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...

22 Commits

Author SHA1 Message Date
Warren H 224249e372 Android build v1.0.41 2026-06-20 20:42:10 -04:00
Warren H 66f5af4484 Android build v1.0.40 2026-06-20 20:16:20 -04:00
Warren H 8f5a957963 Android build v1.0.39 2026-06-20 20:09:57 -04:00
Warren H f8a1fbc5e2 Android build v1.0.38 2026-06-20 18:06:39 -04:00
Warren H bab2dce6c3 Android build v1.0.37 2026-06-20 17:52:12 -04:00
Warren H cb38042eca Android build v1.0.37 2026-06-20 17:50:57 -04:00
Warren H 753bba581a Android build v1.0.36 2026-06-20 16:57:03 -04:00
Warren H 2300973164 Android build v1.0.35 2026-06-20 16:10:35 -04:00
Warren H 1281be69d8 Android build v1.0.34 2026-06-20 15:08:51 -04:00
Warren H 4fc15ebe9a Android build v1.0.33 2026-06-20 13:21:49 -04:00
Warren H 7313c968e6 Android build v1.0.32 2026-06-20 12:50:48 -04:00
Warren H 207fcd1a15 Android build v1.0.31 2026-06-19 23:14:56 -04:00
Warren H fd6a1ce3c7 Android build v1.0.30 2026-06-19 22:10:14 -04:00
Warren H f8b98e6b23 Android build v1.0.29 2026-06-19 21:58:23 -04:00
Warren H fc7c6488ea Android build v1.0.28 2026-06-19 21:35:17 -04:00
Warren H ba6d3b614e Android build v1.0.27 2026-06-19 21:29:44 -04:00
Warren H 88874933c3 Android build v1.0.26 2026-06-19 20:55:23 -04:00
Warren H bf12aefeeb Update game 1.0.27 2026-06-19 16:00:47 -04:00
Warren H 814eb1998d Android build v1.0.25 2026-06-18 23:28:43 -04:00
Warren H 7fe62d8c82 Android build v1.0.24 2026-06-18 23:21:00 -04:00
Warren H 3a8d5ad8c5 changes 2026-06-18 22:28:04 -04:00
Warren H a604569a2f made some changes to the UI, removed leaderboards. updated gamesaves 2026-06-18 13:00:29 -04:00
44 changed files with 13858 additions and 8343 deletions
+9
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@@ -0,0 +1,9 @@
# Project Notes
- AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz.
- AYN Thor secondary display: 3.92-inch AMOLED, 1240 x 1080, 60Hz.
- AYN Thor UI sizing must be designed against Android CSS/layout viewport, not physical framebuffer pixels.
- Approximate Thor CSS viewports: main display 960 x 540, secondary display 620 x 540.
- Test top-screen UI only against the main display viewport, and bottom-screen UI only against the secondary display viewport.
- User rebuilds app; do not rebuild APK unless explicitly requested.
- Apply game changes to both web version and mobile app version.
+221
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@@ -43,6 +43,227 @@ Keep the game server bound to `127.0.0.1`. Set `TRUST_PROXY=1` only when the
server can be reached solely through your local reverse proxy. This lets account server can be reached solely through your local reverse proxy. This lets account
limits use the visitor's public IP instead of the proxy's address. limits use the visitor's public IP instead of the proxy's address.
## TrueNAS single-container hosting
### TrueNAS SCALE runbook
This is the simplest TrueNAS setup. One container serves the browser game,
auth routes, game API routes, and one SQLite database. Use this when you want
`iwanttoheal.phenomrom.com` to host the playable browser version and you want
code updates to be a Git pull plus app restart.
Portainer is not required. Use TrueNAS **Apps > Discover > Install via YAML**.
Repository:
```text
https://git.whoagland.com/phenom/i-want-to-heal.git
```
TrueNAS paths:
```text
/mnt/usbssds/apps/iwanttoheal/app
/mnt/usbssds/apps/iwanttoheal/data
```
Create the app directory and clone the repo:
```sh
sudo mkdir -p /mnt/usbssds/apps/iwanttoheal
cd /mnt/usbssds/apps/iwanttoheal
sudo git clone https://git.whoagland.com/phenom/i-want-to-heal.git app
```
Because the clone was run with `sudo`, give the normal TrueNAS user ownership:
```sh
sudo chown -R truenas_admin:truenas_admin /mnt/usbssds/apps/iwanttoheal
```
Create the persistent data folder:
```sh
mkdir -p /mnt/usbssds/apps/iwanttoheal/data
```
Check that the production server file exists:
```sh
ls /mnt/usbssds/apps/iwanttoheal/app/server/production.mjs
```
If that file is missing, push the latest code to `git.whoagland.com` from the
development machine, then pull on TrueNAS:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
If Git fails with `chmod ... Operation not permitted`, do not use a media or SMB
dataset for the repo. Git needs normal file locking and chmod behavior. Create or
use a dedicated apps dataset and clone under `/mnt/usbssds/apps/...`.
### TrueNAS app YAML
In TrueNAS:
1. Open **Apps**.
2. Open **Discover**.
3. Click the three-dot menu.
4. Choose **Install via YAML**.
5. Name the app `iwanttoheal`.
6. Paste this YAML:
```yaml
services:
iwanttoheal:
image: node:24-bookworm-slim
working_dir: /app
command: sh -lc "npm ci && npm run db:init && npm run build && npm start"
environment:
HOST: 0.0.0.0
PORT: "4173"
TRUST_PROXY: "1"
COOKIE_SECURE: "1"
CORS_ORIGINS: "http://localhost,https://localhost,capacitor://localhost,https://iwanttoheal.phenomrom.com,https://auth.phenomrom.com"
ports:
- "4173:4173"
volumes:
- /mnt/usbssds/apps/iwanttoheal/app:/app
- /mnt/usbssds/apps/iwanttoheal/data:/app/data
restart: unless-stopped
```
The app listens inside Docker on port `4173`. The database lives at
`/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is
mounted into the container as `/app/data`. This is persistent runtime data, not
code. Do not commit it and do not copy the Mac `data/game.db` over it during
deploys.
The startup command installs dependencies, applies schema/static-content
updates, builds the web app, and starts the production server.
Test the local TrueNAS service:
```sh
curl http://TRUENAS-IP:4173/api/auth/session
```
Expected response:
```json
{"account":null,"profile":null}
```
### Reverse proxy
Point `iwanttoheal.phenomrom.com` at the TrueNAS app through HTTPS. Do not expose
port `4173` directly to the internet. Put Caddy or another reverse proxy in
front:
```caddyfile
iwanttoheal.phenomrom.com {
reverse_proxy TRUENAS-IP:4173
}
auth.phenomrom.com {
reverse_proxy TRUENAS-IP:4173
}
```
Both hostnames can point at the same container. `iwanttoheal.phenomrom.com`
serves the browser game. `auth.phenomrom.com` stays available as an auth URL for
Android or other clients that need a dedicated auth hostname.
DNS should point both hostnames at the public IP or dynamic DNS name that reaches
the reverse proxy. Forward public ports `80` and `443` to the reverse proxy host.
Test the public game and auth URLs:
```sh
curl https://iwanttoheal.phenomrom.com
curl https://auth.phenomrom.com/api/auth/session
```
Expected auth response:
```json
{"account":null,"profile":null}
```
### App build config
For the hosted browser game, no separate auth build setting is needed. The web
app can call same-origin routes like `/api/auth/login` and `/api/profile`.
For an Android build that should use the TrueNAS-hosted game API, build with:
```sh
npm run android:apk:truenas
```
If you intentionally want Android auth calls to use `auth.phenomrom.com`, also
set `VITE_AUTH_API_BASE_URL=https://auth.phenomrom.com`. Otherwise, leave it
unset and auth uses the same base URL as the game API.
Android runs the bundled web app from a local Capacitor origin, not from
`iwanttoheal.phenomrom.com`. The hosted server must allow that origin through
CORS, which is why the TrueNAS YAML includes `http://localhost`,
`https://localhost`, and `capacitor://localhost`.
### Updating the TrueNAS game app
Push changes from the development machine to `git.whoagland.com`, then pull them
on TrueNAS:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
Before restarting, back up the persistent database:
```sh
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
```
Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app
command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on
startup, so dependency, schema, and browser bundle changes are applied each time
the container restarts.
`npm run db:init` updates schema and seeded static game content. It should not
erase accounts, characters, inventory, or save progress. Character resets are
separate manual operations and should only be run intentionally.
Normal update workflow:
```sh
# development machine
git add .
git commit -m "Update game"
git push origin main
# TrueNAS shell
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
```
Then restart the TrueNAS app.
For the shorter checklist, see [docs/push-updates.md](docs/push-updates.md).
### Existing auth-only app
If `iwanttoheal-auth` was already created during earlier testing, the simplest
path is to stop that app and use the single `iwanttoheal` app above. The single
container serves both domains and avoids two processes sharing one SQLite file.
## Account limits ## Account limits
Registration permits one account per public IP by default. Login and API rate Registration permits one account per public IP by default. Login and API rate
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+6 -6
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@@ -57,13 +57,13 @@ For an online production build, see [DEPLOYMENT.md](DEPLOYMENT.md).
- Dungeon XP rewards, level-up handling, talent-point awards, and ability unlocks - Dungeon XP rewards, level-up handling, talent-point awards, and ability unlocks
- SQLite-backed class talent trees with ranks, tiers, prerequisites, refunds, - SQLite-backed class talent trees with ranks, tiers, prerequisites, refunds,
and immediate persistence and immediate persistence
- Seven equipment slots, starter item-level 1 gear, inventory comparison, and - Nine equipment slots, empty starter inventory, craftable item-level 1 gear,
persistent equipping inventory comparison, and persistent equipping
- Aggregate item level, healing power, and resource bonuses that affect combat - Aggregate item level, healing power, and resource bonuses that affect combat
- Five SQLite-authored dungeon difficulty tiers with level gates, combat - Four playable SQLite-authored content tiers at item levels 1, 10, 20, and 25
scaling, XP multipliers, and item-level reward bands with level gates, combat scaling, XP multipliers, and reward bands
- Encounter-specific weighted loot tables for every difficulty, with authored - Gear progression through item levels 1, 5, 10, 15, 20, and 25 with
drop chances, slot pools, and item-level 5 through 25 reward variants boss-coin crafting and upgrade steps
- One live loot roll per defeated encounter, shown in the combat log and - One live loot roll per defeated encounter, shown in the combat log and
dungeon-complete summary dungeon-complete summary
- Atomic inventory awards with retry-safe roll records and stacked duplicate - Atomic inventory awards with retry-safe roll records and stacked duplicate
+14 -2
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@@ -7,8 +7,8 @@ android {
applicationId "com.warren.iwanttoheal" applicationId "com.warren.iwanttoheal"
minSdkVersion rootProject.ext.minSdkVersion minSdkVersion rootProject.ext.minSdkVersion
targetSdkVersion rootProject.ext.targetSdkVersion targetSdkVersion rootProject.ext.targetSdkVersion
versionCode 1 versionCode 61
versionName "1.0" versionName "1.0.41"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner" testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
aaptOptions { aaptOptions {
// Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps. // Files and dirs to omit from the packaged assets dir, modified to accommodate modern web apps.
@@ -24,6 +24,18 @@ android {
} }
} }
def invalidAndroidResCopies = tasks.register('removeInvalidAndroidResCopies', Delete) {
delete fileTree("${projectDir}/src/main/res") {
include '**/* *.*'
}
}
tasks.matching { task ->
task.name.startsWith('merge') && task.name.endsWith('Resources')
}.configureEach {
dependsOn(invalidAndroidResCopies)
}
repositories { repositories {
flatDir{ flatDir{
dirs '../capacitor-cordova-android-plugins/src/main/libs', 'libs' dirs '../capacitor-cordova-android-plugins/src/main/libs', 'libs'
@@ -2,17 +2,25 @@ package com.warren.iwanttoheal;
import android.content.Intent; import android.content.Intent;
import android.os.Bundle; import android.os.Bundle;
import android.os.SystemClock;
import android.view.KeyEvent; import android.view.KeyEvent;
import android.view.View; import android.view.View;
import com.getcapacitor.BridgeActivity; import com.getcapacitor.BridgeActivity;
import java.io.File;
public abstract class ControllerBridgeActivity extends BridgeActivity { public abstract class ControllerBridgeActivity extends BridgeActivity {
public static final String EXTRA_INITIAL_URL = "com.warren.iwanttoheal.INITIAL_URL"; public static final String EXTRA_INITIAL_URL = "com.warren.iwanttoheal.INITIAL_URL";
private static final long DPAD_THROTTLE_MS = 220;
private long lastDpadDispatchAt = 0;
@Override @Override
public void onCreate(Bundle savedInstanceState) { public void onCreate(Bundle savedInstanceState) {
clearWebViewServiceWorkers();
super.onCreate(savedInstanceState); super.onCreate(savedInstanceState);
if (bridge != null) {
bridge.getWebView().clearCache(true);
}
loadIntentUrl(); loadIntentUrl();
} }
@@ -47,6 +55,25 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
); );
} }
private void clearWebViewServiceWorkers() {
File webViewData = new File(getApplicationInfo().dataDir, "app_webview");
deleteIfExists(new File(webViewData, "Default/Service Worker"));
deleteIfExists(new File(webViewData, "Service Worker"));
}
private void deleteIfExists(File file) {
if (!file.exists()) return;
if (file.isDirectory()) {
File[] children = file.listFiles();
if (children != null) {
for (File child : children) {
deleteIfExists(child);
}
}
}
file.delete();
}
@Override @Override
public boolean dispatchKeyEvent(KeyEvent event) { public boolean dispatchKeyEvent(KeyEvent event) {
String token = controllerToken(event.getKeyCode()); String token = controllerToken(event.getKeyCode());
@@ -54,6 +81,7 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
if (event.getAction() == KeyEvent.ACTION_DOWN) { if (event.getAction() == KeyEvent.ACTION_DOWN) {
boolean repeat = event.getRepeatCount() > 0; boolean repeat = event.getRepeatCount() > 0;
if (isDpadToken(token) && shouldThrottleDpad()) return true;
String script = String script =
"window.dispatchEvent(new CustomEvent('ashen-halls-native-controller'," "window.dispatchEvent(new CustomEvent('ashen-halls-native-controller',"
+ "{detail:{token:'" + token + "',repeat:" + repeat + "}}));"; + "{detail:{token:'" + token + "',repeat:" + repeat + "}}));";
@@ -64,6 +92,20 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
return true; return true;
} }
private boolean shouldThrottleDpad() {
long now = SystemClock.uptimeMillis();
if (now - lastDpadDispatchAt < DPAD_THROTTLE_MS) return true;
lastDpadDispatchAt = now;
return false;
}
private boolean isDpadToken(String token) {
return token.equals("Button12")
|| token.equals("Button13")
|| token.equals("Button14")
|| token.equals("Button15");
}
private String controllerToken(int keyCode) { private String controllerToken(int keyCode) {
switch (keyCode) { switch (keyCode) {
case KeyEvent.KEYCODE_BUTTON_A: case KeyEvent.KEYCODE_BUTTON_A:
@@ -66,9 +66,10 @@ public class DualScreenPlugin extends Plugin {
} }
String gameUrl = bridge.getLocalUrl(); String gameUrl = bridge.getLocalUrl();
String topGameUrl = gameUrl + "/?display=top";
String controlsUrl = gameUrl + "/?display=bottom"; String controlsUrl = gameUrl + "/?display=bottom";
String targetUrl = launchPlan.targetIsTopDisplay ? gameUrl : controlsUrl; String targetUrl = launchPlan.targetIsTopDisplay ? topGameUrl : controlsUrl;
String currentUrl = launchPlan.currentIsTopDisplay ? gameUrl : controlsUrl; String currentUrl = launchPlan.currentIsTopDisplay ? topGameUrl : controlsUrl;
closePresentation(); closePresentation();
presentation = new TopDisplayPresentation( presentation = new TopDisplayPresentation(
+1 -1
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@@ -14,7 +14,7 @@ CREATE TABLE IF NOT EXISTS dungeons (
name TEXT NOT NULL, name TEXT NOT NULL,
recommended_level INTEGER NOT NULL DEFAULT 1, recommended_level INTEGER NOT NULL DEFAULT 1,
content_type TEXT NOT NULL DEFAULT 'dungeon' CHECK (content_type IN ('dungeon', 'raid')), content_type TEXT NOT NULL DEFAULT 'dungeon' CHECK (content_type IN ('dungeon', 'raid')),
party_size INTEGER NOT NULL DEFAULT 5, party_size INTEGER NOT NULL DEFAULT 6,
completion_item_level INTEGER, completion_item_level INTEGER,
experience_reward INTEGER NOT NULL DEFAULT 100, experience_reward INTEGER NOT NULL DEFAULT 100,
description TEXT NOT NULL description TEXT NOT NULL
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@@ -0,0 +1,139 @@
# Gearing System
## Current Rule
The game uses fewer playable content tiers and more gear upgrade steps.
Content tiers:
| Content Tier | Unlock Level | Purpose |
| --- | ---: | --- |
| iLvl 1 | 1 | First real gear set |
| iLvl 10 | 10 | Midgame jump |
| iLvl 20 | 20 | Endgame jump |
| iLvl 25 | 25 | Hard endgame |
Gear tiers:
| Gear Tier | How It Is Used |
| ---: | --- |
| 1 | Crafted from iLvl 1 content |
| 5 | Upgrade tier from iLvl 1 content coins |
| 10 | Crafted/upgraded from iLvl 10 content coins |
| 15 | Gear-only upgrade tier from iLvl 10 content coins |
| 20 | Crafted/upgraded from iLvl 20 content coins |
| 25 | Crafted/upgraded from iLvl 25 content coins |
This keeps the dungeon/raid picker simple while still giving players steady gear goals.
## New Characters
New characters start with no gear equipped.
The first goal is to clear iLvl 1 content, earn raw boss coins, and craft the first iLvl 1 set. Starter gear exists as craftable gear, not automatic inventory.
## Coin Tiers
Coins are component items. Each coin is tied to a boss and a content tier.
| Content Tier | Coin Prefix | Rarity Key | Example |
| ---: | --- | --- | --- |
| 1 | Raw | common | Raw Bulldrome Coin |
| 10 | Green | uncommon | Green Bulldrome Coin |
| 20 | Purple | epic | Purple Bulldrome Coin |
| 25 | Orange | legendary | Orange Bulldrome Coin |
iLvl 5 and iLvl 15 gear do not have their own playable content tier. They use coins from the previous playable tier:
| Gear Tier | Coin Tier Used |
| ---: | ---: |
| 1 | 1 |
| 5 | 1 |
| 10 | 10 |
| 15 | 10 |
| 20 | 20 |
| 25 | 25 |
## Boss Loot
Each boss drops one boss coin for the selected content tier.
Examples:
- Bulldrome at iLvl 1 drops Raw Bulldrome Coins.
- Tigrex at iLvl 10 drops Green Tigrex Coins.
- Barroth at iLvl 20 drops Purple Barroth Coins.
- Anjanath at iLvl 25 drops Orange Anjanath Coins.
## Crafting And Upgrades
The first gear item in a boss/item line can be crafted directly. Higher versions should be reached through Upgrade.
Current rule:
- Craft iLvl 1 boss gear directly.
- Upgrade iLvl 1 -> 5 with iLvl 1 coins.
