEncounter[]
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
upgradeChoiceSeconds: number
}) {
const firstSegment = buildSegment(encounterPool, startStage)
const firstEncounter = firstSegment[0]
const playerSide = createPvpRoguelikeStarterSide<TBuff, TDebuff>(partyTemplate, maxResource)
const opponentSide = createPvpRoguelikeStarterSide<TBuff, TDebuff>(opponentPartyTemplate, maxResource)
playerSide.enemyHealth = firstEncounter.maxHealth
opponentSide.enemyHealth = firstEncounter.maxHealth
return {
startStage,
firstSegment,
firstEncounter,
playerSide,
opponentSide,
defaults: {
encounterIndex: 0,
elapsedTicks: 0,
encountersCleared: 0,
paused: false,
targetGroup: 0 as const,
upgradeTimeLeft: upgradeChoiceSeconds,
liveUpgradePending: false,
rewardError: '',
showEndLog: false,
},
}
}
export function createPvpRoguelikeLiveMatchStart<
TBuff extends string,
TDebuff extends string,
TEncounter extends { maxHealth: number },
>({
match,
side,
encounterPool,
buildSegment,
partyTemplate,
opponentPartyTemplate,
maxResource,
upgradeChoiceSeconds,
message,
}: {
match: PvpMatchSnapshot<PvpRoguelikeSetupSide<TBuff, TDebuff>>
side: PvpMatchSide
encounterPool: readonly TEncounter[]
buildSegment: (pool: readonly TEncounter[], stage: number) => TEncounter[]
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
upgradeChoiceSeconds: number
message?: string
}) {
const opponentSideId: PvpMatchSide = side === 'a' ? 'b' : 'a'
const opponent = match.players[opponentSideId]
const opponentTemplate = opponentPartyTemplate.map((member) => ({
...member,
name: member.id === 'mira' ? opponent.characterName : member.name,
}))
const setup = createPvpRoguelikeMatchStart<TBuff, TDebuff, TEncounter>({
startStage: match.startStage,
encounterPool,
buildSegment,
partyTemplate,
opponentPartyTemplate: opponentTemplate,
maxResource,
upgradeChoiceSeconds,
})
const liveMatch: PvpRoguelikeLiveMatchSetup = {
id: match.id,
side,
opponentSide: opponentSideId,
opponentName: opponent.characterName,
opponentClassName: opponent.className,
}
return {
...setup,
liveMatch,
logText: message ?? `${opponent.characterName} found. Stage ${match.startStage} begins.`,
}
}
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import type { PartyMember } from '../game'
export type PvpRoguelikeUpgradeSide<TBuff extends string, TDebuff extends string> = {
party: PartyMember[]
resource: number
cooldowns: Record<string, number>
enemyHealth: number
buffs: TBuff[]
debuffs: TDebuff[]
}
function removeRandomItem<T>(items: readonly T[], random = Math.random) {
if (items.length === 0) return [...items]
const removedIndex = Math.floor(random() * items.length)
return items.filter((_, index) => index !== removedIndex)
}
export function recoverPartyForNextPvpRoguelikeEncounter(party: readonly PartyMember[]) {
return party.map((member) => ({
...member,
health: member.maxHealth,
debuff: undefined,
debuffTicks: undefined,
poisonStacks: undefined,
maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined,
}))
}
export function applyPvpRoguelikeUpgradeChoice<
TBuff extends string,
TDebuff extends string,
TSide extends PvpRoguelikeUpgradeSide<TBuff, TDebuff>,
>({
side,
buffId,
incomingDebuffId,
reviveBuffId,
random,
}: {
side: TSide
buffId: TBuff
incomingDebuffId?: TDebuff
reviveBuffId: TBuff
random?: () => number
}) {
const reviveSelected = buffId === reviveBuffId
const nextBuffs = reviveSelected ? side.buffs : [...side.buffs, buffId]
const nextDebuffs = incomingDebuffId ? [...side.debuffs, incomingDebuffId] : side.debuffs
return {
...side,
buffs: nextBuffs,
debuffs: reviveSelected ? removeRandomItem(nextDebuffs, random) : nextDebuffs,
}
}
export function preparePvpRoguelikeNextEncounter<
TBuff extends string,
TDebuff extends string,
TSide extends PvpRoguelikeUpgradeSide<TBuff, TDebuff>,
>({
side,
maxResource,
enemyMaxHealth,
}: {
side: TSide
maxResource: number
enemyMaxHealth: number
}) {
return {
...side,
party: recoverPartyForNextPvpRoguelikeEncounter(side.party),
resource: maxResource,
cooldowns: {},
enemyHealth: enemyMaxHealth,
}
}
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import type { PartyMember, Spell } from '../game'
import { applyCastStateUpdate, type CastStateFields } from './combatStateTransitions'
