Android build v1.1.5

This commit is contained in:
Warren H
2026-06-30 13:30:33 -04:00
parent 1797154726
commit f6d408f594
21 changed files with 763 additions and 254 deletions
+28 -22
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@@ -46,7 +46,7 @@ import {
spellPowerMultiplier,
spellResourceCost as modifiedSpellResourceCost,
} from '../combat/spellModifiers'
import { advanceCooldowns, regenerateResource, tickSeconds } from '../combat/combatTick'
import { regenerateResource } from '../combat/combatTick'
import { advanceMemberTick, attachJumpedBounceHeals } from '../combat/combatEngine'
import { applyCastStateUpdate } from '../combat/combatStateTransitions'
import { buildCombatDualScreenState } from '../combat/dualScreenPayloads'
@@ -58,7 +58,11 @@ import {
appendCombatLog,
type BasicFloatingCombatText,
} from '../combat/combatPresentation'
import { canCastSpell } from '../combat/spellCasting'
import {
canCastSpell,
pruneExpiredCooldowns,
reduceCooldown,
} from '../combat/spellCasting'
import {
applySpellEffectProfile,
buildSpellTargetPlan,
@@ -69,9 +73,11 @@ import {
useInput,
} from '../input'
import { useFloatingCombatText } from '../hooks/useFloatingCombatText'
import { useSpellSlots } from '../hooks/useSpellSlots'
import { usePartyTargeting } from '../hooks/usePartyTargeting'
import { PartyMemberFrame } from './PartyFrames'
import { ResourceBar, SpellBar, type SpellSlot } from './SpellBars'
import { ResourceBar, SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles'
import { BonusItemReward, LootRollList, RewardXpSummary } from './RewardPanels'
import { ResultScreen } from './ResultScreen'
import {
@@ -668,10 +674,10 @@ export function CombatScreen({
})
floatingHeals.forEach((event) => addFloatingHeal(event.memberId, event.value))
resourceSpentRef.current += effectiveCost
const nextCooldowns = { ...current.cooldowns }
let nextCooldowns = current.cooldowns
if (spell.name === 'Mend' && activeEffects.has('mend_reduces_radiance_cooldown')) {
const radiance = spellByName.get('Radiance')
if (radiance) nextCooldowns[radiance.id] = Math.max(0, (nextCooldowns[radiance.id] ?? 0) - 2)
if (radiance) nextCooldowns = reduceCooldown(nextCooldowns, radiance.id, 2)
}
setCombat(applyCastStateUpdate({
current,
@@ -855,7 +861,7 @@ export function CombatScreen({
const runCombatTick = useCallback(() => {
const current = combatRef.current
const nextElapsedTicks = current.elapsedTicks + 1
const nextCooldowns = advanceCooldowns(current.cooldowns, tickSeconds(TICK_MS))
const nextCooldowns = pruneExpiredCooldowns(current.cooldowns)
let nextResource = regenerateResource(current.resource, 2.4, maxResource)
const living = current.party.filter((member) => member.health > 0)
@@ -1161,17 +1167,17 @@ export function CombatScreen({
}).reverse(),
[enemyCount, enemyHealth, encounter.maxHealth],
)
const spellSlots = useMemo<SpellSlot[]>(() => profile.abilitySlots.map((abilityId, slotIndex) => {
const spell = spellByKey.get(String(slotIndex + 1))
return abilityId && spell
? {
...spell,
cost: spellResourceCost(spell, roguelikeUpgradeCounts, freeCastReady),
slotIndex,
remaining: cooldowns[spell.id] ?? 0,
}
: null
}), [cooldowns, freeCastReady, profile.abilitySlots, roguelikeUpgradeCounts, spellByKey])
const spellSlotCost = useCallback(
(spell: Spell) => spellResourceCost(spell, roguelikeUpgradeCounts, freeCastReady),
[freeCastReady, roguelikeUpgradeCounts],
)
const spellSlots = useSpellSlots({
spells,
abilitySlots: profile.abilitySlots,
cooldowns,
active: status === 'playing' && !paused,
cost: spellSlotCost,
})
const dualScreenState = useMemo(() => buildCombatDualScreenState({