- Craft or upgrade iLvl 10 gear from iLvl 10 content.
- Upgrade iLvl 10 -> 15 with iLvl 10 coins.
- Craft or upgrade iLvl 20 gear from iLvl 20 content.
- Craft or upgrade iLvl 25 gear from iLvl 25 content.
Upgrade consumes the old item and awards the upgraded item. This avoids duplicate clutter and keeps item identity clear.
Examples:
| Upgrade | Cost Source |
| --- | --- |
| Raw Bulldrome Helmet iLvl 1 -> Honed Bulldrome Helmet iLvl 5 | Raw Bulldrome Coins |
| Green Tigrex Helmet iLvl 10 -> Blue Tigrex Helmet iLvl 15 | Green Tigrex Coins |
| Purple Bulldrome Helmet iLvl 20 -> Orange Bulldrome Helmet iLvl 25 | Orange Bulldrome Coins |
## UI Behavior
The dungeon and raid picker only shows playable content tiers:
```text
iLvl 1 -> iLvl 10 -> iLvl 20 -> iLvl 25
```
The equipment screen still shows gear recipes for:
```text
iLvl 1 -> iLvl 5 -> iLvl 10 -> iLvl 15 -> iLvl 20 -> iLvl 25
```
Direct crafting is blocked for recipes that have a lower item-level version in the same boss/item line. Use the selected item's Upgrade button for those.
## Roguelike Loot
Roguelike gear should follow the same tier brackets.
Recommended mapping:
| Stage Band | Coin Tier |
| --- | ---: |
| 1-4 | 1 |
| 5-9 | 10 |
| 10-14 | 10 |
| 15-19 | 20 |
| 20+ | 25 |
Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible.
## Data Notes
Authoritative gearing data lives in SQLite seed data:
- `db/seed.sql`
- `src/offline-starter-profile.json`
Run this after changing seed data:
```sh
npm run db:init
npm run offline:export
```
`npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile.
TrueNAS keeps its own persistent `data/game.db`. Pushing code does not merge or replace that database. The TrueNAS app applies seed/schema changes when the container starts and runs `npm run db:init`.
+164
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@@ -0,0 +1,164 @@
# Push Updates
Use this when pushing code from the Mac to `git.whoagland.com`, then updating the TrueNAS-hosted server.
## Rules
- Git deploys code only.
- TrueNAS save data lives in `/mnt/usbssds/apps/iwanttoheal/data/game.db`.
- Do not commit, copy, or replace `data/game.db`.
- Do not run character reset commands unless you intentionally want a wipe.
- Restarting the TrueNAS app runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start`.
## Step 1: Build Web Locally
```sh
cd /Users/warren/Documents/testgame/testgame
npm run build
```
This validates TypeScript, builds the browser app, and refreshes `src/offline-starter-profile.json`.
## Step 2: Optional Android APK
Only run this when building a new APK.
```sh
set -e
cd /Users/warren/Documents/testgame/testgame
export JAVA_HOME="/Applications/Android Studio.app/Contents/jbr/Contents/Home"
export PATH="$JAVA_HOME/bin:$PATH"
VERSION="1.0.27"
CURRENT_CODE=$(grep -E 'versionCode [0-9]+' android/app/build.gradle | awk '{print $2}')
NEXT_CODE=$((CURRENT_CODE + 1))
perl -0pi -e "s/versionCode\s+\d+/versionCode $NEXT_CODE/" android/app/build.gradle
perl -0pi -e "s/versionName\s+\"[^\"]+\"/versionName \"$VERSION\"/" android/app/build.gradle
VITE_API_BASE_URL="https://iwanttoheal.phenomrom.com" npm run android:sync
cd android
./gradlew clean assembleDebug
cd ..
cp android/app/build/outputs/apk/debug/app-debug.apk "IWantToHeal-Thor-v$VERSION.apk"
ls -lh "IWantToHeal-Thor-v$VERSION.apk"
```
## Step 3: Commit And Push Code
```sh
cd /Users/warren/Documents/testgame/testgame
git add .
git commit -m "Update game 1.0.27"
git push origin main
```
Check before committing:
```sh
git status --short
```
Expected: source/doc/build-output changes only. Do not stage `data/game.db`.
## Step 4: Optional Gitea Release For APK
Only run this when Step 2 created a new APK.
```sh
set -e
cd /Users/warren/Documents/testgame/testgame
export GITEA_URL="https://git.whoagland.com"
export GITEA_OWNER="phenom"
export GITEA_REPO="i-want-to-heal"
export GITEA_TOKEN="ed2db3fd54546e9658377d0551b3fc3961583f1d"
VERSION="1.0.27"
APK="IWantToHeal-Thor-v$VERSION.apk"
RELEASE_JSON=$(curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases" \
-H "Authorization: token $GITEA_TOKEN" \
-H "Content-Type: application/json" \
-d "{\"tag_name\":\"v$VERSION\",\"target_commitish\":\"main\",\"name\":\"v$VERSION\",\"body\":\"I Want to Heal Android build v$VERSION\",\"draft\":false,\"prerelease\":false}")
RELEASE_ID=$(python3 -c 'import sys,json; data=json.load(sys.stdin); print(data.get("id") or data)' <<< "$RELEASE_JSON")
curl -sS -X POST "$GITEA_URL/api/v1/repos/$GITEA_OWNER/$GITEA_REPO/releases/$RELEASE_ID/assets?name=$APK" \
-H "Authorization: token $GITEA_TOKEN" \
-F "attachment=@$APK"
```
## Step 5: Update TrueNAS
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git pull
```
Before restarting, make a DB backup:
```sh
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
```
Then restart the `iwanttoheal` app in the TrueNAS Apps UI.
## What Happens On Restart
The app command runs:
```sh
npm ci && npm run db:init && npm run build && npm start
```
That means:
- dependency changes apply
- schema changes apply
- seed/static-content updates apply
- browser files rebuild
- existing accounts and characters stay in `data/game.db`
`npm run db:init` should not wipe saves. Character wipes are separate manual reset operations.
## Resetting TrueNAS Characters
Only run a reset when intentionally starting everyone over.
Resetting the Mac database does not reset TrueNAS. TrueNAS has its own persistent DB at:
```text
/mnt/usbssds/apps/iwanttoheal/data/game.db
```
Back it up first, then run the reset command or reset SQL on TrueNAS.
## If Something Looks Wrong
Check the mounted DB path:
```sh
ls -lh /mnt/usbssds/apps/iwanttoheal/data/game.db
```
Check the latest code:
```sh
cd /mnt/usbssds/apps/iwanttoheal/app
git log --oneline -5
```
Check the app API:
```sh
curl http://127.0.0.1:4173/api/auth/session
```
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<g transform="translate(434 46)">
<rect width="130" height="54" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="10" y="20" fill="#b16dde" font-family="monospace" font-size="11" font-weight="900">LV 20</text>
<text x="10" y="39" fill="#f7f2d7" font-family="monospace" font-size="12" font-weight="900">Mend CD</text>
</g>
</g>
<g transform="translate(16 218)">
<rect width="278" height="286" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">POOL</text>
<g transform="translate(14 46)">
<rect width="250" height="42" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="12" y="26" fill="#f5e6b2" font-family="monospace" font-size="13" font-weight="900">Mend applies Renew</text>
</g>
<g transform="translate(14 98)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Shield applies Renew</text>
</g>
<g transform="translate(14 150)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Mend adds Shield</text>
</g>
<g transform="translate(14 202)">
<rect width="250" height="42" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="12" y="26" fill="#f7f2d7" font-family="monospace" font-size="13" font-weight="900">Radiance Renew</text>
</g>
</g>
<g transform="translate(310 218)">
<rect width="294" height="286" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="16" y="28" fill="#8aa0b7" font-family="monospace" font-size="10" font-weight="700">DETAIL</text>
<text x="16" y="58" fill="#f5e6b2" font-family="monospace" font-size="18" font-weight="900">Mend applies Renew</text>
<text x="16" y="92" fill="#d7dbe0" font-family="monospace" font-size="13">Mend also applies Renew to</text>
<text x="16" y="112" fill="#d7dbe0" font-family="monospace" font-size="13">the target.</text>
<text x="16" y="150" fill="#83d99b" font-family="monospace" font-size="12" font-weight="900">Rule: same HoT refreshes.</text>
<text x="16" y="172" fill="#83d99b" font-family="monospace" font-size="12" font-weight="900">Different HoTs coexist.</text>
<rect x="16" y="216" width="120" height="44" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="50" y="244" fill="#21180a" font-family="monospace" font-size="14" font-weight="900">Equip</text>
<rect x="154" y="216" width="120" height="44" rx="3" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="184" y="244" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Clear</text>
</g>
</svg>

After

Width:  |  Height:  |  Size: 4.8 KiB

@@ -0,0 +1,90 @@
<svg xmlns="http://www.w3.org/2000/svg" width="960" height="540" viewBox="0 0 960 540" role="img" aria-label="Ayn Thor main display talent effect planner mockup">
<rect width="960" height="540" fill="#111219"/>
<rect x="20" y="18" width="920" height="50" fill="#20222d" stroke="#0a0b0e" stroke-width="3"/>
<text x="38" y="39" fill="#8aa0b7" font-family="monospace" font-size="12" font-weight="700">CHARACTER WORKSHOP</text>
<text x="38" y="59" fill="#f5e6b2" font-family="monospace" font-size="20" font-weight="900">Spell Effects</text>
<rect x="764" y="28" width="154" height="30" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="786" y="49" fill="#21180a" font-family="monospace" font-size="13" font-weight="900">Save Loadout</text>
<g transform="translate(20 88)">
<rect width="294" height="420" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="28" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">UNLOCKED SLOTS</text>
<text x="18" y="53" fill="#f7f2d7" font-family="monospace" font-size="19" font-weight="900">4 active effects</text>
<g transform="translate(16 76)">
<rect width="262" height="58" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<circle cx="29" cy="29" r="15" fill="#e5b95f"/>
<text x="22" y="34" fill="#21180a" font-family="monospace" font-size="13" font-weight="900">5</text>
<text x="56" y="25" fill="#f5e6b2" font-family="monospace" font-size="15" font-weight="900">Mend applies Renew</text>
<text x="56" y="45" fill="#83d99b" font-family="monospace" font-size="11">Selected</text>
</g>
<g transform="translate(16 148)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#6da7df"/>
<text x="18" y="34" fill="#08111c" font-family="monospace" font-size="12" font-weight="900">10</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Radiance adds shield</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">30 percent strength</text>
</g>
<g transform="translate(16 220)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#4fb978"/>
<text x="18" y="34" fill="#071408" font-family="monospace" font-size="12" font-weight="900">15</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Shielded takes less</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">20 percent damage cut</text>
</g>
<g transform="translate(16 292)">
<rect width="262" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<circle cx="29" cy="29" r="15" fill="#b16dde"/>
<text x="18" y="34" fill="#15071c" font-family="monospace" font-size="12" font-weight="900">20</text>
<text x="56" y="25" fill="#f7f2d7" font-family="monospace" font-size="15" font-weight="900">Mend lowers Radiance</text>
<text x="56" y="45" fill="#8aa0b7" font-family="monospace" font-size="11">-2 sec cooldown</text>
</g>
</g>
<g transform="translate(334 88)">
<rect width="606" height="286" fill="#191b25" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="28" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">EFFECT POOL</text>
<text x="18" y="53" fill="#f7f2d7" font-family="monospace" font-size="19" font-weight="900">Pick effects, swap anytime</text>
<g transform="translate(18 76)">
<rect width="276" height="58" fill="#29291f" stroke="#e5b95f" stroke-width="3"/>
<text x="14" y="24" fill="#f5e6b2" font-family="monospace" font-size="14" font-weight="900">Mend applies Renew</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">Direct heal also applies Renew.</text>
<text x="226" y="24" fill="#83d99b" font-family="monospace" font-size="10" font-weight="900">ON</text>
</g>
<g transform="translate(312 76)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Shield applies Renew</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">Sun Ward adds a Renew effect.</text>
</g>
<g transform="translate(18 148)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Mend adds Shield</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">50 percent shield strength.</text>
</g>
<g transform="translate(312 148)">
<rect width="276" height="58" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="24" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Radiance adds Shield</text>
<text x="14" y="45" fill="#b7c3d0" font-family="monospace" font-size="11">30 percent to affected allies.</text>
</g>
<g transform="translate(18 220)">
<rect width="276" height="46" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="20" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Radiance applies Renew</text>
<text x="14" y="38" fill="#b7c3d0" font-family="monospace" font-size="11">50 percent duration.</text>
</g>
<g transform="translate(312 220)">
<rect width="276" height="46" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="14" y="20" fill="#f7f2d7" font-family="monospace" font-size="14" font-weight="900">Shielded gets +healing</text>
<text x="14" y="38" fill="#b7c3d0" font-family="monospace" font-size="11">20 percent more healing.</text>
</g>
</g>
<g transform="translate(334 392)">
<rect width="606" height="116" fill="#20222d" stroke="#3a3944" stroke-width="2"/>
<text x="18" y="26" fill="#8aa0b7" font-family="monospace" font-size="11" font-weight="700">SELECTED EFFECT</text>
<text x="18" y="52" fill="#f5e6b2" font-family="monospace" font-size="20" font-weight="900">Mend applies Renew</text>
<text x="18" y="78" fill="#d7dbe0" font-family="monospace" font-size="13">Casting Mend also applies Renew to the same target. Renew refreshes itself; different HoTs coexist.</text>
<rect x="470" y="32" width="112" height="42" rx="3" fill="#e5b95f" stroke="#0a0b0e" stroke-width="3"/>
<text x="497" y="58" fill="#21180a" font-family="monospace" font-size="14" font-weight="900">Equip</text>
</g>
</svg>

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+5 -2
View File
@@ -6,16 +6,19 @@
"scripts": { "scripts": {
"predev": "npm run db:init", "predev": "npm run db:init",
"dev": "vite", "dev": "vite",
"build": "npx tsc -b --noEmit && npx vite build && node scripts/generate-service-worker.mjs", "build": "npm run offline:export && npx tsc -b --noEmit && npx vite build && node scripts/generate-service-worker.mjs",
"android:sync": "npm run build && cap sync android", "android:sync": "npm run build && cap sync android",
"android:sync:truenas": "VITE_API_BASE_URL=https://iwanttoheal.phenomrom.com npm run android:sync",
"android:open": "cap open android", "android:open": "cap open android",
"android:apk": "npm run android:sync && cd android && ./gradlew assembleDebug", "android:apk": "npm run android:sync && cd android && ./gradlew clean assembleDebug",
"android:apk:truenas": "VITE_API_BASE_URL=https://iwanttoheal.phenomrom.com npm run android:apk",
"accounts:ip": "node scripts/manage-ip-allowance.mjs", "accounts:ip": "node scripts/manage-ip-allowance.mjs",
"db:backup": "node scripts/backup-db.mjs", "db:backup": "node scripts/backup-db.mjs",
"db:init": "node scripts/init-db.mjs", "db:init": "node scripts/init-db.mjs",
"offline:export": "node scripts/export-offline-profile.mjs", "offline:export": "node scripts/export-offline-profile.mjs",
"lint": "eslint .", "lint": "eslint .",
"admin:start": "node server/admin.mjs", "admin:start": "node server/admin.mjs",
"auth:start": "node server/auth.mjs",
"start": "node server/production.mjs", "start": "node server/production.mjs",
"prepreview": "npm run db:init", "prepreview": "npm run db:init",
"preview": "vite preview" "preview": "vite preview"
+18
View File
@@ -0,0 +1,18 @@
import { createServer } from 'node:http'
import { handleAuthApiRequest } from './game-api.mjs'
process.env.NODE_ENV = process.env.NODE_ENV ?? 'production'
process.env.CORS_ORIGINS = process.env.CORS_ORIGINS
?? process.env.AUTH_CORS_ORIGINS
?? '*'
const host = process.env.AUTH_HOST ?? process.env.HOST ?? '127.0.0.1'
const port = Number(process.env.AUTH_PORT ?? process.env.PORT ?? 4174)
const server = createServer((request, response) => {
handleAuthApiRequest(request, response)
})
server.listen(port, host, () => {
console.log(`I want to Heal auth listening on http://${host}:${port}`)
})
+800 -77
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+3402 -38
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+331 -119
View File
@@ -19,7 +19,12 @@ import {
type AuthSession, type AuthSession,
type CharacterProfile, type CharacterProfile,
} from './profile' } from './profile'
import { getGameMode, type GameMode } from './gameRepository' import {
getCloudSyncStatus,
getGameMode,
syncCloudSave,
type GameMode,
} from './gameRepository'
import { focusFirstControl } from './input.tsx' import { focusFirstControl } from './input.tsx'
type Screen = type Screen =
@@ -40,8 +45,8 @@ const MENU_ITEMS: Array<{
glyph: string glyph: string
description: string description: string
}> = [ }> = [
{ screen: 'dungeons', label: 'Dungeons', glyph: 'D', description: 'Guide a five-player party through dangerous encounters.' }, { screen: 'dungeons', label: 'Dungeons', glyph: 'D', description: 'Guide a six-player party through dangerous encounters.' },
{ screen: 'raids', label: 'Raids', glyph: 'R', description: 'Guide a ten-player party through three-phase challenges.' }, { screen: 'raids', label: 'Raids', glyph: 'R', description: 'Guide an eighteen-player party through three-phase challenges.' },
{ screen: 'roguelike', label: 'Roguelike', glyph: 'L', description: 'Draft upgrades through escalating random encounters.' }, { screen: 'roguelike', label: 'Roguelike', glyph: 'L', description: 'Draft upgrades through escalating random encounters.' },
{ screen: 'pvp', label: 'PvP', glyph: 'P', description: 'Race another healer through roguelike encounters with buffs and sabotage.' }, { screen: 'pvp', label: 'PvP', glyph: 'P', description: 'Race another healer through roguelike encounters with buffs and sabotage.' },
{ screen: 'customize', label: 'Customize Character', glyph: 'C', description: 'Choose your class and prepare a six-ability loadout.' }, { screen: 'customize', label: 'Customize Character', glyph: 'C', description: 'Choose your class and prepare a six-ability loadout.' },
@@ -49,6 +54,8 @@ const MENU_ITEMS: Array<{
] ]
const LAST_DIFFICULTY_KEY = 'i-want-to-heal:last-difficulty' const LAST_DIFFICULTY_KEY = 'i-want-to-heal:last-difficulty'
const SHOW_LEADERBOARDS = false
const ACTIVITY_PAGE_SIZE = 6
function activityInitials(name: string) { function activityInitials(name: string) {
return name return name
@@ -75,19 +82,22 @@ function App() {
return Number.isFinite(saved) && saved > 0 ? saved : 1 return Number.isFinite(saved) && saved > 0 ? saved : 1
}) })
const [selectedDungeonId, setSelectedDungeonId] = useState(1) const [selectedDungeonId, setSelectedDungeonId] = useState(1)
const [selectedRaidId, setSelectedRaidId] = useState(2) const [selectedRaidId, setSelectedRaidId] = useState(20)
const [roguelikeKind, setRoguelikeKind] = useState<'dungeon' | 'raid'>('dungeon') const [roguelikeKind, setRoguelikeKind] = useState<'dungeon' | 'raid'>('dungeon')
const [roguelikeVariant, setRoguelikeVariant] = useState<RoguelikeVariant>('pve') const [roguelikeVariant, setRoguelikeVariant] = useState<RoguelikeVariant>('pve')
const [roguelikeUpgradeTiming, setRoguelikeUpgradeTiming] = useState<RoguelikeUpgradeTiming>('encounter') const [roguelikeUpgradeTiming, setRoguelikeUpgradeTiming] = useState<RoguelikeUpgradeTiming>('encounter')
const [roguelikeAbilityLabelMode, setRoguelikeAbilityLabelMode] = useState<RoguelikeAbilityLabelMode>('ability') const [roguelikeAbilityLabelMode, setRoguelikeAbilityLabelMode] = useState<RoguelikeAbilityLabelMode>('ability')
const [pvpContentType, setPvpContentType] = useState<PvpContentType>('dungeon') const [pvpContentType, setPvpContentType] = useState<PvpContentType>('dungeon')
const [selectedPart, setSelectedPart] = useState(1) const [selectedMarathonMode, setSelectedMarathonMode] = useState(false)
const [activityPage, setActivityPage] = useState(0)
const [combatContentId, setCombatContentId] = useState(1) const [combatContentId, setCombatContentId] = useState(1)
const [leaderboardCategory, setLeaderboardCategory] = useState<'part_1' | 'part_2' | 'part_3' | 'full_run'>('part_1') const [leaderboardCategory, setLeaderboardCategory] = useState<'part_1' | 'part_2' | 'part_3' | 'full_run'>('part_1')
const [showLoot, setShowLoot] = useState(false) const [showLoot, setShowLoot] = useState(false)
const [lootSort, setLootSort] = useState<'sequence' | 'boss'>('sequence') const [lootSort, setLootSort] = useState<'sequence' | 'boss'>('sequence')
const [showLeaderboard, setShowLeaderboard] = useState(false) const [showLeaderboard, setShowLeaderboard] = useState(false)
const [error, setError] = useState('') const [error, setError] = useState('')
const [syncingCloud, setSyncingCloud] = useState(false)
const [syncMessage, setSyncMessage] = useState('')
useEffect(() => { useEffect(() => {
loadAuthSession() loadAuthSession()
@@ -105,6 +115,17 @@ function App() {
.finally(() => setAuthChecked(true)) .finally(() => setAuthChecked(true))
}, []) }, [])
useEffect(() => {
const handleModeChange = (event: Event) => {
const nextMode = (event as CustomEvent<GameMode>).detail
setGameMode(nextMode)
}
window.addEventListener('chronicle:mode-changed', handleModeChange as EventListener)
return () => {
window.removeEventListener('chronicle:mode-changed', handleModeChange as EventListener)
}
}, [])
useEffect(() => { useEffect(() => {
if (screen === 'combat') return if (screen === 'combat') return
window.requestAnimationFrame(() => { window.requestAnimationFrame(() => {
@@ -112,6 +133,13 @@ function App() {
}) })
}, [screen]) }, [screen])
useEffect(() => {
if (!authChecked || !account || !profile || screen === 'combat') return
window.requestAnimationFrame(() => {
focusFirstControl()
})
}, [account, authChecked, profile, screen])
useEffect(() => { useEffect(() => {
window.localStorage.setItem(LAST_DIFFICULTY_KEY, String(selectedDifficultyId)) window.localStorage.setItem(LAST_DIFFICULTY_KEY, String(selectedDifficultyId))
}, [selectedDifficultyId]) }, [selectedDifficultyId])
@@ -129,6 +157,9 @@ function App() {
setScreen('menu') setScreen('menu')
setError('') setError('')
setServerMessage('') setServerMessage('')
window.requestAnimationFrame(() => {
focusFirstControl()
})
} }
async function signOut() { async function signOut() {
@@ -138,11 +169,27 @@ function App() {
setProfile(null) setProfile(null)
setGameMode(getGameMode()) setGameMode(getGameMode())
setScreen('menu') setScreen('menu')
setSyncMessage('')
} catch (reason) { } catch (reason) {
setError(reason instanceof Error ? reason.message : 'Unable to sign out.') setError(reason instanceof Error ? reason.message : 'Unable to sign out.')