import { canCastSpell } from './spellCasting'
import { applySpellEffectProfile, type SpellEffectProfile, type SpellTargetPlan } from './spellEffects'
export function applyPvpSpellCast<TState extends CastStateFields<PartyMember[]>>({
current,
spell,
targetId,
resourceCost,
targetPlan,
profile,
setCurrent,
emitFloatingHeal,
cooldownMultiplier = 1,
cooldowns,
freeCast,
}: {
current: TState
spell: Spell
targetId: string
resourceCost: number
targetPlan: SpellTargetPlan
profile: SpellEffectProfile
setCurrent: (next: TState) => void
emitFloatingHeal: (memberId: string, value: number) => void
cooldownMultiplier?: number
cooldowns?: Record<string, number>
freeCast?: {
enabled: boolean
wasReady: boolean
}
}) {
if (!canCastSpell(spell, current.resource, current.cooldowns, resourceCost)) return false
const target = current.party.find((member) => member.id === targetId && member.health > 0)
if (!target) return false
const { party: nextParty, floatingHeals } = applySpellEffectProfile({
party: current.party,
spell,
targetId,
plan: targetPlan,
profile,
})
floatingHeals.forEach((event) => emitFloatingHeal(event.memberId, event.value))
const nextState = applyCastStateUpdate({
current,
party: nextParty,
cooldowns,
spell,
resourceCost,
cooldownMultiplier,
freeCast,
})
setCurrent(nextState)
return true
}
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import type { DungeonReward } from '../profile'
export type RewardSummaryBase = {
experienceGained: number
previousLevel: number | null
newLevel: number | null
levelsGained: number
talentPointsGained: number
unlockedAbilities: DungeonReward['unlockedAbilities']
}
export type PvpRunRewardSummary = RewardSummaryBase & {
bossesKilled: number
loot: Array<NonNullable<DungeonReward['bonusItem']>>
}
export function createEmptyRewardSummary(): RewardSummaryBase {
return {
experienceGained: 0,
previousLevel: null,
newLevel: null,
levelsGained: 0,
talentPointsGained: 0,
unlockedAbilities: [],
}
}
export function createEmptyPvpRunSummary(): PvpRunRewardSummary {
return {
bossesKilled: 0,
...createEmptyRewardSummary(),
loot: [],
}
}
export function mergeUnlockedAbilities(
current: DungeonReward['unlockedAbilities'],
next: DungeonReward['unlockedAbilities'],
) {
const unlockedById = new Map(current.map((ability) => [ability.id, ability]))
next.forEach((ability) => unlockedById.set(ability.id, ability))
return Array.from(unlockedById.values())
}
export function mergeDungeonRewardSummary<TSummary extends RewardSummaryBase>(
current: TSummary,
reward: DungeonReward,
) {
return {
...current,
experienceGained: current.experienceGained + reward.experienceGained,
previousLevel: current.previousLevel ?? reward.previousLevel,
newLevel: reward.newLevel,
levelsGained: current.levelsGained + reward.levelsGained,
talentPointsGained: current.talentPointsGained + reward.talentPointsGained,
unlockedAbilities: mergeUnlockedAbilities(current.unlockedAbilities, reward.unlockedAbilities),
}
}
export function mergePvpRunRewardSummary(
current: PvpRunRewardSummary,
reward: DungeonReward,
{ bossKilled }: { bossKilled: boolean },
) {
return {
...mergeDungeonRewardSummary(current, reward),
bossesKilled: current.bossesKilled + (bossKilled ? 1 : 0),
loot: reward.bonusItem ? [...current.loot, reward.bonusItem] : current.loot,
}
}
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import type { Spell } from '../game'
import { createStackCounts, summarizeStackCounts } from './stackCounts'
export type UpgradeChoice<T extends string> = {
id: T
name: string
description: string
}
export function slotLabel(slot: string, spells: Spell[], labelMode: 'ability' | 'slot') {
const spell = spells.find((candidate) => candidate.key === slot)
if (labelMode === 'ability' && spell) return spell.name
return `Slot ${slot}`
}
export function buildSelfSlotUpgradeChoices<T extends string>({
slots,
spells,
labelMode,
idPrefix = 'slot',
}: {
slots: readonly string[]
spells: Spell[]
labelMode: 'ability' | 'slot'
idPrefix?: string
}) {
return slots.flatMap((slot) => {
const label = slotLabel(slot, spells, labelMode)
return [
{
id: `${idPrefix}${slot}-extra-target` as T,
name: `${label}: +1 target`,
description: `${label} affects 1 additional ally when possible.`,
},
{
id: `${idPrefix}${slot}-cost-down` as T,
