Android build v1.1.2
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import type { PartyMember, Spell } from '../game'
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import type { Ability } from '../profile'
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import { createStackCounts, stackCount } from './stackCounts'
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export const DEFAULT_TICK_MS = 700
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export function clamp(value: number, min: number, max: number) {
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return Math.min(max, Math.max(min, value))
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}
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export function chooseRandom<T>(items: T[], count: number) {
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const pool = [...items]
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const result: T[] = []
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while (pool.length > 0 && result.length < count) {
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const index = Math.floor(Math.random() * pool.length)
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result.push(pool.splice(index, 1)[0])
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}
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return result
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}
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export function effectiveMaxHealth(member: PartyMember) {
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return Math.max(
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1,
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Math.round(member.maxHealth * (member.maxHealthPenaltyTicks && member.maxHealthPenaltyTicks > 0 ? 0.75 : 1)),
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)
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}
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export function healAmount(member: PartyMember, amount: number, multiplier = 1) {
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return Math.round(amount * (member.healingReductionTicks && member.healingReductionTicks > 0 ? 0.75 : 1) * multiplier)
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}
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export function healMember(member: PartyMember, amount: number, multiplier = 1) {
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return clamp(member.health + healAmount(member, amount, multiplier), 0, effectiveMaxHealth(member))
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}
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export function memberHotEffects(member: PartyMember) {
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if (member.hotEffects?.length) return member.hotEffects
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return member.hotTicks > 0
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? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
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: []
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}
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export function effectId(prefix: string) {
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return `${prefix}-${globalThis.crypto?.randomUUID?.() ?? `${Date.now()}-${Math.random()}`}`
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}
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export function addHotEffect(member: PartyMember, spell: Spell, ticks = 5) {
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const nextEffect = {
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id: effectId(spell.id),
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spellId: spell.id,
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label: spell.name,
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ticks,
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power: Math.max(1, Math.round(spell.power / 2)),
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}
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const currentEffects = memberHotEffects(member).filter((effect) => effect.spellId !== spell.id)
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return [...currentEffects, nextEffect]
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}
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export function addBounceHeal(member: PartyMember, spell: Spell) {
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return [
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...(member.bounceHeals ?? []),
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{
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id: effectId(spell.id),
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label: spell.name,
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charges: 4,
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power: spell.power,
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},
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]
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}
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export function tickHotEffects(effects: PartyMember['hotEffects']) {
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return (effects ?? [])
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.map((effect) => ({ ...effect, ticks: effect.ticks - 1 }))
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.filter((effect) => effect.ticks > 0)
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}
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export function formatEffectTime(ticks: number, tickMs = DEFAULT_TICK_MS) {
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const seconds = (ticks * tickMs) / 1000
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return Number.isInteger(seconds) ? `${seconds}s` : `${seconds.toFixed(1)}s`
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}
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export function buffStacks<T extends string>(items: readonly T[], id: T) {
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return stackCount(createStackCounts(items), id)
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}
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export function createLogEntry(nextLogId: { current: number }, text: string, tone: 'system' | 'heal' | 'danger' | 'loot') {
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return { id: nextLogId.current++, text, tone }
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}
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export function toCombatSpell(ability: Ability, key: string, healingPower = 0): Spell {
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const kinds: Record<string, Spell['kind']> = {
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direct_heal: 'direct',
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direct_hot: 'direct',
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heal_over_time: 'hot',
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party_heal: 'group',
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party_hot: 'group',
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party_absorb: 'group',
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absorb: 'shield',
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damage_reduction: 'damage_reduction',
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bounce_heal: 'bounce_heal',
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cleanse: 'cleanse',
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}
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return {
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id: String(ability.id),
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key,
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name: ability.name,
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description: ability.description,
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cost: ability.cost,
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cooldown: ability.cooldown,
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power: ability.power + healingPower,
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glyph: ability.glyph,
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kind: kinds[ability.spellType] ?? 'direct',
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effectType: ability.spellType,
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}
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}
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export function resetParty(partyTemplate: PartyMember[]) {
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return partyTemplate.map((member) => ({
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...member,
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health: member.maxHealth,
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shield: 0,
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hotTicks: 0,
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hotEffects: undefined,
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debuff: undefined,
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debuffTicks: undefined,
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poisonStacks: undefined,
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maxHealthPenaltyTicks: undefined,
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healingReductionTicks: undefined,
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damageReductionTicks: undefined,
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bounceHeals: undefined,
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}))
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}
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