} }
} }
async function syncSaveNow() {
setSyncingCloud(true)
setSyncMessage('')
try {
const updated = await syncCloudSave()
setProfile(updated)
setGameMode(getGameMode())
setSyncMessage('Cloud save updated.')
} catch (reason) {
setSyncMessage(reason instanceof Error ? reason.message : 'Unable to sync cloud save.')
} finally {
setSyncingCloud(false)
}
}
if (error) { if (error) {
return ( return (
<main className="game-shell"> <main className="game-shell">
@@ -185,17 +232,18 @@ function App() {
const roguelikePool = profile.dungeons const roguelikePool = profile.dungeons
.filter((candidate) => candidate.contentType === roguelikeKind) .filter((candidate) => candidate.contentType === roguelikeKind)
.flatMap((candidate) => candidate.encounters) .flatMap((candidate) => candidate.encounters)
const startPart = selectedPart
return ( return (
<CombatScreen <CombatScreen
difficulty={difficulty} difficulty={difficulty}
dungeon={dungeon} dungeon={dungeon}
hardMode={false}
marathonMode={selectedMarathonMode && combatContentId > 0}
profile={profile} profile={profile}
roguelikeMode={combatContentId < 0 ? roguelikeKind : undefined} roguelikeMode={combatContentId < 0 ? roguelikeKind : undefined}
roguelikeUpgradeTiming={combatContentId < 0 ? roguelikeUpgradeTiming : undefined} roguelikeUpgradeTiming={combatContentId < 0 ? roguelikeUpgradeTiming : undefined}
roguelikeAbilityLabelMode={combatContentId < 0 ? roguelikeAbilityLabelMode : undefined} roguelikeAbilityLabelMode={combatContentId < 0 ? roguelikeAbilityLabelMode : undefined}
roguelikeEncounterPool={combatContentId < 0 ? roguelikePool : undefined} roguelikeEncounterPool={combatContentId < 0 ? roguelikePool : undefined}
startPart={startPart} startPart={1}
onExit={() => { onExit={() => {
setScreen(combatContentId < 0 ? 'roguelike' : dungeon.contentType === 'raid' ? 'raids' : 'dungeons') setScreen(combatContentId < 0 ? 'roguelike' : dungeon.contentType === 'raid' ? 'raids' : 'dungeons')
}} }}
@@ -237,22 +285,58 @@ function App() {
?? dungeonOptions[0]! ?? dungeonOptions[0]!
const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId) const raid = raidOptions.find((candidate) => candidate.id === selectedRaidId)
?? raidOptions[0] ?? raidOptions[0]
const activity = screen === 'raids' && raid ? raid : dungeon
const activityOptions = screen === 'raids' ? raidOptions : dungeonOptions const activityOptions = screen === 'raids' ? raidOptions : dungeonOptions
const startPveRoguelike = () => {
const baseDungeon = dungeonOptions[0]
const baseRaid = raidOptions[0]
if (roguelikeKind === 'raid') {
setCombatContentId(-2)
setSelectedDifficultyId(baseRaid?.difficulties[0]?.id ?? 101)
} else {
setCombatContentId(-1)
setSelectedDifficultyId(baseDungeon?.difficulties[0]?.id ?? 1)
}
setSelectedMarathonMode(false)
setScreen('combat')
}
const tierOptions = activityOptions
.flatMap((option) => option.difficulties)
.filter((difficulty, index, all) => (
all.findIndex((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel) === index
))
.sort((a, b) => a.droppedItemLevel - b.droppedItemLevel)
const savedDifficulty = profile.dungeons
.flatMap((option) => option.difficulties)
.find((candidate) => candidate.id === selectedDifficultyId)
const selectedTier = tierOptions.find((candidate) => (
candidate.droppedItemLevel === savedDifficulty?.droppedItemLevel
&& profile.character.level >= candidate.unlockLevel
))
?? tierOptions.slice().reverse().find((candidate) => profile.character.level >= candidate.unlockLevel)
?? tierOptions[0]
const selectedTierItemLevel = selectedTier?.droppedItemLevel ?? 0
const activityPageCount = Math.max(1, Math.ceil(activityOptions.length / ACTIVITY_PAGE_SIZE))
const currentActivityPage = Math.min(activityPage, activityPageCount - 1)
const pagedActivityOptions = activityOptions.slice(
currentActivityPage * ACTIVITY_PAGE_SIZE,
currentActivityPage * ACTIVITY_PAGE_SIZE + ACTIVITY_PAGE_SIZE,
)
const activityPageStart = activityOptions.length === 0
? 0
: currentActivityPage * ACTIVITY_PAGE_SIZE + 1
const activityPageEnd = Math.min(activityOptions.length, (currentActivityPage + 1) * ACTIVITY_PAGE_SIZE)
const selectedActivityId = screen === 'raids' && raid ? raid.id : dungeon.id
const activity = activityOptions.find((candidate) => candidate.id === selectedActivityId)
?? activityOptions[0]
?? (screen === 'raids' && raid ? raid : dungeon)
const selectedDifficulty = activity.difficulties.find( const selectedDifficulty = activity.difficulties.find(
(candidate) => candidate.id === selectedDifficultyId, (candidate) => candidate.droppedItemLevel === selectedTierItemLevel,
) ?? activity.difficulties[0] ) ?? activity.difficulties[0]
const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel const difficultyLocked = profile.character.level < selectedDifficulty.unlockLevel
const completedSections = activity.contentType === 'raid' const activityCompletionCount = activity.completionCount ?? 0
? profile.completedRaidPhases const marathonUnlocked = activityCompletionCount >= 10
: profile.completedDungeonParts const cloudSync = getCloudSyncStatus()
const sectionName = activity.contentType === 'raid' ? 'Phase' : 'Part' const canShowCloudSync = account.id !== -1 && cloudSync.available
const parts = [
{ part: 1, name: `${sectionName} 1`, encounterCount: 3, unlocked: true },
{ part: 2, name: `${sectionName} 2`, encounterCount: 3, unlocked: completedSections >= 1 },
{ part: 3, name: `${sectionName} 3`, encounterCount: 3, unlocked: completedSections >= 2 },
]
const lootChanceSlots = activity.contentType === 'raid' ? 8 : 5
const lootPreviewEncounters = [...activity.encounters] const lootPreviewEncounters = [...activity.encounters]
.filter((encounter) => encounter.isBoss) .filter((encounter) => encounter.isBoss)
.sort((a, b) => lootSort === 'boss' .sort((a, b) => lootSort === 'boss'
@@ -260,7 +344,7 @@ function App() {
: a.sequence - b.sequence) : a.sequence - b.sequence)
return ( return (
<main className="game-shell"> <main className={`game-shell ${screen === 'dungeons' || screen === 'raids' ? 'dungeon-shell' : ''} ${screen === 'customize' ? 'workshop-shell' : ''}`}>
<header className="topbar app-header"> <header className="topbar app-header">
<button <button
className="brand-button" className="brand-button"
@@ -285,6 +369,28 @@ function App() {
{screen === 'menu' && ( {screen === 'menu' && (
<section className="menu-screen"> <section className="menu-screen">
<div className="main-menu-grid"> <div className="main-menu-grid">
{canShowCloudSync && (
<div className="menu-card cloud-sync-card">
<span>{cloudSync.dirty ? 'S' : 'C'}</span>
<div>
<strong>Cloud Save</strong>
<small>
{cloudSync.dirty
? 'Local progress waiting. Upload when you want to refresh the server copy.'
: 'Server copy matches this device.'}
</small>
{syncMessage && <small className="cloud-sync-message">{syncMessage}</small>}
</div>
<button
className="text-button"
disabled={syncingCloud || !cloudSync.dirty}
onClick={syncSaveNow}
type="button"
>
{syncingCloud ? 'Syncing...' : cloudSync.dirty ? 'Sync Save To Server' : 'Already Synced'}
</button>
</div>
)}
{MENU_ITEMS.map((item) => ( {MENU_ITEMS.map((item) => (
<button <button
className="menu-card" className="menu-card"
@@ -335,6 +441,28 @@ function App() {
</div> </div>
{roguelikeVariant === 'pve' && ( {roguelikeVariant === 'pve' && (
<> <>
<div className="roguelike-option-panel">
<div>
<p className="eyebrow">Run Type</p>
<h2>PvE Roguelike</h2>
</div>
<div className="roguelike-timing-row">
<button
className={`text-button ${roguelikeKind === 'dungeon' ? 'active' : ''}`}
onClick={() => setRoguelikeKind('dungeon')}
type="button"
>
Dungeon
</button>
<button
className={`text-button ${roguelikeKind === 'raid' ? 'active' : ''}`}
onClick={() => setRoguelikeKind('raid')}
type="button"
>
Raid
</button>
</div>
</div>
<div className="roguelike-option-panel"> <div className="roguelike-option-panel">
<div> <div>
<p className="eyebrow">Upgrade Timing</p> <p className="eyebrow">Upgrade Timing</p>
@@ -379,38 +507,22 @@ function App() {
</button> </button>
</div> </div>
</div> </div>
<div className="roguelike-mode-grid"> <div className="menu-card pvp-queue-panel">
<span>{roguelikeKind === 'raid' ? 'R' : 'D'}</span>
<div>
<strong>{roguelikeKind === 'raid' ? 'Raid Roguelike' : 'Dungeon Roguelike'}</strong>
<small>
{roguelikeKind === 'raid'
? 'Ten-player party. Raid pools, lighter early scaling, and the same upgrade draft.'
: 'Five-player party. Two random trash enemies and a boss with a lighter early ramp.'}
</small>
</div>
<button <button
className="menu-card" className="text-button"
onClick={() => { onClick={startPveRoguelike}
const baseDungeon = dungeonOptions[0]
setRoguelikeKind('dungeon')
setCombatContentId(-1)
setSelectedDifficultyId(baseDungeon.difficulties[0]?.id ?? 1)
setSelectedPart(1)
setScreen('combat')
}}
type="button" type="button"
> >
<span>D</span> Start Run
<strong>Dungeon Roguelike</strong>
<small>Five-player party. Two random trash enemies and a boss with a lighter early ramp.</small>
</button>
<button
className="menu-card"
onClick={() => {
const baseRaid = raidOptions[0]
setRoguelikeKind('raid')
setCombatContentId(-2)
setSelectedDifficultyId(baseRaid?.difficulties[0]?.id ?? 101)
setSelectedPart(1)
setScreen('combat')
}}
type="button"
>
<span>R</span>
<strong>Raid Roguelike</strong>
<small>Ten-player party. Raid pools, lighter early scaling, and the same upgrade draft.</small>
</button> </button>
</div> </div>
</> </>
@@ -457,6 +569,7 @@ function App() {
Start Match Start Match
</button> </button>
</div> </div>
{SHOW_LEADERBOARDS && (
<div className="leaderboard-section"> <div className="leaderboard-section">
<div className="equipment-heading toggle-heading"> <div className="equipment-heading toggle-heading">
<div> <div>
@@ -488,100 +601,190 @@ function App() {
)} )}
</div> </div>
</div> </div>
)}
</> </>
)} )}
</section> </section>
)} )}
{(screen === 'dungeons' || screen === 'raids') && ( {(screen === 'dungeons' || screen === 'raids') && (
<section className="content-screen"> <section className="content-screen dungeon-run-screen">
<ScreenHeading <div className="dungeon-run-board">
eyebrow="Adventure" <div className="dungeon-run-main">
title={activity.contentType === 'raid' ? 'Raids' : 'Dungeons'} <article className="run-summary-card dungeon-focus-card">
onBack={() => setScreen('menu')}
/>
<article className="dungeon-card">
<div className={`dungeon-art ${activity.contentType === 'raid' ? 'raid-art' : ''}`}> <div className={`dungeon-art ${activity.contentType === 'raid' ? 'raid-art' : ''}`}>
{activityInitials(activity.name)} {activityInitials(activity.name)}
</div> </div>
<div> <div className="run-summary-copy">
<p className="eyebrow">{activity.locationName}</p> <p className="eyebrow">Selected Run</p>
<div className="run-title-row">
<h2>{activity.name}</h2> <h2>{activity.name}</h2>
<button className="back-button inline-back-button" onClick={() => setScreen('menu')} type="button">Back</button>
</div>
<p>{activity.description}</p> <p>{activity.description}</p>
<div className="tag-row"> <div className="tag-row">
<span>Level {activity.recommendedLevel}</span> <span>Level {activity.recommendedLevel}</span>
<span>{activity.partySize} Players</span> <span>{activity.partySize} Players</span>
<span>{selectedDifficulty.name}</span> <span>{selectedDifficulty.name}</span>
<span>Component Level {selectedDifficulty.droppedItemLevel}</span> <span>iLvl {selectedDifficulty.droppedItemLevel}</span>
<span>{Math.round(activity.experienceReward * selectedDifficulty.experienceMultiplier)} XP</span> <span>{Math.round(activity.experienceReward * selectedDifficulty.experienceMultiplier)} XP</span>
</div> </div>
</div> </div>
{activityOptions.length > 1 && ( </article>
<label className="activity-select">
<span>{activity.contentType === 'raid' ? 'Raid' : 'Dungeon'}</span> <section className="run-setup-panel dungeon-choice-panel">
<select <div className="run-setup-heading">
value={activity.id} <div>
onChange={(event) => { <p className="eyebrow">Pick Run</p>
const nextActivityId = Number(event.target.value) <h2>{screen === 'raids' ? 'Raid' : 'Dungeon'}</h2>
const nextActivity = activityOptions.find((candidate) => candidate.id === nextActivityId) </div>
if (screen === 'raids') setSelectedRaidId(nextActivityId) {activityPageCount > 1 ? (
else setSelectedDungeonId(nextActivityId) <div className="activity-pager" aria-label={`${screen === 'raids' ? 'Raid' : 'Dungeon'} pages`}>
if (nextActivity?.difficulties[0]) { <button
setSelectedDifficultyId(nextActivity.difficulties[0].id) disabled={currentActivityPage === 0}
onClick={() => setActivityPage((page) => Math.max(0, page - 1))}
type="button"
>
Prev
</button>
<span>{activityPageStart}-{activityPageEnd} of {activityOptions.length}</span>
<button
disabled={currentActivityPage >= activityPageCount - 1}
onClick={() => setActivityPage((page) => Math.min(activityPageCount - 1, page + 1))}
type="button"
>
Next
</button>
</div>
) : (
<small>{selectedDifficulty.name} rewards iLvl {selectedDifficulty.droppedItemLevel} components.</small>
)}
</div>
<div className="activity-card-grid dungeon-choice-grid">
{pagedActivityOptions.map((candidate) => {
const difficulty = candidate.difficulties.find(
(option) => option.droppedItemLevel === selectedDifficulty.droppedItemLevel,
) ?? candidate.difficulties[0]
const locked = profile.character.level < difficulty.unlockLevel
const selected = candidate.id === activity.id
return (
<button
className={`activity-card ${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
disabled={locked}
key={candidate.id}
onClick={() => {
if (screen === 'raids') setSelectedRaidId(candidate.id)
else setSelectedDungeonId(candidate.id)
setSelectedDifficultyId(difficulty.id)
}}
type="button"
>
<span className={`dungeon-art ${candidate.contentType === 'raid' ? 'raid-art' : ''}`}>
{activityInitials(candidate.name)}
</span>
<strong>{candidate.name}</strong>
<small>{candidate.locationName}</small>
<i>
Level {candidate.recommendedLevel} | {candidate.partySize} Players
</i>
</button>
)
})}
</div>
</section>
</div>
<aside className="dungeon-setup-rail">
<section className="run-setup-panel tier-setup-panel">
<div className="run-setup-heading">
<div>
<p className="eyebrow">Item Level</p>
<h2>Tier</h2>
</div>
<small>{screen === 'raids' ? 'Raid' : 'Dungeon'} tiers unlock by level.</small>
</div>
<div className="tier-grid">
{tierOptions.map((difficulty) => {
const locked = profile.character.level < difficulty.unlockLevel
const selected = difficulty.droppedItemLevel === selectedDifficulty.droppedItemLevel
return (
<button
className={`${selected ? 'selected' : ''} ${locked ? 'locked' : ''}`}
disabled={locked}
key={difficulty.id}
onClick={() => {
setActivityPage(0)
const nextActivity = activity.difficulties.some(
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
)
? activity
: activityOptions.find((option) =>
option.difficulties.some((candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel),
)
if (nextActivity) {
if (screen === 'raids') setSelectedRaidId(nextActivity.id)
else setSelectedDungeonId(nextActivity.id)
const nextDifficulty = nextActivity.difficulties.find(
(candidate) => candidate.droppedItemLevel === difficulty.droppedItemLevel,
)
if (nextDifficulty) setSelectedDifficultyId(nextDifficulty.id)
} }
}} }}
type="button"
> >
{activityOptions.map((candidate) => ( <strong>iLvl {difficulty.droppedItemLevel}</strong>
<option key={candidate.id} value={candidate.id}>{candidate.name}</option> <span>{locked ? `Level ${difficulty.unlockLevel}` : difficulty.name}</span>
))} </button>
</select> )
</label> })}
)} </div>
<div className="part-buttons"> </section>
{parts.map((p) => (
<section className="run-setup-panel part-setup-panel">
<div className="run-setup-heading">
<div>
<p className="eyebrow">Start</p>
<h2>Run</h2>
</div>
<small>
{difficultyLocked
? `Unlocks at level ${selectedDifficulty.unlockLevel}`
: marathonUnlocked
? 'Marathon keeps health and mana between boss kills.'
