Android build v1.1.2
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import { DEFAULT_GROUP_HEAL_TARGETS, groupHealTargets, type PartyMember, type Spell } from '../game'
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import { addBounceHeal, addHotEffect } from './rules'
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export type SpellTargetBucket = 'direct' | 'hot' | 'shield' | 'damageReduction'
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export type SpellTargetPlan = {
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directTargets: Set<string>
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hotTargets: Set<string>
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shieldTargets: Set<string>
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damageReductionTargets: Set<string>
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groupTargets: Set<string>
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}
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export type ExtraTargetMode = Partial<Record<Spell['kind'], SpellTargetBucket>>
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function hasBlockedId(blockedIds: Iterable<string>, id: string) {
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if (blockedIds instanceof Set) return blockedIds.has(id)
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for (const blockedId of blockedIds) {
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if (blockedId === id) return true
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}
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return false
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}
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export function lowestHealthExtraTarget(party: PartyMember[], blockedIds: Iterable<string>) {
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let target: PartyMember | undefined
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let targetRatio = Number.POSITIVE_INFINITY
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for (const member of party) {
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if (member.health <= 0 || hasBlockedId(blockedIds, member.id)) continue
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const healthRatio = member.health / member.maxHealth
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if (healthRatio < targetRatio) {
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target = member
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targetRatio = healthRatio
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}
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}
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return target
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}
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export function addLowestHealthExtraTarget(
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plan: SpellTargetPlan,
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party: PartyMember[],
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bucket: SpellTargetBucket,
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) {
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const targetSet = bucket === 'direct'
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? plan.directTargets
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: bucket === 'hot'
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? plan.hotTargets
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: bucket === 'shield'
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? plan.shieldTargets
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: plan.damageReductionTargets
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const extra = lowestHealthExtraTarget(party, targetSet)
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if (extra) targetSet.add(extra.id)
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}
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export function buildSpellTargetPlan({
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party,
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spell,
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targetId,
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extraTargets,
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directTarget,
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hotTarget,
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shieldTarget,
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damageReductionTarget,
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groupTargetCount = DEFAULT_GROUP_HEAL_TARGETS,
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extraTargetMode,
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beforeExtraTargetBuckets = [],
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}: {
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party: PartyMember[]
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spell: Spell
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targetId: string
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extraTargets: number
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directTarget: boolean
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hotTarget: boolean
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shieldTarget: boolean
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damageReductionTarget?: boolean
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groupTargetCount?: number
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extraTargetMode: ExtraTargetMode
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beforeExtraTargetBuckets?: SpellTargetBucket[]
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}): SpellTargetPlan {
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const plan: SpellTargetPlan = {
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directTargets: new Set(directTarget ? [targetId] : []),
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hotTargets: new Set(hotTarget ? [targetId] : []),
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shieldTargets: new Set(shieldTarget ? [targetId] : []),
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damageReductionTargets: new Set(damageReductionTarget ? [targetId] : []),
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groupTargets: new Set(
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spell.kind === 'group'
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? groupHealTargets(party, groupTargetCount).map((member) => member.id)
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: [],
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),
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}
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beforeExtraTargetBuckets.forEach((bucket) => {
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addLowestHealthExtraTarget(plan, party, bucket)
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})
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const bucket = extraTargetMode[spell.kind] ?? 'direct'
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for (let index = 0; index < extraTargets; index += 1) {
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if (spell.kind === 'group') break
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addLowestHealthExtraTarget(plan, party, bucket)
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}
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return plan
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}
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export function clearNegativeEffects(member: PartyMember) {
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return {
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...member,
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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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}
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}
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export type FloatingHealEvent = {
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memberId: string
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value: number
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}
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export type SpellEffectProfile = {
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/**
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* Profiles keep mode-specific spell math out of screen components. PvE uses
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* stacked HoT effect objects; PvP modes mostly use legacy hotTicks. Stadium
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* also applies dampening through the power callbacks below.
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*/
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modeName: string
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heal: (member: PartyMember, power: number, multiplier: number) => number
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healingMultiplier: (member: PartyMember) => number
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power: {
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direct: (spell: Spell) => number
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cleanse: (spell: Spell) => number
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groupHeal: (spell: Spell) => number
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groupAbsorb: (spell: Spell) => number
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shield: (sourcePower: number, strength?: number) => number
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}
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hot: {
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mode: 'effects' | 'ticks'
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defaultTicks: number
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groupTicks: number
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radianceTicks: number
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merge: 'replace' | 'max'
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groupMerge?: 'replace' | 'max'
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}
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effects: {
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renewSpell?: Spell | null
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shieldSpell?: Spell | null
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groupAbsorbOnly: (spell: Spell) => boolean
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groupHotOnly: (spell: Spell) => boolean
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groupAppliesShield: (spell: Spell) => boolean
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groupAppliesHot: (spell: Spell) => boolean
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shieldAppliesHot: (spell: Spell) => boolean
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hotSpellForDirect: (spell: Spell) => Spell
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}
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ratios: {
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groupShield: number
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directShield: number
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}
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damageReductionTicks: number
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floatingHeals: {
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group: boolean
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direct: boolean
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cleanse: boolean
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}
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bounceHeals: boolean
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}
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function applyHot(
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member: PartyMember,
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spell: Spell,
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profile: SpellEffectProfile,
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ticks = profile.hot.defaultTicks,
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merge = profile.hot.merge,
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) {
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if (profile.hot.mode === 'effects') {
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return {
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...member,
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hotTicks: 0,
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hotEffects: addHotEffect(member, spell, ticks),
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}
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}
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return {
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...member,
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hotTicks: merge === 'max'
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? Math.max(member.hotTicks, ticks)
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: ticks,