name: `${label}: -25% cost`,
description: `${label} costs 25% less resource.`,
},
{
id: `${idPrefix}${slot}-cooldown-down` as T,
name: `${label}: -25% cooldown`,
description: `${label} recharges 25% faster.`,
},
]
})
}
export function buildOpponentSlotDebuffChoices<T extends string>({
slots,
spells,
labelMode,
}: {
slots: readonly string[]
spells: Spell[]
labelMode: 'ability' | 'slot'
}) {
return slots.flatMap((slot) => {
const label = slotLabel(slot, spells, labelMode)
return [
{
id: `opp-slot${slot}-cost-up` as T,
name: `${label}: +25% cost`,
description: `Opponent ${label.toLowerCase()} costs 25% more resource.`,
},
{
id: `opp-slot${slot}-cooldown-up` as T,
name: `${label}: +25% cooldown`,
description: `Opponent ${label.toLowerCase()} recharges 25% slower.`,
},
]
})
}
export function summarizeChoiceStacks<T extends string>(
items: T[],
catalog: Array<UpgradeChoice<T>>,
emptyLabel = '',
) {
return summarizeStackCounts(createStackCounts(items), catalog, emptyLabel)
}
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import type { PartyMember, Spell } from '../game'
import type { Ability } from '../profile'
import { createStackCounts, stackCount } from './stackCounts'
export const DEFAULT_TICK_MS = 700
export function clamp(value: number, min: number, max: number) {
return Math.min(max, Math.max(min, value))
}
export function chooseRandom<T>(items: T[], count: number) {
const pool = [...items]
const result: T[] = []
while (pool.length > 0 && result.length < count) {
const index = Math.floor(Math.random() * pool.length)
result.push(pool.splice(index, 1)[0])
}
return result
}
export function effectiveMaxHealth(member: PartyMember) {
return Math.max(
1,
Math.round(member.maxHealth * (member.maxHealthPenaltyTicks && member.maxHealthPenaltyTicks > 0 ? 0.75 : 1)),
)
}
export function healAmount(member: PartyMember, amount: number, multiplier = 1) {
return Math.round(amount * (member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1) * multiplier)
}
export function healMember(member: PartyMember, amount: number, multiplier = 1) {
return clamp(member.health + healAmount(member, amount, multiplier), 0, effectiveMaxHealth(member))
}
export function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0
? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
: []
}
export function effectId(prefix: string) {
return `${prefix}-${globalThis.crypto?.randomUUID?.() ?? `${Date.now()}-${Math.random()}`}`
}
export function addHotEffect(member: PartyMember, spell: Spell, ticks = 5) {
const nextEffect = {
id: effectId(spell.id),
spellId: spell.id,
label: spell.name,
ticks,
power: Math.max(1, Math.round(spell.power / 2)),
}
const currentEffects = memberHotEffects(member).filter((effect) => effect.spellId !== spell.id)
return [...currentEffects, nextEffect]
}
export function addBounceHeal(member: PartyMember, spell: Spell) {
return [
...(member.bounceHeals ?? []),
{
id: effectId(spell.id),
label: spell.name,
charges: 4,
power: spell.power,
},
]
}
export function tickHotEffects(effects: PartyMember['hotEffects']) {
return (effects ?? [])
.map((effect) => ({ ...effect, ticks: effect.ticks - 1 }))
.filter((effect) => effect.ticks > 0)
}
export function formatEffectTime(ticks: number, tickMs = DEFAULT_TICK_MS) {
const seconds = (ticks * tickMs) / 1000
return Number.isInteger(seconds) ? `${seconds}s` : `${seconds.toFixed(1)}s`
}
export function buffStacks<T extends string>(items: readonly T[], id: T) {
return stackCount(createStackCounts(items), id)
}
export function createLogEntry(nextLogId: { current: number }, text: string, tone: 'system' | 'heal' | 'danger' | 'loot') {
return { id: nextLogId.current++, text, tone }
}
export function toCombatSpell(ability: Ability, key: string, healingPower = 0): Spell {
const kinds: Record<string, Spell['kind']> = {
direct_heal: 'direct',
direct_hot: 'direct',
heal_over_time: 'hot',
party_heal: 'group',
party_hot: 'group',
party_absorb: 'group',
absorb: 'shield',
damage_reduction: 'damage_reduction',
bounce_heal: 'bounce_heal',
cleanse: 'cleanse',
}
return {
id: String(ability.id),
key,
name: ability.name,
description: ability.description,
cost: ability.cost,
cooldown: ability.cooldown,
power: ability.power + healingPower,
glyph: ability.glyph,
