Android build v1.1.5
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@@ -46,7 +46,7 @@ import {
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spellPowerMultiplier,
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spellResourceCost as modifiedSpellResourceCost,
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} from '../combat/spellModifiers'
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import { advanceCooldowns, regenerateResource, tickSeconds } from '../combat/combatTick'
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import { regenerateResource } from '../combat/combatTick'
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import { advanceMemberTick, attachJumpedBounceHeals } from '../combat/combatEngine'
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import { applyCastStateUpdate } from '../combat/combatStateTransitions'
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import { buildCombatDualScreenState } from '../combat/dualScreenPayloads'
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@@ -58,7 +58,11 @@ import {
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appendCombatLog,
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type BasicFloatingCombatText,
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} from '../combat/combatPresentation'
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import { canCastSpell } from '../combat/spellCasting'
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import {
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canCastSpell,
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pruneExpiredCooldowns,
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reduceCooldown,
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} from '../combat/spellCasting'
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import {
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applySpellEffectProfile,
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buildSpellTargetPlan,
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@@ -69,9 +73,11 @@ import {
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useInput,
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} from '../input'
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import { useFloatingCombatText } from '../hooks/useFloatingCombatText'
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import { useSpellSlots } from '../hooks/useSpellSlots'
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import { usePartyTargeting } from '../hooks/usePartyTargeting'
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import { PartyMemberFrame } from './PartyFrames'
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import { ResourceBar, SpellBar, type SpellSlot } from './SpellBars'
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import { ResourceBar, SpellBar } from './SpellBars'
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import { barFillStyle } from './barStyles'
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import { BonusItemReward, LootRollList, RewardXpSummary } from './RewardPanels'
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import { ResultScreen } from './ResultScreen'
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import {
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@@ -668,10 +674,10 @@ export function CombatScreen({
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})
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floatingHeals.forEach((event) => addFloatingHeal(event.memberId, event.value))
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resourceSpentRef.current += effectiveCost
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const nextCooldowns = { ...current.cooldowns }
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let nextCooldowns = current.cooldowns
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if (spell.name === 'Mend' && activeEffects.has('mend_reduces_radiance_cooldown')) {
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const radiance = spellByName.get('Radiance')
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if (radiance) nextCooldowns[radiance.id] = Math.max(0, (nextCooldowns[radiance.id] ?? 0) - 2)
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if (radiance) nextCooldowns = reduceCooldown(nextCooldowns, radiance.id, 2)
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}
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setCombat(applyCastStateUpdate({
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current,
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@@ -855,7 +861,7 @@ export function CombatScreen({
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const runCombatTick = useCallback(() => {
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const current = combatRef.current
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const nextElapsedTicks = current.elapsedTicks + 1
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const nextCooldowns = advanceCooldowns(current.cooldowns, tickSeconds(TICK_MS))
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const nextCooldowns = pruneExpiredCooldowns(current.cooldowns)
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let nextResource = regenerateResource(current.resource, 2.4, maxResource)
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const living = current.party.filter((member) => member.health > 0)
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@@ -1161,17 +1167,17 @@ export function CombatScreen({
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}).reverse(),
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[enemyCount, enemyHealth, encounter.maxHealth],
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)
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const spellSlots = useMemo<SpellSlot[]>(() => profile.abilitySlots.map((abilityId, slotIndex) => {
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const spell = spellByKey.get(String(slotIndex + 1))
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return abilityId && spell
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? {
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...spell,
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cost: spellResourceCost(spell, roguelikeUpgradeCounts, freeCastReady),
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slotIndex,
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remaining: cooldowns[spell.id] ?? 0,
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}
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: null
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}), [cooldowns, freeCastReady, profile.abilitySlots, roguelikeUpgradeCounts, spellByKey])
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const spellSlotCost = useCallback(
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(spell: Spell) => spellResourceCost(spell, roguelikeUpgradeCounts, freeCastReady),
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[freeCastReady, roguelikeUpgradeCounts],
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)
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const spellSlots = useSpellSlots({
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spells,
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abilitySlots: profile.abilitySlots,
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cooldowns,
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active: status === 'playing' && !paused,
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cost: spellSlotCost,
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})
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const dualScreenState = useMemo(() => buildCombatDualScreenState({
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difficultyName: difficulty.name,
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dungeonName: dungeon.name,
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@@ -1230,9 +1236,9 @@ export function CombatScreen({
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useDualScreenPublisher(dualScreenState, dualScreenEnabled)
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return (
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<main
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className={`game-shell ${dualScreenEnabled ? 'dual-top-game-shell' : ''}`}
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data-combat-active={paused ? 'false' : 'true'}
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<main
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className={`game-shell ${dualScreenEnabled ? 'dual-top-game-shell' : ''}`}
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data-combat-active={status === 'playing' && !paused ? 'true' : 'false'}
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>
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{!dualScreenEnabled && <header className="topbar">
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<div>
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@@ -1266,13 +1272,13 @@ export function CombatScreen({
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<div className="hard-enemy-bars">
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{enemyHealthSegments.map((segment) => (
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<div className="bar enemy-health" key={segment.index}>
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<span style={{ width: `${segment.percent}%` }} />
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<span style={barFillStyle(segment.percent)} />
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<em>{encounter.enemyName} {segment.index + 1}: {Math.ceil(segment.health)} / {encounter.maxHealth}</em>
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</div>
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))}
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</div>
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) : (
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<div className="bar enemy-health"><span style={{ width: `${enemyPercent}%` }} /></div>
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<div className="bar enemy-health"><span style={barFillStyle(enemyPercent)} /></div>
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)}
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<p>{encounter.description}</p>
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</div>
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