difficultyName: difficulty.name,
dungeonName: dungeon.name,
@@ -1230,9 +1236,9 @@ export function CombatScreen({
useDualScreenPublisher(dualScreenState, dualScreenEnabled)
return (
<main
className={`game-shell ${dualScreenEnabled ? 'dual-top-game-shell' : ''}`}
data-combat-active={paused ? 'false' : 'true'}
<main
className={`game-shell ${dualScreenEnabled ? 'dual-top-game-shell' : ''}`}
data-combat-active={status === 'playing' && !paused ? 'true' : 'false'}
>
{!dualScreenEnabled && <header className="topbar">
<div>
@@ -1266,13 +1272,13 @@ export function CombatScreen({
<div className="hard-enemy-bars">
{enemyHealthSegments.map((segment) => (
<div className="bar enemy-health" key={segment.index}>
<span style={{ width: `${segment.percent}%` }} />
<span style={barFillStyle(segment.percent)} />
<em>{encounter.enemyName} {segment.index + 1}: {Math.ceil(segment.health)} / {encounter.maxHealth}</em>
</div>
))}
</div>
) : (
<div className="bar enemy-health"><span style={{ width: `${enemyPercent}%` }} /></div>
<div className="bar enemy-health"><span style={barFillStyle(enemyPercent)} /></div>
)}
<p>{encounter.description}</p>
</div>
+3 -2
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@@ -7,6 +7,7 @@ import {
memberHotEffects,
} from '../combat/rules'
import { ControllerBindingLabel } from './ControllerIcons'
import { barFillStyle } from './barStyles'
export type FloatingCombatText = {
id: number
@@ -131,8 +132,8 @@ export const PartyMemberFrame = memo(function PartyMemberFrame({
{showHeaderHealth && <small>{Math.ceil(member.health)} / {maxHealth}</small>}
</div>
<div className="bar member-health">
<span style={{ width: `${(member.health / maxHealth) * 100}%` }} />
{member.shield > 0 && <i style={{ width: `${(member.shield / maxHealth) * 100}%` }} />}
<span style={barFillStyle((member.health / maxHealth) * 100)} />
{member.shield > 0 && <i style={barFillStyle((member.shield / maxHealth) * 100, 'right')} />}
{showHealthText && <em className="health-text">{Math.floor(member.health)} / {maxHealth}</em>}
</div>
<div className="floating-combat-texts" aria-hidden="true">
+25 -15
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@@ -13,9 +13,11 @@ import { completeRoguelike, type DungeonReward } from '../profile'
import type { CharacterProfile, DungeonEncounter } from '../profile'
import type { GameMode } from '../gameRepository'
import { PartyMemberFrame } from './PartyFrames'
import { SpellBar, type SpellSlot } from './SpellBars'
import { SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles'
import { focusFirstControl, useGameAction, useInput } from '../input'
import { useDeadlineTimer, useRoundCountdown } from '../hooks/useCountdownTimer'
import { useSpellSlots } from '../hooks/useSpellSlots'
import { useSidedFloatingCombatText } from '../hooks/useFloatingCombatText'
import { usePartyTargeting } from '../hooks/usePartyTargeting'
import {
@@ -37,10 +39,14 @@ import {
spellExtraTargets,
spellResourceCost as modifiedSpellResourceCost,
} from '../combat/spellModifiers'
import { advanceCooldowns, regenerateResource, tickSeconds } from '../combat/combatTick'
import { regenerateResource } from '../combat/combatTick'
import { advanceMemberTick } from '../combat/combatEngine'
import { buildPvpRoguelikeDualScreenState } from '../combat/dualScreenPayloads'
import { applyPvpSpellCast } from '../combat/pvpSpellCasting'
import {
pruneExpiredCooldowns,
reduceCooldown,
} from '../combat/spellCasting'
import {
nextPvpRoguelikeStage,
resolvePvpRoguelikeCombatOutcome,
@@ -398,12 +404,16 @@ export function PvPRoguelikeScreen({