kind: kinds[ability.spellType] ?? 'direct',
effectType: ability.spellType,
}
}
export function resetParty(partyTemplate: PartyMember[]) {
return partyTemplate.map((member) => ({
...member,
health: member.maxHealth,
shield: 0,
hotTicks: 0,
hotEffects: undefined,
debuff: undefined,
debuffTicks: undefined,
poisonStacks: undefined,
maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined,
damageReductionTicks: undefined,
bounceHeals: undefined,
}))
}
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import type { Spell } from '../game'
export function canCastSpell(
spell: Spell,
resource: number,
cooldowns: Record<string, number>,
resourceCost: number,
) {
return resource >= resourceCost && (cooldowns[spell.id] ?? 0) <= 0
}
export function putSpellOnCooldown(
cooldowns: Record<string, number>,
spell: Spell,
cooldownMultiplier = 1,
) {
return {
...cooldowns,
[spell.id]: spell.cooldown * cooldownMultiplier,
}
}
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import { DEFAULT_GROUP_HEAL_TARGETS, groupHealTargets, type PartyMember, type Spell } from '../game'
import { addBounceHeal, addHotEffect } from './rules'
export type SpellTargetBucket = 'direct' | 'hot' | 'shield' | 'damageReduction'
export type SpellTargetPlan = {
directTargets: Set<string>
hotTargets: Set<string>
shieldTargets: Set<string>
damageReductionTargets: Set<string>
groupTargets: Set<string>
}
export type ExtraTargetMode = Partial<Record<Spell['kind'], SpellTargetBucket>>
function hasBlockedId(blockedIds: Iterable<string>, id: string) {
if (blockedIds instanceof Set) return blockedIds.has(id)
for (const blockedId of blockedIds) {
if (blockedId === id) return true
}
return false
}
export function lowestHealthExtraTarget(party: PartyMember[], blockedIds: Iterable<string>) {
let target: PartyMember | undefined
let targetRatio = Number.POSITIVE_INFINITY
for (const member of party) {
if (member.health <= 0 || hasBlockedId(blockedIds, member.id)) continue
const healthRatio = member.health / member.maxHealth
if (healthRatio < targetRatio) {
target = member
targetRatio = healthRatio
}
}
return target
}
export function addLowestHealthExtraTarget(
plan: SpellTargetPlan,
party: PartyMember[],
bucket: SpellTargetBucket,
) {
const targetSet = bucket === 'direct'
? plan.directTargets
: bucket === 'hot'
? plan.hotTargets
: bucket === 'shield'
? plan.shieldTargets
: plan.damageReductionTargets
const extra = lowestHealthExtraTarget(party, targetSet)
if (extra) targetSet.add(extra.id)
}
export function buildSpellTargetPlan({
party,
spell,
targetId,
extraTargets,
directTarget,
hotTarget,
shieldTarget,
damageReductionTarget,
groupTargetCount = DEFAULT_GROUP_HEAL_TARGETS,
extraTargetMode,
beforeExtraTargetBuckets = [],
}: {
party: PartyMember[]
spell: Spell
targetId: string
extraTargets: number
directTarget: boolean
hotTarget: boolean
shieldTarget: boolean
damageReductionTarget?: boolean
groupTargetCount?: number
extraTargetMode: ExtraTargetMode
beforeExtraTargetBuckets?: SpellTargetBucket[]
}): SpellTargetPlan {
const plan: SpellTargetPlan = {
directTargets: new Set(directTarget ? [targetId] : []),
hotTargets: new Set(hotTarget ? [targetId] : []),
shieldTargets: new Set(shieldTarget ? [targetId] : []),
damageReductionTargets: new Set(damageReductionTarget ? [targetId] : []),
groupTargets: new Set(
spell.kind === 'group'
? groupHealTargets(party, groupTargetCount).map((member) => member.id)
: [],
),
}
beforeExtraTargetBuckets.forEach((bucket) => {
addLowestHealthExtraTarget(plan, party, bucket)
})
const bucket = extraTargetMode[spell.kind] ?? 'direct'
for (let index = 0; index < extraTargets; index += 1) {
if (spell.kind === 'group') break
addLowestHealthExtraTarget(plan, party, bucket)
}
return plan
}
export function clearNegativeEffects(member: PartyMember) {
return {
...member,
debuff: undefined,
debuffTicks: undefined,
poisonStacks: undefined,
maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined,
}
}
export type FloatingHealEvent = {
memberId: string
value: number
}
export type SpellEffectProfile = {
/**
* Profiles keep mode-specific spell math out of screen components. PvE uses
* stacked HoT effect objects; PvP modes mostly use legacy hotTicks. Stadium
* also applies dampening through the power callbacks below.