: `Marathon unlocks after 10 clears (${activityCompletionCount}/10).`}
</small>
</div>
<div className="part-picker">
<button <button
key={p.part} className="primary-button selected-part"
className={`primary-button ${selectedPart === p.part ? 'selected-part' : ''} ${!p.unlocked ? 'locked' : ''}`} disabled={difficultyLocked}
disabled={difficultyLocked || !p.unlocked}
onClick={() => { onClick={() => {
setSelectedPart(p.part) setSelectedMarathonMode(false)
setCombatContentId(activity.id) setCombatContentId(activity.id)
setSelectedDifficultyId(selectedDifficulty.id)
setScreen('combat') setScreen('combat')
}} }}
type="button" type="button"
> >
{p.name} Start Hunt
</button>
<button
className={`primary-button ${selectedMarathonMode ? 'selected-part' : ''} ${!marathonUnlocked ? 'locked' : ''}`}
disabled={difficultyLocked || !marathonUnlocked}
onClick={() => {
setSelectedMarathonMode(true)
setCombatContentId(activity.id)
setSelectedDifficultyId(selectedDifficulty.id)
setScreen('combat')
}}
type="button"
>
Marathon
</button> </button>
))}
</div> </div>
</article> </section>
<div className="difficulty-section compact-difficulty-section"> <div className="difficulty-section compact-difficulty-section">
<div className="difficulty-select-row">
<div>
<p className="eyebrow">Challenge Tier</p>
<h2>Difficulty</h2>
</div>
<label>
<span>Select</span>
<select
value={selectedDifficulty.id}
onChange={(event) => setSelectedDifficultyId(Number(event.target.value))}
>
{activity.difficulties.map((difficulty, index) => (
<option
disabled={profile.character.level < difficulty.unlockLevel}
key={difficulty.id}
value={difficulty.id}
>
{index + 1}. {difficulty.name}
{profile.character.level < difficulty.unlockLevel
? ` - Level ${difficulty.unlockLevel}`
: ''}
</option>
))}
</select>
</label>
</div>
<div className={`difficulty-summary ${difficultyLocked ? 'locked' : ''}`}> <div className={`difficulty-summary ${difficultyLocked ? 'locked' : ''}`}>
<div> <div>
<strong>{selectedDifficulty.name}</strong> <strong>{selectedDifficulty.name}</strong>
@@ -591,10 +794,11 @@ function App() {
<div><dt>Health</dt><dd>{selectedDifficulty.healthMultiplier.toFixed(2)}x</dd></div> <div><dt>Health</dt><dd>{selectedDifficulty.healthMultiplier.toFixed(2)}x</dd></div>
<div><dt>Damage</dt><dd>{selectedDifficulty.damageMultiplier.toFixed(2)}x</dd></div> <div><dt>Damage</dt><dd>{selectedDifficulty.damageMultiplier.toFixed(2)}x</dd></div>
<div><dt>XP</dt><dd>{selectedDifficulty.experienceMultiplier.toFixed(1)}x</dd></div> <div><dt>XP</dt><dd>{selectedDifficulty.experienceMultiplier.toFixed(1)}x</dd></div>
<div><dt>Components</dt><dd>iLvl {selectedDifficulty.droppedItemLevel}</dd></div> <div><dt>Loot</dt><dd>iLvl {selectedDifficulty.droppedItemLevel}</dd></div>
</dl> </dl>
</div> </div>
</div> </div>
<div className="loot-preview-section"> <div className="loot-preview-section">
<div className="equipment-heading toggle-heading"> <div className="equipment-heading toggle-heading">
<div> <div>
@@ -621,7 +825,7 @@ function App() {
</label> </label>
</div> </div>
<p className="section-note"> <p className="section-note">
Bosses roll {lootChanceSlots} loot chances against the listed table, 1-3 materials each Bosses drop 1-3 boss coins from one loot roll
{activity.completionItemLevel {activity.completionItemLevel
? ` - full clear guarantees iLvl ${activity.completionItemLevel}` ? ` - full clear guarantees iLvl ${activity.completionItemLevel}`
: ''} : ''}
@@ -641,7 +845,7 @@ function App() {
)} )}
<div> <div>
<strong>{encounter.enemyName}</strong> <strong>{encounter.enemyName}</strong>
<small>{loot.length > 0 ? `${lootChanceSlots} weighted chances, 1-3 each` : 'No component table'}</small> <small>{loot.length > 0 ? '1 loot roll, 1-3 coins' : 'No coin table'}</small>
</div> </div>
</div> </div>
<div className="loot-items"> <div className="loot-items">
@@ -663,6 +867,7 @@ function App() {
</> </>
)} )}
</div> </div>
{SHOW_LEADERBOARDS && (
<div className="leaderboard-section"> <div className="leaderboard-section">
<div className="equipment-heading toggle-heading"> <div className="equipment-heading toggle-heading">
<div> <div>
@@ -682,14 +887,16 @@ function App() {
<p className="section-note"> <p className="section-note">
{gameMode === 'offline' {gameMode === 'offline'
? 'Offline runs are not submitted' ? 'Offline runs are not submitted'
: canShowCloudSync
? 'Manual save sync updates your cloud profile.'
: 'Lowest resource spent ranks first'} : 'Lowest resource spent ranks first'}
</p> </p>
<div className="leaderboard-tabs"> <div className="leaderboard-tabs">
{([ {([
{ key: 'part_1', label: `${sectionName} 1` }, { key: 'part_1', label: 'Run' },
{ key: 'part_2', label: `${sectionName} 2` }, { key: 'part_2', label: 'Legacy 2' },
{ key: 'part_3', label: `${sectionName} 3` }, { key: 'part_3', label: 'Legacy 3' },
{ key: 'full_run', label: 'Full Run' }, { key: 'full_run', label: 'Legacy Full' },
] as const).map((tab) => ( ] as const).map((tab) => (
<button <button
key={tab.key} key={tab.key}
@@ -730,6 +937,8 @@ function App() {
<div className="leaderboard-empty"> <div className="leaderboard-empty">
{gameMode === 'offline' {gameMode === 'offline'
? 'Connect with an online character to compete in rankings.' ? 'Connect with an online character to compete in rankings.'
: canShowCloudSync
? 'No leaderboard entries yet.'
: 'Complete this difficulty to claim the first ranking.'} : 'Complete this difficulty to claim the first ranking.'}
</div> </div>
)} )}
@@ -737,6 +946,9 @@ function App() {
</> </>
)} )}
</div> </div>
)}
</aside>
</div>
</section> </section>
)} )}
+1 -1
View File
@@ -183,7 +183,7 @@ function ItemsTab({ data, setData, setSaving, saving }: {
</label> </label>
<label>Rarity <label>Rarity
<select value={form.rarity ?? item.rarity} onChange={(e) => setForm({ ...form, rarity: e.target.value })}> <select value={form.rarity ?? item.rarity} onChange={(e) => setForm({ ...form, rarity: e.target.value })}>
{['common', 'uncommon', 'rare', 'epic'].map((r) => ( {['common', 'uncommon', 'rare', 'epic', 'legendary'].map((r) => (
<option key={r} value={r}>{r}</option> <option key={r} value={r}>{r}</option>
))} ))}
</select> </select>
+1 -1
View File
@@ -156,7 +156,7 @@ export function AuthScreen({ onAuthenticated, serverMessage = '' }: Props) {
<h2>Play Offline</h2> <h2>Play Offline</h2>
<p> <p>
No account or connection required. Offline progress stays on No account or connection required. Offline progress stays on
this device and is excluded from online leaderboards. this device.
</p> </p>
</div> </div>
{offlineCharacterExists && ( {offlineCharacterExists && (
File diff suppressed because it is too large Load Diff
+42 -3
View File
@@ -4,6 +4,7 @@ import {
type CharacterProfile, type CharacterProfile,
type GameClass, type GameClass,
} from '../profile' } from '../profile'
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
import { EquipmentScreen } from './EquipmentScreen' import { EquipmentScreen } from './EquipmentScreen'
import { TalentScreen } from './TalentScreen' import { TalentScreen } from './TalentScreen'
@@ -14,7 +15,8 @@ type Props = {
} }
export function CustomizeScreen({ profile, onBack, onSaved }: Props) { export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
const [activeTab, setActiveTab] = useState<'equipment' | 'talents' | 'class'>('class') const [activeTab, setActiveTab] = useState<'equipment' | 'crafting' | 'talents' | 'class'>('class')
const { enabled: dualScreenEnabled } = useDualScreen()
const [classId, setClassId] = useState(profile.character.classId) const [classId, setClassId] = useState(profile.character.classId)
const [slots, setSlots] = useState<Array<number | null>>(profile.abilitySlots) const [slots, setSlots] = useState<Array<number | null>>(profile.abilitySlots)
const [selectedSlot, setSelectedSlot] = useState(0) const [selectedSlot, setSelectedSlot] = useState(0)
@@ -38,7 +40,7 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
function chooseClass(nextClass: GameClass) { function chooseClass(nextClass: GameClass) {
const starterAbilities = nextClass.spells const starterAbilities = nextClass.spells
.filter((ability) => ability.unlockLevel <= profile.character.level) .filter((ability) => ability.unlockLevel <= profile.character.level)
.slice(0, 5) .slice(0, 6)
.map((ability) => ability.id) .map((ability) => ability.id)
setClassId(nextClass.id) setClassId(nextClass.id)
setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)]) setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)])
@@ -63,6 +65,29 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
) )
} }
const classWorkshopState = useMemo<DualScreenWorkshopState | null>(() => {
if (activeTab !== 'class') return null
return {
mode: 'class',
title: 'Ability Library',
subtitle: gameClass.name,
summary: `Selected slot ${selectedSlot + 1}. ${message || 'Choose an ability for the active loadout.'}`,
items: gameClass.spells.map((ability) => {
const locked = ability.unlockLevel > profile.character.level
const equipped = slots.includes(ability.id)
return {
glyph: locked ? 'L' : ability.glyph,
title: ability.name,
meta: locked ? `Level ${ability.unlockLevel}` : `${ability.cost} ${gameClass.resourceName}`,
detail: ability.description,
status: equipped ? 'Equipped' : locked ? 'Locked' : '',
}
}),
}
}, [activeTab, gameClass, message, profile.character.level, selectedSlot, slots])
useDualScreenWorkshopPublisher(classWorkshopState, dualScreenEnabled)
async function persistChanges() { async function persistChanges() {
saveScroll() saveScroll()
setSaving(true) setSaving(true)
@@ -80,7 +105,7 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
return ( return (
<section className="content-screen customize-screen"> <section className="content-screen customize-screen">
<div className="screen-heading"> <div className="screen-heading customize-heading">
<div> <div>
<p className="eyebrow">Character Workshop</p> <p className="eyebrow">Character Workshop</p>
<h1>Customize Character</h1> <h1>Customize Character</h1>
@@ -89,8 +114,10 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
</div> </div>
<div className="customize-tabs" role="tablist" aria-label="Customize character sections"> <div className="customize-tabs" role="tablist" aria-label="Customize character sections">
<button className="back-button customize-tab-back" onClick={onBack} type="button">Back</button>
{([ {([
{ key: 'equipment', label: 'Equipment' }, { key: 'equipment', label: 'Equipment' },
{ key: 'crafting', label: 'Crafting' },
{ key: 'talents', label: 'Talents' }, { key: 'talents', label: 'Talents' },
{ key: 'class', label: 'Class' }, { key: 'class', label: 'Class' },
] as const).map((tab) => ( ] as const).map((tab) => (
@@ -110,6 +137,18 @@ export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
{activeTab === 'equipment' && ( {activeTab === 'equipment' && (
<EquipmentScreen <EquipmentScreen
embedded embedded
mode="equipment"
showModeTabs={false}
profile={profile}
onUpdated={onSaved}
/>
)}
{activeTab === 'crafting' && (
<EquipmentScreen
embedded
mode="crafting"
showModeTabs={false}
profile={profile} profile={profile}
onUpdated={onSaved} onUpdated={onSaved}
/> />
+406 -79
View File
@@ -4,10 +4,12 @@ import {
craftItem, craftItem,
equipItem, equipItem,
loadProfile, loadProfile,
upgradeItem,
type CharacterProfile, type CharacterProfile,
type EquipmentSlot, type EquipmentSlot,
type Item, type Item,
} from '../profile' } from '../profile'
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
const SLOT_LABELS: Record<EquipmentSlot, string> = { const SLOT_LABELS: Record<EquipmentSlot, string> = {
weapon: 'Weapon', weapon: 'Weapon',
@@ -22,14 +24,30 @@ const SLOT_LABELS: Record<EquipmentSlot, string> = {
component: 'Component', component: 'Component',
} }
const EQUIPMENT_LIST_PAGE_SIZE = 3
const CRAFTING_LIST_PAGE_SIZE = 3
const CRAFTING_FILTER_SLOTS = (Object.keys(SLOT_LABELS) as EquipmentSlot[])
.filter((slot) => slot !== 'component')
const DIRECT_CRAFT_ITEM_LEVELS = new Set([1, 10, 20, 25])
type Props = { type Props = {
profile: CharacterProfile profile: CharacterProfile
onBack?: () => void onBack?: () => void
onUpdated: (profile: CharacterProfile) => void onUpdated: (profile: CharacterProfile) => void
embedded?: boolean embedded?: boolean
mode?: 'equipment' | 'crafting'
showModeTabs?: boolean
} }
export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }: Props) { export function EquipmentScreen({
profile,
onBack,
onUpdated,
embedded = false,
mode,
showModeTabs = true,
}: Props) {
const { enabled: dualScreenEnabled } = useDualScreen()
const totalItemCount = profile.inventory.reduce( const totalItemCount = profile.inventory.reduce(
(total, item) => total + item.quantity, (total, item) => total + item.quantity,
0, 0,
@@ -43,17 +61,38 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
const [equipping, setEquipping] = useState(false) const [equipping, setEquipping] = useState(false)
const [breakingDown, setBreakingDown] = useState(false) const [breakingDown, setBreakingDown] = useState(false)
const [crafting, setCrafting] = useState(false) const [crafting, setCrafting] = useState(false)
const [upgrading, setUpgrading] = useState(false)
const [showSetBonuses, setShowSetBonuses] = useState(false) const [showSetBonuses, setShowSetBonuses] = useState(false)
const [equipmentTab, setEquipmentTab] = useState<'equipment' | 'crafting'>('equipment') const [equipmentTab, setEquipmentTab] = useState<'equipment' | 'crafting'>(mode ?? 'equipment')
const [inventoryPage, setInventoryPage] = useState(0)
const [recipePage, setRecipePage] = useState(0)
const [message, setMessage] = useState('') const [message, setMessage] = useState('')
const scrollRef = useRef<number>(0) const scrollRef = useRef<number>(0)
const selectedItem = profile.inventory.find((item) => item.id === selectedItemId) const selectedItem = profile.inventory.find((item) => item.id === selectedItemId)
const firstRecipe = profile.craftingRecipes.find((recipe) => recipe.canCraft) const craftableRecipes = profile.craftingRecipes.filter((recipe) =>
?? profile.craftingRecipes[0] DIRECT_CRAFT_ITEM_LEVELS.has(recipe.item.itemLevel),
)
const firstRecipe = craftableRecipes.find((recipe) => recipe.canCraft)
?? craftableRecipes[0]
const [selectedRecipeId, setSelectedRecipeId] = useState<number | null>( const [selectedRecipeId, setSelectedRecipeId] = useState<number | null>(
firstRecipe?.id ?? null, firstRecipe?.id ?? null,
) )
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId) const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId)
const selectedRecipeRequiresUpgrade = selectedRecipe
? !DIRECT_CRAFT_ITEM_LEVELS.has(selectedRecipe.item.itemLevel)
: false
const selectedItemRecipe = selectedItem
? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id)
: undefined
const upgradeRecipe = selectedItem && selectedItemRecipe
? profile.craftingRecipes
.filter((recipe) =>
recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId
&& recipe.item.slot === selectedItem.slot
&& recipe.item.itemLevel > selectedItem.itemLevel,
)
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
: undefined
const equippedBySlot = useMemo( const equippedBySlot = useMemo(
() => new Map( () => new Map(
profile.inventory profile.inventory
@@ -75,16 +114,26 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
(total, item) => total + item.quantity, (total, item) => total + item.quantity,
0, 0,
) )
const inventoryPageCount = Math.max(
1,
Math.ceil(visibleInventory.length / EQUIPMENT_LIST_PAGE_SIZE),
)
const inventoryPageItems = visibleInventory.slice(
inventoryPage * EQUIPMENT_LIST_PAGE_SIZE,
(inventoryPage + 1) * EQUIPMENT_LIST_PAGE_SIZE,
)
const [slotFilter, setSlotFilter] = useState<EquipmentSlot | 'all'>('all') const [slotFilter, setSlotFilter] = useState<EquipmentSlot | 'all'>('all')
const [levelFilter, setLevelFilter] = useState<number | null>(null) const [levelFilter, setLevelFilter] = useState<number | null>(null)
const availableLevels = useMemo( const availableLevels = useMemo(
() => [...new Set(profile.craftingRecipes.map((r) => r.item.itemLevel))].sort((a, b) => b - a), () => [...new Set(profile.craftingRecipes
.filter((r) => DIRECT_CRAFT_ITEM_LEVELS.has(r.item.itemLevel))
.map((r) => r.item.itemLevel))].sort((a, b) => b - a),
[profile.craftingRecipes], [profile.craftingRecipes],
) )
const filteredRecipes = useMemo( const filteredRecipes = useMemo(
() => { () => {
let result = [...profile.craftingRecipes] let result = profile.craftingRecipes.filter((r) => DIRECT_CRAFT_ITEM_LEVELS.has(r.item.itemLevel))
if (slotFilter !== 'all') result = result.filter((r) => r.item.slot === slotFilter) if (slotFilter !== 'all') result = result.filter((r) => r.item.slot === slotFilter)
if (levelFilter !== null) result = result.filter((r) => r.item.itemLevel === levelFilter) if (levelFilter !== null) result = result.filter((r) => r.item.itemLevel === levelFilter)
result.sort((a, b) => b.item.itemLevel - a.item.itemLevel) result.sort((a, b) => b.item.itemLevel - a.item.itemLevel)
@@ -92,17 +141,60 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
}, },
[profile.craftingRecipes, slotFilter, levelFilter], [profile.craftingRecipes, slotFilter, levelFilter],
) )
const readyRecipeCount = filteredRecipes.filter((recipe) => recipe.canCraft).length
const slotRecipeCounts = useMemo(
() => new Map(
(Object.keys(SLOT_LABELS) as EquipmentSlot[]).map((slot) => [
slot,
profile.craftingRecipes.filter((recipe) =>
recipe.item.slot === slot
&& DIRECT_CRAFT_ITEM_LEVELS.has(recipe.item.itemLevel),
).length,
]),
),
[profile.craftingRecipes],
)
const recipePageCount = Math.max(
1,
Math.ceil(filteredRecipes.length / CRAFTING_LIST_PAGE_SIZE),
)
const recipePageItems = filteredRecipes.slice(
recipePage * CRAFTING_LIST_PAGE_SIZE,
(recipePage + 1) * CRAFTING_LIST_PAGE_SIZE,
)
useEffect(() => { useEffect(() => {
window.scrollTo(0, scrollRef.current) window.scrollTo(0, scrollRef.current)
}, [profile]) }, [profile])
useEffect(() => {
setInventoryPage((current) => Math.min(current, inventoryPageCount - 1))
}, [inventoryPageCount])
useEffect(() => {
setRecipePage((current) => Math.min(current, recipePageCount - 1))
}, [recipePageCount])
useEffect(() => {
if (filteredRecipes.length === 0) {
setSelectedRecipeId(null)
return
}
if (!filteredRecipes.some((recipe) => recipe.id === selectedRecipeId)) {
setSelectedRecipeId(filteredRecipes[0].id)
}
}, [filteredRecipes, selectedRecipeId])
useEffect(() => { useEffect(() => {
if (equipmentTab === 'crafting') { if (equipmentTab === 'crafting') {
loadProfile().then((fresh) => onUpdated(fresh)).catch(() => {}) loadProfile().then((fresh) => onUpdated(fresh)).catch(() => {})
} }
}, [equipmentTab]) }, [equipmentTab])
useEffect(() => {
if (mode) setEquipmentTab(mode)
}, [mode])
function saveScroll() { function saveScroll() {
scrollRef.current = window.scrollY scrollRef.current = window.scrollY
} }
@@ -160,6 +252,160 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
} }
} }
async function upgradeSelected() {
if (!selectedItem || !upgradeRecipe) return
saveScroll()
setUpgrading(true)
setMessage('')
try {
const updated = await upgradeItem(selectedItem.id)
onUpdated(updated)
setSelectedItemId(upgradeRecipe.item.id)
setMessage(`${selectedItem.name} upgraded to ${upgradeRecipe.item.name}.`)
} catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to upgrade item.')