const cpuAlive = cpuSide.party.some((member) => member.health > 0)
const playerBuffCounts = useMemo(() => createStackCounts(playerSide.buffs), [playerSide.buffs])
const playerDebuffCounts = useMemo(() => createStackCounts(playerSide.debuffs), [playerSide.debuffs])
const playerSpellSlots = useMemo<SpellSlot[]>(() => starterSpells.map((spell, slotIndex) => ({
...spell,
cost: spellResourceCost(spell, playerBuffCounts, playerDebuffCounts, playerSide.freeCastReady),
slotIndex,
remaining: playerSide.cooldowns[spell.id] ?? 0,
})), [playerBuffCounts, playerDebuffCounts, playerSide.cooldowns, playerSide.freeCastReady, starterSpells])
const playerSpellSlotCost = useCallback(
(spell: Spell) => spellResourceCost(spell, playerBuffCounts, playerDebuffCounts, playerSide.freeCastReady),
[playerBuffCounts, playerDebuffCounts, playerSide.freeCastReady],
)
const playerSpellSlots = useSpellSlots({
spells: starterSpells,
cooldowns: playerSide.cooldowns,
active: status === 'playing' && !paused,
cost: playerSpellSlotCost,
})
const opponentBuffSummary = useMemo(
() => cpuSide.buffs.length > 0 ? summarizeStacks(cpuSide.buffs, selfBuffChoicesCatalog) : 'none',
[cpuSide.buffs, selfBuffChoicesCatalog],
@@ -880,9 +890,9 @@ export function PvPRoguelikeScreen({
damageReductionTargets: new Set<string>(),
groupTargets,
}
const nextCooldowns = { ...current.cooldowns }
let nextCooldowns = current.cooldowns
if (spell.kind === 'direct' && hasSpellEffect('mend_reduces_radiance_cooldown') && radianceEffect) {
nextCooldowns[radianceEffect.id] = Math.max(0, (nextCooldowns[radianceEffect.id] ?? 0) - 2)
nextCooldowns = reduceCooldown(nextCooldowns, radianceEffect.id, 2)
}
return applyPvpSpellCast({
current,
@@ -994,7 +1004,7 @@ export function PvPRoguelikeScreen({
...side,
party: nextParty,
resource: regenerateResource(side.resource, 2.4, maxResource),
cooldowns: advanceCooldowns(side.cooldowns, tickSeconds(TICK_MS)),
cooldowns: pruneExpiredCooldowns(side.cooldowns),
enemyHealth: Math.max(0, side.enemyHealth - partyDamageOutput(nextParty, encounterValue.partyDamage)),
}
}, [activeSpellEffects, addFloatingHeal, maxResource])
@@ -1428,13 +1438,13 @@ export function PvPRoguelikeScreen({
<div className="pvp-clear-wrap">
<span>Your clear {Math.max(0, Math.floor(playerSide.enemyHealth))} / {encounter.maxHealth}</span>
<div className="bar enemy-health boss-bar">
<span style={{ width: `${(playerSide.enemyHealth / encounter.maxHealth) * 100}%` }} />
<span style={barFillStyle((playerSide.enemyHealth / encounter.maxHealth) * 100)} />
</div>
</div>
<div className="pvp-resource-wrap">
<span>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {maxResource}</span>
{speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"><span style={{ width: `${(playerSide.resource / maxResource) * 100}%` }} /></div>
<div className="bar mana-bar"><span style={barFillStyle((playerSide.resource / maxResource) * 100)} /></div>
</div>
</div>
</div>
@@ -1468,12 +1478,12 @@ export function PvPRoguelikeScreen({
<div className="pvp-clear-wrap">
<span>{liveMatch ? `${liveMatch.opponentName} clear` : 'CPU clear'} {Math.max(0, Math.floor(cpuSide.enemyHealth))} / {encounter.maxHealth}</span>
<div className="bar enemy-health boss-bar">
<span style={{ width: `${(cpuSide.enemyHealth / encounter.maxHealth) * 100}%` }} />
<span style={barFillStyle((cpuSide.enemyHealth / encounter.maxHealth) * 100)} />
</div>
</div>
<div className="pvp-resource-wrap">
<span>{gameClass.resourceName} {Math.floor(cpuSide.resource)} / {maxResource}</span>
<div className="bar mana-bar"><span style={{ width: `${(cpuSide.resource / maxResource) * 100}%` }} /></div>