*/
modeName: string
heal: (member: PartyMember, power: number, multiplier: number) => number
healingMultiplier: (member: PartyMember) => number
power: {
direct: (spell: Spell) => number
cleanse: (spell: Spell) => number
groupHeal: (spell: Spell) => number
groupAbsorb: (spell: Spell) => number
shield: (sourcePower: number, strength?: number) => number
}
hot: {
mode: 'effects' | 'ticks'
defaultTicks: number
groupTicks: number
radianceTicks: number
merge: 'replace' | 'max'
groupMerge?: 'replace' | 'max'
}
effects: {
renewSpell?: Spell | null
shieldSpell?: Spell | null
groupAbsorbOnly: (spell: Spell) => boolean
groupHotOnly: (spell: Spell) => boolean
groupAppliesShield: (spell: Spell) => boolean
groupAppliesHot: (spell: Spell) => boolean
shieldAppliesHot: (spell: Spell) => boolean
hotSpellForDirect: (spell: Spell) => Spell
}
ratios: {
groupShield: number
directShield: number
}
damageReductionTicks: number
floatingHeals: {
group: boolean
direct: boolean
cleanse: boolean
}
bounceHeals: boolean
}
function applyHot(
member: PartyMember,
spell: Spell,
profile: SpellEffectProfile,
ticks = profile.hot.defaultTicks,
merge = profile.hot.merge,
) {
if (profile.hot.mode === 'effects') {
return {
...member,
hotTicks: 0,
hotEffects: addHotEffect(member, spell, ticks),
}
}
return {
...member,
hotTicks: merge === 'max'
? Math.max(member.hotTicks, ticks)
: ticks,
}
}
function recordFloatingHeal(
events: FloatingHealEvent[],
enabled: boolean,
member: PartyMember,
nextHealth: number,
) {
if (enabled && nextHealth > member.health) {
events.push({ memberId: member.id, value: nextHealth - member.health })
}
}
export function applySpellEffectProfile({
party,
spell,
targetId,
plan,
profile,
}: {
party: PartyMember[]
spell: Spell
targetId: string
plan: SpellTargetPlan
profile: SpellEffectProfile
}) {
const floatingHeals: FloatingHealEvent[] = []
const nextParty = party.map((member) => {
if (member.health <= 0) return member
if (spell.kind === 'group') {
if (!plan.groupTargets.has(member.id)) return member
const isGroupAbsorb = profile.effects.groupAbsorbOnly(spell)
if (profile.effects.groupHotOnly(spell)) {
return applyHot(member, spell, profile, profile.hot.groupTicks, profile.hot.groupMerge)
}
const power = isGroupAbsorb
? profile.power.groupAbsorb(spell)
: profile.power.groupHeal(spell)
const nextHealth = isGroupAbsorb
? member.health
: profile.heal(member, power, profile.healingMultiplier(member))
recordFloatingHeal(floatingHeals, profile.floatingHeals.group, member, nextHealth)
let nextMember: PartyMember = {
...member,
health: nextHealth,
shield: profile.effects.groupAppliesShield(spell)
? Math.max(
member.shield,
isGroupAbsorb
? power
: profile.power.shield(
profile.effects.shieldSpell?.power ?? spell.power,
profile.ratios.groupShield,
),
)
: member.shield,
}
if (profile.effects.groupAppliesHot(spell) && profile.effects.renewSpell) {
nextMember = applyHot(nextMember, profile.effects.renewSpell, profile, profile.hot.radianceTicks, profile.hot.groupMerge)
} else if (profile.effects.groupAppliesHot(spell)) {
nextMember = applyHot(nextMember, spell, profile, profile.hot.groupTicks, profile.hot.groupMerge)
}
return nextMember
}
if (
!plan.directTargets.has(member.id)
&& !plan.hotTargets.has(member.id)
&& !plan.shieldTargets.has(member.id)
&& !plan.damageReductionTargets.has(member.id)
&& !(member.id === targetId && spell.kind === 'bounce_heal' && profile.bounceHeals)
) return member
if (spell.kind === 'shield') {
let nextMember: PartyMember = {
...member,
shield: Math.max(member.shield, profile.power.shield(spell.power)),
}
if (plan.hotTargets.has(member.id) || profile.effects.shieldAppliesHot(spell)) {
nextMember = applyHot(nextMember, profile.effects.renewSpell ?? spell, profile)
}
return nextMember
}
if (spell.kind === 'damage_reduction') {
return {
...member,
damageReductionTicks: profile.hot.merge === 'max'
? Math.max(member.damageReductionTicks ?? 0, profile.damageReductionTicks)
: profile.damageReductionTicks,
hotTicks: plan.hotTargets.has(member.id)
? (profile.hot.merge === 'max'
? Math.max(member.hotTicks, profile.hot.defaultTicks)
: profile.hot.defaultTicks)
: member.hotTicks,
}
}
if (spell.kind === 'bounce_heal' && profile.bounceHeals) {
return { ...member, bounceHeals: addBounceHeal(member, spell) }
}
if (spell.kind === 'cleanse') {
const nextHealth = profile.heal(member, profile.power.cleanse(spell), profile.healingMultiplier(member))
