Android build v1.1.2

This commit is contained in:
Warren H
2026-06-29 22:35:49 -04:00
parent cbe42b6164
commit c6251167a5
52 changed files with 5554 additions and 3117 deletions
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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,
],
}
})
}