<div className="bar mana-bar"><span style={barFillStyle((cpuSide.resource / maxResource) * 100)} /></div>
</div>
</div>
</div>
+25 -16
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@@ -11,9 +11,11 @@ import { completeRoguelike } from '../profile'
import type { CharacterProfile } from '../profile'
import type { GameMode } from '../gameRepository'
import { PartyMemberFrame } from './PartyFrames'
import { SpellBar, type SpellSlot } from './SpellBars'
import { SpellBar } from './SpellBars'
import { barFillStyle } from './barStyles'
import { focusFirstControl, useGameAction, useInput, type InputAction } from '../input'
import { useDeadlineTimer, useRoundCountdown } from '../hooks/useCountdownTimer'
import { useSpellSlots } from '../hooks/useSpellSlots'
import { useSidedFloatingCombatText } from '../hooks/useFloatingCombatText'
import { usePartyTargeting } from '../hooks/usePartyTargeting'
import { useDualScreen, useDualScreenPublisher } from '../dualScreen'
@@ -31,10 +33,13 @@ import {
spellPowerMultiplier,
spellResourceCost as modifiedSpellResourceCost,
} from '../combat/spellModifiers'
import { advanceCooldowns, regenerateResource, tickSeconds } from '../combat/combatTick'
import { regenerateResource } from '../combat/combatTick'
import { advanceMemberTick } from '../combat/combatEngine'
import { buildStadiumDualScreenState } from '../combat/dualScreenPayloads'
import { applyPvpSpellCast } from '../combat/pvpSpellCasting'
import {
pruneExpiredCooldowns,
} from '../combat/spellCasting'
import {
appendCombatLog,
STADIUM_COMBAT_LOG_LIMIT,
@@ -400,12 +405,16 @@ export function PvpStadiumScreen({
const opponentLabel = liveMatch ? liveMatch.opponentName : `CPU ${cpuDifficulty ?? 1}`
const playerAlive = playerSide.party.some((member) => member.health > 0)
const playerBuffCounts = useMemo(() => createStackCounts(playerSide.buffs), [playerSide.buffs])
const playerSpellSlots = useMemo<SpellSlot[]>(() => starterSpells.map((spell, slotIndex) => ({
...spell,
cost: spellResourceCost(spell, playerBuffCounts, playerSide.freeCastReady),
slotIndex,
remaining: playerSide.cooldowns[spell.id] ?? 0,
})), [playerBuffCounts, playerSide.cooldowns, playerSide.freeCastReady, starterSpells])
const playerSpellSlotCost = useCallback(
(spell: Spell) => spellResourceCost(spell, playerBuffCounts, playerSide.freeCastReady),
[playerBuffCounts, playerSide.freeCastReady],
)
const playerSpellSlots = useSpellSlots({
spells: starterSpells,
cooldowns: playerSide.cooldowns,
active: status === 'playing' && !paused,
cost: playerSpellSlotCost,
})
const opponentBuffSummary = useMemo(
() => summarizeStacks(cpuSide.buffs, buffCatalog),
[buffCatalog, cpuSide.buffs],
@@ -790,7 +799,7 @@ export function PvpStadiumScreen({
...side,
party: nextParty,
resource: regenerateResource(side.resource, RESOURCE_REGEN_PER_TICK, MAX_RESOURCE),
cooldowns: advanceCooldowns(side.cooldowns, tickSeconds(TICK_MS)),
cooldowns: pruneExpiredCooldowns(side.cooldowns),
survivalSeconds: nextSurvival,
dampeningPercent,
}
@@ -1168,16 +1177,16 @@ export function PvpStadiumScreen({
</section>
<section className="dual-top-spell-strip">
{starterSpells.map((spell, slotIndex) => {
const remaining = playerSide.cooldowns[spell.id] ?? 0
const cost = spellResourceCost(spell, playerBuffCounts, playerSide.freeCastReady)
{playerSpellSlots.map((spell, slotIndex) => {
if (!spell) return null
const remaining = spell.remaining
const percent = remaining > 0
? Math.min(100, (remaining / Math.max(1, spell.cooldown)) * 100)
: 0
return (
<button
className="dual-top-spell"
disabled={status !== 'playing' || !playerAlive || remaining > 0 || playerSide.resource < cost || paused}