recordFloatingHeal(floatingHeals, profile.floatingHeals.cleanse, member, nextHealth)
let nextMember: PartyMember = {
...clearNegativeEffects(member),
health: nextHealth,
shield: plan.shieldTargets.has(member.id)
? Math.max(
member.shield,
profile.power.shield(profile.effects.shieldSpell?.power ?? spell.power),
)
: member.shield,
}
if (plan.hotTargets.has(member.id)) {
nextMember = applyHot(nextMember, profile.effects.renewSpell ?? spell, profile)
}
return nextMember
}
const nextHealth = plan.directTargets.has(member.id)
? profile.heal(member, profile.power.direct(spell), profile.healingMultiplier(member))
: member.health
recordFloatingHeal(floatingHeals, profile.floatingHeals.direct, member, nextHealth)
let nextMember: PartyMember = {
...member,
health: nextHealth,
shield: plan.shieldTargets.has(member.id)
? Math.max(
member.shield,
profile.power.shield(
profile.effects.shieldSpell?.power ?? spell.power,
profile.ratios.directShield,
),
)
: member.shield,
}
if (plan.hotTargets.has(member.id)) {
nextMember = applyHot(nextMember, profile.effects.hotSpellForDirect(spell), profile)
}
return nextMember
})
return { party: nextParty, floatingHeals }
}
export function advanceFreeCastProgress({
enabled,
wasReady,
castsTowardFree,
}: {
enabled: boolean
wasReady: boolean
castsTowardFree: number
}) {
if (!enabled) {
return {
castsTowardFree,
freeCastReady: wasReady,
}
}
if (wasReady) {
return {
castsTowardFree: 0,
freeCastReady: false,
}
}
const nextCasts = castsTowardFree + 1
return {
castsTowardFree: nextCasts >= 5 ? 0 : nextCasts,
freeCastReady: nextCasts >= 5,
}
}
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import type { Spell } from '../game'
import { stackCount, type StackCounts } from './stackCounts'
export type SlotModifier<T extends string> = {
stacks: StackCounts<T>
id: (slot: string) => T
multiplier?: number
}
export type StackModifier<T extends string> = {
stacks: StackCounts<T>
id: T
multiplier?: number
}
function slotKey(spell: Spell) {
return String(spell.key)
}
function slotModifierStacks<T extends string>(spell: Spell, modifier?: SlotModifier<T>) {
return modifier ? stackCount(modifier.stacks, modifier.id(slotKey(spell))) : 0
}
function stackModifierStacks<T extends string>(modifier?: StackModifier<T>) {
return modifier ? stackCount(modifier.stacks, modifier.id) : 0
}
function stackMultiplier<T extends string>(modifier?: StackModifier<T>) {
if (!modifier) return 1
return (modifier.multiplier ?? 1.25) ** stackModifierStacks(modifier)
}
export function spellSlotMultiplier<TPositive extends string, TNegative extends string = never>(
spell: Spell,
positive?: SlotModifier<TPositive>,
negative?: SlotModifier<TNegative>,
) {
const positiveMultiplier = (positive?.multiplier ?? 0.75) ** slotModifierStacks(spell, positive)
const negativeMultiplier = (negative?.multiplier ?? 1.25) ** slotModifierStacks(spell, negative)
return positiveMultiplier * negativeMultiplier
}
export function spellCooldownMultiplier<TPositive extends string, TNegative extends string = never>(
spell: Spell,
cooldownDown?: SlotModifier<TPositive>,
cooldownUp?: SlotModifier<TNegative>,
) {
return spellSlotMultiplier(spell, cooldownDown, cooldownUp)
}
export function spellResourceCost<TPositive extends string, TNegative extends string = never>({
spell,
costDown,
costUp,
freeCastReady = false,
freeCast,
}: {
spell: Spell
costDown?: SlotModifier<TPositive>
costUp?: SlotModifier<TNegative>
freeCastReady?: boolean
freeCast?: StackModifier<TPositive>
}) {
if (freeCastReady && stackModifierStacks(freeCast) > 0) return 0
return Math.ceil(spell.cost * spellSlotMultiplier(spell, costDown, costUp))
}
export function spellExtraTargets<T extends string>(
spell: Spell,
extraTarget: SlotModifier<T>,
) {
return slotModifierStacks(spell, extraTarget)
}
export function spellPowerMultiplier<T extends string>(modifier: StackModifier<T>) {
return stackMultiplier(modifier)
}
export function hasSpellStack<T extends string>(modifier: StackModifier<T>) {
return stackModifierStacks(modifier) > 0
}
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export type StackCounts<T extends string> = ReadonlyMap<T, number>
export function createStackCounts<T extends string>(items: readonly T[]): StackCounts<T> {
const counts = new Map<T, number>()
items.forEach((item) => counts.set(item, (counts.get(item) ?? 0) + 1))
return counts
}
export function stackCount<T extends string>(counts: StackCounts<T>, id: T) {