} finally {
setUpgrading(false)
}
}
function renderEquipmentActions() {
if (!selectedItem) {
return <p>Select an item to inspect it.</p>
}
if (selectedItem.slot === 'component') {
return <p className="component-note">Used in crafting.</p>
}
return (
<>
<ComparisonDelta selected={selectedItem} equipped={comparisonItem} />
<button
className="primary-button"
disabled={selectedItem.equipped || equipping || breakingDown || upgrading}
onClick={equipSelected}
type="button"
>
{selectedItem.equipped ? 'Equipped' : equipping ? 'Equipping...' : 'Equip Item'}
</button>
{upgradeRecipe && (
<button
className="primary-button"
disabled={!upgradeRecipe.canCraft || equipping || breakingDown || upgrading}
onClick={upgradeSelected}
type="button"
>
{upgrading ? 'Upgrading...' : `Upgrade to iLvl ${upgradeRecipe.item.itemLevel}`}
</button>
)}
{(!selectedItem.equipped || selectedItem.quantity > 1) && (
<button
className="breakdown-button"
disabled={equipping || breakingDown || upgrading}
onClick={breakdownSelected}
type="button"
>
{breakingDown
? 'Breaking Down...'
: selectedItem.quantity > 1
? 'Break Down Duplicate'
: 'Break Down'}
</button>
)}
</>
)
}
const workshopState = useMemo<DualScreenWorkshopState>(() => {
if (equipmentTab === 'crafting') {
if (!selectedRecipe) {
return {
mode: 'crafting',
title: 'Craft Output',
subtitle: 'No recipe selected',
items: [],
}
}
return {
mode: 'crafting',
title: selectedRecipe.item.name,
subtitle: `${SLOT_LABELS[selectedRecipe.item.slot]} - Item Level ${selectedRecipe.item.itemLevel}`,
summary: selectedRecipe.item.description,
items: [
{
glyph: selectedRecipe.item.glyph,
title: 'Craft Output',
meta: `+${selectedRecipe.item.healingPower} Healing Power / +${selectedRecipe.item.maxResourceBonus} Max Resource`,
status: selectedRecipe.canCraft ? 'Ready' : 'Missing components',
},
...selectedRecipe.components.map((component) => ({
glyph: component.item.glyph,
title: component.item.name,
meta: `Item Level ${component.item.itemLevel}`,
status: `${component.owned}/${component.quantity}`,
})),
],
}
}
if (!selectedItem) {
return {
mode: 'equipment',
title: 'Equipment Detail',
subtitle: 'No item selected',
items: [],
}
}
return {
mode: 'equipment',
title: selectedItem.slot === 'component' ? 'Crafting Component' : selectedItem.name,
subtitle: `${SLOT_LABELS[selectedItem.slot]} - Item Level ${selectedItem.itemLevel}`,
summary: selectedItem.description,
items: selectedItem.slot === 'component'
? [{
glyph: selectedItem.glyph,
title: selectedItem.name,
meta: `Owned: ${selectedItem.quantity}`,
status: 'Component',
}]
: [
{
glyph: selectedItem.glyph,
title: selectedItem.name,
meta: `+${selectedItem.healingPower} Healing Power / +${selectedItem.maxResourceBonus} Max Resource`,
status: selectedItem.equipped ? 'Equipped' : 'Inventory',
},
...(comparisonItem && comparisonItem.id !== selectedItem.id
? [{
glyph: comparisonItem.glyph,
title: comparisonItem.name,
meta: `+${comparisonItem.healingPower} Healing Power / +${comparisonItem.maxResourceBonus} Max Resource`,
status: 'Currently Equipped',
}]
: [{
title: selectedItem.equipped ? 'Already Equipped' : 'Empty Slot',
status: 'Comparison',
}]),
...(upgradeRecipe
? [
{
glyph: upgradeRecipe.item.glyph,
title: `Upgrade to ${upgradeRecipe.item.name}`,
meta: `Item Level ${upgradeRecipe.item.itemLevel}`,
status: upgradeRecipe.canCraft ? 'Ready' : 'Missing materials',
},
...upgradeRecipe.components.map((component) => ({
glyph: component.item.glyph,
title: component.item.name,
meta: `Required for upgrade`,
status: `${component.owned}/${component.quantity}`,
})),
]
: []),
],
}
}, [comparisonItem, equipmentTab, selectedItem, selectedRecipe, upgradeRecipe])
useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
const content = ( const content = (
<> <>
{!embedded && ( {!embedded && (
@@ -186,6 +432,7 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
<GearStat value={`+${profile.gearStats.maxResourceBonus}`} label={`Max ${profile.character.resourceName}`} /> <GearStat value={`+${profile.gearStats.maxResourceBonus}`} label={`Max ${profile.character.resourceName}`} />
</div> </div>
{showModeTabs && (
<nav className="equipment-tabs"> <nav className="equipment-tabs">
<button <button
className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`} className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`}
@@ -202,6 +449,7 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
Crafting Crafting
</button> </button>
</nav> </nav>
)}
{equipmentTab === 'equipment' ? ( {equipmentTab === 'equipment' ? (
<> <>
@@ -210,9 +458,6 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
selectedItem.slot === 'component' ? ( selectedItem.slot === 'component' ? (
<> <>
<ItemDetail title="Crafting Component" item={selectedItem} /> <ItemDetail title="Crafting Component" item={selectedItem} />
<div className="equip-action">
<p className="component-note">Used in crafting.</p>
</div>
</> </>
) : ( ) : (
<> <>
@@ -226,31 +471,6 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
<h2>{selectedItem.equipped ? 'Already Equipped' : 'Empty Slot'}</h2> <h2>{selectedItem.equipped ? 'Already Equipped' : 'Empty Slot'}</h2>
</div> </div>
)} )}
<div className="equip-action">
<ComparisonDelta selected={selectedItem} equipped={comparisonItem} />
<button
className="primary-button"
disabled={selectedItem.equipped || equipping || breakingDown}
onClick={equipSelected}
type="button"
>
{selectedItem.equipped ? 'Equipped' : equipping ? 'Equipping...' : 'Equip Item'}
</button>
{(!selectedItem.equipped || selectedItem.quantity > 1) && (
<button
className="breakdown-button"
disabled={equipping || breakingDown}
onClick={breakdownSelected}
type="button"
>
{breakingDown
? 'Breaking Down...'
: selectedItem.quantity > 1
? 'Break Down Duplicate'
: 'Break Down'}
</button>
)}
</div>
</> </>
) )
) : ( ) : (
@@ -258,6 +478,10 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
)} )}
</section> </section>
<section className="equipment-action-strip">
{renderEquipmentActions()}
</section>
<div className="equipment-layout"> <div className="equipment-layout">
<section className="equipped-panel"> <section className="equipped-panel">
<EquipmentHeading eyebrow="Currently Worn" title="Equipment Slots" /> <EquipmentHeading eyebrow="Currently Worn" title="Equipment Slots" />
@@ -270,6 +494,7 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
key={slot} key={slot}
onClick={() => { onClick={() => {
setSelectedSlot(slot) setSelectedSlot(slot)
setInventoryPage(0)
const firstSlotItem = profile.inventory.find( const firstSlotItem = profile.inventory.find(
(candidate) => candidate.slot === slot, (candidate) => candidate.slot === slot,
) )
@@ -302,14 +527,17 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
{selectedSlot && ( {selectedSlot && (
<button <button
className="inventory-filter-clear" className="inventory-filter-clear"
onClick={() => setSelectedSlot(null)} onClick={() => {
setSelectedSlot(null)
setInventoryPage(0)
}}
type="button" type="button"
> >
Show All Items Show All Items
</button> </button>
)} )}
<div className="inventory-list"> <div className="inventory-list">
{visibleInventory.map((item) => ( {inventoryPageItems.map((item) => (
<button <button
className={`${selectedItemId === item.id ? 'selected' : ''} rarity-${item.rarity}`} className={`${selectedItemId === item.id ? 'selected' : ''} rarity-${item.rarity}`}
key={item.id} key={item.id}
@@ -333,6 +561,15 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
</p> </p>
)} )}
</div> </div>
{visibleInventory.length > EQUIPMENT_LIST_PAGE_SIZE && (
<ListPager
label={`Page ${inventoryPage + 1} / ${inventoryPageCount}`}
onNext={() => setInventoryPage((current) => Math.min(inventoryPageCount - 1, current + 1))}
onPrevious={() => setInventoryPage((current) => Math.max(0, current - 1))}
nextDisabled={inventoryPage >= inventoryPageCount - 1}
previousDisabled={inventoryPage <= 0}
/>
)}
</section> </section>
</div> </div>
</> </>
@@ -340,38 +577,83 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
<section className="crafting-panel"> <section className="crafting-panel">
<EquipmentHeading <EquipmentHeading
eyebrow="Crafting" eyebrow="Crafting"
title="Recipes" title="Workbench"
detail={`${filteredRecipes.filter((recipe) => recipe.canCraft).length} ready`} detail={`${readyRecipeCount} ready / ${filteredRecipes.length} shown`}
/> />
<div className="crafting-filter-bar">
<select
className="filter-select"
value={slotFilter}
onChange={(e) => setSlotFilter(e.target.value as EquipmentSlot | 'all')}
>
<option value="all">All Slots</option>
{(Object.entries(SLOT_LABELS) as [EquipmentSlot, string][]).map(([slot, label]) => (
<option key={slot} value={slot}>{label}</option>
))}
</select>
<select
className="filter-select"
value={levelFilter ?? ''}
onChange={(e) => setLevelFilter(e.target.value === '' ? null : Number(e.target.value))}
>
<option value="">All Levels</option>
{availableLevels.map((level) => (
<option key={level} value={level}>Item Level {level}</option>
))}
</select>
</div>
{filteredRecipes.length === 0 && (
<p className="inventory-empty">No crafting recipes match filters.</p>
)}
{filteredRecipes.length > 0 && (
<div className="crafting-layout"> <div className="crafting-layout">
<aside className="crafting-filters">
<div>
<p className="eyebrow">Slot</p>
<div className="crafting-filter-grid">
<button
className={slotFilter === 'all' ? 'active' : ''}
onClick={() => {
setSlotFilter('all')
setRecipePage(0)
}}
type="button"
>
<strong>All</strong>
<span>{profile.craftingRecipes.filter((recipe) => DIRECT_CRAFT_ITEM_LEVELS.has(recipe.item.itemLevel)).length}</span>
</button>
{CRAFTING_FILTER_SLOTS.map((slot) => (
<button
className={slotFilter === slot ? 'active' : ''}
disabled={(slotRecipeCounts.get(slot) ?? 0) === 0}
key={slot}
onClick={() => {
setSlotFilter(slot)
setRecipePage(0)
}}
type="button"
>
<strong>{SLOT_LABELS[slot]}</strong>
<span>{slotRecipeCounts.get(slot) ?? 0}</span>
</button>
))}
</div>
</div>
<div>
<p className="eyebrow">Item Level</p>
<div className="crafting-level-row">
<button
className={levelFilter === null ? 'active' : ''}
onClick={() => {
setLevelFilter(null)
setRecipePage(0)
}}
type="button"
>
All
</button>
{availableLevels.map((level) => (
<button
className={levelFilter === level ? 'active' : ''}
key={level}
onClick={() => {
setLevelFilter(level)
setRecipePage(0)
}}
type="button"
>
{level}
</button>
))}
</div>
</div>
</aside>
<section className="crafting-list-panel">
<EquipmentHeading
eyebrow="Recipes"
title={slotFilter === 'all' ? 'Available' : SLOT_LABELS[slotFilter]}
detail={`Page ${recipePage + 1}/${recipePageCount}`}
/>
{filteredRecipes.length === 0 ? (
<p className="inventory-empty">No recipes match filters.</p>
) : (
<div className="crafting-list"> <div className="crafting-list">
{filteredRecipes.map((recipe) => ( {recipePageItems.map((recipe) => (
<button <button
className={`${selectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`} className={`${selectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`}
key={recipe.id} key={recipe.id}
@@ -386,13 +668,42 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
{recipe.item.setName ? ` - ${recipe.item.setName}` : ''} {recipe.item.setName ? ` - ${recipe.item.setName}` : ''}
</small> </small>
</div> </div>
<i>{recipe.canCraft ? 'Ready' : 'Needs materials'}</i> <i className={recipe.canCraft ? 'ready' : 'missing'}>
{recipe.canCraft ? 'Ready' : 'Needs materials'}
</i>
</button> </button>
))} ))}
</div> </div>
{selectedRecipe && ( )}
{filteredRecipes.length > CRAFTING_LIST_PAGE_SIZE && (
<ListPager
label={`Page ${recipePage + 1} / ${recipePageCount}`}
onNext={() => setRecipePage((current) => Math.min(recipePageCount - 1, current + 1))}
onPrevious={() => setRecipePage((current) => Math.max(0, current - 1))}
nextDisabled={recipePage >= recipePageCount - 1}
previousDisabled={recipePage <= 0}
/>
)}
<div className="crafting-action-row">
<button
className="primary-button"
disabled={selectedRecipeRequiresUpgrade || !selectedRecipe?.canCraft || crafting}
onClick={craftSelected}
type="button"
>
{crafting ? 'Crafting...' : selectedRecipeRequiresUpgrade ? 'Upgrade Existing Item' : 'Craft Item'}
</button>
</div>
</section>
<section className="crafting-detail-panel">
{selectedRecipe ? (
<div className={`crafting-detail rarity-${selectedRecipe.item.rarity}`}> <div className={`crafting-detail rarity-${selectedRecipe.item.rarity}`}>
<ItemDetail title="Craft Output" item={{ ...selectedRecipe.item, quantity: 1, equipped: false }} /> <ItemDetail title="Craft Output" item={{ ...selectedRecipe.item, quantity: 1, equipped: false }} />
<div className="crafting-detail-heading">
<p className="eyebrow">Materials</p>
<span>{selectedRecipe.canCraft ? 'Ready' : 'Missing components'}</span>
</div>
<div className="crafting-components"> <div className="crafting-components">
{selectedRecipe.components.map((component) => ( {selectedRecipe.components.map((component) => (
<div <div
@@ -405,22 +716,16 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
</div> </div>
))} ))}
</div> </div>
<button
className="primary-button"
disabled={!selectedRecipe.canCraft || crafting}
onClick={craftSelected}
type="button"
>
{crafting ? 'Crafting...' : 'Craft Item'}
</button>
</div> </div>
) : (
<p className="inventory-empty">Select a recipe.</p>
)} )}
</section>
</div> </div>
)}
</section> </section>
)} )}
{profile.setBonuses.length > 0 && ( {equipmentTab === 'equipment' && profile.setBonuses.length > 0 && (
<section className="set-bonus-panel"> <section className="set-bonus-panel">
<div className="equipment-heading toggle-heading"> <div className="equipment-heading toggle-heading">
<div> <div>
@@ -456,16 +761,38 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
) )
if (embedded) { if (embedded) {
return <div className="equipment-screen embedded-screen">{content}</div> return <div className={`equipment-screen embedded-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>{content}</div>
} }
return ( return (
<section className="content-screen equipment-screen"> <section className={`content-screen equipment-screen ${equipmentTab === 'crafting' ? 'crafting-active' : ''}`}>
{content} {content}
</section> </section>
) )
} }
function ListPager({
label,
nextDisabled,
previousDisabled,
onNext,
onPrevious,
}: {
label: string
nextDisabled: boolean
previousDisabled: boolean
onNext: () => void
onPrevious: () => void
}) {
return (
<div className="list-pager">
<button disabled={previousDisabled} onClick={onPrevious} type="button">Prev</button>
<span>{label}</span>
<button disabled={nextDisabled} onClick={onNext} type="button">Next</button>
</div>
)
}
function GearStat({ value, label }: { value: string; label: string }) { function GearStat({ value, label }: { value: string; label: string }) {
return ( return (
<div className="gear-stat"> <div className="gear-stat">
File diff suppressed because it is too large Load Diff
+41 -12
View File
@@ -24,6 +24,7 @@ import {
export function SettingsScreen({ onBack }: { onBack: () => void }) { export function SettingsScreen({ onBack }: { onBack: () => void }) {
const [device, setDevice] = useState<InputDevice>('controller') const [device, setDevice] = useState<InputDevice>('controller')
const [settingsTab, setSettingsTab] = useState<'display' | 'input' | 'bindings'>('display')
const [displayMessage, setDisplayMessage] = useState('') const [displayMessage, setDisplayMessage] = useState('')
const [androidDisplays, setAndroidDisplays] = useState<AndroidDisplay[]>([]) const [androidDisplays, setAndroidDisplays] = useState<AndroidDisplay[]>([])
const { const {
@@ -50,6 +51,7 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
'targetParty3', 'targetParty3',
'targetParty4', 'targetParty4',
'targetParty5', 'targetParty5',
'targetParty6',
'toggleTargetGroup', 'toggleTargetGroup',
]) ])
const visibleActions = INPUT_ACTIONS.filter((action) => ( const visibleActions = INPUT_ACTIONS.filter((action) => (
@@ -95,7 +97,27 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
<button className="back-button" onClick={onBack} type="button">Back</button> <button className="back-button" onClick={onBack} type="button">Back</button>
</div> </div>
<section className="dual-screen-settings"> <nav className="settings-tabs" role="tablist" aria-label="Settings sections">
{([
{ key: 'display', label: 'Display' },
{ key: 'input', label: 'Input' },
{ key: 'bindings', label: 'Bindings' },
] as const).map((tab) => (
<button
aria-selected={settingsTab === tab.key}
className={settingsTab === tab.key ? 'selected' : ''}
key={tab.key}
onClick={() => setSettingsTab(tab.key)}
role="tab"
type="button"
>
{tab.label}
</button>
))}
</nav>
{settingsTab === 'display' && (
<section className="dual-screen-settings settings-tab-panel">
<div> <div>
<p className="eyebrow">Display</p> <p className="eyebrow">Display</p>
<h2>AYN Thor Dual-Screen Mode</h2> <h2>AYN Thor Dual-Screen Mode</h2>
@@ -131,29 +153,23 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
{androidDisplays.map((display) => ( {androidDisplays.map((display) => (
<span key={display.id}> <span key={display.id}>
<strong>{display.isCurrent ? 'Current' : 'Secondary'} #{display.id}</strong> <strong>{display.isCurrent ? 'Current' : 'Secondary'} #{display.id}</strong>
{display.width}×{display.height} at {Math.round(display.refreshRate)} Hz {display.width}x{display.height} at {Math.round(display.refreshRate)} Hz
{display.isPresentation ? ' - Presentation' : ''} {display.isPresentation ? ' - Presentation' : ''}
</span> </span>
))} ))}
</div> </div>
)} )}
</section> </section>
)}
<div className="settings-heading"> {settingsTab === 'input' && (
<div> <section className="controller-preferences settings-tab-panel">
<p className="eyebrow">Input</p>
<h2>Keybindings</h2>
</div>
<p>Select an action, then press the new key or controller control.</p>
</div>
<section className="controller-preferences">
<div> <div>
<p className="eyebrow">Targeting</p> <p className="eyebrow">Targeting</p>
<h3>Direct Party Keybinds</h3> <h3>Direct Party Keybinds</h3>
<p> <p>
Assign party slots directly. In raids, use the group-switch binding Assign party slots directly. In raids, use the group-switch binding
to alternate between members 1-5 and 6-10. to alternate between members 1-6, 7-12, and 13-18.