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}
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}
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function recordFloatingHeal(
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events: FloatingHealEvent[],
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enabled: boolean,
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member: PartyMember,
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nextHealth: number,
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) {
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if (enabled && nextHealth > member.health) {
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events.push({ memberId: member.id, value: nextHealth - member.health })
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}
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}
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export function applySpellEffectProfile({
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party,
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spell,
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targetId,
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plan,
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profile,
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}: {
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party: PartyMember[]
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spell: Spell
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targetId: string
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plan: SpellTargetPlan
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profile: SpellEffectProfile
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}) {
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const floatingHeals: FloatingHealEvent[] = []
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const nextParty = party.map((member) => {
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if (member.health <= 0) return member
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if (spell.kind === 'group') {
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if (!plan.groupTargets.has(member.id)) return member
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const isGroupAbsorb = profile.effects.groupAbsorbOnly(spell)
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if (profile.effects.groupHotOnly(spell)) {
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return applyHot(member, spell, profile, profile.hot.groupTicks, profile.hot.groupMerge)
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}
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const power = isGroupAbsorb
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? profile.power.groupAbsorb(spell)
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: profile.power.groupHeal(spell)
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const nextHealth = isGroupAbsorb
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? member.health
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: profile.heal(member, power, profile.healingMultiplier(member))
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recordFloatingHeal(floatingHeals, profile.floatingHeals.group, member, nextHealth)
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let nextMember: PartyMember = {
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...member,
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health: nextHealth,
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shield: profile.effects.groupAppliesShield(spell)
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? Math.max(
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member.shield,
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isGroupAbsorb
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? power
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: profile.power.shield(
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profile.effects.shieldSpell?.power ?? spell.power,
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profile.ratios.groupShield,
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),
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)
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: member.shield,
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}
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if (profile.effects.groupAppliesHot(spell) && profile.effects.renewSpell) {
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nextMember = applyHot(nextMember, profile.effects.renewSpell, profile, profile.hot.radianceTicks, profile.hot.groupMerge)
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} else if (profile.effects.groupAppliesHot(spell)) {
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nextMember = applyHot(nextMember, spell, profile, profile.hot.groupTicks, profile.hot.groupMerge)
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}
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return nextMember
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}
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if (
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!plan.directTargets.has(member.id)
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&& !plan.hotTargets.has(member.id)
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&& !plan.shieldTargets.has(member.id)
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&& !plan.damageReductionTargets.has(member.id)
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&& !(member.id === targetId && spell.kind === 'bounce_heal' && profile.bounceHeals)
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) return member
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if (spell.kind === 'shield') {
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let nextMember: PartyMember = {
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...member,
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shield: Math.max(member.shield, profile.power.shield(spell.power)),
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}
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if (plan.hotTargets.has(member.id) || profile.effects.shieldAppliesHot(spell)) {
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nextMember = applyHot(nextMember, profile.effects.renewSpell ?? spell, profile)
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}
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return nextMember
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}
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if (spell.kind === 'damage_reduction') {
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return {
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...member,
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damageReductionTicks: profile.hot.merge === 'max'
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? Math.max(member.damageReductionTicks ?? 0, profile.damageReductionTicks)
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: profile.damageReductionTicks,
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hotTicks: plan.hotTargets.has(member.id)
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? (profile.hot.merge === 'max'
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? Math.max(member.hotTicks, profile.hot.defaultTicks)
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: profile.hot.defaultTicks)
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: member.hotTicks,
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}
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}
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if (spell.kind === 'bounce_heal' && profile.bounceHeals) {
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return { ...member, bounceHeals: addBounceHeal(member, spell) }
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}
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if (spell.kind === 'cleanse') {
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const nextHealth = profile.heal(member, profile.power.cleanse(spell), profile.healingMultiplier(member))
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recordFloatingHeal(floatingHeals, profile.floatingHeals.cleanse, member, nextHealth)
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let nextMember: PartyMember = {
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...clearNegativeEffects(member),
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health: nextHealth,
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shield: plan.shieldTargets.has(member.id)
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? Math.max(
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member.shield,
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profile.power.shield(profile.effects.shieldSpell?.power ?? spell.power),
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)
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: member.shield,
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}
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if (plan.hotTargets.has(member.id)) {
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nextMember = applyHot(nextMember, profile.effects.renewSpell ?? spell, profile)
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}
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return nextMember
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}
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const nextHealth = plan.directTargets.has(member.id)
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? profile.heal(member, profile.power.direct(spell), profile.healingMultiplier(member))
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: member.health
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recordFloatingHeal(floatingHeals, profile.floatingHeals.direct, member, nextHealth)
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let nextMember: PartyMember = {
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...member,
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health: nextHealth,
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shield: plan.shieldTargets.has(member.id)
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? Math.max(
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member.shield,
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profile.power.shield(
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profile.effects.shieldSpell?.power ?? spell.power,
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profile.ratios.directShield,
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),
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)
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: member.shield,
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}
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if (plan.hotTargets.has(member.id)) {
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nextMember = applyHot(nextMember, profile.effects.hotSpellForDirect(spell), profile)
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}
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return nextMember
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})
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return { party: nextParty, floatingHeals }
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}
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export function advanceFreeCastProgress({
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enabled,
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wasReady,
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castsTowardFree,
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}: {
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enabled: boolean
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wasReady: boolean
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castsTowardFree: number
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}) {
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if (!enabled) {
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return {
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castsTowardFree,
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freeCastReady: wasReady,
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}
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}
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if (wasReady) {
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return {
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castsTowardFree: 0,
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freeCastReady: false,
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}
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}
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const nextCasts = castsTowardFree + 1
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return {
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castsTowardFree: nextCasts >= 5 ? 0 : nextCasts,
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freeCastReady: nextCasts >= 5,
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}
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}
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