return counts.get(id) ?? 0
}
export function summarizeStackCounts<T extends string, TChoice extends { id: T; name: string }>(
counts: StackCounts<T>,
catalog: readonly TChoice[],
emptyLabel = '',
) {
const summary = Array.from(counts.entries())
.map(([id, count]) => {
const label = catalog.find((choice) => choice.id === id)?.name ?? id
return count > 1 ? `${label} x${count}` : label
})
.join(', ')
return summary || emptyLabel
}
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export type StadiumRoundOutcome = 'win' | 'loss' | 'tie'
export type StadiumWins = {
player: number
opponent: number
}
export type StadiumRoundStatus = 'playing' | 'shop' | 'won' | 'lost'
export type StadiumExperienceMode =
| 'pvp-stadium-round-win-quarter-level'
| 'pvp-stadium-round-loss-tenth-level'
| 'pvp-stadium-match-half-level'
export const DEFAULT_STADIUM_WIN_ROUNDS = 3
export function stadiumShopPointsForOutcome(outcome: StadiumRoundOutcome, side: 'player' | 'opponent') {
if (side === 'player') return outcome === 'loss' ? 4 : 3
return outcome === 'win' ? 4 : 3
}
export function resolveStadiumRound({
outcome,
roundIndex,
wins,
winRounds = DEFAULT_STADIUM_WIN_ROUNDS,
}: {
outcome: StadiumRoundOutcome
roundIndex: number
wins: StadiumWins
winRounds?: number
}) {
const roundExperienceMode: StadiumExperienceMode = outcome === 'loss'
? 'pvp-stadium-round-loss-tenth-level'
: 'pvp-stadium-round-win-quarter-level'
const logTone = outcome === 'loss' ? 'danger' as const : 'loot' as const
const nextWins = {
player: wins.player + (outcome === 'win' ? 1 : 0),
opponent: wins.opponent + (outcome === 'loss' ? 1 : 0),
}
const status: StadiumRoundStatus = nextWins.player >= winRounds
? 'won'
: nextWins.opponent >= winRounds
? 'lost'
: 'shop'
return {
nextWins,
status,
playerRoundStatus: status,
roundExperience: {
key: `round-${roundIndex}-${outcome}`,
mode: roundExperienceMode,
},
matchExperience: status === 'won'
? { key: 'match-win', mode: 'pvp-stadium-match-half-level' as StadiumExperienceMode }
: null,
log: {
text: outcome === 'win'
? `Round ${roundIndex} won.`
: outcome === 'loss'
? `Round ${roundIndex} lost.`
: `Round ${roundIndex} tied.`,
tone: logTone,
},
}
}
export function chooseStadiumCpuPurchases<TId extends string, TBuff extends { id: TId; cost: number }>(
catalog: readonly TBuff[],
points: number,
random = Math.random,
) {
let remaining = points
const purchases: TId[] = []
while (remaining > 0) {
const affordable = catalog.filter((buff) => buff.cost <= remaining)
if (affordable.length === 0) break
const selected = affordable[Math.floor(random() * affordable.length)]
purchases.push(selected.id)
remaining -= selected.cost
}
return purchases
}
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import type { PartyMember } from '../game'
import type { PvpMatchSnapshot, PvpMatchSide } from '../pvpRoguelike'
import { resetParty } from './rules'
import type { StadiumRoundOutcome, StadiumWins } from './stadiumLifecycle'
export type StadiumSetupSide<TBuff extends string> = {
party: PartyMember[]
resource: number
cooldowns: Record<string, number>
buffs: TBuff[]
castsTowardFree: number
freeCastReady: boolean
survivalSeconds: number
dampeningPercent: number
roundIndex: number
roundWins: number
roundStatus: 'playing' | 'shop' | 'won' | 'lost'
lastRoundOutcome?: StadiumRoundOutcome
shopReady: boolean
}
export type StadiumLiveMatchSetup = {
id: string
side: PvpMatchSide
opponentSide: PvpMatchSide
opponentName: string
opponentClassName: string
}
export function createStadiumStarterSide<TBuff extends string>({
partyTemplate,
maxResource,
roundIndex,
buffs = [],
roundWins = 0,
}: {
partyTemplate: readonly PartyMember[]
maxResource: number
roundIndex: number
buffs?: TBuff[]
roundWins?: number
}): StadiumSetupSide<TBuff> {
return {
party: resetParty([...partyTemplate]),
resource: maxResource,
cooldowns: {},
buffs,
castsTowardFree: 0,
freeCastReady: false,
survivalSeconds: 0,
dampeningPercent: 0,
roundIndex,
roundWins,
roundStatus: 'playing',
shopReady: false,
}
}
export function createStadiumMatchStart<TBuff extends string>({
partyTemplate,
opponentPartyTemplate,
maxResource,
}: {
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
}) {
const roundIndex = 1
return {
playerSide: createStadiumStarterSide<TBuff>({ partyTemplate, maxResource, roundIndex }),
opponentSide: createStadiumStarterSide<TBuff>({ partyTemplate: opponentPartyTemplate, maxResource, roundIndex }),