</p> </p>
</div> </div>
<button <button
@@ -180,6 +196,17 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
))} ))}
</div> </div>
</section> </section>
)}
{settingsTab === 'bindings' && (
<section className="settings-bindings-panel settings-tab-panel">
<div className="settings-heading">
<div>
<p className="eyebrow">Input</p>
<h2>Keybindings</h2>
</div>
<p>Select an action, then press the new key or controller control.</p>
</div>
<div className="binding-tabs"> <div className="binding-tabs">
<button <button
@@ -227,6 +254,8 @@ export function SettingsScreen({ onBack }: { onBack: () => void }) {
Reset {device === 'pc' ? 'PC' : 'Controller'} Defaults Reset {device === 'pc' ? 'PC' : 'Controller'} Defaults
</button> </button>
</footer> </footer>
</section>
)}
{capture && ( {capture && (
<div className="binding-capture" role="dialog" aria-modal="true"> <div className="binding-capture" role="dialog" aria-modal="true">
+190 -81
View File
@@ -1,10 +1,11 @@
import { useEffect, useRef, useState } from 'react' import { useEffect, useMemo, useRef, useState } from 'react'
import { import {
allocateTalent, allocateTalent,
resetTalents, resetTalents,
type CharacterProfile, type CharacterProfile,
type Talent, type Talent,
} from '../profile' } from '../profile'
import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
type Props = { type Props = {
profile: CharacterProfile profile: CharacterProfile
@@ -13,178 +14,286 @@ type Props = {
embedded?: boolean embedded?: boolean
} }
const EFFECT_SLOT_LEVELS = [5, 10, 15, 20] as const
const EFFECT_CLASS_ID = 1
const EFFECTS_PER_PAGE = 8
const EFFECT_SOURCE_LABELS: Record<string, string> = {
mend: 'Mend',
radiance: 'Radiance',
shield: 'Shield',
}
function effectSource(effectType: string) {
if (effectType.startsWith('mend_')) return 'mend'
if (effectType.startsWith('radiance_')) return 'radiance'
if (effectType.startsWith('shield_') || effectType.startsWith('shielded_')) return 'shield'
return effectType
}
function effectCapacity(level: number) {
return EFFECT_SLOT_LEVELS.filter((slotLevel) => level >= slotLevel).length
}
function activeEffects(talents: Talent[]) {
return talents.filter((talent) => talent.rank > 0)
}
export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) { export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
const { enabled: dualScreenEnabled } = useDualScreen()
const [busyTalentId, setBusyTalentId] = useState<number | null>(null) const [busyTalentId, setBusyTalentId] = useState<number | null>(null)
const [resetting, setResetting] = useState(false) const [resetting, setResetting] = useState(false)
const [selectedTalentId, setSelectedTalentId] = useState<number | null>(null)
const [effectPage, setEffectPage] = useState(0)
const [message, setMessage] = useState('') const [message, setMessage] = useState('')
const scrollRef = useRef<number>(0) const scrollRef = useRef<number>(0)
const gameClass = profile.classes.find( const gameClass = profile.classes.find(
(candidate) => candidate.id === profile.character.classId, (candidate) => candidate.id === profile.character.classId,
)! )!
const classPointsSpent = gameClass.talents.reduce( const isEffectClass = gameClass.id === EFFECT_CLASS_ID
(total, talent) => total + talent.rank, const capacity = isEffectClass ? effectCapacity(profile.character.level) : 0
0, const selectedEffects = activeEffects(gameClass.talents)
const selectedTalent = gameClass.talents.find((talent) => talent.id === selectedTalentId)
?? selectedEffects[0]
?? gameClass.talents[0]
?? null
const effectPageCount = Math.max(1, Math.ceil(gameClass.talents.length / EFFECTS_PER_PAGE))
const visibleTalents = gameClass.talents.slice(
effectPage * EFFECTS_PER_PAGE,
effectPage * EFFECTS_PER_PAGE + EFFECTS_PER_PAGE,
) )
const tiers = Array.from(
new Set(gameClass.talents.map((talent) => talent.tier)),
).sort((a, b) => a - b)
useEffect(() => { useEffect(() => {
window.scrollTo(0, scrollRef.current) window.scrollTo(0, scrollRef.current)
}, [profile]) }, [profile])
useEffect(() => {
if (selectedTalentId && gameClass.talents.some((talent) => talent.id === selectedTalentId)) return
setSelectedTalentId(selectedTalent?.id ?? null)
}, [gameClass.talents, selectedTalent?.id, selectedTalentId])
useEffect(() => {
setEffectPage((page) => Math.min(page, effectPageCount - 1))
}, [effectPageCount])
function saveScroll() { function saveScroll() {
scrollRef.current = window.scrollY scrollRef.current = window.scrollY
} }
function lowerTierPoints(talent: Talent) {
return gameClass.talents
.filter((candidate) => candidate.tier < talent.tier)
.reduce((total, candidate) => total + candidate.rank, 0)
}
function lockReason(talent: Talent) { function lockReason(talent: Talent) {
if (talent.rank >= talent.maxRank) return 'Maximum rank' if (!isEffectClass) return 'Coming soon'
if (talent.rank > 0) return ''
const requiredTierPoints = (talent.tier - 1) * 5 const source = effectSource(talent.effectType)
if (lowerTierPoints(talent) < requiredTierPoints) { const sourceConflict = selectedEffects.find((effect) => effectSource(effect.effectType) === source)
return `Requires ${requiredTierPoints} earlier-tier points` if (sourceConflict) return `${EFFECT_SOURCE_LABELS[source] ?? source} already selected`
if (capacity <= 0) return 'Unlocks at level 5'
if (selectedEffects.length >= capacity) {
return `Active slots full (${capacity}/${capacity})`
} }
if (talent.prerequisiteTalentId) {
const prerequisite = gameClass.talents.find(
(candidate) => candidate.id === talent.prerequisiteTalentId,
)
if ((prerequisite?.rank ?? 0) < talent.prerequisiteRank) {
return `Requires ${talent.prerequisiteName} rank ${talent.prerequisiteRank}`
}
}
if (profile.character.talentPoints <= 0) return 'No points available'
return '' return ''
} }
async function purchaseRank(talent: Talent) { async function toggleEffect(talent: Talent) {
saveScroll() saveScroll()
setBusyTalentId(talent.id) setBusyTalentId(talent.id)
setMessage('') setMessage('')
try { try {
const updated = await allocateTalent(talent.id) const updated = await allocateTalent(talent.id)
onUpdated(updated) onUpdated(updated)
setMessage(`${talent.name} increased to rank ${talent.rank + 1}.`) setSelectedTalentId(talent.id)
setMessage(talent.rank > 0 ? `${talent.name} removed.` : `${talent.name} activated.`)
} catch (reason) { } catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to allocate talent.') setMessage(reason instanceof Error ? reason.message : 'Unable to update spell effect.')
} finally { } finally {
setBusyTalentId(null) setBusyTalentId(null)
} }
} }
async function refundTree() { async function clearEffects() {
saveScroll() saveScroll()
setResetting(true) setResetting(true)
setMessage('') setMessage('')
try { try {
const updated = await resetTalents() const updated = await resetTalents()
onUpdated(updated) onUpdated(updated)
setMessage('All points in this talent tree were refunded.') setMessage('Spell effects cleared.')
} catch (reason) { } catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to reset talents.') setMessage(reason instanceof Error ? reason.message : 'Unable to clear spell effects.')
} finally { } finally {
setResetting(false) setResetting(false)
} }
} }
const workshopState = useMemo<DualScreenWorkshopState | null>(() => {
if (!isEffectClass) return null
return {
mode: 'talents',
title: 'Spell Effects',
subtitle: `${selectedEffects.length}/${capacity} active`,
summary: selectedTalent
? `${selectedTalent.name}: ${selectedTalent.description}`
: 'Choose effects to modify your spells.',
items: gameClass.talents.map((talent) => ({
glyph: talent.glyph,
title: talent.name,
meta: talent.rank > 0 ? 'Active' : lockReason(talent) || 'Available',
detail: talent.description,
status: talent.rank > 0 ? 'Selected' : '',
})),
}
}, [capacity, gameClass.talents, isEffectClass, selectedEffects.length, selectedTalent])
useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
const content = ( const content = (
<> <>
{!embedded && ( {!embedded && (
<div className="screen-heading"> <div className="screen-heading">
<div> <div>
<p className="eyebrow">Character Growth</p> <p className="eyebrow">Character Growth</p>
<h1>Talents</h1> <h1>Spell Effects</h1>
</div> </div>
<button className="back-button" onClick={onBack} type="button">Back</button> <button className="back-button" onClick={onBack} type="button">Back</button>
</div> </div>
)} )}
<div className="talent-toolbar"> <div className="talent-toolbar spell-effect-toolbar">
<div className="talent-class-summary"> <div className="talent-class-summary">
<span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}> <span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}>
{gameClass.name[0]} {gameClass.name[0]}
</span> </span>
<div> <div>
<p className="eyebrow">{gameClass.name} Tree</p> <p className="eyebrow">{gameClass.name} Effects</p>
<h2>Shape Your Healing Style</h2> <h2>Modify Your Spells</h2>
</div> </div>
</div> </div>
<div className="talent-points"> <div className="talent-points">
<strong>{profile.character.talentPoints}</strong> <strong>{selectedEffects.length}/{capacity}</strong>
<span>Available</span> <span>Active</span>
<small>{classPointsSpent} spent in this tree</small> <small>Slots unlock at levels 5, 10, 15, 20</small>
</div> </div>
</div> </div>
<div className="talent-tree"> {!isEffectClass ? (
{tiers.map((tier) => { <div className="talent-empty-state">
const requiredPoints = (tier - 1) * 5 <h2>Spell effects coming soon for {gameClass.name}.</h2>
return ( <p>This replacement system starts with the first class.</p>
<section className="talent-tier" key={tier}>
<div className="tier-label">
<span>Tier {tier}</span>
<small>
{tier === 1 ? 'Open' : `${requiredPoints} earlier-tier points`}
</small>
</div> </div>
<div className="tier-talents"> ) : (
{gameClass.talents <div className="spell-effect-layout">
.filter((talent) => talent.tier === tier) <section className="effect-slots-panel">
.sort((a, b) => a.branch - b.branch) <p className="eyebrow">Active Slots</p>
.map((talent) => { {EFFECT_SLOT_LEVELS.map((level, index) => {
const effect = selectedEffects[index]
const unlocked = profile.character.level >= level
return (
<button
className={`effect-slot ${effect ? 'filled' : ''} ${unlocked ? '' : 'locked'}`}
disabled={!effect}
key={level}
onClick={() => effect && setSelectedTalentId(effect.id)}
type="button"
>
<span>Lv {level}</span>
<strong>{effect?.name ?? (unlocked ? 'Empty Slot' : 'Locked')}</strong>
<small>{effect?.description ?? (unlocked ? 'Choose an effect from the pool.' : `Reach level ${level}.`)}</small>
</button>
)
})}
</section>
<section className="effect-pool-panel">
<div className="effect-panel-heading">
<div>
<p className="eyebrow">Effect Pool</p>
<h2>Choose and Swap</h2>
</div>
<span>{selectedEffects.length}/{capacity} active</span>
</div>
<div className="selected-effect-strip">
<div>
<p className="eyebrow">Selected Effect</p>
{selectedTalent ? (
<>
<strong>{selectedTalent.name}</strong>
<small>{selectedTalent.description}</small>
</>
) : (
<small>No effect selected.</small>
)}
</div>
{selectedTalent && (
<button
className="primary-button"
disabled={Boolean(lockReason(selectedTalent)) || busyTalentId === selectedTalent.id}
onClick={() => toggleEffect(selectedTalent)}
type="button"
>
{busyTalentId === selectedTalent.id
? 'Saving...'
: selectedTalent.rank > 0
? 'Remove'
: 'Activate'}
</button>
)}
</div>
<div className="effect-pool">
{visibleTalents.map((talent) => {
const reason = lockReason(talent) const reason = lockReason(talent)
const active = talent.rank > 0
const selected = selectedTalent?.id === talent.id
const isBusy = busyTalentId === talent.id const isBusy = busyTalentId === talent.id
return ( return (
<article <button
className={`talent-node ${reason ? 'locked' : 'available'} ${talent.rank > 0 ? 'invested' : ''}`} className={`${active ? 'active' : ''} ${selected ? 'selected' : ''}`}
disabled={Boolean(reason) || isBusy}
key={talent.id} key={talent.id}
style={{ gridColumn: talent.branch }} onClick={() => {
setSelectedTalentId(talent.id)
void toggleEffect(talent)
}}
type="button"
> >
<div className="talent-node-header">
<span>{talent.glyph}</span> <span>{talent.glyph}</span>
<div> <div>
<strong>{talent.name}</strong> <strong>{talent.name}</strong>
<small>Rank {talent.rank}/{talent.maxRank}</small> <small>{EFFECT_SOURCE_LABELS[effectSource(talent.effectType)] ?? 'Spell'}</small>
</div> </div>
<i>{isBusy ? 'Saving' : active ? 'Active' : reason || 'Available'}</i>
</button>
)
})}
</div> </div>
<p>{talent.description}</p> {effectPageCount > 1 && (
<div className="rank-pips"> <div className="effect-pager">
{Array.from({ length: talent.maxRank }, (_, index) => (
<i className={index < talent.rank ? 'filled' : ''} key={index} />
))}
</div>
<button <button
disabled={Boolean(reason) || isBusy} disabled={effectPage === 0}
onClick={() => purchaseRank(talent)} onClick={() => setEffectPage((page) => Math.max(0, page - 1))}
type="button" type="button"
> >
{isBusy ? 'Saving...' : reason || 'Add Rank'} Prev
</button>
<span>{effectPage + 1}/{effectPageCount}</span>
<button
disabled={effectPage >= effectPageCount - 1}
onClick={() => setEffectPage((page) => Math.min(effectPageCount - 1, page + 1))}
type="button"
>
Next
</button> </button>
</article>
)
})}
</div> </div>
)}
</section> </section>
)
})}
</div> </div>
)}
<footer className="talent-footer"> <footer className="talent-footer">
<span>{message || 'Talent changes are saved immediately.'}</span> <span>{message || 'Spell effect changes are saved immediately.'}</span>
<button <button
className="text-button" className="text-button"
disabled={classPointsSpent === 0 || resetting} disabled={selectedEffects.length === 0 || resetting}
onClick={refundTree} onClick={clearEffects}
type="button" type="button"
> >
{resetting ? 'Refunding...' : 'Reset Tree'} {resetting ? 'Clearing...' : 'Clear Effects'}
</button> </button>
</footer> </footer>
</> </>
+193 -16
View File
@@ -11,6 +11,7 @@ import {
} from 'react' } from 'react'
import type { CombatLogEntry, PartyMember, Spell } from './game' import type { CombatLogEntry, PartyMember, Spell } from './game'
import { import {
getNativeDisplays,
hasNativeDualScreenBridge, hasNativeDualScreenBridge,
openNativeTopDisplay, openNativeTopDisplay,
} from './nativeDualScreen' } from './nativeDualScreen'
@@ -23,6 +24,7 @@ import { ControllerBindingLabel } from './components/ControllerIcons'
const STORAGE_KEY = 'ashen-halls-dual-screen-enabled' const STORAGE_KEY = 'ashen-halls-dual-screen-enabled'
const SNAPSHOT_KEY = 'ashen-halls-dual-screen-snapshot' const SNAPSHOT_KEY = 'ashen-halls-dual-screen-snapshot'
const STARTUP_CHOICE_KEY = 'ashen-halls-dual-screen-startup-choice'
const CHANNEL_NAME = 'ashen-halls-dual-screen' const CHANNEL_NAME = 'ashen-halls-dual-screen'
export type DualScreenCombatState = { export type DualScreenCombatState = {
@@ -40,7 +42,7 @@ export type DualScreenCombatState = {
partySize: number partySize: number
selectedId: string selectedId: string
log: CombatLogEntry[] log: CombatLogEntry[]
status: 'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice' status: 'playing' | 'won' | 'lost' | 'part-complete' | 'marathon-choice' | 'upgrade-choice'
resource: number resource: number
maxResource: number maxResource: number
resourceName: string resourceName: string
@@ -51,15 +53,32 @@ export type DualScreenCombatState = {
controllerIconStyle: ControllerIconStyle controllerIconStyle: ControllerIconStyle
directPartyTargeting: boolean directPartyTargeting: boolean
paused: boolean paused: boolean
targetGroup: 0 | 1 targetGroup: 0 | 1 | 2
speedMultiplier: 1 | 2
}
export type DualScreenWorkshopState = {
mode: 'class' | 'equipment' | 'crafting' | 'talents'
title: string
subtitle: string
summary?: string
items: Array<{
glyph?: string
title: string
meta?: string
detail?: string
status?: string
}>
} }
type DualScreenMessage = type DualScreenMessage =
| { type: 'combat-state'; state: DualScreenCombatState } | { type: 'combat-state'; state: DualScreenCombatState }
| { type: 'workshop-state'; state: DualScreenWorkshopState }
| { type: 'companion-ready' } | { type: 'companion-ready' }
| { type: 'companion-heartbeat' } | { type: 'companion-heartbeat' }
| { type: 'control-action'; action: InputAction } | { type: 'control-action'; action: InputAction }
| { type: 'combat-ended' } | { type: 'combat-ended' }
| { type: 'workshop-ended' }
type DualScreenContextValue = { type DualScreenContextValue = {
enabled: boolean enabled: boolean
@@ -100,6 +119,13 @@ function loadRecentSnapshot() {
} }
} }
function memberHotEffects(member: PartyMember) {
if (member.hotEffects?.length) return member.hotEffects
return member.hotTicks > 0
? [{ id: 'legacy-renew', spellId: 'legacy-renew', label: 'Renew', ticks: member.hotTicks, power: 6 }]
: []
}
export function DualScreenProvider({ children }: { children: ReactNode }) { export function DualScreenProvider({ children }: { children: ReactNode }) {
const [enabled, setEnabledState] = useState( const [enabled, setEnabledState] = useState(
() => localStorage.getItem(STORAGE_KEY) === 'true', () => localStorage.getItem(STORAGE_KEY) === 'true',
@@ -172,6 +198,73 @@ export function useDualScreen() {
return context return context
} }
export function DualScreenStartupPrompt() {
const { openTopDisplay, setEnabled } = useDualScreen()
const [visible, setVisible] = useState(false)
const [displayCount, setDisplayCount] = useState<number | null>(null)
const [message, setMessage] = useState('')
const autoOpenedRef = useRef(false)
useEffect(() => {
if (!hasNativeDualScreenBridge()) return
if (new URLSearchParams(window.location.search).has('display')) return
const choice = localStorage.getItem(STARTUP_CHOICE_KEY)
if (choice === 'yes') {
if (autoOpenedRef.current) return
autoOpenedRef.current = true
openTopDisplay().catch(() => {
// Settings can still launch the display manually if Android rejects startup launch.