disabled={status !== 'playing' || !playerAlive || remaining > 0 || playerSide.resource < spell.cost || paused}
key={spell.id}
onClick={() => castPlayerSpell(spell)}
type="button"
@@ -1192,7 +1201,7 @@ export function PvpStadiumScreen({
<div className="dual-top-resource">
<strong>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {MAX_RESOURCE}</strong>
<div className="bar mana-bar">
<span style={{ width: `${(playerSide.resource / MAX_RESOURCE) * 100}%` }} />
<span style={barFillStyle((playerSide.resource / MAX_RESOURCE) * 100)} />
</div>
</div>
</section>
@@ -1226,7 +1235,7 @@ export function PvpStadiumScreen({
</div>
<div className="pvp-resource-wrap">
<span>{gameClass.resourceName} {Math.floor(playerSide.resource)} / {MAX_RESOURCE}</span>
<div className="bar mana-bar"><span style={{ width: `${(playerSide.resource / MAX_RESOURCE) * 100}%` }} /></div>
<div className="bar mana-bar"><span style={barFillStyle((playerSide.resource / MAX_RESOURCE) * 100)} /></div>
</div>
</div>
<div className="party-grid pvp-party-grid">
@@ -1256,7 +1265,7 @@ export function PvpStadiumScreen({
</div>
<div className="pvp-resource-wrap">
<span>{gameClass.resourceName} {Math.floor(cpuSide.resource)} / {MAX_RESOURCE}</span>
<div className="bar mana-bar"><span style={{ width: `${(cpuSide.resource / MAX_RESOURCE) * 100}%` }} /></div>
<div className="bar mana-bar"><span style={barFillStyle((cpuSide.resource / MAX_RESOURCE) * 100)} /></div>
</div>
</div>
<div className="party-grid pvp-party-grid">
+10
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@@ -32,11 +32,13 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
capture,
controllerIconStyle,
directPartyTargeting,
combatTouchLocked,
beginCapture,
cancelCapture,
resetBindings,
setControllerIconStyle,
setDirectPartyTargeting,
setCombatTouchLocked,
} = useInput()
const {
enabled: dualScreenEnabled,
@@ -180,6 +182,14 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
>
{directPartyTargeting ? 'Direct Targeting On' : 'Direct Targeting Off'}
</button>
<button
aria-pressed={combatTouchLocked}
className={combatTouchLocked ? 'selected' : ''}
onClick={() => setCombatTouchLocked(!combatTouchLocked)}
type="button"
>
{combatTouchLocked ? 'Combat Touch Locked' : 'Combat Touch Unlocked'}
</button>
<div className="controller-icon-options">
<span>Controller Icons</span>
{(['xbox', 'playstation', 'nintendo'] as const).map((style) => (
+2 -1
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@@ -2,6 +2,7 @@ import { memo } from 'react'
import type { ControllerIconStyle } from '../input'
import type { Spell } from '../game'
import { ControllerBindingLabel } from './ControllerIcons'
import { barFillStyle } from './barStyles'
export type SpellSlot = (Spell & {
cost: number
@@ -28,7 +29,7 @@ export const ResourceBar = memo(function ResourceBar({
{unavailableText ?? `${resourceName} ${Math.floor(resource)} / ${maxResource}`}
</span>
{speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"><span style={{ width: `${(resource / maxResource) * 100}%` }} /></div>
<div className="bar mana-bar"><span style={barFillStyle((resource / maxResource) * 100)} /></div>
</div>
)
})
+16
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@@ -0,0 +1,16 @@
import type { CSSProperties } from 'react'
function clampScale(value: number) {
if (!Number.isFinite(value)) return 0
return Math.min(1, Math.max(0, value))
}
export function barFillStyle(
percent: number,
origin: 'left' | 'right' = 'left',
): CSSProperties {
return {
transform: `scaleX(${clampScale(percent / 100)})`,
transformOrigin: `${origin} center`,
}
}