defaults: {
roundIndex,
roundWins: { player: 0, opponent: 0 } satisfies StadiumWins,
elapsedTicks: 0,
shopPoints: 0,
shopReady: false,
paused: false,
rewardError: '',
showEndLog: false,
},
}
}
export function createStadiumLiveMatchStart<TBuff extends string>({
match,
side,
partyTemplate,
opponentPartyTemplate,
maxResource,
message,
}: {
match: PvpMatchSnapshot<StadiumSetupSide<TBuff>>
side: PvpMatchSide
partyTemplate: readonly PartyMember[]
opponentPartyTemplate: readonly PartyMember[]
maxResource: number
message?: string
}) {
const opponentSideId: PvpMatchSide = side === 'a' ? 'b' : 'a'
const opponent = match.players[opponentSideId]
const opponentTemplate = opponentPartyTemplate.map((member) => ({
...member,
name: member.id === 'mira' ? opponent.characterName : member.name,
}))
const setup = createStadiumMatchStart<TBuff>({
partyTemplate,
opponentPartyTemplate: opponentTemplate,
maxResource,
})
const liveMatch: StadiumLiveMatchSetup = {
id: match.id,
side,
opponentSide: opponentSideId,
opponentName: opponent.characterName,
opponentClassName: opponent.className,
}
return {
...setup,
liveMatch,
logText: message ?? `${opponent.characterName} found. Stadium begins.`,
}
}
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import type { PartyMember } from '../game'
export type NavigateAction = 'navigateLeft' | 'navigateRight' | 'navigateUp' | 'navigateDown'
type TargetOptions = {
livingOnly?: boolean
}
function canTarget(member: PartyMember, options: TargetOptions) {
return !options.livingOnly || member.health > 0
}
export function selectRelativePartyTarget(
party: PartyMember[],
selectedId: string,
direction: -1 | 1,
options: TargetOptions = {},
) {
const candidates = party.filter((member) => canTarget(member, options))
if (candidates.length === 0) return null
const currentIndex = candidates.findIndex((member) => member.id === selectedId)
const nextIndex = currentIndex < 0
? 0
: (currentIndex + direction + candidates.length) % candidates.length
return candidates[nextIndex]?.id ?? null
}
export function selectDirectionalPartyTarget(
party: PartyMember[],
selectedId: string,
action: NavigateAction,
columns: number,
options: TargetOptions = {},
) {
const currentIndex = party.findIndex((member) => member.id === selectedId)
if (currentIndex < 0) {
return party.find((member) => canTarget(member, options))?.id ?? null
}
const currentRow = Math.floor(currentIndex / columns)
const currentColumn = currentIndex % columns
const horizontal = action === 'navigateLeft' || action === 'navigateRight'
const candidate = party
.map((member, index) => ({
member,
index,
row: Math.floor(index / columns),
column: index % columns,
}))
.filter(({ member, index, row, column }) => {
if (!canTarget(member, options) || index === currentIndex) return false
if (action === 'navigateLeft') return row === currentRow && column < currentColumn
if (action === 'navigateRight') return row === currentRow && column > currentColumn
if (action === 'navigateUp') return row < currentRow
return row > currentRow
})
.sort((left, right) => {
const leftPrimary = horizontal
? Math.abs(left.column - currentColumn)
: Math.abs(left.row - currentRow)
const rightPrimary = horizontal
? Math.abs(right.column - currentColumn)
: Math.abs(right.row - currentRow)
const leftSecondary = horizontal ? 0 : Math.abs(left.column - currentColumn)
const rightSecondary = horizontal ? 0 : Math.abs(right.column - currentColumn)
return leftPrimary - rightPrimary || leftSecondary - rightSecondary
})[0]
return candidate?.member.id ?? null
}
export function selectDirectPartyTarget(
party: PartyMember[],
slot: number,
options: TargetOptions & {
targetGroup?: number
groupSize?: number
} = {},
) {
const groupSize = options.groupSize ?? 6
const index = slot + (options.targetGroup ?? 0) * groupSize
const member = party[index]
return member && canTarget(member, options) ? member.id : null
}
export function nextTargetGroupSelection(
party: PartyMember[],
selectedId: string,
currentGroup: number,
groupSize = 6,
) {
const groupCount = Math.max(1, Math.ceil(party.length / groupSize))
const nextGroup = (currentGroup + 1) % groupCount
const selectedIndex = party.findIndex((member) => member.id === selectedId)
const slot = selectedIndex < 0 ? 0 : selectedIndex % groupSize
return {
group: nextGroup,
selectedId: party[slot + nextGroup * groupSize]?.id ?? null,
}
}