})
return
}
if (choice === 'no') return
getNativeDisplays()
.then((result) => setDisplayCount(result.displays.length))
.catch(() => setDisplayCount(null))
.finally(() => setVisible(true))
}, [openTopDisplay])
async function enableDualScreen() {
localStorage.setItem(STARTUP_CHOICE_KEY, 'yes')
setMessage('Opening second display...')
const opened = await openTopDisplay()
if (opened) {
setVisible(false)
return
}
setMessage('No second display found. Check Thor display mode, then try again.')
}
function skipDualScreen() {
localStorage.setItem(STARTUP_CHOICE_KEY, 'no')
setEnabled(false)
setVisible(false)
}
if (!visible) return null
return (
<div className="dual-startup-prompt" role="dialog" aria-modal="true">
<section>
<p className="eyebrow">Display Setup</p>
<h2>Use Dual-Screen Mode?</h2>
<p>
Choose yes on AYN Thor. The game opens the combat view on the upper
display and keeps controls on the lower display.
</p>
{displayCount !== null && (
<small>{displayCount} Android display{displayCount === 1 ? '' : 's'} detected.</small>
)}
{message && <small>{message}</small>}
<div>
<button onClick={enableDualScreen} type="button">Yes, Enable</button>
<button onClick={skipDualScreen} type="button">No</button>
</div>
</section>
</div>
)
}
export function useDualScreenPublisher( export function useDualScreenPublisher(
state: DualScreenCombatState, state: DualScreenCombatState,
enabled: boolean, enabled: boolean,
@@ -211,16 +304,64 @@ export function useDualScreenPublisher(
}, [enabled, state]) }, [enabled, state])
} }
export function useDualScreenWorkshopPublisher(
state: DualScreenWorkshopState | null,
enabled: boolean,
) {
const stateRef = useRef(state)
useEffect(() => {
stateRef.current = state
}, [state])
useEffect(() => {
if (!enabled || !state) return
const channel = createChannel()
if (!channel) return
const publish = () => {
if (stateRef.current) {
channel.postMessage({
type: 'workshop-state',
state: stateRef.current,
} satisfies DualScreenMessage)
}
}
channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
if (event.data.type === 'companion-ready') publish()
}
publish()
return () => {
channel.postMessage({ type: 'workshop-ended' } satisfies DualScreenMessage)
channel.close()
}
}, [enabled, state])
useEffect(() => {
if (!enabled || !state) return
const channel = createChannel()
channel?.postMessage({ type: 'workshop-state', state } satisfies DualScreenMessage)
channel?.close()
}, [enabled, state])
}
export function DualScreenBottomDisplay() { export function DualScreenBottomDisplay() {
const [state, setState] = useState<DualScreenCombatState | null>(loadRecentSnapshot) const [state, setState] = useState<DualScreenCombatState | null>(loadRecentSnapshot)
const [workshopState, setWorkshopState] = useState<DualScreenWorkshopState | null>(null)
useEffect(() => { useEffect(() => {
const channel = createChannel() const channel = createChannel()
if (!channel) return if (!channel) return
const announce = () => channel.postMessage({ type: 'companion-ready' } satisfies DualScreenMessage) const announce = () => channel.postMessage({ type: 'companion-ready' } satisfies DualScreenMessage)
channel.onmessage = (event: MessageEvent<DualScreenMessage>) => { channel.onmessage = (event: MessageEvent<DualScreenMessage>) => {
if (event.data.type === 'combat-state') setState(event.data.state) if (event.data.type === 'combat-state') {
setState(event.data.state)
setWorkshopState(null)
}
if (event.data.type === 'workshop-state') {
setWorkshopState(event.data.state)
setState(null)
}
if (event.data.type === 'combat-ended') setState(null) if (event.data.type === 'combat-ended') setState(null)
if (event.data.type === 'workshop-ended') setWorkshopState(null)
} }
announce() announce()
const timer = window.setInterval(() => { const timer = window.setInterval(() => {
@@ -238,6 +379,40 @@ export function DualScreenBottomDisplay() {
channel?.close() channel?.close()
} }
if (!state && workshopState) {
return (
<main className="dual-bottom-display workshop-bottom-display">
<header className="dual-controls-header">
<div>
<p className="eyebrow">{workshopState.mode}</p>
<h1>{workshopState.title}</h1>
</div>
<div className="dual-controls-progress">
<span>{workshopState.subtitle}</span>
</div>
</header>
{workshopState.summary && (
<section className="workshop-bottom-summary">
{workshopState.summary}
</section>
)}
<section className="workshop-bottom-grid">
{workshopState.items.map((item, index) => (
<article key={`${item.title}-${index}`}>
{item.glyph && <span>{item.glyph}</span>}
<div>
<strong>{item.title}</strong>
{item.meta && <small>{item.meta}</small>}
{item.detail && <p>{item.detail}</p>}
</div>
{item.status && <i>{item.status}</i>}
</article>
))}
</section>
</main>
)
}
if (!state) { if (!state) {
return ( return (
<main className="dual-bottom-display dual-bottom-waiting"> <main className="dual-bottom-display dual-bottom-waiting">
@@ -271,6 +446,7 @@ export function DualScreenBottomDisplay() {
</div> </div>
<div className="dual-controls-mana"> <div className="dual-controls-mana">
<span>{state.resourceName} {Math.floor(state.resource)} / {state.maxResource}</span> <span>{state.resourceName} {Math.floor(state.resource)} / {state.maxResource}</span>
{state.speedMultiplier === 2 && <strong className="speed-badge">2x speed</strong>}
<div className="bar mana-bar"> <div className="bar mana-bar">
<span style={{ width: `${(state.resource / state.maxResource) * 100}%` }} /> <span style={{ width: `${(state.resource / state.maxResource) * 100}%` }} />
</div> </div>
@@ -280,9 +456,9 @@ export function DualScreenBottomDisplay() {
<div className={`dual-controls-targets ${state.directPartyTargeting ? 'direct' : ''}`}> <div className={`dual-controls-targets ${state.directPartyTargeting ? 'direct' : ''}`}>
{state.directPartyTargeting ? ( {state.directPartyTargeting ? (
<> <>
{([1, 2, 3, 4, 5] as const).map((slot) => { {([1, 2, 3, 4, 5, 6] as const).map((slot) => {
const action = `targetParty${slot}` as InputAction const action = `targetParty${slot}` as InputAction
const memberIndex = slot - 1 + (state.partySize === 10 ? state.targetGroup * 5 : 0) const memberIndex = slot - 1 + (state.partySize > 6 ? state.targetGroup * 6 : 0)
return ( return (
<button onClick={() => sendAction(action)} type="button" key={action}> <button onClick={() => sendAction(action)} type="button" key={action}>
<ControllerBindingLabel <ControllerBindingLabel
@@ -293,13 +469,13 @@ export function DualScreenBottomDisplay() {
</button> </button>
) )
})} })}
{state.partySize === 10 && ( {state.partySize > 6 && (
<button onClick={() => sendAction('toggleTargetGroup')} type="button"> <button onClick={() => sendAction('toggleTargetGroup')} type="button">
<ControllerBindingLabel <ControllerBindingLabel
binding={state.bindings.toggleTargetGroup} binding={state.bindings.toggleTargetGroup}
iconStyle={state.controllerIconStyle} iconStyle={state.controllerIconStyle}
/>{' '} />{' '}
Party Group {state.targetGroup + 1} Party Group {state.targetGroup + 1}/{Math.ceil(state.partySize / 6)}
</button> </button>
)} )}
</> </>
@@ -396,14 +572,17 @@ export function DualScreenTopCombat({
</section> </section>
<section className="dual-top-party"> <section className="dual-top-party">
<div className={`dual-top-party-grid ${state.partySize === 10 ? 'raid' : ''}`}> <div className={`dual-top-party-grid ${state.partySize > 6 ? 'raid' : ''}`}>
{state.party.map((member, index) => { {state.party.map((member, index) => {
const partySlot = index + 1 + (state.directPartyTargeting && state.partySize === 10 ? state.targetGroup * 5 : 0) const partySlot = (index % 6) + 1
const targetAction = `targetParty${partySlot}` as InputAction const targetAction = `targetParty${partySlot}` as InputAction
const targetBinding = state.directPartyTargeting ? state.bindings[targetAction] : null const groupStart = state.partySize > 6 ? state.targetGroup * 6 : 0
const inCurrentTargetGroup = index >= groupStart && index < groupStart + 6
const targetBinding = state.directPartyTargeting && inCurrentTargetGroup ? state.bindings[targetAction] : null
return ( return (
<button <button
className={`dual-top-member ${state.selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`} className={`dual-top-member ${state.selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
data-party-member-id={member.id}
key={member.id} key={member.id}
onClick={() => onSelectTarget(member.id)} onClick={() => onSelectTarget(member.id)}
type="button" type="button"
@@ -418,6 +597,7 @@ export function DualScreenTopCombat({
{member.shield > 0 && ( {member.shield > 0 && (
<i style={{ width: `${(member.shield / member.maxHealth) * 100}%` }} /> <i style={{ width: `${(member.shield / member.maxHealth) * 100}%` }} />
)} )}
<em className="health-text">{Math.ceil(member.health)} / {member.maxHealth}</em>
</div> </div>
{state.directPartyTargeting && targetBinding && ( {state.directPartyTargeting && targetBinding && (
<div className="member-target-key"> <div className="member-target-key">
@@ -428,7 +608,9 @@ export function DualScreenTopCombat({
</div> </div>
)} )}
<div className="member-effects"> <div className="member-effects">
{member.hotTicks > 0 && <span className="buff">Renew</span>} {memberHotEffects(member).map((effect) => (
<span className="buff" key={effect.id}>{effect.label}</span>
))}
{member.debuff && <span className="debuff">{member.debuff}</span>} {member.debuff && <span className="debuff">{member.debuff}</span>}
</div> </div>
</button> </button>
@@ -437,11 +619,6 @@ export function DualScreenTopCombat({
</div> </div>
</section> </section>
<footer className="dual-top-log">
{state.log.slice(0, 3).map((entry) => (
<span className={entry.tone} key={entry.id}>{entry.text}</span>
))}
</footer>
</div> </div>
) )
} }
+54 -2
View File
@@ -8,6 +8,20 @@ export type PartyMember = {
maxHealth: number maxHealth: number
shield: number shield: number
hotTicks: number hotTicks: number
hotEffects?: Array<{
id: string
spellId: string
label: string
ticks: number
power: number
}>
bounceHeals?: Array<{
id: string
label: string
charges: number
power: number
}>
damageReductionTicks?: number
debuff?: string debuff?: string
debuffTicks?: number debuffTicks?: number
poisonStacks?: number poisonStacks?: number
@@ -24,7 +38,8 @@ export type Spell = {
cooldown: number cooldown: number
power: number power: number
glyph: string glyph: string
kind: 'direct' | 'hot' | 'group' | 'shield' | 'cleanse' kind: 'direct' | 'hot' | 'group' | 'shield' | 'cleanse' | 'damage_reduction' | 'bounce_heal'
effectType?: string
} }
export type Encounter = { export type Encounter = {
@@ -44,12 +59,16 @@ export type CombatLogEntry = {
tone: 'system' | 'heal' | 'danger' | 'loot' tone: 'system' | 'heal' | 'danger' | 'loot'
} }
export const TANKLESS_DAMAGE_MULTIPLIER = 1.35
export const DEFAULT_GROUP_HEAL_TARGETS = 4
export const INITIAL_PARTY: PartyMember[] = [ export const INITIAL_PARTY: PartyMember[] = [
{ id: 'brann', name: 'Brann', role: 'Tank', health: 150, maxHealth: 150, shield: 0, hotTicks: 0 }, { id: 'brann', name: 'Brann', role: 'Tank', health: 150, maxHealth: 150, shield: 0, hotTicks: 0 },
{ id: 'mira', name: 'Mira', role: 'Healer', health: 100, maxHealth: 100, shield: 0, hotTicks: 0 }, { id: 'mira', name: 'Mira', role: 'Healer', health: 100, maxHealth: 100, shield: 0, hotTicks: 0 },
{ id: 'kael', name: 'Kael', role: 'Damage', health: 105, maxHealth: 105, shield: 0, hotTicks: 0 }, { id: 'kael', name: 'Kael', role: 'Damage', health: 105, maxHealth: 105, shield: 0, hotTicks: 0 },
{ id: 'ves', name: 'Ves', role: 'Damage', health: 95, maxHealth: 95, shield: 0, hotTicks: 0 }, { id: 'ves', name: 'Ves', role: 'Damage', health: 95, maxHealth: 95, shield: 0, hotTicks: 0 },
{ id: 'orin', name: 'Orin', role: 'Damage', health: 110, maxHealth: 110, shield: 0, hotTicks: 0 }, { id: 'orin', name: 'Orin', role: 'Damage', health: 110, maxHealth: 110, shield: 0, hotTicks: 0 },
{ id: 'lyra', name: 'Lyra', role: 'Damage', health: 98, maxHealth: 98, shield: 0, hotTicks: 0 },
] ]
export const RAID_PARTY: PartyMember[] = [ export const RAID_PARTY: PartyMember[] = [
@@ -63,6 +82,14 @@ export const RAID_PARTY: PartyMember[] = [
{ id: 'lyra', name: 'Lyra', role: 'Damage', health: 98, maxHealth: 98, shield: 0, hotTicks: 0 }, { id: 'lyra', name: 'Lyra', role: 'Damage', health: 98, maxHealth: 98, shield: 0, hotTicks: 0 },
{ id: 'dax', name: 'Dax', role: 'Damage', health: 108, maxHealth: 108, shield: 0, hotTicks: 0 }, { id: 'dax', name: 'Dax', role: 'Damage', health: 108, maxHealth: 108, shield: 0, hotTicks: 0 },
{ id: 'nyx', name: 'Nyx', role: 'Damage', health: 100, maxHealth: 100, shield: 0, hotTicks: 0 }, { id: 'nyx', name: 'Nyx', role: 'Damage', health: 100, maxHealth: 100, shield: 0, hotTicks: 0 },
{ id: 'ren', name: 'Ren', role: 'Damage', health: 104, maxHealth: 104, shield: 0, hotTicks: 0 },
{ id: 'iona', name: 'Iona', role: 'Damage', health: 96, maxHealth: 96, shield: 0, hotTicks: 0 },
{ id: 'sol', name: 'Sol', role: 'Damage', health: 106, maxHealth: 106, shield: 0, hotTicks: 0 },
{ id: 'nari', name: 'Nari', role: 'Damage', health: 99, maxHealth: 99, shield: 0, hotTicks: 0 },
{ id: 'joss', name: 'Joss', role: 'Damage', health: 103, maxHealth: 103, shield: 0, hotTicks: 0 },
{ id: 'eira', name: 'Eira', role: 'Damage', health: 97, maxHealth: 97, shield: 0, hotTicks: 0 },
{ id: 'cato', name: 'Cato', role: 'Damage', health: 107, maxHealth: 107, shield: 0, hotTicks: 0 },
{ id: 'rhea', name: 'Rhea', role: 'Damage', health: 101, maxHealth: 101, shield: 0, hotTicks: 0 },
] ]
export const SPELLS: Spell[] = [ export const SPELLS: Spell[] = [
@@ -92,7 +119,7 @@ export const SPELLS: Spell[] = [
id: 'radiance', id: 'radiance',
key: '3', key: '3',
name: 'Radiance', name: 'Radiance',
description: 'Restores health to every living party member.', description: 'Restores health to up to 4 injured party members.',
cost: 12, cost: 12,
cooldown: 8, cooldown: 8,
power: 18, power: 18,
@@ -155,3 +182,28 @@ export const ENCOUNTERS: Encounter[] = [
isBoss: true, isBoss: true,
}, },
] ]
export function partyDamageOutput(party: PartyMember[], baseDamage: number) {
const livingCount = party.filter((member) => member.health > 0).length
return Math.round(baseDamage * (livingCount / Math.max(1, party.length)))
}
export function tankPressureTargets(party: PartyMember[]) {
const living = party.filter((member) => member.health > 0)
const tanks = living.filter((member) => member.role === 'Tank')
if (tanks.length > 0) return { targets: tanks, multiplier: 1 }
const damageDealer = living
.filter((member) => member.role === 'Damage')
.sort((left, right) => right.health - left.health)[0]
return {
targets: damageDealer ? [damageDealer] : [],
multiplier: TANKLESS_DAMAGE_MULTIPLIER,
}
}
export function groupHealTargets(party: PartyMember[], targetCount = DEFAULT_GROUP_HEAL_TARGETS) {
return party
.filter((member) => member.health > 0)
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))
.slice(0, targetCount)
}
+763 -130
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+6
View File
@@ -12,4 +12,10 @@ body {
margin: 0; margin: 0;
min-width: 320px; min-width: 320px;
min-height: 100vh; min-height: 100vh;
overflow: hidden;
}
#root {
height: 100dvh;
overflow: hidden;
} }
+70 -10
View File
@@ -33,7 +33,9 @@ export const INPUT_ACTIONS = [
'targetParty3', 'targetParty3',
'targetParty4', 'targetParty4',
'targetParty5', 'targetParty5',
'targetParty6',
'toggleTargetGroup', 'toggleTargetGroup',
'toggleSpeed',
'pause', 'pause',
] as const ] as const
@@ -60,7 +62,9 @@ export const ACTION_LABELS: Record<InputAction, string> = {
targetParty3: 'Target Party Member 3', targetParty3: 'Target Party Member 3',
targetParty4: 'Target Party Member 4', targetParty4: 'Target Party Member 4',
targetParty5: 'Target Party Member 5', targetParty5: 'Target Party Member 5',
targetParty6: 'Target Party Member 6',
toggleTargetGroup: 'Switch Raid Target Group', toggleTargetGroup: 'Switch Raid Target Group',
toggleSpeed: 'Toggle 2x Speed',
pause: 'Pause Menu', pause: 'Pause Menu',
} }
@@ -85,7 +89,9 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty3: 'F3', targetParty3: 'F3',
targetParty4: 'F4', targetParty4: 'F4',
targetParty5: 'F5', targetParty5: 'F5',
targetParty6: 'F6',
toggleTargetGroup: 'Tab', toggleTargetGroup: 'Tab',
toggleSpeed: 'Backquote',
pause: 'Escape', pause: 'Escape',
}, },
controller: { controller: {
@@ -108,7 +114,9 @@ export const DEFAULT_BINDINGS: Record<InputDevice, InputBindings> = {
targetParty3: 'Button15', targetParty3: 'Button15',
targetParty4: 'Button13', targetParty4: 'Button13',
targetParty5: 'Button4', targetParty5: 'Button4',
targetParty6: 'Button10',
toggleTargetGroup: 'Button6', toggleTargetGroup: 'Button6',
toggleSpeed: 'Button11',
pause: 'Button9', pause: 'Button9',
}, },
} }
@@ -141,7 +149,8 @@ const InputContext = createContext<InputContextValue | null>(null)
function loadBindings(): Record<InputDevice, InputBindings> { function loadBindings(): Record<InputDevice, InputBindings> {
try { try {
const saved = JSON.parse(localStorage.getItem(STORAGE_KEY) ?? '{}') as Partial<Record<InputDevice, Partial<InputBindings>>> const saved = JSON.parse(localStorage.getItem(STORAGE_KEY) ?? '{}') as Partial<Record<InputDevice, Partial<InputBindings>>>
const controller = { ...DEFAULT_BINDINGS.controller, ...saved.controller } const savedController = saved.controller
const controller = { ...DEFAULT_BINDINGS.controller, ...savedController }
const usesLegacyAbilityDefaults = [ const usesLegacyAbilityDefaults = [
'Button2', 'Button2',
'Button3', 'Button3',
@@ -162,6 +171,15 @@ function loadBindings(): Record<InputDevice, InputBindings> {
ability6: DEFAULT_BINDINGS.controller.ability6, ability6: DEFAULT_BINDINGS.controller.ability6,
}) })
} }
if (savedController?.toggleSpeed === 'Button7') {
controller.toggleSpeed = DEFAULT_BINDINGS.controller.toggleSpeed
}
if (savedController?.ability6 === 'Button10') {
controller.ability6 = DEFAULT_BINDINGS.controller.ability6
}
if (savedController?.targetParty6 === 'Button11') {
controller.targetParty6 = DEFAULT_BINDINGS.controller.targetParty6
}
return { return {
pc: { ...DEFAULT_BINDINGS.pc, ...saved.pc }, pc: { ...DEFAULT_BINDINGS.pc, ...saved.pc },
controller, controller,
@@ -202,13 +220,19 @@ function bindingGroup(action: InputAction) {
} }
function isVisible(element: HTMLElement) { function isVisible(element: HTMLElement) {
if (element.hidden || element.getAttribute('aria-hidden') === 'true') return false
return element.getClientRects().length > 0 return element.getClientRects().length > 0
} }
function focusableElements() { function focusableElements() {
const keyboard = document.querySelector<HTMLElement>('.controller-keyboard') const keyboard = document.querySelector<HTMLElement>('.controller-keyboard')
const pauseMenu = document.querySelector<HTMLElement>('.pause-screen') const pauseMenu = document.querySelector<HTMLElement>('.pause-screen')
const scope: ParentNode = keyboard ?? pauseMenu ?? document const dialog = Array.from(
document.querySelectorAll<HTMLElement>(
'.result-screen, .binding-capture, .dual-startup-prompt',
),
).find(isVisible)
const scope: ParentNode = keyboard ?? pauseMenu ?? dialog ?? document
return Array.from( return Array.from(
scope.querySelectorAll<HTMLElement>( scope.querySelectorAll<HTMLElement>(
'button:not(:disabled), input:not(:disabled), select:not(:disabled), textarea:not(:disabled), [tabindex]:not([tabindex="-1"])', 'button:not(:disabled), input:not(:disabled), select:not(:disabled), textarea:not(:disabled), [tabindex]:not([tabindex="-1"])',
@@ -256,7 +280,14 @@ function moveFocus(action: InputAction) {
const next = ranked[0]?.candidate const next = ranked[0]?.candidate
if (!next) return if (!next) return
next.focus({ preventScroll: true }) next.focus({ preventScroll: true })
next.scrollIntoView({ behavior: 'smooth', block: 'nearest', inline: 'nearest' }) }
function hasUiOverlay() {
return Array.from(
document.querySelectorAll<HTMLElement>(
'.pause-screen, .result-screen, .binding-capture, .dual-startup-prompt, .controller-keyboard',
),
).some(isVisible)
} }
const BUTTON_LABELS: Record<number, string> = { const BUTTON_LABELS: Record<number, string> = {
@@ -416,18 +447,24 @@ export function InputProvider({ children }: { children: ReactNode }) {
}, []) }, [])
const dispatchAction = useCallback((action: InputAction, device: InputDevice) => { const dispatchAction = useCallback((action: InputAction, device: InputDevice) => {
setLastDevice(device) const uiOverlay = hasUiOverlay()
document.documentElement.dataset.inputDevice = device
const combatActive = Boolean(document.querySelector('[data-combat-active="true"]')) const combatActive = Boolean(document.querySelector('[data-combat-active="true"]'))
setLastDevice(device)
document.documentElement.dataset.inputDevice = device
if (action.startsWith('navigate')) { if (action.startsWith('navigate')) {
if (!combatActive) moveFocus(action) if (uiOverlay || !combatActive) moveFocus(action)
} else if (action === 'confirm') { } else if (action === 'confirm') {
const active = document.activeElement const active = document.activeElement
if (isTextInput(active)) { if (isTextInput(active)) {
setKeyboardInput(active) setKeyboardInput(active)
window.requestAnimationFrame(() => focusFirstControl()) window.requestAnimationFrame(() => focusFirstControl())
} else if (active instanceof HTMLElement && active.matches('button, [role="button"]')) { } else if (
active instanceof HTMLElement
&& active.matches('button:not(:disabled), [role="button"]')
&& isVisible(active)
) {
active.click() active.click()
} else { } else {
focusFirstControl() focusFirstControl()
@@ -435,7 +472,7 @@ export function InputProvider({ children }: { children: ReactNode }) {
} else if (action === 'back') { } else if (action === 'back') {
if (keyboardInputRef.current) { if (keyboardInputRef.current) {
closeKeyboard() closeKeyboard()
} else if (!combatActive) { } else if (uiOverlay || !combatActive) {
const backButton = Array.from( const backButton = Array.from(
document.querySelectorAll<HTMLButtonElement>('.back-button:not(:disabled)'), document.querySelectorAll<HTMLButtonElement>('.back-button:not(:disabled)'),
).find(isVisible) ).find(isVisible)
@@ -458,22 +495,34 @@ export function InputProvider({ children }: { children: ReactNode }) {
const combatActive = Boolean( const combatActive = Boolean(
document.querySelector('[data-combat-active="true"]'), document.querySelector('[data-combat-active="true"]'),
) )
const uiOverlay = hasUiOverlay()
const menuDpadActions: Partial<Record<string, InputAction>> = { const menuDpadActions: Partial<Record<string, InputAction>> = {
Button12: 'navigateUp', Button12: 'navigateUp',
Button13: 'navigateDown', Button13: 'navigateDown',
Button14: 'navigateLeft', Button14: 'navigateLeft',
Button15: 'navigateRight', Button15: 'navigateRight',
} }
const uiPriority = [
'navigateUp',
'navigateDown',
'navigateLeft',
'navigateRight',
'confirm',
'back',
] satisfies InputAction[]
const directTargetActions = [ const directTargetActions = [
'targetParty1', 'targetParty1',
'targetParty2', 'targetParty2',
'targetParty3', 'targetParty3',
'targetParty4', 'targetParty4',
'targetParty5', 'targetParty5',
'targetParty6',
'toggleTargetGroup', 'toggleTargetGroup',
'toggleSpeed',
] satisfies InputAction[] ] satisfies InputAction[]
const combatPriority = [ const combatPriority = [
'pause', 'pause',
'toggleSpeed',
'ability1', 'ability1',
'ability2', 'ability2',
'ability3', 'ability3',
@@ -487,7 +536,11 @@ export function InputProvider({ children }: { children: ReactNode }) {
'navigateLeft', 'navigateLeft',
'navigateRight', 'navigateRight',
] satisfies InputAction[] ] satisfies InputAction[]
const action = combatActive && preferencesRef.current.directPartyTargeting const action = menuDpadActions[token] && (!combatActive || uiOverlay)
? menuDpadActions[token]
: uiOverlay
? uiPriority.find((candidate) => bindingsRef.current.controller[candidate] === token)
: combatActive && preferencesRef.current.directPartyTargeting
? [...directTargetActions, ...combatPriority].find( ? [...directTargetActions, ...combatPriority].find(
(candidate) => bindingsRef.current.controller[candidate] === token, (candidate) => bindingsRef.current.controller[candidate] === token,
) )
@@ -541,8 +594,13 @@ export function InputProvider({ children }: { children: ReactNode }) {
const ensureFocus = () => { const ensureFocus = () => {
const combatActive = document.querySelector('[data-combat-active="true"]') const combatActive = document.querySelector('[data-combat-active="true"]')
if (combatActive) return if (combatActive) return
const candidates = focusableElements()
const active = document.activeElement
const activeIsUsable = active instanceof HTMLElement
&& candidates.includes(active)
&& isVisible(active)
if ( if (
document.activeElement === document.body (!activeIsUsable || document.activeElement === document.body)
&& !keyboardInputRef.current && !keyboardInputRef.current
&& !captureRef.current && !captureRef.current
) { ) {
@@ -553,6 +611,8 @@ export function InputProvider({ children }: { children: ReactNode }) {
window.requestAnimationFrame(ensureFocus) window.requestAnimationFrame(ensureFocus)
}) })
observer.observe(document.getElementById('root') ?? document.body, { observer.observe(document.getElementById('root') ?? document.body, {
attributes: true,
attributeFilter: ['aria-hidden', 'class', 'disabled', 'hidden', 'style'],
childList: true, childList: true,
subtree: true, subtree: true,
}) })
+16 -2
View File
@@ -1,9 +1,10 @@
import { StrictMode } from 'react' import { StrictMode } from 'react'
import { createRoot } from 'react-dom/client' import { createRoot } from 'react-dom/client'
import { Capacitor } from '@capacitor/core'
import './index.css' import './index.css'
import App from './App.tsx' import App from './App.tsx'
import { InputProvider } from './input.tsx' import { InputProvider } from './input.tsx'
import { DualScreenBottomDisplay, DualScreenProvider } from './dualScreen.tsx' import { DualScreenBottomDisplay, DualScreenProvider, DualScreenStartupPrompt } from './dualScreen.tsx'
createRoot(document.getElementById('root')!).render( createRoot(document.getElementById('root')!).render(
<StrictMode> <StrictMode>
@@ -11,6 +12,7 @@ createRoot(document.getElementById('root')!).render(
<DualScreenBottomDisplay /> <DualScreenBottomDisplay />
) : ( ) : (
<DualScreenProvider> <DualScreenProvider>
<DualScreenStartupPrompt />
<InputProvider> <InputProvider>
<App /> <App />
</InputProvider> </InputProvider>
@@ -19,7 +21,19 @@ createRoot(document.getElementById('root')!).render(
</StrictMode>, </StrictMode>,
) )
if (import.meta.env.PROD && 'serviceWorker' in navigator) { const isNativeApp = Capacitor.isNativePlatform()
if (import.meta.env.PROD && isNativeApp && 'serviceWorker' in navigator) {
navigator.serviceWorker.getRegistrations()
.then((registrations) => Promise.all(registrations.map((registration) => registration.unregister())))
.then(() => caches.keys())
.then((keys) => Promise.all(keys.filter((key) => key.startsWith('chronicle-')).map((key) => caches.delete(key))))
.catch(() => {
// Native app assets should come directly from the APK when cache cleanup is unavailable.
})
}
if (import.meta.env.PROD && !isNativeApp && 'serviceWorker' in navigator) {
window.addEventListener('load', () => { window.addEventListener('load', () => {
navigator.serviceWorker.register('/service-worker.js').catch(() => { navigator.serviceWorker.register('/service-worker.js').catch(() => {
// Offline launch remains optional when registration is unavailable. // Offline launch remains optional when registration is unavailable.
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+12 -1
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@@ -59,7 +59,7 @@ export type Item = {
slug: string slug: string
name: string name: string
slot: EquipmentSlot slot: EquipmentSlot
rarity: 'common' | 'uncommon' | 'rare' | 'epic' rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary'
itemLevel: number itemLevel: number
healingPower: number healingPower: number
maxResourceBonus: number maxResourceBonus: number
@@ -168,6 +168,7 @@ export type Dungeon = {
difficulties: Difficulty[] difficulties: Difficulty[]
encounters: DungeonEncounter[] encounters: DungeonEncounter[]
completionLoot: Array<Omit<Item, 'quantity' | 'equipped'>> completionLoot: Array<Omit<Item, 'quantity' | 'equipped'>>
completionCount?: number
leaderboard: LeaderboardEntry[] leaderboard: LeaderboardEntry[]
leaderboards: { leaderboards: {
part_1: LeaderboardEntry[] part_1: LeaderboardEntry[]
@@ -234,6 +235,7 @@ export type Account = {
export type AuthSession = { export type AuthSession = {
account: Account | null account: Account | null
profile: CharacterProfile | null profile: CharacterProfile | null
token?: string
} }
export type BonusItem = { export type BonusItem = {
@@ -247,6 +249,7 @@ export type BonusItem = {
maxResourceBonus: number maxResourceBonus: number
glyph: string glyph: string
description: string description: string
quantity: number
duplicate: boolean duplicate: boolean
quantityAfter: number quantityAfter: number
} }
@@ -317,6 +320,7 @@ export async function completeDungeon(
completedPart?: number, completedPart?: number,
startPart?: number, startPart?: number,
partDurationSeconds?: [number, number, number], partDurationSeconds?: [number, number, number],
hardMode?: boolean,
): Promise<DungeonReward> { ): Promise<DungeonReward> {
return activeGameRepository().completeDungeon( return activeGameRepository().completeDungeon(
dungeonId, dungeonId,
@@ -326,6 +330,7 @@ export async function completeDungeon(
completedPart, completedPart,
startPart, startPart,
partDurationSeconds, partDurationSeconds,
hardMode,
) )
} }
@@ -338,6 +343,8 @@ export async function completeRoguelike(
options?: { options?: {
bossesCleared?: number bossesCleared?: number
experienceMode?: 'default' | 'pvp-boss-quarter-level' experienceMode?: 'default' | 'pvp-boss-quarter-level'
lootSourceEncounterId?: number
roguelikeStage?: number
}, },
): Promise<DungeonReward> { ): Promise<DungeonReward> {
return activeGameRepository().completeRoguelike( return activeGameRepository().completeRoguelike(
@@ -374,6 +381,10 @@ export async function craftItem(recipeId: number): Promise<CharacterProfile> {
return activeGameRepository().craftItem(recipeId) return activeGameRepository().craftItem(recipeId)
} }
export async function upgradeItem(itemId: number): Promise<CharacterProfile> {
return activeGameRepository().upgradeItem(itemId)
}
export async function rollEncounterLoot( export async function rollEncounterLoot(
encounterId: number, encounterId: number,
difficultyId: number, difficultyId: number,
+22
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@@ -12,6 +12,7 @@ export type CpuPvpLeaderboardEntry = {
} }
const cpuLeaderboardKey = 'chronicle.pvpCpuLeaderboard.v1' const cpuLeaderboardKey = 'chronicle.pvpCpuLeaderboard.v1'
const checkpointKey = 'chronicle.pvpRoguelikeCheckpoint.v1'
export function randomCpuDifficulty(): CpuDifficulty { export function randomCpuDifficulty(): CpuDifficulty {
return (Math.floor(Math.random() * 5) + 1) as CpuDifficulty return (Math.floor(Math.random() * 5) + 1) as CpuDifficulty
@@ -44,3 +45,24 @@ export function recordCpuPvpLeaderboard(entry: CpuPvpLeaderboardEntry) {
.slice(0, 30) .slice(0, 30)
localStorage.setItem(cpuLeaderboardKey, JSON.stringify(next)) localStorage.setItem(cpuLeaderboardKey, JSON.stringify(next))
} }
function checkpointStorageKey(characterId: number, contentType: PvpContentType) {
return `${checkpointKey}:${characterId}:${contentType}`
}
export function loadPvpRoguelikeCheckpoint(characterId: number, contentType: PvpContentType) {
const value = Number(localStorage.getItem(checkpointStorageKey(characterId, contentType)) ?? 1)
return Number.isInteger(value) && value >= 5 ? value : 1
}
export function recordPvpRoguelikeCheckpoint(
characterId: number,
contentType: PvpContentType,
stage: number,
) {
if (stage < 5 || stage % 5 !== 0) return loadPvpRoguelikeCheckpoint(characterId, contentType)
const current = loadPvpRoguelikeCheckpoint(characterId, contentType)
const next = Math.max(current, stage)
localStorage.setItem(checkpointStorageKey(characterId, contentType), String(next))
return next
}
+20
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@@ -0,0 +1,20 @@
{
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo",
"target": "es2023",
"lib": ["ES2023"],
"module": "esnext",
"types": ["node"],
"skipLibCheck": true,
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"verbatimModuleSyntax": true,
"moduleDetection": "force",
"noEmit": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"erasableSyntaxOnly": true,
"noFallthroughCasesInSwitch": true
},
"files": ["vite.config.ts"]
}